TEXT: CONVENTIONS
  SKILL POINTS:  Are based on Age group.
  AGE:  
  Group
  Formula:  All basic attributes added together X Age group = Skill Points.
  21 - 30
     1
  31 - 40
     2
  41 - 50
     3
  All points on 1 - 1 Basis.
  No starting Skill Above 80%.
  Maximum Weight Carried:  Strength X 3 in kg.
  Maximum Weight for 5 Moves:  Str X 3/16
  Maximum Weight for 4 Moves:  Str X 3/8
  Maximum Weight for 3 Moves:  Str X 3/4
  Maximum Weight for 2 Moves:  Str X 3/2
  Maximum Weight for 1 Moves:  Str X 3
  WEAPON CONVENTIONS
  Tracers:  Add 5% to hit per round of tracers used.
  Armor Piercing:  Ignores Armor Value less than E-Factor of round used.  Damage is as follows:
  AV < E-Factor = Full E-Factor Damage
  AV = E-Factor =  1 point of Damage
  1+ AV > E-Factor =  75% Damage (Subdual)
  2 + AV > E-Factor = 50% Damage (Subdual)
  3 + AV > E-Factor = 25% Damage (Subdual)
  4 + AV > E-Factor = No Damage
  Point Blank Range:   E-Factor X 2
  Short Range:
  E-Factor X 1
  Medium Range:
  E-Factor X .5
  Long Range:
  E-Factor X .25
  To Hit Rolls:
  01 - 05 = Called Shot (Player’s Choice)
  96 - 00 = Jam or Misfire (Automatics Only)
  98 - 00 = Revolver Misfire
  Called Shot Modifier: -25%
  Rnd 1
  Rnd 2
  Rnd 3
  Rnd 4
  Succesive Autofire:
       -11%
  -33%
  -66%
  -99%
  
  GAS EFFECT TABLE
  PERCENT CHANCE OF TEMPORARY DISABILITY
  Constitution
  (HC - Smoke)
  (CN-DM)
  (CS Gas)
  (BZ)
  0-1
       35
      70
     45
    99
  2-3
  30
      70
     40
    95
  4
  25
      65
     40
    90
  5
  20
      60
     35
    90
  6
  20
      60
     35
    80
  7-8
  20
      55
     35
    80
  9-11
  15
      55
     30
    75
  12
  15
      50
     30
    70
  13
  10
      45
     25
    70
  14-15
  5
      40
     20
    60
  16-17
  1
      35
     20
    55
  18
  1
      30
     15
    50
  19
  1
      30
     15
    50
  20
  1
      30
     15
    45
   
  
  Character Creation Matrix
  Basic Attributes:  4D6 minus 4
  Movement:  Dependent on Dexterity.
      
      0 - 4 ---------1
      5 - 8 ---------2
    9 - 13 ---------3
  14 - 18 ---------4
  19 - 20 ---------5
  Maximum Weight for 5_, 4_, 3_, 2_, 1_, see conventions sheet.
  Skill Points:  Add all Basic Attributes and multiply by Age Group, see conventions sheet.
  Height, weight, sex, hair, eyes, race, birthday, is determined by player,  age is 18 + 3D10 years.
  Handedness is by %, 1 - 90 = Right,  91 - 97 = Left,  98 - 00 = Ambidexterity.
  Bloodtype  2D20, 
      1 - 8 O
  Rh Factor
    9 - 16 A
    1 - 17 + (Positive)
  17 - 19 B
  18 - 20 - (Negative)
      20
  AB
  1/2 Strength and 1/4 strength are self-explanatory.
  Structure Points/Blood Points:  Strength X Constitution + 100 = SP/BP
  Area Hit Points
  1 - 3 = SP/BP X .06
   4 - 9 = SP/BP X .38 /6 10 - 11 = SP/BP X .01
  12 = SP/BP X .01
  13 - 14 = SP/BP X .08
  15 - 16 = SP/BP X .01
  17 - 18 =SP/BP X .05
  19 - 20 = SP/BP X .04
  21 - 22 = SP/BP X .01
  23 - 24 =SP/BP X .02
  25 - 26 = SP/BP X .01
  27 - 28 = SP/BP X .02
  29 - 30 =SP/BP X .01
  Freezing Date :  DM Option.
  Equipment:  Basic Equipment - see Basic Load Sheet, Weapons roll 1D20 Contact DM.
  Chance of Being a Veteran
     Rank
  Combat Veteran
  Spec. Forces
  Mars
  75%
   1 - 4 Enlisted
  50%
          5%
  Recon
  50%
   5 - 6 Officer
  25%
          3%
  Science20%
  10%
          1%
  Former Enlisted:  +5% in rifle, CSW, bayonet, first aid, hide, climb, swim, jump
  Former Officer:    +5% in oratory, camoflage, +10% in handgun, SW, mapmaking
  Combat Time:      +5% in rifle, SW, knife, listen
  Spec. Forces:   +10% in rifle, smg, hand to hand, SW, camoflage, +15% in hide, climb, swim, jump, move silently, 
  and tracking
  
  Basic Stat Modifiers:  
  0 - 7
  8 - 12
  13 - 17
  18 +
  Strength
    -5
      -
     +5
    +10
  Dexterity
    -5
      -
     +5
    +10
  Intelligence
    -5
      - 
     +5
    +10
  Strength Modifies:  climb, swim, jump, bayonet
  Dexterity Modifies: handgun, rifle, mg, knife, bayonet, move silently
  Intelligence Modifies:  CSW, SW, first aid, map making, tracking, camoflage, hide 
  Degrees:  Roll 1D6 
  1 - 3 = 20%  in one Degree Field
  4 - 5 = 40% in one, or 20/20 split in two degree fields
     6   = 60% in one, or 20/40 split in two degree fields
  50 point allocation in Hobby/non-combat skill/skills
  Skills
  RECON
  MARS
  SCIENCE
  HANDGUN
     10
     15
     10
  SHOTGUN
     20
     25
     20
  MG
     10
     20
     10
  CSW
     15
     20
     10
  SW
     10
     20
     15
  BAYONET
     10
     20
     10
  KNIFE
     15
     20
     10
  RIFLE
     25
     30
     25
  HAND TO HAND
     20
     30
     20
  DRIVE MPV
     40
     40
     30
  ELECTRICAL
     15
     10
     30
  MECHANICAL    
     15
     10
     30
  FIRST AID
     30
     30
     50
  MAPMAKING
     20
     15
     10
  TREAT POISON
     10
     10
     20
  TREAT DISEASE
     10
     10
     20
  TRACKING
     10
     10
     20
  ORATORY
     20
  HIDE
     20
     20
     10
  CAMOUFLAGE    
     20
     15
     10
  LISTEN
     
     20
     20
     10
  MOVE SILENTLY
     20
     20
     10
  CLIMB
     30
     30
     30
  JUMP
     30
     30
     30
  SWIM
     20
     25
     10
  Grenade throwing range:
  Type A:  4 X Str. In meters.
  Type B:  3.5 X Str. In meters
  Type C:  2.5 X Str. In meters
  Type D:  2 X Str. In meters
  Accuracy is the same as your Dexterity score.
  SMG’s treat as Rifle for skill, pistols for range.
  MG skill is from LMG to HMG, for weapon type.
  
