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Survival Kit

-1 Diff "PER-Survival"
1 Resource removes
d6 Degradation
Used for Fishing/Hunting,
Small Game Missions

CU
1
Value
3
Degr.
3
ooo
ooo

Tactical/Tool Belt
When worn 0 Carry CU
Carries 3 CU of items
(no items larger than 1 CU)

CU
1
Value
--

Items in belt can be used


"Defensively"

Arrows, Target
Damage: 1d6
25 Arrows = 1 CU
50% Chance to recover
spent arrow

CU
1
Value
--

Arrows, Broad Head


Damage: 1d6
10 Arrows = 1 CU
Compound Bow
+25 Lethality
Normal bow
+10 Lethality
25% Breakage Chance

CU
1
Value
--

(75% Breakage if hit solid target)

Axe
Lethality: 30 / - / Dur: High
Damage: 1d6
Dulling
Tool: Misuse, Noise
+30 STR as Tool
+25 to delive Coup de
Grace
Min STR 25 for full use

CU
2
Value
5
FC
1
Noise
1

Bait
+5 to ZE% for every CU
-1d3 Diff to "PER-Hide"
and "PER-Sneak"
checks per CU used

Hiking Pack
When worn 0 Carry CU
Up to 2 items of 2+ CU
Items not readily avail.

CU
1
Value
-Cap.
6

Bayonet
0 CU when attached to
Rifle
1) Use Rifle as Defensive
- OR 2) Counts as "Combat
Knife" when Grappling

Brass Knuckles
Lethality: - / - / When worn 0 CU
Defensive
+10 STR for Grapple
checks
Counted as "Armed"

CU
1
Value
--

Chains
1 CU per 4 ft of length

CU
Sp.

Noise if running only


Can Secure barricades

Value
-Noise
1

(if 0 then auto success)

+25 to Objective of
Hunting Mission

Briefcase
No items larger than 1 CU
Can be locked
(Require 1 Turn to open)

Items not readily avail.

Chainsaw
Lethality: 90 / - / Damage: 1d6
Requires Gasoline
(1 CU Gas = d3 Time)
Noise is Sustained
d6 Diff "STR-Lift/Pull" to
start

CU
1
Value
-Degr.
3
ooo
ooo

Batteries
Used to Power Items
Degradation according
to item being powered

CU
1
Value
OL

Backpack
When worn 0 Carry CU
No items larger than 1 CU
Items not readily avail.

CU
1
Value
-Cap.
4

CU
1
Value
--

Bolt Cutters
Lethality: 15 / - / Dur: Very High
Damage: 1d6
Tool: Gross Misuse, Noise
-1 Diff "PER-Navigation"
in Urban Environments
-1 Diff "PER-Search"
Cut padlocks and chains

CU
1
Value
-FC
2
Noise
1

Binoculars
+25 to "PER-Spot" and
"PER-Navigation"

CU
1
Value
--

Canteen
-1 Diff "PER-Survival"
with Degr. 2
-2 Diff "PER-Survival"
with Degr. 4
-1 Diff for Heat per Degr.
Replenish if fresh water
source found

CU
1
Value
-Degr.
Sp.
ooo
ooo

Cellular Phone
Requires Batteries
Requires service or Wi-Fi
Can allow for Uplink

CU
2

Chainsaw, Pole
Lethality: 10 / 55 / -

CU
1
Value
-Cap.
2

CU
3
Value
-FC
Sp.
Noise
d3+1

Chainsaw, Compact
Lethality: 70 / - / Damage: 1d6
Requires Gasoline
(1 CU Gas = d3 Time)
Noise is Sustained
d6 Diff "STR-Lift/Pull" to
start
Can be used 1-handed

Value
-FC
Sp.
Noise
d3+1

(Fog and Smoke render useless)

Reduce Risk by d3 on
daylight missions
(Before Trailing Zombies check)

Bonus for Crow's Nest


use

CU
0.5
Value
-Degr.
1/2 Time

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Used
oo

Range: 5-12 / - / Damage: 1d6


Requires Gasoline
(1 CU Gas = d3 Time)
Noise is Sustained
d6 Diff "STR-Lift/Pull" to
start

