Equipment Packages
These are simply the packages out of TM 1-1. I am adding
them to this page out of completeness and so that I can
have them in the same format as my other pages.
I have a page on
how to use these sheets
if you are unsure.
This is a collection of basic items issued to every member
of the Morrow Project. It contains their uniform, basic
camping supplies, etc.
This kit contains tools useful for mountain climbing, etc.
It is issued to all teams in mountain regions. It is also
issued on a limited basis to other teams or specific team
members if a need for it is forseen.
This is a collection of items for use in cold weather climates.
It is issued to teams who are assigned to areas with cold
climates.
This package is issued to individual team members who have a
need to make contact with the local population in a very
inobtrusive way. It may be issued to an individual who
has a need to perform some kind of scouting mission or
otherwise work undercover. It can be issued with either a
shotgun
or a
carbine.
-
1 x HP-35 Pistol, 3mag.
-
2 x AN-M8,HC Grenades
-
1 x Surgical kit
-
1 x Large Medkit
-
1 x Universal Antidote Flask
-
1 x M22 Stoner Rifle, 4mag.
-
1 x HP-35 Pistol, 3mag.
-
4 x M26A1 Grenades
-
1 x Drug kit
-
1 x M47 Dragon, 3 missiles
-
1 x M10 Submachinegun, 6mag.
-
2 x M26A1 Grenades
-
2 x M34,WP Grenades
-
1 x M10 Submachinegun, 6mag.
-
1 x M183 Demolition Charge
-
4 x M2A1 Detonators
-
2 x M1 Timers
-
4 x M26A1 Grenades
-
4 x M34,WP Grenades
-
1 x M202A1 Rocket Launcher, 3 clips
-
1 x M10 Submachinegun, 6mag.
I've come up with some new equipment packages over the
years, some of which I've found quite useful, some of
which I've found didn't pan out so well, but I'm posting
the whole list for your use/feedback/etc. Most of them
are derived from items found in TM 1-1 (though not offered
in these combinations) with a few additions.
-
Rationale:
-
Originally, I had not quite figured out that an
M79 was included in the standard vehicle load. It's hinted
at, but not really stated. This lead me to wonder why it was
included if it was never used anywhere. I also noticed that
the M29-6.25 was not used anywhere either (has since been
used in the "Contact pack" along with a carbine that was
not listed in TM 1-1). I got to thinking about how the two
would not make a bad combination. I had also originally
included 2 M9A1,BZ grenades, but had to loose them due to the
weight. I forget if the weight listed is with the BZ grenades
or without. I'll have to add up the weight again.
-
Rationale:
-
I had a player (who's character had a 20 strength)
who was quite fond of hand thrown grenades (as he could throw
them quite far) and he said to me, "why so few grenades? I'd
like to see an equipment package with a rifle, a pistol, and
a whole lot of grenades." I mulled it over, and didn't see
anything wrong with that. I also found it interesting that
the M16 was only offered in combo with the M203.
-
Rationale:
-
Well, if you can make an
M16A1,
you can make an
XM177E2
- mostly the same parts - different barrel & stock,
perhaps a few other parts. You see these things in the
hands of Guerilla organizations all the time, so they must
be available on the black market at worst. Anyway, I was
thinking, if the rest of your team has
5.56x45mm ammo,
and you are the only guy with an SMG, why make yours be a
9x19mm gun?
In retrospect, all of the 5.56x45mm
rifles have 9x19mm sidearms, so I'm not
sure this is a good reason. It's also the reason I chose the
M27-3.5 revolver instead of the
HP-35.
(note: at one point in time, I had the
XM177E2 confused with the
XM231 firing port weapon. The latter, while it could be used out
of a V-150's gun ports [I would think], does not come with sights
and is therefore not very useful when removed from the gun port.
The XM177E2
appears to be related to the M-4 Colt Commando, but I think that
the M-4 appeared after November 1989).
-
Rationale:
-
I had in mind a scout/sentinel type role. You
would send this person to some high lookout type place and
have them signal the rest of the team of danger, etc. Really
more of an NPC type role if you ask me. Well suited to give
them an ATV (3-wheeler/4-Wheeler) or something like a WASP II,
or some other single person type vehicle, stealth is preferred.
I envision the HK69A1 having a higher
number of signal flare /
illumination flare type grenades (though that would give one's
position away, primary contact would be via radio) to signal
the rest of the team with or to light up an enemy picked up
by radar. Any type of personal transportation would need to
be something that could be carried by the regular vehicle as
this person may need to sleep during the day and stay up all
night, etc. Might be good to pair this with a person carrying
a stinger (#16) if air threats are a consideration.
