| Tactical Airsoft Pistol
Speed Shooting (TAPSS) Events |
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Introduction:
Printable
Version
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TAPSS is inspired by the many forms of Real Steel
pistol shooting competition such as IDPA, IPSC and USPCA.
It is not intended to be as in depth or detailed as those
real steel systems, but rather, a more simplified system of
rules and regulations, that are easy to learn by new competitors,
and easier to implement and govern by event coordinators.
SOME of the following information may be "borrowed"
from other rules systems, I take no credit for the design
or origin of the borrowed information,, and only compile these
ideas here for the entertainment of those who choose to take
part in TAPSS Events.
***EDIT***01/31/2007 Rules have been streamlined based on
the experiences of the past 3 events held by Airsoft Specialists.
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Example Event
Videos:
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The following DEMO video at Youtube was put together sort
of as a commercial for TAPSS. It does the best at showing
what TAPSS is all about.
TAPSS Demo
Video at YouTube
All other videos are in Quicktime format. Right Click/Save
target as.
First
and 3rd Person TAPSS run at ASJ event 5/14/2005 3 Mb
This video was made using 2 sets of footage, from a bullet
cam and a normal DV camera. This was the first official TAPSS
event with prizes.
First
Person TAPSS run at ASJ event 02/12/2006 8.6 Mb
This first person bullet cam video shows the latest course
at ASJ. Some odd camera angles due to a camera mounting problem,
but still a good video.
Compilation
video of all runs in the Finals at ASJ event 02/12/2006
10 Mb
This video contains 3rd person video footage of all the final
runs at this event. 6 Finalists were recorded.
Remaster
of all the footage from TAPSS 02/12/2006 at ASJ. 16.5
Mb
This video has a soundtrack from Yoko Kanno, and contains
comparisons from all the video recorded shooters, IE, all
the Draws shown one after the other, All the Move and Fire's
shown one after the other etc etc...
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| Required
Equipment: |
There are a few pieces of required equipment for both the
competitors and the event venue/organizer. These required
items are listed below
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| Organizer provided equipement: |
A Safe Venue: With enough room for both the course
and a staging area.
At least 3 target traps/target holders: If the event
is held indoors, target traps must be capable of stopping
at least a 1.5 joule bb, with a minimum of ricochet. If held
outdoors, upright target holders may be used, made with PVC
conduit or similar construction. Click
Here for one option for indoor target traps.
A Safe Shoot Box: A box designed for safe pistol cycle
testing. One which has a small hole in its front to put the
pistol barrel through, with a backing designed to safely stop
a close range bb without ricochet. A modified version ot the
bb traps shown above will do.
1/2 or 1/3 scale silouhette type paper targets: (small
scale is used to compensate for the ease of recoil recovery
compared to real steel pistols) If you want to save money,
your can print your own newly created TAPSS
Official Target at Kinkos or other printer. The average
price to print this 11X17 target at Kinkos is about 15-18
cents a page. If you can find a place to print at 12X18 that
would be better, but more expensive. The target tells the
maxiumum range to target recommended by print size. (You can
print at different sizes if you select "Scale to fit
media" when printing)
All available TAPSS targets:
(Click on Thumbnail to see full size)
TAPSS Basic (Self explanitory)
TAPSS Cover Object Right
Target behind cover to the right, any hits on the cover object
are non scoring and count as a "miss"
TAPSS Cover Object Left
Target behind cover to the left, any hits on the cover object
are non scoring and count as a "miss"
TAPSS Hostage Target with hostage,
3 second course penalty for every hit to hostage, but they
do NOT count as a miss in addition.
ALTERNATIVELY you can find a similar target at gun
stores or online shooting sports retailers. In the past I
have used targets at Pistoleer.com.
The specific target that has been used for Airsoft Specialists
hosted events is target B24 (RC) and has a cost of
about 28 cents per target when shipping is factored in.
Timing Device: (See Timing Methods below)
Scoring sheets or computer scoring spreadsheet.
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| Competitor
required equipment. |
Gas pistol (see below for pistol classes)
Combat style holster. I.E. Paddle holster, belt holster,
under arm holster, drop leg holster. IPSC style quick release
holsters are NOT allowed.
Eye Protection consisting of impact rated safety or shooting
glasses with peripheral protection (wrap around). Full seal
goggles are not required but feel free to wear them if you
wish.
BBs and Gas
Shoes or boots with good tread remaining. (We don't want
you slipping on any loose bbs at indoor events)
Airsoft Specialists hosted events have a dress code consisting
of several choices:
1.) Combat Casual: A BDU pant with matching solid color
Tshirt or Team Tshirt tucked into pants.
