US Boarder Patrol Sniper Program
US Boarder Patrol Sniper Program
US Boarder Patrol Sniper Program
Precision Marksman/Observer
Manual
BTC/SRT 12-11-2004
PRECISION MARKSMAN/OBSERVER
MANUAL
This manual should be thought of as a living document in that it will continue to evolve as
knowledge is gained through training and experience. It will be periodically updated as tactics,
techniques, and equipment in the Precision Marksman/Observer field change over time.
TABLE OF CONTENTS
Section 1: The Precision Marksman/Observer Concept ..................................... 1-1
Section 2: Marksmanship Fundamentals ............................................................ 2-1
Section 3: Range Estimation............................................................................... 3-1
Section 4: Ballistics............................................................................................. 4-1
Section 5: Sighting Systems................................................................................ 5-1
Section 6: Advanced Shooting Techniques & Special Situations ...................... 6-1
Section 7: Observation & Threat Detection........................................................ 7-1
Section 8: Camouflage........................................................................................ 8-1
Section 9: Movement .......................................................................................... 9-1
Section 10: Land Navigation ............................................................................ 10-1
Section 11: Forward Operating Positions ......................................................... 11-1
Section 12: Data Records.................................................................................. 12-1
Section 13: Precision Rifle Maintenance.......................................................... 13-1
Appendix A: Charts & Tables............................................................................ A-1
Appendix B: Measurements................................................................................B-1
Appendix C: Training Exercises.........................................................................C-1
Appendix D: Formulas & Conversions.............................................................. D-1
Appendix E: Tips of the Trade............................................................................E-1
References................................................................................................................ I
ATTACHMENTS
Attachment 1............................... Standard Marksmanship & Qualification Targets
Attachment 2................................................................................. T-Zone Template
Attachment 3...........................................................................................Data Forms
Attachment 4.......................................USBP Precision Marksman/Observer Policy
Attachment 5................................................................ FLETC Use of Force Model
Attachment 6...................................................... USBP PM/O Qualification Course
Attachment 7......................................................................M4 Qualification Course
Attachment 8....................................................................M14 Qualification Course
TRAINING
The PM/Os training involves a wide variety of subject matter and practical skills. These
skills focus on marksmanship and field craft, resulting in the ability to move undetected
to a forward operating position.
Training should be conducted as realistically as possible and in all weather and lighting
conditions. PM/Os should practice engaging moving targets, shooting from various
positions (conventional and unconventional), constructing operating positions (rural and
urban), and moving into position.
It is the responsibility of the PM/O to maintain well-kept training records. Training
conditions such as weather, temperature, altitude, ammo lot number, etc., as well as the
PM/Os performance under those conditions should be recorded in a data book.
USE OF FORCE
The Special Operations PM/O engages threats in accordance with the Federal Law
Enforcement Training Center Use of Force Model, which is the standard by which the
United States Border Patrol judges the amount of force authorized to be used against a
subject (See Attachment 5). He will use deadly force only against those threats that can
be positively identified and display the elements of Means, Opportunity, and Intent to
inflict death or serious bodily harm or injury to another.
In most cases, the decision to use deadly force will be based on the PM/Os own
discretion. The PM/Os authorization to use deadly force is no different than that given
to any other agent. The PM/O must have probable cause to believe that the suspect has
committed a felony involving the infliction or threatened infliction of serious physical
injury or death, that the escape of the subject would pose an imminent danger of death or
serious physical injury to the PM/O, another agent or officer, or another person, and that
deadly force is reasonably required to prevent the suspects escape; or the suspect must
pose an immediate threat to the life of the PM/O, the life of another agent or officer, or
the life of another person. The PM/O must also be able to identify with reasonable
certainty the suspect from among other individuals present.
There are rare situations when the PM/O may have all the requirements present to use
deadly force, but because of some extenuating circumstances the shot may be too risky.
A gunman who has taped the muzzle of a shotgun to a hostage so that it will fire if the
gunman is shot or assaulted is just one example of such a situation. The PM/O may have
to rely on the tactical commander for this information.
On the contrary, there are also situations where the PM/O may not perceive the suspect to
be an immediate threat, but the tactical commander has information about the immediate
threat the suspect poses. In this type of situation the tactical commander may authorize
the PM/O to use deadly force. With this type of authorization the PM/O may shoot as
long as he can identify the suspect with reasonable certainty.
Acting under the tactical commanders discretion in no way implies that the legalities or
standards regarding the use of deadly force are relaxed in any way. The tactical
commander is assuming responsibility for the PM/Os use of deadly force based on the
tactical commanders knowledge that the suspect has fulfilled the agencies requirements
for the use of deadly force. The PM/O is in no way relieved from making independent
decisions regarding the use of deadly force.
MARKSMANSHIP FUNDAMENTALS
INTRODUCTION
The Special Operations PM/O must be extremely proficient in basic marksmanship skills.
Although many skills are required of the team PM/O, mastering the fundamentals of
shooting is without a doubt the most important. The surgical bullet placement required
for a hostage crisis resolution, or the long-range shooting required for engaging hostiles
in a desert environment allow little room for shooter error. Since so many variables play
a part in bullet flight, the team PM/O must eliminate the variables that he has the most
control over.
STABLE SHOOTING PLATFORM
Butt of Rifle Stock
The butt of the rifle stock should be placed firmly in the pocket of the firing
shoulder. By placing the butt on the end of the pectoral muscle, the recoil energy
is dispersed over the large muscle area, making recoil more tolerable.
When lying in a prone position, the butt of the weapon will be resting on the
collarbone, where the collarbone meets the shoulder. A shoulder pad and/or a
good recoil pad will help absorb the recoil. It will also help prevent slippage and
reduce the affects of pulse beating and breathing, which are transmitted to the
weapon.
Stock Weld
Stock weld refers to the placement of the shooters face against the stock of the
rifle. The cheek should be placed in the same position on the stock every time the
shooter fires the weapon. A change in stock to cheek weld will cause improper
sight alignment, resulting in a misplaced shot.
To find the proper stock weld, look through the scope of your rifle and have a
partner look through the other end of the scope. The crosshairs of the scope
should intersect the center of the pupil of your eye. A cheek pad may need to be
added to the rifle stock so that your cheek can rest in the proper position.
Once your cheek weld has been determined, a kisser button can be taped onto
the stock to help ensure proper cheek placement. The button should be positioned
so that it touches the corner of your mouth when you have a proper stock weld.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 2: Marksmanship Fundamentals
2-1
Elbows
The shooter should find a comfortable position that provides the greatest amount
of support. Elbow pads or a shooting mat will make the elbows more comfortable
and will also aid in support.
Non-firing (Support) Hand
When the fore end of the stock is supported on a bipod or field expedient support
(i.e. rucksack or sand bag) the non-firing hand is used to support the butt of the
weapon. The hand is made into a fist and placed thumb up next to the cheek and
underneath the rifle butt. The tip of the butt is rested on the fist. The rifle butt
can then be raised or lowered by squeezing or loosening the fist. A sock or bag
filled with sand or rice can be used in the same fashion. Using a squeeze bag
reduces body contact with the weapon, thereby reducing the affects of body
rhythms and muscle fatigue.
Firing Hand
When using a bolt-action rifle such as a Remington 700P, the shooter grips the
small of the stock behind the receiver with the thumb on top of the stock and the
fingers on the bottom. When using a rifle with a pistol grip such as an M4, the
shooter grips it the same as he would a pistol. The thumb and last three fingers
should hold the weapon, but not so tightly as to loose the delicate feel of the
trigger. The firing hand should not be used to control the rifle, but to manipulate
the trigger and cycle the bolt when necessary.
Trigger Finger
The index finger is placed as low on the trigger as possible to give the shooter the
best mechanical advantage. The trigger should contact the middle of the first pad
of the finger, between the first knuckle and the fingertip. When pulling the
trigger, the finger should travel straight back toward the butt of the rifle.
Bone Support & Muscle Relaxation
Any strain or tension on the muscles will cause the shooter to tremble. This
trembling will transfer to the weapon, making it difficult to hold the crosshairs
steady on the target. To avoid this problem the shooter must use as few muscles
as possible to hold his position. Bone support provides a firm foundation for the
weapon and allows the muscles to be relieved of stress and weight.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 2: Marksmanship Fundamentals
2-2
The eye should remain far enough away from the scope to avoid being struck
during recoil. A distance of between two to four inches between the eye and the
scope is ideal. Any presence of crescent shadows indicates improper eye relief.
The best way to ensure proper eye relief is to maintain the same stock weld from
shot to shot.
Sight Alignment
Sight alignment is the relationship between the front and rear sight as seen by the
shooter. The shooter centers the top edge of the front sight blade vertically and
horizontally within the rear aperture. If using a blade-type rear sight, the top of
the front sight blade should line up with the top of the rear sight.
With a telescopic sighting system, sight alignment is the relationship between the
reticle and the scope tube. A proper sight picture will result in a clear reticle
centered in a full field of view. Shadows around the reticle are indicative of
improper sight alignment and can be a result of improper eye relief or improper
stock weld.
Sight Picture
Sight picture refers to how the shooter sees the sights and the
target in relationship to each other. The top edge of the front
sight post is centered on the desired point of impact and the
sights are properly aligned. The front sight should be in focus
while the rear sight and target remain slightly out of focus.
When dealing with telescopic sights, the same concept applies
except that the scope brings all three elements into the same focal plane. The
point where the crosshairs meet is centered on the desired point of impact.
Sometimes when viewing through a scope the reticle may appear to shift in
relation to the target, indicating that parallax is present. Parallax is a result of the
reticle and image in the scope being on two different focal planes. Keeping the
aiming eye well centered can minimize parallax error. The magnification of a
variable power scope can be adjusted to assure maximum image sharpness and
eliminate the potential for parallax error.
Sun Glare
Although not a factor of aiming per se, sun glare can cause problems during
aiming. When the sun or another bright light shines into the objective lens of a
PRECISION MARKSMAN/OBSERVER MANUAL
Section 2: Marksmanship Fundamentals
2-4
scope, the edges of the reticle wires reflect the light causing the opposite sides of
the reticle wires to look dark. This may cause the shooter to shift the scope
resulting in a misplaced shot. Using a screen or sunshade on the scope can
prevent Sun glare. Camouflage netting can be placed over the scope and will not
interfere with operation.
Sun glare can also be a problem with iron sights. The surface of the front sight
post becomes reflective once the finish has worn down. When the sun reflects off
of the sight post the top of the post will appear to be lower that it actually is. This
will cause the shooter to aim high. To prevent this from happening, the front
sight post should be darkened periodically. Flat black model paint works well for
darkening the sight post. In a pinch, permanent marker, camouflage face paint, or
even shoe polish can be used to darken the sight post temporarily.
BREATHING CYCLE
Breath control is an important part of aiming. When the shooter breaths, his lungs and
chest expand and contract causing movement behind the weapon. If breathing is not
properly controlled, the weapon will move and cause the round to impact the target at a
location other than the desired strike point.
The average breathing cycle consists of about two seconds of inhalation, two seconds of
exhalation, and a natural respiratory pause at the bottom of the cycle, which lasts for
about two to three seconds. This pause can be extended up to eight seconds without any
ill affects.
Natural Respiratory
Pause
(Up To 8 Seconds)
10
11
12
13
14
15
16
17
18
19
To take advantage of the natural respiratory pause, the shooter should inhale, exhale,
pause, and then squeeze the trigger during the pause. When engaging multiple targets or
executing rapid shots the breathing cycle should be forced using a rapid, shallow breaths
between shots. Attempting to hold the breathing cycle for too long or between multiple
shots will cause muscle tension and can adversely affect shot placement.
HEART RATE
The best way to minimize the adverse affects of the heart beating is to stabilize the rifle
PRECISION MARKSMAN/OBSERVER MANUAL
Section 2: Marksmanship Fundamentals
2-5
on a firm base. A sand bag, bipod, rucksack, or other field expedient rifle support will
hold the rifle steady and will help absorb movement and vibration caused by heartbeats
and breathing. A recoil or shoulder pad between the rifle and shooter minimizes
transference between the shooter and rile.
Aerobic conditioning strengthens the heart and increases the efficiency of the muscle. A
strong heart will pump more blood on a single beat, thus reducing the number of times
per minute that the heart needs to beat. Slow deep breaths will help the body relax during
times of anxiety or stress, thereby slowing the heart rate and calming the shooter.
TRIGGER CONTROL
Trigger control is defined as the rolling back on the trigger in such a fashion as not to
disturb the sight picture when the shot is fired. This is accomplished by using the last pad
of the trigger finger to pull the trigger straight back in a rolling fashion by slowly
increasing the amount of pressure. Timing and smoothness are the keys to trigger
control.
Trigger control is the single most important shooting fundamental. Improper trigger
control will cause the bullet to strike low and off to the side.
FOLLOW THROUGH
Follow through refers to the continuation of applied marksmanship fundamentals as the
weapon fires and immediately after it fires. It ensures that the weapon fires and recoils
naturally, allowing the PM/O and the weapon to react as a single unit. Proper follow
through consists of maintaining a good stock weld, holding the trigger rearward through
the shot and then releasing it slowly after recoil stops, maintaining a good sight picture,
keeping a natural point of aim, and avoiding reaction to noises.
SHOOTING POSITIONS
A good shooting position is one that provides bone support, offers muscle relaxation, and
allows for a natural point of aim. It should be reasonably comfortable and offer a good
range of mobility. The closer the weapon is to the ground, the steadier the shooting
position will be.
There are four basic shooting positions that every PM/O should be familiar with. There
are several variations of these positions, all of which may be supported or unsupported.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 2: Marksmanship Fundamentals
2-6
Prone Position
The prone position is the easiest position to assume, provides a low silhouette,
adapts well to cover and concealment, and is the most stable position.
Supported
The fore end of the rifle is supported by a bipod, sandbag, or other field
expedient support. The butt of the rifle is tucked into the shoulder and is
supported by the non-firing hand and perhaps a squeeze bag. The small of
the stock is grasped by the firing hand, and the firing elbow is lowered to
the ground so that the shoulders are level. The shooters body should be
positioned well behind the rifle to absorb recoil. The legs can be spread
with the ankles flat on the ground, or the firing-side leg can be cocked and
the shooter can roll over onto the support-side leg, assuming what is called
a rollover prone position.
Unsupported
This position is essentially the same
as the supported prone position.
Bone support is achieved by placing
the non-firing hand under the fore
end of the rifle with the elbow
resting on the ground. Either the
straight leg or rollover position can
be used in the unsupported prone
position.
Seated Position
Supported
The supported seated position is assumed by supporting the fore end of the
rifle on a bench, table, or other elevated structure. A bipod or other field
expedient support should be placed between the fore end and the structure.
The shooter sits directly behind the weapon and positions his hands and
elbows the same as he would in a supported prone position. This position
is most likely to be used when firing from inside a building or from a
bench rest.
Unsupported
The unsupported seated position is assumed by sitting down on the
ground, crossing the legs, bending forward, and resting the elbows in the
pockets of the knees. Bone support
is obtained by ensuring that the nonfiring elbow and wrist are straight
under the fore end of the rifle and
that no bone on bone contact is made
with the knees and elbows. The
body is aligned approximately 45degrees from the target. This
position requires some flexibility
and is difficult to hold for very long.
There are two other variations of this position. One variation is to cross
the ankles. The other variation is to keep the legs open wide apart.
Neither of these positions is as stable as the crossed leg position, but they
do have their own tactical applications.
Kneeling Position
Supported
The kneeling position is performed
by placing one knee on the ground
and leaving the other leg upright
with the foot flat on the ground. The
shooter can either kneel upright or
can sit on the foot of the kneeling
leg. The fore end of the rifle is
supported using an elevated
structure, or by using a rigid object
such as a tree or post to support the
rifle.
Unsupported
This position is the same as the
supported kneeling position except
that the rifle is supported by placing
the non-firing hand under the fore
end of the rifle and resting the
triceps of the non-firing elbow
against the elevated knee.
Standing Position
Supported
The supported standing position is simply a normal standing position with
the fore end of the rifle rested against an elevated structure or rigid object.
Unsupported
This is the most unstable firing position. It should only be used when no
other alternative exists.
SLINGS
Loop Sling
The sling is released from the butt of the weapon and a loop is formed which slips
over the shooters support arm just above the bicep. The loop is tightened around
the bicep by pulling down the keepers or buckle. The forward loop of the sling
can be adjusted to shorten the sling as needed. The support hand is inserted
between the sling and the forearm of the weapon to support the front of the rifle.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 2: Marksmanship Fundamentals
2-10
The loop sling offers the most stability, but is not suitable for long-term
operations. Using a loop sling for too long will reduce blood flow to the arm.
Hasty Sling
With the sling in place on the rifle, the shooter inserts his support arm through the
sling, past the elbow. The support arm is then brought back around the sling and
the support hand is inserted between the sling and the forearm of the weapon to
support the front of the rifle. The support hand is pulled back until the sling
tightens. If the hand comes too far back, then the sling needs to be tightened.
INTEGRATED ACT OF FIRING
The integrated act of firing is a step-by-step sequence that allows the PM/O to develop
good habits that will help him fire each shot consistently. It is divided into four phases:
Pre-deployment Phase
Before leaving the preparation area, the PM/O should make a systematic check of
all equipment to make sure that it is cleaned, serviced, and ready for operation.
Current weather conditions should be studied to determine any possible affects on
the PM/Os performance and mission. A thoroughly kept data book should
accompany the PM/O on each deployment.
Pre-firing Phase
Upon arriving at the mission site, the PM/O must select an operating position that
supports the mission. Once in position, the PM/O will check the field-of-view
and field-of-fire and will make needed corrections to ensure an unobstructed
firing lane, taking into consideration cover, concealment, and other officers or
bystanders in the line of fire. The PM/O may then set up a shooting mat, sandbag,
rifle, and any other tools or equipment he may want accessible.
Proper sighting adjustments are made on the weapon system according to the
current temperature, altitude, range, wind direction and velocity, and slope angle.
These conditions should be checked periodically for any changes.
Firing Phase
Aim
The PM/O ensures that he has a natural point of aim so that the rifle points
at the target during the respiratory pause. If the aim is off, the PM/O
should make slight adjustments to acquire the desired point of aim.
Relax
Relaxing as many muscles as possible will help the PM/O to focus and
stabilize the weapon. During this phase, the PM/O checks for consistent
head placement on the stock weld and correct eye relief.
Breathe
The PM/O inhales and exhales to the natural respiratory pause.
Aim Again
It is at this stage, during the natural respiratory pause, where the PM/O
takes his final aim at the precise point where it is desired for the round to
impact the target.
Squeeze
The trigger is squeezed straight to the rear without disturbing the sights or
the position of the rifle.
Recovery Phase
During the recovery phase, the PM/O utilizes a proper follow through. He then
prepares for a follow-up shot in case his shot did not effectively neutralize the
target, or to address other targets if needed.
SHOOTER ERRORS
Analyzing the shot group during training can help identify possible shooter errors. The
following are the most common shooter errors and their possible causes:
RANGE ESTIMATION
INTRODUCTION
Accurate range estimation is a critical function of the PM/O. All of the calculations and
corrections for windage, elevation, and lead are based on the distance to the target.
Incorrect range estimation can result in a misplaced shot and a failed mission to say the
least.
This section will explain a number of different techniques that can be used to estimate
range. None of these techniques should be used exclusively. The PM/O should use two
or more different techniques to arrive at the estimated range. This will ensure an accurate
estimation by providing the PM/O with checks and balances.
FOOTBALL FIELD METHOD
The football field method is a simple way of measuring distances out to about 1,000
yards. The shooter estimates the number of football fields that could fit within the given
distance and then multiplies by 100. For distances beyond 500 yards, the shooter must
find an object half-way between him and the target, determine the number of 100-yard
increments, and then double the distance.
100-METER/YARD METHOD
To use the 100-meter/yard method the shooter must be able to visualize a 100-meter/yard
distance on the ground. Like the football field method, the shooter estimates how many
100-meter or 100-yard increments lie between him and the target. For distances beyond
500 meters/yards, the shooter must find an object half way between him and the target,
determine the number of 100-meter/yard increments, and then double the distance.
AVERAGE METHOD
The average method takes the average between two estimated ranges to the target. For
example, if the shooter estimates the distance to target as 200 yards and the observer
estimates the distance to target as 150 yards, the two distances are averaged to equal 175
yards.
BRACKETING METHOD
The bracketing method is the simplest of all the ranging methods. It is accomplished by
assuming that the target is no farther than X distance, but is no closer than Y distance.
The X and Y distances are then averaged, resulting in the estimated distance to the target.
OBJECT APPEARANCE METHOD
The object appearance method uses the known size and characteristic details of an object
to determine the approximate distance to a target. In order for this method to be
effective, the PM/O must be familiar with the physical characteristics of different objects
as they appear at various distances.
COMPARISON METHOD
Many of todays modern subdivisions are designed uniformly with each lot and house
being roughly the same size. Knowing the lengths of houses, lots, and blocks, within the
subdivision where a target is located can aid the PM/O in accurate range estimation.
For example, if each block within the subdivision where the target is located is 200 yards
long, and a threat appears in front of a house that is in the middle of the block, the range
to the target would be 100 yards.
If the lengths of features within a uniform subdivision are not already known, then the
PM/O can pace-count as he moves through the neighborhood to his operating position.
The PM/O may also be able to go to an adjacent block or similar neighborhood prior to
the mission in order to study the layout and determine ranges and fields or fire.
MAP DISTANCE METHOD
The distance to a target can be accurately determined using a map of the target area.
Once the PM/O has identified the location of his position on the map, he can then
determine the distances to various features of the target area by using the map legend.
This will aid in judging the distance to a threat that appears within the PM/Os field of
fire.
During rural operations the PM/O can obtain U.S. Geological Survey maps. These
1:24,000 scale maps are accurate to within 10 meters (11 yards), and can aid in range
estimation, land navigation, and PM/O position selection.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 3: Range Estimation
3-2
Survey maps can be acquired from most city and county records offices in urbanized
areas. These maps contain overhead views of neighborhoods, as well as property lines
and addresses. They also have a scale showing the distances between houses and other
land features. These maps are quite useful during urban operations and are accurate to
within a few feet.
GPS METHOD
The GPS method is similar to the map distance method in the sense that the PM/O must
know the coordinates where the target is located. The PM/O enters the coordinates into
his global positioning system (GPS) and then uses either the distance or go to function to
determine the distance to the target. This method is particularly useful during interdiction
operations where the landings or crossing points being observed have been assigned
waypoints in the PM/Os GPS.
RANGE-CARD METHOD
A range card contains a sketch with determined distances to fixed objects within the
target area. This information may be obtained in advance using a map of the target area,
or it may be gathered on site during the operation. Once a target has been identified, the
PM/O determines were it is located on the range card and then identifies the approximate
range to the target using the range rings. More is mentioned about range cards in Section
11.
MIL-SCALE RANGING
Mil-dot ranging is one of the most accurate methods of
ranging. It uses the mil-scale reticle available in some
riflescopes and binoculars. The mil in mil-dot stands for
milliradian, which is a unit of angular measurement. One
milliradian translates into 6283 parts of a circle or .0573
degrees.
When looking through a mil-dot scope the shooter will see
a set of crosshairs with a series of evenly spaced dots
running along both crosshairs. These dots may be round or oval depending on which
style of mil-dot reticle is being used. The U.S. Army round mil-dot reticle and the
USMC oval mil-dot reticle are the two primary mil-scale reticles used in tactical
precision rifle applications.
The USMC oval dots are -mil wide and the distance between the inner edges of one dot
to the next is -mil. From the center of one dot to the center of the next is one mil. The
distance between the heavy posts is 10 mils, and the distance between a heavy post and
the intersecting crosshair is 5 mils.
The Army round dots are commonly referred to as -mil dots, but in reality are -MOA
dots (.22 mils). The distance from the center of one dot to the center of the next is one
mil; however, the and -mil locations are quite different from the USMC reticle.
USMC Mil Dots
.22 mil
mil
mil
mil
mil
mil
mil
1 mil
1 mil
The measurement difference between the Army and USMC reticles is a result of two
different interpretations of a milliradian. As mentioned previously, one mil is the
equivalent of 1/6283th of a circle. While the USMC reticle uses a true mil translation, the
Army reticle is based on the Artillery method of rounding 6400 mils to a circle.
Mil-scale binoculars such as the M19 or M22 have a different type of reticle. The reticle
contains two intersecting bars with 10 tick marks on each bar. Each tick mark is five mils
long and the distance between the tick marks is 10 mils. The reticle may have smaller
tick marks in between the larger tick marks for more
M22 Reticle
precise measurements.
At a distance of 1,000 yards one mil is equal to one
yard. At a distance of 1,000 meters one mil is equal
to one meter. In other words, one mil is 1/1,000th of
the distance to the target. This means that at 100
yards one mil is equal to 3.6 inches, and at 10 yards
one mil is equal to .36 inches.
To determine range using a mil-scale reticle, the PM/O must know the size of the target
he is ranging. Once the size of the target is known the PM/O can compare the target in
relation to the mil-scale reticle and then determine the range by using one of the
following mil relation formulas:
Size of Target (Meters) x 1,000 = Distance (Meters)
Mils
Size of Target (Yards) x 1,000 = Distance (Yards)
Mils
Size of Target (Inches) x 25.4 = Distance (Meters)
Mils
Size of Target (Inches) x 27.77 = Distance (Yards)
Mils
For example, if the PM/O knows that the average size of a human head is 9 inches from
the bottom of the chin to the top of the forehead and it measures two mils on his milscale, then he can determine that the target is about 125 yards away.
9 x 27.77 = 124.96
2
When milling an object, it is important that the surface of the object be perpendicular to
the shooter. If the object is sitting at an angle then its apparent size will be reduced,
resulting in a mil reading that is less than it should be.
If the shooter is at an angle above or below the object being milled he should try to mil a
horizontal measurement. If the shooter must mil a vertical measurement from an angle
above or below the object, he must first determine the adjusted size of the object before
completing the mil relation formula.
Object Size x Cosine = Adjusted Size
SLOPE 5 10 15 20 25 30 35 40 45
COSINE .99 .98 .96 .94 .91 .87 .82 .77 .70
SLOPE 50 55 60 65 70 75 80 85 90
COSINE .64 .57 .50 .42 .34 .26 .17 .09 .00
Example: The actual object size is 80 inches and the slope angle is 35. The cosine
factor for 35 is .82. Using the above formula it is determined that the adjusted size of
the object is 65.6 inches (80 x .82 = 65.6). The mil relation formula is then completed
using 65.6 inches for the object size.
When ranging with a mil-dot scope the PM/O must be cognizant of whether he is using a
fixed-power or variable-power scope. Military sniper scopes are usually fixed 10x
scopes. Law enforcement sniper scopes are typically variable-power to allow for shortrange and low-light engagements. When the power setting on a variable-power scope is
changed, the image in the scope gets bigger or smaller but the size of the reticle does not
change; therefore, to use a variable-power scope for ranging, the scope must be set to its
highest magnification setting.
The PM/O should record the sizes of commonly encountered objects in his data book.
This information can then be referenced during mil-scale ranging. See Appendix B for
ranging measurements.
PLEX RETICLE RANGING
A plex reticle design consists of two intersecting wires, much
like the mil-dot reticle. Each wire has a thick portion that
tapers to a very thin line in the middle. The purpose of this
design is to draw the shooters eye to the center of the scope
picture. Even though the plex reticle does not have mil-dots,
it can still be used for estimating ranges in a fashion similar
to the mil-scale reticle.
Plex Reticle
In order to use a plex reticle for range estimation the PM/O must know the MOA
measurements of the reticle for the scope he is using. This information can be obtained
from the manufacturer and is usually printed on the literature that comes with the scope.
Once this information is known, the PM/O can compare an object of known size in
relation to the reticle and can determine the range by using the following formula:
Size (Inches) x 104.72 = Distance (Yards)
MOA
For example, on the Leupold Vari-X III the thick portion of the wire is 8/10 MOA wide
and the narrow wire is 10 MOA long (five MOA to center). If a human head (9 inches)
stretched the entire length of the narrow wire, then it can be determined that the target is
just under 100 yards away.
9 x 104.72 = 94.24
10
Plex reticle ranging works best at shorter distances, due to the fact that it measures
relatively large angles. As with mil-dot scopes, variable-power plex scopes must be set
to their highest power for accurate range estimation.
