Scoring Types & Procedures
11.1 Acceptable scoring types by match type
11.1.1 PCSL 2-Gun, Pistol Caliber 2-Gun, Rifle, and Pistol matches
All affiliated PCSL 2-Gun, Pistol Caliber 2-Gun, Rifle, and Pistol matches must use Hit Factor scoring.
11.1.2 Shotgun or 3-Gun matches
Affiliated PCSL Shotgun or PCSL 3-Gun matches may use either Hit Factor (defined under Section 11.2 - Section 11.3) or Time-Plus Points scoring (defined under Section 11.10 - Section 11.11).
11.2 Hit Factor Scoring Type
11.2.1 Target scoring
All targets are scored as laid out in this chapter and the stage’s WSB.
11.2.2 Stage Points calculation
The Competitor’s scored points on each target are summed into their total Stage Points, which includes the subtractions from any penalties assessed. A competitor’s Stage Points may never be less than zero.
11.2.3 Hit Factor calculation
The competitor’s Stage Points are divided by their Stage Time in seconds. The result (rounded to 4 decimal places) is the competitor’s Hit Factor (points per second).
11.2.4 Stage Percentage calculation
The competitor’s Hit Factor is divided by the highest Hit Factor on that stage in the competitor’s division, then multiplied by 100. This is the competitor’s Stage Percentage (rounded to 4 decimal places)
11.2.5 Match Points calculation
The Stage Percentage is multiplied by the sum of the maximum values of all targets on the stage. The result is the number of Match Points earned by the competitor on that particular stage.
11.2.6 Match finish determination
Match finish is determined by every competitor’s total Match Points earned sorted from highest to lowest.
11.2.7 Example Hit Factor Scoring for a Stage
- An example stage has 135 match points available from 24 paper hits and 3 steel hits required. 27 hits x 5 = 135.
- An example competitor shoots 20 Alphas, 3 Charlie, 1 Delta, 3 steel hits in 37.00 seconds
- 20A x 5 + 3C x 3 + 1D x 1 + 3 Steel x 5 = 125 stage points earned
- 125 points / 37.00 seconds = 3.3784 Hit Factor
- Highest Hit Factor in competitor’s division: 4.5961
- 3.3784/4.5961 = 73.5053% Stage Percentage
- The example competitor earns 73.5053% * 135 = 99.2326 Match Points on this stage
11.3 Hit Factor target & penalty values
11.3.1 Standard points per target
The standard number of points a competitor may score per target is five times the required amount of hits on that target.
11.3.1.1 Default hit requirements
Unless otherwise specified by the WSB, all paper targets require two hits, and all steel and frangible targets require one hit (unless a non-standard number points are also specified, such as on special or enhanced steel targets).
11.3.2 Paper Scoring Zones
11.3.2.1 T-Zone/K-Zone
A single hit in the T-Zone (“Tango”) or older K-Zone (“Kilo”) is equivalent to 2 separate Alpha hits.
11.3.2.2 A-Zone
The A-Zone (“Alpha”) is worth five (5) points per hit.
11.3.2.3 C-Zone
The C-Zone (“Charlie”) is worth three (3) points per hit.
11.3.2.4 D-Zone
The D-Zone (“Delta”) is worth one (1) point per hit.
11.3.3 Steel and frangible targets
Steel and frangible targets are worth 5 points (equivalent to one Alpha) if hit, unless the WSB specifies otherwise.
11.3.4 Misses
Misses (“Mikes”) are worth minus 10 points (-10). If a competitor has less than the required amount of hits on a target, they will be assigned one miss for each missing hit.
11.3.5 No-Shoots
No-Shoots, or penalty targets, of any type, are worth minus 10 points (-10) per hit.
11.3.5.1 Paper or static steel no-shoots
The maximum number of no-shoot penalties that can be earned on paper or static steel type no-shoots is two per penalty target.
11.3.5.2 Falling steel or frangible no-shoots
The maximum number of no-shoot penalties that can be earned on falling steel or frangible no-shoots is one per penalty target.
11.3.6 Procedural penalties
Procedural penalties are worth minus 10 points (-10) per occurrence. Reference Section 12.
11.4 Scoring Procedure
11.4.1 RO team scoring
The RO team will score every target, and in Hit Factor scoring, call out each hit value clearly so that the competitor can hear.
