TEXT: TERROR IN THE STREETS
  A MORROW PROJECT MODULE  FOR HAAM SUITS
  WRITTEN BY Colin D. Castelli
  
  INTRODUCTION:
  Team FS-1 is unlike any other within the Morrow Project.  It is a Flying Squad, the “Shock
  Troops” of the project.  They have no area of responsibility and are not required to go out of their
  way to further the Prime Directive.  Their mission is to defeat threats to the Project.  It can be
  awakened or hailed by any Morrow Team within North America by use of a special distress
  beacon.  If a Team is about to be massacred it can activate its Emergency Beacon and a call will go
  out to the Flying Squad.
  I. 
  SITUATION PRE-WAR
  Most of the Texas Panhandle is sparsely populated high plains.  There aren’t too many trees to
  speak of; tumbleweeds and buffalo grass are the norm.  The summers are hot and the winters cold.
  There isn’t much water available in the area either, the lake just outside Borger provides most of
  the drinking water and what doesn’t come from here is pumped out of the Ogala Aquifer. The
  people of this region make their money mostly through farming, ranching and working in the two
  refineries (Phillips Petroleum and Diamond Shamrock).
  II. 
  SITUATION POST-WAR
  After the bombs fell and the people of the Panhandle woke up, they discovered some interesting
  things.  First Amarillo didn’t exist anymore.  The PanTex Nuclear Weapons Facility outside of the
  city was a major target.  Cannon AFB in Clovis N.M. was likewise a ghost town.  Other than that
  the area was largely untouched.  Evidently the Soviets wanted to refineries and oil fields
  untouched.
  After the initial lawlessness, the people settled down to live the best they could.  After the first year
  most of the people who depend on medical supplies for their survival (epileptics, diabetics, drug
  addicts, etc.) had died and left a fairly healthy populace to carry on.  There was plenty to eat in the
  area.  Before the war 25% of the countries fed beef came from this area, it’s still there, just feeding
  a lot less people.  There was and is enough corn, wheat, and other grains grown to feed the cattle
  and the people.  All the survivors really had to do was plant some vegetables and wait for them to
  come up.
  The two Platoons of National Guard Infantry that were in the area continued to do what they could
  for the civilians and refugees never really were a problem.  There weren’t many people to the west,
  north, or east and those to the south couldn’t cross the radioactive ‘desert’ from the Amarillo and
  Cannon AFB missile strikes.  Things went very well for the first 2 or 3 years, the local police
  continued to do their job, the cattlemen and farmers continued to produce food, the refineries
  continued to produce fuel for everyone and life continued.  Granted, the people didn’t have the
  luxuries they once enjoyed, but they were alive.
  An idyllic setting; good wholesome people taking care of each other and getting on with their lives
  the best they could.  But, things began to change.  The young white civilians started to blame the
  minority groups in the area for what had happened.  The Mexican-Americans and Laotians who
  work the farms, ranches, and the refinery were targeted as being the problem. From there it spread
  to the small African-American population, they were to blame too.  Soon these groups were being
  
  blamed for anything that happened.  “Yer heffer died, musta ben a Mex what did it.  Yer son’s sick,
  must be them dam nasty chinks spreading disease.”
  Things continued like this for several years.  But, as the children of these hate-mongers grew they
  carried on the prejudice.  After several generations everyone felt that the minorities were to blame
  for everything that had befallen them.  Then the violence started, first isolated fights between
  different race groups, then more serious violence.  Bodies began to appear in alleys and outside
  town.  One night a bomb went off in the local tavern killing several whites and wounding several
  more.
  Now the Police and National Guard moved in to restore order.    Martial Law was declared and the
  Police and Guardsmen took over the running of the area.  By this time the Police were referred to
  as ‘The Man’ and the National Guard troops simply as the ‘Guards.’  Soon the cities became like
  small free states with ‘The Man’ controlling everything that happened within their borders and the
  ‘Guards’ controlling everything outside the borders, like trade and travel.
  The police did a fairly good job of running the cities.  They basically enforce the same laws they
  did before the war and provide more protection to the people than before.  The ‘Guards’ however
  have become unbearable.  They control all the farms and ranches with an iron hand, they take
  everything except what the farmer or rancher needs to survive.  The Guard now protects the
  civilians from the Guard.  If you don’t pay a fee for protection while traveling from town to town,
  you will be attacked.  The ‘Guards’ will arrive just seconds too late to save your life or trade goods
  from the ‘raiders.’  They have begun to demand more and more from the towns for their food also.
  Some of the smaller towns have surrendered control to the ‘Guards’ because they couldn’t afford
  the cost of food and protection any longer.
  This is the situation as it stands now.  All people living within the town borders are controlled by
  ‘The Man’ and everyone outside is controlled by the ‘Guards.’  The Guards control the food and
  transportation and the ‘Man’ controls the manufacturing.
  MARS TEAM G-76
  Team G-76 (MARS) had been out of cryosleep for approximately 6 weeks before things went
  wrong.  G-76's area of responsibility was the Texas Panhandle, with a specific mission of securing
  the oil refinery at Borger.  The oil refinery while not of need by the Morrow Project directly would
  provide a great resource for the eventual reconstruction of the United States.  G-76 had met with
  the locals shortly after awakening and found them to be polite but reserved.  It was when the Team
  arrived at Borger that they became aware that things weren’t going well for the locals.  The
  civilians and police in Borger warned them of the ‘Guards’ and advised them to clear out.  They
  refused and set about helping the residents as best they could.  The Team had gone out on a
  scavenging trip to the west in order to find parts for an oil well that they were trying to put back
  into operation.  It was on this trip that they first ran into the Guards. While road marching they
  were attacked by a light infantry.  The Team with the loss of the XR-311 and crew repulsed the
  attack.  After setting up perimeter security and stripping the XR-311 of all useful parts the Team
  returned to Borger.  The next day the Team set out on a Search and Destroy mission to rid
  themselves and the people of the Guards.  What they did not know was that the Guards had been
  