  Morrow Project Surgical Kit
  1.  Airway tubes (10 ea. Various sizes) 20 total. 
  2.  Endotracheal tubes (10 ea. Various sizes) 20 total.      3.  20 Syringes/needles
  4.  Tongue Depressors (100 ea.) 
   5.  Aromatic Ammonia capsules (50)
  6.  Glucose Tablets (100)
   7. Tourniquets (10)
  8.  Ace Bandages various sizes (10).
   
  9.  Cleaning equipment
  10.  6 rolls adhesive tape
  11. 2 bottles Phisohex
  12.  200 Alcohol wipes
  13.  25 pr. Surgical gloves
  14.  100 bandage strips
  15.  25 surgical masks
  16.  100 sterile gauze pads (large)
  17.  5 ea. Instant ice packs.
  18.  2 pr. Bandage scissors.
  19.  Bp cuff.
  20.  Electronic ear thermometer.
  21.  Watch.
  22.  Stethescope
  23.  MP analyzer.
  24.  20 each Emergency Medications
  Injectable 
  Epenephrine
  Ingested
  ipecac syrup
      
  phenobarbital
  nitroglycerin (sbulingual)
  benadryl
  valium
  isuprel
  lidocaine
  sodium bicarbonate
  25.  Battery powered defribulator.
  26. Oxygen tank.  (1 liter/minute 8 hour supply)
  27.  IV solutions Saline and Dextros  (8 each with catheters)
  28.  Transfusion pump (battery powered)
  29.  Scalpels, forceps, retractors, misc surgical tools (various sizes 5 each)
  30.  Resistweave carry- satchel (with shoulder strap)
  
  Airscout (Modified)
  Crew:  1
  Length:  3.71m  (2.3m with Tail boom collapsed)
  Width:  1.64m
  Rotor Dia.:  7.01  (3.505m folded)
  Height:  2.34m
  Weight (empty):  280kg
  W/Armament:  383kg
  Max. Take-off Weight:  540kg
  Landing Gear: Tricycle wheels
  Max. Speed:  250KPH
  Max. Cruising Speed:  168KPH
  Min. Speed:  24KPH
  Max. Rate of Climb:  330m/minute
  Service Ceiling:  5000m
  T - O Run:  31m
  Landing Run:  0 - 6m
  Range between Maintenance:  1800Km
  Armament:  1 chin mounted M-207 LMG (5.56 X 45mm)  EF=15.
  Ammunition:  900 Rounds for M-207, 8- M26A1 Frag.  8-M34 WP, 8- AN-M8 Smoke, 1,200 extra rounds 
  5.56 X 45mm. .Note:  M-207 ammo is loaded 4 ball, 1 Tracer.
  Features:  (1 Million CP Searchlight), (1 FLIR), **{ (1 CP-7 Laser range finder, 1 Pair AN-TVS-5 
  Electronic Binoculars, 1 AN-PAS-7 Thermal Imaging System) },  (1 AN-PPS-05 Radar), (1 Multi-Power
  VHS Camcorder/Player) (AN-PRC-70 Radio), (PA Speaker), (compass, RDF, Autonav), (Battery 
  Recharger), (M1 CBR Detection Kit), 1 Personal Medkit,  Modified Personal Basic Pack, 1 pr, Zeiss 20X 
  Binoculars,  Tool kit and Lubricants.
  Armored Crew Capsule:  Armor Factor 35.  Sealed and pressurized with filtered outside air.  
  Ejectable forward, and up,  via rocket motor with parachute landing.  Contains crew, instruments, 
  modified personal pack, personal weapons, and self-destruct device.
  Modified personal pack
  Resist Weave Coveralls  (AC=7), KCB-70 Bayonet,  M17A1 Gas Mask,  M1 CBR Kit,  Medkit,  AN/PRC - 68 Personal 
  Communicator w/Scrambler,  Backpack with:  1 Liter Canteen with Cup, 7 Days Dry  Rations, 1 Compass, 1 Generator 
  Flashlight w/Extra Bulb, 3 Boxes Matches, 50 Meters Nylon Rope (150KG Breaking Strength),  1 Sleeping Bag (Water 
  Proof), 1 Waterproof Poncho,  1 Web Belt w/ Ammo pouches, Knife Sheath, Holster, and Equipment Pouches,  1 Swiss 
  Army Knife.
  **{ Listed  equipment  is built into armored helmet.  Battery life:  6  hours external use.  Helmet Armor Value 10.  
  Includes microphone and earphones for AN -PRC-70 radio or AN-PRC-68 } **
  
  Mule/Quad runner
  Crew:  2
  Length:  2.5m
  Width:  1m
  Height:  0.8m
  Ground Clearance:  .4m
  Turning Radius:  2.0m
  Max. Road Speed:  84KPH
  Fording Depth:  .5m
  Climb Gradient:  70%
  Vertical Obstacle:  .5m
  Trench:  .5m
  Armament:  None.
  
  Dirt Bikes
  Crew:   1
  Length:  1.5m
  Width:  04m
  Height:  1.5m
  Ground Clearance:  .5m
  Turning Radius:  1.8m
  Max. Road Speed:  100KPH
  Fording Depth:  .5m
  Climb Gradient:  70%
  Vertical Obstacle:  .5m
  Trench:  1.2m
  Armament:  None.
  
  Jetbelt
  Crew:   1
  Length:  1.3m
  Width:  .4m
  Height:  .5m
  Weight (empty):  20kg
  W/armament:  21.50kg
  Max. Take-off Weight:  130kg
  Max. Speed:  200kph
  Max. Cruising Speed:  100kph
  Min. Speed:  Hover
  Max. Rate of Climb:  400m/min.
  Service Ceiling:  3100m
  Range:  200km
  Range between Maintenance:  300km
  Armament:  2- HAFLA-35Ls, 1 Forward, 1 Backward
  Ammunition:  2- HAFLA-35Ls
  
  Contact Pack  (One Per Team)
  1 Floppy White Felt Hat.
  1 Red  Bandana.
  1 Levi Denim Jacket.
  1 Pair Levi Jeans.
  2 Cotton Plaid Shirts.
  1 Pair Hiking Boots.
  1 Leather Belt.
  4 Pairs Of Wool Socks.
  Nylon Pack:   10 Candles, 1000ft Twine, 10 fishooks  3 Days canned food.
  1 Hip Flask of 162 Year Old Scotch.
  1 M-29  With 50 Rounds of Ammo.
  1 Lever Action Rifle  Marlin  1894C.  (Ammo will fit both Rifle and Handgun)
  
  MP Large Vehicle Computer Files
  Detailed Atlas (topographic, political as of 1988)
  Detailed Census (as of 1988)
  Detailed list of Expected First and Second strike targets and effects.
  Weather Prediction tables
  Grey’s Anatomy
  Detailed First Aid manuals
  MP Tech Manuals (All)
  Encyclopedia Brittanica (1988 edition full)
  How Things Work (All)
  U.S. Army Field Sanitation Manuals
  Effects of Long Term Radiation on Mammals 
  
