EQUIPMENT

RESOURCES

AID

RATIONS – There are several variations of food and drink that can be scavenged and hunted in the wasteland. A wastelander consumes 1-2 rations each day to help them naturally recover their HEALTH and avoid starvation & dehydration, which will deteriorates HEALTH. The natural HEALTH recovery is improved with the skill CAMPING.

FIRST AID – Utilized to treat wounds outside of combat and recover HEALTH. The maximum recovery capability is improved with the skill MEDICINE.

RAD-PILL – Utilized to treat radiation sickness outside of combat and recover from RADIATION. The maximum recovery capability is improved with the skill MEDICINE.

ANTIDOTE – Utilized to treat virus contamination outside of combat and recover from VIRUS. The maximum recovery capability is improved with the skill MEDICINE.

TOOLS – Utilized when lockpicking mechanical locks and repairing damaged equipment.

BULLETS

9mm – The lightest ammunition of small-arms that can be found in the wasteland. What the bullet lacks in power it makes up in low price.

.45 ACP – This small-arms ammunition carries a bit more punch to it and can penetrate most defenses.

12-gauge – An ammunition with the capability to shoot spreading lead pellets, for maximum accuracy and damage area.

7.62 cal – A common rifle ammunition capable to stand up against most defense and inflict serious damage.

.50 cal – This is the heaviest caliber know in the wasteland. It can penetrate armored vehicles and other heavy defenses. Few can get hit by a caliber of this size and live to tell the tale.

EXPLOSIVES

40mm gr. – A small exploding ammunition that is shot from a launcher.

ROCKET – Biggest knows explosive that can be carried and launched by a personal. Can be used to blow up heavily armored vehicles.

GRENADE – A small throwable explosive weapon that can help fighters quickly get out of a sticky combat situations. There is no risk of being hit by enemy attacks in combat when throwing grenades, but there is a limit to how many can be carried at the same time. Grenades do 12-20 DAMAGE on hit.

VALUABLES

INFORMATION – Ancient books, newspapers, computers, documents, memory disks and other various forms of media hide forgotten information and history. This knowledge is found to be valuable to some in the wasteland.

POWER CELL – Electric Power Cells are know to be charge with long lasting electrical power, that can be used to energize electrical equipment and weapons.

FUEL – It was called the black gold by the ancient people. It is used in constructing chemical compounds and fueling generators, machines and weapons.

ARMOR

ARMOR INFORMATION

DEFENSE –  Every form or armor is able to protect the wearer from different forms of damage. The armor defense is able to save the player from taking any damage when hit in combat.

DURABILITY – Armor is durability risk to degrade when the wearer is hit in combat.

ABILITY – Armor may give different benefits on penalties to the wearer [ Immunities, flee penalty, speech bonus etc. ].

DISGUISE – The armor can be used as a disguise to bypass the HONOR requirment at specific settlements.

DAMAGE TYPE

NORMAL – Most encounters perform normal damage. This damage type is reduced by wearing an armor with high DEFENSE.

RADIATION – Radiation damage increase the victims radiation sickness.

VIRUS – Virus damage increase the victims virus sickness.

FIRE – Fire easily burns through the gaps of the victims armor and defenses.

ELECTRIC – Electric damage can be received from hitting targets with melee weapons, that discharge electric shocks [ Example MACHINES ].

CLOTHING

FIELD JACKET[ DEFENSE 1 ] – Poorly protective military jacket colored in one basic color.

LEATHER JACKET[ DEFENSE 2 ] – Old fashionable jacket made out of strong leather.

LEATHER COAT [ DEFENSE 3 ] – Long leather coat with better lower protection.

STUDDED JACKET[ DEFENSE 3 ] [ RUN AWAY -5% ] – Cool studded leather jacket that is worn by raiders. Ignores the denial of entry when visiting Bandids.

UNIFORM[ DEFENSE 1 ] [ SPEECH +15% ] – Old military uniform jacket. Ignores the denial of entry when visiting Bunker, Chambers or Outpost.

FENCING JACKET [ DEFENSE 2 ][ SPEECH +20% ] – Old padded fencing jacket.