CU
4
Value
-FC
Sp.
Noise
d3+1

Compass
Cannot be used Untrained
+10 to "PER-Navigation"
checks (+30 if used
with a map)
-1 Risk in wilderness

CU
0.5
Value
--

Crowbar
Lethality: 30 / - / Durability: Very High
Damage: 1d6
Defensive
Tool: Misuse
+25 STR when used as
a lever tool
-10 Lethality against
multiple targets

CU
1
Value
OL
FC
2

Crowbar, Large
Lethality: 45 / - / Durability: Very High
Damage: 1d6
Defensive
Tool: Misuse
+35 STR when used as
a lever
-10 Lethality against
multiple targets

CU
2
Value
OL
FC
1

Dried Rations
Sufficient nutrition for 10
Time period
-2 Diff "PER-Survival" if
consumed

CU
1
Value
OL
Degr.
6
ooo
ooo

Dried Rations, MRE


Sufficient food for 20
Time period
-5 Diff "PER-Survival" if
consumed

CU
1
Value
3xOL
Degr.
6
ooo
ooo

Duct Tape
1 Resource at Degr 4 on
Craft, Repair, and Upg
Turn improvised weapon
into weapon. Degr 2
+1 Dur to item Degr 2
Leave Trail (+10 "PERNavigation", -1 Risk).
Degr 1

CU
1
Value
OL
Degr.
Sp.
ooo
ooo

Duffel Bag
No items larger than 3 CU
Items not readily avail.
Strap makes CU 0
Actions +2 Diff if carried

Dynamite
All targets w/n 10' 15%ZK
All targets w/n 5' 25%ZK
PER check to determine
how to demolish any
structure and amt.
20% chance per turn of
detonation if 'Engulfed'
1 Munition with detonator

CU
1
Value
-Degr.
6
ooo
ooo

Earplugs
-20 to PER when worn

CU
0.25
Value
--

Emergency
Roadside Kit
Counts as 'Survival Kit'
in automobile

CU
2
Value
3
Degr.
1
ooo
ooo

Energy Bar
Meal with Water +10 to
"STR-Endurance"
for next 3 Time
Meal no Water, no bonus
to "STR-Endurance"

CU
1
Value
OL
Degr.
6
ooo
ooo

Field Manual
-2 Diff "PER-Survival"
when consulted

CU
1
Value
--

Firecrackers
Flying firecrackers count
as 'Signal Flares"
Can Reduce Risk by 1
Can produce Sustained
Noise
40% chance per turn of
detonation if 'Engulfed'

CU
1
Value
-Noise
1
Degr.
6

Fireman's Axe
Lethality: 35 / - / Dur: High
Damage: 1d6
Tool: Misuse, Noise
+35 STR when breaking
through obstacles
+30 to coup de grace

CU
2
Value
-FC
1
Noise
1

Fire Extinguisher (Small)


Can coat 10 sq ft area
Can put out "Engulfed"
characters 3 times

CU
1
Value
-Degr.
3
ooo
ooo

ooo

Min 30 STR

CU
1
Value
-Degr.

Flashlight, Disaster
Remove Degradation
by winding crank
generating Noise
No penalty to PER checks
due to darkness
-1d3 Risk on Night
Missions (min. 1)

CU
0.5
Value
1
Noise
1
Degr.
2/Time

(min 5%)

When worn +1 to Time


spent Resting

Deals 1d6 DMG

Cyanoacrylate
(aka SuperGlue)

1 Resource at Degr 6 on
Craft, Repair, and Upg
Can temporarily seal
wounds/prevent blood
loss. 50% chance
to reopen wound if
activity is too
strenuous
Degr. 2

(no penalty if stabalized)

CU
0.5
Value
1
Degr.
Sp.
ooo
ooo

CU
1
Value
-Cap.
6

ooo

Fire Extinguisher
Can coat 90-100 sq ft
area
Can put out "Engulfed"
characters 10 times

CU
3
Value
-Degr.
1
ooo
ooo

First Aid Kit


+1d6 Health during
Natural Healing
-1 Diff "PER-First Aid"
-2 Diff "PER-First Aid" to
Staunch Wound
1 Resource removes
d3 Degradation

CU
2
Value
3xOL
Degr.
1
ooo
ooo

Flashlight
Requires Batteries
No penalty to PER checks
due to darkness
-1d3 Risk on Night
Missions (min. 1)

