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  #1  
Old 06-25-2017, 01:07 PM
dragoon500ly dragoon500ly is offline
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Default Project Bases

I'm tossing into the pot, my own views of MP bases, as always, comments, jeers, opinions and flames are cheerfully accepted!

First, what does canon say? The most important installation is Prime Base and its backup. Not a lot of description was given into the Prime Base module was released.

Next is the permanent depot/base, which are described as being either manned or automated and scattered around the country. Their primary function is the resupply and support of Project teams, as well as complete stocks of materials and equipment to help start man back on the road to civilization. They uncle MARS-One vehicles and large arsenals if weapons and ammunition. It is suggested that there be no more then ten.

We also have "specialized" bases, these are the home to agriculture, hospitals, supply bases, and power stations. They are manned or automated as necessary. It is also rumoured that an experimental rocket base is buried.

Finally, canon lists the most numerous installations, the manned bolt-hole and the team supply cache. The bolt-hole is described containing nothing more than the team's freeze tubes, the team vehicle and a minimum of supplies. The bolt-hole is designed to be used once and then abandoned. The team supply cache is described as being a simple concrete cube 2m x 2m x 2m in size and containing a variety of Project Equipment and a good supply of ammunition and spare parts and a limited variety of reconstruction supplies.
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Old 06-25-2017, 01:54 PM
dragoon500ly dragoon500ly is offline
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Default Basic Organization of the Project

This is a brief overview of the Morrow Project, listing it's National Command Support Bases and its Operational Regions.

Prime Base is the national command authority for the Project. It is an underground base with a dedicated staff that remains awake throughout the Final War, monitoring and evaluating communications and damage reports. After the initial fallout period is complete, Prime Base will send the recall signal that activates the Project teams. All teams assigned to Prime Base use the "Papa" designator, for example, "Papa Mike Five" is MARS Team Five assigned to Prime Base.

Omicron Base is the back-up central command facility. Personnel assigned here are in cyrogenic freeze and will be recalled with the rest of the Project. Prime Base automatically downloads information updates every 24 hours to Omicron`s computers. If Prime Base is unable to complete its mission, Omicron Base will automatically recall and assume leadership of the Project. All teams assigned to Omicron Base have the "Yankee" designator.

Sigma Base is the Project's central research facility. Here the Project's scientific talent laboured at creating fusion power, cryogenic freezing and other breakthroughs. It's personnel are in freeze, awaiting the recall signal. It's team's have the . "X-Ray" designator.

Beta Base is the storage and launch facility for the Project's satellite program. Awaiting recall here are a variety of communications, weather, surveillance and global all positioning satellites mated to disposable rockets. The launch facility contains the uplink systems and computers necessary to control the Project satellites as well assume control of any surviving satellites. Beta Base teams use the "Sierra" designator.

The Project is divided into ten regions. Each consisted of a regional command base which is responsible for the day to day operations of that regions assigned teams. Code named "Zulu" bases, the regional command bases have enhanced communications and computer links as well as dedicated command staffs.

Operational Region I covers New Foundland, Nova Scotia, Quebec (south of the St. Lawrence River), Maine, New Hampshire, Vermont, Massachusetts, Rhode Island and Connecticut. "Zulu Alpha" is the command base, all assigned teams have the "Alpha" designator.

Operational Region II covers New York, New Jersey, Pennsylvania, Delaware, Maryland, West Virginia and Virginia. Zulu Bravo is the command base, all assigned teams have the Bravo designator.

Operational Region III covers North and South Carolina, Georgia, Florida, Alabama, Mississippi, Tennessee, Kentucky and Louisiana (east of the Mississippi River). Zulu Charlie is the command base and assigned teams have the Charlie designator.

Operational Region IV covers California, Nevada, Utah, Arizona, Colorado, New Mexico and Texas. It's command base is Zulu Delta and its team have the Delta designator.

Operational Region V covers Illinois, Indiana, Michigan, Ohio and Wisconsin. Zulu Echo is the command base and all teams have the Echo designator.

Operational Region VI covers Nebraska, Kansas, Oklahw, Arkansas, Missouri, Iowa and Louisiana (west of the Mississippi River). It's command base is Zulu Foxtrot and its team carry the Foxtrot I'd.

Operational Region VII covers Quebec (north of the St. Lawrence River), Ontario and Labrador. It's command base is Zulu Golf, and of course, it's team carry the Golf I'd.

