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Texas concealed handgun class | LoneStar Handgun
A Disabled Veteran Owned Company

Hours: Mon-Sat 10-6
Phone: 210-745-2956


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4/24/17 -
Lawsuit Filed Against California's Assault Weapons Control Act


4/24/17 -
Lawsuit Filed Against California's Assault Weapons Control Act


4/24/17 -
Alabama: House Committee to Hear Constitutional/Permitless Carry Legislation


4/24/17 -
Man shot while attempting to steal a car


4/24/17 -
Good Samaritan pulls gun on would-be robber


Competition / Events



     Rifle Run & Gun     Pistol Run & Gun     3 Gun Run & Gun
  

Run & Gun Events

Come out and practice your shooting skills at our monthly run and gun!  Cost for the event is $20 for each participant and spectators are free. For Rifle events bring a centerfire semi-auto rifle and at least 120 rounds of ammunition (no steel core), spare magazine, optional sling, optional magazine carrier/ pouches. For Pistol events bring a .380 or greater handgun and spare magazine with outside the waistband holster and at least 150 rounds of ammunition. For the 3 Gun/ Multi-Gun events bring a rifle and handgun as stated above and/ or a shotgun with at least 50 rounds of bird or buck shot. Generally we have 3-5 stages of fire and you complete all these stages in about an about 3 hours. Majority of the stages are shoot and move with reactive steel targets and paper from 7-200yds. See Run & Gun rules at the bottom. REGISTER HERE


LoneStar Handgun Airsoft Field




Airsoft Rules

All Players must sign a waiver to play. Waivers will be available at check in.
Players under 18 must have a guardian complete the waiver before entering the field. If multiple players arrive with a guardian, that guardian may sign responsibility for all players.

No players under 12 years old allowed.

CHRONO:

All guns will be checked with BB’s supplied by LoneStar Handgun.

FPS Limits:


All AEG’s must chrono at or below;

350 fps with .20 BB’s for SMG/Pistol/Shotgun, No Minimum Engagement Distance

400 fps with .20 BB’s for Rifleman, 20ft MED

450 fps with .20 BB’s for Support Gunners and DMR’s, 50ft MED

550 fps with .20 BB’s for Sniper Bolt Action, 100ft MED

 

HPA’s will be measured with Joules instead of fps. All HPA guns must chrono at;

1.14j with a .30 gram BB for SMG/Pistol No Minimum Engagement Distance

1.55j with a .30 gram BB for Rifleman 20ft MED

1.86j Support Gunners and DMR 50ft MED

3.6j Snipers Bolt Action 100ft MED

SMG’s must have a folding or wire stock, or no stock, and be under 19 inches with the stock folded. No full auto under 20ft.
Support and sniper weapons must be accurate in appearance, an M4 is not a DMR. An AK with a box mag is not a support weapon.

All regulators will be zip tied and sealed.

Rate of fire should be somewhat realistic. No 30+ bb’s a second or Support Weapons that dump a full box mag with one trigger pull. This rule is more for safety than realism.

MEDICS:
All players can Medic other players. Each player will carry 2 Bandages on them. Once a player is hit, the player has a 5 minute bleed out. If another player reaches the hit player before 5 minutes, he is to take one bandage and tie or wrap it around the players arms or legs. A player can medic 2 times. When the player is hit a 3rd time they will wait 5 minutes and return to the nearest respawn.

GRENADES:

Allowed grenade types – Sound/simulated flash grenade (“Thunder Bee” type), BB grenade (“Tornado” type)

Grenades cannot be thrown over the wall of a building. They may only be thrown underhanded through a window or doorway.

NO pyrotechnics or flame of any type

Kill zone (all grenades) – 20ft radius, equivalent to a small room

AMMUNITION:

Biodegradable BB’s are required.

.20 gram minimum BB weight

Glass, steel, or other exotic BB’s are strictly prohibited

CLOTHING/GEAR:

All players will have FULL SEALING ballistic eye protection (ANSI Z Rated) at all times on the field. Masks, mouth guards, and balaclava are highly recommended. (Regular Prescription glasses used as eye pro are not authorized). NO MESH EYE PRO ALLOWED PERIOD.
Lower face protection is mandatory for those under 18. Examples: mesh mask, iron face, paintball mask, and mouth guard.

