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Morrow Project High-Tech Equipment

Page history last edited by Michael 7 months, 4 weeks ago

back to the Index or the Equipment page

 


 

ACHTUNG!!!

Das machine is nicht fur gefingerpoken und mittengrabben. Ist easy schnappen der springenwerk, blowenfusen und corkenpoppen mit spitzensparken. Ist nicht fur gewerken by das dummkopfen. Das rubbernecken sightseeren keepen hands in das pockets. Relaxen und vatch das blinkenlights!!!

unofficial sticker found in the engine compartments of some Recon vehicles

 

     All of these items either are from the far future, or use technology or designs brought back from the future, or are otherwise anachronistic for the 1980s.

 

Battery, Camera

 

sabots such as these allow the use of AA batteries in devices which require D cell batteries

 

      This 1.5 V rechargeable battery stores 4 watt-hours of electricity; it is pretty much unaffected by any likely temperature changes. They are the same size as AA batteries -- the Project also stocks plastic "hulls" to allow these batteries to be used in place of D cells. Self-discharge rate about 1% per week - they'll lose half their charge in about 15 months.

     Mass 0.012 kilograms.

 

Battery, Radio

 

     This rechargeable battery stores 120 watt-hours of electricity; it can provide either 12, 13.5 volts or 15 volts of DC power (set by a dip switch). It's about the size of a pack of playing cards, and is unaffected by any temperatures a character will probably encounter. Self-discharge rate about 1% per week.

     Mass 0.36 kilograms.

 

Battery, Vehicle

 

    This 240 V rechargeable battery stores 1500 watt-hours of electricity (5.4 megajoules). It is 10 cm in diameter, and 12 cm long. Self-discharge rate about 0.5% per week. Mass 2.5 kilograms.

     A common issued item is the "site battery box". It contains four vehicle batteries in a sturdy plastic case, along with a pretty comprehensive set of plugs, switches and connectors to run many kinds of electrical equipment. The box is about 14 cm on a side (3 liters volume as storage), and weighs 13 kg including the batteries.

 

Bio-Comp

 

    A diagnostic and medical database computer, for use by medical personnel. The computer is programmed with all known medical knowledge and will state diagnosis and treatment after receiving date either manually or from a Med Unit. The bio-comp will train people as doctors and instruct in surgical operations. The units are found with one or more Med Units; they are found in Project bases, and in MARS-One, Scientific-One, and some medical team vehicles.

     Mass 385.5 kilograms.

 

CBR Kit M1

 

     A combination detector and treatment unit for environmental threats. If turned on, the kit continuously monitors the atmosphere for chemicals and bio-agents, and tracks radiation exposure. Various audio or lamp signals will alert the user to dangerous environmental conditions. The kit does not have much in the way of a display (see below), but can be attached to a Bio-Comp to read out stored data about conditions it has encountered. Included in the kit is an auto-injector with six (6) doses of Universal Antidote (see below for more about this substance); if the kit has recently encountered a threat which the Antidote can counter, it will inject one dose when touched against bare skin. The kit also has an "inject" setting to command a 1-dose injection.

     There are two warning lamps (one for chemical or biological contamination, the other for radiation); a knob to adjust the sensitivity of the Gieger counter; another knob with six positions:   OFF, TEST, ON, LT., INJ.; and a 12 character 7-segment display. There is a small lamp next to the INJ dial position; it lights up when the kit has recently detected a threat which can be countered with Universal Antidote, and there is still Antidote in the reservoir.

    The 7-segment display shows (on the far right side) the remaining number of doses; the other 11 digits show an abbreviation for the type of threat detected:  ANTHRAX, NERVE AGENT, BLISTERING, etc. Note that there are many substances which the detector can measure, which cannot be treated by the CBR kit itself.

    A pair of terminal posts allows the unit to be connected to other signalling devices -- specifically, the M42 chemical alarm found in Project vehicles. It uses a Morrow Project "radio battery" for power, which will operate it for about two months.

    The kit has essentially a 75% skill at detecting chemical and biological threats, and a 99% skill for radioactive exposure.

    Mass 0.79 kilograms; 15 cm long, 6 cm wide, and 8 cm deep.

