RPG Forums

Go Back   RPG Forums > Role Playing Game Section > Morrow Project/ Project Phoenix Forum
Register FAQ Community Calendar Today's Posts Search

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 07-12-2018, 06:58 AM
dragoon500ly dragoon500ly is offline
Registered User
 
Join Date: Oct 2010
Location: East Tennessee, USA
Posts: 2,894
Default Nuclear, Biological and Chemical Warfare in the Project

An Overview

In the world of the Morrow Project, we often discuss the nuclear aspect of TEOTWAWKI event, the Soviets drop roughly 150 ICM and SLBM on the U.S. and everything quickly goes to hell in a hand basket.

NBC Warfare in its most general definition is “a Nuclear, Biological or Chemical weapon of mass destruction that can kill and bring significant harm to a large number of humans or cause great damage to human-made structures, natural structures or the biosphere.” The exact scope and usage of this term has evolved over the years and has often been disputed (usually becoming more political than technical). The first use of a WMD was in reference to aerial bombing with chemical explosives starting with the 1937 Spanish Civil War. Since World War Two, it has expanded to include its nuclear, biological and chemical technologies.

To make the matter even more puzzling, there is no treaty or customary international law that contains an authoritative definition. Instead, international law has been used with respect to the specific categories of weapons within WMD, and not to WMD as a whole. However, there is an argument that nuclear and biological weapons do not belong in the same category as chemical and "dirty bomb" radiological weapons, which have limited destructive potential (and close to none, as far as property is concerned), whereas nuclear and biological weapons have the unique ability to kill large numbers of people with very small amounts of material, and thus could be said to belong in a class by themselves.

The U.S. definition is “Chemical, biological, radiological, or nuclear weapons capable of a high order of destruction or causing mass casualties and exclude the means of transporting or propelling the weapon where such means is a separable and divisible part from the weapon. Also called WMD.”
The term separable and divisible part of the weapon basically states that missiles such as the U.S. Pershing II SSM and the Soviet SCUD are considered to be WMD, while aircraft carrying nuclear bombloads are not.
The United Kingdom, in 2004, published the Butler Review in an attempt to better define what a WMD is, this was latter codified in the United Nations Security Council Resolution 687, which defined the systems that Iraq would have to abandon:

"Nuclear weapons or nuclear-weapons-usable material or any sub-systems or components or any research, development, support or manufacturing facilities relating to [nuclear weapons].

Chemical and biological weapons and all stocks of agents and all related subsystems and components and all research, development, support and manufacturing facilities.

Ballistic missiles with a range greater than 150 kilometres and related major parts, and repair and production facilities."

An additional condition applied to WMD is that the use of the weapons must be strategic in nature, in other words, they would be designed to “have consequences far outweighing the size and effectiveness of the weapons themselves.

Within the Project, three chemical weapons are available:

M-55 115mm Bolt Rocket: This weapon can be fired from multiple TOW launchers that are mounted on various MARS vehicles. The warhead is loaded with GB Nerve Agent and will contaminate an area 16m x 16x 4m. Upon inhalation, the GB will kill in 15 minutes or less, skin contact kills within two hours. Maximum effective range is 10,600m

M-6 CN-DM Gas Grenade: A burning-type hand grenade that produces a cloud of white smoke during its 60-second burn time. The cloud contains a mixture of tear and vomit gases whose effects can last for up to 60 minutes. A riot/choking agent.

M-7A3 CS Gas Grenade: This hand grenade creates a dense cloud of CS tear gas. The gas causes pain in the skin, eyes, throat and lungs as well as difficulty in seeing. The effects of the gas disappear 15 minutes after exposure. The grenade burns for 60 seconds. A riot agent.

The Project issues a Chemical Protective Mask (M-17A1), an older, Vietnam War-era design with two internal filters. While TM1-1 states that the filters are good for a year before needing replacement, this is highly dependent upon the chemical used. Blood agents typically comprise the filters with 2-4 hours, while Nerve agents cause the filters to be replaced as soon as possible after the attack.

