A-Zone Knockdown Series

OFFICIAL RULES & SCORING

1. MATCH OVERVIEW

A-Zone Knockdown is a run-and-gun competition combining speed, accuracy, and decision-making.

CORE PRINCIPLE

Time alone cannot win. Accuracy alone cannot win.

Performance is determined by Hit Factor, rewarding shooters who balance speed and accuracy.

2. SCORING SYSTEM

HIT FACTOR

Hit Factor = (Stage Points − Penalties) ÷ Stage Time (seconds)

TIME

Time starts on the Audible Start Signal and ends when the White Stop Plate is successfully hit.

Time is continuous with no pauses.

SCORE FLOOR

A stage Hit Factor cannot drop below 0.00. If penalties exceed Stage Points, the competitor receives a 0.00 Hit Factor for that stage.

TARGET VALUES

Paper Targets

  • Head A-Zone = +10
  • Body A-Zone = +5
  • Max 2 scoring hits per target
  • Max 20 points per target

Steel Targets

  • Knocked Down = +10
  • Standing = 0

White Stop Plate

  • No point value
  • Stops time only

PENALTIES

  • FTE (Failure to Engage): -15 Stage Points + target scores 0
  • No-Shoot (White target with black X): -10 per hit
  • Missed Stop Plate: +30 seconds
  • Missed shots (if attempted): 0 points

All penalties applied before Hit Factor calculation.

3. STAGE CONDUCT

  • Targets may be engaged in any order unless directed by the RSO.
  • All shooting must remain within designated boundaries.
  • White Stop Plate must be engaged last.
  • No shooting through barriers or props.
  • Start position is set by the RSO.

TWO-RUN FORMAT (BEST SCORE)

Each competitor will complete two runs per stage, conducted in squad order as determined by the RSO.

Each run is recorded separately.

The best Hit Factor (highest score) of the two runs is used for stage ranking.

START OPTIONS

  • Approved holster, or
  • Firearm staged on start table

Holster draws must maintain safe muzzle direction and trigger discipline.

RANGE COMMANDS

RSO will call:

  • “Shooter ready?”
  • “Standby”
  • Start signal

After completion:

  • “If finished, unload and show clear”
  • “If clear, holster or safe table”

RSO may call: “CEASE FIRE” — Stop immediately.

4. TARGET ENGAGEMENT

PAPER TARGETS

  • Each target requires minimum 2 shot attempts
  • Only the best 2 scoring hits are counted
  • Extra shots do not increase score
  • Less than 2 shots = FTE

STEEL TARGETS

  • Minimum 1 shot attempt required
  • Must fall to score
  • No attempt = FTE

NO-SHOOT TARGETS

White target with black painted “X”

  • Hit = -10 per hit

WHITE STOP PLATE

White painted hanging target

  • No score value
  • Stops timer
  • Must be last target engaged

5. COURSE OF FIRE (COF)

Each stage will define:

  • Number of paper targets
  • Number of steel targets
  • Required magazine changes
  • Minimum rounds required
  • Maximum rounds allowed

EXAMPLE

10 Paper / 4 Steel / 1 Stop Plate
Minimum rounds required: 25
Maximum rounds allowed: 30
Extra rounds are for make-up shots only.

6. MAGAZINES & EQUIPMENT

  • Magazine changes are mandatory stage elements
  • Must be performed even with extended magazines
  • Magazine capacity does not remove required magazine changes
  • All competitors must complete all required magazine changes

7. DIVISIONS

Rimfire Division

  • .22 rimfire firearms only
  • Pistols and rifles allowed
  • All sighting systems allowed

Centerfire Division (Standard Equipment)

  • All centerfire firearms compete together regardless of caliber, including 9mm, .380, .38 Special, .40 S&W, .45 ACP, 10mm, .357, and revolvers
  • Intended for duty, standard carry, and general-purpose firearms
  • All sighting systems and configurations allowed
  • No power factor, no ammunition restrictions, and no chronographing

Race Gun Division

  • Highly modified or competition-oriented firearms designed primarily for performance
  • Includes, but not limited to:
    • compensated or ported firearms
    • competition triggers or “race” setups
    • enhanced recoil systems
    • competition optics and optimized builds
  • Any centerfire firearm may be entered in this division

SHOOT WHAT YOU BRING

Shooters are encouraged to use the firearm they enjoy and train with. No caliber or equipment configuration is considered superior within the match format. All competitors are scored based on accuracy and time within their chosen division.

MATCH PRINCIPLE

Shooters compete within their selected division. Each division produces its own match results and winners.

Note: Divisions may change depending on participation and the types of equipment competitors bring as we refine this new match format.

8. WINNING

Each division produces its own independent results.

  • Rimfire Division: Highest Hit Factor wins within Rimfire competitors
  • Centerfire Division: Highest Hit Factor wins within Centerfire competitors
  • Race Gun Division: Highest Hit Factor wins within Race Gun competitors

9. LEADERBOARD

Each stage Hit Factor = Series Points
Points accumulate over time

No stage has extra value. Your score is based only on how well you perform on each stage.

The Match Director may use:

  • Lifetime leaderboard
  • Seasonal leaderboard
  • Monthly or annual resets

10. SHOOTER TIERS

Tiers are earned by accumulating Series Points from match performance.

Drifter — 0
Bandit — 75
Deputy — 150
Maverick — 250
Sheriff — 350
Gunslinger — 500
Range — 650
Desperado — 825
Marshal — 1,100
Outlaw — 1,500
Top Gun — 2,000+