NBC Warfare

3 posts ยท Feb 22 2000 to Feb 23 2000

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Tue, 22 Feb 2000 01:55:38 -0500

Subject: NBC Warfare

Welcome Hendrix! Swedes are welcome in the Tuffleyverse....:)

You said:

I have been pondering this sort of question (how to simulate NBC attacks in
games) ever since I spent my military service learning and teaching NBC
survival. And, yes, I have worn NBC gear in cold climate (-15 C, about 5
F, I think), though not for more than a couple of hours, thank God! (The
pseudo-mustard gas we were supposed to practice decontamination with had

frozen.)

** I raised just this point with Beth Fulton today. Chem and bio agents
used in cold climates may perform vastly differently - things freeze,
reactions happen differently, bugs die, etc. I'm thinking that just might help
offset the awful combo of cold weather and NBC gear.

I think most of the effects, in SGII, have to do with the scenario
construction
rather than on-table game mechanics. I'm thinking in lines of starting
fatigue and confidence, and how long you can stay suited up before filters and
batteries have to be changed, etc. Possibly some older gear would lower the
mobility to encumbered (4"), but that seems pretty harsh. My experience is
that you can move quite normally, even run short stretches, for at least a
couple of hours.

** I'd agree with your comments in general, except the last - your
comments about SG2 setup make lots of sense. I found in 30+C temps, when
I threw on the charcoal lined chemsuit, hood, gloves, mask, etc then
ended up running - it didn't take very long to be a bucket of sweat and
have great unhappiness. In fact, if it were moderately chilly, I think that
would be an improvement. Heat and NBC gear are bad. NBC gear is a
spring/fall type of kit. Winter or Summer bbth disagree based on
different problems.

> Thomas.Barclay wrote:
- ----Snip-----

> 3) Combat - combat effectiveness is hampered (at least IME) by

> fighting at high protective states - dexterity is shot, you fatigue

Why couldn't you have a HUD in a vacc suit,

** You could. But are my neck joints flexible? For example, in today's vacc
suit, I doubt I could lie down and fire along the ground or it'd sure be a
rotten bugger of a trick. Now, 2183 Vacc Suits may be different.... but there
are reasons our suits are bulky that might be hard to change (like the size of
the air tanks). If not, maybe only obsolete gear without a HUD or bulky in
nature have these penalties.

I'd think any visored helmet would do just great, or am I missing something?

** Ever shot through sights through a gas mask? I assume so. But did you do it
on a weapon with optics? For me anyway, I found sights (optics) plus a mask
equalled less effective and accurate fire. Maybe not significantly so... but
somewhat.

Assuming we are talking about military gear I would suppose that it is
suitable for fighting in (barring administrative fuckups, of course),

** Like ours is today? If people can argue that Basic tech in 2183 is
actually today-basic, then we should at least consider that NBC gear and
other similar gear might still encumber. Of course, I'm open to the thought it
does not. Just wanted to explore options.

or at least that the effects are so minimal, and would affect both sides more
or less equally, that they can be ignored. (But see Joe Haldemans Forever War
for some interestin effects of vacc suit fighting in near absolute zero
degrees environment.)

** Hmm, I still think there would be a difference between fighting buttoned up
and not, but it is probably admittedly far less than the modern day
equivalent.

> 4) Morale - no one likes to fight in these states - it beats

Absolutely, I really like the Dirtside rules for NBC attacks where _all_
units on the table have to take confidence tests. How about a reaction test to
enter a
contaminated area? (Are you _really_ sure your mask fits properly?)

** And has the enemy dropped a suit-eating nanite in the area?
Hmmm......

> But is should there be penalties for fighting "buttoned up"? Should

I would say no, otherwise we'd have to impose penalties on troops in
"unpowered" full BA like NSL Panzergrenadiers as well.

** Assumption: Those suits are unpowered. I've seen a number of folk suggest
they are partially powered and for my Luftelandesturm, I sort of assume that
too. Not fully powered, just partially powered to help compensate for the
weight. Otherwise, yes I'd be tempted to penalize
them - they get heavy armour... but there ought to be a trade off.

Or possibly light troops not adequately equipped should get some penalties,
but I think that should be an exception.

** Benefits you mean. At least as far as fatigue, encumberance, and movement
go and some parts of fighting. Though mind you the gas attacks or even the
bullet attacks if you shuck the armour tend to be far more lethal...

My brain starts working on some scenario where soldiers get caught out not
expecting chemical warfare and only carrying obsolete protection

gear....hm.

But what happens if a vacc suit is punctured? That would naturally depend on
what is out there, but in extreme cases perhaps all wounds would be kills.

