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Striker Book 3 Chenmical Round characteristics

snrdg082102

SOC-14 1K
Morning all,

Striker Book 3 page 30 has an example showing, I'm guessing, the standard way to list each type of ammunition characteristics except for the Chemical round.

The latest Consolidated CT Errata version .07 does not appear to address how to list the chemical round characteristics in a standard format.

Here is how I am listing the characteristics:

Cloud Size/Agent Type/Virulence/Time/Effect

Cloud Size is the base size of one round using the Smoke round table

Agent Type indicates if the chemical is persistent or non-persistent (Striker Book 3 page 16)

Virulence indicates if the chemical is lethal or non-lethal (Striker Book 3 page 16)

Time, which is based on Rule 65 from Striker Book 2 pages 33 and 34, is based on being persistent which lasts until the game ends and non-persistent which I list as variable based the clouds drifting off the playing area

Effect, again from Striker Book 2 Rule 65, defines the type of damage taken by troops from the chemical agent's virulence. Lethal chemical agents cause death while non-lethal agents cause serious wounds.

The underlined words are how I am listing the characteristics.

Does the above format seem reasonable?
 
Tom

seems reasonable - I don't thing I remember actually seeing a chemical round described - normally just smoke rounds are mentioned. Given the Imperial Rules of War, the use of chemical rounds will be very rare - no one wants the Imperial marines dropping in.

Cheers
Richard
 
Thanks again shield for another reply,

Tom

seems reasonable - I don't thing I remember actually seeing a chemical round described - normally just smoke rounds are mentioned. Given the Imperial Rules of War, the use of chemical rounds will be very rare - no one wants the Imperial marines dropping in.

Cheers
Richard

Striker Book 3 Design Sequence 2 CPR guns L. Ammunition 10. Chemical on page 16 simply states that "Chemical rounds must be defined as persistent or non-persistent, lethal or non-lethal." without any further details.

Non-persistent and non-lethal chemical rounds like tears gas, in my opinion, do not violate the Imperial Rules of War. Besides not all adventures take place on worlds or systems that are aligned with the Third Imperium.

At least I still appear to be on the right side of the tracks and thank you again for your reply.
 
If you are interested in what happens in the real world with chemical rounds, you really do not get much of a cloud effect from a single round, unless you are talking a fairly large round, like 155mm or 203mm or larger, or a rocket with a chemical warhead. Then there is the old-fashioned Livens projector from World War 1, which in mass will put down a very concentrated cloud that is lethal for a long way.

Current Tear Gas munitions are actually based on a solid agent being heated and vaporized by a burning black powder charge, so they normally last a few minutes. Adamsite, a vomiting agent is sometimes added as well, for more effect. The problem with Adamsite is that it can be lethal if in an enclosed space. Depending on how good any masking is, Adamsite can penetrate some types of mask filters and take effect.

In the case of the non-persistent agents, those are defined at those that dissipate or deteriorate in 10 minutes or less, such as GB, Hydrogen Cyanide (only used effectively in bombs), Phosgene, and Chlorine.

Your persistent agents, Mustard and VX (the persistent nerve agent), are not really gases, but liquids with a low vapor pressure. A burst spreads them around and contaminates an somewhat elliptical area, unless you are using chemical mortars, which will give you more of a circular dispersal. If you are using them in an ongoing campaign, they can stay active up to several weeks depending on weather and terrain conditions. Mustard is good at causing casualties without necessarily killing anyone. VX is the lethal persistent agent, and resembles a light weight or thin motor oil.
 
Hello again timeover51,

Once again thank you for providing interesting information on, in this case, chemical munitions.

The cloud size used in Striker is a compromise to keep the design process to keep things a simple as possible and not add to the time it takes to design a weapon in Book 3.

If you are interested in what happens in the real world with chemical rounds, you really do not get much of a cloud effect from a single round, unless you are talking a fairly large round, like 155mm or 203mm or larger, or a rocket with a chemical warhead. Then there is the old-fashioned Livens projector from World War 1, which in mass will put down a very concentrated cloud that is lethal for a long way.

Current Tear Gas munitions are actually based on a solid agent being heated and vaporized by a burning black powder charge, so they normally last a few minutes. Adamsite, a vomiting agent is sometimes added as well, for more effect. The problem with Adamsite is that it can be lethal if in an enclosed space. Depending on how good any masking is, Adamsite can penetrate some types of mask filters and take effect.

In the case of the non-persistent agents, those are defined at those that dissipate or deteriorate in 10 minutes or less, such as GB, Hydrogen Cyanide (only used effectively in bombs), Phosgene, and Chlorine.

Your persistent agents, Mustard and VX (the persistent nerve agent), are not really gases, but liquids with a low vapor pressure. A burst spreads them around and contaminates an somewhat elliptical area, unless you are using chemical mortars, which will give you more of a circular dispersal. If you are using them in an ongoing campaign, they can stay active up to several weeks depending on weather and terrain conditions. Mustard is good at causing casualties without necessarily killing anyone. VX is the lethal persistent agent, and resembles a light weight or thin motor oil.
 
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