STAGE 1 – Let’s Try This Again  (Pistol – 16, Rifle – 9, Shotgun – 11, Slug – 6)

2016 Generation 3 Gun Stage 1

Start Position

Standing on walkway holding rifle in both hands.

Firearm Conditions

Pistol: Magazine inserted, empty chamber, holstered.
Rifle: Loaded, hot.
Shotgun: Loaded to division capacity, on safe, staged in barrel.

Stage Procedure:

Upon Start signal engage rifle steel 1-9 from dock. Ground rifle on the dock. Once standing, draw pistol and engage pistol paper 1-8 from the walkway. Ground safe or empty pistol in pistol dump barrel. Draw shotgun and engage slug 1-6, shotgun poppers 1-5 and clays 1-6 from within fault lines. Poppers 1-5 activate clays. Barrel of shotgun may not move to the right of the orange painted T post. Shooting a steel knockdown with a slug will incur a stage DQ and a $25 donation. RO will call hits on rifle and shotgun slug.

STAGE 2 – Ethan’s Walk Through The Woods  (Pistol – 31, Shotgun – 10)

2016 Generation 3 Gun Stage 2

Start Position:

Standing with one foot touching start line.

Firearm Conditions:

Pistol: Loaded, holstered.
Shotgun: Loaded to division capacity, on safe, staged in barrel.

Stage Procedure:

Upon start signal engage pistol steel 1-19 and pistol paper 1 and 2 while on the path. Pistol paper 3 and 4 must be shot under the wall. Ground safe or empty pistol in pistol dump barrel. Retrieve shotgun and engage shotgun plates 1-8. Shotgun popper must be shot under the wall. Clay must be activated prior to engaging.

STAGE 3 – Jungle Run  (Pistol/Birdshot – 20, Rifle/Pistol – 10, 00Buck – 3, Rifle – 3)

2016 Generation 3 Gun Stage 3

Start Position:

Standing with hands relaxed at sides or shotgun muzzle touching mark.

Firearm Conditions:

Pistol: Loaded, holstered.
Rifle: Completely empty, Bold closed, Slung.
Shotgun: Loaded to division capacity, on safe. Staged in barrel, or held.

Stage Procedure:

This is an option stage. Target engagement is as follows. P1-5 are Rifle/Pistol only. S1-20 are Pistol/Birdshot only. RF1-3 are Rifle only. BS1-3 are 00Buckshot Only.

STAGE 4 – The Bully  (Pistol – 7, Rifle – 17)

2016 Generation 3 Gun Stage 4

Start Position:

Standing with hands relaxed at sides.

Firearm Conditions:

Pistol: Loaded, holstered.
Rifle: Loaded, hot, on safe, staged in barrel.

Stage Procedure:

Upon start signal engage PS1-7 as they become visible. Dump safe pistol and retrieve rifle. Engage RF1-3 where visible. Engage RF4-17 from the V-Tac only. All shots on RF4-17 must pass between the supporting posts of the V-Tac.

STAGE 5 – Hoopty  (Pistol – 9, Rifle – 9, Shotgun – 9)

2016 Generation 3 Gun Stage 5

Start Position:

Sitting in the driver’s seat of Hoopty. Hands on the steering wheel, back against the seat with feet flat on the driver’s side floorboard.

Firearm Conditions:

Pistol: Loaded, hot, sitting in passenger seat.
Rifle: Loaded, hot, on safe, staged in barrel.
Shotgun: Loaded to division capacity, on safe, staged in barrel.

Stage Procedure:

Upon start signal engage pistol knockdowns 1-9 from within vehicle. Ground safe or empty pistol in bucket. Exit the vehicle and retrieve shotgun. Engage shotgun knockdowns 1-9. Ground safe or empty shotgun in shotgun dump barrel. Move towards rifle barrel and retrieve rifle. Engage flashers 1-3 and 4-5 from cable spools. One array must be shot from the top of one of the spools. Must be touching spool for the other array. B/C’s may be shot as they become visible. B/C’s require 2 hits each. RO will call hits on rifle B/C and flashers.

STAGE 6 – Load It Up  (Rifle – 8, Shotgun – 25)

2016 Generation 3 Gun Stage 6

Start Position:

Sitting in the driver’s seat of Hoopty. Hands on the steering wheel, back against the seat with feet flat on the driver’s side floorboard.

Firearm Conditions:

Pistol: Loaded, hot, sitting in passenger seat.
Rifle: Loaded, hot, on safe, staged in barrel.
Shotgun: Loaded to division capacity, on safe, staged in barrel.

Stage Procedure:

Upon start signal engage knockdown steel and clays with shotgun. Ground safe or empty shotgun and retrieve rifle. Engage rifle flashers 1-4 and B/C 1-2. RO will call hits on B/C zones and flashers. B/C requires two hits.

STAGE 7 – Stability  (Pistol – 12, Rifle – 17, Shotgun – 10, Slug – 2)

2016 Generation 3 Gun Stage 7

Start Position:

Standing outside the shooting area.

Firearm Conditions:

Rifle: Loaded, hot, on safe, staged in barrel.
Shotgun: Loaded to division capacity, hot, held.
Pistol: Loaded, holstered.

Stage Procedure:

Upon start signal mount walkway and engage 12 pistol knockdowns, 10 shotgun knockdowns, and 2 shotgun slugs. You may start with pistol or shotgun. Ground safe or empty shotgun and handgun in dump barrel. Move to rifle dump barrel and retrieve rifle. From box RED engage one rifle array, from box WHITE engage one rifle array, and from box BLUE engage one rifle array. Arrays are 3 B/C’s, 3 RO will call hits on shotgun slug and rifle B/C zone.

STAGE 8 – Field of Nightmares  (Rifle – 9, Shotgun/Pistol – 18, Shotgun/Rifle/Pistol – 8)

2016 Generation 3 Gun Stage 8

Start Position:

Starting with one foot touching start line.

Firearm Conditions:

Rifle: Loaded, hot.
Shotgun: Loaded to division capacity, hot, on safe, staged I barrel if used.
Pistol: Magazine inserted, empty chamber, holstered.

Stage Procedure:

Upon start signal engage 2 B/C and flasher. If poppers and plate rack are engaged with rifle they must be shot from the start line. Move to rooftop 4 rifle flashers. No part of your body or weapon may touch the ground. Ground safe or empty rifle in rifle dump barrel. Draw pistol or shotgun and engage 18 knockdowns. If large poppers or plate rack is left it may be engaged with shotgun or pistol. RO will call hits on rifle B/C and flashers.