The goal of P*EDC is about Survival, not Trophies.
We use the Combat Triad (Mindset, Marksmanship, Gunhandling) as defined by trainers like Cooper, Taylor, Fairbairn and Sykes.
Training focuses on low-round count, affordable ammunition use, and realistic engagement distances.
The Goal: This match is a test of you and your daily carry equipment.
The Standard: Your EDC (pistol or revolver) is the correct tool for this match.
The Opponent: The only benchmark that matters is your own previous performance. We don't measure you against faster shooters on range; we measure your growth as a protector and your ability to survive the fight. If your score today is better than your score last time, you are winning the only fight that counts: the one for self-improvement.
The Metric: Your score is a personal record of performance. The aim is to improve your Personal Best, ensuring that if you ever face a real-world encounter, your "best" is enough to survive. Shooters are encouraged to keep their own personal range log.
1. Authorized Carry Configurations
Civilian Carry (Covered): In accordance with Section 13 of the Firearms Control Act (FCA) 60 of 2000, firearms must be carried in a holster or holder on the person in such a manner that the firearm is completely covered. For P*EDC validation, the firearm must remain covered by a clothing garment until the engagement begins.
Professional Duty Carry (Open): Police, military, or registered security personnel may utilize their standard-issue duty equipment. Firearms must be carried in the agency-mandated holster, utilizing all required retention levels (Level II or III) as specified by their service protocols.
Deep Concealment: While the standard "covered" carry satisfies legal requirements, practitioners may opt for Deep Concealment methods (e.g., belly bands, ankle holsters, or specialized undergarments). These methods prioritize maximum concealment at the expense of draw speed. In P*EDC, these configurations are encouraged for validation, as they reflect the reality of non-permissive environments where even a "print" or bulge is unacceptable. The resulting lower PEI is an honest measurement of the trade-off between accessibility and invisibility.
The Grey Man Philosophy: Beyond the mechanical covering of the firearm, P*EDC incorporates the Grey Man concept—the art of being "hiding in plain sight." This philosophy dictates that a practitioner’s clothing and gear should not telegraph a tactical capability. The use of "tactical" apparel (e.g., cargo pants with reinforced knees or Velcro-heavy vests) is discouraged unless it is the individual's genuine daily attire. Success in this category is defined by the ability to move through a crowded environment without drawing attention, ensuring the element of surprise remains with the protector.
2. Tactical System Validation
3. The Philosophy of the Adversary
For Civilian Configurations: The RO must verify the firearm is completely covered. If any part of the firearm or holster is visible during normal movement prior to the "Standby" command, the shooter must adjust their cover garment to comply with the FCA standard.
For Duty Configurations: The RO shall verify that all retention devices are engaged. Bypassing retention for the sake of speed is a procedural failure and will result in a +5.0s Tactical Penalty.
Grey Man Assessment: The RO should observe the practitioner during the "walk-through" phase of the stage. If the practitioner’s attire or movement clearly signals the presence of a weapon to an untrained observer, the RO should provide a Tactical Note in the score sheet. This does not carry a time penalty but serves as a vital indicator for the practitioner's Mindset and Environmental Awareness training.
Mechanical Speed: Your "Raw Time" (how fast your hands move).
Tactical Accountability: Your "Penalty Time" (how many mistakes or misses you made).
Survival Index: Your "Final Score."
Header: Date, Place/Range, Weapon/Platform used.
Data: Stage Name, Raw Time, Penalty Breakdown, and Final Score.
Reflective Note: E.g. write one specific thing you did well and one thing to improve.
RO Validation: Every entry must be stamped and signed by the Range Officer. This acts as official proof of your regular training and proficiency that can be used for recording section 16 dedicated status activities and to motivate licence applications.
Holsters: Should be everyday daily-carry style (concealed or duty-style). No "race" or bulky competition rigs designed solely for sport.
Firearms: Any safe, reliable handgun (semi-auto or revolver), rifle (lever, bolt, or self-loading), or shotgun is permitted.
1. Power Factors & Personal Standards "Major" or "Minor" power factors do not apply. Every shooter is evaluated against their own previous performance with their specific platform. The goal is the refinement of your personal skill, not a comparison of calibers.
2. Load to Reality All firearms must be loaded to their actual maximum carry capacity. Participants shall use the magazines, speed-loaders, or shell-carriers they utilize in daily life.
3. System Parity Stages are designed with a low volume of fire (typically 5 to 10 rounds). Statistical data from civilian defensive encounters suggests that most threats are successfully managed or neutralized within a very limited number of shots. This ensures that a 5-round revolver or limited-capacity shotgun can solve the tactical problem without being disadvantaged by the stage design. Success is measured by the quality of the engagement, not the quantity of ammunition expended.
