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Chemical and Biological Warfare Agents

[Feb 03 Update and Disclaimer: The original of this document was found on the Web circa 1998 under the name chembio.txt. The original URL and http were lost for a time. The original appears to the be work of Rob Crawford of U. Wash. as a resource for a Rifts role-playing game. Much of the info is factual but some is heavily edited. The author advises visiting the World Health Organization's web site for full and accurate information.] 

 

Outline of Contents:

General Notes on Chemical Agents

I. Lethal Agents

A. Lung Irritants

1. Phosgene

B. Blood Gases

1. Hydrogen Cyanide

C.Vesicants

1.Mustard Gas

D.Nerve Agents

  1. G Agents: Tabun[GA], Sarin[GB], Soman[GD]
  2. V Agents: VE, VM, VX

Permanent Effects Table

II.Incapacitating Agents

A.Psycochemicals

1.BZ

III. Biological Agents

III-A.Biotoxins

1. Botulinal toxins

2. Staphylococcal enterotoxins

III-B. Viral Agents

1. Yellow Fever

2. Tick-borne Encephalitis

3. Japanese Encephalitis

4. Dengue Fever

5. Venezuelan Equine Encephalitis

6. Chikungunga

7. Rift Valley Fever

8. Influenza

9. Small pox

III-C. Rickettsial Infection:

  1. Typhus (Rickettsia prowaziki)
  2. Rocky Mountain Spotted Fever (Rickettsia rickettsi)
  3. Q Fever (Coxiella burnetti)

III-D. Bacterial Infections:

  1. Plague (Pasteurella pestis)
  2. Anthrax (Bacillus anthracis)
  3. Tularaemia (Pasturella tularensis)
  4. Brucellosis (Brucella spp.)
  5. Typhoid Fever (Salmonella typhi)

III-E. Fungal Infections:

A.Coccidioidomycosis (Coccidioides immitis)

Chemical and Biological Warfare Agents

Chemical Agents

General Notes on Chemical Agents:

Chemical agents are a non-specific means of incapacitating or killing an enemy's forces or support mechanism.

The benefits of Chem. agents are:

  1. They can be even more devastating under ideal conditions than even a nuclear weapon.
  2. They leave equipment and facilities unharmed.
  3. They affect a wide variety of targets.
  4. They are cheap to produce and disperse.
  5. They breakdown after a relatively short period of time.

As great as this makes them sound there are several drawbacks to the use of these weapons:

  1. Troops must wear protective clothing due to non-specificity of agents.
  2. Treatment requires personnel specially trained to deal w/ poisoning symptoms. (All medics not trained to deal with chem. agents are at -10% to treat)
  3. The dispersal is affected by wind and weather.
  4. Civilians are the most at risk (military units tend to be spread out enough to reduce threat).
  5. Under certain conditions, agents may remain active for longer than expected.
  6. Expensive decontamination procedures needed to ensure safety of troops in field (can't stay in armor for ever).

[[Note: The following section of satire in the original has been deleted.]

Notes on terms:

Method of dispersal: weapons that are capable of carrying that particular agent

Area of effect: radius of respective weapons

Persistence: length of time that the agents are active in the environment

Protection: minimum equipment required for immunity to agent (no save needed)

Treatment: effects of care and/or antidotes for specific agents

LD50: amount of agent required to kill 50% of exposed population

I. Lethal Agents

A. Lung Irritants

  1. Phosgene (carbonyl chloride, COCl2):
    • Colorless gas/w slight smell of mown hay. Symptoms of poisoning develop after 1d6 hrs.
    • Effects: Save vs. lethal poison (+2);
    • Save: sublethal dose!
    • -4 to PE for 2d4 weeks due to lung damage (prof. med. care reduces time by 50%)
    • Fail: lethal dose!
    • Symptoms: -breathless, coughing, vomiting, chest pains, thirst, and a sense of suffocation for 1d4 hrs. after onset (may be helped by prof. care - allow another save - victim is unable to take action). If no aid by end of this period, victim goes into convulsions, foams at the mouth, coma, and death.
    • Method of Dispersal: mortar, rockets, artillery, bombs
    • Area of Effect: 50' (mortar) 50' (rocket) 100' (artillery) 200' (bombs)
    • Persistence: 5d6 min.
    • Protection: Gas mask or better
    • Treatment: Prof. care (successful roll) will reduce injury and allow save vs. death - no effective chemo-therapy
    • LD50: ~3200 mg min/ m3