1/5 Time

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ooo
Used

ooo

ooo
oo

ooo

Gasoline Can
Holds 2 Resource of Fuel
2 CU = 1 Gallon, else 1 CU
Each Resource = 1
Molotov Cocktail
10% per Resource of
early detonation for 9d6

CU
2
Value
--

GPS (Road)
Requires Batteries
Automatically pass
"PER-Navigation" check
w/in city limits
Requires active satellite
infrastructure

CU
1
Value
-Degr.
1 Time
ooo
ooo

GPS (Topographical)
Requires Batteries
+25 to "PER-Navigation"
checks
Requires active satellite
infrastructure

CU
1
Value
-Degr.
1 Time
ooo
ooo

Grappling Hook
Requires Ranged Attack
Requires Rope
-1 Diff to "PER-Navigation"
checks

CU
1
Value
--

40mm Grenade
5 rounds = 1 CU
Explosive Rounds
Lethality: - / 70 / 50
Flame Rounds
Lethality: - / 65 / 40
Tear Gas Rounds*
Lethality: - / 70 / 50
* Only Causes Pain

CU
1
Value
--

Gun Cleaning Kit


1 Time required to clean,
can ignore first Jam,
can clean on Rest Time

CU
1
Value
3
Degr.
1
ooo
ooo

Hack Saw
Dur: Medium
Tool: Noise
-1 Diff to "PER-Search" or
"PER-Navigation" check
Increase manufacture
Mission success by 5%

CU
1
Value
-Noise
1

Harness
Reduce CU of any large
item or weapon by 1
(min 1) for Carry, still
count for Cargo

CU
1
Value
--

Hatchet
Lethality: 20 / - / Dur: High
Damage: 1d6
Tool: Misuse, Noise
+15 STR breaking through
walls and doors
+20 coup de grace

CU
1
Value
-FC
1
Noise
1

How-To Manual
-1d6 Time for Equipment
Manufacture or
Stronghold Upgrade
Missions (min 1)
+25% Stronghold Upgrade
Missions success

CU
1+
Value
1+

Physician's Desk
Reference
Allows for Advanced
Medicine Missions
without prior training
2xTime and 1d6 Diff
for untrained medical
Missions

CU
1
Value
--

Ice Axe
Lethality: 30 / - / Dur: Medium
Damage: 1d6
Tool: Gross Misuse
+20 STR to climb icy
surfaces, req. pair

CU
2
Value
-FC
1

Kerosene/Propane
Tank
Pressurized fuel tanks
to power various
camping items
Degradation by Item fueled

CU
2
Value
2xOL

Kerosene Lantern
Requires Kerosene Tank
Allow "PER-Spot" or "PERSearch" check in
darkness

CU
2
Value
-Degr.
2 Time
ooo
ooo

Kerosene Stove
Requires Kerosene Tank
-1d3 Diff to "PER-Survival"
checks

CU
3
Value
2
Degr.
3
ooo
ooo

Iodine Tablets
Can purify water
1 tablet per character
per 20 Time

CU
0.5
Value
3xOL
Degr.
1/5
ooo
ooo
Used
ooo
oo

Lamp Oil
Can refuel a torch/lantern
Degr. 2
Can douse a Zombie
Degr. 6

CU
2
Value
-Degr.
Sp.
ooo
ooo

Laser Sight
Lethality: +20 / +10 / +5

CU
1
Value
5xOL
Degr.

Lighter
Starts fires
+5 to Objective of
Campfire Cooking
Mission
Use Lighter Fluid to
remove Degradation

CU
0.25
Value
1
Degr.
1/2
ooo
ooo
Used
oo

Lighter Fluid
Removes Degradation
from Lighter

CU
1
Value
-Degr.
1/8
ooo
ooo
Used
ooo
ooo
oo

(Lethality: +30/+20/+10 if Deployed)

Dur: Low
Requires Batteries
+3 DoS on successful
attack
Pistol: Short can re-roll
10s or 1s die, single
stationary shot
Calibrate: 1 Time,
0.5 CU ammo

1/2 Enc

ooo
ooo
Used
oo

(can use one at 1 CU in combat)

