Scoring

ORSA 3-Gun Match Scoring

 Home    Stages    Rules    Registration    Action Shotgun Scores    Scores    Pictures    Map

The scoring system has changed to align our scoring system with that of other venues. We have eliminated the major/minor classification on handguns (this was a pain in the butt for me when it came to scoring). and going back to a system that is very much like what was shot at ORSA prior to May of 2010 when we went to the points down / accuracy counts scoring system.

Paper Targets used for ORSA 3-Gun Matches are standard IPSC Classic Targets, although there may be stages in which other styles of target may be utilized (I.E. ICORE Tombstone, 1/2 or 1/4 size IPSC or Standard IDPA.)

1.0         Unless otherwise stipulated in the stage description (see 1.11) one hit in either the A or B Zone or 2 hits anywhere on the target will count as a neutralized target, all other combinations will be scored as detailed below.

 1.1               No hits on the target, but target was engaged = 10 second penalty (Miss). Steel that does not fall even when engaged = 10 seconds unless it is a result of a stage designer failure to calibrate (dispute will be certified by calibration shots with a 9mm using factory ammunition)

 1.2                Failure to Neutralize (1 hit in the C or D Zone only) 5 seconds

 1.3        Failure to Engage (FTE) = 15 second penalty (any type of target)

 1.4                Disappearing targets will not be assessed penalties for failure to neutralize; however, they will be assessed for FTE.  Stage designers are strongly encouraged to state whether or not a target is a disappearing target, in order to avoid dispute or confusion.

 1.5                Hit on designated No-Shoot target =  5 second penalty (multiple hits on one target = one 5 sec. penalty only).

 1.6              Steel knock down targets must fall to score; Cowboy diamonds must fall over, but do not need to stay down (E.G. target goes down but bounces back up); Steel Challenge type targets must react/ring. RSO may call hits.

 1.7              Clay targets must break to score. 1 pellet hole is considered a break

 1.8              White No-Shoot targets used as backers for miniature targets will be considered No-Shoots. Hard Cover. Blacked out target backers are Hard Cover.

 1.9              Procedural penalties of 5 seconds each shall be assessed for failing to follow stated stage instructions or procedures.  Procedural penalties shall be assessed per shot fired if the violation is repeated after warning or results in an advantage.

 1.10              Obvious shoot thru hits do not count. Shoot thru on a No Shoot does not count. Stage designers are strongly encouraged to avoid shoot thru situations.  If there is doubt, the hit counts, whether for score or penalty.

 1.11              Special scoring rules may be designated for a particular stage.  FTN and FTE penalties shall still apply but are based on the stage description.

                1.11.1 Example 1: Drill stages or any stage where round counts other that the normal are required, IE Failure Drill or rifle/pistol on the same target in designated areas

                1.11.2 Example 2: Slug Targets (only one hit is required anywhere on paper)

 1.12        If a target / clay / steel, etc falls after the start of a shooters run, the target will be scored as engaged and 0 points down.

1.13        Unsportsmanlike conduct (not helping out with stage resetting duties (IE pasting/resetting steel) can result in a 30 second penalty at the discretion of the R.S.O. but shall not be used punitively by the R.S.O.

 2.0       Stage Points

   2.1    Stage Points will be calculated separately for each division.

    2.2    Stage points will be awarded to participants according to their stage time relative to the fastest time on the stage:

             Stage Points= (Fastest Time/shooters time) x 100

             Example Stage Points = (17.67 /24.87)x 100 or

                                             = (.7105) x 100 or 71.05 Stage Points

    2.3    Total point accumulated during the course of the match determines final placement Highest Score wins.

    2.4    If a stage is not fired by the participant it will be awarded a time of 500 seconds