PD Reference Informaton.   Posted by Project Director.Group: 0
Project Director
 GM, 27 posts
Fri 6 May 2016
at 18:26
PD Reference Informaton
Campaign History:

Background of the Puget Sound Area:

Seattle and the surrounding area was hit exceptionally hard by the war. Downtown Seattle, nearby Ft. Lewis and McChord AFB were all subject to nuclear strikes. In a completely unexpected strategic move within days the elite 83rd Separate Air Assault Brigade conducted a successful air assault into the Puget Sound area via Alaska, with follow-on ground and naval infantry forces arriving in the following weeks via container ships.

Those catastrophes were not the end of the problems, they were only the beginning. Within weeks of the attack survivors of the nuclear attacks began dying of a deadly illness that spread quickly, its origins and nature a mystery due to a complete collapse of medical infrastructure and a lack of records but fortunately it soon died out along with most of the survivors. Lastly, Mt. Rainier, an active volcano recognised before the war as presenting a potential threat surpassing that of the earlier Mt. St. Helens, began explosively erupting soon after the war. It would keep erupting intermittently for decades after the war, covering the entire area in a thick layer of volcanic ash that continues to severely hamper transportation, communications and agriculture throughout the area. 150 years later, Mt. Rainier is still active but eruptions have largely stopped. Mt. Baker, another active volcano, also erupted early in the 21st century, adding to the general environmental problems of the area.

Due to all these factors the rate of survival in the Puget Sound was far lower than most other areas. Over the last century and a half, industrial recovery has been almost nil in most areas and agriculture is mainly at a subsistence level at best. The population of the Puget Sound area has declined even further to an estimated 5-8,000 people remaining. The two main factions of survivors were the Soviets, descended from the Soviet invaders, and the Rebels, what remained of the American civilian population after the last surviving US military pulled out and all government completely collapsed. The Soviets were more technically advanced but culturally isolated while the more numerous Rebels were actively xenophobic, slavery was widespread and suffered a lack of internal unity. Other independent groups and communities (Viets, Gassers, Truckers, Bikers, Amerinds, etc.) eked out an existence on the periphery of the Sound by not taking sides in the low-level 150 year-old conflict between the Rebels and Soviets (although most warfare being waged was mainly the former on the latter).

Combined Group Seattle:

Using its 7ragmentary records a partially-activated Prime managed in March 2139 to send a recall code for the command team of Combined Group Seattle, the main Project unit in the area. Command UC-1C was successfully activated. After transmitting initial reports on the region and people living there UC-1C went dark.

After a year and a half of trying, Prime managed to activate one of CG Seattle's Specialty teams, PSYOPS QP-11 in the fall of 2140. After some investigation QP-11 determined that Command UC-1C had managed to make contact with the Rebels, who proved hostile. They then contacted the Soviets and aided them in the doomed defence of the town of Tukwila Collective Farm during a Rebel attack. UC-1C was wiped out but their bravery permitted most of the civilian population to escape. As a collateral effect almost the entire Neo-Nazi faction of the Rebels were wiped out in the battle by UC-1C and they ceased to be a significant political and social force in the Rebels thereafter.

QP-11, using its expertise in PSYOPS, leveraged the goodwill UC-1C had earned for the Project with the Soviets and their superficial resemblance to the "Green Berets", mythological heroes worshiped by the Rebels to bring the two sides together in a series of peace talks that ended hostilities in the two groups. Of great help were long-suppressed records of the Ponto Delgado Accords whereby Present Cheney and Premier Kryuchkov agreed to officially end the war in early 1990. Among other meaningless provisions, surviving Soviets in North America were to be repatriated back to the USSR but in the event this did not happen (obviously) they were granted immigrant status. While the USA and USSR were no longer functioning national entities at that point it provided the legal and historical pretext for ending an ongoing conflict 150 years later.

In time both sides recognised that both their survival in this harsh land required not only peace between them but active cooperation. After a few rogue elements among the Rebels were dealt with, including the Slaver-allied Night Riders and the neo-Nazi Brotherhood, the two communities now enjoy a steady if perhaps fragile new era of peace and cooperation.

