10:30 AM to 6:00 PM 





The start point and throwing positions will be identified to competitors in the testing area. NOTE that the opening of the bunker is facing west toward the “open window targets”. Competitors will stay in the holding area until they are escorted to the start line by a grader.  Before moving to the start point, competitors will be given their grenades and fuses to inspect and prepare for competition. Competitors will not remove any safeties from the grenades until they are ready to be thrown. If any safeties are removed prior to throwing, that grenade will not be scored.

Teams will be escorted to the start line by a grader. Each competitor will be shown the designated positions and targets on the range. On the command “3, 2, 1, “GO” the first member of the team will begin to engagetargets in the following sequence order. First, 35m throw “troops in the open” second, 20m throw “trench,” third, “engage the bunker,” and fourth, 10m, 15m, and/or 20m throw “open window targets.”

On the command “GO” the first competitor will sprint to the first position and assume a prone position behind cover and concealment where he will prepare and throw his grenade at the first set of targets, "troops in the open.” The competitor must throw his grenade from the kneeling position ensuring he gets back behind cover after releasing to grenade and waiting for the“KILL” or “NOT KILLED "signal from the grader. The grader will only asses the target as a “KILL” if the grenade is on or inside the white engineer tape. The competitor will continue preparing and throwing grenades until he successfully kills the target. 

After the target is killed, the competitor will high crawl to the second position keeping at least one knee and elbow on the ground at all times. Once at the second position the competitor will engage the next set of targets “trench.” The competitor will again engage these targets from the kneeling position following the same safety procedures as the he did on the first set of targets. The grader will only asses these targets as killed if the grenade detonates inside of the dug-out portion of the trench.

Once the competitor receives the “KILL” from the grader, he will use the 3 – 5 second rush technique to take the most direct route to the bunker, getting down at least one time. Once at the bunker, the competitor will get in the prone. The competitor will first peek in the bunker, then prepare the grenade removing both safeties then throw the grenade in the bunker. Once the grenade is released the competitor will roll at least one combat roll away from the bunker until he receives the “KILL” command from the grader. The grader will only asses kill if the grenade detonates inside of the bunker. If the competitor receives the “NO KILL” command he will high crawl back into position and try with another grenade.

Once the target is destroyed the competitor will sprint the final firing position, "open window.” Once in position the competitor can choose what targets he will try to engage with the point value being: 10m window 1 point, 15m window 2 points, and the 20m window being worth 3 points. The competitor can throw the remainder of his grenades at any targets he chooses from the standing position.

The competitor’s time will stop once his last grenade has detonated. Each team’s score will be based on the total number of kills and the combined time it took the team to navigate the course. If the grenade does not detonate in the designated kill zone, that target will classified as “ NOT KILLED.” If a competitor is still exposed when a grenade explodes, there will be a 30 sec penalty. If a competitor fails to use the proper movement techniques, there will be a 30 sec penalty. If a competitor drops or loses a grenade then they must utilize the same movement technique to retrieve it.  If a competitor removes any safeties from a grenade before he is prepping that grenade immediately prior to throwing, or attempts to “cook off” a grenade, that grenade will be counted as “NOT KILLED.”

If any grenade fails to detonate due to an equipment malfunction, the competitor will be given an additional grenade with no time penalty.




Teams will move from the Holding Area to the Starting Point in the complete uniform for the lane.

The team will move through the lane together and complete each task as a team.

On the command of “GO” the team will secure the components of the 81mm Mortar system and move 150m to the Mortar Firing Point. Once at the Mortar Firing point, the team will place the 81mm Mortar system into operation.

Once the 81mm Mortar system is complete and into operation, the team will move to a fight position at the CFFT. The team will use available optics to identify and call for fire on two enemy locations. The team will call for fire using one grid and one polar mission to destroy the enemy targets (both methods must be used). The team will only be allotted eight rounds to complete the mission. The team will use the proper radio etiquette and use the proper call for fire transmissions.

Time will end for the team once the enemy targets have been destroyed or once the team runs out of rounds.




At this station competitors will negotiate the Tri-Tower Challenge.  Competitors will negotiate this course while wearing the BRC uniform, ACH, rappel gloves, issued climbing harness, and mountaineering equipment. Competitors will don the climbing harness in the break area and prepare their gear. Graders will assist competitors in donning the climbing harness if the competitors are unfamiliar with putting it on.  All competitors’ equipment will be inspected by a grader prior to beginning the event.  If a grader makes a correction to the competitor’s equipment during inspection, the competitor must adhere to that correction or be disqualified from the event as a safety hazard.

