0351 Tools
I wrote the following demolitions and breaching calculators in August of 2017, using Bootstrap and jQuery. The text is identical to the original implementation, but the code has been refactored to avoid libraries. The following material is presented as-is, with no warranty whatsoever, express or implied. Use at your own risk.
Contents
This site's aim is to enhance Infantry Assault Marines' execution of their demolitions and breaching role.
Its focus is the demolitions and breaching math used by Assault Marines.
This site provides:
- Review of the basic theory behind the employment of time fuse and explosive breaching, including tactical considerations and their links to the 0351's math.
- Step-by-step review of the calculations required to use time fuse and explosive breaching.
- Verification tools to confirm that calculations have been performed correctly, including:
- Burn Rate Calculator – calculates the burn rate of M700 time fuse.
- Fuse Length Calculator – calculates the length of time fuse needed to achieve a desired burn time.
- Grains to Pounds Converter – converts grains into pounds.
- Net Explosive Weight Calculator – determines the Net Explosive Weight (NEW) of a charge.
- Standoff Distance Calculator – determines standoff distances for a given NEW.
- Table of Common Charges – provides quick confirmation of NEW and standoff distances for common charges.
How to Use This Page
There are two main sections: Time Fuse and Explosive Breaching.
Each section has a subsection on Theory. These sections are recommended for Marines that want a refresher on the basics of 0351 math and the relevant tactical considerations. They are also recommended for Marines who remember how to do the calculations but not why they are done.
Subsections that focus on how calculations are done begin with the word Determining. These sections provide step-by-step walkthroughs of the calculations and examples.
Marines that are confident in their math, but want to triple check their work or just want to run numbers quickly, should proceed to the Converters, Calculators, and Table of Common Charges.
Warnings
- ASK FOR HELP if you have any doubts about what you're doing. These tools do not excuse you from understanding your responsibilities, maintaining your proficiency, and executing with precision.
- DO YOUR OWN MATH and do not blindly trust the calculations provided by this website. This site is on the world wide web. Someone with enough talent can take this site down, or worse, change the code so that the results it provides are incorrect. Use this website to verify your results – to triple check math that has already been done by at least two Marines.
- KNOW AND EMPLOY ALL SAFETY PROCEDURES AND UNIT SOPs. This includes all procedures for storage, construction, initiation, employment, and disposal.
- EXERCISE EXTREME CARE if you're converting to metric. This site uses US customary units: pounds, grains, and feet rather than kilograms, grams, and meters.
Time Fuse
Theory
Time fuse is used for non-electric initiation of a charge. It transmits a delay spit of flame from an fuse igniter to an non-electric blasting cap, causing the detonation of that blasting cap and any charge it is primed into.
The key property of time fuse is its ability to be used as a countdown timer. Time fuse provides an alternative method of detonation from electrical initiation, which, generally speaking, is command-based. Each initiation system has advantages and disadvantages.1
The primary advantage of electrical initiation is that a Marine can control both if and when to detonate the charge. There are many instances where these advantages are critical to mission accomplishment. On the other and, electrical initiation generally requires that a Marine be at the end of a spool of wire to trigger the firing circuit. If the Marine in control of the firing device is incapacitated, comes under fire, or loses control of the firing device, the charge will not go off. Worse, if an enemy captures control of the firing device, they can deploy the charge to their advantage. Thus, in some situations, command-based detonation can become a liability, rather than an advantage.
Another limitation of electrical initiation is the length of the wire spool(s). For some charges, it can be impractical or unsafe to detonate a charge within the distance imposed by the available wire.
Time fuse does not suffer from these limitations. Direct command is traded for the high-probability that, if everything is arranged properly, a charge will detonate within a certain amount of time. Once a time fuse is lit, the only practical way to stop detonation is to cut or extinguish the time fuse. Furthermore, the only limit on distance becomes how far away the Marines can move in the time provided by the time fuse.
In order to employ time fuse effectively, Assault Marines need to be able to determine:
- The accuracy and burn rate of the time fuse, and
- the amount of time fuse needed to achieve their target burn time.