Operational Region VIII covers Saskatchewan, Manitoba, North and South Dakota, and Minnesota. Command base is Zulu Hotel as are its assigned teams.

Operational Region IX covers Idaho, Washington, Oregon, Montana and Wyoming. The command base is Zulu India and its team carry the India designator.

Operational Region X covers Alaska, Yuan, British Columbia, Alberta and Hawaii. It's command base is Zulu Juliet and its teams carry the Juliet designator.
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Old 06-25-2017, 03:44 PM
dragoon500ly dragoon500ly is offline
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Default Supply Caches

The most common installation is the Team Supply Cache.

Each Project Team has several resupply caches scattered throughout their operational area. Each cache is stocked with a variety of equipment, including ammunition and spare parts, as well as items of potential assistance to any survivors that the Team may encounter. The Supply Cache is intended to provide a minimum of basic supplies that will allow the team to function until contact is made with their Regional Base.

For security reasons, the team is not given specific locations for their cache other than that the locations can be called up on their AutoNav by pushing the CACHE LOCATION button. The team has been instructed that, to locate the cache, they simply drive to the point on their map and start looking for the cache. It has been hidden/disguised in some manner that would only have meaning for the team.

The cache is usually buried and once located, the team will have to dug the entrance free. The entrance is a stainless steel hatch assembly located on the top. Next to the hatch, underneath a protective cover, is a card reader (power for which must be supplied by the team vehicle). Insertion of a MPID card will unlock the hatch.

The hatch itself is a simple concrete cube, of varying sizes, but can measure from 2-8 meters on a side. There is no internal power. Like the bolt-hole, the cache is filled with an inert gas at a slight overpressure. This gas must be vented before personal entry and it cannot be replaced without special equipment. As a safety note, once the hatch has been fully opened, allow ten minutes to pass to allow any residue cyro gas to escape before personnel entry.

A manifest of the cache’s contents is located on a clipboard located by the ladder next to the hatch. Due to the limited amount of space, locating a specific item requires unloading most of the cache in order to find it. In addition to the team’s supplies, there will often be some team member’s personal effects, such as CDs, books, or items such as skis or SCUBA equipment.

The cache will also provide supplies needed by survivors, such as seed grain, farming and general construction tools and supplies, textbooks, how-to-manuals, spare parts for equipment such as generators and phone systems as well as medical supplies.

Finally, each team has access to 2-4 Emergency Resupply Caches. These contain issues of personal equipment and weapons, basic ammunition loadouts as well as heavy weapons. The Emergency Resupply Cache is intended to provide only combat-orientated and basic survival equipment.
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Old 06-25-2017, 04:18 PM
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Nice, thanks! Keep going!
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Old 06-25-2017, 05:08 PM
dragoon500ly dragoon500ly is offline
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Default The Bolt-Hole, Part 1

The next most common installation is the Team Bolt-Hole.

The bolt-hole is simply a underground bunker, designed to protect its occupying team, their vehicle and a minimal amount of supplies. While a detailed description is included below, each team is reminded, that while the bolt-hole will provide both safety and security, it is designed to be abandoned.

CONSTRUCTION

The bolt-hole begins as a very large hole in the ground. The bottom-most layer consists of 4 meters by 4 meters panels, each 1 meter thick and constructed of reinforced concrete. Mounted on this floor are dozens of heavy steel springs designed to cushion the inner layer of the facility. Over this is placed another series of floor panels. Installed on this second level is a steel girder grid, which has a maze of wiring, tubing, pipes and gas canisters necessary for the operation of the bolt-hole. A third layer of floor panels is mounted on top and forms the actual floor of the structure.

The exterior wall panels are 2 meters wide, 8 meters tall and 1 meter thick, and are also constructed of reinforced concrete. Once the exterior wall has been completed, two additional sets of wall panels form the interior structure, each wall is separated by a 1.5m gap that is filled with gravel.

The top of the bolt-hole is also constructed of exterior wall panels set up in a triple layer separated by gravel. Over the very top layer, an additional layer is laid across.

The interior of the structure is painted with an eggshell white, fire-resistant paint designed to reflect and brighten any available light.

LAYOUT

The bolt-hole has several major features.

