A firearm is any device designed to shoot a projectile using expanding gases from an explosive.
Ballistics is the science dealing with projectile mechanics. It has three branches:
Internal ballistics: Processes inside the firearm.
External ballistics: Projectile behavior after leaving the barrel.
Wound ballistics: Effect of projectile on the body.
Examples of firearms:
Air guns, shotguns, handguns (pistols, revolvers), submachine guns, assault rifles
Even imitation guns modified to fire live rounds
Smooth bore — e.g. shotgun
Rifled — e.g. pistol, rifle
Country-made firearms
Air guns
Paradox guns — partially rifled barrels
Low velocity: up to 1200 ft/s (e.g. revolvers, pistols)
Medium velocity: 1200–2500 ft/s
High velocity: above 3000 ft/s (e.g. machine guns)
Main parts:
Barrel
Grip/Butt/Stock
Action mechanism, which includes:
Trigger
Trigger guard
Bolt
Striker or hammer
Use lead or lead-alloy bullets
Barrel has spiral grooves for spin (rifling)
Lower velocity: around 300 m/s
Bullet size: often 9 mm
Bullets with lead core and cupronickel jacket
Higher velocity: above 1000 m/s
Typical caliber: 7.62 mm or smaller
Fire many lead pellets (200–350 per round)
Barrel is smooth inside
Barrel length: 66–71 cm
Narrowed muzzle (choke) helps group pellets
Effective at 30–50 meters
Criminals may saw off barrel to make it easier to hide
Ammunition includes bullet, powder, casing, primer
In smooth-bore firearms (e.g. shotguns):
Use cartridges filled with pellets (2.5–3.5 mm diameter)
Includes wads (plastic/cardboard) between propellant and shot
Firing pin hits primer cap
Primer explodes → ignites propellant (nitrocellulose flakes)
Gas expands quickly → drives bullet forward
Bullet exits muzzle followed by:
Smoke
Flame
Hot gases
Unburnt or burning powder
Contaminants escaping from around the breech
Flame effect reaches roughly the length of the barrel
Caused by transfer of kinetic energy from projectile to body
Kinetic energy = ½ mv² → so high-velocity bullets do more damage
Important factors:
Barrel type (smooth vs rifled)
Muzzle velocity
Projectile and propellant types
Choke (for shotguns)
Range and angle of shot
Pellets start close together, spread out over distance
Wound size grows with range
Damage factors include:
Lead pellets
Soot and smoke
Unburnt/burning powder
Flame and gas pressure
Carbon monoxide
Wads
Detonator residue
Cartridge case fragments
1. Contact (tight):
Single round wound, same size as muzzle
Smooth margins, muzzle imprint
Blackened edge, no external soot (unless clothing leaks gas)
Deep bruising, pink tissues from carboxyhaemoglobin
Wads may be found deep inside wound
2. Close range (few cm):
Smooth or slightly uneven edge
No satellite pellet holes
Soot and powder debris around wound
Hair may be burned
Wads still present
3. Intermediate (around 30 cm):
‘Rat-hole’ wound with rough, nibbled edge
No pellet holes around
Soot and powder tattooing
Fewer pink tissues or CO gas signs
4. Longer range (1–5 m):
Central pellet hole with separate pellet marks nearby
No soot or flame effects
Mild tattooing at close end of this range
Wads may be imprinted but not inside wound
5. Beyond 5 m:
Wide pellet spread, no central hole
No soot, tattoo, CO gas signs, or wad injuries
Uncommon in abdomen/chest, especially with shotguns
More likely in head, limbs, or children/thin adults
Can be large, ragged, destructive
Entry and exit appearance vary based on bone/skin/tissue resistance
Often have both entry and exit wounds
Range estimation is harder
Silencers reduce soot and tattoo effects
Circular if straight-on; oval if angled
Margins inverted, with an abrasion collar
Skin may have embedded particles, carbon monoxide
Fibers from clothing may be forced into wound
Usually larger, irregular, flaps turned outwards
May look similar to entry if area is supported by clothing or belt
No soot or powder tattooing
Tight contact with soft tissue:
Clean round hole, possible muzzle imprint
Local bruising and redness
Internal cavity (“pocket”) forms
Little/no external residue
Tight contact over bone:
Split/cruciate wound
Periosteum may peel off with soot beneath
No external soot/tattoo
Close contact (<15 cm):
Clean hole with abrasion ring
Burnt hair, soot, small powder punctures
Unburnt powder flakes visible
Intermediate range (15–30 cm):
Similar hole
Maybe powder tattooing
No soot or CO signs
Mid-range (40–60 cm):
Clean hole with abrasion collar and dirt ring
No burning or soot
No CO signs
Two types:
Low-velocity impact:
Bruising, tearing, bleeding
Simple disruption of tissue
High-velocity:
More severe than expected by bullet size
Caused by cavitation (tissue pushed aside violently)
Swab wounds for residue
Swab hands for particles