Lock Pick Kit


Cannot use untrained
+20 to "PER-Search"
checks
Must spend 1 additional
Time searching area

CU
1
Value
--

Mace (civilian)
5' Range, Ranged attack
Causes Pain in target and
halts Intended action,
Pain lasts 5 Time
Diff 5 "STR-Resist Pain"
will reduce Time spent
in Pain by DoS
No effect on Zombies

CU
0.25
Value
2
Degr.
3
ooo
ooo

Mace (professional)
10' Range, Ranged attack
Causes Pain in target and
halts Intended action,
Pain lasts 7 Time
Diff 7 "STR-Resist Pain"
will reduce Time spent
in Pain by DoS
No effect on Zombies

CU
0.5
Value
2
Degr.
2
ooo
ooo

Machete
Lethality: 20 / - / Dur: High
Damage: 1d6
Dulling
Tool: Misuse, Noise
+25 STR cutting through
vegetation and brush
+20 to "PER-Navigation"
checks in overgrowth

CU
1
Value
-FC
2
Noise
1

Map (city)
+10 to "PER-Navigation"
checks in urban areas

CU
1
Value
--

Map (topographical)
+10 to "PER-Navigation"
checks in non-urban
areas

CU
1
Value
--

Night Vision Goggles


Requires Batteries
No darkness penalties to
Perception checks

CU
1
Value
-Degr.
2 Time
ooo
ooo

"Noisemaker"
Reduces Risk by 1
Used for Bell the Cat
Mission

CU
1
Value
-Degr.
6
ooo
ooo

Padlock
CU
Requires combo or key
0.5
Can combine with chain
Value
to secure barricade
-+1 Structure (+2 if
combined with chain)
Cannot upgrade Structure
of vehicle or Stronghold
Combo locks can't be picked

Pastimes
+1 Morale if left at
Stronghold (max +1)
Negate Biome "Desolate"
effect
Degr. indicates interest

CU
1
Value
-Degr.
1/2
ooo
ooo
Used
oo

Multi-tool
Lethality: 3 / - / Dur: Low
Damage: 1d6
Defensive
Tool: Gross Misuse
+10 to "PER-Survival"

CU
0.5
Value
3xOL
FC
1

Road Flare
Lasts 1 Time
+10 "PER-Search" checks
in darkness
Can be spotted through
smoke/fog at great
distances
Reduce Risk by 1

CU
1
Value
-Degr.
6
ooo
ooo

Rope
1 CU per 15 ft of length
+15 to "STR-Climbing"
checks
Used for Tree Snare
Mission

CU
1
Value
--

RC Racecar
Requires Batteries
Using this for 1 Time
reduces Risk by d3
PER check required to
recover car

CU
1
Value
-Degr.
2 Time
ooo
ooo

Scope
Durability: Low
+5 to Ranged Attack at
all but Close Ranges
+15 to attacks, +1 DoS, &
+50% range if firer
doesn't move
Calibrate: 1 Time,
0.5 CU ammo
Used for Crow's Nest
Mission

CU
1
Value
4xOL

"Security Blanket"
CU
+20 to Will if equipped
1
Loses effectiveness for
Value
10d10 Time if char is
Emp
"Panicked" while used
If Lost, suffer -15 Will until
recovered or 20d10 Time
Can't be traded, unless Religious
Religious Icon only +10 Will but no
consequences from loss
Must always carry if owned

Sharpening Stone
Removes "Dulling"
penalties by 1d3 per
1 Time spent

CU
1
Value
--

Shovel, long
Lethality: 20 / - / Dur: High
Damage: 1d6
Tool: Gross Misuse
-1 Diff to Fortify Missions
+20 to Knock Prone
Zombie
Used for Fox
Hole/Pitfall
Missions

CU
3
Value
-FC
1

Shovel, trench
Lethality: 15 / - / Dur: Very High
Damage: 1d6
Tool: Gross Misuse
-1 Diff to "PER-Survival"
checks in some biomes
+15 to Knock Prone
Used for Fox Hole/
Pitfall Missions

CU
1
Value
-FC
2

Signal Flare
Requires Flares
Lasts 1 Time
Reduce Risk by d3 when
used to mark arrival
or goal completion
Hold 6 Flares
+10 "PER-Spot"