   NPC Dossiers
  Name:  ____________________
  Age:  ____
  Sex:  _______
  Move:  ______
  1/2 Str:  ______  Height:  _______   Weight:  ______  Hair:  ______ Eyes:  _____ SP/BP: _____
  Blood Type:  ____Team:  __________Job:  ____________Race:  _____________
   STR: _____
  INT: _____
  DEX: _____
  CHR: _____
  PSI: _____
  CON: _____
  LUCK: _____
  ACC: _____
  Degree Skills:  _________________________       ____________________________
  HANDGUN _____
  SHOTGUN _____
  MG _____
  CSW _____
  SW _____
  BAYONET _____
  KNIFE _____
  RIFLE _____
  HAND TO HAND _____ 
  DRIVE MPV _____
  ELECTRICAL _____
  MECHANICAL _____  FIRST AID _____
  MAPMAKING _____
  TREAT POISON _____ TREAT DISEASE_____ TRACKING_____
  ORATORY _____
  HIDE _____
  CAMOUFLAGE _____     LISTEN _____
  MOVE SILENTLY _____        CLIMB _____
  JUMP _____
  SWIM _____
  ______________________________________________________________________________
  NPC Dossiers
  Name:  ____________________  Age:  ____
  Sex:  _______
  Move:  ______
  1/2 Str:  ______  Height:  _______   Weight:  ______  Hair:  ______ Eyes:  _____ SP/BP: _____
  Blood Type:  ____  Team:  __________  Job:  ____________  Race:  _____________
   STR: _____
  INT: _____
  DEX: _____
  CHR: _____
  PSI: _____
  CON: _____
  LUCK: _____
  ACC: _____
  Degree Skills:  _________________________       ____________________________
  HANDGUN _____
  SHOTGUN _____
  MG _____
  CSW _____
  SW _____
  BAYONET _____
  KNIFE _____
  RIFLE _____
  HAND TO HAND _____ 
  DRIVE MPV _____
  ELECTRICAL _____
  MECHANICAL _____
  FIRST AID _____
  MAPMAKING _____
  TREAT POISON _____ TREAT DISEASE_____         TRACKING_____
  ORATORY _____
  HIDE _____
  CAMOUFLAGE _____              LISTEN _____
  MOVE SILENTLY _____         CLIMB _____     JUMP _____                   SWIM ____
  
  To Hit Modifiers
  Weapon Type 
  Weapon
           PB
  Short
  Medium
  Long
  Shotgun
         + 40
  +20
  Normal
  N/E
  SMG
         + 20
  +10
  Normal
  N/E
  MG
         + 20
  +20
  +10
  +10
  Assault Rifle         + 20
  +15
  +10
  Normal
  Single Shot       Normal --------------------------------------------------------------
  Pistol    
      Normal
  Normal
  -10
  Luck
  Scope Sight      Normal
  Normal
  +20
  +10
  MG Shotgun       +80
  +40
  +10
  N/E
  To Hit Modifiers
  Positions
  Position
  PB
  Short
  Medium
  Long
  Prone                   +30
  +20
  +15
  +10
  Kneeling
           +15
  +10
  +05
  -----
  Braced
           +20
  +15
  +10
  -----
  Standing
           +10
  +05
  -----
  -----
  To Hit Modifiers
  Concealment
   Concealment
  PB
  Short
  Medium
  Long
  1/4 Mansize         Normal
  -10
  -30
  -40
  1/2 Mansize         Normal
  -05
  -15
  -20
  Mansize
        Normal
  Normal
  -05
  -10
  2X Mansize         +20
  +15
  +10
  +05
  3X Mansize         +30
  +25
  +20
  +15
  4X Mansize         +40
  +35
  +30
  +25
  
  Westland Lynx (MP Long Range RECON)
  Crew:   8
  Length:   15.163m 
  Width:  2.75m
  Rotor Dia.:  12.802m
  Height:  3.66m
  Weight (empty):  3072kg
  W/Armament:  3150kg
  Max. Take-off Weight:  4536kg
  Landing Gear:  skids
  Max. Speed:  259KPH
  Max. Cruising Speed:  168KPH
  Min. Speed:  Hover
  Max. Rate of Climb:  330m/minute
  Service Ceiling:  5000m
  T - O Run:  31m
  Landing Run:  0 - 6m
  Range:   2000km
  Range between Maintenance:  2800Km
  Armament:    1 door mounted M-60LMG (7.62 X 51mm)  EF=17,  1 chin mounted M134 Mini-gun  (7.62 
  X 51mm)  EF=17.
  Ammunition:  900 Rounds for M-60,   3,000 Rounds for M134, 8- M26A1 Frag.  8-M34 WP, 8- AN-M8 
  Smoke, Note: M-134, M-60 ammo is loaded 4 ball, 1 Tracer.
  Features:  (1 Million CP Searchlight), (1 FLIR), **{ (2 CP-7 Laser range finders, 2 Pair AN-TVS-5 
  Electronic Binoculars, 2 AN-PAS-7 Thermal Imaging System) },  (1 AN-PPS-05 Radar), (1 Multi-Power
  VHS Camcorder/Player) (AN-PRC-70 Radio), (PA Speaker), (compass, RDF, Autonav), (Battery 
  Recharger), (M1 CBR Detection Kit), 1 Personal Medkit,  Modified Personal Basic Pack, 1 pr, Zeiss 20X 
  Binoculars,  Tool kit and Lubricants.  Standard Vehicle Supplies, and extra weapons and ammunition 
  carried.  2 MP Dirt Bikes.  1 MP Jetbelt.  V-150 Project Computer Files.
  Armored Crew Capsule:  Armor Factor 35.  Sealed and pressurized with filtered outside air.
  Ejectable forward, and up,  via rocket motor with parachute landing.  Contains crew, 
  instruments, modified personal pack, personal weapons, and self-destruct device.
  Modified personal pack
  Resist Weave Coveralls  (AC=7), KCB-70 Bayonet,  M17A1 Gas Mask,  M1 CBR Kit,  Medkit,  AN/PRC - 68 Personal 
  Communicator w/Scrambler,  Backpack with:  1 Liter Canteen with Cup, 7 Days Dry  Rations, 1 Compass, 1 Generator 
  Flashlight w/Extra Bulb, 3 Boxes Matches, 50 Meters Nylon Rope (150KG Breaking Strength),  1 Sleeping Bag (Water 
  Proof), 1 Waterproof Poncho,  1 Web Belt w/ Ammo pouches, Knife Sheath, Holster, and Equipment Pouches,  1 Swiss 
  Army Knife.
  **{ Listed  equipment  is built into armored helmet.  Battery life:  6  hours external use.  Helmet Armor Value 10.  
  Includes microphone and earphones for AN -PRC-70 radio or AN-PRC-68 } **
  
