Action Pistol

STAGE 1 - Left Bay Par Time
START POSITION:
Standing in Box A with hands up and wrists above shoulders.
STAGE PROCEDURE:
On signal, knock down as many targets as you can within a 30 second par time as they become
visible from within the red shooting boxes A, B & C. Step on activator pad or knock down either of
the yellow plates from within Box C first before engaging any other plate on the PPR.
SCORING: Par Time = 30 seconds
The SO will yell “TIME” and stop the shooter when he hears the par time beep.
Targets knocked down by shots recorded after 30.00 will not count.
There is no penalty for overtime shots.
SCORING INSTRUCTIONS:
** Record raw time if under 30.00 or the par time of 30.00.
All targets must be down to get credit for a raw time less than 30.00.
** Record the number of targets left standing plus any targets knocked down after the par time.
SCORING:
TARGETS:
SCORED HITS:
START-STOP:
PENALTIES:
STAGE DESIGN:
ROUNDS:
Par Time, CCPC Rules
27 Steel
Steel must fall, Steel left standing adds 2 seconds to the par time.
Audible - Last shot
Standard. Penalties add 5 seconds per penalty.
SDJ
27
Y
Y
PPR
C
B
A
STAGE 2 - Left Bay Timed
START POSITION:
Standing in Box A with hands up and wrists above shoulders.
STAGE PROCEDURE:
On signal, knock down 27 targets as they become visible from within the red shooting boxes A, B
& C. Step on activator pad or knock down either of the yellow plates from within Box C first before
engaging any other plate on the PPR.
SCORING INSTRUCTIONS:
Record the shooter’s raw time. Record the number of targets left standing.
SCORING:
TARGETS:
SCORED HITS:
START-STOP:
PENALTIES:
STAGE DESIGN:
ROUNDS:
Total Time, CCPC Rules
27 Steel
Steel must fall, Steel left standing adds 5 seconds to your raw time.
Audible - Last shot
Standard. Penalties add 5 seconds per penalty.
SDJ
27
Y
Y
PPR
C
B
A
STAGE 3 - Middle Bay Par Time
START POSITION:
Standing at either start position with both palms flat on palm marks on barrel. Handgun is loaded
and holstered. One reload magazine may be placed on each of barrels A, B, & C. Additional
magazines may be placed on the opposite start barrel from your start position. No magazines may
be on your body at the start signal.
STAGE PROCEDURE:
On signal, knock down as many targets as you can within a 30 second par time as they become
visible from within the yellow fault lines.
SCORING: Par Time = 30 seconds
The SO will yell “TIME” and stop the shooter when he hears the par time beep.
Targets knocked down by shots recorded after 30.00 will not count.
There is no penalty for overtime shots.
SCORING INSTRUCTIONS:
** Record raw time if under 30.00 or the par time of 30.00.
All targets must be down to get credit for a raw time less than 30.00.
** Record the number of targets left standing plus any targets knocked down after the par time.
SCORING:
TARGETS:
SCORED HITS:
START-STOP:
PENALTIES:
STAGE DESIGN:
ROUNDS:
Par Time, CCPC Rules
27 Steel
Steel must fall, Steel left standing adds 2 seconds to the par time.
Audible - Last shot
Standard. Penalties add 5 seconds per penalty.
SDJ
27
A
start
B
C
start
STAGE 4 - Middle Bay Timed
START POSITION:
Standing at either start position with both palms flat on palm marks on barrel. Handgun is loaded
and holstered. One reload magazine may be placed on each of barrels A, B, & C. Additional
magazines may be placed on the opposite start barrel from your start position. No magazines may
be on your body at the start signal.
STAGE PROCEDURE:
On signal, knock down 27 targets as they become visible from within the yellow fault lines.
SCORING INSTRUCTIONS:
Record the shooter’s raw time. Record the number of targets left standing.
SCORING:
TARGETS:
SCORED HITS:
START-STOP:
PENALTIES:
STAGE DESIGN:
ROUNDS:
Total Time, CCPC Rules
27 Steel
Steel must fall, Steel left standing adds 5 seconds to your raw time.
Audible - Last shot
Standard. Penalties add 5 seconds per penalty.
SDJ
27
A
start
B
C
start
STAGE 5 - Right Bay Par Time
START POSITION:
Standing anywhere in the shooting area with hands up and wrists above shoulders.
STAGE PROCEDURE:
On signal, knock down as many targets as you can within a 30 second par time as they become
visible from within the yellow fault lines.
SCORING: Par Time = 30 seconds
The SO will yell “TIME” and stop the shooter when he hears the par time beep.
Targets knocked down by shots recorded after 30.00 will not count.
There is no penalty for overtime shots.
SCORING INSTRUCTIONS:
** Record raw time if under 30.00 or the par time of 30.00.
All targets must be down to get credit for a raw time less than 30.00.
** Record the number of targets left standing plus any targets knocked down after the par time.
SCORING:
TARGETS:
SCORED HITS:
START-STOP:
PENALTIES:
STAGE DESIGN:
ROUNDS:
Par Time, CCPC Rules
27 Steel
Steel must fall, Steel left standing adds 2 seconds to the par time.
Audible - Last shot
Standard. Penalties add 5 seconds per penalty.
SDJ
27
STAGE 6 - Right Bay Timed
START POSITION:
Standing anywhere in the shooting area with hands up and wrists above shoulders.
STAGE PROCEDURE:
On signal, knock down 27 targets as they become visible from within the yellow fault lines.
SCORING INSTRUCTIONS:
Record the shooter’s raw time. Record the number of targets left standing.
SCORING:
TARGETS:
SCORED HITS:
START-STOP:
PENALTIES:
STAGE DESIGN:
ROUNDS:
Total Time, CCPC Rules
27 Steel
Steel must fall, Steel left standing adds 5 seconds to your raw time.
Audible - Last shot
Standard. Penalties add 5 seconds per penalty.
SDJ
27