Time fuse should burn at a rate of 40 seconds per foot, plus or minus 5 seconds. Time fuse outside this range may fail to work properly or be an inaccurate time keeper, and should not be used. In order to determine whether a time fuse is reliable, we test its burn rate. The burn rate, in turn, allows Marines to determine how much time fuse is needed to achieve their target burn time.
Determining the Burn Rate
To determine the burn rate of a time fuse:
- Cut off a six inch piece off the end of the roll, and discard it. This helps to ensure that any moisture which may have penetrated the time fuse does not affect its burn rate.
- Cut off six feet of time fuse.
- Ignite the fuse and measure the amount of time it takes to burn. Before igniting, ensure that the time fuse is not bent over itself.
- Calculate the burn rate per foot. It's a simple calculation: convert the total burn time into seconds, then divide the result by six.\ The formula is: BURN RATE = BURN TIME IN SECONDS ÷ 6.
- The result should be between 35 and 45 seconds. If the result is not within this range, you should, ideally, discard the time fuse, and use a new roll. Time fuse outside of this range will probably burn at an unreliable rate.
Example
You test a six foot length of time fuse, and it burns for 4 minutes and 24 seconds.
- First, convert the minutes into seconds. 4 minutes × 60 seconds/minute = 240 seconds. Then, add the remaining seconds to the result. 240 + 24 = 264 seconds.
- Next, divide your burn time in seconds by the length of time fuse. 264 seconds ÷ 6 feet = 44 seconds per foot.
- 44 seconds per foot is the burn rate. This is within the acceptable range for time fuse. You can use this fuse.
Tips
- If your test burn time is less than 3 minutes and 30 seconds (210 seconds), or more than 4 minutes and 30 seconds (270 seconds), your time fuse is not good. There's no need to calculate the burn rate unless you have to use that time fuse.
- Conversely, if your test burn is between 3 minutes 30 seconds and 4 minutes 30 seconds, that time fuse is good. You should proceed to calculate its burn rate.
Burn Rate Calculator
Enter the burn time for six feet of time fuse:
Determining the Required Fuse Length
Once you have determined the burn rate for your time fuse, you'll need to calculate the length of time fuse needed to achieve your desired burn time.
Remember, the burn rate tells you how long it takes for one foot of your time fuse to burn. Thus, to determine the amount of time fuse you will need, you need to:
- Take your target time and convert it into seconds.
- Divide the target time by your burn rate.
The result is how many feet of time fuse you need to achieve your target time.
It's very likely that your result will include a decimal. To cut your time fuse accurately, you'll need to convert any decimal feet into inches and sixteenths of an inch.
To make that conversion:
- Make note of the number of feet from your initial calculation of the fuse length.
- Take the decimal of that result and multiply it by 12. The number to the left of the decimal is the amount of inches you need to achieve your target time.
- Take the decimal of that result, and multiply it by sixteen. The number to the left of the decimal is how many sixteenths of an inch you'll need. If the number is a decimal, round it up or down, then mark it down.
You now have the number of feet, inches, and sixteenths of an inch of time fuse needed to achieve your target burn time. Use those figures to cut the appropriate amount of time fuse.
Example
Your target burn time is 10 minutes, and your burn rate is 37 s/ft.
- Convert 10 minutes into seconds. 10 min × 60 sec/min = 600 seconds.
- Divide the target time by the burn rate. 600 s / 37 s/f = 16.216 feet. Make note of the number of feet, 16.
- To determine the number of inches, multiply the decimal by 12. With a calculator, you can do this easily by subtracting the number of feet from your result. In this case, 16.216 - 16 = 0.216. You can then multiply that number by 12 to get 2.594. If you're without a calculator, you can round to 0.22, and then multiply by 12. The result in that case is 2.64. In either case, make note of the number of inches, 2.
