Post on 17-Jul-2016
description
-1 Diff "PER-Survival" When worn 0 Carry CU Damage: 1d6 Damage: 1d6
1 Resource removes Carries 3 CU of items 25 Arrows = 1 CU 10 Arrows = 1 CU
d6 Degradation (no items larger than 1 CU) 50% Chance to recover Compound Bow
Used for Fishing/Hunting, Items in belt can be used spent arrow +25 Lethality
Small Game Missions "Defensively" Normal bow
+10 Lethality
25% Breakage Chance
(75% Breakage if hit solid target)
+5 to ZE% for every CU Used to Power Items When worn 0 Carry CU
Dur: High -1d3 Diff to "PER-Hide" Degradation according No items larger than 1 CU
Damage: 1d6 and "PER-Sneak" to item being powered Items not readily avail.
Dulling checks per CU used
Tool: Misuse, Noise (if 0 then auto success)
+30 STR as Tool +25 to Objective of
+25 to delive Coup de Hunting Mission
Grace
Min STR 25 for full use
When worn 0 Carry CU 0 CU when attached to +25 to "PER-Spot" and
Up to 2 items of 2+ CU Rifle Dur: Very High "PER-Navigation"
Items not readily avail. 1) Use Rifle as Defensive Damage: 1d6
- OR - Tool: Gross Misuse, Noise Reduce Risk by d3 on
2) Counts as "Combat -1 Diff "PER-Navigation" daylight missions
Knife" when Grappling in Urban Environments
-1 Diff "PER-Search" Bonus for Crow's Nest
Cut padlocks and chains use
No items larger than 1 CU -1 Diff "PER-Survival" Requires Batteries
When worn 0 CU Can be locked with Degr. 2 Requires service or Wi-Fi
Defensive (Require 1 Turn to open) -2 Diff "PER-Survival" Can allow for Uplink
+10 STR for Grapple Items not readily avail. with Degr. 4
checks -1 Diff for Heat per Degr.
Counted as "Armed" Replenish if fresh water
source found
1 CU per 4 ft of length
Noise if running only Damage: 1d6 Damage: 1d6
Can Secure barricades Requires Gasoline Requires Gasoline Damage: 1d6
(1 CU Gas = d3 Time) (1 CU Gas = d3 Time) Requires Gasoline
Noise is Sustained Noise is Sustained (1 CU Gas = d3 Time)
d6 Diff "STR-Lift/Pull" to d6 Diff "STR-Lift/Pull" to Noise is Sustained
start start d6 Diff "STR-Lift/Pull" to
Can be used 1-handed start
d3+1 d3+1 d3+1
Lethality: 30 / - / -
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Noise Noise Noise
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--
Chains Chainsaw Chainsaw, Compact Chainsaw, Pole
Hiking Pack
-- --
CU CU CU CU
1 1 1 1
FC
Value
2
1
FC
Sp. Sp. Sp.
Value Value Value Value
-- -- -- --
FC FC
CU
Sp. 3 4Lethality: 90 / - / - Lethality: 70 / - / - Lethality: 10 / 55 / -
CU CU CU
Noise
1
Range: 5-12 / - / -
Degr.
Sp. 1/2 Time
Noise ooo
Value
Briefcase Canteen Cellular Phone
Noise
1
Value
-- -- -- --
CU
1 1 1 0.5
Value Value Value
Cap.
2
CU
1 1 1
Arrows, Target Arrows, Broad Head
1 3
Value Value Value Value
5 -- OL --
Degr.
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CU
2
CU
1 1
Cap.
4
Survival Kit Tactical/Tool Belt
Axe
CU CU CUBrass Knuckles
Bait Batteries
-- --
CU CU
Cap.
6
FC
2
1
Bayonet Bolt Cutters
Value
1
Value
3
Degr.
3
(Before Trailing Zombies check)
(Fog and Smoke render useless)
Lethality: - / - / -
Value Value
CU CU CU Backpack
Value
--
Binoculars
Value
--
Lethality: 15 / - / -
Used
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Degr.
Cannot be used Untrained
+10 to "PER-Navigation" Durability: Very High Durability: Very High 1 Resource at Degr 6 on
checks (+30 if used Damage: 1d6 Damage: 1d6 Craft, Repair, and Upg
with a map) Defensive Defensive Can temporarily seal
-1 Risk in wilderness Tool: Misuse Tool: Misuse wounds/prevent blood
+25 STR when used as +35 STR when used as loss. 50% chance
a lever tool a lever to reopen wound if
-10 Lethality against -10 Lethality against activity is too
multiple targets multiple targets strenuous
Degr. 2
Sufficient nutrition for 10 Sufficient food for 20 1 Resource at Degr 4 on No items larger than 3 CU
Time period Time period Craft, Repair, and Upg Items not readily avail.
