WOLVERINE 5K Tactical Adventure Race
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Collect, Analyze, and Exploit 
a Marksmanship Training Center production.
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PsyOps

3/27/2024

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I think this is some sort of PsyOp against our Wolverines. You all better get prepared, they are not fighting fair this year. You all are going down...
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“What is a Wolverine?"

3/27/2024

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“What is a Wolverine?"
 
 “A Small Animal Like A Badger, But Terribly Ferocious.“

SITREP: Use guerilla tactics to ambush and harass the enemy, analyze battlefield information gathered in the field to create a HVT (High Value Target) list, then exploit intel through precision fire.
 
Location: Range #1 (Long Range 1.)                 
 
Ammo Count:
· Carbine: 4 Mags of 28 rounds each.  (for 2 team members)
· Precision Rifle: 15 rounds max. (1 team member)
· Team Leader does not engage on this stage.
· *Team comms are needed for this stage.
 
Shooting Position: Standing supported.
 
Number of shooters at once: Entire team.
 
Description: This is a 3 part stage: The Team Leader will set up a command and control center. Sniper will set up in an elevated urban hide. Remaining 1-2 teammates will set up an ambush position and report any updates to the rapidly changing battlefield.
 
Part 1:  From a standing covered and concealed position, 1 athlete will engage a target of choice with a carbine (100, 200, or 300 yards). If the athlete misses their target, they will leave their carbine and step away from the position so the next team mate can try. Only if the athlete engages and hits, the 100 yard target, the athlete will be rewarded with 1 piece of intel, which will then be hand delivered (on foot) to the team leader, then return to ambush position. The other athlete will immediately take up the firing position and engage a target of choice with a carbine (100, 200, or 300 yards). 100y = 1 piece of intel. 200y target = 2 pieces of intel. 300y target = 3 pieces of intel.  Athletes will continue rotating and engaging targets, and hand carrying intel to team leader during the entire stage.  Only 1 athlete may engage at a time from the ambush position. Carbine will be left with RO at the firing position while intel is carried to the Team Leader.
    · The ambush team must deliver all pieces of the 1st puzzle, before delivering pieces of the 2nd, 3rd, and 4th puzzles. Even if the targets have been identified and engaged (see below for more details).
 
Part 2: The team leader will receive intel from the ambush team, analyze the intel puzzle (literally), to create a bigger picture. Once the High Value Target(s) picture is clear, the Team Leader will relay the target description and range to the sniper via team radio communications (not on MTC Freqs).
   · The TL may relay target info to the Sniper before the entire puzzle is complete.
 
Part 3: Once the sniper receives a target description and distance via team comms, the sniper will formulate a firing solution. Sniper may shoot targets in any order, but the sniper must positive identify the target to the RSO spotter, and the RSO must say “SEND IT” before the sniper takes 1 shot per target. RSO will only confirm correct target or not, after the shot has been taken.
 
This scenario will continue playing out for 15 High Value Target engagements, or until time runs out.
 
Scoring:  2 points per hit by the sniper. Negative 10 points if the sniper hits the wrong target. 
Total number of stage team points: Maximum Team Points = 30 points.  Minimum Team Points = 0
 
AFTER:  Clear and Safe all weapons. Return puzzle pieces to proper cans at the ambush shooting position.
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Team work makes the dream work.

3/26/2024

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“If You Shoot Twice, They Can Find You“

3/21/2024

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“Never Shoot Twice” - SPONSORED BY B&T INDUSTRIES ACCU-SHOT
 
SITREP: Your supplies are running low. It’s time to stealthily climb into your blind and go hunting, but don’t shoot twice or the Russians will find you.
 
Location: Range #2 (Long range.) Targets may range from 100 yards - 1000 yards.
 
Ammo Count:

· Precision rifle: 4 Rounds max per shooter. 
 
Shooting Position: Supported standing, kneeling/sitting, or prone. Body armor worn by hardcore teams.
 
Number of shooters at once: 1 shooter engaging at a time, but team stage.
 
