ENPS Zombie Match Stages

5 Stages

119 rounds if you are perfect

Stage 1: Savior Bonus Stage
Stage 2: These Are Not Weebles
Stage 3: How Many Are There?
Stage 4: Zombie Hunting Skills Test
Stage 5: Your Home Is Your Castle



Stage 1: Savior Bonus Stage
You attempt to save other humans from the attacking Zombies and Infected. But beware---you don't have much time!

Stage Description and Procedure:
“Savior” is a 17 Zombie/4 Infected, 16 second par time pistol stage. For this stage only , there are no penalties for not neutralizing or not engaging targets.

Start Position and Stage Procedure: Standing with heels at Xs, pistol loaded and holstered, wrists above respective shoulders. (.22 pistol starts held in both hands, pointed at cone.) Upon audible start signal draw and engage targets as they become visible from with the fault lines.

Shots fired after the 16 second par time (timer showing 16.31 or more) do not count for score and each shot fired after the par time (16.31 or more) incur a procedural penalty of -2 match points. The competitor receives one bonus match point for each Zombie or Infected neutralized, with 3 bonus match points added for each human “saved” from their respective zombies. (Stage diagram attached.) Hits on the human targets incur a procedural penalty of -3 match points.

Stage 2: These Are Not Weebles
Out on patrol one night, you see Zombies menacing Humans in the distance. Quickly dispatching the zombies, you realize the noise has brought other Zombies and Infected and realize that your shooting speed is about to be tested---because the zombies are coming fast.

Stage Description and Procedure:
“Not Weebles” is a 11 Zombie/2 Infected stage. (9 Zombies are Steel---7 poppers and 2 plates.)

Start Position and Stage Procedure: Standing at Xs, gun loaded and holstered, hands at sides. (.22 pistol starts held in both hands, pointed at cone.) Upon audible start signal, engage targets from within the fault lines. Any hit on the human is penalized per hit (thus multiple hits incur multiple penalties). Shooter receives a procedural penalty for each human that is still threatened by zombies at the end of the stage run.

Note: ROs will not call hits on steel, even though steel is not required to fall to score for .22 shooters. The RO's judgment on “good hits” for score is final.

Stage 3: How Many Are There?
Surprising you one night, zombies suddenly appear---and you aren't wearing your gun! Grabbing your gun and some ammo, you try to get them all before they get you…

Stage Description and Procedure:
“How Many” is a 17 Zombie/4 Infected stage. (7 Zombies are steel poppers.)

Start Position and Stage Procedures: Standing with heels on Xs, gun unloaded and placed on the table, trigger centered on the X. All ammunition to be used on this stage must start in the bag on the table.

Note: ROs will not call hits on steel, even though steel is not required to fall to score for .22 shooters. The RO's judgment on “good hits” for score is final.


Stage 4: Zombie Hunting Skills Test
So, what kinds of skills do you have? Can you blast the Infected down quickly with repeated shots? Can you transition quickly between a number of Zombies? Do you have good enough accuracy to take down Zombies without hitting Humans?

Stage Description and Procedure:
“Zombie Hunting Skills Test” is a 12 Zombie/3 Infected stage, with three separate strings of fire from three different shooting boxes.

Start Position for all cases: Standing in designated shooting box, gun loaded and holstered, hands at sides.

Stage Procedure:
String 1: From Box A only, upon the start signal draw and engage all Infected.
String 2: From Box B, upon the start signal draw and engage all Steel Zombies.
String 3: From Box C, upon the start signal draw and engage all Paper Zombies.

Your stage score will be the combined times and penalties from all three strings.

Stage 5: Your Home Is Your Castle
The zombies caught you working outside, unaware of the danger. Drawing your pistol (because you NEVER go anywhere unarmed) you drop them all then rush into the house, knowing that more zombies will be drawn by the noise.

Stage Description and Procedure:
“Your Castle” is a 17 Zombie/2 Infected stage. One of the Infected is a swinging target that is pressure-pad activated.

Start Position: Starting with toes on Xs, handgun loaded and holstered, wrists above respective shoulders.

Stage Procedure: Upon audible start signal draw, then engage targets as they become visible from within the fault lines. (.22 pistol starts held in both hands, pointed at cone.)