Facilities
Time Trial Shoothouses
A hostage rescue against the clock. Clear the house, reach the hostages, and get them out before time runs out.
View Scorecards →At a glance
- Task
- Free every hostage before time expires
- Hostages
- 1 or 2, set at the control
- Time limit
- 45s default, cyclable to 60, 90, 120, or 180
- Countdown
- 3 seconds before the clock starts
- Threats
- Armed opposition inside the house
Hostages are no-shoots. A single hit on a hostage ends the run as a fail.
Scorecard tracks
| Metric |
|---|
| Hostages rescued / total |
| Hostage hits |
| Rounds fired |
| Threats |
| Pass or fail |
| Run time |
| Time limit |
How it works
- Set the hostage count and time limit at the control, then start.
- A three second countdown runs, then the clock starts.
- Move through the house, drop the threats, and reach each hostage.
- Free every hostage before the timer expires to pass.
- The result card shows on pass or fail.
Setting up a run
Pick one or two hostages at the control and set the time limit for the difficulty you want. Forty-five seconds is a hard clear; the longer settings give newer operators room to work the house.
The hostage rooms are chosen fresh each run and kept a set distance apart, so no two runs walk the same path.
Running the house
Speed and target discrimination both count. The threats are live and will engage, and the hostages sit among them as no-shoots.
Clear each room, put down the threats, and reach the hostages. The run ends when the last hostage is free or the clock hits zero.
