Enhanced TAPSS

Click Here for Basic TAPSS

 
Enhanced Tactical Airsoft Pistol Speed Shooting (TAPSS)

Introduction:

 

Enhanced TAPSS is a more advanced form of the original or "basic" TAPSS rules system. The original TAPSS rules set was designed specifically to help train Airsoft players in skirmish use of Pistols. Targets were limited to silhouette style paper targets, and course designs were focused on real world, room or bunker clearing layouts.

Enhanced TAPSS will keep this format for the most part, but will ALSO include bbIPSC style individual popper targets and popper rails. By integrating these metal knock over style targets, courses can be more dynamic, employing many different targets in a small space to stimulate one's ability to acquire and eliminate multiple targets faster and with more dexterity. The Popper targets will be used in conjunction with the original silhouette ring targets to keep emphasis on precision shooting key.

A modified version of Vickers count will still be used. High shot counts will still be penalized (to encourage fire control) and at least one magazine change will be required on every Enhanced TAPSS course.

Other than these differences, the Enhanced TAPSS rules are not all that different. So if you already know TAPSS, Enhanced TAPSS won't be hard to learn, it will just take more training and diligence to master.

Oh yeah, for you AEG addicts, there WILL be an AEG class (Semi Auto Only) for use in outdoor ranges or indoor ranges where space allows. But really, it's more fun with GBBs.

 

Example Event
Videos:

There are currently no demo videos for Enhanced TAPSS events. Until one is created please refer to the demo video for Basic TAPPS:

 

 

 

New to Practical Shooting ? CLICK HERE to see the stuff you need to know as a PARTICIPANT of an Enhanced TAPSS event. Everything else below is written to aid event hosts and promotors.

 

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

 

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.

At least 5 poppers: Poppers are long metal plates, usually made from aluminum, mounted to a wooden base by a hinge. Here is a simple popper design you can use for your courses:

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.

A safe magazine drop box: A safe magazine drop box is a box with a padded bottom that can be used to drop magazines into when speed reloading, to prevent damage to the shooter's magazine. The best design consists simply of a tall strong cardboard box, one with demensions at least 2 foot square and 30 inches tall, with the top flaps cut off or taped down. With one soft bed pillow arranged in the bottm.

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.

Timing Device: Unlike Basic TAPSS, because of the nature of the courses, it would be best to use either a shot counter or a timer with a stop plate. These kind of devices can be found for about 100-150 dollars. If you are going to be allowing AEGs, a "shot counter" will not work, so you will NEED a stop plate timer. TASCO Japan has an airsoft stop plate timer that can be found at DEN trinity shop (and no where else). Mad bull has a popper type stop plate that you can get in several locations online.

Vickers count scoring sheets or computer scoring spreadsheet. I recommend the scoring spreadsheets that you can find for download below in AppleWorks and Excel format.

 

Competitor required equipment.

Gas pistol with 2 magazines OR an close quarters styled AEG: (See below for gun classes)

A holster or combat sling: Any style holster can be used for Unlimited Pistol class, for Stock Pistol class it must be a combat style or service style holster. In the AEG class the shooter must have a combat sling or weapon retention system.

A magazine pouch: All spare magazines MUST be carried in a magazine pouch. The only exception is when a shooter is performing a reload with retention, the shooter can place the SPENT magazine in his or her pocket.

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, or batteries

Shoes or boots: with good tread remaining. (We don't want you slipping on any loose bbs at indoor events)

Dress Code: 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)

ATTENTION: Other TAPSS event hosts may be lenient with this dress code, but if I am hosting, the dress code will be firmly enforced.

 

Setting up a course:

Silhouette Targets: A course must have at least 3 silhouette targets from at least 2 shooting stations. Optimal courses would have 5 silhouette targets from 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.

Popper Targets: A course must have at LEAST 3 popper targets with at least one popper shooting station. The ideal number of poppers is 5 from at least 2 shooting stations. Popper shooting stations can be shared with silhoutte shooting stations. The poppers can be individual or railed (multiple poppers on a single wood base).