B. Blood Gases

1. Hydrogen Cyanide (HCN)/ Cyanogen Chloride (ClCN):

    • Colorless liquid or gas w/ a slight almond smell. Onset of poisoning symptoms is immediate 1d6 min.!
    • Effects: Save vs. Lethal Poison (+2 HCN; +4 ClCN)
    • Save: sublethal dose!
    • -5 to PE, -2 PS, -25% spd for 1d4 weeks (prof med. care reduces time by -50%)
    • Failed save: lethal dose!
    • Symptoms: - immediate feeling of warmth, flushed skin, nausea, headaches, vomiting, and respiratory distress. After 1d10 min. unconsciousness, convulsions and death!
    • Dispersal: bombs, missiles
    • Area of Effect: 100' 100'
    • Persistence: 5d6 min.
    • Protection: Gas mask or better
    • Treatment: Application of nitrites and thiosulfates allows another save +6
    • LD50: 5000 mg min/ m3 (HCN) or 11,000 mg min/ m3

C. Vesicants

1. Mustard Gas (bis[2-chloroethyl] sulfide):

    • Amber, oily liquid w/ a pungent odor. Symptom onset is 1d6 hrs. after exposure.
    • Effect: Save vs. lethal poison
    • Save: sublethal dose!
    • Severe skin burns do 2d4 sdc points of damage, - 2 PP, -20% to phys. skills, and 10% chance of blindness (roll percentile) for 2d4 weeks (Note: after initial damage from burns victim does not recover pts. at normal rate! Hit Point loss remains for duration of effect unless magically/psionically healed) Prof. care reduces duration of penalties by -50%.
    • Failed Save: lethal dose!
    • Symptoms: - blurred vision, bloody nose, sneezing, coughing, and tearing of the eyes. 4d4 hrs. later- nausea, vomiting, and hacking cough. By end of 24 hr.- all above + severe blistering (all phys. abilities and skills -50%). 24+2d10 hrs.- symptoms become extreme, breathing is difficult and no actions possible! Death occurs 1d6 days after first day.
    • Dispersal: Spray tanks
    • Area of Effect: 50' x 500'/ pass
    • Persistence: 3d6 min. (lethal)/ 2d4 days (skin affecting)
    • Protection: gas mask (lethal)/ env. armor (no effect)
    • Treatment: Prof. treatment (successful roll) before end of 48 hrs. allow another save +2, no effective chemo-therapy
    • LD50: 1500 mg min/ m3

D. Nerve Agents

1. G Agents (dialkylphosphoramidocyanidic acids):

    • Tabun[GA]
    • Sarin[GB]
    • Soman[GD]
    • Colorless, odorless liquid or vapor (highly volatile).
    • Symptom: onset 2d6 min (inhaled) or 1d6 x10 min (skin) after exposure.
    • Effects: Save vs. lethal poison -3
    • Save: sublethal dose!
    • Severe muscle spasms, respiratory distress, and temporary partial paralysis. -3 to strike, parry, dodge, all phys. abilities at - 25%, - 20% to skills. Penalties last until treated! If no treatment is received after 24 hrs. roll vs. lethal poison again (same penalty).Repeat for each day w/o treatment. See following table for chance of permanent effects.
    • Failed Save: lethal dose! Paralysis and death within 3d6 min. of onset!
    • Dispersal: Artillery, bombs, spray tanks
    • Area of Effect: 50' 100' 50' x 500'/ pass
    • Persistence: 1d4 hrs.
    • Protection: env. armor or better
    • Treatment: Atropines and oximes allow another save (no modifier) - failed save means no change/ successful save moves victim to next better category. (Note: there is still a chance of permanent effects and victim is completely incapacitated for 1d6 hrs. for each injection)
    • LD50: 100 mg min/ m3(inhaled) or 1500 mg/man (skin)

