Gwinnett Practical Shooting League GPSL is a USPSA (IPSC) gun club in Atlanta, Georgia, dedicated to the sport of practical shooting (action pistol, combat shooting) using handguns, including semi-automatic pistols and revolvers, meeting at Bulls-eye indoor shooting range and Gun Shop in Lawrenceville.
 
 
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Glossary

Like any activity, we have our share of jargon and buzzwords. Here is an explanation of the intent and import of them. Exceptions and nuances are left out for clarity; refer to the Official Rules for the precise definitions and application.

 

Divisions

USPSA recognizes 6 Divisions for competition:
  1. Open
  2. Limited
  3. Limited 10
  4. Production
  5. Single-Stack
  6. Revolver
The Division defines the permitted characteristics of the gun and equipment you can use for competing in that division.

In the Open Division, a gun may have optical sights, with compensators and ports to control recoil. The magazine capacity is not limited. These are the speed demon guns; they are incredibly noisy, and shoot flames out of all sides. You've gotta love 'em.

In the Limited Division, a gun may not have optical sights, ports or compensators; it may have various other recoil reducing mechanisms, trigger adjustments and overall accuracy enhancements. The magazine capacity is not limited. Major and Minor power factors are recognized.

In the Limited 10 Division, constraints are the same as in Limited except that the magazine capacity is restricted to 10 rounds.

In the Production Division, the guns are intended to be pretty much as the manufacturer made them with minimal modifications allowed. They must be double-action or double-action/single-action in the modern style (GLOCK, Sig, Springfield XD,  S&W, etc). Holsters and magazine carriers are also restricted in that all equipment must be behind the hip line. In Production Division, all scoring is at the 'Minor' power factor so 9mm guns predominate.

The Single-stack Division is for traditional Government model 1911-style, single-action guns. Modern equivalents with safety and reliability improvements are permitted; .45/.40/10mm/9mm calibers are allowed. Magazine capacity is restricted to 8 rounds (.45/.40/10mm) or 10 rounds (9mm)

The Revolver Division is, as its name suggests, for revolvers. These must be largely as the manufacturer intended them with a maximum of 6 rounds. Single-action revolvers must be downloaded so that the hammer rests on an empty chamber initially. Speed-loading devices are the norm (e.g. moon clips) to attain any sort of speed on the course. Major and Minor power factors are recognized.

Classes/Classification

The Classification System is a national database which grades all shooters in the country for the purposes of comparison. A shooter is given a classification in each Division as one of:
  1. Grand Master (GM)
  2. Master (M)
  3. A
  4. B
  5. C
  6. D
  7. Unclassified (U)
A Grand Master is expected to be able to shoot better than 95% of all other shooters on a course of fire. A 'C' shooter is expected to take about twice as long shooting a course as a GM. It takes work to become a GM.

The grades are derived by shooters regularly shooting courses out of a 'book' of special courses of fire for which shooters of known ability have posted times. At GPSL we shoot one such stage a month; and all local matches include one such stage.

At a USPSA match, shooters of the same classification compete against each other in each Division. So, there is a best GM, best M, best A etc. Thus, even a 'D' shooter can win his Class in his Division. At major matches, Class winners usually receive prizes as well as the overall winner of a Division. So, even the average Joe can come away a winner.

Categories

Categories are additional recognition levels in a match. They are:
  1. Law enforcement
  2. Lady
  3. Junior (<21)
  4. Senior (>50)
  5. Super-Senior (>60)
  6. Military
At major matches the high shooter in each category within a Division usually gets recognition if there are enough in each. You can be in multiple categories such as a super senior, law enforcement, lady and be eligible for awards in all categories.

Power Factor - Major/Minor - DVC

The IPSC motto is "Diligentia, Vis, Celeritas (DVC)", which is Latin for for "Accuracy, Power, Speed" and IPSC scoring accounts for all three.

Accuracy is hitting the target, speed is how fast you complete the course of fire and Power is a measure of the explosive forces generated when you pull the trigger. All other things being equal, a more powerful explosion is more difficult to control than a lesser one, and so an accurate shot is more difficult to attain at a higher shooting speed.

Power in IPSC is defined as either Major or Minor power factor. Simplistically, a Major power factor rating applies to factory .45 and .40 calibers; a Minor power factor rating applies to factory 9mm and .357.