-
Rationale:
-
I read that the M174E3 could be tripod mounted and
I tried to make a package out of it. Has not proved to be very
practical, but I had to try.
-
Rationale:
-
Mines are listed in TM 1-1, but not much use is made
of them. I had thoughts of this person setting up the claymores
at night to protect the camp. The 2 revolvers also have
an air of being less threatening.
-
Rationale:
-
Again, thinking of ways to make use of the mines
that TM 1-1 lists but largely ignores. Granted the M19 is
overkill in most Morrow situations and ends up being so
heavy that it costs you other equipment. This is why I
came up with #28. The M19 tends to be something better
suited to a vehicle load or a supply cache.
-
Rationale:
-
The M25 Mines themselves are quite light. This
provides a character with the ability to lay some mines,
yet still have the kinds of weapons that they might need
in a fire fight. This package is well suited to a
character who operates alone, in conjunction with a
team (while the team attempts negotiation, this player
prepares for "plan B", or perhaps this player covers
the rest of the team's retreat, etc.).
-
Rationale:
-
One more stab at the fitting the claymore into a
package. It's still so heavy that it leaves the rest of
the package stripped. Kind of like the #16 though.
I haven't revisited this in a while. In retrospect, the
Claymore might be a better fit with the Ingram M10. Maybe
I'll cook up a package with that. The standard TM 1-1 packages
are heavy on the HP-35 (14 packages) and only have 1 package
with a revolver (#10) and then you have to have the M10A
shotgun (which I actually like, but not everyone does), so
my packages tend to have a few more revolvers to give people
choices. I also noticed in retrospect that I am keen on
the M72A2 LAWs. I suppose when you need an anti-tank type
rocket, you need one. Some of my packages are a bit on
the heavy side of the 20kg goal, but TM 1-1 has ones that are
even worse, so I don't feel too bad. Some of the packages
seem a bit stripped down to accommodate one very heavy item,
but #16 in TM 1-1 is kind of that way too, so again, I don't
feel too bad.
I've tried to stay consistant with the notion that Morrow
Industries consists of a small group of industrialists
and therefore a limited number of defense contractors.
I do my best not to include weapons from companies that
are not already in the project. I also avoid (generally)
companies that have only one item. For example, the only
Heckler & Koch weapon in TM 1-1
is the HK69A1. I presume
that this is most likely black market, license built, or
copied (without a license), so just because
HK69A1's are in
TM 1-1 doesn't mean that
I can add various packages with Heckler & Koch weapons.
I justified the
XM177E2
(seeings as the
M16A1
is the only Colt weapon in the project) in that it has so
many parts in common with the M16 (if it is being built
by other manufacturers in the project) and it is very
widespread (making it easy to buy them black market, or
at least buy a couple to use to make copies).
Someday, when I get time, I'd like to do a study of those
items in TM 1-1 and develop a list of manufacturers that
are "in" the project.
Norwegian Weapons Packages
I had a senario where the players expected to wake up in Ohio,
and through a snafu, they end up waking up in Norway (I play
that the players are cryogenically frozen in a lab and then
shipped out, frozen, to their bolt hole - I'll write up the senario
sometime). Anyway, the thought occured to me that the project
would issue equipment that was (as much as possible) compatible
with the arms of military in the area. To this end, I decided
that equipment issued in Norway would, whenever possible, match.
However, I made no attempt to match up single use weapons, like
grenades (not like you are going to need spare parts to repair
your grenade when it wears out). I followed the premise that
if a company had weapons in TM1-1
then they were "in" the project, and thus other items that they
manufactured were "fair game", a philosophy I have since rethought.
Because the HK69A1 was in, this allowed
me access to various Heckler & Koch weapons, which are used
extensively in Norway. Because the Rh-202 cannon
is in, this gave me access to Rheimenthal, who makes the
MG3 machine gun, also used in Norway.
-
Rationale:
-
The MG3 was used in Norway at the time I wrote this senario.
The VP-70 is intended to be issued as a side-arm in this package,
thus the smaller load. It is issued instead of a more convential
side arm for consistancy with the other packages.
-
Rationale:
-
The G3 was the standard Norwegian rifle of the day.
Again, the VP-70 in this package is intended to be
used as a side arm.
-
Rationale:
-
This package was designed to give some anti-tank and
flame throwing capabilties to a team. The VP-70 is being
used in the same way that the M-10 is used in many of
the standard packages, as a combination side arm and main
arm. Because the VP-70 has smaller clips, more are issued.
-
Rationale:
-
This is simply a variaton of the demo charge package
with the VP-70.
-
Rationale:
-
This is a package with a grenade launcher rounds out
the team's capablity.