RANGE FINDERS
Optical Range Finder
An optical range finder uses a type of triangulation to determine the range to a
target. It consists of two lenses, each sending an image to a single eyepiece.
These images overlap and the user adjusts the device until the two images line up
to make a clear picture. The dial measures the difference in angle between the
line-of-sight of each lens and the distance at which the two lines converge. The
portable versions of these devices are not very accurate and should not be used for
PM/O operations.
Laser Range Finder
A laser range finder is similar to an optical range finder in that it uses a form of
triangulation to measure distance. It uses a transmitter to send out a light beam to
the target. When the beam hits the target it is reflected back to the receptor,
creating a triangle between the transmitter, receptor, and the target. The lens
focuses the incoming light onto a position detector, which determines the angle at
which the light is being reflected. This angle determines the distance to the target.
A laser range finder is the most accurate type of range finder; however, there are
inherent problems with this type of device. Laser range finders work better at
night than during the day, since ambient light sometimes contains light in the
same wavelength as the transmitted light. A dull target may not reflect enough
light and a bright background may reflect more light than the target. Either one of
these may give a false reading. The objective is to aim the device so that as much
light as possible is reflected off the target and as little as possible is reflected from
the background.
BALLISTICS
INTRODUCTION
Ballistics is defined as the study of the movements and forces involved in the propulsion
of objects through the air, or the study of projectile dynamics. To the PM/O, ballistics
specifically deals with the firing, flight, and effect of ammunition. A thorough
knowledge of ballistics combined with the execution of proper marksmanship
fundamentals will ensure accurate shot placement, thereby reducing the risk to nonhostiles and team members, and ensuring a successful mission.
The tables and formulas given in this section should be used only as guidelines. Every
rifle performs differently; therefore, the knowledge gained through experience and the
ballistics data recorded in a well-kept PM/O data book are invaluable.
TERMINOLIGY
Ballistic Coefficient
A ballistic coefficient is a number that relates to the effect of air drag on the
bullets flight and can be used to predict a bullets trajectory under different under
different conditions through the use of drag tables.
Bullet Drift
Bullet drift refers to the horizontal distance the bullet travels from the line of
departure to the point of impact.
Bullet Drop
Bullet drop refers to the vertical distance the bullet travels from the line of
departure to the point of impact.
Bullet Nutation
Bullet nutation is a variation of the spinning bullets rotation axis.
Bullet Path
Bullet path is the distance the bullet travels above the line of sight
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Section 4: Ballistics
4-1
Flight Time
Flight time is the amount of time the bullet takes to reach the target after leaving
the muzzle of the rifle.
Line of Departure
The line of departure is the imaginary line defined by the bore of the rifle. The
path the bullet would take without the effects of gravity. Line of departure is also
known as the line of bore.
Line of Sight
Line of sight refers to an imaginary straight line that runs from the shooters eye,
through the aiming device, to point of aim.
Maximum Ordinate
Maximum ordinate refers to maximum height above the line of sight a bullet
travels on its way to the target. The bullet reaches maximum ordinate somewhat
past the midrange point, which is why it is also referred to as midrange trajectory.
Minute of Angle
A minute of angle is a unit of angular measurement equal to 1/60th of a degree
(1.0472 inches at 100 yards).
Muzzle Velocity
The muzzle velocity is the speed of the bullet as it leaves the muzzle of the
weapon. Muzzle velocity is measured in feet per second (fps). Temperature,
humidity, type of ammunition, and lot number can cause muzzle velocity to vary.
In actuality, muzzle velocity determines the range of the weapon.
Retained Velocity
Retained velocity refers to the speed of the bullet at the time it reaches the target,
since velocity is reduced due to drag.
Trajectory
The path of the bullet as it travels to the target is called trajectory.
TYPES OF BALLISTICS
Internal Ballistics
Internal ballistics is the study of the internal workings of a weapon and its
ammunition. The time frame begins when the weapon is fired and ends when the
bullet exits the muzzle.
External Ballistics
External ballistics refers to the study of the flight of the bullet from the time it
leaves the muzzle until it reaches the target. Velocity, trajectory, and accuracy are
the most important factors of external ballistics.
Terminal Ballistics
Terminal ballistics is the study of what happens to the bullet after it hits the target.
Bullet penetration, expansion, and weight retention are all factors of terminal
ballistics.
INTERNAL BALLISTICS
Internal ballistics plays a crucial role in rifle accuracy. The different characteristics of a
particular rifle directly affect chamber pressure, which has a direct correlation with bullet
velocity, and bullet nutation.
Headspace
A rifles headspace is the distance from the bolt face to the surface in the chamber
that stops the bullet casings forward movement. With bottle-necked cases, the
measuring point is centered on the shoulder of the case and is known as the datum
line. A tight headspace prevents case over expansion resulting in greater chamber
pressure. Greater chamber pressure results in greater projectile velocity.
Freebore
Freebore is the distance a bullet has to jump between the chamber and the bore
before its bearing surface contacts the lands of the rifling. The purpose of
freebore is to delay resistance and prolong pressure buildup. Too much freebore
causes bullet instability which has an adverse affect on accuracy.
Barrel Erosion
Barrel erosion, also referred to as barrel wear, is the gradual eroding of the rifling
lands directly in front of the chamber throat. This eroding occurs because the
metal surface is burned away by the intensely concentrated powder flame. Barrel
erosion results in a loss of chamber pressure.
Barrel Inside-Diameter
Another weapon characteristic that affects chamber pressure is the inside diameter
of the barrel. The tighter the inside diameter of the barrel is the greater the
chamber pressure will be when the weapon is fired. The inside diameter of a
barrel will wear with extended use, resulting in a loss of pressure.
Chamber Concentricity
Chamber concentricity simply refers to how straight the chamber is. A straight
and precise chamber will result in less bullet nutation.
Harmonics
In accordance with Sir Isaac Newtons Third Law of Motion, when a rifle is fired
there is an amount of energy pushing the rifle backward (known as recoil) equal
and opposite to the amount of energy pushing the bullet forward. The energy for
both of these actions is generated by the exploding and expanding gasses resulting
from the fired casing. Some of that energy is lost through the vibrating of the rifle
barrel.
A rifle barrel acts very much like a tuning fork when a round is fired through it.
All of the forces presentthe bullet being pushed forward, the weapon being
forced backward, even the spin of the bulletcause the barrel to vibrate. These
barrel vibrations cannot be eliminated, so it is ideal to allow the barrel to vibrate
naturally and consistently by having is free floated. This means that the barrel is
not allowed to touch anything, including the stock, from the receiver forward.
EXTERNAL BALLISTICS
As mentioned previously, the study of external ballistics is mainly focused on accuracy,
velocity, and trajectory. These three areas are intertwined; therefore, it is impossible to
affect one without affecting the others. Discussed here are factors that influence the
flight of a bullet and ways to compensate for the deviation from line of sight and weapon
zero.
Gravity
Gravity is an ever-present force of nature that affects the bullet by pulling it
downward as soon as it leaves the muzzle of the weapon. The PM/O must
compensate for gravity by making elevation adjustments or by using hold-off
techniques.
Bullet Efficiency
The efficiency of a bullet is known as the ballistic coefficient. The bullet
coefficient is a mathematical figure used to predict the bullet performance in
flight. The standard bullet used for the G1 drag model has a ballistic coefficient of
1.00; therefore, the closer to 1.00 the bullets coefficient is, the more efficiently
the bullet will fly through the air.
There are two recognized atmospheres that ballistic coefficient data is based on:
Standard Metro and ICAO (International Civil Aviation Organization). The
Standard Metro is based on sea level, with a barometric pressure level of 29.53
inches Hg, a temperature of 59, and a humidity level of 78%. The ICAO is also
based on sea level, with a barometric pressure level of 29.92 inches Hg, a
temperature of 59, and a humidity level of 0%. Most ballistic data is based on
Standard Metro.
Air Density
The density of the air depends on its temperature, pressure, and how much water
vapor is in the air. The denser the air is, the slower an object will move through
it, since the object has to push aside more or heavier air molecules. This air
resistance is referred to as drag. The PM/O must have a thorough understanding
of air density and how it affects the flight of a bullet.
Barometric Pressure
As air pressure increases, the ballistic coefficient decreases, resulting in less
velocity. For altitudes up to about 5,000 feet, one inch of barometric pressure is
equivalent to 1,000 feet (0.1 for every 100 feet) of altitude. This means that
barometric pressure changes with elevation up to 5,000 feet at a rate of 1 inch Hg
for every 1,000 feet.
Altitude
Air pressure decreases as altitude increases, resulting in lower air density. For
example, air pressure decreases from around 1,000 millibars at sea level, to 500
millibars at about 18,000 feet. At 100,000 feet the air pressure is only about 10
millibars. Due to the fact that there is less drag at higher altitudes, the bullet is
more efficient and will have a higher point of impact. Of all the atmospheric
conditions affecting air density, altitude has the greatest influence.
Relative Altitude
When determining the affects of altitude on trajectory, the shooter must factor in
the influence of barometric pressure. A bullet is not affected by the actual
elevation, but by what is called density altitude, or the relative altitude. The
relative altitude factors in the barometric pressure to determine the altitude
equivalency of the current atmospheric conditions. Relative altitude can be
figured using the following formula:
AE + (29.53 Hg x 1,000) = Relative Altitude
AE = Actual Elevation
Hg = Current Barometric Pressure
Example: At an altitude of 4,500 the reported barometric pressure is 30.53 inches
Hg. The PM/O subtracts 30.53 from 29.53 (Standard Metro), which equals -1.
He then multiplies -1 by 1,000, which equals -1,000. This means that he would
subtract 1,000 feet from the actual altitude of 4,500 to get the relative altitude of
3,500 feet. This is the figure the PM/O would use to determine altitude
correction.
An alternative to using the formula above would be to purchase a pocket
altimeter. Once properly calibrated, the altimeter will show the relative altitude.
Temperature
Temperature affects both the ammunition and the density of the air. When
ammunition sits in direct sunlight the burn rate its powder increases. The result of
the faster burn rate is greater muzzle velocity and a higher point of impact.
The most influential factor of temperature is the affect it has on the density of the
air. Air density increases as the temperature decreases, and decreases as the
temperature increases. The most accurate way of determining exactly how much
temperature variation will impact the round is to refer to past experience as
recorded in a PM/O data book.
Humidity
Humidity varies with altitude and temperature. Contrary to popular opinion,
humid air is lighter and therefore less dense than dry air at the same temperature
and pressure. This is because water vapor is a gas and has a light molecular
weight. When water vapor enters the atmosphere it replaces some of the heavier
nitrogen or oxygen molecules with the lighter water molecules. The reason the air
may seem thicker to a person is that he is consuming less oxygen with each
breath.
The military and police sniper community has generally accepted that an increase
in humidity causes the bullet to drop. This theory is based on the misnomer that
humid air is heavier and denser. As previously mentioned, the opposite is true. In
actuality, fluctuations in the humidity level will change the air density and the
ballistic coefficient, but the amount is at most about 1%. Humidity has such a
small affect that for all practical purposes it can be ignored.
Wind
Wind is definitely the biggest problem for the PM/O. The affects of wind on a
bullet increase with range. The longer flight time combined with the loss of
velocity allows the wind to have a greater affect on the bullet as the distance
increases, resulting in a loss of stability.
Wind Value
Wind value is based on the direction of the wind and determines how
much influence the wind will have on the bullet. Wind direction can be
determined by observing indicators such as smoke, trees, grass, rain,
mirage, flags, and the sense of feel.
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4-7
The best method for classifying wind value is the clock method. With the
clock method, wind is assigned values based on the clock position from
which it is blowing. Full-value means that the force of the wind will have
a full affect on the bullet. Half-value and quarter-value mean the wind
will move the bullet only half or a quarter as much as a full-value wind.
No-value means that the wind will have little or no affect on the flight of
the bullet.
To classify the wind
Wind Value
using the clock method,
Clock
the PM/O imagines
himself as being in the
center of a clock with the
target at the 12 oclock
position. A wind coming
from the 3 or 9 oclock
position is considered a
full-value wind. Winds coming from the 1, 5, 7, and 11 oclock positions
are considered half-value winds. Winds coming from the 2, 4, 8, and 10
oclock positions are considered three-quarter-value winds. A no-value
wind is a wind that comes from the 6 or 12 oclock position.
Wind Velocity
Before the PM/O can adjust his sighting system to compensate for the
wind, he must determine the direction and velocity of the wind. There are
several useful methods for estimating wind velocity and direction.
Range Flag Method
The range flag method is so called because of the red flag that is
used on military ranges to signify a hot range. This method can
be used with any visible flag, given that the flag is a heavy cotton
fabric. Judging wind using a lighter, nylon fabric flag will skewer
the formula.
To estimate velocity, the PM/O must determine the angle in
degrees between the flag and the pole. This number is then
divided by the constant number 4. The result is the approximate
wind velocity in miles per hour.
ANGLE = MPH
4
Angle
Degrees
The wind nearest to midrange has the greatest affect on the bullet,
so the PM/O should try to determine velocity at that point. This
can be accomplished by focusing the scope on an object midrange,
then placing the scope back onto target without readjusting the
focus. The PM/O can also focus on the target, and then back the
focus off -turn counterclockwise. Doing this will make the target
appear fuzzy, but the mirage will be clear.
Boiling Mirage
3-5 MPH
5-8 MPH
8-12 MPH
Slope Angles
The PM/O may find himself having to engage targets at a higher or lower
elevation. Shooting from tall buildings or a high observation points are very
likely scenarios for a PM/O. The PM/O may also have to shoot from a lower
position to a higher position, such as when engaging a target in a second story
window from ground level. Gravity always affects the flight of a bullet the same
way, regardless of whether the PM/O is shooting at an upward or a downward
angle. When shooting at a slope angle, the bullet will always strike the target
high. How high the bullet strikes is determined by the range and the degree of
angle to the target. The amount of elevation change applied to the rifle sighting
system for angle firing is referred to as slope dope.
Since 100 yards is the ideal range to ensure precise hits, slope angles only begin
to cause problems at 45. Shallower angles can produce an effect, but at 100
yards their affects on the impact of the bullet are fairly insignificant. At ranges
beyond 100 yards the affects of slope angles are much more significant.
For example, at 100 yards a 45 slope angle will cause a 308 cal. round to strike
about MOA ( inch) high. Given the precise shooting required for most law
enforcement situations, this much deviation from the line of sight coupled with
any other shooter/weapon error or compensation problem can easily cause the
shooter to miss. At 200 yards, a 30 angle will result in almost the same amount
of deviation ( MOA) as a 45 angle at 100 yards. When considering that a
MOA error at 200 yards will cause the round to strike about 1 inches high, the
importance of correctly compensating for slope angle cannot be understated.
When shooting at slope angles, the shooter must determine the angle by which the
shot deviates from horizontal and either reduce the estimated range by
determining the actual horizontal range, or reduce the amount of elevation
correction by referencing an accurate drop table.
As mentioned previously, the slope angle affect is the same whether shooting at
an upward or downward angle. In either case, the actual horizontal distance will
be less than the estimated line-of-sight range; therefore, the amount of bullet drop
will also be less.
Cosine Method
The cosine method is a field expedient quick fix method used for
determining slope angle correction. While it is not completely
mathematically correct, this method works fine at medium ranges and at
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Section 4: Ballistics
4-12
relatively shallow angles. Caution should be used when using this method
if extreme precision is required.
With the cosine method, the corrected horizontal distance is calculated by
multiplying the straight-line distance to the target by the cosine factor for
the given slope angle. The PM/O then zeros his weapon for the corrected
horizontal distance.
Range x Cosine = CHD
SLOPE 5 10 15 20 25 30 35 40 45
COSINE .99 .98 .96 .94 .91 .87 .82 .77 .70
SLOPE 50 55 60 65 70 75 80 85 90
COSINE .64 .57 .50 .42 .34 .26 .17 .09 .00
Example: The estimated range to a target is 500 yards and the slope angle
is 35. The cosine factor for 35 is .82. Using the cosine slope formula it
can be determined that the corrected horizontal distance is 410 yards (500
x .82 = 410). The Marksman would adjust his weapon to compensate for
drop at 410 yards.
Drop Table Method
The drop table method is a simplified version of the method advocated by
the Sierra Bullet Company in their Reloading Manuals. The drop table
method is much more involved and requires good ballistic data. It is more
accurate than the cosine method; however, it can only be used when the
PM/O has available an accurate ballistic table for his particular round.
To use the drop table method, the PM/O first adjusts his sighting system to
the correct zero for the straight-line distance to the target. He must then
reference his drop table to find the amount of bullet drop, in minutes of
angle, from the line of departure. The amount of drop is then multiplied
by the sine factor for the slope angle to get the MOA down correction.
This correction is then applied to the sighting system to correct for the
slope angle.
Bullet Drop (MOA) x Sine = MOA Down Correction
SLOPE 5 10 15 20 25 30 35 40 45
SINE .01 .02 .04 .06 .09 .13 .18 .23 .30
SLOPE 50 55 60 65 70 75 80 85 90
SINE .36 .43 .50 .58 .66 .74 .83 .91 .00
Example: The estimated range to a target is 500 yards and the slope angle
is 35. The amount of bullet drop for a 168gr. Sierra MatchKing BTHP at
500 yards is about 16 MOA. The sine factor for 35 is .18. Using the
drop table formula it can be determined that the down correction for a
500-yard zero would be 3 MOA (16.25 x .18 = 2.93).
NOTE: While bullet drop is determined by the actual horizontal distance, wind
correction is determined by the straight-line distance.
Sight Mechanics
Mechanical Offset
Mechanical offset refers to the distance between the line of sight and the
line of bore. The higher the sighting system is set on the weapon, the
greater the mechanical offset will be. When
a weapon is fired at close range, the bullet
will strike low because the bore line is
below the line of sight. The picture
displayed here illustrates the point of impact
at 5, 15, 25, 50, and 75 yards for a
Remington 40X with a sight height of 1.7
inches and zeroed at 100 yards.
Scope Cant
When a scope is mounted on a rifle it almost always runs parallel to the
bore. An angle is created within the optics to adjust for the elevation
needed to zero the rifle. The elevation correction within the optic points
the line of sight downward, which in turn points the bore axis upward.
Cant error is generated when the barrel axis rotates out of the vertical
plane and around the line of sight axis. It is a result of gravitational effects
and barrel rotation. The trajectory of the bullet when the rifle is canted
does not achieve the same height as when the rifle is held vertically. Since
PRECISION MARKSMAN/OBSERVER MANUAL
Section 4: Ballistics
4-14
the canted shot never reaches the full elevation of a vertical shot, it will
drop below the vertical shot impact point. The elevation angle that is built
into the optic acts as a windage error and directs the bullets trajectory
laterally off course in the direction of the cant.
Cant error can also be generated through an improperly mounted scope. A
scope mounted and zeroed with a 5 cant when raised 9 MOA in elevation
would generate a horizontal error of approximately -MOA. This is again
the result of the elevation adjustment being skewered due to the rotation of
the optical system.
Scope Shadow
Scope shadow occurs when the shooter does not obtain proper eye
alignment behind the scope. Instead of getting a clear reticle centered
inside a uniform circle, a shadow will be present in the opposite direction
of the eye misalignment. Firing the weapon when scope shadow is present
will result in the round striking off the intended point of impact in the
direction opposite the shadow.
TERMINAL BALLISTICS
The goal of the PM/O when firing on a suspect is to cause as close to instant
incapacitation as possible. Anything less may risk the life of a hostage or other law
enforcement personnel. In order to ensure instant incapacitation, the PM/O must have a
good understanding of terminal ballistics.
Components of Projectile Wounding
Wounding is caused by the force exerted by a bullet to displace and damaged
tissue in the form of penetration, cavitation, and fragmentation as the elastic limits
of the tissue are exceeded by the stresses imparted from this force.
Penetration
Penetration is simply the depth the bullet passes through tissue.
Penetration is affected by bullet shape, bullet construction, and impact
velocity. Bullet construction determines whether the stress of impact will
allow the bullet to penetrate the target. The shape of the bullet will
determine whether it becomes unstable at impact, thus limiting
Medulla Oblongata
The medulla oblongata is the lower portion of the brain stem that connects
the upper spinal column to the midbrain. It is located where the upper
spinal column enters the skull. The medulla oblongata is responsible for
relaying signals between the brain and the spinal cord. A bullet strike to
this area has the highest probability of flaccid paralysis because it controls
all involuntary vital functions and rhythms.
Central
Fissure
Frontal
Lobe
Temporal
Lobe
Lateral
Lobe
Medulla Oblongata
Parietal
Lobe
Brain
Stem
Occipital
Lobe
Cerebellum
The aiming point for the medulla oblongata is centered on the bridge of
the nose directly between the eyes.
Neural Motor Strip
The neural motor strip or
motor cortex is the last
place in the brain where
action planes are
processed before the
signal leaves the brain
and is transmitted out to
the body so that effectors
will be stimulated.
Motor
Projection Area
Somatosensory
Projection Area
Parietal
Lobe
Occipital
Lobe
Frontal
Lobe
Temporal
Lobe
Visual
Projection Area
Auditory
The aiming point for the
Projection Area
neural motor strip is
located on the side of the
head, from the top of the head to the top of the ear, centered on the ear,
approximately 1-2 inches wide.
C-1 to C-3
SIGHTING SYSTEMS
INTRODUCTION
The Special Operations PM/O must be able to maintain and operate a variety of different
weapon systems with a variety of sighting systems. This section will explain the
operation and maintenance of some of the most popular sighting systems used in tactical
operations.
RELATED TERMS
Field of View
Field of view refers the side-to-side measurement of the circular viewing field of
the scope. It is defined by the width in feet or meters of the area visible at 100
yards or meters. A wide field of view makes it easier to spot threats and track
moving targets. The higher the magnification of the scope is the narrower the
field of view will be.
Parallax
Parallax is a condition that occurs when the image of the target is not focused
precisely on the reticle plane. The result is an apparent movement between the
reticle and the target when the shooter moves his head or, in extreme cases, as an
out-of-focus image. The affects of parallax can be avoided by ensuring that the
eye is well centered behind the scope.
Subtension
Subtension refers to the dimension covered by a portion of a reticle at a specific
range. For example, if the heavy post of a duplex reticle covers two inches at 100
yards, then the reticle subtends two inches at 100 yards.
TELESCOPIC SIGHTS
Elevation Knob
Windage Knob
(Opposite Side)
Objective Lens
Ocular Lens
Scope Tube
Focus Knob
Sight Function
Scope Tube
The scope tube is the main outer body of the scope and is made of steel or
a lightweight alloy such as aluminum. It houses much of the scopes
optical lenses as well as the reticle adjusting system.
Objective Lens
The objective lens is the lens that is located at the muzzle end of the scope
and is primarily responsible for transmitting light. Objective lenses
typically range between 20 to 60 millimeters.
NOTE: With a 3x9x40 scope, the 40 describes the objective lens
diameter in millimeters.
Ocular Lens
The ocular lens is the lens closest to the eye and is smaller in diameter
than the objective lens. The shooter can adjust the ocular lens to bring the
reticle into focus.
Scope Lenses
Scope lenses are mounted internally and are coated with a chemical
compound such as magnesium fluoride. This coating is approximately
one 1,000,000th of an inch thick and is very delicate. The purpose of this
M4 (1.875 MOA)
1.2 cm (.5)
4.8 cm (1 7/8)
9.6 cm (3.75)
M4 (1.875 MOA)
.5 cm (3/16)
1.9 cm (.75)
4.8 cm (1.5)
Sight Maintenance
All sight components should be inspected periodically for bent or damaged parts
and rust or corrosion. Moving parts should be inspected for proper operation.
The sight should be cleaned with a brush and a dry rag and lubricated with CLP.
Important areas that need to be lubricated are the windage knob and detent spring
hole, the elevation knob detent spring hole, the windage screw, and the elevation
screw.
M203 LEAF SIGHT
Sight Function
The M203 leaf sight assembly is attached to the top of the handguard of the
M16/M4. The leaf sight assembly consists of the sight, its base and mount, an
elevation adjustment screw, and a windage adjustment screw. Elevation and
windage scales are marked on the mount. The folding, adjustable, open ladder
design of the sight permits rapid firing without sight manipulation. The front
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Section 5: Sighting Systems
5-6
sight post of the M16/M4 rifle serves as the front aiming post for the M203 leaf
sight.
Sight Base
Two mounting screws permanently attach the sight base to the rifle
handguard. The base protects the sight from damage when the sight is not
being used or is in the down position.
Sight Mount & Sight
The sight mount is attached to the sight base. It is used to raise or lower
the sight. Though the range is not marked on the sight in meters, the sight
is graduated in 50-meter increments from 50 to 200 meters. These
increments are marked with a 1 at 100 meters and a 2 at 200 meters.
Elevation Adjustment Screw
The elevation adjustment screw attaches the sight to the sight mount.
When the screw is loosened, the sight can be moved up and down to make
minor adjustments in elevation during the zeroing procedure. Raising the
sight increases the range, lowering the sight decreases the range.
Elevation Scale
The elevation scale consists of five equally spaced lines on each side of
the zero line. Moving the sight one increment moves the impact of the
projectile 10 meters in elevation at a range of 200 meters.
Windage Scale
Minor windage adjustments can be made during the zeroing procedure by
turning the knob on the left end of the windage screw. The scale has a
zero line in its center and two lines spaced equally on each side of the zero
line. Moving the knob on the windage scale one increment moves the
impact of the projectile 1.5 meters at a range of 200 meters.
Sight Maintenance
The leaf sight should be inspected periodically for bent or damaged parts and rust
or corrosion. All moving parts should be inspected for proper operation. The
sight should be cleaned with a brush and a dry rag and lubricated with CLP.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 5: Sighting Systems
5-7
Protective
Hood
Holographic
Window
Windage
Adjustment
On/Off & Brightness
Adjustment Switches
Elevation
Adjustment
Sight Function
Protective Hood
EOTech HDS models 511, 512, 551, and 552 are equipped with a
protective hood. This hood is preassembled at the factory and is nonremovable. The hood lock screws should never be tampered with. If the
hood requires maintenance, the sight should be sent to the manufacturer.
Battery Compartment
The battery compartment is located behind the reticle window. It is
opened by lifting the locking cam lever and sliding the battery
compartment away from the sight housing. The labels on the bottom of
the battery compartment show the correct battery orientation. After
replacing the batteries, the sight should be turned on to verify proper
installation.
Electronic Push-Button Switches
The EOTech HDS is equipped with push-button switches located at the
rear of the sight. Depressing the UP or DOWN arrow push-button
switches will turn the sight on. If the UP arrow is used to turn the sight on
it will be set at the eight-hour shutdown mode. If the DOWN arrow is
used to turn the sight on it will be set at the four-hour shutdown mode.
Windage
Adjustment
Rubber
Strap
Rotary
Switch
Elevation
Adjustment
Lens Cover
Lens Cover
Battery
Compartment
Sight Function
Battery Compartment
The battery compartment is located directly in front of the rotary switch.
It is opened by turning the battery cap counterclockwise. The sight
requires one 3-volt lithium battery type 2L76 or DL1/3N. When installing
the battery it should be placed so that the positive (+) end faces toward the
battery cap.
Rotary Switch
The rotary switch is positioned behind the battery compartment. It is used
to adjust the intensity of the red dot reticle. Turning the switch clockwise
will increase the brightness of the reticle. To adjust the reticle for night
vision (CompM2 and CompM2-2X) or to turn it to the OFF position
(CompML2 and CompML2-2X), the switch is turned counterclockwise.
Elevation Adjustment Screw
The elevation adjustment screw is located on the top of the sight and is
used to make vertical adjustments. Each graduation (click) of the
elevation adjustment screw moves the point of impact MOA. Turning
the adjustment screw counterclockwise will raise the point of impact. To
lower the point of impact, the adjustment screw must be turned clockwise.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 5: Sighting Systems
5-11
Windage
Adjuster
Sight Function
Fiber Optic System
The fiber optic system causes the reticle to glow brightly during the day so
it can be clearly seen, and less brightly in low-light conditions to reduce
contrast that can interfere with target acquisition. The fiber optic system
can be covered to reduce the intensity of the reticle if necessary.
