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Old 10-11-2020, 10:54 AM
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Yes and the fact remains the magic T2K EMPs either worked as written or don't. If they work as written the logical conclusion is that everything electronic is toast. If control systems in factories (essentially giant Faraday cages) are fried then there's no way the ECMs in every HMMWV and M1 aren't also fried. So if you run the magic T2K EMP as written there's no need to ever crack open any of the Vehicle guides, the Last Sub adventure is pointless, half of the Heavy Weapons guide is useless, and the RDF guide is a waste of paper.

If instead you run the game where an EMP acts more like a real life EMP there's damage to power grids and some totally unshielded electronics but plenty of electronics survive. In that case there's no problem at all talking about drones and UAVs that existed in the timeline of the game and how they might be used at the table or in the co text of adventures.

I've never run games with the magic T2K EMPs because they don't make sense. I can concede magic Diesel engines that can run on alcohol but not the magic EMPs. That does not mean high tech devices are over abundant. In my games technology exists but is highly prized and often ends up the focus of adventures.
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