 

CBR Kit M2

 

     A larger version of the M1, designed for analysis of environmental samples. If turned on, the kit continuously monitors the atmosphere for chemicals and bio-agents, and records various data; it has various signals to warn about dangerous environmental conditions. The kit has an amber-colored plasma screen and a small keyboard, and can be attached to a Bio-Comp or Project PC to read out stored data about conditions it has encountered. A pair of terminal posts allows the unit to be connected to other signalling devices -- specifically, the M42 chemical alarm found in Project vehicles.

     The device has a one-liter capacity solid sample cavity; and various ports and connections for attaching tubing to sample liquids or gasses.

    The kit has essentially a 75% skill at detecting chemical and biological threats, and a 99% skill for radioactive exposure.

    It's issued with a nylon "gym bag" carrier with a shoulder strap. It uses a Morrow Project "radio battery" for power, which will operate it for about a week; it also has retractable cables for 110 volt AC power, or 12/24 volt DC power. The weight of the battery and carrier bag are included in the kit weight.

     Mass 20 kg; 40 cm long, 20 cm wide and 15 cm deep.

 

Cryo Berth Mk III

 

    Provides long-term cryogenic storage and revival systems for a human being. Peak power usage (during revival, which takes three hours) is 2000 watts, long-term power usage depends on external temperature, but is usually about 500 watts from a 240 volt supply. The entire unit is about 2.5 meters long, and 1.2 meters wide and tall; it it made of 4mm thick stainless steel, with heavy insulation and an industrial appearance. It's very well sealed against environmental effects. Status lights on a small console indicate whether the berth is operating to spec. The control to open the berth doesn't require a Morrow ID card (no reason to aggravate someone who can damage the berth), but does have a safety wire and cover to prevent accidental activation. Once the revival process is complete, the berth cannot be turned on again except after a thorough overhaul. The process of preparing a person for cryogenic storage takes about a full day in a Project medical facility.

     A Project "vehicle battery" is fitted to the berth as an emergency power supply; it can keep the berth running for about 15 hours, but the berth will auto-initiate revival if it's running on battery and not overriden from the console after 1 hour. The vehicle battery can be extracted from the berth by the team, if desired. 

     A niche in one end of the berth is sized to contain an M2A1 .50 cal ammunition can, for personal effects. 

     Game mechanics:   revival requires a (CON+3) roll vs. a POT 4 effect; +2 to CON if a doctor is attending upon revival, +1 CON if the revival takes place in a well-supplied medical facility. Making the revival roll exactly can indicate that recovery will be delayed over a period of days, or there might be permanent damage. Damage to the cryo berth will increase the POT value.  Armor value 10 points to penetrate one side, probably 16 points to go "through and through".

     Mass 850 kilograms. 

 

Fusion Generator Mk 1

 

     A 500 kilowatt electrical power source. It outputs DC power at 12 V and 24 V, and 60 cycle AC power at 120 V and 240 V. There are five outlets (max 30 amps each) for the 120 V power, and three outlets (max 250 amps each) for 240 V power, plus a special 850 amp 240 V connection, along with several terminals for DC power. The regular 240 V will run a hefty industrial welder (about 50 or 60 kilowatts).

     The generator itself is a horizontally-oriented cylinder, 30 centimeters in diameter, and about 1 meter long; one end has all the power sockets and terminal posts. Five sets of cooling fins are mounted on the top of the reactor. There is a small battery incorporated into the reactor, to start the fusion process. Two mounting cradles, with several bolt-down holes in them, support the whole unit. The mass of the unit includes shielding.

     While the generator will operate reliably with just its integral cooling fins, most installations will include a set of fans, or a radiator, or other system to remove heat and keep cables, other equipment, and personnel cool. Project vehicles typically have a set of fans, or a radiator, for this purpose.

     The reactor can run at full power for about 8 years using its integral 500 gram fuel supply and 500 gram purified water supply. The lowest power level it can run at is equivalent to 1 kilowatt of electrical output; or it can be shut down (shut down, or restart, each take 10 minutes). Restarting the reactor, or refilling the fuel and water supplies calls for Mechanical Repair or Electrical Repair skill roll, with modifiers based on training and access to the manual. The Morrow Industries data plate describes it as "Electrical Generator Mk 1, 500 kW".

     Mass, 200 kilograms; packed for shipment or storage it has a volume of 0.5 cubic meters.

 

Fusion Generator Mk 2

 

     A 3 megawatt [4021 HP] electrical generator, 1.8 meters long by 0.6 meters diameter (not including the radiators). The mass includes shielding, the radiators, a Project "vehicle battery" for starting, a 10 kg fuel supply and 10 liter water tank.