Elevation Adjuster
The elevation adjuster is located to the rear on top of the flat portion of the
sight and is used to make vertical adjustments. Each graduation (click) of
the elevation adjuster moves the point of impact 0.86 MOA. The
elevation adjuster has the letter U with an arrow pointing in a clockwise
direction. Turning the adjuster clockwise will raise the point of impact.
To lower the point of impact, the adjuster must be turned
counterclockwise.
Windage Adjuster
The windage adjuster is located on the right-hand side of the sight and is
used to make horizontal adjustments. Each graduation (click) of the
windage adjuster moves the point of impact 0.86 MOA. The windage
adjuster has the letter R with an arrow pointing in a clockwise direction.
Turning the adjuster clockwise will move the point of impact to the right.
To move the point of impact to the left, the adjuster must be turned
counterclockwise.
Reticle
The Reflex uses a fiber optic system and a tritium lamp to illuminate the
reticle. The Reflex is aimed by centering the dot (dot reticle) or aligning
the tip of the triangle or chevron (triangle and chevron reticles) on the
desired point of impact.
TRIANGLE
DOT
FINE DOT
CHEVRON
Sight Maintenance
The Reflex requires very little maintenance. If the lenses become dirty, the unit
may be washed using fresh water and a clean cloth. The lenses should be
completely washed before wiping them with the cloth to avoid scratching.
Fogged lenses can be wiped with a clean cloth.
WARNING!
The Reflex contains a radioactive material for nighttime illumination that is safe
for normal exposure, but become 10,000 times more hazardous when burned. For
this reason, great care should be taken to avoid flame in the presence of a Reflex
scope with broken or leaking tritium lamp.
If the tritium lamp in a Reflex is broken or is suspected of being broken, the unit
should be placed in a plastic bag and the manufacturer should be contacted for
handling and replacement instructions.
TRIJICON COMPACT ACOG 2x20 BAC, 1.5x24 BAC, 3x24 BAC, & 1.5x16 BAC
Elevation
Adjuster
Fiber Optic
Daylight Collector
Windage
Adjuster
Sight Function
Fiber Optic System
The fiber optic system causes the reticle to glow brightly during the day so
it can be clearly seen, and less brightly in low-light conditions to reduce
contrast that can interfere with target acquisition. The fiber optic system
can be covered to reduce the intensity of reticle if necessary.
Elevation Adjuster
The elevation adjuster is located on the top of the sight and is used to
make vertical adjustments. Each graduation (click) of the elevation
adjuster moves the point of impact MOA on the 2x20, 1.5x24, and
3x24, and 1/3 MOA on the 1.5x16. The elevation adjuster has the letter
U with an arrow pointing in a clockwise direction. Turning the adjuster
clockwise will raise the point of impact. To lower the point of impact, the
adjuster must be turned counterclockwise.
Windage Adjuster
The windage adjuster is located on the right-hand side of the sight and is
used to make horizontal adjustments. Each graduation (click) of the
windage adjuster moves the point of impact MOA on the 2x20, 1.5x24,
and 3x24, and 1/3 MOA on the 1.5x16. The windage adjuster has the
letter R with an arrow pointing in a clockwise direction. Turning the
adjuster clockwise will move the point of impact to the right. To move the
point of impact to the left, the adjuster must be turned counterclockwise.
Reticle
The Compact ACOG BAC uses a fiber optic system and a tritium lamp to
illuminate the reticle. Ranging capability has been built into the reticle
pattern. The reticle is designed to be zeroed at 60 meters using the very
top of the reticle as the point of aim. This will
provide combat accuracy out to 250 meters.
The sight may be zeroed at 25 meters if a 60meter range is not available. When zeroing at 25
meters the point of impact should be 3 inches
below the point of aim.
Compact ACOG
Triangle Reticle
Sight Maintenance
The Compact ACOG requires very little maintenance. If the lenses become dirty,
the unit may be washed using fresh water and a clean cloth. The lenses should be
completely washed before wiping them with the cloth to avoid scratching.
Fogged lenses can be wiped with a clean cloth.
WARNING!
The Compact ACOG contains a radioactive material for nighttime illumination
that is safe for normal exposure, but become 10,000 times more hazardous when
burned. For this reason, great care should be taken to avoid flame in the presence
of a Compact ACOG scope with broken or leaking tritium lamp.
If the tritium lamp in a Compact ACOG is broken or is suspected of being broken,
the unit should be placed in a plastic bag and the manufacturer should be
contacted for handling and replacement instructions.
TRIJICON ACOG 3.5x35 BAC, 4x32 BAC, & 5.5x50 BAC
Fiber Optic
Daylight Collector
Elevation
Adjuster
Windage
Adjuster
Sight Function
Fiber Optic System
The fiber optic system causes the reticle to glow brightly during the day so
it can be clearly seen, and less brightly in low-light conditions to reduce
contrast that can interfere with target acquisition. The fiber optic system
can be covered to reduce the intensity of the reticle if necessary.
Elevation Adjuster
The elevation adjuster is located on the top of the sight and is used to
make vertical adjustments. Each graduation (click) of the elevation
adjuster moves the point of impact MOA on the 3.5x35, 1/3 MOA on
the 4x32, and 1/6 MOA on the 5.5x50. The elevation adjuster has the
letter U with an arrow pointing in a clockwise direction. Turning the
adjuster clockwise will raise the point of impact. To lower the point of
impact, the adjuster must be turned counterclockwise.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 5: Sighting Systems
5-16
Windage Adjuster
The windage adjuster is located on the right-hand side of the sight and is
used to make horizontal adjustments. Each graduation (click) of the
windage adjuster moves the point of impact MOA on the 3.5x35, 1/3
MOA on the 4x32, and 1/6 MOA on the 5.5x50. The windage adjuster
has the letter R with an arrow pointing in a clockwise direction.
Turning the adjuster clockwise will move the point of impact to the right.
To move the point of impact to the left, the adjuster must be turned
counterclockwise.
Reticle
The ACOG BAC uses a fiber optic system and a tritium lamp to illuminate
the reticle. Ranging capability has been built into the reticle pattern. The
reticle is designed to be zeroed at 100 meters using the very top of the
reticle as the point of aim.
Once the sight has been zeroed, targets at longer ranges can be engaged
using different aiming points on the reticle pattern. To engage a target at
200 meters, the top of the donut hole (donut reticle) or the inside of the
chevron (chevron reticle) is used as the aiming point. At 300 meters, the
bottom of the donut hole (donut reticle) or the illuminated dot inside the
chevron is used. At ranges of 400 meters and beyond, the bullet drop
compensator below the illuminated reticle is used.
Base Width
5.53 MOA
19 @ 300 Meters
Sight Maintenance
The ACOG requires very little maintenance. If the lenses become dirty, the unit
may be washed using fresh water and a clean cloth. The lenses should be
completely washed before wiping them with the cloth to avoid scratching.
Fogged lenses can be wiped with a clean cloth.
WARNING!
The ACOG contains a radioactive material for nighttime illumination that is safe
for normal exposure, but become 10,000 times more hazardous when burned. For
this reason, great care should be taken to avoid flame in the presence of an ACOG
scope with broken or leaking tritium lamp.
If the tritium lamp in an ACOG is broken or is suspected of being broken, the unit
should be placed in a plastic bag and the manufacturer should be contacted for
handling and replacement instructions.
SIMRAD KN203 & KN253 NIGHT WEAPONS SIGHTS
Power Switch
Battery
Housing
Daylight Cover
Focus
Adjustment
Desiccator
Front Lens
Latch Pin
FAB
Adjustments
Beamsplitter
Window Cover
Locking Lever
Female Dovetail
Beamsplitter
Assembly
Sight Function
Battery Compartment
The battery compartment houses the two AA batteries needed to power the
Simrad NWS and is located on top of the device near the power switch.
The battery compartment is opened by turning the battery compartment lid
screw and lifting the battery compartment lid. The correct battery
orientation is indicated on the battery compartment housing.
Power Switch
The power switch is located on top of the NWS near the battery
compartment. It controls the power to the image intensifier assembly and
adjusts the system gain. Rotating the power switch clockwise will activate
the image intensifier and will increase the gain as it continues rotate.
Focus Adjustment
The focus adjustment is the large knob located on the rear of the NWS. It
adjusts the position of the Mangin mirror to achieve the sharpest image of
the object being viewed. Focal adjustments are made by rotating the focus
adjustment in either direction.
FAB Unit
The FAB unit is located above the beamsplitter and enables the NWS to
be bore-sighted when it is installed or when it is moved from one weapon
to another. The FAB adjustment screw marked with the R moves the
point of impact horizontally, and the adjustment screw marked with the
D moves the point of impact vertically. Each graduation (click) of the
FAB adjustment screws move the point of impact approximately MOA.
The arrows indicate in which direction the screws need to be rotated to
move the point of impact right or down as indicated.
When bore-sighting the NWS, the weapon should
be fired during twilight at the same distance at that
the day scope is zeroed using the Simrad NWS
bore-sighting target. When the NWS is properly
bore-sighted, the point of impact should be 3.75
inches below the point of aim for the KN203 and
2.75 inches below the point of aim for the KN253.
The FAB adjustment screws should be used to
move the point of impact into the proper strike zone
located on the Simrad bore-sighting target.
Simrad Bore-Sighting
Target
NOTE: The FAB unit is used for bore-sighting the NWS only and should
never be used to make windage and elevation changes for
distance shooting.
Daylight Cover
The daylight cover, when in place, allows for daylight testing and
operation of the NWS and protects the objective lens from dirt and
damage. The cover is held in place by a rubber strap and is held open by
the daylight cover retaining lip. The daylight cover should be installed on
the NWS prior to daylight use to prevent damage to the image intensifier
tube.
Dovetail Assembly
The dovetail assembly consists of a male dovetail that mounts onto the day
scope and a female dovetail located at the bottom of the NWS. The male
dovetail is mounted onto the day scope by removing the top half of the
forward scope mount and replacing it with the male dovetail. The top half
of the mount is then mounted underneath the
male dovetail alongside the forward mount.
The female dovetail is designed to align with
Male Dovetail
the male dovetail for a high-tolerance
connection. The NWS is mounted onto the
day scope by aligning the female dovetail with the male dovetail,
depressing the latch pin located on the female dovetail, sliding the NWS
rearward until fully seated, releasing the latch pin, and then locking the
locking lever.
Locking Lever
Located on the female dovetail at the bottom of the NWS, the locking
lever securely locks the NWS to the day scope. The locking lever is
unlocked when it is in the up position and locked when it is in the
down position.
Latch Pin
The latch pin is positioned on the female dovetail behind the locking lever.
The latch pin is used to prevent the NWS from dislodging from the day
scope in the event that the locking lever is released.
Beamsplitter Assembly
The dichrotic beamsplitter below the FAB adjustment screws allows the
operator to view directly through the day scope without removing the
NWS. The beamsplitter window cover is used to block the direct light
path to the day scope when the NWS is being used.
Stray Light Shield (KN203 Only)
The stray light shield located behind the beamsplitter assembly directs
intensified light into the day scope and prevents foreign matter from
accumulating in the space between the beamsplitter and the day scope.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 5: Sighting Systems
5-20
Desiccator
The desiccator absorbs moisture from the atmosphere contained within the
NWS to prevent fogging of the internal optical surfaces. The desiccator
contains silica gel which is highly hygroscopic material. The humidity
indicator can be viewed through the glass window of the desiccator
located near the battery compartment housing. The indicator is blue when
dry and becomes pink when the silica gel can no longer absorb moisture.
Sight Maintenance
Desiccator
The desiccator should be inspected periodically for blue or pink
indication. If the desiccator is pink, the system should be returned to an
authorized maintenance facility for replacement.
Optical Surfaces
A lens brush should be used to remove dust and dirt from the optical
surfaces. If necessary, the optical surfaces can be cleaned using lens paper
and either alcohol, isopropanol, a lens cleaning solution, or water. The
optical surfaces should be dried thoroughly after cleaning.
Housing Exterior
The exterior of the NWS can be cleaned with a mild detergent and warm
water. The system should be thoroughly dried prior to use.
WARNING!
The image intensifier assembly phosphor screen contains toxic materials. If any
assembly becomes broken, extreme caution should be taken to avoid inhalation
and mouth/open wound contact of the phosphor screen material. If this material
comes in contact with the skin it should be washed off immediately with soap and
water. If any of the phosphor material is swallowed, force drink water,
induce vomiting, and seek immediate medical care.
ADVANCED SHOOTING
TECHNIQUES & SPECIAL
SITUATIONS
INTRODUCTION
The essence of the PM/O is his ability to apply, if needed, precision fire to a rapidly
evolving life-threatening situation. There are several advanced shooting techniques that
can increase the PM/Os effectiveness when properly applied. In addition, there are a
number of special shooting situations that the PM/O may find himself having to address.
Having a solid foundation of understanding of these situations will prepare the PM/O for
mission success.
HOLD-OFF
Hold-off is defined as the shifting of the point of aim to achieve a desired point of impact.
This technique is used when the PM/O does not have time to change his sight setting,
such as when engaging multiple targets at varying ranges. The lack of a precise aiming
point can make delivering shots with pinpoint accuracy very difficult.
Elevation
To compensate for elevation using hold-off, the PM/O aims either above or below
the desired point of impact, depending on the range of the target and the range the
sighting system is set for. For example, if the sight elevation has been adjusted to
engage a target at 500 yards and a target appears at 600 yards, the PM/O would
have to aim higher (hold-over) than the desired point of impact to compensate for
bullet drop. If a target appears at 400 yards, the PM/O would have to aim lower
(hold-under) than the desired point of impact to prevent the bullet from striking
high.
To use hold-over or hold-under effectively, the PM/O must know the difference in
bullet path between the zero range and the target range, and then compensate for
that difference accordingly.
For example, if the bullet path for a 100-yard zero is -15.9 inches at 300 yards and
-66.7 inches at 500 yards, then the difference in bullet path between 300 and 500
yards would be -50.8 inches. If the PM/O had his dope set for 300 yards and
needed to take a shot at 500 yards, then he would hold-over 50.8 inches. On the
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Section 6: Advanced Shooting Techniques & Special Situations
6-1
other hand, if the PM/O had his dope set for 500 yards and had to engage a target
at 300 yards, then he would hold-under 50.8 inches.
To convert inches to mils: Inches (Range in Yards/100) = Mils
3.6
To convert MOA to mils: MOA x 0.296 = Mils
Windage
To compensate for windage using hold-off, the PM/O aims into the wind. The
amount of hold-off the PM/O will use is dependent on the wind speed, the range
to the target, and the wind direction. The PM/O should first determine the amount
of wind correction needed using one of the methods mentioned in Section 4, and
then convert MOA into either mils or inches.
To convert MOA to mils: MOA x 0.296 = Mils
To convert MOA to inches: MOA x (Range in Yards/100) x 1.0472 = Inches
MOVING TARGETS
Four Factors of Moving Targets
Speed
The faster a target is moving, the more distance it will cover during the
bullets flight, thereby requiring a greater lead.
2 mph slow walk
3 mph normal walk
4 mph fast walk
6 mph jog
10 mph run
Angle
A target moving perpendicular to the line of sight will cover a greater
lateral distance than a target moving at an angle toward or away from the
line of sight.
Range
The farther the target is from the shooter, the longer it will take the bullet
to travel downrange and reach the target. Target lead must increase as
range increases.
Wind
A target that is moving against the wind will require more lead than a
target that is moving in the same direction as the wind.
Target Leads
Full Lead
A full lead is used when a target is moving perpendicular to the PM/Os
line of sight. To determine the amount of lead necessary for engaging a
moving target, the PM/O can use one of the following formulas:
Time of Flight (seconds) x Target Speed (fps) = Lead (feet)
Time of Flight (seconds) x Target Speed (fps) x 12 = Lead (inches)
The target speed can be converted from miles-per-hour (mph) to feet-persecond (fps) by multiplying by 1.4667. (MPH x 1.4667)
For example, a target is moving at a speed of 2 mph at a distance of 200
yards. The time-of-flight for a typical 168 grain .308 round at that
distance is 0.24823 seconds. The following shows the steps taken to
determine the target lead:
2 (mph) x 1.4667 = 2.9334 (fps)
0.24823 x 2.9334 = .728157882 (feet)
.728157882 x 12 = 8.737894584 (inches)
Lead = 8.75 inches
If the PM/O is using a scope with a mil-scale reticle, he can use the
horizontal mil-dots to lead the target. The amount of lead in mils can be
calculated by using the following formula:
Lead Value
Clock
No Lead
If a moving target is moving straight toward or straight away from the line
of sight, then no lead is necessary. The PM/O can simply align his sights
at the desired point of aim and shoot. The speed of the target moving
toward or away from the PM/O is not relevant.
Vertical Movement
A PM/O may find himself in a situation where he has to engage a moving target
that has a vertical movement component. Since a human threat moves in three
dimensions, the target may have a vertical movement component combined with a
lateral movement component. Distance to the target, target speed, and slope angle
are factors that will determine how much the PM/O must compensate for vertical
movement.
The PM/Os position in relation to the target is the most important aspect of
vertical target movement. If the PM/O is on the same plane as the target, then the
targets vertical movement is not relative, although compensation may need to be
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Section 6: Advanced Shooting Techniques & Special Situations
6-4
made for slope angle (See Section 4). Vertical movement becomes relative when
the PM/O is shooting from a level position and the target is moving uphill or
downhill on a slope.
To determine the amount of compensation necessary for the vertical movement
component, the PM/O uses the same process mentioned above, but substitutes the
angle of the slope for the oblique angle. The degree of the slope angle is
referenced on the lead value clock to determine what percentage of a full lead
should be used.
Example: A PM/O must engage a threat that is moving laterally from right to left
at a speed of 4 mph at an oblique angle of 30. The threat is also moving
downhill on a 15 slope. The distance to the target is 200 yards. The following
steps are taken to determine the amount of lead:
4 (mph) x 1.4667 = 5.8668 (fps)
0.24823 x 5.8668 = 1.456315764 (feet)
1.456315764 x 12 = 17.475789168
17.475789168 x .50 (Lead Value) = 8.737894584
Horizontal Lead = 8.75 inches
4 (mph) x 1.4667 = 5.8668 (fps)
0.24823 x 5.8668 = 1.456315764 (feet)
1.456315764 x 12 = 17.475789168
17.475789168 x .25 (Lead Value) = 4.368947292
Vertical Lead = 4.5 inches
The PM/O will need to aim approximately 8.75 inches to the left of the target and
approximately 4.5 inches low.
Wind Factor
If the PM/O is holding for wind while leading a moving target, he must adjust his
lead to compensate for the velocity and direction of the wind in contrast with the
speed and direction of the target. This is done by calculating the normal amount
of target lead and either adding or subtracting the determined wind holdoff.
Target moving into the wind: Target Lead + Wind Holdoff = Total Lead
Target moving with the wind: Target Lead - Wind Holdoff = Total Lead
articulate how the inherent risk of such action was an acceptable alternative to
death.
Target Availability
When a suspect presents an imminent deadly threat to human life and the only
target available is the suspects weapon, the PM/O may be justified in shooting at
the weapon that is being used to present that threat. The PM/O must be able to
articulate that the only viable option in stopping the threat was to shoot the
suspects weapon, since the suspect presented no other alternative.
Glass Breakage
The PM/O may need to fire at glass in front of a threat in order to remove the
glass to avoid round defection. This will usually be done as part of a
synchronized shot. When using this tactic, the first PM/O fires a split second
before the second PM/O to allow the second shot to proceed directly to the threat
without glass interference.
SHOOTING THROUGH SOLID MEDIUM
Firing through solid medium can present several problems. How the flight of the bullet
will be impacted cannot always be determined. The PM/O must consider whether firing
through a medium is worth the risk of bullet deflection.
As a general rule, a PM/O should never shoot through anything he cannot see through. A
deflected round could strike an innocent person, or may miss the threat and cause the
incident to escalate. Shooting through opaque concealment, such as vegetation, should
be avoided except in extreme emergencies. Doing so incurs an extremely high level of
liability, since the target and what lies beyond the target cannot be positively identified.
Ricochet Factors
There are four major factors that affect bullet ricochet. Understanding these
factors is important when shooting through medium, as well as when evaluating
the backstop beyond the target.
Impact Surface
Hard and smooth surfaces are more likely to cause a bullet to ricochet than
soft and rough surfaces.
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6-8
Angle of Incidence
The lesser the angle at which a bullet impacts a surface (angle of
incidence), the greater the chances are that the bullet will ricochet. A
bullet that strikes a surface perpendicularly (90) will have the least risk of
ricochet.
Bullet Shape & Construction
Flat nosed and soft-tip bullets are less likely to ricochet than full-metaljacketed bullets, due to the fact that they are more likely to fragment on
impact.
Bullet Speed
The faster a bullet is traveling when it hits an object, the more likely it will
deform or fragment. This results in depleted bullet energy, thereby
decreasing the chances of bullet ricochet.
Glass Penetration
There are many possible scenarios where the PM/O may have to shoot through
glass to stop a threat. Several factors must be considered when shooting through
glass medium. The density and composition of the glass, the composition of the
round being used, the distance of the shooter from the glass, the distance of the
target from the glass, and the angle of the shooter from the glass are all important
factors that must be considered before taking a shot at a target behind glass.
Types of Glass
There are several different types of glass that are used on the outer
surfaces of buildings and automobiles. Each type has its own unique
qualities, and each responds differently when impacted by a bullet.
Knowing the characteristics of different types of glass is important when
determining the risks involved with shooting through glass.
Annealed Glass
Annealed glass, or ordinary glass, is the weakest and most
common type of glass. It is also the easiest type of glass to shoot
through. A bullet passing through annealed glass will usually
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6-9
Dual-Glaze Glass
Dual-glaze glass consists of two layers of glass mounted inside a
frame with a pocket of air trapped in between. This design is used
to provide better insulation or sound proofing within a structure.
Due to its insulation value, dual-glaze glass is almost universally
used for residential windows in cold-climate areas. It may also be
used in extremely hot climates for the same reason. Residences
located near freeways or busy streets may have dual-glaze
windows to reduce the traffic noise.
Wire Glass
Wire glass is manufactured by sandwiching a steel wire mesh
between two ribbons of semi-molten glass. The impact resistance
of wire glass is similar to that of annealed glass except that the
wire mesh helps retain the broken pieces when the glass is
fractured. Wire glass is traditionally accepted in structures as lowcost fire glass.
Glass Thickness
When shooting through a glass barrier the PM/O should take into
consideration not only the composition of the glass, but also the thickness
of the glass. Glass thickness can range from 1/16 to 1 or greater
depending on its application.
Ballistic Effects
There are two primary concerns when shooting through glass. The first is
whether or not the bullet will strike its intended target, and the second is
whether or not it will retain enough energy to penetrate the target after
passing through the glass. When examining the possible outcome there
are a number of terminal ballistic effects that should be considered.
Bullet Deflection
The amount of deflection a bullet exhibits will vary in direct
proportion to the degree of stability it retains after striking the
glass. If the bullet becomes deformed after striking the glass, its
center of gravity and center of mass will be shifted so that they are
PRECISION MARKSMAN/OBSERVER MANUAL
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6-11
no longer located on the same axis. When this happens the bullet
will loose rotational velocity and veer off course.
Bullet Destabilization
When a bullet is fired through a rifled barrel it is forced to rotate
around its center of mass. Upon exiting the muzzle the bullet
begins to rotate around its center of gravity. In a perfect bullet the
center of mass and the center of gravity are the same; however, if
the jacket is just .001 inch thicker on one side then more of the
lead core will be located on the opposite side. Such imperfection
will cause the center of gravity to be located off center towards the
heavy side of the bullet.
While the axis around which the bullet rotates is shifting the bullet
becomes unstable and will yaw, which means it will wobble
around its axis. The bullet will stabilize once it begins rotating
around its center of gravity. Stabilization can occur anywhere
between 10 and 100 yards depending on the bullet design, the rate
of twist in the rifling, and the amount of bullet imperfection.
When a bullet strikes a piece of glass before it has stabilized the
possibility of the bullet deforming, loosing rotational velocity,
tumbling, and missing the intended target becomes more likely.
Core/Jacket Separation
Upon striking glass, a typical hollow-point bullet will usually
flatten back toward the base. The glass will slow down the jacket,
while the heavy lead core carries its momentum and exits the
jacket through the hollow opening. The soft lead is deformed and
begins to destabilize. At this point the lead cores point of impact
becomes unpredictable. The jacket will also continue through the
glass with an even more unpredictable flight path. Both projectiles
at this point may be lethal if enough energy has been retained.
Spawling
When a bullet impacts a piece of glass, fragments of broken glass
and any laminate are ejected in a path perpendicular to the glass
plate. This phenomenon is referred to as spawling. These ejected
fragments may be sharp and could cause severe injury to someone
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Section 6: Advanced Shooting Techniques & Special Situations
6-12
45
45
75
90
75
The closer the threat is to the glass, the better the chances will be that the
bullet will hit its intended target. A shot taken at 100 meters at an angle
less than 75 requires the target to be no more than five feet from the
glass.
The following table illustrates the maximum distance a threat can be from
household window glass for a shot taken at 100 meters. A distance greater
than that listed for the given angle may result in round deflection and a
missed target.
Shots Taken at 100 Meters on
Household Window Glass
ANGLE
90 (Perpendicular)
MAX DISTANCE OF
THREAT FROM GLASS
8-10 Feet
75 or More
4-5 Feet
70-60
3-4 Feet
60-50
36 Inches or Less
45
8-10 Inches
When shooting through glass medium, slope angles have the same limiting
affect as left and right angles. Slope angles should be limited to 75 or
more. The PM/O must also compensate for slope angle as mentioned in
Section 4.
USMC Glass Penetration Testing Results
The United States Marine Corps conducted a glass penetration test by
shooting at an 8 x 9 pane of safety glass at 45 and 90 angles. Their test
concluded the following:
1. The path of the test bullet core was not affected up to five feet beyond
the initial point of impact regardless of the angle fired from.
2. When hit from an angle, glass fragments were always blown
perpendicular to the glass plate.
3. The 173 grain test bullets copper jacket fragmented upon impact. All
of the bullet fragments followed an erratic path both in height and
width. The main core (lead) began to tumble approximately two feet
from the initial point of impact.
4. Due to the plastic lamination of the safety glass, large fragments of
plastic were embedded in the target one foot from the point of impact.
These fragments were large enough to cause severe wounds.
5. Glass fragments did not penetrate targets that were farther than one
foot from the glass.
20-power optical device at a distance of 100 meters will appear to be the same
size at it would if it were viewed with the naked eye at a distance of 5 meters.
This relative distance is determined by dividing the distance in meters by the
magnification power. (100 meters/20 power = 5 meters)
One of the problems that can occur with high magnification is that shooter
movement, mirage, and haze are transmitted through the optical system. Another
problem is that the field of view decreases as magnification increases. A limited
field of view can cause the PM/O to lose sight of moving targets or to miss other
threats altogether.
During low-light operations, an optical system with high magnification can create
a visibility problem for the PM/O. Variable powered optical systems can be used
effectively in low light levels by reducing the magnification to draw more light
through the telescope.
Field of View
Field of view refers the side-to-side measurement of the circular viewing field of
an optical device. It is defined by the width in feet or meters of the area visible at
100 yards or meters. A wide field of view makes it easier to spot threats and track
moving targets. As previously mentioned, the higher the magnification, the
narrower the field of view.
TACTICAL OPTIC SYSTEMS
Binoculars
Binoculars are best suited for scanning large areas. This is due to the fact that
binoculars have a lower magnification and therefore a wider field of view than a
spotting scope for example. When choosing binoculars for tactical use, all
performance factors should be considered. Compact binoculars are convenient
and easy to carry, but do not perform well under low-light conditions due to the
fact that they have poor light transmitting capability.
Spotting Scopes
A spotting scope has a large objective lens and high magnification; therefore, it
has a narrow field of view. Spotting scopes are designed for focusing on specific
areas, not for scanning unknown areas.
For example, a spotting scope with a field of view of 52 feet at 1,000 yards, which
equates to 13.3 meters at 1,000 meters, would allow the PM/O to see 6.65 meters
to either side of the subject. At 100 yards, this spotting scope would have a field
of view of 5.5 feet, which means the PM/O would only be able to see 2.75 feet to
either side of the subject.
