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CHALLENGE 04

TOWER ASSAULT CHALLENGE

A HIGH-ELEVATION CHALLENGE WHERE YOU SCALE, STRIKE, AND RESCUE UNDER VERTICAL STRESS

This challenge is a tactical team-based challenge where 5 people, including 3 assaulters and 2 snipers will move through a course, shoot targets, climb and rappel down a tower, and complete obstacles while carrying all their gear the whole time under high pressure.

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Team Structure

A five-person unit, including three assault team members and two snipers. Each member has a different role but all must carry their weapons and gear throughout the course.

3 Assault Members + 2 Snipers

Snipers use precision rifles and engage long-distance targets from two firing positions (ground and tower). The Assaulters climb the tower, rappel down, clear close-range targets, and navigate obstacles.

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MANDATORY GEAR

Eye Protection

Eye Protection

Ear Protection

Ear Protection

Helmet

Helmet

Body Armours

Body Armours

Sniper Equipment

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

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Precision Rifle with Optic

7 rounds

Handgun

As much frangible handgun ammunition as they want

Assault Members Equipment

Each Assault team member is equipped with the following:

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01

Handgun

As much frangible handgun ammunition as they need.

 

02

Breaching Ram

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

Challenge Flow

This section provides a detailed overview of the entire Tower Assault challenge, explaining team buildup, sequence of events in the challenge, equipment stages, obstacle layout, shooting points, and penalty zones, highlighting how the course is organized from start to finish.

01/04

BEGINNING

The entire team gathers at the Loading and Unloading zone. Here, everyone’s weapons and gear are checked, ensuring Handguns are loaded and securely holstered, and Sniper Rifles remain unloaded. They must also don eye and ear protection, and body armor. At the command “GO,” the entire team moves to FP1#, where all five members fire one Handgun shot each while inside the Shooting Box. Once each team member has taken their shot, they holster their weapons and the Sniper team heads toward SFP1# while the Assault team moves to the base of the tower.

BEGINNING

01

Sniper Team Actions

02

Assault Team Actions

03

Wrap

04

BEGINNING

01

Sniper Team Actions

02

Assault Team Actions

03

Wrap

04

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.
Sniper Rifle

Sniper Rifle

  • Sniper ammunition limited to 7 rounds—no sharing.
  • Load ammunition only at final firing position.
  • Make it safe (bolt back, magazine out) before moving.
  • Fire only with barrel in guide at SFP1#.
  • At SFP2#, dry-fire if out of ammunition.
  • Rifle must stay under control & dropping is a violation.
Rappelling Equipment

Rappelling Equipment

  • Use approved harness, landing seat, clip, gloves, & carabiner.
  • Tie ropes only when cleared by Rappel Master.
  • Rappel only on Rappel Master’s command.
  • Belay staff cannot give unauthorized help.
  • Ask all rappel safety questions to the Master.
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.
Sniper Rifle

Sniper Rifle

  • Sniper ammunition limited to 7 rounds—no sharing.
  • Load ammunition only at final firing position.
  • Make it safe (bolt back, magazine out) before moving.
  • Fire only with barrel in guide at SFP1#.
  • At SFP2#, dry-fire if out of ammunition.
  • Rifle must stay under control & dropping is a violation.
Rappelling Equipment

Rappelling Equipment

  • Use approved harness, landing seat, clip, gloves, & carabiner.
  • Tie ropes only when cleared by Rappel Master.
  • Rappel only on Rappel Master’s command.
  • Belay staff cannot give unauthorized help.
  • Ask all rappel safety questions to the Master.
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
  • Leaving Shooting Box at AFP1# before all targets are down
  • Not passing through AFP1# Shooting Box
  • Using red areas on obstacles
  • Early engagement at FP1#
  • Leaving behind equipment
  • Failure to dry fire Rifle if ammo is exhausted at SFP2#
10sec each
Safety Violation
  • Sniper Rifle not made safe before leaving box
  • Handling weapon by pistol grip or trigger group while holstered
  • Handgun not securely holstered when leaving box
  • Shooting sniper target outside barrel guide
  • Intentional equipment tossing
  • Crossing red line in safety area before ropes are secure
  • Weapon pointed in air before leveling
  • Passing additional ammo
  • Team member deviates from specified path
30sec each
Major Safety
  • Breaking 180-degree plane
  • Laser safety rule violation
  • Early draw outside lane
  • Shooting another member’s target
  • Dropping or losing control of firearm
  • Engaging targets outside designated Shooting Box
  • Forgetting dropped weapon
  • Any inappropriate weapon handling deemed unsafe by judges
2m 30sec each
DNF (Did Not Finish)
  • Unsafe actions as per judge
  • Inability to complete course
Disqualification
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CHALLENGE 02

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CHALLENGE 01

ASSAULT event

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CHALLENGE 03

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CHALLENGE 05

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CHALLENGE 01

ASSAULT event

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