EQUIPMENT AND INVENTORY

Inventory
Surviving the zombie apocalypse requires more than a strong body and willpower; it also requires weapons and equipment. Few survive against the undead fighting with only their fists, and with the collapse of civilization, food and shelter are hard to find, so it's better to carry what you need with you.

What a character can carry with him is called his “Inventory”. This includes any weapons, ammunition, food or supplies he may have on his person. A character's inventory is divided into Slots. At the start, a character has four Slots with which he can carry up to four items or weapons. Later, he may find other items – bags, sacks or backpacks – which can increase this to a total of 10 slots (the original 4 Slots plus up to 6 more). A character can never carry more than 10 items. Furthermore, regardless of how many Slots he has, a character can never carry more than four weapons. Some items may require more than one Slot due to size or weight. The GM may rule that certain items are too heavy to be included in the Inventory.

Some items do not count as inventory and therefore do not take up any Slots. These include any clothing the character is wearing, and any small personal belongs such as jewelry, watches, wallets or keys. This only includes the items the character is actually wearing; any additional jewelry, wallets, etc. found during the adventure would need a be carried in a Slot.

Increasing Slots
On his own, a character can carry up to four items, either in his hands or somewhere on his person. These can include weapons, medkits, or miscellaneous equipment. If a character wishes to carry more than four items, he needs to find some sort of container or bag. There are three types of bag in Zombiepocalypse. Each type of container adds a different number of Slots to the character's total. The bag itself does not use up one of the Slots. Only one bag at a time can be carried.

Table: Increasing Slots
Type of Bag
Additional Slots
Handbag or satchel
+2
Large bag or sack
+4
Backpack
+6

Wielded vs Stored Slots
Any items stored in the first four slots are considered to be Wielded. These items can be used or dropped at any time. All other items are considered Stored in a bag, sack or pack and must be pulled out of the container first. In combat, this will usually require an additional round to get the item prior to it being used. A character can switch items between the Wielded and Stored slots at anytime; this requires two rounds if done during combat.


Weapons List
There are a variety of weapons in Zombiepocalypse. Different weapons can modify the number of attacks, chance to hit, range, damage or number of monsters hit. The stats for a selection of weapons follows below

Table: Weapon List
Weapon Type
To Hit” Modifier
Damage” Modifier
# Attacks / Round
Range
Shots / Clip
Reload Speed (Rds)
Special
(see below)
Fists
-
-2
1
Melee
n/a
n/a
a
Clubs
-
-
1
Melee
n/a
n/a
a
Axe
-
+1
1
Melee
n/a
n/a
a
Sword
-
-
2
Melee
n/a
n/a
a
Chainsaw
-
+1
2
Melee
n/a
n/a
b
Thrown Bricks/Stones/Bottles
-
-
1
1-2 hex only
3
1

Throwing Knife/Darts
-
-1
2
1-4 hex
only
6
1

Bow / Slingshot
-
+1
1
Short & Medium Only
6
1

Crossbow
-
+1
1
Normal
1
1
c
Pistol
-
-
1
Normal
6
1

Rifle
+1
-
1
Normal
6
1

Automatic Rifle / SMG
-
-
2
Normal
6
1

Sniper Rifle
+1
+1
1
No range penalties
6
1
d
Shotgun
-
+2
1
Normal
6
1
e
Machine Gun
-
+1
5
Normal
6
2
f
Grenade Launcher
-1
+1
1
3-12 hex
6
2
g
Rocket Launcher
-1
+4
1
-1 “to hit” beyond 12 hex
1
1
h
Molotov Cocktail
-
Special
1
1-4 hex
only
3
1
i
Grenade
-1
+2
1
1-6 hex only
only
3
1
j
Shield Bash
-
N/a
1
Melee
n/a
n/a
k

a: melee weapons do not need to be “reloaded” after six attacks, unlike ranged weapons
b: chainsaws use the “reload after six attacks”, like guns, except instead of requiring ammunition the chainsaw must instead be restarted by pulling the starter cord. Chainsaws have enough fuel for 4-24 attacks, determined randomly by the GM. Once that number of attacks is exceeded, the chainsaw coughs to a stop and must be refueled before it can be used again. Without fuel, a chainsaw attacks like a club
c: the crossbow must be reloaded after each Shot
e: -1 penalty “To Hit” beyond 6 hex (in addition to normal Range modifiers)
d: Sniper rifles do not suffer any range penalties and can hit any target within 66 Hex with a simple To-Hit roll. However, they cannot be used to attack any target in melee range (0-1 Hex)
f: Machine guns require two rounds to reload. A machine gun must be deployed before firing, or suffer a -2 penalty to the “To-Hit” roll. Deploying the machine gun takes one round and must be done every time the character moves. Characters carrying a machine gun suffer a -1 Hex Penalty to their Movement speed.
g: grenade launchers take two rounds to reload and can only safely attack targets up to Medium Ranger (12 Hex). Attacks made against targets at 0-2 Hex will cause splash damage against the attacker, who will have roll Damage against himself with a -1 Penalty. Splash damage affects one additional Hex.
h: Rocket launchers must be reloaded after every Shot. Rocket Launchers use the Splash Damage rules; attacks effect not only the target Hex, but up to three adjacent Hex, determined randomly. Additional attack rolls are not required but separate Damage rolls for each effected target are.
i: Molotovs use the Splash Damage rules and affect all characters within the targeted Hex. Only a single “To-Hit” roll is required. See Fire damage rules above for effects of fire damage. Zombies are not hurt by fire damage, but cannot perform any actions except movement until extinguished. The living can perform no actions until extinguished; they suffer no damage the first round. Extinguishing themselves requires a skill roll with a -1 penalty for each round after the second. Only three Molotov cocktails can be carried in hand at one time; after three attacks, one round must be spent “reloading”, e.g., pulling another three bottles out of a bag.
j: Grenades use Splash Damage rules and effect not only the targeted Hex but also one of the surrounding hexes, determined randomly. Grenades must be “reloaded” (new grenades pulled out of a bag, etc.) after three Shots (throws).
k: Shields can only be used to “bash” opponents. This causes no damage but the target is automatically staggered and cannot attack that round.
 
