back to the Index or to the Episode Guide, or to the team's bunker or to the team equipment page
team E-4 tab and Engineer division patch
Team Members
Porter
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name: Porter F. Colton
education: B.S. Civil Engineering, University of Texas, '69; M.S.C.E. w/ Construction Engineering & Management focus, Columbia University, '71. P.E. license obtained in '76, valid in CA, DC, MD, TX, and VA.
military experience: none
birthdate: Flag Day, 1947 birthplace: Santa Fe, TX
age: 37 years gender: male
blood type: O+ height: 1.80 m weight: 85 kg
hair: dark brown eyes: blue handedness: right
position in team: leader security rating: 10 kit: #20 laser
background notes: Roughnecked on oil rigs off Texas and Sarawak to pay for college, worked for Bechtel on Jubail Industrial City for several years, Joined project in '83.
player: Kirk
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Jim
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name: James Wilson Brainerd
education: Colorado School of Mines, Geology B.S. '74, Geotechnical Eng. M.S. '76
military experience: USMC 1967-1971, final rank E-5 Sergeant
birthdate: 29 January 1950 birthplace: northern Colorado
age: 35 years gender: male
blood type: O+ height: 1.75 m weight: 73 kg
hair: light brown eyes: brown handedness: right
position in team: engineer security rating: 22 kit: #2 grenadier
background notes: USMC veteran of Vietnam War; after college, employed by Bechtel 1978-1984. Entered Project in 1984. Was active member of the SCA.
player: Hugh
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JR
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name: James Raymond "JR" Riley
education: Virginia Tech BS '72 Mech. Eng.; U of North Carolina MS '74 Manuf. Eng.
military experience: 6 years Navy construction battalions, final rank O-3 Lieutenant
birthdate: 29 March 1951 birthplace: Asheville, NC
age: 34 years gender: male
blood type: A+ height: 1.75 m weight: 75 kg
hair: red eyes: pale green handedness: left
position in team: engineer security rating: 22 kit: #6 shotgun
background notes: Navy ROTC, six years at NSF Diego Garcia, then worked at truck manufacturing factory; was active member of the SCA. Recruited into Project 1983.
player: Kevin
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Josh
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name: Joshua Kleinfelter
education: Civil Engineering B.S. West Point
military experience: U.S. Army
birthdate: XX XXXX 19XX birthplace: Ithaca, NY
age: XX years gender: XXXX
blood type: XX height: X.XX m weight: XX kg
hair: XXXX eyes: XXXX handedness: XXXX
position in team: engineer security rating: 22 kit: #7 demolition
background notes: spent a year in a kibbutz in Israel before USMA.
player: Ken
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Rafi
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name: Rāphàël Côrtés
education: Civil Engineering B.S. (would have graduated 1983), West Point
military experience: military academy cadet
birthdate: 24 October 1961 birthplace: Cuba
age: 24 years gender: male
blood type: XX height: X.XX m weight: XX kg
hair: XXXX eyes: XXXX handedness: XXXX
position in team: engineer security rating: 22 kit: #2 grenadier
background notes: departed Cuba before age 1; raised in Miami, FL Gained admission to the USMA, but was injured weeks before graduation. Was separated from the U.S. military; the Morrow Project recruited him and was able to treat his injuries.
player: Nathan
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Sally
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name: Sally Nene Johnson
education: B.S '82 and M.S. '84 in Process Engineering (Chem) at Cornell U.
military experience: none
birthdate: 20 May 1960 birthplace: Spencer, NY
age: 25 years gender: female
blood type: O+ height: 1.78 m weight: 68 kg
hair: blonde eyes: blue handedness: right
position in team: engineer security rating: 22 kit: #11 rifleman
background notes: attended college on a Council of Tomorrow-sponsored scholarship; spent about six months employed at a plastics refinery in Texas during final background checks.
player: NPC
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Max
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name: Conrad Maximillian "Max" Gornhoffer
education: B.S. '82 Civil Engineering, U.C. Berkeley
military experience: none
birthdate: 12 July 1960 birthplace: Cocoa Beach, Florida
age: 24 years gender: male
blood type: O+ height: 1.75 m weight: 80 kg
hair: blond, w/mustache eyes: blue handedness: right
position in team: engineer security rating: 22 kit: #11 rifleman
background notes: spent two years after college working for Bechtel, on the Jubail Industrial City project in Saudi Arabia. He was laid off just a week before being contacted by the Project.
