A Nuclear Explosion

When a nuclear weapon explodes, in about a millionth of a second a
temperature of up to eighteen million degrees Fahrenheit, comparable
to that inside the sun, is produced. About half of this is immediately
lost in the close vicinity of the explosion as a luminous white
fireball appears, expands and begins to rise.

For up to a minute, energy in the forms of radiation, EMP
(electromagnetic pulse), light, heat, sound, and blast is released in
all directions. The fireball then ceases to be luminous and begins to
cool as its cloud rises many thousands of meters at up to 480
kilometers per hour. As the cloud billows out into its eventual
mushroom shape it sucks up after it a column of dust from the earth's
surface. This dust mixes with residue of the weapon and becomes
radioactive fallout.


Components of the Nuclear Explosion
----------------------------------------------------------------------

Light

This is largely ultraviolet and infrared, more intense than it appears
to be, and liable to cause blindness, even though sight may return
within a few days.

Heat

One third of the energy of a nuclear weapon is emitted in this form.
It radiates in straight lines at the velocity of light, but has little
penetrating power and is weakened by haze or mist. Its range, however,
is greater than that of blast or of initial radiation, and it may
cause injury or death to those exposed and damage to property by
starting fires.

Blast

A wave of compressed air moves away from the site of a nuclear
explosion at about the speed of sound. Lasting several seconds, it
maintains pressure upon objects in its path in a manner more usually
associated with a very high wind than the shock wave of an explosion.
It is the main cause of damage to buildings, and a hazard to those
outside or within. A wave of air rushes back in to fill the void
seconds after the initial blast wave passes. This wave is not as
strong, maybe several hundred kilometers per hour.


Side Affects of the Nuclear Explosion
----------------------------------------------------------------------

Radiation

The electromagnetic spectrum consists of cosmic rays, gamma rays,
x-rays, ultraviolet rays, visible light rays, infrared rays, and radio
rays. Of these, gamma rays are of chief concern to us. Gamma rays,
alpha and beta particles, and neutrons result from decay of
radioactive substances, and all four are emitted following a nuclear
explosion. Their effects are all referred to below as radiation.

When ionizing radiation enters the body, some of it is absorbed. This
ionizes molecules in some of the body's cells, producing chemical
changes so they cease to function. What is called "radiation sickness"
may then occur.

Fallout

With surface explosions, or at altitudes low enough for the fireball
to touch the ground, huge quantities of earth and debris, together
with the fission products, are sucked into the fireball. As the
fireball cools, the radioactivity condenses on the particles that were
liften from the ground; many of these are large particles and they
come down by the force of gravity within a day, or, at distances not
too far from the burst, some hundreds of kilometers. This constitutes
the "local" or "early" fallout. The extent and location of the early
fallout depends primarily on the meteorological conditions, e.g. the
velocity and direction of the wind. They also depend on precipitation
conditions; the particles may come down to earth with the rain or
snow, which is referred to as "rainout" or "snowout".

In addition to surface bursts and air bursts, underwater bursts occur
at times. Radioactive fission products would mainly be absorbed by the
water. However, some would escape to produce radioactive materials
carried in a cloud of fog/spray which could drift in over land, adding
to the exposure.

It should be noted that all nuclear weapons detonated in the air give
rise to fallout, but where and when it occurs depends primarily on the
altitude of the explosion. With explosions in the air at altitudes
such that the fireball does not touch the ground, the fission
products, which are initially in gaseous form, rise with the fireball
to great heights into the troposphere or stratosphere. When the
temperature of the fireball becomes sufficiently low, the radioactive
materials form particles, through condensation and coagulation. These
particles are very small, and as a result their descent is very slow;
it may take many months before they come down to the ground.

EMP (Electro-magnetic Pulse)

This is a byproduct of the immediate energy release from a detonated
nuclear device which, as well as the other effects mentioned above,
also has the effect of altering the electrical properties of electrons
in the nearby atmosphere. This can produce intense electrical and
magnetic fields that can extend for considerable distances from the
point of detonation. The resultant electrical current eddies which
pass through these disturbed electrical fields give rise to the EMPs
that can, by themselves produce so much energy that they can severely
affect electronic-based equipment and electrical and radar
transmissions to the point of destroying equipment circuits,
components and communications. The effects of EMP diminish sharply
with distance from the point of detonation but can still cause damage
at ranges greater than those for the other 3 major effects (under
certain circumstances). Their main significance will be to
communications; the communications networks will probably be rendered
inoperative for considerable periods of time by interference from
EMPs, and the results of such breakdowns can well be imagined. At the
very moment when radio and other links (including land lines) between
various command levels are at their most important the EMPs will
render them virtually useless over large areas. Even when a nuclear
explosion has passed, the reverberations produced by the EMP in the
atmosphere may well linger to cause continued interruptions. Heavy
concentrations of fallout will produce radiation to create further
interference across radio and other communication frequencies.

