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This is the way the trap will run in Tokyo.
6 per squad. Men and women in separate events. You must stay on your pad which is 1 metre square until the shooter on your right has shot. Then you can move. The shooter may load and move except going from 5 to 6 (the waiting pad before #1). Gun must be empty and open as you walk.
Each shooter gets the same 25 targets in random order. 2 lefts 2 rights and a straightaway from each lane.
All targets are 76 metres. Heights vary from 1.4 to 3 metres at 10 metres. Angles are up to 45 degrees. Straightaways can be up to 10 degrees off centre.
The program is announced before competition on each layout. Typically 3 will be used. There are about 10 programs that determine how each of the 15 machines is set- eg, 30 degrees left 2.2 metres. The machines do not oscillate.
The clays are 110mm, 2mm wider than ATA targets. They are flatter in the dome and harder, to survive being thrown at 60-70 mph.
The shooter has 12 seconds to call. That time is set from when the result of the previous shooters target is known.
No call for a hit. Hooter for a loss. 2 line judges will confirm the central referees call.
Each shooter has one challenge. Video will be used in such a case. A successful challenge means the shooter retains a challenge.
75 targets first day, one round on each layout. 50 on the second.
2 shots per target allowed. Most guns will be 30 or 32 inch, 1600 or less barrels, low rib. No penalty for second barrel.
Ammo is 24 gram 7 1/2 usually at 1300-1400 FPS.
The top 6 go into the final. Q position will determine who remains in the final in the event of a tie. This is why finalists on the same Q score will shoot off, even if they’re already in the final. Shoot offs and the finals are single barrel.
One shooter is eliminated after 25 targets in the final, then again at 30, 35 and 40. The last two shoot 50. Only in the event of a tie for the last 2 is there a further shoot off.
6 per squad. Men and women in separate events. You must stay on your pad which is 1 metre square until the shooter on your right has shot. Then you can move. The shooter may load and move except going from 5 to 6 (the waiting pad before #1). Gun must be empty and open as you walk.
Each shooter gets the same 25 targets in random order. 2 lefts 2 rights and a straightaway from each lane.
All targets are 76 metres. Heights vary from 1.4 to 3 metres at 10 metres. Angles are up to 45 degrees. Straightaways can be up to 10 degrees off centre.
The program is announced before competition on each layout. Typically 3 will be used. There are about 10 programs that determine how each of the 15 machines is set- eg, 30 degrees left 2.2 metres. The machines do not oscillate.
The clays are 110mm, 2mm wider than ATA targets. They are flatter in the dome and harder, to survive being thrown at 60-70 mph.
The shooter has 12 seconds to call. That time is set from when the result of the previous shooters target is known.
No call for a hit. Hooter for a loss. 2 line judges will confirm the central referees call.
Each shooter has one challenge. Video will be used in such a case. A successful challenge means the shooter retains a challenge.
75 targets first day, one round on each layout. 50 on the second.
2 shots per target allowed. Most guns will be 30 or 32 inch, 1600 or less barrels, low rib. No penalty for second barrel.
Ammo is 24 gram 7 1/2 usually at 1300-1400 FPS.
The top 6 go into the final. Q position will determine who remains in the final in the event of a tie. This is why finalists on the same Q score will shoot off, even if they’re already in the final. Shoot offs and the finals are single barrel.
One shooter is eliminated after 25 targets in the final, then again at 30, 35 and 40. The last two shoot 50. Only in the event of a tie for the last 2 is there a further shoot off.