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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

 

 

 
 
      2000 Scores | Course Of Fire | Pictures | Letter to the Shooters

posted 6/29/00 6:05pm

  1. "5-Dot Precision":
  2. 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 be scored as a penalty (-20 points for that shot).

    Shooter Configuration: 5 teams per relay / spotters adjusting fire

    then shooters switch

    Number of Rounds: 5

    Distance: 75 yards elevated firing position.

    Shooting Position: any

    Time: 20 seconds to shoot all 5 rounds.

    Point Value: 100 total / 20 points per dot.

    Penalties: -20 points (1 dot) for firing before fire or

    after the command to cease-fire is given.

    Notes:

  3. "Cover Me ":
  4. 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, hands and knees, 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 and open bolt. Two rounds will be loaded at the barricade for each engagement. The spotter will remain stationary at the barricade; they may help spot impacts and hand over ammo. Shooters will not touch the barricade at any time.

     

    Shooter Configuration: 5 teams per relay then shooters switch

    Number of Rounds: 10

    Distance: 150 yards

    Order of shots and positions: 2 shots Prone supported

    2 shots Sitting unsupported

    2 shots Kneeling unsupported

    2 shots Standing unsupported

    2 shots Left Side prone support

    Time: 5 min. to shoot all 10 rounds.

    Point Value: 100 total / 10 points per headshot 3" scoring area, 5 points per body hit 5.5" scoring area (both scoring areas are shoot-n-see targets).

    Penalties: -10 points for firing before to fire or after the command to cease-fire is given or not touching the start line.

  5. Urban Mover
  6. 5 teams will prep their gear in their respective area while only one team will engage at a time, from the prone. Once the target begins, the team will have 10 chances (5 right to left and 5 left to right) to shoot 10 rounds for score. There will be 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. Each team shooter may engage while the target is moving in either direction, but only one shooter will engage per opening (IE both shooters can alternate shots and openings). Score will be divided in ½ and given to each team member

    Shooter Configuration: 1 Team per relay (4 ready)

    Number of Rounds: 5 per shooter

    Distance: 100 yards

    Shooting Position: any

    Time: limited to target exposure

    Point Value: 100 total – 20 points per hit (in the shoot-n-see).

    Penalties: Any round that appears to have traveled through the wall will be counted as a no-hit.

  7. "Sniper Golf"
  8. Shooters will engage 5 golf balls each. Each ball at each distance is painted one of five colors (IE 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 1 extra round). Shooters will be told to load and then given 3 min to engage all 5 balls.

    Shooter Configuration: 5 teams per relay / spotter

    Number of Rounds: 6

    Distance: 100 – 300 yards

    Shooting Position: any

    Time: 3 min.

    Point Value: 100 total - 20 points per golf ball

  9. 600 yard Mover
  10. 5 teams 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 (Larue). The target will fall when hit and then reset for the next shot. The target will travel five times (3 to the right and 2 to the left) and the shooter will engage once, and only once, on each pass.

    Shooter Configuration: 1 team per relay

    Number of Rounds: 5

    Distance: 600 yards

    Shooting Position: any

    Time: limited to target exposure

    Point Value: 100 total – 20 points per hit

    Penalties: -10 points if the shooter engages the target before or after the target passes behind the limit marker.

  11. "Into The Unknown"
  12. 5 shooters will engage 5 steel plates, 1 steel plate each at five different distances with 2 shots per distance. Targets will be scored as a hit or miss. Non-firing shooters will remain in an area where they cannot 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 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. 1 shooter per team, the team picks which person will shoot and which will spot. The score will count for the team total but not for the individual high shooter.

    Shooter Configuration: 5 teams per relay

    Number of Rounds: 10

    Distance: unknown

    Shooting Position: any

    Time: 5 min.

    Point Value: 100 total – 10 points per target

  13. "1000 yard wonderland" or "1000 yard wonder where it’ll land"
  14. Shooters will engage a single steel silhouette target at 1000 yards. Each shooter will engage the target with 10 rounds. The target is scored as a hit or miss.

    Shooter Configuration: 5 teams per relay, 1 shooter at a time

    Number of Rounds: 10

    Distance: 1000 yards

    Shooting Position: any

    Time: 5 min

    Point Value: 100 total - 10 points per hit

  15. "Sitting Indian"
  16. Shooters will engage a single steel target at 630 yards from an unsupported sitting position (slings are OK). The shooter will have 5 chances to hit the target scored as a hit or miss.

    Shooter Configuration: 5 teams per relay, 5 shooters at a time

    Number of Rounds: 5

    Distance: 700 yards

    Shooting Position: Sitting (no long bipods or other mechanical rests. USMC spotter-shoulder method OK)

    Time: 3 min

    Point Value: 100 total - 20 points per hit

  17. "Moving Chaos"

Each team will engage multiple moving targets simultaneously. There will be either 1 stationary and 2 moving targets at different distances moving in different directions and at varying speeds.

    • One 8" head – 430y (start)
    • 1mvr – 500y (starts moving 5 seconds later)
    • 1mvr – 600y (starts moving after an additional 5 seconds)

Shooter Configuration: 1 team per relay, 1 team ready

Number of Rounds: 9

Shooting Position: any

Time: 25 seconds

Point Value: 100 total - 10 points per hit (team score) with 10-point bonus for all 9 hits

  1. "Night Call"
  2. Shooters will be required to engage a target in the "T-Box" to save a hostage. Any hit outside the T-box is scored as a zero and any hit on the hostage results in a zero for the entire engagement.

    Shooter Configuration: 10 teams per relay, 10 shooters at a time

    Number of Rounds: 10

    Distance: 100 (or less) yards

    Shooting Position: any

    Time: limited to exposure

    Point Value: 100 total - 10 points per hit

  3. "Stalking the General"
  4. Teams will be given a scenario in which they must move undetected through a wooded and brushy environment. Each and every team discovered or "busted" will be scored as a 0 and leave the course. Each team that successfully crosses the FFL will be awarded 30 points, for identifying the first alphanumeric character 10 points, for the first successful shot 20 points, identifying the second alphanumeric character 15 points, and the last shot 25 points. A ghillie suit might be helpful, but not necessary.

    Shooter Configuration: All teams stalk at once

    Number of Rounds: 2 Blanks provided by Sniper's Paradise

    Distance: 300-600 yards of movement. 200 yards or less for "the shots."

    Shooting Position: any hide position

    Time: 2 hours

    Point Value: 100 total

  5. "Standing Tall"
  6. Individuals will be tested in positional shooting. The position tested will be standing "off-hand." Slings and jackets are acceptable but the shooters partner and/or any other mechanical rests are not authorized.

    Shooter Configuration: 5 plus spotters

    Number of Rounds: 5

    Distance: 300

    Shooting Position: Standing

    Time: Unknown

    Point Value: 100 total; 20 points each

  7. "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: 10

Distance: 300 yards

Shooting Position: Prone

Time: 2 min

Point Value: # of shots in the 3" shoot-n-see in the black, x-ring count, group size

 

 

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Collectors Coin

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