equip cardspt2

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8/9/2019 Equip Cardspt2 http://slidepdf.com/reader/full/equip-cardspt2 1/7 +1 to STR +5 to WIL +5 to "STR-Grapple" Damage: 1d3 +10 to WIL Discount if Surprised 500 Rounds = 1 CU Discount if Surprised Wearing more than 4 Time Cap. Uses Magazines Wearing more than 4 Time "STR-Endurance" or "STR-Endurance" or Move Move Normal max Normal max Damage: 2d6 Damage: 2d6+3 Damage: 3d6 Pistol Weapon 60 Rounds = 1 CU 50 Rounds = 1 CU AP: 3 Revolver Cap. Uses Magazines Cap. Uses Magazines 50 Rounds = 1 CU Use: Pistol Cartridges, Hollowpoint use Heavy -2 Defense at Close, Cap. Uses Magazines Heavy Pistol Damage -1 Defense at Medium Pistol Weapon Pistol Weapon Pistol Weapon Pistol Weapon Use: Pistol Cartridges, Recoil Use: Pistol Cartridges, Rare Heavy Revolver Heavy OR Intermediate Use: Pistol Cartridges, Use: Pistol Cartridges, Heavy Heavy Pistol Weapon Pistol Weapon, Noise 1 Damage: 1d6+3 Damage: 2d6 Use: Pistol Cartridges, 3-Round Burst 50 Rounds = 1 CU 20 Rounds = 1 CU Intermediate Fully Automatic Cap. Uses Magazines Cap. Uses Magazines Use: Pistol Cartridges, Intermediate Range: 2x Deployed Damage: 2d6+3 Damage: 3d6 Rifle Weapon Rifle Weapon 20 Rounds = 1 CU 10 Rounds = 1 CU May Have Firing Mode: Bolt Action Cap. Uses Magazines Cap. Uses Magazines 3-Round Burst Specialist: Firearm Requires 40 Str to Fire Specialist: Firearm Use: Rifle Cartridges, 35 if Deployed, else +1 Use: Rifle Cartridges, Any (Consistent on to Difficulty Any (Consistent Selection) on Selection) Range: 2x Deployed Range: 2x Deployed Cover: Arms, Legs, Torso, Hands Cover: Arms, Legs, Torso Range: 3-15 / 16-45 / 46+ Range: 3-15 / 16-45 / 46+ Range: 3-15 / 16-45 / 46+ Range: 3-15 / 16-45 / 46+ Range: 3-15 / 16-45 / 46+ Range: 6-30 / 31-90 / 91+ Lethality: 10 / 5 / 2 Lethality: 35 / 30 / 20 Lethality: 45 / 35 / 10 Lethality: 40 / 40 / 35 FC 3 Cap. 10 Lethality: 25 / 20 / 10 Lethality: 30 / 25 / 20 No C Noise 1 Noise 1 Cap. 6 Noise 1 Rifle Cartridges, Small Rifle Cartridges, Intermediate F 50 15 6 Pistol Cartridges, Heavy Pistol Cartridges, Massive .357 MagnumRevol ver Cover: Arms, Legs, Torso, Neck, Head, Hands Va CU CU C 2 2 Body Armor, Light Pistol Cartridges, Smal l CU 3 Value -- BR% 75 FC F 4 Lethality: 35 / 45 / 40 Range: 6-30 / 31-90 / 91+ Range: 6-30 / 31-90 / 91+ CU CU CU Range: 3-15 / 16-45 / 46+ Value Value CU CU CU FC Body Armor, H eavy Body Armor, Medium Pistol Cartridges, Intermed iate BR% BR% CU CU CU 9mmHandgun Va Submachine Gun -- -- C 1 1 No Flesh 5 Flesh 3 Flesh 20 Va 8 18 -- O C 1 2 1 Value Value Value Noise 1 Value Value Value Valu 4xOL 6xOL 18 12 FC Noise C 1 1 3 3 .357 MagnumSnub Nose .38cal Handgun .45cal Handgun C 1 1 1 1 Value Value 12 4 2 1 Value Value Value Valu OL 2xOL 3xOL 12 FC Cap. Cap. Cap. 5 Lethality: 20 / 15 / 10 10 3 Cap. Cap. Ca 7 6 10 Rifl e Cartridges, Heavy Rifl e Cartridges, Massive Sem i Automatic R ifle Bol t Action Rifl e .357 MagnumHandgun 10 1 CU CU CU CU 1 1 1 1 FC Value No 1 Noise 1 1 Impact Impact Impact 10 7 3

