2. The trend in the warfare decides
the trends in weapon & armament
developments.
Armament is a mechanism that enables warfighters to inflict damage
to enemy targets to a degree that will inhibit the enemy’s ability to
engage in the further act of warfare.
Weapon is any means by which one contends against
another.
4. WEAPON DEVELOPMENTWEAPON DEVELOPMENT
• Human endeavors.
• Biological inspiration
– Learning from the Animal World
• Sensing, Learning and Reasoning Capabilities: Smart & Intelligent
• Alert even when not Active: Sleep Mode
• Adaptation, Camouflage and Concealment
• Communications
– Cooperative Behaviour
• Common Goal
• Individual / Team Work Behaviour
• Intra Group Communication
• Battlefield environment & Target developments.
• Doctrinal and other influences
– Availability of technology with in the country
– Political and Social Developments
– Global and National Policies and Treaties
– Self Reliance, Globalisation of Technology Sources
– Legality, Ethical consideration, etc
• Technology evolution/ revolution process.
• Amalgamation of Technology with Engineering.
MAJOR FACTORSMAJOR FACTORS
6. WEAPON SYSTEM REQUIREMENT
WEAPON DYNAMICS
• The ability to launch a weapon with sufficient
energy and structural stability for it to reach its
intended target.
WEAPON CONTROL
• The ability to guide a weapon from the launch
point to its intended end point.
TARGET DEFEAT
• The ability of the weapon, when delivered to its
intended end point, to inflict required degree of
damage to its target.
7. WEAPON IN OPERATIONWEAPON IN OPERATION
LAUNCH ATMOSPHERIC FLIGHT
FUNCTIONING
Bursting of Projectile
Projectile
Cartridge
Range
Ballistic Trajectory
Weapon Target
Projectile
Muzzle Blast Projectile Burst
Ammunition Before Firing
8. ELEMENTS OF WEAPON SYSTEM
• Projectile/ Payload/ Warhead/ Kill Mechanism
– Kinetic Energy, Chemical Energy, Electro-magnetic Energy
• Trajectory/ Flight path/ Ballistic/ Dynamics
– Unguided, Guided
• Propulsion
– Impulse Based (Gun), Reaction Based (Rocket)
• Launcher
– Tube, Rail, Pod
• Platform
– Land, Sea, Air, Space, Buried
• Sensor, Control & Guidance
– Fire Control Systems
• Surveillance & Target Acquisition
– Fixed Tgt
• Satellite, Intelligence
– Emitting Tgt
• Early Warning Systems
– Mobile Tgt
• Visual, EO&IR, Radar, MMW, Acoustic, Seismic, Magnetic, Electro
Magnetic, Laser
18. • Weapon and Ammunition are
two complementary and
derivative systems.
• The design and operational
features are derived from the
capabilities and limitations of
both of them.
• An effective weapon system
will have an optimal match of
both the weapon and
ammunition characteristics.
AMMUNITION
WEAPON AND AMMUNITION
WEAPON
ANY WEAPON SYSTEM
DEVELOPMENT PLAN SHOULD
ESSENTIALLY LOOK INTO
ASPECTS OF BOTH WEAPON
AND AMMUNITION ABILITIES.
ANY WEAPON SYSTEM
DEVELOPMENT PLAN SHOULD
ESSENTIALLY LOOK INTO
ASPECTS OF BOTH WEAPON
AND AMMUNITION ABILITIES.