There is one additional piece of project equipment: The Project Resistweave overalls have a zip-on hood and are gas resistant. Designed for continuous wear, this can be a long-term problem as the overalls will “wear” at places such as the elbows, buttocks, knees and any other places that come into constant contact with another surface. While a great “hand-wavium” effect, the threat of the coveralls acquiring tears and wear patterns threatens their effectiveness for NBC protection.
__________________
The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis.
Reply With Quote
  #2  
Old 07-12-2018, 07:01 AM
dragoon500ly dragoon500ly is offline
Registered User
 
Join Date: Oct 2010
Location: East Tennessee, USA
Posts: 2,894
Default A Suggested list of NBC Gear to update the Project:

Nuclear, Biological and Chemical Warfare Kits & Supplies

Antidote Treatment Nerve Agent (ATNAA) Autoinjector Weight: 0.02kg
The ATNAA provides Atropine and Pralidoxime chloride in a single delivery system, although the two drugs are separate within the device. The use of the device is only to be administered in the extreme case of organophosphate poisoning. The delivery system is originally designed for use by military personnel only and is only issued to Project personnel that are considered to be in immediate danger of a chemical attack or work in a position (such as ordnance disposal) where there is a high likelihood of nerve agent exposure. By design, autoinjectors are easy to use and are intended for self-administration by patients. The site of injection depends on the drug loaded, but it typically is administered into the thigh or the buttocks.

Battle Dress Overgarment (BDO) Weight: 5.5kg
The BDO has been designed with new features that increase protection in a chemical environment and that make wearing the suit less of a heat burden. The suit has more activated charcoal than the previous model, a novel outer cloth weave, and an outer cloth "scotch-guard" type treatment, resistant to liquid chemical agents. Because of the increased amount of charcoal, the BDO and DBDO can now be worn in an uncontaminated environment for 30 days following removal of the garment from its vapor-protective bag; this wear time may be extended past 30 days at the discretion of the team commander. The suit may be worn for 24 hours in a contaminated area, but once the suit has been contaminated, the wearer must replace the suit.
The BDO is presently produced in both woodland and desert camouflage patterns. The suits have large butyl rubber patches sewn into the elbows and knees to prevent liquid chemical agents from penetrating the suit at these points.

Convulsive Antidote, Nerve Agent (CANA) Autoinjector Weight: 0.1kg
A specialized diazepam preparation known as Convulsive Antidote, Nerve Agent (CANA), which contains diazepam. One CANA kit is typically issued to Project members, when operating in circumstances where chemical weapons in the form of nerve agents are considered a potential hazard.

Chemical Protective Gloves and Overboots Weight: 2kg
The chemical protective gloves are made from butyl rubber and are impermeable to chemical agents. The GVO is made from vinyl which will protect the wearer against NBC agents and environmental effects. Both may also be decontaminated and reissued. Both the 0.025in thick and 0.014in thick gloves and GVO boots, when worn with the leather combat boot, can be used for 24 hours in a contaminated environment. After a complete visual inspection and decontamination with a 5% HTH solution they may be worn again. The 0.007in thick tactile gloves must be inspected and deconned with the 5% HTH solution within 6 hours after being in a contaminated environment. Once deconned the 0.007in thick tactile gloves may be re-used. In an uncontaminated environment, the gloves and boots can be used for 14 days and if found to be serviceable after a thorough inspection can be used for 14 days more. When working with petroleum products care must be taken not to allow these products to contact the boots and gloves. Should petroleum products contaminate the boots and gloves, wipe-off and air dry the boots or gloves within two minutes. If this cannot happen within two minutes then new boots or gloves must be obtained immediately.

The green vinyl overboots are authorized for wear in a contaminated environment, but when the green vinyl is contaminated by a liquid agent, the agent will desorb as a vapor over a prolonged period of time. Decontamination of the rain boots while on chemically contaminated terrain would involve almost constant interruption of the mission and would in most cases be impractical. Therefore, the desorption of agent vapors from the GVO must be considered when conducting unmasking procedures or entrance procedures into a collective protection shelter.

The gloves and the boots pose safety hazards. The 0.025in thick and 0.014in thick gloves degrade tactile ability and in a cold environment will not provide adequate protection against cold injury. The 0.007in thick gloves have been produced to answer the need for selected personnel to have excellent tactile ability while wearing these gloves but offer no protection from cold. These thin gloves must be issued along with the 0.025in thick gloves and only worn while performing those tasks requiring good tactile use of the hands and fingers.