2. V Agents (ROCH3P(O)SCH2CH2NR'R" [R, R', R" denote alkyl groups], VE, VM, VX):

    • Colorless, odorless liquid or vapor (highly volatile).
    • Symptom: onset is 1d10 min (inhaled) or 5d6 min (skin) after exposure.
    • Effect: Save vs. lethal poison -6!
    • Save: sublethal dose!
    • Symptoms: same as G-agents. Penalties: all phys. abilities -50%, -6 to strike, parry and dodge, - 40% to skill rolls. Penalties last till treated (same as G agents)
    • Failed Save: Convulsions and death! 2d6 min. after exposure.
    • Dispersal: artillery, bombs, spray tanks
    • Area of Effect: 50' 100' 50'x 500'/ pass
    • Persistence: 3d6 days
    • Protection: Env. armor or better
    • Treatment: same as G-agents
    • LD50: 5 mg min/ m3 (inhaled) or 6 mg/man (skin)

 Permanent Effects Table:

	G-Agents:	5% chance of permanent effect +5%/ additional
			exposure (cumulative)
	V-Agents:	15% chance of permanent effect +5% / additional
			exposure

If affected roll on following table:

	01-20		Min. Brain Damage (-1 IQ)
	21-40		Min. Peripheral Nerve (-1 PP)
	41-60		Min. Paralysis
			leg: -1 PE, -25% spd, arm: -1 PS, -1 PP)
	61-80		Min. Respiratory Damage (-1 PE)
	81-85		Maj. Respiratory (-2 PE, -1 PS, -3 spd)
	86-90		Maj. Paralysis
			(leg: -2 PE, -50% spd, -2 dodge;
			 arm: -2 PS, -2 PP, -20% skill)
	91-95		Maj. Peripheral Nerve (-2 PP, -1 PS, -3 spd)
	96-00		Maj. Brain Damage (-3 IQ, -1 MA)

 

Notes on Nerve Agents: Nerve agents are an extremely toxic poisons originally developed from insecticides (organophosphates mostly). The agents work mainly by inhibiting the production of cholinesterase at synaptic junctions (nerve to nerve and/or nerve to muscle) which also leads to a buildup of acetylcholine in affected areas. Although there is a treatment for nerve agent poisoning, the possibility of permanent damage still exists. This is due to the following reasons:

  1. the inability of atropine to reactivate inhibited cholinesterase (only prevents further damage);
  2. inability of reactivators to penetrate blood-brain barrier;
  3. rapid chemical change in inhibited cholinesterase prevents reactivation by treatment.
  • Also note that atropine is highly toxic at effective doses! Auto-injectors or military medic training is required to prevent poisoning. (-20% on other medics and first aid)

 

II. Incapacitating Agents

A. Psycochemicals

1. BZ (classified, 3-quinuclidinol ())

  • white crystalline solid or fine aerosol
  • Effects: Save vs. non-lethal poison (-3)
  • Save: no effect
  • Fail: Onset 1d6x10 min after exposure.
  • Times start at onset of symptoms: 1-4 hours: dizziness, vomiting, blurred vision, confusion, and drowsiness, IQ, ME, PP at -75%, All other abilities at -50%, -40% to skill rolls, -4 to init., strike, parry, dodge rolls 4-12 hrs: unable to respond to stimulus, loss of muscle control- no actions possible! 12-96 hrs: drowsiness, confusion, unpredictable behavior, slow return to normal, IQ, PE at -50%, skill rolls at -20%, -2 to init, strike, parry, dodge
  • Dispersal: Bombs Spray Tanks Sabotage
  • Area of Effect: 100' 50'x500' contaminated water
  • Persistence: 1d4 hours
  • Protection: Environmental armor or better
  • Treatment: Physostigmine reduces stage I and II durations by 75%, Atropine may be used but only reduces effect by 25% (both drugs incapacitate victim for duration of effect)
  • Effective Dose:100 mg min/ m3

 

III. Biological Agents

Notes on Biological Agents: Biological agents are fairly specific in nature. To be an effective weapon biologicals must meet certain criteria.