1) Weapons and Ammunition Storage: All easily removed vehicle weapons and all ammunition is stored in this blast-resistant room. The only entry is through a hydraulically operated blast door located at one end. To gain access a MPID card must be inserted into the card reader to the right of the door. In the event of any explosion, this storage room is designed to vent the force of the blast up and away from the remainder of the bolt-hole.

2) Cyrogenic Chamber: This room contains the team’s freeze tubes. Located on the left end of this room is a hydraulically operated blast door located at one end. To gain access a MPID card must be inserted into the card reader to the right of the door. Located on the outside wall is another hatch secured by a manual handle. To the left of this hatch is a grey metal wall locker, bolted to the wall. This locker contains: 1 Ration Pack; 1 Large MedKit; 4 Shovels; 1 Axe, double-bit; 2 Picks; 2 Crowbars, 400 Sandbags (empty). Next to the entrance door is what has been nicknamed the “Riot Rack”. This is a weapons rack holding two SPAS-12 combat shotguns with 50 rounds of 12 gauge ammunition. (These weapons are intended for the team vehicles).

3) Emergency Personnel Exit: Located in the Cyrogenic Chamber and intended for use only if the other two exits are blocked. This exit is packed with a very light, dry sand that is easy to dig. In fact, most of this sand will fall out of the exit, revealing a metal cylinder with a ladder mounted to one side. At the top of the later is a hatch that opens downward revealing a short length of ladder going up and a second hatch, that will also open downwards. The team knows that after opening this second hatch it will be necessary to dig 1-2 meters in order to reach the outside.

4) Main Room: located to one side of the hatch leading to the Cyrogenic Chamber is a metal picnic-style table intended to be used to clean and assemble weapons, unpack equipment and for any mission planning. At one end is a metal lockbox welded to the table. Inside this box (combination is held by the team leader and assistant team leader) is a sealed package containing mission orders and documents. Also placed on this table are bottles of fluid supplements and energy bars to assist the team in recovering from freeze.

Any team vehicles are parked in the center of this room, raised on four manual screw jacks and four metal blocks used to relieve any tension on the suspension. The vehicle(s) must be first raised, the blocks removed and then lowered to the floor. Suspended from the ceiling over each vehicle is an electrical power hook-up, connected to the vehicle’s onboard fusion reactor. This uses the bolt-hole’s power supply to give the initial jumpstart to the power plant.

A simple four-wheeled metal push cart stands next to one wall. It is used to help move equipment, weapons and ammunition around the bolt-hole.

On one wall is located the Bolt-Hole Computer. This is a very simple machine designed to monitor and control the cryogenics tubes, the ELF receiver, the atmosphere within the bolt-hole as well as the overall status of the bolt-hole systems during the suspension period. Eight hours after the recall signal has been received and the team awakened, the computer will automatically wipe its memory and shut down.

Next to the computer is a control handle for a radio antenna that will raise a 10 meter antenna when activated. A coil of cable is located here and has been run to the nearest vehicle and hooked up to the onboard radio.

On one side of the computer is a charger rack that holds the battery packs for all team equipment as well as a rack of watches for the team’s use.

5) Located off to one side of the computer is the Periscope Package. This package is lifted hydraulically into position, through the earth cover above the bolt-hole. It is designed to view the immediate area around the bolt-hole and is equipped with sensors to monitor the levels of radiation in the area. This cannot be removed from the bolt-hole.

6) Vehicle Access Doors: On the far side of the Main Room are double hydraulic doors. On the left side is a card reader and a control panel holding two levers, marked INNER and OUTER and with OPEN and CLOSED. This panel must be activated by a MPID. When opened, the inner doors rest flush against the sides of the Main Room. The outer doors are concealed behind 3 meters of earth. This exit is large and slow to open, as the armored doors are quite heavy. It is a very conspicuous and slow method of exiting the bolt-hole.

7) Vehicle Exit Tunnel: This tunnel has no standard length. It may slope anywhere from 0 degrees to as much as +45 degrees. In some cases the tunnel can be measured in negative degrees. The exact length and slope depends on local terrain conditions.

8) Personnel Exit: located on the far wall of the Main Room and used to first recon the area around the bolt-hole. This exit is packed with a very light, dry sand that is easy to dig. In fact, most of this sand will fall out of the exit, revealing a metal cylinder with a ladder mounted to one side. At the top of the later is a hatch that opens downward revealing a short length of ladder going up and a second hatch, that will also open downwards. The team knows that after opening this second hatch it will be necessary to dig 1-2 meters in order to reach the outside.