Geiger Counter Weight: 0.5kg
A hand-held radiation counter which provides fine measurements of radiation. Powered by internal batteries.

Kit, Nuclear, Biological, Chemical, M-1 Weight: 0.79kg
A combination detector set and treatment kit for chemical and biological agents as well as radiation. The kit will sound an alarm (audio or vibrate) and identify any dangerous chemicals in the area. If pressed against the body it will automatically inject the proper antidote (the kit contains six doses). It will sound an alarm 75% of the time if a dangerous biological agent is in the area. The kite will also detect and measure radiation, as well as keep a record of the amount of radiation the person wearing it has been exposed to. The kit will sound an alarm if the radiation count goes up above the background level.

M-8 Chemical Agent Detector Paper Weight: 0.01kg
The M8 detector paper is the only way of identifying the type of chemical agent present in liquid form on the battlefield. Each Project member carries one booklet of M8 paper in the interior pocket of the protective mask carrier. A Project member encountering an unknown liquid suspected of being a chemical agent must don and check his mask and don the attached hood within 15 seconds, alert others in the vicinity, and then proceed to put on all of his chemical protective clothing. He then removes the booklet of M8 paper from his mask carrier, tears a half sheet from the booklet, and, if possible, affixes the sheet to a stick. Using the stick as a handle, the Project member then blots the paper onto the unknown liquid and waits for 30 seconds for a color change. The resulting color may then be compared to the colors on the inside of the front cover of the booklet to identify the type of liquid agent encountered.
G: Nonpersistent Nerve: Yellow
H: Blister: Red
V: Persistent Nerve: Olive Green or Black
False positive can occur if liquid insecticides are on the surface being tested. Antifreeze and petroleum products will also cause false positive.

M-9 Chemical Agent Detector Paper Weight: 0.04kg
The M9 detector paper detects the presence of liquid chemical agent but does not identify either the specific agent or the type of agent encountered. Each Project member carries one thirty-feet-long and two-inch-wide roll of M9 paper with adhesive backing to facilitate wrapping a strip of the paper around a sleeve and a trouser leg of the BDO. (Because the indicator dye in the paper is a potential carcinogen, gloves should be worn during application, and the paper should not contact the skin.) The paper is a dull off-white or cream color in the absence of liquid agent but contains an indicator chemical that when dissolved in liquid agent turns a reddish color. When the Project member sees this color change, he must immediately mask, alert others, and, if there is any possibility of skin exposure, proceed immediately with skin decontamination.

The M9 paper will detect nerve-agent or blister-agent droplets as small as 100 microns in diameter. False positive may be seen if the paper is exposed to antifreeze, liquid insecticide, or petroleum products. The Project member's attention to possible interfering substances on the battlefield can help in the later interpretation of a color change in the M9 paper in the absence of confirmatory tests for agents but does not relieve him of the obligation to mask and take other appropriate measures immediately after seeing a color change in the detector paper.

M-17A1 Chemical Protective Mask Weight: 1.3kg
This is a standard protective mask that will provide protection from any chemical and most biological agents that have to be inhaled in order to be effective. The filters will last up to a year under normal conditions before replacement is necessary. In the event of a chemical attack with blood agents, the filters must be replaced as soon as possible. The mask has a built-in microphone and an attachment that will the wearer to drink from canteen will still wearing the mask. The mask comes with a canvas holder that is normally strapped to one leg and contains one set of spare filters, a lens-cleaning kit, a personal decontamination and a weapons decontamination kit.

M-50 Chemical Protective Mask Weight: 1.2kg
This is the newest standard protective mask and provides protection against chemical and biological agents, toxic industrial chemicals, and nuclear fallout. The dual, low profile filters reduce weight and bulk while reducing breathing resistance by sixty percent over the M-17A1 mask. The filters incorporate a shelf-life indicator patch which changes colors from white to blue when the filters are no longer serviceable. The mask face blank incorporates self-sealing filter mounts that allow for filter changes in a contaminated environment. The single element eye lens gives the mask a 96-degree field of view and improved compatibility with military equipment and battlefield optical systems. The drinking system of the mask allows for greater liquid flow however, is not compatible with previous drinking systems.
Consequently, the mask is normally issued with an M50 series compatible canteen cap. The mask is packed in a carrier that also contains other items such as three Antidote Treatment Nerve Agent (ATNAA), a convulsive antidote for nerve agents (CANA) and an M-258A1 decontamination kit. It also contains a M1 waterproof bag to protect filter elements from water damage. Other components attached are mask hoods to protect the head and neck area, a winterization kit to prevent frost accumulation during cold weather conditions and optical inserts for soldiers with vision defects.

