Individual Weapon Loads


Individual team members are allocated a basic weapon load. This consists of a primary weapon, a sidearm, ammunition and magazines for both, and an assortment of grenades or explosives.

The sidearm is almost always a Browning HP-35 or H&K VP-70.

The primary weapon is typically a Stoner M22 Rifle, but team roles may call for other options. MARS Team members may select from the following heavy weapons instead: Any Light Machine Gun, M9A1-7 Flamethrower, Armbrust 300 Recoiless Rifle, or M47 Dragon.

The explosives are 10 pieces from any hand grenade, M72A2 LAW, or HAFLA-35L (which comes in a set of 3). Typically with a target weight of 20kg in total.

The most common loadout is: (19.94 kg total) 1 Stoner M22 (M23/M16/M4) w/12 mags, 1 HP-35 w/3 mags, 4 M67 Grenades, 4 M34 WP Grenades, 2 M72A2 LAWs.

Most field teams will have a Marksman who will carry a M21 Sniper Weapon System as their primary weapon.

One member per team will be issued a HK69A1 w/36 rds 40mm as an additional weapon for most teams. Almost all Grenadiers use the loadout: 12 M433 HEDP, 8 M651 CS gas, 6 Stunbag, 4 M576E2 multiple projectile, 3 star shells (one each red, white & green), 3 white illumination parachute flares.

Team Medics have a special load. They carry a sidearm, 2 AN-M8, HC smoke grenades, 1 surgical kit (11 kg), 1 large medkit (5 kg), and 1 universal antibody/antidote system (1 kg). Typically they have an assistant who carries a sidearm, primary weapon, 4 M67 grenades, and 1 drug kit (13.5 kg). Some weight may be shifted to assistants as needed. Any sort of field surgery requires an assistant with a drug kit.

Short Blades


While Morrow Project members may find melee weapons more useful in the apocalypse than expected, the Morrow Project only trains members in the KCB-70 knife / bayonet.
TypeDamageMin StrWt
Stoner KCB-70Str + 1d4d4.8kg
* Notes: Part of the Basic Personal Load.
* Affixing to rifle takes entire round's actions and movements, applies a -1 Shooting penalty and changes this weapon to Str+d6 and Parry +1, Reach 1, Two Hands
* Affixing to carbine takes entire round's actions and movements, applies a -1 Shooting penalty and changes this weapon to Str+d6, Reach 1, Two Hands

Small Arms


Handguns


Useful at range and in melee. All loadouts include at least a handgun.
TypeRangeDamageAPROFShotsMin StrWtBasic LoadLoad WtTotal Wt
Browning HP-3512/24/482d61113d4.88 kg3 mags (39 rds).6 kg1.5 kg
* Notes: Semi-Auto, Standard Sidearm
H&K VP-7012/24/482d611/318d40.82 kg
+1.0 kg
12 mags (216 rds)3.8 kg5.6 kg
* Notes: Semi-Auto, Mounting holster/stock takes action and grants Three-Round Burst.
* Commonly issued to medical or science teams. Doubles as a Primary Weapon.
Smith & Wesson M2710/20/402d6016d41.24 kg24 rds.45 kg1.24 kg
* Notes: Revolver, Reliable (No Crit Failure), Concealable (-2 to Notice)
Smith & Wesson M2912/24/482d6116d41.35 kg24 rds.56 kg1.91 kg
* Notes: Revolver, Reliable (No Crit Failure)

Carbines/Rifles


Most Morrow Project Rifles are derived from the Stoner 63 Modular Weapons Systems. Stoner 63 kits to convert one member of the family to another are in abundance.
TypeRangeDamageAPROFShotsMin StrWtBasic LoadLoad WtTotal Wt
Stoner M23 Carbine20/40/802d81330d42.67 kg12 mags (360 rnds)5.4 kg8.0 kg
* Notes: Automatic, Carbine variant of the Stoner 63 system. Additional -1 Recoil penalty.
Folding stock and short barrel lets it be stored or transported through tight spaces / vehicles.
Stoner M22 Rifle24/48/962d82330d63.72kg12 mags (360 rnds)5.4 kg9.1 kg
* Notes: Automatic, Assault rifle variant of the Stoner 63 system. The most commonly issued Primary Weapon.
M21 Sniper Weapon System24/48/962d8+12120d65.3 kg12 mags (240 rnds)8.76 kg14.0 kg
* Notes: Semi-Auto, Snapfire. Noise suppressor gives -2 to detecting source of gunfire.
* Scope negates -2 penalties when aiming. Night sights negates penalty for Dim or Dark illumination. Takes action to swap.

Other Small Arms


Useful for different purposes.
TypeRangeDamageAPROFShotsMin StrWtBasic LoadLoad WtTotal Wt
Uzi No 212/24/482d61332d43.6 kg12 mags (384 rds)7.44 kg11.0 kg
* Notes: Automatic, as compact as a handgun. Popular among drivers. Can be used one-handed at -2. Noise suppressor gives -2 to detecting source of gunfire.
High Standard M10B12/24/481-3d6014d64.5kg50 rounds4kg8.5kg
* Notes: Semi-Auto, Shotgun. Used for close combat and obstacle breaching. Can be used one-handed at -2. Mounted detachable flashlight.

