future weapon v8b2 feb
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Weapon training and designTRANSCRIPT
Future Warrior Weapon Fighting System ConceptsFuture Warrior Weapon Fighting System Concepts
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A human-engineered weapon system of systems conceptwith improved lethality through systems design:
weapon, sights, accessories, ammunition, equipment, targets, ranges, testing, and training.
v8b4
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EXSUM: Can we increase combat lethality 5X?
• Combat is changing. ≈ 80% of today’s asymmetric war’s enemy casualties are from small arms fire. Force structure, force composition, etc. have changed and will change more.
• Technology is literally redefining what a “rifle” is. The future “rifle” can be seen as a Local Area Network (LAN) with mission-relevant peripherals that will ‘communicate’ data vertically and horizontally.
• A human-engineered weapon fighting system using an integrated systems of systems design (weapon, sights, ammunition, targets, ranges, testing, accessories/add-ons, and team-based training) can:
Increase mission effectiveness.
Increase Soldier’s/Unit’s combat lethality (Ph/Pk).
Decrease fratricide.
Decrease accidental discharges.
• Defining how the Soldier, the Enemy, weapons, and equipment function together in combat is critical to effective performance. Otherwise, unintended interactions can actually decrease performance.
• The following are broad concepts with illustrative images. The text and photos represent concepts and do not reflect official DOD/DA approvals or recommendations. The exact details must be determined by rigorous analysis and evidence-based field trials.
• Dialogue is good.
EXSUM: Can we increase combat lethality 5X?
• Combat is changing. ≈ 80% of today’s asymmetric war’s enemy casualties are from small arms fire. Force structure, force composition, etc. have changed and will change more.
• Technology is literally redefining what a “rifle” is. The future “rifle” can be seen as a Local Area Network (LAN) with mission-relevant peripherals that will ‘communicate’ data vertically and horizontally.
• A human-engineered weapon fighting system using an integrated systems of systems design (weapon, sights, ammunition, targets, ranges, testing, accessories/add-ons, and team-based training) can:
Increase mission effectiveness.
Increase Soldier’s/Unit’s combat lethality (Ph/Pk).
Decrease fratricide.
Decrease accidental discharges.
• Defining how the Soldier, the Enemy, weapons, and equipment function together in combat is critical to effective performance. Otherwise, unintended interactions can actually decrease performance.
• The following are broad concepts with illustrative images. The text and photos represent concepts and do not reflect official DOD/DA approvals or recommendations. The exact details must be determined by rigorous analysis and evidence-based field trials.
• Dialogue is good.
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2025-2035 Warrior Warfighting System• Background: The DePuy-Gorman-Kanner Training Revolution fundamentally changed Army training literally almost
overnight (Tasks-Conditions-Standards; Soldier’s Manuals; MILES; After Action Reviews (AAR); Combat Training Centers (CTC), ARTEPS, etc.). Those concepts and the resulting billions in investments have had an extraordinary impact on Soldier/unit performance, operations, lives, and national security.
• Tomorrow … Training Goes to War. The Warrior Warfighting System extends DePuy’s vision to define training & training support as “weapons” (operational tools) organic to units. Each unit will have its own organic CTC capability by level (squad through battle command) that deploys with the unit.
The system elements are:
–Warfighting Centers (WFC) optimize Soldier-Unit integrated combat performance. The WFC will look like Combat Training Centers (CTC) and function more like living combat performance laboratories than “traditional schools.” The WFCs (linked to unit CTCs):
Define/train Soldier tasks in their collective context. E.g. train Soldier weapon marksmanship within Fire Team marksmanship and up. Or train the Fighting Position (foxhole) as part of the squad or platoon defensive perimeter.
Develop integrated Soldier-unit training strategies/schedules (a way) within ARFORGEN, METT-T, and resources. Develop vertically & horizontally integrated Training Aids, Ranges, Devices, Simulations, & Simulators (TARDSS) within
those strategies prioritized by organic unit training capability, MOSQ, etc. across components. Analyze tactical issues and develop solutions/TTPs based on METT-T (e.g. best way to assault hedgerows, etc.) ICW
Center for Army Lessons Learned (CALL) and unit CTCs. Manned by Performance Developers (PD) who are cross-trained as human engineers, training developers, and combat
developers. PDs rotate among TD, CD, and unit CTC jobs as part of their career development. Graduation ENDEX is the relevant ARTEP/MTP by appropriate level.
2025-2035 Warrior Warfighting System• Background: The DePuy-Gorman-Kanner Training Revolution fundamentally changed Army training literally almost
overnight (Tasks-Conditions-Standards; Soldier’s Manuals; MILES; After Action Reviews (AAR); Combat Training Centers (CTC), ARTEPS, etc.). Those concepts and the resulting billions in investments have had an extraordinary impact on Soldier/unit performance, operations, lives, and national security.
• Tomorrow … Training Goes to War. The Warrior Warfighting System extends DePuy’s vision to define training & training support as “weapons” (operational tools) organic to units. Each unit will have its own organic CTC capability by level (squad through battle command) that deploys with the unit.
The system elements are:
–Warfighting Centers (WFC) optimize Soldier-Unit integrated combat performance. The WFC will look like Combat Training Centers (CTC) and function more like living combat performance laboratories than “traditional schools.” The WFCs (linked to unit CTCs):
Define/train Soldier tasks in their collective context. E.g. train Soldier weapon marksmanship within Fire Team marksmanship and up. Or train the Fighting Position (foxhole) as part of the squad or platoon defensive perimeter.