  1. The agents should be transmitted by a natural vector (arthropod mainly, endemic to the target area) or ideally airborne in nature.
  2. The agents should be capable of incapacitating (at least) or killing (at best) a large segment of the target population in a relatively short time.
  3. There should be no or questionably effective vaccines and/or treatments.
  4. It should be self limiting (you don't want a plague that takes out your own country).
  5. It should be capable of rapid dissemination.

 Unfortunately, there is no such thing as a perfect bio weapon.

  1. Disease agents that are selective for a target species (e.g. will affect humans) may not work against a closely related species (e.g. elves are unaffected-GM's choice).
  2. No matter how lethal a disease is, it is estimated that a minimum of 5% of the population will be unaffected (sorry no genocidal easy kills-unless a cloned population).
  3. Many diseases have effective antibiotic therapy.
  4. Good health care and sanitation will prevent attacks from breaking out in an epidemic.
  5. Military units aren't as affected as civilian targets (dispersal of troops and good preventative care in military units). [[Note: more satire from original -- As with chemical weapons, magic and psionics are an effective treatment for all biological agents. If GM allows it these treatments may negate permanent effects of some diseases. It is up to the GM to decide which life forms are affected by diseases. Unaffected life forms are the same as chemical weapons, plus full conversion borgs are unaffected by all diseases that do not affect the nervous system.]]

III-A. Biotoxins

Biotoxins are an intermediate between biological and chemical agents. Although they are used much like chemical agents, their source is biological.

1. Botulinal toxins (Clostridium botulinum):

  • white, odorless crystal or aerosol
  • Effects: Save vs. lethal poison (- 8)
  • Save: no effect
  • Fail: onset of symptom 6d6 hrs after exposure; weakness, dry skin, dilated pupils, and dizziness (-50% on PS, PE ; -3 combat rolls); 1d6 hrs. later: paralysis and respiratory failure (artificial respiration required - no actions!); 1d4 hrs later: cardiac arrest and death!
  • Dispersal: Bombs Spray tanks
  • Area of Effect: 100' 50'x500'
  • Persistence: 1d6 days
  • Protection: Gas mask or better
  • Treatment: Antiserum available (new save at +2); Immunization available (save +6)
  • LD50: 0.02 mg min/ m3

2. Staphylococcal enterotoxins (Staphylococcus sp.):

  • white, odorless crystal or aerosol
  • Effect: Save vs. non-lethal (no modifier)
  • Save: no effect
  • Fail: onset 1d6 hrs. after exposure; extreme nausea, vomiting, abdominal pain, and diarrhea (-50% to phys. abilities; -4 to combat rolls, -20% to skill rolls); recovery after 24+2d4 hrs.
  • Dispersal: same as botulinal toxins
  • Area of Effect: " "
  • Persistence: 4d6 weeks
  • Protection: Gas mask or better
  • Treatment: Antiserum (new save at +2); Immunization (save +6)

III-B. Viral Agents

1. Yellow Fever:

  • Effect: Save vs. lethal poison
  • Save: no effect
  • Fail: disease in 1d6 days after exposure (bite); sudden fever, headaches, backaches, nausea and vomiting (-75% on all phys. abilities, -4 on combat rolls, - 30% on skill rolls); 3d4 days after onset: bloody vomiting, jaundice and 30% chance of fatality (roll percentile-no actions possible) if non-fatal, recovery begins in 2d4 days; recovery period as initial symptoms
  • Duration of Illness: 2d4 weeks
  • Dispersal: Spray, mosquito vector
  • Area of Effect: 50'x500' limited only by geography, weather and control measures
  • Protection: Gas mask (aerosol) Env. armor (vector)
  • Treatment: Immunization (save +6), professional med. care reduce duration by 50% and fatality rate to 5%