-2 Diff "PER-Survival" if -5 Diff "PER-Survival" if Turn improvised weapon Strap makes CU 0
consumed consumed into weapon. Degr 2 Actions +2 Diff if carried
+1 Dur to item Degr 2 (no penalty if stabalized)
Leave Trail (+10 "PER-
Navigation", -1 Risk).
Degr 1
All targets w/n 10' 15%ZK -20 to PER when worn Meal with Water +10 to
All targets w/n 5' 25%ZK (min 5%) Counts as 'Survival Kit' "STR-Endurance"
PER check to determine When worn +1 to Time in automobile for next 3 Time
how to demolish any spent Resting Meal no Water, no bonus
structure and amt. to "STR-Endurance"
20% chance per turn of
detonation if 'Engulfed'
1 Munition with detonator
-2 Diff "PER-Survival" Flying firecrackers count Can coat 10 sq ft area
when consulted as 'Signal Flares" Dur: High Can put out "Engulfed"
Can Reduce Risk by 1 Damage: 1d6 characters 3 times
Can produce Sustained Tool: Misuse, Noise
Noise +35 STR when breaking
40% chance per turn of through obstacles
detonation if 'Engulfed' +30 to coup de grace
Deals 1d6 DMG Min 30 STR
Can coat 90-100 sq ft +1d6 Health during Requires Batteries Remove Degradation
area Natural Healing No penalty to PER checks by winding crank
Can put out "Engulfed" -1 Diff "PER-First Aid" due to darkness generating Noise
characters 10 times -2 Diff "PER-First Aid" to -1d3 Risk on Night No penalty to PER checks
Staunch Wound Missions (min. 1) due to darkness
1 Resource removes -1d3 Risk on Night
d3 Degradation Missions (min. 1)
Value
OL OL 1
Dried Rations CU Dried Rations, MRE CU Duct Tape CU Duffel Bag CU
1 1 1 1
Compass CU
0.5
Value
--
Crowbar CU Crowbar, Large CU Cyanoacrylate CU
1 2 0.5Lethality: 30 / - / - Lethality: 45 / - / - (aka SuperGlue)
Value
Dynamite CU Earplugs CU Emergency CU Energy Bar CU
1 0.25 2 1Roadside Kit
Value Value Value Value
OL 3xOL OL --
Degr. Degr. Degr.
6 6 Sp.
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Value Value Value Value
-- -- 3 OL
Degr. Degr. Degr.
6 1 6
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Field Manual CU Firecrackers CU Fireman's Axe CU Fire Extinguisher (Small) CU
1 1 2 1Lethality: 35 / - / -
Value Value Value Value
--
3 2 1 0.5
Value Value Value Value
Used
Fire Extinguisher CU First Aid Kit CU Flashlight CU Flashlight, Disaster CU
-- -- --
Noise FC Degr.
1 1 3
Degr. Noise ooo
6 1 ooo
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-- 3xOL -- 1
Degr. Degr. Degr. Noise
1 1 1/5 Time 1
ooo ooo ooo Degr.
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ooo
ooo
2/Time
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Cap.
6
FC FC Degr.
2 1 Sp.