Develop integrated Soldier-unit training strategies/schedules (a way) within ARFORGEN, METT-T, and resources. Develop vertically & horizontally integrated Training Aids, Ranges, Devices, Simulations, & Simulators (TARDSS) within
those strategies prioritized by organic unit training capability, MOSQ, etc. across components. Analyze tactical issues and develop solutions/TTPs based on METT-T (e.g. best way to assault hedgerows, etc.) ICW
Center for Army Lessons Learned (CALL) and unit CTCs. Manned by Performance Developers (PD) who are cross-trained as human engineers, training developers, and combat
developers. PDs rotate among TD, CD, and unit CTC jobs as part of their career development. Graduation ENDEX is the relevant ARTEP/MTP by appropriate level.
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2025-2035 Warrior Warfighting System (Cont.)
–Central CTCs are joint organizations with permanent large-scale instrumented maneuver areas and assigned OPFOR.
Train/qualify BDE slices in scenario based, force-on-force exercises against a dedicated OPFOR. Conduct pre-deployment training during wartime. Provide feedback to unit Chain of Command. Tailor scenarios to real-time METT-T and Enemy TTP. Gather LL to be distributed by CALL.
–Unit CTCs are organic unit portable TARDSS resources that deploy with units (linked to WFCs and CALL).
Train/qualify Soldiers & units as teams within performance-oriented, METT-T scenario based, and force-on-force exercises by level (squad to battle command) (usually limited by ranges to company-level maneuver; higher staffs integrated with simulations).
Tailor WFC training strategies/schedules to real-time changing METT-T and Enemy TTP. Debug operational concepts and TTP. Provide combat mission rehearsal capability. Provide feedback to WFC, central CTCs, & CALL.
2025-2035 Warrior Warfighting System (Cont.)
–Central CTCs are joint organizations with permanent large-scale instrumented maneuver areas and assigned OPFOR.
Train/qualify BDE slices in scenario based, force-on-force exercises against a dedicated OPFOR. Conduct pre-deployment training during wartime. Provide feedback to unit Chain of Command. Tailor scenarios to real-time METT-T and Enemy TTP. Gather LL to be distributed by CALL.
–Unit CTCs are organic unit portable TARDSS resources that deploy with units (linked to WFCs and CALL).
Train/qualify Soldiers & units as teams within performance-oriented, METT-T scenario based, and force-on-force exercises by level (squad to battle command) (usually limited by ranges to company-level maneuver; higher staffs integrated with simulations).
Tailor WFC training strategies/schedules to real-time changing METT-T and Enemy TTP. Debug operational concepts and TTP. Provide combat mission rehearsal capability. Provide feedback to WFC, central CTCs, & CALL.
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We’ve been here before
We’ve done this before
We know how to do this well
We have confidence in ourselves and our leaders
Our team can win
EffectiveStress
InoculationElements
Human Learning, Performance, & Stress: Preparing Soldiers to Fight and Win
The traditional wisdom is that an “accurate rifle” (determined by firing it in a fixture) and “knowing how to shoot paper targets” translates into effective combat lethality.
Moving while shooting at shooting and moving targets across terrain as part of a team under stress is a complex task that needs high levels of high-fidelity practice with human engineered tools. A total systems design approach can increase lethality by many factors while decreasing errors.
Human brains and bodies function differently under stress. The proven way to prepare Soldiers to perform under stress is with high-fidelity practice (not artificial stressors like yelling or deprivation).
Equally importantly, a piecemeal approach can easily result in negative learning where experiences can condition dangerous, often unconscious, bad habits. For example, do all enemy Soldiers immediately drop/die after one hit anywhere on their body? Yet, some training programs may unconsciously condition shooters to expect one shot kills.
The only thing that counts are results.
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WHY ARE ONLY 10% RIFLE ACES?
Background: The WWII AF Ace study showed pilots needed 10 engagements to survive & become Aces. The AF created the Red Flag force-on-force air combat training to give pilots those 10 engagements before their first combat engagement. Similar Lessons Learned (LL) apply to shooting.
• No high-fidelity maneuver & shoot-back acceptance testing & training.
• ‘Spray & pray’ under stress.
• Limited human engineering: examples:
- Peep sight with 3 focus planes (outside of human eye capability).- Fixed rifle stock length: 14% of males/33% of females have difficulty
shooting M16A2 wearing IBA (AMU).- IBA-weapon interface (no deltoid pocket to secure stock).
• Ammo accuracy insufficient for mid-range engagements, especially SDM & sniper.
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CONSIDERATIONS
• ≈ 80% of today’s enemy casualties are from small arms fire.
• Asymmetric Warfare: Small unit actions on a porous, 360-degree battlefield. No protected linear rear area fundamentally changes doctrinal assumptions & means CS/CSS Soldiers are engaging the enemy more often.
• Enemy Tactics: Swarming, Ambush, Shoot & Scoot, Die-In-Place (DIP).
• High volume of fire.
• Wide variety of terrain (MOUT-mountain-desert).
• Body armor, goggles, helmets, combat load.
• Changing force structure and gender composition.
• Vehicle-based force (HMMV, Stryker, truck, helicopter, MRAP, etc.).
• Mixed friend-foe target environment.
