|
Chemical and Biological Warfare
Phoenix Command Weapon Systems Data Supplement
DISPERSAL AND PROTECTION
Chemical and biological weaponry
is an aspect of warfare which is increasing in importance on
the modern battlefield. From the recent use of chemical agents
in the Iran-Iraq war to allegations of "Yellow Rain"
in Laos, potential military use of lethal chemical and biological
weapons is almost certain in a future conflict. Non-lethal agents,
such as riot gases, are used daily by various governments and
police forces to control civil unrest. Also, various terrorist
groups have attempted to manufacture or otherwise obtain biological
agents and toxins, meaning that CBW agents may be employed in
any setting.
This chapter is concerned with providing background on chemical
weapons. Rules are included for military and terrorist delivery
systems, as well as special riot control delivery systems. Rules are also provided on decontamination procedures
and CBW protective equipment.
It should be noted that while the delivery systems described
herein can be used by both chemical and biological agents, chemical
agents are the primary payloads. Biological weapons have special
dispersal effects which are detailed in Chapter 3, so the dispersal
effects covered in this Chapter relate primarily to chemical
agents.
Dispersal Methods: Groundbursts
This section covers rules
for the dispersal of CBW agents through groundburst explosions.
The groundbursts can be created by burst-type grenades, artillery
shells, artillery rockets, aircraft bombs, or ground-based explosives
like car bombs.
The following rules deal specifically
with artillery-delivered gas rounds. More detailed rules on other
dispersal methods are in development and will be posted when
ready.
NON-PERSISTENT AGENTS:
When a groundburst CBW weapon detonates, the explosive charge
hurls the CBW agent a distance from the point of explosion. Within this burst radius, the agent mixes with the atmosphere
in a specific ratio, called the Concentration (CNC).
The CNC is shown on the Delivery Systems Effects Tables
for the particular delivery system being used.
As time passes, the agent dissipates and the CNC drops. The drop in CNC can be found on the Delivery
Systems Effects Table by indexing the delivery system with the
elapsed time since the explosion and moving down the table by the number
of rows indicated. Elapsed time is always read
from the "Non-Pers." column.
- Example: A 155mm artillery shell lands two hexes away and explodes, throwing
out AC gas, a non-persistent chemical agent. By indexing the 155mm howitzer on the
Delivery Systems Effects Table with the "5p", or "5
phase" row, the CNC at is found to be 10. This means that for
phases 1-5 after explosion, the CNC at range 2 hexes is 10. For phases 6-10 after explosion, the CNC is equal to
9,
and so on until the end of phase 20, when the CNC drops to 7.
-
WIND EFFECTS:
When wind is present, the non-persistent agent does not simply
form a cloud, but instead moves downwind. Use a marker to track the
movement of the impact centre of the cloud, and measure all effects
from there.
The movement of the wind will
force the non-persistent cloud to mix with more air, thus lowering
the CNC. To find the CNC downwind of the Burst Zone, index the
wind speed in hexes per phase (2 x HPP = mph) with the Delivery
System. The non-persistent cloud is generated at the point of
impact of the burst and moves downwind at the wind speed.
Targets
in the course of the cloud from 0 to Wind Speed (W) hexes are
attacked at a CNC found on the Delivery Systems Effects Table
by indexing the wind speed in HPP with the delivery system. Targets
in the course of the cloud from W to 2 x W hexes are attacked
at a CNC found one line down, and the section from 2 x W to 3
x W has a value found two lines down, and so forth.
- Example: Taking the artillery shell in the previous
example and
assuming that a 10 HPP wind is blowing, the impact centre of the cloud
will have a CNC of 10 as it moves downwind to 10 Hexes. As it moves
from 11 to 20 hexes downwind, it has a CNC of 8, and
so forth.
PERSISTENT AGENTS:
Persistent agents are much denser
in nature than non-persistent agents and they tend to soak into
the ground downwind of the groundburst and dissipate through
slow evaporation. This way, the course of the persistent cloud
forms a "footprint" or contaminated zone, which remains
dangerous for several days following the initial delivery.