2.) Dress Casual: Slacks or Khakis with a Solid Color
Tshirt or Polo, OR team Tshirt or Polo.
3.) Bussiness Casual: Slacks with Button Down shirt
or Polo, optional Concealment Garment (sport coat or similar)
Why the dress code? Because When you dress professional,
you act professional. I don't want TAPSS events to look like
a bunch of frat boys in holey jeans and dirty t shirts.
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| Setting
up a course: |
A course should have at least 3 targets/ LOF and at least
2 shooting stations. Optimal courses would have 5 targets
and at least 3 shooting stations. Larger courses are of course
possible as long as you follow the rules listed below.
1.) Range to targets should be no less than 10 feet and no
more than 40 feet.
2.) There must be at least one shooting station that requires
shooting from behind cover (Anything can be used to designate
a cover object, but solid cover objects such as furniture,
barrels or even cubicle/real walls are preferred.
3.) There must be at least one "move and shoot"
shooting station.
4.) No shooting corridor should have a LOF within 30 degrees
of the scoring and/or spectating area.
5.) All LOF must be directed away from the scoring and/or
spectating area.
6.) You must list a default number of shots to take at all
targets. If the number is 3, then the shooter must take 3
shots at each target. Any number of shots taken over the maximum
shots per target will result in throwing out the highest scoring
shot on that target, per extra shot fired.
Note: Another consideration is that of magazine capacity.
For example, there are several GBB pistols (Such as some of
the Western Arms 1911 line) that hold only 15 (+1) rounds. Bear
this in mind when designing your course and shot count.
Optional design considerations:
1.) Dual target/LOF shooting station: A station where you
must fire on 2 separate targets before proceeding. At different
ranges or shooting angles.
2.) Targets arranged at varying heights
3.) When possible, arrange targets and LOF in a real world
layout.
4.) Have one shooting station which requires kneeling to
fire.
5.) Have a reload station halfway through a course. This
can be either a reload with retention (Where you place the
empty in a pouch before continuing the course) or a Drop and
click reload (Where you simply drop the empty/used mag out
the gun and slap the new mag in) The drop and click reloads
can be done without damage to mags, by making the reload done
from a kneeling position, with a foam pad or pillow in a strategic
location at the reload station.
6.) Target Enhancements: Using blank paper to signify targets
behing partial cover or targets behind hostages. If using
the Hostage target enhancement, make cut blank paper to a
silouhette shape. Any shots that hit a hostage enhancement
are a 3 second penalty. Be sure , when calculating maximum
course score, that you account for any point ring blockages
on enhanced targets.
7.) Shooting stations with cover objects. Shooting from a
station with a cover object, you must have at least 50 percent
of your body behind the cover object while firing. Violations
of this rule will result in a 3 second penalty.
Once you have a course designed, you must make a schematic
of the course, which shows the targets and shooting stations,
and outlines the proper lines of fire. List the ranges from
stations to targets. Also Provide a course outline telling
how a shooter should proceed through the course, including
any requirements such as kneeling, shooting from cover etc.
Here is an example of a course
schematic
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| Event Staff: |
There should be 5 event staff positions filled. At larger
events these positions should be filled by dedicated personnel.
At smaller events these positions can be traded off to allow
everyone a chance to compete.
Course Judge: This person starts the timer before
each run, makes sure that the shooter properly navigates the
course, fires the correct number of shots per target, and
is responsible for calling "Clear" at the end of
each shooter's run (when the pistol is holstered)
Safety Judge: This person makes sure that all people
in the course area wears eye protection, shooters handle their
pistols safely, and that at no time are any rounds fired in
an unsafe manner or direction.
Target Judge: This person is responsible for placing
new targets up before each round, retrieving targets after
each round, marking them with the shooters:
Name
Time (given by the Timing Judge)
Penaties
Judges Initials
Scoring Judge: This person marks all hits to the scoring
areas of each shooters targets, adds up target score, and
calculates final round scores using the marked time.
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| Timing
Methods: |
Each competitor's run is timed. This time is ultimately used
to calculate the competitor's final score. This in mind, an
accurate timing method is required. There are many different
forms of acceptable timing tools, both Low Tech and High Tech.
Experience has shown the following to be the best method for
TAPSS events.