  watching the team for weeks and were waiting for them.  For a month Team G-76 fought a running
  battle with the Guards, G-76’s losses were light and they seemed to be winning.  As they moved in
  for what they thought would be the final engagement they discovered their error.  The Team
  engaged and caused the threat to withdraw.  Seeking glory, Team G-76 followed them into a small
  canyon.  It was here that Team G-76 discovered the frightening truth of their foe.  After the last
  vehicle in the party entered the canyon the Guards sealed the canyon with explosives.  Attacking
  from the walls of the canyon with more firepower than G-76 expected they managed to decimate
  G-76.  Losses included the four remaining vehicles (V-150w/20mm, V-150 APC, and 2
  motorcycles) all personal weapons and gear.
  TEAM FLYING SQUAD FS-1
  I.
  GENERAL
  Team FS-1 was one of the last teams frozen before the war. They have no idea of when they when
  they will be awakened or by whom.  Only that when the call comes, someone is in trouble
  somewhere and it is up to them to save the day.  To this end they were placed in Kansas to give
  them a fairly central location.
  HAAM TEAM: The HAAM Team consists of three player characters.  All three characters are
  equipped with a HAAM suit, 20mm rifle, and an abbreviated individual weapons load.  The
  HAAM team is directly supported by one CH-47 helicopter with a crew of 3.  The CH-47 is under
  the direct command of the Team Commander.  The CH-47 carries the HAAM suits inside or in a
  sling load fashion and carries ammunition and other supplies in the aircraft.
  COMMAND TEAM: The Command Team consists of the Team Commander and a Pilot
  transported by an Airscout gyrocopter.  The Team Commander has an all band receiver that allows
  him to monitor all radio traffic of his team in order of precedence.  The Team Commander also has
  computer control of all suits in the event that vital signs within the suit fall below the levels of
  consciousness.  A conscious operator can also surrender control of the suit to the Team
  Commander.
  SUPPORT TEAM: One CH-47 supports each HAAM Team.  The Support Team consists of one
  Pilot, one Co-Pilot, one Crew Chief and one Flight Engineer.  The Flight Engineer is a Doctor of
  Engineering whom acts as the Team HAAM suit repairman.  The Crew Chief is an MD and acts as
  the Team Doctor
  PD NOTE: During playtesting it was decided that each HAAM suit would be
  used by in individual player and another player would play both the
  Command and Support Team.  The Support Team didn’t have much of a
  function once the HAAM suits were in place and basically guarded the
  helicopter or flew a holding pattern out of sight.  The Command Team used
  the weapons on the Airscout for fire support and scouted for the HAAM
  Suits.
  They will awaken to the following message on their bolt hole computer.
  
  COORDINATES xxxxxxxx
  MARS G-76
  EMERGENCY DISTRESS BECON ACTIVATED
  00:10:00 SINCE ACTIVATION
  The message will repeat every 5 seconds with the change in time noted in line 3.  This is all the
  information they will have.
  II.
  TEAM PERSONNEL
  All members of FS-1 are familiar with one another, having trained together for several months
  prior to freezing.  There was no equipment upgrade for them because they were one of the last
  teams frozen; therefore they are thoroughly familiar with their equipment.
  The weapons loads for the HAAM suit operators are specialized and intended only for personal
  protection while outside the suit.   The other characters should be allowed to pick from weapons
  loads 7, 9, 10, 17, 18, or 19.
  HAAM SUIT OPERATOR WEAPONS LOADS
  1.
  UZI w/12 mags
  M29-6½ w/24 rds
  M26A1 (4)
  M34 WP (4)
  2.
  M79
  M29-6½ w/24 rds
  M6 CN-DM (4)
  40mm Ammunition
  M433 HEDP (10)
  M561 CS (5)
  M583 White Parachute Flare (5)
  M576E2 MP (10)
  STUNBAG (5)
  Two of the three suit operators will carry load #1 and the third operator will carry load #2.
  PD NOTE: These weapon loads were picked because of their reliance on
  short main weapons.  These personnel are aircrew members and need things
  that can be stored in their cockpits, not long rifles that will be in the cargo
  area of the CH-47.
  Because of their mission the members of FS-1 were picked for their combat skills, not their ability
  to teach someone how to grow wheat or mend a fence.
  
  III.
  TEAM EQUIPMENT
  The team’s equipment is in perfect condition and only needs to be packed into the CH-47 to leave
  the bolt hole.
  IV.
  FLYING SQUAD SPECIAL ORDERS
  As one of the elite Morrow units you are under no set orders except to aid the people.  However
  your team is not set up to provide any help other than immediate.  That is freeing them from
  oppression and immediate medical aid.  You are to range far and help everyone.  Under no
  circumstances will you ignore any ones call for help, no matter what the sacrifice.  You may, as per
  Morrow Order 305, requisition the aid of any Morrow Team or base.  You are the Lone Ranger of
  the Morrow Project; ride far, help all, and leave as quickly as you arrived.
  THE BOLTHOLE
  The problem that faced the Project with Team FS-1 was, where do you hide a Bolt Hole big enough
  to contain a CH-47 Chinook helicopter.  They solved that problem like they did all the others
  facing them.  They used grain elevators and folding propellers.  Two adjoining grain elevators were
  used as the basis for the bolt hole.  The bole hole was below, grain storage on top.  The elevators
  were placed on a Project Farm in Kansas and filled with grain.  Unfortunately because of ‘faulty
  construction’ the elevators collapsed and fell over within one year and were never rebuilt, just left
  in a pile of rubble.
  There are actually two levels to the Bolt Hole for FS-1.  The upper level holds the equipment and
  the lower level the personnel tubes.  Other than that it is the basic ‘hole.’
  Briefly, the “hole” consists of a buried room constructed of steel and reinforced concrete.  It is
  designed to be airtight and reasonably blast proof.  It is also shielded from lethal radiation.
  While the occupants are in stasis the hole is filled with an inert gas at slight overpressure.  This has
  the dual function of keeping foreign gasses out and preserving the equipment inside the hole from
  the normal wear and tear of time; things do not rust in a Project bolt hole.  Part of the hole’s
  integral equipment is an ‘idiot box' computer.  This computer is responsible for maintaining the gas
  pressure, monitoring the hibernating team and awakening them either upon receipt of the recall
  signal or in the event of an emergency.  For the most part the idiot box just sits and waits.
  When the ‘activate’ signal is received the computer evacuates the inert gas and fills the chamber
  with a pre-bottled atmosphere mixture.  It then activates the ‘awake procedure’ in the freeze tubes.
  When this procedure is complete the computer shuts down and cannot be reactivated.  All team
  personnel are aware of these facts.
  The hole itself contains the team’s freeze tubes, a vehicle (if any) and a large table.  It also includes
  the periscope package which consist of a periscope designed to view the immediate area above the
  hole, equipment to monitor the levels of radiation I the area and the presence of chemical or
  
