Tuesday, September 9, 2008

THE COMBAT GUIDE

Welcome to The Combat Guide, the web's number one anti-zombie resource since 2004... are you prepared?
Zombie Outbreak Crisis
A Comprehensive Survival Manual for the Average Home

1.1- Zombies and the Disease
When finished with this survival guide, one should have a thorough understanding of what a zombie is, how to prepare for an outbreak, and how to combat and repel zombies. Right now you should try to forget everything that you have learned about zombies from Hollywood films. The only film which comes remotely close to being a realistic depiction of real world zombies is entitled: "28 Days Later". In this British film a ridiculous virus, but a biological strain nonetheless, is released from a research laboratory in England. The zombie-virus depicted in the film causes extremely violent behavior and a craving for human flesh among those infected. While the forms of the actual zombie disease are parasitic in nature, this movie comes relatively close in terms of symptoms and transmittance.
In the real world, the zombie is actually the result of an infectious disease caused by a mutated cousin of a Myxosporean parasite called "Myxobolus cerebralis". Myxobolus cerebralis is a parasite found among salmonids (salmon and trout fish). This parasite causes damage to the nervous system and skeletal deformation as well as various other abnormal changes among fish. The cause of the mutation of Myxobolus cerebralis which enabled it to target mammalian species remains idiopathic to researchers. Recently, Swiss microbiologists conducting research into this strain of mutated Myxobolus cerebralis, named the parasite "Myxobolus Haemosteomyelitisnarcosa", (M. H.). This nomenclature roughly translates into "blood/bone-inflammatory-stupor parasite". The parasite affects the central and peripheral nervous systems of the infected (CNS, PNS). Infection results in extremely violent uncontrollable behavior, a hunger for human or animal flesh, and sometimes exhibits an incubation period anywhere from two to twenty-four hours. Survivors of a small Malaysian outbreak of M. H. in 2003 have described the infected as exhibiting symptoms of Rabies, Dementia, and Malaria. Details of the stages of M. H. infection have been documented from various survivors around the world and throughout history. Below is an interpretation of the compilation of findings about the stages of this disease. The entire process does not frequently exceed one hour in recorded cases and experiments, the process is accelerated among children and the elderly due to their generally weakened immune systems.
Stage 1: A human has recently drunk water from a stagnant source containing the parasite or has received the parasite from the bodily fluids (saliva, blood, mucus) of an already infected victim.Within 5 minutes the recipient of the parasite will experience most or all of the following symptoms:-Deep anxiety-Irritability-Violent behavior-Highly dilated pupils-High fever (102-105 deg. F, 39-41 deg. C)-Blurred vision-Muscle spasms and twitches-Drooling-Vomiting, diarrhea, and nausea-Strong headache and muscle aches-Strong sense of gained weight
Stage 2: 15-30 minutes past infection time...
-Dementia-Blindness or heavily darkened vision-Tachycardia (rapid pulse)-Strong drooling and foaming at the mouth-Convulsions-Hallucinations (auditory and visual)-Bleeding from the eyes, mouth, ears, and rectum-Blistering, reddish in coloration
Stage 3: 30-40 minutes past infection time...
-Complete loss of verbal functions-Complete loss of hearing and vision-Extreme and disturbing bodily convulsions-Screaming and crying -Intestinal disgorgement-Large and inflamed bleeding sores -Jaundice of the skin-Eyes covered with milky-white clouds and strongly bloodshot-Victim collapse, short-term coma begins
Stage 4: 40-60 minutes past infection time...
-Physical mutations occur during coma-Rapid skeletal and muscular growth-Body convulsions, closely followed by awakening-Moans and grunting, nonsensical use of vocal chords-Victim begins to express aggressive cannibalistic tendencies-Victim surges with energy and exploits heightened sense of smell to hunt for sustenance

Visual Representations of the Parasitic Effects of Myxobolus Haemosteomyelitisnarcosa

Parasitic Muscular Effect

Rendering of the three main stages of necrotic degradation
The parasite living in the infected human will use the body's flesh for sustenance in order to maintain itself.