- Next, determine sixteenths of an inch. With a calculator, you would run 2.594 - 2 = 0.594. Multiplying that result by 16 will yield 9.513. Round this up to 10, to get a result of 10/16 of an inch, and make note of this number. If you're without a calculator, multiply 0.64 × 16, which yields a result of 10.24. This is rounded down to 10.
- The final result is 16 feet, 2 inches, and 10/16 of an inch. For a time fuse that burns at a rate of 37 seconds per foot, this length of time fuse will burn in approximately 10 minutes.
Fuse Length Calculator
Enter the target burn time and burn rate:
Decimal to Fractional Feet Converter
Enter decimal feet to convert to fractional feet:
Explosive Breaching
Theory
Breaching provides an assault force with rapid, dynamic access to a hostile stronghold. Access is the key capability provided by breaching; in most instances, an assault is not possible without a breach of some kind. A failed breach will result in a failed assault. Successful breaches also enhance assaults, by augmenting their speed, surprise, and violence of action.
Situation dictates the scale of a breach. There may be instances where a mechanical breach (less violent, safer for occupants) of the front door (minimal surprise) will be sufficient and appropriate. On the other end of the spectrum is the concrete charge, which creates an entry where one is least expected, with lethal consequences for the occupants. An Assault Marine should be proficient with the full breadth of available approaches.
Explosive breaching provides incomparably rapid, adaptable, and dynamic access. This does not mean it is suited for every situation. Its disadvantages include the additional requirements for equipment and preparation, complexity of setup, and increased danger for occupants and breachers. The violence of the breach, which is likely to incapacitate or at least disorient the occupants, is offset by the need to protect the assault team from the explosives. The breacher must evaluate the trade-offs for each breach.
This last point underscores the importance of breaching math. A breacher should use sufficient explosive to ensure access and create conditions favorable to the assault. At the same time, the breacher must also protect the assault team (and any potential bystanders) from the explosives. The assault team should be kept as close as possible to the breach, so as to rapidly exploit it, but far enough away to not be harmed by it. We use the calculation of Net Explosive Weight and Standoff Distances to make this determination.
Net Explosive Weight
The Net Explosive Weight (NEW) of a charge expresses how much energy the charge will release when detonated. This measurement allows Assault Marines to calculate how close an assault force can be to the charge without impeding their ability to carry out the assault – the standoff distance. It can also be used to compare the relative strength of charges. Charges with a higher NEW are more powerful, and require more standoff, than charges with a lower NEW.
The measurement of energy used for NEW is pounds of TNT equivalent. TNT equivalence is commonly used in the context of nuclear weapons, which are often referred to in terms of kilotons and megatons. Those tons are (metric) tons of TNT equivalent. Little Boy, the atomic bomb dropped on Hiroshima, released energy equivalent to 15,000 tons of TNT – 63,000,000,000,000 joules. One pound of TNT, which contains more energy than many breaching charges, is roughly 4,612,000 joules.
Energy versus Power A gallon of gasoline, which weighs about six pounds, contains about 131,760,000 joules. That's roughly 21,960,000 joules per pound – more than a pound of TNT. But it is simplistic to just compare joules. There's actually more energy – about twice as much – in an MRE's Pan-Coated Chocolate Disc Cookie than in the same amount of TNT. The key feature of TNT is that it releases its energy in fractions of a second, while a cookie is a lot slower. Thus, while TNT contains less energy "pound-for-pound", it has more power (POWER = ENERGY ÷ TIME).2
Despite it's name, the NEW of a charge is a measurement of its energy, not its weight. The amount of energy is simply measured in terms of pounds of TNT.3 The amount of nuclear material in Little Boy was roughly only 140 pounds – of which less than 2 pounds actually underwent fission. But the energy released by that explosion was the same as if 15,000 tons of TNT had been detonated.4
Some substances contain more energy than others. Uranium-235, used in Little Boy, is very energy dense – in fission, it releases thousands of times more energy than TNT. Similarly, some explosives release, pound-for-pound, more energy than others. A pound of C-4 releases more energy than a pound of TNT. PETN, the explosive used in det cord, is more energetic than C-4 (but typically used in far smaller amounts). Military dynamite, on the other hand, is less energetic than TNT.
