Mystery Operations Event Rules & Scoring

Match Safety Rules

-Firearm safety rules are non-negotiable. Any breach of these rules will result in immediate disqualification from the match.

1. Always keep your firearm pointed in a safe direction.

2. Treat all firearms as if they are loaded.

3. Keep your trigger finger outside the trigger guard and off the trigger until you are ready to fire. If your weapon has a safety, use it.

4. Be certain of your target, your line of fire, and what lies in front of and beyond your target.

5. Do not mix guns and alcohol.

-Eye protection mandatory on pistol stages. Eye protection highly suggested on rifle stages. Ear protection mandatory on all stages. Shooters, RO’s, and bystanders included.

-Any range officer has the authority to recognize a safety violation and disqualify a participant. Shooters who display recklessness or indiscipline concerning firearm safety, even if they haven't strictly committed a safety violation, may be disqualified at the discretion of the range officers. The match director, having vetted and briefed all range officers, will depend on their judgment.

-Competitors are required to demonstrate proficiency in weapon handling skills. Proper weapon handling can mean the difference between life and death. Being proficient entails manipulating your weapon without violating any firearms safety regulations.

-Everyone acts as a safety officer. Should you observe an unsafe situation, address it.

-All weapons must be carried completely cold with no magazine inserted. Competitors must present a clear rifle to the Range Officers upon arrival at the headquarters and each stage. You do not have to show a clear pistol, leave it holstered.

-Arriving at a stage with a loaded rifle or pistol will result in an immediate disqualification from the match. Each stage concludes with the clearing of weapons used once the final target has been neutralized. While range officers are available to help shooters confirm that their weapons are clear, the ultimate responsibility lies with the shooter.

-If the stage allows, competitors are permitted to load their rifles and/or pistols in advance only at range officer command. Should the stage design prevent preloading, competitors must load their firearms during the timed segment of the stage.  

-Pistol holsters are required to be safe. Providing sufficient retention—either passive or active—to secure the pistol during movement and prevent the trigger from being engaged when the firearm is fully seated. The holster should be specifically designed for and functional with the pistol used. The carry position of the holster should facilitate a draw that does not result in the shooter flagging themselves or others, with chest, cross draw, and appendix carry being prohibited.

-Hot holstering on the clock is prohibited. There is no such thing as a speed holstering. If you need the pistol, it stays out until it is tactically advantageous to holster in a safe and deliberate manner. When a pistol is drawn, use safe carry methods that allow you to keep the pistol pointed in a safe direction with your finger off the trigger during movement. We do the same thing with rifles; you do not need to holster to move.

-During stages, move at a speed that allows you to be safe. Falls happen, but being reckless with your speed causing a safety violation will be a match DQ. Achieving a quick time should never compromise safety

-There are no hot weapon transitions. Weapons will be cleared by use of a High Value Target if on the clock and transitioning to another weapon. High Value Target protocol is dropping the magazine and firing the round remaining in the chamber at the target. If missed, reload the weapon, drop magazine again, and reengage. This process must be followed until the HVT is neutralized. Don’t miss!

-Rifle slings are required, as shooters must manage their rifles during certain stages. At stages where the rifle is not needed or during wait time, it may be grounded in a safe manner. When unslinging, avoid pointing the rifle at anyone.

-A flexible 180-degree rule will be enforced. Depending on the terrain and course layout at certain stages, this may be reduced. Range officers will issue a reminder if you approach the limit, but only one warning will be given. Violating the 180-degree rule, or a lesser angle if specified, with your muzzle will result in disqualification from the match. Many stages will feature several shooting positions; if you move past them, the Range Officers will instruct you to return. Always be mindful of your muzzle discipline.

-Staging/wait areas are established for safety and/or competitive equality. Moving beyond or outside the designated staging/wait area, as determined by the match director or range officers, is deemed a safety violation or cheating and will result in match disqualification.