  Grenades: Type, and Stats.
  Name:  M26A1 Fragmentation
  Type:  A
  Burst Radius:  15m
  Wt.  Each:  .448kg
  Package:  20/case    8.96 kg
  Damage:   All Targets in Burst Radius take 1D20 Shrapnel  X  (EF=4) =Damage
  Explosive Damage:  232 pts.  
  Anti-Armor Class:  G
  Name:  M34 White Phosphorus Incendiary
  Type:  C
  Burst Radius:  35m
  Wt Each:  .756kg
  Package:  16/case   12.096 kg
  Damage:  1D20 for Fragments (EF=4) x 4 Rounds =Total Damage
  Explosive Damage:  N/A
  Anti-Armor Class:  Flame
  Name:  AN-M8 HC Smoke
  Type:  C
  Burst Radius:  2m H  X 4m  WX 18m L
  Wt Each:  .672kg
  Package:  16/case   10.752 kg
  Damage:  N/A
  Explosive Damage:  N/A
  Anti-Armor Class:  N/A
  Name:  M6 CN-DM  Tear/Vomit Agent
  Type:  B
  Burst Radius:  2m Hx 4m W x 18m L
  Wt. Each:  .476kg
  Package:  16/case   7.616 kg
  Damage:  Tear Gas, Smoke, Vomit Agent  Lasts one hour after exposure
  Explosive Damage:  N/A
  Anti-Armor Class:  N/A
  Name:  M7A3 CS Gas Tear Gas
  Type:  A
  Burst Radius:  2m Hx 4m W x18m L
  Wt. Each:  .434kg
  Package:  16/case   6.944 kg
  Damage:  Tear Gas  Lasts 15 min. after exposure
  Explosive Damage:  N/A
  Anti-Armor Class:  N/A
  
  Grenades: Type, and Stats. pg. 2
  Name:  M9A1 BZ Gas
  Type:  A
  Burst Radius:  2m Hx 4m Wx 18m L
  Wt. Each:  .450kg
  Package:  16/case  7.2 kg
  Damage:  Hallucinations, disorientation, sleep, Lasts up to 6 hours after exposure
  Explosive Damage:  N/A
  Anti-Armor Class:  N/A
  Name:  AN-M14 Thermite Incendiary
  Type:  D
  Burst Radius:  15m
  Wt. Each:  .896kg
  Package:  16/case    14.336 kg
  Damage:  1D20 for Fragments (EF=4) x 4 Rounds = Total Damage
  Explosive Damage:  N/A
  Anti-Armor Class:  Flame
  Name:  Mk 3A2 Explosive
  Type:  A
  Burst Radius:  2m
  Wt. Each:  .437kg
  Package:  20/case  9 kg
  Damage:  Stun Damage, Knock-Down 
  (Save Vs. Con -10 and Dex -10 to shrug-off effect)
  Explosive Damage:  295 pts.
  Anti-Armor Class:  G
  Name:  Mk 1 Illuminating
  Type:  A
  Burst Radius:  200m 
  Wt. Each:  .28kg
  Package:  25/case  7 kg
  Damage:  55,000cpw for 25 seconds  Stun Damage, Blindness 2-20 Rounds 
  (Save vs. Con-10 to shrug-off effect) 
  Explosive Damage:  N/A
  Anti-Armor Class:  N/A
  Name:  NICO Thunderflash
  Type:  D
  Burst Radius:  10m
  Wt. Each:  .25kg
  Package:  16/case  4 kg
  Damage:  8 flashes @ 175db plus 2.5 million cpw, up to 1minute.  Targets in range are stunned, 
  blinded, and helpless for 1 minute.  Operate at 1/4 all attributes and skills for 5 minutes after that. 
  (Save vs. Con -15 to shrug-off effect, -5 if aware prior to use)
  Explosive Damage:  N/A
  Anti-Armor Class:  N/A
  
  Cabin Cruiser
  Crew:   8
  Length:  11.3m
  Width:   3.76m
  Height:   4.6m
  Max. Cargo Weight:  1000kg
  Max.  Speed:  112 KPH
  Cruise:  50 kph
  Armament:  1- Port Firing M2HB .50 HMG, 1-Starboard Firing M2HB .50HMG, 1-Bow Mounted 
  M174E3 Grenade Launcher, 1-Aft Firing M29A1 81mm Mortar
  Ammunition:  6 cases (1260 rnds) 12.7 X 99mm EF=30, loaded 4 API 1 API-T 2 cases (144 rnds)
  40mm M381HE, 2 cases (144 rnds) 40mm M433HEDP, 1 case (44 rnds) 40mm M583 White 
  Parachute Flares, 1 case (44 rnds) 40mm mixed M585 White, M663 Green, M664 Red star 
  shells.  6 cases (18 rnds) 81mm M374A2 HE Mortar shells.  6 cases (18 rnds) 81mm M374A4 
  White Phosphorus mortar shells.
  Features:  1 Million CPW Searchlight, 1 FLIR,  1 sonar,  1 CP-7 Laser range finder, 2 Pair AN-TVS-5 Electronic Binoculars, 1 AN-
  PAS-7 Thermal Imaging System,  1 AN-PPS-05 Radar,  1 Multi-Power VHS Camcorder/Player, AN-PRC-70 Radio, PA Speaker,  
  compass, RDF, Autonav,  Battery Recharger, M1 CBR Detection Kit,  3 pr, Zeiss 20X Binoculars,  Tool kit and Lubricants.  Standard 
  Vehicle Supplies, and extra weapons and ammunition carried.  1 MP Jetbelt.  Morrow Project Large Vehicle Computer Files.
  Extra Equipment:  
  8 -  Life Jackets
  1 -  Contact Pack
  1 -  Folding boat/oars 2 person
  1 -  Trade Pack
  3  - Ration Packs
  2 -  4 man emergency life rafts
  8 -  Gill Packs/wetsuits/masks/fins
  4 -  Gyro Pistols 
  4 -  Gyro Rifles 
  WEAPON
  E-FAC.
  PB
  SHORT    
  MEDIUM
  LONG   
   
  ------------------------------------------------------------------------------------------------------------------------------------------------------------------
  Gyro Rifle (meters)
  15
  0-15
    16-663
  664-1326
  1327-2653
  (underwater)
  15
  0-  8
     8-331
  332-  664
    665-1330
  Gyro Pistol (feet)
  14
  0-14
    15-502          503-1005
  1006-2012
  (underwater)
  14
  0-  7
      8-251
  252-  504
    505-1010
  Can Fire Underwater at half listed ranges.
  E-Factor Damage is reversed for range categories.
  All Rounds act as Tracers.
  All rounds fired are silenced.
  Weapon Weights and Loads
  WEAPON
  AMMO     WGT (LOADED)      LOAD WGT     BASIC LOAD             ROUNDS
  ----------------------------------------------------------------------------------------------------------------------------------------------------------
  Gyro Rifle                  30                 3.6                         5.46            12 Magazines            360 Rounds
  Gyro Pistol                8                    2.27                        1.0               4 Magazines              32 Rounds
  
