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CHALLENGE 02

Hostage Rescue

BREACH. COVER. RESCUE. A TACTICAL HOSTAGE RESCUE MISSION WHERE EVERY SECOND COUNTS

The Hostage Rescue challenge isa real-life mimic involving a six-member team, focused on precision, safety, teamwork, and adherence to strict procedural rules, to finish the assigned tasks under high-pressure.

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English
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Team Structure

A six-person unit, including five assault team members and one sniper. All members work together to breach obstacles, engage targets, and complete the course under strict safety rules.

5 Assault Members + 1 Sniper

The five assaulters are responsible for breaching the structure, engaging designated targets in their individual lanes, and rescuing the dummy hostage. The sniper begins the challenge by engaging a long-range target from a sniper firing point SFP#1 and then returns to the finish line.

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MANDATORY GEAR

Eye Protection

Eye Protection

Ear Protection

Ear Protection

Gas Masks

Gas Masks

Body Armours

Body Armours

Sniper Equipment

The designated sniper member of the team is equipped with the following

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Sniper Rifle

1 round only.

Handgun

No rounds and must be holstered.

Assault Members Equipment

Each assaulter in the team is equipped with the following:

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01

Handgun

2 rounds of 9x19mm frangible ammunition.

02

Breaching Ram

Pre-positioned at the front door of the shooting house.

Challenge Flow

Master the Tactical Challenge: understand team roles, follow the event flow, navigate equipment and obstacles, hit your shooting marks, and avoid penalties for a winning performance.

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BEGINNING

The entire team gathers at the Loading and Unloading zone. A range official will check safety and supervise the loading process. No one should handle weapons prior to entering shooting positions. Everyone must wear eye and ear protection as well as body armor. Once cleared, the team will move to the Start/Finish position and get ready for the command "Go" to start the challenge.

BEGINNING

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Sniper Team Actions

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Assault Team Actions

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Wrap

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BEGINNING

01

Sniper Team Actions

02

Assault Team Actions

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Wrap

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Safety Rules

Handguns

Handguns

  • Holster always unless at shooting position.
  • No handling before reaching shooting lane.
  • No grip/trigger use while gun is holstered.
  • Make handgun safe before leaving shoot box.
  • If dropped, only judge may retrieve gun.
Submachine Guns and Rifles

Submachine Guns and Rifles

  • Keep them slung at all times until in use.
  • No handling before shooting position is reached.
  • No pointing up or breaking 180-degree plane.
  • Unsafe handling may DQ or add time penalty.
Sniper Rifle

Sniper Rifle

  • Load only in prone position inside safety shoot box.
  • Make it safe before exiting SFP#1 zone.
  • Loading outside shoot box/barrel guide is a violation.
  • Dropping or losing control results in penalty.
Gas Mask

Gas Mask

  • Don gear after team reaches stair’s first step.
  • Bad fit or adjusting gear results in penalty.
  • Early or wrong wear may also trigger penalty.
Shield

Shield

  • Stay behind shield within marked area while running.
  • Improper shield use may trigger a penalty.
Breaching Ram

Breaching Ram

  • Use only after all teammates wear gas masks.
  • Using it prematurely results in a penalty.
Dropped Weapons

Dropped Weapons

  • Cannot be picked up by team members.
  • Must be retrieved by a judge and returned cautiously.
  • Picking up without informing judge is a violation.
  • Forgetting a dropped weapon also incurs a penalty.
Handguns

Handguns

  • Holster always unless at shooting position.
  • No handling before reaching shooting lane.
  • No grip/trigger use while gun is holstered.
  • Make handgun safe before leaving shoot box.
  • If dropped, only judge may retrieve gun.
Submachine Guns and Rifles

Submachine Guns and Rifles

  • Keep them slung at all times until in use.
  • No handling before shooting position is reached.
  • No pointing up or breaking 180-degree plane.
  • Unsafe handling may DQ or add time penalty.
Sniper Rifle

Sniper Rifle

  • Load only in prone position inside safety shoot box.
  • Make it safe before exiting SFP#1 zone.
  • Loading outside shoot box/barrel guide is a violation.
  • Dropping or losing control results in penalty.
Gas Mask

Gas Mask

  • Don gear after team reaches stair’s first step.
  • Bad fit or adjusting gear results in penalty.
  • Early or wrong wear may also trigger penalty.
Shield

Shield

  • Stay behind shield within marked area while running.
  • Improper shield use may trigger a penalty.
Breaching Ram

Breaching Ram

  • Use only after all teammates wear gas masks.
  • Using it prematurely results in a penalty.
Dropped Weapons

Dropped Weapons

  • Cannot be picked up by team members.
  • Must be retrieved by a judge and returned cautiously.
  • Picking up without informing judge is a violation.
  • Forgetting a dropped weapon also incurs a penalty.
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Penalties

PENALTY TYPETRIGGERSTIME ADDED
Procedural
  • Equipment left at finish
  • Door breached before masks donned
  • Dummy mishandles
10sec each
Safety Violation
  • Intentionally throwing gear
  • Leaving lane with unholstered handgun
  • Exiting box with unsafe rifle
  • Picking up dropped weapon without judge
  • Leaving a target standing
30sec each
Major Safety
  • Dropping any firearm
  • Breaking 180 degree rule
  • Unsafe weapon direction
  • Loading sniper rifle outside safety box
  • Early draw
2m 30sec each
DNF (Did Not Finish)
  • Unsafe actions as per judge
  • Inability to complete course
Disqualification
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Challenges

Other Challenges

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CHALLENGE 01

ASSAULT event

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CHALLENGE 03

OFFICER RESCUE

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CHALLENGE 04

TOWER ASSAULT

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CHALLENGE 05

OBSTACLE COURSE

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CHALLENGE 01

ASSAULT event

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CHALLENGE 03

OFFICER RESCUE

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CHALLENGE 04

TOWER ASSAULT

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CHALLENGE 05

OBSTACLE COURSE

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