Field Manual

How to run PRM

Four people make a match happen: the shooter, the match director, the range officer, and the league. Six more chapters cover the five scoring styles and the club itself. This is the whole sequence, in the order each of them actually hits it.

Shooter

Register, shoot, see the board

You bring a rifle, a division, and a signature. Everything else lives on the match page. Here is the whole run, from finding the match to reading your season total.

  1. 01

    Find the match

    The Matches page lists everything open for registration. Narrow it by state, format, or date, or go straight to a club's page and read its calendar instead.

    Matches page, or any club page
  2. 02

    Make an account

    Email and password, or sign in with Google. Your name is what shows on the roster and the board, so use the one you want called at the safety brief.

    Sign in, top right
  3. 03

    Follow the club

    Most clubs ask you to follow them before you can enter their matches, and the app will not take an entry from outside the club. A club can also open itself up, so any signed-in shooter may enter without following — the match page tells you which one you are looking at.

    Following is free and is not paid club dues — it is app membership only. Clubs set their own door. Open clubs let you in immediately; request clubs put you in a queue the staff approve, so wait for the yes before you enter; invite clubs only take people staff add by hand.

    Following also gets you the club's feed, photos, calendar, and follower messages.

    A club page, Follow button
  4. 04

    Read the match page before you commit

    Date, start time, entry fee, which divisions are offered, how many slots, and how the club wants to be paid — all on the match page.

    Until match day you only see the shape of the day — the number of stages and the total round count. The courses of fire themselves are published when the match day arrives.

    On a blind match you never read them at all, not even on the line. Both Hunter styles are blind by their own rule, and any match can be set that way, so the page shows the shape of the day and nothing more. That is deliberate, not a bug.

    The match page
  5. 05

    Register

    Pick your division — this is required, and it is what you compete in. Precision Rifle matches offer Open, Tactical, Production, or Gas Gun depending on what the director set up. Hunter matches offer Factory, Open Light, Open Heavy, or Skills. Extreme Long Range matches offer Light, Heavy, or Tac-Hunter, or whatever the director set — and on that style the entry card says what it asks of the rifle.

    Categories are separate and optional: Lady, Junior, Senior, Veteran, Military/LE. They stack on top of your division and are awarded alongside it. Entering Lady does not move you out of your division podium, and a category nobody entered simply does not appear on the results.

    Your price and how you will pay are picked in the same form — both are spelled out in the payment step below.

    The match page, Register
  6. 06

    Hold more than one entry

    A Blackjack Challenge or Cascade match can take more than one entry from the same shooter, one per category. The course is shot again and scored on its own card, so a shooter entered in Lady and Open is two entries, two cards and two places on the board.

    You are only offered the categories you are not already in, so a category you withdrew or were disqualified from opens back up. Each extra entry takes a seat and owes the entry fee like any other.

    It is the director's switch, and it needs categories to file a second entry under — so a match that awards none, or never turned it on, takes one entry from you.

    During registration
  7. 07

    Sign the waiver

    The club's waiver text appears during registration. Type your name, accept it, and the app stamps your entry with the waiver version and the exact time you agreed. No paper, no clipboard.

    During registration
  8. 08

    Entering a youth shooter

    A youth has no account of their own, so they ride along with your entry: a first and last name, their date of birth, and the class they are shooting. One adult entry can carry up to three of them.

    Each one goes on the roster under their own name, is scored on their own cards, and is paid together with your entry — you sign the waiver for them as parent or guardian. Their date of birth is what puts them in the right junior age group on the awards sheet.

    A youth you have entered before is offered back by name, so a different spelling never splits them into two shooters. On a Team Hunter match, tick the one shooting with you and the two of you go in as one pair.

    During registration
  9. 09

    Hunter: fill in your rifle card

    On a Hunter match the rifle is part of the score, so registration asks for it too: the rifle's weight, whether you are running a suppressor, and — optionally — your bullet weight in grains and your muzzle velocity, which the app turns into your power factor.

    It is a claim, not a measurement. Staff weigh the rifle at check-in, and the weight on their scale is the number that counts. Your class is confirmed there as well: Factory, Open Light, Open Heavy, or Skills, each with its own limit. The reference table at the bottom of this page has them all.

    An OEM suppressor is worth 10 oz off the weigh-in in Factory and Open Light, so tick that box if you run one.

    The match can also cap the rifle itself — a velocity ceiling, or a caliber ceiling that bars magnums. The entry card states the rule before you enter, and a declared rifle over it is stopped at entry.

    An Extreme Long Range match asks for the rifle as well, but only its declared weight and caliber, read against your division's ceilings. There the claim is a warning rather than a refusal, and the scale at the desk settles it on match day.

    During registration
  10. 10

    If the match runs a weight handicap

    Some Hunter matches level the field by rifle weight. Lighter than the neutral weight earns you points, heavier gives them up, and the result is capped both ways.

    It is added to your raw total once, at the end — your stage scores are never touched. The registration card tells you whether it is on, what the neutral weight is, and what the cap is, before you enter.

    The match page, registration card
  11. 11

    Team Hunter: bring a partner

    On a Team Hunter match you shoot as a pair. Registration asks which way you're going: shooting with a partner, or shooting on your own.

    Shooting with a partner means typing their six-digit shooter ID. Your own ID is on your profile page — send it to them. The app writes the link onto both entries at once, so a mistyped name can never split a pair.

    The pair does not count as a team until the shooter you named confirms it. If they have not entered the match yet, the claim waits and completes itself the moment they register. Either way the director can pair or unpair at the desk.

    During registration
  12. 12

    Pay the way the club asks

    Your entry fee goes to the club, never through PRM. The match page lists what this club takes — typically a Venmo handle or cash at the range — and when they want it.

    If the club has connected its own card account, you can pay by card there instead, and the money lands in the club's account the same way.

    Some matches offer cheaper prices under the standard fee — Youth, or a paid club member. Pick the one that applies to you when you enter. A member price marked “staff confirm” only holds once a staffer at the desk vouches for you; until then your entry is owed the standard fee, and the card says so.

    Some also sell extras on top of the fee — a lunch, a match shirt in your size, extra ammo. They are picked on the same form, each with its own price and how many you may take, and they are added to what your entry owes so the desk knows what to hand you.

    Send a handle payment however they said, then the desk marks you paid. Some matches require payment before check-in; those say so on the match page before you register, not at the line.

    A brand-new club's own handles are held back until it is verified or has run its first match, so you may be offered cash at the range or card on the club's connected account instead. The match page says when that is why.

    Match page, payment details
  13. 13

    If the match is full

    You land on the waitlist instead of being turned away — unless the match has turned its waitlist off, in which case a full match simply closes. The line moves in the order people joined it, and you are emailed the moment a seat opens and you are moved in.

    The match page
  14. 14

    Get your squad and start stage

    Once the director opens squadding you are placed in a squad and given a start stage. You get an email with both, and both are on your match page.

    If the director allowed self-squadding, you choose your own squad instead.

    Your email, and the match page
  15. 15

    Offer to run a stage

    Most matches want volunteer range officers, and the match page carries a card for it while the door is open: tap I'll RO and your name goes on the list. The director places you on a stage or a squad and opens the score pad to you — being on the list by itself does not.

    If the stage or squad you land on is already full, the match can hold you on an RO waitlist and move you in when a place opens; your own row on the card says which one you are.

    You can take your name back off the list from the same card at any time.

    The match page
  16. 16

    Check in on match day

    Check in at the desk. Staff mark you present and stamp your safety brief. Do this before you set up — an unmarked shooter reads as a no-show.

    The range, at the desk
  17. 17

    Shoot your stages

    Your range officer runs the stage and enters your targets on a phone as you shoot. If the director turned on self-scoring — the switch sits on the scoring pad — you can enter your own card instead.

    The course of fire — targets, distances, par time — is visible to you now that it is match day.

    The line
  18. 18

    Confirm your card

    The pad hands you the card to sign off before the squad moves on. Look at the number — once you confirm it, that is what you shot. A card you have already signed off is never asked again.

    On a Cascade relay you are asked once, at the end of the relay: the distances are carded one at a time as the line moves, and the whole relay is what you sign off on.

    At the stage
  19. 19

    If something is wrong, say so now

    Tell your range officer on the spot. They attach a protest note to the stage score, and the director sees exactly what happened on which target. After the squad has moved on, it is much harder to sort out fairly.

    At the stage
  20. 20

    Lodge a formal protest if it needs a ruling

    Telling the officer on the spot is the first move, and usually the whole of it. When it needs a ruling rather than a correction, lodge a formal protest from your own entry on the match page: say what it is about — the match itself, or a stage and the target you mean — and what happened. A sentence is enough.

    The window is the arbitration period. Before the director opens one a protest stands until the match is closed; once the clock starts it has to be in before the time runs out. A cancelled match takes none, and a finalized one is closed to them.

    Some matches charge a fee to lodge one, set by the director and stated on the form before you send it. It comes back to you if the protest is upheld, and the club keeps it if it is denied. A match that charges nothing is free to protest.

    Your protests stay on your entry with what you said and what the director decided, so the answer reaches you rather than being filed away.

    The match page, your entry
  21. 21

    Read the board

    The live board shows standings as scores come in — useful on a phone in the truck or on the clubhouse TV. Final results appear on the match page once the director finalizes.

    When the match is finalized you get an email with your division, your score, and a link straight to the board.

    Final results also have their own page — the division podiums, then the full scored roster — at a link anyone can open without an account, with a Share results button that copies it for a group chat.

    An equal score is settled by the style, and the board reads the same chain the placing was decided on. On the precision-family styles — Precision Rifle, Blackjack Challenge (KYL), Hunter 2-1-0 and Cascade — the points on the tie-break stage come first: the stage your director marked for it.

    After that the style's own measure decides. Precision Rifle falls back on the fastest total time, and Blackjack Challenge (KYL) on it too where the string timer is on. Hunter 2-1-0 reads the higher power factor, and never the clock. Cascade reads the tie-break distance's clock. Hunter 3-1-0 reads the higher raw steel, then recoil index, power factor, lighter rifle, first-round hits, and last-shot time. Extreme Long Range settles on the match's own tie-break order, furthest unbroken distance first.