11.4.1.1 Timer RO calling scores
Where the Timer RO is calling scores, the Scorekeeping RO should echo back the score after entering it on the scoring device.
11.4.1.2 Non-Timer RO scoring
Where the Scorekeeping RO (or any other non-Timer RO) is scoring a target, they must call out the score clearly.
11.4.2 Competitor viewing
The competitor should be given an opportunity to view each target and ask for the RO Team to re-score a target.
11.4.2.1 Target reset before viewing
The resetting of a target after the RO team scores it but before the competitor or their delegate can view it is not grounds for a re-shoot.
11.4.3 Pre-scoring
If scoring can be safely accomplished while the competitor is still shooting a stage, it is recommended that the RO team scores for time efficiency. This is called “scoring as we go” or “pre-scoring”.
11.4.3.1 Announcing pre-scoring
The RO Team must call out this process when reading the WSB.
11.4.3.2 Delegate option
A competitor can name a “delegate” who in their stead can challenge a target for the competitor.
11.4.3.3 Delegate responsibility
It is the delegate’s responsibility to follow the RO team during pre-scoring.
11.4.4 Criteria for evidence of a hit by target type
11.4.4.1 Paper Targets
The RO Team will use PCSL-approved Overlays to determine the score.
11.4.4.2 Falling Steel Targets
If the target has a clear hit and the center of the projectile’s impact is determined to be on the front face of the target, it is scored as a hit. If such evidence of a hit is discovered on a target used to activate another, a re-shoot must be issued due to Range Equipment Failure.
11.4.4.3 Static Steel Targets
If a target has any evidence of a partial bullet strike on its front face, it is scored as a hit.
11.4.4.4 Frangible Targets
Frangible Targets (like clays): Edge hits, chips, or nicks count as hits as long as they are determined to be caused by direct projectile strikes and not frag from elsewhere on the stage.
11.4.5 Scoring Challenges
A Competitor or their Delegate may challenge any score call made by a scoring RO, asking for evidence of a hit to be reviewed.
11.4.5.1 Second RO review
Where a Competitor or Delegate still disagrees after the initial scoring RO has affirmed a score, another RO from the team will determine the score.
11.4.5.2 Range Master final determination
Should there still be disagreement on the correct score after 2 ROs have affirmed and determined a score, the Range Master will be called to determine a score. The Range Master’s determination is final and cannot be challenged.
11.4.5.3 Target removal for review
The RO Team may not remove targets from stands for purposes of review unless the RM has given permission to do so. This commonly occurs when an RM is busy and cannot immediately attend to the challenge.
11.4.5.4 Tentative score approval
In order to preserve match flow and scheduling, the RO Team may approve the competitor’s tentative score prior to the final decision and an edit can be made later if deemed necessary.
11.4.6 Bullet hits on paper targets
11.4.6.1 Scoring zone boundaries
If a bullet strike partially breaks or is tangent to the perforated line of a scoring zone within a single target, it will be counted in the competitors favor as a hit in the higher of the two scoring zones.
11.4.6.2 Overlapping targets
If a bullet strike is partially inside or tangent to the scoring zones of multiple overlapping targets, including penalty targets, it will count once for each target it came in contact with.
11.4.7 Approval of Scores and Correction/Editing of scores
11.4.7.1 Competitor approval opportunity
Competitors shall be given the opportunity at the conclusion of stage scoring to view and approve their score. This opportunity can be waived by the competitor either verbally or by default if the competitor does not make themself available to view the scoring device in a timely manner.
11.4.7.2 RM approval for edits
Once a score has been approved on the scoring device, the RO team may not edit the scores without RM approval. If a scoring error is discovered, the RM must be called to approve the appropriate corrective action.
11.5 Pass-throughs
11.5.1 Same plane definition
Paper targets attached to the same set of target sticks, or paper targets that directly touch by sharing an edge or overlapping one another, are considered to be in the same plane.
11.5.2 Different planes
Paper targets and non-paper targets are never considered to be in the same plane.
11.5.3 Shoot-throughs in same plane
Shoot-throughs passing through two or more overlapping paper targets in the same plane shall only count for score on the visible portions of the target presentation and shall not count for score on any portion of a target completely obscured by the overlapping target(s) scoring zone.
