'The splitting of the atom has changed everything save our mode of thinking and thus we drift toward unparalleled catastrophe'

Albert Einstein

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 1-6 days.



601-800   100%           Death              Symptoms as above but

                                            circulatory system and parts

                                            of the central nervous system

                                            malfunction rapidly. Death

                                            will occur in 1-6 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 500) 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.


(I did not write this. I don't know who the author is but credit him, not me.)
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