  Mad Max Special 
  Crew:  4
  Length:  3.2m
  Width:  1.6m
  Height:  1.8m
  Ground Clearance:  .4m
  Turning Radius:  15m 
  Max. Road Speed:  80 KPH
  Range:  300km/tank of fuel
  Fuel Type:  Alcohol
  Fording Depth:  .5m
  Climb Gradient:  25%
  Vertical Obstacle:  .2m
  Trench:  1m
  Armament:  tbd
  
  Semi-Tractor/Trailer 
  Crew:  1/2
  Length:  4m/20m
  Ground Clearance:  .5m
  Turning Radius:  40m
  Max. Road Speed:  75kph
  Range:  400km/tank of fuel
  Fuel Type:  Diesel
  Fording Depth:  1.2m
  Climb Gradient:  30%
  Vertical Obstacle:  .5m
  Trench:  2m
  Armament:  N/A
  
  Biography of Anton Krell
  A.  Origin:
  1.  Born Anton Krell in Warsaw Poland, Aug 28, 1950.  Only Child of Mishka and Grisella 
  Krell.
  2.  Escaped with family to the west in 1955.
  B.  Early Life/Education:
  1.  Immigrated to the U.S. and moved to Berkeley, California in 1960, attended 
  public 
  school.  Honor student in grammer school, Validictorian of his high school.
  2.  Attended Berkely University on a Fulbright scholarship, mastering in 
  Economics, 
  minor in Chemistry.  Graduated in 1976, with a MA in Economics and a BA in Chemistry.
  C.  Work/Professional Resume:
  1.  Worked for DOW Chemical from 1977-1979 in weapons research division.
  2.  Started his own Business in 1979, soon became known as the most unscupulous 
  arms dealer in the world.  
  3.  Indicted on income tax evasion in 1981, all charges dropped after intensive 
  investigation.
  4.  Became exclusive supplier for Morrow Project armaments from 1980-1987.  Contract 
  dropped after project personnel became aware of repeated attempts by Krell to purchase 
  advanced project technology.
  D.  Morrow Project Connections:
  1.  Learned of Morrow Project charter and mission from private detectives in April of 
  1982.
  2.  Stole Project technology (freeze tubes, weapons, fusion power etc) from 1982-1987.
  3.  Layed in stockpiles of arms and equipment, recruited  teams and froze his own teams 
  from Jan. 1985-Oct. 1989.
  4.  Survived three separate assasination attempts by Project MARS teams from 1987 - 
  1989.
  E.  Goals/Objectives:
  1.  Defeat Morrow Project.
       a.  Capture MP equipment and Tech. Manuals.
  2.  Establish Control over CONUS.
  3.  Extend Control over the rest of the world.
  
  F.  Force Structure:
  Krell (Joker)
        
         |
        
         |
           
    Board of Directors (Aces)
        
         |
        
         |
           Support Base 1 
   
       
    Support Base 2
   
                 
   
               
   
   Support Base 3
   
                 
   
   Support Base 4
   
   
      Director (Jack Clubs)      Director (Jack Spades)            Director (Jack Hearts)       Director (Jack Diamonds)
        |
  |
  |          
                  |
        |
  |
  |
     |
           Base Pers. 50
     Base Pers. 50   
  Base Pers. 50
     
     Base Pers. 50
        |
  |
  |
  |
        |
  |
  |
  |
   3 12 Man Strike Teams       3 12 Man Strike Teams          3 12 Man Strike Teams        3 12 Man Strike Teams
        |
        
  |
  |
  |
        |
  |
  |
  |
   14 man Support Team            14 man Support Team          14 man Support Team      14 man Support Team
       |
  |
  |
  |
       |
  |
  |
  |
  25-50 Indigenous pers.            25-50 Indigenous pers.         25-50 Indigenous pers.          25-50 Indigenous pers.
  G.  Weapons:
  1.  Strike teams will Normally be equipped as follows: Resistweave Coveralls, Helmets, Boots, Gloves, 2 wee
  Standard rations, AN-PRC 68's, KCB-70's, M1 CBR kits, AN-PRC 70 or vehicle radio.
  Sqd Ldr (1)
  Sqd Ldr (1)
  Squad (4)
  Sqaud (4)
  LMG Support (2)
  M-21 12 mags          M-21 12 Mags
  M-16 12 Mags
  Mac 10 12 Mags
  M207 6 Belts
  .44 Auto 4 mags      11mm Wildey 5 mags        HP-35/silenced 3 mags  .44 Anaconda 4 spd ldrs    HK69A1 
  4 - M26A1
  4 - M26A1
  4 - M26A1
  4 - M26A1
  4- M381 HE
  4 - MK-1
  4 - MK-1
  4 - MK-1
  4 - MK-1
  4-M433  HEDP
  4 - AN-M8
  4 - AN-M8
  4 - AN-M8
  4 - AN-M8
  4- M651 CS
  4 - M6 CN-DM         
  4 - M6 CN-DM
  4 - M6 CN-DM
  4 - M6 CN-DM
  4-40mm Stun
  Indigenous Augmentees normally carry:
  Marlin 1894c .44 Mag/50 rnds
  S&W M-29 .44 Magnum
  KCB-70
  2 Weeks standard rations
  2 - M26A1
  Other Morrow Project equipment/weapons at the GM's discretion.
  H.  Transport
  1.  Can be found in any sort of vehicle, project or otherwise.  Most project vehicles are 
  used to assist in Close range support / defense of main support bases.  Exceptions:  Krell does 
  not have any of the MARS or Science One vehicles.  They do possess limited air assets, 
  Airscouts, Jelbelts, etc.
  Text in Italics is for GM use only.  All other info is either known or can be found out by the players.
  Modified Psionics Table:
  
  PSI
  % Chance of PSI Ability
  15
    5%
  16-17
  10%
  18-19
  15%
  20
  20%
  All Psionic abilities are powered by the charcters' PSI score.  Each use of PSI ability must make 
  its % chance of success and costs the user 1-4 PSI points.  PSI points can be reclaimed at a rate 
  of 1/hour of sleep.  A character cannot replace PSI points while awake.  If a character uses all of 
  their PSI points without replenishment they fall into a coma for a number of hours equal to their 
  PSI score and roll on mishap table.
  Mishap Table:
  If a character misses the target range for their ability one of the following will happen roll 1D12:
               1-8  Ability fails to function.  No PSI power can be used for 1 hour.
     9  Opposite effect takes place.  Or non-function as per 1-8.
  10  Re-roll on PSI Table for new ability.  Requires 1-3 Months to determine new 
  ability begins at Level 1.
  11  Re-roll on PSI Table for new ability.  Requires 1-3 weeks to determine new 
  ability begins at Level 1
                