CAMO

CAMO JACKET[ DEFENSE 1 ] [ RUN AWAY +10% ] – Common military jacket that helps the wearer blend into the environment. Ignores the denial of entry when visiting Rangers or Settlement

PONCHO[ DEFENSE 1 ] [ RUN AWAY +20% ] – Camouflaged poncho that is worn by hunters.

CAMO SUIT [ DEFENSE 1 ] [ RUN AWAY +25% ] – Full body camouflaged suit that is worn by snipers.

HAZARD

FIREMAN JACKET[ DEFENSE 2 ] [ IMMUNE FIRE ] – Protected ancient firefighters from fire.

HAZMAT SUIT[ DEFENSE 1 ][ IMMUNE RADIATION ] – Full body suit that protections the wearer from radiation.

VENT SUIT[ DEFENSE 3 ] [ IMMUNE VIRUS ]
This suit protects the wearer from virus contamination and to recover from it.

AMP SUIT[ DEFENSE 3 ] [ ELECTRIC ] – Protects the wearer from electrical shocks and has a 75% chance to do 1-5 damage to enemy that hits the wearer in combat.

ASTRO SUIT[ DEFENSE 3 ] [ IMMUNE DISEASES ] -Protects the wearer from virus and radiation. it also helps in recovering from virus contamination.

HAZMAT ARMOR[ DEFENSE 6 ][ IMMUNE RADIATION ] – A reinforced hazmat suit..

TESTLA SUIT[ DEFENSE 6 ] [ ELECTRIC ] – Old militian prototype technology that protects the wearer from electrical shocks and has a 75% chance to do 1-5 damage to enemy that hits the wearer in combat.

PRIMITIVE

LEATHER ARMOR[ DEFENSE 3 ] [ SPEECH +10% ] – This ancient armor makes the wearer look like a hero. Ignores the denial of entry when visiting Hermetics or Tribe.

CHAINMAIL [ DEFENSE 4 ][ RUN AWAY -5% ] – A protective heavy metal chainmail.

CURIASS[ DEFENSE 5 ][ RUN AWAY -10% ] – Ancient metal breast plate.

BUSHIDO ARMOR[ DEFENSE 5 ] [ SPEECH +10% ] – An armor worn and crafter by bushidians. Ignores the denial of entry when visiting Hashins.

PROTECTION

RIOT GEAR[ DEFENSE 4 ] [ RUN AWAY -10% ] – Protection that is light and flexible to move in.

SECURITY VEST[ DEFENSE 5 ] [ RUN AWAY -15% ] – A protective vest worn by militan guards.

BALLISTIC VEST[ DEFENSE 6 ] [ RUN AWAY -20% ] – A vest that protect the wearer from ballistic damage.

METAL ARMOR[ DEFENSE 7 ] – [ RUN AWAY -25% ] – Gives the wearer very good protection, but slows down the wearer with its weight.

COMBAT ARMOR [ DEFENSE 8 ] [ RUN AWAY -25% ] – Worn by well armed militian fighter and gives the wearer excellent protection.

BATTLE ARMOR[ DEFENSE 10 ] [ RUN AWAY -35% ] – Worn out superior armor, that has been used in heavy fighting.

POWER ARMOR[ DEFENSE 12 ] [ RUN AWAY -35% ] – High tech militian armor with superior protection. Ignores the denial of entry when visiting Tecropolis.

MELEE

MELEE INFORMATION

HIT – Each melee has its own difficulties to hit and penetrate targets defenses.

DMG – Melee damage various for each weapon. Maximum damage output can be improved with the skill MELEE DAMAGE BONUS.

DURABILITY – Melee are less durable than guns because of the kinetic force that is use against their target, but they are less costly to use.

SKILL BONUS – Some melee weapons have the ability to give the owner a bonus to their skills. This bonus will apply as long as you have the melee weapon in your inventory [you do not need to equip it]. Bonus do not stack and the highest bonus value is applied.

UNARMED

Unarmed attacks are available when not equipped with any weapon.

PUNCH[SIDEARM] [ HIT 1 ] [ DAMAGE 1-8 ] – Close your hand into a fist, put some bodyweight into it while smashing that fist into your targets face.

