Post by Steve on Feb 17, 2016 6:36:11 GMT
Equipment
Characters will make use of various items in the course of survival. The cardinal rule of combating any kind of zombies is to never let yourself become overconfident by equipment. All equipment, weapons or otherwise are only tools for survival and must be viewed as such. They can take many forms but are broken down into a basic profile.
Name- Name of the equipment
Lethality- Applies to weapons and tools that can be used as weapons. These are what you add to a players Attack value (melee or ranged) during combat to determine the ZK% of the attack (ZombieKill%)
Category- Equipment is broken down into categories (weapons, Tools, healing items/drugs, clothing/protective gear) for ease of reference.
CU- Cargo Units. This is how much space the equipment normally takes up. It also determines the item's purchase price in Resource if no "value" is associated with the item for purposes of trade or bartering.
Value- This is the value of the equipment for the purpose of trade or bribery
FC- Fire Control. This is how many times the equipment can be used in a turn to make
attacks. This also applies to tools that can be used as weapons.
Noise- This is how many points the equipment raises Risk when it is used. This number can be reduced by ambient noise when applicable. If there is no entry for Noise then the piece of equipment does not cause enough noise to attract attention when used.
Special- This is a listing for rules that apply to this piece of equipment.
Pretty much every item is available (maybe not to you) and as things are found or traded for i will add them to the list below.
Below are photos from the Core Rulebook of the equipment pages.
I will swap out the photos for text as i have time available.
Weapons will be added within the next few days
Characters will make use of various items in the course of survival. The cardinal rule of combating any kind of zombies is to never let yourself become overconfident by equipment. All equipment, weapons or otherwise are only tools for survival and must be viewed as such. They can take many forms but are broken down into a basic profile.
Name- Name of the equipment
Lethality- Applies to weapons and tools that can be used as weapons. These are what you add to a players Attack value (melee or ranged) during combat to determine the ZK% of the attack (ZombieKill%)
Category- Equipment is broken down into categories (weapons, Tools, healing items/drugs, clothing/protective gear) for ease of reference.
CU- Cargo Units. This is how much space the equipment normally takes up. It also determines the item's purchase price in Resource if no "value" is associated with the item for purposes of trade or bartering.
Value- This is the value of the equipment for the purpose of trade or bribery
FC- Fire Control. This is how many times the equipment can be used in a turn to make
attacks. This also applies to tools that can be used as weapons.
Noise- This is how many points the equipment raises Risk when it is used. This number can be reduced by ambient noise when applicable. If there is no entry for Noise then the piece of equipment does not cause enough noise to attract attention when used.
Special- This is a listing for rules that apply to this piece of equipment.
Pretty much every item is available (maybe not to you) and as things are found or traded for i will add them to the list below.
Below are photos from the Core Rulebook of the equipment pages.
I will swap out the photos for text as i have time available.
Weapons will be added within the next few days