Description: Starting in the holding area with all weapons empty and on safe, on command from RSO, the team will climb up into the hunting blind with all needed equipment. Hardcore teams may only use the provided rope or buddy lift for climbing support. Recreationalist and solos may use the optional provided ladder. If an athlete can not climb up, they don’t get to shoot.
 
There will be 3 supported shooting positions to choose from: standing, kneeling/sitting, or prone.
 
As soon as the fist shooter is ready and in position, the shooter may load rifle and begin to engage each of the designate targets, with only 1 round each, staring from near to far.  Coaching and assistance from team mates is allowed.

· All 4 shots must be fired from the same position (Standing, kneeling/sitting, or prone).
· The first target will be an Accu-Shot Challenge Playing Card.
· Only 1 shooter may engage at a time. From inside the blind, the rest of the team may get into the ready position and spot for the shooter.
· Once the first shooter has completed all 4 shots, the second shooter may immediately begin the same target sequence.
· Shooters must call out their intended target to RO before engaging. If the targets are engaged out of order, the RO will simply say “wrong target” with no further information.
 
Scoring: 
· Accu-Shot Challenge Playing Card is not awarded points. But the closest shot to the center wins a gift cert.
· Points: 3 points per hit on steel animal targets.
· Bonus Multipliers: Standing position x3 point multiplier. Kneeling/sitting x2 point multiplier. Prone position x1 multiplier.
· Maximum Points: 27 points per shooter.
· Total points, divided by number of shooters (Round fraction scores down) = TEAM SCORE.
 
Total number of stage team points:  27 Team Points Max.
 
AFTER:  Clear and Safe weapons. Team may use stairs on the way down. Score keeper will record score. Direct the shooter to the next stage, or if complete with all stages, direct to the HQ. 

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“Calumet High School.“   sponsored by Mira Safety

3/13/2024

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SITREP: The high school has become a drop zone for Communist paratroopers. You and your classmates must fight your way through the parking lot to get to your getaway car. Be careful though, the Commies are known to use chemical warfare. 

​Great news!!! Well, maybe not for the competitors... MIRA Safety is sponsoring the 2024 Wolverine 5K tactical adventure race. We will have real protective masks this year instead of the cheap cosplay knockoffs.

We have a really exciting course of fire designed for this stage that will leave you breathless.

No logs. I promise. Not on the gas mask stage anyways.
​
***You may bring your own pro-mask but it must have full face coverage with external filter and wearable mask pouch. Hood not needed.
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"PISS IN THE RADIATOR"

3/5/2024

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BG Defense Company LLC / TYPE A RIFLES

Very pleased that BG Defense Company LLC / TYPE A RIFLES will be sponsoring a stage at the 2024 Wolverine 5K!
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We have selected a fairly simple stage design that should be named "I'm up. He sees me. I'm Down" which requires fire team rushes.
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​“You're such a goddamn jock!”

2/5/2024

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Description

​“You're such a goddamn jock!”
 
SITREP:  Flex your freedom fighter muscles and challenge the commies to a pullup competition.
 
Starting Position: Standing on ground. 12# Body armor worn by hardcore teams.
 
Number of shooters at once: 1 athlete at a time, but a team relay stage.
 
Description: On command from RO, one athlete will mount the bar and come to a full straight arm hang for one second. Hands may face either direction. The athlete will pull up until chin is fully over the bar, and hold for one second. The athlete will then lower to a full straight arm hang for one second. That is one pull-up.
 
Once the athlete has exhausted effort, or completed 20 pull-ups, they will dismount the bar, and next athlete will begin.
 
  • Athletes may only mount the bar once throughout the day.
  • Teams only get one try during the course of the day.
  • Each team member may do up to 20 pull ups. No more.
 
Scoring: The total number of pull ups, divided by number of team members.
 
Total number of Team stage points: 20 Points.
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Updated Rule Book

12/28/2023

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the_wolverine_5k_rule_book.pdf
File Size: 2465 kb
File Type: pdf
Download File

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“Machine Gun Bunkers Here, Here, Here, and Here."

