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.

 

 

Page Last Modified:July 25, 2003