Mission Brief 5 June 2021 - www.Wolverine5K.com - Marksmanship Training Center
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The Script - “Wolverine 5K” 2021 Schedule of Event Stages • “We’re going to the mountains, we’re getting out of here.” - MTC HQ SITREP: Communist have invaded and overrun your small town. Grab your go-bag and run for the hills! • “Piss In The Radiator.” - Long Range SITREP: You have escaped the town, but Russians destroyed your vehicle at a check point. Dismount the vehicle with your team and assault towards the enemy checkpoint to rescue a wounded American civilian. • “Elite paramilitary organization, Eagle Scouts.” - 25 Yard Bay #1 SITREP: Prove your worthiness to the team by demonstrating your tactical athleticism. • “You Quitters Playing, Or What?” - 25 Yard Bay #2 SITREP: Prove your worthiness to the team by demonstrating your tactical athleticism. • “Political Reeducation Camp” - CQB Bay SITREP: Raid the drive in movie theater, free the political prisoners, kill bad guys, search for intel. • “Calumet High School” - CQB Bay SITREP: School is canceled due to communist paratroopers. Fight your way across a crowded campus to an escape vehicle. • “All That Hate Is Going To Burn You Up.” - 50 Yard Bay SITREP: Your friends have had a taste of war and begin setting ambushes to eliminate the communist invaders. This mission goes wrong, and a teammate is seriously wounded. • “You lost a game once yourself.” - 100 Yard Bay SITREP: You have lost friends, but must continue fighting bearing the weight of loss. • “Six toothbrushes, please.” - 200 Yard Bay SITREP: After conducting surveillance of the battlefield, use the collected intel to take out selected High Value Targets. In time this tactical adventure race, like every other race, ended… www.Wolverine5K.com “Wolverine 5K” - Tactical Athlete Adventure Race “HQ” “Eagle “Six Toothbrushes” Quitters “You Lost A Game Once” “All That Scouts” Hate” Reeducation Camp Calumet High School
Event Overview This Red Dawn themed race will be a cumulative time & time reward based event. The opening canoe and land race course will be timed from start to finish to establish your baseline time. The shooting stages and optional taskings are scored for time deduction rewards. 1 point = 1 minute off your 5K time. The lowest time wins. Wolverine 5k schedule of events: 0800-0830: Sign in 0830: Safety Brief for all. 0900: Race begins - order of march Hardcore teams, hardcore solo, rec teams and rec solo 0900: Those not on the first bus, rec teams and rec solo start with 25 bay shooting stages until second bus returns. 1200-1300: Lunch. Snacks are served throughout the day. 1700: Completion Goal *1800 drop dead time. 1730: Awards for top 3 Hardcore teams/solos. Any left over prizes will be raffled to all athletes and support staff. The shooting stages must be ran quickly and efficiently. Athletes/teams may watch the previous shooters to familiarize themselves with course of fire - non RSO score keepers may also answer questions while you are on deck. If an team/athlete is not prepared to shoot, they will loose their turn in line. Each stage will keep an independent score log sheet. Athletes/teams must report their race number and name to each stage score keeper. A score card booklet will be issued at check in for personal score keeping. Our event completion goal is 1700, with an absolute drop dead going cold time of 1800 regardless if shooting is completed or not. Time and crowd management is the team’s responsibility. Find the shooting stages with the shortest lines and avoid prolonged recov- ery breaks that could cost your team valuable point. Upon completion of all stages, athletes will notify the HQ. After taking a well earned event completion break, athletes may choose to assist RO’s with live fire stages or other admin tasks. To claim prizes, athletes must remain at MTC until awards ceremony . For accountability purposes, please notify HQ if you are departing the event prior to the closing ceremony. Round Count: (Minimum) Carbine: 134 Rounds, no maximum. NO GREEN TIPS Pistol: 73 Rounds, no maximum. Precision Rifle: 15 Rounds Mandatory Gear list: Eye and ear protection. Pistol with holster. Pistol mag pouch (x1 minimum) Carbine with sling. Carbine mag pouches (x3 minimum) Precision rifle (x1 per team minimum) X2 hand held radios. Backpack, with frame. Backpack weight. 12+ lbs Body armor. Land navigation gear. (Compass, protractor, fine point pencils, pace count beads, etc) Recommended gear list: Hydration system (water bottle, bladder, canteen, etc). 1 gallon of clean water. Foot wear with ankle support. Personal first aid kit (elastic wraps, pain reliever, Band-Aids for minor cuts, etc.) Bug repellant and sun block. Camera for taking action photos. Spending cash for merchandise.