Because of this, to determine the total amount of energy released by a charge, an Assault Marine must do more than add up the weight of all the explosives in it. They must also account for the Relative Explosiveness of each explosive used. By multiplying the weight of each explosive by its Relative Explosiveness Factor (REF), an Assault Marine can determine that explosive's energy in TNT equivalent weight.
| Explosive | Relative Explosiveness Factor |
|---|---|
| Dynamite | 0.92 |
| TNT | 1.00 |
| C-4 | 1.34 |
| Blasting Cap | 1.60 |
| Det Cord | 1.66 |
For example, suppose a charge has 3 pounds of TNT and 1 pound of C-4. TNT has an REF of 1.00, and so it's TNT equivalent weight is: 3 lbs × 1.00 = 3 lbs TNT equivalent (TNT is always equivalent to itself). C-4, on the other hand, has an REF of 1.34. Multiplying by its REF, 1.34, will yield its TNT equivalent weight. 1 lb × 1.34 = 1.34 lbs TNT equivalent. The formula is WEIGHT × REF = TNT EQUIVALENT WEIGHT.
| WEIGHT × | REF = | TNT EQUIVALENT WEIGHT |
|---|---|---|
| 3 lbs TNT | 1.00 | 3 lbs TNT eqv. |
| 1 lb C-4 | 1.34 | 1.34 lbs TNT eqv. |
Once an Assault Marine has converted all the explosives in a charge to pounds TNT equivalent, summing the converted TNT equivalent weights will yield the NEW. In the above example, 3 lbs TNT equivalent + 1.34 lbs TNT equivalent = 3.34 lbs TNT equivalent. Thus, a charge that has 3 lbs of TNT and 1 lb of C-4 has a NEW of 3.34 lbs TNT equivalent.
Standoff
For a successful assault, the assault team should be placed as close as is safely possible to the breach. If a team is placed too far away, they will be unable to fully exploit the surprise and damage created by the breach. In the case of weaker charges, it's possible that the occupants will have time to prepare and respond to the breach if it is not quickly exploited. On the other hand, placing a team too close to the charge has its own dangers.
The risk is more than death or great physical harm. A team placed too close to a charge can survive the blast but suffer from ruptured eardrums or heavy disorientation, both of which will endanger the assault. Remember, explosives work primarily because of a rapid conversion into heat and expanding gas. The primary safety limit imposed for breaching is the sudden change in air pressure.
A pressure of 3.4 PSI (pounds per square inch) is enough to damage unprotected eardrums. Because Marines are expected to wear hearing protection, the safety limit is expanded to the point where the pressure from a charge reaches 4 PSI. Marines that are shielded from the blast by some form of cover (such as a blast blanket) can be placed even closer to the charge, up to 8 PSI.
| Explosion Effect | PSI | K-factor | Usecase |
|---|---|---|---|
| Blast Overpressure | 8 | 12 | Shielded |
| Blast Overpressure | 4 | 18 | Unshielded |
| Hazardous Fragmentation | 0.07 | 300 | Fragmentation |
Calculation of the standoff distance reveals the exact distance where the assault team can be safely placed. The formula to calculate standoff is DISTANCE = K-FACTOR × ∛NEW.5 The K-factor is a conversion factor used to determine the point of safe pressure for a given NEW (a radius from the charge location). A K-factor of 12 is used if the assault team is shielded; 18 is used if the team is unshielded.6 These factors account for blast overpressure. To determine the safe distance from hazardous fragmentation, a K-factor of 300 is used.7
Multiplying the K-factor by the cube root of a charge's NEW will yield a distance in decimal feet. This is the closest the team can be placed for a given condition (shielded or unshielded). In practice, it is common to round up the decimal and use that figure, as an extra measure of safety; e.g., for a standoff of 26.23 feet, the assault team is placed at 27 feet. Check your unit's SOP.