2. Tick-borne Encephalitis:

  • Effect: Save vs. lethal poison
  • Save: no effect
  • Fail: disease onset in 2d6 days; headaches, respiratory distress, and fatigue (- 50% on phys. abilities, -2 on combat rolls, -10% on skills); 1d4 days later: severe headaches, nausea, and vomiting (-75% on phys., -4 on combat, -40% skills); 2d4 days later: roll another save, save - no fatality, disease continues for duration (as previous, plus there is a 40% chance of permanent limb paralysis-roll %) fail - drowsiness, neck pain, delirium, convulsions, partial or completed paralysis (30% fatal-roll%, no actions possible - artificial respiration required, chance of permanent damage - see above)
  • Duration: 2d4 weeks
  • Dispersal: Spray tank, Tick vector
  • Area of effect: Std. same limits as mosquito vector
  • Protection: gas mask, env. Armor
  • Treatment:Same as yellow fever

3. Japanese Encephalitis:

  • Same as tick-borne with following exceptions:
  • confusion and delirium replace paralysis (20% chance of permanent mental impairment[-2 to IQ, ME]-roll%); mosquito vector

4. Dengue Fever:

  • Effect: Save vs. lethal poison
  • Save: no effect
  • Fail: disease onset in 2d4 days; sudden fever, severe headaches, backaches, and severe muscle and joint pain (no actions possible-highly debilitating); 2d4 days after onset: roll % 01-05, disease develops into hemorrhagic fever - death within 1d6 days (no actions-body is being liquefied by virus), 06-00 fever breaks and rapid recovery (-25% on phys., -2 combat, -20% skills for 1d4 days)
  • Duration: 4d4 days
  • Dispersal: Spray tanks, mosquito vector
  • Area of Effect: as above
  • Protection: as above
  • Treatment: None - no suitable vaccine, no suitable chemo-therapy 

5. Venezuelan Equine Encephalitis:

  • Effect: Save vs. non-lethal
  • Save: no effect
  • Fail: disease onset in 1d4 days; sudden headaches, chills, fever, nausea, vomiting, muscle and bone pain, and 5% chance of developing encephalitis (- 75% on all phys. abilities & -4 IQ if encephalitis occurs, -2 combat, -30% on skills for duration of illness)
  • Duration: 1 week + 1d4 days
  • Dispersal: spray, mosquito
  • Area of Effect: Standard
  • Protection: gas mask, Env. Armor
  • Treatment: none - no suitable vaccine

6. Chikungunga:

  • Effect: Save vs. non-lethal
  • Save: no effect
  • Fail: disease onset in 3d4 days; severe joint pains, fever, spine pains (victim is completely immobilized for 1d6 days- no actions!); after this time there is a swift recovery (full actions for 2d4 days); followed by another, less severe, bout of fever (-2 to combat, PS, PE, and spd); At the end of illness there is a 5% chance of permanent crippling of a limb (roll percentile: arm: -2 PS, -2PP; leg: -2PP, -50% spd)
  • Duration: 1d6 days, 2d4 day remission, 1d6 days
  • Dispersal: spray, mosquito
  • Area of Effect: Standard
  • Protection: Gas mask, Env. Armor
  • Treatment: none - no suitable vaccine

7. Rift Valley Fever:

  • Effect: Save vs. non-lethal
  • Save: no effect
  • Fail: disease onset in 1d4+2 days; sudden fever, nausea, vomiting, headaches, muscle pain and dizziness (-50% on phys. abilities, -3 on combat, - 20% on skills) for 1d4 days; 1-2 day remission followed by another 1d4 days of illness (same penalties as above).
  • Duration: 1d4 days, 1-2 day remission, 1d4 days
  • Dispersal: spray, mosquito
  • Area of Effect: Standard
  • Protection: gas mask, env. Armor
  • Treatment: none - no suitable vaccine

