The Morrow project is copywrited by Timeline Ltd.  And is not intended to infinged upon the The Morrow Project.
  
The project Director may feel free to add or to take away from this file as he see's fit.
  
If anyone has any questions please feel free to contact me:
Ross A. Beaver 
Email Address is:  ANTINWO7@AOL.COM

SKILLS-UPDATES 
  
The Morrow Project
  
COMBAT SKILLS    MARS      RECON      RAT      S.S.D.     SCIENCE
  
HAND GUN         15        10         15       25         10
SHOTGUN          25        20         25       30         20
SMG              20        10         15       30         10
RIFLE            20        15         20       30         10
CREW SERVED WEAP:
 LT MG           20        15         20       30         10
 HVY MG          20        15         20       30         10
 LT MORTAR       20        15         20       30         10
 HVY MORTAR      20        15         20       30         10
SPEC WEAPONS :            
 GREN. LAUNC.    20        15         20       30         10 
 FLAME THROW     20        15         20       30         10
 SH. FIRE MISSILE20        15         20       30         10
 MOUNTED ROCKETS 20        15         20       30         10 
BAYONET          20        10         15       30         10
KNIFE            20        15         20       30         10
HAND TO HAND
  STR. +  DEX + 20%
DEMOLITIONS      30        25         30       40         20
BOOBY TRAPS      35        25         30       40         20
PRIMITIVE WEAPONS:
 ARCHERY / BOW            ****THE PD DECIDES HOW ARE THESE APPLIED TO YOUR
 CROSSBOW                               CHARACTER****
 CLUB
 SPEAR
 SWORD
  
KNOWLEDGE SKILLS     MARS     RECON     RAT    S.S.D.      SCIENCE
    
FIRST AID            30       30        35     40          50
MAP  MAKING          25       20        25     35          10
TREAT DISEASE        10       10        10     15          20
TREAT POISONING      10       10        10     15          20
TRACKING             20       10        15     30          10
ORATORY              10       20        20     30          10
CAMOFLAGE            30       20        25     40          10
HIDE                 20       20        25     30          10
LISTEN               20       20        25     30          10           
RECON                20       30        35     40          15                  
ESCAPE & EVASION     35       30        35     45          25
SCUBA +++            25       25        25     45          25       
OBSERVATION       INT + LISTEN X 2   ADD   30% IF USING DEVICES "ie SCOPE / RADAR"
MOUNTAINEERING       30       20        25     40          20
RAPPELLING           40       40        40     50          40
COMMUNICATIONS       40       40        40     50          45
LAND NAVIGATION      45       40        45     50          40
SURVIVAL:            ****  40 % VIA LOCATION YOU ARE IN ****
 ARCTIC                        
 DESERT              "ie IF YOUR ARE IN THE DESERT YOU WILL NOT RECIEVE ARCTIC"
 JUNGLE
 WOODLAND
 URBAN
 OCEANIC
AMBUSH               30       20        25     40          15
GUNSMITHING          35       30        35     45          25
SMALL BOAT OPERATION 40       50        45     55          40
INTERROGATION        30       20        25     40          15
PARACHUTE ++++       --       --        --     50          --                   
H.A.L.O. +++++       --       --        --     40          --
EQUISTRIAN ++        --       --        --     --          --
    
AGILITY SKILLS       MARS      RECON     RAT      S.S.D.       SCIENCE
    
MOVE SILENTLY        20        20        25       35           10                  
CLIMB                30        30        35       40           30       
JUMP                 30        30        35       40           30
SWIM                 30        20        25       40           10
SNOW SKI             ****DEPENDING ON LOCATION****
DODGE                ***DEX x4 ****      
  
TECH SKILLS
  
VEHICLE SKILLS:
 WHEELED             40        40        40       45           40
 TRACKED            (30)      (30)      (30)     (35)         (30)
 ROTARY WING +       --        --        --       --           --
 PROP-DRIVEN ++++++  --        --        --       --           --
 HEAVY VEHICLE      (40)       --        --      (45)         (40)
 JET                 --        --        --       --           --
  
REPAIR SKILLS:
 ELECTRICAL/BASIC    10        15        20       20            30
 MECHANICAL/BASIC    10        15        20       20            30
 ELCTRICAL/SPECIAL   --        --        --       --            -- 
 MECHANICAL/SPECIAL  --        --        --       --            --
 NUCLEAR             --        --        --       --            --
 FUSION              --        --        --       --            --
  
  
SKILL DIFFENITONS:
Combat skills are done slightly diferently now.  First the  sub class skills are broken down to 
represent differnt area's  ie: Under Special weapons to fire a LAW rocket is completely differnt
then firing a TOW missle or even a stinger or a Chaparral.
Under Crew Served Weapons skills; it is the same also to fire a M60 is as differnet then firing 
a 20mm Turret on a V-150 or to an 81mm mortar.
  
Hand To Hand :  Is also based on the Character stats plus training.
Primitive Weapons:  Are based on characters background skills,  prior to being frozen ie: a 
character took archer / bow as a hobby.
  
