Ashland Lake Gun Club

Close Quarters Carbine Rules

The four Universal Laws of Gun Safety are:

  1. All guns are always loaded.

  2. Never point a gun at something you do not wish to destroy.

  3. Finger off trigger until sights are on the target.

  4. Be sure of your target and what is beyond it.

ALGC is a cold range. A cold range is where all weapons must be unloaded unless under the supervision of a SO.


    1. Through the use of thought provoking scenarios CQC stresses sound, aggressive CQB (close quarters battle) tactics with carbine, pistol, and rifle while instilling core defensive skills utilizing position and cover.


    1. Rifle, sling, light, magazines, mag pouch.

    2. Pistol, holster, light, magazines, mag pouch.

    3. Ball/FMJ ammo – no hollow point or wad cutter.

    4. Ear & eye protection.

  2. DISAMBIGUATION (of rules drawn from USPSA & IDPA)

    1. There are two classifications based on carbine caliber.

      1. PC (Pistol Caliber – 9mm, .40 or .45acp only.)

      2. .22lr

    2. Cover, Movement, Particulars.

      1. Cover is minimally 100% of lower body and 50% of upper body.

        1. When using tactical priority to pie targets from a position of cover the shooter should be moving slightly between threat engagements. Failure to do this indicates more than one threat is visible.

      2. Shooter may engage threats out of cover if there is aggressive movement towards the threat or a position of cover. (No IDPA slow foot shuffle).

      3. Going empty while exposed to threats necessitates a transition to secondary weapon system.

        1. While behind cover, any reload may be performed flatfooted or OTM (on the move).

      4. When shooting from a static position of cover, shooter must shoulder weapon on engagement side.

      5. Hard cover – Any shot that touches hard cover is a miss (threat or non-threat).

    3. Scoring

      1. Time and points down will be tallied after each event.

      2. All threats MUST have 2 hits inside -0, -1 or FTN (failure to neutralize).

        1. This is close quarters; do not leave partially neutralized threats in your proximity.

      3. Drills – Time plus.

      4. Scenarios - Par time/No time – Points down (including anything not engaged).

        1. Procedural errors awarded for engaging threats in a manner that places the shooter in a position of tactical risk, i.e. where the shooter is at risk from the threat.

      5. Hit on non-threat or a FTN results in 20 second penalty (like an FTDR (failure to do right)).


      1. Utilize timer to push skill level and personal boundaries.

      2. Utilize par time for some scenario CoF in lighted conditions.

      3. Work with participants individually to improve their speed of engagement, accuracy, and defensive tactics.

        1. There are no second chances in real world… be patient, yet efficient while taking appropriate shots to neutralize threats safely and effectively.

      4. Integrate "real targets" into the array of cardboard, e.g. pin on pictures of weapons, purses, innocent face, etc...

      5. Have Secondary SO move "real target" props from target to target between shooters.

      6. Place hostages in real positions, i.e. not where 50% of the bad guy is visible.

      7. Specific COF or Drill instructions are rule of law.

      8. Use nontraditional shooting positions to move shooter out of comfort zone.


      1. Drive safety by designing appropriate CoF.

        1. No lights out scenarios run under any kind of time constraint.

        2. Observe 180° degree rule by proper target placement.

      2. Secondary SO stays downrange and in view of primary SO until range is clear, at which time he walks up range. Primary SO makes shooter ready only after secondary SO passes up range.

      3. Unsafe gun handling will result in immediate disqualification from entire event.

          1. Examples (but not limited to)

            1. Endangering any person.

            2. Muzzle beyond “Muzzle Safe Points” or 180° .

            3. A loaded firearm except while on the firing line. Unloaded firearms may be handled only in designated “safe areas”.

            4. Dropping a loaded firearm.

            5. Repeated “finger” violations.

            6. Unintended discharge that does not hit a backstop.

            7. Sweeping anybody. Ever. Loaded or unloaded.

            8. Handling ammunition in the safe area.

            9. Carrying a Rifle with the action closed or without OBI.


  • Cruiser Ready: Empty chamber, loaded magazine, closed bolt, hammer down, and safety off.

  • Strong Hand: Dominant side of body.

  • Support Hand/Side: Non dominant side of body.

  • Freestyle: The shooter’s option to shoot with either or both hands.

  • Magazine Retention: Proper stowage of a partially loaded magazine (pouch or pocket).

  • Safe Area: A designated place to handle unloaded guns. No ammunition can be handled in a safe area.

  • Tactical Priority: A method of combat where threats are engaged by level of danger. If all threats are visible, they are engaged from near to far. If threats are hidden, they are engaged as they are seen (slicing the pie).

  • Tactical Sequence: A method of combat addressing very close threats (inside 5 yards). Each threat must be engaged with one round prior to completely neutralizing.

  • Range Commands:

    • Load and Make Ready.

    • Shooter Ready?

    • Standby: Command given to the shooter to freeze in the start position before the audible start signal.

    • Finger: Alert given to shooter to remove his finger from the trigger guard.

    • Muzzle: Alert given to shooter to maintain muzzle control within the muzzle safe points.

    • Stop: Alert given to the shooter to stop all shooting and movement.

    • Cover: Alert given to the shooter for not using cover.

    • Unload and Show Clear.

    • Slide Forward.

    • Pull trigger (pistol).

    • Bolt Open: Command given to shooter to lock bolt open on a long gun.

    • Holster.

    • Range is Safe.

Jan. 1, 2016

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