  biological hazards.  A radio antenna completes the periscope package.  This equipment cannot be
  moved from the hole and the team knows it.
  The hole has three exits, two for emergency use by the team and the primary exit for the team and
  vehicle.  All are designed to be blat proof and difficult to detect by casual outside observation.  The
  two emergency exits are cofferdammed with sand, which must be removed before the exits can be
  used.  One of the cabinets in the hole contains the tools necessary to do this.  The primary exit is
  equipped with hydraulic rams to open the large door.
  It should be noted that the bolt hole is not designed for habitation.  There are no beds, no food other
  than the emergency supplies, no water source and no latrine arrangements.  It is designed to be
  abandoned.
  TEAM VEHICLES
  The Team is equipped with a completely nonstandard set of vehicles.  First are the HAAM suits.
  There are three suits, one for each operator.  The command team is equipped with an Airscout, and
  the Support team with a CH-47 Chinook helicopter.  The CH-47 has been modified to fusion power
  like the other vehicles of the project.  During transport the HAAM suits can be loaded into the CH-
  47 along with the Airscout.  The HAAM suits can also be sling loaded below the CH-47 for
  insertion extraction with special harnesses.
  TEAM CACHES
  Flying Squad 1 has no idea how many caches it has or where they are.  When they are in need of
  resupply, they transmit a special code through their radio and information on the closest supply
  cache in their area is sent to the AutoNav.  There is at least one cache in each state with the bigger
  states having more, the smaller states having fewer.  Most Caches will be within 2 days travel for
  the Team.
  PD NOTE: If the team loses their AutoNavs or radios they will be unable to
  find any of their caches.  Any Morrow Project radio and AutoNav will work,
  but they need the code.
  All of the caches will contain the basics of ammunition for team weapons, replacement clothes and
  personal equipment, and small comfort items.  They will also contain repair parts for the HAAM
  suits (spare joints, wires, vision screens, electronics modules etc.) and spares for the helicopters.
  Give the team a 50% chance of finding the parts that they need in each cache they visit.
  Remember, once they open the cache they will have to take everything that is in it.  The Chinook
  can probably carry one complete cache in addition to everything else the team owns, but no more.
  In this module the caches have been hidden across the entire United States with the exception of
  Hawaii.  They are buried under USGS Benchmarks, hidden under roads, beneath statues, in parking
  garages, and anywhere else you can think of.  At the cache locations, there will be a stainless steel
  data plate attached to a post, wall, rock etc.  This will give the team’s number and the exact
  location of the cache, usually quite near the data plate.  The true nature of the data plate will be
  
  disguises from casual observers.  This is done by putting the plate under other, more usual plates
  such as power company warnings, statue titles etc. or by disguising the meaning of the plate by
  listing the information in such a way that only someone who is looking for a cache will understand
  it.
  Entrance to the cache is of course gained by way of a stainless steel hatch assembly on top of the
  cache.  Next to the hatch there is a card slot.  Insertion of an MPID will allow the hatch to be
  operated.  If this is not done or if the team has somehow managed to lose all of their cards, They
  will have to blast the door open (with possibly disastrous results).
  The cache itself is usually a cube; 2 meters in all dimensions make of reinforced concrete and steel.
  However, but to the nature of supplies for FS-1 the caches may vary in shape or size depending on
  the available space or contents.  In any event the cache had no window, no power source, no lights;
  it is just a hole in the ground for storage.
  THE AREA: TERRAIN AND ENVIRONMENT
  This module takes place almost entirely in the Texas Panhandle.  The Team first has to make it’s
  way from Kansas to the Panhandle of Texas.  Plan on the Team spending one night outside before
  arriving in the Panhandle.
  The terrain within and surrounding the Panhandle of Texas is still much as it was before the war.
  Rugged high plains with deep creek beds (mostly dry except when it rains) and low hills.  There are
  no trees to speak of, the lack of water and presence of nearly constant wind preclude it.  The
  predominant vegetation is Buffalo Grass (an indigenous prairie grass), Tumbleweeds and Sage.  It
  takes 20 acres of Texas Panhandle to support one cow and her calf with natural vegetation to graze
  on.  There isn’t anywhere within the Panhandle that a person on foot or horseback cannot travel.
  Someone with a wagon would make a lot of detours going cross-country.  All of the towns are still
  connected by roads, but they are no longer paved, just packed dirt.  They generally follow the
  course of the current highways.
  The summers are very hot and dry in this part of the country and the winters cold and windy.
  When it does rain in comes down in buckets and is usually accompanied by extensive lightning
  storms.  This is also part of Tornado alley and during the late summer storms often breed
  tornadoes.
  Natural wildlife has made a great comeback since the war.  It includes Prong Horned Antelope,
  Prairie Dogs, Snakes, Tarantulas, Scorpions, Buffalo, Deer, Coyotes, Pheasant, and other wild
  animals.
  Life in the Panhandle has gone full cycle, gone are the recently constructed buildings and houses of
  the last 40 years or so prior to the war.  They simply weren’t built strongly enough.  Most of the
  towns have shrunk back in size to the original downtown areas built in the first half of the 20th
  Century.  At the most there will be the buildings surrounding the town square and another row
  behind those, or two or three streets in those towns without squares.  Figure on a maximum of 100
  buildings in the bigger towns (Borger, Pampa, Dumas, and Dalhart).
  