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Variables
• Weapon design configuration
• Ammunition
• Sights
• Testing
• Training
• Targets
• Ranges
• Accessories
• Equipment Interfaces
Ammunition
AccessoriesLights, Lasers, Grips, Video, Slings
High-FidelityTargets/Ranges
Human EngineeredWeapon design
CombatLethality
Multipliers
EquipmentInterfaces
High FidelityAcceptance Testing
Sights
M16A2 M855 Bullet Path (inches)
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-40
-30
-20
-10
0
10
100 125 150 175 200 225 250 275 300 325 350 375 400 425 450 475 500
Meters
Inch
es
M16A2 M855 Bullet Path (inches)
-50
-40
-30
-20
-10
0
10
100 125 150 175 200 225 250 275 300 325 350 375 400 425 450 475 500
Meters
Inch
es
Team-Based High FidelityTraining & Qualification
SYNERGY: The whole is more than the sum of its’ parts.
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Weapon Chassis System of SystemsWeapon As Local Area Network (LAN)
• Soldiers & units share data horizontally or ‘vertically’ to other units/info sources (e.g. scout shares target video & GPS tags with squad/platoon; satellite uplink/downlink feed to unit).
• Data moves across accessories/peripherals on the weapon chassis (e.g. video subsystem feeds sight; laser designator, video, sight, and GPS share data).
• Powered Picatinny rail subsystem powers accessories/peripherals (saving weight, volume, & cost). e.g. one master fuel cell replaces dozens of batteries and allows better weight distribution/weapon handling.
• Illumination/designation/sensing by spectrum band (IR, laser color, thermal, etc.) selectable to METT-T improving C2.
• Recordable data stream enables mission rehearsal, analysis, and training applications.
This becomes this
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Force, Weapon, and Accessory/Peripheral Mix Tailored to METT-T
• Tailoring the weapon, caliber, & accessory mix to the METT-T maximizes mission effectiveness.
• Match weapon & caliber to mission, terrain, and targets.
• Match sights and accessories to terrain, targets, and target ranges.
MOUT
MountainLRP
25mmCAWCCO
25mmCCO-M
5.56 SDM4X
.338XT6-18X
.338XT6-18X
7.62 H 25mmCCO-M
5.56 SAW-RCCO
5.56 SDM4X
5.56 SAW-RCCO
7.62 SAW-RCCO-M
7.62 SAW-RCCO-M
7.62 H4x
7.62 H4X
7.62 H4X 4x
CAW= Close Assault WeaponCCO= Close Combat OpticCCO-M= Close Combat Optic with magnification optionSAW-R= Squad Automatic Weapon fires from open-closed boltSDM= Squad Designated Marksman4X= 4 power scope6-18x= 6-18 power scope
25mmCAWCCO
53mmCAWCCO
25mmCAWCCO
25mmCAWCCO
25mmCAWCCO
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Outcomes• Increased mission performance.
• Increased lethality (Ph/Pk) by Soldiers by level:
- CS/CSS standards by range with standard base weapon configuration.- CA/MP standards by range by optional weapon configurations & sights.
• Decreased fratricide.
• Decreased accidental discharges.
• Decreased Friendly casualties.
• High-fidelity validated acceptance & team-based training/qualification tests:
- Fire-team and Soldier maneuver in realistic positions, obstacles, and terrain.- Realistic combat target displays (moving, muzzle blast, ballistic reaction, defiladed, shoot-thru, IBA, side, etc.).- Shoot-back targets (Simunition©, MILES laser, etc.).- Force-on-force (simulated or OPFOR) .
• Weapon adjustable for 5-95% Soldiers.
• Maneuverable in vehicles & MOUT.
• Configurable to METT-T.
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Key questions to set Combat Qualification standards are:
1. What does shooting look like in combat? Team size, shooting positions, load, terrain, team size, obstacles, etc?
2. What do targets look and behave like in combat? Views, distance, signatures, speeds, etc.?
3. Weapon configurations (caliber, sight, barrel, accessories, etc.) and ammunition capabilities?
Combat Service (CS)/Combat Service Support (CSS)
Combat Arms (CA)/Military Police (MP)
Squad Designated Marksman (SDM)
Sniper
0 100 200 300 400 500 600 700 800+
Notionaltarget probability
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Variables: Weapon design configuration
• Objectives:
- Accurate under combat conditions for 5-95% Ss (dynamic Ph/Pk; Soldier in loop).
- Maneuverable in vehicles/MOUT.
• Short overall length while keeping muzzle velocity.
• Adjustable stock, comb, & butt plate.
• Multiple rails for sights, lasers, lights, grips, etc.
• IBA-to-butt plate interface.
• Minimum muzzle climb (weight distribution, muzzle brake, stock-bore design parameters).
• Reduced signatures (color, sound suppressed, flash, reflections, etc.).
• Embedded operator information.
• Configurable to METT-T.
• Peripheral/accessory support
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Why so much adjustability?
• The more these two folks at left contort themselves to conform to one weapon, the less performance you’ll see in combat (even if they shoot well in BRM).
• The array of equipment options (weapon accessories, uniform, coats, gloves, arm/knee pads, LBE, IBA, helmet, etc.) requires a high degree of adjustability.
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Variables: Ammunition• Caliber matched to terminal target performance.
• High accuracy (see Mk 318/Mk 319).
• High lethality (DOD Standard).
• Low signature (flash, sound, etc.).
• Caliber and bullet choices re METT-T and weapon configuration (e.g. MOUT & short barrel, etc.).
METT-T• Mission• Enemy• Troops• Terrain• Time
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Future Ammunition
• Caliber design driven by target effects and missions.
• Design cartridges for use in carbine-length weapon systems. Ammunition and weapon are designed as a SYSTEM.
• Require flash-reduced propellant.
• Ammunition performance requirements include propellant temperature stability, accuracy, flash reduction, and consistency (lot-to-lot and shot-to-shot).