Neurological Mutations
The human brain is the seat of the human mind - the set of cognitive processes related to perception, interpretation, imagination and memories, of which a person may or may not be aware. Beyond cognitive functions, the brain regulates autonomic processes related to essential body functions such as respiration and heartbeat. Today, we know that Myxobolus Haemosteomyelitisnarcosa affects several locations in the Human Brain. Those locations being the Rhombencephalon, Mesencephalon, Prosencephalon, and Telencephalon. The disease blocks and mutates functions of the mind, and sustains the body in order to sustain itself. Due to the dangerous and controversial nature of M. H. research, much is still unknown regarding this parasite's effects on the human body.
The Rhombencephalon can be subdivided in a variable number of transversal swellings called Rhombomeres. In the human embryo we can distinguish eight Rhombomeres, from caudal to rostral: Rh7 - Rh1 and the isthmus (the most rostral rhombomere). Rhombomeres Rh.7 to Rh.4 form the Telencephalon, and Rhombomeres Rh.3 to Rh.1 form the metencephalon. The myelencephalon forms the medulla in the adult brain; contains a portion of the fourth ventricle as well as the glossopharyngeal nerve (CN IX), vagus nerve (CN X), accessory nerve (CN XI), hypoglossal nerve (CN XII), and a portion of the vestibulocochlear nerve (CN VIII). The metencephalon is composed of the pons and the cerebellum; contains a portion of the fourth ventricle; and the trigeminal nerve (CN V), abducens nerve (CN VI), facial nerve (CN VII), and a portion of the vestibulocochlear nerve (CN VIII). The Central Nervous System (CNS) represents the largest part of the Nervous System. Together with the Peripheral Nervous System, it has a fundamental role in the control of behavior. The mutation of the Rhombencephalon under an M. H. infection correlates with many aspects of zombie behavior, including decision-making.
In biological anatomy, the Mesencephalon (or midbrain) is the middle of three vesicles that arise from the neural tube that forms the brain of developing animals. M. H. alters the Mesencephalon's sub-sections severely, resulting in altered dopaminergic releases and auditory input mutations. The Mesencephalon caudally adjoins the pons and rostrally adjoins the diencephalon. In mature human brains, the Mesencephalon becomes the least differentiated from both its developmental form and within its own structure, among the three vesicles. The Mesencephalon is considered part of the brain stem or the midbrain. The substantia nigra is closely associated with motor system pathways of the basal ganglia. The Mesencephalon is archipallian in origin, meaning its general architecture is shared with the most ancient of vertebrates. Dopamine produced in the substantia nigra plays a role in motivation and habituation of species from humans to the most elementary animals such as insects. The midbrain is usually sectioned at the level of the superior and inferior colliculi. A cross-section through the superior colliculus shows the red nucleus, the nuclei of the oculomotor nerve (and associated Edinger-Westphal nucleus), as well as the substantia nigra. The substantia nigra is still present at inferior colliculus level. Also apparent are the trochlear nerve nucleus, and the decussation of the superior cerebellar peduncles. The cerebral aqueduct runs through the midbrain, and is the communication between the third and fourth ventricle. The Mesencephalon contains the tectum (auditory and visual response), inferior/superior colliculus (auditory input, sensorimotor functions), cerebral peduncle (loop fiber containment), midbrain tegmentum, cerebral peduncle, substantia nigra (movement, dopamine release, attention, reward), pretectum (controls pupillary diameter).
Also recognized as the forebrain, the Prosencephalon gives rise to the diencephalon and the Telencephalon. The Prosencephalon emerges from the top, or front end of the neural tube. Profound development of prosencephalar areas in adult humans, especially the neopallium, creates the physiological basis for many of humans' unique skills related to memory, planning, conjecture, and fabrication. In humans, the Telencephalon surrounds older parts of the brain much like a helmet or turban. It includes the cerebral cortex of the cerebral hemispheres, a limbic lobe and an olfactory lobe. Limbic, olfactory and motor systems project fibers from subcortical areas of the cerebrum to parts of the brainstem. Cognitive and volitive systems project fibers from cortical areas of the cerebrum to thalamic nuclei and to other regions of the brainstem. The neural networks of the Telencephalon facilitate complex learned behaviors, such as the use of language.
Humans that have been fully infected by M. H. have shown varying levels of intelligence. There is still much to be uncovered when researching this disease, but many facets of zombie intelligence have been recorded. The average M. H. zombie possesses no sense of right, wrong, or consequence. Zombies satisfy primal urges such as hunting, surviving, and destroying. Infected humans do not require sleep, can survive off of very little food, and do not feel substantial amounts of pain. They will avoid unnecessary dangers, they won't walk straight into a fire or shamble off of a cliff. However, if a zombie is motivated by a promise of food, then they will go to any length to get it, endangering their own lives to satisfy their hunger. They have been seen using simple tools such as rocks and sticks to break through windows and barricades. They can use most types of door handles and slide open unlocked windows to enter a home. Zombies are capable of scaling many types of walls and fences, razor and barbed wire will only slow them down. Due to the effects of M. H. on the CNS and PNS, zombies suffer from a form of Alzheimer's Disease. After the parasite has taken root in the body of an infected human, that person will have no memories of their past lives, lost and confused creatures with instincts that command them to kill, maim, and feast on human flesh. M. H. possesses a mysterious ability that still puzzles scientists. The parasite emits a type of Thiol which acts as a passive signal to other zombies instructing them to stay away and ignore it as a food source. In addition to protecting zombies from each other, the thiol emissions give zombies a distinct repugnant odor which can induce vomiting and gagging in un-infected humans nearby.
Physical Mutations
Myxobolus Haemosteomyelitisnarcosa shares many physically mutative traits with Myxobolus Cerebralis. M. H. commands certain muscle groups to grow and strengthen. Some of the affected muscles control mastication (chewing) and movement. Other affected regions include the suprahyoids, the lateral cervical muscles, muscles of the thorax and abdomen, and the muscles of the upper limbs. The human skeleton is also mutated, some parts disfigured, others enhanced for function. The bones of the jaw, hands, vertebrae, and thigh all increase in size and density. Field observations have denoted fresh zombies to be incredibly strong due to these rapid muscular and musculoskeletal mutations. Although, vast quantities of energy, protein, and food stores are spent by the parasite while mutating the body. This consumption of food reserve in a fresh zombie is theorized to be the cause of extreme violence and hunger immediately following a transformation. Zombies will move with a slow, sluggish gait most of the time. If pursuing a potential meal, zombies are capable of running for very long distances at high speeds. It can be inferred from this data that the zombie is a mentally and physically venerable opponent to all humans.
1.2- The Brooks Outbreak Scale
The "Brooks Outbreak Scale" was created by the acclaimed author Max Brooks, writer of the "Zombie Survival Guide", an entertaining and comedic book, but do not be fooled, the threat is real. The "Brooks Outbreak Scale" is a class-based ranking of the level of intensity of zombie outbreak, what follows is an excerpt from the aforementioned book:
"Although each zombie attack is different, given the number, terrain, reaction of the general populace, etc., its level of intensity can be measured in four distinct classes."
CLASS 1
A low-level outbreak, usually in a Third World country or First World rural area. The number of zombies in this class of outbreak ranges between one and twenty. Total human casualties (including infected) range from one to fifty. The total duration, from the first case to the last, will range between twenty-four hours and fourteen days. The infested area will be small, no larger than a twenty-mile radius. In many cases, natural boundaries will determine its limits. Response will be light, either exclusively civilian or with some additional help from local law enforcement. Media coverage will be light, if present at all. If the media is present, look for common stories like homicides or "accidents." This is the most common type of outbreak and also the easiest to go to unnoticed.
CLASS 2
Urban or densely populated rural areas are included in this level of outbreak. Total zombies will range between twenty and one hundred. Total human casualties may reach as high as several hundred. The duration of a Class 2 attack may last no longer than a Class 1 outbreak. In some cases, the larger number of zombies will spark a more immediate response. A rural, sparsely populated outbreak may extend to a hundred-mile radius, while an urban outbreak may encompass only several blocks. Suppression will almost certainly be organized. Bands of civilians will be replaced by local, state, even federal law enforcement. Look for an additional, if low-level, military response, the National Guard in the United States or its equivalent in the world abroad. Most often, so as to ease panic, these units will take a more noncombatant role, providing medical assistance, crowd control, and logistical support. Class 2 outbreaks almost always attract the press. Unless the attack occurs in a truly isolated area of the world, or one where the media is strictly controlled, the story will be reported. This does not mean, however, tat it will be reported accurately.
CLASS 3
A true crisis. Class 3 outbreaks, more than any other, demonstrate the clear threat posed by the living dead. Zombies will number in the thousands, encompassing an area of several hundred miles. The duration of the attack and a possible lengthy mop-up process could last as long as several months. There will be no chance for a press blackout or cover-up. Even without media attention, the sheer magnitude of the attack will leave too many eyewitnesses. This is a full-blown battle, with law enforcement replaced by units of the regular military. A state emergency will be declared for the infested zone, as well as the neighboring areas. Expect martial law, restricted travel, rationed supplies, federalized services, and strictly monitored communication. All these measures, however, will take time to implement. The initial phase will be one of chaos as those in power come to grips with the crisis. Riots, looting, and widespread panic will add to their difficulties, further delaying an effective response. While this is happening, those living within the infested area will be at the mercy of the undead. Isolated, abandoned, and surrounded by ghouls, they will have only themselves to depend on.
CLASS 4
Referred to as a doomsday outbreak. The zombie hordes have grown so large that they cover the entire planet. Military and police agencies have crippled under the strength and surprise of the rapidly and exponentially expanding menace. You are now living in an undead world. In more deserted locations such as deserts, bands of nomads and raiders might eventually find a way to live by feeding off of other survivors, looting, and pillaging. These raiders would become your biggest enemy.
1.3- Signs of an Outbreak
Below is a depiction of what might happen if a more severe outbreak, possibly a class 3, occurred in a large metropolis in the United States...
2:00 PM Monday: Mass murder is reported in a neighborhood in the city.

