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Future weapon v8b2 feb
1. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
A human-engineered weapon system of systems concept
with improved lethality through systems design:
weapon, sights, accessories, ammunition,
equipment, targets, ranges, testing, and training.
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2. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
EXSUM: Can we increase combat lethality 5X?
EXSUM: Can we increase combat lethality 5X?
• • Combat is changing. ≈ 80% of today ’s asymmetric war’s enemy casualties are from small arms fire.
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.
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
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.
(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,
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:
sights, ammunition, targets, ranges, testing, accessories/add-ons, and team-based training) can:
Increase mission effectiveness.
Increase mission effectiveness.
Increase Soldier’s/Unit’s combat lethality (Ph/Pk).).
Increase Soldier’s/Unit’s combat lethality (Ph/Pk
Decrease fratricide.
Decrease fratricide.
Decrease accidental discharges.
Decrease accidental discharges.
• • Defining how the Soldier, the Enemy, weapons, and equipment function together in combat is critical to
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.
effective performance. Otherwise, unintended interactions can actually decrease performance.
• • The following are broad concepts with illustrative images. The text and photos represent concepts and
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
do not reflect official DOD/DA approvals or recommendations. The exact details must be determined by
rigorous analysis and evidence-based field trials.
rigorous analysis and evidence-based field trials.
• • Dialogue is good.
Dialogue is good.
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3. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
2025-2035 Warrior Warfighting System
2025-2035 Warrior Warfighting System
• •Background: The DePuy-Gorman-Kanner Training Revolution fundamentally changed Army training literally almost
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
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
(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.
Soldier/unit performance, operations, lives, and national security.
• •Tomorrow … Training Goes to War. The Warrior Warfighting System extends DePuy’s vision to define training
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
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.
level (squad through battle command) that deploys with the unit.
The system elements are:
The system elements are:
––
Warfighting Centers (WFC) optimize Soldier-Unit integrated combat performance. The WFC will look like Combat
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
Training Centers (CTC) and function more like living combat performance laboratories than “traditional schools.” The WFCs
(linked to unit CTCs):
(linked to unit CTCs):
Define/train Soldier tasks in their collective context. E.g. train Soldier weapon marksmanship within Fire Team
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.
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 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
Develop vertically horizontally integrated Training Aids, Ranges, Devices, Simulations, & Simulators (TARDSS) within
those strategies prioritized by organic unit training capability, MOSQ, etc. across components.
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
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.
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
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.
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.
Graduation ENDEX is the relevant ARTEP/MTP by appropriate level.
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4. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
2025-2035 Warrior Warfighting System (Cont.)
2025-2035 Warrior Warfighting System (Cont.)
––
Central CTCs are joint organizations with permanent large-scale instrumented maneuver areas and assigned OPFOR.
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 aa dedicated OPFOR.
Train/qualify BDE slices in scenario based, force-on-force exercises against dedicated OPFOR.
Conduct pre-deployment training during wartime.
Conduct pre-deployment training during wartime.
Provide feedback to unit Chain of Command.
Provide feedback to unit Chain of Command.
Tailor scenarios to real-time METT-T and Enemy TTP.
Tailor scenarios to real-time METT-T and Enemy TTP.
Gather LL to be distributed by CALL.
Gather LL to be distributed by CALL.
––
Unit CTCs are organic unit portable TARDSS resources that deploy with units (linked to WFCs and 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
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
exercises by level (squad to battle command) (usually limited by ranges to company-level maneuver; higher staffs
integrated with simulations).
integrated with simulations).
Tailor WFC training strategies/schedules to real-time changing METT-T and Enemy TTP.
Tailor WFC training strategies/schedules to real-time changing METT-T and Enemy TTP.
Debug operational concepts and TTP.
Debug operational concepts and TTP.
Provide combat mission rehearsal capability.
Provide combat mission rehearsal capability.
Provide feedback to WFC, central CTCs, && CALL.
Provide feedback to WFC, central CTCs, CALL.