“WE’RE GOING TO THE MOUNTAINS, WE’RE GETTING OUT OF HERE.“
“We’re going to the mountains, we’re getting out of here.” SITREP: Communist have invaded and overrun your small town. Grab your go-bag and run for the hills! At 0900 buses will pick up half of the Wolverine 5K athletes from MTC and drive them to the race start point then immediate return for the remainder athletes. Gear list for the canoe and land race: Radios for safety comms. Weighted backpack (45 lbs HC / 25 lbs rec). *If you are wearing body armor, it will be included in the pack weight. No weapons. At the bus drop off point, teams will be given their race route cards which will have all the check point grid coordinates, observation log and communications log. There will be CPs (check points) on the river and land routes. With the exception of the start, stop, and canoe landing, all CPs are optional. CPs will have useful battlefield intel and valuable coded intercepted messages. Start the race by paddling a canoe 5k down river to the designated landing. 2 Athletes to a canoe. If you have a 3 person team, you may get a solo athlete or be paired with an- other 3 person team. Canoeing rules! No smashing, tipping, oar fighting, sabotaging, sinking or interfering with other canoes on the river. These are rentals, be respectful. There are optional river CPs. For reference, the river route takes a leisurely 60 minutes. Boy Scouts have the speed record for 30 minutes. At the canoe landing, the land route begins. It’s almost a straight line back to MTC. For safety, stay off the highway and shoulder. There are optional land route CPs and FRAGO side missions. Expecting land route to take 45-90 minutes. There is a maximum 240 minutes (4 hours) 5K completion time. You will be disqualified and a search par- ty will be sent out to find you after 4 hours. Upon completion of the patrol route teams/athletes will: Immediately report to HQ to stop their race time. Declare any FRAGO’s completed. Weigh backpacks. 45 pounds (hardcore) / 25 pounds (recreationalist). If body armor is warn, it can be included in the pack weight. If a backpack weighs under 45 pounds, hardcore teams will automatically be recategorized into the recreational division. Turn in route card for scoring. Athletes will then complete all remainder live fire stages.
PISS IN THE RADIATOR.
On Deck Holding Area
“Piss In The Radiator.” (Shooting) SITREP: You have escaped the town, but Russians destroyed your vehicle at a check point. Dismount the vehicle with your team and assault towards the enemy checkpoint to rescue a wounded American civilian. Location: Long range. Targets needed: 12 MTC steel silhouettes. 9 close range. 3 mid range. Additional range equip needed: Vehicle. Barricades for cover positions. Litter and dummy. Binoculars/Spotting scope, chairs, clipboard, race roster for score keeper. A white board for ranges to targets. Additional Staff: 2 safety officers (1 per 2 person team) 1 score keeper, 1 ARO to prep shooters. Ammo Count: • Carbine: 30 Rounds minimum, no maximum. (Per shooter) • Precision: 12 Rounds minimum, no maximum. (Per designated marksman) Stage Time: 6 minutes. Shooting Position: Any. Body armor worn by hardcore teams. Number of shooters at once: 4 person team: 2 Assault (Orange & Green). 1 Designated Marksman (white). 1 Spotter/support (Red). Description: On command of the RSO, the team will enter the vehicle. The 2 shooters in front (red & green) will load and make ready condition 1 carbines. The 2 shooters in back (white & orange) with condition 4 weapons (no mag inserted, bolt forward on an empty chamber, on safe). On the timer beep, your vehicle takes an overwhelming amount of enemy fire forcing your team to abandon your vehicle using fire and maneuver splitting into 2 elements. *If your team found special equipment on the 5K route, use it now. RO’s will act as team leaders. While remaining in the vehicle, the driver and front passengers will provide cover fire on designated targets. Rear passengers will move to designate cover positions. The RO’s will individually instruct shooters when to make weapons condition 1 and when to engage assigned targets. For ease of score keeping only 1 shooter in each 2 person