CU
1
Value
-FC
1
Cap
1

Sledgehammer
Lethality: 50 / - / Dur: High
Damage: 1d6
Can damage brick, stone
cement, & metal
Min STR of 40 to wield
w/o penalties (pg 316)

CU
3
Value
-FC
1

Sleeping Bag
When used, +1 to Time
spent Resting

CU
1
Value
--

Camping Tent
-2 Diff to "PER-Survival"
and "STR-Endurance"
When used, +1d3 to Time
spent Resting
Can hold 3 people

CU
2
Value
--

Stun Gun
Requires special
recharger
Defensive
Inflicts Panic and Pain
25% chance to knock
zombie prone

CU
1
Value
-Degr.
2/Turn
ooo
ooo

Suppressors
Attaches to rifle OR pistol
+1 Diff to Ranged Attacks
Reduce listening range of
shot by 50%
-1 to FC on pistol if used
Defensively (min 1)
No Risk or Noise when
used

CU
1
Value
15xOL

Telescope
+25 to "PER-Spot" and
"PER-Navigation"

CU
3
Value
--

Tiki Torch
Durability: Very Low
Requires Lamp Oil
Requires Lighter or
Matches
Removes PER penalties
from darkness

CU
2
Value
-Degr.
1/Time
ooo
ooo

Walkie-Talkie
Requires Batteries
-1 Risk on Missions for
1 Degr.
If prereq for Mission
1d6 Degr.
If Degr. roll is Natural 6
then next Mission is
+2 Risk

CU
1
Value
-Degr.
Sp
ooo
ooo

Wood Splitter
Lethality: 25 / - / Dur: High
Damage: 1d6
Tool: Misuse, Noise
Min STR of 30 to use
+15 STR to break down
obstacles
+30 to coup de grace

CU
2
Value
-FC
1
Noise
1

Antihemorragic/
Haemostatic Meds
Help to prevent blood loss
-1d6 Diff to "PER-First
Aid" checks to staunch
open wounds

CU
1
Value
3xOL
Degr.
2
ooo
ooo

Antiseptic
When used in conjunction
with clean dressings
will prevent infections
and heal additional
1d3 Health, no bandage
no Health

CU
1
Value
OL
Degr.
1
ooo
ooo

Anti-toxin
Requires Needles
Cures "Poison"
-1 "Viral" (to min 1)
(if Viral can be treated)

CU
1
Value
4xOL
Degr.
6
ooo
ooo

Blood Unit
Requires Needles
+2d6+2 Health healed
during Natural Healing
or Advanced Medicine
Missions
+1d6 Health otherwise
(+1 per DoS on "PERFirst Aid/Diagnosis")

CU
1
Value
3xOL
Degr.
6
ooo
ooo

CU
1
Value
OL
Degr.
6
ooo
ooo

Cigarettes
Requires Lighter
or Matches
+5 to "WIL-Resist Panic"
check for 1 Time
+1 Diff to "STR-Endurance"
checks for 2 Time
Addiction Handicap +1 to
Degradation (+2 if
Serious)

CU
1
Value
2xOL
Degr.
1/3
ooo
ooo
Used
ooo

Disinfecting Spray
+1d3 Health during Nat.
Healing

CU
1
Value
3xOL
Degr.
2
ooo
ooo

Ipecac
Induces vomiting which
eliminates effect of
ingested poisons if
used w/n 1 Time

CU
1
Value
OL
Degr.
2
ooo
ooo

Caffinated Drinks/Pills
Allow 1 re-roll for failed
Adrenaline Boost roll
(double effects if 2nd
roll failed)
For 2 Time all STR checks
can be boosted, any
failed checks still
succeed, but
+2 Diff to next
"STR-Endurance"
check
Gauze Pad
Use to prevent Health loss
due to Open Wounds
-2 Diff to "PER-First Aid"
to staunch wound

CU
0.5
Value
5xOL
Degr.
3
ooo
ooo

Opiates
Requires Needles
+15 to "STR and
WIL-Resist Pain" checks
-5 to PER
Lasts 1+1d3 Time
Ignore failures due to
rolling Mishap Die
Wounds will still accrue
aggravated damage

