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NCOWS Match (The 3rd Saturday each Month, see Schedule)

Each match conducted in accordance with National Congress of Old West Shootists rules.

Smokeless powder loads shall not exceed the maximum muzzle velocities of comparable black powder loads, e.g. 1500 fps for single shot cartridge rifles; 1300 fps for lever action rifles; 1000 fps for handguns.  Minimum velocity for any main match firearm is 600fps or published loading data.
 

Match Fee $12 per day Texas Peacemakers Club Members, $15 per day for non-members.

 

How NCOWS Differs From SASS

The National Congress of Old West Shootists (NCOWS) differs in philosophy with the Single Action Shooting Society, yet shares many things in common – the love of the shooting sports, the old west, and old west weapons of all types.

We truly represent the period which we embrace.  We recognize that this was a time when a man's word was his bond. It is NCOWS philosophy that the honor system is much preferable to micro-managing and over-legislation.  When someone professes the desire to join NCOWS, local clubs typically work with new members, help them get their kit together and typically allow up to a year (at the local level) to achieve Level One Authenticity.  This refers to authentic costuming as well as accoutrements and weapons.

So how does NCOWS differ from SASS?  NCOWS focuses on the authenticity of the period more so than SASS.  Many weapons that are allowable in SASS are not in NCOWS, simply because they did not exist in the old west.  On the other, hand, NCOWS allows weapons that SASS does not because they existed in the old west.  For example, one may use pre-1898 double action revolvers in an NCOWS match, because they did exist.  A great example of this difference is the Thunderer.  A real Colt Thunderer double action revolver is allowed in NCOWS, as it was released by Colt in 1877.  But the single action version of the firearm currently being marketed by Cimarron, Taylors & Co, EMF is not allowed, even though the birds head grip did exist.  It just did not exist on a single action frame.

Another difference is the target size and placement.  Targets may be farther out, smaller in size, different ranges, or all of the above in an NCOWS match.  A SASS match has a different set of criteria to which target size and placement must be held.

So how much ammunition do you need for an NCOWS match?  Well, that depends on the category being entered.  Duelist, you will use about the same as the equivalent in a SASS match.  Working Cowboy, you carry one rifle, one revolver.  You do not shoot a shotgun at all, and you may or may not be required to reload your revolver on the clock, depending on the scenario.

The Texas Peacemakers invite you to browse the NCOWS Tally Book for further information on costuming, weapon selections, and allowed calibers.

 

NCOWS

Safety Rules Summary

 

