This is a widely-distributed item in the KFS military and is worn by aircrew, tank crew and APC crew.
The item consists of
Dual magazine pouch (9mm pistol ammunitionl)
Survival knife and sheath
Multitool and sheath
Waterproof holster and pistol (the KFS copy of the S&W Model 59)
Note 1: most users add another magazine pouch above the holster and use this to carry maps, compasses or additional rations. Packets of caffeinated chewing gum are a popular choice
Note 2: KFS Air Force pilots carry a pocket Survival Kit which includes the following
Personal Locator Beacon
Small first aid kit
Small LED Flashight
Lighter (small “zippo” design)
Spare Batteries (For flashlight and laser)
Major Carswell is commander of RiverHawk Squadron and might be encountered anywhere within 100 kilometres of the KFS border. He was forced into a crash-landing after his P-47 experienced engine failure – and now he’s “walking home”. On his return, he intends to discipline his mechanics and recommend the SERE trainers for commendation.
Personality: Carswell is arrogant and tends to be over-confident. However, he’s not stupid and has good self-discipline. (Unlike many in the KFS Air Force, his rank was achieved on merit; it wasn’t just his family connections). Equipment: Flightsuit, 9mm pistol (only 6 rounds left) KFS “gunfighter” belt (contains maps, compass, etcetera)
Notes: Carswell’s only weapons are a pistol and a survival knife. He won’t resist if faced by superior firepower (and would really appreciate a good meal).
Uses in the game:
Ransom: the KFS Air Force issues “blood chits” for its pilots and promises 10,000 credit reward for their return Prisoner Exchange: “Bullets & Blugrass” could run very differently if there’s a negotiation involved Information: If treated well, Carswell will be happy to chat about the KFS Air Force (he WANTS to impress)
This is another “gift bag” for survivors: a well-stocked Medical Kit
Dodge “Joker” Harding – Trucker Scout
Truckers have to be cautious when moving along the old Interstates. Some routes are structurally unsafe and some have a “bandit problem”. Also – on a commercial level – it’s good to know if there’s a market for goods and services. This is where people like “Joker” are useful. Joker will explore an area and report back to the convoy.
Joker is a friendly young man and has a certain charisma. People tend to like him and trust him (especially if they’ve dealt with his family)
Scouts tend to travel light and don’t carry much equipment: an inspection light, a few “trade items” and a handgun. They will either walk or use a modified motorbike
“Only racially superior peoples are creators and bearers of a high culture. Only they determine the course of events. Inferior races have no history. They lack the necessary ability, the ability to master their own fate. Only racially advanced peoples have this ability. Races that do not have the courage to make history have no history. The life of a people does not develop mechanically, nor does it develop steadily. It is a constant struggle with nature and the environment, and above all with other peoples. It is an eternal battle, an eternal struggle. There is no unified, gradual development of all peoples to a common goal.”
In TM1-1, the Breeders are described as
Geographical Location: Anywhere, based in 11.
H&M Range 2-9
Number found : 2-12 / Patrol
Tech Level: C-B
Power / Resources : Combustion engines, some generated electricity and batteries.
Weapons: Dart guns, shotguns, rifles, gas grenades, explosives.
Special Attributes: Semi-scientists with religious convictions.
These people hunt throughout the country for pure, unmutated, uncontaminated human stock. They are descended from a group of genetic scientists who survived the War. They believe there will be a super-race to emerge from “the Chaos” as they refer to the War.
The name “Breeders” is a slang term used by outsiders. The members of this group prefer to call themselves the “American Renaissance Movement” or ARM and they believe that their version of eugenics is the only path to “rebuilding the living foundations of America”. Incidentally, the “super-race” mentioned by the ARM doctrine was originally unspecified, but (after extensive internal disputes) is now described as possessing “genetic purity”, ruthless warrior pride and artistic brilliance.
The Breeders see themselves as above “herd morality”. They see themselves as noble and even spiritual. They believe that they have a duty to conquer and to guide the mass of humanity towards becoming the New Race. However, they are not humorless or puritanical; they admire creativity and particularly approve of music and dance.
Interactions with other groups
Usually very bad. The Amerindian Empire particularly dislikes the Breeders and (rightly) suspects that they kidnap children who appear to fit their genetic ideal, or have “breeding potential” .
Relations with the Morrow Project are surprisingly complex. The Breeders are happy to obtain DNA samples from the personnel and they have no objection to the Morrow Project “improving” the lives of survivor communities – in fact they are willing to pay for help from Morrow Project teams. However, they dislike the Morrow Project’s attempts to save the lives of “genetically damaged” people.
The only allies of the ARM/Breeders are Slavers and a few gangs of Bikers
Atlantis Project planners believed that it would be useful to have weaponry that was easily-concealed and “non-military”.
The knife is made of stainless steel and has an all-black anodized coating.
Length: 6.25 inches closed (15.9 cm) . 11.125 inches open (28.26 cm)
It is often acknowledged that the appearance of the Morrow Project personnel may be intimidating and/or distinctive. This can be unhelpful if the team wants to be discreet.
A couple of solutions have been developed
In the canon (3rd edition) game, the Contact Pack was introduced via ‘Operation Lucifer’. In essence, this is a disguise: a way to contact survivors without looking like a group of uniformed and heavily-armed paramilitary troops. It is intended to be used by one member of the Team.
Similarly, a common (but unofficial) addition to the game is a “BOB” or bug-out bag which is intended as an Escape & Evasion emergency kit and includes weapons, communications and survival gear. This is intended for use by all team members. An example is shown here
Atlantis Project version:
The Atlantis Project planners liked both of these concepts, but they preferred to “streamline” logistics (partly due to an effort to save money). Therefore, they developed the Low-Key Pack