The Heckler & Koch Mobile Weapon Evaluation Range is a range designed by HK engineers to test various weapons. It consists of a 900m long course designed to test the capabilities of various weapons under various conditions. It is located in the central area of Essen, so SSG and Saeder-Krupp units also can rotate through the area. The range consists of a 900m track that is inside of a heavily wooded area that has firing points for various styles. Each point features a number of targets that the person has to engage in the shortest time possible, then move to a different point. Each target is designed to mimic a certain range for a certain weapon. However, to make it interesting, the engineers devised a way to heighten the tension involved, instead of just plinking at targets.
The range can accommodate these weapons:
Light Pistols
Heavy Pistols
Submachineguns
Shotguns
Carbines
Sport Rifles
Sniper Rifles
Assault Rifles
Light Machine Guns
Medium Machine Guns
Heavy Machine Guns
The only type of ammunition that can be used is regular ammo. This doesn't tear up the countryside as much as other types, and keeps unit costs down to a minimum. Firers are allowed to bring as much ammunition as they feel they need, but most of the firers who bring the heavier weaponry usually bring one to two extra ammunition canisters.
To do this, they surmised, was to "arm" the targets being shot at. They all feature modified ELD-AR rifles that can fire bursts, or even full auto fire to represent a combat situation. They fire standard paint pellets, that when it hits the person, it adds the total time the person has gone through. Obviously, this is all timed, to see where the person is at. Of course, hitting the most targets within a short time is also required, or what good is the range? However, to truly understand, the range must be described:
Course Description:
The first part of the range consists of the holding area. Users are kept here, and wait in line to use the range. While waiting, all weapons must be unloaded, and depending on the weapon type, the action of the weapon must be pulled back, and locked to the rear. There are weapon racks to hold weapons. Each weapon rack can hold 10 weapons of each type, and there are two racks per weapon type. There are two heavy weapon racks that each hold 5 heavy weapons. A couple snack machines are there as well while other people are waiting and for refreshment. Absolutely no ammunition is to be loaded while waiting. And depending on weapon type, it can be slung with the barrel skyward AT ALL TIMES when not stored on the weapon racks. Pistols and some submachineguns are all put in the weapon racks while waiting. WHen it is time to fire, the person may draw thier own weapon, but must keep it unloaded, and no ammunition loaded. Whether it is carried, or holstered, it must follow all rules. Failure to obey these rules means the user is kicked out, and depending on what unit, will result in disciplinary action. Again, the motto is to make sure that while they train, they must make sure noone gets killed in training. Firers wait in line to shoot, they wait for the previous user to go through. Once the user has gone through, then the next firer is forwarded (weapon still unloaded) to the range. When finally cleared, the firer steps into a cubicle. There the firer may load the weapon, and ready it for use. Then the outer door opens, and the firer runs the range.
The first target is a sliding target that either moves left to right, or right to left, or doesn't show up at all. This is the first taste, more or less a reaction test. It is very close range, and it fires back with a paintball gun as another measure.
The first real firing point is the supported behind cover shooting. Here three targets are arranged, and fire back as well. The firer hides behind a 3 foot wooden wall and fires from there.
The second firing point is the prone firing area, where the firer has to fire at two targets in the prone position.
The third firing point is the uneven terrain firing point, where the firer has to engage targets while on uneven terrain. The firer can continue on firing, or stop by the wooden post marking the optimum range and position to fire from. It has two targets that fire back.
After that, the firer has to contend with another left to right/right to left/no target reaction target.
Then the firer has to engage three "submerged" targets on the right side of the pathway. Then they move to the rope bridge, and have to traverse it while taking fire from an automatic paintball gun mounted on a submersible drone. They have to engage the paintball gun target to kill it. Also in this area is the Sniper, a target that snipes at the character. As a rule, it misses always on the first shot ("to be fair"). However, on subsequent shots, the firer must kill this target. If the Sniper hits the firer once, he or she is immediately disqualified, and must return via the "Loser Path" back to the holding area.
After this, the firer moves on to the "Free Fire Area", where five targets immediately fill the area with paintballs. Of course, the firer must engage all five targets within the shortest period of time. The area is designed to prevent any sniping from the edges. However, this has been proven wrong, as with knowledge of the area (and watching the fire of the paintball guns) allows this to be accomplished.
After this, there are two targets that must be shot while on the move, they too shoot back at the firer.
Next is another left to right/right to left/no target firing reaction target.
The next firing point is the "Las Villegas de Targetas" (Bad Spanish used here), which is the "urban" portion of the range. There are four targets that must be neutralized or the firer cannot move on to the next station.
Next is perhaps the most weird of all targets. A dinosaur. Not a real one of course, but it's a three meter tall drone that has an automatic paintball gun in the mouth. After leaving the urban point, approximately 60 meters away, the dino appears, roars, and attacks the firer. HK engineers thought this might give some animal handling training, and when it roars, it shoots out bursts of paint pellets. If the dino gets within 5 meters within the firer, it "eats" the person, and that is the end of the course for him or her. While this is going on, there are another two targets firing at the person while the dino is attacking him/her.
After this, there are two more targets before finishing. They are standard left to right/right to left/ no target reaction targets.
When completed, the firer moves to a clearing area. There is a large drum that is filled with sand. There the firer clears the weapon, by removing the ammunition clip or rounds. Then he/she pulls on the charging handle, to ensure that the weapon is clear. Then a range controller "rods" the weapon to ensure that there still is no round in the chamber, all the while inspecting the chamber as another safety measure. Then the firer returns to the holding area for a debrief on his/her performance.
As mentioned before, HK engineers use this range to test new weapons, as well as SSG and S-K units rotate through. They are rotated every six months, to work on skills, and as well to prevent any familirization of this range. However, HK engineers frequently change the targets to throw some uncertainty to the range. This range is fully usable in bad weather environments, and during the night. Units that rotate through here gain valuable training in using their weapons in a fluid environment. This is designed to be challenging in that even most are in good shape, it still is taxing, due to the terrain, including the hill at the third firing point. Firers are encouraged to run the course, as it gives the feeling of fluid combat, and tests thier physical endurance. The engineers usually schedule different firearm types depending on the amount of personnel that rotate through. It can be both a Heavy Pistol and Heavy Machinegun range all on the same day.
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