team (white & red team) (green & orange team) will engage at a time on command from RSO. Once each 2 person team has successfully neutralized their targets with 2 hits each, they will communicate, then safely bound to the next cover position, then engage assigned targets one shooter at a time. Reload as needed. Once all shooters have neutralized their designated targets at the last cover position, they will quickly unload and show clear their weapons then transport the wounded civilian to the casualty collection point (start point vehicle). Time stops when wounded is re- turned to the CCP. Rules for moving and bounding: • Rifles will be on safe and pointed straight up in the air. Any flagging of human or in unsafe direction, will be an immediate stage Team Disqualification. • Can not bound unless all targets have been neutralized (with 2 hits each) from that cover position. • Only 1 pair can bound at a time. Left team (white & red team) or right team (green & orange team). • Can not bound without cover fire from other team. Scoring: • 2 Points per neutralized target. Max 24 per shooter. • Total points, divided by number of shooters = TEAM SCORE. • BONUS of 5 team points if casualty is delivered to CCP under par time. Total number of stage team points: 29 Team Points Max. AFTER: Clear and Safe weapons again. Reset wounded dummy on litter. Score keeper will record score. Direct the shooter to the next stage, or if complete with all stages, direct to the HQ.
ELITE PARAMILITARY ORGANIZATION, EAGLE SCOUTS.
“Elite paramilitary organization, Eagle Scouts.” SITREP: Prove your worthiness to the team by demonstrating your tactical athleticism. Location: 25 yard bay #1 Targets needed: 4 cardboard IPSC with stands. Plus 8 replacement targets. 1 Steel IPSC, dueling tree, and plate rack. Additional range equip needed: Tan shot pasters, shot timer, timer board, clipboard w/ pen. Additional Staff: 1 RO to prep in parking lot. 1 score keeper + 1 assistant. Ammo Count Per Shooter: • Carbine: 3 magazines of 9 rounds each. 27 Rounds total. • Pistol: 14 Rounds minimum, no maximum. Total team stage time: 4 person team = 8 Minutes. 3 person team = 6 Minutes. Solo = 2.5 minutes. Shooting Position: Any. Body armor worn by hardcore teams. Number of shooters at once: Entire Team. Description: On command from RSO, all shooters will condition 1 and holster pistols, with carbines slung. Starting position: Lift log to waist level, all team members touching it. On the timer beep, one shooter only may leave the log. The log must be raised above head level for the shooter to engage targets. Once complete with the drill, return to your team at the log. The log must come down to waist level to release another shooter to complete drill #1. This will continue until all team members have completed drill #1, then moving onto drill #2, then drill #3, drill #4 and finally drill #5 or until time limit has been reached. The log most remain off the duration of the entire stage. If log touches the ground, the stage is OVER for entire team. Scoring: 5 Team points per completed drill by all team members. Negative 1 point for every round outside IPSC A zones. Max number of stage TEAM POINTS: 25 points. AFTER: Show clear both weapon systems. Stand by to assist RO with resetting the stage. 0 0 5 5 10 10 #1 Pistol #3 Pistol #5 Pistol 10, 15, 20, 25 Plate Rack Dueling Tree 15 15 #2 Carbine Rhodie Mike 20 20 25 25 #4 Carbine On the move. Log Up Area On Deck Holding Area
“Elite paramilitary organization, Eagle Scouts.” Pistol Drill #1 Big and Small Description: Starting at the 10 yard line with pistol, the shooter will engage both steel targets (1 large and 1 small). Reholster befor e moving. Only after successfully hitting each target once, the shooter can mover backward and reengage the target from 15 yards. Repeat from 20y, and 25 yards. Reholster pistol when complete. No round limit. Reload as needed. Carbine Drill #2 Gunfighter Rhodie Mike Description: From the 15 yard line with carbine, the shooter will engage 3 cardboard IPSCs with 2 shots to the A zone body box and 1 shot to the A zone head box. Reload, then reengage with same shot sequence. Unload show clear. Pistol Drill #3 Plate Rack