International Defense Pistol Association

IDPA to międzynarodowa sportowa federacja strzelań obronnych. Polega na bezpiecznym ostrzeliwaniu celów na dystansach od 5 do 30m. Strzela się statycznie, w ruchu a także w niestandardowych postawach. Część strzelań odbywa się tylko z 1 ręki (słabej lub silnej) z użyciem różnorakich technik.

Goals

1. Promote safe and proficient use of guns and equipment.
2. Offer a practical shooting sport that allows the competitors to concentrate on the – development of shooting skills – fellowship with other like-minded team members. 3. Test the skill and ability of the individual, not their equipment or gamesmanship using practical and realistic courses of fire. 4. Provide a level playing field for all competitors by providing separate divisions for equipment and classifications for shooters, such that guns with similar characteristics are grouped together and people with similar skills compete only against each other. 5. Offer a practical shooting sport that is responsive to the competitors, with stability of equipment rules.

Safety !!!

The Four Basic Rules of Gun Safety All guns are always loaded Keep the muzzle away from anything you are not willing to destroy. Keep your finger off the trigger till your sights are on the target. Identify your target and what is behind it. Also Only use the designated areas to uncase / unholster your firearm / load and unload. Keep your gun in your holster at all times. Only ever remove it when the safety officer says. Understand the 180 degree plane.

Equipment

A semi-automatic pistol, double action revolver, or pistol caliber carbine revolver Strong-side hip holster, possibly paddle type Sturdy belt, fitting the holster and magazine holder slots securely Ammunition carriers (magazine pouches) Magazines (min. 4 recommended for competitions), speedloaders or moonclips Magazine Pouches (min. 2) Eye protection Ear protection Ammunition suitable for your firearm (must meet the IDPA minimum power factor depending on the division you’re shooting) Cover garment (Vest, jacket, coat, long shirt etc.) Range bag to carry all the nice gear you have Spares in case you travel to the competition and something breaks (mags, pouches) Clothing that does not impede drawing/holstering and mag changes Equipment must meet the detailed division requirements mentioned in the latest IDPA Rule Book.

IDPA Matches

IDPA matches offer diversity and truly test both accuracy and speed. Physical condition has very little to do with your performance in an IDPA match. ​Members of IDPA are classified as to skill level and placed in a division according to the kind of gun they shoot. When you shoot a match, your performance will be judged only against those in the same division who hold the same classification.

Scenarios

Each stage is either a “scenario” stage or a “standards” stage. Scenarios which typically require shots from 3 – 30 meters and often require the person to change firing points and shoot from awkward positions. Standard exercises are designed to test specific shooting and gun handling skills.

IDPA DIVISIONS

IDPA is set up with various divisions. Any handgun allowed in SSP can also be used in ESP or CDP, depending upon modifications and caliber. SSP Stock Service Pistol Division striker-fired, double-action, double-action/single action, and “safe action” semi-autos [Glock] chambered for 9mm or larger caliber with few modifications allowed. Max 8.75 by 6 by 1.625 inches and 43 ounces. Max 10 rounds. ESP Enhanced Service Pistol Division similar to SSP but also with single-action-only weapons and more modifications allowed such as extended magazine wells for speedier reloads. Semi-autos, including single-action, chambered for 9mm or larger, with some modifications allowed​​. Max 10 rounds. CCP Compact Carry Division similar to ESP but more compact. Max barrel length 4.1 inches and max width 1.325 inches. Max 8 rounds. CDP Custom Defensive Pistol Division ​semi-auto .45 ACP handguns. Max 8 rounds REV Revolver Division ​includes Stock Revolver (SSR) and Enhanced Revolver (ESR) divisions SSR Stock Service Revolver .38 caliber or larger double-action revolvers, moon clips not allowed ESR Enhanced Service Revolver .38 caliber or larger double action revolvers with moon clips allowed BUG Back-Up Gun Division ​Semi-autos and revolvers. Semi-autos must be .380 auto or larger. Max barrel length of 3.6 inches, and max 7.25 by 5.5 by 1.325 inches, max weight 29 ounces or less. Revolvers in this division must be .38 or larger. Max barrel length 3 inches, max 8.75 by 5.5 by 1.625 inches, max weight 38 ounces. Max 6 rounds. PCC Pistol Caliber Carbine

Classifications

​IDPA members are classified by skill level ranging from DM Distinguished Master MA Master EX Expert SS Sharpshooter MM Marksman NV Novice UN Unclassified Advantages of IDPA membership You will be a member of an international organization devoted to promoting pistol shooting as a sport. You will be eligible to compete in shooting events at the local, national and international levels. You will receive an IDPA membership card certifying you as a member in good standing.