Red dead rags are required.

GENERAL CONDUCT:

Semi-auto fire only inside CQB areas.

Fully automatic fire is permitted outdoors or from inside a building ONLY if the player’s barrel is OUTSIDE of the structure.

A player may fire full auto into a building but only if the player and weapon are completely outside of the structure.

No “parlay” or “bang” rules. If either are offered to the player, he is not required to accept.

All body hits count, including friendly fire.

Hits on a player’s weapon do not count.

Blind fire is prohibited.

Magazines will remain out of all weapons while in staging or briefing areas.

Alcohol is not permitted on the property.

 

Any and all issues with players or the facility should be directed to a staff member.

Run & Gun Rules

 

3 Gun is one of the newest shooting competitions and it combines challenging realistic shooting obstacle course style scenarios with your 3 most important weapons - your pistol, your rifle, and your shotgun.
Each target you miss (or fail to hit in a vital area) and each "no shoot" target that you accidentally shoot will result in a time penalty. Effectively, the goal is to shoot the course with perfect accuracy as quickly as possible. Most of the targets are reactive steel that fall or move when hit.
The basic gear you need to bring with you is as follows:
• 9mm or larger pistol
• Semi-Auto rifle that is magazine fed
• Shotgun
• Holster for pistol
• Minimum ammunition requirements;100rds for handgun, 30rds for rifle, 20rds birdshot for shotgun. No steel cased rifle ammunition or armor piercing ammo will be allowed.
• At least 3 magazines for handgun and 2 magazines for rifle.
• Eye protection
• Over the ear hearing protection
Rifle shots out to 300 yards, with handgun a minimum of 7yds out to 30. Reactive, static and spinning steel targets are used.

Divisions:

You can choose to shoot the below divisions in either 2 Gun ( (2G) - Pistol/Rifle), 3 Gun ( (3G) -Pistol/Rifle/Shotgun).
Youth:
Anyone under 18, no restrictions on equiptment or optics. Parents must accompany to the competition.
Limited:
AR Rifle:  1 NON magnified optic or Iron Sights. No Bi-pod
 Pistol: Iron Sights Only. No comps or ports in barrel or slide. 140mm magazine is the max length.
 Shotgun: Iron Sights Only. No comps or ports in barrel. 9 rounds max in the gun to start. After the course starts, there isn't a max capacity- Load it up!
Tactical Optics:
AR Rifle:  1 MAGNIFIED optic. Offset Irons are ok. No Bi-pod
 Pistol: Iron Sights Only. No comps or ports in barrel or slide. 140mm magazine is the max length.
 Shotgun: Iron Sights Only. No comps or ports in barrel. 9 rounds max in the gun to start. After the course starts, there isn't a max capacity- Load it up!
Open:
 AR Rifle: As many optics as you want. Bi-Pods are ok.
 Pistol: As many optics as you want. Ports in barrel/slide are ok. 170mm max magazine length.
 Shotgun: As many optics as you want. Ports in barrel are ok. No magazine/tube capacity.