• Projectile is specifically designed to exhibit enhanced performance in the areas of:
1. Terminal performance against soft (unarmored) targets2. Terminal performance after defeating intermediate barriers (windshield glass, car door,
concrete block).3. Accuracy4. Muzzle flash5. Lot-to-lot and shot-to-shot consistency.
• Terminal performance enhancements are derived from Joint Service Wound Ballistic (JSWB) IPT from 2002-Present.
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(CQC 10 inch barrel) Unsuppressed single shot
M855 Ammunition
(CQC 10 inch barrel) Unsuppressed single shot
MK 262 MOD 1 Ammunition
Ammunition designed for optimum penetration* and lethalitywith minimum signature.
*Target requirements drive ammo design; steel or concrete penetration requirements may decrease performance in human tissue.
old new
Data source: Navy Surface Warfare Ctr
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5.56MM
Cartridge, Caliber 5.56mm Ball, Carbine, Barrier
MK 318 MOD 0
DODIC: AB49
NSN: 1305-01-573-2229
7.62MM
Cartridge, Caliber 7.62mm Ball, Rifle, Barrier
MK 319 MOD 0
DODIC: AB50
NSN: 1305-01-572-8492
• Consistent: shot to shot & lot to lot
• Accurate - NTE 2 MOA. (600 yds)
• Penetrates barriers: auto glass/doors.
• Lethal at CQC & behind barriers
• 2,900 fps in short barrels
5.56 @ 300YD 3.9 in. spread
Source: NavSurWarCtr
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Eye Dominance
Right-handed-left eye dominant 28.6%
Left-handed-right eye dominant 3.9%
Cross-dominant Total 32.5%
Rengstorff, 1967
Variables: Why shift to optical sights?
• Multi-spectrum combat. Illumination/designation/sensing by energy spectrum band.
• Human eye can only focus in one plane (not 3 planes for the iron peep sight).
• Easy to train. Easy to remember.
• Faster engagements (put dot on target; shoot).
• Increased accuracy (especially at longer ranges), lead on moving targets.
• Increased situational awareness (better view of target area).
• Bypasses eye dominance issue.
• Better performance with goggles, gas masks, etc.
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M16A2 zeroed at 250m in hot weather.
Why optical sights?• Human eye only focuses in one plane.• Peep sight field of view is narrow & tends to
obscure the target.• Optical sight yields wide view and can provide
ranging reference points.• Ex. Imagine you’re shooting at an enemy Soldier at
500m.• If you shoot center of mass, you’ll hit 45 inches low
(3.75 feet).• How does the shooter apply Kentucky windage at
500M with the peep sight?
Note: see https://robarguns.com/blog/2013/11/24/battle-sight-zero-bzo-who-has-it-right/
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If you elevate the sight 45” above the target……
Extra credit: Where do you aim if the shot is 300m @ 45 degrees uphill? See Notes.
.. .. .....500m
AP
NoteThis is an imaginary sight
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Fast walking target (approx 4 mph) = 3 POA = 27” at 300 m
Running target (approx 9 mph) = 6.9 POA = 62” at 300 m
Data source: USMC
• Target-front sight-rear sight = 3 planes (eye can only focus in one plane)• Peep sight can obscure target• Offers poor lead/elevation reference points• Requires guessing at distance, speed, and aiming point.• Difficult to use in poor light conditions.
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300M
.. .. ....
Fast walking target (approx 4 mph) = 27” at 300 m
AP
NoteThis is an imaginary sight
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Now line up the lead in shadow or at dusk or dawn.
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Lead the Moving Target:
• 25 yds:– 9 mph = 4.5” lead– 4 mph = 2” lead– Bad speed and range estimate can still hit target lethal area
• 50 yds:– 9 mph = 9” lead– 4 mph = 4” lead– Bad speed and range estimate can miss target lethal area
• 100 yds:– 9 mph = 18” lead– 4 mph = 8” lead– Misjudge speed by 3 mph misses target. – Misjudge range by 25 yds misses target.
Data source: USMC
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High Pay-off: Optical Smart Sight
• Built-in Laser rangefinder• Auto uphill-downhill adjustment• Auto ballistic drop/range (ammo programmable)
• Predictive lead• Night Vision compatible• Add-on modular magnifier or zoom• Updatable ammo database
80% of Enemy casualties are from small arms fire.
30% of the force does 80+% of the shooting.
Successful performance = confidence
80% of Enemy casualties are from small arms fire.
30% of the force does 80+% of the shooting.
Successful performance = confidence
.. .. .....500m
BL
NoteThis is an imaginary sight
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M16A2 – Peep Sight - M855 10-Round Group
M4A1 - ACOG 4x - Mk 262 10-Round Group
* Firing was done from the shoulder on a bench
Does an optical sight and accurate ammunition makes a difference?*
High-fidelity systems design, acceptance testing, and training will dramatically increase combat lethality (Dynamic Ph/Pk).
0 100 200 300 400 500 600 700 800
0 100 200 300 400 500 600 700 800
Data source: Navy Surface Warfare Ctr
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Variables: Sight Families
Basic
• Standard base model tubeless Close Combat Optical (CCO).
• Low or no power consumption and/or on-sight/external battery pack/solar charging.
• Low/no signatures (natural colors, no down range reflectivity, etc.).
• Parallax-free to weapon range standard.
• Validated reticle design (ranging and lead stadia).
• Folding peep sight or ghost ring co-witnessed as emergency BU. Ideally with range settings.
Advanced options
• Built-in laser range finder
• Off-weapon sight with link to helmet HUD.
• Magnification range matched to METT-T/mission.
• Multi-spectral capabilities to detect/designate targets (IR, thermal, light amplification, etc.).