A spotting scope being used for tactical operations should be rugged, rubber
armored, and all weather. A scope with a 60mm objective lens has the ability to
extend observation well into twilight.
Riflescopes
Telescopic sighting systems are discussed in detail in Section 5; however, as with
all optical devices, the previously mentioned performance factors should be
considered when selecting a riflescope.
Night Vision
Night vision devices can be used for area observation, team movement overwatch,
and target identification. They can be used in conjunction with infrared
chemlights, flashlights, and lasers. Infrared chemlights can be used to mark trails,
targets, or team members. Infrared flashlights can be used to aid visibility during
extreme darkness. Infrared lasers can be used for target identification or for
additional illumination. These infrared devices should be used cautiously, since
the threat may have access to night vision equipment as well.
Photographic Equipment
The PM/O may be tasked to use photographic equipment depending on the
mission objectives. Photographic equipment is most likely to be used during
intelligence gathering or pre-assault scouting missions. Photographs of suspects
and buildings make the assault planning much easier for the entry team.
When taking photographs during scouting missions, there are several areas that
should be covered. These areas include possible entry points, cover and terrain
near the objective, alarms or animals in the target area or on the route to the
objective, windows, fences, and lighting.
OBSERVATIONAL OBJECTIVES
Before deploying on a mission, the PM/O must know and understand the observational
objectives of the mission. The observational objectives are what the mission commander
believes to be criteria for a successful mission and should be discussed during the initial
mission brief. It is then the PM/O teams responsibility to identify equipment needs and
team capably.
Hasty
Due to the time allowed or the severity of the situation, a hasty mission is limited
to finding, identifying, and eliminating threats. Virtually all missions begin with
a hasty deployment because of the need to identify suspects and threats to the
team and to provide accurate fire if needed. As the situation develops and time
allows, the mission may develop into an overwatch mission.
Overwatch
An overwatch includes all of the aspects of a hasty mission, but also includes
scanning the inner perimeter for obstacles and hazards to the assault team. The
PM/O team will look for any signs that the suspect has been alerted to the
presence of the SRT, and will determine if he poses a threat to the SRT or other
officers. The PM/O team will cover the assault teams movement to and from the
target area, eliminating any threats that cannot be engaged by the assault team.
Scout
A scout mission requires the PM/O team to determine the assault teams best
avenue of approach to the target area. The team must also locate and identify any
special hazards, booby traps, clandestine laboratories, etc. within the target area.
Once these duties are completed, the PM/O team may then set up an operating
position and observe the area for a period of time in order to gather intelligence.
PROACTIVE INFORMATION GATHERING
The PM/O team should gather information using a systematic method. Using a
systematic searching method ensures that the PM/O team will not miss critical pieces of
information.
Hasty Search
A hasty search is a quick check of the immediate area to aid in team security.
This is done to identify any immediate threats to the PM/O team or the assault
team.
When conducting a hasty check, the PM/O should check obvious locations where
a threat may be located such as doors, windows, and vehicles. A point-to-point
check should be used rather than a panoramic sweep of the area. Once all obvious
threat areas have been checked, a range card with reference points and range
estimations can be completed.
Deliberate Search
Once the main threat or suspect has been located, the Marksman acquires the
target and the Observer conducts a deliberate search of the area. If the main threat
is not located with the hasty search, then the Marksman and the Observer begin a
deliberate search.
When conducting a deliberate search, one team member begins scanning from one
side to the other, looking approximately 50 meters (or as KOCOA dictates) in
front of his position. He continues scanning back and forth in 50 meter
overlapping increments. The second team member searches using a grid system.
The area is divided into small grids and is searched one grid at a time. These
grids can be drawn on the range card and labeled with letters or numbers.
During a deliberate search, any small threat areas such as vehicles, doorways,
corners, etc. should be micro searched. Any areas were a threat may appear such
as entry points for vehicles or buildings should be ranged and recorded with any
necessary dope changes. Detailed notes should be made concerning any threats,
dead space where targets cannot be engaged, or anything else about the area of
operation that may seem important.
BUILDING SECTORIZATION
Sectorization is a method of breaking a building down into smaller pieces to allow the
PM/O and the SRT to acquire targets and relay information effectively.
Detailed Sectorization
The sides of the structure are assigned letters of the alphabet beginning with the
letter A and working clockwise around the building. The side with the most
identifiable landmark is designated as the Alpha side.
Each level of the structure is given a
numerical designator starting at the
bottom floor and working upward.
When the level and side designators are
combined the result is an alphanumeric
reference. For example, the bottom level
of the front side would be 1A, and the
second level of the front side would be
2A.
The openings around the structure
(doors, windows, etc.) are given
numerical designators. The openings are numbered from right to left according to
the level they are located on. The opening designator comes after the alphabetic
side indicator in the alphanumeric reference. The first opening on the first floor
of front side of the structure would be 1A1.
Front 5Back 5
The F5-B5 method can be used in worst-case scenarios when the PM/O team
arrives at the same time as the assault element and there is no time to sectorize the
building using a detailed
sectorization. The F5-B5 allows
the mission commander to make
assignments en route to the target
building.
When using the F5-B5 method, the
sides of the building are numbered
one through four beginning with
the front and working clockwise
around the building. The front and
right sides comprise the Front 5
(1+4), and the left and rear sides
comprise the Back 5 (2+3).
THREAT DETECTION
The ability to identify the presence of possible threats requires an understanding of what
are referred to as target indicators. Target indicators are features or actions that cause an
object to stand out from its natural surroundings. Knowing these indicators will allow the
PM/O to locate possible threats to himself, his teammates, and others present.
Shape
Shape refers to the visible outline or form of a person or object as distinguished
by its surface characteristics. The PM/O should look for geometric shapes that
are not common in nature, but realize that shapes may be altered to prevent
recognition. This process becomes more difficult in an urban environment
because of the number of manmade objects present.
Shadow
A shadow is a definite area of shade that is cast upon a surface as a result of an
object intercepting the light rays that are illuminating the surface. A shadow may
actually be more revealing than the object itself. Care must be taken to detect
alterations of the shadows natural shape.
Contrast
Contrast refers to the relationship of an object to its background. Contrasting
shapes, colors, and textures against the natural pattern of the surrounding area
may indicate the presence of a foreign body.
Color
Color can be one of the most obvious indicators in detecting the presence of
foreign objects. The more the color of an object contrasts against its background,
the more visible the object becomes. This is especially true when the color is not
natural for that area.
Shine
Shine is a result of light reflecting off a smooth surface, causing the object to
stand out conspicuously. Natural objects typically do not shine because of their
rough surfaces; therefore, visible shine is usually a good indication that a
manmade object is present.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 7: Observation & Threat Detection
7-8
Sound
Sound is a useful target indicator, especially at night when the auditory sense is
compensating for the diminished visual acuity. Many times sound will reveal the
location of an object long before the object can actually be seen. The ear nearest
to the origin of the sound will hear the sound first and slightly louder than the
opposite ear, enabling the direction of the sound to be determined.
Movement
Movement is the single most obvious target indicator. Movement alone will
seldom reveal the identity of an object, but it is the most common reason objects
are revealed to observing eye. This is a result of the numerous rods in the human
eye that enable movement to be detected in the peripheral vision.
ELEMENTS OF OBSERVATION
Awareness
Awareness is having knowledge of something through alertness in observing or in
interpreting what is seen, heard, felt, or smelt. It requires focused attention to
detailstaking nothing for granted. The level of awareness may be diminished
by distractions, lack of interest, limited physical abilities, environmental changes,
and imagination.
Understanding
Understanding is the ability to perceive the meaning of what is observed and is
derived through education, training, and experience. It enhances the ability to
view and consider all factors and aids in the evaluation of information.
Recording
Recording is the ability to save and recall what is observed. Mechanical aids such
as writing utensils, logbooks, cameras, and tape recorders help to support
recording events; however, the most accessible method of recording information
is memory. The ability to record, retain, and recall information is dependant on
mental capacity and the ability to discern what is essential to record.
Response
Response is the action taken toward information. A response may be as simple as
recording the information in a log book or communicating the information to
other team members, or as complex as firing a well-aimed shot at a deadly threat.
RECORDING INFORMATION
Range Card
A range card represents an aerial view of the target area with annotations
indicating distances throughout the target area. The range card is used as a quickreference guide to determine the range to a target within the target area.
The range card contains a sketch with determined distances to fixed objects within
the target area. This information may be obtained in advance using a map of the
target area, or it may be gathered on site during the operation. Once a target has
been identified, the PM/O determines were it is located on the range card and then
identifies the approximate range to the target using the range rings.
The range card can also be divided up into grid sectors by drawing dotted lines on
the card and labeling the squares with numbers or letters. This provides the PM/O
with a quick-reference guide for locating targets.
Ballistic Set Table
A ballistic set table is a companion to the range card and allows the PM/O to enter
specific information about the ballistic set to the target. A ballistic set is a firing
solution that factors in the range, ammunition, weather conditions, altitude,
angle, and any other factor that will affect the flight of a bullet to the target.
Observation Log
An observation log is a sheet that is used to record activity during an operation. It
contains a chronological record of events and gives the time, coordinates, event
that took place, and actions taken or remarks.
Camouflage
INTRODUCTION
The primary mission of the PM/O is to gather information from a concealed position.
How well the PM/O will accomplish this mission will depend on his knowledge,
understanding, and application of various camouflage techniques. A thorough working
knowledge of camouflage and the means of detection will not only enable the PM/O to
remain undetected, but will also enhance his ability to detect possible threats.
TYPES OF DETECTION
Direct Detection
Direct detection occurs when the threat observes the PM/O team moving into or
occupying their forward operating position.
Indirect Detection
Indirect detection occurs when the PM/O team is compromised by sounds, scents,
flagging vegetation, rising dust, or sign left behind.
TARGET INDICATORS
A target indicator refers to anything the PM/O does or fails to do that could result in
detection. The objective of camouflage is to prevent recognition by allowing the PM/O
to appear invisible or to induce false recognition by allowing the PM/O to be seen as a
natural feature of the landscape.
Contrast
Contrast refers to the relationship of an object or person to its background. When
choosing a concealment position, a background that will absorb the PM/O
should be chosen.
Sound
Sound may be made by movement, equipment rattling, watch alarms, or talking.
Some noises may be dismissed as being natural, but definite man-made sounds
PRECISION MARKSMAN/OBSERVER MANUAL
Section 8: Camouflage
8-1
(i.e. talking, radio squelch, etc.) will not. Sound is most prominent during the
hours of darkness, due to enhanced auditory senses.
Before beginning an operation, a combat inspection can be made by jumping up
and down and listening for rattling noises. Rattling gear may be silenced with
tape or tied down with para-cord. Using slow, deliberate movements will help
silence movement. Natural sounds, ambient noise, or artificial distractions can be
used to mask the sound of movement by moving during such disturbances. Dogs,
birds, and livestock should be avoided as much as possible.
Shape
Shape is the visible outline or form of a person or object as distinguished by its
surface characteristics. The outline or form of objects can be recognized at a
distance, even before the observer can identify details in their appearance. The
PM/O should use camouflage that disrupts the normal shape of his equipment and
person. Ghillie suits work well to accomplish this task.
Shadow
Shadow is the silhouette of an object projected against its background. It is more
important to disrupt the shadow of an object than to attempt to conceal it
completely. Wearing shapeless garments such as a boonie hat or ghillie suit, as
well as attaching natural vegetation, will break up the shadow and help prevent
detection.
Conversely, shadows may sometimes assist in concealment. An object in the
shadow of another object is often overlooked. Moving from light to shadow or
visa versa should be avoided; however, since breaking light or shadows are
distinct visual cues that a threat may detect.
Texture
Rough surfaces appear darker than smooth surfaces, even if the surfaces are the
same color. Under normal conditions, smooth surfaces stand out from the
background; therefore, eliminating shine should take a high priority in
camouflage.
Color
Color contrast between the color of an object and the color of its background can
be an aid to a threats observation. The greater the color contrast is, the more
PRECISION MARKSMAN/OBSERVER MANUAL
Section 8: Camouflage
8-2
visible the object appears. For this reason, clothing color should match the darker
and lighter qualities of the background.
Color contrast becomes less important as range increases. At very long ranges, all
colors tend to merge into an even tone. Poor lighting also makes it impossible for
the human eye to discriminate color.
Tone
Tone is the amount of contrast between variations of the same color. Objects may
become identifiable as a result of tone contrasts. Camouflage blending is the
process of eliminating or reducing these contrasts by blending colors and using
texture to form disruptive patterns.
Movement
Of all the target indicators, movement is the quickest and easiest to detect. The
human eye is very quick to notice any movement against a stationary background.
Slow regular movement is usually less obvious than fast or erratic movement.
Each movement should be planned carefully.
Shine
Shine refers to the reflection of light off of a smooth surface. Skin, glass, metal,
clean clothing, and similar items produce shine. These types of items must be
subdued by staining, covering, or removing in order to prevent their shine from
revealing the PM/Os position.
Light can be reflected off of team optics if preventative steps are not taken. A
piece of fine netting or screening can be placed over the lenses of scopes and
other optics to prevent reflection. The inside of the plastic scope cover cap is
highly reflective when open and should be subdued.
METHODS OF CONCEALMENT
Hiding
Hiding is the complete concealment of a person or object from observation
through the use of some form of physical screening. Lying in thick vegetation or
under leaves are methods of hiding.
Blending
Blending is the arrangement or application of camouflage material on, over, and
around an object or person in such a manner as to make the object or person
appear to be part of the background.
Disrupting
Disrupting is the breaking up of an object or persons characteristic shape to avoid
detection due to shape, contrast, shadow, or thermal signature.
Disguising
Disguising is the changing of physical characteristics of a person or object in such
a way as to change the appearance to resemble something of lesser or greater
significance.
TYPES OF CAMOUFLAGE
Natural
Natural camouflage is vegetation or materials that are native to the specific area
such as mud, leaves, grass, or ash in a burnt area. These should always be used to
augment appearance.
Artificial
Any material or substance produced for the purpose of coloring or covering a
person or object in order to conceal it. Artificial camouflage includes ghille suits,
camo netting, face paint, camouflage clothing, etc.
PERSONAL CAMOUFLAGE
Face/Skin Camouflage
There are several types of face/skin camouflage that are commercially available
and come in a variety of colors. These include cammie sticks, camo compacts,
grease paint, and types of facial covering.
Cammie Stick
The cammie stick is the most difficult type of face/skin paint to apply, but
it also lasts the longest. Heating the stick with a flame or mixing it with
bug spray will make application easier.
Camo Compact
A camo compact usually comes in a flip-open case with three or four
different colors and a mirror for periodic face paint inspection. This type
of face/skin paint is easier to apply than a cammie stick, but does not last
as long.
Grease Paint
Grease paint comes in squeeze tubes and in a variety of colors. It is the
easiest type of face/skin paint to apply, but it also comes off the easiest.
Face Veils & Neck Gaiters
Lightweight see-through face veils or neck gaiters that can be pulled over
the nose and ears are also effective means of camouflaging the face and
neck.
Use of Personal Camouflage
When using face/skin paint, all exposed skin should be covered. This includes
hands (exposed wrists if using short gloves), the back of the neck, the ears, and
the face. The parts of the face that naturally form shadows, such as around the
eyes, under the nose and chin, should be lightened. Predominant features of the
face that shine such as the forehead, cheeks, nose, and chin should be darkened.
By reversing the shadows, the face will look less familiar from a distance.
Patterns and colors used for personal camouflage should blend with the natural
vegetation and shadows. For jungle and woodland, use light green and loam
colors. For desert, light green, brown, and sand colors should be used. For snow,
white and gray colors should be used.
Due to the light and compact nature of a veil, several veils can be carried
at once so that the PM/O can effectively function in any type of
environment.
Ghillie Suits
Ghillie suits were originally worn by Scottish gamekeepers to count game
and watch for poachers. They were also used effectively by British
snipers during World War II against the highly skilled German snipers.
The ghillie suit has now become a trademark of military and police snipers
throughout the world.
A ghillie suit is an outer smock
with irregular patterns of netting
and garnishing attached to it.
Netting is attached to the base
garment along the neck and back
to include the arms and legs. The
netting is used to attach garnishing
such as burlap or jute rope, and can
be laced with natural vegetation.
The natural vegetation must be
changed often to match the area.
Optical Gear
Scopes and binoculars can be painted and then covered with clothing, netting, or
vegetation to break up the outline and hide light reflection from objective lenses.
A paper hood can be taped over objective lenses to minimize reflection. In bright
light conditions, tape can be placed over lenses leaving a 1 x slot to see
through. Screening or mosquito netting can also be used to reduce reflection. If
none of these items are available, grass can be stuffed into the lens as long as it
does not obstruct the view. Whatever method is used, it should not interfere with
the use of the focus rings or adjustment knobs.
Packs & Web Gear
Web gear may be dyed, garnished, or have netting attached to aid in camouflage.
Garnishing is tied to the netting and natural vegetation is attached to break up the
outline. Packs can be camouflaged in the same manner.
When using netting, it should be kept to a minimum, since it can snag on trees or
brush. Garnishing and vegetation should be secured so that it does not hang free.
Weapons
Long arms can be camouflaged using tape
and/or spray paint. Spray paint can be applied
to the stock and barrel of the weapon. Tape
can be applied in strips to break up the
weapon outline. Rifle wraps with netting and
garnishing are also available. Rubber bands
can be used to attach natural vegetation.
While moving to an operating position, the
sniper weapon system can be carried in a drag
bag, which is a special rifle case made of
canvas.
Extreme caution should be taken to ensure that weapon camouflage does not
obstruct the sights or optics, and that it does not interfere with weapon operation
and manipulation.
CAMOUFLAGE FOR SPECIFIC AREAS
Jungle/Woodland
In jungle or woodland areas, foliage, artificial camouflage, and personal
camouflage are applied with a pattern and texture relative to the terrain. The
vegetation is usually very thick, so the PM/O should make use of the natural
foliage for concealment.
Desert/Urban
In sandy or urban areas textured camouflage is not necessary. The PM/O should
make full use of terrain and blending colors. In a hot desert environment, light,
loose fitting smocks work well due to their ability to protect the wearer from the
effects of the sun and heat. In urban terrain, gray with disruptive stripes makes a
good camouflage pattern. In either environment, the terrain should be used to
conceal movement and routes of travel.
Snow
In areas of heavy snow, a full white uniform should be worn. The uniform can be
improved by applying strokes of light gray spray paint to give the uniform depth.
If a white uniform is not available, a white veil can be very effective. Equipment
should be taped with white tape to break up the outline.
Visibility is very good on a moonlit or starry night. Movement must be made
along concealed routes. Operating positions can be made almost completely
invisible if selected with care.
GHILLIE SUIT ASSEMBLY
1. Select a base garment such as a loose fitting BDU top or night desert parka.
2. Reinforce elbows and other areas that may be worn down from crawling. Pieces of
canvas can be glued or sewn on. Pillow stuffing can be added underneath the canvas
for extra comfort and protection.
1
3. Subdue the base garment using spray paint. Colors such as tan, brown, gray, and
olive drab should be used. Be sure to apply paint to the inside portions of the garment
that might be exposed, such as the hood (if using a parka) and collar.
3a
3b
4. Attach netting to outside of the garment using a needle and thread and Shoe Goo.
The Shoe Goo should be applied over the stitching on both sides of the garment in
order to reinforce the stitching and prevent the netting from coming loose. The
netting should cover the shoulders and back, and should cover at least half of the arm.
5. Spray paint over the Shoe Goo after it dries to eliminate the shine.
4
6. Once the netting is attached to the garment, garnishing such as shredded burlap or
jute rope can be tied to the netting. Camouflage burlap, which is available at most
sporting goods and hunting stores, makes an ideal garnishing. The burlap is cut into
1 x 1 squares and then unwoven. The strings are then tied in bunches to the netting.
Burlap can also be dyed different colors and used to break up the color pattern.
6a
6b
7. Once complete, a fireproof spray should be added to the suit. Scent blockers or
maskers may also be added to help prevent detection from dogs and other animals.
NOTE: The above instructions are only a base guideline for making a ghillie suit.
There are several different techniques and methods used for making ghillie
MOVEMENT
INTRODUCTION
The mission of the PM/O requires that he be able to move in and out of a forward
operating position without being detected by those he is observing. Being seen by a
suspect can result is mission failure and possibly lost lives. In order to move to, from,
and within a forward operating position, the PM/O must use special movement
techniques that are designed to allow for movement without detection
RULES OF MOVEMENT
During movement, the PM/O should always assume that the threat area is under
observation by the threat and should stop, look, listen, and smell often. All movements
should be slow, deliberate, and preplanned; remembering that progress is measured in
feet and inches. Whenever possible, movement should take place during disturbances
such as noise, wind, or anything that will distract the suspect or mask the sound of the
PM/Os movements.
INDIVIDUAL MOVEMENT TECHNIQUES
Walking
Walking is used when speed is
required, good concealment is
available, and suspects are not likely
to be close by. When walking, the
body should be bent forward with the
knees bent. The knees are used as a
shock absorber to avoid upper body
movement. The weapon should be in
line with the body with the muzzle
pointed downward.
High Crawl
The high crawl can be used when some concealment is available, such as high
grass or low brush. It allows the PM/O to cover distance fairly quickly while
remaining unseen to the threat. When performing the high crawl, the PM/O
supports his body with his knees and one hand. The weapon is carried in the
other hand with the scope inside the armpit.
Medium Crawl
The medium crawl is used when concealment is limited but high enough to allow
the PM/O to raise his body off the ground. The body is supported with the elbows
and knees and the body is raised off the ground. The weapon is cradled inside the
arms. Movement is achieved by tucking one knee, placing the opposite elbow in
front of the other, and then pushing forward with the knee and elbow.
Low Crawl
The low crawl is used when concealment is limited and the PM/O needs to move
quickly without being seen. The body is flat on the ground and the legs are
spread apart. The weapon is held by the sling and lies across the forearm to
prevent being banged against the ground. The PM/O moves by pushing with his
legs and pulling with his arms.
Sniper Crawl
The sniper crawl is used when concealment is extremely limited, when suspects
are close by, or when occupying a forward operating position. The body is flat on
the ground and the legs are together. The weapon is held by the sling and lies
across the forearm to prevent being banged against the ground. The PM/O pushes
with his toes and pulls with his fingers to move across the ground.
ROUTE SELECTION
When selecting routes of movement, the PM/O should try to avoid known suspect
positions and obstacles, open areas, and areas believed to be under suspect observation.
He should select routes that make maximum use of cover and concealment and should
use difficult terrain to his advantage.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 9: Movement
9-3
tactical method of dealing with fences is to avoid them completely, but this is not
always possible.
Solid Block or Wooden Fences
Before climbing over a solid block or wooden fence, the point man should
attempt to find a location where he can cover the opposite side of the fence
with his weapon. After a thorough visual search of the area, the point man
signals for the two-man to cross the fence while he continues to maintain
security. Once the two-man is across, security becomes his responsibility
while the point man and any other team members cross over.
In the event that a fence is too tall for the point man to gain a vantage
point, the two-man should take a position at the base of the fence where he
can physically assist the point man in gaining enough elevation to visually
clear the opposite side. Once the point man is satisfied that the opposite
side is clear, he can climb over and provide security while the other team
members cross over.
Some fences may have strands of barbed wire or razor wire on top. These
can be cut through using wire or bolt cutters. Sometimes the locals will
glue shards of broken glass on top of their fences to cut anyone attempting
to cross over. The tallest shards can be broken with a flashlight or knife
handle. A flack vest or panel of body armor can be used to cover the top
of the fence to prevent being cut.
Chain Link Fences
Chain link fences are very difficult to climb over and are often topped
with barbed or razor wire. The easiest way to deal with chain link fences
is to cut through them with wire or bolt cutters.
If cutting through the fence is not feasible, then the best way over is to
climb up at one of the support posts. If the fence is topped with barbed
wire, the corner post where there is a gap in the wire is the best place to
cross.
Barbed Wire & Game Fences
Barbed wire and game fences are usually located on ranches and farms
where the landowners wish to keep livestock and/or wild game located on
their property.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 9: Movement
9-5
Barbed wire fences are relatively easy to deal with and can usually be
crossed by pushing down on the top strand of wire and straddling over.
Newer fences will not stretch as easily and should be crossed by climbing
over at a support post. Some fences may be damaged, allowing easy
access between the middle strands or underneath the bottom strand.
Crossing game fences while loaded down with gear can pose a tedious
task. Game fences can be very unstable and must be crossed at a support
post if no other option for negotiating the fence is available.
In some instances, the bottom of the fence can be bent upward to allow the
passage of gear and possibly persons underneath. Ranches with high
amounts of illegal alien activity will often have ladders to allow aliens
passage over the fences; however, these ladders should be considered
danger areas and used only as a last resort.
Land Navigation
INTRODUCTION
The United States Border Patrol operates in both urban and rural environments, with the
majority of work taking place in the latter. It is the goal of the PM/O to remain
undetected in his observational position; therefore, he must be able to maneuver to his
position without becoming lost or loosing his bearing. Map reading and land navigation
skills are a must for the PM/O.
This section covers the information needed to read and understand a map, obtain
coordinates for points on a map, and navigate to those points using the map and a
compass. Land navigation is an extensive subject; therefore, only that information that is
most likely to pertain to the BORTAC/SRT PM/O is covered here. If a more in-depth
study into the topic is needed, an excellent source is the United States Army FM 21-26.
MAPS
A map is a scaled down graphic representation of a portion of the earths surface, which
uses colors, symbols, and labels to represent the features found on the ground.
Purpose
The purpose of a map is to permit the user to visualize an area of the earths
surface by indicating variations in terrain, the heights of natural features, the
location of and distance between ground features, and the extent of vegetation.
Categories
Scale
The mathematical scale of a map is the ratio or fraction between the
distance on a map and the corresponding distance on the surface of the
earth. Scale is reported as a representative fraction with the map distance
as the numerator and the ground distance as the denominator. As the
denominator of the RF decreases, the scale of the map decreases.
RF = Map Distance
Ground Distance
Small-Scale
Maps with scales of 1:1,000,000 or smaller are classified as smallscale maps. These maps cover a very large area of land, but are
less detailed. The standard small-scale map size is 1:1,000,000.
Medium-Scale
Maps with scales larger than 1:1,000,000 but smaller than 1:75,000
are classified as medium-scale maps. These maps cover a smaller
amount of area and contain a moderate amount of detail. The
standard medium-scale map size is 1:250,000.
Large-Scale
Maps with scales of 1:75,000 and larger are classified as largescale maps. These maps contain the greatest amount of detail and
cover the smallest amount of area. The standard large-scale map
size is 1:50,000; however, 1:25,000 are also commonly used.
Type
There are several different types of maps available from a variety of
different sources. Only those types that are most likely to be encountered
by DRT/SRT members will be listed in this subsection.
Topographic
A topographic map is a map that shows natural and man-made
features of an area by using contour lines (lines of equal elevation)
to portray the size, shape, and elevation of the features. The
1:50,000-scale topographical map is the map of choice for land
navigation.
Tourist Road Maps
Tourist road maps are maps of a region that show the main means
of transportation and areas of interest. These maps may contain
road distance and travel time between points of interest.
Terrain Model
A terrain model is a three-dimensional scale model of the terrain
that provides a means for visualizing the terrain for the purpose of
planning and indoctrination.
Field Sketches
A field sketch is a free-hand drawing of an area or route of travel.
Field sketches are usually made during intelligence gathering
operations and are used for planning an assault within a specific
area.
Aerial Photographs
Aerial photographs can be used as map substitutes, or may be used
to supplement existing maps of an area. Aerial photographs allow
a person to analyze the layout of the terrain more precisely than if
he was using a map alone.
MARGINAL INFORMATION
The margin of a map contains important information that tells about the map and how to
use it. Not all maps are the same, so it is important that the user examine the marginal
information carefully each time a different map is used. Listed here is a brief example of
some of the basic information found on most maps.
Series Name and Scale
A map series normally consists of a common scale of maps that collectively cover
a specific area. The series is generally named after the geographic or political
area covered. The map scale is written as a ratio of map distance to ground
distance.
Series Number
The series number is a comprehensive reference composed of four and sometimes
five elements, usually four numerals or a letter and three numerals. The number
is unique for the series and identifies the area and scale of the series.