Determining the Net Explosive Weight
Converting an explosive to pounds TNT equivalent is simple multiplication: WEIGHT (IN POUNDS) × RELATIVE EXPLOSIVENESS FACTOR = POUNDS TNT EQUIVALENT. Explosives with weight in grains, such as blasting caps and det cord, will first need to be converted to pounds. Finally, summing the pounds TNT equivalent for each explosive in a charge will yield the NEW.
Step-by-step, the process is:
- Determine the pounds used of each explosive. Convert any explosives in grains to pounds.
- Multiply that amount by the REF for that explosive.
- Add all the converted explosives together.
Grains to Pounds Conversion
Some explosives, like blasting caps and det cord, are measured in grains, not pounds. Because the NEW is measured in pounds TNT equivalent, you need to first convert grains to pounds.
There are 7000 grains in a pound. To convert from grains to pounds, divide the number of grains by 7000. The formula is POUNDS = GRAINS ÷ 7000. Remember that for det cord, you need to first multiply the grains by the number of feet. For example, three feet of det cord is 150 grains (3 feet × 50 grains per foot = 150 grains).
| Explosive | Grains | Pounds |
|---|---|---|
| Blasting Cap | 13.5 | ~0.002 |
| Det Cord | 50 (per foot) | ~0.007 |
The NEW calculator on this page converts the grains in M-6 and M-7 blasting caps and M456 det cord automatically. However, if you plan on using the NEW calculator with other types of blasting caps or det cord, or any other explosive measured in grains, you'll need to first convert grains into pounds. The Grains to Pounds Converter will do that calculation for you.
Examples
Note: the results in these examples will vary slightly depending on whether one is rounding or using the most precise result from a calculator.
A. You need to get the next explosive weight for a charge that has 2 non-electric blasting caps, 50 feet of det cord, 5 x 1.25 pound blocks of C-4, and 25 x 1 pound blocks of TNT.
- Determine how many grains of explosive are in the blasting cap. Each non-electric blasting cap has 13.5 grains. 13.5 × 2 = 27 grains.
- Convert the grains into pounds. 27 grains ÷ 7000 grains/pound = ~0.004 pounds, rounded to three decimal digits.
- Multiply your result by the REF for non-electric blasting caps, which is 1.60. ~0.004 × 1.60 = ~0.006 pounds TNT equivalent. You can round this up to 0.01 pounds TNT equivalent. Set this number aside.
- Determine how many grains of explosive are in the det cord. 50 feet of det cord, which contains 50 grains of explosive per foot, means there are 50 × 50 = 2500 grains of explosive.
- Convert the grains into pounds. 2500 grains ÷ 7000 grains/pound = ~0.357 pounds.
- Multiply the result by the REF for det cord, which is 1.66. ~0.357 × 1.66 = ~0.59 lbs TNT equivalent. Set this number aside.
- Determine how many pounds of C-4 you are using. 5 blocks × 1.25 pounds per block = 6.25 pounds of C-4.
- Multiply the result by its REF to get the TNT equivalent weight. 6.25 pounds × 1.34 REF = ~8.38 lbs TNT eqv. Set this number aside.
- The last explosive doesn't need conversion. TNT is already equivalent to itself. 25 blocks × 1 pound per block × REF of 1.00 = 25. Set this number aside
You know have the TNT equivalent weight for each explosive:
- Blasting Caps: 0.01
- Det Cord: 0.59
- C-4: 8.38
- TNT: 25
We need to add these together to get our NEW. 0.01 + 0.59 + 8.38 + 25 = 33.97 pounds TNT equivalent. That is the NEW for this charge.
B. You need to get the net explosive weight for 1 electrical blasting cap, 25 feet of 250 grain per foot det cord, and a single 100 pound chunk of octanitrocubane (which has an REF of 2.38).
- Determine how many grains of explosive are in the electrical blasting cap. Each electrical blasting cap has 13.5 grains. 13.5 × 1 = 13.5 grains
- Convert the grains into pounds. 13.5 grains ÷ 7000 grains/pound = ~0.002 pounds, rounded to three digits.