20. Introduction to Ammunition
• Munition is anything that can be used in war
• Any munition of war
– Defensive or Offensive
– Shot or Shell
• Explosive, Smoke, Chemical, Incendiary, Pyrotechnic, Inert
• Training, Practice, Drill
• Ammunition is the generic term for all devices from a
– Pistol bullet to a high velocity KE antitank projectile
– Hand thrown grenade (25m) to a artillery shell (>40km)
– Illuminating rocket to an intercontinental ballistic missile
⇒A device charged with explosives, propellant, pyrotechnic,
initiating composition or nuclear, biological or chemical material
for use in connection with offence or defence, including demolition
⇒It includes ammunitions used for training, ceremonial or
non-operational purposes
21. • Historical Background
– Requirement of ammunition
• Man’s need to kill, either to feed himself or to protect himself
– Ammunition projection
• To overcome the problem of distance between himself and his quarry
• To put distance between himself and his adversary
• Throw of simple missiles: Stones, Spears
– Dependant on strength of each individual man
• Bows and slings: Increased Range and Hitting or Stopping Power
• Development of simple mechanical devices to store energy
– Catapulta, Ballista, Crossbow
– Heavier and larger missiles thrown with Greater force over a Longer range
• Explosive projection: Gunpowder
⇒ Refinement of gunpowder in thirteenth century, revolutionised the concepts
of warfare and changed the strategies and tactics
⇒ Industrial revolution in eighteenth and nineteenth century provided
necessary impetus for the development of explosives
⇒ Manufacture of high explosives: Beginning of conventional modern warfare
Introduction to Ammunition
22. • Purpose of Ammunition
– To provide a required target effect at a selected target
• Interaction with the target
• Purpose of interaction: Offensive, Defensive or Practice
• Categories of Ammunition
– Reach up to target: CE Ammunition
– Reach on target: KE Ammunition
– Burst after target: Bunker bursting, Runway bursting
• Means of delivering ammunition
– Thrown by hand or non explosive mechanical means
– Explosive projection : Gun, Mortar
– Self propulsion : Guided and unguided Rockets,
Torpedoes
– Hand placed : Demolition charge
– Left to be initiated remotely or
by the target itself : Mines, Booby traps
Introduction to Ammunition
23. • Target
– It is an object or part of it whose intended functionality is to be defeated
• Damage
Harm / injury to
– Functionality
– Value
– Comfort
– Safety
– Serviceability
• Defeat of Target
– Energy Input in excess of what can be dissipated by the target
• Magnitude, Rate of Transfer
– Kill mechanisms
• KE, Blast, Fragmentation, P Charge (EFP) , Shaped Charge (Hollow Charge)
• Lasers, Information, Non Lethal
– Sources of Energy
• Kinetic Energy
• Chemical Energy
Introduction to Ammunition
24. What is ammunition?
• Ammunition is that part of munition which
interacts with the target to give the desired
target effect.
– Part of Munition : Functional and operational
characteristics of launcher and ammunition are
interdependent.
– Purpose of Interaction : Offensive, Defensive,
Practice and Drill
– Target : Object whose functionalities are to be
dysfunctioned
– Target Effect: Damage Level on target
26. PEOPLE
MANNED AND UNMANNED VEHICLES
ARMOURED VEHICLES
STRUCTURES
EQUIPMENT
AIRBORNE SYSTEMS
SURFACE AND UNDER WATER SYSTEMS
BURIED SYSTEMS
SPACE BASED SYSTEMS
TARGETTARGET
CATEGORIESCATEGORIES
27. ATTACK MECHANISMATTACK MECHANISM
HOW MUCH?
HOW FAST?
TARGE
TINPUT RESPONSE
SHORT
TERM
DYNAMICS
TARGET
EVOLUTION
DAMAGE IS DUE
TO INTERNALLY
STORED ENERGY
DAMAGE IS DUE
TO INTERNALLY
STORED ENERGY
INPUT
POWER
DISSIPATED
POWER
BY TRANSFER OF ENERGY TO TARGET
TARGET DAMAGETARGET DAMAGE
2727
28. 3D computation of a bullet impacting a ceramic-metal target
The ceramic (AlN) is on the top and the metal (Al) is on the bottom. The projectile
impacts at a 45-degree obliquity. The computation shows the complex fracture
pattern that occurs from impact and penetration.
DAMAGE EVOLUTIONDAMAGE EVOLUTION
32. Well Known Classification of HE Charges
• Blast charge
According to the mode of operation, broadly grouped
in to 3 basic types of high explosive (HE) charges :
• Fragmentation
charge
• Shaped
charge
Energy transmitted
through shock
waves.
Energy transmitted
through fragments
of metal casing.
Energy transmitted
through metal jet.