To the right of this exit is a grey metal wall locker, bolted to the exterior wall. This locker contains: 1 Ration Pack; 1 Large MedKit; 4 Shovels; 1 Axe, double-bit; 2 Picks; 2 Crowbars, 400 Sandbags (empty).
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Old 06-25-2017, 05:10 PM
dragoon500ly dragoon500ly is offline
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Default The Bolt-Hole, Part 2

STORED EQUIPMENT AND SUPPLIES

Except for the emergency supplies stored in the two wall lockers, all material in the bolt-hole is in storage. Vehicle weapons are not mounted; all munitions, supplies and ammunition are in sealed metal or plastic boxes, cans, crates and so on. Personal weapons, web gear, medkits, backpacks, etc are stored in the locker located at the end of each freeze tube. All battery powered equipment have had their battery packs pulled are placed in a charger next to the computer. These are automatically charged during the wake-up cycle.

The team members are wearing only light cotton underwear in their freeze tubes with needles in their arms, monitors wired to their chest and head, conductive shock pads taped to their chest and a respiration tube down their throats. Their MPID Card is located in a slot on the inside of the tube, removing this card unlatches and open that person’s tube. There is a one minute delay before the tube opens.

STANDARD OPERATION

While the team is in cyrosleep, the bolt-hole is filled with an inert gas at a slight overpressure. The bolt-hole itself generates a low-level electro-magnetic field, the combined effect is that nothing inside the bolt-hole suffers from the wear and tear of time.

The bolt-hole is powered by a self-contained, long-life, radioactive thermos-electric generator (RTG). The RTG module is buried in the solid rock, 30 meters below the facility. It is powered by a receptacle of low-level nuclear waste within a thick lead shield. This waste gives off heat as the radioactive material decays. Attached to the lead casing is a solid-state thermos-electric module which converts the heat into electricity. The constant heat from the waste is converted into low-level direct current which is then used to charge a series of Eternal Batteries (Project designed ultra- long-life power cells) which, in turn, power the facility.

This system is designed to provide a dependable source of electrical power that will last for hundreds of years without noticeable power degradation, so once buried, the bolt-hole would never need to be refueled.

The only problem with the RTG system, is that, due to the design limits of the system, they can only provide a limited amount of electricity, enough to run the minimal system requirements while the team is frozen, but not enough to run the bolt-hole at full power.

After receiving the recall signal, the bolt-hole computer sets the Eternal Batteries to run at OVERLOAD, thus generating the power needed to wake up the team as well as charging the team’s battery packs and---most importantly---to give the team vehicles fusion reactor its initial charge.
Important to the safe operation of the bolt-hole is the computer. This system monitors the over-pressure of the inert gas and should this pressure drop below a predetermined level, it will sound the Breach Alarm and wake the team. If any water is detected within the bolt-hole, again the computer will automatically wake the team. The computer also monitors the team’s freeze tubes and in the rare occurrence that one of the tubes malfunctions, it will recall the entire team. Finally, the computer monitors the Extreme Low Frequency (ELF) Receiver for the recall signal.

The recall signal can come from a number of places: Prime Base, Omicron Base or any Regional Command Base can trigger the recall signal.

Once the signal is received, the computer first evacuates the inert gas, replacing it with a pre-bottled atmosphere mixture. It then shuts down the electrical-magnetic field, and starts the wake-up process for the freeze tubes. It then turns on the overhead lights.

All Project vehicles are equipped with a fusion power pack with an 18-month supply of fuel. This pack requires an external power source to start the fusion reaction. A cable hanging from the ceiling has been run into the engine compartment of each vehicle and plugged into the power pack, after turning on the lights, the computer then activates the power pack. (The power cable must be manually disconnected from the pack).

After the computer has initiated the recall procedure and it has verified that all team members have been successfully recalled, the computer executes its final program, starting an eight-hour countdown then wiping all programs and shutting itself down. Once this is completed, the computer cannot be reactivated, it is essentially high-tech junk. The computer is equipped with a LCD screen that will display any messages or communiques that it has received, but this screen will fade out after 4 hours.