  Although the refineries still produce some refined fuel, most of the vehicles have fallen on disrepair
  due to lack of spare parts.  Horses and wagons have returned as a primary means of transportation
  throughout the panhandle.  Refined fuel is still used for lighting (kerosene lamps), heating (fuel oil)
  and fuel for the few remaining vehicles (fuel oil).  Most towns will still have one old automobile
  that works, sort of.  It is normally used only in emergencies and then doesn’t move very fast or
  quietly.  Normally the farms will still have one old John Deer or International Harvester Tractor
  still running.
  The economy has returned to a barter system, although real silver and gold are accepted most
  places.  Most trade is between towns within and surrounding the Panhandle, traders from outside
  are rare (most fall prey to the Guards before reaching the towns).
  THE PEOPLE OF THE LAND
  The entire population of the Panhandle has topped at about 5000 people at this time.  Lack of
  medicines and in increased infant mortality rate have served to bring the population down to this
  level.  Those that live in the towns are well off as compared to their counterparts outside of the
  towns.  In town the police keep the peace and generally let the people go about their business.
  Outside town the Guards rule with an iron hand.  Taking almost everything from the farmers and
  ranchers to trade with the towns for what they need.
  There has been very little fighting among the people since the Police and Guards took over running
  things.  There is the occasional fight between individuals, sometimes resulting in death, but that is
  about it.  The real threat is the Guards themselves.
  People within the towns will be receptive to strangers and eager for news of the outside world.
  They will readily trade with anyone and treat him or her fairly.  They are simple good folk.  The
  people of Borger will know of Team G-76 and tell the team that they were last seen a week ago
  before leaving town.
  The people who live outside town will be very wary of strangers, especially those with guns,
  because of the practices of the Guards.  If approached by the team they will claim they have
  nothing to take, the crops aren’t in and the cows are too young still.  They will know nothing of
  Team G-76 and will talk little of the Guards out of fear.
  Borger
  Population: 200
  Buildings: 25
  Resource: refining of oil
  The refinery still works, actually a small part of it still works.  Borger is still able to produce small
  quantities of low-grade kerosene on a continuing basis.  The Chief of Police patrols on horseback
  and still has the ceremonial sidearm of his office, a Glock semi-automatic in 9mm.  He has
  reverently maintained this sidearm and carries it everyday, but has no ammunition for it.
  
  Dumas
  Population: 100
  Buildings: 15
  Resource: trading
  Dumas has become the crossroads of the western panhandle, it is here that goods are brought to be
  sold to wandering traders.  The Chief of Police patrols on horseback and carries a Remington 870
  police shotgun, he normally has 10-20 rounds of reloaded ammunition for it and knows how to use
  it.
  Dalhart
  Population: 75
  Buildings: 40
  Resource:  Blacksmith
  Dalhart is a small town that supports itself through small blacksmith shops.  Most of what is made
  is sold to the farmers and ranchers.  There are 10 blacksmiths in town and they can produce any
  simple metal item (nails, hinges, hooks, etc.).  The Chief of Police patols on horseback, but has a
  working pickup truck that is used in emergencies, it is powered by kerosene traded from Borger
  when travel is safe.
  Pampa
  Population: 200
  Buildings: 100
  Resource:  Ostriches
  Pampa is both a town and a ranch.  They specialize in the raising and selling of Ostriches.  The
  Chief of Police patrols on horseback and carries a .44 black powder revolver that he has supplies
  for.
  Stratford
  Population: 75, under the control of the Guards
  Buildings: 25
  Resources: None
  Stratford was the first town taken over by the Guards as it is the closest to their base.  The people
  do nothing but work for the Guards, anything of use or value was taken to the Guard Base.  The
  people of Stratford will be afraid of the Team and try not to talk to them.  There will always be 5 or
  so Guards in town.
  Texline: Population 25
  Boy’s Ranch: Population 100
  The rest of the population lives in small isolated farmhouses and ranches with about 20 people
  living at each.
  ROADS
  Generally the paved roads of the 20th Century are gone, some of the bridges remain, but the roads
  are now just packed dirt for the most part.  They do follow the route of the old highways though.
  
  People refer to the roads by their destination, consequently each road is known by two names, one
  on each end.
  Most of the bridges will not support a HAAM suit.  If a player attempts to cross a bridge in an
  HAAM suit give them an 85% chance of falling through.
  MISSION
  THE GUARDS
  Colonel Cole is the current Commander of the Guards.  Promotion to Commander is through single
  combat resulting in the death of the loser.  He has been the Commander for one year and has no
  intention of giving it up.  Guards who even appear to think of challenging him are normally lost on
  supply patrols.  He trusts no one except his personal bodyguards who are completely loyal to him.
  His bodyguards will never be more than 10 feet from him. These guards are armed with M92s, M4
  Carbines w/M203's, and several hand grenades.  The Colonel is armed with and M10 recently
  liberated from G-76.
  