8. Influenza:

  • Effect: Save vs. non-lethal (-4)
  • Save: no effect
  • Fail: disease onset in 1d4 days; fever, respiratory distress, headaches, nausea, vomiting (-25% on phys. abilities, -2 on combat, -20% on skills)
  • Duration: 2d6 days
  • Dispersal: Spray
  • Area of Effect: Airborne virus! Spreads rapidly if there are suitable hosts nearby - roll a save each time entering a contaminated room or within 5' of an infected victim
  • Protection: gas mask
  • Treatment: none, vaccine available (save +6, must be renewed yearly)
  • Note on Influenza: the influenza virus is one of the most mutable viruses in existence. This is a likely candidate for developing more lethal strains - use your imagination!

9. Small pox:

  • Effect: Save vs. lethal (-2)
  • Save: no effect
  • Fail: disease onset in 1d6+6 days; fever, headaches, abdominal pain, and nausea; 2d6 hrs. after onset pox appear (-25% on phys. abilities, -2 combat, - 20% skills); 30% chance of fatality (roll after 1st day)
  • Duration: 2d6 days
  • Dispersal: Spray
  • Area of Effect: Airborne virus: same as influenza
  • Protection: gas mask
  • Treatment: no treatment; vaccine available (save +10)

III-C. Rickettsial Infection:

1. Typhus (Rickettsia prowaziki):

  • Effect: Save vs. lethal poison
  • Save: no effect
  • Fail: disease onset in 10+1d4 days; Week 1: fever, aches, headaches, weakness, and pain (-25% on phys. Abilities, -3 on combat, -30% skills); Week 2-3: as week 1 plus stupor and delerium (no actions! 30% fatal after week two); Week 4: same as week 1.
  • Duration: 4 weeks
  • Dispersal: Spray, lice
  • Area of Effect: standard
  • Protection: gas mask, env. Armor
  • Treatment: antibiotics (keep victim at week 1 state and no fatality-duration unaffected); vaccine (save +6)

2. Rocky Mountain Spotted Fever (Rickettsia rickettsi):

  • Effect: Save vs. lethal
  • Save: no effect
  • Fail: disease onset in 3d4 days; severe headaches, chills, fever, muscle and joint pain, and irritating rash; at end of week 2: 30% chance of fatality
  • Duration: 2+1d4 weeks
  • Dispersal: Spray, ticks
  • Area of Effect: Standard
  • Protection: gas mask, env. Armor
  • Treatment: antibiotics (no chance of fatality - duration unaffected vaccine (Save+4)

3. Q Fever (Coxiella burnetti):

  • Effect: Save vs. nonlethal
  • Save: no effect
  • Fail: disease onset in 16+1d6 days; chills, fever, loss of appetite, fatigue and muscle and chest pain (-25% PS, PP; -75% PE; -2 on combat rolls, -20% skills)
  • Duration: 1d4 weeks
  • Dispersal: Spray
  • Area of Effect: Airborne infection! Same as influenza
  • Protection: gas mask
  • Treatment: antibiotics can prevent disease if given prior to onset (no effect if taken after onset); no vaccine

III-D. Bacterial Infections:

1. Plague (Pasteurella pestis):

  • Effect: Save vs. lethal
  • Save: no effect
  • Fail: disease onset 1d4+2 days (bubonic) or 1d4 days (pneumonic); Bubonic plague: high fever, shock, confusion, painful swelling of lymph nodes, delerium, and coma (no activities possible; 50% fatal- roll 2d4 days after onset). Pneumonic plague: severe pneumonia (no actions possible! 95% fatal - roll 1d6 days after onset).
  • Duration: 1d4 weeks
  • Dispersal: Spray (pneumonic), Fleas (bubonic)
  • Area of Effect: Airborne (see influenza); by vector
  • Protection: gas mask, env. Armor
  • Treatment: antibiotics given in first 2 days will eliminate chance of death (no effect on duration); vaccine (bubonic only: save+6)

