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2005 Sniper's Paradise Collector's Rifle

GASP 2005

USMC M40A1 or M40A3

Ordering Closed

 

Sniper Golf

Est. 1996
by
Sniper's Paradise

 

 

 
 

1000y Stats | 5-dot Stats | 600y stats | Course of Fire | Sponsors | Winners

"5-Dot Precision":

A standard 5-dot drill consisting of (5) 1" dots placed on a simulated paper head. Shooters will begin firing at the whistle and stop firing on the whistle. Any shots taken before or after the command will scored as a penalty (-20 points for that shot).

Shooter Configuration: 5 shooters per relay
Number of Rounds: 5
Distance: 100 yards
Shooting Position: Prone
Time: 20 seconds to shoot all 5 rounds.
Point Value: 100 total – 20 points per dot.
Penalties: -20 points (1 dot) for firing before to fire or after the command to cease-fire is given.

"For Whom The Bells Toll ":

Each shooter will begin completely behind their respective "start" line. Once the command to begin has been given, shooters will lowcrawl up to the barricade and engage the target from the designated shooting position. The shooters will tactically move back (sniper walk) to the start line and touch the concrete sidewalk after each shot and before moving back to the barricade, lowcrawl, for the next shot. Shooters will begin movement at the whistle and stop firing on the whistle. Any shots taken before or after the command will score as a penalty as will improper movement techniques (-10 points for that shot). Movement will be done with an unloaded rifle. One round will be loaded at the barricade for each engagement.

Shooter Configuration: 5 shooter per relay
Number of Rounds: 5
Distance: 250 yards
Order of shots and positions:

Prone supported

Sitting supported

Kneeling supported

Standing supported

Left Side prone supported

Time: 5 min. to shoot all 5 rounds.
Point Value: 100 total – 20 points per head shot, 10 points per body hit (in the shoot-n-see).
Penalties: -10 points for firing before to fire or after the command to cease-fire is given or not ringing the bell with a hand between each shot.

Urban Mover

5 shooters will prep their gear in their respective area while only one shooter will engage, from the prone. Once the target begins, the shooter will have 10 chances (5 right to left and 5 left to right) to shoot 8 rounds for score. There will be a 3" target on the head and a 5.5" target on the body. Only hits inside this target area (the "shoot-n-see") will count as a hit. The target will only travel once in each direction. You may only put 2 rounds in the head and 6 in the body OR all 8 shoots in the body and none in the head (ONLY 2 HEAD SHOTS WILL BE COUNTED).

Shooter Configuration: 1 shooter per relay (4 ready)
Number of Rounds: 8
Distance: 100 yards
Shooting Position: Prone
Time: limited to target exposure
Point Value: 100 total – 20 points per head shot (2 rounds maximum), 10 points per body hit (in the shoot-n-see).
Penalties: Any round that appears to have traveled through the wall will be counted as a no-hit. Any rounds in excess of 2 fired at the head will result in the two lowest scores being counted.

"Sniper Golf"

Shooters will engage 3 golf balls each. One golf ball at each distance of 100, 200, and 300 yards, hanging by a string (and possibly blowing in the wind). Each ball at each distance is painted one of five colors (blue, green, red, orange, yellow) to help each shooter identify their target (same color at all three distances) and to help the judges determine if a ball was "nicked." Any round that does not make contact with the golf ball will not count as a hit (I.E. breaks the string or ricochets off the steel). Shooters may take 6 rounds and no more to the firing line (possibility of 2 rounds per ball). At each distance, shooters will be told to load 1 round and then given 1 min to engage their 100-yard ball. Shooters will then be given the opportunity to load and fire a second round at the same target if they feel they missed the target (the RO will annotate shooters choosing to take the additional shot). The same scenario will be repeated for both 200 and 300-yard distances. Each shooter’s remaining rounds will be counted after their relay to confirm the number of 1st and 2nd round shots.

Shooter Configuration: 5 shooters per relay
Number of Rounds: 6
Distance: 100 – 300 yards
Shooting Position: Prone
Time: 1 min per shot.
Point Value: 100 total - 30 points for 1st round hit 15 points for 2nd round hit with a 10-point bonus for three (3) 1st round hits

600 yard Mover

5 shooters will prep their gear in their respective area while only one shooter will engage, from the prone. Once the target begins, the shooter will shoot 3 rounds as the target moves left to right and 2 rounds right to left. The target is a hit/no hit steel silhouette. The target will fall when hit and then rest for the next shot. The target will travel five times (3 to the right and 3 to the left) and the shooter will engage once, and only once, on each pass.

Shooter Configuration: 1 shooter per relay
Number of Rounds: 5
Distance: 600 yards
Shooting Position: Prone
Time: limited to target exposure
Point Value: 100 total – 10 points per hit
Penalties: -10 points if the shooter engages the target before or after the target passes behind the limit marker.

"Extended Unknown Distance"

5 shooters will engage 5 steel plates, 1 steel plate each at five different distances. Targets will be scored as a hit or miss. Non-firing shooters will remain in an area where they can not see or range the targets until they are on the firing line. Shooters on the firing line will be given 30 seconds per distance, to use "eye safe" methods of range estimation on a human target standing in front of each target rack. After shooters engage their 5 targets they will move to an area away from follow on shooters so that the distances remain unknown. Day 2 shooters will engage different distances to make collaboration useless.

Shooter Configuration: 5 shooter per relay
Number of Rounds: 5
Distance: unknown
Shooting Position: Prone
Time: 5 min.
Point Value: 100 total – 20 points per target

"1000 yard wonderland" or "1000 yard wonder where it’ll land"

Shooters will engage a single steel silhouette target at 1000 yards. Each shooter will have 3 chances to hit the target as a hit or miss.

Shooter Configuration: 5 shooter per relay, 1 shooter at a time
Number of Rounds: 3
Distance: 1000 yards
Shooting Position: Prone
Time: 2 min
Point Value: 100 total - 1st round hit, 75 points 2nd round hit, 25 points 3rd round hit

"Sitting Indian" unsupported

Shooters will engage a single steel target at 600 yards from an unsupported sitting position (slings are OK). The shooter will have 3 chances to hit the target scored as a hit or miss.

Shooter Configuration: 5 shooter per relay, 1 shooter at a time
Number of Rounds: 3
Distance: 600 yards
Shooting Position: Sitting
Time: 2 min
Point Value: 100 total - 1st round hit, 75 points 2nd round hit, 25 points 3rd round hit

"Tie Breaker"

At the end of normal competition, any shooters that are tied for the top three places will shoot. These shooters will engage a paper target with a 3" shoot-n-see. Ties will be settled by the following order if necessary: 1) Number of rounds inside the black 2)Number of rounds inside the x-ring 3) Group size

Shooter Configuration: as needed
Number of Rounds: 5
Distance: 300 yards
Shooting Position: Prone
Time: 2 min
Point Value: 100 total - 3" "shoot-n-see", in the black 10 points, x-ring count, group size

 

 

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Sniper's Paradise
Collectors Coin

#'s 400-499
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