Extreme GM is the sanctioning body which will be referred to as EGM in the rule book. EGM provides a standardized rule book and guidelines by which matches must adhere so that competitors may have consistency while traveling to any EGM sanctioned match. EGM provides a consistent platform for ranges and clubs to promote the safe and competitive sport of steel shooting.

The rule books, and names, EGM, Pro-Am, Mannys Action Steel Shoots, & Knock Down Steel, are intellectual property of EGM, and may not be used for any purpose other than promoting the disciplined sports associated with EGM. without written authority of EGM


 1. Course Design

Each course of fire is recommended to have up to 8 rounds from a static position, no more than 10 rounds from a static position is permitted, unless they are available from other positions. 20-30 rounds per stage is recommended, with No more then 40 rounds per stage recommended.

1.1 Boundaries

1.1.1 Side and forwards Boundaries

Stage boundaries or fault lines must consist of a definitive barrier between the shooter and the targets, not allowing to fault forward if closer then 23 feet if possible.A clearly marked material at least .75” high minimum is recommended to be used when defining the shooting area with a fault line and be at least 26 feet if possible. Shooting boxes or off limit lines can also be used in a stage. Side fault lines should be 3 feet minimum if no back fault line is used, paint can be used for the back fault line if need be.

1.1.2 Rear Boundaries

Also known as a rear fault line of a course of fire is recommended, but not mandatory at level one matches, side fault lines can be deemed to extend rearward to infinity, level two and above matches must be marked by paint or safety tape.

1.2 Safety

Course Design Safety in regards to setting up the stage is mandatory. Careful consideration should be used to make sure everyone on the range is protected. At no time should any piece of steel be able to splatter 90 degrees and not strike a berm, unless a splatter guard to restrict the splatter is put in place, “barrel, plywood, etc.” a competitor must not be required to reholster their gun during a course of fire.

1.2.1 Eye and ear protection

Eye and Ear protection is to be worn at all times.

If a competitor looses their eye or ear protection during a course of fire,

The competitor or RO may stop them immediately, and allow a reshoot, if this happens purposely, a DQ for unsportsmanlike conduct may be implemented.

1.2.2 Steel Placement

Placement of steel is the key to having rounds safely impact the berm. All rounds fired at any piece of steel in the course of fire must at least impact the base of a side or front berm if missed. Steel should be placed a minimum of 21’ from the closest point of engagement. If the target is made fully of plastic material, there is no minimum distance, so long as the round impacts the berm.

1.3 Responsibility.

Course design and safety are ultimately the responsibility of the host organization & match staff. EGM does not dictate exact design and therefore does not assume any liability for course design.

1.4 Walls, Barriers, Obstacles

All walls are considered to be impenetrable and extend from ground to infinity unless otherwise stated in the stage briefing. A competitor shooting through, over or under a wall shall incur one procedural per shot fired. Any obstacles placed in the course of fire must have considerations. Maximum port or obstacle height is 4 feet, any shooting port over 3 feet should have the availability to provide a step if needed. Rope can also be used to guide a person through the stage as well, but must be at least 10 yards from the closest steel and used in a manner to not give an advantage to someone riding the ropes.

1.5 Action Steel Targets

Static, non-falling targets are used for action steel, minimum size recommendation is 3 inches, and no more then 4 steel smaller then 8 inches is recommended in a course of fire. Round targets can be of any size up to 15 inches, and can only be required to be struck once, without movement to another position or a mandatory reload.  Square targets can be of any size up to 25” X 25”, unless otherwise authorized by EGM, and can only be required to be struck twice without movement to another position or a mandatory reload.  1 uniquely shaped different steel “ diamond, stop sign, octagon etc. may be used throughout the match as the wild card steel target and be appointed a minimum Round count of 3 rounds & up to 8 rounds maximum. Without movement, or a mandatory reload or movement after 8 rounds. No more then 1 uniquely shaped target is allowed in recommended in a course of fire, but multiples of the same shape are allowed. And details of the engagement must be written in the stage briefing.