The Morrow project established a base of operations in the rebuilt community of Tukwila Collective, which remains on the de facto boundary between Soviets in the south and Rebels to the north. Group logistics and maintenance facilities are in the process of being consolidated there. As well, various training programs for new Project recruits are being set up to fill vacancies and form new teams using prewar personnel as a cadre. Due to a need for manpower there has already been an intake of local recruits although full Project training will need to wait. For now, local expertise, knowledge and enthusiasm more than make up for the lack of formal Project training. The purpose of the expanded ranks is not to build an army but to rapidly expand services over a wider area.

After the cessation of hostilities, outside trade and local agriculture quickly picked up as the communities around Seattle could be swiftly connected to the Open Road trade network. The Soviets maintained some technical skills that proved valuable for maintaining and refurbishing vehicles while the Rebels' agricultural surplus could be turned into alcohol fuel for various travelers. Salvage throughout the Puget Sound is quite good. The rapid die-off after the war combined with a protective layer of ash and the Rebels' hunting down outsider scavengers means much salvage remains intact under the rubble. Due to this and the presence of Project expertise, Tukwila Collective is experiencing rapid growth, becoming an important regional economic and political hub. Tukwila is likely to be the site of the first Seattle City council after free elections are held in the summer.

In early winter 2140, Specialty QP-11 (PSYOPS) of Combined Group Seattle and the combined forces of Rebels and Soviets defeated two rogue Gypsy Trucker clans (the Vindicators and the Rape) plus Badges and mercenary forces in the pay of one of the powerful Slavers Guilds in their attempt to take over Puget Sound in early winter. Allied with the Project, Rebels and Soviets were the clan of Gypsy Truckers led by Slinger. In the process they assisted the Biker clan (the Tams MC) as the fortified clubhouse was under attack by the Vindicators from the east, attacking from Spokan. The Rape, the Badges (Oregon State Patrol) and Slaver mercenary forces being defeated to the south of Seattle.

Soon after, a Project source cultivated within the Western Slavers' Guild HQ in Taos ("Ray the Slaver") sent word that Slavers in Oregon had captured some Morrow Project personnel in California and sold them to a shadowy group known as the "Breeders". As well, locals captured by the Night Riders among the Rebels in the Puget Sound (before slavery was abolished) had been included in that lot, which was sent east to the Breeder base known as "Site W" in southern Idaho.

To effect a rescue, Prime was able to activate Frozen Watch FW-11 near Grant's Pass. They travelled through Klamath in Oregon (also the home of a relatively friendly and well-organised but small group laying claim to be the remnants of the legitimate Oregon State government and FEMA personnel). FW-11 proceeded to "Site W" in the rugged mountain terrain SE of the town of Pocatello. Site W proved to be a secret prewar hardened underground research facility. The team infiltrated the base and rescued all the prisoners, Project personnel and locals alike! Extraction was provided by two rebuilt Soviet helicopters (a Mil Mi-25E and Kamov Ka-35) stored at the Red community of Special Landing Area A (Sea-Tac Airport). FW-11 was instructed to stay in Boise while the rescued Project personnel and civilians were flown back to Washington.

Or at least that was the plan. The salvaged helicopters were rebuilt but still 150 years old and flying many hundreds of kilometres. This process was perhaps a little too rushed to get them ready for this mission and while they lasted the trip out, both suffered mechanical failure one after the other although luckily both managed to land safely. The Kamov lasted all the way to the eastern approaches to Snoqualmie Pass. Its passengers walked the rest of the way home, although along the way at the western end of an old abandoned rail tunnel under the pass a long-range reconnaissance team sent by the Warriors of Krell to spy on the Puget Sound area was discovered and eliminated.

From documents found at the camp it seemed the Krell were looking for something in particular in the Pacific Northwest but it wasn't determined what that was. It was rare to find Krell outside of the midwest but when they were found they were inevitably looking for Morrow Project boltholes, caches and installations to raid or else other valuable prewar artefacts.

