The New Generation match is a simplified USPSA match geared toward new competitors. The equipment rules are relaxed, but the safety rules, scoring, and stages are all by USPSA rules. The following is a summary of the USPSA rules you’ll need to know to compete safely.
Safety is of the utmost importance in this sport. Violating any of the safety rules will lead to disqualification from the match. Disqualification (DQ) means your match is over, your scores are forfeit, and you can no longer shoot for the rest of the day.
This match is a COLD RANGE match. That means no handling of any firearms anywhere except the designated Safe Area tables in each bay or under the supervision of a Range Officer (RO). This includes the parking lot. If your competition firearm is loaded, let one of our staff know (look for the GPS shirts) and we’ll proceed to a bay to clear it.
Each bay has a designated Safe Area with a table and red lines to clearly indicate the bounds of the Safe Area. As long as you’re within these red lines you can handle your firearm. Make sure to keep your firearm pointed at the berm in front of you at all times. Pointing a firearm at another person will disqualify you from the match.
Safe Areas are for unloaded firearms only and no ammunition (including dummy rounds) may be handled inside the Safe Area. Ammo and magazines may be handled anywhere else on the range except for the Safe Area. Magazines stowed on the belt, in pockets, or in your bag can enter the Safe Area, but may not be removed from their stowed position while you are in the Safe Area. Empty magazines can be handled in the Safe Area.
Gun Handling Safety
Unsupervised gun handling The only time you can handle a firearm is an a Safe Area or under the direct supervision of a Range Officer (RO). When your turn comes up to shoot the stage, you may not handle your firearm until the RO says "Make ready." Handling your firearm before the RO gives the "Make ready" command will result in a DQ.
Allowing the muzzle of a firearm to point at any part of any person’s body (sweeping) will lead to a DQ. There’s an exception for sweeping your lower extremities during holstering and unholstering.
The 180 Rule
The muzzle of your firearm must never point uprange. The 180 is an imaginary plane that follows you throughout the stage that is 90 degrees to your left, right, up, and down. Allowing your firearm to point past the 180 is considered to be pointing uprange and is a safety violation leading to a DQ.
Unless you’re aiming at or shooting at targets, all movement must be done with fingers visibly outside of the trigger guard and pointed in a safe direction (see 180 rule). Failure to do so is a safety violation and will result in a DQ.
During reloads and malfunction clearing, your trigger finger must be outside the trigger guard. Failure to do so is a safety violation and will result in a DQ.
An accidental discharge is a safety violation and will result in a DQ.
The following are Accidental Discharges:
Firing a shot over the berm
Firing a shot within 10ft of you, except when shooting at a target that close
Firing a shot during reloading, malfunction clearing, or transferring the gun between hands
Firing a shot during movement, except when shooting at targets.
Firing a shot while picking up a staged firearm when you’re not shooting at targets and the shot does not strike a target.
Dropping a firearm
Dropping a firearm during the course of fire will result in a DQ. Dropping a firearm outside of a course of fire is not a DQ, but a Range Officer must retrieve it. Retrieving a dropped firearm unsupervised will result in a DQ so make sure to call an RO if this happens.
The best two hits on target will determine your score for the target (unless the written stage briefing calls for a different number of hits per target). At least one shot must be fired at each target (it doesn’t need to hit it). Failing to shoot at a target at least once will incur a Failure to Shoot At penalty (FTSA) which deducts 10 points from your Target Points.
Unless otherwise specified on the written stage briefing, you may take as many shots on a target as you want. Only the best 2 shots score (unless the briefing states a different number of required shots).
This match uses Hit Factor scoring. Your hits on targets translates to earning Target Points and that point total is divided by the time it took you to earn those points. The scoring zones on a cardboard target are A, C, and D zones and each has a point value that represents your accuracy on target. (During scoring you’ll hear these zones referred to as Alphas, Charlies, and Deltas).