The bolt-hole’s Eternal Batteries will provide power for twelve hours after recall, they then will turn off. The air supply is good for up to eighteen hours of breathable air.

The override setting essentiality destroys the batteries and they are not recoverable. The RTG cannot be recovered. The bolt-hole is not designed for habitation, there is no water supply, no sanitation and no ventilation. The team must abandon the bolt-hole.
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Old 06-26-2017, 09:33 PM
dragoon500ly dragoon500ly is offline
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Default Communications Bases

According to canon, the Project has two types of communications bases. In the module Final Watch, we are introduced to Base Kilo Alpha, a automated base and in American Out back we have the manned commo base Kilo Echo. K

Kilo Echo has a 6 person team assigned to operate it. We are also advised that it is one of a chain of 26 repeater stations, not including the Prime Base radio facilities. Of these, 8 are manned Kilo Echo types, 13 are Kilo Alpha types, 4 are attached to other Project facilities and the last is part of a power generation facility.

The main radio associated with these stations is the AN/PRC-70 which is listed as having a 4,000km with the AS-2975 antenna for CW only. Range for SSB and AM is up to 800 kilometres, range for FM is 40 kilometres.

The only real objection that I have with this network is that of using Project facilities as part of this network, if only from a security point. Anything that broadcasts cannot be detected and traced.
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Old 06-27-2017, 12:09 PM
mmartin798 mmartin798 is offline
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The main radio associated with these stations is the AN/PRC-70 which is listed as having a 4,000km with the AS-2975 antenna for CW only. Range for SSB and AM is up to 800 kilometres, range for FM is 40 kilometres.
One thing to remember about these ranges is that they are for two specific antennas, one a rod (monopole) and the other a dipole. Nothing prevents the use of a properly tuned directional antenna, like a yagi antenna, to extent the range of repeaters well beyond those ranges. The biggest difference is that the monopole and dipole antenna have radiation patterns that work much better for broadcast than the highly directional nature of a yagi.

If the intent of the repeater is to facilitate point to point communications, the yagi would be the way to go. If they send and receive to a large area around the ground station, you would use a monopole or dipole antenna. Not having the module to read the intended use for the repeaters, I cannot say with any certainty what the spacing of repeaters would be. It is possible that they place different antennas at the repeaters to increase coverage while minimizing number of bases. For instance, there may be a number of stations that use dipole antennas that are wider spaced with a large, but acceptable, marginal signal strength that are interconnected via a network of directional repeaters. This would allow the directional repeaters to operate a lower power and therefore be smaller than the broadcast bases.
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Old 06-27-2017, 12:20 PM
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One thing to remember about these ranges is that they are for two specific antennas, one a rod (monopole) and the other a dipole. Nothing prevents the use of a properly tuned directional antenna, like a yagi antenna, to extent the range of repeaters well beyond those ranges. The biggest difference is that the monopole and dipole antenna have radiation patterns that work much better for broadcast than the highly directional nature of a yagi.

If the intent of the repeater is to facilitate point to point communications, the yagi would be the way to go. If they send and receive to a large area around the ground station, you would use a monopole or dipole antenna. Not having the module to read the intended use for the repeaters, I cannot say with any certainty what the spacing of repeaters would be. It is possible that they place different antennas at the repeaters to increase coverage while minimizing number of bases. For instance, there may be a number of stations that use dipole antennas that are wider spaced with a large, but acceptable, marginal signal strength that are interconnected via a network of directional repeaters. This would allow the directional repeaters to operate a lower power and therefore be smaller than the broadcast bases.
You can also use multiple antennas on the same system - perhaps use directional antennas like yagis or dishes to connect to specific distant locations while using a dipole or monopole to broadcast or receive locally. Personally, I would expect this architecture to be a staple of team communications - put monopole on the hull serve as a hub for team communications, use a directional to connect to higher command.
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Old 06-27-2017, 01:40 PM
dragoon500ly dragoon500ly is offline
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One thing to remember about these ranges is that they are for two specific antennas, one a rod (monopole) and the other a dipole. Nothing prevents the use of a properly tuned directional antenna, like a yagi antenna, to extent the range of repeaters well beyond those ranges. The biggest difference is that the monopole and dipole antenna have radiation patterns that work much better for broadcast than the highly directional nature of a yagi.