-During the competition, all personnel must limit their movement to the marked course, designated staging/wait areas, and roads leading to stages. Competitors who lose sight of course flagging should immediately return to the last known flagging. The course is elongated; only run to the next flag and avoid running towards distant canopies, flags, or runners. If you only see your footprints and no flags, retrace your steps. Shortcuts are non-existent. The course layout may suggest shortcuts, but they are intentionally avoided. Yellow caution tape signifies a prohibited area. Do not cross it.

-In the event that a major lifeform enters the impact zone during a stage, a ceasefire shall be called. The Range Officers will halt the timer. Once the area is clear, the shooter may resume from the point of interruption.

-In Texas, rattlesnakes are common. Be safe if dispatch is needed.

-Ultimately, it's just a game. Always consider your actions before carrying them out.

Medical

-Stay hydrated. If you’re not already hydrated, good luck. Always carry and drink more water than you think you will need. If you suspect you're suffering from heat exhaustion or an injury, inform the closest range officer at a stage and wait there for transportation. If you're between stages and can't continue, remain on the course and ask the next passing runner to notify a range officer immediately. As a runner, if you encounter someone who appears to be struggling, make sure to check on them. Competitors who are at risk of heatstroke or injury but unwilling to quit may be pulled by staff.

-There is a medical kit at every stage, but everyone should be self-sufficient. A personal tourniquet is required for every range officer and competitor, and it is strongly recommended to have additional trauma care supplies.

-In an emergency, provide immediate assistance, notify the Match Director, Lead Medic, and declare a ceasefire on all stages. Call 911 only if cannot reach MD/Medic or if there is a severe emergency. Remain in place and limit radio communication to essential traffic only. Competitors between stages should proceed to the next stage and begin their wait time upon arrival.

-If the patient is stable and can be moved, transport to Med Vac location for ambulance. If the patient is not stable, remain on location, continue care, and give coordinates to EMS. Uninvolved and available bystanders move to Med Vac location to flag down the ambulance.

-Radios are already programmed and locked. Do not mess with the settings. If an emergency, cut traffic to only needed.

 

Match Admin Rules

-Treat everyone with respect. We are here because it is fun. Don’t be rude and ruin a good time. Range Officers and Competitors included.

-Competitors should load their magazines and ready their equipment before reaching a stage or during wait time. When it's their turn to shoot, they may only load their weapons if the stage design permits. The only designated safe area for loading and unloading weapons is the stage itself on Range Officer Command. Any gear admin needing done after stepping up to shoot will be done on stage time. No time will be given for ammo and optics checks.

-Shooting aids, such as bags, bipods, tripods, etc. must be deployed after the beep from a fully collapsed or carry position.  Any gear used on the stage must be physically maintained by the shooter unless it is no longer needed. Anything that is left unattached to the shooter is lost for remainder of stage. Range Officers will not let you get it back.

-Stage briefs will be given uniformly and fairly by Range Officers. If YouTube stage previews and stage diagrams are available, the Range Officer will give a very limited verbal brief if one at all. They may answer basic questions with yes or no. Questions meant to give a competitor an advantage over others will not be entertained. If there is no wait time, stage brief study is on the competitor’s time. If there is a line to shoot, Range Officers will give one briefing to the group. After that, no further brief will be given or questions answered. When it’s your turn to shoot, be ready to step up and follow RO commands. Wait time in unavoidable but can be better mitigated this way.

-No time will be allotted by range officers to for competitors to range targets. Nor will questions on target distance and size be fielded unless the information is part of the stage diagram. If targets are visible from anywhere on the course or staging areas, they may be ranged on competitor run time or wait time. If staging areas are designed to be truly blind, range finders are not permitted to ensure fairness. Sneaking a peak through a rangefinder when moving from staging area to the start position on a blind stage will be a stage DNF. Sneaking outside of the designated staging area or course to range targets on a blind stage will be a match DQ. You are always permitted to use rangefinders during the stage shoot time.

-Range officers will call hits on rifle targets and pistol targets that are not obvious. If a competitor can shoot faster than RO’s can keep up calling hits, they do not need to wait for a hit to be called to move to the next. If an RO believes you need another hit on a target, just shoot it again. Arguing about hits only burns up your stage time. If an RO calls a shot as a hit but it was not, it counts as hit. No take backs.