6:00 PM Monday: Citizens begin to flee the city due to the panics, rioters, and looting.Murders begin to spread and are covering the broadcast networks, traffic jams occur.

8:00 PM Monday: National Guard units are dispatched to quell riots, mass hysteria, and rampant violence in the city and its suburbs. Highways allowed the zombies to spread quickly.

11:00 PM Monday: The city and its suburbs are now filled with the undead. With no fire department or police force to control the population, fires spread and parts of the city burn. The highways and interstates have long been completely stuck by this time and become deathtraps. The military establishes checkpoints and medical centers. Bases are overrun with refugees and injured victims of the zombie scourge. The deployed National Guard units are soon overrun due to their efforts to provide first aid to the infected.

11:00 PM Monday to 6:00 AM Tuesday: The metropolis is a complete loss and the surrounding communities are devastated. The military's efforts to quarantine the city failed. The infected who escaped early in the afternoon made their way to the homes of relatives in other towns and cities.

7:00 AM Tuesday: You wake up amid a firestorm. Scattered gunshots ring throughout the air. Bodies fill the streets, soon to re-animate. The power is down, the phones are out, and the gas stations are ablaze. You decided to "ride out the storm" when you saw the news casts. It'll only be a matter of hours before your home is surrounded by the hordes of the undead.

This was only a hypothetical scenario, nobody knows when or where the next zombie outbreak will occur, or what magnitude it will be (probably). To increase the chances of surviving an outbreak, one should be able to spot the early signs of a zombie incident.
Signs to look for:
· Mass hysteria/murders
· Mass Cannibalism
· Government cover-ups
· Federal involvement in murders
· Escalating homicidal scenarios
· Media blackouts of towns/counties/cities
· Suspicious "wildfires" in populated areas
· Unknown illnesses with rabies-like symptoms
· Road-blocks to populous areas
· Riots with extreme violence or cannibalism
· Internal military deployment
· Outbreaks of "insanity" among towns
· "Witch" hunts
If you see any of these signs, its time to start thinking about calling up the members of your family or party. Collect ammunition, gas up the vehicles, and grab the escape bag. (See: Section Two)

