IPSC — Running and gunning

IPSC club matches are generally held on the first Sunday of each month — check the Calendar to avoid disappointment.




Your result on a stage is called your ‘hit factor’, which is based on your score on all the targets divided by the time taken for you to complete the stage.
You need to put two scoring shots on each paper target.
You need to knock down poppers and plates for them to score.
AND….. yes……You can lose points as well;
failing to have two scoring hits on a paper target (minus 10 points for each miss),
failing to engage a target at all (minus ten points) + the 2 misses that makes -30,
procedural errors (foot faults, etc. minus 10 points for each shot fired, generally), or
hitting penalty targets (minus 10 points each time, to a max of minus 20 points per penalty target).

Points lost are cumulative and are taken from your score before it is divided by your time to give you your ‘hit factor’.


total points less any penalties
÷ total time

Failing to engage a paper target is particularly nasty, as you would lose 10 points for failing to engage, 10 points for each miss and effectively lose 10 for the two five pointers you ‘could’ have scored if you hit the A zone.
That’s 40 points off your stage score – ouch!
On any stage that your penalties exceed your score, that stage would score a zero. you cannot go backwards into a negative hit factor.


To reward power, two ammunition power levels are recognized –

Major Power Factor and Minor Power Factor.

Major and Minor both score 5 points in the A zone,
but “Minor’ hits score fewer points in the B, C, and D zones.


(bullet weight in grains) x (muzzle velocity in fps)
divided by 1,000.

Major power factor = 165 or greater.
Minor power factor = 125 –> 164.99

Some matches may include a chronograph stage.

Scoring for MAJOR (A=5 B&C=4 D=2)
Scoring for MINOR (A=5 B&C=3 D=1)

The shooter with the highest hit factor wins and receives all available points for the stage (100%).
Other shooters in the same division are scored relative to the stage winner.

There are three zones on a classic paper target – in the centre, towards the top, is the A zone, the C zone surrounds that, and the D zone then surrounds that. There is a non-scoring border around the D zone.
Where’s B gone? It is at the top of the metric target, but does not appear on the classic target.


The idea of penalty targets is to force competitors to increase accuracy and/or slow down, or suffer lost points. They are often used near, or partially obscuring scoring targets. They are generally white in colour, but some ranges use cardboard coloured targets with a black X on them. Usually they are white classic targets, but there can also be penalty poppers, or various other plates.

Each hit on a penalty target takes double the A zone score (i.e. a total of 10 points) off your score, max 20 points per penalty target. After the first 2 hits all you loose is time….and your ammo.
Penalty targets are non-penetrative – you cannot count scores or penalties for any other target hit with the same shot