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Page 1: Equip Cardspt2

8/9/2019 Equip Cardspt2

http://slidepdf.com/reader/full/equip-cardspt2 1/7

+1 to STR +5 to WIL +5 to "STR-Grapple" Damage: 1d3+10 to WIL Discount if Surprised 500 Rounds = 1 CU

Discount if Surprised Wearing more than 4 Time Cap. Uses MagazinesWearing more than 4 Time "STR-Endurance" or

"STR-Endurance" or Move Move Normal max Normal

max

Damage: 2d6 Damage: 2d6+3 Damage: 3d6 Pistol Weapon60 Rounds = 1 CU 50 Rounds = 1 CU AP: 3 Revolver Cap. Uses Magazines Cap. Uses Magazines 50 Rounds = 1 CU Use: Pistol Cartridges,Hollowpoint use Heavy -2 Defense at Close, Cap. Uses Magazines Heavy

Pistol Damage -1 Defense at Medium

Pistol Weapon Pistol Weapon Pistol Weapon Pistol WeaponUse: Pistol Cartridges, Recoil Use: Pistol Cartridges, Rare

Heavy Revolver Heavy OR Intermediate Use: Pistol Cartridges,Use: Pistol Cartridges, Heavy

Heavy

Pistol Weapon Pistol Weapon, Noise 1 Damage: 1d6+3 Damage: 2d6Use: Pistol Cartridges, 3-Round Burst 50 Rounds = 1 CU 20 Rounds = 1 CU

Intermediate Fully Automatic Cap. Uses Magazines Cap. Uses MagazinesUse: Pistol Cartridges,

IntermediateRange: 2x Deployed

Damage: 2d6+3 Damage: 3d6 Rifle Weapon Rifle Weapon20 Rounds = 1 CU 10 Rounds = 1 CU May Have Firing Mode: Bolt ActionCap. Uses Magazines Cap. Uses Magazines 3-Round Burst Specialist: Firearm

Requires 40 Str to Fire Specialist: Firearm Use: Rifle Cartridges,35 if Deployed, else +1 Use: Rifle Cartridges, Any (Consistent onto Difficulty Any (Consistent Selection)

on Selection) Range: 2x DeployedRange: 2x Deployed

Cover: Arms, Legs, Torso, Hands Cover: Arms, Legs, Torso

Range: 3-15 / 16-45 / 46+

Range: 3-15 / 16-45 / 46+ Range: 3-15 / 16-45 / 46+ Range: 3-15 / 16-45 / 46+Range: 3-15 / 16-45 / 46+

Range: 6-30 / 31-90 / 91+

Lethality: 10 / 5 / 2

Lethality: 35 / 30 / 20 Lethality: 45 / 35 / 10

Lethality: 40 / 40 / 35

FC3

Cap.10

Lethality: 25 / 20 / 10 Lethality: 30 / 25 / 20

No

C

Noise1

Noise1

Cap.6

Noise1

Rifle Cartridges, Small Rifle Cartridges, Intermediate

F50 15 6

Pistol Cartridges, Heavy Pistol Cartridges, Massive . 357 MagnumRevolver

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

Va

CU CU C2 2

Body Armor, Light Pistol Cartridges, Smal lCU3

Value--

BR%75

FC F4

Lethality: 35 / 45 / 40 Range: 6-30 / 31-90 / 91+ Range: 6-30 / 31-90 / 91+CU CU CU

Range: 3-15 / 16-45 / 46+

Value Value

CU CU CU

FC

Body Armor, Heavy Body Armor, Medium

Pistol Cartridges, Intermediate

BR% BR%

CU CU CU9mmHandgun

Va

Submachine Gun

-- --

C1 1

No

Flesh5

Flesh3

Flesh

20

Va8 18 -- O

C1 2 1

Value Value Value

Noise

1

Value Value Value Valu4xOL 6xOL 18 12

FC Noise

C1 1 3 3

.357 MagnumSnub Nose .38cal Handgun .45cal Handgun

C1 1 1 1

Value Value12

4 2 1

Value Value Value ValuOL 2xOL 3xOL 12

FC

Cap. Cap. Cap.