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Value
Holds 2 Resource of Fuel Requires Batteries Requires Batteries Requires Ranged Attack
2 CU = 1 Gallon, else 1 CU Automatically pass +25 to "PER-Navigation" Requires Rope
Each Resource = 1 "PER-Navigation" check checks -1 Diff to "PER-Navigation"
Molotov Cocktail w/in city limits Requires active satellite checks
10% per Resource of Requires active satellite infrastructure
early detonation for 9d6 infrastructure
5 rounds = 1 CU 1 Time required to clean, Dur: Medium Reduce CU of any large
Explosive Rounds can ignore first Jam, Tool: Noise item or weapon by 1
can clean on Rest Time -1 Diff to "PER-Search" or (min 1) for Carry, still
Flame Rounds "PER-Navigation" check count for Cargo
Increase manufacture
Tear Gas Rounds* Mission success by 5%
* Only Causes Pain
-1d6 Time for Equipment
Dur: High Manufacture or Allows for Advanced Dur: Medium
Damage: 1d6 Stronghold Upgrade Medicine Missions Damage: 1d6
Tool: Misuse, Noise Missions (min 1) without prior training Tool: Gross Misuse
+15 STR breaking through +25% Stronghold Upgrade 2xTime and 1d6 Diff +20 STR to climb icy
walls and doors Missions success for untrained medical surfaces, req. pair
+20 coup de grace Missions (can use one at 1 CU in combat)
Requires Kerosene Tank Requires Kerosene Tank Can purify water
Pressurized fuel tanks Allow "PER-Spot" or "PER- -1d3 Diff to "PER-Survival" 1 tablet per character
to power various Search" check in checks per 20 Time
camping items darkness
Degradation by Item fueled
Can refuel a torch/lantern Lethality: +20 / +10 / +5 Starts fires Removes Degradation
Degr. 2 +5 to Objective of from Lighter
Can douse a Zombie Dur: Low Campfire Cooking
Degr. 6 Requires Batteries Mission
+3 DoS on successful Use Lighter Fluid to
attack remove Degradation
Pistol: Short can re-roll
10s or 1s die, single
stationary shot
Calibrate: 1 Time,
0.5 CU ammo
Used
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Used
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Used
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Lethality: - / 65 / 40
Lethality: - / 70 / 50
Lethality: 20 / - / - Reference Lethality: 30 / - / -
Sp. 1/2 Enc 1/2
Value Value Value
Lamp Oil CU Laser Sight CU Lighter
1/8
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Value
-- 5xOL 1 --
Degr. Degr. Degr. Degr.
(Lethality: +30/+20/+10 if Deployed)
Degr. Degr. Degr.
Lighter Fluid CU
2 1 0.25 1
2 Time 3 1/5
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CU
Used
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2 2 3 0.5
Value Value Value Value
2xOL -- 2 3xOL
1
Kerosene/Propane CU Kerosene Lantern CU Kerosene Stove CU Iodine Tablets CU
Tank
FC FC
1 1
Noise
1 1+ 1 2
Value Value Value Value
-- 1+ -- --
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Hatchet CU How-To Manual CU Physician's Desk CU Ice Axe CU
Degr.
1
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Value Value Value Value
-- 3 -- --Lethality: - / 70 / 50
Noise
1
1 Time 1 Time
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40mm Grenade CU Gun Cleaning Kit CU Hack Saw CU Harness CU
1 1 1 1
Value Value Value Value
-- -- -- --
Degr. Degr.
Gasoline Can CU GPS (Road) CU GPS (Topographical) CU Grappling Hook CU
2 1 1 1
Cannot use untrained 5' Range, Ranged attack 10' Range, Ranged attack
+20 to "PER-Search" Causes Pain in target and Causes Pain in target and Dur: High
checks halts Intended action, halts Intended action, Damage: 1d6
Must spend 1 additional Pain lasts 5 Time Pain lasts 7 Time Dulling
Time searching area Diff 5 "STR-Resist Pain" Diff 7 "STR-Resist Pain" Tool: Misuse, Noise
will reduce Time spent will reduce Time spent +25 STR cutting through
in Pain by DoS in Pain by DoS vegetation and brush
No effect on Zombies No effect on Zombies +20 to "PER-Navigation"
checks in overgrowth
+10 to "PER-Navigation" +10 to "PER-Navigation" Requires Batteries Reduces Risk by 1
checks in urban areas checks in non-urban No darkness penalties to Used for Bell the Cat
areas Perception checks Mission
Requires combo or key +1 Morale if left at Lasts 1 Time
Can combine with chain Stronghold (max +1) Dur: Low +10 "PER-Search" checks
to secure barricade Negate Biome "Desolate" Damage: 1d6 in darkness
+1 Structure (+2 if effect Defensive Can be spotted through
combined with chain) Degr. indicates interest Tool: Gross Misuse smoke/fog at great
Cannot upgrade Structure +10 to "PER-Survival" distances
of vehicle or Stronghold Reduce Risk by 1
Combo locks can't be picked
1 CU per 15 ft of length Requires Batteries Durability: Low +20 to Will if equipped
+15 to "STR-Climbing" Using this for 1 Time +5 to Ranged Attack at Loses effectiveness for
checks reduces Risk by d3 all but Close Ranges 10d10 Time if char is
Used for Tree Snare PER check required to +15 to attacks, +1 DoS, & "Panicked" while used
Mission recover car +50% range if firer If Lost, suffer -15 Will until
doesn't move recovered or 20d10 Time
Calibrate: 1 Time, Can't be traded, unless Religious
0.5 CU ammo Religious Icon only +10 Will but no
Used for Crow's Nest consequences from loss
Mission Must always carry if owned
Removes "Dulling" Requires Flares
penalties by 1d3 per Dur: High Dur: Very High Lasts 1 Time
1 Time spent Damage: 1d6 Damage: 1d6 Reduce Risk by d3 when
Tool: Gross Misuse Tool: Gross Misuse used to mark arrival
-1 Diff to Fortify Missions -1 Diff to "PER-Survival" or goal completion
+20 to Knock Prone checks in some biomes Hold 6 Flares
Zombie +15 to Knock Prone +10 "PER-Spot"
Used for Fox Used for Fox Hole/
Hole/Pitfall Pitfall Missions
Missions
CU
1 0.25 0.5 1
FC
2
FC
-- -- 3xOL --
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FC Degr.