The delivery of persistent agents
is identical to non-persistent agents for both still air and
wind effects. In still
air, this is the only area to be contaminated. In wind, the cloud
will move downwind.
This can get quite complicated, and
casual players are encouraged to assume no wind when persistent
munitions are used.
For the die-hard players who
anticipate modeling wind effects on persistent munitions, divide the
footprint into two sections. The head of the footprint is the
180 degree arc that is upwind of the impact hex. The track of
the footprint is the distance the impact centre will travel until CNC
reaches zero.
The head of the footprint is treated
as if there were no wind, and contamination and dissipation are
resolved normally.
The track is treated as a column of
chemicals--CNC of a hex is determined by measuring the shortest
distance to the track and reading the CNC from the Delivery System
Effects Table for the appropriate wind speed. Due to the denser nature
of the persistent munitions for each phase of travel of the track,
move down a further 4 lines on the table.
Example: In a 10 HPP wind, a
persistent chemical shell will determine its CNC values in its track
from the 10 HPP line for the first 2-second phase (when the impact
centre tracks from hexes 1 - 10 downwind of the impact hex).
Then, for the second 2-second phase of travel, move down by 4 lines
to 18 HPP wind (when the impact centre tracks from 11 - 20 hexes
downwind). For the third 2-second phase of travel, move down a
further 4 lines for 26 HPP wind, and so forth
Example: A hex is 12 hexes
away from a track in a 10 HPP wind, in the first phase of travel.
With a persistent chemical munition, the resulting CNC is 1. Another
hex, likewise 12 hexes away from the track, but within the second
phase of travel of the track, has a CNC of 0 as read from the 18 HPP
line of the table..
CONTAMINATION:
The difference between persistent and non-persistent agent is
the persistent agent deteriorates much slower than non-persistent
agents. This means that persistent agents contaminate anything
in their path for a long period of time. As the persistent cloud
moves downwind, the section of terrain it passed over remains
contaminated at the CNC the cloud had when passing over.
- Example: Taking the artillery shell in the previous
example, but
filling it with VX, a persistent agent, and assuming that a 9
HPP
wind is blowing, the course of the cloud from 0 to 9 hexes has
a
CNC of 14. After the cloud passes over that section of terrain,
the
terrain remains contaminated and attacks targets at a CNC of
14. The course 10 to 18 hexes away has a CNC of 13 and the terrain
continues to attack targets at a CNC of 13. The course 19 to
27
hexes away has a CNC of 12, and so forth.
To model the deterioration
of the persistent agent, find the CNC of the burst zone on the
Delivery Systems Effects Table under the appropriate column for
the delivery system. Read across the table to the "Pers."
column under the "Elapsed Time" section of the table. This will give a time preceded by an "x", meaning
that the time must be multiplied by the agent's Persistence Multiplier
(PM). The resulting number is the amount of time required for
the agent to deteriorate to the next line of CNC. All contaminated
zones downwind also drop in CNC by one line. Continue the process
as long as required for the CNC in the burst zone to decrease
to zero.
Note: The deterioration of persistent
agents can be modified by environmental effects such as temperature
and precipitation. See Weather Effects for more detail.
- Example: Continuing the previous example, indexing
a CNC of 14 for a 155mm shell gives a Pers. time of "x 20h",
meaning that the Pers. time of 20 hours must be multiplied by
the PM of VX. The PM(VX) is 2, so the CNC of the burst zone will
decrease by 1 line to a CNC of 13 after 40 hours have elapsed
from the initial explosion. All zones downwind will also decrease
1 line after that time has elapsed.
-
-
- Example: Indexing a CNC of 13 for a 155mm shell
gives a Pers. time of "x 2d", or times 2 days. Multiplying
this by the PM(VX) of 2 means that 4 days after the initial explosion,
the burst zone and all the downwind contaminated zones drop in
CNC by one line, and so on.