Self timing with chronograph watch: Often competitors
feel a "Timing Judge" with a stop watch cannot accurately
stop their time, especially when the event is as close as
a 10th of second. The Self Timing method was developed
to put the time stop in the hands of the shooter. At any Department
store's watch department, or at any sports equipment retailer
you can find Chronograph watches. The best kind to use will
be one with a velcro arm band and large start and stop buttons.
Something like this:
You have the shooter put the watch on the wrist opposite
his shooting arm. IE, right haded shooters put the watch on
their left wrist. The course judge verifies that the watch
is in chronograph mode and is at 0.00. When the shooter is
ready, his arms are up. The course judge askes if the shooter
is ready, shooter replies "shooter ready" then the
course judge reaches up and pushes the start button while
saying 'Begin". (If the watch has a loud enough start
tone, judge does not need to say anything.)
The shooter then draws his pistol and starts the course.
When the shooter finishes the last target on the course, the
weapon is holstered, freeing the right hand to stop the chronograph.
It is best to let first time shooters practice stopping the
chronograph before they start their run.
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| Pistol
Classes: |
There are 3 pistol classes in TAPSS. Classes may or may not
be used in all events, depending on the number of competitors
and the apparent advantage shown during practice runs or past
events. These classes are:
Modified GBB - This class consists of Gas Blow Back
autoloading pistols that have modification that improve slide/loading
cycle time. Such as: Upgraded recoil spring/spring guides,
High Flow valves, Ball bearing hammers. After market metal
Slides are not considered a modification for these purposes.
Stock GBB - This class consists of Gas Blow Back autoloading
pistols that are in stock configuration (As built by their
original manufacturer) It is the shooters choice to use
HFC 134A or Green Gas to improve cycle time.
Gas Revolvers - This class is for those airsofters
that are loyal to revolvers. This class may require modifications
to the course design or number of shots to allow for those
models that do not have enough rounds to complete a GBB course.
When advertising ANY TAPSS event, if it is not stated that
there will be a revolver class, there may not be a revolver
competition.
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| Course Safety Rules: |
1.) ALL persons in the course area, Competitors, Judges or
Spectators, MUST wear eye protection at all times.
2.) Only one competitor is to have thier pistol loaded and
on thier person in the course, during any practice or competition
round. Loaded refers to having a magazine in the magwell,
whether it has bbs or not, whether it has gas or not.
3.) No bb shall be loaded into the breech before starting
a shooting round. You must not rack your slide until you are
at the starting line of the course.
4.) Pistols must be in a "Safe Mode" while shooter
is standing ready to begin a round. This is any method by
which you can make your pistol so that the trigger cannot
be engaged until you are ready to shoot. Whether it is a thumb
safety, a hammer at half cock or whatever your pistol has.
Pistols that do not HAVE any method for doing this BY DESIGN
are exempt from this rule. (Example, KWA glocks which do not
have the patented trigger safety installed from the factory)
5.) All competitors NOT currently in a practice or competition
round must either have their pistol unloaded on the "secure
pistol" table, or unloaded and secured by safety clip
or strap in their holster. "Unloaded" meaning no
magazine in the magwell. This means that if you are not currently
taking a practice or competition run, ALL your available magazines
must be secured on the "secure gun" table. The only
exception to this is if the competitor NEEDS to test his weapon.
See below.
6.) Weapon testing and troubleshooting. It is STRONGLY suggested
that all competitors make sure their pistol is in proper working
order BEFORE coming to the event. If however, the shooter
has reason to believe their pistol is NOT in proper working
order after taking a practice or competition run. They can
use the "Safe Shoot Box" to test their pistol's
operation. ONLY ONE competitor is allowed to have a pistol
loaded for the purpose of troubleshooting at any given time.
7.) Unsafe gun handling or other unsafe behavior will result
in immediate disqualification.
8.) "Finger in trigger gaurd" The only time anyone
should have thier finger inside a trigger gaurd is when firing
the weapon, on the course, during thier specified round.
9.) No pistol shall be loaded until being readied for a round.
"Loaded" refers to having a magazine in the magwell,
regardless of whether or not it has bbs or gas in it...
10.) Any bb fired outside of the specified course corridor,
or in the "safe shoot box" be it accidentally or
intentionally, will result in immediate disqualification.
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| Event Sequence |
Safety Briefing: First things first. At the start
of the event, either the event coordinator or the safety judge
will give a mandatory safety briefing. They should cover all
the points listed above and any other points mandated by the
venue owner.
Course Briefing: The course judge will explain the
course from start to finish. If a course map is available
the judge can use that as an aid, but the course judge should
also give a walk through, showing each shooting station, each
approach and each shot angle or required element to the course.
