60m Flat Range
A 60m flat range for zeroing and grouping, and home to the timed shooting drills run from the range wheel.
View Scorecards →At a glance
- Distance
- Any
- Use
- Zero, grouping, and timed drills
- Drills
- Bill Drill, IFF, Memorization, Hostage
- Control
- Keybind, remote-control anywhere on the range
Target scoring zones
| Zone | Points |
|---|---|
| Center (green) | 3 |
| Chest ring (blue) | 2 |
| Body (red) | 1 |
| Outside | 0 |
How it works
- Confirm zero and fire for grouping.
- Open the range control to pick a drill and the targets to run it on.
- On the buzzer, engage per the drill; your card shows on finish.
The range control
Every drill starts from the range control. Open it with the range keybind from anywhere on the range, pick a drill and a target group, then start.
After a short random standby the buzzer sounds and the clock begins. Rounds fired before the buzzer do not count.
Bill Drill
Six rounds center mass, inside the center zone. Any distance works, though it is typically shot within 10 meters.
Time is your score. Every round that lands outside the central zone adds one second to your time.
IFF
Shoot and no-shoot. Each wave lights a mix of enemy and friendly targets on the lamps. Engage the enemy, leave the friendly.
The drill runs three waves, and each wave stays up for its full window so you fire as much or as little as you want. Only your first three hits per enemy score, and every friendly you hit costs five points.
- Waves
- 3
- Wave exposure
- 9 seconds
- Between waves
- 9 seconds
Memorization
Recall under pressure. Two lamps blink a color pair for you to memorize, the array goes dark, then the whole set lights in mixed colors. Engage the two targets wearing the pair you were shown.
Hitting a target that was not part of the memorized pair costs five points. The drill runs two rounds, each with a fresh pair.
- Rounds
- 2
- Memorize
- 4 seconds
- Blackout
- 3 seconds
- Engage
- 11 seconds
- Between rounds
- 9 seconds
Hostage
One target in the set is called as a no-shoot at the buzzer. Engage the rest and leave the no-shoot standing.
Hitting the no-shoot fails the run.