5

Lethality: 20 / 15 / 10

10 3

Cap.

Cap. Ca

7 6

10

Rifle Cartridges, Heavy Rifle Cartridges, Massive Semi Automatic Rifle Bolt Action Rifle

.357 MagnumHandgun

10 1

CU CU CU CU1 1 1 1

FC

Value

No

1Noise

1

1

Impact Impact Impact10 7 3

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Damage: 1d6Damage: 2d6 Damage: 2d6 Must be Deployed 15 Shells = 1 CUUses special Magazines Uses special Magazines Damage: 3d6Rare Rare Uses special MagazinesFiring Mode: Fully Auto Firing Mode: Fully Auto RareRange: 2x Deployed Range: 2x Deployed Firing Mode: Fully Auto

Damage: 1d6 Knock Prone Damage: 1d615 Shells = 1 CU Use Lethality for 5 Shells = 1 CU Damage: 1d6

chance of success Rare 10 Shells = 1 CU5 Shells = 1 CU Max Range = 450'Rare Uncommon

Damage: 1d6 +5 Lethality at all Ranges Damage: 1d6 Damage: 2d62d6 at Short Range against The Living Armor Penetration: 4 3 Shells = 1 CU

Armor Penetration: 4 5 Shells = 1 CU 5 Shells = 1 CU Very Rare5 Shells = 1 CU Very Rare RareRare

Automatic Pain Bird Bomb and Screecher Damage: 1d6 Gas Mask negates Damage: 1d6 count as Noisemaker

Under 10' Range No effect on Zombies Under 10' Range Flares work like other Knock Prone 6 Shells = 1 CU Can break locks and Flare Guns

"WIL-Resist Pain" to Rare hinges 6 Shells = 1 CUavoid, 3+ DoF results 12 Shells = 1 CU Rarein Pain, use Lethality Rarefor chance of success

12 Shells = 1 CUUncommon

Use as Noisemaker

Use for Intimidation Specialist: Military/Police Shock and Awe Bonus Shock and Awe Bonus15 Shells = 1 CU Defensive +d6 Diff, +30 +d6 Diff, +30Rare Zombies hit at Long Range "EMP-Diplomacy (Intim)" "EMP-Diplomacy (Intim)"

will be Knocked ProneShock and Awe Bonus

+d6 Diff, +30

"EMP-Diplomacy (Intim)"

Range: 6-30 / 31-90 / 91+ Range: 6-30 / 31-90 / 91+ Range: 6-30 / 31-90 / 91+

Range: 1-25 / 26-45 / 46+ Range: 1-25 / 26-45 / 46+ Range: 1-25 / 26-45 / 46+

Cap. Ca

10

Lethality: 30 / 25 / 20

FCSp.

Noise1

Cap.100

Lethality: 60 / 25 / 10 Lethality: 25 / 10 / - Lethality: 70 / 40 / 20

1 2 2

Value Value Value Valu

Cap.

2

OL 12xOL 8xOL 10xOFC FC F3 2

Noise Noise Nois2 2

6xOL 6xOL 6xOL 6xO

Value Value Value Valu6xOL 6xOL 6xOL 15xO

FC FCSp. Sp.

Shotgun Shells, Blank CU Assault Shotgun CU Break Shotgun (Double Barrel ) CU Riot Shotgun C

Shotgun Shells, Bean Bag CU Shotgun Shells, Gas CU Shotgun Shells, Disintegrator CU Shotgun Shells, Bird Bombs C1 1 1 1Or Breaching

Value Value Value Valuand Rubber Lethality: 60 / 25 / 10 Screechers or Flares

Lethality: 40 / 5 / - Lethality: 60 / - / -

Shotgun Shells, AP or Steel CU Shotgun Shells, Fleschette CU Shotgun Shells, Tungsten CU Shotgun Shells, Grenade C1 1 1 1Lethality: 75 / 40 / 25Lethality: 70 / 25 / 10 Lethality: 60 / 25 / 10 Lethality: 70 / 70 / 70

