Stage 1 Around the Bend Firearms: Rifle Shotgun Targets: 10 IPSC, 2 rifle flashers, 4 rifle clays, 17 SG steel, 4 SG clays Scored Hits: Paper must be neutralized, steel must fall, clays must break. Rounds: 15 rifle, 21 SG birdshot Start/Stop: Audible/Last Shot Starting Position: Standing in Box A. Gun Ready Condition: SG loaded and staged on table, rifle loaded and held at low ready. Stage Procedure: At signal engage 2 rifle flashers from Box A only, engage IPSC targets from one of the three windows only, from Box B engage 4 rifle clays only, ground rifle in safe condition in barrel. Retrieve SG from table and engage all SG steel and SG clays from SG shooting area only.
B S Bay 1 A S
Bay 0
Stage 2 Flying Bird and Spinner Firearms: Shotgun Targets: 18 steel,11 clays Scored Hits: Steel must fall, clays must break, 360 spinner must complete 1 revolution, failure to spin will result in 2 failure to engage (30 second penalty) Rounds: 29 SG birdshot Start/Stop: Audible/Last Shot Starting Position: Standing in Box Gun Ready Position: SG loaded and held at low ready. Stage Procedure: Engage all targets as they become visible from Shooting Area. Notes: Flying clay and swinging clays must be activated by Bear Trap prior to engaging. #4 shot is ok. NO BUCKSHOT
Flying Pigeon Moving Clays 360 Spinner Bear Trap Clays Steel Start Box
Firearms: Rifle Pistol Stage 3 Almost Too Easy Targets: 12 mini IPSC rifle, 2 IPSC pistol, 12 pistol steel Scored Hits: Paper must be neutralized, steel must fall to score. Rounds: 12 rifle, 14 pistol Start/Stop: Audible/Last Shot Starting Position: Standing inside Box A. Gun Ready Condition: Pistol loaded and holstered, rifle loaded and held at low ready. Stage Procedure: At signal engage mini IPSC rifle targets from Box A only. Ground rifle in safe condition in barrel. Engage pistol targets from pistol shooting area.
Pistol Shooting Area Box A
Stage 4 Speed Shooters Delight Firearms: Rifle Pistol Shotgun Targets: 10 rifle mini IPSC, 12 pistol plates, 6 SG poppers with 6 flying clays, 2 swinging clays. Scored Hits: Paper must be neutralized, steel must fall, clays must break. Rounds: 10 rifle, 19 pistol, 14 SG birdshot. Start/Stop: Audible/Last Shot Starting Position: Standing in Shooting Area with both heels touching XX. Gun Ready Condition: Pistol loaded and holstered, SG loaded to Division capacity on table, rifle loaded and held at low ready. Stage Procedure: At signal from within shooting area engage rifle mini IPSC targets 1-10 as the become visible, ground rifle in safe condition in barrel. Engage pistol plates 1-12, ground pistol in safe condition in box. Retrieve SG and engage SG steel and clays.
Bay 5 Stage 5 Rifle Pistol Shotgun
Stage 5 Arm Sore Yet? Firearms: Shotgun Pistol Targets: 4 IPSC SG slug, 3 SG steel (engaged twice) 2 SG tennis balls, 2 IPSC pistol, 21 pistol steel. Scored Hits: Paper must be neutralized, SG steel must flash or audible hit, tennis balls must move and pistol steel must fall. Rounds: 12 SG slugs, 23 pistol Start/Stop: Audible/Last Shot Starting position: Standing in Box A Gun Ready Position: Pistol loaded and holstered, SG loaded and held at low ready. Stage Procedures: At signal engage 2 slug flashers and 1 slug plate from Box A, from Box B reengage 2 slug flashers and 1 slug plate. 4 IPSC SG papers and 2 tennis balls can be engaged from either Box A or Box B. Ground SG in safe condition in barrel. Engage remaining pistol steel and IPSC pistol targets from Pistol Shooting Area. Notes: RO will call hits on SG flashers, SG plate and movement of tennis balls. One SG slug hit anywhere on IPSC target to neutralize.
Slug Flasher Slug Plate Slug Flasher Tennis Balls B A
Stage 6 No Detours Allowed Firearms: Rifle Pistol Targets: 3 pistol PP, 3 mini PP, 3 MGM Micro Poppers, 6 plates 4 IPSC pistol, 7 rifle mini IPSC, 6 rifle plates. 2 rifle self resetting steel (engaged twice) Scored Hits: Paper must be neutralized, steel must fall, rifle steel must flash. Rounds: 17 rifle, 19 pistol Start/Stop: Audible/Last Shot Starting Position: Standing in Start Box. Gun Ready Condition: Pistol loaded and holstered, rifle loaded and held at low ready. Stage Procedure: At signal engage rifle steel 1-6 and rifle flashers 1 & 2 from widow B only, reengage rifle flashers 1 & 2 from Port C only, proceed through doorway and engage 7 IPSC mini-paper rifle targets from Rifle Shooting Area. Ground rifle in safe condition in barrel. Engage remaining pistol steel and IPSC targets from either Pistol Shooting Area Notes: Door will be closed at start. RO will call hits of rifle flashers
Flasher 1&2 Pistol Steel 16-22 Bay 7 Stage 6 Rifle Pistol Pistol Steel 7-15 Pistol Pistol B C A Start
Stage 7 Tangos At Distance Firearms: Rifle Targets: 7 flashers, 5 MGM Micro Poppers (engaged twice) Scored Hits: Rifle steel must flash, MGM Micro Poppers must fall. Rounds: 24 rifle Start/Stop: Audible/Last Shot Starting Position: Standing inside Shooting Area. Gun Ready Condition: Rifle loaded and held at port of arms. Stage Procedure: At signal engage rifle steel 1-12 from Shooting Area, from Roof reengage rifle steel 1-12. Notes: RO will call hits of rifle flashers and MGM Micro Poppers. Body must be completely on surface of the roof while engaging targets.
Roof Shooting Area
Stage Name Type Rounds 1 Around the Bend (Rifle 15, Birdshot 21) Rifle Shotgun 36 2 Flying Bird and Spinner (Birdshot 29) Shotgun 29 3 Almost Too Easy (Pistol 14 Rifle 12) Pistol Rifle 26 4 Speed Shooters Delight (Pistol 19 Rifle 10 Bird shot 14) Pistol Rifle Shotgun 43 5 Arm Sore (Pistol 23 Slug 12) Pistol Shotgun 45 6 No Detours Allowed (Pistol 19 Rifle 17) Pistol Rifle 36 7 Tangos at Distance (Rifle 24) Rifle 24 Total Rounds: Pistol 75 Rifle 78 Shotgun 76 (birdshot 64 slugs 12)