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SPOTC 2010. General Penalties. SPOTC 2010. General thoughts Different steel and facades for each day Rope off routes Use shooting boxes Use fault lines (per rule book) Holster before movement (handgun) Clear before movement (rifle). General Penalties. General Penalties.
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SPOTC 2010 General Penalties SPOTC 2010 • General thoughts • Different steel and facades for each day • Rope off routes • Use shooting boxes • Use fault lines (per rule book) • Holster before movement (handgun) • Clear before movement (rifle)
General Penalties General Penalties • Steel left up – 30 seconds • Wrong steel down – 30 seconds • No shoots shot – 30 seconds • Passing fault lines – 10 seconds • Missed paper shots – 10 seconds • Dropped gun – DQ
Event 1: Combat Trails Target colors, distances, & arrangements in this diagram are examples only. Time stops with the stop plate. Trail C #6 HG #7 HG #8 HG Trail B #3 HG #1 Rifle #2 Rifle #5 HG #4 Rifle Start Don’t pass this position until all team members are present. Team engages Texas star. Cannot move until it is down. Team members will not pass fault line until shots are fired at each position. Spectators Total Moving Distance: 200yds
HG Event 2: Tactical Area Rifle Target colors, distances, arrangements, & LFSH floor plan in this diagram are examples only. Time stops with the stop plate. Shoot only from box in LFSH. Total Moving Distance: 100yds Shoot assigned color only. Start Holding Area Spectators When not shootin,gstay in holding area. One shooter on the line & one in the LFSH at a time. Shooters must enter holding area before the next shooter leaves (30-sec penalty).
HG Event 3: Range 2 Rifle Target colors, distances, & arrangements in this diagram are examples only. Rifle Time stops on the stop plate. 100 Yards Engage only purple. Start 200 Yards Engage only blue. Engage only green. Spectators Move after all targets of that color are down. Total Moving Distance: 250yds
Event 4: TTF to Combat Trails Target colors, distances, & arrangements in this diagram are examples only. Time stops on the stop plate. Rifle Handgun TL signals when to cross fault lines. Rifle Obstacles Gun Vault LCC Start #1 HG #4 Rifle #2 Rifle Spectators #3 HG #6 HG #5 HG Get the keys. Total Moving Distance: 300yds
Event 5: Tactical Area to Range 3 Target colors, distances, & arrangements in this diagram are examples only. Total Moving Distance: 300yds Time stops on stop plate. Start Spectators Spectators HG Rifle Rifle Rifle Berm Don’t move until all rifle targets are down. Mask on @ start signal; unmask before exiting berm. Use bolt cutters to open conex, and place casualty & litter in conex. CA&L team does not cross fault line until firing starts.
Event 6: Indoor Range to Range 2 Target colors, distances, & arrangements in this diagram are examples only. Time stops on stop plate. HG HG Engage only purple. Four hits per target. 100-Yard Line Engage only blue. 200-Yard Line Start Rifle Load rifle ammo before leaving. Spectators Total Moving Distance: 400yds
Event 7: Trails to Tac Area to Range 3 Target colors, distances, & arrangements in this diagram are examples only. Time stops on stop plate. HG HG SNM goes in bird cage. Start Fault lines Conex Spectators Spectators Rifle Rifle One person must carry SNM for remainder of course; they may not shoot but may pass SNM. Engage all color targets before moving to next position. Total Moving Distance: 500yds
Event 8: RG 1 to RG 2 to Indoor RG Target colors, distances, & arrangements in this diagram are examples only. Rifle HG HG 100 Yard Line MG 2 shots on each target 200 Yard Line Start Team moves after unloading. Rifle Machine gun engages barrels while team moves to 200-yard line. Fire until Range 2 (200-yard) targets are down. Then assemble with team. Time stops on the last shot fired. Spectators Total Moving Distance: 700yds
Super Team Event • Incorporates tasks completed on previous events • Handgun • Rifle • Movement • Total moving distance: 1,200yds • Shooting distances: 7yds – 150yds