Below information is for the 2023 course. The “mystery” obstacle will be announced on the day of the event.

1. VEHICLE START AND K9 DEPLOYMENT

Upon arrival at the start line, K9 will be placed in rear of stationary vehicle. The handler will enter the driver’s seat. Time on the clock will start when the handler opens the front door to exit. Handler will exit vehicle and retrieve K9 via rear driver’s side door. K9 does not have to be attached to lead however handler must maintain control of K9, verbally or physically at all times. K9 team will then move to the next obstacle.

PENALTIES: +15 seconds for every missed shot. A hit consists of any hit on the paper target.

2. TARGET STATION (X4)

Upon Arrival at barricade, handler and K9 will take cover behind barricade and engage (1) stationary target. The K9 team will encounter 3 additional separate target engagement stations. Handler has a total of 4 rounds to engage 3 targets.

Station 1: K9 Handler will down K9 at barricade. K9 handler will then engage target down range with one hit and proceed to station 2.

Station 2: K9 handler will down K9 at barricade and proceed to a kneeling shooting position. The handler will then engage target down range with one hit and proceed to station 3.

Station 3: K9 team will enter a shooting lane with a target approximately 25 yards down range (maximum accurate shooting distance of Simunition gun.) K9 team will then advance toward target however handler can fire at any time once he enters the shooting lane and he feels that he can accurately hit the target. Once the handler has engaged the target, he may leave the station and proceed on to the next obstacle.

PENALTIES: +15 seconds for every missed shot. A hit consists of any hit on the paper target. +5 seconds for failure to follow directions. +10 seconds for crossing shoot line while shooting.

3 - 4: JUMPS

Upon arrival at simulated 4-foot fence, the K9 will jump over the top middle portion of the fence as the K9 handler goes around one side of the fence. K9 must go over fender without knocking it down. K9 team can reattempt the obstacle until complete. Once complete, the K9 must then jump through a second hurdle as handler goes around. Team can attempt the obstacle until complete.

PENALTIES: +5 seconds for failure to traverse.

5. K-9 Carry

Upon arrival, K9 jumps on first box. Handler will pick up K9 and carry, then place K9 on second box.

PENALTIES: If K9 touches ground prior to being placed on second box, handler must start the obstacle over.

6. CAR WINDOW JUMP

Upon arrival at window, K9  must then jump through the car window as handler goes around. Team can attempt the obstacle until complete.

PENALTIES: +5 seconds for failure to traverse.

7. SUSPENDED BRIDGE

   Upon arrival, K9 must cross the suspended bridge. Handler will guide alongside.

PENALTIES: +10 seconds for failure of K9 to traverse

8. A-FRAME

Upon arrival K-9 and handler climb on platform and over A-frame together.

PENALTIES: +10 seconds for failure of K9 to traverse; +10 seconds for failure of handler to traverse.

9. MYSTERY OBSTACLE

K9 and handler must complete the mystery obstacle.

PENALTIES: +5 seconds for failure of K9 to traverse; +5 seconds for failure of handler to traverse.

10. BUS

Upon arrival, K-9 and handler must enter the bus and exit without engaging distractions inside bus.

PENALTIES: +10 seconds for failure of K9 to traverse; +10 seconds for failure of handler to traverse.

11. WATER WINDOW

Upon arrival at a simulated 3 foot wall/window, the handler and K9 will traverse over the top of the wall through the window. The K9 and handler will be exposed to water dripping down from the top of the window. The K9 team can reattempt the obstacle until completed.

PENALTIES: +10 seconds for failure of K9 to traverse; +10 seconds for failure of handler to traverse.

12. CLIMB AND SLIDE

Upon arrival, K9 and handler must climb ladder and slide down the pipe.

PENALTIES: +10 seconds for failure of K9 to traverse; +10 seconds for failure of handler to traverse.

13. TUNNEL

Upon arrival, K9 and handler must enter the simulated tunnel (storm pipe) and exit the other side.

PENALTIES: +10 seconds for failure of K9 to traverse; +10 seconds for failure of handler to traverse.

14. RUN-0FF/APPREHENSION

Upon arrival, K9 and handler will be completely inside 4 cones. Handler and K9 will identify decoy and release the K9 for an apprehension bite. Handler must “out” the K9 and run to finish line.

PENALTIES: +10 seconds for not getting in the cone box before K9 is released.