X-ray to locate bullets or fragments
Preserve bullets, shot, wads
Photograph and record wounds carefully
Wounds may resemble gunshots:
Air guns
Rubber/plastic bullets
Stud guns
Humane killers (captive bolt devices)
Crossbows
Handgun
A firearm uses gas from an explosion to fire a projectile
Ballistics = science of projectiles:
Internal: what happens inside the gun
External: what the bullet does in the air
Wound: what happens when it hits the body
Types include: air guns, handguns, shotguns, rifles, submachine guns, modified imitation guns
By barrel:
Smooth bore: shotgun
Rifled: pistols, rifles
Country-made or homemade
Air guns
Paradox guns (half-rifled)
By speed of bullet:
Low (<1200 ft/s): e.g. pistol
Medium (1200–2500 ft/s)
High (>3000 ft/s): machine guns
Barrel
Grip/butt/stock
Action: trigger, trigger guard, bolt, hammer
Handguns:
Use lead bullets
Have rifled barrels
Short-range, lower velocity (~300 m/s)
Rifles:
Use jacketed bullets (lead inside, metal outside)
High velocity (>1000 m/s)
Shotguns:
Fire many small lead balls (pellets)
Smooth barrel, sometimes narrowed at the muzzle (“choke”)
Usually fired from 30–50 m
Some are cut shorter by criminals to hide
A “round” includes:
Bullet or shot
Casing
Propellant (powder)
Primer (to start the explosion)
Shotgun ammo:
200–350 pellets per cartridge
Wads (cork/plastic) separate powder from pellets
Firing pin hits primer → sparks
Powder burns → hot gas forms fast
Bullet shoots out with smoke, flame, gas
Gas, soot, or powder can leak from the back end (breech)
Flame can be as long as the barrel
Wound severity = how much kinetic energy hits the body
High-speed bullets do more damage
Damage depends on:
Barrel type (rifled or smooth)
Bullet type and speed
Propellant
Shotgun choke
Range and angle of fire
Pellets start close together and spread with distance
Closer range = tighter, deeper, single hole
Longer range = wider, scattered pattern
Injury ingredients:
Pellets
Soot
Burning powder
Hot gases and carbon monoxide
Wads and bits of cartridge
Contact (tight):
One round hole, same size as barrel
Soot around edge
Muzzle mark may be visible
Pink tissue from CO gas
Wads found deep inside
Close range (few cm):
Clean edge or slightly torn
No pellet spread
Soot, powder burns, tattooing
Wads deep inside wound
Intermediate (~30 cm):
"Rat hole" with rough edge
Still no pellet holes
Soot and tattooing
Less CO in tissue
Wads present
Longer range (1–5 m):
Central hole + scattered pellet marks
Little or no soot
Tattooing fades with distance
Wads not in wound but may leave marks
Beyond 5 m:
Scattered pellet wounds
No central hole
No soot, no tattoo, no wad marks
Less common in chest/abdomen
More likely in head, arms, legs, thin adults
Can be large and ragged
Depends on bone, angle, tissue type
Entry:
Round hole if shot straight
Oval if shot at an angle
Edges turned inward
Abrasion ring and black rim
May contain clothing fibers, soot, and carbon monoxide
Exit:
Usually larger and irregular
Edges turned outward
May look small if skin is tight (e.g. against a belt)
No soot or powder marks
Over soft tissue (contact shot):
Round hole
Muzzle mark
Bruising
CO redness
No outside soot
Over bone (contact):
Star-shaped tear
Peeling of outer bone layer
Soot under skin
No outer powder marks
Close range (<15 cm):
Hole with edge ring
Burnt hairs, soot, tattooing
Powder flakes on skin
Little or no CO in tissues
Medium range (15–60 cm):
Ring of dirt
No soot or burns
Maybe powder tattooing at 15–30 cm
No CO or hair burning beyond 30 cm
Low-velocity bullets:
Local damage like bruising, tearing
Organs bleed from impact
High-velocity bullets:
Create shockwaves (cavitation)
Damage far bigger than bullet size
Swab hands and wounds for powder
Do X-rays to find bullets or pellets
Collect bullets, shot, or wads as evidence
Photograph and describe wounds exactly
Air guns
Rubber/plastic bullets
Stud guns (used in construction)
Captive bolt guns (used to kill animals)
Crossbows
A firearm is any device or weapon designed to propel a projectile (bullet or shot) through the explosion of gases. This gas results from the combustion of an explosive substance, usually gunpowder or nitrocellulose.
Examples of Firearms:
Air gun: Uses compressed air to shoot pellets.
Shotgun: Fires many small pellets (lead shots).
Handgun: Includes pistols and revolvers.
Submachine gun: Fires bullets rapidly using automatic mechanisms.
Assault rifle: Military-grade rifles like the AK-47.
Modified imitation guns: Look-alikes changed to shoot real bullets.
Ballistics is the scientific study of the motion and impact of projectiles.
Types of Ballistics:
Internal ballistics: What happens inside the gun when it’s fired.