1.4- Good and Bad Locations (Choosing the right environment)
KEY CONCEPTS : LOW HUMAN POPULATION + FERTILE LAND + MOISTURE + MODERATE OR MILD TEMPERATURES ----> AVOID: MAJOR CITIES, COLD AREAS, JUNGLES, PLAINS, HIGH MOUNTAINS...
Climate Zones
Although it may be unrealistic or even impossible for many people to move to a more secure location and give up their jobs and home, this section will inform all about the safest locations on Earth and the most dangerous ones. Earth contains two large areas of polar climates separated by two rather narrow temperate zones from a wide equatorial band of tropical to subtropical climates. Precipitation patterns vary widely, ranging from several meters of water per year to less than a millimeter. In the case of a zombie outbreak, simply put, the safest places to be are the most fertile, most deserted, most temperate places on Earth. However, much of the terrain which matches this description is already densely populated. Deserts are usually sparsely populated, which is excellent, but they are also very difficult to live in and maintain a food supply. Plains regions can support crops, but also have extremely limited tree coverage, or protection from the elements, sometimes very harsh winters can be experienced here. Jungles are usually considered more remote locations, rich in foods, animal, and plant life. The tropical rainforests and jungles of Earth are also home to a vast number of diseases and unstable political establishments. Even if one found a very remote location in the jungle, they have the difficult task of construction, communication, and surviving the environment. Polar and low temperature regions of Earth would be ideal locations to escape and defend from the zombie threat if it wasn't so incredibly difficult to live there. Mountainous regions are also excellent concepts for defense from the living dead, they are remote and have rugged terrain. If one managed to establish a survival fortress in a highly mountainous regions, then they should be fine. The problem is movement and temperatures in mountainous regions. While they provide excellent defense, they are also extremely dangerous to live in and construct in. Lower mountains and fertile temperate forests with a low human population and mild to moderate seasonal temperature changes are the best and most feasible locations for escape and establishment of a fortress or secure home.
This makes regions of Canada an ideal location for creating an escape base. Canada has a relatively low population, especially low in comparison with its size in relation to other countries of the world. Canada holds vast reserves of water: 7% of the world's fresh water, a quarter of humid lands and the third largest amount of glaciers (after Antarctica and Greenland). The regions which are best suited for growing and maintaining light crops, and which maintain moderate temperatures year round, and yield a low human population include: the Pacific Temperate Rain Forest, the Alberta-British Columbia Foothills Forests, and the Foothills of the Rocky Mountains in Alberta. If you live in North America, then these regions are highly recommended escape spots for building a fortress or secure home. The eastern regions of Canada are home to a more dense population, and are also at high risk from the massive exodus of survivors and infected coming from the United State's New England region, particularly cities such as Boston, New York, Philadelphia, Pittsburgh, Washington D.C., etc.... MAPS OF CANADA: Political, Topographical
The United States of America has a much higher population than Canada (296 million versus 32 million). This population of 296 million people is distributed in a smaller area than that of Canada. There are major cities in just about every geographical region of the US. The US is also home to a Pacific Temperate Rain Forest along the Pacific coastal line. The difference is that this US region is much more highly populated than the Canadian stretch lying only hundreds of kilometers to the North. If living in the US and seeking refuge and security from the Zombie threat, the best location for establishing a fortress would be in the states of North Dakota, Wyoming, Colorado, Oregon, and Montana. Out of all of these, the more remote regions of Montana would be the best, as they are home to temperate foothills forests and although there are high mountains, you can establish an easily defensible base in a nice location for your party or yourself.
The terrain and climate of Mexico varies from rocky deserts to tropical rainforests. Most of this nation's geography is unfit for easy survival or the construction of your fortress. I would not recommend escaping to this country in the event of a zombie outbreak in your nation. If you live in Mexico, the most advisable escape location would be Copper Canyon in the State of Chihuahua and its surrounding forested areas. Mexico's landscape is mostly quite harsh to humans unless they live in a major city. This locational setup is not advised for anyone escaping the zombie threat and seeking a comfortable or stable atmosphere to develop their fortress in.
Structures and Properties
This sub-section provides information regarding specific types of properties and their advantages and disadvantages. If your party has decided to meet at a home/fortress, or you have decided to stay inside your own private residence, section 2 is a critical read. Even if a party or individual decides to wait it out inside a home or fortress, sometimes it is necessary to escape. Escape may be provoked by food or supply shortages, compromised defenses, or even psychological breakdown. Thus, it is necessary to know which types of structures are safe and which are not. Even with this knowledge, every city and situation is different and caution must be observed.
When fleeing to a more secure location out of desperation, it will be especially important to AVOID: churches/places of worship, indoor malls, military bases, hunting stores, military surplus stores, airports, hospitals, police stations, and highways. Churches and other places of worship will always attract dozens if not hundreds of desperate and hopeless people during a zompocalypse. Citizens will flee to these houses of god in order to seek safety and comfort. In a zombie outbreak however, these structures will become feeding frenzies where the virus can easily spread among those packed inside. Existing zombies will likely hear the screams, crying, shouting, and frantic praying of citizens inside and storm the buildings.
Indoor malls should be avoided due to their tendency to attract massive numbers of fleeing citizens with their hopes of food, supplies, and large space. Malls also attract looters, as in all crises looters will wreak havoc initially, only to be eaten or join the ranks of the living dead. If deserted, a modern mall would make a wonderful refuge for a small band of escapees, however, security glass and complex locks will make it difficult to gain entry into the structure. With this in mind, one can imagine the difficulties and risks involved in trying to break into a locked mall in the middle of a populated area, while on the run, during a zombie outbreak. Therefore, malls and large indoor shopping centers should be a refuge of last resort.
Military bases should be avoided because of their nature to attract thousands of citizens with false promises of immense security, supplies, and transportation. Large military bases in and around a modern urban center would be overrun during a class three or higher outbreak. In addition to military bases being magnets to fleeing citizens, one must remember that soldiers are humans too, humans with the same fears and tendency to panic as the rest of us. Well-armed, panicked soldiers should be avoided at all costs, especially if you hope to run to a military base several hours into an outbreak. For, after a few hours pass in a zombie outbreak crisis, military bases will close their gates after they become overwhelmed by refugees and rioters. At this point, a base would contain dozens of infected escapees, and the perimeter would be surrounded by hundreds of desperate citizens, some infected, some soon to be. Soldiers may be commanded "shoot to kill" in order to secure a military base under siege. Hunting stores and military surplus stores must also be avoided for similar reasons, the no doubt survivalist nature of those holed up inside these stores would be extremely dangerous for anyone trying to gain access, whether infected or not.
Airports, whether they are regional or international, should always be avoided. Try to imagine an airport at the peak of the holiday season, the hallways packed elbow to elbow, now imagine that situation with twice as many people, except these people would be desperate, dangerous, and it is guaranteed that there will be infected citizens in the crowds and on planes. Several hours after a large outbreak, airports would be shut down, and the massive quantities of panicked escapees inside would succumb to the rapidly spreading disease.