     The fuel and water supply is sufficient for 26 years at full power. The lowest power level which the reactor can operate at is about the equivalent of 3 kilowatts of electrical output; or it can be shut down (the shut down or restart process each take about an hour). Restarting the reactor, or refilling the fuel and water supplies calls for Mechanical Repair or Electrical Repair skill roll, with modifiers based on training and access to the manual. The Morrow Industries data plate describes it as "Electrical Generator Mk 2, 3000 kW". 

     Mass 1200 kilograms. 

 

Fusion Generator Mk 3

 

     A 50 megawatt electrical generator, 5 meters long by 7 meters long (including the cooling system, which makes up about half of the volume). The mass includes shielding, the cooling system, several Project "vehicle batteries" for starting, a 200 kg fuel supply and 200 liter water tank.

     Cooling is provided by four large fans, two on each side of the unit, which draw in outside air and pass it through a set of radiator vanes. The exhaust vents are on top of the reactor.

     The fuel and water supply is sufficient for "a few decades" at full power. The lowest power level which the reactor can operate at is about the equivalent of 20 kilowatts of electrical output; or it can be shut down (the shut down or restart process each take about 5 hours). Restarting the reactor, or refilling the fuel and water supplies calls for Mechanical Repair or Electrical Repair skill roll, with modifiers based on training and access to the manual. The Morrow Industries data plate describes it as "Electrical Generator Mk 3, 50,000 kW".

     Mass about 10 tons.

 

Laser Mk 1

 

    An infrared (10.6 µm) laser, normally found mounted on one arm of the Mk 2 HAAM suit. While it could presumably be dismounted from the HAAM suit, it does not have a grip, cooling system, or power supply -- cooling and power are supplied by the suit. The beam may be focused down to under 1 millimeter in diameter for close work (as a tool, within 10 cm), or focused for long-range work (as a weapon). Output is 8 kilowatts. 

     As a tool, this laser will cut a slot through 1.27 cm stainless steel plate at 2 cm per second; or a 1.27 cm mild steel plate at 4 cm per second. It can cut slots in stainless steel up to 2.4 cm thick, or mild steel up to 3.5 cm thick. The operator must understand focus, oxidation effects, uses of inert gases, beam shaping, polarization, etc. to make good industrial use of the laser.

     Mass 5 kilograms.

 

Laser Mk 1B

 

     An infrared (10.6 µm) laser, found on Project armored recovery vehicles, bases, and the larger MARS and Science vehicles. It comes with a 10 meter long power and cooling cable, which can be fed from most Morrow Project fusion reactors; the cable weighs 2 kg.

     The beam may be focused down to 0.1 millimeter in diameter for close work (as a tool, within 10 cm). Output is 8 kilowatts. 

     As a tool, this laser will cut a slot through 12.7 mm stainless steel plate at 20 mm per second; or a 12.7 mm mild steel plate at 40 mm per second. It can cut slots in stainless steel up to 24 mm thick, or mild steel up to 35mm thick (20mm thickness is an ideal maximum). On thin metal (0.5mm) it can cut 500 mm per second.

      For thick, hardened and reinforced concrete removal, each pass of the laser (using a defocused beam) removes about 25 mm deep and 50 millimeters wide per slow pass (3 meters per minute).

     A small compressor fan blows air concentrically past the laser head -- to blow away particles and vapor, making the cutting more efficient, and protecting the head from hot particle spray.

     The operator must understand focus, oxidation effects, uses of inert gases, beam shaping, polarization, etc. to make good industrial use of the laser.

      Unlike other forms of welding, no filler material is required. This process is best suited for welding ordinary steel; titanium, copper, high-hardness steel (such as Cadloy armor) or aluminum require specialized training and equipment to do well.

      The Project provides a marker pen, whose ink the beam will recognize and follow out to a distance of 10 cm. Hand-held use of the laser for cutting or welding will be less "neat" if the pen is not used.

     Mass 5.2 kilograms.

 

Laser Mk 2

    An infrared ( 10.6 µm) laser with an effective range of 150 meters. Laser output is 40 kilowatts, beam divergence is less than 2 milliradians. The mass includes a vehicle battery (mass 2.5 kg) and a cooling system; the battery provides enough power for the laser and cooling system for about 50 pulse shots. The output, beam shape, etc. of this laser is set and cannot be tuned by the user; it is therefore not very useful as an industrial tool. At 1 kilometer range the beam is 2 meters wide.

