This is what to carry with you.

Equipment can be carried by community members to give them an edge, provided there's gear to be carried; the community has limited supplies, after all. There are a variety of tools, weapons and supplies included.

If you take something from the list to add to your character sheet, remove it from here as well.

Ranged Weapons
  • M240G Machine Gun - 1 - Does 4 damage. Needs Machine Gun Ammo to work. Not concealable.
  • M16A4 Assault Rifle - 2 - Does 3 damage. Needs Assault Rifle Ammo to work. Not concealable.
  • M4A1 Assault Rifle - 1 - Does 3 damage. Needs Assault Rifle Ammo to work. Not concealable.
  • MP5N Submachine Gun - 2 - Does 3 damage. Needs Submachine Gun Ammo to work. Concealable.
  • Polytech Uzi Clone - 3 - Does 3 damage. Needs Submachine Gun Ammo to work. Concealable.
  • M1014 Shotgun - 1 - Does 3 damage. Needs Shotgun Ammo to work. Not concealable.
  • M870 Shotgun - 1 - Does 3 damage. Needs Shotgun Ammo to work. Not concealable.
  • Bureau Assault Rifle [Ri21 "Wandering Man"] - 1 - Does 3 damage. Needs Bureau Assault Rifle Ammo to work. Not concealable. Lightweight.
  • M9A1 Pistol - 2 - Does 2 damage. Needs Pistol Ammo to work. Concealable.
  • M40A5 Sniper Rifle - Does 4 damage. Needs Sniper Rifle Ammo to work. Not concealable.
Melee Weapons
  • Bang Stick - 3 - Does 4 damage. Needs Bang Stick Ammo to work. Not concealable.
Ammo
  • Sniper Rifle Ammo - 4 - One Ammo allows a character to use a Sniper Rifle's special ability if they have at least 4 in Ranged Weapons (Sniper Rifles).
  • Machine Gun Ammo - 9 - One Ammo allows a character to use a Machine Gun's special ability if they have at least 4 in Ranged Weapons (Machine Guns).
  • Assault Rifle Ammo - 16 - One Ammo allows a character to use an Assault Rifle's special ability if they have at least 4 in Ranged Weapons (Assault Rifles).
  • Submachine Gun Ammo - 22 - One Ammo allows a character to use a Submachine Gun's special ability if they have at least 4 in Ranged Weapons (Submachine Guns).
  • Shotgun Ammo - 27 - One Ammo allows a character to use a Shotgun's special ability if they have at least 4 in Ranged Weapons (Shotguns).
  • Pistol Ammo - 20 - One Ammo allows a character to use a Pistol's special ability if they have at least 4 in Ranged Weapons (Pistols).
  • Bang Stick Ammo - 6 - Needed to use a Bang Stick. Good for one shot.
  • Bureau Assault Rifle Ammo - 3 - One Ammo allows a character to use an Assault Rifle's special ability if they have at least 4 in Ranged Weapons (Assault Rifles).
Medical Supplies
  • Trauma Bag - 1 - Restores all of a character's health with a successful Medicine roll.
  • Basic First Aid Kit - 4 - Restores 2 of a character's health with a successful Medicine roll.
  • Painkillers - 1 - Reduces damage from physical attacks by half if taken ahead of time. Reduces Technical and Offensive skill rolls by 1 for the duration.
Additional Supplies
  • Bureau Radio - 5 - Standard handheld radio, marked with an indecipherable language. Operation is normal, units look sorta funny.
  • Bureau Hand Grenade - 1 - Standard hand grenade, marked with an indecipherable language. Operates as expected.
  • Flashlight - 4 - Standard personal light; used to illuminate dark areas.
  • Heart of the Wulver - Unique - Creatures of myth respect and fear a human possessing this heather artefact. +1 to Social Skills vs Mythical Creatures when worn in a visible place.
  • Enchanted D&D 3.5e Player's Handbook - Unique - Pulls the holder of the book and up to 7 people into the holder's game. If no game is planned, a random encounter is given.
    • 3.5 PHB II
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