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5. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
We’ve been here before
We’ve done this before
We know how to do this well
Effective
Stress
Inoculation
Elements
We have confidence in ourselves and our leaders
Our team can win
Human Learning, Performance, & Stress: Preparing Soldiers to Fight and Wi
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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6. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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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7. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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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8. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Variables
•
Weapon design configuration
•
Ammunition
•
Sights
•
Testing
•
Training
•
Targets
•
Ranges
•
Accessories
Ammunition
Team-Based High Fidelity
Training & Qualification
M16A2 M855 Bullet Path (inches)
10
0
Equipment Interfaces
Inches
-10
•
Combat
Lethality
Multipliers
Human Engineered
Weapon design
100 125 150 175 200 225 250 275 300 325 350 375 400 425 450 475 500
-20
-30
-40
-50
Meters
High Fidelity
Acceptance Testing
High-Fidelity
Targets/Ranges
Equipment
Interfaces
Sights
Accessories
Lights, Lasers, Grips, Video, Slings
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SYNERGY: The whole is more than the sum of its’ parts.
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9. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Weapon Chassis System of Systems
Weapon 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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10. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
MOUT
25mm
CAW
CCO
Mountain
LRP
25mm
CCO-M
25mm
CAW
CCO
7.62 H
4X
53mm
CAW
CCO
7.62 H
4X
5.56 SDM 5.56 SAW-R 25mm
4X
CCO
CAW
CCO
.338XT 7.62 SAW-R
6-18X
CCO-M
25mm
CCO-M
25mm
CAW
CCO
7.62 H
4x
25mm
CAW
CCO
7.62 H
4x
5.56 SDM 5.56 SAW-R
4X
CCO
.338XT
6-18X
7.62 SAW-R
CCO-M
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.
CAW= Close Assault Weapon
CCO= Close Combat Optic
CCO-M= Close Combat Optic with magnification option
SAW-R= Squad Automatic Weapon fires from open-closed bolt
SDM= Squad Designated Marksman
104X= 4 power scope
6-18x= 6-18 power scope
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12. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Notional
target probability
0
100
200
300
400
500
600
700
800+
Combat Service (CS)/Combat Service Support (CSS)
Combat Arms (CA)/Military Police (MP)
Squad Designated Marksman (SDM)
Sniper
Key questions to set Combat Qualification standards are:
1.
2.
What do targets look and behave like in combat? Views, distance, signatures, speeds, etc.?
3.
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What does shooting look like in combat? Team size, shooting positions, load, terrain, team size,
obstacles, etc?
Weapon configurations (caliber, sight, barrel, accessories, etc.) and ammunition capabilities?
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13. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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, stockbore design parameters).
• Reduced signatures (color, sound suppressed, flash, reflections,
etc.).
• Embedded operator information.
• Configurable to METT-T.
• Peripheral/accessory support
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14. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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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15. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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
•
15 Terrain
• Time
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16. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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) targets
2. Terminal performance after defeating intermediate barriers (windshield glass, car door,
concrete block).
3. Accuracy
4. Muzzle flash
5. Lot-to-lot and shot-to-shot consistency.
•
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Terminal performance enhancements are derived from Joint Service Wound Ballistic
(JSWB) IPT from 2002-Present.
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17. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
old
new
(CQC 10 inch barrel) Unsuppressed single shot
(CQC 10 inch barrel) Unsuppressed single shot
M855 Ammunition
MK 262 MOD 1 Ammunition
Ammunition designed for optimum penetration* and lethality
with minimum signature.
*Target requirements drive ammo design; steel or concrete penetration requirements may decrease performance in
human tissue.
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Data source: Navy Surface Warfare Ctr
18. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
• 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
5.56MM
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
5.56 @ 300YD
3.9 in.
spread
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Source: NavSurWarCtr
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19. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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.
Eye Dominance
Right-handed-left eye dominant
28.6%
Left-handed-right eye dominant
3.9%
Cross-dominant Total
32.5%
Rengstorff, 1967
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20. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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?
M16A2 zeroed at 250m in hot weather.
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Note: see https://robarguns.com/blog/2013/11/24/battle-sight-zero-bzo-who-has-it-right/
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21. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
AP
..
.
.
.
.
..
500m
If you elevate the sight 45” above the target……
Note
This is an imaginary sight
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Extra credit: Where do you aim if the shot is 300m @ 45 degrees uphill? See Notes.