1.6 Bonus Plate Action Steel

The bonus plate can consist of any of the 3 sizes approved for the match. The bonus plate must be painted a color “preferably red, but must be different from any of the other steel in the course of fire. The bonus plate has to be the last shots fired to count. Round, square, or the unique target can be used, up to 2 bonus targets can be used in the course of fire up to 4 bonus shots total is allowed per stage. if a competitor shoots and misses, a round bonus plate, it will not count, even if hit with a follow up shot. If a competitor shoots 3 rounds at a square bonus plate, only the first 2 will be able to be counted for a bonus. Same with the unique target, only the designated number of shots required can be shot for possible bonus hits.  If there are two bonus plates, the number of rounds possible for all bonus plates combined can be shot at one if missed, but will only count for the maximum number of hits allowed for the shape of the target.

example: a round and square bonus plate are in the same course of fire, so the competitor has 3 possible bonus hits available. if the competitor fires at the round plate first and misses, he has 2 additional shots that can be used on the round, or the square target, if all 3 rounds are used on the round target, then the square target is now void to any hits even if shot at, as the 3 bonus shots were fired at the round plate.

Time will still be counted with the last shot fired in the stage regardless.

1.6.1 Physical Course Changes

Once a match has started, no physical changes may be made to a stage. Unless for safety reasons only. The Range Master will decide if the change allowed a significant advantage, if so, he can grant reshoots to any prior competitors who shot the stage.

1.7.1 Forbidden Action.

May be initially put into a stage briefing, and also added by the Range Master if deemed necessary to keep the integrity of the stage as originally designed, or for competitor or Range Officer safety, penalty for a non safety Forbidden Action is a stage time max which is taken from the number of required shots times .03 seconds. For both action & knock down steel. Or match DQ if it is safety related. If at any time during the match, the RM deems a forbidden action be put in place, then the persons committing it up to that point will be issued a reshoot for the stage. If competitors from a previous day completed the match and left the range, and a reshoot is not possible, then the stage must be thrown out.


 2. Match Structure

All levels can designate specific targets can be engaged from a specific shooting area.

2.1.1 Level I

Is designed to provide clubs & ranges with the ability to host EGM sanctioned matches within the confines of their facility. Level I matches may include additional club safety rules. $.50 per competitor must be paid to Egm for consulting, use of any of the match names, format, social media use, score posting and rule book within 30 days after the event

2.1.2 Level II

Is designated as a sanctioned Sectional or Regional match, and must be approved by EGM. Level II matches may use the Pro-Am or MASS name, and should be publicly advertised at least 60 days prior to the start of the competition. $1.00 per competitor must be paid to Egm for consulting, use of the match name, format, social media use, score posting, and rule book within 30 days after the event

2.1.3 Level III

Level III matches are designated as State Championships, or Area matches, and must be approved by EGM. Level III matches shall allow signup starting minimum 90 days in advance of the start of the match. $2.00  per competitor must be paid to Egm for consulting, use of the match name, format, social media use,  score posting, and rule book within 30 days after the event

2.1.4 Level IV

Level IV matches are designated as National Championships and must be pre-approved by EGM, 120 days minimum in advance of the start of the match.

$3.00  per competitor must be paid to Egm for consulting, use of the match name, format, social media use, score posting, and rule book within 30 days after the event

2.1.5 Level V

Level V match is designated as the World Championship, and must be pre-approved by EGM 1 year in advance to the start of the match. $5.00 per competitor must be paid to Egm for consulting, use of the match name, format, social media use, and rule book within 30 days after the event


3.0 Start Position & Gun Condition

Ready Condition one , Will be used as the default gun, hand, and body condition, any thing other then what is described in a Ready Condition 1 must be written out in specific detail of the gun,hand, and body position & condition.