      For several hundred meters past the 150 meter effective range the beam can set vegetation on fire, cause serious burns or blindness; but the beam has essentially no armor penetration value past the effective range. The "eye safe" range is given as 6 kilometers, and temporary blindness ("Oh no, the laser pointer shone at the jet airplane") can occur out to 10 kilometers! Because the beam is infrared, there is no chance of flash blindness or distraction. Morrow Project laser safety lenses will reduce the "eye safe" distance to about a kilometer (although the target will feel painfully hot at that distance, in any case).

      The weapon may fire single (1 second) pulses, or a continuous beam; however, the cooling system can only sustain continuous output for three seconds. After a three-second 'beam shot' the laser must cool down and reset before it can be fired again; depending on air temperature, the cooling period may be as short as 12 seconds, or as long as a minute. The cooling vent at the rear of the laser puts out very hot air when the weapon is being used.

     A simple telescopic sight is mounted on the laser; the optics will protect the user from being blinded by reflections (if they keep their other eye closed). A nylon web sling is mounted on the chassis. Most of the chassis, behind the scope, is the cooling system.

     The weapon may be plugged into a Morrow Project reactor to conserve battery power; it is normally issued with a 15 meter power cord (6 kg) for this purpose.

     A single pulse from this weapon will penetrate 5 cm of mild steel,or 4 cm of armor steel out to the effective range; a three-second beam will make a rough crater about 10 cm deep in mild steel. Users should keep in mind that penetration does not itself cause an explosion within an armored target, though the beam may well continue to damage items or personnel along its path.

     Mass 10 kg, length 1.6 meters.

 

Damage by pulse 6d6, maximum penetration 26 points of armor.

Damage by 3 second beam 8d6, maximum penetration 38 points of armor.

The cooling time between "beam" shots depends on air temperature and pressure; below 2000 meters altitude:

 

time between beam shots

air temp 

time, sec

below 32 °F / 0 °C

6

32 - 90 °F / 0 - 32 °C

12

91 - 100 °F / 33 - 38 °C

24

101 - 110 °F / 38 - 43 °C

36

111 - 120 °F / 44 - 49 °C

60

121 °F / 50 °C or more

minutes

 

Cooling time will take longer in sandstorms, inside tightly enclosed spaces (such as inside a vehicle),

and in other conditions affecting a cooling system.

 

Laser Mk 3

 

    An infrared ( 10.6 µm) laser with an effective range of 500 meters. Output energy is 160 kilowatts. The mass includes a vehicle battery (see below) and a cooling system. The beam may be focused down to under a millimeter in diameter for close work (as a tool, within 30 cm) or long-range work (as a weapon). The weapon may fire single (1 second) pulses, or a continuous beam; however, the cooling system can only sustain continuous output for three seconds. After a three-second 'beam shot' the laser must cool down and reset before it can be fired again; depending on air temperature, the cooling period may be as short as 12 seconds, or as long as a minute. The cooling vents on the sides of the "barrel" exhaust very hot air when the weapon is being used. The battery provides enough power for the laser and cooling system for about 10 pulse shots. A simple telescopic sight is mounted on the laser; the optics will protect the user from being blinded by reflections. The sight may be removed and replaced with a Starlight scope.

     The weapon may be plugged into a Morrow Project reactor to conserve battery power; it is normally issued with a 50 meter heavy power cord (mass 25 kg) for this purpose. It can be mounted on a standard light MG pintle.

     A single pulse from this weapon will penetrate 20 cm of mild steel; a three-second beam will make a rough crater about 40 cm deep in mild steel. When used as a tool, this laser will cut a slot through 5 cm stainless steel plate at 5 cm per second; or a 5 cm mild steel plate at 8 cm per second. It can cut slots in stainless steel up to 20 cm thick, or mild steel up to 30 cm thick. The operator must understand focus, oxidation effects, uses of inert gases, beam shaping, polarization, etc. to make good industrial use of the laser.

     Mass 25 kilograms. 

 

Laser Drill Rig

 

     The Morrow Project had plans to develop a whole set of tunnel- and well-drilling laser systems. While tunnel boring machines were employed in the mid-Eighties for some Project facilities, well-drilling lasers were not fully developed, due to a lack of staff and some technical issues. However, a small equipment set was produced, for drilling to depths of 80 meters, at a rate of 10 meters per hour or more.