USE IN ENCLOSED AREAS:
This is a very rare occurance, but can happen in the case of
grenades being lobbed through windows or doors.If a groundburst
dispersing CBW agents takes place inside an enclosed space, such as a building, first determine if the burst
zone can be contained in the building according to area. If there
is sufficient space to contain the burst radius, resolve the
groundburst effects as usual. The area of the burst zone can
be found by multiplying the square of the burst radius times
3.14.
Should the area of the burst radius be too large to be contained
in the enclosed space, then multiply the CNC by the area of the
burst zone divided by the area of the enclosed space.
- Example: A burst-type tear gas grenade is lobbed
into a room 2 hexes by 4 hexes (area = 8 hexes). The burst radius
of the grenade is 3 hexes (area = 3 x 3 x 3.14 = about 28 hexes).
The CNC of the grenade normally is a 7 for the burst zone (found
off the Delivery Systems Effects Table), but in this enclosed
area, the CNC = 7 * 28/8 = 24.5. This is why the use of tear gas inside of
buildings can
be a deadly affair.
DELIVERY SYSTEMS:
Military delivery systems capable of delivering CBW agents through
groundbursts include burst-type grenades, artillery shells, artillery
rockets, and aircraft bombs. Refer to the PCCS Artillery System
for SMK ratings for the various types of artillery shells. Refer
to the PCCS Special Weapons Data Supplement for ratings for smoke
grenades.
Non-military, or terrorist delivery systems generally consist
of a container for the agent connected to an explosive charge.
The size of the charge is important because too little charge
and the agent does not disperse as widely as desired, and too
much charge may destroy the agent or disperse it too widely to have an effective
CNC. Ratings for these are still in development and will be posted
as soon as they are available.
BARRAGES:
All CNC values are additive. If
multiple shell patterns overlap, then the CNC values in the
overlapping areas are added together.
Example: A hex is overlapped
by three chemical shell impacts of CNC 10, 3, and 2 respectively.
The effective CNC of that hex is 15.
Dispersal Methods: Burning-Type
Grenades and Projectors
This section deals exclusively
with specialized riot control devices which use a smoke composition
or compressed gases to deliver doses of irritating chemicals
to a target.
The PCCS Special Weapons
Data Supplement deals with burning type gas grenades in detail--this
section has a few modifications.
Zig-Zag Grenades:
Zig-zag grenades have an angled vent and, as the chemical agent
is forced through the vent, the grenade is pushed back in a spinning,
bouncing trajectory. This makes the grenade unpredictable and
difficult for rioters to pick up and throw back. Each impluse
for the Grenade's DUR, roll a (6) and move the grenade 1 hex
in the following directions.
-
Roll
|
-
Move
|
-
1
|
-
Away from the thrower.
|
-
2
|
-
Away from the thrower and
to his right.
|
-
3
|
-
Towards the thrower and to
his right.
|
-
4
|
-
Towards the thrower.
|
-
5
|
-
Towards the thrower and to
his left.
|
-
6
|
-
Away from the thrower and
to his left.
|
Use a counter to represent the
grenade, and use other counters (or balls of cotton) to represent
the smoke trail over the path. Move the smoke trail downwind
by a number of hexes equal to wind speed.
Weather Effects
CBW agents are highly vulnerable to the environment in which
they are released. The dispersing effects of winds have been
covered in the previous sections. Other environmental aspects
like temperature and precipitation can have tremendous effects
on the spread and contamination of CBW agents.
TEMPERATURE:
Temperature can have marked effects on persistent chemical agents.
As the temperature rises, the rate of evaporation of the persistent
agent increases, thus decreasing the time of contamination.
Conversely, as the temperature falls, evaporation is impeded
and contamination time is increased. To model the effects of
temperature, a persistence multiplier (PM) is used according
to the expected high temperature during the days of contamination.
The PM is used in exactly the same way as the PM for individual
persistent agents.
