Introduction



I am the Observer. I observe and record data unknown to most. Nevertheless, it is my hope that what is unknown will become known. It is essential that the truth be known, even if I am only able to transmit the knowledge I’ve gathered to a select few. The information you have received in this data transmission does not do justice to the richly absorbing history I have observed. However, the brief descriptions I have written should at least give a rough idea of the people involved and have recorded using transdimensional scanning equipment.

I suppose the most obvious question will be about the power grids used and what the numbers mean. Roughly speaking, I divide the categories into 10 levels. To provide a common frame of reference, I have a power grid of a normal man armed with a hand grenade.


    1   2   3   4   5   6   7   8   9     10
 INTELLIGENCE                                    
 STRENGTH                                    
 DURABILITY                                    
 STAMINA                                    
 SPEED                                   
 REFLEXES                                    
 FIGHTING SKILLS                                    
 ENERGY BLASTS*                        

*
Energy blast from the hand grenade. Level 0 without.


The strength levels I use can be described as how much weight one can lift from the ground to above one’s head with arms fully extended. For various reasons, that doesn’t always work in recording strength levels (such as measuring only leg strength) but the analog should suffice for these purposes. Below are some of the verbal descriptions I have used from levels 1 through 10 in the physical strength attribute in addition to the measurements I use. For a more familiar frame of reference, I have also added additional descriptions (measuring in pounds and tons). For the strength factor I use a man who weighs 750 newtons under Earth's gravity at sea level (which has the mass of about 76.48 kilograms and is approximately 168.61 pounds) who is capable of lifting his own bodyweight. The levels are defined in terms of the strength factor, except the first few levels, which are defined by bodyweight. However, the strength factor denotes maximum level allowable for the first few levels. For instance, if a person can lift more than 510 pounds, the strength level is considered “parahuman” regardless of bodyweight.

  • 1 strength factor = a man with the strength to lift 750 newtons (~168.61 pounds).
  • 1 kSF = 1 thousand strength factor.
  • 1 MSF = 1 million strength factor, 1,000 kSF.
  • BW = bodyweight under Earth's gravity at sea level (9.80665 meters per second squared). 2 x BW = twice one's bodyweight.


Strength: Levels 1-10
Level Term Strength factor Weight (English)
Level 1Normal0 to 10 lbs to (1 x BW)
Level 2-IAthlete Class I1 to 2(1 x BW) to (2 x BW)
Level 2-IIAthlete Class II2 to 3(2 x BW) to 505.8 lbs
Level 3Parahuman3 to 6505.8 lbs to 1011.6 lbs
Level 4-IAugmented Parahuman6 to 151011.6 lbs to 1.3 tons
Level 4-IIMetahuman Class 50-SF15 to 501.3 to 4.2 tons
Level 5-IMetahuman Class 100-SF50 to 100 4.2 to 8.4 tons
Level 5-IIMetahuman Class 300-SF100 to 3008.4 to 25.3 tons
Level 6-IMetahuman Class 600-SF300 to 60025.3 to 50.6 tons
Level 6-IIMetahuman Class 1-kSF600 to 1,00050.6 to 84.3 tons
Level 7Metahuman Class 10-kSF1,000 to 10,00084.3 to 843 tons
Level 8Metahuman Class 100-kSF10,000 to 100,000843 to 8,430 tons
Level 9Metahuman Class 1-MSF100,000 to 1,000,0008,430 to 84,303 tons
Level 10Superlative Metahuman+1,000,000+84,303 tons