- Multiply the result by the REF for non-electric blasting caps, which is 1.60. 0.003857 × 1.60 = approximately 0.003 pounds TNT equivalent. You can round this up to 0.00 pounds TNT equivalent. Set this number aside.
- Determine how many grains of explosive are in the det cord. 25 feet of det cord, which contains 250 grains of explosive per foot, means there are 25 × 250 = 6250 grains of explosive.
- Convert the grains into pounds. 6250 grains ÷ 7000 grains/pound = ~0.89 pounds.
- Multiply the result by the REF for det cord, which is 1.66. 0.89 × 1.66 = ~1.48 lbs TNT equivalent. Set this number aside.
- Next, convert the octanitrocubane to pounds TNT equivalent. 100 pounds × 2.38 REF = 238 pounds TNT equivalent.
You know have the TNT equivalent weight for each explosive:
- Blasting Cap: 0.00
- Det Cord: 1.48
- Octanitrocubane: 238
We need to add these together to get our NEW. 0.00 + 1.48 + 238 = 239.48 pounds TNT equivalent. That is the NEW for this charge.
Grains to Pounds Converter
Enter the number of grains to convert to pounds:
Net Explosive Weight Calculator
Instructions:
- Select an explosive with the drop-down menu.
- Enter the quantity used, e.g., 2 blasting caps, 3 blocks of C-4.
- Select the type of unit used, or, for a custom explosive, its weight in pounds. For example, 1 1/4 or 2 1/2 blocks of C-4, or 3 lbs for a custom explosive.
- For a custom explosive, enter the explosive's REF.
- To add or remove a charge, select the plus or minus button in the rightmost row.
- To calculate the NEW, press the Submit (NEW) button. To get the NEW and Standoffs, press the Submit (NEW + Standoff) button.
- To reset the calculator, press the Reset button.
Determining Standoff Distances
The formula for calculating standoff distance is: DISTANCE = K-FACTOR × ∛NEW. Note that the distance result is in decimal feet.
As a reminder, this table shows which K-factor to use for a given usecase:
| K-factor | Usecase |
|---|---|
| 12 | Shielded |
| 18 | Unshielded |
| 300 | Fragmentation |
Use a K-factor of 12 if the assault team will be behind a blast blanket or some form of cover. Use a K-Factor of 18 if the assault team will be in the open. A K-factor of 300 is used to determine how far hazardous fragmentation from the blast will go.
Once you know your usecase, the calculation is performed as follows:
- Calculate the cube root of the NEW. A calculator is recommend.8 Calculating the cube root by hand is outside the scope of this page, but you can find many tutorials online.9
- Multiply the result by the K-factor you need. This will be either 12 or 18, AND 300 – you should always know what impact fragmentation will have around the breaching site.10
- The result will be a distance in decimal feet. Typically, this result is rounded up if it is a decimal; e.g., for a standoff of 26.23 feet, the assault team is placed at 27 feet. Where extra precision is needed, you can convert decimal feet to fractional feet, discussed above
Examples
A. You have NEW of 8 lbs TNT equivalent. Your assault team will be breaching with a blast blanket. Friendly forces are located 50 yards away from the assault team, with the breaching site in view.
- Get the cube root of the NEW. ∛8 = 2.
- Next, multiply the NEW by the K-factor. Use 12, since the team is shielded. 12 × 2 = 24.00 feet. This is the closest the assault team can be placed to this breaching site.
- To determine the distance of hazardous fragmentation, use a K-factor of 300. 2 × 300 = 600.00 feet. Because friendly forces are located only 50 yards away (150 feet), they are within the fragmentation radius. They should be informed to take some form of cover.
B. You have a NEW of 0.10. The assault team is in the open. Friendly forces are, again, 50 yards away.
- Get the cube root of the NEW. ∛0.10 = ~0.46.