- Example: A 155mm shell falls carrying VX (PM
of 2). It sets up a burst zone of CNC=10. Reading across form
a CNC of 10 on the Delivery Systems Effects Table for a 155mm
shell under the Pers. column gives a persistence time of "x
20h" or times 20 hours. This is multiplied by the VX's PM
of 2 for 40 hours. Under normal conditions, it would take 40
hours for the CNC to drop 1 line on the Delivery Systems Effects
Table to a CNC of 9. However, the average high temperature for
the days of contamination is 96 degrees. Evaporation is highly
accelerated at such a temperature and the PM for temperature
is a "x 0.10." This gives a new overall persistence
time of 20 x 2 x 0.10 = 4 hours for the CNC to drop one line
from a CNC of 10 to 9.
The following table provides persistence multipliers for various
temperature bands.
Persistence Multipliers at
Various Temperatures
|
Temperature (F) |
-
PM
|
-
86 +
|
-
x 0.10
|
-
77-85
|
-
x 0.50
|
-
68-76
|
-
x 1.00
|
-
59-67
|
-
x 2.00
|
-
32-58
|
-
x 5.00
|
-
Below 32
|
-
Special
|
-
Whenever the temperature falls below freezing, i.e. below 32
degrees F, all evaporation stops. The chemical agent will no
longer be dispersing through evaporation until the temperature
rises above freezing again. This means that a persistent chemical
agent laid down in the early winter will still be contaminating ground at
full strength until the spring thaw three or four months later.
In polar regions, where the temperatures rarely rise above freezing,
contamination could persist at high levels for decades. Temperature
has no effect on biological and non-persistent chemical agents.
-
PRECIPITATION:
Non-freezing precipitation acts as a natural decontaminating
device for chemical and biological agents. Rainfall washes off
and disperses any contaminants, rendering them less harmful.
In game terms, rainfall will lower the CNC of all persistent
chemical and biological agents by a certain number of lines one the Delivery
Systems Effects Table. This takes effect at the end of a period
of rain, and time required to drop to the next level also starts
when the overall rain ends. Naturally, contaminated surfaces
must be exposed to the rain for the entire period of rainfall
for the rainfall to be effective.
The following table details the effects of rainfall. To use the
table, determine the initial level of rainfall, using the number
of millimetres or inches as a guideline. This level of rain will be maintained until the amount of time found under the DUR
column has elapsed. Then, the rain is reduced by (3) levels and
the process continues until the rain level is reduced to zero.
The Lines column gives the number of lines the CNC is adjusted downwards at the end of the DUR for that level of rainfall. If
desired, The Gamemaster should, for role-playing purposes, determine
which part of the day the rain begins, using die rolls if necessary.
-
Rain Effects Table
-
-
-
-
-
Level
|
-
Type
|
-
Amount (mm/in)
|
-
DUR
|
-
Lines
|
-
0
|
-
None
|
-
0 mm / 0.0 in
|
-
n/a
|
-
0
|
-
1
|
-
Trace/Dew/Fog
|
-
5 mm / 0.2 in
|
-
1 h
|
-
0
|
-
2
|
-
Light
|
-
10 mm / 0.4 in
|
-
2 h
|
-
1
|
-
3
|
-
Medium
|
-
15 mm / 0.6 in
|
-
2 h
|
-
1
|
-
4
|
-
Heavy
|
-
20 mm / 0.8 in
|
-
2 h
|
-
2
|
-
-
-
5
|
-
Extreme
|
-
30 mm / 1.2 in
|
-
1 h
|
-
3
|
-
Frozen precipitation will only cover a layer of contamination and neutralize it until thawing, when the contaminated areas will be exposed and dangerous once again at the same CNC as when they were first covered with the frozen precipitation.
Chemical and Biological Defence
- An important part of any CBW conflict is the development of countermeasures and defences to the CBW agents utilized by the other side. These defences can be broken down into the categories of detection, protection, decontamination, and treatment.
-
- DETECTION:
There are various methods of detection available to military
forces. However, the majority of these methods are oriented towards
detecting blister and nerve agents. Militaries view these as
being the most dangerous agents likely to be encountered on a
battlefield.
