Start Position: Start with rifle loaded to division capacity

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Start Position: Start with rifle loaded to division capacity Start Position: Start with rifle loaded to division capacity. Heels on X. Stage Procedures: Engage each flash target from inside the car, box A and from the roof. Lower body must be inside the car. Shooter must be completely off the ground when shooting from the roof and the car. Scoring: Time + penalties Targets: 18 MGM Flash Start/Stop: Audible last shot fired Penalties: Standard penalties apply Minimum Rounds: 18 300 Yards 100 Yards 200 Yards Box A Day one A Range Ladder Shoots and ladder

Left array Right array Day One F Range Are you ambidextrous Start Position: Sitting in chair handgun/PCC loaded (division capacity) on safe and placed on table hands on X. Stage Procedures: Run 1: While seated, engage one of the arrays with two shots on each target, perform mandatory reload then engage the other array with two shots each target (freestyle). Run 2: While seated, engage one of the arrays with two shots each, perform mandatory reload then other array with two shots each (strong hand unsupported). All reloads must come from the belt/body. PCC One run strong side, one run other side Two Runs, Virginia count Scoring: Time + penalties Targets: 10 Non Falling Steel Start/Stop: Audible last shot fired Penalties: +10 seconds Steel FTN Minimum Rounds: 40 Left array Right array Day One F Range Are you ambidextrous

How low can you go Day One E Range Start Position: Standing in box with a thumb on X. All guns loaded to division capacity. Safety on and staged in a port. Stage Procedures: All targets must be engaged under the bar. Engage paper targets with the rifle, 2 hits each, and clays with the shotgun. Clays must be clearly broken. (No chips, cracks, etc.) Guns will be abandoned on safe. Scoring: Time + penalties Targets: 20 IPSC paper, 20 clays Start/Stop: Audible last shot fired Penalties: +10 seconds Steel FTN Minimum Rounds: 40 Rifle 20 Shotgun How low can you go Day One E Range

C4 C3 P4,5 R6 R7 C5 R8,9 PP1-8 P8,9 C2 P6,7 C1 P10,11 C6 R10,11 FAP P3 Start Position: Heels on XX, Two guns will be staged empty on FAP of your choice. Last gun will start loaded low ready. All guns must be on safe at the start. Stage Procedures: From within the fault lines engage appropriate target with the correct firearm. Procedural per hit for hitting target with wrong gun. DQ for hitting shotgun steel with Rifle. Scoring: Time + penalties Targets: 12 Rifle Paper, 11 Pistol Paper, 14 Shotgun steel Start/Stop: Audible last shot fired Penalties: Standard penalties apply Minimum Rounds: 22 Rifle and Pistol, 14 Shotgun C4 C3 P4,5 R6 R7 C5 R8,9 PP1-8 P8,9 C2 P6,7 C1 P10,11 C6 R10,11 FAP Attack of the turtle targets P3 Day One G Range P2 R1-5 FAP P1 xx

Surprise Day One Walk Through Start Position: Start with pistol loaded to division capacity and holstered, or PCC loaded to division capacity at Low Ready safety on. Rifle and shotgun will be staged by R.O. (Rifle and shotgun will be completely empty of ammunition, dry-fired, safety off.) Stage Procedures: This is a surprise stage, you will not get a chance to walk through the stage. Start in box and shoot the targets when they become visible. Abandon pistol at designated FAP. Rifle targets will be paper, pistol targets will be steel, and shot gun targets will be steel clays, 1 pepper popper and 2 aerial clays. Pistol steel will require two hits to neutralize. All target will be on the left side of the path, shooter may only shoot from the path. All Guns will be abandoned empty. If you are caught in the walkthrough before your turn to shoot you will be DQed Scoring: Time + penalties Targets: 10-20 IPSC paper, 10-20 pistol steel, 20 clays, 1 PP, 2 aerial clays Start/Stop: Audible last shot fired Penalties: Standard penalties apply Minimum Rounds: 40 Rifle, 40 Pistol, 24 Shotgun Surprise Day One Walk Through

At least it is not a V drill Start Position: Start in center box shotgun low ready on safe and loaded with only 5 rounds. Stage: Shooter will chose how often the clays will launch; either every 4 or 6 seconds. Shooter can only engage clays or pipes from within a box. Failure to engage at least one clay from each box is three(3) 10 seconds penalties (30 seconds) per box not shot from. Comstock Scoring: Time + penalties Targets: 15 aerial clays 6 pipes Start/Stop: Audible last shot fired Penalties: +10 seconds aerial miss, + 10 seconds Pipe FTN Minimum Rounds: 21 Day Two C Range At least it is not a V drill