- Next, multiply the NEW by the K-factor. Use 18, since the team is unshielded. 18 × ~0.46 = ~8.35 feet. This is the closest the assault team can be placed to this breaching site. Typically, the team is placed 9 feet away.
- To determine the distance of hazardous fragmentation, use a K-factor of 300. ~0.46 × 300 = ~139.25 feet. In this case, friendly forces are outside the fragmentation radius. It might be a good idea for them to take cover regardless, but their exposure to hazardous fragmentation is likely negligible.
Standoff Distance Calculator
Enter your NEW, then press Submit.
If you've already calculated the NEW in the NEW Calculator, you can use the result here by clicking on Use NEW Calculator Result.
Table of Common Charges
This table provides the NEW and Standoff Distances for common breaching charges. You must confirm that you use the exact same amount of materials as described in the table. Otherwise, both the NEW and Standoff Distances will be off.11
| Charge | Explosive Materials | NEW | Standoffs |
|---|---|---|---|
| Concrete Charge | 6 x 1.25lb block C4 32 ft det cord DCLPS |
10.45 | Shielded: 26.23 feet / 26 ft 2 in and 13/16 in. Unshielded: 39.35 feet / 39 ft 4 in and 3/16 in. Fragmentation: 655.83 feet / 655 ft 9 in and 15/16 in. |
| Det Cord Linear | 21 ft det cord DCLPS |
0.27 | Shielded: 7.73 feet, or 7 ft 8 in and 12/16 in. Unshielded: 11.59 feet, or 11 ft 7 in and 1/16 in. Fragmentation: 193.19 feet, or 193 ft 2 in and 4/16 in. |
| DCLPS | 2 blasting caps 1 ft det cord |
0.02 | Shielded: 3.15 feet, or 3 ft 1 in and 12/16 in. Unshielded: 4.72 feet, or 4 ft 8 in and 10/16 in. Fragmentation: 78.66 feet, or 78 ft 7 in and 15/16 in. |
| Doughnut Charge | 3.5 ft det cord 1 blasting cap |
0.04 | Shielded: 4.26 feet, or 4 ft 3 in and 1/16 in. Unshielded: 6.38 feet, or 6 ft 4 in and 9/16 in. Fragmentation: 106.38 feet, or 106 ft 4 in and 9/16 in. |
| Fence Charge | 2x 1.25lb block C4 13 ft det cord DCLPS |
3.52 | Shielded: 18.26 feet, or 18 ft 3 in and 2/16 in. Unshielded: 27.39 feet, or 27 ft 4 in and 10/16 in. Fragmentation: 456.45 feet, or 456 ft 5 in and 6/16 in. |
| Oval Charge (5 wraps) | 5 x 12 ft det cord DCLPS |
0.73 | Shielded: 10.8 feet, or 10 ft 9 in and 10/16 in. Unshielded: 16.2 feet, or 16 ft 2 in and 7/16 in. Fragmentation: 270.06 feet, or 270 ft 0 in and 11/16 in. |
| Oval Charge (6 wraps) | 6 x 12 ft det cord DCLPS |
0.87 | Shielded: 11.46 feet, or 11 ft 5 in and 9/16 in. Unshielded: 17.19 feet, or 17 ft 2 in and 5/16 in. Fragmentation: 286.58 feet, or 286 ft 7 in and 0/16 in. |
| Oval Charge (8 wraps) | 8 x 12 ft det cord DCLPS |
1.16 | Shielded: 12.6 feet, or 12 ft 7 in and 2/16 in. Unshielded: 18.89 feet, or 18 ft 10 in and 11/16 in. Fragmentation: 314.88 feet, or 314 ft 10 in and 9/16 in. |
| Uli Knot Slider | 18 ft det cord DCLPS |
0.23 | Shielded: 7.37 feet, or 7 ft 4 in and 7/16 in. Unshielded: 11.05 feet, or 11 ft 0 in and 10/16 in. Fragmentation: 184.2 feet, or 184 ft 2 in and 5/16 in. |
| Water Charge | 11 ft det cord DCLPS |
0.15 | Shielded: 6.35 feet, or 6 ft 4 in and 4/16 in. Unshielded: 9.53 feet, or 9 ft 6 in and 6/16 in. Fragmentation: 158.85 feet, or 158 ft 10 in and 3/16 in. |
| Window Charge | 5ft det cord DCLPS |
0.08 | Shielded: 5.11 feet, or 5 ft 1 in and 6/16 in. Unshielded: 7.67 feet, or 7 ft 8 in and 0/16 in. Fragmentation: 127.8 feet, or 127 ft 9 in and 10/16 in. |
Sources
- Explosives and Demolitions, FM 3-34.214/MCRP 3-17.7L.