1.) Range to target should be no less than 10 feet and no more than 20 feet.

2.) Poppers can have stationary or moving shooting stations, but it does not matter which you use.

3.) No shooting corridor should have a LOF within 30 degrees of the scoring and/or spectating area.

4.) All LOF must be directed away from the scoring and/or spectating area.

Calculating optimal shot count: All courses must have a stated "optimal shot count". This number will be the maximum number of shots a shooter can fire without incurring a fire control penalty (FCP). You can caluculate this number by multiplying the number of silhouette targets by 3, and the number of popper targets by 3. So if you have 5 silhoutte targets and 5 poppers, the optimal shot count will be 30. (5sX3)+(5pX3)=30. If you find that ALL of your shooters are coming in under this shot count, you can up the stakes by multiplying the number of POPPER targets by 2 instead of 3.

Reload Stations: The location of the reload stations should be chosen based on the optimal number of shots taken at the designated part of a course. IE.... when at a point in the course, 15 shots should have been fired, that point should have a mag drop box. After the next 15 shot portion of the course, you should place another mag drop box, etc.

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.) 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.

6.) 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.

7.) Unusual start positions. Some courses may have the shooter sitting down with his weapon sitting on the table. Often holding a newspaper or a deck of cards (this is throwback from the original old west style quickdraw competitions) Starting with the shooters back to the first target is also an option.

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

 

Event Staff:

There should be 4 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, counts the number of shots fired (if an automatic shot counter is not available) and makes sure the shooter removes his magazine at the end of his run and clears his chamber.

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: Before each round, the Target judge puts up all silhouette targets and resets all poppers. After each round the Target judge notes if any poppers were missed, then takes down all silhoutte targets and marks them with:

The shooter's Time (given by the Course Judge)
Shot count (given by the Course Judge)
Course Penalties (given by the Course Judge)
Number of missed Poppers
Judges Initials

Scoring Judge: This person marks all hits to the scoring areas of each shooters silhouette targets, adds up target score, and calculates final round scores using the marked time and penalties.

 

Timing Methods:

Unlike Basic TAPSS, Enhanced TAPSS REQUIRES the use of either an electronic timer with a stop plate OR a shot counting timer.

The recommended type of timer is the Electronic Timer with stop plate. These timers are digital chronograph timers that have a loud start tone when the timing judge starts the timer. The timer stops when the shooter hits a "stop plate" which signals the timer that the round is over.

Shot counting timers depend on the sound of the slide action and muzzle report to count the shots and record the time. This type of timer would therefore only work for GBB only events. AEG shots and revolver shots are likely to not activate the timer's circuits.

Currently I only know of two companies that make stop plate timers that are calibrated for use with Airsoft guns. TASCO Japan (Not to be confused to TASCO USA) and Mad Bull. The TASCO Japan timer uses a round aluminum plate with an electronic vibration sensor to sense when a bb hits it, this sensor then sends a signal to the timer. The Mad Bull stop plate popper uses a hinged popper with a switch that is activated when the popper falls.

Which works better I cannot say. Either way, one of these is needed for Enhanced TAPSS, either that or you can find someone to make you a custom one, as many of the Hong Kong bbIPSC houses do.

The TASCO Japan timer can only be found at one place, Den Trinity Shop. I have been unable to find it in stock anywhere else on the net and repeated attempts to communicate directly with TASCO's Japanese sale offices have gone unanswered. To find the timer at Den Trinity, use the product number TAS-TST01 in the DenTrinity search tool.

The Mad Bull Timer can be found in both in Hong Kong and the US. The only place in the US I have found it in stock is Evike In Hong Kong I have found it at Redwolf

 

Weapon Classes:

There are 4 weapon classes in Enhanced TAPSS.

Stock GBB Pistol - This class consists of GBB pistols that are unmodified from the original manufacturer's design. Any gas type can be used. Stock GBB Pistols may NOT have optics installed. Only combat style or service style holsters can be used in this class.

