IDPA 3-gun Shoot Spring 2013 Stage instructions Stage 1: Rifle Skill at Arms Course of Fire: 3 positions standing, kneeling, prone No Concealment Round Count: 18 rounds rifle Target Distance: 20-60 yard Start: Standing in Penalty: See Safety Officer notes Revised 2013-04-03 Stage Procedure: At audible signal engage targets to T 3 in tactical priority with two rounds each. This stage is broken into three strings. String 1: Standing in the low ready position, adopt the standing position and engage targets. String 2: Standing in the low ready position, adopt the kneeling position and engage targets. String 3: Standing in the low ready position, adopt the prone position and engage targets. Safety Officer Notes: Watch the muzzle direction of the shooters. We want to avoid sky-shots. Each string must start with the safety on. will be set low to represent a person who is in the kneeling position. Between string give the shooter time to load magazines if they don t have 3 five round magazines. Rifle must be shot un-supported, e.g. no bipods, resting magazine on ground, etc. After all three strings are shot, then score and patch the targets. There should be 6 rounds in each target. Note two lanes can be set up at the Ponoka Club too permit two shooters too shoot Stage 1 & 2 before patching.
Stage 2: Green Beret VC at the wire Cof Type: Concealment Round Count: 12 rounds handgun, 4 slug rounds shotgun Target Distance: 2-40 yards Start: Shooter standing at with radio handset in their shooting hand. Penalty: Per April 15 th, 2005 IDPA Rule Book Revised 2013-04-01 Scenario: It is dawn and the VC have decided to assault your camp. You are in the bunker just finishing your morning coffee. Stage Procedure: At Signal, you shout Colonel we have VC at the wire, we are falling back. You drop the radio handset and draw your handgun and shoot targets in Tactical Sequence (1-1-2-1-1). Perform a slide lock reload and yell Fall Back. Pick up the radio and exit the bunker to your rear and follow the communication trench to. Engage targets - T6 from the kneeling position from. Leave your handgun with the action open, and proceed to P3 with your radio. Put the radio down and pick up the shotgun, load it, and engage T7 & T8 target in tactical priority with two slug rounds each. Safety Officer Notes: Ensure the radio and handset is in front of the shooter. A procedural error is given for failing to give either the radio message, or the command Fall back. A total of two procedural errors. Shooter will only have two six round magazines on them for their handgun. The communication trench will be considered the most direct distance between and P 2. This distance will be 10 yards. Make sure shooters do NOT break 90 degrees with their handgun. At from the kneeling position they must engage P6 - P4 in that order using the barrel as cover. Shooters must shoot over top the barrel with a knee on the ground. The distance from to P3 will be 5 yards. At P3 have the shotgun, action open and the muzzle pointing to the left bank. Ensure shooters approach it from the butt or side. Put the ammunition beside the shotgun or attached to a saddle on the shotgun. T8 T7 T6 P3
Stage 3: Saving Private Ryan The Bridge Course of Fire: No concealment Round Count: 6 rounds minimum pistol Target Distance: 3 to 7 yards Scoring: Vickers Start: In the sitting position leaning against the wall with hands on knees. Revised 2013-04-04 Scenario: The Germans are advancing on the bridge and you notice the wire is broken for the explosive charges. You proceed onto the bridge and there is a big explosion. You are knocked to the ground. You pick yourself up and learn against the wall. You are wounded and have use of only one arm. Stage Procedure: This stage is broken into two strings: String 1: At signal, pick up the handgun with your weak-hand only. Engage & with two rounds each in tactical priority then engage with your remaining rounds. String 2: At signal, pick up the handgun with your strong-hand only. Engage & with two rounds each in tactical priority then engage with your remaining rounds. Safety Officer Notes: Shooters will have NO-reloads in either stage. A failure to neutralize will NOT be given on since it represents a tank. The stage is finished once has two scoring hits or all ammunition is expended. On the target only an area 4 x 8 will be exposed. The rest of the target will be in black. The Safety Officer will call hits on. While shooting this stage both butt cheeks will be on the ground at all times. Note two lanes can be set up at the Ponoka Club too permit two shooters too shoot Stage 3 & 4 before patching. Tank
Stage 4: Green Beret Take back the camp Cof Type: Concealment Round Count: 10 rounds rifle, 6 rounds handgun Target Distance: 2-40 yards Start: Shooter standing at with rifle in the low ready position. Penalty: Per April 15 th, 2005 IDPA Rule Book Revised 2013-04-04 Scenario: Puff the magic dragon has flown over the camp and laid waste to it with maximum fire power. Your platoon has been tasked to assault the camp and finish off any VC. Stage Procedure: At Signal, engage - with your rifle from with two rounds each. While advancing to engage - with two rounds each while on the move. Put the rifle down on top of the barrel and proceed to P3. Engage T6-T8 with your handgun as you slice the pie. Safety Officer Notes: Rifle must start with the safety applied. Rifle should be laid on the barrel with the safety on. The rifle and handgun will be loaded to division capacity. Note shooters cannot run up as close as possible to and then engage targets on the move. They must shoot while walking towards. Failure to do so will be considered a procedural error. Note the barrels at P3 will be stacked on top of each other. Shooters must shoot from the right side of the barrel as they slice the pie. Note two lanes can be set up at the Ponoka Club too permit two shooters too shoot Stage 3 & 4 before patching. T6 T7 T8 B B B P3