It is now early spring, February, 2141. The last remnants of the snows still covers the ground. Word has come that the group called "Whale Worshipers" have discovered some kind of pre-war installation of the coast of the Olympic Peninsula. Prime believes this might be what the Krell team were looking for. A RECON team is dispatched to survey it and determine its nature, see if anything there is useful or presents further dangers.
Project Director
 GM, 62 posts
Mon 16 May 2016
at 06:35
PD Reference Informaton
Although the standard Morrow Project Bolt Hole has been described before,
a very detailed description will be given here.

The standard storage and freezing facility used by the Morrow Project, bolt
holes are, as a rule, the same throughout the Project and differ only in size--the
more members in the Team or the more vehicles they are issued, the bigger the
bolt hole will be. It is basically just a buried room, designed to be completely
self-contained, air tight, reasonably blast proof and protect the occupants against
radiation exposure. The bolt hole is made steel-reinforced concrete, 30cm thick
in the walls and ceiling and 1.5 meters thick in the floor (all of the complex maze of
wires, tubing, pipes and gas canisters necessary for the operation of the bolt hole
equipment are buried in the thick concrete floor).

The "hole" itself contains the Team's freeze tubes, a built-in computer,
vehicle, two wall lockers of emergency supplies and tools, and a large metal "picnic
table" for use by the Team (cleaning and oiling of weapons, planning of travel
routes, etc.). There is also a periscope in the bolt hole, which is lifted up through
the earth cover above the bolt hole hydraulically. The periscope is designed to view
the immediate area above the 'hole and is equipped with gear to monitor the levels
of radiation in the area as well as the presence of any chemical or biological
hazards. A radio antenna completes the periscope package, and is designed to be.
hooked to a AN/PRC-70 radio (there are usually two in every MPV). The antenna allows the
Team to contact Prime Base after wakeup, as well as permitting contact
with other MP teams in the immediate area. The antenna contact point is located
on the wall near the vehicle.

Every standard bolt hole in the Morrow Project has two wall lockers which
contain escape tools and emergency supplies. These items are all set up and ready
for use--the Ration Pack is complete, the batteries in the Medkit are being charged
as the Team wakes up, the tools are hanging on pegs. This
permits the Team to grab the equipment on the run when making a rapid exit in the
event of an emergency, such as the bolt hole filling with water. (Preferably, the Team
should try to drag along their clothes and web gear, if not their rucks.) This equipment is
in addition to the vehicle and personal stores and can be added to the Team's stores
after vacating the bolthole.

(near Personnel Exit)
1 Ration Pack (feeds 4 people for 15 days)
1 Large Medkit (batteries in charging socket)

(near Emergency Exit)
4 Shovels
1 Axe, two handed
2 Picks
2 Crowbars
1 Collapsible metal pole with a socket to accept a bayonet


These lockers were originally also stocked with an HP-35 pistol and ammunition. But
there was deemed little value in this as waking personnel had their personal sidearms much
closely available in their cryotube lockers. All this did was put a weapon close to where
someone might breach the bolthole ensuring that if they weren't armed prior to doing this,
they would be soon after. Consequently, many such weapons were removed. All supplies and
tools were from vehicle and team stores and are to be collected upon vacating the bolthole.

The hole has three exits; all three are designed to be blastproof and difficult
to detect by casual outside observation. All MP members are aware of how the
exits are set up and how they operate, as they were required to practice at least one
"wake-up drill" in the Bolt Hole Simulator at the Morrow Training Facility. The three
exits are:

1. PRIMARY EXIT: also known as the Vehicle Hatch, this is the exit normally used
for egress by the Team and their vehicle; usually, this exit consists of a simple
drive-through tunnel which slopes upward towards the surface. The Primary Exit is
sealed at the bolt hole end of the tunnel by a pair of airtight doors that swing out of
the way to permit access into the tunnel. At the other end of the tunnel are a pair
of large, armor-steel doors weighing a couple of metric tons each, buried under a
full meter of earth cover. These doors, which can only be opened from the inside,
are forced open by powerful hydraulic rams running off of the bolt hole's power
system. The exit is large and slow to open, as the doors are quite heavy and must
be pushed open through over a meter of earth cover, and thus is a very
conspicuous way to leave the bolt hole.

