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 u p 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.
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.
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 fro m 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 lifted 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 g round, 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 comedown to the ground.
EMP (Electromagnetic 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.
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 super hot 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 minutes 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.
|
|
[1] |
[2] |
[3] |
[4] |
[5] |
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 lb.) |
Subsurface Explosion (-100 meters) |
||||||
x0.80 |
x0.80 |
x0.80 |
x0.80 |
x0.80 |
||
Extra Low Air burst (600 meters) |
||||||
x3.00 |
x3.00 |
x3.00 |
x3.00 |
x3.00 |
||
Low Air burst (2.5 kilometers) |
||||||
x3.50 |
x3.50 |
x3.50 |
x3.50 |
x3.50 |
||
Medium Air burst (5.3 kilometers) |
||||||
x4.00 |
x4.00 |
x4.00 |
x4.00 |
|||
High Air burst (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). |
Crater Depths
Crater formation will occur when the height of the burst is less than
1/10th of the maximum radius of the fireball.
1 Mt:
36.576 meters
10 Mt:
60.960 meters
100 Mt:
100.584 meters
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 Detonation goes out in all directions - up as well as along the ground.
TDR:
Totally Destroyed
HDR:
3d6 x 1,000 M.D.
MDR:
2d6 x 100 M.D.
LDR:
Only S.D.C. Inflicted
Note: For aerial targets roll the following percentage additions against the particular skill used to fly the aerial vehicle only if the vehicle survives the initial blast wave. Roll again for the second return blast wave with the same modifications.
HDR:
-90%
MDR:
-70%
LDR:
-40%
If the roll fails, the pilot loses control of the aircraft/mecha, which results in the aircraft tumbling out of the sky and should be role-played to it's fullest.
Sub-Surface Explosion:
TDR:
Totally Destroyed
HDR:
4d6 x 1,000 M.D. to structures on/under the ground only
MDR:
3d6 x 100 M.D. to structures on/under the ground only
LDR:
Only S.D.C. Inflicted to structures on/under the ground only
. . . . . . . . [5] [4] [5] . . . . . . . . . . [3] _ [3] . . . [2] . . . _._ . . .~ ~. . . . [4] . .[2]. [1] .[2]. . [4] . . . . . . . ~-.-~ . . . [2] . . . [3] - [3] . . . . . . . . . . [5] . [4] . [5] . . . . . .
Diagram Outline
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 added for game play: Radiation Exposure Class (RC). All starting characters start out with RC-0.
Class |
Exposure (in RADS) |
Risk |
RC-0 |
0 Exposure |
May take normal risks |
RC-1 |
0 < RADS <= 70 |
Should avoid further exposure |
RC-2 |
70 < RADS <= 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 in RADS |
Incidence of Vomiting |
Convalescent Period |
Effects |
|
|
|
Practically no "short-term" effects. May be some blood cell damage. |
|
|
|
A small amount of nausea and sickness for highest dose level. Blood changes noticeable. |
|
|
|
Definite identifiable changes in blood cells. Highest dose causes hair loss, livid skin spots, nausea, vomiting, diarrhea, fevers, hemorrhages and great fatigue. Heart failure in some. |
|
|
|
Symptoms as above but more to months, severe Fatal to 25% in low range, 50% in high range. |
|
|
|
Symptoms as above but now very and occurring soon after exposure. Death will occur within 1d6 days. |
|
|
|
Symptoms as above but circulatory system and parts of the central nervous system malfunction rapidly. Death will occur in 1d6 hours. |
|
|
|
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.
Gaming Penalization for Radiation Levels
RAD Level |
Penalty |
0-25 |
None |
26-100 |
P.S. -1, P.P. -1, P.E. -1 |
101-200 |
P.S. -2, P.P. -2, P.E. -2, P.B. -2, P.P.E. -10 |
201-400 |
P.S. -3, P.P. -3, P.E. -3, P.B. -3, P.P.E. -20 |
401-600 |
P.S. -5, P.P. -5, P.E. -5, P.B. -5, P.P.E. -40 |
601-800 |
P.S. -7, P.P. -7, P.E. -7, P.B. -7, P.P.E. -50 |
801-5000+ |
P.S. -15, P.P. -15, P.E. -15, P.B. -15, P.P.E. -100 |
The above effects are permanent and cannot be modified by normal means.
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 Burst |
Surface Burst |
Air Burst |
High Air 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.
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 |
.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 |
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 (Electromagnetic 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.
Damage from Pulse
The damage inflicted from the pulse will be to electrical
equipment only i.e. 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 (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 |
.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.
Distance (km) |
Surface Burst (kph) |
Optimum Air Burst (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.