If the intent of the repeater is to facilitate point to point communications, the yagi would be the way to go. If they send and receive to a large area around the ground station, you would use a monopole or dipole antenna. Not having the module to read the intended use for the repeaters, I cannot say with any certainty what the spacing of repeaters would be. It is possible that they place different antennas at the repeaters to increase coverage while minimizing number of bases. For instance, there may be a number of stations that use dipole antennas that are wider spaced with a large, but acceptable, marginal signal strength that are interconnected via a network of directional repeaters. This would allow the directional repeaters to operate a lower power and therefore be smaller than the broadcast bases.
Both modules make mention of being radio, satellite, microwave relay capable. They also mention a 50m mast, but no further details.

My understanding is that these are relay stations.

One thing that I've done in my games is equip the team with a dozen footlocker-sized units that contain a 15m antenna, solar cell panels, batteries and a radio set for retrans only. The idea is to set one up every 30-40 kms for broadcasting the team's transmissions. Secondary use is to help ID areas were their survivors that understand technology....when they scavenge the retrans equipment.
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Last edited by dragoon500ly; 06-27-2017 at 08:57 PM.
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Old 06-27-2017, 09:15 AM
dragoon500ly dragoon500ly is offline
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Default Agriculture Bases

The module Fall Back! Has the next type of canon Project base, Agriculture Base TA-14. Here John Duke has done a wonderful job of describing the layout and the wealth of material a single agriculture base contains.

Unless otherwise requested, I will simply refer you to this module.
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Old 06-27-2017, 09:43 AM
dragoon500ly dragoon500ly is offline
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Default Supply Bases, an Overview

Each Project Team has several resupply caches scattered throughout their operational area. Each cache is stocked with a variety of equipment that the team will need, as well as items of assistance for any survivors that may be encountered. The team cache is intended to provide a minimum of basic supplies that will allow the team to function until contact is made with their group commanders.

The cache system is intended to provide supplies needed to aid in the reconstruction of the area. As such they contain large amounts of seed grain, farming equipment, various types of tool kits, textbooks, how-to-manuals, spare parts for equipment such as generators and phone systems in addition to the team’s resupply needs of rations, ammunition and trade goods.

Primary resupply for the teams comes from the various Group and Regional and National Supply Bases. Group Bases (nicknamed “Seven-Elevens”) are intended to support the Operational Group with up to two years-worth of basic supplies. The Regional Supply Bases (nicknamed “Bruce-Marts”) contain massive amounts of supplies as well as basic manufacturing equipment and limited stocks of raw material. The National Supply Bases have stocks of supplies, but feature numerous pieces of manufacturing equipment as well as stockpiles of raw material.

Finally, each team has access to Emergency Resupply caches (nicknamed “Stash-N-Grabs”). Each team has between 2-4 of these caches which contain reissues of personnel equipment and weapons, basic ammunition loadouts and any heavy weapons that the team may reasonably expect to need. The Stash-N-Grab is intended to provide only combat-orientated and basic survival equipment.

The module The Starnaman Incident, Delta Base we have an excellent listing of the items considered necessary for a major reconstruction effort.
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Last edited by dragoon500ly; 06-27-2017 at 09:49 AM.
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Old 06-27-2017, 10:00 AM
dragoon500ly dragoon500ly is offline
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Default National Supply Base

The concept of a National Supply Base (NSB) is something that I have been working off and on for the last 3 months. It is a major work in progress.
The idea began with an examination of the nuclear strike patterns contained in the North American Target List, V1.01. In this, we see the destruction of much of the heavy industry of the United States. With this level of destruction, would the Project planners not have some kind of idea about rebuilding this critical infrastructure?

A NSB simply contains a variety of necessary supplies, but focuses instead on the manufacturing of this equipment. This concept consists of an abandoned mine, that has additional shafts dug for the siting of various needed manufacturing equipment. One shaft might be dedicated to the production of small arms and ammunition, another on the construction of fusion power packs, a third to produce electronic gear and so forth.
Additional levels would house trained technicians to operate this equipment.

Overall, I believe that there may be between 3-6 NSBs to support the project.

I do apologize for the lack of detail, but, it is in progress.
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Old 06-27-2017, 10:37 AM
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Great stuff Dragoon, thank you!

I cannot find the Fallback module in PDF but I will keep looking.

Do you have some thoughts on how big the area is for a Project Team?