    Match page, Results and Board
  22. 22

    Track your season

    If the match is linked to a series, your finish counts toward it. Only your best N matches count and the rest are dropped, so a bad day does not sink you. Finales score at the multiplier the club set.

    What your total means follows the match's style — a percentage of the day's best for Precision Rifle and Blackjack Challenge (KYL), plain points for the Hunter styles, for Cascade and for Extreme Long Range — unless the season is set to score every style as a percentage. You are ranked inside your own division or class, so a shooter who shot two holds a placing in each.

    Your shooter page collects your history across every club you have shot with.

    Your shooter page, and the series page

The bell in the top right collects your match mail — registration confirmations, waitlist moves, squad assignments, match-day reminders, and score alerts — and a post from a club or league you belong to. Opening it clears the badge. You can turn the club and league feed mail off from your profile page; your match mail always comes.

Match Director

Build it, run the line, post the podium

You already know how a line should run. This is the same sequence expressed in the app, from standing up the club to sending results.

  1. 01

    Create your club

    Name, city, state, tagline, cover image. This becomes your club's public page: the feed, the roster, photos, the calendar, your series and standings, and your match history.

    The club is also the return address on every automated email you send, so set it up properly before you invite anyone.

    The page and its match links work from the moment the club exists, but a new club stays out of the club directory, the map, search and the public match list until a platform admin approves the listing. Sending proof the club exists — a website, a sanctioning-body listing, a lease, a letterhead — moves that along. You can send it while creating the club, or later from its settings, and only platform admins read it.

    Clubs page, create a club
  2. 02

    Set your club defaults

    Fill in the things you would otherwise retype every match: default categories, default entry fee, default best-N and finale multiplier, and the payment handles you take.

    Write your waiver text once and it is offered at every registration.

    Set the club's timezone. The day-before reminder and the unpaid-fee reminder read it to work out what “tomorrow” means at your range, so a notice never lands on the wrong day.

    Set the contact name, role, and email carefully. That address is where replies to your automated mail land, so use one a human actually reads.

    The club's own switches — its door, its card account, its roster and notifications — are covered in the Club chapter at the end of this page.

    The street address, the contact email and the contact phone are not optional in practice: a match cannot be published until the club has a street address that places on the map, a contact email and a contact phone. Filling them in clears the block on the same save, with no approval step.

    Your club page, Club admin, Club settings
  3. 03

    Add your staff

    Roles are owner, admin, md, ro, and member. Owners and admins can change club settings. MDs build and run matches, and can reopen a finalized match for scoring. ROs get the stage pad and the squads they are assigned.

    Your club page, Followers
  4. 04

    Build your stage library

    Save each stage once and reuse it forever. Per stage: name, par time, whether it is a tiebreaker, what happens if a run goes long (stop the run or zero it), the course of fire, position notes, and the target list with distances and shot counts.

    Tick “time required” on a stage and its card carries a time box that the range officer cannot save past — the run's time has to go in, whether or not the stage is a tiebreaker.

    A Blackjack Challenge (KYL) stage also carries its rack: what each rung pays, which target is the smallest, how many rounds the string is shot with, and the rack-clear and extra-hit bonuses. See the Blackjack Challenge (KYL) chapter for how those read.

    A Cascade stage carries its relay instead: each distance's allowance of shots at its target, its bonus target and its clock, the ladder a target hit pays, whether the relay is walked one distance at a time, and which distance settles a tie. See the Cascade chapter for how those read.

    An Extreme Long Range stage carries its distances instead: each target's distance and string length, the clock the stage sets or the one a single distance overrides, the stop-after and minimum-hit rules, and which target is the cold bore. See the Extreme Long Range chapter for how those read.

    This is the single biggest time saver on the platform. A club that keeps a library can build a six-stage match in minutes.

    Your club page, Club admin, Stages
  5. 05

    Build the match

    The whole book sits on one page, top to bottom: match details, scoring and divisions, registration, the entry fee, extras, the match page and its series, the course of fire, the squads, the range officers, then review and publish. Every section is on the page from the first save — there is no Next button — and each one saves on its own.

    Details covers the name, the days it runs, the start time, the rain date, the state, the firearm (centerfire or rimfire), and the two times shooters look for on match morning — check-in and the zero board.

    Extras is where you sell anything a shooter can add to their entry for a fee — lunch, a match shirt, extra ammo. Each one carries its own price, how many one shooter may take, and an optional picture, and a shooter picks how many they want when they enter. Leave it empty if there is nothing to sell.

    The scoring style is picked here too: Precision Rifle, Hunter 2-1-0, PRM Hunter (3-1-0), Blackjack Challenge (KYL), Cascade Scoring, or Extreme Long Range. It is the whole match's style and it locks once a single card is on the books, so choose before the line starts carding.

    A Blackjack Challenge (KYL) match settles its rack rule here as well — hit to advance, or bank or bust — and whether every card asks for the string's time.

    Your club page, Build a match
  6. 06

    Cap the rifles, if you want to

    The scoring step also carries the match's own rifle rule: a velocity ceiling, and a caliber ceiling that draws the magnum line. Leave both blank and any rifle may be entered.

    A shooter whose declared rifle breaks one is stopped at entry, and the rule is stated on the entry card. On a Hunter match a class can carry a tighter cap of its own — a class cap can only ever tighten the match-wide one, never loosen it.

    The builder, scoring
  7. 07

    Set registration

    Capacity, entry fee, whether it is nonrefundable, which payment methods you take, when payment is due, and whether payment is required before check-in.

    Pricing tiers are extra prices under the standard fee — Youth at $15, a paid club member at $20. A shooter picks one when they enter. Mark a tier “staff confirm” and it holds at the standard fee until a staffer ticks that entry as a paid member at the desk, which is how a club with dues it does not track here keeps the member price honest.

    Set your registration window — the open and close dates. Until the opening day arrives the match page says when entries open and the form stays shut; the close date is when the door shuts.

    There is a waitlist switch beside the capacity: on, a full match queues shooters and you promote them from the desk; off, a full match turns them away instead.

    Blackjack Challenge and Cascade matches carry an entries switch: on, one shooter may hold more than one entry, one per category, each on its own card and each owing the fee. It files a second entry by category, so it does nothing on a match awarding none.

    Choose the divisions you are awarding and the categories you want on top of them.

    Optional switches: Team Hunter, comp your ROs, rotate the firing order each stage, and allow self-squadding.

    If the club has connected its card account, this match carries its own card switch. Turn it off and shooters only see the club's other methods — the club's account stays connected either way.

    The builder, details
  8. 08

    Hunter: set the class and weight rules

    A Hunter match carries two things a Precision Rifle match does not: the class each shooter is entered in, and — if you switch it on — a weight handicap.

    The handicap is a ladder you write: a rifle weight and the points it scores. Lighter than your neutral weight earns points, heavier gives them up, and the result is clamped to a cap. Shooters read the rule on the registration card before they enter.

    It is added to a shooter's raw total once, at the end, so stage scores stay clean. On a Team Hunter match you also choose what a pair's combined score adds up on — each partner's Match score with the handicap, or raw steel only.

    The builder, handicap rule
  9. 09

    Lay out the course

    Pull stages from your library or build fresh ones for this match. Put them in order, then say who runs each one on the range officers step.

    The blind-course switch sits above the stages. On, the match page never publishes the courses of fire — not even on match day; only you and the officers assigned to a stage or squad read them. Both Hunter styles are blind by their own rule, so it is already on for them.

    Any other match releases the courses of fire by itself on match day. There is nothing to switch on: shooters see the stage count and the total rounds until the day arrives.

    The builder, course
  10. 10

    Name the directors, and staff the line

    The range officers step settles three things. First, the match director and an optional co-director: a name, an email and a phone. What you type is what shooters see on the match page, and an account on that address holds match-director authority over this one match — the desk, the match book and its stages, and any score a shooter has confirmed — with no club role needed.

    Second, the volunteer RO sign-ups switch. On, the match page carries a card shooters tap to put their name down, and everyone who does lands on the RO sign-ups desk: that is where you place them on a stage or a squad, move them up off the RO waitlist, take them off the list, and grant or revoke the score pad. Being on the list does not open the tools by itself. Off, the card goes and you staff the match by hand.

    Third, who runs what. An officer on a stage covers every squad that shoots there; an officer on a squad covers every stage that squad walks. A match is staffed one way or the other, and one that doesn't score itself cannot go live with a stage or an occupied squad left bare. The volunteer count is the ask, not the coverage — a stage wanting no volunteers still needs somebody able to score it.

    The builder, range officers
  11. 11

    Open registration

    Move the match from draft to registration and it appears on the Matches page.

    The review step is what says whether it can publish. Four things can hold it: at least one stage a shooter can be scored on, at least one division to award a podium for, the club's street address with a contact email and a contact phone, and the platform fee settled by card. It names whichever one you are short of, and links straight to the club's settings when it is the details.

    One guard rail: once the roster has shooters on it, you cannot put the match back to draft. Withdraw or remove them first if you genuinely need to start over.

    Match workspace, status
  12. 12

    Take entries

    Watch the roster fill. You can enter walk-ups at the desk on match day for people who show up without registering.

    On a Team Hunter match, shooters pair themselves by typing their partner's shooter ID, and each pair waits on the named shooter to confirm. The Team Hunter desk lists every pair, every pairing still awaiting a confirmation, and everyone unpaired — and lets you pair two shooters, confirm on someone's behalf, or break a pair.

    Mark payments as they land, and settle the price tiers as you do. An entry on a staff-confirm tier is owed the standard fee until you tick it as a paid member; the amount owed rewrites itself the moment you do. If you set comp ROs, your officials come in free.

    If you overbook, the app will not let a race condition double-sell the last slot — the overflow moves to the waitlist automatically, and a withdrawal pulls the next person up.

    Match workspace, Check in shooters
  13. 13

    Squad them

    The squadding desk lets you set how many squads you want and how big each one is. Fill evenly first so no squad is short, then top up.

