Kerenshara did a pretty good job describing a lot of the issues with NBC( R ) weapons.
One issue is the Second Great Ghost Dance that took place like 2051 or 2052, where multiple groups of coordinated runners disabled most of the existing NBC( R) stocks were disabled through magic.
Another issue is the fact that I highly doubt that any of the players would not have stocks of munitions around. With the growth of chemical and biological sciences, NBC ( R) weapons would more than likely be more lethal, not less, and the controls and safeguards would be even more stringent.
Don't forget that there are "Thor" class sats, capable of being used for pinpoint kinetic strikes (as addressed in another novel, the one with Wolf going to Hawaii IIRC).
Now, you have Umatilla, Black Briar, Johnston Atoll, Miesau, Flenseguen, Grebenhiem, and all of those locations (I only know the old NATO ones, and I can't really remember the old Warsaw Pact depot names). They'd either still be in use by various governments (good place to keep stuff is places that are already contaminated, and the background count from all those years would keep away mages (just watch out for the toxics baby!) from scouting, and to be honest, the defenses those places are SUPPOSED to have (not the lousy ones that eventually got approved) would keep away most runners) as storage areas, or be used as destruction points for old, unstable stuff.
Now, the point about maintenance is spot on. The electronics need it at least 6 months, and that's trained technician, not just board swapping.
Chemical rounds need steady maintenance too. They have to be stored upright, checked constantly for any sign of rust, and have the copper rotation ring checked for decay. Now, most modern chemical weapons are binary or trinary rounds. This requires a certain RPM speed to rupture the canister and mix the chemicals. Then you have the bursting charges, usually Comp B-4, used to crack round casing and cause the chemical to disperse (this is used for high altitude artillery attacks), and then... Well, it really doesn't matter. What I'm getting at is chemical round require maintenance and proper storage, and most doctrine requires it to be stored in a geologically stable area, away from population centers, etc.
Biological agents are a whole different ballgame, and to be honest, for the most part, NOBODY wants to use them. Biological agents fall in a few categories, but that doesn't matter either. Storage on those is supposed to be pretty intense (although drawdowns in the real world caused some lessening of those strictures, so we can assume that the same problem has happened in the 6th World) and highly secure, but the chance of them escaping can be a minimized with proper precautions?
With the Matrix being around, and the coding being around for some nasty stuff, you can bet your last nuyen that there are secure labs with some of the nastiest logic bombs and hardware burning software out there. Deckers who sit in the Matrix equivalent of an old Minuteman III silo in case the balloon goes up and it's time to destroy every bit of the Matrix they can lay their hands on. There would be nasty stuff out there designed to attack cyberwear, and all kinds of stuff.
What were talking about again? Oh, yeah, in the Sixth World.
Now, let's check out the old SR2 Shadowtech book. There's examples of nasty chemical and biological agents, and even an R class agent in there if you go with DOOM.
Corps would have their stocks, so would most nations. Even the smaller nations could build up a chemical weapons stock. After all, why would Multinational Corporations and all the nations stockpile it?
Simple: MAD
Remember that? Mutually Assured Destruction.
Now, that basically means: You geek me, I geek you, and your friends, and their friends, and everyone who knows them. You know, forget that, you geek me, I geek EVERYONE! ALL OF THEM! Even the kangaroos!
Remember, according to the Chicago bit, that even though Twist did the whole "kill the nukes" thing, even the corporations have redeveloped tactical nuclear weapons. (Now, tactical nuclear weapons are between 15 and 750 kt weapons, initially designed with the thought of breaking up the old Warsaw Pact "red steamroller" tank rush through the Fulda Gap, so don't think these are 1-5 MT ICBM weapons, or the 1.5 KT 5 or 6-pack MiRV weapons for overlapping blast patterns to break apart cities) Remember, one was detonated in Chicago.
Now, there's also biological and chemical weapons in several products (Shadowtech) as well as the biological weapon used in Chicago to destroy/disable the bug spirit flesh forms.
There's also nuclear carrier groups, and a few of the NAN nations had ICBM class weapons or boomer subs still armed.
QUOTE
But even a "dud" thermonuclear weapon will take out a really nice chunk of a city. And the contamination will actually be worse locally because the fissile materials will have been proprtionately much less dispersed than from a full detonation.
That last part is the most critical. Yes, the kinetic impact will do serious damage, but since most weapons are designed for airburst (which does the most damage) the weapon would detonate at about 1500-15000 feet above the city (depending on the yield of the weapon) and the implosion trigger would cause what little material is in there to be blown into small chunks that would have to be found and recovered.
Ballistic tests have shown there will be some serious damage, but one thing to remember is how the weapons are designed. You have the implosion trigger, designed around shape charges, and what that will do is scatter hot chunks around the area, but not too far if detonated at ground level. Nuclear Emergency Response Teams have serious training in finding nuclear debris. Training exercises take place all the time, usually with... anyway, a properly supported team that is well trained can clean up the nuclear debris in under 36 hours. Combine it with upgraded sat scan tech to search for radiation sources and more than likely the cleanup time will be even faster.
Now, back to chemical weapons...
The average time from exposure to disabling will be on the average 30 seconds or lower. Some of the more nasty agents have an exposure to kill time of 8.7 seconds. In more than a few cases, the only chance you have is to get your suit and mask on between the round detonating in the air, and the chemical reaching you. Then, maybe, just maybe, with the injectors, if you're exposed, you can keep running for a few more hours. Whether or not you can survive nowadays is still up in the air, but for the most part, just go with the "if you're exposed, all your injector pack will do is keep you running for a few more hours, you're dead anyway."
Man, this turned long.
Suffice to say: A lot of the old storage areas would still be used, but any runner who thinks he's going to get in easy is in for a RUDE surprise. Megacorps will have them, most nations will have them, and with everything going on, I'd say it's pretty safe to say that there'd be a new Cold War, with versions of NATO and the Warsaw Pact forming up. Alliances would be built, then the various nations would be pushing as hard as they could to advance their stockpiles, as well as figuring out a way to make the opposition's weapons outdated and useless. There would be a return of special operations, and runners would find more and more work out there from government intelligence communities since "deniable assets" would be even more vital.
Man, now I forgot what I was trying to say because I went into lecture mode.