  12  Increase to next higher power level.
  Psionic Powers are as follows:  Roll 1D20
  1.  Aegiakinesis:  Creation of force-fields for protection by mental command.
  2.  CyroKinesis: Decrease of temperature/creation of cold/ice through mental command.
  3.  Electrokinesis:  Manipulation/Generation of electrical flow by mental command. 
  4.  Empathy:  Read/influence mood and or emotional state.
  5.  Gravikinesis:  Manipulation of Gravity by mental command.
  6.  Healing:  Repair, or curing of wounds, disease, etc.
  7.  Hexakinesis:  Manipulation of probability by mental command.
  8.  Photokinesis:  Manipulation of light by mental command.
  9.  Magnetokinesis:  Manipulation of magnetic fields by mental command.
  10. Meterokinesis:  Manipulation of weather by mental command.
  11. Pyrokinesis:  Increase of temperature/creation of heat/fire through mental command.
  12. Telekinesis:  Movement of objects through mental command.
  13. Telepathy:  Transmission/reception of thoughts.
  14. Temporakinesis:  Travel through time by mental command.
  15. Teleportation:  Travel in space by mental command.
  16.  Unified mind.  Ability to link multiple Psionically endowed persons together.
  17.  Clairvoyance:  Abiliity to see around solid objects, greater distance etc.
  18.  Clairaudience:  Ability to hear at greater distance.
  19.  Mechanical/Electrical empathy.  An intuitive understanding of mechanical or electrical 
  devices, their operation, repair etc.
  20.  Will and the word.  Mind over matter, multiple abilities, thought taking form.
  
  Power Scale selected by 1D5.
  1.  Aegiakinesis:  Creation of force-fields for protection by mental command. 10% 
  control/activation Level 1 Shield 1-10 cm across Armor Value 10 pts.
  2.  Aegiakinesis:  Creation of force-fields for protection by mental command. 20% 
  control/activation Level 2 Shield 1-100 cm across Armor Value 30 pts.
  3.  Aegiakinesis:  Creation of force-fields for protection by mental command. 40% 
  control/activation Level 3 Shield 1-3 m across Armor Value 100 pts.
  4.  Aegiakinesis:  Creation of force-fields for protection by mental command. 70% 
  control/activation Level 4 Shield 1-10 m across Armor Value 300 pts.
  5.  Aegiakinesis:  Creation of force-fields for protection by mental command. 90% 
  control/activation Level 5 Shield 1-30 m across Armor Value 1000 pts.
  1.  CyroKinesis: Decrease of temperature/creation of cold/ice through mental command.  10% 
  control/activation Level 1 temperature decrease of 1-100 degrees within 1-6 m.
  2.  CyroKinesis: Decrease of temperature/creation of cold/ice through mental command.  30% 
  control/activation Level 2 temperature decrease of 50- 200 degrees within 1-10 m.
  3.  CyroKinesis: Decrease of temperature/creation of cold/ice through mental command.  50% 
  control/activation Level 3 temperature decrease of 100-400 degrees within 10-40 m.
  4.  CyroKinesis: Decrease of temperature/creation of cold/ice through mental command.  75% 
  control/activation Level 4 temperature decrease of 100-600 degrees within 10-40 m.
  5.  CyroKinesis: Decrease of temperature/creation of cold/ice through mental command.  95% 
  control/activation Level 5 temperature decrease of 100-1000 degrees within line of sight.
   
  1.  Electrokinesis:  Manipulation/Generation of electrical flow by mental command.   10% 
  control/activation Level 1 voltage change/creation of 1-100 volts within 1-6 m.
  2.  Electrokinesis:  Manipulation/Generation of electrical flow by mental command.   30% 
  control/activation Level 2 voltage change/creation of 50-200 volts within 1-10 m.
  3.  Electrokinesis:  Manipulation/Generation of electrical flow by mental command.   50% 
  control/activation Level 3 voltage change/creation of 100-600 volts within 10-40 m.
  4.  Electrokinesis:  Manipulation/Generation of electrical flow by mental command.   75% 
  control/activation Level 4 voltage change/creation of 1000-2000 volts within 40-100 m.
  5.  Electrokinesis:  Manipulation/Generation of electrical flow by mental command.   95% 
  control/activation Level 5 voltage change/creation of 5000-10000 volts within  line of sight.  
  Generation of Lightning bolts possible.
  1.  Empathy:  Read/influence mood and or emotional state.  10% control/activation Level 1 
  reception only 1 person, within line of sight.
  2.  Empathy:  Read/influence mood and or emotional state.  30% control/activation Level 2 
  reception only 1-5 persons, within line of sight.
  3.  Empathy:  Read/influence mood and or emotional state.  50% control/activation Level 3 full 
  reception and partial transmission only 3-10 persons, within line of sight.
  
  4.  Empathy:  Read/influence mood and or emotional state.  75% control/activation Level 4 full 
  reception and  transmission only 5-30 persons, within line of sight.
  5.  Empathy:  Read/influence mood and or emotional state.  95% control/activation Level 5 full 
  reception and  transmission only 10-50 persons, within line of sight.
  1.  Gravikinesis:  Manipulation of Gravity by mental command.  10% control/activation Level 1 
  gravity control of 1-20 grams within 1-20 m.
  2.  Gravikinesis:  Manipulation of Gravity by mental command.  30% control/activation Level 2 
  gravity control of 10-100 grams within 10-50 m.
  3.  Gravikinesis:  Manipulation of Gravity by mental command.  50% control/activation Level 3 
  gravity control of 10-25 kg within 20-50 m.
  4.  Gravikinesis:  Manipulation of Gravity by mental command.  75% control/activation Level 4 
  gravity control of 20-100 kg within 30-100 m.
  5.  Gravikinesis:  Manipulation of Gravity by mental command.  95% control/activation Level 5 
  gravity control of 100 - 300 kg within  line of sight.  Psionic flight possible.
  1.  Healing:  Repair, or curing of wounds, disease, etc.  5% control/activation Level 1 healing, 
  slow minor bleeding by 50% and arrest sickness.
  2.  Healing:  Repair, or curing of wounds, disease, etc.  25% control/activation Level 2 healing, 
  slow minor bleeding by 75% and arrest sickness.
  3.  Healing:  Repair, or curing of wounds, disease, etc.  50% control/activation Level 3 healing, 
  slow all bleeding by 75% , arrest sickness, and speed natural healing by 50%.
  4.  Healing:  Repair, or curing of wounds, disease, etc.  75% control/activation Level 4 healing, 
  slow all bleeding by 75% , arrest sickness, and speed natural healing by 50%.
  5.  Healing:  Repair, or curing of wounds, disease, etc.  95% control/activation Level 5 healing, 
  stop all bleeding by  arrest and cure sickness, and speed natural healing by 75%.
  1.  Hexakinesis:  Manipulation of probability by mental command.  10% control/activation Level 1 
  probability alteration, change 10% of affected skill, attribute, or ability, self only.
  2.  Hexakinesis:  Manipulation of probability by mental command.  30% control/activation Level 2 
  probability alteration, change 30% of affected skill, attribute, or ability, 10-25m.
  3.  Hexakinesis:  Manipulation of probability by mental command.  50% control/activation Level 3 
  probability alteration, change 30% to affected skill, attribute, or ability, 20-100m.
  4.  Hexakinesis:  Manipulation of probability by mental command.  75% control/activation Level 4 
  probability alteration, change 50% to affected skill, attribute, or ability, line of sight.
  5.  Hexakinesis:  Manipulation of probability by mental command.  95% control/activation Level 5 
  probability alteration, change 66% to affected skill, attribute, or ability, line of sight, 1-6 targets
  1.  Photokinesis:  Manipulation of light by mental command.  10% control/activation Level 1 light 
  control, affect up to 1000 cpw within 1-6m.
  