11.5.4 Shoot-throughs to different planes
Shoot-throughs passing through paper targets or no-shoots (excluding the hardcover portions, if any) to any target type not in the same plane shall score normally.
11.6 Hit Calls on Static Steel
11.6.1 Level 2-4 requirements
At Level 2-4 PCSL matches to be awarded a hit on static steel targets, targets must either:
- Be painted prior to every competitor’s run
- Shall be required to have a “Hit!” call from an RO
- Be targets that clearly visually or audibly indicate a hit to the competitor. These targets must be identified in the WSB.
11.6.1.1 Level 1 recommendation
This is a recommendation for Level 1 PCSL matches, but not required.
11.6.1.2 Courtesy calls
Where hit calls are not required, they are considered a courtesy.
11.6.2 Erroneous hit calls
If a hit call is made in error, the competitor shall still receive the scored hit.
11.6.3 Rapid fire arrays
Some static steel arrays may be shot more quickly than accurate hit calls can be verbally made by the ROs. In these cases, it’s recommended to use the verbal indication “Good!” (Section 5.12.4) at the completion of the entire array of static steel to let the competitor know that they have neutralized all targets in the array.
11.6.4 Multiple hit requirements
Some static steel targets may require multiple hits from the same shooting position. In these cases, the ROs may count up to the number of required hits rather than simply saying “Hit!”. For example, if two static steel targets require two hits each, the hit calls could be “One!”, “Two!”, “One!”, “Two!”.
11.7 Hit Calls on Frangible Targets
11.7.1 Default no hit calls
By default, hit calls shall not be made on frangible targets. At Level 1 matches only, an MD may elect to have hits called on frangible targets. If a hit call is made and the target is found not to be hit, the hit call must still stand, just like it would with a steel target.
11.8 Calibration of Steel/Calling Hits on Falling Steel
11.8.1 RO Team efforts
The RO Team will use their best efforts to maintain a properly calibrated set of targets on their stage and determine fair calls on a per-case basis. Part of these efforts include attempting to watch impacts on falling steel whenever safe and possible.
11.8.2 Level 2-4 painting requirements
At Level 2-4 PCSL matches, falling steel targets (with the exception of shotgun birdshot targets) must be painted prior to every shooter (so that bullet impacts show clearly). It is recommended that Level 1 PCSL matches follow these same guidelines, but not required.
11.8.3 Unpainted falling steel
Unpainted falling steel targets must fall to score UNLESS:
- An RO directly observes a direct hit described by Section 11.4.4.2 in real time and calls “Hit!”, informing the competitor that the target will be scored as a hit and they can move on.
- An RO directly observes a direct hit described by Section 11.4.4.2 in real time on a falling steel target that is used to activate another. This is a Range Equipment Malfunction and the RO should use the “Stop!” command, and a re-shoot must be issued.
11.8.4 Painted falling steel
If a competitor impacts a painted falling steel target but the target does not fall, the hit shall be determined by Section 11.4.4.2.
11.8.5 45 degree turn
A target that turns 45 degrees in place but does not fall is considered hit and ROs are encouraged to call “Hit!” on the clock to let the competitor know that the target is neutralized. If the RO does not call hit or can’t determine if the angle turned is at least 45 degrees, the shooter must decide for themself on whether or not to continue to engage the target.
11.9 Par Times & Overtime Shot Scoring Procedures
Stages may have par times assigned to ensure efficient match flow. If a Par Time is specified by the WSB, it is crucial that the Timer RO be ready to issue the “TIME” command as soon as the timer indicates the Par Time has been reached. If neither the Timer RO nor competitor recognizes the par time has elapsed and the competitor continues engaging targets, it may be impossible to determine an accurate score and if so, a re-shoot must be issued. The following procedures address proper scoring if any overtime shots are made:
11.9.1 Shots within grace period
Any shot fired within 0.30s after the par time shall score normally.
11.9.2 Time recorded
The competitor’s time recorded shall be the last shot fired on or before Par+0.30s
11.9.3 Overtime shots at unengaged targets
Any shot taken after Par+0.30s at a previously unengaged target shall not be scored as an engagement.
11.9.4 Overtime hits on un-hit targets
Any hit made on a previously un-hit target after Par+0.30s shall not be scored as a hit.