All detectors provide warnings when the CNC of certain agents,
usually blister and nerve agents, rises above 1. They will stop
providing the warning when deactivated or when the CNC of the
agent drops back below 1. All detectors are fallible, however,
and even the slightest damage or blockage will mean that the
detectors will provide false alarms, or worse, not go off at
all. The various types of detectors are listed below, together
with components and guidelines for use and failure of the detectors.
-
-
-
- Smell: Any smells given off by the various agents are
listed in Chapter 2. If the combatant can recognise the smell,
then he can sound the alarm.
-
- Components: Nasal sensory nerves. These tire after
2-3 minutes of exposure, so the smell seems to go away. Also,
blockages such as gas masks being worn or nasal congestion from
illness can prevent the nerves from sensing the smell.
-
-
-
-
-
- Detector Paper: This is chemically-treated paper with
an adhesive back, so that the sheet can be attached to an NBC
suit. The paper changes color upon exposure to show a distinctively
colored pattern of dots. The dots disappear when the paper is
no longer contaminated. These are usually issued to all troops
likely to encounter CBW. The Warsaw Pact forces also use detector
powders
-
- .
-
- Components: Chemical reagents. These are deactivated
by NBC decontamination chemicals, making the paper useless for
detection. This is the most reliable method of detection, but
does not show strength of contamination. Also, the combatant
must look at the paper regularly to determine when chemical
agents are present.
-
-
-
- Samplers: Samplers pass external air over an electrolytic
cell which will react on contact with chemical agents. The cell
can then trip a relay to sound a warning, transmit the information
by radio to a remote alarm unit, or show strength and type of
agent on an
LCD screen.
-
- Sensor Components:
Battery: 15 Day life. Any damage to the battery means the detector
will not work at all.
-
Pump: Used to draw air over the cell. MIN damage means that drawing
power is impaired, and cell will not trip until CNC = 3. MAJ
damage means the pump, and the detector, does not work at all.
-
Cell: Reacts with the presence of chemical agents. MIN damage
means the cell will trip false alarms once every (10)+2 hours
it is activated. MAJ damage means the cell will not work at all.
Cells deteriorate to MIN damage after 6 months of use, and MAJ
after 7 months.
-
Relay: Transmits electrical impulses from the cell to output
devices. Any damage means the relay will not work at all.
-
-
-
- Reservoir: Some detectors only.
Holds chemicals which allow the cell to detect the chemical agents.
Life of 15 days. Any damage means that the detector does not
work at all.
-
Output Devices:
Alarm: A speaker activated by the relay which sounds a warning
tone (ESM 70). MIN damage means the speaker will sound randomly
once every (5) hours and, once tripped, continuously so long
as the unit is activated. MAJ damage means the speaker will not
work at all.
-
Display screen: On handheld models only. An LCD screen which
indicates the strength and type of chemical agent encountered.
Any damage at all means that the screen does not work.
-
Transmitter: Transmits an alert to a remote alarm unit up to
220 hexes by radio, or in some units, as far as a landline (wire)
can reach. The radio signal is too weak to reach beyond 220 hexes.
Any damage or EW jamming on the radio frequency being used means
that the transmitter does not work at all. If the landline (if
any) is cut, the transmitter does not work at all.
-
-
-
- Infrared Remote Sampling
System: This consists
of an IR camera and computer processor mounted on a tripod. The
camera covers a 60 degree arc and detects the presence of nerve
agents by monitoring variation in the infrared spectrum. Range
is direct line-of-sight for up to 2750 hexes.
-
Components:
IR camera: This is very sensitive. Any damage and the system
does not work at all.
-
Processing Unit: This is the computer hardware and software which
interprets the changes in the IR camera image and determines
whether they are caused by chemical agents. MIN damage means
that the system will trip randomly once every (5)+2 hours. MAJ
damage means that the system does not work.
Battery: A Thermoelastic Generator (TEG) with a life of 24 hours.
Any damage and the system does not work.