M-51 Chemical Protective Mask Weight: 1.3kg
A variant of the M-50 mask, the M-51 shares the same main features of the M-50 mask with the addition of an internal microphone and jack that allows it to be connected into a vehicle communications system as well as alterations that make it better suited for use by armored vehicle crews, who have to connect their masks to and draw air from their vehicle's own filtration system.

M-256A1 Chemical Agent Detector Kit Weight: Negligible
The M256A1 Chemical Agent Detection Kit is designed to detect and identify chemical agents present either as liquid or as vapor and consists of a) a booklet of M8 paper (previously described) to detect agents in liquid form and b) twelve foil-wrapped detector tickets containing eel enzymes as reagents to detect even very low concentrations of chemical vapors. Instructions for the use of the detector tickets appear on the outside of each of the foil packets and in a separate instruction booklet in the kit. The following chart shows the agents detected by the M256A1 Kit:
Agent Detected Symbol Class
Hydrogen Cyanide AC "Blood" (cyanide)
Cyanogen Chloride CK "Blood" (cyanide)
Mustard H Blister
Nitrogen Mustard HN Blister
Distilled Mustard HD Blister
Phosgene Oxime CX Blister
Lewisite L Blister
Nerve Agents V and G Series Nerve
By following the directions on the foil packets or in the instruction booklet, a Project member can conduct a complete test with the liquid-sensitive M8 paper and the vapor-sensitive detector ticket in approximately 20 minutes. During the test, the ticket must be kept out of direct sunlight, which speeds evaporation of the reagents; evaporation is also accelerated by waving the detector ticket in the air, so the ticket should be held stationary during all parts of the test.

M-258A1 Decontamination Kit, Skin Weight: 0.2kg
The M258A1 skin decontamination kit is currently the standard item for the removal and neutralization of liquid chemical agents on the skin. This kit contains three No. 1 packets and three No. 2 packets. Packet No. 1 adsorbs and neutralizes the G-type nerve agents, whereas Packet No. 2 adsorbs and neutralizes the nerve agent VX and liquid mustard. The contents of the packets are as follows:
Packet No.1: Hydroxyethane 72%; Phenol 10%; Sodium Hydroxide 5%; Ammonia 0.05%;
Water 12.95%
Packet No.2: Chloramine B Hydroxyethane 45%, Zinc Chloride 5%; Water 50%
The Project member must remember that when using packet Number 1, one full minute of wiping the contaminated area is needed. The Project member must also remember that wiping with packet Number 2 must continue for two minutes. Speed and accuracy are critical in the proper use of this kit, and the Project member must have committed the decontamination procedure to memory. The decontamination solution is a skin-burn hazard in sensitive areas of the body and must be kept out of the eyes, the mouth, and any open wounds. The kit must also be protected from freezing and from prolonged exposure to temperatures greater than 110 F, and the glass ampoules in Packet No. 2 must be protected from premature breakage, which could render the kit useless.

M-291 Decontamination Kit, Skin Weight: 0.2kg; 5kg per box of 20
The introduction of this kit marks a new approach to skin decontamination. The M291 kit consists of six identical packets each containing a mixture of activated resins. This resin mixture both adsorbs liquid chemical agents present on the soldier's skin and neutralizes agents. The mixture consists of a adsorbent resin, a resin containing sulfonic acid, and a hydroxylamine-containing resin. After masking, the soldier opens any packet from the kit, removes the applicator pad, and applies an even coating of resin powder while scrubbing the entire skin area suspected to be contaminated. One applicator pad will decontaminate both hands and the face if necessary. If the face must be decontaminated, then the neck (including the throat area) and the ears must also be decontaminated using a second applicator pad.
The black resin powder residue will provide a visual confirmation of the thoroughness of application and will not cause any skin irritation even after prolonged contact with skin. However, normal precautions must be observed so that the powder does not enter open wounds, the mouth, or the eyes.
M-295 Decontamination Kit, Individual Equipment (DKIE) Weight: 0.4kg; 33kg per box of 80

