Each character can store 10 KG of gear on their character.
Item
Weight
Notes
Backpack
—
Allows you to carry an additional 25 KG of Gear
Binoculars
.5 KG
Grants +2 on Investigation or Navigation when used to inspect distant objects/locations.
Climbing Kit
5 KG
Grants a +5 on strength checks when used to climb. It takes 1 round to prepare a climbing kit for use.
Duct Tape
.2 KG
Grants a +2 to an engineering or mechanics check.
First Aid Kit
.5 KG
Grants +2 on Medicine skill checks.
Flare
.2 KG
Can be used to attract dinosaurs or provide +5 to observation checks at night. Will burn for sixty rounds unless put out.
Flashlight
.2 Kg
Can be used to attract dinosaurs or provide +5 to observation checks at night.
Handheld Radio
.2 KG
Allows communication over a longer distance.
MRE
.2 KG
Restores a player’s endurance and removes two hunger points. Consumed on use. You can get the benefits of a MRE twice per day.
Tool Kit
5 KG
Grants a +5 on mechanics, engineering, or electronic check
Water Canteen
1 KG
Restores 5 endurance points and removes two thirst points. Two users per full canteen.
Weapon
Type
Damage
Ammo Capacity
Special Features
SPAS-12
Firearms: Shotgun
2d6
8
Scatter Shot
M16
Firearms: Rifles
1d8
20
Burst Mode
Barrett M82
Firearms: Rifles
5d8
10
Scope
HK 91
Firearms: Rifles
1d8
20
Scope
Desert Eagle
Firearms: Pistol
1d8
8
S&W 686
Firearms: Pistol
1d6
6
Taser Prod
Melee
1d4
12 uses
Stun
Lindstrat Air Rifle
Firearms: Rifles
–
1
Neurotoxin
Frag Grenade
Grenade
3d6
–
Blast Zone
Smoke Grenade
Grenade
–
–
Smoke Screen
Weapon Special Features
Scatter Shot:
Ineffective at Long Range: Targets further away than 8 tiles take only 1d4 damage.
Close Combat: If you aim at a target within 4 tiles, you get a +12 to attack.
Burst Mode: Before rolling your attack, you can switch to burst mode, which fires 3 bullets with a single shot. Ammo is rare, so there is the possibility that you’ll miss and be done three bullets instead of one. On the other hand, those extra bullets may just be enough to down a charging raptor before he gets to you. Use wisely. 😁
Scope: You must sacrifice your movement action to adjust your scope. Once done, as long as the target doesn’t move you get a +8 to all attacks made against that target.
Stun: If you hit with a weapon that stuns an enemy, they will have a -8 disadvantage on their next attack roll.
Neurotoxin: On a successful hit, the neurotoxin will kill the target nearly instantly. The target will die at the end of their next turn.
Blast Zone: Choose a 2×2 square zone as your target. To hit that zone, you must successfully make a ranged attack. The difficulty of that check is 5 for every 3 tiles of distance from your character.
If you fail to make a ranged attack, your target is zone is shifted by one tile for every 5 points that you missed the tile. The GM will determine a random direction for this shift in the target zone.
Smoke Grenade: Choose a 2×2 square zone as your target. To hit that zone, you must successfully make a ranged attack. The difficulty of that check is 5 for every 3 tiles of distance from your character.
If you fail to make a ranged attack, your target is zone is shifted by one tile for every 5 points that you missed the tile. The GM will determine a random direction for this shift in the target zone.
Smoke Zone: The target zone is covered in smoke that will last for three rounds. During this time, any creature in this zone is blinded unless they have an alternative method for vision such as thermal vision. In addition, any creature who spends a full round in the smoke zone is exhausted.