Sin City Shooters USPSA Handgun

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Sin City Shooters USPSA Handgun is an official USPSA affiliated Practical Action Shooting club.  Except for special circumstances, we hold handgun matches (usually four stages plus one classifier stage) on the first Sunday of each month.  All matches are held at the Desert Sportsman’s Rifle and Pistol Club*, on range 4.

Local matches is where we introduce shooters new to our sport.  It is here that we will work with them and help them to understand the rules of our game. In contrast, at higher level matches, assisting shooter is not permitted.  this is because a local Match is where we have fun, practice, and learn. Higher-level matches are what are called, trophy matches. Here, more is on the line  especially for the higher-level shooter. hear the shooters are competing for trophies, and sometimes prize money.

Start times are:
September – May: 7:00am setup, 8:00am registration, 9:00am match begins.
June – August: 6:00am setup, 7:00am registration, 8:00am match begins.

Match fees are $15.00 for DSRPC members, $20.00 for non-members,  plus $3.00 per classifier.

Our matches are held at:
Desert Sportsman Rifle and Pistol Club (DSRPC)
12221 West Charleston Ave.
Las Vegas, Nevada

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At least two people are asked to help with registration. They will check in those Shooters who pre-registered using practiscore, accept their match fee, confirm their information, and have them sign the liability waiver. They will also register non pre-registered shooters, completing all of the same above requirements.

After registration has closed, they will balance the squad sheets and scoring devices, sync all the scoring devices, and deliver them to each squad.  They will then count and balance the match fee money and present it to the Match Director.

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  • Our sport has specific safety rules designed to keep everyone involved safe.
  • Eye glasses and ear protection must be worn at all times by everyone on the range. Double ear protection (plugs plus muffs) can be a good idea, especially if shooting indoors, or if you are overly disturbed by the loud bang.
  • Our matches are run on what is called a “Cold Range”, this means guns are “always” unloaded except when directed to load by a range officer giving the “Make Ready” command.
  • Safety Tables are provided through-out the range. This is where you handle your gun and any other equipment, with the strict exception of ammo. AMMO may NEVER be handled at a safety table.
  • We operate what is called, a cold range.  Shooters are never permitted to handle their firearm except when at a safety table, or at the firing line under the direction of a Range Officer.

Some things to always be mindful of:

  • Always keep your muzzle pointed down range.
  • Always be aware of your 180.
  • Be careful rotating the gun during the reload.
  • Firing a round over any berm will result in a DQ.
  • Be careful in the low ready position, and the possibility of Ading by shooting a round into the ground within 10 feet.
  • During the make ready command, if you rack the slide and a round flies out, this is a DQ.
  • No ammo, snap caps, or empty cases, are allowed in the Safety Area. Ammo “can” be on your belt, just don’t handle it. Best practice: do not have any ammo with you at the safety table.

Violating the above rules are sure ways to end your day of shooting. However, if this does happen, rest assured you are not  the member of a very small club. Even champion grand master shooters have been DQ’ed.

Match Setup and Take Down

We use what I call “transformable stages”. These are stages that are built, then transformed by moving targets (and maybe a wall or two and some fault line), creating a unique shooting challenge.

Shooters are asked to help finalize stage setup (on match morning) by  placing walls, adjusting target stands, placing target sticks, hanging paper targets, and placing steel targets.

After each squad has shot their last stage, they are asked to collect the steel targets, plates, movers, and cardboard targets (leave sticks in place), and place them near the stage sign. Lay walls (if not attached together) flat on the ground.

All steel targets, movers, stage signs, and buckets will be collected and placed in the connex. Used paper targets will be collected, and someone will take them to the dumpster near the gate house, for disposal.

The last thing to be done after a match is to pick up any remaining brass. this is a condition of the land lease from the Bureau of Land Management. “At this time” we ask that shooters pick up and keep their brass ONLY, while the match in go on (allowing every shooter the opportunity to collect their brass). After the match is over, shooter may go back and pick up any remaining brass. In the future this policy may change to there shooters may pick up their brass only for the entire match, with the remaining brass being collected and sold with the proceeds going to benefit the club in some way.

Getting Ready For The Match

Basic Equipment

Handgun, meeting the requirements of the division you desire to shoot in.
3 to 5 ammo magazines.
Sturdy gun belt.
Holster, meeting the requirements of the division you desire to shooting.
Adequate number of magazine pouches.
Handgun ammo.

Know Your Category

Categories are designed to offer fairness among shooters. Current USPSA categories are:
senior (over 55)
super senior (over 65)

Know Your Division

Limited (Lim)
Production (Pro)
Single Stack (SS)
Revolver (Rev)
Carry Optics (CO)
Pistol Caliber Carbine (PPC)

Know Your Class (if you are classified)
U (Un Classified)

What to do when you arrive at the range


Typical information needed to register for a match is:

USPSA number (if you have one)
Hit Factor (major or minor)

Pay your match fee
Get squaded
Locate the stage your squad will start on
Help set up stage, if needed
Walk stage

Shooters role during a match

Once registration has ended, and the match begins, shooters are expected to listen to the stage briefing, develop a plan for shooting the stage, and be ready to shoot the stage when their name is announced. When a shooters run is completed, they may reload their mags. After that they are expected to assist the squad with taping and resetting the stage after each shooter, scoring shooters, or running the timer. Everyone pitching in allows the squad to move quickly and efficiently through the stage. If each squad will accomplish this goal, the entire match should run smoothly and quickly.

Stage Briefing

The stage briefing contains all the information a shooter needs to know to shoot a stage. Once all shooters on a squad are present, the stage briefing should be read.

After the  reading of the  stage briefing, walk the stage counting and confirming the location of each target. Next, walk the stage multiple times developing your best plan for shooting the stage. Consider your skill level, division, number of reloads necessary, where you will execute those reloads, and where you will shoot each target from.

Listen for the announcement of the shooter lineup. They are normally announced as; next shooter, on deck, and in the hole. You should be read to go: gear on, and mags loaded. Until you are called as the on deck shooter, you should be helping to tape and reset the stage after each shooter. When you are the on deck (next) shooter, you should be near the start position going over your plan, readying yourself for your run.

Range Commands:

1 “Make Ready” it’s your routine
2 “Are You Ready?”
3 “Stand By”  1-4 seconds
4 “Start Signal”
–Shooter shoots the stage–
5 “If finished, unload and show clear”
6 “If clear, hammer down, and holster”
7 “Range is clear”
“Stop” The “Stop” command can be given at any time by a Range Officer.

Additional commands that are acceptable at local matches to help shooters.
“Finger” when a shooter’s finger is on the trigger while the shooter is not pointed at a target.
“Muzzle” when the muzzle of a shooter’s gun is very near breaking the 180.


Cardboard targets are divided into sections of different scoring value. Aim for the center.
Never touch targets while scoring.
Comstock: make up shots okay
Virginia: only required number of shots and hits allowed on target to score.
Hit Factor: points divided by time.
Walls and barrels are hard cover. Rounds that go through them onto a target will not count.
Disappearing targets do not accrue penalties if not shot.


All targets must be engaged from within the shooting area.
Hitting a No Shoot target will incur a penalty for each hit.
Never stop yourself, except for safety reasons.
Remedial action, such as clearing a jam. Be careful to keep your finger off the trigger. An AD is a mandatory DQ.

If you fall, providing you don’t commit a DQ offence, get up and keep moving. Stay in the game.

Thank you for joining us at our local match. If you have any questions, just ask. You will find most shooters are friendly, and willing to help new shooters.