Strength: Descriptions
Level Metahuman
Class
Description
Level 4-II50-SFCan punch through a 22.5 cm brick wall, lift up a person with one hand easily.
Level 5-I100-SFCapable of bending a steel crowbar, lift up a car.
Level 5-II300-SFCan bench press a bus, punch through cinder block walls.
Level 6-I600-SFRip apart a light armored vehicle (as an armored car), punch through concrete walls.
Level 6-II1-kSFA punch capable of knocking a vault door off its hinges; rupture steel walls.
Level 710-kSFCan lift up armored tanks, punch through battleship armor. Can possibly also lift up the Statue of Liberty (225 tons) or a jumbo jet (400-500 tons).
Level 8100-kSFCan possibly lift up the weight of the following train: a (120 ton) locomotive pulling 61 fully loaded boxcars (80 tons each); which is a weight of 5,000 tons. A humanoid with such strength—and the physical toughness to withstand using it—is virtually unstoppable against most “normal” barriers (i.e. sans reinforcement fields and energy shielding) and can easily demolish fortified bunkers and heavily armored fortresses; but there are still limits (see below).
Level 91-MSFCan possibly lift up the weight of the Titanic (66,000 tons) or at least a more massive train.


The measurements I have used to arrive at level 1-3 are somewhat arbitrary, but I think it’s convenient to categorize them in this way nonetheless. Level 3 is that “magic” line between near-superhuman and superhuman. However, level 3 strength might be considered superhuman depending on the mass of the individual (say, if the person was only 55 kilograms but had the strength of that man who had a mass of 160 kilograms). A comparable thing could be said of level 3 durability. Using procedures similar to those I used to obtain level 3 strength I have been able to derive calculable values for the categories of durability, reflexes, speed and agility. (Note: level 3 as “peak human” only applies to the physical categories.)

One important thing to keep in mind here is that the levels are not directly proportionate. For example, level 2 strength is that of an athlete, but that does not necessarily imply that a person of level 2 strength has twice the physical strength of a normal man. As the levels advance, the rate of increase in the physical categories is somewhat slow at first, but later rapidly escalates. For example, level 9 strength is well over 500 times that of level 1 strength. Below are some of the verbal descriptions I have used from levels 1 through 10 in what I call the physical attributes (i.e. strength, durability, reflexes, speed, agility, stamina, and regeneration).

Terms for Physical Attributes
Level 1Normal
Level 2Athlete
Level 3Parahuman
Level 4Augmented Parahuman
Level 5Metahuman
Level 6Enhanced Metahuman
Level 7Macrometahuman
Level 8Advanced Macrometahuman
Level 9Maximetahuman
Level 10Superlative Metahuman


Durability is perhaps the most complicated of the physical attributes. Not only do I take into account resistance to physical injury and “toughness” in unarmed combat, but I also factor in resistance to diseases and poisons in addition to how dependent one is on food, water, oxygen, atmospheric pressures, and so forth. The energy blasts in levels 5, 6 and especially 7 refer to the intensity of a kinetic shockwave, pressures, thermal energy from extreme temperatures, corrosive and toxic effects, and radiation. One thing I neglected to mention earlier: The semicolon (;) in the level descriptions represent “and/or” (especially in level 8 durability). For example, if one is immune to nearly all forms of injury though does not possess any sort of incorporeal/semi-incorporeal durability, one would still possess level 8 durability. The energy blast levels and weapons (e.g. the non-nuclear cruise missile and heavy demolition bomb) are described later in this article. The two tables that follow the durability category are regeneration and stamina. Regeneration is the ability to heal and recover from injury. Stamina is the amount of time one can sustain peak physical exertion before fatigue weakens performance. Below are how the levels are measured:

Durability
Level 1NormalResilience of a normal man.
Level 2AthleteConditioned (e.g. via sufficient exercise) to withstand injury and heal at a higher rate than normal.
Level 3ParahumanExtraordinary amounts of body mass (or the equivalent), such as muscle mass, to cushion and protect against blunt trauma and (other factors possible, such as high bone density) resist injury to near-superhuman or lightly superhuman.
Level 4Augmented ParahumanToughened further than peak human, impervious to injury to a light/moderate superhuman extent (similar to a hefty grizzly bear in resisting injury against pressures, fairly heavy blows etc.).
Level 5MetahumanToughened and hardened substantially beyond peak human. Impervious to injury to a strong superhuman extent; can withstand strong pressures, temperatures and blows.
Level 5-IImpervious to injury to a substantially superhuman extent with great resistance to strong pressures and blunt trauma that is somewhat at least equivalent to bullets in force/pressures (such as being hit with a full-powered punch from a person of level 5 strength without sustaining serious injury); possibly bullet resistant but not quite bulletproof.
Level 5-IIBulletproof against small caliber weapons but still vulnerable to high caliber gunfire.
Level 5-IIIBulletproof against moderate-high caliber gunfire; capable of withstanding anything short of a level 3 or level 4 explosion.
Level 5-IVCapable of withstanding anything short of armor piercing artillery.
Level 6Enhanced MetahumanCapable of resisting extreme temperatures and pressures, in addition to nearly all toxic and corrosive substances, punctures, and heavy blows without suffering injury.
Level 6-ICapable of withstanding a direct hit from tank artillery (level 5 energy blast).
Level 6-IICapable of withstanding a direct hit from heavy battleship artillery (level 6 energy blast).
Level 6-IIICapable of withstanding a direct hit from a non-nuclear cruise missile (level 7 energy blast).
Level 6-IVCapable of withstanding a direct hit from a heavy demolition bomb (level 8 energy blast).
Level 7MacrometahumanVirtually indestructible; can withstand anything short of a direct hit from a nuclear weapon.
Level 7-ICan withstand the detonation of a dozen heavy demolition bombs at point-blank range and even a direct hit from a class I (0.1 to 1 kilotons) tactical nuke (at the lower end of the class I scale).
Level 7-IICapable of withstanding anything short of a direct hit from a class II nuke (1 to 10 kilotons).
Level 7-IIICan withstand anything short of a level 10-I nuclear blast.
Level 7-IVCan withstand anything short of a level 10-II nuclear blast.
Level 7-VCan withstand anything short of a level 10-III thermonuclear blast.
Level 7-VICan withstand anything short of a level 10-IV thermonuclear blast.
Level 8Advanced MacrometahumanCapable of absorbing as much physical punishment as a small moon could; immune to nearly all forms of injury; a strong incorporeal/semi-incorporeal durability; level 8 regenerative ability.
Level 9MaximetahumanOnly one or very few things capable of sustaining physical harm, otherwise invulnerable.
Level 10Superlative MetahumanWith the possible exception of God (if he exists), completely invulnerable.


Regeneration
Level 1NormalRecovery ability of a normal man.
Level 2AthleteAbove normal, conditioned metabolism.
Level 3ParahumanNear-superhuman to lightly superhuman healing and recovery ability.
Level 4Augmented ParahumanAble to heal severe injuries by regenerating cells to a light/moderate superhuman extent.
Level 5MetahumanAble to heal near-lethal injuries by regenerating cells and injured tissue to a strong superhuman extent, having zero to moderate healing of brain cells, but not able to regenerate missing limbs or organs.
Level 6Enhanced MetahumanAble to regenerate injured or missing brain cells, tissue, limbs or organs.
Level 7MacrometahumanAble to recover from all injury short of a dead on nuclear blast.
Level 8Advanced MacrometahumanCapable of reconstituting body after total molecular disassembly
Level 9MaximetahumanCapable of making a total recovery from all but one or a very few things.
Level 10Superlative MetahumanCapable of completely recovering from literally anything.


Stamina
Level 1Normal(0 to 60 seconds) Able to sustain for up to a minute
Level 2Athlete(60 to 1,000 seconds) Able to sustain for several minutes
Level 3Parahuman(1,000 to 3,000 seconds) 16.67 minutes to 50 minutes
Level 4Augmented Parahuman(3,000 to 50,000 seconds) 0.83 to 13.89 hours
Level 5Metahuman (50,000 to 105seconds) 13.89 hours to 27.78 hours
Level 6Enhanced Metahuman(105 to 106 seconds) 1.16 days to 11.57 days
Level 7 Macrometahuman(106 to 107 seconds) 1.65 weeks to 16.53 weeks
Level 8Advanced macrometahuman(107 to 108 seconds) 16.53 weeks to 165.34 weeks
Level 9Maximetahuman(108 seconds to almost infinity) Greater than 165.34 weeks but finite
Level 10 Superlative metahuman Able to sustain indefinitely