Unlimited GBB Pistol - This class consists of GBB pistols that have been modified in any way beyond original manufacturer's design. Optics are allowed. Any holster type can be used. Any gas type can be used.

AEG and Gas SMG - AEG and Gas SMG users can only fire in semi auto on the course. Any AEG and any Gas SMG can be used, regardless of modifications or attachments. All AEGs and Gas SMGs must have a sling or other retention device. Standard or low cap magazines are recommended.

Revolvers - This class is for those airsofters that are loyal to revolvers. This class will have its own course set up outside of the primary course. Revolver users must request a Revolver course at least two weeks ahead of time, and must show that at least two shooters will be present to shoot a revolver course. If a revolver course is requested and and not enough revolver users show up to the event, that revolver user will not be able to request a revolver course again. I know that is extreme, but custom courses take extra time and extra work.

 

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) Pistols such as 1911s and 2011s that have functional palm safeties, and pistols that have functional glock trigger safeties are considered in Safe Mode by default when in the holster.

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.

 

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, either on the same stage, or on additional stages. Final scores will be determined by averaging the scores of all rounds.

Finals Rounds: If time permits, and ALL competitors agree BEFORE the competition starts, you can hold a finals round in which the top 5 competitors after the primary competiton rounds will have finals round. Finalists will have thier spot in the top five guaranteed, but they throw out their previous average and shoot one more stage to determine thier place in the top 5.

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, then resets all poppers.

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 unless the timing device used has an audible start tone.

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 count shots and see any course penalties.

5.) After the last shot is fired and the timer is stopped, the course judge says "mag out" and the shooter removes his magazine and places it in a pocket or drop bag. The course judge then says "weapon clear" and the shooter must clear their breech and show the course judge it is clear. (Barrel rods should be provided)

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, number of missed poppers 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)

 

Stage Scoring:

We will be using a 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 hits on Silhouttes: For each hit to a silhouette target beyond 3, you receive a 5 second penalty. When scoring targets with multiple hits the highest scoring hits are not counted for each extra hit)

Missed Popper Targets: For every popper target that is not knocked over by a shot the shooter recieves a 3 second penalty.

Fire Control Penaties: For every shot over the Optimal Shot Count, the shooter recieves a 3 second penalty.

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

E_TAPSSscore.xls

E_TAPSSscor.cwk (coming soon)

Easy way to score Enhanced TAPSS Vickers Count manually:

1. Write down the raw time from the timer.
2. Count the points down and multiply by .5 (point five)
3. Count the number of extra hits to silhouette targets and mulitply by 5 (five)
4. Count the number of course penalties, missed poppers and the number of shots over the optimal shot count, add them all together and multiply by 3 (three)
5. Add the raw time, the converted points down, and all the calculated penalties.
6. The sum is your final score.

Event Point Tally:

For each stage in a given event, each shooter's position within that stage is worth a certain number of points towards their ranking for that day and the season/year.

Stage scores are placed in an ascending order (lowest to highest) with the lowest scoring competitor being first. Each position in the order is worth a specific number of points.

1st - 100 pts
2nd - 90 pts
3rd - 80 pts
4th - 70 pts
5th - 60 pts
6th - 55 pts
7th - 50 pts
8th - 45 pts
9th - 40 pts
10th - 35 pts
11th - 32 pts
12th - 29 pts
13th - 26 pts
14th - 23 pts
15th - 20 pts
16th - 18 pts
17th - 16 pts
18th - 14 pts
19th - 12 pts
20th or more - 10 pts
DNF - 0 pts

Then when you have more than one stage, you add up the associated scores achieved by a person in each stage to determine their ranking.

This also allows us to keep a running tally of points towards a season championship. This way, no matter how bad you do, as long as you finish the stage, you always get points added to your tally. We could also give bonus championship points to people that say... get the best overall adjusted score (time+points down+penalty) for each event.