The course judge should also specify what parts of the course
are most likely to result in a course penalty if taken incorrectly
by a shooter.
Practice Rounds: IF time permits practice rounds for
ALL shooters, the event coordinator can propose a single practice
round. This practice round will allow all shooters to run
through the course, timed and scored just as if it were a
competition round. Scores from this practice round are
NOT used in the final winners tally, regardless of whether
or not a score in this practice round is better than any competition
round. This practice round will give the competitors experience
to mold and modify their tactics and techniques to improve
future competition runs. See the Pre through post round sequence
listed below.
Competition Rounds: The event coordinator should determine,
based on the number of participants in the event, how many
competition rounds they have time for, and whether or not
they will use a "Finals Round" See below for a description
of a "Finals Round". The event coordinator should
allow enough time for EVERY competitor to have at LEAST 2
competition rounds. The scoring goes on a "best round"
system. Each successive round by each competitor is a chance
to improve their score, with their lowest score across all
rounds being their final score.
Finals Rounds: If time permits, and the competitors
agree BEFORE the competition starts, you can hold a finals
round in which the top 5 competitors after the competiton
rounds, will have a single Finals Round giving them ONE MORE
chance to lower their score.
Pre through post round sequence: (Whether a Competition
or Practice round)
1.) The Safety Judge clears the course path of any loose
bbs or other obstructing materials. All targets for each shooter
must have the shooter's name written on them before their
run. The target judge puts up the shooter's targets and any
target enhancements.
2.) The current shooter gets into position at the start station,
racks his slide, places his weapon in a "Safe Mode"
(See safety rules above) then holsters his weapon. Any holster
retaining strips or clasps can remain open if possible. The
shooter states he is ready loud enough for all judges to hear.
3.) The Course Judge asks "Shooter Ready?", the
shooter verfies by saying " ready". The Timing judge
then starts the timing device and says "Begin" loudy
and clearly.
4.) On "Begin" the shooter begins his/her run,
following the course as described by the course outline and
event coordinator. The course judge follows the shooter through
the course close enough behind to see any course penalties.
Once finishing the course, the shooter must holster his/her
pistol and stop the timer.
5.) When the timer has been stopped, the course judge calls
"Course is clear". At this time the Target judge
collects all targets from the course. If time is short the
target judge may place new targets up as he/she takes the
shot targets down.
6.) The Shooter secures his pistol at the gear table.
7.) The Target Judge marks the targets with the shooters
course time, any penalties incurred and his own initials.
8.) The scoring judge counts up the total target score of
all the shooter's targets, then using that score, calculates
the final score, either manually or by use of a scoring spreadsheet.
(See Scoring rules below)
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| Scoring: |
We will be using a slightly modified "Limited Vickers
Count" Scoring.
The score is based off of the RAW time it takes to complete
the course, and any penalties incurred. Possible penalties
are:
Points down: Each course has a maximum possible point score.
For every point UNDER that maximum score, you add .5 seconds
to the shooters time.
Extra Shots: For each extra shot fired over the number of
shots specified in the course description, you receive a 5
second penalty AND if the extra shot hits the target, (resulting
in 4 hits) the highest scoring hit is not counted)
Missed Shots: For every shot that misses the target, 2 points
down are applied to your target score (or 1 second is added
to your time). This penalty will also apply to shots not
fired at a particular target. (Less than what the course outline
specifies)
Course penalties: For each course penalty, 3 seconds will
be added to your time. Possible course penalties are: Firing
out of position, not being appropriately covered when firing
from cover objets, hitting a hostage target enhancement (other
course penalties may be added at a later date)
Automatic Scoring Spreadsheets: The following files
are spreadsheets, one in Microsoft Excel format, the other
in Macintosh Appleworks format. These spreadsheets are set
up with formulas so that all you have to do is enter the participants
time, total target score, and penalties incurred, and it will
automatically calculate the final score.
Right Click/Save Target As
TAPSSscore.xls
TAPSSscore.cwk
Easy way to score TAPSS Vickers Count manually:
1. Write down the raw time from the timer.
2. Count the total number of misses.
3. Add up the target score and calculate points down.
4. Write down the total points down and multiply by half (.5)
second.
6. Write down applicable penalties, for instance; add three
(3) seconds for any course penalty, and (5) seconds for any
extra shots fired.
7. Add the raw time, the number of misses, and the converted
points down and applicable penalties for a final score.
8. In this way, everything has been converted to time so that
the lowest (fastest) time wins.
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