2.1- Establishing Home Defense
KEY CONCEPTS : PLYWOOD NOT PARTICLE-BOARD, IT'S NEVER TOO SOON TO START, SCREWS NOT NAILS, BLACKOUT-CURTAINS, STEEL-REINFORCED DOORS, WATER, FOOD, WEAPONS, ENTERTAINMENT, COMMUNICATION IS ESSENTIAL, WIDE FIELD OF VIEW NECESSARY...
The zombie threat is continuously increasing along with the human population of cities on Earth. A human infected with Myxobolus Haemosteomyelitisnarcosa is extremely dangerous! A fully infected individual's intelligence can be compared with that of a bright canine. A zombie can be smarter than a canine when it comes down to manipulating objects and using tools, but a canine can be more intelligent than a zombie in other areas. (See: Zombies and the Disease). This means that many zombies can be formidable opponents to un-infected humans, even if they are protected in a home. Most zombies can manipulate simple objects to achieve a simple task, such as using a rock to shatter a glass window. It is important to remember that zombies work as a collective organism, and thus will not finish each other off by their own volition. The zombie will mount continuous assaults on your home or building, they will attract other zombies with moans and shrieks, and use simple tools to break through your defenses. This is why it is of the utmost importance to prepare your home or fortress properly for a zombie siege.
Most middle-class citizens of first world countries will probably not have enough funding to build a sound fortress as a shelter to flee to during a zombie outbreak. However, most home owners are capable of securing their residence from the zombie threat. This section will provide tips and instructions to the reader which focus on securing a humble abode. However, if you are a more wealthy citizen, and possess enough money to construct a second home, the next chapter focuses on building a first rate anti-zombie defense fortress.
Windows
One of the most important zones of the home to secure are the windows. Security bars are NOT recommended upgrades for your windows, as they will prevent inhabitants from escaping if a fire occurs or zombies infiltrate a weak point. Plexi-Glass can be installed through a contractor service, it is expensive but incredibly strong and reliable. On a lower budget, purchase "Security Tape" for windows. Apply security tape in a mesh pattern to both sides of every glass window in your home. This method is cheap and effective, as it helps the window resist shattering. This measure will not stop zombies from getting inside the house, but it will slow them down.
Security Tape and Plexi-Glass are two examples of a secondary defense. A primary barrier is necessary to prevent the undead from getting to the point where they can shatter a window. Steel storm shutters provide excellent primary window protection from zombies and projectiles. A cheaper alternative is plywood. If one cannot afford steel storm shutters, then it is necessary to purchase plywood to form a barrier outside the window frame. Plywood boards with a depth, or thickness, of 5cm (2") and a length about 25cm (10") past each side of the window frame will provide excellent defense if stacked and formed into a shutter or locking panel. If an outbreak occurs in your area before you have created or purchased window defense, there are several important steps to take. When boarding up windows and doors, space the boards out so that fingers cannot reach through each board. Always nail boards and panels to the outside of a window or door, nailing wood to the inside will allow a zombie to push the board or panel out of the wall or door frame with relative ease. And remember, plywood is much stronger than particle board! Do not attach defensive boards or panels to dry-wall, as this surface will crumble easily if any pressure is exerted upon the wood. Long screws offer much more strength and pull-resistance than nails, use screws on critical areas and the longest boards with the highest potential leverage.
An optional, yet effective tertiary protection for window-frames is thick, adhesive putty. If one's home is older, it may have structurally unsound window frames, there is no point in having strong glass if the supporting frame is flimsy. Very thick adhesive putty, if liberally applied to the edges of the window frame, will provide fairly solid defense from zombies trying to push the whole frame into a home. Lastly, one will need to purchase either thick drapes or black-out-blinds, some kind of curtain to totally block light from leaving your house and potentially attracting zombies to your premises.
Doors
Despite popular rumors, zombies are not completely brainless. Most zombies can and will open a door with the door handle! They do not have the reasoning capacity to use keys or successfully walk through a revolving door, but unlocked house doors are extremely vulnerable. Thus, the most important method of defending your door is a strong deadbolt locking mechanism. Do not purchase too many locks for a door, or it will be difficult to get in and out of your home quickly in an emergency. Also critical to defense from the living dead is a sturdy door frame. If a door is equipped with six locking mechanisms, but is supported by a flimsy door frame, the whole door could easily get kicked in or knocked over. A steel frame rested in concrete or strong wood framing will provide adequate defense from several attacking zombies. In addition to a strong door frame, the zombie-safe home will need a reinforced door. It is essential to purchase a steel-reinforced door, not a steel-plated door. When positioning a door and attaching it to the frame, ensure that the door will only open outwards.
Sliding-glass doors are a gigantic threat to many homes. Zombies will literally pour into your home through this vulnerable entrance. It is essential to remove all sliding-glass doors and replace them with steel-core, outward-swinging doors with deadbolt locks. If one cannot afford to replace a sliding-glass door, sandbags and plywood barriers are a viable option. Remember, do not leave room in your plywood panels for fingers to reach through, do not attach boards to dry-wall, do not attach boards to the inside of the home, always attach them to the outside walls and frames. Garage doors may seem structurally sound, in reality they are just as vulnerable as any other wood or thin metal door. They can be punched through, pushed down, and lifted up. At the first sign of a zombie outbreak in your area, one can erect long plywood boards and attach them from the floor via a fastening system (large eye hole and hook) to the garage door. Attach long plywood boards to the outside of the garage door in an X pattern. Disable any sensor beams to prevent accidental door openings, and weight the door down with sandbags or some other form of dense material to prevent lifting.
Perimeters
Most homes in the Suburban United States and Europe are equipped with fences on the property. Any fence lower than 2 meters (6.5ft), will NOT prevent a zombie from climbing into your yard. Do not rely on garden gates, or picket fences. All perimeter fences should have supportive beams dividing the fence material into small rectangular sections. Concrete walls are obviously preferred over wooden and chain-link fences, as they cannot be pushed over or easily gripped. Wooden fences are superior to chain-link fences as the surface has less foot-holds, wood is usually stronger than thin metal chain mesh. A chain-link fence will slow a zombie's progress, they will have a hard time climbing it, but it will not stop them entirely. Chain-link fences also emit much more noise than wooden or concrete fences, thus attracting more zombies to the location, ensuring a breach. If there are enough zombies, any wooden or chain-link fence can be compromised either by pushing, tearing, or shattering. Chicken wiring will not stop zombies unless it is used in multiple layers along with strong support beams and sharp barriers. All wooden, concrete, and chain-link fences should have concertina or razor wire firmly attached and thickly rolled atop the fence across its entire perimeter. Zombies do not feel more than a minuscule amount of pain, and will climb over and walk through thick razor wire. However, razor and concertina wire will severely damage a zombie's body, sometimes amputating fingers, cutting major arteries, removing eyes, ears, noses, and skin. The end result is a severely battered zombie whose capacity to fight is diminished. So, a concrete, wood, or chain-link fence topped with razor or concertina wire is an excellent solution to the problem of perimeter defense. There are still more ways of improving security around one of these fences. A fortification used for centuries by many nations throughout history, the spike. Thick, sharpened, wood or metal poles can be placed into the ground next to a fence at a 60 degree angle with the point facing away from the property. Quick-dry cement should be used to secure the spike into a 60cm (2ft) deep hole. The spike should protrude 1.5m (5ft) from the hole. Spikes should be placed in close proximity to each other, approximately 30cm (1ft) spaces between each spike. Mid-sized shrubbery can be placed in front of the spikes to prevent locals from getting worried or calling the police. If one lives in an urban or suburban environment and chooses to hide the spikes, it will be essential to place clear warning signs on the premises to prevent children or adolescents from impaling themselves.
Moats are an excellent alternative to spikes, are completely legal, and can be disguised as decorative landscaping. A suitable depth for an anti-zombie moat is 2 to 2.5 m (6.5-8ft). The moat should be 1.5m (5ft) wide, as most zombies can jump, but not that far. Moats should be placed around the outside of every stretch of fencing on the property, if a segment of fence connects with a neighbor's yard, dig the moat behind your fence or wall. The moat can be filled with water tied into a re-circulation system to prevent evaporation. Be aware that a water-filled moat in a region which experiences winter, will be rendered useless during extended freezing conditions. In addition to this, a water-filled moat will not last long in deserts or regions affected by drought.
Land Mines
As this chapter focuses on improving the security of the average home, it is strongly advised NOT to use land mines or any form of explosive in home defense. Most of the time your home must serve its main purpose, to provide as a peaceful shelter. Placing land mines around a home will risk the lives of all neighbors, and break laws. If a land mine or other explosive detonates during a zombie outbreak, it will only serve to kill one zombie and attract dozens more.
Safe Rooms
If zombies manage to break through your perimeter, doors, or windows, one must retreat to a safe room. A safe-room should have at least one bed, one chair, a sanitary facility (bathroom), entertainment (books, paper, mp3 player), an observation port with a wide field of view (periscope or small window), communication (radio, walkie-talkie, phone), batteries, earplugs, goggles, gloves, extra clothing, camouflage, blankets, enough food and water for several weeks, backpacks, defensive weapons (shotgun, sword), plenty of ammunition, strong doors and windows, and an escape route (hatch in the ceiling, attic entrance, window, etc...)
An ideal safe-room conversion would be a home's master bedroom. These bedrooms are the largest, sometimes have connecting bathrooms, windows, and are on the second floor of many homes. The safe room should ideally be located on the second floor of a house, as one can destroy the stairs leading up to the floor with an axe to prevent zombies from getting in.
A first floor safe-room will work, but will not be as safe as a second floor room, due to the lack of stairs and limited visibility. Basements should be avoided as there are usually limited escape routes, and the possibility of becoming cornered if zombies shamble down the stairs.
Attics are suitable safe-rooms for one or two individuals, in an attic you can be silent, watch the entire neighborhood through a crack or small window, and zombies will probably have no way of getting in. However, attics can become unsanitary, hot, dark, and cramped. If one chooses to utilize an attic as a safe-room, then a rudimentary toilet system can be constructed before the outbreak... Cut a hole in a wall facing the outdoors, attach PVC pipe securely to the hole, and extend piping out the hole, down the house's wall, and into the ground. A threaded plugging section can be used to seal and unseal the toilet pipe at the user's end.