34. • Kinetic Energy
– Energy derived by virtue of
its motion
– Requirement of secondary
source of energy: Propellant
– Dissipates energy on
impact: Positive interaction
with target
– Does not require a
triggering device to control
the energy release: No fuze
– Always armed: No safety
and arming mechanism
– Direct fire only
• Chemical Energy
– Energy released by virtue of
chemical bonding / reaction
of Explosive substance: Has
considerable potential energy
relative to its mass
– Primary source of energy
– No requirement of positive
interaction with target
– Energy released when
suitably initiated: Fuze -
Trigger mechanism
– Armed after a safe distance
– Can be used in indirect fire
CHOICE OF AMMUNITION
36. A r m o u r P i e r c i n g
A P D S
A P F S D S
A P F S S D S
K i n e t i c E n e r g y
B l a s t
N a t u r a l
N o t c h e d
P r e f o r m e d
D i s c r e t e R o d
C o n t i n u o u s R o d
R o d C l u s t e r
D e f o r m a b le
F r a g m e n t a t i o n
L i n e a r C h a r g e
H e m i C h a r g e
S h a p e d C h a r g e P l a t e C h a r g e
H E S H
C h e m i c a l E n e r g y
K i l l M e c h a n i s m
AMMUNITION AND KILL MECHANISM
39. FILLINGS USED IN AMMUNITION
• High Explosive
• Pyrotechnic
– Smoke
– Signal
– Illuminating
– Flare
– Incendiary
• Propaganda
• Non lethal
• Electronic
• Decoy
• Jammer
• NBC
• Practice or Drill
40. Ammunition Design Considerations
• It should be able to withstand the conditions due
to launch environment
– Strength of Design
– Bore Safety
• It should be able to reach to the target
– Projectile Aerodynamics
– Projectile Dynamics
• Trajectory, Range, Stability etc
• It should be able to damage the target
– End Game Kinematics
– Target Interaction
– Kill Mechanism Formation
43. Forces acting on a projectile while Firing
Spin
Explosive
Pressure
Set back
Band
Pressure
Gas
Pressure
Set up
Any setup after firing is a critical defect
45. Role of Gravity
• Gravity is fully conservative field.
– Work done against gravity can be converted into KE.
– Can be used for energy storage like battery.
• Gravity gives curvature to Trajectory.
– Indirect target engagement at different ranges.
– Trajectory shaping by initial launch conditions.
• Gravity always directed towards the center of earth.
– Can be used as reference for navigation along the trajectory in the
indirect fire.
– Surface to Surface engagement.
• Gravity is deterministic
– Can be precisely calculated at any position.
– Weapon developed at any location can be used from another location
by giving corrections.
• Gravity centric warfare
– Controlling forces imparted to manipulate over gravity.
– Trajectories other than ballistic trajectories to produce surprise.
Projectile Dynamics
51. Proximity
Forward Looking
FUZE
Blast
Fragmentation
KE Rod
Deformable
Aimed
Shaped Charge
Gimbal
P-Charge
WARHEAD
Cross Angle
Velocity
Angle of Attack
Altitude
ENGAGEMENT
FUZE PERFORMANCE
END GAME LOGIC
DAMAGE ASSESSMENT
Subsystem and
System
Probabilities
Geometric Model
of Internal &
External
Components
Test Data &
Hydrocode
Analysis
Projectile Dynamics
Guidance, Autopilot,
Terminal Engagement,
Trajectory Shaping
Vulnerability
Criteria
Penetration
Equation
Blast Model
Direct Hit Model
END GAME
ENCOUNTER MODEL
52. Material
Catalogue
Drawing
Pressure Margin
Inertia, Geometry, Aero
Characteristics
Stability
Stable
Strength
Safe
Inbore Dynamics
Flight Dynamics
Requirement
Atmosphere
Model
Gun
Characteristics
Objectives & Constraints
Trajectory
Range
Prototype & Trials
PROJECTILE
DEVELOPMENT
FLOW CHART
Y
Y
Y
N
N N
53. • Artillery ammunition
• Mortar ammunition
• Small arms ammunition