2. PERSONNEL EXIT: this is a small, vertical concrete and steel shaft rising up to
within a meter of the surface; the shaft contains steel rungs set into the wall for
egress and is designed to permit personnel to exit the bolt hole; it was intended
that this exit be used in circumstances where the newly awakened Team decided
that opening the massive Primary Exit doors, which are VERY conspicuous, would
attract too much attention. Exit is simple: the Team climbs up, inserts an MPID
card into the slot, retracts the bolts and swings the stainless steel hatch downward
into the shaft. This exposes the ground cover above, which must be hacked
through with shovels before the Team can reach the surface.

(This hatch, identical to the kind used on caches, is the one through which
the Morrow Industries people entered to do the equipment updates. Opening the
hatch from the outside is possible through the use of a MPID card and normally
awakens the cryonauts, but a special MI card can bypass the wake-up routine.)

3. EMERGENCY EXIT: this exit is a corrugated steel shaft identical to the Personnel
Exit mentioned above, but it is sealed at both ends with a barred manhole cover
and is completely filled with sand to ensure that this exit remains intact even if the
other two exits are somehow crushed or collapsed by blast or other outside forces.
Locker #2 on the wall near this exit contains the tools necessary to cut through
 the plastic ground sheet holding back the sand, remove the
sand, un-bar and remove the upper hatch, and break through the outer earth
cover.  There is a collapsable folding ladder attached to the roof, which
scissors down like a fire escape.  It deploys on an angle to make it easier and
faster to ascend.

This exit should only be used when it is impossible to open or use either the
Primary (Vehicle) exit or the Personnel exit. As with the Personnel exit, the
Emergency Exit is nowhere near as conspicuous as the Primary Exit when opened.


Except for the pistol and supplies stored in the two lockers located in the
bolt hole walls, all material in the bolt hole is in storage. Vehicle weapons are
aboard the vehicle, in crates; munitions, supplies and ammunition are also in
sealed containers: boxes, cans, crates, and so on. Personal weapons, web gear,
medkits, backpacks, etc. are stored in the lockers beneath the

All battery-operated gear--Medkits, AN/PRC-68 radios, etc--have their
battery packs removed while in storage. These batteries are in a special charger
inside the cryotube lockers, and are automatically charged up during the wake-up
cycle when the Team is being brought out of cold sleep (see MPGB p26).

The individual Team members are lying nude in their cryotubes with
needles in their arms, monitors wired to their chest and head, conductive electric
shock pads taped to their bodies, an automatic heart-massage arm in place over
their chests, a respiration tube down their throat, surrounded by the microwave
heating units that will bring their bodies up to normal temperature. That
individual's MPID is sitting in a special slot in the inside of the tube; this card is
necessary to unlock that individual's cryotube locker.


While the occupants are in stasis, the bolt hole is filled with an inert gas at
a slight overpressure; this has the dual function of keeping foreign gases out of the
hole and preserving the equipment stored inside from the normal wear and tear of
time: stored items do not rust or decay in a Morrow Project bolt hole.
Part of the hole's integral equipment is the built-in "idiot box" computer.

This computer monitors the overpressure of the inert gas in the hole: should the
pressure ever drop below a pre-determined level, the computer will conclude that
the bolt hole has suffered a structural failure, will sound the Breach Alarm siren,
and will awaken the sleeping Team immediately. It will also do this if water enters
the bolt hole, or if lethal levels of radiation penetrate into the interior of the facility.
The computer also monitors each of the hibernating Team members. In the
rare occurrence that one of the cryotubes happens to fail or suffer some kind of
malfunction, the computer will engage the Emergency Wake Up Code and will
awaken the entire Team to deal with the situation. (It should be noted that the
computers were never tested under the kinds of conditions that they eventually had
to face, so in a few isolated instances, they went down and failed to awaken the
cryonauts during an emergency, usually in instances where the computer itself was
damaged during a bolt hole breach. However, by and large, they operated exactly
as they were programmed to.)