-
-
-
- Transmitter: Transmits an alert
to a remote alarm unit up to 220 hexes by radio, or in some units,
as far as a landline (wire) can reach. The radio signal is too
weak to reach beyond 220 hexes. Any damage or EW jamming on the
radio frequency being used means that the transmitter does not
work at all. If the landline (if any) is cut, the transmitter
does not work.
-
-
-
PROTECTION:
Once a chemical agent is detected, there usually follows a mad
scramble to don protective garments and seal up any NBC-shielded
vehicles before the agent can cause any injury to personnel in
the area of the attack. There are various levels of protection,
and each has different advantages and disadvantages as detailed
below.
-
-
-
- Held Breath: Useful only against chemical agents
which must be inhaled to cause damage. The number of phases of
normal operation a combatant is allowed without breathing is
equal to her health characteristic plus a 0-9 roll. This is determined
separately for each combatant and represents how recently each
has breathed. After
this time has elapsed, the person must draw breath and begin
taking damage from exposure to the agent unless she has used
the time to don better protective gear or removed herself from
the contaminated area.
-
-
-
- Handkerchief: A handkerchief held over the mouth and
nose can filter out chemical aerosols and mists, but only to
a certain degree. This method works only against agents which
must be inhaled to cause damage. It has no effect against others.
A person using a handkerchief will be attacked at an effective
CNC equal to the normal CNC/2. If the handkerchief is wetted,
this drops to (CNC/2)- 1.
-
-
-
- Gas mask/respirator: These are plastic masks which provide
a seal around the face and isolate the nose, mouth, and eyes
from contact with chemical agents by providing pure incoming
air. Gas masks filter incoming air, while respirators provide
air from a purified
air supply. Masks are effective against all agents which require
inhalation or exposure to the eyes or mouth to work. They are
not effective against all other kinds of agents. In combat situations
of quick movement, it is easy for a mask to be jarred or displaced.
If this happens, the seal is broken and the air inside the mask
is contaminated at the CNC outside the mask. Putting the mask
on again will only limit further exposure. While using a mask,
a person's visibility is severely restricted, limiting his Field
of View to 120 degrees, and giving him a -2 Visibility ALM.
-
Components:
Seal: Rubber seal at the fringes of the mask. Any damage above
MIN here makes the entire mask useless.
-
Straps: Straps going around the mask and securing the mask to
the face. If these are damaged, the mask must be held in place
by one hand to remain effective.
-
Filter: Filters out CBW agents. A filter has a normal operating
life of six months. Any damage means that the entire mask is
useless.
-
Voicemitter: A special speaker element incorporated in some masks
which allows the wearer to be heard speaking clearly. Damage
here will not affect the protective capabilities of the mask,
but will make the wearer's voice seem muffled (Reduce ESM by
10). This also applies to masks without voicemitters.
-
External air supply (EAS): This applies only to respirators.
EAS are usually carried in steel tanks and are effective only
for as long as the tank has capacity (Normally 20 minutes to
1 hour). Any damage here means that the EAS is useless.
-
-
-
- Protective Coveralls: These are synthetic garments designed
to prevent any contaminants from reaching the skin of a wearer.
They are also available in a zip-up casualty bag designed to
give protection to wounded who are unable to pull on coveralls.
The coveralls are quite heavy and hot to wear, and all actions
have a penalty of +1 AC while the garment is worn. After the
allowed time wearing the suit has elapsed, this penalty increases
to +2 AC.
-
-
-
Temperature (F)
|
-
Allowed Time for Coveralls
|
-
86 +
|
-
20 Minutes
|
-
77-85
|
-
30 Minutes
|
-
68-76
|
-
50 Minutes
|
-
59-67
|
-
2 Hours
|
-
Below 59
|
-
3.5 Hours
|
-
|
-
|
-
- If the suit is worn for more
than twice the allowed maximum time, the AC penalty rises to
+4 AC. After four times the allowed time has elapsed, and the
person begins to suffer heat injury and can no longer function.
Frequent rest (5 in 20 minutes) and cooling sprays can increase
the allowed time by 50%. Protective coveralls are usually integrated
with a gas mask or respirator.