KICK[SIDEARM][ HIT 0 ] [ DAMAGE 3-8 ] – Fund your center balance and move forward while you swing your strong leg into your targets groin. Ouch!

BASHING

BRASS KNUCKLE[SIDEARM][ HIT 1 ] [ DAMAGE 2-10 ] – A pieces of metal shaped to fit around the knuckles.

BATON – [SIDEARM] – [ HIT 2 ] [ DAMAGE 4-10 ][ IGNORE SHOCK ] – A roughly cylindrical club made of wood and metal.

CROWBAR [SIDEARM][ HIT 3 ] [ DAMAGE 6-12 ][ BREAK OPEN +10% ] – Commonly used to open nailed wooden crates or pry apart boards.

MACHETE [SIDEARM] [ HIT 5 ] [ DAMAGE 8-16 ] – Chopping broad bladed tool that was used in agriculture and as a combat weapon.

BASEBALL BAT [MAIN ARM] [ HIT 3 ] [ DAMAGE 6-12 ] [ IGNORE SHOCK ] – Wooden club used in an ancient sport to hit the ball after it is thrown by the pitcher.

PICKAXE[MAIN ARM] [ HIT 4 ] [ DAMAGE 6-14 ] [ BREAK OPEN +15% ] – A versatile tool that is primarily used for digging and hacking.

AXE[MAIN ARM][ HIT 4 ] [ DAMAGE 6-16 ][ BREAK OPEN +10% ] – A tool used for millennia to split wood and as a weapon.

SLEDGEHAMMER [MAIN ARM] [ HIT 4 ] [ DAMAGE 8-18 ][ BREAK OPEN +20% ] – A tool with a large metal head used for bashing.

CUTTING

KNIFE[SIDEARM][ HIT 2 ] [ DAMAGE 4-12 ] – A sharp pocket knife.

PUNCH DAGGER[SIDEARM] [ HIT 3 ] [ DAMAGE 4-12 ] – short-bladed dagger with a blade that protrudes from the front of the fist.

SPADE [SIDEARM][ HIT 3 ] [ DAMAGE 4-12 ][ BREAK OPEN +5% ] – A tool used primarily for digging.

COMBAT KNIFE[SIDEARM][ HIT 3 ][ DAMAGE 6-12 ] – Militian knife designed for combat and outdoor survival.

TRENCH KNIFE[SIDEARM] [ HIT 4 ] [ DAMAGE 6-12 ] – A combat knife designed to kill enemies in confined areas such as in a trenches.

SABER[SIDEARM] [ HIT 5 ] [ DAMAGE 8-14 ] – curved blade sword used in fencing and sword dueling.

SPEAR [MAIN ARM][ HIT 6 ] [ DAMAGE 6-14 ] [ IGNORE SHOCK ] – Pole weapon consisting of a wood shaft with a pointed metal head. It has a higher chance to hit airborne creatures than other weapons because of its length.

WAKIZASHI[SIDEARM][ HIT 6 ] [ DAMAGE 8-16 ] – Ancient curved short sword with a deadly sharp single-edged blade.

KATANA[MAIN ARM] [ HIT 6 ] [ DAMAGE 10-16 ] – Ancient curved long sword with a deadly sharp single-edged blade.

ODACHI [MAIN ARM] [ HIT 8 ] [ DAMAGE 12-18 ] – A bushi-blade made out of a mysteries cursed steel.

CHARGED

CATTLE PROD[SIDEARM][ HIT 6 ] [ DAMAGE 6-20 ][ POWER CELL/CLIP 8] – A stun-rod that utilizes an overloaded electric shock to incapacitate the target.

CHAINSAW [MAIN ARM][ HIT 8 ] [ DAMAGE 14-22 ][ FUEL/CLIP 8] – Fuel-driven mechanical saw that can cut through most target.

GUNS

GUN INFORMATION

HIT – Each gun has its own difficulties to hit and penetrate targets defenses.

DMG – Gun damage is determined based on what ammunition the guns is loaded with. In generally guns can do more damage than melee, but are more costly to shoot.

CLIP –  Guns can be shot when they are loaded with the correct ammunition. A gun needs to be reloaded when the clip runs out of bullets/charges.

DURABILITY – Guns are more durable than melee weapons since they are not slammed against the target.