- Infantry Assaultman's Course Student Handout (July 15, 2008).
- UMBC Card Handout.
About
Contact
David Wen Riccardi-Zhu / dwrz@dwrz.net
Note to Marines: first-name basis is OK.
Objectives
1. Increase confidence in demolitions and breaching math. Succesful use of explosives, in training or at war, turns on accurate calculation. A Marine that incorrectly calculates the necessary length of time fuse, or the required standoff distance, not only risks mission failure, but also their life, the lives of their fellow Marines, and the lives of any innocent bystanders.
These tools are meant to reduce the probability of such outcomes. Any competent Assault Marine (0351) will double check their math and have other Assault Marines independently verify their calculations. Nevertheless, confirming with a calculator – which is not affected by fatigue, stress, or dimming memory – can add a layer of confidence. The objective is to bolster, rather than replace, the proficiency of Infantry Assault Marines.
2. Assist Assault Marines' retention of their demolitions and breaching skills. Often, the time available to practice and develop these skills is limited. Ranges are infrequent, and for Reserve Marines, the retention of other skills competes for limited training time. To address these conditions, this page provides quick, accessible reviews of demolition and breaching math.
3. Enhance leaders' trust in the proficiency of their 0351s. For many Marine leaders, the Risk Management Chart for demolitions and breaching is unappealing. After all, death and injury are the likely consequences of a mistake or mishap with explosives. With the severity of the risk clear, the determinative question becomes the probability of the risk. How likely is it that something will go wrong?
These tools aim to lower the probability of risk as well as the leader's perception of it – to make the possible appear improbable or rare. While leaders should trust the effectiveness of the Corps' training institutions, a little external verification can help assure leaders that their Marines remain proficient.
Version
Current Version: 1.00
Last updated: 2017-08-13.
Footnotes:
There is nothing stopping the use of both initiation systems simultaneously. The need for dual-type initiation is rare, however, and care must be exercised as setup complexity and the potential for error is doubled.
Power and Energy in Your Daily Life, Penn State Eberly College of Science.
TNT equivalent, Wikipedia. An everyday comparison is horsepower, which is commonly used instead of watts to compare the power of engines. We say that a car's engine has 250 horsepower, rather than 186 kilowatts.
Little Boy, Wikipedia.
∛NEW = CUBE ROOT OF THE NEW.
Additional care should always be used indoors, where reflective pressures, damage to the structure, and reduced visibility all come more prominently into play.
In practice, the risk imposed by hazardous fragmentation is reduced by means of cover and charge placement, as the distance required to be totally safe from fragmentation is typically too far for effective breaching. The breacher should take care to place the charge and the team in a way that reduces the risk of fragmentation, especially if the team is breaching unshielded.
From personal experience, I can recommend Casio's fx-260. Solar powered, durable, calculates cube roots, and fits easily in pockets and pouches.
If you have time to spare, it's always advisable to calculate all K-factors. This gives you a backup if you find you have to switch from one usecase to another. For example: in the event you lose your blast blanket on the way to the breaching site.
The materials used for each charged were taken from an SOI issued 0351 course handout, first published in 2008. They may not be current and may not fit your unit's practices. Note, for example, that the Explosives and Demolitions manual lists 4 full blocks of C-4 for the fence charge, while the SOI handout and the UMBC card list 2 block of C-4 (each cut lengthwise).