In late 2011 Ken Butler proposed the idea for a new organized match directed toward the growing number of tactical rimfire enthusiasts. He proposed a Pro Am style match with a high number of targets to engage in a limited amount of time. The OFGC Board of Directors voted to support this event. Due to Ken’s demanding business interests, Bill Striplin asked Ken for, and received his blessings on spearheading this new and first of its kind shooting sport.
The first obstacle presented to any new shooting sport is the targets themselves. The target design must be safe, easily maintained, reliable, easily set up, and cost effective. After a general idea of what the targets should look like was formed, Joe Adkinson put his team together at Adko and began cutting 1 off targets to be tested for fit and function. Once the design was finalized Adko began the process of building the plates and parts needed to produce 250 steel knock down targets. The final assembly of the targets was done by club volunteers.
How fast are you?
.22 Extreme is a game of speed and accuracy. When the start timer buzzes, you will be faced with an array of between twenty and fifty steel knock down targets that range from 4” to 8” in diameter. You will be scored solely on how many of those targets you can knock down in the allotted (PAR) time. That’s right; you will be reloading, moving, and/or negotiating barricades and obstacles during a course of fire, so you better bring some game to this sport.
This is a rifle and/or handgun sport. You may choose to shoot one handgun, one rifle, or a rifle and pistol in each match. The overall winner of each match will have to shoot both a rifle and pistol to be scored. However, there will be individual scoring for both rifle and handgun for those who choose to only shoot one firearm.
In design of this sport, the focus was to keep participation costs as low as possible. Therefore, holsters and magazine pouches are not required (they may be utilized if you wish). Barrels or tables will be placed throughout the course where you may stage your magazines for reloading and place your spent magazines on. This is a bring what you have match, there are classes for virtually all 22 rimfire firearms including tube magazine, tactical rifles, revolvers, or just about any other .22 that you have lying in the closet that will safely shoot. So come out and have a blast, everyone is welcome.
For more information select 22 Extreme on our contact form here
Download the Official .22 EXTREME RULES (PDF) or view the rules below.
The .22 Extreme monthly match is held at the Old Fort Gun Club River Range, January through October.
Sign-In Begins at 9:00
Match Starts at 9:30
HOT MONTH SCHEDULE (June-Sept)
Sign-In Begins at 8:30
Match Starts Promptly at 9:00
1st Gun – $10
Each Additional Gun – $5
View the OFGC Club Calendar for specific dates and information.
.22 EXTREME Rules and Information.
All USPSA/IPSC Rules apply unless otherwise stated here.
Match Information: This match will be a par time match. You will have a given amount of time to engage all targets in a stage. Targets will all be steel knock down targets. You will be scored by the number of targets you successfully knock down in the match. There will be a qualifier stage set up at every match. This stage will consist of 6 plates set at 10 yards. You will shoot 3 timed strings on this stage. The best time of the 3 will be used as a tie breaker in the event of any ties.
.22 Rifles and/or Pistols
You may shoot any rifle or pistol that fires 22 LR ammunition that is in safe working order. There will be no time allowances given for reloading single action or tube fed guns.
Standard velocity 22 caliber rim fire ammunition only. .17 CALIBER OR MINI MAGS or 22WMR WILL NOT BE ALLOWED.
Holsters and magazine pouches
Holsters will not be utilized in this match so are not required. You will be allowed to use a holster that meats USPSA/IPSC requirements should you choose to do so, however, there will be no time adjustments for this.
Magazine Pouches will be needed but not mandatory. You will need to reload during a course of fire, so a way to carry extra ammunition will be needed. In some cases the shooter will be allowed to stage extra magazines.
Eye and ear protection will be worn at all times.
Rifles – Iron/factory sights only, tube (non changeable magazines only) automatics, bolt action, pumps, lever action rifles. A maximum of 15 rounds may be loaded into the firearm at any time. You may reload these firearms in a course of fire only after all other rounds have been discharged. (empty gun)
Pistols – Iron/factory sights only. No removable magazines, no speed loaders.
Rifles – no optics or electronic sights of any sort. Fiber optic filaments may be present or installed on factory sights in original locations. Maximum of 10 rounds in any magazine at any time. No compensators or performance improving modifications.
Pistols ‐ no optics or electronic sights of any sort. Fiber optic filaments may be present or installed on factory sights in original locations. Maximum of 10 rounds in any magazine at any time. No compensators or performance improving modifications.
Rifles – Guns must function safely. Any modifications allowed. **Maximum of 25 rounds in magazine at any time!
Pistols ‐ Guns must function safely. Any modifications allowed. **Maximum of 10 rounds in magazine at any time!
Targets will be scored as 1 point each except for bonus targets which will score as 2 points and no shoot targets which will score as minus 1 point. A target must be knocked clear of at least 1 leg of the stand to be scored as a hit. Any target that does not meet this requirement may be shot again or passed up, but it will not be scored unless it is knocked free on at least 1 side.
- A 1 point per shot penalty will be accessed for rounds fired outside of the stated course of fire. (Procedurals)
- A 1 point per shot penalty will be accessed for every shot fired .03 seconds after the stop buzzer sounds
- A 1 point penalty will be accessed for any magazine that is dropped or discarded to the bare ground.
- Any shooter that shoots more than the maximum number of rounds per magazine/class will receive zero points for that stage.
Reshoots – At the discretion of the RO, if a shooter has a malfunction and is unable to clear the firearm with reasonable effort, the shooter may be allowed to reshoot that stage 1 time. A malfunction occurring in a reshoot will not justify a 2nd reshoot. Reshoots caused by range or safety equipment‐ (timers, hearing protection, targets, etc) shall be reshot as many times as necessary to fairly complete the stage.