• Tank / anti tank ammunition
• Grenades
• Mines
• Rockets and Missiles
• Pyrotechnic stores
• Demolition charges
• Bombs: Guided, Unguided
• Torpedoes
• Carrier ammunition
• Cargo ammunition
• Smart and Intelligent munitions
Categories of Ammunition
54. Gun (Artillery) Ammunition
S e r v ic e
T a r g e t / P r a c t ic e
D r ill
B la n k
S e r v ic e U s e
H ig h E x p l o s iv e
A r m o u r P ie r c in g
C h e m ic a l
S m o k e
Illu m in a t in g
C a n is t e r
S p e c ia l
T a c tic a l U s e
F ix e d
S e m if ix e d
S e p a r a te
C a s e d C h a r g e
F a b r ic
M o d u la r
B a g g e d C h a r g e
M e t h o d o f C o n t a in in g P r o p e lla n t
A r t ille r y A m m u n it io n
62. Anti-Tank Ammunition
A P
A P D S
A P F S D S
A P F S S D S
K i n e t i c E n e r g y
H E A T
H E S H
P C h a r g e
C h e m i c a l E n e r g y
A n t i - T a n k A m m u n i t i o n
68. Grenades
• Anti - Personnel Grenade
– Hand Thrown
– Rifle Projected
• Anti Armour Grenade
• Smoke Grenade
– for Screening and Signalling
• Irritant Chemical Grenade
– for Riot Control
• Stun Grenade
– for Counter Terrorist Operations
69. Grenades
N a t u r a l
P r e - F o r m e d
F r a g m e n t a t i o n
O f f e n s i v e
P r a c t i c e
T r a i n i n g / D u m m y
S e r v i c e U s e
D e f e n s i v e
O f e n s i v e
H i g h E x p l o s i v e
C h e m i c a l
S m o k e
I n c e n d i a r y
T a c ti c a l U s e
A u t o m a t i c D e a l y T i m e
C o n t a c t G r e n a d e s
T i m e o f F u n c t i o n i n g
H a n d T h r o w n
P r o j e c t e d
M o d e o f P r o j e c t i o n
G r e n a d e s
72. Mines
• Waits for the Enemy to come
• No mis-distance
• Target activated
• Categories
– Anti personnel
– Anti-tank
• Belly Attack
• Track Cutting
• Off Route
77. – Dual purpose
armour defeating and
anti personnel bomblets
– Each Bomblet contains
• HEAT to attack armour
• Pre-notched inside wall for
controlled fragmentation effects
against personnel
– Carrier projectiles can also be
used to remotely deliver small
mines: Minelets
Dual Purpose Improved Conventional Munition
(DPICM)
78. L o n g e r B a r r e l
H i g h e r C h a m b e r
P r e s s u r e
I m p r o v e d W e a p o n
P e r f o r m a n c e
A e r o d y n a m ic
O p t i m i s a t i o n
B a s e B l e e d
E x t e r n a l B u r n i n g
R e d u c e d D r a g
S p i n S t a b i l i s e d
F i n S t a b il i s e d
S u b C a l i b r e
D i s c a r d in g S a b o t
I m p r o v e d B a l l i s t ic
C o e f f i c i e n t
R o c k e t A s s i s t e d
P r o j e c t i le
R a m j e t B o o s t e d
P r o j e c t i l e s
P o s t F i r i n g
B o o s t
E x t e n d e d R a n g e b y
Extended Range Projectiles
79. EXTENDED RANGE FULL BORE (ERFB)
PRINCIPLE
• To minimise nose drag in supersonic velocity zone by
streamlining the frontal nose portion of the projectile.
TECHNOLOGIES INVOLVED
• Design of long ogive streamlined shell body.
• Selection of high strength material.
• Machining of long ogive body with nubs.
• Selection of high energy explosive to achieve optimum
terminal effects.
80. EXTENDED RANGE FULL BORE WITH BASE BLEED
PRINCIPLE
• To reduce the base drag by increasing base pressure
with ejection of heavy gases in wake region of the
shell.
TECHNOLOGIES INVOLVED
• Development of Base Bleed propellant.
• Development of suitable hardware to withstand high
firing stresses.
• Integrating of BB unit with ERFB shell body.
82. VELOCITY-ENHANCED LONG RANGE PROJECTILE
PRINCIPLE
• Enhancing range of ERFB/ BB shell with Rocket
assistance.
TECHNOLOGY INVOLVED
• Development of rocket unit.
• Integration of rocket with ERFB/ BB shell.
