|
#1
|
|||
|
|||
Nuke, Nuke, who has the Nuke
Maybe Krell didn't bring the nuke, maybe it was Prime Base that did it!
We know in cannon that The Project has nuclear explosives. I'd say from a weapon's handling standpoint the weapons will be stored someplace very secure (like Prime Base) and very few people will have to codes to allow arming and detonation (like the PD and perhaps a few other folks) We know that at some point the base knew it was dying and that it was surrounded by enemies, enemies who had infect an entire refugee population with a disease and were using that also dying population as a shield. What could be done to save the base, wipe a large number of bad guys out of the equation and end the horrible suffering of the infected people, who will be murdered or enslaved by evil if they survive the disease? Pop a nuke! Wipes out the bad guys and may even convince them the base is DEAD, especially if no transmissions come from it in the next few years. Since the device is pure fusion there won't be much fall out, so that won't be an issue for teams coming back to try and save the base. Mostly just kidding, but it could work! |
#2
|
|||
|
|||
This idea does have some merit. In Scott Sigler's book, Contagious, a similar measure was used to contain a potential pandemic outbreak.
The only obstacle in the way seems to be a doctrine change in the Project. Somewhere between 3rd edition and 4th edition there must have been some discussion about the fusion demolition charge. That item is not present in 4th edition. That being said, it could be argued that the fusion demolition charge was pulled from the field and no longer included in the MARS-One loadout but a few may have been kept in reserve at Prime Base and the alternate base under the control of the highest levels of the Project. |
#3
|
|||
|
|||
I've always had an issue with the fusion demo charge, considering that the heaviest weapons the canon Project is TOW missiles and 81mm mortars and a nuclear weapon'!?!?!
Personally, I don't allow the fusion demo charge in my games. I feel that allowing the players to have access to such a weapon is a very bad idea, players will feel the urge to blow up just about anything, with as much explosive force as possible and for the most unlikely of reasons. Secondly, for the Project to have access and the willingness to consider using such a device goes against the Project's goals.
__________________
The reason that the American Army does so well in wartime, is that war is chaos, and the American Army practices chaos on a daily basis. |
#4
|
|||
|
|||
Quote:
|
#5
|
|||
|
|||
I wouldn't let the players have them, at least until the reclaim Prime Base. Having such an item in a bolt hole, just waiting for someone to dig it up seems a little irresponsible. Allowing field folks to decide when to detonate one also seems a little beyond the pale. Having some at Prime Base for use not only as weapons but for a lot of other purposes (since they are fusion weapons they have very little fallout, so would be great for creating a pass through the mountains or digging a very wide canal in a really big hurry!).
So even if they did get issued to field teams I think without the codes from Prime base they are just really big paperweights |
#6
|
|||
|
|||
Quote:
After Operation Plowshare, the civilian uses were deemed limited and risky, but there were combat engineering scenarios that made sense. |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|