** I think this is the secret to hostile environments. Every hit is a black
skull.

And how to simulate a chemical attack? A reaction test for each figure caught
in it,

** Assuming they even detected it.... if you were buttoned up you might not
even know. (Now yes, if you were careful and watched your detectors or
chemical indicators, you'd know....). Though dropping chem that would fool the
sensors might be a nasty trick too. Real stuff that won't be detectable or
fake stuff that is and forces everyone to a high MOPP
level...

shift down the die if not at all prepered (you can usually fit at least two
coke or beer cans where your gas mask should be),

** Or better yet, chuck the damn carrier and get rid of one more piece of kit.
Plus if we talk about the future, figure gas mask = useless. I think they'd
have gone to skin absorbed agents where any exposure is lethal. MAKE your
enemy use the full MOPP suit if you're going to play that game. Doubly true if
he only has gas masks.

shift down one step if tired or exhausted, shift up two steps if in full BA?
What happens if you miss, automatically dead if the units next action is not a
reorganize (remember to take the right autoinjector)? I'm just rambling here,
hope that's ok.

** My ideas: (Similarly rambling) 1) Both sides fighting high MOPP level:
ignore it, everyone suffers equally as far as encumberance, effects, etc. If
attacked with Chem weapons, roll quality of MOPP kit vs qualty of agent. If
agent wins, but does not double the defence die, wound results. Otherwise,
death. If the unit is unprepared, roll D4 for defender. Both sides may start
Fatigued if this fight has been going on for a while. If an unprepared unit is
attacked, after attack resolution, it is considered prepared. Similarly, if
you enter a contaminated area, consider this a chemical attack with a one
negative die shift in effectiveness. This method also represents the presence
of active nanites or whatever in chemical attacks such that higher quality
chem attacks have a likelikhood of compromising protection that would normally
totally thwart chem attacks.

2) One side fighting high MOPP, the other lightly equipped or
unequipped: Give the un-MOPPed guys an extra die shift in their movement
rate - relatively speaking, they'll be more spry. Have them fatigue
slower. (This assumes you still think fighting like this is not a good
thing - if you think you have suits that can selectively breathe, that
are light, and masks that don't impede your ability to shoot at all then by
all means apply no penalties other than the tendency for the unequipped side
to die from chemical attacks).

From: Henrix <henrix@p...>

Date: Wed, 23 Feb 2000 03:12:00 +0100

Subject: Re: NBC Warfare

Just some more scribblings...

Thomas Barclay of the Clan Barclay wrote: (several interesting tidbits left
out)

> Why couldn't you have a HUD in a vacc suit,

Ah, yes, good point. On the other hand we don't penalize figures in PA, some
of the models I've seen seem to have rather inflexible neck joints, if they
have neck joints at all!

> I'd think any visored helmet would

Ouch, I wear glasses. Gas mask + glasses (specially made for the mask) +
sighting = significantly less accurate fire :-)
I was sort of hoping we'd solve some these problems in the next 200 years, but
certainly there would probably be a difference between troops buttoned up and
those not so, or perhaps,again, between state of the art and more obsolete
stuff. (I can't really see people fully suited fighting troops without
protection, though, not without one side feeling rather silly or the other
very dead.) I think that in this scenario with troops in obsolete gear, I'd
give them a shift down in range band, so that regular troops would get a range
band of
6".

> ** And has the enemy dropped a suit-eating nanite in the area?

That's a nasty thought you have there. There's a confidence test for just
thinking the enemy may have done that.

> Or possibly light troops not

I was thinking in terms of light troops carrying lighter gear not only
suitable for survival, and getting home. They would seem to be very vulnerable
in a contaminated area.

> But what happens if a vacc suit is punctured? That would naturally

Or then again, perhaps not. The really terrible thing is to leave a lot of
wounded for the enemy to take care of. (Awful pictures of long lines of
mustard gas-blinded soldiers being led away from WWI comes to mind...)

> And how to simulate a chemical attack? A reaction test for each figure

That was why I proposed a reaction test instead of a quality of MOPP (a new
acronym for me, wonder what it stands for;)) kit roll. I assume fairly good
detecting gear, automatic chemical sniffers or somesuch....but in the end it
boils down to troop quality and leadership to get everybody buttoned up in
time.

> shift down the die if not at all prepered (you can usually fit at

I doubt that. I think getting the concentration of gas high enough for it to
affect you through the skin will still be impractical. You would of course
still have to watch out for fluid spray or on the ground of course.

> MAKE your enemy use the full MOPP suit if you're going to play

Or perhaps automatically wounded, with a special marker. If given medical
treatment roll the die as usual: 1-2 = still unstabilised, 3-5 =
stabilised 6 = OK. This representing disabling chemicals, making the poor
bastard blind or in terrible pain or hallucinating or whatever, specially made
so as to be difficult to treat.

> ** My ideas: (Similarly rambling)
Similarly,
> if you enter a contaminated area, consider this a chemical attack with

Yes, I like that, except that I think the units Quality should come to bear in
the initial attack (did everyone remember to change filters?), and that there
should be a bunch of confidence tests all round and reaction tests for
entering contaminated areas. Silent death _is_ scary!

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Wed, 23 Feb 2000 13:32:19 +1100

Subject: RE: NBC Warfare

And that's just the officers...  ;-)

Neath Southern Skies - http://users.mcmedia.com.au/~denian/
[mkw] Admiral Peter Rollins; Task Force Zulu
[pirates] Prince Rupert Raspberry; Base Commander

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