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Body Armor, Heavy

Cover: Arms, Legs, Torso, Neck, Head, Hands

+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

Body Armor, Medium


Cover: Arms, Legs, Torso, Hands

+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

Body Armor, Light


Cover: Arms, Legs, Torso

+5 to "STR-Grapple"

CU
2
Value
-BR%
15
Flesh
1
Impact
3

Pistol Cartridges, Small


Lethality: 10 / 5 / 2
Damage: 1d3
500 Rounds = 1 CU
Cap. Uses Magazines

CU
1
Value
-FC
6
Cap.
10

Pistol Cartridges, Intermediate


Lethality: 20 / 15 / 10
Damage: 2d6
60 Rounds = 1 CU
Cap. Uses Magazines
Hollowpoint use Heavy
Pistol Damage

CU
1
Value
OL
FC
4
Cap.
20

Pistol Cartridges, Heavy


Lethality: 35 / 30 / 20
Damage: 2d6+3
50 Rounds = 1 CU
Cap. Uses Magazines
-2 Defense at Close,
-1 Defense at Medium

CU
1
Value
2xOL
FC
2
Cap.
7

Pistol Cartridges, Massive


Lethality: 45 / 35 / 10
Damage: 3d6
AP: 3
50 Rounds = 1 CU
Cap. Uses Magazines

CU
1
Value
3xOL
FC
1
Cap.
6

.357 Magnum Revolver


Range: 3-15 / 16-45 / 46+
Pistol Weapon
Revolver
Use: Pistol Cartridges,
Heavy

CU
1
Value
12
Noise
1
Cap.
6

.357 Magnum Handgun


Range: 3-15 / 16-45 / 46+
Pistol Weapon
Use: Pistol Cartridges,
Heavy

CU
1
Value
12
Noise
1

.357 Magnum Snub Nose


Range: 3-15 / 16-45 / 46+
Pistol Weapon
Recoil
Revolver
Use: Pistol Cartridges,
Heavy

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

Rifle Cartridges, Small


Lethality: 25 / 20 / 10
Damage: 1d6+3
50 Rounds = 1 CU
Cap. Uses Magazines

CU
1
Value
-FC
4
Cap.
10

Rifle Cartridges, Intermediate


Lethality: 30 / 25 / 20
Damage: 2d6
20 Rounds = 1 CU
Cap. Uses Magazines

CU
1
Value
OL
FC
3
Cap.
30

Rifle Cartridges, Heavy


Lethality: 40 / 40 / 35
Damage: 2d6+3
20 Rounds = 1 CU
Cap. Uses Magazines

CU
1
Value
4xOL
FC
3
Cap.
10

Rifle Cartridges, Massive


Lethality: 35 / 45 / 40
Damage: 3d6
10 Rounds = 1 CU
Cap. Uses Magazines
Requires 40 Str to Fire
35 if Deployed, else +1
to Difficulty

CU
1
Value
6xOL
FC
1
Cap.
5

Semi Automatic Rifle


Range: 6-30 / 31-90 / 91+
Rifle Weapon
May Have Firing Mode:
3-Round Burst
Specialist: Firearm
Use: Rifle Cartridges,
Any (Consistent
on Selection)
Range: 2x Deployed

CU
3
Value
18
Noise
1

Bolt Action Rifle


Range: 6-30 / 31-90 / 91+
Rifle Weapon
Bolt Action
Specialist: Firearm
Use: Rifle Cartridges,
Any (Consistent on
Selection)
Range: 2x Deployed

CU
3
Value
12
Noise
1

Light Machine Gun


Lethality: 30 / 25 / 20
Range: 6-30 / 31-90 / 91+
Damage: 2d6
Uses special Magazines
Rare
Firing Mode: Fully Auto
Range: 2x Deployed

CU
2
Value
10xOL
FC
Sp.
Noise
1
Cap.
100

Medium Machine Gun


Lethality: 35 / 30 / 25
Range: 6-30 / 31-90 / 91+
Damage: 2d6
Uses special Magazines
Rare
Firing Mode: Fully Auto
Range: 2x Deployed

CU
3
Value
12xOL
FC
Sp.
Noise
1
Cap.
100

Heavy Machine Gun


Lethality: 40 / 35 / 30
Range: 6-30 / 31-90 / 91+
Must be Deployed
Damage: 3d6
Uses special Magazines
Rare
Firing Mode: Fully Auto

CU
3
Value
15xOL
FC
Sp.
Noise
1
Cap.
100

Shotgun Shells, Birdshot


Lethality: 40 / 25 / 5
Damage: 1d6
15 Shells = 1 CU

CU
1
Value
6xOL

Shotgun Shells, Buckshot


Lethality: 60 / 25 / 10
Damage: 1d6
15 Shells = 1 CU

CU
1
Value
6xOL

Shotgun Shells, Bolo


Lethality: 25 / 10 / Knock Prone
Use Lethality for
chance of success
5 Shells = 1 CU
Rare

CU
1
Value
6xOL

Shotgun Shells, Buck and Ball


Lethality: 70 / 40 / 20
Damage: 1d6
5 Shells = 1 CU
Rare

CU
1
Value
6xOL

Shotgun Shells, Brenneke


and Foster
Lethality: 60 / 60 / 60
Damage: 1d6
10 Shells = 1 CU
Max Range = 450'
Uncommon