1 1 1 1Value Value Value Valu6xOL 6xOL 6xOL 6xO

and Foster

Noise Noise1 1

100Cap.100

Lethality: 60 / 60 / 60

Shotgun Shells, Buckshot CU Shotgun Shells, Bolo CU Shotgun Shells, Buck and Bal l CU Shotgun Shells, Brenneke C

Light Machine Gun CU2

Value10xOL

MediumMachine Gun CU Heavy Machine Gun CU Shotgun Shells, Birdshot C3 3Lethality: 35 / 30 / 25 Lethality: 40 / 35 / 30 Lethality: 40 / 25 / 5

Value Value Valu12xOL 15xOL 6xO

Cap.

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Very RareDefensive Cap. uses Quiver +1 Lethality per 5 lbs. of Cannot Move and ReloadModify Lethality as such, Pull Gauge (Max 50) in same Turn

+10 / -5 / - Cap. uses Quiver

Zombies hit at Med. Range Uncommon

will be Knocked ProneShock and Awe

+d6 Diff, +30Emp-Diplomacy (Intim)

Damage: 5d6 - 1d6 per Uncommon 10' from central target Specialist: Military/PoliceDefensive Flame Weapon Specialist: Military Some attach to Rifle

+5 STR if equipped Specialist: Military All targets in 10' = 25% ZK Decrease Cap. to 1Uses Flame Thrower Fuel All targets in 20' = 10% ZK All fire 40mm Grenades

Fuel Tank Backpack All targets in 30' Knocked

Increase CU to 4 ProneIncrease All targets 31'-50' checkCap. to "PER-Balance" or be25 Knocked Prone

Damage: 3d6 - 1d6 per 10' from central target Dur: Medium Dur: Very High Dur: High

Requires Lighter Damage: 1d6 Damage: 1d6 Damage: 1d6Flame Weapon Defensive Defensive Tool: Gross Misuse

All targets in 15' = 15% ZK +10 to "STR-Grapple" Tool: Gross Misuse +5 to Stronghold Upgrade All targets 10' check checks +5 to "PER-Repair" checks Missions

"PER-Balance" or beKnocked Prone

Dur: High Dur: Medium Dur: Low Dur: MediumDamage: 1d6 Damage: 1d6 Damage: 1d6 Damage: 1d6Defensive Tool: Misuse Tool: Gross Misuse Tool: Gross MisuseTool: Misuse, Noise Require 25 STR for use +15 to Knock Prone Require 25 STR for use+5 to "PER-Repair" checks +15 to Knock Prone +5 to Stronghold +15 to Knock Prone

Upg. Missions +10 to StrongholdUpg. Missions

Dur: High Dur: Medium Dur: Medium Dur: HighDamage: 1d6 Damage: 1d6 Damage: 1d6 Damage: 1d6Tool: Gross Misuse Tool: Misuse Tool: Misuse Tool: Gross MisuseRequire 25 STR for use Require 30 STR for use Require 30 STR for use Require 30 STR for use+15 to Knock Prone +20 to Knock Prone +20 to Knock Prone +20 to Knock Prone+5 to Stronghold +5 to Stronghold Upg.

Upg. Missions Missions

Range: 1-25 / 26-45 / 46+Range: 3-15 / 16-45 / 46+

Lethality: 5 / 3 / - Lethality: 65 / 45 / -

F

C

Value Value Value Valu10xOL 2xOL 5xOL 5xO

FC FC

Range: 3-15 / 16-45 / 46+ Range: 3-15 / 16-45 / 46+

CU Grenade CU Grenade Launcher C1 2 1

Cap.

FC1

FC2

F

Sawed -Off Shotgun CU Bow CU Compound Bow CU Crossbow C1 2 2

1 1

Cap. Cap.

25 25

Lethality: 30 / 20 / 10 Lethality: 15 / 15 / 10

Noise

2

Lethality: 10 / 5 / 5

2

C

10

Molotov Cocktail CU Blackjack CU Wrench CU Lead Pipe C

FC2

Cap.

