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#1
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Chemical Weapons
I did a search on the forums and didn't see anything about this topic so...
Assuming supply wasn't an issue, would you have a problem using chemical weapons in a T2k campaign against military or marauder targets? Civilian targets I think would be off limits for nerve gas and such, but vomit/tear gas would be fine. What do you think? |
#2
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yes and no
such weapons are of course forbidden to use after the articles of war ..but who would care after the TMD ?
Maybe if retaliation in kind was expected this would mean holding of would be better Quote:
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#3
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I've always been a GM for T2K campaigns so it is not for me to have a problem with it or not. As far as the PCs in my campaign, absolutely. History has shown that they would be prepared to use against the enemy anything they could get their hands on.
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"It is better to be feared than loved" - Nicolo Machiavelli |
#4
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In my campaign, the PCs turned some NATO VX shells that some friendly villagers had found into IEDs and tried to use them against the Vistula Pirate's base of operations. They didn't work quite as planned (something about not achieving the required spin of the shell mixing inert elements together to form the toxins) but they did spread some nasty stuff and freak the surviving pirates out enough to abandon their hideout.
It's fair play because the Black Baron of Warsaw just tried to shell the town with blood agent rounds. The PCs ambushed them on the way, though, and captured the fire-damaged blood agent rounds. We'll see what they try to do with them. My assumption was that both sides started to use B/C weapons after nukes had been employed. With the nuclear taboo broken, it seemed natural for both sides to follow up with B/C weapons.
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG: https://www.drivethrurpg.com/product...--Rooks-Gambit https://www.drivethrurpg.com/product...ula-Sourcebook https://www.drivethrurpg.com/product...nia-Sourcebook https://www.drivethrurpg.com/product...liate_id=61048 https://preview.drivethrurpg.com/en/...-waters-module |
#5
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Reason I ask is I was just reading the Challenger article "Rifle River" and wondering to myself, "Instead of wasting all that damn ammo why not drop a few Nerve Gas rounds in that cannibal camp and come back later to collect the goods"
Seeing how valuable some of the commodities might become, killing just the personal leaving more ammo and such for salvage after would sometimes become a better use of your efforts. Who cares about that NA cell I just want their gear. |
#6
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I'm inclined to agree that anyone who can manufacture chemical weapons will want to use them. Rather than dig marauders out of their encampment, the good guys should gas 'em.
Webstral |
#7
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Here was our most expansive thread on chemical weapons
NB-and-especially-C Weapons in T2K and here is a map of the most important chemical/biological/nuclear weapon/defense facilities. Click the points for more information. (Note BSL = Bio safety level for biological threats) http://games.juhlin.com/maps/element...p_type=country |
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chemical weapons, nbc |
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