Edition Number
The edition number is a specific identification based on the publication sequence
of a particular map. Edition numbers run consecutively; therefore, a map labeled
with a higher edition number will contain more recent information than another
printing with a lower edition number.
Sheet Name
A map is usually named after an outstanding cultural or geographic feature
covered within the map. The name of a cultural feature is customarily chosen;
however, the geographic name may be chosen if it is better known than any
cultural feature appearing on the map.
Sheet Number
Sheet numbers for large-scale maps are based on an arbitrary geographic
coordinate system covering the area to be mapped. The sheet number of a
1:25,000 scale sheet is directly related to the number of a 1:50,000 scale sheet
covering the same area, which in turn is directly related to the sheet number of a
1:100,000 scale sheet covering the same area. Sheet numbers for 1:250,000 and
1:1,000,000 scale maps are based on the International Map of the World (IMW)
numbering system.
Unit Imprint & Symbol
The unit imprint is the signature of the agency responsible for printing the map.
The unit imprint is followed by the date identifying the particular printing.
Geographic Location Name
The geographic location name indicates the country, state, or general geographic
area within which the map lies. The geographic location name includes the sheet
name, which is repeated in the lower margin. Large-scale maps of the United
States that cover an area entirely within one county or parish, carry the county or
parish name below the sheet name and geographic location name.
Symbol Legend
The symbol legend defines and illustrates the most commonly used map symbols
as well as any peculiar symbols used on that particular map.
Brown
Brown identifies elevation and relief
features such as contour lines.
Red
Red classifies cultural features such
as main roads, built-up areas, and
special features.
Blue
Blue indicates water features such as
lakes, rivers, swamps, and drainage.
Green
Green identifies significant vegetation such as woods, orchards, and vineyards.
Black
Black indicates most man-made features such as buildings and roads.
Other
Other non-standard colors may be used to show special information. These colors
are indicated in the map legend.
MILITARY GRID REFERENCE SYSTEM (MGRS)
A grid is a rectangular coordinate system superimposed on a map, and consists of two
sets of equally spaced parallel lines that are mutually perpendicular and form a pattern of
squares. The MGRS is composed of two grid systems, the Universal Transverse
Mercator (UTM) and the Universal Polar Stereographic (UPS) grids. The UTM grid is
designated for areas between 80 south latitude and 84 north latitude. Areas below 80
south latitude and above 84 north latitude are designated by the UPS grid system. Both
grid systems use the meter as the unit of measure.
15W YP 00000000
Grid Zone
Designation
100,000-M Square
Identification
Eight-Digit Grid
Coordinate
A grid coordinate is obtained by placing the scale with the zero-zero mark at the
lower left corner of the grid square where
the point for which the coordinates are
01
desired is located. With the horizontal line
of the scale directly on top of the east-west
grid line, the scale is moved to the right
until the vertical line of the scale touches
x
the point. Reading right, it can be
determined that the point lies 530 meters
00
to the right into the grid square, which
gives a reading of 7853. Reading up, it
1000 9 8 7 6 5 4 3 2 1 0
can be determined that the point lies 480
78
79
PRECISION MARKSMAN/OBSERVER MANUAL
Section 10: Land Navigation
10-7
meters up into the grid square, giving an upward reading of 0045. The grid
coordinate would be written as EH78530045.
DISTANCE
Map Distance to Ground Distance
The ground distance between two points is determined by measuring the map
distance between those points and then multiplying by the denominator of the RF.
An RF of 1/50,000 means that one unit of measure on the map is equal to 50,000
units of the same measure on the ground.
GD = MD x RF Denominator
Example: The map scale is 1:50,000, which means that the RF is 1/50,000. If the
map distance from point A to point B is 5 units, then 5 x 50,000 = 250,000 units
of ground distance. If the map distance was measured in centimeters, then the
ground distance is 250,000 cm or 2.5 kilometers.
10 millimeters = 1 centimeter
100 centimeters = 1 meter
1,000 meters = 1 kilometer
Graphic Scales
A graphic scale is a ruler that is printed on the map and is used to covert distances
on the map to actual ground distances. The graphic scale is broken into two parts,
the primary scale and the extension scale. The primary scale is marked in full
units of measure and is to the left of the zero. The extension scale is divided into
tenths and is to the left of the zero. Most maps have more than one graphic scale,
each using a different unit of measure.
Pace Count
The pace count is a method for measuring ground distance while actually on the
ground. To use the pace count method, the navigator must know how many paces
it takes for him to walk 100 meters. To determine ones individual pace count, he
must walk an accurately measured distance of 100 meters and count the number
of times his left foot hits the ground before completing that distance. The pace
course should be conducted on terrain similar to the terrain that will be navigated.
DIRECTION
Units of Angular Measure
Degree
The degree () is the most popular unit of angular measure and is
subdivided into minutes () and seconds ().
1 Degree = 60 Minutes
1 Minute = 60 Seconds
Mil
The mil expresses the size of an angle formed when a circle is divided into
6,400 angles, with the vertex of the angles at the center of the circle.
Degrees can be converted to mils by multiplying the number of degrees by
17.78.
Mils = Degrees x 17.78
North Base Lines
True North
True north is a line from any point on the earths surface to the North Pole.
All longitudinal lines are true north lines. True north is usually
represented on a map by a star.
Magnetic North
Magnetic north refers to the direction to the north magnetic pole as
indicated by the north-seeking needle of a magnetic navigational
instrument, such as a lensatic compass. Magnetic north is usually
represented on a map by a line ending with half of an arrowhead.
Grid North
Grid north is the direction that is established by using the vertical grid
lines on the map. Grid north is represented by the letters GN or by the
letter y.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 10: Land Navigation
10-9
Azimuths
An azimuth is a horizontal angle measured clockwise from a north base line (true,
magnetic, or grid north). When using an azimuth, the point from which the
azimuth originates is the center of an imaginary circle, which is divided into 360
degrees.
Back Azimuth
A back azimuth is the opposite direction of an azimuth. A back azimuth is
obtained by adding 180 if the azimuth is 180 or less, or subtracting 180
if the azimuth is 180 or more. The back azimuth for 180 may be stated
as 0 or 360.
Magnetic Azimuth
A magnetic azimuth is obtained by using a magnetic navigational
instrument such as a lensatic compass.
Grid Azimuth
A grid azimuth is determined by plotting two points on a map, joining
those points with a straight line, and then using a protractor to measure the
angle between grid north and the line drawn.
Declination Diagram
Declination is the difference between any two
norths. When using a map and compass, the
declination of most importance is between
magnetic north and grid north. The declination
diagram found in the margin of a map shows the
angular relationship between grid north,
magnetic north, and true north.
Grid-Magnetic (G-M) Angle
The G-M angle is the angular size that exists between grid north and
magnetic north. It is represented with an arc of dashed lines connecting
the magnetic north and grid north prongs. The value is expressed to the
nearest degree. The G-M angle must be accounted for when translating
between grid and magnetic azimuths.
Conversion between azimuths is governed by the direction of the magnetic
north prong in relation to the north grid prong. The declination diagram
will have conversion notes explaining whether to add or subtract the G-M
angle when converting between grid and magnetic azimuths.
Converting Magnetic to Grid
G-M angle east: MN + G-M = Grid Azimuth
G-M angle west: MN G-M = Grid Azimuth
Converting Grid to Magnetic
G-M angle east: MN G-M = Magnetic Azimuth
G-M angle west: MN + G-M = Magnetic Azimuth
Grid Convergence
The grid convergence notes the value of the angle for the center of the
sheet given to the nearest full minute and is represented by a dashed arc
connecting the grid north and true north prongs.
Intersection
Intersection refers to the process of locating the coordinates of an unknown point
by successively occupying at least two known positions on the ground and then
map sighting on the unknown location. This technique is used to locate the map
position of distant or inaccessible objects.
First, the navigator locates and marks his position on the map, and then
determines the magnetic azimuth to the unknown position using a compass. The
magnetic azimuth is then converted to a grid azimuth. A line is drawn on the map
along the grid azimuth from the marked position. The navigator then moves to a
second location and repeats the process. The point where the two lines intersect is
the location of the unknown point.
Resection
Resection refers to the process of locating ones position on a map by determining
the grid azimuth to at least two well-defined locations that can be pinpointed on
the map.
The navigator must first identify two distant identifiable locations on the ground
and then mark them on the map. He must then determine the magnetic azimuth to
one of the distant locations from his position on the ground. The magnetic
azimuth is converted to grid azimuth, which is then converted to a back azimuth.
A line is drawn on the map along the back azimuth from the known position back
toward the navigators position. This process is repeated for the second known
location. The point where the two lines intersect is the navigators location.
ELEVATION & RELIEF
Elevation is the vertical distance of a point on the earths surface above or below the
datum plane. The datum plane is the reference used for vertical measurements, and on
most maps is the mean (average) sea level. Relief is the representation of the shape and
height of landforms on the earths surface.
Contour Lines
Contour lines are the most common method of showing elevation and relief on a
standard topographic map. A contour line is an imaginary line connecting points
of equal elevation and indicates a vertical distance above or below the datum
plane.
Index Contour Lines
Every fifth contour line, starting from zero elevation or mean sea level, is
a heavier line. The lines are called index contour lines and are usually
numbered at some point denoting the elevation of that line.
Intermediate Contour Lines
The contour lines that lie between the index contour lines are finer and do
not have their elevations numbered. These lines are called intermediate
contour lines. There are usually four intermediate contour lines between
the index contour lines.
Slope Angle
The slope angle is expressed in degrees and is calculated by multiplying
the vertical distance by 57.3 and then dividing that number by the
horizontal distance.
Slope Angle = VD x 5.73
HD
Terrain Features
Hill
A hill is a point or small area of high ground. From the hilltop, the ground
slopes down in all directions. A hill is displayed on a map by contour
lines forming concentric circles. The inside of the smallest circle is the
hilltop.
Saddle
A saddle is a dip or low point between two areas of higher ground. From
within a saddle there is high ground in two opposite directions and lower
ground in the other two directions. A saddle is usually represented by
contour lines forming an hourglass shape.
Valley
A valley is a groove in the land that is usually formed by streams or rivers.
From within a valley, there is high ground in three directions (although not
always obvious) and low ground in the fourth. A valley is represented by
either U-shaped or V-shaped contour lines. The curve of the contour
crossing always points upstream.
Ridge
A ridge is a sloping line of high ground. From the centerline of a ridge,
there is low ground in three directions and high ground in one direction.
All points of the ridge crest are higher than the ground on both sides of the
ridge. Contour lines forming a ridge tend to be U-shaped or V-shaped
with the closed end of the contour lines pointing away from higher
ground.
PRECISION MARKSMAN/OBSERVER MANUAL
Section 10: Land Navigation
10-14
Depression
A depression is simply a hole in the ground. It is a low point in the ground
surrounded by higher ground in all directions. Depressions are
represented by closed contour lines that have tick marks pointing toward
low ground.
Draw
A draw is a stream course that is less developed than a valley. There is
essentially no level ground within a draw and little room to maneuver.
From within a draw the ground slopes upward in three directions and
downward in one direction. Contour lines depicting a draw are U-shaped
or V-shaped with the closed end of the contour pointing toward high
ground.
Spur
A spur, which is sometimes called a finger, is a short sloping line of
elevation normally projecting out from the side of a ridge. It is often
formed by two roughly parallel streams cutting draws down the side of a
ridge. The ground of a spur slopes downward in three directions and up in
one direction. A spur is depicted by U-shaped or V-shaped contour lines
with the closed end of the contour pointing away from higher ground.
Cliff
A cliff is a vertical or near vertical slope, resulting in an abrupt change of
the land formation. Cliffs are depicted by contour lines very close
together or even touching. When a slope is so steep that the contour lines
converge, the last contour will have tick marks pointing toward the low
ground.
Cut
A cut is a man-made feature resulting from cutting through raised ground,
usually to form a level bed for a road or railroad track. A cut is displayed
on a map by a contour line extending the length of the cut and has tick
marks that extend from the cut line to the roadbed. Cuts are not shown on
a map unless they are at least 10 feet high.
Fill
A fill is a man-made feature resulting from filling a low area, usually to
form a level bed for a road or railroad track. A fill is displayed on a map
by a contour line extending the length of the filled area and has tick marks
that point toward the low ground. Fills are not shown on a map unless
they are at least 10 feet deep.
Hill
Saddle
Valley
Ridge
Depression
Draw
Spur
Cliff
Cut
Fill
Shape
Shape is the general form or outline of a feature at its base.
Orientation
Orientation refers to the general trend or direction of a feature from the
navigators viewpoint.
Size
Size is the length or width of a feature horizontally across its base.
Elevation
Elevation refers to the height of a terrain feature and can be described
either in absolute or relative terms as compared to other features in the
area.
Slope
Slope is the type (uniform, concave, or convex) and steepness or angle
(steep or gentle) of the sides of a terrain feature.
NAVIGATION METHODS
Dead Reckoning
Dead reckoning begins with the determination of the direction and distance on a
map from one point to another, using a protractor and graphic scales. A compass
and a means of measuring distance is then used to apply this information on the
ground and arrive at the desired location.
When navigating using dead reckoning, the compass is consulted at the start point
and is aligned at the proper azimuth. The navigator should then sight in on a
landmark that is located at the correct azimuth (called steering marks) and move
to that point. This process is repeated as many times as necessary until arriving at
the desired location.
When natural steering marks are not available, a team member can be sent out in
front of the navigator to be used as steering mark. He should be sent out as far
out as possible to reduce the likelihood of error.
Bypassing Obstacles
Obstacles can be bypassed by
moving at right angles in an open
box formation. The first and last leg
of the box formation should be the
same distance in order to return to
the original azimuth. Only the
distance of the bottom of the box
should be factored in to the distance
traveled.
90
90
180
100 m
360
100 m
90
Offset Technique
An offset is a deliberate magnetic deviation to the left or right of an
azimuth to an objective. A deliberate offset by a known number of
degrees compensates for possible errors and ensures that the navigator
knows which direction he must move to reach the objective.
Terrain Association
The terrain association technique is less time consuming and more forgiving of
mistakes than dead reckoning. Terrain association compares what is seen on the
map to what is seen on the ground. Movements are adjusted according to the
familiar landmarks encountered along the way.
Location
The location of the FOP should be a major consideration. A position that is too
close to the threat area risks being compromised, while a position that is too far
from the threat area risks becoming ineffective. Obvious positions such as water
towers, ridgelines, and rooftops should be avoided. Positions that seem like the
ideal FOP are the ones that are most likely to be suspected if the threat has
considered the possibility of precision shooter deployment.
TYPES OF POSITIONS
Hasty Position
A hasty position is used when the PM/O team will be in position for a short period
of time, when it cannot construct a position due to the proximity of the threat, or
when it must immediately assume a position. It is a position from which a PM/O
can observe and fire while using available cover to gain some degree of protection
from the threat.
The advantage of a hasty position is that it requires no construction and can be
occupied in a short amount of time. The disadvantage is that it does not allow
freedom of movement, restricts observation of large areas, and offers little
protection from the threat.
A hasty position should not be occupied longer than eight hours. Extended
occupancy of a hasty position results in muscle fatigue combined with eye strain
due to the lack of freedom of movement. This will in turn result in a loss of
effectiveness.
Prepared Position
A prepared position is one that is built or improved to allow the PM/O team to
observe a threat area while reducing their exposure to suspect fire and concealing
them from suspect observation. It allows the PM/O team to remain in position for
an extended period of time, or to be relieved in place by other PM/O teams.
A prepared position offers total freedom of movement from within the position,
allowing the team members to stand, sit, or lie down. It is completely concealed
and offers minimum exposure of the PM/O team, while at the same time offering
a full field of view of the threat area.
DATA RECORDS
INTRODUCTION
The Special Operations PM/O has the important task of keeping detailed records of his
training, experience, and missions. This information is important for several reasons.
Every rifle performs differently under different conditions; therefore, the PM/O must
record every round that comes out of his precision rifle so that he can accurately
determine the nuances of his particular weapon system. Detailed records are also
important for courtroom purposes. As is the standard in the law enforcement community,
if it isnt written down, it didnt happen.
ROUND COUNT SHEET
The round count sheet is used to keep track of how many rounds,
and from what lot number, have been fired out of the PM/Os
issued weapon. This information is necessary for proper weapon
maintenance.
A Round Count Sheet is included in Attachment 3.
DATA CARD
The data card is used to record firing results and all of the
elements that had an affect on the firing of the weapon.
These elements include range, altitude, weather
conditions, lighting conditions, shooting position, ammo
lot number, and any corrections made for windage or
elevation. The PM/O can examine this information to
help him understand how he and his particular weapon
function under different conditions.
A data card contains several miniature targets representing the actual target that the
PM/O is firing at. The target in the HOLD box is where the shooter indicates his aiming
position on the target. The shooter notes the location of his reticle on the target at the
instant his weapon fired in the CALL boxes. The actual impact location of each shot is
recorded on the largest target on the data card located in the HIT box.
Data Cards are included in Attachment 3
PRECISION MARKSMAN/OBSERVER MANUAL
Section 12: Data Records
12-1
COLD-BORE ANALYSIS
One of the most important items of information that can be
recorded in a data book is the weapons cold zero. The
cold zero refers to the first round that is fired out of the
weapon at a given range. It is vital that the Special
Operations PM/O knows his cold zero because in law
enforcement situations the first shot is the most critical.
The cold-bore analysis sheet allows the PM/O to
consolidate his cold-bore shots for quick, easy comparison.
Cold-Bore Analysis sheets are included in Attachment 3.
SHOT MATRIX
A shot matrix is a sheet that allows the PM/O to record
necessary sighting adjustments, based on how his precision
weapon system performs at different temperatures for a
particular elevation. This information offers the PM/O a
reference for making quick sighting adjustments for
engaging targets at different ranges.
A Shot Matrix is included in Attachment 3.
RANGE CARD
A range card represents an aerial view of a target area with
annotations indicating distances throughout the target area.
The range card is used as a quick-reference guide to
determine the range to a target within the target area.
The range card contains a sketch with determined distances
to fixed objects within the target area. This information
may be obtained in advance using a map of the target area,
or it may be gathered on site during the operation. Once a target has been identified, the
PM/O determines were it is located on the range card and then identifies the approximate
range to the target using the range rings.
The range card can also be divided up into sectors by drawing dotted lines on the card
and labeling the squares with numbers or letters. This provides the PM/O with a quickreference guide for locating targets.
A Range Card is included in Attachment 3.
BALISTIC SET TABLE
A ballistic set table is a reference sheet that works in
conjunction with the range card. It contains shooting
solutions for targets within the target area. The PM/O
records information about different locations within the
area of operation and then calculates any holdoff or
sighting adjustments that need to be made, based on range
and environmental conditions, in order to engage threats
within those areas. Since a ballistic set table contains information specific to a particular
PM/Os precision weapon system, a separate ballistic set table must be completed by
each PM/O operating within a PM/O Team.
A Ballistic Set Table is included in Attachment 3.
OBSERVATION LOG
An observation log is a sheet that is used to record activity during
an operation. It contains a chronological record of events and
gives the time, coordinates, event that took place, and actions
taken or remarks.
An Observation Log is included in Attachment 3.
TARGETS
BORTAC/SRT rifle targets are printed on 8 x 11 paper and are
designed so that the PM/O can record data at the bottom of the
target. These targets should be kept in a binder and can be
referenced much like the data book. The page numbers on the
targets should correspond with the page numbers in the data book,
so that the PM/O can easily link a page in his data book with the
actual target the rounds were fired on. The advantage of keeping
PRECISION MARKSMAN/OBSERVER MANUAL
Section 12: Data Records
12-3
the actual targets is that it is easier to see exactly where the rounds struck the target. It is
also much easier to convince a jury when they can see the actual target instead of trying
to decipher a data book.
The BORTAC/SRT precision rifle targets are included as Attachment 1.
4. Moisten a patch with Shooters Choice and push it through the barrel
using a cleaning rod and a jag to remove any loose fowling in the bore.
Remove the patch before pulling the rod back through the barrel.
4a
4b
5. Coat a brass bore brush with Shooters Choice and run it through the
barrel 8-10 times. Be sure not to hit the crown when pulling the brush
back through. This can damage the crown, resulting in uneven muzzle
pressure and diminished accuracy.
5a
5b
1b
3. Scrub the bolt with CLP and a nylon brush and wipe clean. Pay special
attention to the bolt face and the extractor, where grit and brass tend to
accumulate.
2
2. Insert the cleaning tool into the chamber and twist several times.
1
3. Repeat steps 1 and 2 using dry patches until a patch comes out unsoiled.
STORAGE
Before a weapon is stored it should be carefully cleaned and thoroughly oiled. A patch
moistened with lubricant should be run through the barrel. This will lubricate the bore
and protect it from corrosion. Lubricant inside the bore can cause muzzle pressure to
vary when the weapon is fired. Running a dry patch through the barrel before firing a
weapon out of storage will remove any lubricant and increase first-round accuracy.
Stored weapons should be hung upside down with the lens caps open. Spring tension
should be relieved by firing the weapon on an empty chamber. Access to the weapon
should be limited to the individual to whom the weapon is assigned.
An inactive weapon is a weapon that remains stored for a period of 90 days or longer.
Regardless of whether or not the weapon is assigned to an individual, an inactive weapon
should be cleaned and inspected every 90 days to prevent corrosion and to detect worn or
damaged parts that may need to be repaired or replaced.
TRANSPORTATION
During non-tactical operations the weapon system should be transported in a locked
protective hard-case. The case should be airline approved for transportation on
commercial airplanes.
During tactical operations when the weapon is being carried in a drag bag, a scope cover
and crown cover should be used to prevent damage to those areas.
