- "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 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:
- "Cover Me ":
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.
- Urban Mover
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.
- "Sniper Golf"
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
- 600 yard Mover
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.
- "Into The Unknown"
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
- "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 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
- "Sitting Indian"
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
- "Moving Chaos"
- "Night Call"
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
- "Stalking the General"
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
- "Standing Tall"
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
- "Tie Breaker"