    Set a start stage per squad so everyone knows where to begin. Lock squadding when it is final.

    Each shooter is emailed their squad and start stage when you save.

    Match workspace, Assign squads
  14. 14

    Check them in

    On match day, the check-in desk is the roster in front of you. Mark each shooter present and stamp their safety brief.

    Anyone who does not show becomes a DNS and is left out of the results. A shooter who breaks the rules is marked DQ with a note, and either one can be undone if it was a mis-tap. You can also edit a shooter's details, move them to another squad, or withdraw them from here.

    Removing an entry outright is written to the staff action log, so the roster's history is never silent.

    Match workspace, Check in shooters
  15. 15

    Weigh them in

    On a Hunter or Extreme Long Range match, weighing is part of check-in. Scale the rifle as it will be shot — optic, bipod and muzzle device, not magazine or ammo — and type the weight in.

    On a Hunter match the app finds the ladder line it reaches and locks a single handicap onto that entry. An OEM suppressor takes 10 oz off before the formula.

    On an Extreme Long Range match the measured figures replace what the shooter declared, and a rifle over its division's ceiling comes to you: keep it in the division they entered with a note, or move it into one it fits.

    Either way the scale is what scores, never the shooter's claim. Re-weighing a locked entry is an override: it is written to the audit trail with the old number and the new one, so a rifle that changed is never a silent edit.

    Match workspace, Check in shooters, Weigh in
  16. 16

    Go live

    Move the match from squadding to live. This opens the scoring pad for your range officers.

    Going live puts the stages cold. Every scoring tool carries the do-not-fire sign until you declare the range hot — see the safety step below.

    Match workspace, status
  17. 17

    Call the line safe, and say when it is ready

    The safety stop is one button, and it reaches every range officer's pad and the scoring desk within seconds. Call it immediately, or choose the version that lets the shooter on the line finish the string in progress first.

    When the range is safe again, clear the ceasefire — the tools switch to RANGE CLEAR, RESUME FIRE. Take that all-clear down once everyone has seen it and the tools go quiet.

    Separately from any ceasefire, the stages-ready signage sits on the same sheet. Going live sets the stages cold; only you can declare the range hot, and a ceasefire overrides the signage on every tool while it is up.

    Match workspace, Director tools
  18. 18

    Run the line

    Your ROs score each stage on their phones as shooters come off the line. The pad buffers on the device, so a dead spot in the canyon does not lose a card.

    Score alerts tell you a card needs a look. Tap one and you land on that exact shooter's card — no scrolling a roster looking for the problem.

    You can also score directly from the scoring desk if you are the one running a stage, and the pad opens from here for a blank card.

    Match workspace, Scoring
  19. 19

    Fix what needs fixing

    Open any card and override the score. Every change is written to the score audit log with who made it, when, and what the number was before.

    That log is your answer when a shooter asks why their score moved.

    Match workspace, Scoring
  20. 20

    Open the arbitration period

    Once the last score is in, start the clock. Pick the minutes or one of the presets, and the countdown runs for every staff device on the match — it lives on the match itself, so a reload does not restart it.

    Shooters may dispute a score until it closes. After that, scores stand. You can restart or clear it if the day changes shape.

    It is also the protest window. While the clock is open a shooter can lodge a formal protest; once it runs out they cannot. A match that never opens one takes protests until it is finalized.

    Match workspace, arbitration period
  21. 21

    Rule on the protests

    The protest queue holds everything lodged, and each one is yours to settle: upheld or denied, with a reason. The shooter reads that reason, so it has to say something — and a protest already settled cannot be settled twice.

    The fee follows the ruling. Upheld, what the protest cost goes back to the shooter; denied, the club keeps it. Mark whether the desk actually took the money, because an upheld protest whose fee was never collected is not money owed.

    A shooter can take their own protest back before you rule on it, and you can close one out yourself. Either way it stops being open and nobody is left waiting on an answer.

    Set the match's protest fee here too — what it costs to lodge a formal protest, or nothing at all. The amount is stamped on each protest as it is filed, so changing it later never rewrites what a protest already lodged cost.

    Match workspace, protests
  22. 22

    Finalize

    Finalizing requires every scorecard to be complete — the app will tell you what is still missing rather than quietly posting a half-finished match.

    On finalize it locks the scores, recomputes standings for every series the match is linked to, and emails the whole roster their division, their score, and a link to the board.

    If you have to reopen a finalized match for scoring, the match director, club owner or club admin can do it — reopening takes the match back to live.

    Finalizing also puts the results on their own public page — the division podiums, then the full scored roster — at a link that needs no account. A Share results button on it copies the address, and the link carries its own preview, so it reads as that match when it is pasted into a group chat.

    Match workspace, status
  23. 23

    Link your series

    A match can belong to as many club and league series as you like, and each link carries its own finale and qualifier flags.

    That means the same match can be the finale of your league series while being an ordinary points match in your club's own season. The flags live on the link, not on the match. A match can be a finale or a qualifier of a series, never both at once.

    Joining a league series brings the match into line with it, and you are shown exactly what changed rather than finding it on the board later. If the match and the series disagree about the weight handicap you are told before it goes in — the add still works, it just never happens silently.

    Match workspace, Series
  24. 24

    Read the match afterwards

    The post-match report is how each stage actually shot: the top, low and average card, the spread, and the hit rate, stage by stage, then the same figures for the whole match. It is raw steel throughout, so the rows and the totals share one basis.

    Print it, or hand the board itself to the printer, when the club wants the day on paper.

    Match workspace, Results
  25. 25

    Call it off cleanly if you have to

    Cancelling sends the whole roster a notice. A rain-out — a cancellation with a make-up date attached — gets its own wording, so people read it as a postponement rather than a dead event.

    Match workspace, status
  26. 26

    Message the club

    The blast tool emails your active followers. It goes out under the club's name with your contact address in the body, so replies come back to you.

    If a message cannot be sent, the club gets its own notice in the bell with a Resend on it, rather than the failure going unnoticed.

    Your club page, Club admin, Followers, Messages

The match lifecycle

Five states
Draft

You are building. Nobody can see it and nobody can register.

Registration

It is public. Shooters enter, pay, and join the waitlist.

Squadding

The roster is set. You are placing shooters and setting start stages.

Live

Match day. The scoring pad is open and the board is moving.

Finalized

Scores locked, standings computed, results emailed to the roster.

Publishing a match carries a platform fee, shown before you publish and paid by card in the app — that is money PRM takes. When the platform fee is set to zero, publishing is free and no card is asked for. Everything else a match collects goes to the club: shooters settle by the club's own handles or in cash, or by card on the club's own connected account, which PRM never touches. Leagues cost nothing, and your club's own season, roster and feed are free.

Range Officer

A squad, a stage, and a phone

The pad is built for one hand and a bad sun angle. You score the squad in front of you and nothing else.

  1. 01

    Get put on the match

    You can put your own name down — the match page carries an I'll RO card while the match is taking volunteers — or the director can add you to a stage or a squad by hand.

    You are emailed when a slot is yours, and again when the director grants you the score pad. Being on the RO list does not by itself open the tools.

    The two assignments work differently. A stage officer scores every squad at their own stage. A squad officer scores their own squad on every stage. Hold both and you have the run of both.

    Your email, and the match workspace
  2. 02

    Open your desk

    The scoring pad shows your stage, your squad, and the shooters in firing order, and it is scoped to you — you only ever see the stages and squads you are assigned to, not the whole match.

    The scoring pad
  3. 03

    Read the course of fire

    Your stage's targets, distances, shot counts, and par time are all here. Check whether it is a tiebreaker stage, and whether the director marked it as needing a time.

    Overtime behaviour matters: it tells you whether a run that goes long stops where it is, or zeros out. Know which one before you start.

    Your stage, course of fire
  4. 04

    Work the squad in order

    Take them in firing order and mark each shooter as scored, DNS, or DNF as you go.

    A reshoot is flagged as its own card so it never silently overwrites the original.

    The scoring pad
  5. 05

    Score the card

    Tap the targets as they are engaged and record hits, or mark first, second, or miss where the stage calls for it. The pad totals the stage for you.

    Nothing is written until you save, so every tap on the card is still yours to change. A card you have already saved is locked to you — only the match director can change an entered score.

    The scoring pad
  6. 06

    Blackjack Challenge (KYL): score the rack

    On a Blackjack Challenge (KYL) stage the card is the rack, read top down, largest to smallest. Only the live rung takes taps: mark Hit or Miss as the shooter engages it.

    On hit-to-advance a hit pays the rung and moves the ladder on, while a miss spends a round and leaves the shooter on that target until they hit it — the card says so, and the string ends when the stage's rounds run out. On bank-or-bust the shooter keeps going until they stop; tap Bank to close the string and keep what is down, or a miss anywhere on the rack zeroes it.

    Once the smallest target is down the rack is cleared, and every hit past the first on it is an extra hit. Count those on the card — each one pays the stage's extra-hit bonus.

    The scoring pad, Blackjack Challenge (KYL) stage
  7. 07

    Cascade: work the relay

    On a Cascade stage the card is the relay. Walked distance by distance, the pad shows the distance on the line and each shooter's row answers one question: has this shooter shot it yet. Save each distance as the shooter comes off the line — the card behind it holds the whole relay, so a part-shot relay still reads honestly on the board.

    Tap the target's shots in the order they were taken, a hit or a miss each: the ladder pays the shot the target actually went down on, so the order is the score. The bonus target only opens when a round was left for it, and its own clock is typed in off your shot timer.

    A relay shot straight through carries every distance on the one card and goes in with a single save.

    The scoring pad, Cascade stage
  8. 08

    Times go in by hand

    There is no timer inside PRM, on purpose. The clock is whatever hardware you are running, and you type the time in. That keeps the app out of the way of the shot timer you already trust.

    A tiebreaker stage carries a time box. So does any stage the director marked as needing a time — and on those the card will not save until the time is in, so the run is never posted without it.