     The set consists of the drill rig, two "trash pumps" (they sometimes need repairs), 5 well screens (the "bottom end" of a well), 400 sections of PVC casing pipe (steel casing can also be used, but is more complicated), 5 end screens, 5 top caps (which also adapt the pump to the well), a box of specialized tools, and a 200 liter supply of drilling additive. One or two trailers are needed to carry the drill set and casing pipe; a water supply and power supply are also required.

 

    • The drill rig itself weighs about 200 kilograms, and includes a modified Mk 3 laser and 80 meters of special power/guidance cable, and a 50 meter long power cable (to the power supply). One man can operate if need be; it's about 2 meters tall, 1 meter wide, and has a couple of "wheelbarrow wheels" for moving it around; ground stakes keep it in place during drilling operations.

    • The trash pump has a 5 HP electric motor, and weighs 25 kg; it recirculates much of the water used, but expect to need at least 20 liters of water and 5 liters of additive for every 10 meters of well you drill. It's got a 6 meter long intake and discharge hose; normally the drill team will have a small "pool" of water, additive, and removed rock near the drill site.

    • drilling additive is dry powder mixed with water; if need be, various combinations of clay and mud can be substituted, for slightly less convenient and efficient drilling.

    • 102mm PVC drill casing pipe comes in 1 meter segments; each weighs 2.4 kg; 400 segments weighs about a ton in total, with packaging.

       

     A wind-driven, hand or electric pump will usually be required to put the well in operation; the set includes 5 electric pumps (10 kg each), and 5 pumps for manual or wind-driven operation (10 kg each). Of course, the well doesn't need to have a casing if you're just interested in what's down at the bottom of the hole. The casing pipe, trash pump, drilling additive, top caps, pumps, etc. are all standard "commercial" items.

     The entire set weighs a bit more than 1.5 tons; the drill rig itself comes in a 2,000 liter crate, the additive drum is 200 liters, and the bundled pipe casing takes up about 4,000 liters of volume. Most often it's found provided aboard an M104 or M105 trailer.

 

Note that we've rather simplified the fiddly-bits field of drilling operations

in the interest of easier role-play (if drilling ever comes into play!).

 

Med Kit M1

 

 

      An automated medical treatment device, small enough to be carried in a belt pouch. The kit functions when pressed against a human being's bare skin (or flesh, ugh), and automatically displays the person's vital signs. The kit will display some vital signs for non-human subjects, but will not treat them (display:  "NOT HUMAN"). There are four functions which can be commanded by the user:

    • wound treatment:  heal small wounds (less than half the points in a location), close major wounds, apply antibiotics, coagulants, antitoxins. An effectively unlimited number of small wounds can be treated. For major wounds, the kit has a 75% skill at First Aid/Medicine/Surgery; it can heal major wounds 8 times before a refill is needed. An attempt to heal an actual major wound uses up one "dose" whether or not the kit is successful in treating the injury.

    • pain relief: spray-injection. Effect:  local or general, as the med kit decides, for about 8 hours. 8 doses.

    • stimulant:  spray-injection. Effect:  subject stays awake and unfatigued for a day or two. Aftereffects:  sleep! 8 doses.

    • sleep inducer:  spray-injection. Effect:  fall into a deep sleep in about 30 seconds, for at least 8 hours (POT 20 vs CON). 8 doses.

     The kit cannot be commanded to overdose a person, and cannot be commanded to use any of the functions if doing so would medically harm the subject. The kit will also display some short messages (12 characters in the sixteen-segment display), providing information for further treatment; the most common message in case of major injury is "BLOOD VOLUME". It uses a Morrow Project "radio battery" for power (included in the weight), which will operate it for at least six months of heavy usage.

     Mass 0.68 kilogram; 15 cm long, 8 cm wide, 6 cm deep.

 

Med Kit, Large

 

      An automated medical treatment device, carried in an olive drab canvas shoulder pouch. The kit functions when pressed against a human being's bare skin (or flesh, ugh), and automatically displays the person's vital signs. The kit will display some vital signs for non-human subjects, but will not treat them. There are four groups of functions which can be commanded by the user:

    • wound treatment:  heal small wounds (less than half of the points in a location), close major wounds, apply antibiotics, coagulants, antitoxins. An effectively unlimited number of small wounds can be treated. For major wounds, the kit has a 75% skill at First Aid/Medicine/Surgery; it can heal major wounds 48 times before a refill is needed. An attempt to heal an actual major wound uses up one "dose" whether or not the kit is successful in treating the injury. If the kit is unable to treat a major wound, a human medical professional would need to make a Medicine or Surgery roll before another attempt is made to use any Med Kit on the injury. The Med Kit is good at "putting stuff back together", but cannot replace more than a few ounces of actually-missing tissue.