  EQUIPMENT OF THE GUARDS
  PERSONNEL
  100 Combatants
  15 Noncombatant support personnel
  VEHICLES
  2 Mobile M1A1
  2 Immobile M1A1 Turrets at main base
  9 M3 Cavalry Fighting Vehicles
  5 Jeeps
  1 2 ½ ton truck
  WEAPONS
  60 M4 Carbines
  20 M92 Pistols
  20 Assorted large bore sporting rifles
  10 Pump shotguns
  5 M-249 Squad Automatic Weapons
  AMMUNITION
  3000 rds 5.56
  1000 rds 9mm
  500 rds 30.06
  250 rds .30/30
  250 rds .30 Carbine
  2000 rds 12 Gauge OO buck
  1000 rds 7.62 Linked
  NOTE:All of the above ammunition is
  reloaded, subtract 2 E-Factors to compensate.
  MISCELLANIOUS
  1 Large Alcohol Still
  2 Week supply of food for the entire unit
  CAPTURED FROM G-76
  1 Motorcycle
  1 M-47 Dragon
  1 M202A1
  2 M4 Carbines
  5 M4 Carbines w/M203
  3 M21
  2 Atchisson
  6 Ml0
  2 Ml0A
  2 M249 Squad Automatic Weapons
  2 M2HB
  1 MAG-58
  18 M92 Berettas
  2 M27-3¼
  2 HK-69A1
  45 rounds of assorted 40mm ammunition
  1 M-47 Rocket
  1 M202A1 Clip
  2 Armbrust 300
  27 rds 20mm HEI
  210rds 12.7mm
  50rds 12 Gauge
  259rds 9mm
  1000rds  .357
  1200rds 7.62 Linked
  500rds 7.62
  450 rds 5.56mm
  27 M26A1
  5 M34 WP
  8 AN-M8 HC Smoke
  3 M7A3 CS
  5 AN-Ml4, TH3 Thermite
  10 Basic Packs
  18 Prs. Coveralls
  18 Prs. Boots
  19 KCB-70
  20 Ml7Al
  17 Ml CBR Kits
  18 AN/PRC-68
  1 AN/PRC-70
  1 AN/PVS-5
  15 Personal Medkits
  1 Surgical Kit
  1 Large Medkit
  PD NOTE: The Guards do not understand the equipment in bold.  They can
  use the weapons due to the picture instructions printed on the sides of them,
  but will do so poorly.  The Medkits and CBR units are completely a mystery
  to them.
  
  MEETING THE GUARDS
  FS-1 should follow their AutoNav to the emergency beacon.  Here they will find the remains of G-
  76.  There will be no one alive, but the evidence of what went on will be all too evident to FS-1.
  They will find the burned hulks of both of G-76’s V-150s and 35 bodies in an advanced state of
  decay.  If the team checks, 18 of the bodies will be Morrow employees, the others are Guards.
  There is, however, nothing else (except the emergency beacon buried beneath the V-150 w/20mm
  hull).  Everything was carried off by the Guards: cartridge casings, clothing, personal effects,
  everything.  If the team looks they will see vehicle tracks leading off in the direction of Cactus.
  About halfway to Cactus the team will discover an M3 that was left behind because of mechanical
  problems.  The M3 is once again under way and will attack the choppers on sight with all small
  arms available.
  M3:  Equipment: 20 man days of rations, four 5-gallon cans of water, tool roll, six wool blankets,
  folding highway map of Texas and New Mexico, and a handheld HAM radio.
  Private Clint Vaben (Driver): STR/CON: 12; DEX/ACC: 13; SP/EP: 244; Equipment: one M10,
  three 30 round magazines.
  Sergeant Marc Bailey (Vehicle Commander/Gunner): STR/CON: 8; DEX/ACC: 13; SP/EP:
  172, Equipment: M92 Beretta pistol w/3 13 round magazines.
  Corporal Samuel Hardin (Scout): STR/CON: 16; DEX/ACC: 9; SP/EP: 236; Equipment: M4
  Carbine Rifle w/5 30 round magazines.
  Private Victor Kawolski (Scout): STR/CON: 10; DEX/ACC: 10; SP/EP: 200; Equipment: M4
  Carbine rifle w/5 30 round magazines.
  The Guards will get off a radio message about FS-1 to Base Camp before being defeated or
  escaping. If Private Vaben is captured he will be a wealth of information.  He thinks that Colonel
  Cole hates him and is out to get him.  He used to be a Sergeant and was demoted for cowardice
  (correctly).  He will offer to join the Team and if accepted will tell them anything they want to
  know about the Base Camp.  If one of the other members is captured they will give information
  leading the team into an ambush by the entire Guard force.  If Vaben and another are captured and
  argument will ensue and FS-1 will have to decide who, if anyone, to believe.
  If the team continues on to Cactus they will encounter two scout teams that were left behind to look
  for Morrow stragglers.  They do not have a radio and will not know of the previous encounter.  The
  Guards will have lookouts posted and have a 95% chance of detecting the team’s approach during
  daylight and a 25% chance during hours of darkness.  If the team is travelling with white lights
  during the hours of darkness, there is an 85% chance of being spotted.  If the team is spotted
  approaching Cactus, the Guards will prepare an ambush in the classic ‘L’ shape.
  