Value Value Value Valu-- 15 10xOL 25xO

ThrowingKnife CU Flame Thrower

Range: 3-15 / 16-45 / 46+

FC1

Noise

1

Range: 3-15 / 16-45 / 46+

FC F1

1 1 1 1Value Value Value Valu

-- -- --

Lethality: 10 / - / -

FC2

FC2

Lethality: 15 / - / - Lethality: 15 / - / -

1 1 1 1Value Value Value Valu

-- -- --

Claw Hammer CU Baseball Bat CU 2x4 Board, Soft Wood CU 2x4 Board, Hard Wood CLethality: 20 / - / - Lethality: 10 / - / - Lethality: 20 / - / -

FC FC FC FC

LongMetal Pole C1 2 2

2 2 2Noise

1

CULethality: 25 / - / - Lethality: 30 / - / - Lethality: 30 / - / -

2 1 1

Value Value Value

Rebar CU Hockey Stick CU Golf ClubLethality: 20 / - / -Va

-- -- --FC FC FC FC

Lethality: 15 / - / -

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Dur: Low Dur: High Dur (Modern): Medium Dur: MediumDamage: 1d6 Damage: 1d6 Dur (Traditional): High Damage: 1d6Defensive Only Very Rare Damage: 1d6 DefensiveTool: Gross Misuse Require 30 STR for use Rare Dulling+15 to "STR-Grapple" Single Attack at Medium Dulling Tool: Gross Misuse

checks at Lethality 35 +2 DoS for Wounds +10 to "STR-Grapple" checksdefensively +20 to Knock Prone +25 to "Coup de Grace" defensively

+5 to "PER- Req. 30 STR +10 to "PER-Survival" Martial Artist (Tier 3) Survival"

No STR to Remove

Dur: Very High Dur: Very High Dur: High Dur: HighDamage: 1d6 Damage: 1d6 Damage: 1d6 Damage: 1d6Defensive Rare Rare RareDulling Martial Artist (Tier 3) Defensive Dulling+15 to "STR- No penalties for multiple Dulling +1 DoS for Wounds

Grapple" attacks OR no +10 to "STR-Grapple" +20 to "Coup de Grace"

checls penalties for checks Martial Artist (Tier 2)defensively multiple targets +15 to "Coup de Grace" No STR to Remove+20 to "PER- Ignore 1 Defense when

Survival" used defensively

Dur: High Dur: Medium Dur: Very High DefensiveDamage: 1d6 Damage: 1d6 Damage: 1d6 UncommonDefensive Defensive Defensive +5 for "STR-Grapple"Tool: Misuse Tool: Misuse Tool: Misuse checksIgnore 1 Defense when Ignore 1 Defense when Ignore 1 Defense when +5 to "Coup de Grace"

used defensively used defensively used defensively+5 to Crafting and Upgrade +5 to Upgrade Missions

Missions

Defensive -2 Diff for "STR- -2 Diff for "PER- +5% BR for Denim+1 Diff for "STR- Endurance" checks Survival" checks Typically Legs only

Endurance" checks for rough terrain for cold weather for All Out Sprint

BR% reflects additional +2 Defense +1 Diff for "PER-Spot, Reduce STR req for Meleemobility while in this +10 for Flame Search" Weapons by 10outfit Immune to Engulfed Immune to Choking from +5 to Tool Bonus to STR

Cannot mix outfit gas and smoke of any tool per CU of -10 PER, +1 STR tool+10 to WIL

Discount if SurprisedWearing more than 4 Time

"STR-Endurance" or Move Normal max

BR

Fl

Im

Cover: Hands

Va

BR

Fl

Im

10Flesh

0Impact

0

Cover: Arms, Legs, Torso, Feet, Hands

BR%80

Flesh10

Impact5

Cover: Face

BR%N/A

Flesh0

Impact0

Value Value Value

BR%-- -- --

BR%90

Flesh0

Impact0

Cover: Ankles, Feet

Impact0

Cover: Arms, Legs, Torso

BR%15

Flesh1

Impact2

Cover: Arms, Legs, Torso

-- -- --FC FC F2 2

Steak Knives CU Halberd CU Katana CU CookingKnife C0.5 2 1 1

Value Value Value ValuLethality: - / - / - Lethality: 5 / 25 / - Lethality: 35 / - / -