Ready Condition 1 definition:

Standing, anywhere, facing downrange, Firearm is loaded and holstered safety on, Hand position is wrist below belt, 

PCC & rimfire rifle, loaded, buttstock touching belt, strong hand “Naturally at side” safety on

Rimfire pistol loaded safety on, gun pointed at 45 degree angle finger out of trigger guard

3.5 Written Stage Briefings

A written stage briefing for each stage shot should have the number of targets available, minimum number of rounds, explanation of unique targets, and start position if other than ready condition one.

Range Commands

The course of fire will begin with the command of 'Make Ready' or Load & Make Ready, given by the person serving as the RO for the stage.

Make Ready: Signals the beginning of the course of fire. This command allows the competitor to handle the firearm and make ready for the course of fire. Ready Condition 1 is the default (Ready Condition 1 is Standing, anywhere, facing downrange, Firearm is loaded and holstered safety on, Hand position is wrist below belt, PCC/rimfire rifle loaded, buttstock touching belt, strong hand “Naturally at side” safety on.)

(Competitors may not move more than 3 feet from their standing start position. If a competitor goes beyond the starting position by more than 3 feet before the audible start signal, the range officer shall give a verbal warning as to the offence, and make note on the competitors scoresheet. Every offense after the warning on any stages of the match will result in a 3 second procedural.


Are you Ready?: This is the command in which the competitor can verbally say no, or by not saying anything agrees that they are ready and the next command will be said momentarily. This is the last point upon which a competitor can say no they are not ready.

Stand By: At the stand by command, all competitor movement ceases, if there is movement, then the RO must repeat the command once the competitor is ready and not moving. If the competitor performs a false start, they shall be immediately stopped, and start over.

The start signal may be audible or visual. The start signal shall be given between 1 and 3 seconds of the Stand By command.

Stop: When the Stop command is given, the competitor must cease fire and stop all movement as soon as possible, while keeping the firearm in a safe direction. The range officer will then give additional commands.

If you are finished Unload and Show Clear: When this command is given the competitor has the choice of continue shooting, or they must unload the firearm and show the RO the gun is clear.

If Clear Hammer Down Holster: this command is given after the “if you are finished unload and show clear”, it is a statement to the competitor and if after it is completed by the RO, if there is a round fired, a match Disqualification will follow.

Rifle if clear hammer down, Flag

Range is Clear:This command is given after the RO has verified the competitors gun is unloaded, holstered, bagged, or flagged, and ends the course of fire.


 4. Scoring

4.1 Action Steel scoring will be based on the total time with the last shot fired, plus any misses, procedurals, no shoots, and minus any bonuses. If the steel is not painted between shooters, then the call from the Range Officer is the final call, no arbitration is possible. 

4.2 knock down steel scoring If during a course of fire in knock down steel, a full centerfire bullet hits a steel and remains standing, the competitor can call for a calibration, the RM will then be called for the calibration

Knock Down Steel scoring will be based on the total time with the last shot fired, plus any misses, procedurals, & no shoots (all 3 second penalties)

4.3 Action Steel miss 

if a steel is not hit, or not engaged, it will add 3 seconds to the competitors time, there is no failure to engage penalties, only the miss penalty applies.

4.4 Knock Down Steel miss

If a steel fails to fall, it will add 3 seconds to the time, there is no failure to engage penalties, 

Each competitor is ultimately responsible to maintain an accurate record of their scores to verify the lists posted, taking a photo of each stages score is permitted.

4.5 Foot Faulting

 if no advantage is gained, will result in a single 3 second  procedural. If there is a significant advantage, then a 3 second procedural per shot fired will be accessed. the competitor can consult the Range Master in these circumstances, who has the final say.

4.6 Procedurals

Failure to help set and paint steel, may result in a penalty of 3 seconds per occurrence added to the competitors overall score, The Range Master has the final say.

4.7 No Shoots

No shoots if partially “breaking perf” or wholly struck add 3 seconds per hit added to the stage time.

If a round breaks the perf or goes through a no shoot target, and strikes the steel behind it, it will be counted for score and also for penalty. If it is a knock down steel, it must fall to score.