P2 P3 P7 P4 P6 P5 P8 P1 A Day Two F Range Between the No-shoots Start Position: Standing in box A Handgun loaded (division capacity) and holstered with hands in surrender position. PCC loaded and at low ready. All guns must be on safe at the start. Stage Procedures: From Box A, you must start on an outside target (P1 or P8) and end on an outside target (P1 or P8). The outside targets will require 6 hits (Bill Drill), all others require 2 hits (P2-P7) per run. On P8 the white is a no-shoot, if you split the bullet on P8 you will only receive the no-shoot. Comstock Scoring: Time + penalties Targets: C zone (Bill Drill), C zone w/NS (Bill Drill), 6 Non Falling Steel Start/Stop: Audible last shot fired Penalties: +10 seconds Steel FTN + 10 seconds Minimum Rounds: 24 P2 P3 P7 P4 P6 P5 P8 P1 NS A Day Two F Range Between the No-shoots

Don’t wall me in FAP Day Two E Range xx Start Position: Choice of long gun loaded and staged on FAP. Start with heels on X, other long gun at low ready. All guns must be on safe at the start. Stage Procedures: From the within the fault lines engage target as they become visible. All shotgun targets are steel. All rifle targets are paper and clays. DQ if steel target is hit with a rifle. Comstock Scoring: Time + penalties Targets: 13 Rifle Paper, 10 rifle clays, shotgun propeller plate rack, whirlygig, spinner shotgun Start/Stop: Audible last shot fired Penalties: Standard penalties apply Minimum Rounds: 36 Rifle, 24 Shotgun Don’t wall me in Wall Wall Wall Port FAP Port Port Day Two E Range xx

Tick Tock Pistol Day Two G Range 1 Start Position: Hand gun loaded and holstered, hands surrendered. PCC stuck on belt. All guns must be on safe at the start. Stage Procedures: 1st run Par time 20 seconds. From box 1 you must engage at least one 18x24 before moving on. 18x24s may only be engaged from box 1. Then move to another box and engage the corresponding array. Continue until out of time. 2nd run is the same, except the par time is 30 seconds. After the par time end beep, shooters will have 0.3 seconds grace period to stop firing. After the grace period, a penalty will be assessed. Two Runs, Comstock Scoring: Time + penalties Targets: Non Falling and Falling Steel Start/Stop: Audible last shot fired Penalties: +10 seconds Steel FTN overtime shots + 10 seconds Minimum Rounds: 66 Tick Tock Pistol Day Two G Range 1

Tick Tock shotgun Day Three G Range G Range Start Position: Start in box shotgun loaded to division capacity with a single slug in chamber, on safe. Stage Procedures: From box 1 you must engage the paper target with at least one slug before moving on. Then engage the targets from the respective boxes. 60 seconds par time. After the par time end beep, shooters will have 0.3 seconds grace period to stop firing. After the grace period, a penalty will be assessed. Scoring: Time + penalties Targets: 16 drill pipes, 8 pp, 16 clays, 1 paper slug Start/Stop: Audible last shot fired Penalties: +10 seconds paper, clay, steel FTN Minimum Rounds: 40 Tick Tock shotgun Day Three G Range G Range

Loren Day Three X X E Range Start Position: Seated with back against chair empty hands on Xs, shotgun cleared of all ammunition and on safe. Trigger guard must lie within the confines of the table edges. Bolt may be open or closed at the start. Stage Procedures: On start signal retrieve shotgun and engage targets (P1-P10) from within the fault lines. Targets require a minimum of 1 hit to be neutralized. All loads must come from the body. Comstock Scoring: Time + penalties Targets: 10 paper slug Start/Stop: Audible last shot fired Penalties: miss +10 seconds, No shoot + 10 seconds Minimum Rounds: 10 slugs Stage Design Notes: Blue lines: Walls Red Lines: Fault lines Black lines: Shooting port in Wall Loren Day Three E Range X X

Pistol 192 Shot 143 Slugs 11 Rifle 156 Max Round Count Pistol 192 Shot 143 Slugs 11 Rifle 156