2.2- Building a Fortress
KEY CONCEPTS : GOOD LOCATION, MULTIPLE LINES OF DEFENSE, COMMUNICATION, VISIBILITY, SUPPLIES, AMMUNITION, WATER, FOOD, CONCRETE, WEATHER SURVIVABILITY, STRONG MATERIALS, CONCRETE, STEEL, REASONABLE DISTANCE FROM HOME...
A fortress is a complex of sound construction. One must dedicate a vast amount of time, and a sizeable amount of money in order to erect a proper zombie defense fortress. Planning is everything, choose locations wisely, take into account all possible factors, build with room to grow and room for defenses. In addition to protecting an individual or entire party from the zombie threat, a proper fortress must also nurture the lives of all inhabitants within its walls. A fortress is a serious project, if commitment and dedication are put forth, an impervious shelter will rise.
Location is the first factor one must account for when planning a zombie defense fortress. Section 1.4 provides proper instruction and guidance for a citizen to choose a suitable location for their fortress.
Only the strongest building materials will provide adequate protection from the swelling, vile hordes of the undead. These materials include concrete, brick, mortar, rebar, steel, and plywood. A fortress can be many sizes and take on many different shapes. However, certain shapes have proven themselves to be superior. An ideal fortress would be constructed with a limited fraction of the total volume above the ground, excluding the optional observation tower. Proper fortresses should also have arched concrete roofs and curved walls above the ground. The arch and dome are tried and true shapes, they are durable to all manner of energy exertion, including strong winds, flood waters, snow accumulation, and earthquakes. The reason for limiting the total above ground volume of a fortress is concealment. If a zombie cannot see or hear a fortress, it won't know it exists. Concealed fortresses also defend inhabitants from violent uninfected humans looking to steal supplies or commit other crimes.

2.5- Types of Weapons and Ammunition
Mêlée Weapons
A mêlée weapon is any weapon that does not involve a projectile. Both the user and target of the weapon are in contact with it simultaneously in normal use. Examples include whips, swords, clubs, and knives. Certain mêlée weapons are well-suited for use against zombies, others are not. A good anti-zombie mêlée weapon must possess the following qualities to ensure your safety and provide maximum damage to the enemy: LENGTH (the weapon should be longer than 60cm or 2ft), STRENGTH (the weapon should be made out of either steel, iron, aluminum, hard wood, hard plastic, carbon fiber, graphite, magnesium, titanium, or some combination of those materials in order to inflict serious damage and protect the weapon from wear and tear), HEAVINESS (the weapon should be heavy enough to incapacitate or destroy a human body, ideally it should be heavier than 3 kg (6 lbs), and lighter than 13 kg (30 lbs) in order to provide a traumatizing blow and maintain mobility.). A heavy and blunt weapon can be just as useful as a light yet sharp weapon. Blunt weapons are preferred since they reduce the chance of an infectious biological splatter affecting the person wielding the weapon. Examples of excellent blunt weapons include: a full-length metal baseball bat, a metal golf club, a large stone, a lead pipe, a cricket bat, a mallet, a sledge hammer, a goalie stick, a 2x4 plywood section, a mace, a flail, a club, a crowbar, a shovel, a staff, an axe handle, a prying bar, and a thick tree branch. Examples of excellent sharp or piercing mêlée weapons include: a broad sword, a foil, a shaolin spade, an axe, a hatchet, a machete, a steel katana, a pick-axe, a scythe, a spear, a javelin, a harpoon, and a board or club with a nail hammered into it.

Bows, Darts, and Spears
Bows, including compound, long, composite, recurve, and crossbows, are ranged weapons that shoot arrows powered by the elasticity of the bow and its string. These types of weapons are not considered effective against zombies. Arrows and darts may stop a normal, healthy human, but a zombie might not even blink if four or more arrows are shot into its chest simultaneously. These weapons are relatively inaccurate when compared with firearms, and they are difficult to use and master. It is extremely difficult to obtain a one shot/one kill effect against zombies with bows. All of these factors, coupled with the slow rate of fire in the average user's hands, makes bows, darts, and spears poor choices for zombie defense. Avoid these types of weapons unless you or a party member have mastered the art of archery.