-Coaching is limited to only struggling shooters. Competitors who are showing an effort to shoot the stage as briefed but have become uncompetitive in time will be deemed to be struggling. At that point, Range Officers may coach shooters in target locations, number of hits, shooting positions, and miss impacts at their fair discretion. However, they are not required to help. Playing stupid or poor attitudes will not be tolerated by Range Officers. Youth may be coached by their guardians if it does not interfere with Range Officer duties.

-Miss impacts for targets designated as Extreme Long Range (ELR) will be called by Range Officers to the best of their abilities as if they were sniper spotters. ELR targets are defined as targets outside of the maximum effective range of the usual weapon platform used. The estimated ELR distance will be from 300-500 yards and beyond, subject to Match Director decision.

-During the stage, all targets must be engaged and neutralized as per the stage/match requirements. Generally, circle gongs and quadrilaterals require one hit, silhouettes and aliens require two hits, and cardboard is two hits. Spinners must be spun over. Requirements may differ from match to match and stage to stage.

-Not completing the stage within the Par time results in a DNF (Did Not Finish). Shooters with a DNF will have their targets failed to neutralize (FTN) tallied and recorded to earn partial points. Should a shooter miss a stage or deplete their ammunition and be unable to fire, they will incur a DNF along with all the FTNs for that stage. Spinners are worth 4 FTNs if not spun over. Two hit targets are worth 2 FTNs if not hit at all, but only 1 FTN if only hit once.

-Shooters who are having difficulty hitting a target(s) before the stage ends may bypass it to proceed to other targets. Should time permit and it is safe, they may return to engage the missed target(s). Completing the stage under Par without revisiting the target(s) results in a DNF, plus the count of FTNs. Due to the various skill levels of shooters, advanced stages may have a litmus test to be passed before moving on to more complicated portions of the stage. These tests may not be skipped.

-When a shooter reaches a stage and there is a line, they may begin their wait time after presenting a clear rifle to a Range Officer. It is the responsibility of the shooters to monitor their own wait time accurately on a stopwatch or phone and to remain honest. Range officers may challenge and override questionable times. Playing games with range officers over wait time will result in denial of wait time. If there is nobody shooting the stage, you will get no wait time.

-After completing a stage and upon the range officer command, shooters should promptly exit the stage. Collect your gear and leave. Further gear administration should be done on your own time, not the range officer's or other competitor’s. Stage time is included as part of your run time.

-Score cards will be issued as the competitor leaves on the course. Recording start/stop time, wait time, stage time, and failures to neutralize (FTN’s) will only be done by Range Officers. Competitors will be responsible for maintaining an all-weather paper card throughout the course. Range Officers should keep back up stats on a clipboard, but don’t depend on it. Due to possible short staffing and more important obligations, Range Officers may not record your data properly or at all. You are responsible for making sure your data is right. Your card must be turned in to receive a score. Cards not turned in will be assumed as a disqualification.

-The use of steel core penetrating ammunition is strictly forbidden. Possession or use during shooting events will lead to immediate disqualification from the match. The primary example of such ammunition is the M855/SS109 5.56 with a green tip. However, bi-metal thin steel jacketed bullets, such as those made by Wolf, Tula, etc., are permitted.

-Firearms: Mystery Operations organizes events that cater to a variety of firearms. Each event is governed by specific guidelines detailing permissible equipment; please consult the provided information and the event CONOPS for details. While we acknowledge that certain calibers and types of firearms may offer an unfair advantage, we also recognize their inherent disadvantages and affirm that shooter skill is the primary determinant of performance. As an "outlaw" match, Mystery Operations is not bound by the rules of any other competitive shooting authority. All firearms must comply with federal legislation. Any shooting aids and equipment not explicitly mentioned are permitted.

