10-32 Solutions Carbine Proficiency Standards

I am usually busy in my home office lately working with the various curriculums I’ve got. One of them is a class that gets some of Wisconsin’s police firearms instructors certified for the new patrol rifle program that’s being instituted. One thing that evolved from the curriculum that I wrote for my course is a set of proficiency standards for carbines. I’ve reviewed and shot a lot of various drills, qualifications, and standards over the years. There are a number of good ones out there. Some really show lots of thought into their creation and what they are intending to address. Some are meant to quantify performance, others are meant to provide a shooting workout of skills, and others are meant to provide a physical workout to affect performance.

I experienced the same feelings that I felt while looking at targets for my classes. None of them completely covered what I felt was important, even though there are many good examples out there. Some were more focused on speed of certain skills, others had accuracy standards I didn’t feel were up to par with what I wanted to expect of students, and others were structured with elements I felt were obsolete or promoted bad habits. I decided to do the same thing that I did with my targets, and I decided to make my own set of proficiency standards.

I established three focuses that I wanted to take, and the combined elements of the Combat Triad heavily influenced what I wanted the 10-32 Solutions standards to quantify. I’ll go into them further in depth shortly in the next posts, but in summary I felt that three phases of Accuracy, Pressure, and Skills combined together to provide a comprehensive approach. The round count, while not a nice and neat 25/50/100 rounds that bean counters prefer, it is an appropriate balance that has a certain reason for each and every round fired, but also doesn’t cater to those that deliberately skimp on training costs. I used proven and reliable drills like the Modified Navy Qual where appropriate, I tweaked other popular quals where they were strong, and overall I feel the three phases of these standards establish strong benchmarks to gauge performance and improvement needs for skills most needed in carbine operation for deadly force.

The dimensions of any scoring areas I feel are realistic to the realities of those that would be faced in a lethal force conflict, are realistic to achieve qualifying scores, and yet are still challenging enough to force shooters to have to work for their scores. Time limits used are also realistic and not dependent on timers that require tenths of a second. There are plenty of drills that focus on using that type of scoring, and many are excellent tools in developing and improving fundamentals. There are also a lot that encourage gaming or help develop bad habits in order to improve time, or place more emphasis on the time versus the accuracy or actual manipulation skills.

With that said, take a look at the listed standards, and see how you do. Handgun standards are also being developed in the same manner, and will be published after a little more work is done establishing some benchmarks. . Next article will discuss the Accuracy Phase of these standards.

 

10-32 Solutions Carbine Proficiency Standards:

Phase 1—–Accuracy

50 Yards NRA MR-31 Target

5 rds Standing 20 Seconds

5 rds Kneeling 30 Seconds

5 rds Prone 60 Seconds

150 Pts Possible, 105/70% to Qualify (5.75″ 7-ring)

 

Phase 2—–Pressure

Modified Navy Qual-MNQ–50 Yards, Par 25 sec

8-inch Circle Target, 15 Rounds, 3 magazines w/5rd ea

Standing 5 Rds

<RELOAD>

Kneeling 5 Rds

<RELOAD>

Prone 5 Rds

Variations: Trident Concepts rules; A) Safety must be activated prior to movements and reloads. Failure=DQ.

B) Weapon charged after reload via Charging Handle. Failure =DQ. C) Kneeling-Forward leg @ 90° angle, rear foot flat, extended leg. Failure=DQ.

Scoring: Misses=5 Pts

Every Second Over/Under Par= 2Pts/1Pt

40 Pts or Less to Qual

Expert 0-9 Sharpshooter 10-25 Marksman 26-40

Aggregate 0=40, 40=.5. Multiply X2, 80 Points possible.

 

Phase 3—–Skills

50Y Pair COM Stand T1, Pair COM Kneel T1&T2, Pair COM Prone T2

1x 8 rds 8rds

25Y Run 50-25 Pair COM Stand T1 Pair COM Kneel T2

1x 4 rds 12 rds

25Y Single Brain Shot T1&T2

1x 2 rds 14 rds

25Y-15 Moving Pair COM T1&T2

1x 4 rds 18 rds

15Y Pair COM T1&T2

1x 4 rds 22 rds

15Y-10 Moving Failure Drill on T1

1x 3 rds 25 rds

10Y Pair COM T1&T2

1x 4 rds 29 rds

10Y-5 Moving Failure Drill on T2

1x 3 rds 32 rds

10Y-3 Moving Box Drill; Hammer each body, single shot each brain.

1x 6 rds 38 rds

5Y Single brain shot, T1&T2

1x 2 rds 40 rds

 

Scoring: 16 COM, 4 Brain (32/8 Total).

Hit Desired Area = 2pts

Hit Outside Area = 1pt

Miss Off Target = 0pt

Maximum Possible 80 Points. 64 (80%) to qualify.

Aggregate Scoring: 150+80+80=310 Points, 70 rounds

Class A/Expert 310-278=90%

Class B/Sharpshooter 277-248=80% Minimum Qual

Class C/Marksman 247-216=70%

215-186=60%

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