83. • Cased Charge
– Propellant housed in a case
– Obturation by cartridge case
– Primer for initiation
• Integral to case
– Cartridge acts as barrier for heat
– High rate of fire
– Auto loading
• Fixed case
– Bulky for heavy calibres
• Limited employability
– High Cost
• Metallic cases
• Bagged Charge
– Propellant housed in bags
– Obturation by breech mechanism
– Tube for initiation
• Just tube can be replaced in the
case of misfire
– No barrier for heat
• Thermal erosion of chamber
• Risk of premature ignition
• Coating inside the chamber
– Debatable rate of fire
– Not suitable for auto loading
– Heavy calibre application
– Economical in transport and
storage
– Cheap and easier to manufacture
Charge Systems
84. • Charge Weight (Various Charges in Service)
– Normal Service Charge
– Full Service Adjusted Charge
– Super Charge
– Reduced Charge
– Super Velocity Charge
– Composite Charge
– Fractional Charge
– Blank Charge
– Paper Shot Charge
– Proof Charge
– Clearing Charge
– Intermediate Charge Increments
– Equivalent Full Charge (EFC)
Charge Systems
85. • Charge Weight (Various Charges in Service)
– Normal Service Charge
• Based on ballistic calculations
• Given in range tables
• Velocity of Adjustment (V of A)
– Actual trials and measurement of velocity
– Charge weight slightly adjusted to get intended velocity
– Full Service Adjusted Charge
• Variation in characteristics of propellant in each lot
• Each lot tested for intended velocity
– Charge weight slightly adjusted to get intended velocity
• Charge weight varies from lot to lot for the given velocity
– Super Charge
• Charge is more than full charge
• Service pressure < Super charge pressure < Design pressure
Charge Systems
86. – Reduced Charge
• Lesser charge weight
– Lower gun wear
• Practice purposes
– Super Velocity Charge
• Normal charge as used for HE round
• Higher velocity obtained with APDS, APFSDS rounds
– Composite Charge
• Combination of various charges
• To keep ABC with in designed limits
– Fractional Charge
• Applicable for BL charge system
• Divided charges, less than normal charge
• Ease of handling
– Blank Charge
• No projectile
• Normally filled with gunpowder only to simulate noise
Charge Systems
87. – Paper Shot Charge
• To test recoil system
– Proof Charge
• P1 is 115% of design pressure
– For testing of ammunition components
• P2 is 120% of design pressure
– For testing of gun components: Barrel, mountings
– Fired only once during the life of the gun
– Clearing Charge
• 2/3 of the normal service charge
• for clearing the jammed projectile
– Intermediate Charge Increments
• To obtain intermediate ranges by varying muzzle velocity
• Full charge mass is divided in steps
– Full range is divided equally
– 10% range overlapping
» To cater for variations in ammunition and avoid dead zone (Grey area)
– Different charge types (tubular, hepta tubular etc) and charge weights are
Charge Systems
88. – Equivalent Full Charge (EFC)
• Standard charge for a gun in terms of which the Probable Life of the
gun is assessed
• It is a charge which will fire standard service projectile with full charge
muzzle velocity
• Life of gun is specified in terms of number of EFCs
– EFC life of a barrel is the number of full charges which
bring the gun to prescribed condemning limit of wear
» Life of barrel is specified in four quarters of wear
– Determined practically by many firings from many guns
– EFC value depends not only on quantity of charge fired,
but also type of propellant used e.g. Hotter or Cooler
burning propellants
– Firing details are recorded by crew and sentencing of life is
done based on actual dimensions
⇒Used for planning timely replacement of barrels, war reserves and
production targets
⇒Applying correction to ranges based on data compiled in range tables
depending on extent of wear
Charge Systems
89. Cartridge Case
• Functions
– Hold and protect the
charge
– Efficient obturation
– Easy loading and
Extraction
– Housing of primer
• Properties
– Strong
– Ductile
– Compatibility
• Material
Manufacture
Ingots
Strips (Rolling)
Circular Disks (Punching)
Cold Drawing
A number of drawing
operations interspersed
by annealing and cleaning
Heading
Tapering of case
Necking
Reducing thickness of mouth
Grooving / rimming the base
Boring, threading for primer
Finished case
1/3
91. Cartridge Case
• Functioning of Cartridge Case
– Operating chamber pressure > 340 MPa
– Both cartridge case and chamber wall expand radially outwards under the
action of gas pressure
– Yield strength of barrel material >> Yield strength of cartridge case
– The cartridge case of thin section will follow the expansion of the steel
chamber, which will restrict its dilation
– Chamber, after expanding, will revert to its previous dimensions, not having
exceeded its elastic limit but,
– Cartridge case may or may not return to its original dimensions
– Initial clearance between the chamber wall and cartridge case
• To allow the case to enter the chamber
– Permanent setup of cartridge case > initial clearance
• Interference: Extraction is difficult or sometimes impossible
– Easy extraction is a function of
• Yield strength of chamber and cartridge case materials
• Operating pressure
• Chamber wall thickness