    • pain relief: spray-injection. Effect:  local or general, as the med kit decides, for about 8 hours. 48 doses.

    • stimulant:  spray-injection. Effect:  subject stays awake and unfatigued for a day or two. Aftereffects:  sleep! 48 doses.

    • sleep inducer:  spray-injection. Effect:  fall into a deep sleep in about 30 seconds, for at least 8 hours (POT 20 vs CON). 48 doses.

     The kit cannot be commanded to overdose a person, and cannot be commanded to use any of the functions if doing so would medically harm the subject. An electroluminescent display provides information for further treatment (it's much more convenient than the 12-character display of the regular Med Kit). It uses a Morrow Project "vehicle battery" for power (included in the weight), which will operate it for at least a two months of heavy usage.

     Mass 3.5 kilograms, length 27 cm, width 14 cm, depth 11 cm.

 

Med Kit healing functions

     Part of the technological marvel that is the Med Kit is that it can heal some wounds fully. Specifically, it can provide 4 points of healing (which is cumulative with the effects of Medicine or First Aid skill), and might provide 5 points if it makes its 75% First Aid roll. If the Med Kit heals a wound to the appropriate level, then the effects (maiming, incapacitation, etc.) caused by the wound go away (but lost blood remains lost). A certain amount of "mechanical" preparation is wise -- remove bullets, major amounts of dirt and contamination, and embedded teeth, etc. More treatment by the Med Kit or using First Aid skill will have no cumulative effect (though Medicine skill may).

     The Med Kit considers any wound of less than half of the hit points in a location to be minor; major wounds are those which caused damage equal to or greater than half of the points in a hit location. Round numbers in the player's favor.

 

Med Unit

 

    A diagnosis, life support, and surgical treatment mechanism. This is a large enclosed bed with attached medical support equipment. It is normally found in bases and in MARS-ONE, Scientific-One and some medical team vehicles. The unit is nearly self-contained (it needs water and electrical power) and may be used as an operating theater with a sterile environment. The Med Unit is attached to a Bio-Comp for automatic diagnosis and treatment. The unit can also be used as a cryoberth for cold sleep, and can prepare persons for cold sleep.

     Mass 272 kilograms.

 

Resistweave Coverall

 

shoulder patches are mixed up on this example

 

     A drab khaki coverall, with two flapped chest pockets, and a zip-on hood. The fabric is fire, gas and water resistant, and doesn't degrade from UV exposure. The Project issues coveralls in 24 male sizes and 24 female sizes. When correctly worn, the Morrow Project patch is sewn on the right shoulder, a branch patch (MARS, Science, Recon, etc.) on the left shoulder (possibly with a team tab above it), and a name tape is above the right chest pocket. Issued in bulk it doesn't have any patches attached. It's a fairly bulky fabric - a single-layer vest would weigh 0.8 kg, about eight times what one layer of kevlar would weigh.

     Mass 1.71 kilograms.

 

Armor value 7 flex 

 

Resistweave Vest

 

      A drab khaki tactical vest, with two flapped chest pockets, and a zip-up front.  The vest is made in 6 sizes (XS, S, M, L, XL, and XXL).

     Mass 1.6 kilograms.

 

Armor value 9 flex -- when worn over a coverall, the total armor value is 10. Covers locations 9, 10,11 and 12.

 

Universal Antibody

 

     The unit of issue for this substance is a metal flask, containing 20 doses, mass 0.9 kilograms when filled. Most of the flask is shielding material -- the volume inside is only 0.1 liter. A single dose is about 5 milliliters, administered by injection.

     One of the most closely guarded secrets of the Morrow Project, this is a specialized drug used only by doctors and trained medics. The agent will cure most infectious diseases in 24 hours (or less) and speed up healing from injuries or disease at 6 times the normal rate for one week. If exposure to a disease confers immunity, the patient will probably still obtain immunity.

     The patient must be "tuned" to the antibody by a med unit connected to a Bio-Comp; this tuning is effective for at least 15 years. If this tuning is not made there is an 80% chance of immediate death of the patient upon injection with no chance of a cure (though if death does not occur, the Antibody has its usual beneficial effects).

