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Adapting Airsoft training and entertainment from global sport, law enforcement and military training exercises.

One of our challenges, and opportunities, is adapting the unique capabilities of Airsoft with traditional gun shooting exercises and creating new experiences with non-lethal weapons, sensors, communications and software. This page is a review and summary of how guns are shot around the world for qualifications, matches and how they can be adapted for entertainment and augmented training solutions with Airsoft.

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US Military

Hand Guns / FBI / State Police

US Army - Night Qualification Course Example

Our new application, Shoot / Don't Shoot - used with 7 targets, does a fantastic job in replicating an example of night qualifications found on the Army's "Combat Training with Pistols M9 and M11" manual. Enjoy this app for training and entertainment!

Summarized Night Qualification Flow for the Army:

The course: It requires the Soldier to engage single and multiple targets at various ranges using the fundamentals of quick fire.

Rounds: Although only 30 targets will be exposed during the entire course, each shooter will receive 40 rounds of ammunition. Hitting a target with an additional round during the exposure time is just as effective as hitting it with the first round.

Magazine Change: Only three magazine changes are required during this course: one change in Firing Table II, and two changes in Firing Table V. For safety, each of these two tables begins with a magazine loaded only with 1 round. The first target appears, and the firer engages it with that round. By the time another target appears 8 seconds later, the firer must have reloaded and prepared to engage. He will receive no commands to reload. Failure to reload in time to engage the second target is scored as a miss. This teaches the Soldier to change magazines instinctively, quickly, and safely under pressure.

Firing Table

Table VII--Night Standing. For this table, the firer receives one magazine containing 5 rounds. Four targets (two single and one set of two) are exposed.

Table VII--Night Standing. The tower operator orders the firers to position themselves next to the weapon stands. On command, the scorer issues to the firer one magazine containing 5 rounds. The firer must get two hits to receive a "GO" on this table.

Table VI--Night Crouching. Given one 5-round magazine under night conditions, within 21 seconds, engage a 25-meter target from a crouching position with all 5 rounds.

The tower operator commands

  1. TABLE SEVEN, NIGHT FIRE, STANDING POSITION, 5 ROUNDS, LOAD AND LOCK, READY ON THE RIGHT, READY ON THE LEFT, READY ON THE FIRING LINE, UNLOCK YOUR WEAPONS, FIRERS, WATCH YOUR LANES.
  2. The tower operator exposes the targets to the firers. When all targets have been exposed
  3. The tower operator commands:
    CEASE FIRE, ARE THERE ANY ALIBIS? (ALIBIS GET 10 SECONDS FOR EACH ROUND NOT FIRED), CLEAR ALL WEAPONS, CLEAR ON THE RIGHT, CLEAR ON THE LEFT, THE FIRING LINE IS CLEAR, FIRERS, PLACE YOUR WEAPONS ON THE STAND, WITH SLIDES LOCKED TO THE REAR, FIRERS AND SCORERS, MOVE DOWNRANGE AND CHECK YOUR TARGETS, MARK AND COVER ALL HOLES.

Scoring:

  • Expert--26 to 30 hits.
  • Sharpshooter--21 to 25 hits.
  • Marksman--16 to 20 hits.
  • Unqualified--0 to 15 hits.

The CBRN and night firing tables are scored as GO or NO-GO. The firer either qualifies on those tables, or not. For each of these tables (VI and VII), the firer gets a GO if he hits the target, and a NO-GO if he misses.

To qualify, the firer must earn a minimum total score of 16 on Tables I through V, three hits on Table VI (CBRN), and two hits on Table VII (Night) and engaged or lowered.

ALIBIS

Alibis are fired after each table exactly where they occurred. Firers get 10 seconds for each alibi. The same fire commands apply to alibis. If a weapon or target malfunctions while the firer is firing from a stationary position, he reports the malfunction. He keeps his weapon pointed up and downrange. Should the malfunction occur during Table V, the firer keeps his weapon pointed up and downrange, but he continues to move forward, keeping himself aligned with the firers to his right and left.

TARGETS

Each firing lane requires seven electrical, device-type targets as well as a single E-type silhouette. Aggressor figures may be superimposed on the silhouettes to add realism to the course of fire.

QUICK-FIRE TARGET TRAINING DEVICE

The unit can get a quick-fire target-training device (QTTD) locally. To ensure standardization, quality, durability, and appearance, the device should be constructed by a qualified organization with documented experience producing similar devices such as the training aids section of the local Training Support Center.

INTERNET SOURCES USED

U. S. Army Publishing Agency
Army Doctrine and Training Digital Library

Glossary

CPQC combat pistol qualification course
CBRN chemical, biological, radiological, or nuclear
QTTD quick-fire target-training device

FBI Pistol Qualification Course

This standard, revised April 1997, is used to qualify both agents and instructors.

  • Target: FBI "Q"
  • Ammunition: 50 rounds service ammunition
  • Scoring:
    • Hits in or touching "bottle" count 2 points
    • misses and hits outside bottle count zero points
  • Qualification: 85% to qualify; 90% for instructors

STAGE I

  • 18 ROUNDS
  • Starting Point: 25 yard line
  • Time Allotted: 75 seconds

Start with a fully loaded weapon. On command shooter draws and fires 6 rounds prone position, decocks, fires 3 rounds strong side kneeling barricade position, 6 rounds strong side standing barricade position, and 3 rounds weak side kneeling barricade position. Upon completing stage I, the shooter will conduct a magazine exchange and holster a loaded weapon.

STAGE II

  • 10 ROUNDS
  • Starting Point: 25 yard line
  • Time Allotted: 2 rounds in 6 seconds
  • 4 strings of 2 rounds in 3 seconds each

Start at the 25 yard line. On command the shooter moves to the 15 yard line, draws and fires 2 rounds in 6 seconds, decocks, and returns to low ready. The shooter will fire 4 strings of 2 rounds in 3 seconds, decock and return to low ready after each string. Upon completing Stage II, the shooter holsters a loaded weapon [without reloading unless gun capacity is only 10 rds --ed].

STAGE III

  • 12 ROUNDS
  • Starting Point: 15 yard line
  • Time Allotted: 15 seconds

Start at the 15 yard line. On command the shooter moves to the 7 yard line, draws and fires 12 rounds in 15 seconds, to include a reload. Upon completing stage III, the shooter holsters a loaded weapon. Shooter then arranges remaining 10 rounds to have 5 rounds in the weapon and 5 rounds in a spare magazine.

STAGE IV

  • 10 ROUNDS
  • Starting Point: 7 yard line
  • Time Allotted: 15 seconds

Start at the 7 yard line. On command the shooter moves to the 5 yard line, draws and fires 5 rounds with strong hand only, reloads, transfers the weapon to weak hand and fires 5 rounds weak hand only. Upon completing stage IV, the shooter will unload and holster an empty weapon.

Target size distance: We currently only offer on one size of target. How we simulate the target size and distance is we calculate from two sources on our website:
Target Distance Calculator
6mm Time / Energy Calculator

In general long range shooting to large targets with Airsoft is done with scaled down targets and shorter distances. We adjust those distances to "appear" to be the right size and check the airsoft weapon can reach it without strain.

 

Army Qualifications

Army Qualifications

Army Pistol Training

Army Pistol Training

FBI Training

FBI Training

Olympic Shooting

Olympic Shooting

Obama - Trap Shooting

Obama - Trap Shooting