CU
1
Value
6xOL

Shotgun Shells, AP or Steel


Lethality: 70 / 25 / 10
Damage: 1d6
2d6 at Short Range
Armor Penetration: 4
5 Shells = 1 CU
Rare

CU
1
Value
6xOL

Shotgun Shells, Fleschette


Lethality: 60 / 25 / 10
+5 Lethality at all Ranges
against The Living
5 Shells = 1 CU
Very Rare

CU
1
Value
6xOL

Shotgun Shells, Tungsten


Lethality: 75 / 40 / 25
Damage: 1d6
Armor Penetration: 4
5 Shells = 1 CU
Rare

CU
1
Value
6xOL

Shotgun Shells, Grenade


Lethality: 70 / 70 / 70
Damage: 2d6
3 Shells = 1 CU
Very Rare

CU
1
Value
15xOL

Shotgun Shells, Bean Bag


and Rubber
Lethality: 40 / 5 / Damage: 1d6
Under 10' Range
Knock Prone
"WIL-Resist Pain" to
avoid, 3+ DoF results
in Pain, use Lethality
for chance of success
12 Shells = 1 CU
Uncommon
Shotgun Shells, Blank
Use as Noisemaker
Use for Intimidation
15 Shells = 1 CU
Rare

CU
1
Value
6xOL

Shotgun Shells, Gas


Lethality: 60 / 25 / 10
Automatic Pain
Gas Mask negates
No effect on Zombies
6 Shells = 1 CU
Rare

CU
1
Value
6xOL

Shotgun Shells, Disintegrator


Or Breaching
Lethality: 60 / - / Damage: 1d6
Under 10' Range
Can break locks and
hinges
12 Shells = 1 CU
Rare

CU
1
Value
6xOL

Shotgun Shells, Bird Bombs


Screechers or Flares
Bird Bomb and Screecher
count as Noisemaker
Flares work like other
Flare Guns
6 Shells = 1 CU
Rare

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

Break Shotgun (Double Barrel)


Range: 1-25 / 26-45 / 46+
Shock and Awe Bonus
+d6 Diff, +30
"EMP-Diplomacy (Intim)"

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

Zombies hit at Med. Range


will be Knocked Prone
Shock and Awe
+d6 Diff, +30
Emp-Diplomacy (Intim)
Throwing Knife
Lethality: 5 / 3 / Uncommon
Defensive
+5 STR if equipped

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

Fuel Tank Backpack

Cap.

All targets in 30' Knocked

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

2x4 Board, Soft Wood


Lethality: 10 / - / Dur: Low
Damage: 1d6
Tool: Gross Misuse
+15 to Knock Prone
+5 to Stronghold
Upg. Missions

CU
1
Value
-FC
2

2x4 Board, Hard Wood


Lethality: 20 / - / Dur: Medium
Damage: 1d6
Tool: Gross Misuse
Require 25 STR for use
+15 to Knock Prone
+10 to Stronghold
Upg. Missions

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

Long Metal Pole


Lethality: 30 / - / Dur: High
Damage: 1d6
Tool: Gross Misuse
Require 30 STR for use
+20 to Knock Prone
+5 to Stronghold Upg.
Missions

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

Cover: Ankles, Feet

Defensive
+1 Diff for "STREndurance" checks
for All Out Sprint

Clothing, Light
Cover: Legs, Torso

BR% reflects additional


mobility while in this
outfit

CU
1
Value
-BR%
10
Flesh
0
Impact
0

Boots, Hiking
Cover: Ankles, Feet

-2 Diff for "STREndurance" checks


for rough terrain

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

-2 Diff for "PERSurvival" checks


for cold weather

Gas Mask
Cover: Face

+1 Diff for "PER-Spot,


Search"
Immune to Choking from
gas and smoke

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

+5% BR for Denim


Typically Legs only

Gloves
Cover: Hands

Reduce STR req for Melee


Weapons by 10
+5 to Tool Bonus to STR
of any tool per CU of
tool

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

Disposable Heating Pads


Lasts for 10 Time
-3 Diff "STR-Endruance"
checks for cold, and
"PER-Survival" for
shelter

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

Air Canister, Climbing/Diving


Use as oxygen source
for Diving Gear
Use by itself for altitude
climbing

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

Cold Weather Gear

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, Ankles

Move additional 5' per


Turn
Run twice as long before
"STR-Endurance"
Wear with Light Clothing
for +1 Defense

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

Cover: Arms, Legs, Torso, Head, Hands

+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

Hot Weather Gear

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

Cover: Arms, Legs, Torso, Head, Hands

+25 to "PER-Survival"
and "STR-Endurance"
in hot weather

Life Vest
+25 "STR-Swim"
Apply to "STREndurance" while
swimming

Shark Bite Suit


Cover: All

+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
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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
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Used
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CU
1
Value
-Used
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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
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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.
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Raft, White Water


CU
Whitewater Craft
4
Travel terrain types of
Value
River/Rapid or Lake
-Each Time all riders check
Cap.
"STR-Endurance" and
6
if Catastrophe then
"STR-Balance" or capsize
Only 1 Item of 4 CU in Cargo
All riders past 4 count as
1 CU

CU
2
Value
--

Sport Fishing Pole


Required for Fishing
Missions
Does not restrict amount
of Food gathered

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
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