  Team 1:
  M3:  Equipment: 20 man days of rations, four 5-gallon cans of water, tool roll, six wool blankets,
  folding highway map of Texas and New Mexico
  Driver: STR/CON: 12; DEX/ACC: 13; SP/EP: 244; Equipment: M10, three 30 round magazines.
  Vehicle Commander: STR/CON: 8; DEX/ACC: 13; SP/EP: 172,Equipment: M-92 w/3 13 round
  magazines.
  Scout: STR/CON: 16; DEX/ACC: 9; SP/EP: 236; Equipment: M4 Carbine w/10 30 round
  magazines.
  Scout: STR/CON: 10; DEX/ACC: 10; SP/EP: 200; Equipment: M4 Carbine w/M203 rifle w/5 30
  round magazines and 10 rounds HEDP.
  Team 2:
  M3:  Equipment: 20 man days of rations, four 5-gallon cans of water, tool roll, six wool blankets,
  folding highway map of Texas and New Mexico
  Driver: STR/CON: 12; DEX/ACC: 13; SP/EP: 244; Equipment: M10, three 30 round magazines.
  Vehicle Commander: STR/CON: 8; DEX/ACC: 13; SP/EP: 172, Equipment: M27-3¼ w/30
  rounds.
  Scout: STR/CON: 16; DEX/ACC: 9; SP/EP: 236; Equipment: Atchisson w/5 30 round magazines.
  Scout: STR/CON: 10; DEX/ACC: 10; SP/EP: 200; Equipment: M4 Carbine w/5 30 round
  magazines, one ARMBRUST.
  If the team defeats or captures the scout teams they will have the opportunity to gain valuable
  intelligence.  If they capture one of the Guards they can interrogate him.  The prisoner/prisoners
  will not reveal any information.  If the team inspects the Guard equipment and vehicles they will
  gain the following information:
  1. Half of the weapons are Morrow Project issue.
  2. The vehicles have bumper numbers from the 49th Armored Division.
  3. Written on the side of the driver’s compartment in one of the M3s are some directions.  If they
  are noticed and followed they will lead FS-1 to Base Camp.  FS-1 has a 25% chance of finding
  these if there are no engine hits on the M113s.
  Hopefully the team will discover the location of the Guard Base Camp.  If not, allow them to track
  the Guards with help from the locals along the way.
  
  DESCRIPTION OF BASE CAMP
  GENERAL:  The base camp is situated on a small cliff side South of Stratford.  The walls are of a
  uniform 3-foot thickness of rock and mortar.  The camp is supplied water through a well dug within
  the walls.  The entire area around the base camp has been cleared of vegetation to a distance of 500
  meters.  Lone sentries armed with M4s normally patrol the walls.  Unless the Guards are out on a
  supply mission they will all be within the camp.
  1. This building is a combination stables/barracks.  The lower story is used for motor stables and
  the upper story houses most of the soldiers.
  2. This is the most varied building in the camp; it is a conglomeration of many shops.  Included
  within its walls are an alcohol still, metal forge, wood shop, metal shop, reloading facilities,
  gunsmith shop and many other smaller areas.
  3. This is the food stores building, inside are bales, barrels, baskets and every other sort of
  container all filled with foodstuffs.
  4. This is the strongest building in the camp; it was designed as a final redoubt and magazine.
  Inside are stored all the ammunition not issued out and all spare arms.  The walls are a uniform
  6-foot thickness of rock.
  5. This large building houses Colonel Cole, the Commander.  The only building stronger than this
  one within the walls is the redoubt.  Two tunnels attach the house to other areas.  One tunnel
  leads to the redoubt and the other leads out of the walls to the cliff face.  The Colonel has with
  him at all times, three bodyguards.  These guards are armed with M92s, M4 Carbines
  w/M203's, and several hand grenades.
  6. This structure is a guard tower that is manned 24 hours per day and is equipped with 2 M249
  Squad Automatic Weapons.
  7. These two gate towers are also manned 24 hours per day and armed with an M2HB each.
  8. These two positions make the camp a tough nut indeed each of them is a permanently hull-
  down M60Al tank.  The Turrets of these vehicles are fully functional on manual backups;
  therefore night fighting will limit their firing to what they can see by starlight or from muzzle
  flash.
  NOTE:  All of the buildings in the camp, except the stables, are built above an 8-foot basement.
  The floors within the camp WILL NOT support a HAAM suit.  If a player in HAAM suit enters the
  building he/she will hall through to the floor.  The character will have 3 options of getting out of
  the basement: aerial extraction, digging a ramp, or getting out of the HAAM suit and walking up
  the stairs.
  
  FIRST PLATOON:
  M3
  M3
  M3
  TC M4 Carbine
  TC M4 Carbine
  TC M4 Carbine
  DRVR M92
  DRVR M92
  DRVR M92
  M249 SAW
  M21
  M4 Carbine
  M4 Carbine
  M4 Carbine
  M4 Carbine
  M4 Carbine
  M4 Carbine
  M4 Carbine
  SECOND PLATOON:
  M3
  M3
  M3
  TC Ml0
  TC Ml0
  TC Ml0A
  DRVR M92
  DRVR M92
  DRVR M92
  M249 SAW
  M21
  M4 Carbine
  M4 Carbine
  M4 Carbine
  M4 Carbine
  M4 Carbine
  M4 Carbine
  M4 Carbine
  TANK PLATOON
  M1A2 MBT
  M1A2 MBT
  Jeep w/SAW
  Jeep w/SAW
  DRVR M92
  DRVR M92
  DRVR M203
  DRVR M203
  LDR M92
  LDR M92
  TC ATCHISSON
  TC ATCHISSON
  GNR M92
  GNR M92
  GNR M92
  GNR M92
  TC M92
  TC M92
  The rest of the forces either run the main base or work in the immobile turrets guarding it
  
  HAAM SUIT OPERATOR WEAPONS LOAD
  BASIC LOAD HAAM OPERATOR #1  Wt. 17.354 kg
  1 UZI Submachinegun, 32rd mag, Selective-fire, E=9, 12 mags,
  Short burst=4rds, medium burst=8rds, Long burst~l2rds.
  ********-********-********-********-********-********
  ********-********-********-********-********-********
  1 M 29-6½ Revolver, 6rd cylinder, Double Action, 24rds.
  ******-******-******
  M26A1 Fragmentation Grenade (4) *-*-*-*-
  M34WP Grenade (4.) *-*-*-*-
  1 20min Rifle, Selective-fire, 20rd mag, E=57(HEI), E=63(API), 3 mags.
  ********************-********************-********************
  