Mass Fires

There are two types of mass fires - the conflagration and the
firestorm. Both are created from the hundreds of individual fires that
are started as a result of the nuclear blast.

Conflagration Fire

The conflagration is a large-area fire which is moved by a strong
wind, devouring everything in its path. The wind causes a literal wall
of flame to form and to move before it. This type of mass fire can be
expected to occur in many forests and in dry grassy areas. If you
consider the damage done over the last few years by brush and forest
fires in California, you can begin to understand the destruction that
would be caused by hundreds of such fires massing together.

Firestorm

The firestorm is a mass fire that burns intensely in one area. As the
many smaller fires burn, they cause air to be pulled into the area,
and smoke and superhot gases then escape upward. Once this airflow
pattern begins, it feeds on itself, creating a sort of a chimney
effect. Once the phenomenon is fully developed the air flows into the
area at between 80 and 115 kilometers per hour. Temperatures reach as
high as 1000 to 2000 degrees Fahrenheit, so even things that aren't
actually touched by flames are consumed and destroyed. Unlike the
conflagration, a firestorm doesn't travel; it moves little, if at all,
due the strong winds blowing in from all sides.

A firestorm can form in an area of many smaller fires in about 15 to
20 minuets and may last anywhere from 3 to 8 hours. Many parts of the
area may remain too hot to enter for a couple of days after the fires
have burned themselves out.

Nuclear Weapon Explosion Data (Surface Burst)

                      [1]     [2]          [3]       [4]       [5]

                              Total        Heavy     Moderate  Light
          Crater    Fireball  Destruction  Damage    Damage    Damage
 Yield     Dia.      Dia.     Radius       Radius    Radius    Radius

  5 Kt    0.068     0.084     0.469        0.678     1.042     1.303
 10 Kt    0.085     0.111     0.591        0.919     1.313     1.642
 20 Kt    0.108     0.146     0.745        1.158     1.655     2.608
 50 Kt    0.146     0.211     1.011        1.572     2.246     2.807
100 Kt    0.184     0.278     1.273        1.981     2.830     3.537
200 Kt    0.232     0.368     1.604        2.495     3.565     4.456
300 Kt    0.265     0.433     1.836        2.857     4.081     5.101
500 Kt    0.315     0.531     2.177        3.387     4.838     6.048
  1 Mt    0.396     0.700     2.743        4.267     6.096     7.620
  2 Mt    0.499     0.924     3.456        5.376     7.680     9.601
  3 Mt    0.572     1.087     3.956        6.154     8.792     10.980
  4 Mt    0.629     1.219     4.355        6.774     9.677     12.096
  5 Mt    0.678     1.333     4.691        7.297     10.424    13.030
  8 Mt    0.792     1.609     5.486        8.534     12.192    15.240
 10 Mt    0.854     1.759     5.910        9.193     13.133    16.417
 20 Mt    1.076     2.322     7.466        11.583    16.547    20.684
 25 Mt    1.159     2.538     8.021        12.477    17.825    22.281
 30 Mt    1.231     2.730     8.524        13.259    18.942    23.677
 40 Mt    1.355     3.063     9.382        14.594    20.848    26.060
 50 Mt    1.460     3.349     10.106       15.720    22.458    28.072
100 Mt    1.839     4.420     12.733       19.807    28.295    35.369
150 Mt    2.105     5.198     14.575       22.673    32.390    40.487

Kt = kiloton (1 Kt = 1000 tons = 2 million lbs.)
Mt = megaton (1 Mt = 1000 kilotons = 2 billion lbs.)

NOTE: All measurements are in kilometers


Damage Radius Modification Factors for Various Bursts Heights

Subsurface Explosion (-100 meters)
          x0.80               x0.80        x0.80     x0.80     x0.80

Extra Low Airburst (600 meters)
                    x3.00     x3.00        x3.00     x3.00     x3.00

Low Airburst (2.5 kilometers)
                    x3.50     x3.50        x3.50     x3.50     x3.50

Medium Airburst (5.3 kilometers)
                              x4.00        x4.00     x4.00     x4.00

High Airburst (10 kilometers)
                              x4.50        x4.50     x4.50     x4.50

Extra High Air Burst (25 - 30 kilometers)
                              x0.75        x1.00     x3.00     x6.00

Outer Atmosphere Burst (Above 30 kilometers)
     No significant damage done, EMP is the most destructive effect of this
     type of detonation.