Lastly, and most importantly, the computer keeps an electronic ear out for
the recall code issued to this particular Team, using an Extremely Low Frequency
radio antenna buried in the ground cover above the bolt hole. This installation is
suitable only for receiving, though, and not for transmitting, but does allow the bolt
hole to use a concealed antenna. Also, the ELF radio signal Prime Base
uses to reach the bolt holes would be strong enough to penetrate any heavy static
present after a nuclear attack. Finally, the wavelength used makes direction finding
back to the source of the recall code very difficult.

The code signal to awaken a Team can come from a number of places:
Prime Base, one of the Secondary Bases, a Mobile Command Team, or a
Group Team Leader whose bolt hole is equipped with a special transmitter. Receipt
of the recall signal will always trigger the normal wakeup procedure.
No matter the circumstances under which the computer activates the
wakeup program, it first evacuates all of the inert gas from the bolt hole by sucking
it into a high-pressure tank buried in the floor, exchanging the gas for a pre-bottled
atmosphere mixture so that the Team has something to breathe when they wake
up. It then starts the "awake procedure" in all of the freeze tubes and turns the
lights on in the hole.

All MP vehicles are equipped with a fusion power pack with an 18-month
fuel supply. This unit requires an external power source to start the fusion
reaction. A special cable hanging from the bolt hole ceiling is run into the engine
compartment of each MPV and plugged into this power pack, and--when the wake-up
call is received--sends a strong electrical charge into the MPV to activate the
fusion pack. (This cable must be manually disconnected by the Team before they
drive the vehicle out of the hole.)

After all of this happens, the bolt hole computer executes its final program,
shutting itself down. Once this happens, the computer cannot be reactivated. It
should be noted that the bolt hole is not designed for continuous habitation; there
are no beds, no water source or food other than the Team's emergency rations, no
latrine arrangements and no ventilation. It is designed to be abandoned, and the
Team know this.


The vehicle in this module is the Commando Ranger armored car. As they
were expected to sit in one spot in the bolt hole for a number of years between
the time the Team was frozen and the time they would be woken up, the vehicle
are held up 20cm off the floor (thus taking the weight off the tires and
springs) by a short hydraulic vehicle-frame lift, not unlike that used in
service stations and garages throughout North America. This keeps the vehicle's
tires and suspension system from deforming from sitting in one spot unused for
several years. This can be lowered by means of the control panel beside the
Primary exit doors. The control can only lower the hydraulic lift. As the bolt
hole is designed to be abandoned, there is no provision for raising it again.
The bolt hole, which is designed to be abandoned, is NOT intended to be used
by the Team as a repair garage!

As always, the Team is well aware of ALL of these facts and has practiced getting
the vehicle out of the Bolt Hole Simulator at the MPC Training Facility, so they know
the correct procedures for activating the vehicle.


  1. 6x Cryotubes
  2. Locker #1. Contains 1x Medkit, Large; 1x Ration Pack (60 Days).
  3. Emergency Exit, filled with sand.
  4. Locker #2. Contains 4x shovels, 1x axe, 2x picks, 2x crow bars, 1x pole.
  5. Computer w/ display panel.
  6. Table, metal.
  7. Periscope Package.
  8. Antenna contact point.
  9. Personnel exit.
  10. MPV
  11. Interior doors
  12. Exit ramp tunnel
  13. Hydraulic rams to force open doors
  14. Door controls.
  15. Power Umbilical to Ranger and Hydraulic Switch
  16. Light Cargo Trailer (2-wheeled)

This message was last edited by the GM at 10:30, Fri 20 May 2016.

Project Director
 GM, 66 posts
Mon 16 May 2016
at 18:58
RECON KR-P44 Pre-Freeze Briefing

RECON KR-P44 is assigned to Regional RECON Group K of Region K (Pacific Northwest). This RECON team is deployed near Bellingham in Whatcom County, Washington. It is subordinate to the RECON Group K Command team, Regional Command Team K and Prime Base. Southern boundary for RECON KR-P44 is Route 20/Skagit River, including Hidalgo and Whidby Islands. The eastern boundary is Lake Skagit. Northern boundary is the US-Canadian border.