1 6
ooo
ooo Noise
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Degr.
1/2
ooo
Lethality: 20 / - / -
Lethality: 3 / - / -
1 3 1 1
Degr.
2 Time
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1
0.5 1 0.5 1
Value Value Value Value
Value Value Value Value
-- -- -- --
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1
Lethality: 20 / - / - Lethality: 15 / - / -
Cap
1
Sharpening Stone CU Shovel, long CU Shovel, trench CU Signal Flare CU
FC
1
-- 4xOL Emp
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Rope CU RC Racecar CU Scope CU "Security Blanket" CU
1 1 1
Value Value Value Value
--
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Used
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Padlock CU Pastimes CU Multi-tool CU Road Flare CU
Degr. Degr.
2 Time 6
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1 1 1 1
Value Value Value Value
-- -- -- --
Map (city) CU Map (topographical) CU Night Vision Goggles CU "Noisemaker" CU
-- 2 2 --
Degr. Degr. FC
3 2 2
Value Value Value Value
Lock Pick Kit CU Mace (civilian) CU Mace (professional) CU Machete
When used, +1 to Time -2 Diff to "PER-Survival" Requires special
Dur: High spent Resting and "STR-Endurance" recharger
Damage: 1d6 When used, +1d3 to Time Defensive
Can damage brick, stone spent Resting Inflicts Panic and Pain
cement, & metal Can hold 3 people 25% chance to knock
Min STR of 40 to wield zombie prone
w/o penalties (pg 316)
Attaches to rifle OR pistol +25 to "PER-Spot" and Durability: Very Low Requires Batteries
+1 Diff to Ranged Attacks "PER-Navigation" Requires Lamp Oil -1 Risk on Missions for
Reduce listening range of (Requires clear conditions) Requires Lighter or 1 Degr.
shot by 50% Reduce Risk by d3 on Matches If prereq for Mission
-1 to FC on pistol if used daylight missions Removes PER penalties 1d6 Degr.
Defensively (min 1) from darkness If Degr. roll is Natural 6
No Risk or Noise when Must be stationary then next Mission is
used Bonus for Crow's Nest +2 Risk
Mission
When used in conjunction Requires Needles
Dur: High Help to prevent blood loss with clean dressings Cures "Poison"
Damage: 1d6 -1d6 Diff to "PER-First will prevent infections -1 "Viral" (to min 1)
Tool: Misuse, Noise Aid" checks to staunch and heal additional (if Viral can be treated)
Min STR of 30 to use open wounds 1d3 Health, no bandage
+15 STR to break down no Health
obstacles
+30 to coup de grace
Requires Needles Allow 1 re-roll for failed Requires Lighter +1d3 Health during Nat.
+2d6+2 Health healed Adrenaline Boost roll or Matches Healing
during Natural Healing (double effects if 2nd +5 to "WIL-Resist Panic"
or Advanced Medicine roll failed) check for 1 Time
Missions For 2 Time all STR checks +1 Diff to "STR-Endurance"
+1d6 Health otherwise can be boosted, any checks for 2 Time
(+1 per DoS on "PER- failed checks still Addiction Handicap +1 to
First Aid/Diagnosis") succeed, but Degradation (+2 if
+2 Diff to next Serious)
"STR-Endurance"
check
Induces vomiting which Use to prevent Health loss Requires Needles
eliminates effect of due to Open Wounds +15 to "STR and -2 Diff to "WIL-Resist Pain"
ingested poisons if -2 Diff to "PER-First Aid" WIL-Resist Pain" checks checks for 4 Time
used w/n 1 Time to staunch wound -5 to PER
Lasts 1+1d3 Time
Ignore failures due to
rolling Mishap Die
Wounds will still accrue
aggravated damage
Used
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2 3 3 1/2
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Used
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Value Value Value Value
OL 5xOL 5xOL OL
Degr. Degr. Degr. Degr.