Description: From the 10 yard line, the shooter will nock down all standing plates on the plate rack. If a plate is struck, but does not fall, reengage until it falls. Re- holster pistol when complete. No round limit. Reload as needed. Carbine Drill #4 Movement Description: Starting at the 25 yard line with carbine, begin walking forward towards the target while engaging the A zone body box with 9 rounds. Must remain in motion while engaging. Unload show clear. Pistol Drill #5 Dueling Tree Description: From the 10 yard line, the shooter will flip all targets on the dueling tree. If a target flapper is struck, but does not fully rotate, reengage until it rotates to opposite side. Reholster pistol when complete. No round limit. Reload as needed. 0 0 5 5 10 10 #1 Pistol #3 Pistol #5 Pistol 10, 15, 20, 25 Plate Rack Dueling Tree 15 15 #2 Carbine Rhodie Mike 20 20 25 25 #4 Carbine On the move. Log Up Area On Deck Holding Area
“YOU QUITTERS PLAYING, OR WHAT?“
“You Quitters Playing, Or What?” (Shooting) SITREP: Take some time off from warfighting to enjoy some team building sports during communist occupation. Skills: Weapons handling, target acquisition and transitioning, weapons handling under time and physical stress and speed. Location: 25 yard bay #2. Targets needed: 8 cardboard IPSC/JDqual1 with stands. Replacement backers and targets. 2 steel pistol targets. Additional range equip needed: Shot pasters, tacks/stapler, shot timer, clipboard w/ pen. Tire, weighted 5 gal jugs, rope w/ kettle weight, blue barrels, colored cones, rope box line. Additional Staff: 1 RO to prep in parking lot. 1 score keeper + 1 assistant. Ammo Count Per Shooter: • Carbine: 3 magazines of 10 rounds each. 30 Rounds total. • Pistol: 20 Rounds minimum, no maximum. Total team stage time: 4 Minutes Shooting Position: Standing. Body armor worn by hardcore teams. Number of shooters at once: Entire Team Description: The entire team will stand on the 25 yard line, one athlete behind each of the individual drills. On command from RSO, all athletes will condition 1 and holster pistols only. Carbines will remain in condition 4 while moving. On the timer beep, all team members will start their drill at the 10 yard line. Once all of the drills are complete, the RSO will tell the athletes to shift one drill to the left (tire flip pistol drill will shift to the far right carbine switch hit drill). Athletes will then complete their next drill. This will continue until time runs out. Scoring: Each completed drill rotation = 10 points. Each round outside the A Zone body box = negative 1 point. Max number of stage TEAM POINTS: 40? Team points. AFTER: Show clear both weapon systems. Stand by to assist RO with resetting the stage. 0 0 5 5 Pistol Pistol Carbine 10 Carbine Tire Flip Rope Pull Switch Hit 15 10 20 15 25 20 Push Up Area On Deck Holding Area
“You Quitters Playing, Or What?” Pistol Drill : Tire Flip Description: On the 10 yard line. Flip the tire once to the left or right. Unholster and engage the steel target until hit twice (x2 hit s). Holster pistol. Flip the tire again once to the left or right. Reengage target until hit twice (x2 hits). Continue until tire has been flipped 5 times and target hit a total of 10 hits. Carbine Drill : Double Tap Description: From the 25 yard line, pick up and carry the 5 gal water jugs to the 10 yard line and set them down. Load and make ready carbine then immediately shot 2 rounds into the A Zone body box of each of the 5 targets. Reload, and then immediately reengage with 2 rounds into the A Zone body box of each of the 5 targets. After all rounds are complete, unload and show clear and safe carbi ne to the RSO. Return the 5 gal water jugs back to the 25 yard line. Pistol Drill : Rope Pull Description: On the 10 yard line, pick up the loose (unweighted) end of the rope and move to the open shoot box (painted on the ground) . While staying inside your boundary box, use the rope to pull the weighted end of the rope until the weight is inside your boundary box. Unholster and engage the steel target until hit twice (x2 hits), the holster your pistol. Pick up the loose (unweighted) end of the rope and move to the opposite shoot box (painted on the ground). While