4. The Reload Protocol If a platform runs to slide-lock or an empty cylinder during a stage, the reload is a required element of the shooter's gunhandling assessment.
Low-Capacity Exception: Firearms with a capacity of 7 rounds or less are exempt from the "Run Dry" penalty (+0s), as the time spent reloading is the natural "tax" of the platform.
High-Capacity Rule: Firearms holding 8 rounds or more receive a +2s Awareness Penalty if run to slide-lock, encouraging tactical reloads during lulls.
5. The Decision Gap and Make-up Shots In standard stages, make-up shots are permitted. This forces the shooter into an active OODA loop: Observe the miss, Orient to the failure, Decide if a correction is viable or not, and Act.
The Trade-Off: The shooter must determine if the time "wasted" on a make-up shot is worth the reduction in the Time-Plus penalty.
Fire Discipline: While make-up shots are allowed to correct accuracy, they consume ammunition. For low-capacity shooters, a make-up shot may trigger a dry-fire reload, further complicating the decision-making process.
Note: This rule applies to standard stages. In Static Mover Simulations, make-up shots remain prohibited (+15s) to simulate the closing of a fleeting tactical window.
To ensure training reflects real-world data, stages must adhere to these engagement zones:
Handgun: 80% of targets must be within 7 meters (21 feet).
Shotgun: 80% of targets must be within 10 meters.
Rifle/Carbine: 80% of targets must be within 25 meters.
The "Contact" Requirement: Every stage should include at least one target at 3 meters to simulate extreme CQB urgency.
Your score is Raw Time + Penalties. All "Accuracy Penalties" are based on the Best 2 Hits (Handgun) or Best 1 Hit (Rifle/Shotgun).
These penalties reflect poor gunhandling or a lack of situational awareness:
Slide/Bolt Lock (+2s): Running the gun empty. You should "Tactical Reload" during lulls (Cooper/Taylor).
The Low-Capacity Exception: Firearms with a total capacity of 7 rounds or less (e.g., 5-shot revolvers, sub-compact 6-round pistols, or single-stack standard magazine 1911s) are exempt from the "Run Dry" penalty.
The Rationale: For these platforms, running dry is a predictable mechanical reality. The "penalty" is already built-in via the time it takes the shooter to perform the reload.
The "Fatal Funnel" (+5s): Reloading or clearing a malfunction while standing in the open (Fairbairn).
Failure to Top-Off (+2s): Moving with a manual action gun (Lever/Shotgun) without "feeding the beast" (Gore).
Slow Draw (+2s): First shot on a 7m target exceeding 2.0 seconds from the beep.
Lateral Movement: Speed is simulated by the distance between targets. Use "Staircase" layouts to force depth-perception changes.
Lead Cover: If the shooter has a gap in fire longer than 3 seconds while not behind physical cover, add a +5s Exposure Penalty.
FoF Validation: Use Airsoft or Dummy weapons to validate live-fire performance. If an opponent "hits" the shooter before the threat is neutralized, the shooter fails the stage.
Ammunition: Use ammunition conservatively. Keep it affordable.
The Goal: Minimize your total time.
The Reality: A 30-second bystander penalty or a 15-second missed steel plate is a "Life-Ending" event. Slow down, get the hit, and stay behind cover.
X: Moving Target Simulation
For stages designated as static "Movers" or "Lateral Transitions," only one shot per target is permitted.
A Static Mover Simulation uses stationary targets placed at varying depths to replicate a threat that is rapidly changing its distance from the defender.
How it Works for the Shooter:
The Concept: While the shooter remains stationary, the targets are engaged in a specific sequence to simulate movement in "3D space" (coming toward you or running away).
The "Charge" (Inbound): Engaging targets from the furthest to the closest. This simulates a threat closing the distance, requiring the shooter to manage increasing "target size" and urgency.
The "Escape" (Outbound): Engaging targets from the closest to the furthest. This simulates a threat retreating or moving to a different position, requiring the shooter to transition from a fast "snap shot" to a more precise, aimed shot as the target gets smaller.
The Rules of Engagement:
One Shot Per Target: To reflect the fleeting nature of a moving threat, only one shot is permitted per target.
Visual Indexing: The shooter must rapidly shift their focus (depth of field) between each shot.
The Goal: To maintain "First Shot Certainty" while the brain is processing a target that is "moving" closer or further away.
XI: Malfunction Management
Resolution: All malfunctions must be cleared in real-time. The clock does not stop.
Tactical Movement: Shooters are required to "get off the X" (move laterally) the moment a malfunction is identified.
Safety: If a malfunction cannot be cleared safely (e.g., a squib load/blocked barrel), the shooter must immediately signal the RO, and the stage is recorded as a DNF (Did Not Finish) for safety reasons.