-
-
-
- Components:
Cloth overlayer: Two
layer suits only. Wicks the liquid agents away and keeps them
on the surface of the coverall. Rips or tears in this layer mean
that the agent is allowed to attack the impermeable layer. The
cloth layer alone will still transmit liquid agents to the wearer's skin.
-
- Impermeable layer: A layer of
synthetic foam or rubber designed to prevent agents from penetrating.
It depends on the nature of the agent involved whether a rip
or tear in this layer will cause damage to or otherwise contaminate
the wearer. This layer alone provides up to six hours of protection
from liquid (persistent) agents, after which time the agent attacks
at the highest CNC to which the coverall was
exposed. This time is increased to eight hours with a cloth overlayer.
Gauntlets: Impermeable synthetic gloves integrated with the coverall.
Designed to protect the hands. Damage is as for the impermeable
layer.
Overboots: Impermeable synthetic boots designed to fit over combat
boots. These usually have treads and may even have ski bindings.
Damage is as for the impermeable layer.
-
-
-
- Special note on coveralls -- Fumbles: Protective coveralls
incombat situations are often donned in moments of high stress.
Usually, a CBW sensor has sounded an alarm and the combatant
knows that he only has but moments to avoid being contaminated.
In these situations, the high stress involved may make even veterans
fumble with their coveralls and masks, thus wasting precious
time. In
these situations, have each combatant roll less than or equal
to his SAL on 3(6) for each article of the coverall being donned.
Failure means that he has fumbled with the garment and requires
an extra (3)+1 AC to put it on properly. Normal ACs
required to put on the various articles are given below.
-
-
-
|
-
AC Required
|
-
|
-
Article
|
-
On
|
-
Off
|
-
Gas Mask/Respirator
|
-
12
|
-
5
|
-
Gauntlets (each)
|
-
10
|
-
4
|
-
Coverall
|
-
32
|
-
20
|
-
Overboots (each)
|
-
15
|
-
10
|
-
Casualty Bag
|
-
35
|
-
24
|
-
- Shielded Vehicles and Structures:
Vehicles and structures
which are CBW or NBC shielded make use of a mechanical filtration
system to introduce fresh air and to provide a positive, or higher,
air pressure inside the vehicle or structure than on the outside.
This
way, if there are any minor leaks in the seals, the air will
flow outside and not allow contaminated outside air in. This
system is used on some AFVs, modern office buildings, modern
military fortifications, and naval vessels.
-
Components:
Filter: Designed to capture CBW contaminants from air passed
through it. Any damage makes the filter and the entire shielding
useless unless the filter can be shut off and a backup system
activated in its place.
-
Air Pump: This draws external air over the filter before passing
it into the shielded compartment. Any damage will cause the air
pump to fail, and cause air within the
compartment to become stale. Normal air flow over the filter
will continue to ensure breathability. Positive air pressure
cannot be maintained without the pump.
-
Seals: These are rubber or silicone rings which form an airtight
connection between a hatch and its cover. MIN damage means that
the seal is broken, but that positive air pressure, if it exists,
will prevent contaminants from entering. MAJ
damage means that the seal is completely breached, and that positive
air pressure will not be able to preventcontamination.
-
-
- DECONTAMINATION:
Contamination will only happen with biological agents and persistent
chemical agents. These agents will remain active until they are
deactivated or dispersed. Decontamination is simply the use of
chemicals or water to deactivate or disperse the agents.
-
- Decontamination is accelerated
naturally through weathering but can be accelerated even
further through the use of cleaning solvents and pressure sprayers.
Still, whenever these artificial means are used, there is always
the possibility that the cleaning was performed unskillfully,
and that the contamination remains. For each person attempting
cleaning, roll at Base Odds of 6 on a 3(6). Success means that
the area that person was responsible for is no longer contaminated.
Failure means that the area remains contaminated. The gamemaster
should use the skill failure table to determine the
level of remaining contamination.
All militaries view decontamination as a priority in a CBW environment,
and some, like the Warsaw Pact, have developed large and highly
effective decontamination tools. The basic types of decontamination
equipment are described below. Normally, if these
systems are damaged, they will not work at all.
