Gear #
Currency? Backed by fucking what? There are semblances of it ever since the Landlords took control of factories. Bullets from them are like trickled down gold. Nonetheless, it’s still hearkening back to what we’ve completely lost. Keeping up appearances in these times is asinine.
Social credit’s back since all we really got is our word that we’ll repay at one point. If your word is shit, however, expect a boot to your neck in the foreseeable future.
Scarcity #
One’s trash is another one’s treasure as they say. Here, items in demand have tiers of scarcity: common -> valuable -> rare. These are more guidelines to understand what the average Juan expects to get from these items.
Blades #
Item | Scarcity | Remarks |
---|---|---|
Butterfly Knife | common | concealable |
Throwing Knife | common | concealable |
Hunting Knife | common | |
Machete | common |
Guns #
Item | Scarcity | Remarks |
---|---|---|
Pistol | common | 12 shots |
Revolver | common | 8 shots |
Double-barrel shotgun | common | 2 shots, +2 to damage at short range |
Combat shotgun | valuable | 8 shots, +2 to damage at short range |
Sub-machine Gun | common | 30 shots, automatic |
Assault Rifle | valuable | 30 shots, automatic |
Hunting Rifle | common | 10 shots, stripper clip reloads |
Designated Marksman Rifle | valuable | 15 shots |
Anti-Materiel Rifle | rare | 10 shots, ignores armor, +3 to damage |
Grenade Launcher | rare | 1 shot, +2 to damage, 6m radius |
Military Grenade Launcher | rare | 6 shots, +2 to damage, 6m radius |
Grenade launchers have a radial effect upon impact. They affect all within range of the explosion and shrapnel.
Ammunition #
Split ammo types into two categories: 1st World and 2nd World. Guns that use one don’t use the other without modifications and spare parts.
References to slots refer to those in inventory.
Item | Scarcity | Remarks |
---|---|---|
Pistol ammo (1st World) | common | 6 magazines, 4 for SMGs, one slot |
Pistol ammo (2nd World) | valuable | 6 magazines, 4 for SMGs, one slot |
Revolver ammo | common | 24 rounds, one slot |
Buckshot | common | 18 rounds, one slot |
Slugs | common | 18 rounds, one slot |
Rifle Ammo (1st World) | valuable | 3 AR magazines, 6 for DMR, 8 stripper clips, one slot |
Rifle Ammo (2nd World) | valuable | 3 AR magazines, 6 for DMR, 8 stripper clips, one slot |
40mm Grenades | rare | 4 shots, one slot |
.50 BMG | valuable | 2 magazines, one slot |
Worn Equipment #
Item | Scarcity | Remarks |
---|---|---|
Ballistic Vest | common | +4 quick slots |
Ceramic Plates | valuable | stops 3 bullets or 1 fragmentation grenade, 1 slot |
Stab Vest | valuable | stops 4 attacks, rarely compatible with ceramic plates |
Carryall | common | +8 inventory slots |
Digital Watch | Common | |
Analog Quartz Watch | Valuable | |
Mechanical Watch | Rare | |
Gas Mask | Common | protects against tear gas and certain chemical attacks |
Devices and Gear #
Item | Scarcity | Remarks |
---|---|---|
Flashlight | common | |
Geiger Counter | valuable | |
Handheld Radio | common | |
Magnetic Compass | common | |
Mechanical Tool Kit | common | |
Metal Detector | common | |
Night-Vision Goggles | rare | sees in low light |
Flint Kit | valuable | |
Shooting Ear Protection | common | partially protects against Flashbangs |
Sleeping Bags | common | 2 slots |
First Aid Kit | common | |
Doctor’s Bag | rare |
Grenade Types #
Item | Scarcity | Remarks |
---|---|---|
Flashbang | rare | 4 pcs, 1 slot, no damage, short range |
Fragmentation | valuable | 3 pcs, 1 slot, +2 damage, short range |
High Explosive | rare | ignores armor, 3 pcs, 1 slot, +2 damage, short range +2m |
Smoke | common | 3 pcs, 1 slot, no damage, short range |
Molotov | common | 2 pcs, 1 slot, 6m radius |
Rubber | common | 40mm grenade type only, never thrown, potentially lethal if it hits an unarmored torso or head |
Tear Gas | rare | 3 pcs, 1 slot, no damage, short range |