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+1 to STR
+10 to WIL
Discount if Surprised
Wearing more than 4 Time
"STR-Endurance" or
Move Normal max
CU
3
Value
-BR%
75
Flesh
5
Impact
10
+5 to WIL
Discount if Surprised
Wearing more than 4 Time
"STR-Endurance" or
Move
Normal
max
CU
2
Value
-BR%
50
Flesh
3
Impact
7
+5 to "STR-Grapple"
CU
2
Value
-BR%
15
Flesh
1
Impact
3
CU
1
Value
-FC
6
Cap.
10
CU
1
Value
OL
FC
4
Cap.
20
CU
1
Value
2xOL
FC
2
Cap.
7
CU
1
Value
3xOL
FC
1
Cap.
6
CU
1
Value
12
Noise
1
Cap.
6
CU
1
Value
12
Noise
1
CU
1
Value
10
Noise
1
Cap.
6
.38cal Handgun
Range: 3-15 / 16-45 / 46+
Pistol Weapon
Use: Pistol Cartridges,
Heavy OR Intermediate
CU
1
Value
10
Noise
1
.45cal Handgun
Range: 3-15 / 16-45 / 46+
Pistol Weapon
Rare
Use: Pistol Cartridges,
Heavy
CU
1
Value
15
Noise
1
9mm Handgun
Range: 3-15 / 16-45 / 46+
Pistol Weapon
Use: Pistol Cartridges,
Intermediate
CU
1
Value
8
Noise
1
Submachine Gun
Range: 6-30 / 31-90 / 91+
Pistol Weapon, Noise 1
3-Round Burst
Fully Automatic
Use: Pistol Cartridges,
Intermediate
Range: 2x Deployed
CU
2
Value
18
Noise
1
CU
1
Value
-FC
4
Cap.
10
CU
1
Value
OL
FC
3
Cap.
30
CU
1
Value
4xOL
FC
3
Cap.
10
CU
1
Value
6xOL
FC
1
Cap.
5
CU
3
Value
18
Noise
1
CU
3
Value
12
Noise
1
CU
2
Value
10xOL
FC
Sp.
Noise
1
Cap.
100
CU
3
Value
12xOL
FC
Sp.
Noise
1
Cap.
100
CU
3
Value
15xOL
FC
Sp.
Noise
1
Cap.
100
CU
1
Value
6xOL
CU
1
Value
6xOL
CU
1
Value
6xOL
CU
1
Value
6xOL
CU
1
Value
6xOL
CU
1
Value
6xOL
CU
1
Value
6xOL
CU
1
Value
6xOL
CU
1
Value
15xOL
CU
1
Value
6xOL
CU
1
Value
6xOL
CU
1
Value
6xOL
CU
1
Value
6xOL
CU
1
Value
OL
Assault Shotgun
Range: 1-25 / 26-45 / 46+
Specialist: Military/Police
Defensive
Zombies hit at Long Range
will be Knocked Prone
Shock and Awe Bonus
+d6 Diff, +30
CU
2
Value
12xOL
FC
3
Noise
2
CU
2
Value
8xOL
FC
2
Noise
2
Riot Shotgun
Range: 1-25 / 26-45 / 46+
Shock and Awe Bonus
+d6 Diff, +30
"EMP-Diplomacy (Intim)"
CU
2
Value
10xOL
FC
2
Noise
2
"EMP-Diplomacy (Intim)"
Cap.
Cap.
Cap.
10
Sawed-Off Shotgun
Range: 1-25 / 26-45 / 46+
Very Rare
Defensive
Modify Lethality as such,
+10 / -5 / -
CU
1
Value
10xOL
FC
2
Bow
Lethality: 10 / 5 / 5
Range: 3-15 / 16-45 / 46+
Cap. uses Quiver
CU
2
Value
2xOL
FC
1
Compound Bow
Lethality: 30 / 20 / 10
Range: 3-15 / 16-45 / 46+
+1 Lethality per 5 lbs. of
Pull Gauge (Max 50)
Cap. uses Quiver
CU
2
Value
5xOL
FC
1
Crossbow
Lethality: 15 / 15 / 10
Range: 3-15 / 16-45 / 46+
Cannot Move and Reload
in same Turn
Noise
Cap.
Uncommon
Cap.
Cap.
25
25
CU
3
Value
5xOL
FC
1
Cap.
2
CU
1
Value
-FC
1
Flame Thrower
Lethality: 65 / 45 / Range: 3-15 / 16-45 / 46+
Flame Weapon
Specialist: Military
Uses Flame Thrower Fuel
CU
2
Value
15
FC
2
Grenade
Damage: 5d6 - 1d6 per
10' from central target
Specialist: Military
All targets in 10' = 25% ZK
All targets in 20' = 10% ZK
CU
1
Value
10xOL
FC
1
Cap.
