SECTION 24 -- BREECHLOADING RIFLE/CARBINE II COMPANY MATCH

24.1 BREECHLOADING RIFLE/CARBINE II COMPANY MATCH

A breechloading rifle/carbine II company match shall consist of net less than 3, nor more than 7, events, of which at least two (2) must be official events under rule 15.5.1. The host staff may determine how many events will be fired at 50 yards and how many will be fired at 100 yards.

24.2 BREECHLOADING RIFLE/CARBINE II COMPANY

These companies shall be organized identically to the musket company, except that companies shall consist of 3 or 4 competitors, of which at least 2 and 3, respectively, must be from the same organization to qualify for awards. Supernumeraries may be assigned to fill vacancies, in accordance with rule 2.2; however, the skirmish director may give permission to a company to participate with fewer than the required minimum number of competitors on a "non-award" basis.

24.3 TARGETS, BREECHLOADING RIFLE/CARBINE II MATCH

The number of targets shall not exceed 6 per competitor, per event. Suggested targets are the same as those used in the musket match. The number of official targets must meet guidelines established in 11.5.a, except that there must be a minimum of 2 events for the match to be official. See rules 11.5, "General Rules for Official Events," and 11.5.1, "Official Events," for further information.

24.4 SAFETY OFFICER AND TIMER

Each competing company must supply one individual to act in the dual role of safety officer and line judge for another company. The line judge is responsible for having and using a digital stopwatch to record the company's time. Failure to provide a safety officer/line judge shall result in the disqualification of the company for that match.

24.5 SEQUENCE OF EVENTS, BREECHLOADING RIFLE/CARBINE II MATCH

a. The host staff may schedule the breechloading rifle/carbine II company match at its discretion. It may be scheduled in conjunction with another company match, such as a mortar match, if the skirmish director so desires. If this is done, safety considerations will dictate how and when competitors are allowed to go down range for any reason. 
b. The match may consist of only one relay if the skirmish director so desires. If so, all targets must be hung before the start of the match. 
c. The length of each event shall not exceed three (3) minutes (180 seconds). 
d. The sequence of commands shall be: 
 
1. "COMPETITORS TO THE FIRING LINE!" Companies shall have one minute to assemble their members on the firing line and prepare for the event. 
2. "ONE MINUTE TO SNAP CAPS!" This command is to be used only if necessary. If there are no non-magazine-fed firearms on the line, it may be omitted. 
3. "ONE MINUTE TO LOAD MAGAZINE" Competitors may load magazines only. No rounds are to be chambered until the next command is given. 
4. "LOAD AND COME TO THE READY!" Competitors may chamber a round and come to the ready position. 
5. "FIRE!" Companies may commence firing and reload, as necessary, until all targets are hit or the three-minute time limit expires. 
6. "CEASE FIRING!" All competitors must stop firing immediately. All firearms must be held with the muzzle pointed downrange. Competitors shall await further commands from the tower. 
7. "SAFETIES, CLEAR THE LINE!" Each competitor shall have his firearm cleared in accordance with all N-SSA rules prior to leaving the firing line. Each company must wait until all its firearms have been cleared, and the safety officer informs them that the line is clear, before leaving the firing line. 
 
 

24.6 LOADING AND CLEARING THE FIREARM

a. Each competitor must bring a clearing rod to the firing line to facilitate the clearing process. 
b. The barrel of the firearm must be pointed downrange during loading and reloading. 
c. No speed loaders of any kind may be used to reload after the "Fire" command has been given. 
d. Companies shall have five (5) minutes between events to clean their firearms, recover spent cartridges and refill cartridge boxes. 
 

24.7 SCORING, BREECHLOADING RIFLE/CARBINE II MATCH

Scoring shall be done on an elapsed time basis. Time shall be called when the team captain believes all targets are broken or when three minutes have elapsed, whichever comes first. The company with the lowest total elapsed time shall be judged the winner, with successively lower places being determined by progressively longer total elapsed times.