player: NPC
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Doc Babatunde
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name: Chinwendu Mavuto Babatunde
education: B.S. Chem. UCB '77, M.D. UCSF '81, various internships
military experience: none
birthdate: 12 July 1955 birthplace: Ibadan, Nigeria
age: 30 years gender: male
blood type: A+ height: 1.51 m weight: 52 kg
hair: black eyes: brown handedness: right
position in team: doctor security rating: 17 kit: medic
background notes: immigrated to U.S. at age 11.
player: Cam/NPC
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Background checks began late 1983, contact by the Project recruiters would have been in April of 1984, and actual induction (after the background checks) was roughly May of 1984. Thus it's very likely the team members were born between 1955 and 1962 (especially if they just received a bachelor's degree). Covering up for the new member's absence, or arranging for a fake death, took a month or so. Training began in June of 1984 (in cohort 19), and ended in July of 1985. The team was frozen and placed in their cryo-berths in late July of 1985.
Construction of the bunker took place between January of 1984 and May of 1985; it's possible that some team members might have spent some time on the construction crew (especially civil engineers or equipment operators, such as JR, Porter or Max) between January of 1984 and May of 1984 (with maybe a few visits during training).
Character Creation Notes
Note that all of the team members, except for the medic, are various sorts of engineers. For members with "science or engineering" degrees, roll 3d6+3 for EDU, and increase any result of less than 16 to 16.
The Overland Train is operated with the skill Drive Overland Train; members of Morrow Project teams issued with this vehicle will have a base skill of 40% in this (and can spend Personal Interest points on it if they wish). Operate Heavy Equipment can be used, at half skill or -10%, whichever is lower; Drive Truck can be used at one-quarter skill, or -25%, whichever is lower.
Equipment
The team equipment is listed here.
Personal role kits are as standard for the Morrow Project, except that each team member has a "personal desert kit", and a yellow fiberglass hard hat with a Morrow Project logo sticker on it. Weight 0.5 kg.
The team has eight Stoner belt-fed machine guns in the Overland Train cars, so perhaps more of those aren't needed. Remember that the Project won't issue the M21 sniper rifle (kit #3) to characters that don't have Rifle skill of at least 40%.
Facilities
For security purposes, you only know the location of your own bunker and of your team's six supply caches (see below). Keep in mind that the Project might have to change your team's location, vehicles, equipment, or even membership after you've entered cryosleep.
Nearby Project Resources
The team's caches are in California, Texas, and Kentucky. Each cache is shared with at least one Recon team; Engineer teams, MARS teams, Science teams, depot staff, and of course Prime Base also know some or all of the cache locations. The caches aren't particularly special, and certainly don't have any supplies specific to an Engineer team; you don't know the specific contents.
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Cache CA31: near Harper Dry Lake, northwest of Barstow, in San Bernardino county, California
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Cache CA33: in a cinder cone 3.3 kilometers from the Aiken Cinder Mine, in the Mojave Desert, San Bernardino county, California (35° 12' 2" North latitude, 115° 43' 48" West longitude). Any team members who took part in the construction of their bunker have visited this cache. It's 22 kilometers north-northwest of Kelso, which had (in the 20th Century) a well-preserved railway station and a small railway yard.
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Cache CA35: near Lucerne Dry Lake, in San Bernardino county, California
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Cache CA37: in the Turtle Mountains, north of Rice, in San Bernardino county, California
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Cache TX13: north of Sanderson, in Terrell county, Texas
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Cache KY01: west of Head of Greasy (near Shelbiana and Paintsville), in Johnson county, Kentucky
Here's a view looking from above the peak of the cinder cone, towards cache CA33 and to the village of Kelso
Also known to the team is a cache (so to speak) of pipeline supplies. This is stored in a trench about 60 km east of the E-4 bunker, near the town of Goffs; it's not entirely hidden (there wasn't much soil put on top of it originally), and the locals knew about it in the late 1980s.
There are at least a dozen more caches in Southern California, whose locations are not known to this team.