Competitors must carry their rappel gloves, locking carabineer, and Figure-8 rappel device throughout the station and use during the rappel. Competitors will don the climbing harness and be briefed on the Task, Conditions, Standards as well as other information required to be successful at this station in the break area. They will have an opportunity to ask questions and once questions have been answered, they will take directions from a grader and begin the event. When it is the team’s turn to execute the event, the team will be moved to the Start Point.

Before the event begins the competitor will clip into the belay rope with a locking carabineer.  This is not graded and assistance will be provided if requested. Time will not start until the belay rope has been inspected by the grader.  Once the team is ready, they will be given the command of “GET READY, GET SET, GO” and time will start.

One competitor at a time will negotiate each obstacle group.  The second competitor may begin negotiating the obstacle once the first competitor touches the Safety Pad.  Once the competitor has completed the 60 foot rock wall climb, they must remain in the taped-off box, where they can remove their belay rope and hook up for the rappel.  If they exit the box prior to hooking up or remove their belay before they are in the box, a 5-minute penalty will be assessed.  If they fail to hook up properly, the cadre on top will tell the competitor “improper hook up”. The grader will continue to repeat the words “improper hook up” until the competitor has hooked up properly.  Once they have hooked up properly, and are wearing both rappel gloves with hands fully inserted, the grader will tell them “good hook up, continue.” Competitors may continue as long as they want to try and hook up properly.  If the competitor requires the grader to hook them up, a 5-minute penalty will be added to the team’s total time.

Prior to beginning the rappel, the competitor must ensure that both feet are positioned properly on the helo skid.  Once the competitor is in the proper rappel position, the competitor will be given the command of “GO.”  During the rappel the competitor must brake at least once and come to a complete stop between the two VS-17 panels. The grader will say “GOOD BRAKE” during the brake to inform the competitor that they have successfully completed this portion of the task.

During the rappel, if the competitor fails to brake correctly, there will be a 5-minute penalty added to the team’s total time. Competitor’s feet must touch the Safety Pad before letting go of the rope.  Failure to do so will result in a 5-minute penalty.

Only one competitor can be on the obstacle group at one time.  Once the first competitor touches the safety pad, the second competitor may begin the obstacle group.  The first competitor IS allowed to aid the second competitor as long as their feet remain in contact with the ground or safety pad. 

Each obstacle group is indicated by a sand-bag ring.  Prior to moving to the next obstacle group, both competitors must have successfully negotiated the obstacle group, and be off of the safety pad.  Failure to do so will prevent the team from being allowed to move to the next obstacle group.




At this station competitors will each correctly tie the seven chosen Military Knots IAW the Ranger Handbook and FM 3-97.61.  Competitors will conduct this task while wearing the BRC uniform and ACH.  Competitors will accomplish this task unaided by their teammate in the fastest time possible.

Each team will be moved to the testing area directly following the completion of the Tri-Tower Challenge.  At the testing area competitors will have a 2-minute time limit to remove their climbing harness and ask questions. Once questions have been answered or the two minutes have elapsed, competitors will take direction from a grader and begin testing.  

Competitors will have a total of nine minutes in which to complete all seven Military Knots.   Both competitors must tie all seven Military Knots unaided by their teammate.  Time will start once both teammates are ready to begin and will stop once both teammates place their hands on their head. Knots will be graded as properly tied only when they are tied correctly, tightly, dressed properly, and tied within the given time standard. Each knot is a GO/NO GO task, with the record time kept by the graders.  Scoring will be based on the number of correctly tied knots, with any ties between teams being broken by the overall time it took the team to complete the task.




Competitors will stay in the holding area until they are led to the testing lanes by Cadre.  Once each team arrives on the testing lane, they will be allotted 5 minutes to inventory equipment and prepare for the lane.

Each team will be led to the starting point by their evaluator, assigned a lane, and provided distance and direction to the casualty.

On the command of “GO,” teams will have 25 minutes to complete this lane.  Each team will move tactically down the lane searching for the injured Soldier. The team will be evaluated in four areas, Care Under Fire, Tactical Field Care, 9-Line MEDEVAC (GTA Provided), and Tactical Evacuation Care. A 60 second penalty will be assessed for every treatment not completed or rendered improperly.