2. Anthrax (Bacillus anthracis):

  • Effect: Save vs. lethal
  • Save: no effect
  • Fail: disease onset in 2d6 days; Skin infection: pustules and blood poisoning (-25% on phys. abilities, -2 combat, -20% skills; 20% fatal - roll 2d6 days after onset); Inhaled/Ingested: Toxaemia and blood poisoning (no actions possible! 80% fatal - roll 1d6 days after onset)
  • Duration: 1d4 weeks
  • Dispersal: spray; Sabotage of food supply
  • Area of Effect: Airborne agent! (see influenza), Spores may remain viable for years
  • Protection: Env. Armor
  • Treatment: Antibiotics (skin - no chance fatal; lung - reduce to 20% fatal); vaccine (save+4)

3. Tularaemia (Pasturella tularensis):

  • Effect: Save vs. lethal
  • Save: no effect
  • Fail: disease onset in 1d10 days; fever, swelling of lymph glands, delerium and coma (no activity possible! 50% fatal- roll 1d4 days after onset)
  • Duration: 1d4 weeks
  • Dispersal: Spray; Fleas, lice, ticks
  • Area of Effect: Airborne (see influenza) as vector
  • Protection: gas mask, env. Armor
  • Treatment: Antibiotics (no chance lethal - duration reduced by one week [one week min.]); vaccine (save+6)

4. Brucellosis (Brucella spp.):

  • Effect: Save vs. nonlethal
  • Save: no effect
  • Fail: disease onset in 1d4 days; chills, fever, headache, loss of appetite, depression, exhaustion, sweating, and aching joints (-50% on phys. abilities; -4 on combat, -20% skills); Unless treated with antibiotics, infection may spontaneously reoccur (roll save each month until successful save or treated)
  • Duration: 1d4+1 weeks
  • Dispersal: spray
  • Area of Effect: Airborne (see influenza)
  • Protection: gas mask
  • Treatment: antibiotics (no chance reoccurance - duration is 1/2); vaccine (save +2 - questionable effectiveness)

5. Typhoid Fever (Salmonella typhi):

  • Effect: Save vs. lethal
  • Save: no effect (special)
  • Fail: disease onset in 1-2 weeks; malaise, headache, and fever for 3d4 days (-50% to phys., -3 to combat, -20% on skills); progression towards prostration, abdominal distress, rash and high fever resulting in delerium for duration of illness - no actions possible! 10% fatal at this time)
  • Duration: 2-3 weeks (special)
  • Dispersal: Spray, Sabotage
  • Area of Effect: Airborne (see influenza), consumption of contaminated food or water
  • Protection: gas mask
  • Treatment: Antibiotics (no fatality - duration is 1/2); vaccine (save +2- questionable effectiveness, no change on carrier roll)
  • Special: Typhoid can be carried by an unaffected/affected individual for long periods of time (1d4 years to life!). During this time the carrier remains a source of infection to those around him/her (eg., Typhoid Mary). When exposed to the disease, those that successfully save and those recovering from the disease must then roll % dice; 01-05 person is a carrier, GM determines duration; 06-00 no effect

III-E. Fungal Infections:

A. Coccidioidomycosis (Coccidioides immitis):

  • Effect: Save vs. lethal
  • Save: no effect
  • Fail: onset of disease in 1d10+10 days; influenza like infection w/fever, chills, cough, pleural pain, headache and backache (no actions possible! 50% fatal at end of first week); if untreated possible long term lung and nerve damage (01-10 lung damage -2 PE; 11-20 nerve damage- -2 PP, -5% skills, 21-00 no effect)
  • Duration: 1d4+1 weeks, roll save every other month or reoccurance
  • Dispersal: Spray; Infected soil
  • Area of Effect: standard; viable for years
  • Protection: gas mask
  • Treatment: Antibiotics (no fatality, no permanent damage and duration is 1/2); no vaccine

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