Noise
Cap.
Increase CU to 4
Increase
Cap. to
25
10
Prone
All targets 31'-50' check
"PER-Balance" or be
Knocked Prone
Grenade Launcher
Range: 3-15 / 16-45 / 46+
Specialist: Military/Police
Some attach to Rifle
Decrease Cap. to 1
All fire 40mm Grenades
CU
1
Value
25xOL
FC
1
Molotov Cocktail
Damage: 3d6 - 1d6 per
10' from central target
Requires Lighter
Flame Weapon
All targets in 15' = 15% ZK
All targets 10' check
"PER-Balance" or be
Knocked Prone
CU
1
Value
-FC
1
Blackjack
Lethality: 10 / - / Dur: Medium
Damage: 1d6
Defensive
+10 to "STR-Grapple"
checks
CU
1
Value
-FC
2
Wrench
Lethality: 15 / - / Dur: Very High
Damage: 1d6
Defensive
Tool: Gross Misuse
+5 to "PER-Repair" checks
CU
1
Value
-FC
2
Lead Pipe
Lethality: 15 / - / Dur: High
Damage: 1d6
Tool: Gross Misuse
+5 to Stronghold Upgrade
Missions
CU
1
Value
-FC
2
Claw Hammer
Lethality: 15 / - / Dur: High
Damage: 1d6
Defensive
Tool: Misuse, Noise
+5 to "PER-Repair" checks
CU
1
Value
-FC
2
Noise
1
Baseball Bat
Lethality: 20 / - / Dur: Medium
Damage: 1d6
Tool: Misuse
Require 25 STR for use
+15 to Knock Prone
CU
1
Value
-FC
2
CU
1
Value
-FC
2
CU
1
Value
-FC
2
Rebar
Lethality: 20 / - / Dur: High
Damage: 1d6
Tool: Gross Misuse
Require 25 STR for use
+15 to Knock Prone
+5 to Stronghold
Upg. Missions
CU
1
Value
-FC
2
Hockey Stick
Lethality: 25 / - / Dur: Medium
Damage: 1d6
Tool: Misuse
Require 30 STR for use
+20 to Knock Prone
CU
2
Value
-FC
1
Golf Club
Lethality: 30 / - / Dur: Medium
Damage: 1d6
Tool: Misuse
Require 30 STR for use
+20 to Knock Prone
CU
2
Value
-FC
1
CU
2
Value
-FC
1
Steak Knives
Lethality: - / - / Dur: Low
Damage: 1d6
Defensive Only
Tool: Gross Misuse
+15 to "STR-Grapple"
checks
defensively
+5 to "PERSurvival"
CU
0.5
Value
--
Halberd
Lethality: 5 / 25 / Dur: High
Damage: 1d6
Very Rare
Require 30 STR for use
Single Attack at Medium
at Lethality 35
+20 to Knock Prone
CU
2
Value
-FC
2
Combat/Hunting Knife
Lethality: 20 / - / Dur: Very High
Damage: 1d6
Defensive
Dulling
+15 to "STRGrapple"
checls
defensively
+20 to "PERSurvival"
Awl
Lethality: 15 / - / Dur: High
Damage: 1d6
Defensive
Tool: Misuse
Ignore 1 Defense when
used defensively
+5 to Crafting and Upgrade
Missions
CU
1
Value
-FC
2
Nunchaku
Lethality: 10 / - / Dur: Very High
Damage: 1d6
Rare
Martial Artist (Tier 3)
No penalties for multiple
attacks OR no
penalties for
multiple targets
CU
1
Value
-FC
3
CU
1
Value
-FC
1
Ice Pick
Lethality: 15 / - / Dur: Medium
Damage: 1d6
Defensive
Tool: Misuse
Ignore 1 Defense when
used defensively
CU
1
Value
-FC
1
Boots, Heavy
CU
2
Value
-BR%
90
Flesh
0
Impact
0
Defensive
+1 Diff for "STREndurance" checks
for All Out Sprint
Clothing, Light
Cover: Legs, Torso
CU
1
Value
-BR%
10
Flesh
0
Impact
0
Boots, Hiking
Cover: Ankles, Feet
Firefighter Gear
Cover: Arms, Legs, Torso, Feet, Hands
+2 Defense
+10 for Flame
Immune to Engulfed
Cannot mix outfit
-10 PER, +1 STR
+10 to WIL
Discount if Surprised
Wearing more than 4 Time
"STR-Endurance" or
Move Normal max