Knowledge Skills:
The changes there are the variety of areas of knowledge that was not included doing the printing 
of TM1-1 3rd edition.  The following skills are-listed below.  
Recon: Recon is the ability to do the patrolling techniques, and procedures, ie..travelling 
overwatch, bounding overwatch 
Escape & Evasion: E&E is the ability to evade persuiters and to evade capture...works well with
dogs in persuit of you, also.
Scuba: "Special Containment Underwater Breathing Apperatus" it is the ability to wear scuba gear
and the operations of diving while wearing such gear...and the movement of being under water.
Your scuba skill can not be higher then your swimming skill.
Land Navigation: Is the ability to travel by compass and the stars also to make a sun compass,
This skills is to keep you from getting lost in the woods.  Also you have the knowledge to lay an
azimuth.
Observation: the ability to observe one's surrounding area.  If you are using a scope / Binoculars 
add 30% to your skill roll. {eg,. int16 + listen 16 = 32% + 30% = 62%}  If using Radar "AN/PPS-05"
 add 50% instead, to your skill roll. 
Mountaineering: Is the ability to function in a nountainous terrain...rappelling does not fall 
under this skill for the simple fact that you can rappel and never climb a mountain before.  
Teams ie..Florida would not have mountain training since the highest elavation is only several 
hundred feet in central florida...because the land rise's gently as you go futher inland from 
the ocean.
Survival: The ability to survive in a hostile environment.  Teams that are placed in Florida 
will not have Arctic Training this was done for the simple fact to keep cost down....while teams 
in say West Virgina will have a combination of { woodland and  arctic survival training } Teams 
in the Western deserts may have both { arctic and desert for the higher mountain regions in the area }
Rappelling: The ability to use a rope in a mountain terrain, work rappeling gear ie..snap links
carrabiner, harrness's,  and other features....In this skill you learn the different rappelling 
techniques associated with rappelling.  Also the tieing of knots.
Ambush: The ability to lay and plan ambush sites / positions and formations.  And also to detect 
Ambush's sites.
Gunsmithing:The ability to Repair and modified a firearm.  Also includes reloading practises; 
And the ability to clear a jammed  / malfunction weapon.
Small Boat Operation: The ability to handle row boats, rafts and small out-board vessels.
**Note** The SK-5 does not follow under this skill.
Communication: The ability to do a communication via radios.  Also the use of proper radio 
proceedures, satellite link ups.  Also The knowledge of the Phonetic and Numeric acronyms..
Interrogation: The ability to make someone talk "unwilling"  If truth serium is being applied a
Medical Doctor must be present or major side effects can accur.
Parachute: The ability to jump from an aircraft ie.. a helicopter or a plane while using a 
parachute, also the knowledge on how to land properly....**Note** this skill does not include 
packing a Parachute that falls under the Riggers skill, which wasnt applied here unless the PD 
see's the importants of it.
H.A.L.O.: "High alltitude low opening" HALO jumps are noramally higher than 10,000 feet;  The
ability to jump from an airplane at high alltitudes while wearing oxygen tanks.  This skill can 
not be higher than the Parachute skill.
Equistrian: The ability to ride horses ie.. if a Character had a farm when growing up learned to 
ride, or took horse, or even lessions to learn to ride a horse.  Also this skills deals with the 
maintance of and the caring of  a horse. **Note** medical  care falls under the Veterinary skill.
  
AGILITY SKILLS:
Snow ski:  The ability to use snow ski's. And the technqiues in there use.
Dodge: The ability to dodge when someone throws something at you.  ie..Dex x4.....Dex 15 = 60%.
This skill is modified if  you are wearing the heavy Alice Packs. **Note the PD must determine 
this - factor**
  
Technical skills: 
No basic skill can be higher then a special skill.
When the Character processes the Nuclear and Fusion skills they must have degree's in 
"Engineering, Mathematics, Computer Science's and Physics, at least 40% in each.
  
Note on degree changes:  Because of the extent of the training and the time characters are 
allowed to perform such training,  the degree skills are not given unless the character has said
such given skill.  "meaning its mathematically impossiable to learn the 10% minimum bonus to each 
skill degree area.  It would take years and years of schooling to learn such speciality fields; 
Because Morrow Project training last the most of 6 months from the time of joining to the time of
placement in the cryogenics chambers. 
  
Basic Electrical: The ability to do simple wiring and read scamatics working with circuits and
boards.
Special Electrical: The more advance version of basic electrical.  Computers and certain
hardwares.
Basic Mechanical: The ability to do simple mechanic's ie..PMCS "preventive maintance care and
service" on a vehicle. Change fluids, change battery, change alternator etc...
Special Mechanical: The more advance version of basic mechanical.  You can strip the engine and
put it back together without leaving any parts out.
Nuclear: The ability to work on nuclear power items reactors etc.  You must have Special
Mechanical and Special Elctrical skills also the Nuclear skill can not be higher then special 
eletrical.  while using this skill you must have the proper tools
Fusion: The ability is the same as Nuclear.  The character must process the Nuclear skill to 
have the fusion skill; along with the proper tools.  
  
Vehicle skills:
Wheeled: The ability to drive and handle a wheeled vehicle. ie..Car, V-150, Commado Ranger
Tracked: The ability to drive a tracked vehicle  ie...A Tank, Bradley, M-113 **Note PD determines
the skill level.
Rotary Wing: The ability to fly a helicopter  ie..Gyro, Huey **Note this skill must be higher 
than Prop-Driven**
Prop-Driven: The ability to handle a prop- driven airplane **Note this skill can not be higher 
then Rotary Wing.**
Jet: The ability to operate a jet aircraft **Note you must have prop and rotary wing skills to 
have jet.  And they can not be higher then the jet skill.**
Heavy Vehicle: The ability to handle large vehicles ie..semi's;  also the MARS-1 and SCIENCE-1
fall under this skill.
  
These two Classes are described under the Character / Project update profiles. Which will
follow later.
The S.S.D. " Special Service Division" is an Elite branch of the Project.  They are structured
like the Phoenix division.
The R.A.T. "Recon Assualt Teams are they heavy Recon elements.
  