I calculate speed over various ranges in three categories. I realize that terms like “supersonic” and “hypervelocity” do not actually have an upper limit in the standard usage of the words (though the lower limit is accurate in the table below), but for these purposes that is the type of terminology I use. Unless indicated otherwise, the speed levels in my power grids have the same measured value as land speed (typically they are land speed. Land speed (abbreviation = L-Speed) is defined as the ability to move over land via contact with the ground. Flight speed (abbreviation = F-Speed) is the ability to move through open air or space. Water speed (abbreviation = W-Speed) is defined as the speed in which one travels through water. All speed levels are peak ranges. The acceleration to those peak speeds is seldom instantaneous.

  • Mach 1 (at standard sea level conditions) = 340 m/s (761 mph or 1,115 feet per second).


Land Speed
Level Term Speed (Metric) Speed (English)
SublevelBelow normal0 to 3 m/s0 to 6.7 mph
Level 1Normal3 to 6 m/s6.7 to 13.4 mph
Level 2Athlete6 to 10 m/s13.4 to 22.4 mph
Level 3-IParahuman10 to 16 m/s22.4 to 35.8 mph
Level 3-II16 to 21 m/s35.8 to 47 mph
Level 4Augmented Parahuman21 to 31 m/s47 to 69.3 mph
Level 5-IMetahuman31 to 45 m/s69.3 to 100.6 mph
Level 5-II45 to 75 m/s100.6 to 167.8 mph
Level 5-III75 to 110 m/s167.8 to 246 mph
Level 6-ISubsonic Class I 110 to 228 m/s246 to 510 mph
Level 6-IISubsonic Class II 228 to 272 m/s510 to 609 mph
Level 6-IIITransonic272 to 408 m/s609 to 914 mph
Level 7SupersonicMach 1.2 to mach 5.
Level 8HypersonicMach 5 to mach 9
Level 9HypervelocityAbout mach 9 (3084 m/s to be more precise) to mach 17.
Level 10-INear Orbital SpeedMach 17 to mach 23.7, at orbital speed the runner cannot have any contact with the ground.
Level 10-IIOrbital Speed / Orbital Speed+Beyond or at earth’s orbital speed (mach 23.7 or above). Cannot be achieved on Earth.




Flight Speed
Level Term Speed (Metric) Speed (English)
SublevelHovering0 m/s0 mph
Level 1Directed Hovering Motion Class I>0 to 10 m/s>0 to 22.4 mph
Level 2Directed Hovering Motion Class II  10 to 20 m/s22.4 to 44.7 mph
Level 3-INatural Winged Flight20 to 44 m/s44.7 to 98.4 mph
Level 3-IINatural Winged Flight Limit44 to 72 m/s98.4 to 161.1 mph
Level 4Artificial Winged Flight Class I72 to 110 m/s161.1 to 250.5 mph
Level 5Subsonic Class I110 to 228 m/s250.5 to 510.0 mph
Level 6-ISubsonic Class II 228 to 272 m/s510 to 609 mph
Level 6-IITransonic272 to 408 m/s609 to 914 mph
Level 7-ISupersonicMach 1.2 to mach 5 (e.g. a speeding bullet)
Level 7-IIHypersonicmach 5 to mach 9
Level 8Hypervelocity3.084 km/s to 7 km/sec10,000 ft/s to 4.3 miles/sec
Level 9-IExtreme Terrestrial Velocity
(Orbital Speed to Escape Velocity)
7 to 11 km/s4 to 6.8 miles/sec
Level 9-IISpace Flight Class I11 to 100 km/s6.8 to 62.1 miles/sec
Level 10Space Flight Classes II and greater100+ km per second62.1+ miles/sec


The level of intelligence was even harder to calculate than durability. Indeed, many psychologists on many worlds are still in dispute as to how one should measure intelligence. However, I think the intuitive definition as the ability to think, learn and reason should suffice for now. To a somewhat lesser extent the knowledge the individual possesses is factored in. The intellect relative to a person's age is considered as well. The phrase “non-eugenic world” denotes a planet (in this case, of six billion) that does not practice bioengineering to artificially enhance intelligence. Below is a table with verbal descriptions that I have used.