FIRING MODES

Guns have firing modes which indicates how many bullets/charges are shot per usage.

N/A – Semi-Automatic mode shoots 1 bullet/charge per shot if no firing mode is indicated.

DOUBLE – Double mode shoots 2 bullets/charges per shot.

BURST – Burst mode shoots 3 bullets/charges per shot.

FULL-AUTO – Fully-Automatic mode shoots 4 bullets/charges per shot.

HANDGUNS

PISTOL[SIDEARM][ HIT 3 ] [ DAMAGE 3-14 ][ 9mm/CLIP 7 ] – A common and reliable military 9mm pistol.

AUTO PISTOL [SIDEARM][ HIT 5 ] [ DAMAGE 3-14 BURST ][ 9mm/CLIP 15 ] – Constructed for close courter combat or trench fighting.

ASSAULT PISTOL[SIDEARM] [ HIT 6 ] [ DAMAGE 3-14 FULL-AUTO ] [ 9mm/CLIP 16 ] – A high tech full-automatic security pistol.

REVOLVER[SIDEARM][ HIT 4 ] [ DAMAGE 6-12 ][ .45 ACP/CLIP 6 ] – A powerful military service revolver.

AUTO REVOLVER[SIDEARM][ HIT 5 ] [ DAMAGE 6-12 DOUBLE ][ .45 ACP/CLIP 6 ] – Unknown advanced prototype revolver.

BLASTER[SIDEARM] [ HIT 5 ] [ DAMAGE 5-16 ][ 7.62 cal./CLIP 6 ] – An extremely power handgun for its size. created to shoot down runaway machines.

POWER PISTOL [SIDEARM] [ HIT 6 ] [ DAMAGE 5-16 ][ 7.62 cal./CLIP 10 ] – A technologically improved handgun, with enhanced recoil and accuracy.

SAWED-OFF SHOTGUN[SIDEARM] [ HIT 6 ] [ DAMAGE 4-16 DOUBLE ][ 12-gauge/CLIP 2 ] – Double barrel sawed-off shotgun with low rate of fire, but devastating when both barrels are fired at the same time.

LIGHT ARMS

MACHINE PISTOL[MAIN ARM][ HIT 6 ] – [ DAMAGE 3-14 BURST ] [ 9mm/CLIP 24 ] – A cheap, reliable and low recoil submachine gun with a large clip.

LEVER RIFLE[MAIN ARM] [ HIT 6 ] [ DAMAGE 6-12 ] [ .45 ACP/CLIP 7 ] – A repeating lever action firearm that uses a manually operated cocking handle located around the trigger guard.

SUBMACHINE GUN [MAIN ARM] [ HIT 6 ] [ DAMAGE 6-12 BURST ][ .45 ACP/CLIP 18 ] – Small and powerful submachine gun with a collapsible stock.

SEMI RIFLE [MAIN ARM] [ HIT 7 ] [ DAMAGE 5-16 ][ 7.62 cal./CLIP 10 ] – Semi-automatic rifle with a dependable magazine for extended combat.

CLIP RIFLE[MAIN ARM][ HIT 8 ] [ DAMAGE 5-16 ][ 7.62 cal./CLIP 8 ] – Rifle with a clip loading magazine that makes it go *cling when last bullet leaves the chamber.

ASSAULT RIFLE[MAIN ARM][ HIT 7 ] [ DAMAGE 5-16 BURST [ 7.62 cal./CLIP 25 ] – Its caliber reliability, ruggedness and accuracy has earned it the reputation of being one of the best weapons to carry into the wasteland.

BOLT RIFLE[MAIN ARM][ HIT 9 ] [ DAMAGE 5-16 ][ 7.62 cal./CLIP 5 ] – A bolt action rifle used by hunters and snipers alike. Has an excellent stability and accuracy.

COMBAT SHOTGUN[MAIN ARM] [ HIT 7 ] [ DAMAGE 4-16 ][ 12-gauge/CLIP 5 ] – Quick and dirty shotgun that can blast of several reliable 12-gauge rounds in combat before needing to reload.

