Stage 1: Area 51. Round Count: Yds. Target Distance: 5-10 yds. Targets Required: 1x Popper, 1x Drop-Turner, 1x Max-Trap, 2x Standard Threats

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Stage 1: Area 51 Round Count: 9 Target Distance: 5-10 yds 10 Yds Targets Required: 1x Popper, 1x Drop-Turner, 1x Max-Trap, 2x Standard Threats Props Required: 2x Non-Threats Starting Position: Standing at, hands relaxed at sides 8 Yds 5 Yds Scenario: You are a security guard working at Area 51. While on a routine patrol, the alarms start to sound, and you discover that the aliens held in captivity since the Roswell Incident have decided that they're sick of being poked, prodded, and autopsied, and have decided to break out. Concealment Garment: Required Procedure: On the start signal, draw and engage all threats. Scoring: All threats must have two hits. Steel must fall to score. Notes: should be 1/3 covered by the non-threat. Shooter may not move from. Badger IDPA 10/18/2014

Stage 2: Curse Of The Mummy Round Count: 18 Target Distance: 5-12 yds Targets Required: 6x Mummies Props Required: 2x Barricades, 4x Barrels Starting Position: Standing facing down range at position, hands relaxed at sides Scenario: You re exploring an ancient pyramid in South America, when you encounter a bunch of mummies that have come to life. Luckily, you re carrying concealed even while on vacation and have a means to defend yourself. Engage the Mummies while you try to make your escape. And you thought mummies were only in Egypt! Concealment Garment: Required Procedure: On the start signal, draw and engage through from. Move to P2 and engage and. Scoring: through should have 3 hits each. P2 Racine IDPA 10/18/2014

Stage 3 - No Bones About It Round Count: 17 Target Distance: 5-12 yds Targets Required: 1x Popper, 1x Double-Swinger, 8x Skeletons Props Required: 1x Non-Threat, 3x Barrels, 2x Barricades, 1x Vision Barrier Starting Position: Standing facing down range at position, hands relaxed at sides Scenario: You've just rescued your spouse from some skeletons at your creepy old Uncle's house on Halloween and are trying to get out. You're almost out when you find your uncle being attacked by more skeletons. Your ordeal doesn't seem to be over just yet... Concealment Garment: Required Procedure: On the start signal, engage and from the right side of the barricade, and from the left side. Move to P2, and engage P, and while moving. At P2, engage and. Scoring: through T8 should have 2 hits each, all steel must fall to score. P2 Notes: The Double-Swinger may not be engaged until activated. Only Hits on the skeletons' bones count as hits. P and may be re-engaged from cover at P2, but must be initially engaged while moving from to P2. Racine IDPA 10/18/2014

Round Count: 9 Target Distance: 5-10 yds Stage 4: Area 51, Take 2 10 Yds Targets Required: 1x Popper, 1x Drop-Turner, 1x Max-Trap, 2x Standard Threats Props Required: 1x No-Shoot Starting Position: Standing at, handgun held at low ready. 8 Yds 5 Yds Scenario: Those aliens are still running amok, but now they ve shut the power off and plunged the place into darkness. It s up to you to put an end to their mischief once and for all! Concealment Garment: Not Required Procedure: On the start signal, engage all threats. Scoring: All threats must have two hits. Steel must fall to score. Notes: should be 1/3 covered by the non-threat. Shooter may not move from. Badger IDPA 10/18/2014

Stage 5: 10-78 Round Count: 12 Target Distance: 3-10 yds T9 0 T7 Targets Required: 12x Standard Targets 1 Props Required: 4x Non-Threats, 4x barrels, 2x Barricades 2 T8 Starting Position: Standing at position, handgun held at low ready. Scenario: You re a law enforcement officer responding to a report of civil unrest, when you encounter a scene from your nightmares. What appear to be zombies are shuffling around attacking people. You call for assistance, and get to work trying to save those that you can. Concealment Garment: Not Required Procedure: On the start signal, engage through from the right side of the barricade at, and through T8 form the left side of the barricade. Move to P2 and engage T9 through 0. P2 Scoring: through 2 should have 1 head hit each. Badger IDPA 10/18/2014

Round Count: 14 Target Distance: 4-15 yds Stage 6: Ghost Story Targets Required: 4x Standard Threats, 2x Mini Poppers, 1x Double Swinger, 1x Drop-Turner Props Required: 2x Non-Threats Starting Position: Standing facing down range at position, handgun held at low ready Scenario: You're out camping in the woods and telling ghost stories around the campfire with your friends. You start hearing strange noises coming from the woods around, and all of a sudden, you see ghostly apparitions appearing out of the woods. The apparitions attack your friends, and whether they are actually ghosts or just some thugs trying to scare people away, it s up to you to defend them. Concealment Garment: Not Required Procedure: On the star signal, engage through and poppers P and PP2 from. Scoring: through should have 2 hits. Steel must fall. Badger IDPA 10/18/2014