Central Florida Rifle & Pistol Club Multi-Gun Rules:

Our primary goal is for shooters to come to a match and have fun in a safe and structured competitive environment. Our use of divisions allows shooters with “similar” types of firearms to compete against one another and still have the latitude to try out different firearms, optics, and equipment.

SAFETY COMES FIRST:

  • NO AMMO may be handled at the safe tables.
  • Rifles and shotguns must have a chamber safety flag installed at all times (except during the course of-fire after the “Make Ready” command has been issued by the Range Officer). The “Unload and Show Clear” procedure is complete ONLY after the rifle or shotgun is verified unloaded, a chamber safety flag is properly inserted and the muzzle is pointed up or down.
  • The muzzle must remain pointed in a safe direction (up or down, or at a berm) regardless of the perceived chamber safe condition.
  • Long guns must be carried or shouldered or slung from the shoulder with the muzzle down and the firearm reasonably vertical with a chamber safe flag properly inserted.
  • Long guns may be transported or stored in a case, a mobile rack or a carrier designed for that purpose as long as a chamber safety flag is properly inserted. Be especially careful to NOT point the firearm towards any person, near or far, while staging or stowing the firearm.
  • Hand guns will be transported in a case or worn in a holster, hammer down, slide forward, and with the magazine-well empty.
  • When transporting a preloaded shotgun from the preload table to the start position, the firearm must be carried directly to the start position with the muzzle vertical.

List of approved cartridges:

Rifle: Any Center Fire 5.45 or larger in diameter (must be loaded > 1600 FPS)

PCC:  9x19 or larger (must be loaded < 1600 FPS).

Pistol:  9x19 or larger (must be loaded < 1600 FPS).

Shotgun:  20 Gage or 12 Gage (#7.5 or #8 shot, low brass only).

Rimfire:   .22LR only

CFMG Divisions:

3 Gun Open  (2 Gun Open without Shotgun)

No limitations on optics, modifications, accessories, or ammunition capacity.

Any center-fire semi-auto rifle or PCC with a detachable magazine - Any sights or optics permitted. Muzzle brakes allowed.

Any Semi-auto pistol or DA revolver- Any sights or optics permitted. Ports or comps are allowed.

Any pump or semi-auto shotgun with a tube or detachable magazine - Any sights or optics permitted. Ports or muzzle brakes allowed. Speed loaders, extended magazine tubes, & box magazines allowed.

3 Gun Tactical  (2 Gun Tactical without Shotgun)

Any Semi-auto rifle or PCC with a detachable magazine – Any sights or optics permitted. Muzzle brakes allowed.

Any Semi-auto pistol or DA revolver- Iron sights. Extended magazines allowed. Ports or comps are not allowed.

Any pump or semi-auto Shotgun with a tube magazine – a maximum of 9 rounds total in the shotgun at the start of a stage.

 3 Gun Rimfire  (2 Gun Rimfire without Shotgun) 

At least one of the guns used must be in .22LR caliber

Any semi-auto rifle or PCC with a detachable magazine - Any sights or optics permitted. Muzzle brakes allowed.

Any semi-auto pistol or DA revolver- Any sights or optics permitted. Ports or comps are allowed.

Any pump or semi-auto Shotgun with a tube magazine – a maximum of 9 rounds total in the shotgun at the start of a stage.

 Pistol Caliber Carbine Only

Any center-fire semi-auto PCC with a detachable magazine - Any sights or optics permitted. Muzzle brakes allowed.

Rimfire Carbine Only

Any semi-auto rifle with a detachable magazine in 22LR - Any sights or optics permitted. Muzzle brakes allowed. 

Pistol Only

Any center-fire semi-auto pistol or DA revolver- Any sights or optics permitted. Ports or comps are allowed.

 

 

 

                   

 

IPSC-Metric-SML [image]

CFMG Scoring:

Our scoring system is time plus penalties. An electronic timer records the time used to complete the stage, and then penalties (if any) are added to the Stage Completion Time in 5 second increments.

Penalties include: Failure to Neutralize a Target, Failure to Engage a Target, Hitting a No-Shoot Target, etc. In order to avoid penalties, you must neutralize all targets on a stage.

To neutralize a paper target requires a minimum of two hits in any scoring zone.

Some of our stages use Steel Targets. Steel targets must fall to score. Occasionally we use frangible targets (Clays). Frangible targets must break to score (one BB hole qualifies as a break).

The Stage Completion Times for all of the stages in a match are added together to get your Match Score.

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