Firearms
Suggested prior reading: "Bullets for Beginners"
A firearm is a kinetic energy mechanical device that fires either single or multiple projectiles propelled at high velocity by the gases produced by action of the rapid confined burning of a propellant. This process of rapid burning is technically known as deflagration. In older firearms, this propellant was typically black powder, but modern firearms use smokeless powder or other propellants. The term gun is often used as a synonym for firearm, but in specialist use has a restricted sense—referring only to smoothbore firearms, artillery, tank guns, and thus excluding rifles, carbines, pistols and other small firearms with rifled barrels. The smallest of all small arms is the handgun (or "sidearm"). Handguns with a single, fixed firing chamber are pistols; most pistols have a removable magazine so they can be used to fire several shots. The other most common handgun design is the revolver, which has a number of firing chambers in a revolving cylinder; each chamber in the cylinder is loaded with a single cartridge. Most modern long guns are either rifles or shotguns. Historically, a long smoothbore firearm was known as a musket. A rifle has a rifled barrel that fires single bullets, while a shotgun fires packets of shot, a single slug, a sabot, or a specialty round (tear gas, bolo, lead powder, etc.). Rifles are often built for accuracy and long range and are aimed, while shotguns are usually designed to quickly hit a moving target and are instead "pointed". Rifles have a very small impact area but a long range and high accuracy. Shotguns have a large impact area with considerably less range and accuracy. However, the larger impact area can compensate for reduced accuracy, since shot spreads during flight; consequently, in hunting, shotguns are used for flying game. A machine gun is a fully automatic firearm used almost exclusively by the military. Although not widely fielded until World War I, early machine guns were being used by the military in the late 19th century (e.g., the Gatling gun). They are primarily defensive weapons, mainly because of the difficulties involved in moving and placing them, and their inherent lack of accuracy. In contrast, light machine guns (such as the U.S. military's M249 Squad Automatic Weapon and the M60, both of which are small-caliber weapons) are often wielded by a single infantryman; they provide a high rate of fire typically used as either suppressing fire or covering fire during infantry movement. Machine guns are also often mounted on vehicles or helicopters, and have often been used since World War II as offensive weapons in fighter aircraft and tanks (e.g., for air combat or suppressing fire for ground troop support). A submachine gun is a machine gun that fires cartridges that would otherwise be used in a handgun.
Many small arms are "single shot" firearms: i.e., each time a cartridge is fired, the operator must manually recock the firearm and load another cartridge. A firearm that can load multiple cartridges as the weapon is recocked is considered a repeating weapon or simply a "repeater". A firearm that automatically recocks and reloads the next round with each trigger pull is considered a semiautomatic weapon. An automatic (or "fully automatic") weapon is one that automatically recocks, reloads, and refires as long as the trigger is depressed. Many modern military firearms have a "selective-fire" option, which is a mechanical switch that allows the weapon to be fired either in the semiautomatic or fully automatic mode. In the current M16A2 and M16A4 variants of the U.S.-made M16, continuous full-automatic fire is not possible, having been replaced by an automatic burst of three cartridges that makes full-automatic fire considerably more accurate. It is sometimes debated which is the "best" military small arm, the former Soviet Union's .30-caliber Kalishnikov AK-47 or the U.S.-manufactured .223-caliber M16: the highly reliable and inexpensive but heavy and bulky AK-47 has been widely adopted by many small countries, including many current and former Communist nations. The much lighter and far more accurate M16 (and its .223 cartridge in particular) has found wide adoption among NATO members and military allies of the United States (see: Ak-47 vs. M-16).
A bullet is a projectile shot by a gun, usually made of a metal alloy. In contrast to a shell, a bullet does not contain explosives. The term bullet refers specifically to the metal slug that is propelled from a firearm. Although the term is occasionally used to refer to the combination of bullet, case, gunpowder, and primer, such an item is properly called a cartridge. A cartridge without a bullet is called a blank.
As there are literally thousands of types of bullets and firearms, this guide will educate you about the firearms which are the most effective against zombies. The best anti-zombie firearms meet the following requirements: they must be reliable, powerful, accurate, offer semi-automatic action, and fire commonly available ammunition. Below is a list of firearms and their bullet calibers, which meet these requirements and are approved for anti-zombie use by this guide...
Asterisks denote highly recommended purchases
· Assault Rifles
· AK-101 (5.56x45mm)
· AK-102 (5.56x45mm)
· AK-103 (7.62x39mm)
· AK-104 (7.62x39mm)
· AK-105 (5.45x39mm)
· AK-107 (5.45x39mm)
· AK-108 (5.56x45mm)*
· AK-47 (7.62x39mm)*
· AK-74 (5.45x39mm)
· AKM (7.62x39mm)*
· AKMS (7.62x39mm)
· AKS-74U (5.45x39mm)
· AN-94 (5.45x39mm)
· Colt M4A1 (5.56x45mm)
· Diemaco C-7/8 (5.56x45mm)
· FN FNC (5.56x45mm)
· FN SCAR-L (5.56x45mm)
· H&K G-36/K/C (5.56x45mm)
· SA Vz.58 (7.62x39mm)
· SIG 550 (5.56x45mm)*
· SIG 551 (5.56x45mm)
· SIG 552 (5.56x45mm)
· Steyr AUG (5.56x45mm)*
· ZM LR300 (5.56x45mm)
· Bolt-Action Rifles
· Bolt-action rifles are recommended only for long range support roles.
· M-1903 Springfield (.30-06)
· Remington 700 (5.56x45mm)*
· Self-Loading Rifles
· M1 Carbine (.30 Carbine)*
· M1 Garand (.30-06)
· SKS Simonov (7.62x39mm)*
· Handguns
· Beretta 92 S/F/FS (9x19mm)
· Beretta 93R (9x19mm)
· CZ-75 (9x19mm or .40 S&W)
· Colt Anaconda (.44 Magnum)
· Colt King Cobra (.357 Magnum)
· Colt Python (.357 Magnum)
· FN Browning HP (9x19mm or .40 S&W)
· FN Forty-Nine (.40 S&W)
· Glock 17/18/19/26/34 (9x19mm)*
· H&K Mk.23 (.45 ACP)
· H&K P2000 (9x19mm)
· H&K USP (9x19mm or (.45 ACP)*
· Mauser C-96 (9x19mm)
· S&W Model 28 (.357 Magnum)
· S&W Model 610 (10mm Auto)*
· S&W Model 629 (.44 Magnum)
· Sig Sauer P226/P228/P229 (9x19mm or .40 S&W)*
· Walther P99 (9x19mm or .40 S&W)
· Sub-Machineguns
· Bizon PP-19 (9x19mm)
· H&K MP-5 A2/A3/A4/N/SD5/SD3 (9x19mm)*
· H&K MP-5K PDW Variant (9x19mm)
· H&K UMP (9x19mm, .45 ACP, or .40 S&W)*
· IMI Uzi Full/Mini (9x19mm)
· Steyr AUG Para (9x19mm)
· Steyr TMP (9x19mm)
· Thompson M1 Variant (.45 ACP)
· Walther MPL (9x19mm)
· Shotguns
· Benelli M1 Super 90 (12 Gauge)*
· Benelli M3 Super 90 (12 Gauge)
· Benelli M4/M1014 (12 Gauge)
· Benelli Nova Tactical (12 Gauge)
· DPI USAS-12 (12 Gauge)*
· FABARM SDASS (12 Gauge)
· Franchi Spas-12 (12 Gauge)*
· Franchi Spas-15 (12 Gauge)
· Ithaca Model 37 (12 Gauge)
· Mossberg 500 (12 Gauge)*
· Mossberg 590 (12 Gauge)
· Remington 11-87 (12 Gauge)
· Remington 1100 (12 Gauge)
· Remington 870 (12 Gauge)*
· Saiga 12K (12 Gauge)
· Striker "Streetsweeper" Variant (12 Gauge)*
· Winchester 1300 (12 Gauge)
· Winchester Super X2 (12 Gauge)*
· XM-26 LSS (12 Gauge)

