12-15-2020, 07:30 PM | #31 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Vehicles] How big should a self-destruct be?
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The problem with using it for a super tiny fusion weapon is that the explosive product is 2.5 MeV gamma rays, which will not be efficiently absorbed by a compact fusion target (this also limits the minimum practical size, as you need to wrap it in enough shielding to efficiently absorb gamma; a couple centimeters of lead is adequate. Of course, if you're just interested in destroying electronics, just expose it directly, you can wipe electronics with much less radiation than it takes to melt or vaporize the chips). |
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12-15-2020, 07:42 PM | #32 | ||
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Vehicles] How big should a self-destruct be?
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12-15-2020, 08:36 PM | #33 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Vehicles] How big should a self-destruct be?
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12-15-2020, 08:49 PM | #34 | |
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Vehicles] How big should a self-destruct be?
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Pyramid 51, page 9; isomers have a REF of 100 (presumably from tiny amounts of actual isomer embedded in whatever clay/plastic/etc carrier substance is chosen), and refers to the rad modifier on pB105, which inflicts "1 rad per point of basic damage rolled". pB415 offers the damage formula of 6d * ((lbs * 4 * REF)^.5), so 1/500th of a pound of REF 100 material does about 5.3d6 damage, which maxes out at 32 points. 0.01 lbs is 12d6, 0.1 lbs 38d6, 1 lb 120d6, 6 lbs 294d6, etc. Where did my numbers go wrong?
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12-15-2020, 09:51 PM | #35 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Vehicles] How big should a self-destruct be?
At the point you started using GURPS rules. 1/500lb at REF 100 is about 400 kJ, assuming a distance of 10 cm and a 1/e penetration of 10 g/cm^2, absorbed dose is about 30 kJ/kg (enough to get the chips hot but nowhere near melting) or 3,000,000 rads. Which is around twenty times what the best rad hardened chips can survive.
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12-15-2020, 10:05 PM | #36 | |
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Vehicles] How big should a self-destruct be?
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(3M rads for 1/500th of a lb puts a whole new complexion on using 1/500th of a modified pollinator cyberswarm to carry that much isomer-explosive to a target... But I've gotta admit, I enjoy learning new things in this forum that make me have to completely rethink my earlier ideas.)
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12-15-2020, 10:36 PM | #37 | |
Join Date: Aug 2007
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Re: [Vehicles] How big should a self-destruct be?
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I'm being very cautious about using the word "solid" because after the explosives go off the sphere is a liquid metal until it's a rapidly spreading plasma. Indeed, I think the last componets of a nuclear bomb to do their job in a solid form are the wires that lead to the detonating caps. In Gurps terms the explosion probably does more damage than the plutonium's HP but less than -10 x that HP. It's my interpretation that at -10xHP you've pslattered the plutonium rather than neatly compressed it. For the masses traditionally used for critical mass of Plutonium (5 to 6 kilos or 11 to 13 lbs) that's 18-20 HP. That would mean we''re talking about the equivalents of 0.75 lbs of TNT something around 25 lbs. I warn you that this is all Gurps theory. No real nuclear secrets were divulged. That's fission but you need neutrons to initiate fission. That's why you had to use plutonium which is a natural source of neutron radiation. To intiate fusion you have to have heat. So schemes to initiate fusion with gamma (or even x-rays) have problems. You need that high energy EM radiation to be absorbed by something and turned into heat that way. The reason contemporary fission-fusion-fission bombs work as well as they do is that neutrons->fission->heat->fusion thing and the fact fusion (the D--T and De-De reactions specifically) puts out 80% of its' energy in the form of neutrons and those neutrons then ignite another fission stage. Pure fusion devices.with no fission have problems. see the "National Ignition facility" for an example of the scale you have to work on.
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12-17-2020, 02:54 AM | #38 | |
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Vehicles] How big should a self-destruct be?
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Temporarily sticking with $1 worth of isomers, 1/500 lb, sticking to inverse square, if we have 3M rads at 10cm, that'd be 30k rads at 1 metre, 300 rads at 10 metres, and 3 rads at 100 metres. Or, if we go up to 1 lb, worth $500, it's 1,500 rads at 100 metres, and 15 rads at 1 km. ... Anyone know offhand how much air absorbs hard x-rays of around 30.77 keV / 7.44 EHz / 40.3 picometres? I know that the overall atmosphere absorbs pretty much all cosmic x-rays before they reach the ground, and I've been able to dig up the occasional reference such as https://www.exul.ru/education/1/30.pdf that seems to imply the process takes on the order of a few 10s of metres of air. (I've also found tables such as https://physics.nist.gov/PhysRefData...omTab/air.html , but I don't yet understand what things like "μ/ρ" or "μen/ρ" mean.) On the other hand, if x-rays of this energy level are reasonably penetrating, then I don't see too many governments allowing the production, storage, or use of such isomers anywhere near a biosphere.
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12-17-2020, 02:42 PM | #39 | |
Join Date: Aug 2018
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Re: [Vehicles] How big should a self-destruct be?
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6DxHP/10 would be 6Dx10 for something with 100 HP though so that would fall way short of what you want. Makes me wonder if it could be bought as a leveled perk though... Like if you take Self Destruct [100] you get 100x the damage from your explosion? 6Dx1000 is only an average of 21,000 so I think you'd actually have to take 500 levels of it. I wonder if a cheaper approach might be to design a one-use-ever innate attack (this is -80% or 1/5 cost depending on where you look) which is also powered by character points (may as well: you'll have no use for them!) You could design this as an "Internal Advantage" to cut costs further, I think? 1/5 there I don't think there's anything stopping you from defining an internal advantage as AE and having that AE damage things outside you, but your own body HP would probably count as "cover DR" for anything outside of you, so that would limit your ability to damage external foes without destroying yourself... Except of course if you took "Injury Tolerance" because unlike buying DR that won't add to your cover DR... Kind of a neat trick there, potentially. Hard to exploit for low-cost characters due to the high cost of injury tolerance, of course. |
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12-19-2020, 06:18 AM | #40 | |
Join Date: Nov 2004
Location: Niagara, Canada
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Re: [Vehicles] How big should a self-destruct be?
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For 1 lb of isomers and carrier goop, I end up with in-atmosphere numbers of: 0-12 metres: >50,000 rads, death in 0-1 hours 14-30 metres, >3,000 rads, death in 1-2 days 35-40 metres, >1,000 rads, death in 1-2 weeks 45-50 metres, >400 rads, 50% chance of death 55-70 metres, >100 rads, acute radiation sickness 75-135 metres, >1 rad, little immediate effect 150+ metres, <1 rad, no immediate effect. ... all of which compare to average concussion damage, which in 3e terms is around 200 (blown to smithereens) at 9 metres, 10 (50% death for unprotected person) at about 17 metres, and around 0 at 30 metres. In vacuum, there's at least 400 rads out to 150 metres, and 100 rads out to 350 metres. ... All of which adds up to some fairly strong reasons that this stuff isn't used as an everyday explosive, and is likely LC1. And the only reason I'm not dropping it to LC0 is that it's a fairly self-contained zone of death without much risk of spreading uncontrollably, the way fallout or bioweapons (the standard examples for LC0) can. But I might change my mind; maybe I'll peg it around an average of LC0.5, depending on jurisdiction.
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