  HAAM SUIT OPERATOR WEAPONS LOAD
  BASIC LOAD HAAM OPERATOR #2 wt. l6.254 kg
  1 M79 Grenade Launcher, Single shot, E=Dependent on ammunition.
  36rds.
  M433 HEDP (11)
  *-*-*-*-*-*-*-*-*-*-*-
  M651 CS Gas (5)
  *-*-*-*-*-
  M576E2 Multiple Projectile (10)
  *-*-*-*-*-*-*-*-*-*-
  M583 White Parachute Flares (5)
  *-*-*-*-*-
  Stunbag (5)
  *-*-*-*-*-
  1 M 29-6½ Revolver, 6rd cylinder, Double Action, 24rds.
  ******-******-******
  M6 CNDM Gas Grenade (4) *-*-*-*-
  1 20m Rifle, Selective-fire. 20rd mag, E=57(HEI). E-63 (API), 3 mags.
  ********************---********************-********************
  
  CH-447 CHINOOK HELICOPTER
  CREW:
             4
  LENGTH:
   30.18m
  ROTOR DIAMETER:
   18.29m
  HEIGHT:
     5.68m
  WEIGHT (EMPTY):
  9,599kg
  WEIGHT (MAX TAKE OFF)         20,865kg
  LANDING GEAR:
          retractable wheels
  MAX. SPEED:
           267km/hr
  CRUISING SPEED:
   346kph
  RANGE:
             2,142km
  The Chinook is an unarmed transport
  helicopter designed for moving heavy loads:
  note that it can carry its own weight.  It is a
  very large, twin rotor helicopter.  The
  dimensions for the helicopter given above
  largely reflect the rotor area of the helicopter,
  but the body of the aircraft is not too much
  smaller.  A true helicopter, the CH-47 can lift
  off and land vertically provided there is
  sufficient clear space to do so.
  The helicopter can carry loads or passengers
  within its body.  The back of the body is a
  door, which can be lowered to form a ramp to
  the ground.  The Chinook is also equipped
  with a winch/loadpoint in the center of the
  bottom of the body.  This allows the
  helicopter to carry loads externally, slung
  beneath the helicopter in flight.  The
  helicopter’s ability to hover makes the
  loading of such external loads possible.  This
  is also a useful rescue feature.
  The helicopter has a fusion power plant and
  the range figure given is based on
  maintenance and crew rest.
  EQUIPMENT:
  AN/PVS-5 (3)
  LASER RANGE FINDER
  AUTO-NAV
  AN/PRC-70
  RADIO DIRECTION FINDER
  SHOVEL
  AX
  SLEDGEHAMMER
  MACHETE
  50m llmm ROPE
  3 FIRE EXTINGUISHERS
  TOOL KIT
  TRIPOD (2)
  RATION PACK (4)
  TRADE KIT (2)
  AN/PPS-15A
  M21 RIFLE w/12 mags
  M26A1 (1 CASE)
  M73A3 CS (1 CASE)
  M34 WP (1 CASE)
  M183 (1)
  M2A1 (10)
  Ml TIMERS (2)
  PRIMER CORD (1 ROLL)
  M18A1
  ARMBRUST 300 (4)
  M56A1 20mm HEI (2 CASES)
  T221E3 20mm API (2 CASES)
  9mm (3 CASES)
  5.56mm (1 CASE)
  .44 Mag (1 CASE)
  12 Ga. Mag (1 CASE)
  .357 Mag (1 CASE)
  M433 40mm HEDP (1 CASE)
  M576E2 Multiple Projectile (1 CASE)
  HAAM Suit Slings (4)
  
  NEW EQUIPMENT
  M4 CARBINE
  Nationality: U.S.
  Weapon Type: Assault Rifle
  Caliber: 5.56 x 45 mm (.223 Remington)
  Muzzle Velocity: 2760 fps
  Length (Extended): 83.80 cm
         (Collapsed): 75.70 cm
  Weight: 2.68 kg
  Type of Fire: Selective: Single shot or 3 round burst
  Feed Device: 20, 30 or 40 round magazine
  Magazine Weight: 20: 0.30 kg, 30: 0.45 kg, 40: 0.74
  kg
  Load Time: 3 seconds
  RANGE   PB
  C(9+)
  M(12+) L(14+) Ex(18+)
    2 m
  50 m
  140 m
  275 m
  325 m.
  Damage:  +2
  +2
  +1
  -
  -
  Penetration: 12
  Recoil: -1
  Failure: 12+ (10+ in bad conditions without
  maintenance)
  BERETTA M92S
  Nationality: Italian
  Weapon Type: Automatic Pistol
  Caliber: 9 x 19 mm (9 mm Para)
  Muzzle Velocity: 1155 fps
  Length: 21.60 cm
  Weight: 0.95 kg
  Type of Fire: Double Action Semi-automatic
  Feed Device: 15 round magazine
  Magazine Weight: 0.20 kg
  Load Time: 3 seconds
  RANGE:  PB
  C(9+)
  M(12+) L(14+) Ex(18+)
     2 m
  10 m
  20 m
  50 m
  90 m.
  Damage :  +1
  +1
  -
  -
  -1
  Penetration: 8
  Recoil: -
  Failure: -
  M249 Squad Automatic Weapon
  Nationality: U.S.
  Weapon Type: Squad Automatic Weapon
  Caliber: 5.56 x 45 mm (.223 Remington)
  Muzzle Velocity: 2940 fps
  Length: 101 cm
  Weight: 6.50 kg
  Type of Fire: Full automatic
  Feed Device: 200 round belt in box or M16 magazines
  Feed Device Weight: 2.70 kg/ 200 rounds
  Load Time: 1 CRs
  RANGE:  PB
  C(9+)
  M(12+) L(14+) Ex(18+)
  Hand Held:2 m
  80 m
  150 m
  300 m
  500 m.
  W/ Bipod:  2 m
  100 m
  300 m
  550 m
  1000 m.
  Damage:   +2
  +1
  -
  -
  -
  Penetration: 13
  Recoil: -
  Failure: 12+ when firing magazines
  