staying inside your boundary box, use the rope to pull the weighted end of the rope until the weight is inside your boundary box. Continue this for a total of 5 reps and target hit a total of 10 hits. Do not try to game this. You can not pick up and carry the weight with you, it must be drug from one shoot box to the other while you are inside the open shoot box. Carbine Drill : Ebb & Flow Description: At 25 yard line, pick up and put on the weighted backpack straps over your shoulders. On the 10 yard line from behind cover, condition 4 your carbine. Keeping the majority of your body behind cover at all times. With your carbine in your right shoulder, lean to the right of cover and fire one round into the A Zone body box. From behind cover, switch the carbine to your left shoulder then lean to the left of cover and fire one round into the A Zone body box. Continue switching shoulders behind cover, and engaging with outboard shoulder. After all rounds are complete, unload and show clear and safe carbine to the RSO. Return back pack to the 25 yard line. 0 0 5 5 Pistol Carbine Pistol Carbine 10 Tire Flip Double Tap Rope Pull Ebb & Flow 15 10 20 15 25 20 Push Up Area On Deck Holding Area
“POLITICAL REEDUCATION CAMP.“
“Political Reeducation Camp” SITREP: Raid the drive in movie theater, free the political prisoners, kill bad guys, search for intel. Location: CQB bay. Targets needed: x13 cardboard IPSC x5 no shoot IPSC plus stands. Additional range equip needed: Foot locker w/ combo lock. 4 intel ammo cans. Target pasters. Clipboard, pen, shot timer, pop up canopy and chairs. Race roster score sheet. Rope boundary line to prevent point blank shots? Additional Staff: 1 RSO. 1 score keeper / target paster. 1 prep RO outside. Ammo Count: (Each Shooter) • Carbine: 1 magazine of 20 rounds. • Pistol: 1 magazine of 6 rounds. Second spare mag with unlimited rounds. Shooting Position: Standing outside building in holding area with door shut. Body armor worn by hardcore teams. Number of shooters at once: Team stage, but only 1 shooter inside at a time. Description: On command all shooters will load and make ready pistol then carbine. One shooter will be given a High Value Target description that is in possession of intel. On command, that one shooter will enter and clear the building and engage ALL hostile targets with 2 rounds each. Once HVT is identified, the shooter will unload and show clear to RSO, retrieve intel then exit the building. The RSO will give the second shooter a new High Value Target description, and that shooter will enter and clear the building. This will continue until all shooters have entered and found their designated HVT. If a team only has 3 shooters, the first shooter will need to go a second time. The stage time ends, when the team opens the cache utilizing the intel gathered HVT’s. Team Scoring: Stage complete in under: • 3 minutes = 40 points • 4 minutes = 35 points • 5 minutes = 30 points • 6 minutes = 25 points (6 minutes maximum par time) • Every round outside A Zone body box is negative 1 point. Any friendly target shot is negative 5 points. Maximum number of stage team points: 40 points. Minimum number of stage team points: 0 X On Deck Cache Holding Area
“CALUMET HIGH SCHOOL“
“Calumet High School” SITREP: History class is canceled due to communist paratroopers. Fight your way across a crowded campus to an escape vehicle. Location: Vehicle bay. Targets needed: x15 cardboard IPSC x10 no shoot IPSC plus stands. Additional range equip needed: 280 Sandbags. 1 E-tool shovel. Target pasters. Clipboard, pen, shot timer, pop up canopy and chairs. Race roster score sheet. Rope boundary line to prevent point blank shots? Additional Staff: 1 RSO. 1 score keeper / target paster. 1 prep RO outside. Ammo Count: (Each Shooter) • Carbine: 1 magazine of 20 rounds. Second spare mag with unlimited rounds (incase of malfunctions). • Pistol: 1 magazine of 10 rounds. Second spare mag with unlimited rounds (incase of malfunctions). Total team stage time: 6 Minutes (4 person team). 4.5 Minutes (3 person team). 