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Requirements for Riflemen
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NEW RECRUIT FLYER
Members and recruits must meet these requirements to wear a turkey feather in their hat and continue their participation. Members are required to attend 3 Unit Events during the year and pay annual dues of $25 to continue membership.
Clothing: Appropriate clothing of a colonial rifleman is to be worn at all events. If you are unfamiliar with this attire, research can be done by using the History tab or by talking with other riflemen.
Personal Gear:The following gear is expected for “full battle gear,” events and scouts.
-Tomahawk or belt axe (correct to period)
-Belt knife
-Haversack or knapsack (clothing, food, cooking items, etc.)
-Possibles bag (shooting or hunting pouch). Bags do NOT have to be leather, but should approximate the period gear.
-Canteen should be the appropriate style
-Rope and dowel (approximately 10 feet of hemp rope to be made at Unit Events)
-Field Ration (in haversack or separate bag/pouch)
-Stone for sharpening knife or hawk
-Riflemen must also carry their medal, signal whistle and turkey whistle.
Rifle (Flinlocks Only): If buying a factory rifle, talk to one of the experienced members first about what to avoid. Your flintlock MUST be obtained within one year of joining. You may borrow until that point (if someone is willing to lend).
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Riflemen Ranks
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Rifleman: Each recruit, to be a full member of Morgan’s Riflemen, must meet requirements in the following areas: Gear, Rifle (above) and Skills:
-Light a sustainable fire with flint and steel
-Eat four consecutive meals from his own bag (may be cooked food or cold fare)
-Fire the flintlock safely (blanks and live fire)
-Shoot and hit an 8½ x 11 inch rectangular target 3 times in a five minute period from benchrest or afoot at 25 yards. You may shoot as many times as you can manage in the timed five minutes.
-Clean his flintlock, in the field, with only gear from his own bag
-Sharpen his knife and hawk, with only gear from his own bag
*For a recruit to be accepted as a rifleman, he must receive a unanimous vote of approval from the other riflemen.
*When a recruit has met a requirement, it must be signed off by an officer. Ask an officer before starting a qualifier.
Marksman: A Marksman may adorn their hat with a cockade. Marksman rank is required to attempt Top Scout.
-Shoot and hit an 8½ x 11 inch rectangular target 3 times in a five minute period from benchrest or afoot.
-3 hits are required at 25, 50 and 100 yards; five minutes are timed at each distance. You may shoot as many times as you can manage in the timed five minutes.
Master Marksman: A Master Marksman may adorn their hat with a ribbon behind their cockade.
-Shoot and hit an 8½ x 5½ inch rectangular target 3 times in a five minute period from afoot.
-3 hits are required at 25 and 50 yards; five minutes are timed at each distance. You may shoot as many times as you can manage in the timed five minutes.
Expert: An Expert may adorn their hat with a gold button on their cockade.
-Shoot and hit an 8½ x 5½ inch rectangular target 3 times in a five minute period from afoot at 100 yards.
*Ranks may be signed off with timing and approval of two riflemen.
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