    On a Blackjack Challenge (KYL) match that records string times, the same box takes the string's elapsed time.

    The scoring pad
  9. 09

    Send the card

    The card saves to the match. It buffers on your device first, so you can keep scoring through a dead spot and it will catch up when you have signal.

    A card the device could not send is labelled as not saved yet, and stays that way until it lands. Reset clears a card you have not saved, back to blank, if you want to start it over.

    The scoring pad
  10. 10

    Watch the signage and the ceasefire

    Your pad carries the range's own signage: stages cold, or range hot once the match director declares it. Hold fire while it reads cold.

    A ceasefire outranks everything else on the screen. Stop firing immediately, or let the shooter on the line finish the string in progress if that is the call, and wait for the match director. The all-clear shows as RANGE CLEAR, RESUME FIRE.

    If you are the one who sees the problem, call it yourself: any officer assigned to this match — a stage they run or a squad they run — can raise a ceasefire from their own pad. Clearing it is the director's alone, so the range stays stopped until they say otherwise.

    The scoring pad
  11. 11

    Flag anything that needs the director

    A protest note rides with the score so the director sees exactly what happened and on which target. A score alert tells the director a card needs a look, and takes them straight to it.

    That note is the report from the line, not a formal protest. A shooter who wants a ruling lodges one themselves from their own entry, and the director settles it with a reason the shooter reads.

    Raise it while the squad is still on the stage. It is far easier to sort out with the shooter standing there.

    The scoring pad
  12. 12

    Let the shooter confirm

    The pad asks the shooter to sign off as the card goes in, so hand it over before you move on. One look now prevents an argument at the podium.

    A card already signed off is never asked again, and half of a pair waits until the pair's second card is in — the two halves go in together.

    On a Cascade relay the sign-off is once, when the whole relay is in — the distances are carded one at a time, but the shooter signs off on the relay, not on each distance of it.

    At the stage
  13. 13

    Stay in your lane

    You can score your assigned stages and squads. You cannot change the course of fire, the roster, or the match settings — that is the director's call.

    Throughout

The pad is built for a phone in one hand. Big targets, short labels, and it holds up in direct sun — nothing needs to be tapped twice.

League

Several ranges, one championship

A league is optional. It is how a handful of clubs run a season together, on one shared standings board.

  1. 01

    Create the league

    Name, region, description, cover image, and logo. This is the league's public page and the front door for clubs that want in.

    Leagues page, create a league
  2. 02

    Set the championship rules

    Best-N decides how many of a shooter's matches count toward their season — the rest are dropped, so one bad Saturday does not end anybody's year.

    The finale multiplier sets what a finale is worth. It defaults to double.

    Class thresholds are the percentage bands that award a classification at the end of the season, read off a shooter's average percentage. They are offered on every season but a Hunter 2-1-0 one, and a season scoring in plain points awards a class to nobody until it is switched to percentage scoring. You choose when they lock: live, before the finale, or after it, and a season can inherit the league's bands rather than restating them.

    You can also require a qualifier, so nobody reaches the finale without having shot their way in.

    League page, League admin, League settings
  3. 03

    Open the league to clubs

    Join mode is open, request, or invite. On request, clubs apply from the league page and you approve them. Membership is a club, not an individual — shooters come along with the club that hosts them.

    You can invite a club by email as well, but nothing is affiliated until that club's staff accept it. You can also add a club you run yourself, and cancel an invitation that is still outstanding.

    League page, Clubs
  4. 04

    Build your series

    A league series is the points table for the championship. A club series is one club's own season. A league can run several series at once, and clubs keep their own alongside.

    A series carries one scoring style, the divisions and categories it awards, its best-N and finale multiplier, and whether a qualifier is required. The divisions it offers follow the style you pick: Open, Tactical, Production and Gas Gun for Precision Rifle, Blackjack Challenge (KYL) and Cascade; the four Hunter classes for Hunter 2-1-0; the weight bands for PRM Hunter (3-1-0); and Light, Heavy and Tac-Hunter for Extreme Long Range.

    The style is set when the season is created and stays with it for its whole life, because every match it takes is read one way — only the divisions and the categories can be edited afterwards. Start the next season from it to carry the style forward.

    League page, Series
  5. 05

    Attach matches to the series

    Any member club hosting a league match links it from that match's series card. You can also attach a book to a league series from the league's own Matches tab. One match can carry several club and league series at the same time.

    The match page, Series, or the league's Matches
  6. 06

    Flag finale and qualifier per link

    The finale and qualifier flags belong to each series link, not to the match. That is what lets the same Saturday be your league finale and an ordinary club points match, each scored under its own rules.

    A single link cannot be both — turning one on turns the other off, so nobody has to guess which one counts.

    The match page, Series
  7. 07

    Watch the standings build

    Series standings track each shooter's counted scores, dropped scores, finale score, and total. They recompute every time a linked match is finalized, so the table is never more than one finalize behind the range.

    What a total means follows the season's style by default: a percentage of the day's maximum for Precision Rifle and Blackjack Challenge (KYL), plain points for the Hunter styles, for Cascade and for Extreme Long Range. The season can also be set to score every style the way Precision Rifle does — a percentage of the top result in each group — which is its own season-points setting. Rows are ranked inside their own division or class, so a shooter who shot two holds a placing in each and no score ever counts toward a group it was not shot under.

    Joining a league series brings the match into line with it — its style, divisions and categories — and you are shown exactly what changed rather than finding it on the board later. A club's own series never rewrites a match. If the match disagrees with the rest of the season about the weight handicap you are warned before it goes in; the add still works, it just never happens silently.

    The series page
  8. 08

    Close the season and start the next one

    A season is its own record. When it is done, archive it: the table is written exactly as it finished and stops moving, and no match can be added to or removed from it. The same works for a club's own season and for a league's.

    You can un-archive it later if something genuinely needs correcting — that is what the frozen table is there for.

    Then start next season from it. The rules carry over — style, divisions, categories, classes, best-N, multiplier, qualifier, who it belongs to — with no matches, no flags, and a blank table. The name defaults to the year advanced, so last season's name never collides with this one's.

    The season page
  9. 09

    Give the league a face

    The league's contact name and email are the return address on league-level mail, the same way a club's are on club mail. Replies land there.

    Whoever owns the league runs it, and so do the owners, admins and match directors of every club that has affiliated — they get access the moment their club is in, with nothing to add by hand.

    League page, League admin, League settings

A club can belong to a league and still run its own independent season. Nothing about joining a league takes the club's own series away from it.

Cascade

A relay, a distance, and a ladder

Cascade Scoring is the style built around distances. A stage is a relay the squad shoots end to end, each distance paying its own ladder for the shot its target went down on, its bonus target, and whatever the clock left over.

  1. 01

    What a Cascade match is

    A stage is a relay: a run of distances shot in order, each one carrying its own allowance of shots at a target, its own bonus target if it has one, and its own clock.

    A distance pays three things. The ladder pays most for a first-shot hit on the target and less for every shot it took. The bonus target pays only when the target went down with a round to spare. The clock pays a hundredth of a point for every second left under the distance's limit.

    It is picked like any other style when the match is built, and it locks once a single card is on the books. The rifle is not part of a Cascade score, so there is no weigh-in and no weight handicap on one.

    The builder, details, scoring style
  2. 02

    Build a distance

    On each Cascade stage you write the distances: a name, the distance itself, the size, the shots the distance allows at its target, and — where it carries one — the bonus target's own allowance and what each bonus hit pays.

    The points ladder is what a target hit pays on each shot, first shot first. Leave it blank and it falls back to the allowance counted down, so three shots open as 3/2/1.

    Give a distance a clock and it is timed: the seconds left under its limit are what pay. Leave the limit at zero and the distance is not timed at all.

    The builder, course, or your stage library
  3. 03

    Set the relay

    The distances are shot in the order they sit in, so put the relay in the order the squad walks it.

    Name one distance as the tie-break. That distance's clock is the one the card has to carry, and the one the board settles an equal score with. Only one distance of a relay carries it — a relay naming none goes on reading the sum of its distances' times.

    A distance with no shots at its target is not one of the relay's distances. It scores nobody and gives an officer nothing to tap, so it never holds the relay open. That is what a walk or a marker between distances is built from.

    The builder, course, or your stage library
  4. 04

    Choose how the relay is shot

    The distance-by-distance switch on the stage decides the shape of the day. On, the squad shoots the first distance, the line rotates — the shooter who led goes to the back — and everyone shoots the next, until the relay's distances are done.

    Off, each shooter takes the whole relay in their turn and the card carries every distance in one save. That is the shape for a relay shot as a straight course of fire.

    The builder, course, distance by distance
  5. 05

    Score a relay

    On a relay walked distance by distance, the pad puts the distance on the line at the top and asks one question of each row: has this shooter shot it yet. Save each shooter's distance onto their own card as they come off the line. The card behind it still holds the whole relay, so a part-shot relay reads honestly on the board.

    A relay shot straight through is carded in one go, like any other stage.

    Either way the shooter signs off once, when the whole relay is in — not distance by distance.

    Cascade is run by an officer walking the relay line, so self-scoring is not offered on this style at all.

    The scoring pad, Cascade stage
  6. 06

    Out, or bought back in

    Miss every shot at a distance's target and the shooter is out of the match — but that is not necessarily the end of their day. Marked out, they stay on the roster and in their squad, are skipped for scoring, and can be put back in at any time.

    A shooter may instead buy back in and keep shooting. The pad records where it happened, so the desk can see where the match turned around for them.

    The scoring pad, the shooter's row
  7. 07

    Read the board

    A Cascade board carries two numbers beside the score. Hit % is the rounds that landed against the rounds actually fired, the target and the bonus target alike. Points left is what is still out on the range — every distance nobody has carded, including the ones left on a relay that is only part shot.

    A relay is carded distance by distance onto one record, so a card on a stage never means the stage is shot. The board reads the distances, not the cards.

    Match page, Results and Board
  8. 08

    Carry it into a season

    A Cascade season keeps raw points, like Hunter — the distances pay in points and the clock pays in fractions of one — so a season total reads to two decimals rather than the three a percentage is shown with.