            -At present, the weapon limitations for the Rio Bravo, Dos Hermanos, and H.W. Lewis matches are as follows:

                        Rio Bravo and Dos Hermanos: Participants under 13 may use a .22 Long Rifle pistol, while those 13 and older can use pistols ranging from .380 to .44 magnum. For rifles, a .22 Long Rifle is allowed for those under 13, and any centerfire rifle up to 30-06 is permitted for participants 13 and older. Shotguns can be .410 for those under 13 and 20-12 gauge for those 13 and older, with lead bird shot sizes #6 to #8 only.

Jade Helm @ H.W. Lewis: The rules are the same as Rio Bravo, excluding shotguns. Additional restrictions include: Pistol Caliber Carbines (PCCs) in .22 Long Rifle are allowed for those under 13, and 9mm to 45 Auto for those 13 and older. PCCs from 30 Carbine to magnum pistol calibers are not allowed for pistol targets but can be used for rifle targets. PCCs permitted for pistol targets can engage both pistol and rifle targets in Battle Buddies, Lone Ranger, or Survivor Scramble events.

Bailout Biathlon @ H.W. Lewis: The pistol-only course permits pistols and PCCs in 9mm to 45 Auto. The carbine-only course allows rifle caliber carbines and PCCs in any caliber up to 30-06. The Precision Rifle/Designated Marksman Rifle course is limited to rifles from .223 to .300 PRC. Note that magnum and PRC calibers may be excessive for the PR/DMR course, which is designed to be completed with a minimum of 77 grain 5.56 with an 18-inch barrel.

RO Instructions

-After Friday safety brief grab your stage gear. Gear should be numbered for your stage and includes:

-Medical Kit     -Shot Timer     -Radio      -Clipboard with Backup Stats and Safety Brief      -Brass Bags      -Target Paint   -Pens        -Backup Stopwatch        -Stage Diagram                 -Shade Canopy          -Other Stage Specific Gear      -Tarps   

-If you think you might need something, ask for it. Check the trailer if you don’t see what you need. You should come prepared with your own chairs, snacks, drinks, and gear you like to work with.

-Roads are rough to some stages and may require 4x4 or even a UTV. If you cannot get to your assigned stage, grab a ride with a stage mate or we will give you one.

-If you are not familiar with the shot timers, ask someone who is or identify yourself after the brief. Once retrieving it from a pocket on the med kit, verify that the par time matches the stage par time. Familiarize yourself with the timer before a shooter arrives. Shot recording can be tested by clapping loudly.

-The shot timers need to be close to the gun to record shots accurately. This is even more important if the shooter is suppressed. Getting it close to the ejection port on semi-automatic weapons or as close to muzzle as safe on bolt guns if they are suppressed helps. The sensitivity can also be adjusted but beware increased sensitivity can record other loud noises such as bolts slamming when clearing weapons.

-Holding shot timers by the sides carefully after hitting start will minimize malfunctions caused by human error. Putting it in a pocket or dangling around your neck is a recipe for malfunctions.  Glancing at the shot timer intermittently after the beep is important to know if it is working right. This is especially important for suppressed guns near the end of the stage course of fire.

-If a time was not recorded at the end, or the stage needed to be paused and time recorded, then a quick tap on the body of the timer should record a shot. Test this before you need it. If you end up needing to use this technique, give the shooter an estimated time deduction that it took from the last shot and when you got it to record a time.

-Keep the timers out of the sun and in the shade. Turn it off when there are long breaks between shooters. This should prolong battery life to last the day. If it dies, use the backup stopwatch or your phone.

-If the timer completely fails to record a time for the shooter, a reshoot is optional if the shooter has enough ammo to do so. If any discrepancies, they go to the shooter. Taking care in usage as described above should prevent shot timer failure.

-Record times accurately and legibly on competitors score cards and backup stat sheets. Pay attention to using correct time formats as designated. Any applicable penalties and bonuses can be marked as +/- the time value next to the raw shoot time.

-Bring the shot timers and radios back to HQ each day so they can be charged for the next. After the final day, return everything other than brass, paint, and shade canopies to HQ. Brass and shade canopies can be staged next to the trailer.

