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38 Cards in this Set
- Front
- Back
Nerve Agent |
Liquid casualty agent that disrupts nerve impulses, damaging body functions rather than tissue. Ex: Sarin (GB), Tabun (GA |
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Blister agent |
Liquid or Solid casualty agent that causes inflammation, blisters and damages tissue that result in temporary blindness and/or death. Ex: Distilled Mustard(HD), Lewisite (L) |
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Chocking Agent |
Gaseous or Liquid agent with symptoms that include: tears, naseua, vomiting and headache. Lungs become full with fluid making it feel like drowning. Breathing is rapid and shallow. Ex: Phosgene(CG), Disphosgene |
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Blood Agent |
Gaseous agent that attack the enzymes carrying oxygen to blood stream. Rapid breathing or chocking may occur. Ex: Hydrogen Cyanide (AC), Arsine (SA) |
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M9 Chemical Agent Detector Paper |
Detects liquid chemical by turning reddish. Doesn't detect vapors |
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Atropine/ 2-PAM-chloride Auto injector |
Therapy for nerve agent. AKA EpiPen |
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Pathogens |
Could be used as biological agents such as bacteria, viruses, fungi and prions |
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Toxins |
Categorized based on the organism that produce them and the psychological affect it has. |
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IPE for chemical/biological agent |
-Protective mask MCU-2P -Advanced chemical protective garment (ACPG) -Chemical protective glove/liner -chemical protective overboots/laces -Skin decontamination kit |
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IPE for chemical/biological agent |
-Protective mask MCU-2P -Advanced chemical protective garment (ACPG) -Chemical protective glove/liner -chemical protective overboots/laces -Skin decontamination kit |
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Radiological Warfare |
Produce widespread injury and death of all life. |
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High altitude Air burst |
Occurs at altitude over 100,000ft with ionosphere disruptions and EMP |
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High altitude Air burst |
Occurs at altitude over 100,000ft with ionosphere disruptions and EMP |
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Air burst |
Fireball does not reach the surface. The vacuum created collects debris caused by severe blast causing radiation fallout |
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Surface Burst |
Has the worst fallout due to the fireball touching surface. Massive radiation. |
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Shallow underwater burst |
Small fireball and blast wave. Causes large waves and contamination. |
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Shallow underwater burst |
Small fireball and blast wave. Causes large waves and contamination. |
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Deep underwater burst |
Similar to shallow but with less visual effect and yields greater contamination. |
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Shallow underwater burst |
Small fireball and blast wave. Causes large waves and contamination. |
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Deep underwater burst |
Similar to shallow but with less visual effect and yields greater contamination. |
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Ready shelter |
Inside the weather envelope with access to deep shelter. Minimum shielding from radiation and close to battle stations. |
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Deep Shelter |
Low in the ship near centerline. Provide maximum shielding for radiation. Far removed from battle stations. |
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Deep Shelter |
Low in the ship near centerline. Provide maximum shielding for radiation. Far removed from battle stations. |
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DT-60 dosimeter |
Non-self reading high range casualty dosimeter that determines amount of gamma radiation which exposed to 0-600 roentgens. |
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Deep Shelter |
Low in the ship near centerline. Provide maximum shielding for radiation. Far removed from battle stations. |
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DT-60 dosimeter |
Non-self reading high range casualty dosimeter that determines amount of gamma radiation which exposed to 0-600 roentgens. |
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MOPP Level 0 |
Issue IPE, accesible in 5min |
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Deep Shelter |
Low in the ship near centerline. Provide maximum shielding for radiation. Far removed from battle stations. |
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DT-60 dosimeter |
Non-self reading high range casualty dosimeter that determines amount of gamma radiation which exposed to 0-600 roentgens. |
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MOPP Level 0 |
Issue IPE, accesible in 5min |
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MOPP Level 1 |
Afloat: JSLIST, mask, gloves
Ashore: Don protective equipment, M9 tape |
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Deep Shelter |
Low in the ship near centerline. Provide maximum shielding for radiation. Far removed from battle stations. |
|
DT-60 dosimeter |
Non-self reading high range casualty dosimeter that determines amount of gamma radiation which exposed to 0-600 roentgens. |
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MOPP Level 0 |
Issue IPE, accesible in 5min |
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MOPP Level 1 |
Afloat: JSLIST, mask, gloves readily accessible
Ashore: Don protective equipment, M9 tape |
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MOPP Level 2 |
Afloat: Mask carried, decon supply stage
Ashore: same as level 1 with Don protective over-boots |
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MOPP Level 3 |
Afloat: GQ, install filters, don over-boots
Ashore: fill canteens, activate decon stations |
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MOPP Level 4 |
Afloat: Don mask/hood, gloves, Circle William, countermeasure washdown
Ashore: Gloves with liners, untie bow retention cord, loop between legs and secure to web belt |