• Tunable filters.
• Identification Friend-or-Foe (IFF)?
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29One-shot zero sight
Ranging Reticle• Circles provide standard
sizes for ranging• Circles = fast range-based
aiming point• Add lead stadia
Variables: SDM/Sniper Ranging Reticle Sight
• Zoom range matched to METT-T• SDM: 3-10x• Sniper: 6-18x
• One-shot zero• Non-traditional construction• Zooming does not affect reticle• Fast & reliable: fewer moving parts• Level indicator• Cant indicator• Built-in laser Range Finder (RF)• Identification Friend-or-Foe (IFF)?
www.shepherdscopes.com
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Variables: Ultra Long-range Super Sight
• Variable magnification and tunable multi-spectral capabilities (IR, thermal, light amplification, etc.).
• Video with in/out (simulate/record or observe). Communicate shared sight picture with spotter.
• Internal target tagging/marking.
• Integrated laser rangefinder.
• Ballistic calculator with auto uphill/downhill (ammo programmable).
• Sensors (temp, wind, humidity, barometric pressure, etc.)
• Multi-spectral internal filters
• Identification Friend-or-Foe (IFF)?
• User-definable reticle system
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Variables: Ultra Long-range Super Sight
• Tailorable reticle and information display.
• On-sight set-up & configuration.
• Integrated computer, information interface, and optics.
• Large magnification range.
• Stabilization.
• External power options.
• Video out/in & removable storage.
• Level indicators.
• Share data with accessories.
LCD/plasma screen• Configuration menu• Reticle select• Filter select• Shooter view
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32http://www.trijicon.com/na_en/products/product1.php?id=CCAS
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http://tracking-point.com
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0 100 200 300 400 500 600 700 800+
Notionaltarget probability
Notional Sight strategy:
1. Combat Service (CS)/Combat Service Support (CSS):
Tubeless Close Combat Optical (CCO) (base weapon).
2. Combat Arms (CA)/Military Police (MP): Match sight to METT-T.
• Tubeless CCO for convoy & MOUT.• 1-3/4x dot with magnification option accessory.• Mixed sight (tubeless CCO mounted on a red dot magnified sight).
3. Squad Designated Marksman (SDM): 3-10x scope with ranging reticle. One-shot zero.
4. Sniper: 6-18x scope with ranging reticle. One-shot zero. Laser RF.
5. Ultra-range sniper (SF): (not shown, but approx. 1,500-2,200M). Ultra-range Super Sight.
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Variables: Acceptance Testing• Validated small arms Tables 1-12 (TBD).
• Phase I testing is traditional reliability testing where the weapon is subjected to dirt, cold, heat, etc. and fires xx,000 rounds until it breaks/fails. This includes all accessories to determine impact on weapon operation. Static Ph/Pk .
• Phase 2 testing tests 5-95% size Soldiers during a range of individual and collective tasks while assessing the weapon’s user, equipment, accessory, and interface functioning. Dynamic Ph/Pk.
• Phase 3 (optional) is to issue weapon to Soldiers in combat with appropriate safeguards.
• The ideal weapon would be one any Soldier could pick-up and immediately start killing the enemy.
• Bottomline: The fidelity of the acceptance and training tests drives system decisions.
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Variables: Team-Based Training & Testing
• ‘Train like you fight’ means you’ll fight like you train.
• Objective is to train highly-lethal Soldiers/teams/units to validated standards under realistic field, team/unit, mission, and equipment conditions.
• Training would incorporate high-fidelity scenarios, targets, distances, and stress somewhat similar to armor Tables 1-12 (TBD) to ‘detect, decide, and destroy’ the enemy.
• Weapon ranges should at a minimum represent a slice of doctrinally-correct fighting positions, terrain, obstacles, defensive perimeter, and scenario-based realistic target arrays with shoot-back simulators or OPFOR as appropriate.
• Instrumented force-on-force maneuver ranges optimize collective-Soldier task integration and weapon fighting performances.
“Future units will have organic CTC-like capabilities. Training will “go to war,” becoming an operational warfighting tool for mission analysis,
mission rehearsal, etc.” LTG R. Brown
“Future units will have organic CTC-like capabilities. Training will “go to war,” becoming an operational warfighting tool for mission analysis,
mission rehearsal, etc.” LTG R. Brown
Is this what combat looks like?
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Variables: Team-Based Training & Testing:
What does shooting look like in combat?• Combat shooting positions?• Team size?• Basic equipment load?• Fatigue & stress (fear, noise, etc.)?• Obstacles/barriers?• Terrain, debris, etc?• Day/night/lighting?• Weather?
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Combat is not clean or neat.Soldiers must use terrain & obstacles to shoot.
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Combat is rarely an individual task.Soldiers fight and shoot as members of teams.
How you fight must drive how you train.Teamwork is an integral part of shooting.
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• Detect• Decide
• Mission• Shoot-Don’t shoot• Target value priority
• Destroy
• Detect• Decide
• Mission• Shoot-Don’t shoot• Target value priority
• DestroyWhat do targets look and behave in combat?
• Full body, torso, or parts?• Full front, side, or angled?• Colors & background effects?• Effect of range on color & detail?• Cover? Can you shoot through?• Movement? Speed?• Maybe all you see is a muzzle flash at 300m-500m?• How do you destroy targets?
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• Only torso?• Only full front?• Only one color?• Isolated?• Standing?• No cover, obstacles, or barricades?• No mixed groups with different weapons?• No muzzle flashes?• Where do shots kill or incapacitate?• Do you shoot all targets? Are any targets friendlies?• Do all targets fall with one shot?
