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Morrow Project

Equipment Packages


Standard 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.


Basic Kit

This is a collection of basic items issued to every member of the Morrow Project. It contains their uniform, basic camping supplies, etc.


Mountain Kit

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.


Cold Weather Kit

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.


Contact Pack

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.


Doctor's Package


Medic's Package


Weapons Package 1


Weapons Package 2


Weapons Package 3


Weapons Package 4


Weapons Package 5


Weapons Package 6


Weapons Package 7


Weapons Package 8


Weapons Package 9


Weapons Package 10


Weapons Package 11


Weapons Package 12


Weapons Package 13


Weapons Package 14


Weapons Package 15


Weapons Package 16


Weapons Package 17


Weapons Package 18


Weapons Package 19


Weapons Package 20


Additional Weapons Packages

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.


Weapons Package 21

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.

Weapons Package 22

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.

Weapons Package 23

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).

Weapons Package 24

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.

Weapons Package 25

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.

Weapons Package 26

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.

Weapons Package 27

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.

Weapons Package 28

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.).

Weapons Package 29

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.


Norway Weapons Package 1

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.

Norway Weapons Package 2

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.

Norway Weapons Package 3

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.

Norway Weapons Package 4

Rationale:
This is simply a variaton of the demo charge package with the VP-70.

Norway Weapons Package 5

Rationale:
This is a package with a grenade launcher rounds out the team's capablity.

Last Updated: 7-Oct-1999

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