Intelligence
Level 1Normal
Level 2Above normal
Level 3Gifted
Level 4Superior
Level 5Genius
Level 6Extraordinary Genius; among the best of an era (for non-eugenic planets)
Level 7Parahuman; going significantly beyond what a non-eugenic world would normally see, near-superhuman to moderately superhuman intelligence
Level 8Macrometahuman; largely beyond the natural limits, capable (if adopted into a non-eugenic planet) of advancing concepts to such a degree that they would seem alien to the world
Level 9Maximetahuman; very largely beyond the natural limits, this ranges from comprehending and processing knowledge that spans galaxies to near-omniscience
Level 10Superlative Metahuman; literally omniscient


Reflexes are a measure reaction time. Reflexes can become very important in combat. Suppose level 2 (in speed) athletes engage in combat. In this case, a person of peak human reflexes (and adequate fighting skill) will be able to block/counter all or virtually all blows from his opponent. People of level 2 reflexes will only be able to do this some of the time. A person of superhuman reflexes will be able to counter blows even more effectively, becoming virtually invincible in such unarmed combat scenarios. Not surprisingly, many governments who have had the capability to do so have enhanced reflexes for their soldiers.

Reflexes
Level 1NormalReflexes of a normal person; usually within the range of 180-280 milliseconds (for simple reaction to light stimuli).
Level 2AthleteAbove normal, usually averaging in the 150-180 millisecond range (for simple reaction to light stimuli).
Level 3ParahumanNear-superhuman to lightly superhuman; possible feats include catching flying arrows and even speeding paintballs at medium ranges (as in 6-15 meters/20-50 feet).
Level 4-IAugmented Parahuman Class ICapable of reacting as if the rest of the world were moving in slower motion; several times beyond the natural human limits.
Level 4-IIAugmented Parahuman Class IIVirtually instantaneous for normal combat situations; capable of reacting as if the world was moving dozens or hundreds of times slower.
Level 5MetahumanReflexes heightened to thousands to hundreds of thousands of times beyond normal; reaction time measured in microseconds
Level 6Enhanced MetahumanMillions of times beyond normal; measured in nanoseconds.
Level 7MacrometahumanBillions or trillions of times beyond normal; reaction time measured in picoseconds or femtoseconds.
Level 8Advanced MacrometahumanMeasured in attoseconds or less.
Level 9MaximetahumanReaction time that approaches the limits for a normal physical universe (including limitations of light speed); effectively instantaneous in that regard.
Level 10Superlative MetahumanLiterally instantaneous.


Fighting skills measure combat aptitude, particularly hand to hand combat. The average competent master of the martial arts (e.g. black belt in Karate) who has also much combat experience would rank level 5. The “peak human” level is incredibly high, very rarely reached among non-eugenic (those that do not practice bioengineering enhancement) human planets. I have thus decided to have in the category of “parahuman” (the region if near-superhuman to superhuman). Ethan Clay has suggested I liken this peak human level to some of the roles that Steven Segal, Jet Li, Bruce Lee, Wesley Snipes, and Jackie Chan have played in their movies, taking the best of the best fighters in such films. I've watched some of those films, but a level 6 fighting ability is far more common even in those movies. A possible historical example I like to use is Abishai, the brother of Joab and son of Zeruiah, who raised his spear against three hundred men, whom he single handedly killed in one battle. A person with level 7 fighting skills can successfully win a fight against an army of a hundred level 5 warriors. Such a level is extremely rare among “normal” human beings.