Once the casualty has been located, teams must evaluate, assess, and initiate treatment.  Teams must recover all sensitive items and move to a designated CCP located at grid GL03608020.

In the CCP, a team member will request MEDEVAC using the standard 9-Line format. The team’s call sign is Ranger 71.  MEDEVAC call sign is Dust Off 11.  The helicopter will be unable to land and the casualty must be hoisted off the battlefield.  Once the team connects the locking carabineer to the simulated hoist, time will stop.

When time has stopped, the casualty will be inspected for proper rigging of the SKEDCO for a hoist extraction.

A 10 minute penalty will be applied for an improper SKEDCO rigging which could cause further harm to the casualty, failure to recover any sensitive items, any further harm caused to the casualty, or by not performing any life saving interventions.




You will conduct 5 lanes as a team: Lane 1 and Lane 2 (Mystery Events) will be briefed the day of the event, Lane 3 will be shot with a 12-gauge shotgun, Lane 4 will be shot with a 9mm pistol, and Lane 5 will be shot with an M4 rifle. Your score will be determined by the number of targets hit and ties will be broken by the amount of time taken to complete the course. Competitors are required to remain within the designated route at all times. Competitors are required to remain in the range uniform while conducting this event.  The range uniform is BRC uniform, ACH, eye pro, and ear protection. Weapons will be staged on the course.

Time will be continuous from the start of the Mystery Event until the competitor crosses the finish line. Due to safety constraints on the range, competitors will go through Lanes 3 through 5 individually with times being combined once a team has finished. You will engage various targets throughout the course. Each target hit will count as one point. Competitors must only hit each steel target once and each clay target once. If a competitor hits a steel or clay target more than once they will not receive addition points. Engage all clay as they become available. Clay targets will only count if shattered before impact with the ground. 

A safety violation will result in a 2 minute time penalty added to the overall time for that team. Not placing the weapon on safe after firing, pointing the weapon at anyone, leaving a lane with a weapon, not locking and clearing, or any other unsafe act will constitute a safety violation. Competitors must shoot their own targets.

If the competitor has a malfunction, the competitor will conduct immediate action. If the weapon does not clear and the competitor feels like there is a equipment malfunction, the competitor will notify the grader. The time will stop and an armorer will inspect the weapon. If the weapon is found to have no equipment malfunctions, then the competitor will receive no points for the targets following the malfunction. If there is found to be an equipment malfunction, the competitor will restart that lane from when the grader stopped the time.

Once moved to the initial holding area, maintain your situational awareness at all times. Do not talk to other teams. If you are caught talking to other competitors, your team will be given 2 minutes to your overall event time. You will be escorted from the holding area to the start line by cadre. The grader assigned to you will escort you to the starting point on Lane 1, confirm zeros on his stopwatch and give a 3 second countdown before starting time.

Lane 3 will have 10 targets; 5 steel popper silhouettes with 5 clay pigeons. The competitor will secure the shotgun, load, and engage the targets. The pigeons will be launched straight up into the air after the steel silhouette has been shot whereby the competitor will attempt to shoot it before it hits the ground. If a competitor misses a steel target they also miss the clay. Once rounds are complete, the competitor will lock and clear the shotgun. The grader will ensure clear and safe before allowing the competitor to move on to the next lane.  If the competitor moves to the next lane without showing clear, it will be deemed as a safety violation.

Lane 4 will have 15 steel targets. The competitor will secure the pistol, load, and engage the targets. Once rounds are complete, the competitor will lock and clear the pistol. The grader will ensure the weapon is safe before allowing the competitor to move on to the next lane.

Lane 5 will have 10 targets. The competitor will secure the rifle, load, and engage the targets. Once rounds are complete, the competitor will lock and clear the rifle. The grader will ensure the weapon is safe before allowing the competitor to move on. Once cleared on the last lane, the competitor will sprint through the finish line and await his teammate to complete the range. Once a team is complete, their times will be calculated together. Teams will be read their overall time and escorted to the competitor holding area to await transportation to the next event.

Each target must be hit once to count for a point, including clay targets being shot prior to hitting the ground. If a clay target shatters upon being launched from the steel popper, the competitor will continue to maneuver through the event. Once complete that competitor will have an opportunity to reengage the number of clay targets that malfunctioned by engaging the steel popper and clay with only the clay hits scored. Each target is worth 1 point. Shooting one target more than once will not count as a hit.