2 Minutes (Solo Athlete) Shooting Position: Standing or kneeling, no prone. Body armor worn by hardcore teams. Number of shooters at once: Team stage, but only 1 shooter inside at a time. Description: • Condition 4 carbines will be staged inside a vehicle in the bay. • On command all shooters will condition 1 pistol, then holster. • RSO will issue 2 empty sandbags per athlete and 1 E-tool shovel. • On command from RSO, the team will run to the designated sandbag willing station, then fill and securely tie their sandbags. When the first athlete in the team returns to the staging area, he/she will drop sandbag and begin the live fire stage on command from RSO. • Staying inside the marked game area, using a pistol the athlete will engage each target with 2 shots each on the way to the vehicle. • Retrieve carbine, condition 1, staying inside the marked game area, then engage all remaining targets with 2 shots each. • Quickly unload show clear and depart the bay. • Second athlete to bring 2 filled sandbags, then begins the same live fire stage on command from RSO. • Stage ends when time expires OR all athletes have filled 2 sandbags, shot the stage. Team Scoring: IPSC Targets: A Zone body box hit = 1 point. Negative 5 points for any friendly targets hit. Total number of A Zone body box hits divided by number of athletes (round down to the nearest full number) = TEAM SCORE Maximum number of stage team points: 30 points. Minimum number of stage team points: 0 Sandbag Filling Area X On Deck Holding Area
“ALL THAT HATE IS GOING TO BURN YOU UP.“
“All That Hate Is Going To Burn You Up.” SITREP: Your friends have had a taste of war and begin setting ambushes to eliminate the communist invaders. This mission goes wrong, and a teammate is seriously wounded. Location: 50 yard range, starting at the 50 yard line. Targets needed: 3 steel targets. 5 enemy IPSC, 3 no-shoot IPSC. Target stands. Additional range equip needed: 3 blue barrels/table to set flamethrower on. 1 litters with dummies. Clip board, timer, chair, canopy for score keeper. Additional Staff: 1 RO. 1 Prep RO. 1 score keeper. Ammo Count: • Carbine: 10 rounds maximum. (Per shooter) • Pistol: Pistol 6 rounds minimum, no maximum. (Per shooter) Stage time: 4? Minutes Shooting Position: Any. Body armor worn by hardcore teams. Number of shooters at once: 1 full team. Description: All athletes will start with pistols loaded in condition 1 and holstered. Carbines in condition 4. Starting at the 50 yard line, on the timer beep, the entire teams will race to the 25 yard line to their designated casualty. One athlete, will provide cover fire with carbine by engaging all 5 threats with 2 carbine rounds each into the A zone body box. Be careful not to hit friendlies. Another athlete will provide cover fire using the provided flamethrower scorching all 3 enemy, then shooting the burning targets with 2 pistol rounds each. While at least one athlete is providing cover fire, the rest of the team will transport the casualty on a litter approx. 25 yards, turn around, then come back to the original pick up point where one athlete is providing cover fire. Once the cover fire athlete has engaged all the targets and the casualty returns, the team will rotate positions and do it again until all athletes have provided one round of cover fire with carbine and one round with flamethrower/pistol while the casualty is being transported. NOTE: Shooters carbine must be inspected by RSO before leaving the cover firing position to transport casualty. Team Scoring: Steel targets: 5 Points if each team mate neutralized all targets are with 2 pistol round hits per target. IPSC Targets: All hits in A Zone body box = 5 points per target. If there are any rounds outside the A zone body box = 0 poi nts. Any friend- lies hit = -5 points per friendly. Total number of stage TEAM POINTS: Maximum 30 points (if all hits are in A Zone and every athlete neutralized pistol targets). AFTER: Safe all weapons, score and paste targets, exit the range Flamethrower & Pistol Score Keeper & RO’s Carbine On Deck Holding Area 0Y 15 25 50
“COME ON, BUD. YOU LOST A GAME ONCE YOURSELF“