-DO NOT LEAVE BRASS. Pick up brass as the day progresses during lulls between shooters. Especially if you’re on one of the last stages. Do not assume you will have time to get it all before Saturday awards. If you’re on an early to middle stage, you will have plenty of time to get it all. The Match Director and cleanup crew do not want to pick up your brass on Sunday.

-Once the last shooter for the final day has shot your stage collect all targets, target hangers, tee posts, stands, and trash. Transport everything back to the trailer if you have room. If you do not have room, stage everything in a neat pile as close a road as possible. If you are on one of the last few stages, grab what you can but make it back to HQ quickly so as not to be late for awards. We will go out later the next morning to pull your stage.

-After pulling targets, pull all flagging and signage down from your stage to the next. Grab everything run and gun related you can see that is not needed for shooters to finish the course.

-Many hands make light work. The match director and his small crew worked all week to set things up. Tearing down and cleanup is very quick if everyone does their part. Leaving the property better than we found it ensures that we are welcome back. THANK YOU!

-In appreciation for your time and work breakfast and lunch will be provided on Saturdays. Dinner may be provided on Friday or Saturday night, depending on the event.             

Other Rules:

-*Refunds* Hosting these events is extremely expensive, and the budget cannot be adjusted for individual circumstances. However, there are three ways to not throw your money away. The first and best option is to give 2 weeks’ notice that you cannot attend. Match fees will be held for credit toward a future event. Notices within 2 weeks or no shows will not be given credit. Option two is if the match is full, and someone on the waitlist can take your place, a refund minus processing fees will be granted. Option three is to transfer your registration to another person. That person needs to contact me at mysterylightsrng@outlook.com to get their information.

-Minors participating in shooting activities must possess proficient weapon handling skills. Guardians are required to be present at the event to sign the liability waiver on their behalf and are strongly encouraged to accompany their child through the course. However, if a minor demonstrates exceptional competence, guardian supervision may be waived.

-Every ranch has specific rules that must be followed to show respect for the property and its owners.

-Always park thoughtfully; avoid obstructing roads or trapping other vehicles.

-Tent or RV camping is permitted in specified areas. Please be mindful of the operating hours when using a generator.

-Portable toilets will be provided; please use them for any necessary paperwork. RVs are prohibited from discharging brown water on the ranch. Please remove it from the premises.

-Trash cans will be available, police your trash as you go.

-Specific areas of the ranch are designated for staff only. Should an adjacent area or building not be in use for event-related activities, there is no necessity for you to enter.

-At Rio Bravo Ranch, campfires are permitted on the airstrip exclusively in metal pits; ground fires are prohibited. Ashes should be disposed of deep within the brush line, and only ashes should be dumped. Conversely, at the H.W. Lewis Ranch and Dos Hermanos Ranch, campfires are banned by the landowner's directive due to the abundance of natural fuel, which presents a high fire risk.

-Cigarette butts must be properly disposed of once fully extinguished.

-While dogs are not encouraged, they are permitted at Rio Bravo. Owners must leash, crate, and clean up after their dogs, as well as cover any damages. However, dogs are not allowed on the course itself. Dogs are prohibited at Dos Hermanos and H.W Lewis Ranches.

-At the event, adherence to all local, state, and federal laws is mandatory. Non-compliance may lead to prosecution and will definitely result in the removal of the offender(s) from the premises.

These rules are currently in place as directed by the match director and the landowners. Please be respectful of the course and property.

Weapon Handling Skills

-Mystery Operations run and gun competitions require a higher level of weapon handling skills than other competitions. Lack of proficiency in the required skills will disqualify you from participation. If you are uncertain about your abilities, seek appropriate training.