Crater Depths
Crater formation will occur when the height of the burst is less than
1/10th of the maximum radius of the fireball.

Surface Explosions and Low Airbursts

1 Mt       36.576 meters
10 Mt      60.960 meters
100 Mt    100.584 meters

Subsurface Explosions

1 Mt       88.392 meters
10 Mt     131.064 meters
100 Mt    192.024 meters

All values can be extrapolated for values in between.

Radius M.D. Factors for Ground and Aerial Targets The following damage factors
take Heat and Blast effect in account.

Note: A nuclear Detotion goes out in all directions - up as well as along the
      ground.

Breakdown of the Blast Zones
                                     .
                       .                           .


            .                        .                        .
                           .                   .
             [5]                    [4]                    [5]
                                       .
                    .        .               .        .

     .                  .                         .                  .

               .          [3]        _        [3]          .
                    .           .   [2]   .           .
                              .     _._     .
                             .    .~   ~.    .
  .          . [4] .         .[2].  [1]  .[2].         . [4] .         .
                             .    .     .    .
                              .    ~-.-~    .
                    .           .   [2]   .           .
               .          [3]        -        [3]          .

     .                  .                         .                  .

                    .        .               .        .
                                      .
             [5]           .        [4]        .           [5]
                                      .
             .                                                 .

                       .                           .
                                     .


Diagram Outline
===============

     [1]  Vaporization Point (Crater)
          ---------------------------
          Everything is vaporized by the blast.

     [2]  Total Destruction
          -----------------
          All structures above ground are destroyed.

     [3]  Severe Blast Damage
          -------------------
          Factories and other large-scale buildings collapse.  Severe
          damage to highway bridges.  Rivers sometimes flow counter-
          current.

     [4]  Severe Heat Damage
          ------------------
          Everything flammable burns.  People in the area suffocate due
          to the fact that most available oxygen is consumed by the
          fires.

     [5]  Severe Fire & Wind Damage
          -------------------------
          Residency structures are severely damaged.  People are blown
          around.  2nd and 3rd-degree burns suffered by most survivors.

Radiation Damage

        Radiation damage is permanent and any further exposure is cumulative
and is added to the character's total.  The following list is the classes of
radiation exposure a character is placed in according to their cumulative
total.  The classes are to be used to determine which character should allow
themselves to be exposed to radiation if they are given the choice.

New stat addd for game play:  Radiation Exposure Class (RC).  All starting
characters start out with RC-0.

Exposure     Classes
Class        Exposure (in RADS)    Risk
=======      ==================    ====

RC-0         0 Exposure            May take normal risks
RC-1         > 0, <= 70            Should avoid further
                                   exposure
RC-2         > 70, <= 150          Should not risk any further
                                   exposure
RC-3         > 150                 Only in absolute emergency
                                   should any further exposure
                                   be risked


Whole Body Radiation Damage from Craters and Fallout

        The following table lists the effects of different whole body
radiation dosages on humans.  The damage resulting from radiation is listed
with the convalescent period being the time required to recover from the
damage.

Note: Though the damage resulting from radiation can be healed the
radiation absorbed is permanent and cannot be "healed"


Dosage    Incidence      Convalescent
in RADS   of Vomiting    Period             Effects
=======   ===========    ============       =======

0-25      0%             N/A                Practically no "short-term"
                                            effects. May be some blood
                                            cell damage.

26-100    5%             7 Days             A small amount of nausea and
                                            sickness for highest dose
                                            level. Blood changes
                                            noticeable.

101-200   100%           Up to 40 Days      Definite identifiable changes
                                            in blood cells.  Highest dose
                                            causes hair loss, livid shin
                                            spots, nausea, vomiting,
                                            diarrhea, fevers, haemorrhages
                                            and great fatigue.  Heart
                                            failure in some.

201-400   100%           Several weeks      Symptoms as above but more
                         to months severe.  Fatal to 25% in low
                                            range, 50% in high range.

401-600   100%           Death              Symptoms as above but now very
                                            and occurring soon after
                                            exposure. Death will occur
                                            within 1d6 days.

601-800   100%           Death              Symptoms as above but
                                            circulatory system and parts
                                            of the central nervous system
                                            malfunction rapidly. Death
                                            will occur in 1d6 hours.

801-5000+ 100%           Death              Outcome very rapid.
                                            Vomiting, falling blood
                                            count, diarrhea, great
                                            fatigue, internal bleeding,
                                            organ failure, nervous system
                                            collapse heart failure, coma,
                                            and then death.