    One style per season holds here too: a Cascade match only links to a Cascade series.

    The series page

Write the relay's distances and its ladder plainly on the stage, and say which distance is the tie-break at the safety brief. The card enforces the ladder; it does not explain it.

Blackjack Challenge (KYL)

A rack, a rule, and a string

Blackjack Challenge (KYL) is the third scoring style. Nothing is counted in steel hits — every rung of the rack carries its own points, and the string is a gamble you either advance through or bank.

  1. 01

    What a Blackjack Challenge (KYL) match is

    A stage is a rack: a ladder of targets shot largest to smallest, each rung carrying its own points. The shooter works down the rack until the string ends, and what they cleared is what they scored.

    It is picked like any other style when the match is built. Once a single card is on the books the style locks, so it is a before-the-line decision.

    A Blackjack Challenge (KYL) match carries no rifle card and no weigh-in. The rifle is not part of the score, so the handicap rule and the Hunter class fields never appear on one.

    The builder, details, scoring style
  2. 02

    Build the rack

    On each Blackjack Challenge (KYL) stage you write the rungs: a name, the distance, the size, and what the rung pays when it is hit.

    Mark one target as the smallest. That is the bottom of the rack, the one the extra hits are recorded on once it is down.

    Set the rounds the string is shot with. A miss burns one, so this is the ammo a shooter has for the whole rack — leave it at zero and the stage falls back to one round per rung.

    Then set the two bonuses: what clearing every rung pays, and what each hit past the first on the smallest target pays once the rack is clear.

    The builder, course, or your stage library
  3. 03

    Pick the rack rule

    Hit to advance: a hit pays the rung and moves the ladder on. A miss spends a round but leaves the shooter on that target, firing until they hit it — so the string ends when the rounds run out, and the rungs already hit still pay.

    Bank or bust: the shooter keeps going until they choose to stop and bank what they have earned. A miss anywhere on the rack zeroes it and pays nothing.

    The rule belongs to the whole match, not to one stage, and it is set next to the scoring style in the builder.

    The builder, details, rack rule
  4. 04

    Decide on the string timer

    Optionally, every card can ask for the string's elapsed time. That is the only place a time is wanted on a Blackjack Challenge (KYL) match, and it is the tiebreak: the fastest total time across the match settles a tie on points.

    Left off, no card asks for a time anywhere on the match. Either way the time is typed in by hand — there is no timer in the app.

    The builder, details
  5. 05

    Shoot the rack

    The card shows the rack top down, with the live rung marked. Only that rung takes a hit or a miss — the rungs below are out of reach until the one above is down.

    Every hit past the first on the smallest target is an extra hit, and the card counts them.

    On bank-or-bust, stopping is a decision the shooter makes out loud, and the card records it as banked. The rung they stopped at is deliberately left unshot, so a banked string never reads as one still being shot.

    The scoring pad, Blackjack Challenge (KYL) stage
  6. 06

    Score it, and correct it

    The range officer taps Hit, Miss, or Bank on the live rung, and adds or removes extra hits on the smallest target once the rack is clear. The card shows the rack's points as they stand, and how many rounds are left.

    The card is only written when it is saved, so a mis-tap before the save costs nothing. After the save it is locked to the officer, and a correction is the match director's override — written to the score audit log like any other.

    A banked rack can be reopened by the director if the string was stopped by mistake.

    The scoring pad
  7. 07

    Read the board

    A Blackjack Challenge (KYL) total is a percentage of what the rack could have paid, so it reads the same way a Precision Rifle percentage does — to three decimals, not Hunter's plain points.

    Stage scores and match totals follow the same rule as everywhere else: raw points on the card, normalized for the board, with nothing hidden in between.

    Match page, Results and Board
  8. 08

    Carry it into a season

    A Blackjack Challenge (KYL) series works like any other: best-N counts, the finale multiplies, and the table recomputes on every finalize.

    One style per season holds here too — a Blackjack Challenge (KYL) match only links to a Blackjack Challenge (KYL) series, and a series that does not match the match's style is never offered.

    The series page

Blackjack Challenge (KYL) is the one style where the shooter's own choice changes the score. Write the rack rule and the bonuses plainly on the stage, and say which one you are running at the safety brief — the card enforces the rule, it does not explain it.

Extreme Long Range

A distance, a string, and a ladder

Extreme Long Range is the style where the distance itself is the score. Every target pays its own distance multiplied by the shot it went down on — or, on a King of 2 Miles match, the distance squared first. Either way the ladder is worth more than the steel.

  1. 01

    What an ELR match is

    Each target carries a distance, and a hit pays that distance times a multiplier — five on the first shot, four on the second, down to one on the last. So a first-round hit at 1,800 yards pays 9,000, and a fifth-round hit on the same target pays 1,800.

    The multipliers are the match's own ladder, set by the director. A target's string is the opening rungs of it, as many as the target's own round count, so a course running short strings uses the ladder's first entries.

    The match states its unit once, yards or meters, and every card, stage sheet and board labels a distance the same way. The rifle is not part of the score, so an ELR match carries no weight handicap — but every ELR rifle is still weighed at the desk, because the scale is what confirms it fits the division it was entered in. A King of 2 Miles match may also switch on a soft weight limit, which is a deduction off the score rather than a division.

    The builder, details, scoring style
  2. 02

    Pick how a hit is worked out

    Common ELR pays the target's own distance: a 1,800 yard target pays 9,000 for a first-round hit. King of 2 Miles squares the distance and divides by 3,000 first, so the same target opens at a base of 1,080 and that first-round hit pays 5,400 — which is why the far targets run away with a King of 2 Miles match.

    Every other rule is read exactly the same on both: the ladder, the string, the cold bore, the stop-after, the minimum hits, the clock and the tie-breaker order.

    King of 2 Miles also opens on three house rules, every one of them yours to change. A soft weight limit, where a rifle over the ceiling costs its shooter points off their match score — 10,000 a pound is the suggested rate. Extra shots for advancement, where a shooter who has fired the whole string and is still short may keep firing to get a hit and move on, and those rounds pay nothing. And disregard after failure, where a shooter marked out short of a distance keeps only what they held when the match ended.

    The builder, scoring
  3. 03

    Set the divisions and their ceilings

    Each division carries a weight ceiling and a caliber ceiling, bipod included. A rifle over either is never refused entry — it is flagged, and the match director settles it at the desk.

    Leave the list empty and the style's own three apply: Light, Heavy, and Tac-Hunter. Set your own and the names are mirrored onto the entry form, the roster and the podiums.

    The builder, divisions
  4. 04

    Choose who an entry is

    Individual, every shooter enters alone. Team, every entry is a team and carries its own roster of people and the parts they fill — the shooter first, then a spotter or a wind coach. Mixed, the shooter chooses at entry.

    A King of 2 Miles match opens on Mixed, so a shooter can enter alone or bring a spotter and a wind coach without the director setting it up first. Change it to Individual or Team at any time; a match that already carries a choice keeps it.

    On a mixed match the two are ranked either separately, each division holding its own individual and team boards, or together, as one board per division. A team's size ceiling and the roles you offer are yours to set.

    The builder, entry mode
  5. 05

    Name the tie-breakers

    An equal score is settled in the order you set: the furthest distance reached in an unbroken run of distances each with a hit, then the match score itself, then the most first-round hits, then the most hits, then the fewest rounds fired.

    Read top to bottom, the first one that separates two shooters decides it. Leave the order empty and those five apply in that same order — which is the King of 2 Miles chain, furthest distance first and the score behind it.

    The builder, tie-breakers
  6. 06

    Build a distance

    On each ELR stage you write the distances: a name, the distance itself, the rounds the target's string is shot with, and — where it carries one — a clock. The stage can set one clock for every distance on it and state a setup time a shooter gets before the string; a single distance can override that clock with its own. A stage clock of zero means the stage is not timed at all.

    Two switches change how a distance plays. Stop after N hits ends the string the moment that many rounds have landed, so the rounds after it are never fired and pay nothing. A minimum hit count is what a shooter has to reach at that distance to move on; short of it their match is done, the distances after it are never shot, and the desk marks them out.

    Mark one target as the cold bore: the single shot the course opens on, taken on a cold barrel. It is never a string, so the ladder does not apply — a hit pays its distance times the target's own cold-bore multiplier, five by default, which makes it worth exactly what a first-round hit on an ordinary target is. It gets no extra time beyond the clock the target or its stage already carries.

    The builder, course, or your stage library
  7. 07

    Score a card

    The card walks the distances in order and shows what each round is worth as it comes up, so the shooter can read the ladder before they pull the trigger. Each rung pays the shot the target actually went down on — a hit recorded on the fourth row is worth the fourth rung, whatever the rows above it say — so the round's own position is the score rather than the count of hits. A round already recorded can be changed or cleared.

    A round marked while an earlier one is still blank is not refused: the card flags the skipped round in amber, names it, and pays it nothing until it is recorded. Fill it in, or clear the later mark and take the string in order — either way the card keeps what the officer entered.

    A string that runs past its clock is flagged for the match director and written to the score audit log, and so is a distance carded out of turn. Neither refuses the save: the officer clears the rounds that came after the buzzer, and the card keeps what they entered. All of it is there so the director can see the day as it actually ran.

    The scoring pad, ELR stage
  8. 08

    Weigh in, and settle a division flag

    Registration asks for the rifle's declared weight and caliber and warns the shooter if the claim is over their division's ceiling. That is a warning, not a refusal.

    At the desk the official weigh-in replaces the declared figures with the measured ones. A rifle over its ceiling goes to the match director, who settles it one of two ways: kept in the division they entered, with a note, or moved into a division the rifle fits. Either way the shooter's own entry says which way it went; the director's words about it are staff-only.

    Settle it before the board matters. A division flag left open is a placing nobody can trust.

    The weigh-in desk
  9. 09

    Read the board

    An ELR board ranks by score and then by the match's own tie-breaker order, and the same ranking carries through the live leaderboard, the results table and the podiums — one ladder, read the same everywhere. A King of 2 Miles book ranks on the furthest distance reached in an unbroken run of hits first, with the score behind it.