Firearms: Training and Safety
Once each member of your party has equipped themselves with a firearm it is absolutely essential that they immediately begin training with that firearm and master its operation. Skills such as field-stripping, cleaning, repair, reloading, customization, marksmanship, and control must all be well developed in every member of a survival team. When you have found a weapon that you are comfortable with and would entrust your life to, you should purchase plenty of ammunition and spare magazines and always keep loaded magazines nearby, in a safe and secure location. Depending on state and local laws, it is suggested to keep a backup weapon such as an SMG or handgun locked up in your vehicle at all times. Always check with your local government in regards to rules applying to the purchase, possession, and storage of firearms. Firearms are extremely useful in a zompocalypse, however, a firearm in untrained hands or in the hands of a child can be just as destructive as a zombie running loose in your home; always keep weapons in a safe location and remember to remove ammunition from the chamber before putting it away.

Explosives
Explosive weaponry such as pipe-bombs, fertilizer bombs, hand grenades, rockets, missiles, landmines, shells, satchel charges, and chemical compositions such as dynamite, nitroglycerin, black powder, flash powder, cordite, ANFO, C-4, Semtex, and RDX, should be used as an extreme last resort in a zombie outbreak crisis. In most locations, these devices and chemicals are highly illegal. In every case, explosives are extremely dangerous to prepare and use. The firing of an explosive weapon (if properly constructed) will almost always create a very loud sound and produce a bright flash and/or highly visible smoke, all of these products of an explosion will draw the attention of zombies for great distances around the location of the blast. Thus, it is highly recommended to AVOID USING EXPLOSIVE WEAPONRY in almost all zombie outbreak scenarios. The following section will educate the reader about the physics and chemistry of explosions, their hazards, and their potential uses.
An explosion is a sudden increase in volume and release of energy in a violent manner, usually with the generation of high temperatures and the release of gases. An explosion causes pressure waves in the local medium in which it occurs. Explosions are categorized as deflagrations if these waves are subsonic and detonations if they are supersonic (shock waves). Explosions are common in nature. On Earth, most natural explosions arise from volcanic processes of various sorts. Most common artificial explosives are chemical explosives, usually involving a rapid and violent oxidation reaction that produces large amounts of hot gas. Gunpowder was the first explosive to be discovered and put to use. Other notable early developments in chemical explosive technology were Abel's invention of nitrocellulose (guncotton) in 1865 and Alfred Nobel's invention of dynamite (stabilized nitroglycerin).
Explosives are classified as low or high explosives according to their rates of decomposition. Low explosives burn rapidly (or deflagrate). High explosives undergo detonation. There is no sharp line of demarcation between low and high explosives, due to the difficulties inherent in precisely observing and measuring rapid decomposition. The chemical decomposition of an explosive may take years, days, hours, or a fraction of a second. The slower forms of decomposition take place in storage and are of interest only from a stability standpoint. Of more interest are the two rapid forms of decomposition, burning and detonation. The term "detonation" is used to describe an explosive phenomenon whereby the decomposition is propagated by the explosive shockwave penetrating the explosive material. The shockwave front is capable of passing through the high explosive material at massive speeds. Explosive force is released at 90 degree angles from the surface of an explosive. If the surface is cut or shaped the explosive forces can be focused directionally, and will produce a greater effect. This is known as a shaped charge. In a low explosive, the decomposition is propagated by a flame front which travels much slower through the explosive material. The properties of the explosive indicate the class into which it falls. In some cases explosives may be made to fall into either class by the conditions under which they are initiated. Almost all low explosives can undergo true detonation like high explosives in sufficiently massive quantities. For convenience, low and high explosives may be differentiated by the following shipping and storage classes.
· 1.1 Mass Explosion Hazard
· 1.2 Nonmass explosion, fragment-producing
· 1.3 Mass fire, minor blast or fragment hazard
· 1.4 Moderate fire, no blast or fragment: consumer fireworks are 1.4G or 1.4S
· 1.5 Explosive substance, very insensitive (with a mass explosion hazard)
· 1.6 Explosive article, extremely insensitive
· A Primary explosive substance (1.1A, 1.2A)
· B An article containing a primary explosive substance and not containing two or more effective protective features. Some articles, such as detonator assemblies for blasting and primers, cap-type, are included. (1.1B, 1.2B, 1.4B)
· C Propellant explosive substance or other deflagrating explosive substance or article containing such explosive substance (1.1C, 1.2C, 1.3C, 1.4C)
· D Secondary detonating explosive substance or black powder or article containing a secondary detonating explosive substance, in each case without means of initiation and without a propelling charge, or article containing a primary explosive substance and containing two or more effective protective features. (1.1D, 1.2D, 1.4D, 1.5D)
· E Article containing a secondary detonating explosive substance without means of initiation, with a propelling charge (other than one containing flammable liquid, gel or hypergolic liquid) (1.1E, 1.2E, 1.4E)
· F Article containing a secondary detonating explosive substance with its means of initiation, with a propelling charge (other than one containing flammable liquid, gel or hypergolic liquid) or without a propelling charge (1.1F, 1.2F, 1.3F, 1.4F)
· G Pyrotechnic substance or article containing a pyrotechnic substance, or article containing both an explosive substance and an illuminating, incendiary, tear-producing or smoke-producing substance (other than a water-activated article or one containing white phosphorus, phosphide or flammable liquid or gel or hypergolic liquid) (1.1G, 1.2G, 1.3G, 1.4G)
· H Article containing both an explosive substance and white phosphorus (1.2H, 1.3H)
· J Article containing both an explosive substance and flammable liquid or gel (1.1J, 1.2J, 1.3J)
· K Article containing both an explosive substance and a toxic chemical agent (1.2K, 1.3K)
· L Explosive substance or article containing an explosive substance and presenting a special risk (e.g., due to water-activation or presence of hypergolic liquids, phosphides or pyrophoric substances) needing isolation of each type (1.1L, 1.2L, 1.3L)
· N Articles containing only extremely insensitive detonating substances (1.6N)
· S Substance or article so packed or designed that any hazardous effects arising from accidental functioning are limited to the extent that they do not significantly hinder or prohibit fire fighting or other emergency response efforts in the immediate vicinity of the package (1.4S)
This section is currently under construction, more information will be added soon...



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