Power Factor is a measure of the power of your ammunition and it affects how targets are scored. Power Factor = bullet weight (grains) x velocity (feet per second) / 1000.
There are only 2 power factors: major and minor. The minimum to make minor power factor is 125 and the minimum to make major power factor is 165.
Examples of Major rounds: 40S&W, 45ACP, 357Sig, 357Mag, 9mm Major, 38 Super (Comp) Examples of Minor rounds: 9mm Luger, 380 ACP, 38 Special
Above are the amount of Target Points you get per hit on a cardboard target.
For example, let’s say you’re shooting minor power factor and your hits on all targets are 11A, 5C, 2D and you did it in 18.06 seconds. That means your Target Point total is: (11x5) + (5x3) + (2x1) = 72. Divide this by the time it took for you to complete the stage and you get your hit factor: 72/18.06 = 3.98671096345515 <-Your hit factor for this stage.
The scoring doesn’t stop there though. Each stage is worth a certain amount of Stage Points determined by the maximum number of points you can get on the stage (5 cardboard targets at 2 shots each = 50 points possible). Your hit factor is compared to the competitor with the highest hit factor for that stage and you are given a percentage of the Stage Points depending on the percentage your hit factor is off the stage winner.
Example: Stage winner’s hit factor: 10. Your hit factor: 5. You would receive 50% of the Stage Points.
Your final score is the sum of all the Stage Points you earned from all the stages.
Misses (Mikes) Missing a shot on target means you miss out on 5 Target Points and you also get penalized 10 Target Points on top of that for having a miss. A Mike will severely tank your Target Points so avoid them.
No-shoots Hitting a No-Shoot penalizes you 10 Target Points, but there’s an added side effect. All targets are impenetrable in this sport which means a clean hit in a No-Shoot (not an edge hit) does not go through and register on a shoot target behind it. This often leads to a No-Shoot also causing a Mike so it’s best to make that shot up if you can.
Hard Cover Blacked out areas of a target are considered Hard Cover and act as if the target is behind something that would block your bullet. Hits completely in the Hard Cover are scored as misses.
Equipment There are no restrictions on equipment except for equipment deemed to be unsafe by the match director.
Holster safety rules:
Holster must completely prevent access to, or activation of, the trigger while holstered
No shoulder holsters
No holster that points the muzzle of the handgun farther than 3 feet from the competitor's feet while standing relaxed.
Divisions (These are specific to this match and this match only.) Optics Optics 10 Iron Sights Iron Sights 10 PCC
Your division is determined by the gun you are shooting. If your gun uses a red dot, scope, or laser, choose Optics. If your gun uses standard notch and post sights, choose Iron Sights. If you are shooting a Pistol Caliber Carbine (PCC) choose PCC. The Optics, Iron Sights, and PCC divisions may load their magazines to full capacity.
If you’re shooting a low capacity gun or only want to load 10 rounds, the Optics 10 and Iron Sights 10 divisions limit all magazines to 10 rounds max only.
The Overall match ranking is meaningless except for bragging rights. You only compete with other people in your division so make sure to filter the results by division to check your standing against other people shooting similar guns.
Round Count Each stage will require at most 20 rounds to complete if you don't miss. Make up shots will, of course, increase the amount of rounds you expend. 20 rounds, across 6 stages means the minimum round count is 120 if you don't miss. Factor in some make up shots and it's a good idea to bring 150 rounds to the match.
Pre-match email The match director will send out an email the night before after the registration closes with reminders and squadding. Keep an eye out or check in the morning.
Squadding If you want to shoot with people you know, please squad together. Squad shuffling will inevitably happen as Mentors need to be moved around to cover all shooters so check the squads in the morning at check in.
Parking There is a parking lot and staff will direct you where to park.
Stage Reset All competitors are required to help reset the stage (tape targets, reset steel, reset props). The only exceptions are the next competitor up to shoot (the on-deck shooter) and the competitor that just finished shooting. If you are the on-deck shooter, do not help reset the stage and concentrate on your stage plan.