-
-
-
- Decontamination Powder: This powder is dispensed either in foil
packs or impregnated into brushes or mitts. One wipe of the powder
is sufficient to absorb persistent chemical agents. The powder
is usable only once, and is then discarded. One packet, brush,
or mitt is sufficient to decontaminate an individual and his
clothing.
-
-
-
- Personal Decontamination
Kits: These are issued
to individual soldiers and contain sufficient decontamination
powder and equipment to decontaminate an individual and his equipment.
Special kits are available for heavy weapons and artillery. This
process
can be completed in 15 person-minutes.
-
-
-
- Scrubber and reservoir: This is a brush with a hose connected
to a jerry-can type reservoir holding cleaning solution. In use,
the brush is scrubbed against the contaminated surface while
cleaning solution is injected into the brush and over the contaminated
surface. One reservoir is usually sufficient to decontaminate
an
APC in 1 person-hour. A supply of pressurized water is required.
-
-
-
- Low pressure sprayer: A pressurized fire-extinguisher-type
dispenser filled with decontamination chemicals. This is used
for quick decontamination of essential surfaces until a more
thorough cleaning can be done.
-
-
-
- High pressure sprayer: This is a nozzle connected to a high
pressure pump, which directs a pressurized spray of water or
a cleaning solution at a contaminated vehicle. This is designed
to decontaminate large AFVs and surfaces and will take up to
30
person-minutes for an AFV or 200 hex area.
-
-
-
- Steam trailer: This is a water heating system which
can provide steam jets or warm water showers for troops to wash
contaminants off themselves. This usually takes about 5 person-minutes.
-
-
-
- Jet Decontamination System:
Warsaw Pact nations have
mounted turbojet engines on truck chassis and pump cleaning solvents
into the hot jet exhaust to create a hot, high-pressure sprayer.
Working in tandem, these units can completely decontaminate an
entire AFV in 3 minutes.
-
-
-
TREATMENT:
The treatment of casualties
is detailed in the specific chapters on Chemical and Biological
Agents. However, there are certain methods which are widely distributed
among troops and are essentially first aid for CBW casualties.
These can, in many cases, stabilize the patient until more effective
treatment can arrive. The various types are detailed below with
the number of AC required to use them.
-
-
-
- Pralidoxime Mesylate Tablets:(AC:
N/A) These are tablets
currently used by British forces in cases where chemical attacks
are likely. They are issued in day-packs of 4 tablets, with one
tablet being ingested every six hours. The combatant who has
been using these tablets for at least six hours is able to divide
the dosage of Nerve Agents he takes by a factor of 4. This effect
ends six hours after the last pill was taken.
-
-
-
- Atropine Autoinjectors: (3
AC + 5 seconds) This
is the most common type of first aid for nerve agent poisoning.
It is issued to every combatant likely to be in a CBW environment.
The Atropine autoinjector consists of a retractable hypodermic
needle capable of penetrating the thick fabrics of a protective
coverall and injecting the combatant with a premeasured dose
of atropine, or atropine and diazepam. Each unit can provide
a maximum of three doses. In practice, the person showing symptoms
of nerve agent poisoning removes a safety cap and presses the
autoinjector against
his thigh and holds it there for 5 seconds while the injection
takes place. He then swallows a diazepam tablet and repeats the
injection/tablet therapy every 15 minutes for as long as the
symptoms persist. The repeated dosages are regarded as one treatment
for rules purposes. Newer autoinjectors dispense with the tablet.
Note that the injection of atropine prior to showing the symptoms
of nerve agent poisoning will make the person ill and incapacitate
them. Atropine is highly poisonous.
-
-
-
- Protective Ointment: (10
AC for face or hands, up to 45 AC for the entire body.) This is a cream which is applied to the
skin of a person contaminated by mustard gas. The cream soothes
the symptoms and deactivates the mustard gas still on the skin.
The ointment is issued in small tubes, each sufficient for 1
person.
|
|