     More than one injection given within 24 hours has no additional effect. The Project recommends that any person not receive more than 4 injections total until their "tuning" wears off -- further injections will have no effect, and might even be harmful. Note the Antibody works on ALL the diseases present, so if you've got chlamydia, gonorrhea, and hepatitis all at once, one dose will do the trick!

     On the list below, "members are vaccinated" includes vaccinations received in childhood, military service, etc. Many members were already vaccinated for smallpox, for example -- especially those who had served overseas with the military.

 

Known Effects

Diseases known to be effective against:

Diseases known to be ineffective against:

 

  • adenovirus (Project members are vaccinated against two of the common strains ... common in the 20th Century, anyway)

  • chlamydia

  • cholera (Project members are vaccinated against this)

  • diptheria (Project members are vaccinated against this)

  • encephalitis (Project members are vaccinated against one strain, but not against several others)

  • food poisoning, rotaviral infections (all strains), most forms of gastroenteritis

  • gonorrhea

  • hemorrhagic fever

  • herpes

  • hepatitis (A and B) (Project members are vaccinated against this)

  • malaria

  • meningitis (Project members are vaccinated against some forms)

  • measles, mumps, rubella (Project members are vaccinated against these)

  • pertussis (whooping cough)

  • plague (all forms) (Project members are vaccinated against this)

  • rabies (Project members are vaccinated against this)

  • rubella (Project members are vaccinated against this)

  • smallpox (Project members are vaccinated against this)
  • syphilis

  • tetanus, diptheria (Project members are vaccinated against this)

  • trichomoniasis

  • tuberculosis

  • tularemia

  • typhoid fever (Project members are vaccinated against this)

  • typhus

  • varicella

  • warts (human papilloma virus)

    • actual reduction of growth may take some time

  • yellow fever (though all Project members are vaccinated)

 

 

 

  • athlete's foot, jock itch, ringworm and other tinea fungus infections

  • anthrax (though all Project members are vaccinated)

  • common cold

  • hookworm, roundworms, tapeworms, giardia and other parasitic worms (although the Project has plenty of de-worming drugs on hand)

  • influenza (though all Project members were vaccinated for the strains prevalent at the end of their training)

  • polio (though all Project members are vaccinated)

  • yeast infections

     

 

 

Game effect:  the Antidote is successful against 80% of diseases, if not on the above list.

 

Universal Antidote

 

 

     Unit of issue is a metal flask, containing 20 doses; a full flask weighs 0.9 kilograms. Most of the flask is shielding material -- the volume inside is only 0.1 liter. A single dose is about 5 milliliters, administered by injection.

     Effective against many toxins, venoms and poisons, such as those from snake or spider bite. Effectiveness may not be complete, if the subject is heavily or continuously exposed. The Antidote will take full effect in a minute or less, depending mostly on circulation rate.

 

Known Effects

Toxins known to be effective against:

Toxins known to be ineffective against:

 

  • aconitine

  • black widow spider venom

  • brown recluse spider venom

  • carbon monoxide

  • cobra venom

  • coral snake venom

  • cyanide

  • insect bites and stings (spiders, wasps, and bees tested)

  • most jellyfish venom

  • some mushrooms

  • nerve gases (tabun, sarin, soman, VX) and pesticides

  • opiods

  • rattlesnake, cottonmouth venom

  • shellfish toxin

  • scorpion venom

  • stonefish venom

  • viper venom

 

 

 

  • BZ gas

  • mustard gas

  • pepper spray

  • substances that cause allergic reactions in general

  • CS and CN tear gas, DM vomit gas

     

     

 

Game effect:  it is effective against about 90% of poisons, slightly modified by how the poison functions.

 

Comments (7)

Michael said

at 9:19 am on Oct 2, 2015

Updated with professional input!

Michael said

at 9:21 pm on Nov 1, 2014

Added the info from the Wounds section, for quick reference.

Kirk said

at 4:35 pm on Aug 26, 2012

HPV?

Michael said

at 9:31 pm on Aug 26, 2012

They will be gone!

Michael said

at 9:32 pm on Aug 26, 2012

Though the actual wart or growth may take days or weeks to disappear.

Michael said

at 2:08 pm on Aug 26, 2012

Ineffective, so wash your socks and jocks!

Kirk said

at 12:32 pm on Aug 26, 2012

How is the Antidote with tinea and other fungal infections?

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