Stage: 5 Whack a mole Course of Fire: No Concealment Round Count: 12 rounds shotgun maximum; Start: Shooter standing at Target Distance: 10 yards plus Scoring: Vickers Revised 2013-04-04 Scenario: You are at the arcade playing your favorite game Whack-a-Mole. Stage Procedure: At Signal engage from position. Reload with one round (feed the puppy). Engage &, reload with two rounds. Engage -, reload with two rounds. While advancing to engage targets T6-0. Do NOT go past. If you run out of shotgun ammo, draw your handgun and engage any remaining targets. Safety Officer Notes: Ensure the shooter do NOT get closer than 10 yards to the targets while shooting. to 0 are a series of falling metal plates. Only 7 ½ lead shot will be allowed for the shotgun portion of this stage. Note if you have expended your 12 shotgun rounds you must engage any remaining targets with your handgun. Either put the shotgun down or hand it to your gun bearer. Round dumping will be considered a procedural error. Shotgun must be a shoulder controlled type with or without pistol grip handle. Note Stage 5 & 6 can be run side by side. Half the squad will shoot stage 5 the other half stage 6, then they can switch. T6- T7- T8- T9-0
Stage: 6 Zombie Attack Course of Fire: Concealment Round Count: 24 rounds pistol Target Distance: 10 yards Scoring: Vickers Start: Shooter standing at Revised 2013-04-04 Scenario: The dog has been whining at you, so you have turned off the TV and decided to take it for its nightly walk. You decided to go through the grave yards so you can let the dog off the leash to run. As you are reading a grave marker you hear your dog growl. You turn around and see Zombies coming towards you. The dog has put its tail between it legs and run away. Contrary to Canadian gun law you are packing a handgun and lots of ammo. You knew this day would come as you have been watching those Zombie movies on the Science channel. Prepare to defend yourself. Stage Procedure: This stage is broken into two strings: String 1: At Signal, Using strong hand only engage - in tactical sequence (1-1-2-1-1) with head shots only. Then engage -T6 in tactical priority (near too far) with body shots only. String 2: At Signal, free-style, engage - in tactical sequence (1-1-2-1-1) with head shots only. Then engage -T6 in tactical priority (near too far) with head shots only. Safety Officer Notes: - are within 5 yard, to T 6 are within 7 to 10 yard from. - shall be placed on a holder so the bodies are covering each other. Between String 1 and 2 give the shooter time to top up magazines. Note Stage 5 & 6 can be run side by side. Half the squad will shoot stage 5 the other half stage 6, then they can switch. T6
Stage: 7 Last ditch Zombie attack Course of Fire: No Concealment Start: Shooter standing at Round Count: 5 rounds shotgun Target Distance: 10 yards plus Scenario: You made it home from the graveyard and are telling the wife what happened. You hear barking at the door and open the front door. You brave dog runs into the house still with its tail between its legs. You look down the walkway and see five more Zombies coming towards you. It will take too long to go to the basement, unlock the gun room, and grab more handgun ammunition. Reach into the hallway closet and grab your shotgun. Find the trigger lock key, ammo, and prepare to defend yourself. You warned your Liberal MP that the storage laws would affect your ability to defend yourself one day, and that day is now. Stage Procedure: At Signal, locate the key for the trigger lock and remove the trigger lock. From the kneeling position drop in one shot shell and engage. Stand up, load and engage in tactical priority (near too far). Safety Officer Notes: The targets will be a series of clay targets in a metal holder. Ensure is at least 10 yards from. Only 7 ½ lead shot will be allowed for this stage. Shooters may have an ammunition pouch or holder on their shotgun to store the ammunition. Shotgun will be laid down with action open and safety on. Shotgun must be a shoulder controlled type with or without pistol grip handle.
Stage 8: Guarding the gate Course of Fire: Concealment Start: Hands at side Round Count: 6 rounds rifle, 6 rounds shotgun, 6 rounds handgun. Target Distance: 10 to 50 yards Scoring: limited Vickers Scenario: You are guarding the gate at the compound and you notice three bad guys at 50 yards advancing onto your position. While you engage them, more bad guys show up. Stage Procedure: At signal with your rifle engage targets to with two rounds. Put the rifle down and pick up your shotgun. Engage to T9 in tactical priority. Put the shotgun down and proceed to. Engage 0-2 with your handgun in tactical sequence (1-1-2-1-1). Safety Officer Notes: will be positioned between 30 50 yards from. T9 will be position between 10 20 yards from. T7 T9 will be positioned between 5-10 yards in front of. The distance from to will be 10 yards. - T9 will be a series of falling plates. Only 7 ½ shot will be used on these targets. Failure to knock down the falling plate will be considered a miss for target purposes. When the firearms are put down the action will be open and the gun empty. All firearms must be loaded to division capacity. AR-15 rifles using LAR mags must have 10 rounds in them. If the shooter has been using LAR mags all day they must use them for this Stage. T6 T7 T8 T9 0 1 2
Stage: 9 Shotgun skill at arms Course of Fire: No Concealment Round Count: 18 rounds shotgun Target Distance: 10 yards plus Stage Procedure: This stage is broken into two stages: Start: Shooter standing at Stage 1. At audible signal engage then the two falling plates. Reload while in and then proceed to. At engage and then the two falling plates. Reload while in and then proceed to P3. Engage and then the two falling plates. Stage 2. At audible signal engage and then the two falling plates. Proceed to and engage and then the two falling plates. Proceed to P3 and engage and then the two falling plates. Reloads can be done in any part of the course of fire and can be done on the move. Safety Officer Notes: will be a series of clay targets in a metal holder. The falling plates () will be a series of 5 inch steel targets. will 10 yards from. will be 15 yards from. P3 will be 20 yards from. Only 7 ½ shot will be used. Note shooters can only have 12 rounds of shotgun ammo per string. Targets can only be engaged while in the shooting boxes. Failure to knock down a falling plate or break a clay target will be considered a miss for scoring purposes. P3 Ammunition count: Rifle -34 Handgun 54 Shotgun 41 Slug - 4