 5. Competitor & Equipment

All competitors, staff & observers must conduct themselves to not interfere with the competitors before or during the match. The Range Master shall have the authority to remove any disruptive person(s) from the match

Competitors are prohibited from using sighting aids, during walkthroughs,

one warning will be issued and documented, each additional violation will result in a procedural penalty of 3 seconds added to the competitors time.

5.0.0 Safety

PCC’s must be flagged at all times, and carried muzzle up or muzzle down, and can only be bagged or unbagged on the stage under the supervision of a RO, or safely within 20’ of a side berm, failure to do so will result in a match DQ.

5.0.1 Mag Pouches

Regardless of the division must be no more than a credit card from the inside of the inner belt to touching the inside part of the magazine. There is no mandatory placement of the mag pouches in any of the divisions.

5.0.2 Malfunction

In the event a firearm cannot be corrected after a malfunction within two minutes, a stop command will be given and will signal the termination of the course of fire, and scored at that point.

5.0.3 Special mobility

Competitors confined to a wheel chair, or unique disabilities may be given special considerations, for mobility, That is reasonable, The range master has ultimate and final say.

5.0.5 Ammunition

Any handgun caliber .22 rimfire, or above 9 mm to .45 caliber may be used in competition, maximum power factor to be used for any of the EGM steel matches is 185 power factor, any power factor above 185.0 will be deemed as unsafe ammunition, and pulled from the match. metal piercing, incendiary, or tracer ammunition may not be used.

5.1. Competitor Firearm Divisions

Knock Down & Action Steel divisions & magazine capacities

5.2.2.0 Open Division any handgun 9mm to .45 caliber, it can have a compensator, ports, and optic, magazine capacity is limited by the overall magazine length 171.25 mm maximum.

5.2.2.1 Production Division defined by a double action first shot gun, has to be shot with a double action first shot in the course of fire.  No ports, optic, or comp are allowed.  magazine capacity is limited to 10 rounds in the magazine plus one in the chamber on a loaded start, all magazines used in the course of fire must have a maximum of 10 rounds, failure to do so will result in a Division bump to Limited Division. 

Holster and magazine position, There is no mandatory placement of the holster or mag pouches in any of the divisions, race holsters are allowed.

5.2.2.2 Limited & Carry Optics Division limited division is defined by any gun without a optic or compensator, or ports, carry optic division is the same as production, but can have a slide mounted optic. magazine capacity for both is limited to a magazine length of 141.25 maximum. Failure to adhere to this magazine limit will result in a bump into Open Division.  There is no mandatory placement of the holster or mag pouches in any of the divisions, race holsters are allowed.

5.2.2.3 Revolver & Single Stack Divisions are limited to 10 rounds  ss+ 1 in the chamber. There is no mandatory placement of the holster or mag pouches in any of the divisions, race holsters are allowed.

Rimfire Pistol Division

Any .22 rimfire pistol can be used, optic & compensator are allowed, magazine capacity is limited to 10+1

5.2.2.4 

PCC & Rimfire Rifle Divisions

any rifle with a attached buttstock, and optic is allowed, compensators are allowed, laser sights are also allowed. Allowed Calibers are .22 rimfire, 9mm .40, .38 super, .45, there are no magazine limitations for rifle divisions.

5.3 Holsters

Any outside the pant holster is allowed for all centerfires handgun divisions, but must be securely attached to the belt. No inside the pant holster or cross draw holsters are allowed. A leg tie down is prohibited, at level 2 matches and above. if a RO sees one, they will report it to the Range Master, and they will ask the competitor to rectify it. No restrictions as to the placement of the holster, but The grip of the gun when holstered, must be at least even with the top of the shooters belt, and can be no more then a credit card distance away from the inside of the inner belt to the grip of the gun. 