Fighting Skills
Level 1NormalUntrained level.
Level 2Above normalNatural fighting skills, a beginner training level.
Level 3SkillfulGood combatant with some training at intermediate level.
Level 4ProficientExperienced fighter with advanced skill and training.
Level 5MasterComprehensive training, equivalent to a competent master of the martial arts.
Level 6Extraordinary MasterAmong the best fighters in the world (for non-eugenic planets), equivalent to mastering multiple forms of combat with utmost competence.
Level 7Parahuman Near-superhuman to moderately superhuman fighting skills.
Level 8MacrometahumanExtreme superhuman ability (as of a supercomputer well-programmed in all forms of combat) for knowing what move to make and when, plus the skill to pull it off.
Level 9MaximetahumanNear-omniscience in knowing what move to make and when, plus the skill to pull it off.
Level 10Superlative MetahumanImmeasurably transcendent fighting ability.


Energy blasts often refer to explosive bursts of energy. I categorize them in to the mass of TNT detonated, but I have not lost my use of the metric system and have measured the energy equivalent in joules. Finally, a frame of reference to familiarize oneself with the amount of energy released is on the far right column. Of course, bombs, bullets, bazooka shells, large bullets, tank gun shells and the like have varying degrees of sizes, velocities, and explosive charges because they depend on the particular weapon used. As a result, I have a few specifications of what the terms mean when I use them in the frame of reference column. Those specifications can be found in the list below. Note that 1 metric ton (MT) = 1000 kilograms. Also note that 1 kilogram of TNT, when detonated, releases 4.612 million joules (4.612 MJ) of energy.

  • Handgun bullet fired from a handgun.
    • Mass = 0.01 kilograms.
    • Velocity = 350 meters per second.
  • Rifle bullet fired from a rifle.
    • Mass = 0.02 kilograms.
    • Velocity = 800 meters per second.
  • Large bullet fired out of a heavy machine gun.
    • Mass = 0.3 kilograms.
    • Velocity = 1300 meters per second.
  • Hand grenade detonation.
    • Mass of explosive = 0.2 kilograms of TNT.
  • Bazooka shell fired from a bazooka.
    • Total mass = 2.5 kilograms.
    • Mass of explosive = 0.6 kilograms of TNT.
    • Velocity = 90 meters per second.
  • Tank gun shell fired from a tank.
    • Total mass = 32 kilograms.
    • Mass of explosive = 3.3 kilograms of TNT.
    • Velocity = 850 meters per second.
  • Heavy Battleship Artillery fired from a sea-faring warship.
    • Total mass = 1,200 kg.
    • Velocity = 740 meters per second.
  • Non-nuclear cruise missile fired from a warship.
    • Total mass = 1300 kg.
    • Mass of explosive = 500 kg of TNT.
    • Velocity = 700 meters per second.
  • Heavy Demolition Bomb dropped from the sky.
    • Total mass = 9,000 kg.
    • Mass of explosive = 4,500 kg of TNT.
    • Velocity = 700 meters per second.
  • Tactical nuke, class I (0.1 to 1 kiloton)
    • Even 0.1 kiloton is enough to level a city block
  • Tactical nuke, class II (1 to 10 kilotons)
    • Note: 1 kiloton = 4.184 terajoules
  • Atom Bomb detonation. The one used here was the first one utilized in warfare on Earth. The U.S. dubbed the first bomb “Little Boy” and dropped it at Hiroshima on August 6, 1945. The bomb completely destroyed 4 square miles of the city. The actual estimated energy has varied among some (for instance: 10, 12, 15, and 20 kilotons) but I believe the most accurate to be 15 kilotons.
  • Hydrogen Bomb detonation. The one used here was the first one tested on Earth. That bomb, called “Mike,” was detonated in 1952 at Enewetak by the United States and had a mass of 74.4 metric tons. It's energy equivalence is approximately 10 megatons. (Note: 1 megaton = 4,184 terajoules)
  • Antimatter Torpedo detonation. These weapons can be far more powerful than even thermonuclear weapons (i.e. hydrogen bombs). The antimatter torpedo used here converts 100 kilograms of matter into energy, equivalent to 1.95 gigatons of TNT.
  • Large Antimatter Bomb detonation. This bomb has approximately 1.5 times the mass of the “Mike” H-bomb. The weapon converts 50 metric tons into energy, an explosion approximately equal to 1 metric teraton of TNT.
  • Antimatter Supermissile detonation. This is approximately five hundred times more massive than the large antimatter bomb. The antimatter supermissile converts 10,000 metric tons into energy, a blast roughly equal to 200 metric teratons (0.2 metric petaton) of TNT.