    On a split team match the board carries both views, so the teams and the individuals can be read without leaving the page.

    Match page, Results and Board

Write the ladder, the clocks, the stop-after rule and the minimum hit counts plainly on the stage, and say which target carries the cold bore at the safety brief. The card enforces all of it; it does not explain it.

Hunter 3-1-0

A rifle, a scale, and a level field

PRM Hunter is the 3-1-0 style. A first-round hit pays three, a second-round hit after a miss pays one, and the rifle you brought is part of the score — levelled by a five-part equity read off the scale.

  1. 01

    What a 3-1-0 match is

    Per target: a first-round hit pays 3, and a second-round hit after a first-round miss pays 1. Nothing past the second round pays at all.

    A one-shot stage reads every one of its targets as hit-or-miss — 3 or nothing. A stage the director marks as a vital or a one-shot stage is labelled as such on the course of fire, so the officer and the shooter both know what they are looking at.

    It is picked like any other style when the match is built, and it locks once a single card is on the books.

    The builder, details, scoring style
  2. 02

    Set the reference rifle and the cap

    The equity is measured against a reference rifle — a bullet weight, a velocity and a rifle weight that together make a recoil index. Type your own on the scoring step, or leave it blank for the app's own: a 165 grain bullet at 2,700 fps in an 11 lb rifle, an index of 40,500.

    The five parts are summed and then held inside a cap, five in either direction by default. You may raise it for a tuning match, but it can never be set under five.

    The builder, scoring
  3. 03

    Fill in the rifle card

    Registration asks for the rifle: its weight, whether you run a suppressor, whether it is an unmodified production rifle, and — optionally — your bullet weight in grains and your muzzle velocity, which the app turns into a power factor.

    It is a claim, not a measurement. Staff weigh the rifle and chronograph the load at check-in, and the measured velocity is what the official recoil index scores from. The declared figure is only what the entry preview reads.

    The class you pick at entry is one of the weight bands — Light, Standard, or Open — and the scale confirms which one the rifle actually sits in. Magnum is not a class: it is a tag the load earns, read at the scale.

    During registration
  4. 04

    How the equity works

    Four parts, summed, then held inside the cap. The weight band is a debit: past the neutral weight the rifle gives points up, and the further past it, the faster. The recoil term pays a rifle that shoves harder per pound than the reference and takes points off one that shoves less, within ±3 either way. A production rifle carries +1.0, and a rifle suppressed for the whole match carries +0.5.

    A heavy rifle therefore gives up twice — once on the weight band, once in the recoil term — which is the whole point of the style.

    The equity is added to your raw total once, at the end. Your stage scores are never touched.

    The match board, and the reference table below
  5. 05

    Read the rifle's tags

    The scale stamps a class and reads a set of tags beside your name: Field when the rifle was declared a production one, Light up to 12 lb, Standard up to 16 lb, and Magnum when the load clears the power factor line. A rifle past 16 lb is labelled Open — no weight-class award, though the Field award is still open to it.

    The tags are stickers, not gates. Nothing is refused entry for carrying one, none of them moves a point on its own, and every shooter is ranked on the same board.

    The weigh-in desk, and the match board
  6. 06

    Score the card

    Tap first round, second round, or miss on each target. The pad pays the ladder as you go and totals the stage for you.

    A tiebreak stage carries a time box, and so does any stage the director marked as needing a time. The clock is called on the line — the style's own is 4:00 for a single shooter and 6:00 for a pair — and the officer types the time in off the shot timer. There is no timer in the app.

    The scoring pad
  7. 07

    Settle a tie, and read the season

    An equal adjusted score is settled in order: the higher raw steel, then the higher recoil index, then the higher power factor, then the lighter rifle, then the more first-round hits, and only then the lower sum of last-shot times. It is the same chain the board reads, so a placing never disagrees with the tie-break it was settled on.

    A 3-1-0 season keeps plain points, so it reads to one decimal. One style per season holds here too — a 3-1-0 match only links to a 3-1-0 series.

    Match page, Results and Board

Weigh and chronograph every rifle before the first shot. An unmeasured rifle is a claim, and a claim is not what the board scores — the equity is the whole of what the rifle is worth.

Time-Plus

A clock, a set of penalties, one time

Time-Plus is the scoreclock style. Nothing is counted in hits: a stage is one run on the officer's timer, plus the seconds a team gives away for what it missed, did not engage or shot as a procedural. The lowest adjusted time wins.

  1. 01

    What a Time-Plus match is

    A stage is a clock. The card holds the raw time the officer read off their own shot timer, plus a penalty for each failure to neutralize, each failure to engage and each procedural or no-shoot — less any delay credit the officer records. That total is the stage's adjusted time, and it is the only number the board adds up.

    The formula is the whole style: adjusted = raw time + penalties − delay credit, floored at zero. There is no handicap, no rifle card and no weigh-in, and every card belongs to the clock rather than to a target.

    It is picked like any other style when the match is built, and it locks once a single card is on the books.

    The builder, details, scoring style
  2. 02

    Set the match's book

    The scoring step of the builder carries the whole rule. Who scores: each shooter on their own clock, or teams on one clock. On a team match, how many shooters a team holds. Then the three penalties in seconds — 30 for a failure to neutralize, 60 for a failure to engage and 10 for a procedural by default, and whatever your club runs instead.

    Then what a stage that runs past its own par time is worth: the calculated time stands and nothing is invented, a fixed par penalty is added, or the stage is a DNF. There is the same choice for a stage a team did not finish. Left unset, nothing is invented — the officer records what was shot and the card stands as it was entered.

    The builder, scoring
  3. 03

    Set the stages, on the scoring pad

    Every stage follows the match's numbers until it is given its own, and a stage's own are set on the Time-Plus Scoring pad rather than in the builder — par time, its own three penalties, and any delay credit that stands for the stage.

    A stage can also name which member owns its targets: the rifle shooter's, the carbine shooter's, or either. The officer records a target engaged by the wrong member as a procedural, and the pad says so before the run.

    Leave a stage blank and it simply reads the match. A stage carrying no par time is never judged against one.

    Match workspace, Time-Plus Scoring pad
  4. 04

    Build the teams, if you run them

    On a team match a team is one clock, one set of penalties and one adjusted time. Teams are built from entries already on the roster — never from a separate sign-up — so the roster comes first and the pairings come after.

    Each member is listed with the part they fill, and the pad reads those parts against a stage's own role restriction. The whole team has to be checked in before its card opens, so the pad tells the officer which member is still missing.

    Match workspace, Time-Plus Scoring pad
  5. 05

    Score a card

    The officer types the run's time off the shot timer — 95.5 or 1:35.5 both land on the same number of seconds — then taps a counter for each thing the team gave away. The pad shows the adjusted time building as they go, so the number is read on the line rather than worked out afterwards.

    Save draft writes the card without closing it. Confirm and lock is the final one: the officer reads the numbers back once, and after that only the match director may change it, with the change going on the audit trail.

    A card whose send fails is held on the device and offered back when the card is opened again. Nothing is silently dropped, and the desk can see which cards are still outstanding.

    Match workspace, Time-Plus Scoring pad
  6. 06

    Read the board

    The board adds up the locked, scored cards — a draft card is not on it — and ranks the field on the lowest total adjusted time. Two teams level on time are separated by the penalty seconds they took, then by whoever confirmed their last stage first.

    A team the director withdraws or disqualifies stays on the board below every result, and a director may settle a tie by hand with a place and a note of why.

    One open division: civilian, military and law-enforcement teams compete together, so there is no class podium to read — one board, one place.

    Match page, Results and Board
  7. 07

    Where it sits in a season

    Time-Plus is a standalone style. A season runs one of the six points styles, so a Time-Plus match is not linked to a series — choose the style at the book and read the day's own board as the record.

    Its cards, its audit trail and its printed packet all work exactly as they do on any other style, so the day is documented the same way.

    The builder, series

Say the penalties and the par time at the safety brief. The pad enforces the arithmetic — raw time, plus what the team gave away, less the credit — but it does not explain the rule, and a run should never be the first time anyone hears it.

Club

Run the club, not just the match

A match is a day. The club is the thing that keeps going between them — its door, its money, its roster, its records. All of it lives in the Club admin band at the foot of your club page, which only the club's staff can see.

  1. 01

    Set the club's door

    Visibility decides who can see the page at all: a public club sits in the ranges directory once its listing has been approved, a private one is visible only to its followers and staff. Either way the page is live and shareable from the moment the club exists.

    Join mode decides how people get in. Open lets anyone in instantly, request sends you an application to approve, invite means you add followers yourself.

    Then the entry rule. On, only an active follower of this club can enter its matches — every club starts that way. Off, any signed-in shooter can enter without following, and you still see every entry on the roster. That is the switch a club flips when it runs an open monthly.

    Your club page, Club admin, Club settings
  2. 02

    Get the club verified

    Send proof the club exists — a website, a sanctioning-body listing, a lease, a letterhead, or an uploaded document — with a line about what it shows. It goes to the platform's own review queue and nowhere else, and it can be sent while the club is created or any time after from its settings.

    A platform admin then records the club as verified and sets the date it was founded, which is what its page shows as its age. Until that happens the club reads as new, and it stays out of the directory, the map, search and the public match list.

    The platform also takes reports from shooters. Enough independent reports inside a short window take a club out of the directory automatically while an admin looks. That is not a suspension — the page, the matches and the links keep working, and it comes back the moment it is restored.

    Your club page, Club admin, Club settings, or the Clubs page when creating
  3. 03

    Put the money handles in

    The club's Venmo handle lives on the club, not on a match. Fill it in and every shooter who owes a fee is shown where to send it.

    The handles are an honor system — the desk marks each entry paid. A match only offers the methods its director ticked, so adding a handle here never puts a method on a match that did not ask for it.

    They are also held back from shooters until the club is verified or has run its first match — until then the match page shows a safety note and offers cash at the range or card on the club's connected account. Fill them in anyway: they go live the moment the club qualifies.