• Chamber wall temperature
• Initial clearance between chamber wall and cartridge case
3/3
92. High Explosive Projectile
• Design Requirements
– Tactical performance
• Target effect
– Ballistic performance
• Stability, Shape, Carrying power, Range, Accuracy
– Safety
• Strength: Firing Stresses
• Loading: No premature detonation of shell
• Handling and transportation
– Economy in manufacture
• Mass production
1/6
95. High Explosive Projectile
• Driving Band
– Primary Functions
• Forward obturation
• Spin to projectile
– Secondary Functions
• Centering of projectile
• Rear bearing
• Preventing slip back of projectile at high elevations
• Allows gas pressure to buildup
– High grade Copper or Gilding metal
4/6
98. Carrier Projectiles
– Relies on its payload to give the desired effect at the target
• Smoke, Illuminating, Propaganda, Radar Echo, Incendiary
• Anti-Personnel
– Steel fragments: Sphere, Cylinder, Cube, Wedge etc
– Flechette projectiles
– Projectile body merely used a carrier
1/5
104. ICMs, ERPs, TGMs and
TGSMs
– Development of conventional gun fired ammunition for the future
• More effective in terms of lethality, increased range and accuracy
– Ability to hit the enemy in the greatest possible depth
– Tactical flexibility
• More targets within the range
• Ability to concentrate or disperse the fire power
– Indirect fire artillery to engage armoured targets more effectively
⇒ Improved Conventional Munitions (ICMs)
⇒ Extended Range Projectiles (ERPs)
⇒ Terminally Guided Munitions (TGMs)
⇒ Terminally Guided Sub-Munitions (TGSMs)
105. Improved Conventional
Munitions
– Designed to give improved performance
• Compared with standard HE Shell against hard and semi hard
targets
– Tanks, Armoured Personnel Carriers
– Precision and high degree of lethality
• Improved performance
by placing a number of
– Lethal sub munitions in a carrier type
projectile
• Bomblets
• Minelets
– Pre-fragments around an HE filling
1/3
106. Improved Conventional
Munitions
American M483 Bomblet round
88 Dual purpose armour defeating and anti personnel
grenades or bomblets
Each Bomblet contains
HEAT to attack armour
Pre-notched inside wall for controlled
fragmentation effects against
personnel
Carrier projectiles can also be used to remotely
deliver small mines: Minelets
Carrier Shell
2/3
110. L o n g e r B a r r e l
H i g h e r C h a m b e r
P r e s s u r e
I m p r o v e d W e a p o n
P e r f o r m a n c e
A e r o d y n a m ic
O p t i m i s a t i o n
B a s e B l e e d
E x t e r n a l B u r n i n g
R e d u c e d D r a g
S p i n S t a b i l i s e d
F i n S t a b il i s e d
S u b C a l i b r e
D i s c a r d in g S a b o t
I m p r o v e d B a l l i s t ic
C o e f f i c i e n t
R o c k e t A s s i s t e d
P r o j e c t i le
R a m j e t B o o s t e d
P r o j e c t i l e s
P o s t F i r i n g
B o o s t
E x t e n d e d R a n g e b y
Extended Range Projectiles
1/2
114. Terminally Guided Munitions
– TGMs are also known as Precision Guided Munitions (PGMs) or
Cannon Launched Guided Projectile (CLGP)
– American 155mm Copperhead Projectile
• Laser Designator and Seeker
– To indicate and fix the target for the projectile to home on
• Shaped charge warhead capable of destroying MBT
• 16km range
– TGM Projectile incorporates
• Warhead (usually HEAT), Guidance and Control systems, Gyro, Power
Supplies, etc
– TGMs are
• Complex and expensive systems
• Depend on additional and expensive target illuminating systems
– Requires a dedicated communications link with guns
– Performance of first generation TGMs are degraded by
• Bad weather, enemy weapons fire, smoke and dust
• Easy to counter by jamming and electro-optical measures aimed
specifically at defeating the guidance link
1/3
117. Terminally Guided Sub-
Munitions• Concept
– A time fuzed shell ejects three or four sub-munitions over the target
area
– each sub-munition is programmed to search a large area of ground
for an armoured target
– Once aligned with the target it fires an EFP(Explosively Formed
projectile) which is capable of penetrating a relatively thin top
armour
⇒ likely to replace CLGP
⇒ Simpler and cheaper
⇒ Possibility of rapidly destroying large numbers of armoured
vehicles as effectively as tactical nuclear weapons, but without side
effects
– US SADARM (Sense and Destroy Armour) Programme
– Swedish BONUS (Bofors Nutating Shell) Concept
1/3
118. Terminally Guided Sub-
Munitions
– Both SADARM and BONUS
• use Infra Red beams to search the ground
• Rapid nutating motion (Oscillation about an axis of spin) helps to
search large areas while descend
– SADARM: Oscillation beneath a parachute
– BONUS: Oscillates because of its eccentric shape after
IR sensor and ballistic discs are deployed
• When the IR Beam detects an armoured target, the warhead fires
an EFP with a velocity of approximately 2200m/s
• Very negligible delay in firing warhead
– A good chance of a hit against armoured target
BONUS
2/3
120. PRECISION ENGAGEMENTPRECISION ENGAGEMENT
Ability to locate, discern, and track objectives
or targets; select, organise, and use correct
systems to engage or attack; generate
desired effects; assess results; and re-engage
with decisive speed and overwhelming effect,
as required throughout the military operation.