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22. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Fast walking target (approx 4 mph) = 3 POA = 27” at
300 m
Running target (approx 9 mph) = 6.9 POA = 62 ” at
300 m
• 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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Data source: USMC
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23. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Fast walking target (approx 4 mph) = 27 ” at 300 m
AP
..
.
.
.
.
..
300M
Note
This is an imaginary sight
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24. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Now line up the lead in shadow or at dusk or dawn.
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25. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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:
–
–
–
–
25
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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26. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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
80% of Enemy casualties are from
small arms fire.
small arms fire.
30% of the force does 80+% of the
30% of the force does 80+% of the
shooting.
shooting.
BL
..
.
.
.
.
..
500m
Successful performance ==confidence
Successful performance confidence
Note
This is an imaginary sight
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27. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
M16A2 – Peep Sight - M855 10-Round Group
0
100
200
300
400
500
600
700
800
700
800
M4A1 - ACOG 4x - Mk 262 10-Round Group
0
100
200
300
400
500
600
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).
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* Firing was done from the shoulder on a bench
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Data source: Navy Surface Warfare Ctr
28. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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
•
•
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.
•
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Built-in laser range finder
Identification Friend-or-Foe (IFF)?
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29. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Variables: SDM/Sniper Ranging Reticle Sight
Ranging Reticle
• Circles provide standard
sizes for ranging
• Circles = fast range-based
aiming point
• Add lead stadia
• 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)?
One-shot zero sight
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www.shepherdscopes.com
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30. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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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31. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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.
LCD/plasma screen
• Configuration menu
• Reticle select
• Filter select
• Shooter view
• External power options.
• Video out/in & removable storage.
• Level indicators.
• Share data with accessories.
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32. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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http://www.trijicon.com/na_en/products/product1.php?id=CCAS
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33. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
http://tracking-point.com
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34. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Notional
target probability
0
100
200
300
400
500
600
700
800+
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.
34
5. Ultra-range sniper (SF) : (not shown, but approx. 1,500-2,200M). Ultra-range Super
DETECT-DECIDE-DESTROY
Sight.
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35. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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 P h/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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36. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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.
Is this what combat
looks like?
• Weapon ranges should at a minimum represent a slice of doctrinallycorrect 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
“Future units will have organic CTC-like capabilities. Training will
“go to war,” becoming an operational warfighting tool for mission
“go to war,” becoming an operational warfighting tool for mission
analysis, mission rehearsal, etc.” LTG R. Brown
analysis, mission rehearsal, etc.” LTG R. Brown
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37. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Variables: Team-Based Training &
Testing:
What does shooting look like in combat?
•
•
•
•
•
•
•
•
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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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38. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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39. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Combat is not clean or neat.
Soldiers must use terrain & obstacles to shoot.
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40. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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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.
DETECT-DECIDE-DESTROY
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41. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
••Detect
Detect
••Decide
Decide
• •Mission
Mission
• •Shoot-Don’t shoot
Shoot-Don’t shoot
• •Target value priority
Target value priority
••Destroy
Destroy
What 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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42. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Detect
Decide
Destroy
Is this what the Enemy looks and behaves like in combat?
CAUTION
CAUTION
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• •Hard & fast target rules may
Hard & fast target rules may
produce negative training.
produce negative training.
• •If shooting is scored on single
If shooting is scored on single
shots or even double-taps,
shots or even double-taps,
high practice levels will create
high practice levels will create
strong ineffective shooting
strong ineffective shooting
habits.
habits.
• •Ideal is to shoot until the target
Ideal is to shoot until the target
is destroyed, therefore targets
is destroyed, therefore targets
should have random shot-toshould have random shot-tokill responses.
kill responses.
•
•
•
•
•
•
•
•
•
•
•
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?
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43. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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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44. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
LETHALITY: How do you destroy human beings?
LETHALITY: How do you destroy human beings?
1. Bullet performance changes by angle of entry and range to target
1. Bullet performance changes by angle of entry and range to target
(velocity).
(velocity).
2. Bullet path is affected by changes in tissue density and bones.
2. Bullet path is affected by changes in tissue density and bones.
3. Brain-spine shots can be incapacitating. Both are small targets protected
3. Brain-spine shots can be incapacitating. Both are small targets protected
by bone.
by bone.