Grenade Launcher


These are multi-purpose weapons firing 40mm grenades. With the high-explosive rounds the launchers act as small mortars, as flare guns when used with white parachute flares or star clusters, and as non-lethal weapons if used with gas or stunbag rounds. Some of the launchers are mounted on rifles, carried in holsters, or mounted on vehicles. With the multiple projectile buckshot rounds the launchers act as large shotguns firing 20 #4 buckshot for each round fired.
TypeRangeDamageAPRoFShotsMin StrWtBasic LoadLoad WtTotal Wt
HK69A124/48/96VariesVaries11d63.11 kg36 rds9.72 kg12.8 kg
* Notes: Break action. Heavy Weapon, Snapfire.

TypeMin RangeDamageRange/BlastWeight
M433 High Explosive Dual Purpose103d8SBT.25 kg
* Notes: AP 5.
M651 CS Gas10-SBT.3 kg
* Notes: Anyone caught in the grenade's burst must make a Vigor check at -2 or become Shaken until they can move out of the gas.
* After exiting the gas, the effects end at the end of their next turn.
* Gas mask or similar protective devices negate.
Stunbag012/24/48One target.25 kg
* Notes: On hit, target makes a Vigor roll (at -2 on a raise) or become Stunned.
M576E2 multiple projectile01-3d612/24/48.25 kg
* Notes: Functions like a Shotgun.
M585 (white) / M663 (green) / M664 (red) Star Shells0--.25 kg
* Notes: Signal flares.
M583 (white) Parachute Flares0-MBT.25 kg
* Notes: Illuminates blast area.

Hand Grenades


See Grenades section (p. 78) of SWADE for more information. You can create a trap from grenades with a secondary arming mechanism (frag and explosive grenades) with Electronics (Explosives). Smoke / gas grenades last 2d4 rounds or 4d4 in enclosed spaces.
TypeRangeDamageBlastWeight
Mk67 Fragmentation5/10/203d6MBT.4 kg
M34 White Phosphorus5/10/203d6MBT.75 kg
* Notes: Creates an area of white phosphorus gas in an MBT that lightly obscures vision (-2). Targets hit must roll to see if they catch fire.
AN-M8, HC Smoke5/10/20-LBT.7 kg
* Notes: Creates an area of smoke in a LBT that obscures vision (-4).
M6, CN-DM Gas5/10/20-MBT.5 kg
* Notes: Creates an area of tear smoke in a MBT that lightly obscures vision (-2).
* Unless protected, make a Vigor -2 save or become Shaken until you leave the area.
AN-M14, TH3 Incendiary---.75 kg
* Notes: Not a weapon, used to destroy material. Can work underwater. May ignite flammable materials within 1"
Mk3A2 Explosive5/10/202d8/4d8-/SBT.5 kg
* Notes: Single target outdoors. In enclosed spaces, it affects a SBT ignores cover and deals 4d8 damage instead.
NICO Thunderflash5/10/201d8SBT.3 kg
* Notes: Targets must make a Vigor roll (at -2 with a raise) or be Stunned. Can cause injury and ignite flammable gases / liquids.


Heavy Weapons


Light Machine Guns


These are large, heavy weapons capable of only full-automatic fire. They are belt-fed, that is the ammunition is held in flexible metal belts that break up into separate links after being used. They often have a built in bipod for shooting from the ground or can be mounted on a tripod. These weapons are capable of long-range fire but are light enough to be hand-held and fired like a rifle from either the hip or shoulder. They fire rifle caliber ammunition and are normally fired in 6 round bursts.
TypeRangeDamageAPROFShotsMin StrWtBasic LoadLoad WtTotal Wt
Stoner MK2324/48/962d822-3150d84.5 kg4 belts (600 rds)7.8 kg12.3kg
* Notes: Automatic, "Commando" Machine Gun. Allows for mobile automatic fire.
Stoner MK20730/60/1202d822-3150d85.4kg
+ 6.35kg
4 belts (600 rds)7.8 kg19.5kg
* Notes: Automatic, Snapfire. Tripod takes action and negates Recoil. A heavier, longer ranged version of the MK23.

Heavy Machine guns


A very large weapon, the ammunition for some being in the small cannon class. These weapons are always mounted either in a vehicle or on a tripod, and require a crew of three to six men to carry the weapon and its ammunition. Capable of being fi red either semi or full automatic, these guns can be utilized as a long range sniping system. When used on full automatic they are normally fi red in 10 round bursts.
TypeRangeDamageAPROFShotsMin StrWtBasic LoadLoad WtTotal Wt
MH2B "Ma Deuce"50/100/2002d1042-3105d6 (mounted)6.3kg3 belts (315 rnds)39.05kg97.2kg
* Notes: Heavy Weapon, Immobile. Break down and assembly takes 2 actions. Can be fired from tripod or vehicle mount.
Rheinmetall Mk 20 Rh-20250/100/2002d1242-4100/100-81.5kg--157.55kg
* Notes: Heavy Weapon, Immobile. Mounted only. Can ignite fuel. Can choose AP or HE each round. AP rounds increase AP by 4 at 25 range or less.