Scope Cover
Crown Cover
YARDS
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
0.5
1.5
0.524
0.785
1.047
1.309
1.571
1.832
2.094
2.356
2.618
2.879
3.141
3.403
3.665
3.926
4.188
4.450
4.712
4.973
5.235
1.047
1.571
2.094
2.618
3.141
3.665
4.188
4.712
5.235
5.759
6.282
6.806
7.329
7.853
8.376
8.900
9.423
9.947
10.470
1.571
2.356
3.141
3.926
4.712
5.497
6.282
7.067
7.853
8.638
9.423
10.208
10.994
11.779
12.564
13.349
14.135
14.920
15.705
MINUTES OF ANGLE
2
2.5
3
3.5
2.094
3.141
4.188
5.235
6.282
7.329
8.376
9.423
10.470
11.517
12.564
13.611
14.658
15.705
16.752
17.799
18.846
19.893
20.940
2.618
3.926
5.235
6.544
7.853
9.161
10.470
11.779
13.088
14.396
15.705
17.014
18.323
19.631
20.940
22.249
23.558
24.866
26.175
3.141
4.712
6.282
7.853
9.423
10.994
12.564
14.135
15.705
17.276
18.846
20.417
21.987
23.558
25.128
26.699
28.269
29.840
31.410
3.665
5.497
7.329
9.161
10.994
12.826
14.658
16.490
18.323
20.155
21.987
23.819
25.652
27.484
29.316
31.148
32.981
34.813
36.645
4.5
4.188
6.282
8.376
10.470
12.564
14.658
16.752
18.846
20.940
23.034
25.128
27.222
29.316
31.410
33.504
35.598
37.692
39.786
41.880
4.712
7.067
9.423
11.779
14.135
16.490
18.846
21.202
23.558
25.913
28.269
30.625
32.981
35.336
37.692
40.048
42.404
44.759
47.115
5.235
7.853
10.470
13.088
15.705
18.323
20.940
23.558
26.175
28.793
31.410
34.028
36.645
39.263
41.880
44.498
47.115
49.733
52.350
YARDS
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
5.5
6.5
5.759
8.638
11.517
14.396
17.276
20.155
23.034
25.913
28.793
31.672
34.551
37.430
40.310
43.189
46.068
48.947
51.827
54.706
57.585
6.282
9.423
12.564
15.705
18.846
21.987
25.128
28.269
31.410
34.551
37.692
40.833
43.974
47.115
50.256
53.397
56.538
59.679
62.820
6.806
10.208
13.611
17.014
20.417
23.819
27.222
30.625
34.028
37.430
40.833
44.236
47.639
51.041
54.444
57.847
61.250
64.652
68.055
MINUTES OF ANGLE
7
7.5
8
8.5
7.329
10.994
14.658
18.323
21.987
25.652
29.316
32.981
36.645
40.310
43.974
47.639
51.303
54.968
58.632
62.297
65.961
69.626
73.290
7.853
11.779
15.705
19.631
23.558
27.484
31.410
35.336
39.263
43.189
47.115
51.041
54.968
58.894
62.820
66.746
70.673
74.599
78.525
8.376
12.564
16.752
20.940
25.128
29.316
33.504
37.692
41.880
46.068
50.256
54.444
58.632
62.820
67.008
71.196
75.384
79.572
83.760
8.900
13.349
17.799
22.249
26.699
31.148
35.598
40.048
44.498
48.947
53.397
57.847
62.297
66.746
71.196
75.646
80.096
84.545
88.995
9
9.423
14.135
18.846
23.558
28.269
32.981
37.692
42.404
47.115
51.827
56.538
61.250
65.961
70.673
75.384
80.096
84.807
89.519
94.230
9.5
10
9.947 10.470
14.920 15.705
19.893 20.940
24.866 26.175
29.840 31.410
34.813 36.645
39.786 41.880
44.759 47.115
49.733 52.350
54.706 57.585
59.679 62.820
64.652 68.055
69.626 73.290
74.599 78.525
79.572 83.760
84.545 88.995
89.519 94.230
94.492 99.465
99.465 104.700
DISTANCE (YARDS)
MOA = L x 104.72
D
0.67
2.0
24
2.5
2.6
2.8
3.0
3.1
3.4
3.6
3.9
4.2
4.6
5.0
5.6
6.3
7.2
8.4
10.1
12.6
16.8
25.1
L = MOA x D
104.72
D = Distance in Yards
L = Length in Inches
0.83
2.5
30
3.1
3.3
3.5
3.7
3.9
4.2
4.5
4.8
5.2
5.7
6.3
7.0
7.9
9.0
10.5
12.6
15.7
20.9
31.4
1.00
3.0
36
3.8
4.0
4.2
4.4
4.7
5.0
5.4
5.8
6.3
6.9
7.5
8.4
9.4
10.8
12.6
15.1
18.8
25.1
37.7
1.17
2.5
42
4.4
4.6
4.9
5.2
5.5
5.9
6.3
6.8
7.3
8.0
8.8
9.8
11.0
12.6
14.7
17.6
22.0
29.3
1.33
4.0
48
5.0
5.3
5.6
5.9
6.3
6.7
7.2
7.7
8.4
9.1
10.1
11.2
12.6
14.4
16.8
20.1
25.1
33.5
1.50
4.5
54
5.7
6.0
6.3
6.7
7.1
7.5
8.1
8.7
9.4
10.3
11.3
12.6
14.1
16.2
18.8
22.6
28.3
37.7
D = L x 104.72
MOA
1.67
5.0
60
6.3
6.6
7.0
7.4
7.9
8.4
9.0
9.7
10.5
11.4
12.6
14.0
15.7
18.0
20.9
25.1
31.4
DISTANCE (YARDS)
YARDS
FEET
INCHES
1000
950
900
850
800
750
700
650
600
550
500
450
400
350
300
250
200
150
100
50
MOA = L x 104.72
D
1.83
5.5
66
6.9
7.3
7.7
8.1
8.6
9.2
9.9
10.6
11.5
12.6
13.8
15.4
17.3
19.7
23.0
27.6
34.6
2.00
6.0
72
7.5
7.9
8.4
8.9
9.4
10.1
10.8
11.6
12.6
13.7
15.1
16.8
18.8
21.5
25.1
30.2
37.7
2.17
6.5
78
8.2
8.6
9.1
9.6
10.2
10.9
11.7
12.6
13.6
14.9
16.3
18.2
20.4
23.3
27.2
32.7
2.33
7.0
84
8.8
9.3
9.8
10.3
11.0
11.7
12.6
13.5
14.7
16.0
17.6
19.5
22.0
25.1
29.3
35.2
L = MOA x D
104.72
D = Distance in Yards
L = Length in Inches
2.50
7.5
90
9.4
9.9
10.5
11.1
11.8
12.6
13.5
14.5
15.7
17.1
18.8
20.9
23.6
26.9
31.4
37.7
2.67
8.0
96
10.1
10.6
11.2
11.8
12.6
13.4
14.4
15.5
16.8
18.3
20.1
22.3
25.1
28.7
33.5
2.83
8.5
102
10.7
11.2
11.9
12.6
13.4
14.2
15.3
16.4
17.8
19.4
21.4
23.7
26.7
30.5
35.6
3.00
9.0
108
11.3
11.9
12.6
13.3
14.1
15.1
16.2
17.4
18.8
20.6
22.6
25.1
28.3
32.3
37.7
3.17
9.5
114
11.9
12.6
13.3
14.0
14.9
15.9
17.1
18.4
19.9
21.7
23.9
26.5
29.8
34.1
D = L x 104.72
MOA
3.33
10.0
120
12.6
13.2
14.0
14.8
15.7
16.8
18.0
19.3
20.9
22.8
25.1
27.9
31.4
35.9
DISTANCE (YARDS)
FEET
INCHES
500
475
450
425
400
375
350
325
300
275
250
225
200
175
150
125
100
75
50
25
0.04
0.5
0.10
0.11
0.12
0.12
0.13
0.14
0.15
0.16
0.17
0.19
0.21
0.23
0.26
0.30
0.35
0.42
0.52
0.70
1.05
2.09
MOA = L x 104.72
D
0.08
1.0
0.21
0.22
0.23
0.25
0.26
0.28
0.30
0.32
0.35
0.38
0.42
0.47
0.52
0.60
0.70
0.84
1.05
1.40
2.09
4.19
0.13
1.5
0.31
0.33
0.35
0.37
0.39
0.42
0.45
0.48
0.52
0.57
0.63
0.70
0.79
0.90
1.05
1.26
1.57
2.09
3.14
6.28
L = MOA x D
104.72
D = Distance in Yards
L = Length in Inches
D = L x 104.72
MOA
DISTANCE (YARDS)
FEET
0.46 0.50 0.54 0.58 0.63 0.67 0.71 0.75 0.79 0.83
INCHES 5.5
6.0
6.5
7.0
7.5
8.0
8.8
9.0
9.5
10.0
1.15 1.26 1.36 1.47 1.57 1.68 1.84 1.88 1.99 2.09
500
1.21 1.32 1.43 1.54 1.65 1.76 1.94 1.98 2.09 2.20
475
1.28 1.40 1.51 1.63 1.75 1.86 2.05 2.09 2.21 2.33
450
1.36 1.48 1.60 1.72 1.85 1.97 2.17 2.22 2.34 2.46
425
1.44 1.57 1.70 1.83 1.96 2.09 2.30 2.36 2.49 2.62
400
1.54 1.68 1.82 1.95 2.09 2.23 2.46 2.51 2.65 2.79
375
1.65 1.80 1.94 2.09 2.24 2.39 2.63 2.69 2.84 2.99
350
1.77 1.93 2.09 2.26 2.42 2.58 2.84 2.90 3.06 3.22
325
1.92 2.09 2.27 2.44 2.62 2.79 3.07 3.14 3.32 3.49
300
2.09 2.28 2.48 2.67 2.86 3.05 3.35 3.43 3.62 3.81
275
2.30 2.51 2.72 2.93 3.14 3.35 3.69 3.77 3.98 4.19
250
2.56 2.79 3.03 3.26 3.49 3.72 4.10 4.19 4.42 4.65
225
2.88 3.14 3.40 3.67 3.93 4.19 4.61 4.71 4.97 5.24
200
3.29 3.59 3.89 4.19 4.49 4.79 5.27 5.39 5.68 5.98
175
3.84 4.19 4.54 4.89 5.24 5.59 6.14 6.28 6.63 6.98
150
4.61 5.03 5.45 5.86 6.28 6.70 7.37 7.54 7.96 8.38
125
5.76 6.28 6.81 7.33 7.85 8.38 9.22 9.42 9.95 10.47
100
7.68 8.38 9.08 9.77 10.47 11.17 12.29 12.57 13.26 13.96
75
11.52 12.57 13.61 14.66 15.71 16.76 18.43 18.85 19.90 20.94
50
23.04 25.13 27.23 29.32 31.42 33.51 36.86 37.70 39.79 41.89
25
MOA = L x 104.72
D
L = MOA x D
104.72
D = Distance in Yards
L = Length in Inches
D = L x 104.72
MOA
DISTANCE (YARDS)
MOA = L x 104.72
D
FEET
INCHES
500
475
450
425
400
375
350
325
300
275
250
225
200
175
150
125
100
75
50
25
0.88
10.5
2.20
2.31
2.44
2.59
2.75
2.93
3.14
3.38
3.67
4.00
4.40
4.89
5.50
6.28
7.33
8.80
11.00
14.66
21.99
43.98
0.92
11.0
2.30
2.43
2.56
2.71
2.88
3.07
3.29
3.54
3.84
4.19
4.61
5.12
5.76
6.58
7.68
9.22
11.52
15.36
23.04
46.08
L = MOA x D
104.72
D = Distance in Yards
L = Length in Inches
0.96
11.5
2.41
2.54
2.68
2.83
3.01
3.21
3.44
3.71
4.01
4.38
4.82
5.35
6.02
6.88
8.03
9.63
12.04
16.06
24.09
48.17
1.00
12.0
2.51
2.65
2.79
2.96
3.14
3.35
3.59
3.87
4.19
4.57
5.03
5.59
6.28
7.18
8.38
10.05
12.57
16.76
25.13
50.27
0.88
10.5
2.20
2.31
2.44
2.59
2.75
2.93
3.14
3.38
3.67
4.00
4.40
4.89
5.50
6.28
7.33
8.80
11.00
14.66
21.99
43.98
D = L x 104.72
MOA
MILS
YARDS
INCHES
0.75
1.00
1.25
1.50
1.75
2.00
2.25
2.50
2.75
3.00
3.25
3.50
3.75
4.00
4.25
4.50
4.75
5.00
5.25
5.50
5.75
6.00
6.25
6.50
6.75
7.00
7.25
7.50
7.75
8.00
8.25
8.50
8.75
9.00
9.25
9.50
9.75
10.00
0.06
2
68
51
41
34
29
25
23
20
18
17
16
15
14
13
12
11
11
10
10
9
9
8
8
8
8
7
7
7
7
6
6
6
6
6
5
5
5
5
0.11
4
135
102
81
68
58
51
45
41
37
34
31
29
27
25
24
23
21
20
19
18
18
17
16
16
15
15
14
14
13
13
12
12
12
11
11
11
10
10
0.17
6
203
152
122
102
87
76
68
61
55
51
47
44
41
38
36
34
32
30
29
28
27
25
24
23
23
22
21
20
20
19
18
18
17
17
16
16
16
15
0.22
8
271
203
163
135
116
102
90
81
74
68
63
58
54
51
48
45
43
41
39
37
35
34
33
31
30
29
28
27
26
25
25
24
23
23
22
21
21
20
0.28
10
339
254
203
169
145
127
113
102
92
85
78
73
68
64
60
56
53
51
48
46
44
42
41
39
38
36
35
34
33
32
31
30
29
28
27
27
26
25
0.33
12
406
305
244
203
174
152
135
122
111
102
94
87
81
76
72
68
64
61
58
55
53
51
49
47
45
44
42
41
39
38
37
36
35
34
33
32
31
30
0.39
14
474
356
284
237
203
178
158
142
129
119
109
102
95
89
84
79
75
71
68
65
62
59
57
55
53
51
49
47
46
44
43
42
41
40
38
37
36
36
0.44
16
542
406
325
271
232
203
181
163
148
135
125
116
108
102
96
90
86
81
77
74
71
68
65
63
60
58
56
54
52
51
49
48
46
45
44
43
42
41
0.50
18
610
457
366
305
261
229
203
183
166
152
141
131
122
114
108
102
96
91
87
83
80
76
73
70
68
65
63
61
59
57
55
54
52
51
49
48
47
46
0.56
20
677
508
406
339
290
254
226
203
185
169
156
145
135
127
120
113
107
102
97
92
88
85
81
78
75
73
70
68
66
64
62
60
58
56
55
53
52
51
MILS
YARDS
INCHES
0.75
1.00
1.25
1.50
1.75
2.00
2.25
2.50
2.75
3.00
3.25
3.50
3.75
4.00
4.25
4.50
4.75
5.00
5.25
5.50
5.75
6.00
6.25
6.50
6.75
7.00
7.25
7.50
7.75
8.00
8.25
8.50
8.75
9.00
9.25
9.50
9.75
10.00
0.61
22
745
559
447
373
319
279
248
224
203
186
172
160
149
140
131
124
118
112
106
102
97
93
89
86
83
80
77
75
72
70
68
66
64
62
60
59
57
56
0.67
24
813
610
488
406
348
305
271
244
222
203
188
174
163
152
143
135
128
122
116
111
106
102
98
94
90
87
84
81
79
76
74
72
70
68
66
64
63
61
0.72
26
881
660
528
440
377
330
294
264
240
220
203
189
176
165
155
147
139
132
126
120
115
110
106
102
98
94
91
88
85
83
80
78
75
73
71
70
68
66
0.78
28
948
711
569
474
406
356
316
284
259
237
219
203
190
178
167
158
150
142
135
129
124
119
114
109
105
102
98
95
92
89
86
84
81
79
77
75
73
71
0.83
30
1016
762
610
508
435
381
339
305
277
254
234
218
203
191
179
169
160
152
145
139
133
127
122
117
113
109
105
102
98
95
92
90
87
85
82
80
78
76
0.89
32
1084
813
650
542
464
406
361
325
296
271
250
232
217
203
191
181
171
163
155
148
141
135
130
125
120
116
112
108
105
102
99
96
93
90
88
86
83
81
1.00
36
1219
914
732
610
523
457
406
366
333
305
281
261
244
229
215
203
193
183
174
166
159
152
146
141
135
131
126
122
118
114
111
108
105
102
99
96
94
91
1.50
54
1829
1372
1097
914
784
686
610
549
499
457
422
392
366
343
323
305
289
274
261
249
239
229
219
211
203
196
189
183
177
171
166
161
157
152
148
144
141
137
2.00
72
2438
1829
1463
1219
1045
914
813
732
665
610
563
523
488
457
430
406
385
366
348
333
318
305
293
281
271
261
252
244
236
229
222
215
209
203
198
193
188
183
2.50
90
3048
2286
1829
1524
1306
1143
1016
914
831
762
703
653
610
572
538
508
481
457
435
416
398
381
366
352
339
327
315
305
295
286
277
269
261
254
247
241
234
229
MILS
YARDS
INCHES
0.75
1.00
1.25
1.50
1.75
2.00
2.25
2.50
2.75
3.00
3.25
3.50
3.75
4.00
4.25
4.50
4.75
5.00
5.25
5.50
5.75
6.00
6.25
6.50
6.75
7.00
7.25
7.50
7.75
8.00
8.25
8.50
8.75
9.00
9.25
9.50
9.75
10.00
0.06
2
74
56
44
37
32
28
25
22
20
19
17
16
15
14
13
12
12
11
11
10
10
9
9
9
8
8
8
7
7
7
7
7
6
6
6
6
6
6
0.11
4
148
111
89
74
63
56
49
44
40
37
34
32
30
28
26
25
23
22
21
20
19
19
18
17
16
16
15
15
14
14
13
13
13
12
12
12
11
11
0.17
6
222
167
133
111
95
83
74
67
61
56
51
48
44
42
39
37
35
33
32
30
29
28
27
26
25
24
23
22
21
21
20
20
19
19
18
18
17
17
0.22
8
296
222
178
148
127
111
99
89
81
74
68
63
59
56
52
49
47
44
42
40
39
37
36
34
33
32
31
30
29
28
27
26
25
25
24
23
23
22
0.28
10
370
278
222
185
159
139
123
111
101
93
85
79
74
69
65
62
58
56
53
50
48
46
44
43
41
40
38
37
36
35
34
33
32
31
30
29
28
28
0.33
12
444
333
267
222
190
167
148
133
121
111
103
95
89
83
78
74
70
67
63
61
58
56
53
51
49
48
46
44
43
42
40
39
38
37
36
35
34
33
0.39
14
518
389
311
259
222
194
173
156
141
130
120
111
104
97
91
86
82
78
74
71
68
65
62
60
58
56
54
52
50
49
47
46
44
43
42
41
40
39
0.44
16
592
444
355
296
254
222
197
178
162
148
137
127
118
111
105
99
94
89
85
81
77
74
71
68
66
63
61
59
57
56
54
52
51
49
48
47
46
44
0.50
18
666
500
400
333
286
250
222
200
182
167
154
143
133
125
118
111
105
100
95
91
87
83
80
77
74
71
69
67
64
62
61
59
57
56
54
53
51
50
0.56
20
741
555
444
370
317
278
247
222
202
185
171
159
148
139
131
123
117
111
106
101
97
93
89
85
82
79
77
74
72
69
67
65
63
62
60
58
57
56
MILS
YARDS
INCHES
0.75
1.00
1.25
1.50
1.75
2.00
2.25
2.50
2.75
3.00
3.25
3.50
3.75
4.00
4.25
4.50
4.75
5.00
5.25
5.50
5.75
6.00
6.25
6.50
6.75
7.00
7.25
7.50
7.75
8.00
8.25
8.50
8.75
9.00
9.25
9.50
9.75
10.00
0.61
22
815
611
489
407
349
305
272
244
222
204
188
175
163
153
144
136
129
122
116
111
106
102
98
94
91
87
84
81
79
76
74
72
70
68
66
64
63
61
0.67
24
889
666
533
444
381
333
296
267
242
222
205
190
178
167
157
148
140
133
127
121
116
111
107
103
99
95
92
89
86
83
81
78
76
74
72
70
68
67
0.72
26
963
722
578
481
413
361
321
289
263
241
222
206
193
181
170
160
152
144
138
131
126
120
116
111
107
103
100
96
93
90
88
85
83
80
78
76
74
72
0.78
28
1037
778
622
518
444
389
346
311
283
259
239
222
207
194
183
173
164
156
148
141
135
130
124
120
115
111
107
104
100
97
94
91
89
86
84
82
80
78
0.83
30
1111
833
666
555
476
417
370
333
303
278
256
238
222
208
196
185
175
167
159
151
145
139
133
128
123
119
115
111
107
104
101
98
95
93
90
88
85
83
0.89
32
1185
889
711
592
508
444
395
355
323
296
273
254
237
222
209
197
187
178
169
162
155
148
142
137
132
127
123
118
115
111
108
105
102
99
96
94
91
89
1.00
36
1333
1000
800
666
571
500
444
400
364
333
308
286
267
250
235
222
210
200
190
182
174
167
160
154
148
143
138
133
129
125
121
118
114
111
108
105
103
100
1.50
54
1999
1500
1200
1000
857
750
666
600
545
500
461
428
400
375
353
333
316
300
286
273
261
250
240
231
222
214
207
200
193
187
182
176
171
167
162
158
154
150
2.00
72
2666
1999
1600
1333
1143
1000
889
800
727
666
615
571
533
500
470
444
421
400
381
364
348
333
320
308
296
286
276
267
258
250
242
235
229
222
216
210
205
200
2.50
90
3332
2499
1999
1666
1428
1250
1111
1000
909
833
769
714
666
625
588
555
526
500
476
454
435
417
400
385
370
357
345
333
322
312
303
294
286
278
270
263
256
250
WIND CONSTANTS
RELATIVE ELEVATION
(FEET)
RANGE
10,000
9,000
8,000
7,000
6,000
5,000
4,000
3,000
2,000
1,000
0
100
22
21.5
20.75
20.25
19.5
18.75
18.25
17.5
16.75
16.25
15.5
200
21.5
21.25
20.5
19.75
19
18.5
17.75
17
16.5
15.75
15
300
21.75
20.75
20
19.25
18.75
18
17.25
16.5
15.75
15
14.5
400
21
20.5
19.75
19
18.25
17.5
16.75
16
15.25
14.5
14
500
20.5
20
19.25
18.5
17.75
17
16.25
15.5
14.75
14
13.5
600
20.25
19.5
18.75
18
17.25
16.5
15.75
14.75
14.25
13.5
12.75
700
19.75
19
18.25
17.25
16.5
15.75
15
14.25
13.75
13
12.25
800
19.25
18.5
17.5
16.75
16
15
14.5
13.75
13
12.5
11.75
Wind Value
Clock
900
18.75
18
17
16.25
15.5
14.75
14
13.25
12.5
11.75
11.5
1,000
18
17.25
16.5
15.75
14.75
14
13.5
12.75
12
11.5
11
WIND CONSTANTS
RELATIVE ELEVATION
(FEET)
RANGE
10,000
9,000
8,000
7,000
6,000
5,000
4,000
3,000
2,000
1,000
0
100
200
300
400
500
600
700
800
900 1,000
19.5
19
18.75
18
17.75 17.25 16.75 16.25 15.75 15.25
19
18.5
18
17.5
17
16.5
16
15.75
15
14.75
18.25 17.75 17.25 16.75 16.5
16
15.5
15
14.5
14
17.75
17
16.5
16
15.75
15
14.75 14.25 13.75 13.75
17
16.5
16
15.5
15
14.5
14
13.75 13.25 13.25
16.25 15.75 15.25 14.75 14.5 13.75 13.5 13.25
13
12.5
15.5
15
14.5
14
13.75 13.5 13.25
13
12.25
12
15
14.5
14
13.75 13.25
13
12.5
12
11.5
11
14.25 13.75 13.5 13.25
13
12.5
12
11.25
11
10.75
13.75 13.5 13.25 12.75 12.25 11.75
11
10.75 10.5
10
13.25
13
12.5
12
11.5
11
10.5 10.25
10
9.75
Wind Value
Clock
WIND CONSTANTS
RELATIVE ELEVATION
(FEET)
RANGE 100
200
300
400
500
600
16
15.5
15
14.5
10,000 16.75 15.5
16.25 15.75 15.5
15
14.5
14
9,000
15.75 15.25 14.75 14.5 13.75 13.25
8,000
15
14.75 14.25 13.75 13.25 12.75
7,000
14.5
14
13.75 13.25 12.75
12
6,000
14
13.5
13
12.5
12
11.5
5,000
13.5
13
12.5
12
11.5 10.75
4,000
13
12.5
12
11.5 10.75 10.25
3,000
12.5
12
11.5 10.75 10.25 9.75
2,000
12
11.25 10.75 10.25 9.75
9
1,000
11.5 10.75 10.25 9.75
9
8.25
0
700
14
13.5
12.75
12.25
11.5
10.75
10.25
9.5
9
8.25
7.75
800
900 1,000
13.5
13
12.25
12.75 12.25 11.5
12.25 11.5 10.75
11.5 10.75
10
10.75
10
9.5
10.25 9.5
8.75
9.5
8.75
8
8.75
8
7
8
7.25 6.75
7.5
6.75
6
7
6.5
6
Wind Value
Clock
WIND CONSTANTS
RELATIVE ELEVATION
(FEET)
RANGE 50
100 150 200 250 300 350 400 450
10,000
11.5 11.25 11 10.75 10.5 10.25 10 9.75 9.5
9,000
11
10.75 10.5 10.25 10
9.75
9.5 9.25
9
8,000
10.5 10.25 10
9.75
9.5
9.25
9
8.75 8.75
7,000
10.25
10
9.5
9.25
9
8.75 8.75 8.5 8.25
6,000
9.75
9.5
9.25 8.75 8.75
8.5
8.25
8
7.75
5,000
9.25
9
8.75
8.5
8.25
8
7.75 7.5 7.25
4,000
8.75
8.5
8.25
8
7.75
7.5
7.25
7
7
3,000
8.25
8
7.75
7.5
7.25
7
6.75 6.75 6.5
2,000
7.75
7.5
7.25
7
6.75 6.75
6.5 6.25
6
1,000
7.25
7
6.75
6.5
6.25 6.25
6
5.75 5.75
0
6.5
6.5
6.75
6
5.75 5.75
5.5 5.25 5.25
Wind Value
Clock
500
550
600
9.25
8.75
8.5
8
7.5
7
6.75
6.25
5.75
5.5
5
9
8.5
8.25
7.75
7.25
7
6.5
6.25
5.75
5.25
5
8.75
8.5
8
7.75
7.25
6.75
6.5
6
5.75
5.25
4.75
BALLISTIC TABLE
.308 Win. Sierra 168 Gr. HPBT MatchKing
100 Yard Zero, Sea Level, 29.53 in/Hg, 30 F
BALLISTIC COEFFICIENTS: 0.462, 0.447, 0.405
HEIGHT OF SIGHT: 1.7
MUZZLE VELOCITY: 2600 fps
RANGE VELOCITY ENERGY DROP
(Yards)
(fps)
(ft/lbs)
(In)
50
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
2497
2396
2298
2202
2108
2012
1918
1827
1739
1653
1570
1489
1411
1339
1272
1210
1155
1107
1065
1030
2325
2142
1969
1808
1657
1510
1372
1245
1127
1020
920
827
743
669
603
546
498
457
423
396
0.7
2.7
6.3
11.5
18.5
27.5
38.6
52.1
68.1
87.1
109.2
134.9
164.5
198.5
237.3
281.5
331.6
388.2
451.9
523.3
PATH
(In)
-1.1
0.0
-1.4
-4.4
-9.2
-15.9
-24.8
-36.1
-49.9
-66.7
-86.7
-110.1
-137.5
-169.3
-205.9
-247.8
-295.8
-250.2
-411.7
-480.9
10 MPH 10 MPH
PATH
X-WIND X-WIND
(MOA)
(In)
(MOA)
-0.3
0.0
-0.9
-2.1
-3.5
-5.1
-6.8
-8.6
-10.6
-12.7
-15.0
-17.5
-20.2
-23.1
-26.2
-29.6
-33.2
-37.2
-41.4
-45.9
0.2
0.8
1.9
3.5
5.6
8.3
11.6
15.5
20.2
25.6
31.8
38.9
47.0
56.1
66.2
77.3
89.5
102.7
116.9
131.8
0.4
0.8
1.2
1.7
2.1
2.6
3.2
3.7
4.3
4.9
5.5
6.2
6.9
7.6
8.4
9.2
10.0
10.9
11.7
12.6
BALLISTIC TABLE
.308 Win. Sierra 168 Gr. HPBT MatchKing
100 Yard Zero, Sea Level, 29.53 in/Hg, 60 F
BALLISTIC COEFFICIENTS: 0.462, 0.447, 0.405
HEIGHT OF SIGHT: 1.7
MUZZLE VELOCITY: 2600 fps
50
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
2502
2406
2312
2220
2130
2040
1950
1862
1777
1695
1616
1538
1463
1392
1326
1265
1210
1161
1118
1080
2335
2159
1994
1839
1693
1552
1418
1293
1178
1072
975
882
798
723
656
597
546
503
466
435
0.7
2.7
6.3
11.4
18.4
27.2
38.2
51.4
67.1
85.6
107.1
132.0
160.5
193.1
230.1
272.2
319.6
373.0
432.8
499.6
PATH
(In)
-0.2
0.0
-1.3
-4.3
-9.1
-15.7
-24.4
-35.5
-49.0
-65.3
-84.6
-107.2
-133.6
-163.9
-198.8
-238.6
-283.8
-335.0
-392.6
-457.2
10 MPH 10 MPH
PATH
X-WIND X-WIND
(MOA)
(In)
(MOA)
-0.3
0.0
-0.9
-2.1
-3.5
-5.0
-6.7
-8.5
-10.4
-12.5
-14.7
-17.1
-19.6
-22.4
-25.3
-28.5
-31.9
-35.5
-39.5
-43.7
0.2
0.8
1.8
3.3
5.3
7.8
10.9
14.6
19.0
24.0
29.8
36.4
43.9
52.2
61.5
71.7
82.9
95.1
108.1
122.0
0.4
0.8
1.2
1.6
2.0
2.5
3.0
3.5
4.0
4.6
5.2
5.8
6.4
7.1
7.8
8.6
9.3
10.1
10.9
11.6
BALLISTIC TABLE
.308 Win. Sierra 168 Gr. HPBT MatchKing
100 Yard Zero, Sea Level, 29.53 in/Hg, 90 F