Pistol

1.      Command: “Load and make ready.”

  •          Muzzle pointed in safe direction

  •          Finger off trigger along frame

  •          Proper insertion of magazine

  •          Charge

  •          Engage safety, if equipped

  •          Observe holster is free of obstructions

  •          With trigger finger along frame, holster

  •          Secure retention devices

2.      Command: “Standby - Beep” - Draw

  •          Grip gun and disengage retention

  •          Raise muzzle to target as it clears holster

  •          Establish two handed grip in front of body

  •          Lock out into firing position

  •          High grip with finger on frame

  •          Proper muzzle control

3.      Speed Reload

  •          Proper muzzle control

  •          Finger off trigger along frame

  •          Push mag release and strip magazine

  •          Retrieve loaded magazine and insert

  •          Proper grip

  •          Charge

  •          Reevaluate

4.      Phase 1 Malfunction – Tap, Rack, and Roll

  •          Proper muzzle control

  •          Finger off trigger along frame

  •          Tap magazine

  •          Roll pistol while charging slide

  •          Reevaluate

5.      Phase 2 Malfunction

  •          Proper muzzle control

  •          Finger off trigger along frame

  •          Strip and secure magazine

  •          Work slide with proper grip

  •          Insert new magazine

  •          Proper grip

  •          Charge

  •          Reevaluate

6.      Command: “Display a clear pistol.”

  •          Proper muzzle control

  •          Remove magazine, stow or drop

  •          Lock slide open

  •          Visually inspect chamber is clear

  •          RO inspection. Command: “Clear.”

  •          Drop slide

  •          Press trigger

  •          Holster and secure

 

Rifle

1.      Command: “Load and make ready.” – If stage allows pre-loading

  •          Safety engaged

  •          Muzzle pointed in safe direction

  •          Weapon hand on grip, finger off trigger

  •          Proper insertion of magazine – tap & tug

  •          Charge

  •          Check safety engaged

  •          Standby in low ready

2.      Speed Reload

  •          Proper muzzle control

  •          Weapon hand on grip, finger off trigger

  •          Push mag release and strip magazine

  •          Retrieve loaded magazine and insert

  •          Charge

  •          Reevaluate

3.      Phase 1 Malfunction – Tap, Rack, and Roll

  •          Proper muzzle control

  •          Finger off trigger along receiver

  • Look in action

  •          Tap magazine

  •          Roll action while charging weapon

  •          Reevaluate

4.      Phase 2 Malfunction

  •          Proper muzzle control

  •          Finger off trigger along receiver

  •          Look in action

  •          Strip and secure magazine

  •          Lock action open

  •          Remove obstruction, work action

  •          Insert new magazine

  •          Charge

  •          Reevaluate

5.      Command: “Display a clear rifle.”

  •          Proper muzzle control

  •          Safety engaged

  •          Remove magazine, stow or drop

  •          Lock action open

  •          Visually inspect chamber is clear

  •          RO inspection. Command: “Clear”

Scoring:

Mystery Operations stages aim to challenge all participants, engage the skilled, and remain achievable for the adept. We strive to ensure competitors' success by providing fair stages and attainable Par times. With the release of stage descriptions and video previews, we offer everyone an equal opportunity to familiarize themselves with the stages. The only unavoidable advantage is granted to those who set up the stages.

-Failure to hit all targets in under the PAR time will result in a Did Not Finish (DNF) with targets that were Failed to Neutralize (FTN) recorded. Partial points are awarded based on their hit percentage times the slowest clean time on the stage.

-The quickest time recorded on the stage or run earns a base score of 100 points. To calculate scores for slower times, divide the fastest time by the slower time, then multiply the result by 100. A time that is twice as slow as the fastest, yet under par, will receive 50 points. Similarly, a time that is four times slower than the fastest, while still under par, will receive 25 points. All participants who finish under par will obtain a score proportional to the fastest competitor.

Example: Top time is 68.15 seconds and worth 100 points. Time in question is 134.58 seconds.

68.15/134.58=0.5064

0.5064x100=50.64 points

The slowest stage time is 179.87

68.15/179.87=0.3789

0.3789x100=37.89 points

*The "DTF" (Down To Finish) Bonus is original to Mystery Ops and has become standard. This bonus uses the DNF (Did Not Finish) rate as a points multiplier to objectively assess the difficulty of shooting stages and the run, as experienced by competitors. More challenging stages merit higher valuation than the less difficult ones. Equally, if a run is particularly tough, the scores will be adjusted to reflect this. The final scores for each stage and run will be multiplied by 1.XX, where "XX" represents the DNF percentage for that specific stage or run.