External ballistics: How the bullet travels through the air after it leaves the gun.
Wound ballistics: How the projectile behaves when it enters the human body and what damage it causes.
A. Based on the Barrel Type:
Smooth bore firearm (e.g., shotgun): Barrel has no grooves. Fires pellets.
Rifled firearm: Barrel has spiral grooves that make the bullet spin, increasing accuracy.
Country-made firearm: Crude or homemade gun.
Air gun: Uses compressed air instead of explosive force.
Paradox gun: Partly rifled barrel.
B. Based on Muzzle Velocity (speed at which bullet exits the barrel):
Low velocity: ≤ 1200 feet/second (e.g., revolvers).
Medium velocity: 1200–2500 feet/second.
High velocity: > 3000 feet/second (e.g., assault rifles).
Barrel: Long tube through which bullet travels.
Grip / Butt / Stock: Held by the shooter.
Action (firing mechanism), includes:
Trigger: Starts the firing process.
Trigger guard: Protective loop around the trigger.
Bolt: Loads and seals the cartridge.
Striker/Hammer: Hits the firing pin to ignite the bullet.
Ammunition includes all materials used for firing:
Bullet or pellet: The actual projectile.
Cartridge case: Holds the bullet and propellant.
Primer: Small explosive that starts the reaction.
Propellant: Usually gunpowder or nitrocellulose flakes that generate gas.
Shotgun cartridge:
Contains 200–350 lead pellets (2.5–3.5 mm each).
Has a wad (felt/cardboard/plastic) to separate powder and pellets.
Plastic or cardboard outer casing, with metal primer at the base.
Rifle cartridge:
Fires a single bullet with high energy.
Bullet often made of lead, sometimes jacketed in cupronickel (a copper–nickel alloy).
Trigger pulled → firing pin strikes primer cap.
Primer explodes, igniting the propellant (e.g., nitrocellulose).
Hot gases expand and force the bullet out of the barrel.
Flame, smoke, unburnt powder, and gas may follow.
Flame length usually equals barrel length.
Gas leaks may occur at the breech (rear of the gun).
Wounds result from transfer of kinetic energy (KE = ½ mv²) from projectile to tissue. Velocity is the key factor—high-speed bullets do more damage.
Important Considerations:
Type of weapon and barrel (smooth or rifled).
Muzzle velocity.
Type of projectile (bullet vs pellets).
Type of propellant.
Degree of “choke” (narrowing of barrel tip).
Range and angle of fire.
At short range, pellets act like a single mass → tight central wound.
With distance, pellets spread in a cone shape → wider, scattered wounds.
Wound size increases with distance.
Injury also caused by:
Lead pellets
Flame and hot gases
Burning/unburnt gunpowder
Carbon monoxide (causes pink tissue)
Wads (can be found deep in wound)
Fragments of the cartridge
Contact Wound (Gun pressed against skin):
Single round wound matching barrel size.
Blackened edge from burning.
Bruising and muzzle imprint.
Wads found deep in body.
Pink discoloration (from carbon monoxide in tissues).
Intermediate Range (few cm to 60 cm):
Skin burns, soot, powder tattooing (small dot-like burns).
“Rat-hole” wounds: central hole with ragged edges.
Powder flakes in skin.
Long Range (1–5 meters):
Central hole with satellite pellet holes.
No soot or burns.
Wads rarely enter the body but may leave an imprint.
Very Long Range (>5 m):
Wide scatter of pellets.
No central hole.
No soot, tattooing, or burns.
Entry Wound:
Small, round if bullet hits at 90° (perpendicular).
Oval or elliptical if bullet enters at an angle.
Edges are inverted (bent inwards).
May have abrasion collar: Ring of dirt or grease from bullet.
May contain fibers or carbon monoxide staining.
Exit Wound:
Often larger and irregular with everted (outward-turned) flaps.
May be stellate (star-shaped).
No soot or powder tattooing.
If skin is supported (e.g., by a belt), it may be small.
Bone entry: Round hole with internal chipping.
Bone exit: Larger, more destructive due to force dispersion.
May leave bone fragments and cause “secondary missiles.”
Two categories:
Low-velocity injury:
Causes contusion (bruising) and laceration (tearing) by mechanical force.
Localized bleeding and disruption.
High-velocity injury:
Causes cavitation: Temporary cavity in tissues due to shock wave.
Results in greater destruction than bullet size would suggest.
Swab wound for powder residues.
Swab hands for gunpowder or primer traces.
X-ray to locate bullets or pellets.
Collect and preserve:
Bullets, wads, pellets
Clothing fibers
Document wounds carefully and take photographs.
Air guns and rifles: Low-velocity; can still cause penetrating injury.
Rubber/plastic bullets: Used for crowd control. Can cause blunt trauma.
Stud guns: Used in construction to drive nails into walls.
Humane killers (captive bolt pistols): Used in slaughterhouses; cause instant brain damage.
Crossbows: Fire arrows; can penetrate deeply and may be fatal.