Targets v3a
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Transcript of Targets v3a
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LETHALITYLETHALITY
WARRIOR WEAPON FIGHTING TRAINING TARGETS:
HOW TO TRAIN TO KILL.
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LETHALITY: How do you kill human beings?LETHALITY: How do you kill 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 is an ineffective bullet that “ice picks” the target, but causes little damage.
• Enemy targets may be significantly smaller and thinner than Americans (increasing ‘through & through’ shots).
• An ‘adrenalized’ or drugged Enemy may take 12+ hits and continue to fight.
BOTTOMLINE:• Humans can be hard to kill or stop.• Bullets rarely instantly incapacitate humans or blow them off their
feet.• Shot placement, accuracy, and high fidelity training, targets, and
ranges are important.
• 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 is an ineffective bullet that “ice picks” the target, but causes little damage.
• Enemy targets may be significantly smaller and thinner than Americans (increasing ‘through & through’ shots).
• An ‘adrenalized’ or drugged Enemy may take 12+ hits and continue to fight.
BOTTOMLINE:• Humans can be hard to kill or stop.• Bullets rarely instantly incapacitate humans or blow them off their
feet.• Shot placement, accuracy, and high fidelity training, targets, and
ranges are important.
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LETHALITY: Where do you shoot to kill
human beings?
LETHALITY: Where do you shoot to kill
human beings?
1. Bullet performance changes by angle of entry and range (velocity).
2. Bullet path is affected by changes in tissue density and bones.
3. Brain-spine shots are usually instantly incapacitating. Both are small targets protected by bone.
4. Heart shots may kill in about 30 seconds to 2 minutes.
5. Lung shots can kill slowly.6. Large arteries can bleed out in
5 minutes.7. Breaking legs can be a mobility
kill.
BOTTOMLINE:• Humans can be hard to kill or
stop.• Shoot until the target is
destroyed.
1. Bullet performance changes by angle of entry and range (velocity).
2. Bullet path is affected by changes in tissue density and bones.
3. Brain-spine shots are usually instantly incapacitating. Both are small targets protected by bone.
4. Heart shots may kill in about 30 seconds to 2 minutes.
5. Lung shots can kill slowly.6. Large arteries can bleed out in
5 minutes.7. Breaking legs can be a mobility
kill.
BOTTOMLINE:• Humans can be hard to kill or
stop.• Shoot until the target is
destroyed.
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LETHALITY: How do you train to detect-decide-kill human beings?
LETHALITY: How do you train to detect-decide-kill human beings?
SOME GENERAL TRAINING RULES
• What do Soldiers “SEE” in combat? The targets should look roughly like the views they see in the real world:
• Should look human.• Mix of views:
- Whole body.- Front.- Side.- Obscured.- Crouching/prone- NOTE: Faces-eyes are important detection ques.
• Moving & stationary. If moving, how fast, angle, etc.• Signatures (thermal, IR, muzzle flash, optic flash, etc.)• Distance & elevation by probability.• “Don’t shoot” friendly targets.• Priority targets (kill highest threat target in group first).• Random reactability (targets may take 1-N shots to kill). • Shoot through targets (bullets can penetrate dirt to kill).• Vehicle-based targets• Scoring should be relatively invisible to the shooter.• Materiel targets.
BOTTOMLINE:1. Shoot what you can see; Shoot until the target is destroyed. 2. Mix targets in METT-T specific scenarios as feasible.
SOME GENERAL TRAINING RULES
• What do Soldiers “SEE” in combat? The targets should look roughly like the views they see in the real world:
• Should look human.• Mix of views:
- Whole body.- Front.- Side.- Obscured.- Crouching/prone- NOTE: Faces-eyes are important detection ques.
• Moving & stationary. If moving, how fast, angle, etc.• Signatures (thermal, IR, muzzle flash, optic flash, etc.)• Distance & elevation by probability.• “Don’t shoot” friendly targets.• Priority targets (kill highest threat target in group first).• Random reactability (targets may take 1-N shots to kill). • Shoot through targets (bullets can penetrate dirt to kill).• Vehicle-based targets• Scoring should be relatively invisible to the shooter.• Materiel targets.
BOTTOMLINE:1. Shoot what you can see; Shoot until the target is destroyed. 2. Mix targets in METT-T specific scenarios as feasible.
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You decide: Which targets are best?
When you decide, what criteria did you use?
NOTE: All these are targets in use by various agencies. Many allege to have “proven” scoring and
incapacitation zones.
Will training on this target prepare Soldiers for detect-decide-kill in combat?
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CAUTION:Steel reactive targets can be dangerous due to
bullet backsplash or ricochet up to 100m.• Rubber faced steel targets allow shooter to
engage target safely.• 2 inch thick pre-cut rubber face panels can
attached and replaced as worn out.
CAUTION:Steel reactive targets can be dangerous due to
bullet backsplash or ricochet up to 100m.• Rubber faced steel targets allow shooter to
engage target safely.• 2 inch thick pre-cut rubber face panels can
attached and replaced as worn out.
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Reactive targets could be adjusted to fall based on shot placement and number of shots.
Portable targets are highly flexible and allow trainers to configure scenarios.
Reactive targets could be adjusted to fall based on shot placement and number of shots.
Portable targets are highly flexible and allow trainers to configure scenarios.
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Reactive targets can be faced with realistic imagery and/or
dressed in clothing.
Reactive targets can be faced with realistic imagery and/or
dressed in clothing.
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Every target doesn’t have to be perfect.Targets can be part of a crawl-walk-run training strategy.
These targets flip from side-to-side when hit.Shoot to re-set are also doable.Saves time walking forward, etc.
Every target doesn’t have to be perfect.Targets can be part of a crawl-walk-run training strategy.
These targets flip from side-to-side when hit.Shoot to re-set are also doable.Saves time walking forward, etc.
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Reactives can be auto-reset (falls & resets).Hit counters or Simunition© shoot-back could be
added.
Reactives can be auto-reset (falls & resets).Hit counters or Simunition© shoot-back could be
added.
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Triple dropper:• First two hits drops the target plate 1/2 inches per hit. • Third hit drops plate an additional 4 inches.
Triple dropper:• First two hits drops the target plate 1/2 inches per hit. • Third hit drops plate an additional 4 inches.
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Targets can be designed to “score” hits.Instant feedback is generally a better training tool than
holes in paper.
Targets can be designed to “score” hits.Instant feedback is generally a better training tool than
holes in paper.
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Targets can be designed with realistic shapes.Targets can be designed with realistic shapes.
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Movement can be designed into reactive targets.Movement can be designed into reactive targets.
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Targets can be designed to “move.” CablesRails
Gravity or pulley.
Targets can be designed to “move.” CablesRails
Gravity or pulley.
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Door Breeching Trainer
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SHOOT HOUSES & MOUT
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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http://www.uxb.com/products/training/ratpac.cfm
Onsite, mission-specific training: CONEX-Based MOUT/ Unit-Based Combat Training Center (s)
http://www.militarywraps.com/
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• Targets and ranges should look like and behave 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©).- Portable - 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. Train Fire team as the smallest element, not
individuals.
• Targets and ranges should look like and behave 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©).- Portable - 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. Train Fire team as the smallest element, not
individuals.
WARRIOR WEAPON FIGHTING TRAININGTARGET CONCLUSIONS
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