    Your club page, Club admin, Club settings, Payment
  4. 04

    Connect the club's card account

    If you want entry fees paid by card, connect the club's own account. The money goes into the club's account and pays out to the club's bank — PRM never holds it.

    Card only appears to shooters once the account is connected and cleared, and then two switches decide the rest: the club's own card gateway, and each match's card switch. Turn the club's gateway off and shooters simply stop seeing card — the account stays connected and keeps paying out.

    Your club page, Club admin, Club settings, Card Gateway
  5. 05

    Put a waiver on file

    Write the waiver text once, or point at an external PDF, and it is offered at every registration this club runs. Shooters type their name to sign it, and each entry is stamped with the version and the time they agreed.

    A signed waiver is kept as the club's own record, so the liability trail outlives the entry it came from.

    Your club page, Club admin, Club settings, Waiver
  6. 06

    Set the club's clock

    The timezone is what the scheduled mail reads. The day-before reminder and the unpaid-fee reminder use it to decide what “tomorrow” means at your range, so a notice never lands a day early or late.

    Your club page, Club admin, Club settings, Timezone
  7. 07

    Set the junior age groups

    Juniors are awarded in their own age groups, read off the date of birth on the entry. Out of the box that is Sub-Junior (under 13) and Junior (under 18); set your own ladder and the awards sheet groups them the way your club does.

    Your club page, Club admin, Club settings, Junior Age Groups
  8. 08

    Build the roster

    Invite a shooter by name and email and they go on the roster straight away, with a sign-up link. When they sign in they are activated automatically, and any stage or squad officer assignment waiting on them attaches to their account the moment they do.

    People who ask to join land in a pending list for you to approve or reject. From the active roster you can change a role, ban someone, or remove them.

    Owner, admin, md, ro, and member are the roles. Owner and admin can change club settings; MDs build and run matches and can reopen a finalized match; ROs get the pad and their assigned stages and squads.

    Your club page, Followers
  9. 09

    Message the whole club

    The blast tool emails your active followers under the club's name, with your contact address in the body so replies come back to you.

    If a message cannot be sent, the club gets a notice in the bell naming it, with a Resend on it. Nothing quietly disappears.

    Your club page, Club admin, Followers, Messages
  10. 10

    Review what the board held back

    The feed and the discussion boards are open to your followers, and the spam guard sits in front of them. A post that trips it — too fast, too many links, flagged wording, repeated text — is held rather than published, and lands in your queue.

    Approve it and it publishes exactly as it would have, on the board it came from. Discard it and it is gone. A post the guard dropped outright as a bot never reaches you; there is nothing to review.

    Leagues have the same queue for their own board.

    Your club page, Club admin, Held posts
  11. 11

    Decide who gets feed mail

    When a club officer posts to the feed, active followers get a bell notification and an email. That is the club's switch, and it is on by default.

    Follower posts never notify anyone, and every follower can turn the club and league feed mail off for themselves from their profile page. Match mail is not affected by any of this.

    Your club page, Club admin, Club settings, Notifications
  12. 12

    Set what reaches your own inbox

    Every notice a club's staff receives is written to the in-app bell either way. The switches under “Your match emails” decide which of them also go out by email — one per kind: new entries; withdrawals and no-shows; check-ins and other status moves; a shooter editing their own entry; score disputes and alerts; formal protests; and club feed posts.

    All of them start switched on. A busy roster means a busy inbox, so this is where a director turns down the noise they do not need — a match day's check-ins, say — while keeping the ones that matter, like a seat emptying or a score being questioned. They save as you switch them; there is no button to press.

    They are yours, not the club's. Each staff member sets their own, and one director switching a notice off never silences it for the rest of the crew. Nothing is lost either way: a notice switched off still lands in the bell.

    Feed posts are the exception — that switch is the same one as the club and league feed mail on your own profile page, so flipping it here flips it there.

    Your club page, Club admin, Club settings, Your match emails
  13. 13

    Get the contact block right

    The contact name, role, email and phone are shown publicly on the club page, and the email is the reply address on every automated message the club sends its shooters.

    Use an address a human actually reads. It is the difference between a shooter's question reaching you and vanishing.

    Your club page, Club admin, Club settings, Contact
  14. 14

    Repeat the season

    Duplicating a match copies the book — the stages, the squadding shape, the fee and its tiers, the handicap rule — onto a new date, so next month's match is a few taps rather than a rebuild.

    It is the fastest way to run a monthly, and it never touches the match it came from.

    Match workspace, Director tools
  15. 15

    Keep the club's own record

    Two logs answer the questions that come up after the fact. The staff action log on a match records entries removed, squads cleared, and the match's own deletion, with who did it and when. The score audit log records every score entered, changed, confirmed or reset, with the number before and after.

    Together with the post-match report, that is the club's account of the day — written by the app as things happen, not reconstructed afterwards.

    Match workspace

Nothing on this page is a paywall. A club's page, roster, feed, photos, calendar and own season are free, and running a league costs nothing. The only money PRM takes is the platform fee for publishing a match, shown before you publish.

Scoring

How each style scores

The style belongs to the whole match and locks once a single card is on the books. It decides two things: what a stage pays, and what a season reads — a percentage of the maximum for Precision Rifle and Blackjack Challenge (KYL), plain points for the two Hunter styles, for Cascade and for Extreme Long Range, whose distance-times-ladder totals are whole numbers. Time-Plus is the one that pays a clock instead: a stage is a run's time plus what the team gave away, the lowest total wins, and it stands on its own rather than feeding a season.

Scoring styleHow a stage scoresHow a season reads
Precision RifleOne point for every steel hit, on each scoring target. A target is worth one point per shot the course calls for, and a MOVE row never scores.A percentage of the stage maximums, normalized to the division winner, so it reads to three decimals. An equal score is settled on the points shot on the tie-break stage, and then on the fastest total time.
Hunter 2-1-0 (NRL)Per target: a first-round hit pays 2, a second-round hit pays 1, a miss pays nothing. A target is worth 2 however many shots the course calls for, and a MOVE row never scores.Plain points, so it reads to one decimal. The rifle is weighed and classed at check-in, and the weight handicap is added once at the end. An equal score is settled on the points shot on the tie-break stage, and then on the higher power factor.
PRM Hunter (3-1-0)Per target: a first-round hit pays 3, and a second-round hit after a first-round miss pays 1. Nothing past the second round pays, and a one-shot stage reads every target as hit for 3 or missed for nothing.Plain points, so it reads to one decimal, with the field levelled on the rifle — a harder-recoiling rifle per pound earns points, a softer or heavier one gives them up. A heavy rifle gives up twice, once on the weight band and once in the recoil term. Light up to 12 lb, Standard up to 16 lb and Open past it are the weight bands, read off the rifle at the scale; Magnum is a tag the load earns, and Field a bonus a production rifle carries. A rifle past 16 lb is Open — no weight-class award, but the Field bonus is still open to it.
Cascade ScoringEach distance pays its own ladder for the shot its target went down on — most for a first-shot hit — plus its bonus target, which only pays when a round was left for it, plus a hundredth of a point for every second left under that distance's clock.Plain points, so it reads to two decimals — the clock pays in fractions of a point. Every shooter is ranked on what their distances paid, and an equal score is settled on the tie-break distance's clock.
Blackjack Challenge (KYL)Every rung of the rack carries its own points, and clearing the whole rack pays the stage's clear bonus. Each hit past the first on the smallest target pays the extra-hit bonus.A percentage of what the rack could have paid, so it reads to three decimals like Precision Rifle's.
Extreme Long Range (ELR)A hit pays the target's distance times the multiplier its shot order carries — five on the first round down to one on the last. On a King of 2 Miles match the distance is squared and divided by 3,000 first, so the far targets are worth far more. A cold bore target is one shot, and pays its distance times its own multiplier instead of the ladder.Plain points, and whole ones — a target pays its own distance times the ladder, so a season is those distances added up. Each division is its own ladder, so a Light shooter is never ranked against a Heavy one. An equal score is settled on the match's own tie-breaker order: furthest unbroken distance, then the match score, then first-round hits, then total hits, then fewest rounds fired.
Time-PlusNothing is counted in hits. A stage pays the run's raw time off the officer's timer, plus the seconds given away for each failure to neutralize, each failure to engage and each procedural or no-shoot, less any delay credit — floored at zero. That adjusted time is the whole score.No season column. A season runs one of the six points styles, so a Time-Plus match is not linked to a series — its own board, ranked on the lowest total adjusted time, is the record.

Cascade Scoring

Cascade termWhat it means
RelayOne stage: a run of distances shot in order. Each distance carries its own allowance of shots, its own bonus target, and its own clock.
Distance on the lineThe one distance the squad is shooting right now, on a relay walked distance by distance. It is held on the stage, so the officer's pad, the scoring desk and a second phone all read the same distance.
Distance by distanceSet per stage. On, the squad shoots one distance, the line rotates, and everyone shoots the next. Off, each shooter takes the whole relay in their turn and the card carries every distance in one save.
The ladderWhat a target hit pays on each shot, first shot first. Left blank it falls back to the allowance counted down, so three shots open as 3/2/1.
Bonus targetThe distance's second target. It pays only when the main target went down with a round to spare — a hit on the last allowed shot leaves nothing to shoot at.
Time bonusA hundredth of a point for every second left under the distance's own limit. A distance with no limit is not timed at all.
Tie-break distanceOne per relay, named by the director. Its clock is the one the card must carry, and the one the board settles an equal score with. A relay naming none settles on the sum of its distances' times.
OutThe shooter missed every shot at a target and is out of the match. They stay on the roster and in their squad, are skipped for scoring, and can be put back in.
Bought backThe shooter missed every shot at a target and chose to keep shooting rather than be marked out. The pad records where it happened.