FC F2

1 1 1 1Value Value Value Valu

-- -- --

Combat /HuntingKnife CU Nunchaku CU Tanto CU Wakizashi CLethality: 20 / - / -

FC2

Lethality: 10 / - / -

FC3

Lethality: 10 / - / - Lethality: 25 / - / -

CU Boots, Hiking CU Clothing, Heavy CU Clothing, Medium C

FC BR1 9

Fl

Value Va--

Awl CU Ice Pick CU Rail road Spike CU Boots, Combat CLethality: 15 / - / -

FC1

FC1

Cover: Ankles, Feet

Im

Cover: Ankles, Feet

0

Clothing, Light CU Firefighter Gear CU Gas Mask CU Gloves CCover: Legs, Torso

Lethality: 10 / - / -

Lethality: 15 / - / - Lethality: 20 / - / -

1 3 1 0

BR%85

Flesh

2 2 1Value Value

-- --

Boots, Heavy

1 1 1 2Value Value Value Valu

-- -- --

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+1 Defense to attacks +2 Defense to attacks +3 Defense to attacks +2 Defense to attacksto the Head to the Head to the Head to the Head

Additional +1 Defense Additional +3 Defense -5 to PER Miner's Light attachedto head if in Bicycle if struck by Bludgeon No hands to use andcrash Weapon no darkness penalties

+10 Impact stationary Use as oxygen source Requires needles+1 Impact per person Move additional 5' per for Diving Gear Reduce DoS req to

w/equipped Riot Shield Turn Use by itself for altitude metabolize Poison byon sides Run twice as long before climbing 1d6

Cannot equip other 2 CU "STR-Endurance" Limited application,items Wear with Light Clothing choose Venom type

+20 "STR-Grapple" to for +1 Defense

shoulder check singleopponent, Knock ProneConvert Flesh to Impach

if standing

Hang Food from tree in Use on Snare Trap If 1 Time spent packing Travel terrain types of bag, on E% where Missions to be effective increase Cap. to 12 River/Rapid or Lakeanimals take food against Beasts of +2 Cargo Cap. Each Time all riders checkignore the result Size 2 or greater Carry 3 items of 2 CU and "STR-Endurance" and

1 item of 3 CU if Catastrophe then"STR-Balance" or capsize

Cargo items 2 CU or less

+25 "STR-Climb" if Move No items larger than 1 CUof Crawl on terrain req -1 Diff to "STR-Balance, +5 Defense Prevent Perishable Foodchecks, bonus applied Climbing, Endurance" +25 to "PER-Survival" spoiling d3 daysto all in group, failed in cold weather dedicating 1 Resourceroll is delay of 1 Time +50 to "STR-Endurance" to iceand not fall when resisting cold

+1 Diff to "STR-Leaping,Climbing, Jumping"

Lasts for 10 Time +10 to Objective of Req for Fishing Mission-3 Diff "STR-Endruance" +5 Defense Hunting, Waterfowl Allow rive and lake

checks for cold, and Includes mask and fins Missions fishing"PER-Survival" for Remain submerged as Grants 1 Perishable Foodshelter long as Air Canister on Fishing Mission

supply+2 Diff to all actions

on land

Impact5

Cover: Feet, Ankles

BR%25

Flesh0

Impact0

Cover: Feet

Impact0

Value Value

ClimbingGear CU Shoes, Climbing CU

Value Value

Cover: Head

BR%N/A

Flesh0

Impact0

Cover: Head, Neck

BR%10

Flesh0

Impact0

Cover: Head

Im

Value Value Value Valu-- -- --

BR% BR

Helmet, Bicycle CU Helmet, Construction CU Helmet, Fireman 's CU Helmet, Miner 's C1 1 1 1Cover: Head

Riot Shield CU Shoes, Running CU Air Canister, Climbing /Diving CU Anti -Venom C2 1 1 0

N/A NFlesh Fle

0

0

1/Time 2ooo ooo

ooo ooo

Value Value Value Valu-- -- --

Degr. DeBR%N/A

FleshSp.