  2.  Photokinesis:  Manipulation of light by mental command.  30% control/activation Level 2 light 
  control, affect up to 10,000 cpw within 10-60m.
  3.  Photokinesis:  Manipulation of light by mental command.  50% control/activation Level 3 light 
  control, affect up to 50,000 cpw within 100-600m.
  4.  Photokinesis:  Manipulation of light by mental command.  75% control/activation Level 4 light 
  control, affect up to 1, 000,000 cpw within line of sight.
  5.  Photokinesis:  Manipulation of light by mental command.  95% control/activation Level 5 light 
  control, affect up to 5,000,000 cpw within line of sight.  Creation of Laser beam possible.
  1.  Magnetokinesis:  Manipulation of magnetic fields by mental command. 10% control/activation 
  Level 1  control of 1-20 grams of ferrous metal within 1-20 m.
  2.  Magnetokinesis:  Manipulation of magnetic fields by mental command. 30% control/activation 
  Level 2 control of 10-100 grams of ferrous metals within 10-50 m.
  3.  Magnetokinesis:  Manipulation of magnetic fields by mental command.  50% control/activation 
  Level 3 control of 10-25 kg of ferrous metal within 20-50 m.
  4.  Magnetokinesis:  Manipulation of magnetic fields by mental command.  75% control/activation 
  Level 4 control of 20-100 kg of ferrous metal within 30-100 m.
  5.  Magnetokinesis:  Manipulation of magnetic fields by mental command.  95% control/activation 
  Level 5 control of 100 - 300 kg of ferrous metal within  line of sight.  
  1.  Meterokinesis:  Manipulation of weather by mental command.  10% control/activation Level 1 
  weather control of  within 1-20 m.
  2.  Meterokinesis:  Manipulation of weather by mental command.  30% control/activation Level 2 
  weather control of  within 10-50 m.
  3.  Meterokinesis:  Manipulation of weather by mental command.   50% control/activation Level 3 
  weather control  within 20-50 m.
  4.  Meterokinesis:  Manipulation of weather by mental command.   75% control/activation Level 4 
  weather control  kg within 30-100 m.
  5.  Meterokinesis:  Manipulation of weather by mental command.   95% control/activation Level 5 
  weather control  within  line of sight.  
  1.  Pyrokinesis:  Increase of temperature/creation of heat/fire through mental command.  10% 
  control/activation Level 1 temperature increase of 1-100 degrees within 1-6 m.
  2.  Pyrokinesis:  Increase of temperature/creation of heat/fire through mental command.   30% 
  control/activation Level 2 temperature increase of 50- 200 degrees within 1-10 m.
  3.  Pyrokinesis:  Increase of temperature/creation of heat/fire through mental command.   50% 
  control/activation Level 3 temperature increase of 100-400 degrees within 10-40 m.
  4.  Pyrokinesis:  Increase of temperature/creation of heat/fire through mental command.   75% 
  control/activation Level 4 temperature increase of 100-600 degrees within 10-40 m.
  5.  Pyrokinesis:  Increase of temperature/creation of heat/fire through mental command.   95% 
  control/activation Level 5 temperature increase of 100-1000 degrees within line of sight.
  
  1.  Telekinesis:  Movement of objects through mental command. 10% control/activation Level 1 
  control of 1-20 grams within 1-20 m.
  2.  Telekinesis:  Movement of objects through mental command.  30% control/activation Level 2  
  control of 1-100 grams within 1-20 m.
  3.  Telekinesis:  Movement of objects through mental command.  50% control/activation Level 3  
  control of 50-500 grams within 1-50 m.
  4.  Telekinesis:  Movement of objects through mental command.  75% control/activation Level 4  
  control of 1-6 kg within 1-100 m.
  5.  Telekinesis:  Movement of objects through mental command.  95% control/activation Level 5  
  control of 2-24 kg within  line of sight. 
  1.  Telepathy:  Transmission/reception of thoughts.  10% control/activation Level 1 control 
  reception only.  Line of sight.
  2.  Telepathy:  Transmission/reception of thoughts.  30% control/activation Level 2 control 
  reception only.  Line of sight.
  3.  Telepathy:  Transmission/reception of thoughts.  50% control/activation Level 3 control with full
  reception and 50% transmission.  Line of sight.
  4.  Telepathy:  Transmission/reception of thoughts.  75% control/activation Level 4 control with full
  reception and transmission.  Line of sight.
  5.  Telepathy:  Transmission/reception of thoughts.  95% control/activation Level 5 control with full
  reception and transmission.  Line of sight.
  1.  Temporakinesis:  Travel through time by mental command. 10% control/activation Level 1 
  control travel 60 seconds.  Self only.
  2.  Temporakinesis:  Travel through time by mental command. 30% control/activation Level 2 
  control travel 60 minutes.  Self only.
  3.  Temporakinesis:  Travel through time by mental command. 50% control/activation Level 3 
  control travel 60 hours.  Self only.
  4.  Temporakinesis:  Travel through time by mental command. 75% control/activation Level 4 
  control travel 60 years.  1-10m area.
  5.  Temporakinesis:  Travel through time by mental command. 95% control/activation Level 5 
  control travel 600 years.   1-25m area.
  1.  Teleportation:  Travel in space by mental command.  10% control/activation Level 1 travel 
  within 1-20 m.  Must see target.  Self-only.
  2.  Teleportation:  Travel in space by mental command.  30% control/activation Level 2 travel 
  within 10-50 m.  Must see target.  Self-only.
  3.  Teleportation:  Travel in space by mental command  50% control/activation Level 3 travel 20-
  50 m.  Must have seen target.  Opposed PSI score roll for other than self.
  