Blackjack Challenge (KYL)

Blackjack Challenge (KYL) termWhat it means
RackOne string's ladder of targets, shot largest to smallest. Every rung carries its own points.
Hit to advanceA hit pays the rung and moves the ladder on. A miss spends a round and leaves the shooter on that target, so the string ends when the stage's rounds run out — the rungs already hit still pay.
Bank or bustThe shooter keeps going until they choose to stop and bank what is down. A miss anywhere on the rack zeroes it and pays nothing.
Rack roundsThe rounds the string is shot with, set per stage. A miss burns one. Left at zero, it falls back to one round per rung.
Rack clear bonusPaid once, when every rung of the rack is down.
Extra hitsHits past the first on the smallest target, counted once the rack is cleared. Each one pays the stage's extra-hit bonus.
String timeOptional, set per match. On, every card asks for the string's elapsed time and the fastest total time breaks a tie on points.
BankedThe shooter stopped and kept what they had. The rung they stopped at is left unshot, so a banked string never reads as one still in progress.

Extreme Long Range

ELR termWhat it means
The ladderWhat a hit pays by shot order: five times the distance on the first round, four on the second, down to one on the last. The match sets its own, and a target's string is the opening rungs of it.
StringThe rounds a target is shot with. Each rung pays the shot the target went down on, so a first-round hit is worth five times a last-round one — the round's own position is the score, whatever order the marks were entered in.
Out of sequenceA round marked on the card while an earlier one is still blank. It is never refused: the skipped round is flagged in amber and pays nothing until it is recorded, and a later mark can be cleared and re-taken in order.
Cold boreThe single shot the course opens on, taken on a cold barrel. The ladder does not apply: a hit pays its distance times the target's own multiplier, five by default.
Scoring modeHow a hit is worked out. Common ELR pays the target's own distance; King of 2 Miles squares it and divides by 3,000 first. Every other rule reads the same on both.
King of 2 Miles baseThe distance squared over 3,000 — 1,500 yd opens at 750, 2,400 yd at 1,920 — which the shot-order multiplier is then applied to. A first-round hit at 1,500 yards pays 3,750.
Weight penaltyKing of 2 Miles only, and off unless switched on. A rifle weighed over the match's soft limit costs its shooter points off the match score, at the rate the director set — 10,000 a pound is the suggestion.
Extra shotsKing of 2 Miles only, and off unless switched on. A shooter who has fired the whole string and is still short of the hits a distance asks for may keep firing to get one and move on. Those rounds pay nothing.
Disregard after failureKing of 2 Miles only. A shooter the desk marks out after falling short of a distance keeps only the points they held when the match ended — everything scored past it is struck from the ranking.
Stop after N hitsEnds the target's string the moment that many rounds have landed. The rounds after it are never fired and pay nothing.
Minimum hitsWhat a shooter has to land at a distance to move on. Short of it their match is done — the distances after it are never shot — and the desk marks them out.
Setup timeThe seconds a shooter is given to set up before the string, read on the officer's card beside the clock. No extra time beyond the clock the target or its stage already carries.
Division flagWhere an entry stands against its division's weight and caliber ceilings: a claim over the line, a weighed rifle over it, or settled by the director as kept or reclassified.
Entry modeWho an entry is: Individual, every shooter alone; Team, every entry a team; or Mixed, where the shooter chooses at entry. A King of 2 Miles match opens on Mixed.
Team entryAn entry that is a team rather than one shooter, carrying its own roster of people and the parts they fill. The score is the team's, and the board ranks it on the team's ladder.

Time-Plus

Time-Plus termWhat it means
Adjusted timeThe stage's score: the raw time off the shot timer, plus every penalty, less any delay credit, floored at zero. The board adds these up and ranks on the lowest total.
Failure to neutralizeA target the team was meant to put down and did not. 30 seconds by default, set by the match and overridable by a stage.
Failure to engageA target the team never shot at. 60 seconds by default.
ProceduralA procedural, a no-shoot, or a target engaged by the member who does not own it. 10 seconds by default.
Delay creditSeconds taken back off the adjusted time for time the team lost through no fault of its own — a target reset, a stoppage called by the officer. Zero unless an officer records one.
Par timeThe clock a stage is meant to be shot under. A stage with no par time is never judged against one.
Over parWhat happens when the raw time runs past the par time: the calculated time stands, a fixed par penalty is added, or the stage is a DNF. Set by the match, per stage on the pad.
Unfinished stageA stage a team did not finish. The officer records what was shot and the calculated time stands, or — where the book says so — the stage is a DNF.
Team cardOne clock, one set of penalties and one adjusted time for the whole team, built from entries already on the roster. Every member has to be checked in before the card opens.
Confirmed cardThe officer has signed the run off. It is the final score for that stage, and only the match director may change it afterwards.
The board orderLowest total adjusted time first, then the fewer penalty seconds, then whichever team confirmed its last stage earliest. A director may settle a tie by hand with a place and a note.

How an ELR score is worked out

Every ELR score is the same two numbers multiplied: the base a hit is worked out from, and the rung of the ladder the target went down on. The ladder is the match's own — five on the first round down to one on the last by default — and a target's string is its opening rungs. Here is that arithmetic at 1,800 yards, both ways. A miss pays nothing, and neither does a round that was never fired.

StepCommon ELRKing of 2 Miles
What a hit is worked out fromThe target's own distance.The distance squared, divided by 3,000.
At 1,800 yd, the base is1,8001,080
A first-round hit (×5)9,0005,400
A second-round hit (×4)7,2004,320
A third-round hit (×3)5,4003,240
A fourth-round hit (×2)3,6002,160
A fifth-round hit (×1)1,8001,080
A cold bore hitDistance × its own multiplier, five by default — 9,000.The same, off the squared base — 5,400.
A clean five-round string on that target27,00016,200

How the 3-1-0 equity is worked out

PRM Hunter levels the field with a rifle equity: five parts summed once and locked onto the entry, where the ladder styles carry a single handicap number. The pad still scores raw — this lands on the total at the end, and it is what the board, the print and the season place on. Every part is read off the rifle as it was weighed, against the match's reference rifle: 165 gr at 2,700 fps in an 11 lb rifle, an index of 40,500, unless the director typed their own. Two rifles go through the whole chain below, one light and one heavy — and the heavy one gives up twice, once on the band and once in the recoil term.

PartA light rifleA heavy rifle
The rifle at the scale10.0 lb · 180 gr at 2,800 fps17.0 lb · 140 gr at 2,700 fps
Recoil index — grains × fps ÷ lb50,40022,235.29
Recoil term — 5 × the difference from 40,500, held to ±3+1.22-2.25
Weight band — read at the nearest half pound+1.6-4.8
Field bonus — an unmodified production rifle+1—
Factory ammo bonus — store-bought, nothing handloaded+1—
Suppressor bonus+0.5—
The five summed+5.32-7.05
Held to the match's ±5 ceiling+5-5

Working out your own rifle

Everything above is read off the rifle as it was weighed. To see what your own setup comes to before you enter, put your weight, bullet and velocity into the rifle fit calculator — it reads both Hunter styles at once, against each style's own rules or a match's own, and saves nothing.

Open the rifle fit calculator →

Reference

Who can do what

RoleWhat they can do
OwnerEverything, including club settings and the card gateway.
AdminRun any match, manage the roster and staff, and reopen a finalized match.
MDBuild matches, run registration, squad, check in, score, finalize, and reopen a finalized match for scoring.
ROScore the stages and squads they are assigned. Nothing else.
MemberRegister, shoot, post to the club feed, and see member messages.
Named match directorThe director, or co-director, named on one match. Holds match-director authority over that match alone — the desk, the match book and its stages, and any score a shooter has confirmed — with no club role needed.

Match status

StatusWhat it means
DraftStill being built. Not public, no registration.
RegistrationLive on the Matches page. Shooters are entering and paying.
SquaddingThe roster is set and shooters are being placed.
LiveMatch day. The scoring pad is open and the board is moving.
FinalizedScores locked, standings computed, results emailed.

Protests

Protest termWhat it means
OpenLodged and waiting on the match director. The shooter can still take it back.
UpheldThe director found for the shooter. What it cost to lodge is handed back.
DeniedThe director found against the shooter. The club keeps what it cost.
WithdrawnTaken back before it was ruled on, by the shooter or by the director. No fee settles.
The feeWhat the match charges to lodge a formal protest, set by the director and stamped on the protest as it is filed. Zero means lodging one is free.
The windowThe arbitration period, once one is opened. Before that a protest stands until the match is finalized; a finalized match takes none.

Seasons

Season stateWhat it means
ActiveRunning. Its table recomputes every time one of its matches is finalized.
ArchivedClosed. Its table is written as it finished, and no new match can be linked to it.
Frozen tableAn archived season's table only moves again after un-archiving. A later score change cannot rewrite it.
Your own historyYour match history is never season-scoped. Every match you have ever shot stays on your page, whatever happened to the season it counted toward.

Club standing

Club standingWhat it means
VerifiedA platform admin has seen proof the club exists. Its page reads as established, and its own payment handles are shown to shooters.
NewCreated, but nothing seen yet. The page and its match links work; the club's own handles stay hidden until it is verified or has run its first match.
UnlistedKept out of the club directory, the map, search and the public match list until an admin approves the listing. The page itself is live and shareable the whole time.
Out for reviewTaken out of the directory automatically after enough independent reports, while an admin looks. Not a suspension: the page, its matches and its links keep working.
Complete detailsA street address that places on the map, a contact email and a contact phone. A match cannot be published without them, and a club missing them is held to the same limits as an unverified one.

Hunter classes

Hunter classWhat it is
FactoryUp to 13 lb effective — the OEM suppressor credit comes off first. No power factor floor.
Open LightUp to 12 lb effective, with a 380,000 power factor floor.
Open HeavyOver 12 lb and up to 16 lb effective, with the same 380,000 floor.
SkillsUnder .30 caliber and 3,275 fps. No prizes and no series points.

Entry fees are settled with the club, never with PRM — by Venmo or cash at the desk, or by card when the club has connected its own account, in which case the money lands in the club's account and PRM never touches it. The one payment PRM takes is the platform fee for publishing a match, paid by card in the app. PRM is the software a club runs its matches on. From sign-up to standings, your match runs here.