RECON KR-P44's primary mission, barring further instructions, is to conduct surveys of the city of Bellingham, WA and surrounding areas. This includes the Port of Bellingham, Bellingham International Airport, and the Western Washington University campus. Additional survey responsibilities include the Canada-US border entry points (Peace Arch/Truck Crossing, Aldergrove and Sumas) to assess the state of border controls and cross-border traffic. Under no circumstances are any standing laws or regulations regarding transiting the international border to be violated except as advised by command.


NAME              PRIMARY ROLE        SECONDARY ROLE                  LOAD

Tim White         TL                  Gunner/Weps. Tech.              #5: Mk.23 Stoner SAW
James MacGuire    Contact Specialist  Scout                           #2: M16A1/M203 AR/GL
Mahalina Powell   Team RTO            Tech./Construction Engineer     #11: M23 Stoner Carbine
Alice MacCloud    Primary Driver      Medic                           #2: M16A1/M203 AR/GL
Robert Kastelein  Mechanic/Tech.      Backup Driver                   #1: M22 Stoner Rifle
Tina Lassiter     Scout               Demo/Backup Gunner              #1: M22 Stoner Rifle

TEAM VEHICLE: Cadillac Gage Commando Ranger, APC version with MAG-58

This message was last edited by the GM at 09:25, Tue 28 Mar 2017.

Project Director
 GM, 113 posts
Fri 20 May 2016
at 09:44

This message was last edited by the GM at 10:28, Fri 20 May 2016.

Project Director
 GM, 114 posts
Fri 20 May 2016
at 10:26

This message was last edited by the GM at 04:41, Fri 27 May 2016.

Project Director
 GM, 208 posts
Tue 31 May 2016
at 02:42
Call Signs
Jimmy - Carson

Tina - Kit

Alice - Nightingale

Lina - Sparks

Tim - Limey

Bobby - Wheels

Kim - Wizard

Daniel - Deuce

Filat - Ivan

Jenna -  Tallfeather

Dylan - ?

ATV = Alpha

Scout = Bravo

Ranger  = Charlie

Tow Truck = Windigo

This message was last edited by the GM at 00:53, Sat 18 June 2016.

Project Director
 GM, 358 posts
Thu 6 Oct 2016
at 21:14
Re: Call Signs
10Start Turn 9

                                      *   *
                                      *   *
                                      *   *
                                      *   *
                                      *   *
                                    XX* X XX
 N-->                                =======
                                      *   *
                                      *   *
                                      *   *
               I                      *   *
***************I**********************    *
        DDDD[R]I[W]                   [B]*


A = Jenna
B = Scout (Dylan, Kim)
C = Ranger (Tim, Jimmy. Alice, Lena Tina, Bobby)
W = Filat, Daniel
X = Ambushers? 5m height.
H = Horsemen?
D = Dismounts (Jimmy, Tina, Bobby, Lina)

*** = Tree line (narrow trail, 10-20m Douglas firs.
I   = Felled tree

Project Director
 GM, 443 posts
Tue 4 Apr 2017
at 04:11
Re: Call Signs
Vehicle/Base Call Signs:

Andy/Elliot: KILO ZULU-4
Ranger: MIKE ROMEO-3-2
Windigo/Scout: MIKE ROMEO-3-1
Morrow Outpost Maryville: KILO ECHO-0-5
Morrow Base Tukwila: KILO ECHO-0-1
Project Director
 GM, 638 posts
Thu 29 Nov 2018
at 11:02
Re: Call Signs
Vehicle/Base Call Signs:

Morrow Outpost Maryville: KILO ECHO-0-5
Morrow Base Tukwila: KILO ECHO-0-1
Darryl Weaver: KILO SEVEN TWO

Naughty Lass: COMET

This message was last edited by the GM at 11:03, Thu 29 Nov 2018.