Rather than diagnosing exactly what is wrong with the firearm (which takes too much time in a high-stress OODA loop), practitioners should use a tiered response:
Tier 1: The "Tap-Rack-Assess" (Primary Solve)
Action: Firmly seat the magazine (Tap), aggressively cycle the slide/bolt (Rack), and re-acquire the target (Assess).
Context: Solves 90% of issues (failure to feed, failure to fire/dud, or a slide not fully in battery).
Tier 2: The "Lock-Rip-Work" (Secondary Solve)
Action: Lock the slide back, rip the magazine out, cycle the slide twice to clear the chamber, and reload with a fresh magazine.
Context: Solves complex "double-feeds" or extraction failures.
Because stage layouts, target counts, and complexities vary between sessions, a raw score cannot be compared across different events. To maintain an accurate record of growth, every shooter must measure their performance against a fixed standard for each specific stage.
1. Establishing the Stage Benchmark (The "Par")
The Stage Benchmark represents a professional standard of "Perfect Execution." It is the time required to complete the stage with 100% accuracy (all A-Zone hits) at a controlled, proficient pace. It is the baseline against which all other performances are measured.
The Determination: The Range Officer (RO) shall establish the Benchmark at the start of the session. This is ideally done via a Live-Fire Validation Run by the RO or a designated lead practitioner using standard equipment.
The Benchmark Time: The raw time of a clean run (one with zero penalties) becomes the benchmark time for that stage.
Validation: A run that incurs any accuracy or procedural penalties cannot be used to set the benchmark. This ensures the "100% mark" always represents a successful tactical outcome.
The "Breakout" Rule: If a practitioner—using standard daily-carry equipment—achieves a "Clean" run that is faster than the existing Benchmark, their time becomes the New Stage Benchmark for that session.
2. The Personal Efficiency Index (PEI)
The PEI is the primary metric used in the A6 Logbook to track a shooter’s skill level over time, independent of stage difficulty.
The Calculation: The Benchmark Time is divided by the shooter’s Total Score (Raw Time + Penalties).
Formula: (Benchmark Time / Total Score) x 100 = PEI %
Interpretation: * 100%: You have met the professional standard for that problem.
>100%: You have exceeded the standard and pushed the "Personal Best" boundary.
<100%: Identifies a gap in either Mechanical Speed or Tactical Accountability that requires further training.
3. Data Accountability
By recording the PEI for every stage, the practitioner creates a data-driven map of their proficiency.
Tracking Trends: If a shooter’s PEI is consistently 90% on static stages but drops to 60% on "Inbound" Movers, the logbook identifies a specific deficiency in visual depth-indexing.
Platform Comparisons: The PEI allows a shooter to see exactly how much efficiency they gain or lose when switching between different carry platforms (e.g., a sub-compact vs. a full-size handgun).
4. The Philosophy of the Index
The PEI is not a ranking tool for comparison between shooters. It is a calibration tool for the individual. The Benchmark is nothing more than a definition of what is possible. A shooter’s success is defined solely by the narrowing of the gap between their current performance and the 100% mark over time.
In the P*EDC discipline, how a shooter engages a target is as important as the speed of the engagement. While several styles are permitted, practitioners should choose the method that best balances speed and tactical accountability for the specific distance and threat level.
1. The Double Tap (The "Hammer")
Definition: Two shots fired in rapid succession using a single sight picture. The shooter acquires the sights for the first shot and fires twice before the sights fully settle a second time.
Application: Primarily used at extremely close range (under 3 meters) where target size is large and high speed is the priority.
P*EDC Risk: Because the second shot is not individually "aimed," the risk of a C or D-zone hit—or a complete miss on a moving target—is higher.
2. The Controlled Pair
Definition: Two shots fired, each with a distinct, verified sight picture. The shooter fires, allows the sights to return to the target during recoil, and then fires the second shot.
Application: The standard for defensive validation at distances of 5 to 7 meters.
P*EDC Benefit: This method provides the highest level of accountability and is the most reliable way to maintain a high Personal Efficiency Index (PEI).
3. The Failure Drill (The "Mozambique")
Definition: A three-shot sequence: two shots to the center-mass A-Zone followed by one deliberate, precision shot to the head/ocular cavity.
Application: Used in scenarios where a threat is wearing armor or remains a threat after the initial engagement.
Scoring: In P*EDC, the headshot serves as a high-accountability requirement; a miss on the third shot carries a higher penalty (+10s) as it represents a failure to stop the threat.
4. The Snapshot
Definition: A single, high-speed shot immediately following the draw or a transition.
Application: Used for reactive engagement or when engaging multiple targets where one shot per target is required (e.g., Static Movers).