  1. All participants must attend the mandatory safety meeting before shooting the event.
  2. Treat every firearm as if it were loaded.
  3. Only cast lead bullets are allowed.  No jacketed or gas checked bullets are allowed. No squib or magnum velocity loads. Shot is lead only and no larger than #7 ½.  Only cartridges and velocities approved in the Tally Book are allowed.  Shooters will be held responsible for damage caused to targets by too “hot” a load.
  4. Eye and hearing protection is mandatory downrange of the hitching rails
  5. No loaded firearms allowed anywhere but on the firing line between the loading and unloading areas.
  6. No alcohol or illegal substance or any substance that might impair your ability in any way is allowed.
  7. No smoking downrange of the hitching rails.
  8. Only shooters who are competent in the use of firearms are allowed to participate.
  9. Shooters are responsible for the safe condition of their firearms and ammunition.
  10. No quick draw, fanning, spinning or any other unsafe handling of firearms is allowed.
  11. No loaded firearms except at the loading table or firing line.
  12. Initially load rifles and revolvers at the loading table only and only when the loading table is manned.
  13. All long guns will have their actions open at all times except when they are on the firing line or in their cases.
  14. When carrying firearms to loading or unloading tables, muzzles must be in the vertical position, pointed straight up.
  15. No cocked firearm with a live round under the hammer may ever leave a shooter’s hand except for a malfunction.  This also means transfer from one hand to the other.
  16. When loaded, revolvers are to always have the hammer down on an empty chamber or between the chambers. 
  17. After firing, revolvers are to always have the hammer down on a fired round or an empty chamber.
  18. Everyone will load, stage, and unload his or her own firearms, except for those needing assistance.
  19. When loaded, all long guns are to always have the hammer down on an empty chamber.
  20. After firing, all long guns are restaged empty with the action open.
  21. Shotguns are always loaded on the clock.
  22. Mule eared shotguns may be staged cocked, open and empty.
  23. Shotguns begin and end every stage empty with magazine and chambers empty and the action open.
  24. Shotguns are loaded on the clock.  Shotgun magazines may be loaded with up to the number of rounds required in the stage description.  Pistoleers using a muzzle loading shotgun will stage the shotgun with the chambers loaded, but not capped.  All empty shells must be ejected before grounding or moving throughout the stage.
  25. Shooter is to retrieve his or her own firearms and go directly to the manned unloading table after he or she completes the course of fire for each stage.
  26. If the shooter is stopped by the Timer Operator, the shooter gets a reshoot.
  27. A prop failure that the shooter cannot shoot where it was, is a reshoot.
  28. Posses will have no fewer than 8 persons: I Timer Operator, 1 shooter, I watching the loading table, 1 watching the unloading table, 3 watching hits and picking up brass and 1 loading.
  29. All participants hearing the command “cease fire” or being made aware of other danger signals will immediately cease firing and keep their firearms pointed downrange with the muzzle in a downward position.
  30. Individuals making a formal protest to the Judge of questionable acts or violation of the rules by an individual shall accompany such protest by a $10.00 protest fee.  If the protest is upheld the fee will be returned.  If it is denied, the fee is forfeited to the individual against whom the protest was made.  The Judge’s decision is final.
  31. For scoring: a miss is a ten second penalty, a procedure is a 20 second penalty, and a stage disqualification is 500 seconds as the time for that stage.
  32. No fingers in the trigger guards unless the shooter is preparing to fire at the command of the timer operator or in the act of shooting.  PENALTY for the first offense is a stage disqualification, for the second offense is disqualification from the match.
  33. Revolvers are not cocked until pointed safely downrange.  PENALTY for the first offense is a stage disqualification, for the second offense is disqualification from the match.
  34. No breaking of the 170 degree plane with any firearm at any time during the course of fire between the loading and unloading areas is allowed.  PENALTY for the first offense is a stage disqualification, for the second offense is disqualification from the match.
  35. Any accidental discharge that impacts within 6 feet of the shooter results in a match disqualification.
  36. Any two stage disqualifications results in a match disqualification.
  37. Empty round(s) left in a long gun is a procedure penalty for each infraction.
  38. A dropped unloaded firearm ends the stage for the shooter.  A dropped loaded firearm will result in a match disqualification.  The dropped firearm will be retrieved and cleared by the Posse Marshal or the Timer Operator.
  39. A dropped round is any round that falls below the waist of the shooter.  This is a dead round.  Shooter may not bend over to retrieve a dropped round.  Shooter retrieval of a dropped round is a procedure penalty for each infraction.  Shooter may acquire another round from his person to replace the dropped round.
  40. No running on the clock with a charged firearm in hand.
  41. Refusal to follow the Posse Marshal or Judge’s directions regarding safety and or procedural rules will be grounds for match disqualification.  Remember to think safety first and always.

 

NCOWS

Penalty Summary

 Scoring:

A miss is a 10 second penalty.

A procedure is a 20 second penalty.

A stage disqualification is 500 seconds as the time for that stage.

 

Stage and Match Disqualifications:

1.      No fingers in the trigger guards unless the shooter is preparing to fire at the command of the timer operator or in the act of shooting.  PENALTY for the first offense is a stage disqualification, for the second offense is a match disqualification.

2.      Revolvers are not cocked until pointed safely downrange.  PENALTY for the first offense is a stage disqualification, for the second offense is a match disqualification.

3.      No breaking of the 170 degree plane with any firearm at any time during the course of fire between the loading and unloading areas is allowed.  PENALTY for the first offense is a stage disqualification, for the second offense is a match disqualification.

4.      Any accidental discharge that impacts within 6 feet of the shooter results in a match disqualification.

5.      Any two stage disqualifications results in a match disqualification.

6.      A dropped unloaded firearm ends the stage for the shooter.  A dropped loaded firearm will result in a match disqualification.  The dropped firearm will be retrieved and cleared by the Posse Marshal or the Timer Operator.

7.      Refusal to follow the Posse Marshal or Judge’s directions regarding safety and or procedural rules will be grounds for match disqualification.  Remember to think safety first and always.

  

Procedure Penalties:

1.      Empty round(s) left in a long gun is a procedure penalty for each infraction.

2.      A dropped round is any round that falls below the waist of the shooter.  This is a dead round.  Shooter may not bend over to retrieve a dropped round.  Shooter retrieval of a dropped round is a procedure penalty for each infraction.  Shooter may acquire another round from his person to replace the dropped round.

 

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