4. Heart shots may kill in about 30 seconds to 22minutes.
4. Heart shots may kill in about 30 seconds to minutes.
5. Lung shots may kill slowly.
5. Lung shots may kill slowly.
6. Large arteries may bleed out in 55minutes.
6. Large arteries may bleed out in minutes.
7. Breaking legs may be aamobility kill.
7. Breaking legs may be mobility kill.
BOTTOMLINE:
BOTTOMLINE:
••
••
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Humans can be hard to kill or stop.
Humans can be hard to kill or stop.
Shoot until the target is destroyed.
Shoot until the target is destroyed.
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45. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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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47. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
High
targets
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.
Civilian
Don’t Shoot
target
C4 pit
AK47 & RPG
targets
Friendly
target
Muzzle-flash
targets
3 sec up-down
assault
Range
not to
scale
4-shot
kill
High wall cross
Shoot-through
Cover target
C4 pit
• 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.
grenade
throw
low
wall
cross
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Fire Team
Start Point
• 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.
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50. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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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51. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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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52. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
CQC 5.56mm
• armor & vehicle crews/MOUT
• 10” barrel
• Folding adj stock
• Tubeless CCO
• Suppressor
Base 5.56 mm rifle
• 14” barrel
• Folding adj stock
• Tubeless CCO
sight
• Opt 1-4x Optic
• Opt mixed sight
• 0-500m
• 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
•
•
•
•
•
5.56mm
best 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-ammotraining combo that gives the Soldier/unit that capability.
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53. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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
•
•
•
•
7.62mm
best applications
Mountains
Armored
personnel &
vehicle/ materiel
targets
Longer ranges
CA/MP
SDM/Sniper 7.62mm
• 20” barrel
• Folding adj stock
• SDM 3-10x ranging reticle
• Sniper 6-18x ranging reticle
• 800m Plus Point Target
• Suppressor
The CDR decides the appropriate weapon-caliber-sight-ammo-training configuration for
the METT-T.
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EX: If OEF CDR needs 400-600m uphill shots, then the CDR needs a weapon-caliber-sight-ammotraining combo that gives Soldiers that capability.
DETECT-DECIDE-DESTROY
53
54. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
SUMMARY
SUMMARY
• • The world is changing. ≈ 80% of today ’s enemy casualties are from small arms fire. Force
The world is changing. ≈ 80% of today ’s enemy casualties are from small arms fire. Force
structure, force composition, etc. have changed.
structure, force composition, etc. have changed.
• • Asymmetric Warfare changes the combat equation of ‘who, what, when, and where.’ There is no
Asymmetric Warfare changes the combat equation of ‘who, what, when, and where.’ There is no
linear rear area.
linear rear area.
• • A human-engineered weapon system of systems design (weapon, sights, accessories,
A human-engineered weapon system of systems design (weapon, sights, accessories,
ammunition, targets, ranges, testing, and training) can:
ammunition, targets, ranges, testing, and training) can:
Increase mission effectiveness
Increase mission effectiveness
Increase combat lethality (Ph/Pk) by all Soldiers by level.
Increase combat lethality (Ph/Pk) by all Soldiers by level.
Decrease casualties.
Decrease casualties.
Decrease fratricide.
Decrease fratricide.
Decrease accidental discharges.
Decrease accidental discharges.
• • METT-T should drive weapon system choices to accomplish the mission.
METT-T should drive weapon system choices to accomplish the mission.
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55. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Radical Concepts
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56. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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?
Why CAW?
• FMJ rifle bullets not optimally effective on all targets, especially vehicles & obstacles.
• FMJ rifle bullets not optimally effective on all targets, especially vehicles & obstacles.
• •Increase Soldier’s/Unit’s combat lethality (Ph/Pk)
Increase Soldier’s/Unit’s combat lethality (Ph/Pk)
– Greater shock value on tissue.
– Greater shock value on tissue.
– Wider target impact area; less sensitive to aiming errors.
– Wider target impact area; less sensitive to aiming errors.
• •Meets a variety of mission & target requirements.
Meets a variety of mission & target requirements.
• •Replaces multiple weapons with one (Soldiers now carry multiple weapons for special purposes, e.g. breeching, destroying
Replaces multiple weapons with one (Soldiers now carry multiple weapons for special purposes, e.g. breeching, destroying
materiel, etc.).
materiel, etc.).