BALLISTIC COEFFICIENTS: 0.462, 0.447, 0.405
HEIGHT OF SIGHT: 1.7
MUZZLE VELOCITY: 2600 fps
50
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
2507
2416
2326
2239
2153
2068
1982
1898
1817
1738
1662
1589
1516
1447
1382
1322
1266
1216
1172
1133
2344
2177
2019
1869
1729
1595
1465
1344
1231
1127
1030
941
857
781
712
652
598
552
512
479
0.7
2.7
6.2
11.4
18.2
27.0
37.8
50.8
66.2
84.2
105.1
129.2
156.7
188.0
223.4
263.4
308.4
358.8
415.1
477.7
PATH
(In)
-0.2
0.0
-1.3
-4.3
-8.9
-15.5
-24.1
-34.9
-48.1
-63.9
-82.6
-104.5
-129.8
-158.9
-192.1
-229.9
-272.7
-320.9
-375.0
-435.4
10 MPH 10 MPH
PATH
X-WIND X-WIND
(MOA)
(In)
(MOA)
-0.3
0.0
-0.8
-2.0
-3.4
-4.9
-6.6
-8.3
-10.2
-12.2
-14.3
-16.6
-19.1
-21.7
-24.5
-27.4
-30.6
-34.0
-37.7
-41.6
0.2
0.8
1.7
3.2
5.0
7.4
10.3
13.7
17.8
22.5
27.9
34.0
40.8
48.5
57.0
66.4
76.7
87.8
99.8
112.6
0.4
0.7
1.1
1.5
1.9
2.3
2.8
3.3
3.8
4.3
4.8
5.4
6.0
6.6
7.3
7.9
8.6
9.3
10.0
10.7
BALLISTIC TABLE
.308 Win. Sierra 168 Gr. HPBT MatchKing
100 Yard Zero, 2,000 Feet, 29.53 in/Hg, 30 F
BALLISTIC COEFFICIENTS: 0.462, 0.447, 0.405
HEIGHT OF SIGHT: 1.7
MUZZLE VELOCITY: 2600 fps
50
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
2505
2412
2322
2233
2146
2059
1971
1886
1803
1722
1644
1567
1491
1420
1351
1288
1228
1174
1125
1082
2341
2171
2010
1859
1717
1580
1449
1326
1212
1106
1008
916
830
752
681
618
563
514
472
437
0.7
2.7
6.2
11.4
18.3
27.1
37.9
51.0
66.5
84.7
1058
130.1
158.0
189.8
225.9
266.8
312.8
364.7
422.9
488.0
PATH
(In)
-0.2
0.0
-1.3
-4.3
-9.0
-27.1
-37.9
-51.0
-66.5
-84.7
-105.8
-130.1
-158.0
-189.8
-225.9
-266.8
-312.8
-364.7
-422.9
-487.9
10 MPH 10 MPH
PATH
X-WIND X-WIND
(MOA)
(In)
(MOA)
-0.3
0.0
-0.8
-2.0
-3.4
-4.9
-6.6
-8.4
-10.3
-12.3
-14.5
-16.8
-19.3
-21.9
-24.8
-27.8
-31.1
-34.7
-38.5
-42.6
0.2
0.8
1.8
3.2
5.1
7.5
10.5
14.0
18.2
23.0
28.6
34.9
41.9
50.0
58.9
68.7
79.6
91.4
104.3
118.1
0.4
0.7
1.1
1.5
2.0
2.4
2.9
3.3
3.9
4.4
5.0
5.5
6.2
6.8
7.5
8.2
8.9
9.7
10.5
11.3
BALLISTIC TABLE
.308 Win. Sierra 168 Gr. HPBT MatchKing
100 Yard Zero, 2,000 Feet, 29.53 in/Hg, 60 F
BALLISTIC COEFFICIENTS: 0.462, 0.447, 0.405
HEIGHT OF SIGHT: 1.7
MUZZLE VELOCITY: 2600 fps
50
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
2509
2421
2334
2248
2165
2082
1998
1916
1836
1758
1683
1610
1537
1467
1400
1338
1279
1225
1176
1132
2349
2186
2031
1886
1748
1617
1489
1369
1257
1153
1056
966
881
802
731
667
610
60
516
478
0.7
2.7
6.2
11.3
18.2
26.9
37.5
50.4
65.7
83.5
104.1
127.8
154.9
185.6
220.4
259.6
303.7
353.1
408.2
469.7
PATH
(In)
-0.2
0.0
-1.3
-4.2
-8.9
-15.4
-23.9
-34.5
-47.6
-63.2
-81.6
-103.1
-127.0
-156.5
-189.1
-226.1
-268.0
-315.2
-368.2
-427.5
10 MPH 10 MPH
PATH
X-WIND X-WIND
(MOA)
(In)
(MOA)
-0.3
0.0
-0.8
-2.0
-3.4
-4.9
-6.5
-8.2
-10.1
-12.1
-14.2
-16.4
-18.9
-21.4
-24.1
-27.0
-30.1
-33.4
-37.0
-40.8
0.2
0.7
1.7
3.1
4.9
7.1
9.9
13.3
17.2
21.7
29.9
32.8
39.5
46.9
55.2
64.3
74.4
85.3
97.2
109.9
0.4
0.7
1.1
1.5
1.9
2.3
2.7
3.2
3.6
4.1
4.7
5.2
5.8
6.4
7.0
7.7
8.3
9.0
9.8
10.5
BALLISTIC TABLE
.308 Win. Sierra 168 Gr. HPBT MatchKing
100 Yard Zero, 2,000 Feet, 29.53 in/Hg, 90 F
BALLISTIC COEFFICIENTS: 0.462, 0.447, 0.405
HEIGHT OF SIGHT: 1.7
MUZZLE VELOCITY: 2600 fps
50
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
2514
2429
2346
2265
2185
2106
2026
1947
1870
1795
1723
1652
1584
1516
1451
1390
1332
1279
1229
1185
2357
2201
2053
1913
1780
1655
1531
1414
1305
1202
1107
1018
936
857
785
720
662
910
564
523
0.7
2.7
6.2
11.3
1801
26.6
37.2
49.9
64.9
82.3
102.5
125.5
151.8
181.5
215.0
252.7
294.8
341.8
394.2
452.3
PATH
(In)
-0.2
0.0
-1.3
-4.2
-8.8
-15.2
-23.5
-34.0
-46.8
-62.1
-80.0
-100.9
-125.0
-152.5
-183.8
-219.2
-259.2
-304.0
-354.2
-410.1
10 MPH 10 MPH
PATH
X-WIND X-WIND
(MOA)
(In)
(MOA)
-0.3
0.0
-0.8
-2.0
-3.3
-4.8
-6.4
-8.1
-9.9
-11.8
-13.9
-16.1
-18.4
-20.8
-23.4
-26.2
-29.1
-32.3
-35.6
-39.2
0.2
0.7
1.6
2.9
4.6
6.8
9.4
12.5
16.2
20.5
25.3
30.8
367.0
43.9
51.5
60.0
69.2
79.3
90.2
102.0
0.3
0.7
1.0
1.4
1.8
2.2
2.6
3.0
3.4
3.9
4.4
4.9
5.4
6.0
6.6
7.2
7.8
8.4
9.1
9.7
BALLISTIC TABLE
.308 Win. Sierra 168 Gr. HPBT MatchKing
100 Yard Zero, 5,000 Feet, 29.53 in/Hg, 30 F
BALLISTIC COEFFICIENTS: 0.462, 0.447, 0.405
HEIGHT OF SIGHT: 1.7
MUZZLE VELOCITY: 2600 fps
50
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
2516
2434
2353
2274
2197
2121
2043
1966
1891
1817
1745
1675
1607
1539
1473
1409
1348
1290
1236
1185
2361
2209
2066
1929
1800
1677
1557
1442
1333
1232
1136
1047
964
883
809
740
678
621
570
524
0.7
2.7
6.2
11.2
18.0
26.5
37.0
49.6
64.4
81.6
101.5
124.2
150.0
179.2
212.0
248.9
290.1
336.1
387.4
444.3
PATH
(In)
-0.2
0.0
-1.3
-4.1
-8.7
-15.1
-23.4
-33.7
-46.3
-61.4
-79.0
-99.6
-123.2
-150.2
-180.8
-215.5
-254.5
-298.4
-347.4
-402.1
10 MPH 10 MPH
PATH
X-WIND X-WIND
(MOA)
(In)
(MOA)
-0.3
0.0
-0.8
-2.0
-3.3
-4.8
-6.4
-8.0
-9.8
-11.7
-13.7
-15.8
-18.1
-20.5
-23.0
-25.7
-28.6
-31.7
-34.9
-38.4
0.2
0.7
1.6
2.8
4.5
6.5
9.1
12.1
15.6
19.7
24.4
29.7
35.6
42.2
49.6
57.8
66.8
76.7
87.4
99.1
0.3
0.6
1.0
1.3
1.7
2.1
2.5
2.9
3.3
3.8
4.2
4.7
5.2
5.8
6.3
6.9
7.5
8.1
8.8
9.5
BALLISTIC TABLE
.308 Win. Sierra 168 Gr. HPBT MatchKing
100 Yard Zero, 5,000 Feet, 29.53 in/Hg, 60 F
BALLISTIC COEFFICIENTS: 0.462, 0.447, 0.405
HEIGHT OF SIGHT: 1.7
MUZZLE VELOCITY: 2600 fps
50
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
2519
2440
2363
2286
2212
2138
2064
1990
1917
1845
1776
1708
1642
1577
1512
1450
1391
1334
1281
1230
2367
2221
2082
1950
1824
1705
1589
1477
1370
1270
1176
1088
1006
928
853
784
721
664
612
565
0.7
2.7
6.2
11.2
17.9
26.4
36.7
49.2
63.8
80.8
100.3
122.6
147.8
176.3
208.3
244.1
284.0
328.4
377.7
432.3
PATH
(In)
-0.2
0.0
-1.3
-4.1
-8.7
-14.9
-23.1
-33.3
-45.8
-60.5
-77.9
-98.0
-121.0
-147.3
-177.1
-210.7
-248.4
-290.7
-337.8
-390.2
10 MPH 10 MPH
PATH
X-WIND X-WIND
(MOA)
(In)
(MOA)
-0.3
0.0
-0.8
-2.0
-3.3
-4.7
-6.3
-8.0
-9.7
-11.6
-13.5
-15.6
-17.8
-20.1
-22.5
-25.1
-27.9
-30.8
-33.9
-37.3
0.2
0.6
1.5
2.7
4.3
6.3
8.7
11.5
14.9
18.8
23.2
28.2
33.8
40.1
47.0
54.7
63.2
72.4
82.5
93.3
0.3
0.6
0.9
1.3
1.6
2.0
2.4
2.8
3.2
3.6
4.0
4.5
5.0
5.5
6.0
6.5
7.1
7.7
8.3
8.9
BALLISTIC TABLE
.308 Win. Sierra 168 Gr. HPBT MatchKing
100 Yard Zero, 5,000 Feet, 29.53 in/Hg, 90 F
BALLISTIC COEFFICIENTS: 0.462, 0.447, 0.405
HEIGHT OF SIGHT: 1.7
MUZZLE VELOCITY: 2600 fps
50
100
150
200
250
300
350
400
450
500
550
600
650
700
750
800
850
900
950
1,000
2523
2447
2373
2299
2228
2157
2087
2015
1945
1876
1809
1743
1679
1617
1555
1495
1437
1381
1329
1279
2374
2234
2100
1972
1851
1735
1624
1514
1410
1312
1220
1133
1052
975
902
833
770
711
658
610
0.7
2.7
6.1
11.2
17.8
26.2
36.5
48.8
63.2
79.9
99.1
120.9
145.6
172.3
204.4
239.1
277.7
320.5
367.9
420.1
PATH
(In)
-0.2
0.0
-1.3
-4.1
-8.6
-14.8
-22.9
-33.0
-45.2
-59.7
-76.7
-96.3
-118.8
-144.4
-173.3
-205.8
-242.2
-282.8
-328.0
-378.1
10 MPH 10 MPH
PATH
X-WIND X-WIND
(MOA)
(In)
(MOA)
-0.3
0.0
-0.8
-2.0
-3.3
-4.7
-6.2
-7.9
-9.6
-11.4
-13.3
-15.3
-17.5
-19.7
-22.1
-24.6
-27.2
-30.0
-33.0
-36.1
0.1
0.6
1.4
2.6
4.1
6.0
8.3
11.0
14.2
17.8
22.0
26.7
32.0
37.9
44.4
51.5
59.4
68.0
77.4
87.5
0.3
0.6
0.9
1.2
1.6
1.9
2.3
2.6
3.0
3.4
3.8
4.3
4.7
5.2
5.6
6.1
6.7
7.2
7.8
8.3
WIND VELOCITY
(MPH)
RE 0 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.23
0.30
0.38
0.45
0.53
0.60
0.68
0.75
0.83
0.91
0.98
1.06
1.13
1.21
1.28
1.36
1.43
1.51
200
0.46
0.62
0.77
0.92
1.08
1.23
1.38
1.54
1.69
1.85
2.00
2.15
2.31
2.46
2.62
2.77
2.92
3.08
300
0.72
0.96
1.20
1.44
1.68
1.92
2.16
2.40
2.64
2.88
3.12
3.36
3.60
3.84
4.08
4.32
4.56
4.80
400
1.00
1.33
1.67
2.00
2.33
2.67
3.00
3.33
3.67
4.00
4.33
4.67
5.00
5.33
5.67
6.00
6.33
6.67
500 600
700
1.30 1.64 2.00
1.74 2.18 2.67
2.17 2.73 3.33
2.61 3.27 4.00
3.04 3.82 4.67
3.48 4.36 5.33
3.91 4.91 6.00
4.35 5.45 6.67
4.78 6.00 7.33
5.22 6.55 8.00
5.65 7.09 8.67
6.09 7.64 9.33
6.52 8.18 10.00
6.96 8.73 10.67
7.39 9.27 11.33
7.83 9.82 12.00
8.26 10.36 12.67
8.70 10.91 13.33
Wind Value
Clock
800
2.34
3.12
3.90
4.68
5.46
6.24
7.02
7.80
8.59
9.37
10.15
10.93
11.71
12.49
13.27
14.05
14.83
15.61
900
2.70
3.60
4.50
5.40
6.30
7.20
8.10
9.00
9.90
10.80
11.70
12.60
13.50
14.40
15.30
16.20
17.10
18.00
1,000
3.08
4.10
5.13
6.15
7.18
8.21
9.23
10.26
11.28
12.31
13.33
14.36
15.38
16.41
17.44
18.46
19.49
20.51
WIND VELOCITY
(MPH)
RE 1,000 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.22
0.29
0.36
0.44
0.51
0.58
0.65
0.73
0.80
0.87
0.95
1.02
1.09
1.16
1.24
1.31
1.38
1.45
200
0.44
0.59
0.74
0.89
1.04
1.19
1.33
1.48
1.63
1.78
1.93
2.07
2.22
2.37
2.52
2.67
2.81
2.96
300
0.68
0.91
1.13
1.36
1.58
1.81
2.04
2.26
2.49
2.72
2.94
3.17
3.40
3.62
3.85
4.08
4.30
4.53
400
0.94
1.25
1.57
1.88
2.20
2.51
2.82
3.14
3.45
3.76
4.08
4.39
4.71
5.02
5.33
5.65
5.96
6.27
500 600
1.22 1.53
1.63 2.04
2.04 2.55
2.45 3.06
2.86 3.57
3.27 4.09
3.67 4.60
4.08 5.11
4.49 5.62
4.90 6.13
5.31 6.64
5.71 7.15
6.12 7.66
6.53 8.17
6.94 8.68
7.35 9.19
7.76 9.70
8.16 10.21
Wind Value
Clock
700
1.91
2.55
3.18
3.82
4.45
5.09
5.73
6.36
7.00
7.64
8.27
8.91
9.55
10.18
10.82
11.45
12.09
12.73
800
2.23
2.98
3.72
4.47
5.21
5.95
6.70
7.44
8.19
8.93
9.67
10.42
11.16
11.91
12.65
13.40
14.14
14.88
900
2.57
3.43
4.29
5.14
6.00
6.86
7.71
8.57
9.43
10.29
11.14
12.00
12.86
13.71
14.57
15.43
16.29
17.14
1,000
3.00
4.00
5.00
6.00
7.00
8.00
9.00
10.00
11.00
12.00
13.00
14.00
15.00
16.00
17.00
18.00
19.00
20.00
WIND VELOCITY
(MPH)
RE 2,000 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.21
0.28
0.35
0.42
0.49
0.56
0.63
0.70
0.77
0.84
0.91
0.98
1.05
1.12
1.19
1.26
1.33
1.40
200
0.44
0.58
0.73
0.87
1.02
1.16
1.31
1.45
1.60
1.75
1.89
2.04
2.18
2.33
2.47
2.62
2.76
2.91
300
0.67
0.89
1.11
1.33
1.56
1.78
2.00
2.22
2.44
2.67
2.89
3.11
3.33
3.56
3.78
4.00
4.22
4.44
400
0.91
1.21
1.51
1.81
2.11
2.42
2.72
3.02
3.32
3.62
3.92
4.23
4.53
4.83
5.13
5.43
5.74
6.04
500
1.15
1.54
1.92
2.31
2.69
3.08
3.46
3.85
4.23
4.62
5.00
5.38
5.77
6.15
6.54
6.92
7.31
7.69
Wind Value
Clock
600 700
800
900
1.44 1.75 2.13 2.45
1.92 2.33 2.84 3.27
2.40 2.92 3.56 4.09
2.88 3.50 4.27 4.91
3.36 4.08 4.98 5.73
3.84 4.67 5.69 6.55
4.32 5.25 6.40 7.36
4.80 5.83 7.11 8.18
5.28 6.42 7.82 9.00
5.76 7.00 8.53 9.82
6.24 7.58 9.24 10.64
6.72 8.17 9.96 11.45
7.20 8.75 10.67 12.27
7.68 9.33 11.38 13.09
8.16 9.92 12.09 13.91
8.64 10.50 12.80 14.73
9.12 11.08 13.51 15.55
9.60 11.67 14.22 16.36
1,000
2.79
3.72
4.65
5.58
6.51
7.44
8.37
9.30
10.23
11.16
12.09
13.02
13.95
14.88
15.81
16.74
17.67
18.60
WIND VELOCITY
(MPH)
RE 3,000 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.20
0.27
0.33
0.40
0.47
0.53
0.60
0.67
0.73
0.80
0.87
0.93
1.00
1.07
1.13
1.20
1.27
1.33
200
0.41
0.55
0.69
0.83
0.97
1.10
1.24
1.38
1.52
1.66
1.79
1.93
2.07
2.21
2.34
2.48
2.62
2.76
300
0.64
0.86
1.07
1.29
1.50
1.71
1.93
2.14
2.36
2.57
2.79
3.00
3.21
3.43
3.64
3.86
4.07
4.29
400
0.87
1.16
1.45
1.75
2.04
2.33
2.62
2.91
3.20
3.49
3.78
4.07
4.36
4.65
4.95
5.24
5.53
5.82
500
1.13
1.51
1.89
2.26
2.64
3.02
3.40
3.77
4.15
4.53
4.91
5.28
5.66
6.04
6.42
6.79
7.17
7.55
Wind Value
Clock
600 700
800
900
1.38 1.68 2.00 2.35
1.85 2.24 2.67 3.13
2.31 2.80 3.33 3.91
2.77 3.36 4.00 4.70
3.23 3.92 4.67 5.48
3.69 4.48 5.33 6.26
4.15 5.04 6.00 7.04
4.62 5.60 6.67 7.83
5.08 6.16 7.33 8.61
5.54 6.72 8.00 9.39
6.00 7.28 8.67 10.17
6.46 7.84 9.33 10.96
6.92 8.40 10.00 11.74
7.38 8.96 10.67 12.52
7.85 9.52 11.33 13.30
8.31 10.08 12.00 14.09
8.77 10.64 12.67 14.87
9.23 11.20 13.33 15.65
1,000
2.73
3.64
4.55
5.45
6.36
7.27
8.18
9.09
10.00
10.91
11.82
12.73
13.64
14.55
15.45
16.36
17.27
18.18
WIND VELOCITY
(MPH)
RE 4,000 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.19
0.26
0.32
0.39
0.45
0.52
0.58
0.65
0.71
0.77
0.84
0.90
0.97
1.03
1.10
1.16
1.23
1.29
200
0.40
0.53
0.67
0.80
0.93
1.07
1.20
1.33
1.47
1.60
1.73
1.87
2.00
2.13
2.27
2.40
2.53
2.67
300
0.62
0.83
1.03
1.24
1.45
1.66
1.86
2.07
2.28
2.48
2.69
2.90
3.10
3.31
3.52
3.72
3.93
4.14
400
0.86
1.14
1.43
1.71
2.00
2.29
2.57
2.86
3.14
3.43
3.71
4.00
4.29
4.57
4.86
5.14
5.43
5.71
500
1.09
1.45
1.82
2.18
2.55
2.91
3.27
3.64
4.00
4.36
4.73
5.09
5.45
5.82
6.18
6.55
6.91
7.27
Wind Value
Clock
600 700
800
1.33 1.58 1.85
1.78 2.11 2.46
2.22 2.64 3.08
2.67 3.17 3.69
3.11 3.70 4.31
3.56 4.23 4.92
4.00 4.75 5.54
4.44 5.28 6.15
4.89 5.81 6.77
5.33 6.34 7.38
5.78 6.87 8.00
6.22 7.40 8.62
6.67 7.92 9.23
7.11 8.45 9.85
7.56 8.98 10.46
8.00 9.51 11.08
8.44 10.04 11.69
8.89 10.57 12.31
900
2.20
2.94
3.67
4.41
5.14
5.88
6.61
7.35
8.08
8.82
9.55
10.29
11.02
11.76
12.49
13.22
13.96
14.69
1,000
2.50
3.33
4.17
5.00
5.83
6.67
7.50
8.33
9.17
10.00
10.83
11.67
12.50
13.33
14.17
15.00
15.83
16.67
WIND VELOCITY
(MPH)
RE 5,000 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.18
0.25
0.31
0.37
0.43
0.49
0.55
0.62
0.68
0.74
0.80
0.86
0.92
0.98
1.05
1.11
1.17
1.23
200
0.38
0.51
0.63
0.76
0.89
1.02
1.14
1.27
1.40
1.52
1.65
1.78
1.90
2.03
2.16
2.29
2.41
2.54
300
0.59
0.79
0.98
1.18
1.38
1.57
1.77
1.97
2.16
2.36
2.56
2.75
2.95
3.15
3.34
3.54
3.74
3.93
400
0.81
1.08
1.36
1.63
1.90
2.17
2.44
2.71
2.98
3.25
3.53
3.80
4.07
4.34
4.61
4.88
5.15
5.42
500
1.03
1.38
1.72
2.07
2.41
2.76
3.10
3.45
3.79
4.14
4.48
4.83
5.17
5.52
5.86
6.21
6.55
6.90
Wind Value
Clock
600 700
1.31 1.56
1.75 2.07
2.18 2.59
2.62 3.11
3.05 3.63
3.49 4.15
3.93 4.67
4.36 5.19
4.80 5.70
5.24 6.22
5.67 6.74
6.11 7.26
6.55 7.78
6.98 8.30
7.42 8.81
7.85 9.33
8.29 9.85
8.73 10.37
800
1.81
2.42
3.02
3.62
4.23
4.83
5.43
6.04
6.64
7.25
7.85
8.45
9.06
9.66
10.26
10.87
11.47
12.08
900
2.08
2.77
3.46
4.15
4.85
5.54
6.23
6.92
7.62
8.31
9.00
9.69
10.38
11.08
11.77
12.46
13.15
13.85
1,000
2.40
3.20
4.00
4.80
5.60
6.40
7.20
8.00
8.80
9.60
10.40
11.20
12.00
12.80
13.60
14.40
15.20
16.00
WIND VELOCITY
(MPH)
RE 6,000 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.18
0.24
0.29
0.35
0.41
0.47
0.53
0.59
0.65
0.71
0.76
0.82
0.88
0.94
1.00
1.06
1.12
1.18
200
0.36
0.48
0.61
0.73
0.85
0.97
1.09
1.21
1.33
1.45
1.58
1.70
1.82
1.94
2.06
2.18
2.30
2.42
300
0.56
0.75
0.94
1.13
1.31
1.50
1.69
1.88
2.06
2.25
2.44
2.63
2.81
3.00
3.19
3.38
3.56
3.75
400
0.77
1.03
1.29
1.55
1.81
2.06
2.32
2.58
2.84
3.10
3.35
3.61
3.87
4.13
4.39
4.65
4.90
5.16
500
1.00
1.33
1.67
2.00
2.33
2.67
3.00
3.33
3.67
4.00
4.33
4.67
5.00
5.33
5.67
6.00
6.33
6.67
Wind Value
Clock
600 700
800
900 1,000
1.24 1.50 1.75 2.04 2.26
1.66 2.00 2.33 2.72 3.02
2.07 2.50 2.91 3.40 3.77
2.48 3.00 3.49 4.08 4.53
2.90 3.50 4.07 4.75 5.28
3.31 4.00 4.65 5.43 6.04
3.72 4.50 5.24 6.11 6.79
4.14 5.00 5.82 6.79 7.55
4.55 5.50 6.40 7.47 8.30
4.97 6.00 6.98 8.15 9.06
5.38 6.50 7.56 8.83 9.81
5.79 7.00 8.15 9.51 10.57
6.21 7.50 8.73 10.19 11.32
6.62 8.00 9.31 10.87 12.08
7.03 8.50 9.89 11.55 12.83
7.45 9.00 10.47 12.23 13.58
7.86 9.50 11.05 12.91 14.34
8.28 10.00 11.64 13.58 15.09
WIND VELOCITY
(MPH)
RE 7,000 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.17
0.23
0.28
0.34
0.39
0.45
0.51
0.56
0.62
0.68
0.73
0.79
0.85
0.90
0.96
1.01
1.07
1.13
200
0.35
0.47
0.59
0.71
0.82
0.94
1.06
1.18
1.29
1.41
1.53
1.65
1.76
1.88
2.00
2.12
2.24
2.35
300
0.55
0.73
0.91
1.09
1.27
1.45
1.64
1.82
2.00
2.18
2.36
2.55
2.73
2.91
3.09
3.27
3.45
3.75
400
0.75
1.00
1.25
1.50
1.75
2.00
2.25
2.50
2.75
3.00
3.25
3.50
3.75
4.00
4.25
4.50
4.75
5.00
Wind Value
Clock
500
0.95
1.27
1.59
1.90
2.22
2.54
2.86
3.17
3.49
3.81
4.13
4.44
4.76
5.08
5.40
5.71
6.03
6.35
600
1.20
1.60
2.00
2.40
2.80
3.20
3.60
4.00
4.40
4.80
5.20
5.60
6.00
6.40
6.80
7.20
7.60
8.00
700 800
900 1,000
1.42 1.68 1.96 2.18
1.90 2.25 2.62 2.91
2.37 2.81 3.27 3.64
2.85 3.37 3.93 4.36
3.32 3.93 4.58 5.09
3.80 4.49 5.24 5.82
4.27 5.05 5.89 6.55
4.75 5.61 6.55 7.27
5.22 6.18 7.20 8.00
5.69 6.74 7.85 8.73
6.17 7.30 8.51 9.45
6.64 7.86 9.16 10.18
7.12 8.42 9.82 10.91
7.59 8.98 10.47 11.64
8.07 9.54 11.13 12.36
8.54 10.11 11.78 13.09
9.02 10.67 12.44 13.82
9.49 11.23 13.09 14.55
WIND VELOCITY
(MPH)
RE 8,000 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.16
0.22
0.27
0.33
0.38
0.44
0.49
0.55
0.60
0.66
0.71
0.77
0.82
0.88
0.93
0.99
1.04
1.10
200
0.34
0.45
0.56
0.68
0.79
0.90
1.01
1.13
1.24
1.35
1.46
1.58
1.69
1.80
1.92
2.03
2.14
2.25
300
0.52
0.70
0.87
1.04
1.22
1.39
1.57
1.74
1.91
2.09
2.26
2.43
2.61
2.78
2.96
3.13
3.30
3.75
400
0.72
0.96
1.19
1.43
1.67
1.91
2.15
2.39
2.63
2.87
3.10
3.34
3.58
3.82
4.06
4.30
4.54
4.78
Wind Value
Clock
500
0.91
1.21
1.52
1.82
2.12
2.42
2.73
3.03
3.33
3.64
3.94
4.24
4.55
4.85
5.15
5.45
5.76
6.06
600
1.13
1.50
1.88
2.25
2.63
3.00
3.38
3.75
4.13
4.50
4.88
5.25
5.63
6.00
6.38
6.75
7.13
7.50
700 800
900
1.35 1.60 1.86
1.81 2.13 2.48
2.26 2.67 3.10
2.71 3.20 3.72
3.16 3.73 4.34
3.61 4.27 4.97
4.06 4.80 5.59
4.52 5.33 6.21
4.97 5.87 6.83
5.42 6.40 7.45
5.87 6.93 8.07
6.32 7.47 8.69
6.77 8.00 9.31
7.23 8.53 9.93
7.68 9.07 10.55
8.13 9.60 11.17
8.58 10.13 11.79
9.03 10.67 12.41
1,000
2.14
2.86
3.57
4.29
5.00
5.71
6.43
7.14
7.86
8.57
9.29
10.00
10.71
11.43
12.14
12.86
13.57
14.29
WIND VELOCITY
(MPH)
RE 9,000 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.16
0.21
0.26
0.32
0.37
0.42
0.47
0.53
0.58
0.63
0.68
0.74
0.79
0.84
0.89
0.95
1.00
1.05
200
0.32
0.43
0.54
0.65
0.76
0.86
0.97
1.08
1.19
1.30
1.41
1.51
1.62
1.73
1.84
1.95
2.05
2.16
300
0.50
0.67
0.83
1.00
1.17
1.33
1.50
1.67
1.83
2.00
2.17
2.33
2.50
2.67
2.83
3.00
3.17
3.75
400
0.69
0.91
1.14
1.37
1.60
1.83
2.06
2.29
2.51
2.74
2.97
3.20
3.43
3.66
3.89
4.11
4.34
4.57
Wind Value
Clock
500
0.88
1.18
1.47
1.76
2.06
2.35
2.65
2.94
3.24
3.53
3.82
4.12
4.41
4.71
5.00
5.29
5.59
5.88
600
1.09
1.45
1.82
2.18
2.55
2.91
3.27
3.64
4.00
4.36
4.73
5.09
5.45
5.82
6.18
6.55
6.91
7.27
700 800
1.31 1.52
1.75 2.03
2.19 2.54
2.63 3.05
3.06 3.56
3.50 4.06
3.94 4.57
4.38 5.08
4.81 5.59
5.25 6.10
5.69 6.60
6.13 7.11
6.56 7.62
7.00 8.13
7.44 8.63
7.88 9.14
8.31 9.65
8.75 10.16
900
1.80
2.40
3.00
3.60
4.20
4.80
5.40
6.00
6.60
7.20
7.80
8.40
9.00
9.60
10.20
10.80
11.40
12.00
1,000
2.03
2.71
3.39
4.07
4.75
5.42
6.10
6.78
7.46
8.14
8.81
9.49
10.17
10.85
11.53
12.20
12.88
13.56
WIND VELOCITY
(MPH)
RE 10,000 FEET
RANGE
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
100
0.15
0.21
0.26
0.31
0.36
0.41
0.46
0.51
0.56
0.62
0.67
0.72
0.77
0.82
0.87
0.92
0.97
1.03
200
0.32
0.42
0.53
0.63
0.74
0.84
0.95
1.05
1.16
1.26
1.37
1.47
1.58
1.68
1.79
1.89
2.00
2.11
300
0.48
0.64
0.80
0.96
1.12
1.28
1.44
1.60
1.76
1.92
2.08
2.24
2.40
2.56
2.72
2.88
3.04
3.75
400
0.67
0.89
1.11
1.33
1.56
1.78
2.00
2.22
2.44
2.67
2.89
3.11
3.33
3.56
3.78
4.00
4.22
4.44
Wind Value
Clock
500
0.85
1.13
1.41
1.69
1.97
2.25
2.54
2.82
3.10
3.38
3.66
3.94
4.23
4.51
4.79
5.07
5.35
5.63
600
1.04
1.39
1.74
2.09
2.43
2.78
3.13
3.48
3.83
4.17
4.52
4.87
5.22
5.57
5.91
6.26
6.61
6.96
700
1.25
1.67
2.09
2.51
2.93
3.34
3.76
4.18
4.60
5.01
5.43
5.85
6.27
6.69
7.10
7.52
7.94
8.36
YARDS INCHES
0.9
25
1.8
50
3.6
100
5.4
150
7.2
200
9.0
250
10.8
300
12.6
350
14.4
400
16.2
450
18.0
500
19.8
550
21.6
600
23.4
650
25.2
700
27.0
750
28.8
800
30.6
850
32.4
900
34.2
950
36.0
1,000
METERS INCHES
1.0
25
2.0
50
3.9
100
5.9
150
7.9
200
9.8
250
11.8
300
13.8
350
15.7
400
17.7
450
19.7
500
21.7
550
23.6
600
25.6
650
27.6
700
29.5
750
31.5
800
33.5
850
35.4
900
37.4
950
39.4
1,000
RANGING MEASUREMENTS
OBJECT
LENGTH WIDTH
Axe
35
Basketball
9.75
9.75
Beer/Soda Can, 12 oz.