The M295 DKIE allows for the decontamination of individual equipment through physical removal and absorption of chemical agent with no long term harmful side effects. The kit consists of a carrying pouch containing four individual decon packets, enough to do two complete individual equipment decontaminations. Each packet contains a mitt filled with the same decon powder used in the M291 SDK. Two packets will decon the protective gloves, M16A2 rifle, the chemical protective helmet cover, the protective mask hood, load carrying equipment (LCE) and accessories, the mask carrying case and the protective boots.

The decon mitt will only remove surface liquid contamination. The equipment which has been decontaminated can still pose a vapor hazard, due to absorbed liquid chemical agent desorbing as a vapor.
__________________
The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis.
Reply With Quote
  #3  
Old 07-12-2018, 09:50 AM
Madbomber Mike Madbomber Mike is offline
Registered User
 
Join Date: Jun 2018
Posts: 12
Default

Quote:
Originally Posted by dragoon500ly View Post
An Overview

Within the Project, three chemical weapons are available:

M-55 115mm Bolt Rocket: This weapon can be fired from multiple TOW launchers that are mounted on various MARS vehicles. The warhead is loaded with GB Nerve Agent and will contaminate an area 16m x 16x 4m. Upon inhalation, the GB will kill in 15 minutes or less, skin contact kills within two hours. Maximum effective range is 10,600m

M-6 CN-DM Gas Grenade: A burning-type hand grenade that produces a cloud of white smoke during its 60-second burn time. The cloud contains a mixture of tear and vomit gases whose effects can last for up to 60 minutes. A riot/choking agent.

M-7A3 CS Gas Grenade: This hand grenade creates a dense cloud of CS tear gas. The gas causes pain in the skin, eyes, throat and lungs as well as difficulty in seeing. The effects of the gas disappear 15 minutes after exposure. The grenade burns for 60 seconds. A riot agent.

The Project issues a Chemical Protective Mask (M-17A1), an older, Vietnam War-era design with two internal filters. While TM1-1 states that the filters are good for a year before needing replacement, this is highly dependent upon the chemical used. Blood agents typically comprise the filters with 2-4 hours, while Nerve agents cause the filters to be replaced as soon as possible after the attack.

There is one additional piece of project equipment: The Project Resistweave overalls have a zip-on hood and are gas resistant. Designed for continuous wear, this can be a long-term problem as the overalls will “wear” at places such as the elbows, buttocks, knees and any other places that come into constant contact with another surface. While a great “hand-wavium” effect, the threat of the coveralls acquiring tears and wear patterns threatens their effectiveness for NBC protection.
OK, heres my suggestions:
115mm M55 VX Rocket - BTW... they were ONLY ever filled with VX! Dump this thing like a bad habit! The Army sure did, and from checking, so did TMP in the 4Edition rules! The US learned the hard way, what the Nazis surmised in 1945... and we ignored what they said... because we're stupid! Heres the rub, the chemicals in VX and aluminum are not compatible! SO, the VX corrodes the hell out of the inside of the aluminum warhead body, eventually eroding it until it breaches!!!! I can tell you from personal experience, picking one of these up (while suited up) and having your thumb pierce the warhead and have VX sludge down your wrist is a butt puckering moment!
Next, as VX is a persistent agent, it will contaminate a site for several days depending on weather conditions. unlike GB, that's gone in a few minutes to a few hours.

M-6 CN-DM Gas Grenade: these things are AWESOME! And it's listed under all international treaties under "Riot Control Agents". Ok, so CN sucks, it opens ALL the valves for your tear and mucous membranes... not pleasant, but you throw in a little Adamsite (DM) and let me tell ya...GAME CHANGER!!!! I don't care HOW tough you think you are? You can't shrug this stuff off like CN, you're going to be curled up in a fetal ball, attempting to puke your own bootlaces up... it's the worst feeling ever! TOTALLY exhausting (hell of an Abdominal workout)! Of course it's only an inhalation hazard and is completely NON-persistent.