DetectDecideDestroy
Is this what the Enemy looks and behaves like in combat?
CAUTION• Hard & fast target rules may
produce negative training.• If shooting is scored on single
shots or even double-taps, high practice levels will create strong ineffective shooting habits.
• Ideal is to shoot until the target is destroyed, therefore targets should have random shot-to-kill responses.
CAUTION• Hard & fast target rules may
produce negative training.• If shooting is scored on single
shots or even double-taps, high practice levels will create strong ineffective shooting habits.
• Ideal is to shoot until the target is destroyed, therefore targets should have random shot-to-kill responses.
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LETHALITY: How do you destroy human beings?
• The human torso is full of voids.• Bones may stop or deflect bullets.• Varying muscle/organ/connective tissue densities can skew the bullet path.• Full Metal Jacket (FMJ) bullets penetrate well, sometimes too well. The
‘through & through’ bullet can be an ineffective bullet that “ice picks” the target, but causes little damage.
• Enemy targets may be significantly smaller and thinner than Americans (increasing ‘through & throughs’).
• An ‘adrenalized’ or drugged Enemy may take 12+ hits and continue to function. Are you prepared to shoot until destroyed?
BOTTOMLINE:• Humans can be hard to kill.• Bullets rarely instantly incapacitate humans or blow them off their feet.• Shot placement, accuracy, and high fidelity team-based training, targets, and ranges are important.
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LETHALITY: How do you destroy human beings?
1. Bullet performance changes by angle of entry and range to target (velocity).
2. Bullet path is affected by changes in tissue density and bones.3. Brain-spine shots can be incapacitating. Both are small targets protected
by bone.4. Heart shots may kill in about 30 seconds to 2 minutes.5. Lung shots may kill slowly.6. Large arteries may bleed out in 5 minutes.7. Breaking legs may be a mobility kill.
BOTTOMLINE:• Humans can be hard to kill or stop.• Shoot until the target is destroyed.
LETHALITY: How do you destroy human beings?
1. Bullet performance changes by angle of entry and range to target (velocity).
2. Bullet path is affected by changes in tissue density and bones.3. Brain-spine shots can be incapacitating. Both are small targets protected
by bone.4. Heart shots may kill in about 30 seconds to 2 minutes.5. Lung shots may kill slowly.6. Large arteries may bleed out in 5 minutes.7. Breaking legs may be a mobility kill.
BOTTOMLINE:• Humans can be hard to kill or stop.• Shoot until the target is destroyed.
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Variables: Target Mix:
• Mobile, portable, low-cost (usable in FOB AO).
• Organic to unit in deployable ranges/CTC capability (training goes to war).
• Targets configured to represent “combat views” and “combat tasks”:
- Portions of enemy.
- Defiladed targets (practice rifle-grenade shift).
- Moving targets (gravity tracks/rails).
- Muzzle flash (e.g. Israeli tank gunnery trainer).
- Ballistic targets (demo reaction to shots).
- Shoot-through targets (shoot through obstacle to kill target).
- Lethality weighting (scoring reflects lethality zones).
- Materiel targets (e.g. bunkers, trucks, weapons, etc.)
- High-low angle (e.g. MOUT, mountains, etc.).
- Hard-to-kill (multiple shots to knock down).
- Target prioritization (most dangerous first).
- Teamwork tasks.
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Recycled rubber target has windows for 2-point lethal areas.
Hits trigger an orange flag.
Recycled rubber target has hostage head over shoulder.
Hits knock head back.Ballistic weighted dummies hanging on hooks simulate body mass reactivity to shots. Internal
fill adjusted to reflect mass, bones, organs, voids, etc.
Recycled rubber shoot-reset targets. Hits knock targets 1 & 2 up. Target 3 hits reset targets 1 & 2.
Target size can be adjusted to simulate range (Caution: bullet flight time
issue).
Life-like targets can set-up realistic scenarios in local uniforms. Used
with Simunition© or live fire. Shooter can train
medically treating wounds, etc.
Recycled rubber reactive targets. Hits pivot targets back. Other variations (swinging,
pivoting, dropping, etc.). Can be combined with Simunition© shoot-back or propane
muzzle flash simulators.
1 2 3
NOTE:The human brain &
eye are highly sensitive to faces, eyes, etc. Targets
should always show faces.
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• The Fire Team fighting range should be a slice of combat terrain, scenarios, target mix (aspect, distances, behavior), and teamwork. Shooting accuracy, speed, lethality, weapon handling, and positional awareness are all worked into a ‘crawl-walk-run’ training matrix.
• Even today’s KD ranges should be an accurate slice of the defensive perimeter with correct fighting positions, obstacles, etc.
• Always do it right so Soldiers see it right.
grenadethrow
low wallcross
High wall cross
3 sec up-downassault
Friendlytarget
Rangenot toscale
AK47 & RPGtargets
4-shotkill
Muzzle-flashtargets
Shoot-throughCover target
The Fire Team fighting range presents multiple targets and scenarios that require accuracy, fire & movement, teamwork, tactics, and problem
solving.Targets can pop-up, move, and simulate shooting back.
Hightargets
C4 pit
C4 pit
CivilianDon’t Shoot
target
Fire TeamStart Point
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WARRIOR WEAPON FIGHTING TRAINING TARGET CONCLUSIONS
• Targets and ranges should look like and act like what Soldiers see in combat.
• Threat target arrays should mix: position, moving & stationary, signatures , distance & elevation (by probability), Threat & Friendly, individual & group, reactability (killability), clear & obscured, ground & vehicle, human & materiel, etc. to exercise the Shooter’s full range of skills.