CU
2
Value
-BR%
85
Flesh
0
Impact
0
CU
3
Value
-BR%
80
Flesh
10
Impact
5
Katana
Lethality: 35 / - / Dur (Modern): Medium
Dur (Traditional): High
Damage: 1d6
Rare
Dulling
+2 DoS for Wounds
+25 to "Coup de Grace"
Req. 30 STR
Martial Artist (Tier 3)
No STR to Remove
Tanto
Lethality: 10 / - / Dur: High
Damage: 1d6
Rare
Defensive
Dulling
+10 to "STR-Grapple"
checks
+15 to "Coup de Grace"
Ignore 1 Defense when
used defensively
Railroad Spike
Lethality: 20 / - / Dur: Very High
Damage: 1d6
Defensive
Tool: Misuse
Ignore 1 Defense when
used defensively
+5 to Upgrade Missions
Clothing, Heavy
Cover: Arms, Legs, Torso
Gas Mask
Cover: Face
CU
1
Value
-FC
2
Cooking Knife
CU
Lethality: 10 / - / 1
Dur: Medium
Value
Damage: 1d6
-Defensive
FC
Dulling
2
Tool: Gross Misuse
+10 to "STR-Grapple" checks
defensively
+10 to "PERSurvival"
CU
1
Value
-FC
2
Wakizashi
Lethality: 25 / - / Dur: High
Damage: 1d6
Rare
Dulling
+1 DoS for Wounds
+20 to "Coup de Grace"
Martial Artist (Tier 2)
No STR to Remove
CU
1
Value
-FC
1
CU
1
Value
-BR%
15
Flesh
1
Impact
2
CU
1
Value
-BR%
N/A
Flesh
0
Impact
0
Boots, Combat
Cover: Ankles, Feet
Defensive
Uncommon
+5 for "STR-Grapple"
checks
+5 to "Coup de Grace"
Clothing, Medium
Cover: Arms, Legs, Torso
Gloves
Cover: Hands
CU
1
Value
-FC
2
CU
2
Value
-BR%
90
Flesh
0
Impact
0
CU
1
Value
-BR%
5
Flesh
0
Impact
0
CU
0.5
Value
-BR%
15
Flesh
0
Impact
0
Helmet, Bicycle
Cover: Head
+1 Defense to attacks
to the Head
Additional +1 Defense
to head if in Bicycle
crash
CU
1
Value
-BR%
N/A
Flesh
0
Impact
0
Riot Shield
+10 Impact stationary
+1 Impact per person
w/equipped Riot Shield
on sides
Cannot equip other 2 CU
items
+20 "STR-Grapple" to
shoulder check single
opponent, Knock Prone
Convert Flesh to Impach
if standing
Bear Bag
Hang Food from tree in
bag, on E% where
animals take food
ignore the result
CU
2
Value
-BR%
N/A
Flesh
Sp.
Impact
5
CU
1
Value
--
Climbing Gear
+25 "STR-Climb" if Move
of Crawl on terrain req
checks, bonus applied
to all in group, failed
roll is delay of 1 Time
and not fall
CU
1
Value
2
CU
0.5
Value
OL
Degr.
6
ooo
ooo
Helmet, Construction
Cover: Head
+2 Defense to attacks
to the Head
Additional +3 Defense
if struck by Bludgeon
Weapon
Shoes, Running
CU
1
Value
-BR%
N/A
Flesh
0
Impact
0
Helmet, Fireman's
Cover: Head, Neck
+3 Defense to attacks
to the Head
-5 to PER
CU
1
Value
-BR%
10
Flesh
0
Impact
0
Helmet, Miner's
Cover: Head
+2 Defense to attacks
to the Head
Miner's Light attached
No hands to use and
no darkness penalties
CU
1
Value
-BR%
N/A
Flesh
0
Impact
0
CU
1
Value
-BR%
25
Flesh
0
Impact
0
CU
1
Value
-Degr.
1/Time
ooo
ooo
Anti-Venom
Requires needles
Reduce DoS req to
metabolize Poison by
1d6
Limited application,
choose Venom type
Bear Trap
Use on Snare Trap
Missions to be effective
against Beasts of
Size 2 or greater
CU
1
Value
--
Camping Backpack
If 1 Time spent packing
increase Cap. to 12
+2 Cargo Cap.
Carry 3 items of 2 CU and
1 item of 3 CU
CU
1
Value
OL
Cap.