5.4 Shotguns are allowed in Knock down steel matches only, 2 divisions are recognized, Optic, & Open Divisions 

5.5 Optic Shotgun  Optics are allowed, you can start with up to 9 rounds in the gun before the start signal, unless stated otherwise in the Written Stage Briefing. All rounds must be loaded w/o a speed loader, drum, or magazine. no slugs can be used at any time. or it will result in a stage -0-

5.6 Open Shotgun Optics are allowed, 18” minimum barrel length, you can start with up to 9 rounds in the gun before the start signal unless stated otherwise in the Written Stage Briefing.  no slugs can be used at any time. or it will result in a stage -0-


 6.0 Classifications implemented in 2020

The EGM classification system is designed to adjust to a competitors skill set.

A competitors EGM classification will be determined by using a previous class from another shooting discipline, or by shooting 1 level 2 or higher EGM steel match. An average of up to the last 4 level 2 or higher matches will be used for current classification.

A Match must have a minimum of 3 GM competitors in a division for the % to be used. A competitors current classification shall be determined by the EGM master database.

The highest classification of Iron-sights or Optics will be used. Class conversion from USPSA/IPSC/IDPA classifications

 IDPA

DM

Master

Expert

Sharpshter

Marksman

Novice

USPSA/IPSC

GM

M

A

B

C

D

Pro-AM

EGM

M

A

B

C

D

 EGM is a distinguished classification unique only to Mannys Action Steel Shoots, and Pro-Am, any competitor that has won overall since its start receives a EGM ranking.


 7.0 Disqualifications Stage & Match

A competitor found to have violated a serious safety infraction shall be disqualified and not allowed to continue the match. A disqualification is not intended to intimidate the competitor and should be treated respectfully as encouragement to improve gun handling skills. This section gives examples of specific violations that require a disqualification from the match.

7.1 Unsafe Gun Handling / DQ

Unsafe gun handling is considered a safety violation and shall disqualify any person for any of the following reasons.

7.1.1 Handling a firearm anywhere out side of the designated safe area and not under the supervision of a match range official.

7.1.2 At any time during the course of fire, a competitor allows a firearm to point beyond the plane of 180 degrees to the course of fire. (exceptions when a 360 bay is used with a floating stage 180 in which case a definitive safety point will be marked and deemed as the maximum point the muzzle of the firearm may not go past). a match DQ will be implemented if violated.

7.1.3 At any time during the course of fire, a competitor unintentionally looses control of a firearm. This includes dropping and/or dropping and catching the firearm regardless if it hits the ground.

7.1.4 At any time, a competitor accidentally or negligently discharges a firearm and the projectile leaves the range or contacts the ground within 10 feet of the competitors feet.

7.1.5 At any time, a competitor accidentally or negligently discharges while loading, unloading or reloading the firearm. This includes accidentally or negligently discharging the firearm before the “Range is Clear” command.

7.1.6 At any time during the course of fire, a competitor allows a firearm to point at any part of their body. Exception is given while holstering a firearm,

7.1.7 Using or firing any metal piercing, incendiary, or tracer ammunition.

7.1.8 Drawing a firearm while facing uprange.

7.1.9 Retrieving a dropped firearm. Dropping an unloaded firearm outside the course of fire will not incur a disqualification but retrieving it will incur the disqualification.  Unless under the direct supervision of a RO.

7.1.10 Handling ammunition or dummy rounds inside the safe area.

7.1.11 Unsportsmanlike conduct

A competitor may be disqualified from a match for conduct that a Range Master or Match Director deems to be unsportsmanlike. Examples include but are not limited to cheating, interfering with other competitors or staff, or intentionally causing the unsafe handling of a firearm.

7.2 Match disqualifications will only remain valid for the match in which the DQ occurred.


8. Miscellaneous

8.1 knock down targets may be used in action steel matches at all Levels as long as they are painted between competitors, they do not have to fall, they only have to be struck by a bullet and have a mark. All knock down steel matches must have falling steel only. All targets must be placed or mounted in a manner that is equal for all competitors and that can be replaced exactly in the same place in the event of movement.

8.3 Alcohol shall not be present in any shooting area during the course of a match.