Weapons and Equipment

Each character can store 10 KG of gear on their character.

ItemWeightNotes
BackpackAllows you to carry an additional 25 KG of Gear
Binoculars.5 KGGrants +2 on Investigation or Navigation when used to inspect distant objects/locations.
Climbing Kit5 KGGrants a +5 on strength checks when used to climb. It takes 1 round to prepare a climbing kit for use.
Duct Tape.2 KGGrants a +2 to an engineering or mechanics check.
First Aid Kit.5 KGGrants +2 on Medicine skill checks.
Flare.2 KGCan be used to attract dinosaurs or provide +5 to observation checks at night. Will burn for sixty rounds unless put out.
Flashlight.2 KgCan be used to attract dinosaurs or provide +5 to observation checks at night.
Handheld Radio.2 KGAllows communication over a longer distance.
MRE.2 KGRestores a player’s endurance and removes two hunger points. Consumed on use. You can get the benefits of a MRE twice per day.
Tool Kit5 KGGrants a +5 on mechanics, engineering, or electronic check
Water Canteen1 KGRestores 5 endurance points and removes two thirst points. Two users per full canteen.
WeaponTypeDamageAmmo CapacitySpecial Features
SPAS-12Firearms: Shotgun2d68Scatter Shot
M16Firearms: Rifles1d820Burst Mode
Barrett M82Firearms: Rifles5d810Scope
HK 91Firearms: Rifles1d820Scope
Desert EagleFirearms: Pistol1d88
S&W 686Firearms: Pistol1d66
Taser ProdMelee1d412 usesStun
Lindstrat Air RifleFirearms: Rifles1Neurotoxin
Frag GrenadeGrenade3d6Blast Zone
Smoke GrenadeGrenadeSmoke 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.