M-7A3 CS Gas Grenade: ehh… it's CS... it's OK

Masks: I'd replace the M17 across the board, they stopped making filters for it in 1986! You could replace with the Army/Marine Standard of the M-40, or the USAF/USN Standard of the MCU-2P. I'm a big fan of the MSA MILLENNIUM, which is a modernized version of the MCU-2P. It's a full visor mask as opposed to the M17/M40 that use individual eyelets, so there are less problems with claustrophobia and improved peripheral vision. They both use a NATO standard 40mm CBRN Filter and there are a plethora of specialized filters that will fit as well.


SUITS:
Coveralls: I've always wondered just how they intend to decontaminate these things?

4E Hazard Suit Mk1: "A rubberized plastic overgarment, gloves, boot covers and hood with integral layers of activated charcoal
designed to protect against biological, chemical and some forms of radiological contamination for up
to six hours. The hood contains a mask equivalent to the M17A1. Ballistic AV 1, Non-B 3."
Looks like a cross between a CPG/SARATOGA Suit and a TYCHEM Level B/C suit to me!

4E Hazard Suit Mk2:"This full-body positive pressure suit with Perspex hours of protection against visor provides up to 12 hour
biological, chemical and radiological threats. It is made of impermeant plastic made from multiple layer a(e.g. Tyvek), rubber and activated charcoal. The
outside layer is reinforced with aluminum foil and fiberglass. The backpack rebreather unit has an endurance of four hours. Ballistic AV 2, Non-B 4."
Looks like a LEVEL-A Hazard Suit with a DRAEGER Rebreather... not my first choice, but they sure work.... breathing hot, stale, recycled air after the first hour sucks, the 4th hour its worse!
Reply With Quote
  #4  
Old 07-12-2018, 11:43 AM
dragoon500ly dragoon500ly is offline
Registered User
 
Join Date: Oct 2010
Location: East Tennessee, USA
Posts: 2,894
Default

I concur, I find the thought of equipping the Project with a fusion demo charge and nerve has rockets to be well beyond what is needed to rebuild. In my games, neither is issued. Riot agents i find acceptable, it's is a relatively safe way to calm a job down.

For the majority of the Project, issuing chemical defense suits should be enough, I see the role of identifying contaminated areas requiring basic NBC protection only. Hazard suits and rebreathers, I can see being issued to decon teams instead of recon teams.

As for the masks, older teams would still be using the M17A1 masks, with the newer teams using the M50 series masks.
__________________
The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis.
Reply With Quote
  #5  
Old 07-13-2018, 02:30 PM
Madbomber Mike Madbomber Mike is offline
Registered User
 
Join Date: Jun 2018
Posts: 12
Default

Quote:
Originally Posted by dragoon500ly View Post
As for the masks, older teams would still be using the M17A1 masks, with the newer teams using the M50 series masks.
Might want to rethink the M50, it's cool, and I like them as well, but the filter is proprietary and difficult to swap. Also, as of 2018, there is still ONLY a CBRN filter for the M50. A CBRN filter will NOT provide protection from industrial chemicals, as I had to PAINFULLY explain to many commanders in Iraq. Hence, I would stick with a Mask system that uses the NATO 40mm Cannister systems, MSA and SCOTT make a plethora of additional filters that would allow the mask to be used by Decon and HazMat teams as well as rank and file.

Remember, TMP was PLANNED for 3-5 years post-Oopsie… a lot of those chemicals would still be around and being poorly stored.
But that's just my 2 Pesos (not useable as currency in the Occupied Areas of the Republic of Monterrey)
Reply With Quote
  #6  
Old 07-15-2018, 11:25 PM
cosmicfish cosmicfish is offline
Registered User
 
Join Date: Mar 2015
Posts: 477
Default

Quote:
Originally Posted by dragoon500ly View Post
I concur, I find the thought of equipping the Project with a fusion demo charge and nerve has rockets to be well beyond what is needed to rebuild. In my games, neither is issued.
I don't have a problem with TMP having fusion charges, only the relatively easy availability.

One of the problems facing the Project is that they are comparatively undermanned against a serious and determined enemy. In the early years it is possible that there are large rogue US elements or invading forces or domestic militias that are beyond the capability of MARS to address. Phoenix is one potential solution, but may not be the best solution depending on the circumstances. Being able to drop a low-radiation, controllable WMD on this kind of force may be the best way to handle one, and could be the only way for the Project to accomplish its mission or even survive.