        These doses are immediate or one hour doses, these are strictly
worse case possible results.  The same dosage acquired over a longer time
span would have significantly less drastic effects.

Radioactive Contamination Zones in Crater

        The most radioactive area would be the bomb crater itself.  This
area is referred to as Zone 1, and the radioactive level of this zone varies
according to the type of burst (see following table).  The size of this is
equal to the size of the bomb crater itself.  Zone 2 is a secondary area of
radiation surrounding the bomb crater.  The radiation in this zone is only
found in craters resulting from surface and subsurface bursts.  The size of
Zone 2 is equal to the diameter of the bombs fireball.  The contamination
levels will be very high for several decades after a ground/subsurface
burst.

The residual radiation for Zones 1 and 2 are shown below;

          Subsurface     Surface   Air    High Air
          Burst          Burst     Burst  Burst
          ==========     =======   =====  ========

Zone 1    8000 RADS/Hr   6000      4000   2000
Zone 2    4000 RADS/Hr   3000      N/A    N/A


Dose Rates
**********

The following table lists RADs per melee.

RADS/Hr   RADS/ Melee
=======   ===========

10000         42
9000          37
8000          33
7000          29
6000          25
5000          21
4000          17
3000          12.5
2000          8
1000          4
500           2
100           0.4
50            0.2
25            0.1

        To find any value in between these just divide RADS/Hr by 240 (4
melees per minute x 60 minutes in one hour).

Fallout/Snowout
        Fallout follows the t-1.2 law which states that for every sevenfold
increase in time after detonation there is a tenfold drop in radiation
output.

           Example 1.  A reading of X level of radioactivity
      at Y hours after detonation would indicate a level of
      radioactivity of .1X at 7Y hours after detonation.  This
      is accurate for 2500 hours (14 weeks) following the explosion,
      thereafter the dose rate is lower than t-1.2 would predict.

           Example 2.  If a dose rate of 100 RADS/Hr was found at
      1 hour after detonation (this assumes all significant fallout
      from the bomb has fallen, therefore starting with the seven hour
      point is probably more realistic) would be 10 RADS/Hr a 7 hours,
      1 RAD/Hr at 48 hours (2 days), .1 RAD/Hr at 343 hours (2 weeks),
      .01 RAD/Hr at 2401 hours (14 weeks).

        Fallout blows downwind, and will fall out at some distance from the
explosion.  The following are some examples of various nuclear fallout
levels after Y hours and the percentage of population dead after exposure to
the levels of fall out.


Time      RADS/Hr        Death Percentage in population

An area 16 Km wide by 48 Km downwind from a single 1 MT ground burst

1 Hr.     1,000          100% dead at 1 hour of exposure
7 Hours   100            50% dead within 7-8 hours of continuous
                         exposure
2 Days    10             50% dead for 5 days of continuous exposure
2 Week    1              50% dead for 1 month continuous exposure
14 Weeks  0.1            0% dead from radiation hereafter

An area 19 Km by 152 Km downwind for a single 1 MT ground burst

1 Hr.     0              Radiation has not arrived yet
7 Hrs.    50             50% dead for 18 hours of continuous
                         exposure
2 Days    5              5% dead for 2 weeks of continuous exposure
2 Weeks   0.5            0% dead from radiation hereafter
14 Weeks  0.05           0% dead from radiation hereafter

The above examples indicate conditions and exposures that would only be
acceptable in wartime.  In the examples the wind is continuous in
direction and velocity.  A real wind would not make such nice neat
patterns.

Examples of levels of fallout from a single 1 Mt ground burst with a 24
kph wind.

        As a very general rule of thumb, you can expect fallout to move
approximately 48 kph.  The fallout from a medium-size bomb will extend for
several 100's of  with the heaviest concentrations within about 325 km of
the blast.  Areas farther downwind may not receive any fallout for several
hours; those closer may get it within fifteen minutes.

The following table shows approximately how long it will take, under
normal atmospheric conditions, for fallout to reach the ground at
specified distances downwind from a 5 Mt burst.

     Distance from Blast   Fallout Will Begin After
     ===================   ========================
     8 Km                      20 Minutes
     40 km                      1 Hour
     160 Km                   3-5 Hours

        Fallout usually drifts down over a period of time; it doesn't just
plop down all at once.  In areas receiving immediate fallout, the particles
may continue to fall for a much as 24 hours.  Outside the immediate burst
area most of the fallout - about 80% of it - will come down within the first
48 hours.  Any rain or snow will bring it down even faster and in greater
concentrations.  Many of the smaller particles may stay in the atmosphere
for months or even years.

The following table lists estimated levels of radiation one hour after
the detonation of a 20 Mt bomb.