12/21/2023

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Description: Starting in the holding area (parking lot) with all weapons empty and on safe, the team leader will issue each team member 1 of the provided weighted sandbag (20-50 lbs). On command from RSO, the entire team will low crawl under the wire, with their sandbags, to enter battlefield. Each athlete may occupy any of 5 unique stations. The weapon used for that station will only be loaded and unloaded at that specific station while pointed safely downrange. Once the station is complete, athletes will holster empty pistol and carry empty carbine to the next station to the right, along with their issued sandbag. 
 
Athletes may not skip a station, but may ask a team mate for assistance with the physical task.
 
Complete as many stations as possible in the time limit.
 
*See below for detailed station descriptions.
 
Scoring: 
· 1 points per hit in the A Zone. Negative 5 points per hit on friendlies.
· Maximum 40 points per shooter.
· Total points, divided by number of shooters (Round fraction scores down) = TEAM SCORE.
 
Total number of stage team points: Maximum Team Points = 40.  Minimum points = 0
 
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* Weapons will be loaded and unloaded at each station. Weapons will be safe and empty while moving from 1 station to the next.
 
Station #1: Low Wall Climb (Carbine): Simulates hopping fences.
Starting on either side of the wall, the athlete will place carbine in the designate safe area (barrel/table), then toss sandbag over the 5ft wall, then climb over the wall. The sandbag may remain on the ground where it landed. Engage 2 targets with 1 round each. Place carbine in the designate safe area (barrel/table), then toss sandbag over the wall, then climb over the wall. Engage each target with 1 round each. Continue for 4 reps and a total of 8 shots fired.
  • Recreationalist have the option of walking around the wall, but the sandbag must go over.
 
Station #2: Box Step Up (Pistol): Simulates stepping onto higher tactical positions.
Starting by placing carbine in the designate safe area (barrel/table). Athlete must keep the sandbag above waist level during the entire station. Using either leg, step up onto the box until both feet are firmly planted. Draw, and engage the target with 1 round, then re-holster. Step down off the box until both feet are touching the ground then step up again. Repeat for a total of 8 step up reps firing 8 rounds from on top of the box.  *If the sandbag falls below waist level, the station is over. 
  • Hardcore will use a 20 inch box.
  • Recreationalist may a the 16 inch box.
 
Station #3: High Wall Climb (Carbine): Simulates climbing onto short buildings.
· Start with carbine in the designate safe area (barrel/table). The athlete will toss sandbag under the wall, use any method necessary to climb over the wall (freehand, muscle up, rope, buddy lift, etc), then safely drop down on far side of the wall. The sandbag may remain on the ground where it landed. Engage each of the 4 targets with 1 round each. Place carbine in the designate safe area (barrel/table). Grab the sandbag, and return to the original side of the wall and repeat the drill for a total of 2 wall climbs and 8 round fired.
  • Recreationalist may low crawl under the wall with sandbag instead of climbing over.
 
Station #4: Balance Beam (Pistol): Simulates traversing uneven terrain.
· Start with carbine in the designate safe area (barrel/table). The athlete will walk from one end of the balance beam to the other while carrying the sandbag. If the athlete falls off, then return to the starting position. Once successfully across the beam, the athlete may drop the sandbag. Draw and engage 2 targets with 1 round each, then re-holster. Pick up the sandbag, and walk from one end of the balance beam to the other while carrying the sandbag. Engage targets again with 1 round each. Continue for a total of 4 successful trips across the beam and firing 8 rounds.
  • Recreationalist may ground their sandbags during this station.
 
Station #5: Push Up & Pull Through (Carbine): Simulates positioning equipment while staying behind cover.
· Starting with carbine placed on the ground in designated area and sandbag placed on either left or right side of the station area. The athlete will start in the prone position, and then push–up into a plank. Grab the sand bag and drag under your body to the other side. Lower your body down into the prone, grab rifle, and engage target with 1 round. Return rifle to the ground, push-up to a plank position, and then pull the sandbag under your body to the opposite side. Lower your body and engage the target with 1 round. Continue for a total of 8 reps and 8 rounds.
  • Recreationalist may fire 2 rounds per rep instead of 1.
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Tactical Athletes

11/27/2023

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There has been sightings of new equipment being delivered to the battlefield such as climbing ropes, weighted sandbags, step up boxes, and wall climbs. There will likely be new styles of tactical fitness inbound.
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