11.9.5 Paper targets being engaged at par time
If a paper target is being engaged as the par time elapses, and an RO did not observe the exact order in which the hits were made on target, the number of overtime shots fired at the target will negate the equivalent number of BEST hits on the target to determine the final score. If an RO was able to distinguish which specific hits were made before and after Par+0.30s in real time, the hits made after Par+0.30s shall be ignored.
Example 1: A competitor is shooting a paper target while the 120s par time elapses. The last three shots were recorded at 119.90s, 120.15s, and 120.40s. The hits on the paper target are T, C, D, but no RO saw the hits as they appeared. The time recorded for the stage shall be 120.15s, and the target shall be scored as Charlie Delta, because the best hit (the Tango) is negated by the single over time shot taken after par.
Example 2: In a similar case as above, the target was instead at close range and the Timer RO was able to observe in real time that the order the hits appeared on target appeared was T, then C, then D. In this case the RO knows with 100% certainty that the Delta was the overtime shot, and the target shall be scored as a Tango.
11.10 Time-Plus Points Scoring Type
11.10.1 Target neutralization
All targets are checked for neutralization as laid out in this section and the stage’s WSB.
11.10.2 Default Match Points
All stages will have a pre-determined number of Match Points available. By default, all stages are worth 100 points, but MDs may set the number of Match Points available on a per-stage basis.
11.10.3 Total time calculation
The competitor’s total time is the time they took to shoot the stage plus any penalties or bonuses earned, rounded to 4 decimal places.
11.10.4 Stage Percentage calculation
The competitor’s Stage Percentage is the lowest total time in their division divided by the competitor’s total time, multiplied by 100, and rounded to 4 decimal places.
11.10.5 Match Points calculation
The competitor’s Match Points earned on the stage is their Stage Percentage multiplied by the available Match Points on the stage.
11.10.6 Match finish determination
Match finish is determined by every competitor’s total Match Points earned sorted from highest to lowest.
11.10.7 Example Time-Plus Points Scoring for a Stage
- An example stage has 100 match points available.
- An example competitor completes the stage in 34.87 seconds with 1 FTN penalty (+5s). The competitor’s total time is 39.87 seconds.
- The lowest total time in the competitor’s division is 32.11 seconds.
- 32.11/39.87 = 80.5367% Stage Percentage
- The example competitor earns 80.5367% * 100 = 80.5367 Match Points on this stage
11.11 Time-Plus Points Neutralization Criteria and Penalties
11.11.1 Neutralization requirements
Unless otherwise specified by the WSB, all paper targets require two hits anywhere, or one hit in the T-Zone (“Tango”) or K-Zone (“Kilo) to be neutralized, and all steel or frangible targets require one hit to be neutralized. For paper shotgun slug targets: 1 hit anywhere.
11.11.2 Failure to Neutralize (FTN)
Failure to Neutralize (FTN) penalties are worth +5 seconds each, and are awarded for every paper target that is hit, but not neutralized.
11.11.3 Misses
Misses (“Mikes”) are worth +10 seconds each, and are awarded for each target engaged with no hits.
11.11.4 Failure to Engage (FTE)
Failure to Engage (FTE) penalties are worth +15 seconds each, and are awarded for each target that the competitor failed to fire a shot at. In Time-Plus Points scoring, no Mikes are assessed on targets where an FTE is earned.
11.11.5 Procedural penalties
A procedural penalty is worth +5 seconds.
11.12 Video Evidence
11.12.1 Submission for disputes
Video evidence may be submitted to the RO Team or RM in order to determine the proper outcome of a dispute.
11.12.2 Scope limitation
Video evidence that is submitted for judgment on a specific scoring, penalty, or disqualification dispute will never be used to implicate the competitor of an unrelated infraction, no matter how serious.
Example: A competitor believes he hit a steel target, but the RO did not call a hit because he saw a splash of dirt next to the target. Reviewing the video shows that the shooter hit the steel target on the edge, and the dirt splash was caused by a bullet fragment. It is also noted that in the video, the competitor’s foot is touching the ground outside the shooting area, but the ROs did not notice the foot fault during the stage. In this case, the competitor would receive the hit for the steel target, but not the penalty for the foot fault, because the video evidence was submitted only to resolve the scoring dispute over the steel target.