7. Scoring & results¶
7.1 The score of a shot¶
Every scored shot is worth 0 to 10.9 points. The target face's rings carry the classic values (10 at the center outward to the lowest ring); each ring is divided into ten decimal steps, so a deep central ten is a 10.9. Scores are always displayed with one decimal; whether the decimals count toward the total depends on the session's score system (§7.2).
The impact position is computed acoustically to millimeter precision and scored against the exact ISSF geometry of the selected face.
7.2 The score system — Mode and Points¶
Chosen when creating the session (§5.4):
- Mode "Match" — gauge scoring, as on paper targets in competition: the full width of the bullet hole counts, so a hole whose edge touches a ring scores that ring. This is why the session's caliber matters — a larger bullet gauges higher. The default.
- Mode "Centre" — only the geometric center of the hole counts. Caliber-independent.
- Points "Integer" — only the integer part of each shot counts toward the total (a 9.7 counts 9), like ISSF pistol events; the decimal remains displayed on the shot itself.
- Points "Decimal" — tenths count and add up, like ISSF air-rifle finals.
Official templates come with the correct combination preset.
On a reduced face (§5.4) everything scales with the reduction: the rings, the drawn bullet holes and the Match-mode gauge — so a reduced target scores exactly as its full-size original would at the shorter distance.
7.3 Valid shots, crosses, and misses¶
A shot counts when all of the following hold:
- It was fired inside a shooting phase (green light) — including the official 0.2 s ISSF tolerance after the phase on ISSF-compliant series.
- In rapid-fire, it is the first shot of its exposure.
- The shooter has not already fired the series' full shot count.
- The impact was located reliably: inside the target's measured area, with a clean acoustic solution. Degraded readings are discarded rather than scored wrong.
Shots that fail these rules are still recorded and drawn as crosses on the face (and greyed in the shot list) — you see them, they just score nothing.
Misses: when a shooting phase ends with fewer valid shots than it allows, the missing shots are filled in automatically as zero-point misses — an undetected or unfired shot costs its points, as in competition. During an unlimited-time precision phase you can also record one manually with the "Add miss" button on the hits list (§7.6 — for example after a shot clean off the target).
7.4 Practice zones (Benchrest faces)¶
The two Benchrest faces carry side practice columns next to the scoring grid. Impacts there are drawn on the face but score nothing and are excluded from totals and statistics — use them for warm-up shots within a series.
7.5 Reading the results¶
The result card (one per shooter on the series screen):

- a grid of the individual shot scores in order (a
-is a shot not yet fired), a hand-edited score carries a*(§7.8); - last shot's score, the running total, the average per shot (
avg) and the group size (grp— the mean radius, §7.7); - with several shooters: the eye icon filters the target face and cards to one shooter; the hand icon opens the malfunction dialog (§7.9).
The timing bar along the bottom of the card marks when each shot fell. In timed precision series, one bar spans the series and its segments are the split times between shots:

In rapid fire, each shot gets its own line, filled up to the shot's reaction time within its exposure (here a 3 / 7 series):

Session totals (match sessions): each shooter's card on the session page shows the running "Score" — the sum of all scored series, excluding sighting series, with malfunction re-shoots paired per the rules in §7.9.
Result cards and session cards carry the team name, which is normally the shooter's display name recorded when the session was created.
7.6 The hits list¶
Tap a result card to open the hits list — every shot of the series in detail, one row per shot:

- Each row of the "Shots" list carries the shot's order number, its score, the impact coordinates in millimeters (x/y from center), the split time from the previous shot and the time from series start, and — in multi-target sessions — which target it hit. Rows of non-counting shots are greyed.
- The "Auto center" switch re-scores the whole series as if the group were centered on the ten: every shot's score is recomputed around the group's center. Use it to judge pure grouping while ignoring a sight-setting error; switch it off to return to the real scores.
- Below the list sit the "Add miss" button (§7.3) and the series Notes field.
The hits list is also where a score is corrected by hand (§7.8).
7.7 Group statistics¶
Computed live from the valid shots (two shots minimum):
| Statistic | Meaning | Where |
|---|---|---|
Mean radius (grp) |
Average distance of the shots from the group's center, in mm — the standard group-size measure | Result card; red circle on the face |
| Maximal spread | The distance between the two farthest shots | Red frame on the face |
Average (avg) |
Total ÷ valid shots | Result card |
The circle and frame overlays are toggled in Settings → Indicators and are not drawn on the Benchrest faces (grid targets have no single group).
7.8 Correcting a score by hand¶
Scores are computed, but the range officer has the last word. In the hits list (§7.6), long-press a shot to open the "Update score" dialog:
- type the "New value" (decimals allowed) and confirm — the shot now counts
with that value and is displayed with a
*marking it as hand-edited; - the reset button in the dialog recomputes the score from the impact position, removing the mark.
Hand-edited scores enter totals and statistics like any other.
7.9 Malfunctions (ISSF procedure)¶
For ISSF-compliant series (official templates), the app implements the malfunction procedure:
- After the series ends, tap the hand icon on the affected shooter's result card. The "Malfunction" dialog asks for the number of "Valid shots before malfunction" — set it with the − / + stepper and confirm. ("Cancel malfunction" withdraws a declaration.)
- The round action button turns into re-shoot: tapping it creates a "Malfunctions" series — an identical series for the affected shooter(s), inserted right after the original — and starts it.
- Scoring of the pair follows the discipline (ISSF rules 8.9.4.5 – 8.9.4.6), with N the series' shot count and the declared valid shots always kept:
- Sport events — completion: the shots fired before the malfunction stand, and the first shots of the re-shoot supply the remainder up to N.
- Rapid-fire events — lowest per target: each shot position is one target; for every position, the lower of the original and the re-shoot shot counts.
- Standard and all other events — pooled lowest: the kept shots and all re-shoot shots are pooled and the N lowest-scoring count.
Whatever the rule, a malfunction can never gain points.
The session total handles all of this automatically. The re-shoot series is
labelled "Malfunctions" everywhere it appears, only one re-shoot is possible
per series, and its score cell shows the correction it contributes (a +
value) rather than a stand-alone score — the original and the re-shoot lines add
up to the combined result, never counted twice.
Your progress over weeks and months has a chapter of its own: chapter 8, Statistics.