CU
1
Value
5xOL
Degr.
3
ooo
ooo

OTC Painkillers
low dose
-2 Diff to "WIL-Resist Pain"
checks for 4 Time

CU
0.5
Value
OL
Degr.
1/2
ooo
ooo
Used
oo

(Requires clear conditions)

Reduce Risk by d3 on
daylight missions
(Before Trailing Zombies check)

Must be stationary
Bonus for Crow's Nest
Mission

OTC Painkiller
high dose
-3 Diff to "WIL-Resist Pain"
checks for 5 Time

CU
0.5
Value
2xOL
Degr.
2
ooo
ooo

Penicillin
Can require Needles
Cures "Poison" from
bacterial sources
Cures Infection
+1d3 Health during Nat.
Healing

CU
1
Value
4xOL
Degr.
3
ooo
ooo

Sling
CU
Prevents further wound
0.5
aggravation from
Value
activity after broken
-arm is set
Grappling is still handicapped

Sleep Aid
When used, +1d3 to Time
spent Resting
+3 Diff to "STR-Endurance"
check for d3 Time

CU
1
Value
2
Degr.
1
ooo
ooo

Sterile Gauze
Prevents further wound
aggravation from
activity (must change
once every 10 Time)
+1d3 Health during Nat.
Healing
Combine with Disinfecting
Spray for +1d6
Healing

CU
1
Value
OL
Degr.
3
ooo
ooo

Styptics
-1 Diff to "PER-First Aid"
Does not combine with
other antihemorragic
bonus
-2 Diff if Hospital/Military

CU
1
Value
OL
Degr.
1
ooo
ooo

Sutures
+10% to success of any
Adv. Medicine Mission
Can stop "Open Wound"

CU
0.5
Value
2xOL
Degr.
2
ooo
ooo

Tourniquet
-2 Diff to "PER-First Aid"
to staunch wound
If used longer than
2+d3 Time on any limb
limb will be damaged
permanently

CU
1
Value
-Degr.
6
ooo
ooo

Hypodermic Needles
Box of Needles used
to administer IV drugs
Can be re-used but has
30% chance to pass
1-d3 Viral (min 0) to
subsequent patients

CU
1
Value
2xOL
Degr.
1
ooo
ooo

Premium Pre-packed
Survival Kit
-2 Diff "PER-Survival"
1 Resource removes
d6 Degradation

CU
2
Value
2xOL
Degr.
1
ooo
ooo

Emergency Radio
Remove Degradation
by winding crank
at 1 Noise
Can receive AM/FM radio
transmissions

CU
0.5
Value
1
Noise
1
Degr.
2 Time

Portable Tool-Kit
+15 to "PER-Repair"
+5% to Repair and
Workshop Missions

CU
3
Value
2xOL

(if re-used, no Degr check required)

ooo
ooo

Sewing Kit
CU
-1d3 Diff to any Repair
1
checks on cloth
Value
+5% to success of any
-Adv. Medicine Mission as
Suture replacement
Use as Suture req antiseptic or
wound can be infected

Wheelbarrow
Holds up to 12 CU

CU
4
Value
OL

Liquor/Spirits/Wine
+1 Morale if left at
Stronghold
+5 to "WIL-Resist Panic"
-5 to all PER checks
Lasts for 2+d3 Time
Can be used as antiseptic
Heals 1 Health

CU
1
Value
OL
Degr.
2
ooo
ooo

Spikes/Nails/Pitons
1 Resource for Upgrade
Missions
+1 to Structure (+2 if
combined with lumber)
of Stronghold

CU
1
Value
-Degr.
3
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Toiletries
+1 Morale if left at
Stronghold
+5 to "PER-Survival"

Cooler, Large
All items 2 CU or less
Keep Perishable Food
from spoiling for d3
days, req. 1 Resource
dedicated to ice

CU
3
Value
-Cap.
8

Ice Pack
+1d3 Health during Nat.
Healing or on Adv.
Medicine Missions
Can keep spoilable for
extra 10 Time

CU
0.5
Value
1

Cleaning Supplies
+1 Morale if left at
Stronghold
Emergency antiseptic,
heals no additional
Health, but prevents
Infection. Causes Pain.

CU
1
Value
2
Degr.
1/Day
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CU
1
Value
2xOL
Degr.
1/Day
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