Ability to locate, discern, and track objectives
or targets; select, organise, and use correct
systems to engage or attack; generate
desired effects; assess results; and re-engage
with decisive speed and overwhelming effect,
as required throughout the military operation.
121. HUMAN FACTOR, AUTOMATION AND MUNITIONHUMAN FACTOR, AUTOMATION AND MUNITIONHUMANCONTROL
AUTOMATION
Dumb
Munitions
Guided
Munitions
Smart
Munitions
Adaptive
Munitions
HIGH VALUE
SUBJECTIVE
HIGH COLLATERAL
DAMAGE
HIGH THREAT
OBJECTIVE
LOW COLLATERAL
DAMAGE
Area
Engagement
Precision
Engagement
126. The forward observer illuminates the
target using a laser designator for the last
12 seconds of the projectile flight. Here we
see the complete system layout and firing
sequence of ammunition.
Ammunition along
with its cartridge
in an unfired
status.
The laser
locator/designator used
for terminal guidance of
ammunition.Transparent head to facilitate signal pickup.
Krasnopol-M 155mm
Laser Guided Ammunition
129. SUMMARY
• WEAPON AND AMMUNITION ARE WAR WINNING ASSETS.
• DEVELOPMENT IN AMMUNITION IS MORE FREQUENT THAN
WEAPON.
• TARGETS AND OPERATIONAL REQUIREMENTS ARE GUIDING
FACTOR FOR DEVELOPMENT.
• TECHNOLOGICAL INNOVATION AND APPLICATION WILL
REDUCE THE CONCEPT TO DEPLOYMENT TIME.
• A LARGE NUMBER OF STATE OF THE ART SYSTEMS FOR
WEAPON AND AMMUNITION ARE AVAILABLE GLOBALLY.
• INDIGENOUS DEVELOPMENT IS BASED ON NATIONAL
INTEREST, TECHNICAL COMPETENCE AND RESOURCE
AVAILABILITY.
131. SIX GENERATIONS OF WARFARESIX GENERATIONS OF WARFARE
• First Generation wars ( upto 1250AD)
– Dependant upon the forces of warring nations.
– Fought on muscular strength without firearms.
– Used the most primitive technological production.
• Second Generation wars (1250 - 1850AD)
– Expansion of technological production
– Appearance of gunpowder, propellants and explosives.
– Appearance of small arms and tube artillery.
• Third Generation wars (1850 - 1900AD)
– Introduction of automatic weapons.
– Weapon developments in terms of range, accuracy and
firepower.
132. • Fourth Generation wars (1900 - 1945AD)
– Mechanization and battlefield specific technology
developments.
– Use of high power destructive mechanisms.
– Use of weapon platform concepts (Tanks, Aircraft, Rocket
Launchers, etc.)
– Mobility, protection and telecommunication was of prime
importance.
• Fifth Generation wars (1945 - 1990AD)
– Dominated by nuclear threats. Development of inhuman and
horrible weapons (viz. Thermobaric weapons).
– High emphasis on C4I2SR structures and space technology.
– Limits of warfare extended from military to casualties of
population, economics, environment and politics.
SIX GENERATIONS OF WARFARESIX GENERATIONS OF WARFARE
133. • Sixth Generation wars (1990AD onwards)
– Technology driven digitized battlefield.
– Precise attack and Minimum collateral damages due to
developed sensors, guidance, control and
communication technology.
– Use of remotely controlled weapons and platforms.
– Weaponization of information.
– Use of Commercial-off-the-shelf (COTS) technology.
– Transformation of military from a legacy force to
objective force.