  HAAM SUIT COMBAT SYSTEM
  HAAM SUIT HIT LOCATION CHART
  1-5
  HEAD
  NOTE 1
  6
  NECK
  NOTE 2
  7
  R. HAND
  NOTE 3
  8
  R. WRIST
  NOTE 4
  9-10
  R. LOWER ARM
  11
  R. ELBOW
  NOTE 4
  12-13
  R. UPPER ARM
  14
  R. SHOULDER JOINT
  NOTE 4
  15
  L. HAND
  NOTE 3
  16
  L. WRIST
  NOTE 4
  17-18
  L. LOWER ARM
  19
  L. ELBOW
  NOTE 4
  20-21
  L. UPPER ARM
  22
  L. SHOULDER JOINT
  NOTE 4
  23-26
  R. FOOT
  NOTE 5
  27
  R. ANKLE
  NOTE 4
  28-32
  R. CALF
  33
  R. KNEE
  NOTE 4
  34-41
  R. THIGH
  42
  R. HIP JOINT
  NOTE
  43-46
  L. FOOT
  NOTE 5
  47
  L. ANKLE
  NOTE 4
  48-52
  L. CALF
  53
  L. KNEE
  NOTE 4
  54-61
  L. THIGH
  62
  L. HIP JOINT
  NOTE 4
  63-71
  TORSO AREA 4
  72-80
  TORSO AREA 3
  NOTE 6
  81-90
  TORSO AREA 2
  NOTE 6
  91-100
  TORSO AREA 1
  NOTE 6
  NOTES:
  1. If front of head is hit roll ldl00 for
  percentage of screen damaged.
  2. If a jam of the neck results the suit is
  stuck" shut.  PC must be cut out with a
  laser.  See note 4 for jam percentages.
  3. If the hand is hit there is a 50% chance of
  hitting the fingers. If the fingers are hit
  there is a chance 1-5 fingers will be
  locked in their current position.  See note
  4 for jam percentages.
  4. If a joint is hit there is a chance that the
  joint will be jammed.  The percentage
  chance of a jam is equal to the DPW.  If a
  joint is jammed there is a percentage
  chance of puncture equal to 50% of the
  jam percentage.
  5. If the foot is jammed the foot remains in
  its present position.  See note 4 for jam
  procedures.
  6. If the torso is hit from the rear there is a
  70% chance of a meltdown of the fusion
  pack.  Otherwise the computer is
  damaged and the suit will not function.
  
  NOTES ON THE HAAM SUIT
  MAINTENANCE: The HAAM suit is a very complicated and precise piece of equipment.  For
  every four (4) hours of wear there is a required one (1) hour of maintenance.  This maintenance
  encompasses polishing of the faceplate, cleaning of the articulated joints, and checking the overall
  mechanism for proper operation.  A failure to perform this maintenance will cause a cumulative 5~
  per hour chance of mechanical failure.  To determine the exact nature of the failure, roll on the hit
  location chart using the result as the area of the malfunction.
  SELF-SURVIVAL SYSTEM: The self-survival system built into the suit will function on varying
  degrees of sensitivity.  At full sensitivity the suit will move out of the way of any object
  approaching closer than three (3) feet. At setting one the suit will move out of the way of any
  object greater than 1 oz.  The second setting will move the suit out of the way of any PROJECTILE
  that approaches within five (5) feet of the suit.  The third setting will move the suit out of the path
  of any projectile massing 1 oz. or greater.  The operator may change these settings at any time from
  inside the suit.  A computer may also be used to change these settings with the same restrictions as
  taking control of the suit from an external source.
  CROSS-COUNTRY MOBILITY: Remember a HAAM suit weighs 907kg (20171bs).  All of this
  weight is supported on the surface area of approximately 90cm2 (144in2); which equates to
  10.07kg/cm2 (l4lbs/in2) which is a lot of ground pressure.  Soft ground or weak floors will not hold
  this kind of weight.  An attempt to move cross-country in soft soil will result in a loss of speed at
  best and the sinking of all or some of the HAAM suit at worst.
  
  MAP OF BASE CAMP
  1
  2
  3
  4
  5
  6
  7
  8
  8
  8
  
  DESIGNERS NOTES:
  1. I tried to balance the power of the HAAM suit with the vulnerability of a
  precise piece of equipment.  I think joint jams will make things interesting
  for the players.
  2. This was written (originally) several (lots of) years ago.  It started with a
  setting in a city as the idea.  By the time the first play test came it was special
  HAAM suits for underwater work and a riverine setting.  I’ve still got the
  pictures of the boat, but none of the write up on it.  Then it changed into
  basically what it is now, but set in another part of the country.  I had it
  further south in Texas and New Mexico, but that would interfere with a
  campaign that has made use of Operation Lonestar.  So, if you wondered
  how I got the title, it is what the project started as and I decided not to
  change it because that is what I had come to know it as.
  3. I decided on the Texas Panhandle for the area because I lived there for 3
  years and have an idea what it is like, excellent tank county.
  4. I have left the description of the towns and main NPCs vague; I’m not a
  great creative writer and will leave most of that up to the PD.  I never really
  followed any of the modules that close anyway.
  5. If you like the adventure, let me know.  If you have ideas to improve it let me
  know, perhaps I’ll rewrite again some day.
  6. I have decided to send this module on as is.  I would like to add ‘combat’
  tables for the AirScout and Chinook, but I haven’t found the time to work
  some up.  If I do in the future I will update the module.
  
SOURCE: textdata/thevault/The Morrow Project/Unofficial/The Supply Bunker/Adventures/Terror in the Streets.pdf