The team leader knows that hidden somewhere in California south of the Tehachapi Mountains there are also:
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four Recon teams (R-46, R-47, R-48, and R-49), with various V150 armored cars and XR311 "off road scout buggies"
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two MARS teams (M-40 and M-42), more heavily armed than the Recon teams
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a well-stocked Maritime Base with a landing ship (400+ people, many in Engineer division) and lots of other vehicles
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a 7-person Science team in a V150S armored personnel carrier (S-41).
The Maritime base commander is the "top boss" of Project Region 4, with the leader of your team as second-in-command "locally" (southern California). Project operations north of the Tehachapi Mountains exist, but you don't know any more than that. It's also possible that there are other specialist teams in southern California known only to high-clearance Project members.
All the team members know that the Project has large amounts of "reconstruction supplies" stashed in various places. The team has been briefed more than a typical Project team on the various paved runways in the Mojave Desert (not owned by the Project, but expected to survive the Atomic War).
Four members of the team were part of the construction crew at the Aiken mine; they established a cache within a couple of hundred meters of the bunker entrance. The Project security staff needed some persuading about this, but in the end allowed it (with some oversight).
Standing Orders
You expect to be awakened a very few years after the Atomic War.
The role of Engineer Team E-4 is to facilitate transportation of Project groups, and of the population, primarily by building and repairing bridges. Other tasks which the team is equipped for include road repair and clearance, construction of field fortifications, well drilling, recovery and front-line repair of vehicles, creating and clearing minefields, fence and barrier construction, tree-felling and milling, and soil studies.
The goal of the Project is the continued survival of human civilization after the War. The standing orders for every team are to:
If they don't get any immediate specific instructions otherwise, Engineer teams should locate a survivor community or organization which would benefit most from their help, and which would in turn itself support the Project's goal and standing orders.
The expected activity of Engineer units is restoring infrastructure, or assisting in the restoration:
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improving housing and shelter (remember, the Project expects to "wake up" five years after the War)
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installing simple communications systems
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restoring electrical transmission/distribution systems, and generating power
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providing potable water, treatment and removal of sewage
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repairing and operating transportation systems (mostly the rail network), bridge-building, harbor repair, airfield repair
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decontamination of soil, water supplies, and structures
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assisting in the rebuilding of industrial capacity
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handling wildfires, repairing flood control systems, and so forth
Supplemental Instructions
Your team leader has additional information and instructions, and is authorized and encouraged to share it with the rest of the team immediately after wake-up. The information can be seen here.
The referee would like to remind the players of the movies "The Spy Who Loved Me" (1977) or "Moonraker" (1979) -- both involved plans to decimate humanity, or wait out through some predicted catastrophe, and return to take control of the world.
Radio Frequencies
The team is assigned ten FM voice communication frequencies:
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channel 1: 48.1 MHz - Zone 4 common tactical channel
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channel 2: 44.5 MHz - team primary channel
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channel 3: 41.9 MHz
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channel 4: 40.5 MHz
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channel 5: 38.1 MHz
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channel 6: 33.0 MHz - also MARS general
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channel 7: 36.4 MHz
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channel 8: 34.2 MHz
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channel 9: 32.7 MHz
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channel 10: 32.5 MHz
A couple of other important FM channels:
Note that changing these frequencies on their PRC-68 radios will require a successful Electronics skill roll if your skill is less than 40%; a failed roll (especially a fumbled roll) will result in channels not being usable. The PRC-70 vehicle/backpack radio is much more flexible; the HF band covers a lot of aircraft and marine channels, though it requires a long antenna to be really useful.
HF channels to watch:
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2.182 MHz: international distress and emergency
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7.0 to 7.3 MHz: the "long range" channels for the Project (one for each Zone, plus a couple of general purpose channels) ... Zone 4 uses 7.185 MHz.
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14.06 MHz: a common amateur radio channel
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26.617 MHz: Civil Air Patrol common channel
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26.96 to 27.41 MHz: CB radios on 40 channels. CB channel 11 (general calls) is 27.085 MHz; channel 9 (emergencies) is 27.065 MHz
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27.87, 27.92, 27.97 MHz: US Navy-MARS (Military Affiliate Radio System)
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