Example: The stage DNF rate was 19%. A DTF bonus of 1.19 will be applied to each time.

68.15 seconds = 100 points x 1.19 = 119 points

134.58 seconds = 50.64 points x 1.19 = 60.26 points

179.87 seconds = 37.64 points x 1.19 = 44.79 points

*Additionally, the established DPP "DNF Partial Points" scoring, akin to Time Plus Points, adopts a distinct method. Should a competitor fail to complete (DNF) a stage, their FTNs (Failures to Neutralize) are counted. Subsequently, they will obtain a portion of the slowest finisher's points, proportionate to their hit percentage, prior to the application of the DTF Bonus. In instances where a target is missed and not re-engaged, the competitor's time defaults to the maximum permitted Par time, regardless of whether they finish beneath Par. This guarantees that competitors finishing a stage within Par time achieve a superior score compared to those who do not, thereby safeguarding the integrity of the scoring system.

Example: A shooter DNF’s and had 2 FTN’s on a 10-hit stage, or an 80% hit rate.

The slowest clean shooting shooter received 37.64 points.

37.64 x 0.8 = 30.11 points. All shooters who hit 80% on that stage would get the same score.

The FTN value varies and is objectively determined by the stage difficulty and the number of hits. Shooters who finish still receive the DTF bonus, distinguishing them from those who do not finish or are disqualified.

-Run time, recorded in military time, is determined by subtracting the start time from the finish time. Any recorded stage wait times are then subtracted from the total time.

-Wait time begins to accumulate only when a team (both members) or an individual reaches the stage and must wait for other shooters to complete their turn. This wait time commences once a clear rifle has been presented to a Range Officer (RO). Teams or individuals are required to display a zeroed timer to the RO before starting their wait time. When an RO requests your wait time, it signifies your turn to proceed, and your wait time ends. At this point, your run time begins. Any delay after recording your wait time not only hinders the pace of the stage/match but also impacts your score.

-The final match score is calculated by averaging the scores from the shooting stages, bringing the averages to maximum value, and then adding the run score. Averaging the stage scores tends to dilute the importance of shooting, which is problematic. To address this issue, the percentage by which the top-scoring shooter falls short of the maximum possible score is multiplied by each individual shooting score. This adjustment ensures that the actual weight of shooting is accurately reflected in the score. The running value remains undiluted, as it has no other values to be averaged with.

-By implementing PAR times, DNFs, and DTF Bonuses, we can eliminate the subjective weighting of shooting versus running, allowing competitors and the competition itself to dictate the scoring. Initially, scoring is balanced at 50% for shooting and 50% for running, but it adjusts to favor the aspect that proves more challenging for the competitors. Achieving a fast time in shooting without failure is challenging, whereas completing the running course at a walking pace is less so. The difficulty is quantified by the failure rates.

Example final scoring:

Here’s some examples of scoring for an average shooter/fast runner vs an average runner/fast shooter at an 8 stage/5.5 mile match:

Avg Shooter/Fast Runner: 8 shooting scores summed/8 x % top shot below max score + run score = Match Score.

Total possible shoot points = 868 points. Top shooter shot 843 points. 843/868 = 97.12. 100-97.12 = 2.88% modifier for full shoot weight. All shoot scores are taken times 1.03

(55+67+73+92+88+79+51+69)/8 = 71.75 x 1.03 = 73.90 shoot score + 99.45 run score

Overall Match Score = 173.35

Avg Runner/Fast (Top) Shooter: same formula as above

(92+105+89+99+113+133+95+117)/8 = 105.38 x 1.03 = 108.54 shoot score + 67.87 run score

Overall Match Score = 176.41

Indeed, this is a sample mathematical illustration rather than a comprehensive data analysis. Nonetheless, it demonstrates that although shooting is given more weight than running due to its relative difficulty, running remains highly valuable.

In the given example, shooting constituted 52% of the total score, while running accounted for 48%.

To view the actual outcomes using this system, refer to the 2023 and recent event results.