HEAVY ARMS

MACHINE RIFLE[MAIN ARM][ HIT 8 ] [ DAMAGE 5-16 FULL-AUTO ] [ 7.62 cal./CLIP 28 ] – A high performance Full-Automatic machine gun with a large clip constructed for heavy combat.

MACHINE GUN [MAIN ARM] [ HIT 8 ] [ DAMAGE 6-18 BURST ][ .50 cal./CLIP 18 ] – A violent fire machine gun, that could be shot from the hip in standing position.

ANTITANK RIFLE[MAIN ARM][ HIT 10 ] [ DAMAGE 6-18 ][ .50 cal./CLIP 5 ] – A bolt action .50 caliber sniper rifle that that carries a heavy punch. It was designed to penetrate heavy defense.

HEAVY MACHINE GUN[MAIN ARM][ HIT 10 ][ DAMAGE 6-18 FULL-AUTO ][ .50 cal./CLIP 24 ] – This ferocious gun is feared by many. Few survive when this beast of a gun starts shooting down range.

ELECTRONIC ARMS

ZAPPER[SIDEARM][ HIT 7 ] – [ DAMAGE 8-12 ] [ POWER CELL/CLIP 4 ] – A souped-up video game light gun that has been turned into a high performance laser pistol.

RAYGUN[SIDEARM][ HIT 8 ] [ DAMAGE 8-12 DOUBLE ][ POWER CELL/CLIP 8 ] – Shoots powerful electric rays that burns through most material.

TESTLA PISTOL[SIDEARM][ HIT 7 ] [ DAMAGE 8-12 BURTS ][ POWER CELL/CLIP 9 ] – This gun shoots lethal electrical pulses that melts the victim from within. looks like it was made in a high tech laboratory.

PHASER RIFLE [MAIN ARM][ HIT 9 ] – [ DAMAGE 8-12 DOUBLE ][ POWER CELL/CLIP 8 ] – A microwave energy rifle with extended barrel for additional accuracy and range.

PLASMA RIFLE[MAIN ARM][ HIT 10 ] [ DAMAGE 8-12 BURST ][ POWER CELL/CLIP 12 ] – This powerfull electronic weapon will melt through any material in its way. better keep the safety on.

LASER RIFLE [MAIN ARM] [ HIT 12 ] – [ DAMAGE 8-12 BURST ][ POWER CELL/CLIP 6 ] – High performance laser rifle with extremely great penetration power and accuracy.

LASER CANNON [MAIN ARM] [ HIT 10 ] [ DAMAGE 8-12 FULL-AUTO ][ POWER CELL/CLIP 12 ] – Designed specifically for penetrating heavy armored vehicles and taking down machines.

PROTON PACK[MAIN ARM][ HIT 9 ] [ DAMAGE 8-12 FULL-AUTO ][ POWER CELL/CLIP 16 ] – Paranormal ghost capturing device.

EXPLOSIVE ARMS

GRENADE PISTOL[SIDEARM] [ HIT 6 ] [ DAMAGE 18-28 ][ 40mm gr./CLIP 1 ] – A grenade pistol that only loads one heavy hitting 40mm grenade caliber in its chamber.

GRENADE RIFLE[MAIN ARM] [ HIT 7 ] [ DAMAGE 18-28 ][ 40mm gr./CLIP 2 ] – A double loaded 40mm grenade launcher for with a barrel designed for accuracy.

ASSAULT LAUNCHER[MAIN ARM] [ HIT 7 ] [ DAMAGE 18-28 ][ 40mm gr./CLIP 4 ] – A militian grenade launcher constructed for assaulting strongly defended positions.

BAZOOKA[MAIN ARM][ HIT 12 ] [ DAMAGE 24-34 ] [ ROCKET/CLIP 1 ] – A rocket launcher with a single loading chamber that will blow up anything that is in its way.

HEAVY LAUNCHER[MAIN ARM][ HIT 12 ] [ DAMAGE 24-34 ] [ ROCKET/CLIP 4 ] – Prototype rocket launcher with extended barrels.

FLAMERTHROWER[MAIN ARM][ HIT 14 ] [ DAMAGE 12-24 DOUBLE ][ FUEL/CLIP 6 ] – Flamer that spits a spray of extremely hot and flamable fuel.