Basics

“Cold Range” All weapons are to be kept unloaded and holstered until the Safety Officer has instructed the competitor to “Load and Make Ready” Weapons may be handled ONLY during the Course-of-Fire (CoF) or UNLOADED in the “Safe Area” The normal condition of pistols not in use during a Course of Fire (CoF) is holstered and unloaded, with hammer down or striker forward and magazine removed or cylinder empty. When you bring a firearm to the range in a case, it must stay in that case and not be handled except at the safe gun handling area. There you may holster your firearm. The firearm must stay holstered until it is your turn to shoot and the safety officer gives the command to load. Safe area is used for: Handling of Unloaded firearms, such as bagging or un-bagging a firearm, holstering, drawing, dry firing, or equipment adjustment. May also be used for inspections, stripping, cleaning, repairs and maintenance of a firearm or related equipment or parts. In all cases the muzzle of the firearm must be pointed in a safe direction. Handling of ammunition, loaded ammunition feeding devices, loose rounds, dummy ammunition, snap caps, simunitions, training rounds, or loaded firearms are not permitted. This area may also be used, while accompanied by a SO, to render safe a firearm that has locked up and contains a live round or rounds. Reload practice within the Safe Area is not allowed. An empty magazine may be inserted into a firearm to test functionality or to drop the hammer on a firearm with a magazine disconnect, but reload practice is prohibited. The violation of any of the cases above will result in Disqualification from the match. “Safe Area” is for removing weapons from your travel case and holstering them at the beginning of a match. from your holster and putting them back into their case at the end of the match. checking holster, magazine pouches, etc. for fit and function NO ammunition is to be handled in the “Safe Area” “Cone of Fire” IDPA uses “Muzzle Safe Points”, defined by the CoF. The Safety/Range Officer will specify these points during the walk-through. Pointing of the competitors muzzle behind ANY of these predetermined points will result in immediate disqualification from the event. ​Drawing from the Holster Best and safe practice demands a smooth draw up and forward movement minimal side-to-side or rearward movement It is critical that no part of the competitoris covered by the muzzle at any time. Care should be taken to keep your support hand clear during the draw. ​Holstering Take your time – “Nobody ever won a gunfight or match by holstering quickly” Use appropriate equipment Keep finger and clothing clear of trigger during holstering

Safety Commands

Safety Commands by Anyone EVERYONE is responsible for Range Safety! At ANY point during the match, if anyone notices ANY unsafe act, they should yell “STOP!!” EVERYONE should IMMEDIATELY stop what you’re doing and inform a Range/Safety Officer or Match Director of the safety issue! ​“STOP !!” AFTER calling for a “STOP!!”, bring it to the attention of the R.S.O. or a Match Director who will evaluate the situation and provide direction on how to proceed. EVERYONE (Competitor, Scorer, & Spectators) should IMMEDIATELY stop what they’re doing and stay still. This can occur for TWO reasons: Someone has seen what appears to be a safety issue. If a competitor does something grossly unsafe or does not heed previous warnings. * * Requires match disqualification. Safety Commands by Range Safety Officer (RSO) (Top) “Muzzle !!” shouted if the muzzle approaches muzzle safe points. This is a ONLY a warning to let the competitor know that they are getting close to the muzzle safety points and to be careful. “Finger !!” shouted for finger in trigger guard violation This is a warning to remind the competitor to keep their finger off the trigger while moving between shooting positions or where appropriate. Muzzle and Finger are NOT penalties, but warnings to let the competitor know the R.S.O. has a safety concern. If the competitor corrects the problem immediately the course of fire should continue uninterrupted.

Range Commands

Range Commands (Top) Range is hot–eyes and ears This will likely be the first range command you hear at the match. “The range is hot” means we’re getting ready to shoot. Make sure your ear protection is in place (you should always be wearing eye protection) and pay attention to the safety officer. Load and Make Ready When safe, draw, load and re-holster your handgun Shooter Ready Acknowledge Your Readiness Standby Prepare for the Start Signal !!Start Signal!! Draw and begin the CoF Unload and Show Clear … Slide Forward or Close Cylinder … Pull the trigger S.O. Inspects Chamber, When S.O. Requests, Competitor Drops Hammer or Striker Unload and Show Clear: Upon completion of the COF, you will be given this command. Upon doing so, you will drop your magazine and eject any live rounds from the chamber of a semi-automatic pistol. You must allow the SO to physically see that there is an empty chamber. Do not assume that the live round was ejected and the chamber is clear. With a revolver, you will open the cylinder and empty all fired and unfired cartridges. Again, you will show the SO that the chambers are empty. Slide Forward or Close Cylinder: You are now free to lower the slide onto the chamber or close the cylinder of a revolver. Pull the trigger: You will point the firearm down range and pull the trigger. This is just another precautionary step to ensure that the firearm is unloaded and clear. You may not lower the hammer using the de-cocking function on weapons with this feature. This is to prevent you from lowering the hammer safely on a live round. Holster Holster your firearm Range is Safe or Range is Clear You may now make your way down range to inspect scores and paste targets. It is now safe to go down range to score and reset targets ​ Other considerations Wait until the range is clear before starting any briefing or range commands with the next competitor. If the holster has a retention device, it must be engaged. Use these terms consistently. Standardization of these terms is important so that the competitor does not become confused.

