SPOTC 2010 General thoughts – Different steel and facades for each day – Rope off routes – Use shooting boxes – Use fault lines (per rule book) – Holster.

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Presentation transcript:

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 SPOTC 2010

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 General Penalties

Event 1: Combat Trails Spectators Team engages Texas star. Cannot move until it is down. Team members will not pass fault line until shots are fired at each position. Don’t pass this position until all team members are present. Start Trail B Trail C Target colors, distances, & arrangements in this diagram are examples only. #1 Rifle #2 Rifle #3 HG #8 HG #4 Rifle #7 HG#6 HG #5 HG Time stops with the stop plate. Total Moving Distance: 200yds

Event 2: Tactical 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). Target colors, distances, arrangements, & LFSH floor plan in this diagram are examples only. Spectators Holding Area Shoot assigned color only. When not shootin,g stay in holding area. Shoot only from box in LFSH. Time stops with the stop plate. Rifle HG Start Total Moving Distance: 100yds

Event 3: Range Yards 200 Yards Time stops on the stop plate. Engage only green. Engage only blue. Engage only purple. Move after all targets of that color are down. Spectators Rifle HG Start Target colors, distances, & arrangements in this diagram are examples only. Total Moving Distance: 250yds

Event 4: TTF to Combat Trails Spectators Target colors, distances, & arrangements in this diagram are examples only. Obstacles Get the keys. Start Time stops on the stop plate. Gun Vault Handgun Rifle TL signals when to cross fault lines. #1 HG #3 HG #6 HG #4 Rifle #5 HG #2 Rifle LCC Total Moving Distance: 300yds

Event 5: Tactical Area to Range 3 Spectators Time stops on stop plate. Start Mask start signal; unmask before exiting berm. CA&L team does not cross fault line until firing starts. Don’t move until all rifle targets are down. Use bolt cutters to open conex, and place casualty & litter in conex. Target colors, distances, & arrangements in this diagram are examples only. HG Rifle Berm Total Moving Distance: 300yds

Event 6: Indoor Range to Range Yard Line 200-Yard Line Load rifle ammo before leaving. Four hits per target. Engage only blue. Engage only purple. Time stops on stop plate. Spectators Start Target colors, distances, & arrangements in this diagram are examples only. HG Rifle HG Total Moving Distance: 400yds

HG Event 7: Trails to Tac Area to Range 3 Spectators Conex Spectators SNM goes in bird cage. Fault lines 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. Target colors, distances, & arrangements in this diagram are examples only. Start HG Rifle Time stops on stop plate. Total Moving Distance: 500yds

Event 8: RG 1 to RG 2 to Indoor RG 100 Yard Line 200 Yard Line 2 shots on each target Time stops on the last shot fired. Spectators Team moves after unloading. Machine gun engages barrels while team moves to 200-yard line. Fire until Range 2 (200-yard) targets are down. Then assemble with team. Start Target colors, distances, & arrangements in this diagram are examples only. HG MG Rifle HG 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