“You lost a game once yourself“ SITREP: You have lost friends, but must continue fighting bearing the weight of loss. Location: 100 yard range. Targets needed: 4 IPSC. Target stands. Additional IPSC replacements. Additional range equip needed: Kettle/Bag Weights x4. Weighted drags. Clip board, timer, chair, canopy for score keeper. Additional Staff: 1 RO. 1 Prep RO. 1 score keeper. Ammo Count: • Carbine: Estimated 30 rounds (Per shooter) • Pistol: Pistol 10 rounds. (Per shooter) Stage time: 5 Minutes? Shooting Position: Any. Body armor worn by hardcore teams. Number of shooters at once: 1 full team. Description: All athletes will start with pistols loaded in condition 1 and holstered. Carbines in condition 1. Starting at the 100 yard line each athlete will be assigned a weighted drag sled which will be pulled the entire stage. On the timer beep, each athlete will roll a blue barrel forward to the 75 yard line. At the 75 yard line each athlete will engage their designated target with 2 carbine rounds from shooting position of choice. Place weapon on safe then sing or lay on ground. Pick up kettle bell/weighted bag, with a 2 handed squat underhand swing, toss the weight forward towards the target. Whichever weight travels the least distance, will be the team’s new firing position. At the new firing position, fire 2 rounds at designated target. Pick up weight, and toss forward again. The team can not move forward, until all firing is complete at each position, and move forward together on line. Continue this process until all kettle/bags have reached the 25 yard line. At the 25 yard line, shooters will engage target with 2 pistol rounds then holster. After holstering their pistol, they will pick up and carry the kettle bag to the 20 yard line and reengage target with 2 pistol rounds. After holstering, they will again pick up the kettle bag and carry for- ward to the 15, 10 and finally the 5 yard line. Unload, show clear both carbine and pistol. NOTE: Shooters will reset the range while new targets are hung. Scoring (Per Shooter): IPSC A zone hits = 1 points. Body hits = 0 point. Add all target points then divide by number of shooters = TEAM SCORE. (Round fraction scores down) Failure to complete under par = Negative 10 team points. AFTER: Safe all weapons, return weight props to starting position, score and paste targets, exit the range Carry Start Line Toss Start Line Start Line On Deck Holding Area 0Y 10 15 20 25 50 75 100
SIX TOOTHBRUSHES, PLEASE.
“Six toothbrushes, please.” (Shooting) SITREP: After conducting surveillance of the battlefield, use the collected intel to take out selected High Value Targets. Location: Secondary long range or new 200y range. Targets needed: 40 “Big fat frowny face targets” Target boards to hold several targets. Additional range equip needed: Stop watch, clipboard w/ pen. Barricade to shoot off of. Golf cart to swap targets faster. Additional Staff: 1 score keeper/spotter, RO to prep next shooters. Ammo Count: • Precision Rifle = 10 rounds. • Special equipment = 2 hand held radios Stage time: 6 Minutes per stage. Shooting Position: Any. Body armor worn by hardcore teams. Number of shooters at once: 1 shooter at a time, but team stage. Description: The team will start approx. 25-50 yards away from firing line, on command one shooter will move to the designated firing position with a precision rifle and a hand held radio. Once at the firing position, load rifle with one round. The team will relay to the shooter the target description via hand held radio (the shooter can not take any target description notes to the firing line.) After engaging the target with one round, the shooter will return to the team carrying his/her precision rifle then the next teammate will move to the firing line. Continue until all HVT’s have been engaged or time runs out. One rifle can be shared amongst the team. NOTE: High Value Target descriptions were at each land nav check point. If no intel was collected at check points, then the team receives a ZERO for this stage. Scoring: 3 points for each correct target, Negative 3 points for each wrong target. Total number of Team stage points: +/- 30 Team Points AFTER: Clear and Safe weapons. Send one shooter to collect and replace target. Score keeper will record score. Direct the shooter to the next stage, or if complete with all stages, direct to the HQ. X X
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