|
Nuclear Weapons
"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 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 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)
Yield |
Crater Dia |
[1]
Fireball Dia. |
[2] Total Destruction Radius
|
[3] Heavy Damage Radius
|
[4] Moderate Damage Radius
|
[5] Light Damage 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 lb.) Mt = megaton (1 Mt = 1000 kilotons = 2 billion lb.)
Note: All measurements are in kilometers. |
Damage Radius Modification Factors for Various Bursts Heights
| |
Crater Dia |
[1]
Fireball Dia |
[2] Total Destruction Radius |
[3] Heavy Damage Radius |
[4] Moderate Damage Radius |
[5] Light Damage Radius |
| 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). 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 Air bursts
|
| 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 Detonation goes out in all directions - up as well as
along the ground.
Surface and Air Burst TDR - Totally Destroyed HDR - 3d6*1,000 M.D. MDR - 2d6*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*1,000 M.D. to structures on/under the ground only MDR - 3d6*100 M.D. to structures on/under the ground only LDR - Only S.D.C. Inflicted to structures on/under the ground only
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 added 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< 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 |
| 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 skin spots, nausea, vomiting, diarrhea,
fevers, hemorrhages 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.
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
| 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 at 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. following are examples of various nuclear levels after Y hours
percentage population dead exposure to 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.
| 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.
Back to
Revised and
Expanded Missile & Bomb Tables.The original author of this article
has requested not to be named.
The article is edited by Chris Curtis (curtis@thepentagon.com)
and
Mad Dog (maddog1@Alaska.NET).
Copyright © 1997, 1998 Original Author and Chris Curtis. All rights
reserved.
|