That having been said, availability and control of these weapons should be sharply limited, with most forces not even aware they exist. Perhaps a few teams in each Region have been trained on them, with fire control limited to Regional or perhaps just National commanders. It should be harder to get or detonate a fusion charge than it is to get just about anything else in the inventory. And NO biological or lethal chemical weapons in the inventory, other than samples for Science.
Reply With Quote
  #7  
Old 07-24-2018, 01:41 PM
bobcat bobcat is offline
Registered User
 
Join Date: Dec 2010
Posts: 410
Default

without looking it up weren't the resist weave coveralls supposed to be regularly replaced anyway? this would solve the wear and decon issues without burying the teams under mountains of gear that usually doesn't interact well together. also i like the M40 series gas masks for much the same reasons as Mike mentioned. you can easily swap in the right filter for the hazards, and you can change them quickly while still wearing your mask.

*Edit* okay looking it up i am wrong on that but it is a better way to deal with them from a logistical standpoint. after all if the Project has access to reliable cold fusion power we can assume they have figured out a way to make a MOPP suit that's lightweight enough for everyday wear even after building in some form of soft armor.
__________________
the best course of action when all is against you is to slow down and think critically about the situation. this way you are not blindly rushing into an ambush and your mind is doing something useful rather than getting you killed.

Last edited by bobcat; 07-24-2018 at 02:10 PM. Reason: better data.
Reply With Quote
  #8  
Old 07-24-2018, 02:21 PM
Madbomber Mike Madbomber Mike is offline
Registered User
 
Join Date: Jun 2018
Posts: 12
Default

Quote:
Originally Posted by bobcat View Post
okay looking it up i am wrong on that but it is a better way to deal with them from a logistical standpoint. after all if the Project has access to reliable cold fusion power we can assume they have figured out a way to make a MOPP suit that's lightweight enough for everyday wear even after building in some form of soft armor.
Yeah, OK, I can make that leap!
Reply With Quote
  #9  
Old 07-24-2018, 05:03 PM
mmartin798 mmartin798 is offline
Registered User
 
Join Date: Feb 2014
Location: Michigan
Posts: 667
Default

Quote:
Originally Posted by bobcat View Post
okay looking it up i am wrong on that but it is a better way to deal with them from a logistical standpoint. after all if the Project has access to reliable cold fusion power we can assume they have figured out a way to make a MOPP suit that's lightweight enough for everyday wear even after building in some form of soft armor.

There are basically three ways it can protect. First is to prevent contact with the skin. This would mean it is liquid and gas impervious. Basically a sauna suit that will quickly become uncomfortable to wear on a daily basis. Even it it were somehow one-way and let water vapor out but nothing back in, it would be uncomfortable. The second way is to safely absorb the toxins. Activated charcoal or even a custom carbon nanotubes system would do the job. But at some point this will get saturated and have to be disposed of. The third way is for the suit to actively neutralize the toxins, either by chemical means or having powered graphene channels that reduce the compounds down. This again will require periodic replacement or a connected power source.

If you really want the project coveralls to do it all, I suppose we can rationalize a suit with nanotubes to capture and contain the toxins and graphene circuits that can safely clear the nanotubes when you have time to do maintenance on your gear. Just remember that this does mean that some units of the KFS military will have the same capabilities, since they will have some captured suits.



Sent from my iPhone using Tapatalk
Reply With Quote
  #10  
Old 07-24-2018, 11:16 PM
cosmicfish cosmicfish is offline
Registered User
 
Join Date: Mar 2015
Posts: 477
Default

The Project needs NBC protection but there is no reason for them to ALWAYS wear it. Remember that their goal is to rebuild civilization roughly 5 years post war. At that point civilization (such as it is) will already have abandoned contaminated areas or died where they stood. Project members need to escape the contamination of their bolthole and find the safe zones with the people. Exposure after that point will be temporary, brief forays into contaminated regions to extract people and resources.

So just give them MOPP suits or the like. Resistweave is already straining credibility, no need to make them walk around in a full body suit and all it entails.
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:22 PM.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.