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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 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
8/9/2019 Equip Cardspt2
http://slidepdf.com/reader/full/equip-cardspt2 2/7
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.
8/9/2019 Equip Cardspt2
http://slidepdf.com/reader/full/equip-cardspt2 3/7
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 / - / -
8/9/2019 Equip Cardspt2
http://slidepdf.com/reader/full/equip-cardspt2 4/7
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
-- -- --
8/9/2019 Equip Cardspt2
http://slidepdf.com/reader/full/equip-cardspt2 5/7
+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
8/9/2019 Equip Cardspt2
http://slidepdf.com/reader/full/equip-cardspt2 6/7
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
8/9/2019 Equip Cardspt2
http://slidepdf.com/reader/full/equip-cardspt2 7/7