Hints

Helpful Hints (Top) Take your time. Move slowly and safely through the Course-of-Fire. Focus on safety and effective movement and shooting before trying to become competitive. Remember Course-of-Fire details. Pay attention during the walk-through. Ask the S.O. to review any aspects before starting any stage. Know Reload Types. Avoid penalty points by correctly executing specified reload tactical reload speed reload reload with retention, etc. R.S.O. is there to help as the “Safety and Range Officer” and is not a “dictator”. If you disagree with the R.S.O., discuss it in a courteous and professional manner. The R.S.O. has final say in ALL Safety and Scoring Issues It is highly unlikely that a Match Director will overturn an R.S.O.’s Scoring Decision.

Scoring

SCORING (Top) PE Procedural Error (+3 seconds) HNT Hits on a Non-Threat (+5 seconds) FP Flagrant Penalty (+10 seconds) FTDR Failure To Do Right (+20 seconds) DNF Did Not Finish PD Points Down TPD Total Points Down

Procedural Errors (3 Second Penalty) • Not responding to MUZZLE commands. • 1st Finger Call • Engaging target(s) while faulting the fault line. • Not shooting while moving if required in CoF • Not following other CoF actions as required. • Not observing Tactical Priority. • Speed Reloading • Magazine falls from holder. • Taking extra shots on Limited Vickers CoF. • Body Movement after “Stand by” and Before Start Signal • Not loaded to division capacity when required • Failure to Reset, Harassing Shooters, Coaching Hit on Non‐Threat Target (5 Seconds) – 1 penalty for each hit. – Targets are penetrable (a shoot through will count). Flagrant Penalty (FP) (10 Second Penalty) • FPs are only given when a violation occurs that results in a competitive advantage of >3 seconds for the shooter. Shooter’s intention may apply or be implied. • Does not perform last reload to engage remaining Target(s) • Intentionally engaging targets while out of required cover (does not include re-engagement of targets) • Shooting Freestyle when SHO/WHO is required • More that one extra/less round in loading device • Not following other CoF actions as required. • Speed Reloading • Staging Loading Device outside of CoF direction • Repeated Failure to Reset, Harassing Shooters, Coaching Failure To Do Right (20 Seconds) – Circumvent or Compromise spirit of the stage. – Committing Procedural Error on purpose to better your score. – Not reloading to fire one more round because your score will be better, even with a miss. Scoring Scoring at each match is based on the time taken to shoot the stage plus time added for any penalties accrued. Penalties are given for poor marksmanship (i.e. posting hits outside the targets’ highest scoring area), failure to use cover, failure to follow a Safety Officer’s directions, or any violation of IDPA rules. Penalties range from one-half second per dropped point on targets up to 20 seconds for a Failure to Do Right which is a blatant violation of IDPA rules—i.e. cheating or unsportsmanlike conduct. Unlimited Scoring Most IDPA stages are scored using Unlimited Scoring which means that shooters may fire as many rounds as they feel necessary to make the specified number of hits. The best hits on the target are the only ones that count for score. If a stage calls for two hits on each target, a shooter may fire as many rounds as desired and no penalty will be given. Only the best two hits will count. Limited Scoring On a standards stage (an exercise intended to test marksmanship and gun handling skill as opposed to being a scenario) it is common for the course of fire to specify Limited scoring (previously known as Limited-Vickers). On this type of stage, the shooter may fire no more than the number of rounds specified. Firing more rounds will earn a procedural penalty and only the lowest scoring hits on target, of the number specified in the course of fire, are counted. For example: a Limited Scoring stage calls for two shots fired; the shooter fires one round into the -0 zone and one round into the -1 zone; if they fire again, hitting the -0 zone; when the target is scored, only the -0 and -1 zone hits will count. The “make up” -0 shot will be thrown out (not because it is the make up, but because is a higher score and the rationale is there should be no possible advantage accrued from failing to follow the stage procedure) and the shooter will be assessed a procedural penalty for firing more shots than the course called for. In addition, the shooter will have also added to their score by taking the time to fire the extra round. Terms “Division Capacity” This refers to the maximum number of rounds allowable for your division. Most stages require that you begin with your gun loaded to division capacity. Division capacity for ESP and SSP is 10+1 (10 in the magazine and one in the chamber). Division capacity for CDP is 8+1 (eight in the magazine and one in the chamber). For revolvers, the division capacity is 6 rounds. Don’t worry about what division your gun falls into or what your division capacity is — your