4.75
2.5
Cigarette Pack, Regulars
3.5
2.25
Coffee Mug, Average
3.75
3.25
Cup, Small Styrofoam
3.5
Door Knob, Circular
2.25
2.25
Door, Standard Household
84
Door, Standard Household - Bottom to Doorknob
36
Fence Post, Cyclone
2.75
Fire Hydrant
31
Ford Expedition, 2000
56
Head (Average Human)
9
IPSC Target, Standard
29.5
18
License Plate, Motor Vehicle
6
12
Light Bulb, Standard Household
4.25
2.5
Lock Mechanism, Auto Door
1.25
1.25
M-4, Stock Collapsed
29.8
M-4, Stock Extended
33
MGM Steel Silhouette Target
26
17.75
Milk Jug, 1gal.
9.5
Nalgene Bottle, 32oz.
8.25
3.5
Notebook Paper
11
8.5
Padlock, Body
1.75
Pistol Slide, 1911 Government
8.5
Pistol Slide, 1911 Officers
6.25
Pistol Slide, Berretta
7.5
Pistol Slide, Glock Compact
6.85
Pistol Slide, Glock Full Size
7.32
Pistol Slide, Glock Sub-Compact
6.29
Pistol Slide, HK USP Compact
6.81
Rake, Steel Tooth Garden
65
16
Shovel, Long Handle
37.25
Shovel, Spade Handheld
37.25
Sidewalk, Average
61
Snuff Can
1
2.25
Soda Bottle, 3 Liter
13
5
Stop Sign
30
30
PRECISION MARKSMAN/OBSERVER MANUAL
Appendix B: Ranging Measurements
B-1
Telephone, Public
Telephone, Receiver
Tire Rim, Auto
21.5
8
14.5-16
8.5
14.5-16
TRAINING EXERCISES
To elevate and sustain heart rate through mild exercise, to load rifle and
manipulate bolt while experiencing mild stress, and to practice controlled
breathing to settle heart rate.
Materials:
From the 100-yard line, shooter jogs to the 125-yard line carrying an
empty rifle and returns to the 100-yard line, performs 15 pushups, loads,
and fires 2 rounds at training target from the prone position.
2.
From the 100-yard line, shooter jogs to the 125-yard line with an empty
rifle and returns to the 75-yard line where he loads and fires 2 rounds from
the seated position.
3.
From the 75-yard line, shooter jogs to the 100-yard line with an empty
rifle and returns to the 50-yard line where he loads and fires 2 rounds from
the kneeling position.
4.
From the 50-yard line, shooter jogs to the 75-yard line with an empty rifle
and returns to the 25-yard line where he loads and fires 2 rounds from the
standing position.
5.
At the 25-yard line, the shooter will load the 2 remaining rounds. First
shot will be a snap shot from standing at the ready, and the second shot
will be from standing to kneeling.
Standard:
Rounds fired on the face target must be in the T-zone. Any round out of the Tzone is considered a miss.
Note:
Shooters are limited to 20 seconds once they are in position to complete their 2
shots. The goal is to control respiration/heart rate. Shots are supposed to be taken
quickly.
KIM GAME
Purpose:
Materials:
Standard:
Note:
The exercise can be made more challenging by shortening the amount of time the
PM/Os are allowed to study the objects, or by using distractions during the
observation portion of the exercise.
BALLOON SHOOT
Purpose:
Materials:
8 inch colored helium balloons, moving target system or remote controlled car,
tape or stapler.
Three helium balloons of different colors are attached to the moving target system
or remote controlled car. The PM/Os are set up at a distance between 50 and 100
yards. An out-of-bounds maker or hide is set up at each end of the target path to
limit the amount of time the PM/O has to track and shoot the target. With the
target moving at a reasonable speed, the PM/O is given the color of balloon
(threat) to engage. The PM/O must shoot the balloon without hitting the other
two balloons (hostages).
Standard:
Perform three consecutive threat eliminations with zero misses from 100 yards.
Note:
The exercise can be varied by changing the shooting angle and shooting distance.
Smaller balloons or longer distances can be used to make the exercise even more
challenging.
The amount of difficulty should slowly be advanced to a level where failure is
expected part of the time to emphasize the difficulty of this type of shot. The
PM/O should leave this training exercise with a good understanding of his
capabilities and limitations.
ON-COMMAND MOVER
Purpose:
Materials:
8 inch colored helium balloons or a face targets, moving target system or remote
controlled car, tape or stapler.
A face target or helium balloon is attached to the moving target system, or a
balloon may be attached to a remote controlled car. The PM/O is set up at a
distance between 50 and 100 yards. With the target moving at a reasonable speed,
the PM/O is given the Sierra Unit Up signal. He will respond with Sierra One
Up (or whatever number he is assigned). The controller will then say, I have
control, ready, fire! When the PM/O hears the command to fire he will shoot the
target. The PM/O will not shoot if he does not hear the word fire, or if he is not
ready or able to shoot.
Standard:
Perform three consecutive threat eliminations with zero misses from 50 yards or
farther. Shooting before the command is given or shooting too late after the
command is given is considered failure.
SNAP SHOOTING
Purpose:
To engage a threat that is exposed for only a brief moment. This exercise will test
the PM/Os ability to engage targets of opportunity.
Materials:
Face targets, 100-200 yard range with pivoting or pop-up target system.
The targets, both threats and non-threats, are exposed for 2-4 seconds. The PM/O
must identify the threat and place and incapacitating shot (T-zone) on the threat
target. The targets are exposed at random intervals with no cue to the PM/O as to
when the target will appear.
Standard:
RUN-N-GUN
Purpose:
Materials:
Face targets.
The PM/O must sprint 220 yards (1/8 mile) to the 100-yard firing line while in
full uniform with pack and gear. Upon arriving at the firing line he will ground
his gear, set up his mat and rifle, and perform 10 pushups. After completing the
pushups, the PM/O will set up in the prone position and fire one shot at a face
target.
Standard:
Time limit to complete the exercise is four minutes. All shots should be within
the face T-zone.
Note:
This exercise may be used with other shooting positions, both supported and
unsupported. When using less stable positions a silhouette target should be used,
requiring the PM/O to shoot center mass instead of hear shots.
THE STALK
Purpose:
Materials:
Standard:
To pass the exercise, the PM/O must move into position undetected and fire (or
simulate firing) one round at a head size target.
Note:
Sending a PM/O out alone helps him to focus on individual skills. Sending
PM/Os out in pairs helps them become comfortable with non-verbal
communication and allows them to practice moving in pairs.
HIDE SITES
Purpose:
To practice creating a hide site that will conceal the PM/Os forward operating
position.
Materials:
Standard:
The PM/O or PM/O Team must complete the hide site within the allotted time
limit. The hide must be judged effective in the areas of cover, concealment,
routes of ingress and egress, and sustainability.
SCOPE SHAKEOUT
Purpose:
This exercise allows the PM/O to measure the angular adjustment of the optical
sights for his particular weapon system.
Materials:
2.
Adjust the windage knob to get a four MOA rise in the point of impact.
Shoot a group of 3-5 shots and measure the distance from the center of the
group to the bullseye.
NOTE: If there is any appreciable lateral movement then there is a
problem with the scope, or the scope is a canted or not aligned properly.
3.
Reset the scope to the 100-yard zero and shoot another group to make sure
that the scope returns to the original point of impact.
4.
Divide the measurement in inches between the first shot group and the 4
MOA shot group by four.
5.
Divide the number derived in Step 4 by 1.047. This will give the exact
amount of POI shift for each MOA dialed on the scope. (An exact MOA
is 1.047 inches at 100 yards.)
6.
Repeat Steps 1-5 for the down, left, and right adjustments to the scope.
NOTE: The windage and elevation adjustment gears in the scope may not
move at the same rates.
Example:
A 4 MOA vertical scope adjustment causes a shift in the POI of 4 5/8 inches. 4
5/8 inches (4.625) divided by 4 equals 1.156. 1.156 divided by 1.047 equals
1.104 inches. Therefore, every 1 MOA vertical adjustment shifts the POI by
about 1.1 inches.
Materials:
Note:
A familiar object such as a patrol vehicle, a life-size face target, or any object
with known dimensions should be used so that the PM/O can practice ranging
through his optical sight.
GREEN-LIGHT
Purpose:
To test the PM/Os ability to stay focused on his target for an extended period of
time.
Materials:
Note:
Twenty minutes is about the maximum amount of time the PM/O should be
expected to remain on target without experiencing the negative effects of fatigue.
The time limit for this drill may be extended to emphasize the need to rotate on
and off the gun during extended overwatch.
WIND VELOCITY
ANGLE = MPH
4
WIND CORRECTION
RANGE/100 x VELOCITY = MOA correction
CONSTANT
SLOPE
Range (meters) x Cosine = CHD
SLOPE
COSINE
5 10 15 20 25 30 35 40 45
.99 .98 .96 .94 .91 .87 .82 .77 .70
SLOPE 50 55 60 65 70 75 80 85 90
COSINE .64 .57 .50 .42 .34 .26 .17 .09 .00
Bullet Drop (MOA) x Sine = MOA Down Correction
SLOPE 5 10 15 20 25 30 35 40 45
SINE .01 .02 .04 .06 .09 .13 .18 .23 .30
SLOPE 50 55 60 65 70 75 80 85 90
SINE .36 .43 .50 .58 .66 .74 .83 .91 .00
TARGET LEADS
MPH x 1.4667 = FPS
Time of Flight (seconds) x Target Speed (fps) = Lead (feet)
Time of Flight (seconds) x Target Speed (fps) x 12 = Lead (inches)
Lead in Inches (Range in Yards/100) = Mil Lead
3.6
PRECISION MARKSMAN/OBSERVER MANUAL
Appendix D: Formulas & Conversions
D-2
Friction tape can be added to the gripping portions of a rifle to enhance control of the
weapon when firing.
Adding a kisser button or a strip of hook and loop fasteners to the stock of the rifle
will aid the shooter in obtaining a consistent stock weld.
A quick fix for engaging man-sized targets at multiple ranges is to put the 300-yard
zero on the rifle and use the mil-dots to engage at various ranges. For every hundred
yards, the shooter holds one mil high or low (200 yards = 1 mil low, 100 yards = 2
mil low, 400 yards = 1 mil high, 500 yards = 2 mil high). This technique works well
out to 500 yards.
It is recommended that the shooter bottom out his windage and elevation adjustments
in both directions and record the number of MOA from zero for each direction. The
shooter can use this information to confirm by feel that his rifle is on zero.
REFERENCES
PUBLICATIONS & ARTICLES
Advanced Rifle Training for the Observer/Sniper, by Special Agent Urey W. Patrick
FBI Academy, Firearms Training Unit.
Aimpoint Users Manual for Aimpoint CompM2 & Aimpoint CompML2
Aimpoint, Inc., 2001.
AFR 64-4 Search & Rescue Survival Training
Headquarters, Department of the Air Force, July 15, 1985.
Canting: Some Tips for Tilting the Odds in Your Favor, by John Antanies
The Varmint Hunter Magazine, July 1999 Issue.
EOTech HOLOgraphic Diffraction Sight User Manual
Electro-Optics Technologies, Inc.
FM 20-3 Camouflage
Headquarters, Department of the Army, November 14, 1990.
FM 21-26 Map Reading & Land Navigation
Headquarters, Department of the Army, May 7, 1993.
FM 23-10 Sniper Training
Headquarters, Department of the Army, August 17, 1994.
FM 23-31 40-mm Grenade Launcher, M203
Headquarters, Department of the Army, September 20, 1994.
HSS International Law Enforcement & Military Advanced Sniper School
HSS International , Inc.
Marksman/Observer Training Manual
United States Army Military Police School, Advanced Law Enforcement Training
Division.
Mildot Master
Mildot Enterprises, June 13, 2001.
ATTACHMENTS
Date
Sight Changes
Elevation
Starting
Ending
Temp/Humid
Mirage
Location/Altitude
Range
Light Direction
Shooting Position
Time
Remarks
Windage
Revised: 1/2004
Page Number
Date
Sight Changes
Elevation
Starting
Ending
Temp/Humid
Mirage
Location/Altitude
Range
Light Direction
Shooting Position
Time
Remarks
Windage
Revised: 1/2004
Page Number
Date
Sight Changes
Elevation
Starting
Ending
Temp/Humid
Mirage
Location/Altitude
Range
Light Direction
Shooting Position
Time
Remarks
Windage
Revised: 1/2004
Page Number
Date
Sight Changes
Elevation
Starting
Ending
Temp/Humid
Mirage
Location/Altitude
Range
Light Direction
Shooting Position
Time
Remarks
Windage
Revised: 2/2004
Page Number
7 1/4" TARGET
Date
Sight Changes
Elevation
Starting
Ending
Temp/Humid
Mirage
Location/Altitude
Range
Light Direction
Shooting Position
Time
Remarks
Windage
Revised: 1/2004
Page Number
Date
Sight Changes
Elevation
Starting
Ending
Temp/Humid
Mirage
Location/Altitude
Range
Light Direction
Shooting Position
Time
Remarks
Windage
Revised: 1/2004
Page Number
Date
Sight Changes
Elevation
Starting
Ending
Temp/Humid
Mirage
Location/Altitude
Range
Light Direction
Shooting Position
Time
Remarks
Windage
Revised: 1/2004
Page Number
Date
Sight Changes
Elevation
Starting
Ending
Temp/Humid
Mirage
Location/Altitude
Range
Light Direction
Shooting Position
Time
Remarks
Windage
Revised: 1/2004
Page Number
Date
Sight Changes
Elevation
Starting
Ending
Temp/Humid
Mirage
Location/Altitude
Range
Light Direction
Shooting Position
Time
Remarks
Windage
Revised: 11/2004
Page Number
Name
Date
Rifle Serial #
FACE 1 TARGET
Page Number
Name
Date
Rifle Serial #
FACE 2 TARGET
Page Number
Name
Date
Rifle Serial #
FACE 3 TARGET
Page Number
Name
Date
Rifle Serial #
FACE 4 TARGET
Page Number
T-ZONE
FACE TARGET MEASUREMENT TEMPLATE
SHOT MATRIX
RANGE (YARDS)
50
100
150
200
250
300
350
400
450
500
550
50
55
60
65
T
E
M
P
E
R
A
T
U
R
E
70
75
80
85
90
95
100
105
110
Weapon:
Scope:
Ammunition:
Location:
600
SHOT MATRIX
RANGE (YARDS)
650
700
750
800
850
900
950
1000
1050
1100
1150
50
55
60
65
T
E
M
P
E
R
A
T
U
R
E
70
75
80
85
90
95
100
105
110
Weapon:
Scope:
Ammunition:
Location:
1200
RANGE (YARDS)
50
100
150
200
250
300
350
400
450
500
550
50
55
60
T
E
M
P
E
R
A
T
U
R
E
65
70
75
80
85
90
95
100
105
110
Weapon:
Scope:
Ammunition:
Location:
600
RANGE (YARDS)
650
700
750
800
850
900
950
1000
1050
1100
1150
50
55
60
T
E
M
P
E
R
A
T
U
R
E
65
70
75
80
85
90
95
100
105
110
Weapon:
Scope:
Ammunition:
Location:
1200
COLD-BORE ANALYSIS
ELEV:
WIND:
ELEV:
WIND:
ELEV:
DATE:
DATE:
DATE:
RANGE:
RANGE:
RANGE:
TEMP:
TEMP:
TEMP:
ALTITUDE:
ALTITUDE:
ALTITUDE:
AMMUNITION:
AMMUNITION:
AMMUNITION:
CONDITIONS:
CONDITIONS:
CONDITIONS:
WIND:
COLD-BORE ANALYSIS
ELEV:
WIND:
ELEV:
WIND:
ELEV:
DATE:
DATE:
DATE:
RANGE:
RANGE:
RANGE:
TEMP:
TEMP:
TEMP:
ALTITUDE:
ALTITUDE:
ALTITUDE:
AMMUNITION:
AMMUNITION:
AMMUNITION:
CONDITIONS:
CONDITIONS:
CONDITIONS:
WIND:
COLD-BORE ANALYSIS
ELEV:
WIND:
ELEV:
WIND:
ELEV:
DATE:
DATE:
DATE:
RANGE:
RANGE:
RANGE:
TEMP:
TEMP:
TEMP:
ALTITUDE:
ALTITUDE:
ALTITUDE:
AMMUNITION:
AMMUNITION:
AMMUNITION:
CONDITIONS:
CONDITIONS:
CONDITIONS:
WIND:
COLD-BORE ANALYSIS
ELEV:
WIND:
ELEV:
WIND:
ELEV:
DATE:
DATE:
DATE:
RANGE:
RANGE:
RANGE:
TEMP:
TEMP:
TEMP:
ALTITUDE:
ALTITUDE:
ALTITUDE:
AMMUNITION:
AMMUNITION:
AMMUNITION:
CONDITIONS:
CONDITIONS:
CONDITIONS:
WIND:
COLD-BORE ANALYSIS
ELEV:
WIND:
ELEV:
WIND:
ELEV:
DATE:
DATE:
DATE:
RANGE:
RANGE:
RANGE:
TEMP:
TEMP:
TEMP:
ALTITUDE:
ALTITUDE:
ALTITUDE:
AMMUNITION:
AMMUNITION:
AMMUNITION:
CONDITIONS:
CONDITIONS:
CONDITIONS:
WIND:
COLD-BORE ANALYSIS
ELEV:
WIND:
ELEV:
WIND:
ELEV:
DATE:
DATE:
DATE:
RANGE:
RANGE:
RANGE:
TEMP:
TEMP:
TEMP:
ALTITUDE:
ALTITUDE:
ALTITUDE:
AMMUNITION:
AMMUNITION:
AMMUNITION:
CONDITIONS:
CONDITIONS:
CONDITIONS:
WIND:
COLD-BORE SHOT
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
NOTES
CALL
PAGE
NUMBER
COLD-BORE SHOT
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
9
HOLD
12
9
STEADY
6
GUSTY
MIRAGE
TARGET
PAGE
NUMBER
COMMENTS
NOTES
CALL
CORRECT ELEVATION
CORRECT WINDAGE
COLD-BORE SHOT
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
COMMENTS
MIRAGE
TARGET
NOTES
CALL
PAGE
NUMBER
COLD-BORE SHOT
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
9
HOLD
12
9
STEADY
6
GUSTY
MIRAGE
TARGET
PAGE
NUMBER
COMMENTS
NOTES
CALL
CORRECT ELEVATION
CORRECT WINDAGE
COLD-BORE SHOT
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
NOTES
CALL
PAGE
NUMBER
COLD-BORE SHOT
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
9
HOLD
12
9
STEADY
6
GUSTY
MIRAGE
TARGET
PAGE
NUMBER
COMMENTS
NOTES
CALL
CORRECT ELEVATION
CORRECT WINDAGE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
CORRECT WINDAGE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
CORRECT WINDAGE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
CORRECT WINDAGE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
CORRECT WINDAGE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
12
STEADY
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
CORRECT WINDAGE
IPSC SILHOUETTE
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
IPSC SILHOUETTE
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
CORRECT WINDAGE
TQ-15
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
TQ-15
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
FACE 1
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
FACE 1
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
FACE 2
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
FACE 2
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
FACE 3
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
FACE 3
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
FACE 4
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
FACE 4
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
HEAD TARGET
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
HEAD TARGET
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
LEFT PROFILE
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
LEFT PROFILE
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
RIGHT PROFILE
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
RIGHT PROFILE
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
DATA SHEET
DATE
WEAPON
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
CORRECT ELEVATION
CORRECT WINDAGE
CORRECT ELEVATION
CORRECT WINDAGE
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
DATA SHEET
WEAPON
DATE
RANGE
TEMP
WIND DIRECTION
SCOPE
HOLD
ALTITUDE
AMMUNITION
SPEED
LIGHT
12
12
STEADY
6
GUSTY
MIRAGE
COMMENTS
TARGET
SHOT
PAGE
ELEV
NUMBER
WIND
C
A
L
L
DATE:
TIME:
RIFLE:
AMMUNITION:
TARGET
INCIDENT:
GRID
RANGE
ANGLE
PAGE:
HOLDOFF
of
NOTES
SIGHT CHANGES
DATE:
AMMUNITION:
TARGET
TIME:
INCIDENT:
RIFLE:
GRID
RANGE
ANGLE
PAGE:
HOLDOFF
SIGHT CHANGES
of
NOTES
FIELD SKETCH
Observer Name:
Date/Time:
Sketch Name:
Location:
REMARKS
1/21/2004
N
SKETCH
Page Number
of
OBSERVATION LOG
Observer Name:
Date/Time:
Light Conditions:
Visibility:
ITEM #
11/1/2003
TIME
GRID LOCATION
OBSERVATION / EVENT
N
ACTIONS TAKEN
Page Number
of
RANGE CARD
RANGING METHOD
NAME
RANGE
RANGE
ELEVATION
WINDAGE
ELEVATION
WINDAGE
TEMPERATURE
HIGH
LOW
WIND
VELOCITY
DIRECTION
COMMENTS
ROUND COUNT
DATE
LOT NUMBER
ROUNDS
FIRED
TOTAL
FIRED
DATE
LOT NUMBER
TOTAL
ROUNDS
FIRED
TOTAL
Page Number
TOTAL
FIRED
USBP PM/O
QUALIFICATION COURSE
Ammo: 21 Rounds
COLD-BORE SHOT
RANGE: 100 yards
ROUNDS: 1
TARGET: Face 1
COURSE OF FIRE: The shooter will ground an empty weapon with the bolt
open. Upon command, the shooter will move to a prone
supported position and load and fire one shot through a
cold bore within 1 minute. The shot must strike the T-Zone
outlined on the Face 1.
TIME LIMIT: 1 minute
SHOT GROUP
RANGE: 100 yards
ROUNDS: 4
TARGET: Face 2
COURSE OF FIRE: From a supported prone position, the shooter will fire four
rounds at the Face 2 Target. All four rounds must strike the
2-inch zone outlined on the Face 2.
TIME LIMIT: None
STRESS FIRE
RANGE: 100 yards
ROUNDS: 4
TARGET: Face 3
COURSE OF FIRE: The shooter will ground a weapon with the bolt open and
four rounds in the magazine. At the START command, the
shooter will run/jog 200 yards, and then assume a prone
supported position behind the weapon. Upon command,
the shooter will fire four rounds within 1 minute. All four
shots must strike the defined zone outlined on the Face 3.
TIME LIMIT: 1 minute
POSITION SHOOTING
RANGE: 100 yards
ROUNDS: 4
TARGET: TQ-15
COURSE OF FIRE: The shooter will begin with the weapon loaded, on safe,
and in a low rifle position. Upon command, the shooter
will fire one round from the standing position. After firing
the first round, the shooter will have 1 minute to fire a
second round from the standing position, move to a sitting
or kneeling position, and fire two additional rounds. All
four rounds must strike the Five-Ring of the TQ-15 Target.
TIME LIMIT: 1 minute from first shot
200-YARD FACE SHOT
RANGE: 100 yards
ROUNDS: 2
TARGET: Face 4
COURSE OF FIRE: From a supported prone position, the shooter will fire two
rounds at the Face 4 Target. Both rounds must strike the
defined zone outlined on the Face 4.
TIME LIMIT: None
100-YARD LINE
ROUNDS: 15
MAGAZINE PREP: 1 X 15
MODE OF FIRE: Semi-automatic
COURSE OF FIRE: Shooters choice of standing, kneeling, sitting, or prone.
Five rounds must be fired from three different positions.
Two strings of fire must be performed from behind cover.
One string of fire must be performed from behind cover
using the weak side.
TIME LIMITS: 2 minutes for each five-round string.
NOTE: For a reduced range of 50 yards, the TQ-15R target will be used
to simulate 100 yards.
25-YARD LINE
ROUNDS: 10
MAGAZINE PREP: 1 X 10
MODE OF FIRE: Semi-automatic
COURSE OF FIRE: From the high ready position, shooter will fire 2 rounds
each facing or command for a total of 6 rounds. From the
high ready position, shooter will kneel and fire 2 rounds
each string or facing for a total of 4 rounds. Shooter will
start with the weapon on safe and manipulate the safety
each string.
TIME LIMITS: 4 seconds for standing position and 5 seconds for kneeling
position.
15-YARD LINE
ROUNDS: 10
MAGAZINE PREP: 1 X 6, 1 X 4
MODE OF FIRE: Full-automatic
COURSE OF FIRE: From the high ready position, shooter will fire 2-round
bursts until the weapon is empty, reload and fire 2-round
burst until the weapon is empty for a total of 10 rounds.
TIME LIMIT: 15 seconds to fire both magazines.
7-YARD LINE
ROUNDS: 15
MAGAZINE PREP: 1 X 15
MODE OF FIRE: Full-automatic
COURSE OF FIRE: From the high ready position, shooter will fire 3-round
burst each facing or command for a total of 15 rounds.
TIME LIMIT: 2 seconds for each facing (5 facings or commands).
100-YARD LINE
ROUNDS: 20
MAGAZINE PREP: 1 X 20
COURSE OF FIRE: Shooter will start at the port arms position. When the
target faces or the command is given, the shooter will fire
5 rounds standing, 5 rounds kneeling, 5 rounds sitting, and
5 rounds prone.
TIME LIMIT: No time limit
NOTE: For a reduced range of 50 yards, the TQ-15R target will be used
to simulate 100 yards.
50-YARD LINE
ROUNDS: 10
MAGAZINE PREP: 1 X 10
COURSE OF FIRE: Shooter will start aimed in on his target from the gun-side
barricade position. When the target faces or the command
is given, the shooter will fire 5 rounds from the gun-side
barricade position and then 5 rounds from the non gunside barricade position.
TIME LIMIT: No time limit
NOTE: For a reduced range of 50 yards, the TQ-15R target will be used
to simulate 100 yards.
25-YARD LINE
ROUNDS: 10
MAGAZINE PREP: 1 X 6, 1 X 4
COURSE OF FIRE: From the port arms or hip level position, the shooter will
fire 2 rounds each facing or command for a total of 6
rounds. From the low ready position, shooter will kneel
and fire 2 rounds each string or facing for a total of 4
rounds. Shooter will start with the weapon on safe and
manipulate the safety each string.
TIME LIMIT: Standing 4 seconds each facing, kneeling 5 seconds each
facing
15-YARD LINE
ROUNDS: 10
MAGAZINE PREP: 2 X 5
COURSE OF FIRE: From the port arms or hip level position, the shooter will
fire 5 rounds, kneel and reload, and then fire 5 rounds
from the keeling position.
TIME LIMIT: 20 seconds
7-YARD LINE
ROUNDS: 10
MAGAZINE PREP: 1 X 10
COURSE OF FIRE: From the ready rifle position, the shooter will fire 5 rounds
from his gun-side shoulder. Shooter will transition the
rifle to his non gun-side shoulder. From the ready rifle
position, the shooter will fire 5 rounds from his non gunside shoulder.
TIME LIMIT: 3 seconds gun-side, 4 seconds non gun-side
MAXIMUM SCORE: 300
RATINGS: Master-295, Expert-285, Sharpshooter-255, Marksman-210