As for the relay stations, great point and idea. I hadn't thought about this really, is SSB true voice communications versus CW/Morse?
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Old 06-27-2017, 11:00 AM
cosmicfish cosmicfish is offline
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Great stuff Dragoon, thank you!
Agreed! Lots of great work here!

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I cannot find the Fallback module in PDF but I will keep looking.
I lack the last couple of modules, I would greatly appreciate info on the ag base.

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Do you have some thoughts on how big the area is for a Project Team?
Can't speak for @dragoon500ly, but I am currently dividing everything by expected post-war population, so the area covered by any Team or Command can vary dramatically.

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As for the relay stations, great point and idea. I hadn't thought about this really, is SSB true voice communications versus CW/Morse?
SSB can absolutely be true voice, it is really just a bandwidth-management technique and if the original signal can handle voice then SSB can as well. I also like unmanned relay stations, but also use manned stations to handle comms management tasks. I also include a Project intranet with an email system - real-time communications are great, but email allows for records management as well. Submit requests, file reports, etc.
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Old 06-27-2017, 12:05 PM
dragoon500ly dragoon500ly is offline
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Great stuff Dragoon, thank you!

I cannot find the Fallback module in PDF but I will keep looking.

Do you have some thoughts on how big the area is for a Project Team?

As for the relay stations, great point and idea. I hadn't thought about this really, is SSB true voice communications versus CW/Morse?
Single side band is AM voice, but with distortion (basically you sound like Donald Duck, underwater) in my own experience, it involves a lot of repeat last transmission. Still better than nothing, but expect lots of atmospheric interference. Best source on the net is Ham Universe for details.
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Old 06-27-2017, 09:00 PM
dragoon500ly dragoon500ly is offline
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Originally Posted by kalos72 View Post
Great stuff Dragoon, thank you!

I cannot find the Fallback module in PDF but I will keep looking.

Do you have some thoughts on how big the area is for a Project Team?

As for the relay stations, great point and idea. I hadn't thought about this really, is SSB true voice communications versus CW/Morse?
I typically assign a Recon Team a primary operational area of 200kms. They will often have a secondary operational area of about 500kms from their bolt-hole. I want the recon teams to be out and about.

MARS Teams are typically responsible for a 400km area.

Science Teams run about 1,200km area.
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Old 06-27-2017, 10:47 AM
cosmicfish cosmicfish is offline
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The concept of a National Supply Base (NSB) is something that I have been working off and on for the last 3 months. It is a major work in progress.
The idea began with an examination of the nuclear strike patterns contained in the North American Target List, V1.01. In this, we see the destruction of much of the heavy industry of the United States. With this level of destruction, would the Project planners not have some kind of idea about rebuilding this critical infrastructure?

A NSB simply contains a variety of necessary supplies, but focuses instead on the manufacturing of this equipment. This concept consists of an abandoned mine, that has additional shafts dug for the siting of various needed manufacturing equipment. One shaft might be dedicated to the production of small arms and ammunition, another on the construction of fusion power packs, a third to produce electronic gear and so forth.
Additional levels would house trained technicians to operate this equipment.

Overall, I believe that there may be between 3-6 NSBs to support the project.

I do apologize for the lack of detail, but, it is in progress.
My TOE includes factories and logistics bases at all levels of the organization.

On the first part, I wanted to make sure that the Project had the ability to do more than scrounge, production capacity means they can help build factories and get an economy going. I have 3 National factories (I try not to have just *1* of anything in my Project!), 7 Regional factories, and 2 facilities per Area - a general machine shop to support the mission of the Project, and a maintenance shop to support Project assets.

On the second, moving assets and supplies around the country is always going to be a major challenge, so I have a similar set of bases devoted to housing and distributing whatever assets the Project has. Not only are there significant pre-war stores, but one of the "when possible" tasks for field Teams is recovering noteworthy assets and getting them into the Morrow logistics chain.

"You need a replacement XM-226 dynamo, a pair of 60 gpm pumps, and a new crankshaft to get that hydroelectric plant up and running? Well, a Recon Team in Mississippi marked a salvageable XM-226 a month ago, we'll send someone to collect it but it'll probably take a few months to get it to you. We've got plenty of salvaged pumps, you can have those today. As to the crankshaft, get us a drawing and we'll send it to the regional facility, they can handle something that large, we can't. Maybe two weeks?"
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