Some launchers (the baseball, javelin and the cannons) have a power selector: set how hard to fire with the unlabeled power slider (you are never told the numbers). Stack slabs in front of the dummy. Each slab the shot punches through scores a point; the last slab must stop it. Any slab you place behind the one that stops the shot costs you a point, and so does every 15 points of stopping power left unused anywhere in the barrier, so a strong item that never gets used is no free win. The power of every shot, and the stopping power of every slab, is rolled within about 20% either way each time (slabs show their average), so leave a safety margin. You always get 30 slots, all alike. A shot only loses you points for empty slots that it was strong enough to use: slots beyond what the shot could ever chain through are free to leave empty. Any slab placed behind the one that stops the shot still costs a point. Stop the shot with a T-shirt as the very last item in your chain and you get a huge +10 bonus. Creativity counts too: every different material in your barrier beyond the first adds a point, but every slab past the fourth of the same material costs a point. Hitting the dummy scores nothing.