• The ideal Target set should be:- Reactive steel targets with 2” rubber facing with realistic imagery.- Shoot-back option (Simunition© or MILES).- Portable (deployable organic with unit).- Flexible to create METT-T specific scenarios.- Minimum support or infrastructure needs.
BOTTOMLINE:1. Shoot what you can see; shoot until the target is destroyed. 2. Use a portable, diverse target mix in METT-T specific scenarios.3. Qualify/train both Soldiers and fire teams as the minimum.
WARRIOR WEAPON FIGHTING TRAINING TARGET CONCLUSIONS
• Targets and ranges should look like and act like what Soldiers see in combat.
• Threat target arrays should mix: position, moving & stationary, signatures , distance & elevation (by probability), Threat & Friendly, individual & group, reactability (killability), clear & obscured, ground & vehicle, human & materiel, etc. to exercise the Shooter’s full range of skills.
• The ideal Target set should be:- Reactive steel targets with 2” rubber facing with realistic imagery.- Shoot-back option (Simunition© or MILES).- Portable (deployable organic with unit).- Flexible to create METT-T specific scenarios.- Minimum support or infrastructure needs.
BOTTOMLINE:1. Shoot what you can see; shoot until the target is destroyed. 2. Use a portable, diverse target mix in METT-T specific scenarios.3. Qualify/train both Soldiers and fire teams as the minimum.
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• Add METT-T• Add night/ limited
viz
• Add METT-T• Add night/
limited viz
• Add METT-T• Add night/
limited viz
• Add METT-T• Add night/
limited viz• Separate
platoon seams (IFF)
• Add METT-T• Add night/
limited viz
• Add METT-T• Add night• Separate
company seams (IFF)
• Joint
COMBAT
2 squad
Force-on-Force
ARTEP
Squad maneuver lane
• MILES• Simunition©• Scenarios
2 fire team Force-on-Force
ARTEP
• Live fire• MILES• Simunition©• Shoot-back
targets
2 fire team maneuver lane
• MILES• Simunition©
fire team maneuver
lane
• MILES• Simunition©• Shoot-back
targets
• Live fire• MILES• Simunition©• FATS• Shoot-back
targets
• Standing• Prone• Kneeling/seated • Supported shooting
(obstacles)
• LMTS• Shoot-back targets
Zeroing Zeroing Zeroing Zeroing Zeroing Zeroing Zeroing Zeroing
Combat Weapon Fighting Training Matrix• METT-T = conditions that vary by unit TOE and AOR terrain (mounted, MOUT, etc.). Training should be tailored to unit missions,
weapons, terrain, weather, Lessons Learned (LL), etc. (e.g. OEF SF dismounted uphill/downhill 400-800m targets)• Zeroing is treated as a constant skill in all columns.• Diagnostics, experience, and personnel continuity will drive the CDR’s decision where to enter the matrix.
Although individual Soldier qualification is essential, move as quickly as possible to Fire Team
training & qualification. Combat marksmanship is a team
event.
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Variables: Accessories
• Visible white light
• Visible/IR laser designators (by spectrum or color)
• IR illuminators
• Filters/ diffusors / embedded shape codes (visual SOI) (square, circle, triangle, diamond, etc.)
• Additional rails & grips
• Suppressors (recommended for base weapon).
• Bore sighting/zeroing tools (zeroing target on MRE case)
• Testing determines accessory impacts on weapon reliability and shooter performance.
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Variables: Interfaces
• Equipment interacts with the shooter, weapon, and other equipment.
• IBA may affect sight use and stock-shoulder ‘weld.’
• Equipment may limit Soldier’s Range of Motion (e.g. inclining head to see high target).
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CQC 5.56mm• armor & vehicle crews/MOUT• 10” barrel • Folding adj stock• Tubeless CCO• Suppressor
SDM/Sniper rifle • 18” barrel• Folding Adj stock• SDM: 3-10x ranging reticle• Sniper: 6-18x ranging reticle• Opt mixed sight• 600-800m Point Target• Suppressor
Base 5.56 mm rifle• 14” barrel• Folding adj stock• Tubeless CCO
sight • Opt 1-4x Optic• Opt mixed sight• 0-500m• Suppressor
5.56mmbest applications
• Jungle• MOUT• Light personnel
targets• Medium ranges• CS/CSS
The CDR decides the appropriate weapon-caliber-sight-ammo-training configuration for the METT-T.EX: If OEF CDR needs 400-600m uphill shots, then the CDR needs a weapon-caliber-sight-ammo-
training combo that gives the Soldier/unit that capability.
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CQC 7.62mm• 13” barrel• Folding adj stock• MOUT/Mounted CA• Tubeless CCO• Suppressor
Base 7.62mm• 16” barrel• Folding adj stock• CA/MP• Tubeless CCO• Opt 1-4x Optic• Opt mixed sight• Suppressor
SDM/Sniper 7.62mm• 20” barrel • Folding adj stock• SDM 3-10x ranging reticle• Sniper 6-18x ranging reticle• 800m Plus Point Target• Suppressor
7.62mmbest applications
• Mountains• Armored
personnel & vehicle/ materiel targets
• Longer ranges• CA/MP
The CDR decides the appropriate weapon-caliber-sight-ammo-training configuration for the METT-T.
EX: If OEF CDR needs 400-600m uphill shots, then the CDR needs a weapon-caliber-sight-ammo-training combo that gives Soldiers that capability.
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SUMMARY
• The world is changing. ≈ 80% of today’s enemy casualties are from small arms fire. Force structure, force composition, etc. have changed.