questions can be answered at match registration. Classification Classifications are based either on the competitor’s performance in a classifier match, or by his or her performance in a major, IDPA-sanctioned match. As a new competitor, you will start out unclassified. In the final results for your first match, you’ll be grouped with other unclassified competitors in your division (CDP, SSP, etc). If you decide that IDPA matches are fun and you want to continue to participate (and why wouldn’t you?), you’ll need to shoot a classifier match to determine your initial classification. ​ Classifier Match The classifier consists of three stages and requires a minimum of 90 rounds. It will test all of your shooting skills, including one-handed shooting, reloading, and shooting while on the move. It’s a good test of overall shooting skills. Your results in the classifier (raw time plus points down—just like in a regular match) will determine your classification. A complete description of the classifier is available in the latest version of the IDPA rulebook.​ Other Terms IDPA International Defensive Pistol Association DA Double Action DAO Double Action Only SA Single Action SAO Single Action Only Mag Magazine CoF Course of Fire ​TITLES AC Area Coordinator MD Match Director SOI Safety Officer Instructor SO Safety Officer RSO Range Safety Officer BoD Board Of Directors HQ Headquarters ​A COF may require that you engage targets while moving forward, backwards, or sideways or from around, over, or under barricades. These COFs are not designed to be physically challenging, but they do provide you with the opportunity to practice shooting from unusual positions. Squadding Depending on how many people show up for a match, we break up into a number of squads, typically with 10-12 shooters each. These squads stay together throughout the match, moving from stage to stage until all the stages in the match are completed. If you come to a match with one or more friends, we’ll try to ensure you’re all squadded together. We try to have at least two certified and experienced safety officers assigned to each squad. These people can take care of most of the timer and scorekeeping duties, leaving the target resetting and pasting to the other shooters in the squad. Even if it’s your first match, we expect you to pitch in with target pasting and resetting. It’ll help you understand what’s going on, and it will make the match move along a lot faster for everyone. ​Walkthrough When your squad arrives at a stage, the safety officer will give you all a “walkthrough” that explains the COF. You will be told where and how to start the COF and how to proceed from there. If you have any questions, you can ask them now. If you’re unsure what you’re supposed to do, it’s better to clear it up now rather than wait until it’s your turn to shoot. ​Targets All our matches primarily use the official IDPA targets. Sometimes, portions of a target may be painted black to represent “hard cover.” Any round fully in hard cover doesn’t count. Some targets have open hands painted on them. These represent unarmed bystanders and are referred to as “non-threats.” Hits on a non-threat target earn a time penalty. Sometimes paper targets are mounted on swingers that require the shooter to engage a target while it moves back and forth. Other targets pop up then disappear or turn then disappear, or move laterally. IDPA is not bulls-eye shooting (not that there’s anything wrong with that), so we try to offer a variety of shooting challenges to keep it interesting. ​Teardown You may not think about it when you come to your first match, but a lot of people volunteer a lot of their time and expend a considerable amount of energy designing and setting up the COFs for every match we shoot. Designing more elaborate stages with more complicated scenarios takes time, as well as taking down and storing items when the match is over. We appreciate any help we can get. With enough hands, we can have the range cleared in a very short time. When your safety officer says we’re through with a stage, please pitch in to get everything taken down and put away. Power Factor Power factor is a calculation designed to level the playing field between competitors with baseline requirements for ammunition used in competitions. This prevents a competitor from hand-loading a very soft round and gaining an unfair advantage over others using regular ammunition. The power factor for a particular weapon and ammunition combination equals ​ Power Factor = bullet weight (in grains) * muzzle velocity / 1000 Understanding the Power Factor by Chris Christian – Wednesday, January 27, 2016 ​Competitors entering the Action Pistol arena will need to digest a lot of new information and rules. The Power Factor (PF) is one, and it’s critical. It mandates the power level of the ammunition allowed and can determine which gun division a competitor should compete in—or if they’re even allowed to compete. The procedure for determining the PF for any load is a simple mathematical formula: Multiply the bullet’s weight by its velocity over a chronograph (which will be used at major matches) and divide the resulting figure by 1000. That figure will be the PF for that load, regardless of the caliber. If that figure meets, or exceeds, the required minimum PF for the gun division or game being played it’s legal. If not, a competitor can be disqualified from the match. The formula to determine PF deals only with the bullet weight and its velocity—not with the caliber. Nor is there one universal PF. Different competitive organizations often use differing Power Factors. For example, Steel Challenge has no PF requirement. If the load will safely operate the gun it’s allowed. ICORE and the Bianchi Cup keep things simple with a 120 PF across the board. USPSA has two: 125 Minor and 165 Major. Things get much more complicated with IDPA because they use five PFs; based upon the gun divisions, and in one case the guns used within a division. IDPA competitors in Stock Service Pistol (SSP), Enhanced Service Pistol (ESP) and Compact Carry Pistol (CCP) require a 125 PF. Custom Defensive Pistol (CDP) must use a .45 ACP at a 165 PF. Back-Up Gun (BUG) requires only a 95 PF. Additionally, the newly modified Revolver Division allows competitors with .38 Special and larger revolvers that are reloaded with a speedloader to use a 105 PF, while those competitors using moon clips to reload must make a 155 PF. All the above figures are the minimum allowed, but savvy competitors don’t handload to the minimum figure. Chronographs can vary slightly, temperature extremes can alter velocities, and even slightly differing internal case volumes among different head stamps can alter velocities downward. Experienced competitors normally load to an average factor of +5 PF: making a Major load a 170, and a Minor load a 130 PF. The original intent of the Power Factor was to prevent competitors from using extremely light “Mouse Puff” loads and require the use of full-powered ammunition. It achieved that—to a degree. Full-powered factory loads will normally produce a PF anywhere from 13 to 40 PF above the required minimum and will be legal. But savvy handloaders have figured out how to create loads that meet the required PF with considerably less recoil. Thus, the Power Factor formula leans heavily towards bullet weight. Any bullet weight suitable for the commonly-used calibers (.45 ACP, .40 S&W, 9 mm, .38 Special or .38 Super) can be driven to a velocity that will make the PF. But, heavier bullets have an advantage. It’s often assumed that heavier bullets produce more recoil than lighter bullets. But that’s only true if both are loaded to full SAAMI pressures. Regardless of the caliber used, a small charge of fast burning powder with a heavier bullet in a reduced load will produce recoil that is a softer push, and with less muzzle rise than lighter bullets making the PF. Lighter bullets require higher velocities, more powder to reach them, and produce a snappier recoil with more muzzle rise. .45 caliber bullets from 185-to 240-grains can be loaded to make a Major or Minor Power Factor. But the heavier bullets will produce a softer recoil that is considerably less than that produced by factory loads in the same bullet weight. For example, the traditional load in the .45 ACP is a 230-grain bullet at about 860 feet per second (FPS). That’s a 197 PF. Handloading a 230-grain bullet at about 740 FPS makes a comfortable 170 Major power factor with considerably less recoil. In the .40 S&W, the standard factory load is a 180-grain bullet at about 990-1000 FPS for a 180 PF. Loading a 200-grain bullet at 850 FPS gets a Major 170 PF, with softer recoil than the 180-grain load. While the .45 ACP and .40 S&W are normally considered Major calibers, both can be handloaded to a Minor 125 PF and shot in those divisions where their gun type is allowed. A 200-grain bullet at 675 FPS makes a 135 PF and redefines the term “Mouse Puff” load. A 180/185-grain bullet at 725 FPS also makes a comfortable 130+PF with very soft recoil. The 9 mm is the most popular Minor caliber and factory loads in 115-and 124-grains all make a PF in the 138 to 141 range. The standard factory load for the 147-grain load is in the 990-1000 FPS range and makes about a 147 PF. Loading a 147-grain slug at 880 FPS makes a 130 PF and provides the same soft push recoil as the heavy bullets/fast powder loads in the .45 and .40. While heavy bullets and fast powders produce a softer recoil push, there are competitors who prefer the snappier recoil of the lighter bullets. Some feel that the quicker recoil cycle gets them back on target faster. Those who understand the Power Factor can try both, and choose the load that works best for them.

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IDPA

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Klub

Znajdź Klub, z którym możesz strzelać IDPA. W Polsce istnieją obecnie 4 kluby.

Kurs

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Test klasyfikacyjny

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