Nothing is simple though. Major really means a Power Factor of at least 165; Minor means a Power factor of at least 125, where:

Power Factor = bullet weight(grains) * muzzle velocity(feet/sec) / 1000

At higher levels of involvement, competitors tune their ammo to their gun to attain power factors at the bare minimum for major/minor so as to optimize control and scoring. Starting shooters just buy a box of ammo and assume .45/.40 is Major and  9mm/.357 is Minor.

The outer zones on an IPSC target have reduced score values for Minor than Major. An 'A' zone hit scores the same in each case, but near misses score less in Minor. Steel targets also fall easier with Major ammo. Thus is power rewarded.

Note that in Production Division, all scoring is as Minor. Therefore, there is no scoring advantage to higher caliber handguns; ease of control to attain the accuracy for a speedy 'A' hit is important. This is why 9mm is popular in Production, but not required. Some folks might use .45 or .40 with a reduced powder load, or just use standard ammo because they have a heavy caliber handgun for personal protection and that is what they want to shoot in IPSC.

See the USPSA website article http://www.uspsa.org/intro_power_factor.html for more discussion.

Hit Factor - Points / Target Scoring Zones

The match scoring is based upon your "hit factor", which in it's very simplest terms is points scored per second. The targets have point scoring areas--much like traditional bulls eye targets. The scoring areas and points are shown below. Note the point difference between using Major and Minor power factor ammo -- in Minor, you drop an extra point than you would in Major if you do not hit the 'A' zone.

IPSC target  

Your hit factor for the course of fire (a stage) is simply your scored points total, less any penalty points divided by your time in seconds.

If a match were only one stage, the winner would be the shooter with the highest hit factor, but most matches have four to six stages and each stage may require anywhere from 6 to 36 rounds. We need a way to "weight" the stages based on the round count. This is done by calculating Stage Points and then Match Points using a computerized scoring program, although it can be done longhand.

For example, suppose Stage 1 is a 12 round course; it has a maximum point score of 60 points (12 x 5). Suppose Joe wins the stage with a high hit factor of 10.000; Joe is awarded all 60 Stage Points even though he may have actually scored less points by counting his hits on the targets. Suppose Dave has a hit factor of 9.000; this is 90% of Joe's winning hit factor so Dave is awarded 90% of the winner's points - 54. If Mel has a hit factor of 5.000 (50% of Joe's hit factor) he is awarded 50% of Joe's points - 30.

The competitor's Stage Points from all the stages are added to total Match Points and the Match winner is the shooter with the most points.

With this system, a 36 round stage with 180 points available will have a greater "weight" than our example 12 round stage -- as it should.

You can also see that there is a trade-off in speed and accuracy -- the 'D' and 'C' of "DVC".
  • If you can shoot all 'A's in 12 seconds, your hit factor is (12*5)/12 = 5.000.
  • If you crank it up a notch and score all 'C's but in 9 seconds, your hit factor is (12*4)/9 = 5.333 (if Major). So the faster shooter places higher despite a "worse" point score (48 vs 60).
  • If you take 10 secs for your 'C's though, your hit factor is (12*4)/10=4.800; so the more accurate shooter now places higher.
  • If you score all 'C's in 9 seconds, but are shooting Minor, your hit factor is (12*3)/9 =4.000 and so you place lower than the Major shooter who scored all 'C's in 10 seconds.
  • If you are shooting Minor and get C's, you would need to be better than 7.5 seconds to beat the Major 'C's in 10 seconds since (12*3)/7.5 = 4.800
Assessing this tradeoff is part of the planning each shooter does for a stage. Suppose I believe my hit factor will be 5.000 (points/second) if I take time to hit all 'A's. Then, if I sacrifice 5 points but gain 1 second in time, then I come out even. If I can gain more than 1 second, then I come out ahead. Sacrificing 5 points might mean that I am prepared to accept 5 'C' zone hits instead of 5 'A' zone hits; this allows me to expand my acceptable aiming area and so enables me to shoot faster.

-- 12 'A' hits in 12 secs score: (12 x 5) /12 = 5.000 hit factor
-- 7 'A' hits + 5 'C' hits in 11 seconds scores: ((7x5) + (5x4)) /11 = 5.000 hit factor

For an in-depth discussion of scoring, see the article on the USPSA website: USPSA Targets and Scoring.

For a view of scoring in action, visit our Scores pages and try to decipher the results.