Ipecac CU Gauze Pad CU Opiates CU OTC Painkillers CU
1 0.5 1 0.5low dose
6 6 1/3 2
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Value Value Value Value
3xOL OL 2xOL 3xOL
Degr. Degr. Degr. Degr.
Blood Unit CU Caffinated Drinks/Pills CU Cigarettes CU Disinfecting Spray CU
1 1 1 1
1 2 1 6
Noise ooo ooo ooo
1 ooo ooo ooo
Value Value Value Value
-- 3xOL OL 4xOL
FC Degr. Degr. Degr.
Wood Splitter CU Antihemorragic/ CU Antiseptic CU Anti-toxin CU
2 1 1 1Lethality: 25 / - / - Haemostatic Meds
1/Time Sp
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Value Value Value Value
15xOL -- -- --
Degr. Degr.
(Before Trailing Zombies check)
Suppressors CU Telescope CU Tiki Torch CU Walkie-Talkie CU
1 3 2 1
1 2/Turn
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Value Value Value Value
-- -- -- --
FC Degr.
3 1 2 1Lethality: 50 / - / -
Sledgehammer CU Sleeping Bag CU Camping Tent CU Stun Gun CU
Can require Needles Prevents further wound When used, +1d3 to Time
-3 Diff to "WIL-Resist Pain" Cures "Poison" from aggravation from spent Resting
checks for 5 Time bacterial sources activity after broken +3 Diff to "STR-Endurance"
Cures Infection arm is set check for d3 Time
+1d3 Health during Nat. Grappling is still handicapped
Healing
Prevents further wound -1 Diff to "PER-First Aid" +10% to success of any -2 Diff to "PER-First Aid"
aggravation from Does not combine with Adv. Medicine Mission to staunch wound
activity (must change other antihemorragic Can stop "Open Wound" If used longer than
once every 10 Time) bonus 2+d3 Time on any limb
+1d3 Health during Nat. -2 Diff if Hospital/Military limb will be damaged
Healing permanently
Combine with Disinfecting
Spray for +1d6
Healing
Box of Needles used Remove Degradation +15 to "PER-Repair"
to administer IV drugs -2 Diff "PER-Survival" by winding crank +5% to Repair and
Can be re-used but has 1 Resource removes at 1 Noise Workshop Missions
30% chance to pass d6 Degradation Can receive AM/FM radio
1-d3 Viral (min 0) to transmissions
subsequent patients
-1d3 Diff to any Repair Holds up to 12 CU +1 Morale if left at 1 Resource for Upgrade
checks on cloth Stronghold Missions
+5% to success of any +5 to "WIL-Resist Panic" +1 to Structure (+2 if
Adv. Medicine Mission as -5 to all PER checks combined with lumber)
Suture replacement Lasts for 2+d3 Time of Stronghold
Use as Suture req antiseptic or Can be used as antiseptic
wound can be infected Heals 1 Health
+1 Morale if left at All items 2 CU or less +1d3 Health during Nat. +1 Morale if left at
Stronghold Keep Perishable Food Healing or on Adv. Stronghold
+5 to "PER-Survival" from spoiling for d3 Medicine Missions Emergency antiseptic,
days, req. 1 Resource Can keep spoilable for heals no additional
dedicated to ice extra 10 Time Health, but prevents
Infection. Causes Pain.
(if re-used, no Degr check required)
Survival Kit
1/Day
Toiletries CU
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2
1 1 1
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Cap.
8
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Value Value Value Value
2xOL -- 1 2
Degr. Degr.
Cooler, Large CU Ice Pack CU Cleaning Supplies CU
1 3 0.5 1
1/Day
3
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Value Value Value Value
-- OL OL --
Degr. Degr.
Sewing Kit CU Wheelbarrow CU Liquor/Spirits/Wine CU Spikes/Nails/Pitons CU
1 4 1 1
ooo ooo Degr.
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Value Value Value Value
2xOL 2xOL 1 2xOL
Degr. Degr. Noise
Hypodermic Needles CU Premium Pre-packed CU Emergency Radio CU Portable Tool-Kit CU
1 2 0.5 3
3 1 2 6
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Value Value Value Value
OL OL 2xOL --
Degr. Degr. Degr. Degr.
Sterile Gauze CU Styptics CU Sutures CU Tourniquet CU
1 1 0.5 1
2 3 1
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Value Value Value Value
2xOL 4xOL -- 2
Degr. Degr. Degr.
OTC Painkiller CU Penicillin CU Sling CU Sleep Aid CU
0.5 1 0.5 1high dose