Rules

 Abandoning (Dumping) a weapon- magazine out OR on Safe, if the gun has an external safety. Striker fired pistols like Glock, M&P, XDM's, etc. can just be dumped or holstered, as is, if there's not an External safety.
 We run a cold range - don't insert mag or load one in the chamber until told to by the RO.
 Pre-Load Shotguns- This means you can load the tube ONLY to max division capacity ONLY when told to by the RO. DON'T PUT A ROUND IN THE CHAMBER
 Ammo: If the projectile sticks to a magnet- leave it at home. Steel core projectiles tear up the steel targets, even AR500 targets! If you're caught shooting these projectiles, you will be charged for the targets you tore up and DQ'ed. Please don't put us in that awkward position. If you have any questions about your ammo, find a Match Director BEFORE the match and we will gladly help in deciding in the ammo is ok.
Scoring: Knock down steel must fall to score or be counted as a penalty in the case of a non-shoot steel plate.
Full Version of the Rules:
1) General Conduct & Dispute Resolution 
Eye protection is mandatory for participants, spectators & officials at the event site.
No participants or spectators shall consume or be under the influence of alcohol or Narcotic prescription drugs at the event site. Any participant found to be impaired as a result of legitimate prescription drugs may be directed to stop shooting and requested to leave the range.
Participants and spectators are expected to conduct themselves in a courteous and sportsman-like manner at all times. Any person who violates this rule may be ejected from the event site at the Match Director’s discretion.
Clothing with any offensive or obscene logos, sayings, pictures or drawings will not be worn or displayed while at the event site.
Participants may be subject to event disqualification for safety or conduct violations. Disqualification will result in complete disqualification from the event, and the participant will not be allowed to continue or possibly escorted off the premises. We expect every competitor to act professionally and mature in the event of a DQ.
A participant shall be disqualified for unsportsmanlike conduct.
The final decision on all disqualifications and re-shoots will be made by the Match Director.
Any rule not explicitly covered by this document will be resolved with a ruling by the Match Director or his designee. Rulings by the Match Director or his designee will be final, and will serve as a precedent for the duration of the event
2) Safety
This will be run on a cold range. Participant’s firearms will remain unloaded at the event site except under the direction and immediate supervision of an Event Official / R.O.
Firearms may be transported to, from and between stages only in the following conditions:
Handguns must be cased or holstered, de-cocked and with the magazine removed. Rifles and shotguns must be muzzle up or down. Actions must be open and detachable magazines removed. The use of high-visibility open bolt indicator devices is recommended as a courtesy to other event participants, but not required.
A participant who causes an accidental discharge shall be disqualified.
A participant who breaks the 180 degree rule, drops a loaded or unloaded firearm or performs another act of unsafe gun handling will be stopped by an Event Official as soon as possible, and shall be disqualified.
A participant who grounds or abandons a weapon, it must be in one of the following conditions:
 a)completely unloaded with no ammo in the chamber, tube, or magazines
 b)If ammo is left in the weapon, it MUST be on safe and stay on safe until the RO can visibly inspect the weapon.
 3) Ammunition
Handgun ammunition shall be a 9x19mm or larger, rifle ammunition shall be a .223 or larger, shotgun ammunition shall be 20 gauge or larger, unless otherwise stipulated under equipment division rules.
Birdshot must be no larger than #6 birdshot, and be made from lead or bismuth only.
Ammunition containing tracer, incendiary, armor-piercing, steel jacketed or steel/tungsten/perpetrator core projectiles is prohibited. NO STEEL CASED AMMO ALLOWED. Everyone we have tested has a degree of a steel core projectile and has damaged numerous targets beyond repair. Bottom line, if it's not brass cased, don't use it.
4) Firearms
All firearms used by participants must be serviceable and safe. Firearms capable of fully automatic- or burst-fire ("machine guns") are allowed, but must be used in Semi-Auto mode. Participants must use the same firearms (handgun, rifle and shotgun) for the entire event. If a participant's firearm becomes unserviceable, that participant may replace their firearm with another of a similar model, caliber and sighting system only with the approval of the Match Director. Participants may not reconfigure any firearm during the course of the event. including: changing caliber, barrel length, shotgun magazine tube length, sighting systems and/or stock style. Explicitly permitted acts include installing or removing support devices (e.g. bipods), slings and other minor accessories (e.g. scope covers). If a participant's firearm becomes unserviceable, that participant may repair their firearm with directly equivalent replacement parts. If replacement parts result in a significant change to the firearm configuration, then the repair must be approved by the Match Director.
Unless otherwise stipulated in the stage briefing, required firearms will begin the stage in the following ready conditions:
 i) Handgun: Loaded to division start capacity, at max, on "safe" and holstered.
 ii) Rifle: Loaded to division start capacity and held in the low ready position. Safety catch must be in the "safe" position, finger outside the trigger guard.
 iii) Shotgun: Loaded to division start capacity and held in the low ready position. Safety catch must be in the "safe" position and finger outside the trigger guard.
 iv) Participants may not touch or hold any ammo or firearm loading device after the "Standby" command and before the "Start" signal.
 5) Equipment Divisions
 a) Participants will declare one equipment division at the beginning of the event.
 i) Equipment divisions are: Open, Tactical Optics & Tactical Limited
ii) Failure to meet all of the equipment and ammunition requirements for the declared division shall result in the participant being placed into Open division. If the requirements of Open division are not met, the participant’s scores will be excluded from the final event results.
iv) Shotgun:Speed loading devices and/or detachable box magazines and optics are allowed. Tubular speed loading devices must feature a primer relief cut.
Scoring
Target did not fall/react, 20 second penalty (Un-hit Target).
The Match Director may specify a time limit for completing any stage by stating it clearly in the stage briefing. If a participant exceeds the time limit, they will be stopped by an Event Official and the stage will be scored as shot with all applicable miss penalties.