     Distance from Blast   Radiation Level
     ===================   ===============
        8-24 km               10000-1000
      24-120 Km                1000-100
     120-193 km                 100-0

        For all practical purposes, radiation levels in excess of a few
thousand rads can be ignored.  The areas that receive such heavy fallout
also will be hit hard by the initial blast and heat.


        The following table shows how a starting radiation level of 2000
rads will decay and the total accumulation one can expect as it does so.  An
area receiving this amount of fallout is likely to be relatively close to a
blast site.  Figures such as these are not exact.  The actual dosages and
rates of decay will be altered by local factors such as weather and terrain,
but this table does provide a good example.

Time Interval  Interval Dose  Cumulative Dose
=============  =============  ===============
1st-2nd hour       2000           2000
2nd-3rd hour       1000           3000
3rd-4th hour       640            3640
4th-5th hour       440            4080
5th-10th hour      1200           5280
10th-24th hour     1200           6480
2nd day            760            7240
3rd day            400            7640
4th day            240            7880
5th day            180            8060
6th day            140            8200
7th day            96             8296
2nd week           430            8726
3rd week           230            8956
4th week           110            9066
2nd month          175            9241
3rd month          80             9321
4th month          50             9371
5th month          30             9401
6th month          20             9421
6th-12th month     50             9471
2nd year           16             9487
3rd year           5              9492
4th year           3              9495

Areas covered by a given accumulated doses from fallout

Upper Limit of
Accumulated Dose         Area (Km2)
****************         **********
RADs                   1 Mt      10 Mt
====                   ====      =====
1000                   900       11000
800                    1200      14000
600                    1700      18000
400                    2600      27000
200                    5500      52000
100                    10500     89000
50                     18600     148000
25                     32700     234000
10                     56000     414000

These figures are just rough estimations of the actual areas covered.

EMP (Electro-magnetic Pulse)
        EMP damage goes out in all directions, to distances greater than
that of the effects of the blast itself.

        As a general rule of thumb, the distance an EMP will travel is
directly related to the height of the burst, the strength of the blast and
any natural features in its path.

Rough rule of thumb for the EMP distance covered.
=================================================

(Height of burst in km x 1000) x (Megatonnage of bomb / 10) = radius of
EMP in km

            Example:

           A 10 Mt bomb detonated at a height of 50 Km.

            (50 x 500) x (10/10) = 25000 Km radius

Damage from Pulse
=================

        The damage inflicted from the pulse will be to electrical equipment
only ie computers, radios, telephones, mecha, aircraft, power distribution
networks and any other device not hardened from an EMP.  The manifestation
of this damage will be burnt out electronic components, circuits fried
beyond repair etc.

Miscellaneous Notes on Nuclear Explosions


Visibility Distances
====================

        The tables shows the distances at which an exposed person would
suffer second-degree burns, or at which exposed dark coloured clothing or
paint would catch fire.  It further shows how these distances are affected
by varying visibilities.  Distances are in kilometers.


Visibility (km)     Size of bomb (Mt)
===============     =================
                    1        5        10       20      50     100
---------------------------------------------------------------------
16                  10       18       21       24      26     28
48                  11       22.5     26.5     29      35     42
80                  14       27       33       42      52     61
---------------------------------------------------------------------

The next table looks at the same effects from weapons detonated at an
altitude to maximize blast effects.

Visibility (km)  Size of bomb (Mt)
===============  =================
                 1        5        10       20      50     100
----------------------------------------------------------------------
19               14       29       40       51      76     98
4                10.5     22.5     29       39      61     80
1.9              4.5      10       13       19      26     30.5
0.96             0.5      3        4        6.5     11     18
----------------------------------------------------------------------

19 km visibility is considered an average clear day.
4 km visibility is considered a medium-hazy day.
1.9 km visibility is considered a day of heavy cloudiness.
0.96 km visibility is considered a day of dense cloudiness.


Wind Speeds
***********

        The following table gives examples of wind speeds that could be
expected at various distances from a 20 Mt explosion.

          Surface         Optimum
Distance  Burst           Air Burst
(km)      (kph)           (kph)
========  =======         =========

3.2        2333            3138
4.8        1046            2253
8          483             684
16         177             321
24         88.5            185
32         56              121
48         30.5            72.5
80         14.5            32

        These figures are approximation, since variables such as terrain and
obstructions affect the speeds.  The winds will be highest in areas where
the land is flat and smooth; hilly terrain or many large buildings will
lower velocity.  When I say that the winds will be lowered so much that they
are no longer be any danger.  Rather, the area of danger will simply be
decreased somewhat.

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