Value Va-- -- OL

Cap. Ca

Bear Bag CU Bear Trap CU CampingBackpack CU Canoe C1 1 1 4

Cold Weather Gear CU Cooler (Smal l ) C1 1 2 2

8

10 35 4Flesh Flesh

0 0

Value Value Value Valu2 -- --

BR% BR% Cap

Cover: Arms, Legs, Torso, Head, Hands

Value VaOL -- --

Degr. BR%

Disposable HeatingPads CU Diving Gear CU Duck Cal l CU FishingPole C0.5 2 0.5 1Cover: All

6 10ooo Fleshooo 0

Impact0

Impact

Impact0

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Use in treetops to create Half Harness Requires Batteriesshelter with "PER- +5 "STR-Climb" and Damage: 1d6 When worn 0 CUSurvival" check "WIL-Resist Panic" Uses Thrown Weapon Counts as Flashlight

Apply Mist Netting to avoid for heights Ranges No darkness penaltiesInsect Encounters Full Harness Only works underwater

+5 "STR-Climb"and "WIL-ResistPanic" for heights

Prevent biome effects of Single Seater = 3 CU Leash = 0.5 CU+25 to "PER-Survival" Fauna - Stinging/Biting Storage = 1 CU secure Reins = 1 CU

and "STR-Endurance" and Flora - Irritating Double Seater = 4 CU +10 to Objective of in hot weather Storage = 2 CU secure Animal Training Mission

Each Time all riders check but requires 1 hand"STR-Endurance" and +2 Diff to Animal Escapeif Catastrophe then

"STR-Balance" or capsize"STR-Lift" toright

+25 "STR-Swim" -5 Diff to "PER-Survival" 1 CU per 500 sq. ft. 3 Food = 1 CU Apply to "STR- to create Heat Source If fully enclosed discount 2 Food if also carryingEndurance" while E% checks of Fauna- Resourcesswimming Disease Carrying, Each Population and

Poisonous, Stinging/ Player req 1 FoodBiting per Day

3 Food = 1 CU Set by Animal Type Whitewater CraftDamage: 1d6 2 Food if also carrying Pigs can eat any Food Travel terrain types of Tool: Gross Misuse Resources Provides needed 1 Food River/Rapid or Lake

Allow propulsion in water Each Population and per Day, Degr. by Size Each Time all riders check+15 Knock Prone Player req 1 Food Humans can eat as Food "STR-Endurance" andWood: -5 Lethality, Dur: Low per Day Req WIL check if Catastrophe thenPlastic: +5 Lethality, Dur: Low Spoil Rate: d3 "STR-Balance" or capsize

per Day Only 1 Item of 4 CU in Cargo All riders past 4 count as1 CU

Allow Normal Move Required for Fishing Reduce Sunburn damage+5 Defense on Snow terrain Missions to 0+1 Diff to all actions All Out Sprint requires Does not restrict amount Apply once per Time

out of the water "STR-Balance" check of Food gathered to get the bonus

Cover: All

Impact0

Hammock CU ClimbingHarness

Lethality: 15 / - / -

CU

-- 1

Life Vest CU

Harpoon Gun CU Headlight C1 1 1 1

0.5 2/T

Lethality: 30 / 10 / -

Cap. ooo

1 ooo

Value Value Value Valu-- -- --

FC De

Value Value Value Valu--

BR% Degr. Cap.

Hot Weather Gear CU Hydrocortisone Cream CU Kayak CU Leash /Reins C2 0.5 Sp. SpCover: Arms, Legs, Torso, Head, Hands

MagnesiumFlint CU Mist Netting CU Non -Perishable Food C1 0.5 1 1

15 1 Sp.Flesh ooo

0 ooo

Impact0

1/9ooo

ooo

Value Value Value Valu-- 2xOL -- -

Degr.

Value Value Valu-- -- --

Usedooo

ooo

ooo

FC Degr. Cap

Paddle, Single CU Perishable Food CU Pet Food CU Raft, White Water C1 1 1 4

Sunscreen CShark Bite Suit2 1 0

2 Sp. 6ooo

ooo

Flesh ooo

0 ooo

Value Value Value Valu-- -- --

BR% De75

CU

Usedooo

Uooo

2Snowshoes CU Sport FishingPole CU

Value

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