SIX GENERATIONS OF WARFARESIX GENERATIONS OF WARFARE
134. Weapon will act as surgical instrument in battlefield.
Multi-functional, Multi-role, Multi-mission, highly
Objective systems.
Multi purpose, versatile, flexible, ultra light weights.
Enhanced lethality and higher on-target efficiency
range, accuracy and reliability.
All weather, all terrain fighting capabilities.
Self-adaptive to all environmental conditions.
Minimum signature and maximum detection
avoidance.
Intelligent and autonomous in search, detection,
identification, attack and decision capabilities.
CHARACTERISTICS OF FUTURISTIC WEAPONCHARACTERISTICS OF FUTURISTIC WEAPON
135. Multi dimensional countermeasures and enhanced
survivability.
Active defence capabilities.
Weapon will act as reflex system.
Minimum man interference.
Standardised and modularised components and
assemblies with maximum inter-changeability and
minimum inventory burdens.
Highly cost effective.
Maintenance free and High shelf life.
Weapons will create surprises and illusions.
CHARACTERISTICS OF FUTURISTIC WEAPONCHARACTERISTICS OF FUTURISTIC WEAPON
136. THE CONCEPTTHE CONCEPT
TARGET
DAMAG
E
SAFETY
SERVICEABILITY
COMFORT
VALUE
REDUCTION INREDUCTION IN
CONVENTIONALLY UNDERSTOOD AS MATERIAL DAMAGE
IS EXTENDED FURTHER TO NON MATERIAL DAMAGE OR
MINIMUM MATERIAL DAMAGE.
DAMAGE MEANS REDUCTION IN THE
ABILITY OF THE TARGET TO PERFORM ITS
INTENDED FUNCTION OR OPERATION.
TARGET DAMAGETARGET DAMAGE
136136
138. X-ray photo sequence of an
aluminum plate being pierced by a
copper long rod penetrator,
impacting at a speed of 1200m/sec.
The hydrodynamic nature of the
penetration process is clearly
evident : the armour plate is not
broken, cracked or shattered but
rather it flows like a fluid together
with the penetrator.
HYDRODYNAMIC PENETRATION
DAMAGE EVOLUTIONDAMAGE EVOLUTION
139. KILL MECHANISMSKILL MECHANISMS
Chemical
Energy of
Explosive
Warhead
Mechanism
Kinetic Energy of
the Penetrator
Target
Energy Losses to
the Environment
Debris Energy
Residual Penetrator Energy
Thermal Energy
Pk
ENERGY TRANSFER PROCESS DURING FUNCTIONING OF HE WARHEAD
EVENTSEVENTS
DETONATION
METAL ACCELERATION
DEFEAT MECHANISM FORMATION
FLIGHT TO THE TARGET
TERMINAL BALLISTICS
EFFECTSEFFECTS
CHEMICAL
THERMAL
MECHANICAL
140. Damage is time dependent,
i.e. the target interaction
should continue for a finite
duration of time.
Damage may be concerned
with the total system or part
of it, i.e. target oriented.
Damage may result in a
repairable fault or irreparable
fault in the target, i.e. lethality.
CHARACTERISTICS OF DAMAGE
TARGET DAMAGETARGET DAMAGE
FACTORS AFFECTINGFACTORS AFFECTING
TARGET DAMAGETARGET DAMAGE
• Dissipated power
• Design Quality
• Manufacturing
Quality
• Load Intensity
• Renewal Quality
• Location
141. RECOVERY POOOF OF AMMUNITIONRECOVERY POOOF OF AMMUNITION
DEFECT CLASSIFICATION
CRITICAL DEFECTS
• SETUP OF BODY.
• SET DOWN OF BODY EXCEEDING 0.8mm.
• BREAKUP OF SHELL IN THE BARREL OR ON IMPACT
AFTER LANDING.
MAJOR DEFECTS
• CIRCUMFERENTIAL MOVEMENT OF THE DRIVING BAND
WITH RESPECT TO BODY.
• STRIPPING/ BREAKING/ LIFTING OF DB.
• SMOOTHENING OF DB.
• DIVERGENCE OF DB.
• HEAVY LAND ENGRAVING ON BODY.
• OPENING, CRACKING/ SEPARATION OF PIPING DISC.
MINOR DEFECTS
• FANNING OF DB.
• PARTIAL DOUBLE ENGRAVING OF DB.
• SLIGHT LAND STENCILING ON BODY.