• •Most combat engagements <300M.
Most combat engagements <300M.
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57. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Low muzzle
climb design
Integrated
LED light &
Laser
(vis & IR)
57
Optical
sight
DAO only
trigger
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
Adjustable
size.
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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58. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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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59. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
Or Generation Beyond PDW?
Gwinn Firearms
Bushmaster 5.56mm
prototype
• 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 595% Soldiers.
Optical
sight
light-laser
Adjustable grip
Battery-spares storage
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Rotating
magazine
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61. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
http://www.uxb.com/products/training/ratpac.cfm
Modular
Unit-Based
CONEX
Combat Training
Centers (CTC)
Training goes to war.
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http://www.militarywraps.com/
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62. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
www.mgmtargets.com
Shoot houses & MOUT facilities
Shoot houses & MOUT facilities
• •3/8" thick armor plate wall panels lined with 2" thick ballistic rubber.
3/8" thick armor plate wall panels lined with 2" thick ballistic rubber.
• •Ballistic windows.
Ballistic windows.
• •Doorway Pop Out Targets. activated with an infrared beam, button, or by
Doorway Pop Out Targets. activated with an infrared beam, button, or by
remote control.
remote control.
• •Moveable walls.
Moveable walls.
• •Ballistic doors.
Ballistic doors.
• •Dynamic entry training doors.
Dynamic entry training doors.
• •Bullet Traps.
Bullet Traps.
• •Helo pads (real or simulated).
Helo pads (real or simulated).
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63. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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64. Future Warrior Weapon Fighting System Concepts
Future Warrior Weapon Fighting System Concepts
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
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Notas del editor
Key questions to set Combat Qualification standards are:
Range: Where are probable targets/target values by missions? PhPk, training difficulty, & resource requirements significantly vary by range. Terrain inter-visibility distances, detectability, tactics, etc. drive requirements.
Complexity: Array of equipment (weapons, sights, ammunition, etc.) and capabilities? Higher complexity means more time, ammunition, ranges, TADDS, etc.
Resources: Available training resources (time, ammo, ranges, etc.)?
Extra credit: Where do you aim if the shot is 45 degrees uphill?
Distance a > distance b. But, the bullet only “sees” b.
Therefore, a laser RF with an angle adjustment calculator function will give you b.You will aim lower because b < a.
The PUFE design goal is pure simplicity:
10 pound fuel-air explosive charge with a 33 foot lethal burst radius (entire unit= 10 pounds/the RPG missile weight is ten). Possible variants by weight. WP version? Sensor to set burst height. See RPG thermo-baric warhead.
One-shot, pre-loaded launcher with adjustable angle of fire (with minimum angle lock-out) (Put a bubble level on the base). Fired by cable-clacker like Claymore.
Optional ability to link launchers in a ganged array. Most FOBs would probably put in a firing pit.
Direct fire 105mm version (golf ball buckshot, WP, etc.). No backblast; sited close to sandbags/earth berm. Explore the shotgun diverter concept (creating a flat fan of buckshot)
Advantages:
portable. easy to handle & transport; easy to emplace & move. air-droppable.
sited inside the perimeter so precludes tampering.
more efficient (fuel-air is very powerful ) (I used 10 pounds as the start point based on the existing RPG fuel-air warhead; obviously could be 5 pound or 15 pound versions). Or use multiple 40mm fuel-air grenades, etc. Also efficient in terms of workload. Siting 55 gal drums 360 degrees around a FOB is lots of work vice simply setting the PUFE down.
re-settable? Can't think of a good term. But if you had 3 attacks on one night, once you fire the traditional buried fougasse gas drum, you've shot your only load (hard to go forward to bury another ) (also true of the Claymore). Vice the PUFFE, you just hook up another one. Same for moving the PUFE to respond to an attack.
operator doesn't have to expose himself to fire to 'shoot.’ I suppose you could also launch those small 'gravel' or 'button' mines (submunitions) among and behind the enemy during the attack (timed deactivation of course). Then the BG get injured/killed moving and withdrawing as well. Like any similar weapon, then you have to not use around trees or uphill.
Any concept has lots of issues to be worked. There is no requirements document. How loud would PUFE be? What would the launch blast radius be? Etc.