Types of Stage - Virginia, Comstock, Fixed Time

There are three types of stage scoring method:
  1. Comstock Count -- the most common
  2. Virginia Count -- often used in classifier stages
  3. Fixed Time -- the least common
Comstock Count courses of fire have no restrictions on the maximum number of shots that may be fired, no restrictions on the maximum number of times each target must be hit and no restriction on the amount of time required to complete the course. Each competitor may shoot at the targets until the competitor is satisfied with the hits on the target. Each target will require at least one hit on the target (usually two) and if there are more hits on the target than required, then the highest scoring hits are recorded on the score sheet.

Virginia Count courses of fire have restrictions on the number of shots that may be fired at the targets and on the number of hits allowed on the targets. The competitor can take as much time as is needed to obtain the proper number of shots fired and hits on the target. Shooting extra shots will cause a penalty of ten points for each extra shot fired. If those extra shots resulted in more than the specified number of hits on a target, each extra hit on a target is also penalized ten points.

Fixed Time courses of fire have restrictions on the amount of time the competitor has to complete the course of fire. There are also restrictions placed upon the number of shots fired and the number of hits allowed on each target. In most instances, not all competitors are expected to be able to complete the course of fire in the time allotted, so misses are not penalized. However, extra shots and extra hits are penalized as are no-shoot hits and procedural errors. Also, if a competitor fires after the amount of time to shoot the course has expired, each shot fired that is overtime earns a five point penalty. There is a 0.3 second grace period before shots are considered over the fixed time.

Penalty Points - No Shoots, Mikes and Procedurals

After the shooter has completed the course of fire, the points are counted. The shooter scores points by hitting the designated target, the designated number of times, and in the designated manner as described in the stage description. Failure to follow these "stage procedures" results in penalty points being assessed.

No Shoot Targets are designated targets which must not be hit. Each hit on a "No Shoot" is assessed 10 penalty points. No Shoot targets are usually colored white (but do not have to be) and are usually liberally sprinkled around a stage to break up the direct line of sight to a scoring target and to create a greater premium on achieving accuracy.

Mike is the term used to refer to a missed shot on a scoring target. The stage description specifies the number of scoring hits required on the scoring area of each target; any less than that number are "Mikes", and each Mike is assessed 10 penalty points. Note that a portion of the target may be designated "hard cover"; a portion of the target is colored black to designate hard cover. A hit in a "hard cover" area is scored as a 'Mike'.

Procedural is the term used when the shooter fails to comply with the stage description which specifies which, where, how and when targets are to be shot. For instance, the description might require that a specific target is to be shot from behind a specific line; if the shooter shoots from in front of that line a "Procedural" is assessed and incurs 10 penalty points. Depending on the nature of the Procedural, the penalty might be 10 points per shot fired while in breach, sometimes just one penalty of 10 points is assessed. Penalties are also assessed for extra shots or hits in a Virginia Count stage and overtime shots in a Fixed Time stage. There is also a 10 point penalty if you fail to shoot at a scoring target.

Note that at all times during the shooting of a stage, the Safety Rules always apply. The penalty for any breach of one of these Safety Rules is instant disqualification from the match. Read the Safety Rules.

"Penalty points" however are part of the game and are integral to the shooter's strategic management of the course of fire under the pressures of time. For instance, while shooting at a target partially obscured by a No Shoot, suppose you hit the No Shoot instead. Your choice, should you notice in time, would be to make up the shot by firing again at the scoring target. If you then hit the scoring target you would be assessed 10 penalty points for the "No Shoot" hit; however, if you do not make up the scoring hit, you would also be assessed 10 penalty points for the "Mike", as well as losing the opportunity of scoring the 5 points for the hit; however, to make up the scoring hit you have to take additional time, which contributes to decreasing your "hit factor" for the stage. Normally, you would want to make up the Mike if you see it in time; exceptions to that would be if you had to back-track in the course to re-engage the target and waste even more time, or if this is a Virginia Count stage where extra shots themselves incur a penalty.

Occasionally, the "gamer" type of shooter will spot a chink in the stage description which provides an opportunity to accept a penalty but in return gain a significant overall improvement in hit factor. For instance, there may be a partially visible, distant steel target which the stage designer imagined would be reached by running downrange so as to attain a clear view. The shooter might choose to fire at the downrange target from a long distance away, with little hope (or intention) of hitting it, in return for which he saves the time needed to run downrange. He accepts the 10 penalty points for the Mike and the lost opportunity for the 5 point hit, and saves, for instance, 5 seconds on the running. Whether this exchange is worth it is up to the shooter to decide, and for the stage designer to consider when preparing the stage.
 

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