When are regular matches held?

Zombie matches are held whenever there is a 5th Sunday  in a month.

What are the match fees?

CFRPC Member - $10 (Ladies and under 16 - $5)

Non-member - $20 (Ladies and under 16 - $15)

        Helping setup the match (starting saturday around noon to 4pm) = shoot for FREE and guaranteed spot!   Contact Match Director if you plan to help to coordinate. Hartley.Grimes@gmail.com  even if yon can't stay the whole time or need to arrive late to setup it'll still count and be most appreciated!

WHERE DO I SIGNUP

 Please sign up before the match on practiscore: CFRPC - Zombie Match | PractiScore

What time does the match begin?

Registration trailer opens around 8:15 AM to confirm/pay, Mandatory Shooters/Safety Brief is at 9:00 AM and the match begins immediately after.

How long does the match usually last?

Usually till 2pm.  Please help break down your last stage.

How much ammunition do I need?

Typical round count for a match is 125-150 rounds over 5 stages, but it is recommended to bring 200 for makeups/misses.

How HARD IS THIS MATCH?

This match has been inspired by carbine and "brutality" type matches and is designed to be on the more difficult side of things.  If you are a beginner/new shooter its best to start with a long-gun + red dot.  If you are a seasoned shooter this will not be boring.  Shooting challenges include lots of headshots, small targets, and mental challenges / stage planning skill tests.   Physical challenges are also present but not insane (shooters who cannot do these can skip with procedurals).  The worst will be saved for Optional bonus plates.  The goal of this match is to challenge all shooters. .  Expect texas stars and polish plate racks, V-tac/bianchi barricades, innocent targets placed behind zombies so you had better check your angles, one handed shooting, tight window/corner shots, ports/pipes, etc.  We also do current events, meme stages and  movie/TV/video game themed stages, and some of the best of the carbine match stages  

How is the match scored:

Time Plus penalties, then stage points 
Miss = +5 second each required shot.
Procedural = +5 seconds each for not following stage description. This is typically assessed per infraction but can be made multiple as deemed by the stage description or if blatant advantage is gained, then it is per target. 
Bonus hit = -5 seconds each plate if shot according to stage description.
Bonus miss = +5 seconds each. 
Hit on Non Threat / Innocent = +5 seconds each target. 
Failure to Engage = +5 second each target you forget/skip, on top of the misses. If you shoot at it and miss this penalty does not apply (similar to failure to shoot at in uspsa).

What are the rules?

0) read the stage descriptions!

1) Kill the Zombies with 1 head shot required.  Zombies are brown Paper IDPA shaped targets with headbox perforation.  It's not the -0 idpa circle  any part of the entire square  head area will do  

        2) various dynamic Steel (poppers, texas stars, plate racks) = Must be hit (22lr) or fall (centerfire) to count.  DO NOT DOUBLE TAP FALLING STEEL

3) Kill the headless Mutants with multiple hits as described below .  Mutants are paper IPSC-diamonds or headless USPSA/IPDA targets.  

A) Normally Three shots anywhere. 
B) Major calibers such as 40/45/357/10mm get a reprieve of only 2 shots per mutant!  
C) 22lr rimfire must do 4 shots anywhere... outer perforation still applies  

4) Spare the Innocents (Non Threats) which will be White paper USPSA shaped targets (white targets). With or without heads. Shoot throughs always count both ways  innocent targets with heads that are hit turn into zombies and must be neutralized like a zombie  or you will be assessed a hit on non threat +5 and a miss +5!

5) Bonus targets: various static steel. To count you must shoot them per the stage description. There is no penalty for not shooting these targets.  You only get one shot per plate... hit = -5 second bonus, miss = +5 second penalty!

6) Intenionally shooting props, walls, building facades is a DQ, accidents will be assessed procedurals.   Shooting the vehicle props is also a DQ (accident or otherwise). You must be no more than 6' from a permanent building window/open doorway to shoot through it. 

(note the old rule about full diameter perforations and hands-thru-window are gone, they proved to be unpopular and hard to enforce).  Standard perforation rules apply (bullet hole breaks perf = it counts), fault lines will be used to enforce window/hands location.

What are the divisions / What CAN I SHOOT?

Any Safe Semi-Auto pistol, revolver, or rifle in a  Centerfire pistol caliber (ie 9, 40, 45, 38, 357)  or 22lr Rimfire (bump stocks, full auto, binary/echo/crank/forced reset triggers are not allowed per club rules).  Stock/Brace/Barrel Length is up to you, but for purposes of divisions, if you put something against your sholder to shoot it, its a "Rifle".  Unless mentioned, magazine capacities are not restricted... you wouldn't bring tiny magazines to the Zombie Apocolypse would you?

“HARD MODE”: Any Revolver, OR any centerfire semiauto pistol with max 10 rounds per each magazine.
“Pistol Limited”: centerfire, no optics
“Pistol Open”: centerfire, any optics
“PCC”
“Rimfire Pistol"
“Rimfire Rifle”

No Centerfire Rifle Calibers (including 5.7x28)

No magnum Rimfires (.17 .22mag)

Holsters must maintain their shape and be able to reholster without prying it open with your hand or your gun, strong side holsters only allowed and they must be vertical or close to vertical.  You can start low ready 

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