8
Canoe
CU
Travel terrain types of
4
River/Rapid or Lake
Value
Each Time all riders check
-"STR-Endurance" and
Cap.
if Catastrophe then
5
"STR-Balance" or capsize
Cargo items 2 CU or less
Shoes, Climbing
CU
1
Value
-BR%
10
Flesh
0
Impact
0
CU
2
Value
-BR%
35
Flesh
0
Impact
0
Cooler (Small)
No items larger than 1 CU
Prevent Perishable Food
spoiling d3 days
dedicating 1 Resource
to ice
CU
2
Value
-Cap.
4
CU
0.5
Value
--
Fishing Pole
Req for Fishing Mission
Allow rive and lake
fishing
Grants 1 Perishable Food
on Fishing Mission
CU
1
Value
--
Cover: Feet
-1 Diff to "STR-Balance,
Climbing, Endurance"
Diving Gear
Cover: All
+5 Defense
Includes mask and fins
Remain submerged as
long as Air Canister
supply
+2 Diff to all actions
on land
CU
2
Value
-BR%
10
Flesh
0
Impact
0
+5 Defense
+25 to "PER-Survival"
in cold weather
+50 to "STR-Endurance"
when resisting cold
+1 Diff to "STR-Leaping,
Climbing, Jumping"
Duck Call
+10 to Objective of
Hunting, Waterfowl
Missions
CU
0.5
Value
-Degr.
2
ooo
ooo
Hammock
Use in treetops to create
shelter with "PERSurvival" check
Apply Mist Netting to avoid
Insect Encounters
CU
1
Value
--
Climbing Harness
Half Harness
+5 "STR-Climb" and
"WIL-Resist Panic"
for heights
Full Harness
+5 "STR-Climb"
and "WIL-Resist
Panic" for
heights
CU
1
Value
--
Harpoon Gun
Lethality: 30 / 10 / Damage: 1d6
Uses Thrown Weapon
Ranges
Only works underwater
CU
2
Value
-BR%
15
Flesh
0
Impact
0
Hydrocortisone Cream
Prevent biome effects of
Fauna - Stinging/Biting
and Flora - Irritating
CU
0.5
Value
1
Degr.
1
ooo
ooo
CU
1
Value
--
Magnesium Flint
-5 Diff to "PER-Survival"
to create Heat Source
Paddle, Single
CU
Lethality: 15 / - / 1
Damage: 1d6
Value
Tool: Gross Misuse
-Allow propulsion in water
FC
+15 Knock Prone
2
Wood: -5 Lethality, Dur: Low
Plastic: +5 Lethality, Dur: Low
Perishable Food
3 Food = 1 CU
2 Food if also carrying
Resources
Each Population and
Player req 1 Food
per Day
Spoil Rate: d3
per Day
+25 to "PER-Survival"
and "STR-Endurance"
in hot weather
Life Vest
+25 "STR-Swim"
Apply to "STREndurance" while
swimming
+5 Defense
+1 Diff to all actions
out of the water
CU
2
Value
-BR%
75
Flesh
0
Impact
0
Snowshoes
Allow Normal Move
on Snow terrain
All Out Sprint requires
"STR-Balance" check
Headlight
Requires Batteries
When worn 0 CU
Counts as Flashlight
No darkness penalties
CU
1
Value
-Degr.
2/Time
ooo
ooo
Kayak
CU
Single Seater = 3 CU
Sp.
Storage = 1 CU secure
Value
Double Seater = 4 CU
-Storage = 2 CU secure
Cap.
Each Time all riders check
Sp.
"STR-Endurance" and
if Catastrophe then
"STR-Balance" or capsize
"STR-Lift" to
right
Leash/Reins
Leash = 0.5 CU
Reins = 1 CU
+10 to Objective of
Animal Training Mission
but requires 1 hand
+2 Diff to Animal Escape
CU
Sp.
Value
--
CU
0.5
Value
2xOL
Degr.
1/9
ooo
ooo
Used
ooo
ooo
ooo
CU
1
Value
-Used
ooo
Mist Netting
1 CU per 500 sq. ft.
If fully enclosed discount
E% checks of FaunaDisease Carrying,
Poisonous, Stinging/
Biting
CU
1
Value
--
Non-Perishable Food
3 Food = 1 CU
2 Food if also carrying
Resources
Each Population and
Player req 1 Food
per Day
CU
1
Value
-Used
ooo
Pet Food
Set by Animal Type
Pigs can eat any Food
Provides needed 1 Food
per Day, Degr. by Size
Humans can eat as Food
Req WIL check
CU
1
Value
-Degr.
Sp.
ooo
ooo
CU
2
Value
--
CU
1
Value
--
Sunscreen
Reduce Sunburn damage
to 0
Apply once per Time
to get the bonus
CU
1
Value
-FC
0.5
Cap.
1
CU
0.5
Value
-Degr.
1
ooo
ooo