Missile Launchers


These are recoilless weapons of several types. They range from small, hand-held, single shot launchers to large, mounted missile systems. Their complexity varies from simple tubes or guide rails to complex launching systems with integral sighting and tracking. All missile launchers have a danger area behind them. This is caused by the “back blast” of the rocket’s exhaust as it is launched. Some of the largest launchers can only be used on vehicles while some of the medium variety can be carried and operated by a crew.

Damage for missiles is split between direct damage to target and targets in the burst (if a target is both, roll the dice together).
TypeRangeDamageAPROFBlastShotsMin StrWtBasic LoadLoad WtTotal Wt
M72A2 LAW24/48/962d8/2d8+2201SBT1d62.4 kg--2.4 kg
* Notes: Heavy Weapon, Snapfire, Disposable. Projects a 2" cone of explosive, non heavy weapon backblast when fired.
Armbrust 30024/48/962d8/2d8+2241SBT1d46.3kg--6.3kg
* Notes: Heavy Weapon, Snapfire, Disposable. Flashless, noiseless and recoiless gun. The only missile launcher safe to use indoors.
M47 Dragon48/72/962d10/3d10341MBT1d1011.47kg (launcher);
+3.1kg (daysight);
+9.82kg (night sight)
2 missiles23kg35.86kg
* Notes: Heavy Weapon, Snapfire. Cannot go to Extreme range.
* Use Electronics (Sensors) or Shooting (Heavy Weapons).
* Must use correct sight or suffer -4 to attack. Night Sight negates penalty for dim or dark lighting conditions.
* Projects a 4" cone of explosive, non heavy weapon backblast when fired.

Flamethrowers


Come in several types, the most common being a backpack of tanks with a hose leading to a hand held gun. A flamethrower is psychologically devastating as the flame is terrifying to watch. It may either be fired with the fuel ignited or the fuel can be sprayed over a target, allowed to soak in, then lit. Used in this manner it is a very effective threat because the flames will consume all the oxygen around the target unless it is specially sealed.

Flame weapons ignore armor, gain no benefits from a raise and targets hit check if they are catch fire.
TypeRangeDamageAPROFBlastShotsMin StrWtBasic LoadLoad WtTotal Wt
HAFLA-35L Flame Launcher12/24/483d6-1SBT1d6-3 rounds1.9kg1.9kg
* Notes: Disposable, Flame Weapon.
M9A1-7 FlamethrowerCone3d6-11-1d811.8k11L tank10.9kg22.7kg
* Notes: Flame Weapon. Two attacks Soak and Cone, both take one shot.
* Soak. Ranged Attack. On hit: Soaks target in gasoline
* Cone. Attacker: Shooting roll +2. Defenders: Agility roll. Beat Defender's Roll: Deal damage.


Explosives


Mines


Mines are explosives planted beneath shallow dirt that detonate in the listed blast template when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them. Planting mines is usually a Dramatic Task.
TypeDamageBlastTotal Wt
M25, Antipersonnel2d4One target.1kg
* Notes: An action to plant. Targets feet or tires. If creature or vehicle is Shaken by attack, must roll on Injury table.
M16A1, Bounding Antipersonnel3d6SBT3.6kg
* Notes: Only full overhead cover offers an Armor bonus against the M16A1. Simply being prone offers no protection.
M18A1 Claymore3d6Special1.6kg
* Notes: Claymores fire a spray of deadly steel balls in a 60° frontal arc.
* Everyone within 12m (24 yards) is automatically hit.
* Roll a die for all other targets up to 50m; (100 yards). Those who get an odd result are also hit.
M19 Anti-Tank4d6MBT12.6kg
* Notes: Heavy Weapon. AP 5 vs. 1/2 the vehicle’s Armor value (round up).

Demolitions


These can be used for a variety of purposes: felling trees, uprooting stumps, mining and tunneling as well as combat purposes. Most need another explosive to set them off e.g. a detonator or primercord. More primitive explosives like black powder or nitroglycerine are responsive to flame and shocks like being hit by a bullet - or even vigorously shaken (in the case of nitro).

Each team is issued a basic demolition kit, weights 57.5kg (no explosives). Arming Demolitions takes a Dramatic Action.
TypeRangeDamageBlastTotal Wt
M112 C-4 Demolition Block-2d6SBT.6kg
* Notes: Damage listed is for one demolition block. Exponentially more blocks increases damage by +1d6 or size of blast by one step.
* Can be reshaped with Electronics (Explosives).
M183 Satchel Charge2/4/85d6SBT10.5kg
* Notes: A bag of M112 blocks and priming assemblies. Can be thrown with Athletics.