• Asymmetric Warfare changes the combat equation of ‘who, what, when, and where.’ There is no linear rear area.
• A human-engineered weapon system of systems design (weapon, sights, accessories, ammunition, targets, ranges, testing, and training) can:
Increase mission effectiveness
Increase combat lethality (Ph/Pk) by all Soldiers by level.
Decrease casualties.
Decrease fratricide.
Decrease accidental discharges.
• METT-T should drive weapon system choices to accomplish the mission.
SUMMARY
• The world is changing. ≈ 80% of today’s enemy casualties are from small arms fire. Force structure, force composition, etc. have changed.
• Asymmetric Warfare changes the combat equation of ‘who, what, when, and where.’ There is no linear rear area.
• A human-engineered weapon system of systems design (weapon, sights, accessories, ammunition, targets, ranges, testing, and training) can:
Increase mission effectiveness
Increase combat lethality (Ph/Pk) by all Soldiers by level.
Decrease casualties.
Decrease fratricide.
Decrease accidental discharges.
• METT-T should drive weapon system choices to accomplish the mission.
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Radical Concepts
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25mm Close Assault Weapon (CAW)
• Effective 300-600m.• Anti-recoil design features (broad butt plate; low cyclic rate; buffers, weight distribution,
etc.).• Rails, optical sights, lights, lasers, etc.• Special-purpose ammunition:
– TMJ Slug. Possible fragmented version.– Dart flechette anti-personnel (long range).– Ribbon flechette anti-personnel (close range).– Coated tungsten ‘golf ball’ buckshot (buffer cup design drives shot dispersion by range). – SLAP Armor Penetrating discarding sabot.– Explosive round.– Breaching round (frangible). – Special Purpose rounds (non-lethal, taser®, flame, flare, etc.).
Why CAW?• FMJ rifle bullets not optimally effective on all targets, especially vehicles & obstacles. • Increase Soldier’s/Unit’s combat lethality (Ph/Pk)
– Greater shock value on tissue.– Wider target impact area; less sensitive to aiming errors.
• Meets a variety of mission & target requirements. • Replaces multiple weapons with one (Soldiers now carry multiple weapons for special purposes, e.g. breeching, destroying
materiel, etc.).• Most combat engagements <300M.
Why CAW?• FMJ rifle bullets not optimally effective on all targets, especially vehicles & obstacles. • Increase Soldier’s/Unit’s combat lethality (Ph/Pk)
– Greater shock value on tissue.– Wider target impact area; less sensitive to aiming errors.
• Meets a variety of mission & target requirements. • Replaces multiple weapons with one (Soldiers now carry multiple weapons for special purposes, e.g. breeching, destroying
materiel, etc.).• Most combat engagements <300M.
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AdjustableGrip size
Opticalsight
Integrated LED light &
Laser (vis & IR)
Low muzzleclimb design
DAO onlytrigger
Next Pistol PIP?
• Pistols are typically light, portable short-range (75+ ft.) defensive weapons.
• The small caliber, low velocity FMJ bullets are not optimally effective against targets.
• Larger calibers are generally more effective, but increase recoil & grip size.
• Traditional iron pistol sights difficult to train/use under stress.• New optical sights and integrated light-laser (red or green) enable more
accurate fire under stress (a plus in a mixed target scenario).• Muzzle-heavy design and/or porting may increase control.
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A Personal Defensive Weapon (PDW)?
• A compact, light “rifle” can be a better choice than the pistol.• More accurate at 100+M. Farther is better.• More effective on targets. More dead targets are better.• Less convenient: larger & heavier to carry. Bulkier in tight
environments.• Harder to conceal.
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Or Generation Beyond PDW?
• The AF developed the “armpistol” as a pilot survival weapon.• Advantages:
– Leverages natural pointing capability.– Moves hand forward to minimize muzzle climb.– Handles recoil well allowing larger caliber in smaller form
factor.• A notional low power .50 AE or .50 GI caliber would allow
specialized, effective ammo designs while being shootable by 5-95% Soldiers.
Gwinn FirearmsBushmaster 5.56mm
prototype
Adjustable grip Battery-spares storage
Rotatingmagazine
Opticalsight
light-laser
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Shoot Houses
•Live-fire MOUT
•Armored walls
•Ballistic rubber cover
•Modular
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http://www.uxb.com/products/training/ratpac.cfm
Modular Unit-Based CONEX
Combat Training Centers (CTC)
Training goes to war.
http://www.militarywraps.com/
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Shoot houses & MOUT facilities• 3/8" thick armor plate wall panels lined with 2" thick ballistic rubber.• Ballistic windows. • Doorway Pop Out Targets. activated with an infrared beam, button, or by
remote control.• Moveable walls.• Ballistic doors. • Dynamic entry training doors.• Bullet Traps. • Helo pads (real or simulated).
Shoot houses & MOUT facilities• 3/8" thick armor plate wall panels lined with 2" thick ballistic rubber.• Ballistic windows. • Doorway Pop Out Targets. activated with an infrared beam, button, or by
remote control.• Moveable walls.• Ballistic doors. • Dynamic entry training doors.• Bullet Traps. • Helo pads (real or simulated).
www.mgmtargets.com
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MK 13 MOD 5 300 Win Mag
.300 Winchester Magnum Match Product Improvement (PIP) MK 248 MOD 1
DODIC: AB43 NSN: 1305-01-568-7504
220 gr. Sierra MatchKing® .300 Win Mag•Meets 1,500 yard objective•Can be fired in existing weapons•Comparable accuracy and velocity retention to the 250 gr. .338 Lapua Magnum