  4.  Teleportation:  Travel in space by mental command  75% control/activation Level 4 travel 
  within line of sight.  Must have seen target.  Opposed PSI score roll for other than self.
  5.  Teleportation:  Travel in space by mental command  95% control/activation Level 5 travel 
  within  line of sight.  Must have seen target.  Opposed PSI score roll for other than self.
  1.  Unified mind.  Ability to link multiple Psionically endowed persons together.  10% 
  control/activation Level 1 combination within 1-20 m.  1-3 persons.
  2.  Unified mind.  Ability to link multiple Psionically endowed persons together.  30% 
  control/activation Level 2 combination within 10-50 m.  1-6 persons.
  3.  Unified mind.  Ability to link multiple Psionically endowed persons together. 50% 
  control/activation Level 3 combination within 20-50 m.  5-12 persons.  
  4.  Unified mind.  Ability to link multiple Psionically endowed persons together. 75% 
  control/activation Level 4 combination within line of sight.  
  5.  Unified mind.  Ability to link multiple Psionically endowed persons together. 95% 
  control/activation Level 5 combination  within  line of sight.   All PSI persons in line of sight. 
  1.  Clairvoyance:  Abiliity to see around solid objects, greater distance etc. 10% control/activation 
  Level 1 sight 1-10 m 
  2.  Clairvoyance:  Abiliity to see around solid objects, greater distance etc. 30% control/activation 
  Level 2 sight 1-100m.
  3.  Clairvoyance:  Abiliity to see around solid objects, greater distance etc. 50% control/activation 
  Level 3 sight 1-300m.
  4.  Clairvoyance:  Abiliity to see around solid objects, greater distance etc. 75% control/activation 
  Level 4 sight 1Km.
  5.  Clairvoyance:  Abiliity to see around solid objects, greater distance etc. 95% control/activation 
  Level 5 sight Line of sight.
  1.  Clairaudience:  Ability to hear at greater distance. 10% control/activation Level 1 hearing 1-10 
  m 
  2.  Clairaudience:  Ability to hear at greater distance. 30% control/activation Level 2 hearing 1-
  100m.
  3.  Clairaudience:  Ability to hear at greater distance. 50% control/activation Level 3 sight 1-300m.
  4.  Clairaudience:  Ability to hear at greater distance. 75% control/activation Level 4 sight 1Km.
  5.  Clairaudience:  Ability to hear at greater distance. 95% control/activation Level 5 sight Line of 
  sight.
  1.  Mechanical/Electrical empathy.  An intuitive understanding of mechanical or electrical devices, 
  their operation, repair etc. 10% control/activation Level 1 increase skill by 10%.
  2.  Mechanical/Electrical empathy.  An intuitive understanding of mechanical or electrical devices, 
  their operation, repair etc. 30% control/activation Level 2 increase skill by 20%.
  
  3.  Mechanical/Electrical empathy.  An intuitive understanding of mechanical or electrical devices, 
  their operation, repair etc. 50% control/activation Level 3 increase skill by 30%.
  4.  Mechanical/Electrical empathy.  An intuitive understanding of mechanical or electrical devices, 
  their operation, repair etc. 75% control/activation Level 4 increase skill by 50%.
  5.  Mechanical/Electrical empathy.  An intuitive understanding of mechanical or electrical devices, 
  their operation, repair etc. 95% control/activation Level 5 increase skill by 60%.
  1.  Will and the word.  Mind over matter, multiple abilities, thought taking form.  10% 
  control/activation Level 1 change, create, manipulate small items, up 2kg. Line of sight.
  2.  Will and the word.  Mind over matter, multiple abilities, thought taking form.  30% 
  control/activation Level 2 change, create, manipulate small items, up 5kg.  Line of sight.
  3.  Will and the word.  Mind over matter, multiple abilities, thought taking form.  50% 
  control/activation Level 3 change, create, manipulate small items, up 5kg.  Line of sight.
  4.  Will and the word.  Mind over matter, multiple abilities, thought taking form.  75% 
  control/activation Level 4 change, create, manipulate small items, up 1/2 carrying capacity.  Or 
  duplicate any other PSI Ability at Level 4 Line of sight.
  5.  Will and the word.  Mind over matter, multiple abilities, thought taking form.  95% 
  control/activation Level 5 change, create, manipulate small items, up full carrying capacity.  Or 
  duplicate any other PSI Ability at Level 5 Line of sight.
  
  Name:  M60A1 Main Battle Tank
  Crew:  4, (Commander, Gunner, Loader, Driver)
  Length:  (Hull)  6.946m
  Length Gun Forward:  9.039m
  Width:  3.631m
  Height:  3.257m
  Wt.  Unloaded:  40,000kg
  Wt. Loaded:  48,987kg
  Ground Clearance:  .463m
  Turning Radius:  6.946m
  Max. Road Speed:  48kph
  Range:  500km
  Fuel:  1420L
  Fording Depth:  1.219m
  Gradient:  60%
  Vertical Obstacle:  .914m
  Trench:  2.59m
  AC:  (Hull) Front 860 (400), Sides 200, Rear 100, Top 140, Floor 160
  AC:  (Turret) Front 1000 (350), Sides 450 (300), Top 42
  Armament:  1-105mm M68 Gun (elevation +19', Depression -10')
     1-12.7mm M85 Machinegun (Top Cupola)
     1- 7.62mm M73 (M219) Machine gun (coaxial)
  Ammunition:  105mm:  63 rnds
       12.7mm:  900 rnds
       7.62mm:  5,940 rnds
  Main Gun Ammunition is stored as follows:  16 rnds in ready rack, 21 rnds behind gun in turret, 3 
  rnds in floor basket, 15 rnds in hull to the right of the driver, 11 rnds to the left of the driver,.
  Addl.  Equipment
   
  4-  M1911A1 .45 cal. pistols w/3 mags.
  3-  M3A1 .45 cal. smgs w/12 mags.
  8-  M26A1 Frag. Grenades
  4-  Bayonets
  2-  Binoculars
  24-  C-rations  
  assorted tools, 
  extra track materials
  
  Name:  Truck M151A1 1/4 ton (Jeep)
  Crew:  1 plus 3
  Length:  3.371m
  Width:  1.634m
  Height:  1.322m
  Max. Load Wt.  545kg
  Ground Clearance:  .24m
  Turning Radius:  5.638m
  Max. Road Speed:  104kph
  Range:  482km
  Fuel:  56L
  Fording Depth:  .533m
  Gradient:  75%
  
  Name:  M35A1 2 1/2 ton Truck (deuce and  a half)
  Crew:  2 plus 14
  Length:  6.978m
  Width:  2.438m
  Height:  2.844m
  Max. Load Wt.  4695kg
  Ground Clearance:  .316m
  Turning Radius:  10.68m
  Max. Road Speed:  96kph
  Range:  563km
  Fuel:  189L
  Fording Depth:  .762m
  Gradient:  64%
  
  Name:  FAV Fast Attack Vehicle
  Crew:  2
  Length:  3.8m
  Width:  1.3m
  Height:  1.1 to top of roll cage
  Ground Clearance:  0.2m
  Turning Radius:  6m
  Max. Road Speed:  100kph
  Vertical Obstacle:  0.3m
  Gradient:  60%
  Trench:  None.
  Armament:  1- TOW Launcher or 1- M174E3 
  Ammunition:  3- TOW Missiles, or 200- 40mm Grenades
  Addl. equipment:  AN-PRC-70 Radio, PA Speaker,  compass, RDF, Autonav,  Battery Recharger, M1 CBR Detection 
  Kit, 1 pr, Zeiss 20X Binoculars,  Tool kit and Lubricants.  2- FAV Helmets AV: 15, with AN-PRC-68 radios built-in, and 
  polarized goggles, 1-shovel, 1-axe, 1-sledgehammer, 1-machete, 20m tow chain, 50m 11mm rope, 1 fire extinguisher, 1-
  ration pack, 1-trade pack.
  
SOURCE: textdata/thevault/Morrow Project, The/Unofficial/The Supply Bunker/Outside Contributions/Michael Chestnutt 1/MP1.pdf