Energy Blasts
LevelsEnergy in JoulesDetonated mass of TNTFrame of Reference
Level 10 to 4.6 kJ0 to 1 gHandgun bullet (0.13 g of TNT)
Level 24.6 to 46.1 kJ1 to 10 gRifle bullet (1.4 g of TNT)
Level 346.1 to 461.2 kJ10 to 100 gLarge bullet (55 g of TNT)
Level 40.46 to 4.6 MJ0.1 to 1 kgHand grenade (0.2 kg of TNT)
Bazooka shell (0.6 kg of TNT)
Level 54.6 to 46.1 MJ1 to 10 kgTank gun shell (5.8 kg of TNT)
Level 646.1 to 461.2 MJ10 to 100 kgHeavy battleship artillery (72.1 kg of TNT)
Level 70.46 to 4.6 GJ0.1 to 1 metric tonNon-nuclear cruise missile (569 kg of TNT)
Level 8-I4.6 to 46.1 GJ1 to 10 metric tonsA heavy demolition bomb (4.98 MT of TNT)
Level 8-II46.1 to 461.2 GJ10 to 100 metric tons2 to 20 heavy demolition bombs
Level 9-I0.4 to 4.2 TJ0.1 to 1 kilotonClass I tactical nuke
Level 9-II4.2 to 41.8 TJ1 to 10 kilotonsClass II tactical nuke
Level 1041.8+ TJ10+ kilotonsAtom bomb (15 kilotons)


Level 10 Energy Blasts
LevelsEnergy in JoulesDetonated mass of TNTFrame of Reference
Level 10-I46.1 to 461.2 TJ10 to 100 metric kilotonsAtom Bomb
(13.6 metric kilotons)
Level 10-II0.46 to 4.6 PJ0.1 to 1 metric megaton50 Atom Bombs
(0.57 metric megaton)
Level 10-III4.6 to 46.1 PJ1 to 10 metric megatonHydrogen Bomb
(9 metric megatons)
Level 10-IV46.1 to 461.2 PJ10 to 100 metric megatons10 Hydrogen Bombs
(90 metric megatons)
Level 10-V0.46 to 4.6 EJ0.1 to 1 metric gigaton100 Hydrogen Bombs
(0.9 metric gigatons)
Level 10-VI4.6 to 46.1 EJ1 to 10 metric gigatons0.5 to 5.1 antimatter torpedoes
Level 10-VII46.1 to 461.2 EJ10 to 100 metric gigaton5.1 to 51.3 antimatter torpedoes
Level 10-VIII0.46 to 46.1 ZJ0.1 to 1 metric teratons51.3 to 513.2 antimatter torpedoes
Level 10-IX4.6 to 46.1 ZJ1 to 10 metric teratons1 to 10.3 large antimatter bombs
Level 10-X46.1 to 461.2 ZJ10 to 100 metric teratons10.3 to 102.6 large antimatter bombs
Level 10-XI0.46 to 4.61 YJ0.1 to 1 metric petaton0.5 to 5.1 antimatter supermissiles
Level 10-XII4.6 to 46.1 YJ1 to 10 metric petatons5.1 to 51.3 antimatter supermissiles
Level 10-XII46.1 to 461.2 YJ10 to 100 metric petatons51.3 to 513.2 antimatter supermissiles
. . .
Level
10-XXVIII
46.1 to 461.2 million YJ10 to 100 million petatons51.3 to 513.2 million antimatter supermissiles
Sufficient to blow up planet Earth
(minimum)
240 million YJ52 million petatons270 million antimatter supermissiles
54 billion large antimatter bombs
27 trillion antimatter torpedoes