LoneStar Handgun Airsoft Field Official Rules:

All Players must sign a waiver to play. Waivers will be available at check in.
Players under 18 must have a guardian complete the waiver before entering the field. If multiple players arrive with a guardian, that guardian may sign responsibility for all players.

No players under 12 years old allowed.

CHRONO:

All guns will be checked with BB’s supplied by LoneStar Handgun.

FPS Limits:


All AEG’s must chrono at or below;

350 fps with .20 BB’s for SMG/Pistol/Shotgun, No Minimum Engagement Distance

400 fps with .20 BB’s for Rifleman, 20ft MED

450 fps with .20 BB’s for Support Gunners and DMR’s, 50ft MED

550 fps with .20 BB’s for Sniper Bolt Action, 100ft MED

 

HPA’s will be measured with Joules instead of fps. All HPA guns must chrono at;

1.14j with a .30 gram BB for SMG/Pistol No Minimum Engagement Distance

1.55j with a .30 gram BB for Rifleman 20ft MED

1.86j Support Gunners and DMR 50ft MED

3.6j Snipers Bolt Action 100ft MED

SMG’s must have a folding or wire stock, or no stock, and be under 19 inches with the stock folded. No full auto under 20ft.
Support and sniper weapons must be accurate in appearance, an M4 is not a DMR. An AK with a box mag is not a support weapon.

All regulators will be zip tied and sealed.

Rate of fire should be somewhat realistic. No 30+ bb’s a second or Support Weapons that dump a full box mag with one trigger pull. This rule is more for safety than realism.

MEDICS:
All players can Medic other players. Each player will carry 2 Bandages on them. Once a player is hit, the player has a 5 minute bleed out. If another player reaches the hit player before 5 minutes, he is to take one bandage and tie or wrap it around the players arms or legs. A player can medic 2 times. When the player is hit a 3rd time they will wait 5 minutes and return to the nearest respawn.

GRENADES:

Allowed grenade types – Sound/simulated flash grenade (“Thunder Bee” type), BB grenade (“Tornado” type)

Grenades cannot be thrown over the wall of a building. They may only be thrown underhanded through a window or doorway.

NO pyrotechnics or flame of any type

Kill zone (all grenades) – 20ft radius, equivalent to a small room

AMMUNITION:

Biodegradable BB’s are required.

.20 gram minimum BB weight

Glass, steel, or other exotic BB’s are strictly prohibited

CLOTHING/GEAR:

All players will have FULL SEALING ballistic eye protection (ANSI Z Rated) at all times on the field. Masks, mouth guards, and balaclava are highly recommended. (Regular Prescription glasses used as eye pro are not authorized). NO MESH EYE PRO ALLOWED PERIOD.
Lower face protection is mandatory for those under 18. Examples: mesh mask, iron face, paintball mask, and mouth guard.

Red dead rags are required.

GENERAL CONDUCT:

Semi-auto fire only inside CQB areas.

Fully automatic fire is permitted outdoors or from inside a building ONLY if the player’s barrel is OUTSIDE of the structure.

A player may fire full auto into a building but only if the player and weapon are completely outside of the structure.

No “parlay” or “bang” rules. If either are offered to the player, he is not required to accept.

All body hits count, including friendly fire.

Hits on a player’s weapon do not count.

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