Ammunition as Inventory (Optional Rule)
If a player is carrying a ranged weapon that uses ammunition, he can carry up to 3 Clips (including what the Clip already loaded in the gun) without using up any extra slots. If he wishes to carry any more ammunition in addition to that, he will have to sacrifice a one slot for each additional 3 Clips. The exception to this is the machine gun and the rocket launcher, which weigh in at one Clip per slot, and Bows and Crossbows, which have 6 Clips per Slot. Note that weapons may not have the full complement of Clips when you find them.

Example:
The player has a fully loaded Pistol. This means that he can carry up to three Clips (one in the gun, two on his person) using only one Slot. If he finds any more ammunition, he will have to dedicate an additional Slot to carrying the extra ammo.

Table: Shots Per Clip by Weapon Type
Weapon Type
Shots / Clip
Clips/
Slot
Fists
n/a
n/a
Clubs
n/a
n/a
Axe
n/a
n/a
Sword
n/a
n/a
Chainsaw
n/a
n/a
Thrown Bricks/Stones/Bottles
3
2
Throwing Knife/Darts
6
4
Bow / Slingshot
6
5
Crossbow
1
30
Pistol
6
3
Rifle
6
3
Automatic Rifle
6
3
Sniper Rifle
6
3
Shotgun
6
3
Machine Gun
6
1
Grenade Launcher
6
6
Rocket Launcher
1
2
Molotov Cocktail
3
1
Grenade
3
1
Shield Bash
n/a
n/a


Equipment List
The following is a sampling of equipment the players may come across in their adventure. This is not intended to be a complete list, but rather is intended to give GM's an idea of what to offer the players.

Table: Equipment List
Equipment
# Inventory Slots
Notes
Pocketbook or small bag
0
Adds 2 Inventory Slots
Sack or satchel
0
Adds 4 Inventory Slots
Backpack
0
Adds 6 Inventory Slots
Medkit
1
Can heal one Injury
Sleeping Bag
2

Tent
2
2 person
Rations
1
Food for 1 person for 1 day
Drink bottle/canteen
1
Water for 1 person for 1 day
Tool kit
1
If any one tool used as a weapon, whole kit is “ruined”
Lockpicks
1
+1 to Skill Check for character with Lockpicking skill
Laptop
1

Cellphone
1

Change of Clothes
1

Gas Gan
2
5 Gallons
Flashlight
1
3 hours of light
50' rope
2

2x4 wooden plank
2
4' long
Box of nails
1
100 nails
String
1
100' string
Light Amp Goggles
1
+1 Bonus to Perception rolls for user if used at night (-1 during day)
IR Googles
1
+1 Bonus to Perception rolls for user if used at night against Living (-1 during day or to notice Undead)
Silencers
1
-1 Penalty to Perception when used against the Living; no effect against Undead

Using Equipment As Weapons
Push comes to shove, almost anything can be used as a weapon. If a player chooses to use a piece of equipment not ordinarily used in combat as a weapon (for instance, a sleeping bag), it is assumed to be ruined for its purpose as a non-weapon and counts from that point on as one of the four allowed weapons. The GM should use the Weapon List below as a guideline for determining the stats of the makeshift weapon.

Example:
The player is carrying a screwdriver in his pocket when he is ambushed by zombies. He uses the tool to successfully kill the zombie. However, the tool is now useless for its assumed purpose – driving screws – and can only be used as a weapon henceforth. If the player is already carrying four weapons, he will have to abandon one of the other four in order to keep the screwdriver on hand.


Optional Rule: Armor
Generally, the effects of armor are ignored in Zombiepocalypse. This abstraction is purposely done for a variety of reasons: a desire to keep combat simple and fast-paced, the expected lack of availability of armor in most campaigns, and a general ineffectiveness of armor when used against the undead. Although armor may protect some parts of the body from getting bitten or torn, most armor will leave large parts of the body vulnerable to the tearing jaws and fingernails of the undead. Furthermore, armor will rarely do anything to protect against the impact of zombie fists and bodies pounding against the frailer flesh of the Living. Therefore, any effects of armor are generally ignored.

Nonetheless, should the GM allow the Player Characters to find some armor that he feels might be effective in combat, one method to abstract this is to allow the Player Character wearing the armor a number of Armor Points that absorb any damage. Should a character wearing armor get Injured, 1 Armor Point is removed from the total; should the Damage Roll indicate the character would normally have died, 2 Armor Points are removed from the total. Until all the Armor Points are removed, the armored character will not be Injured and will not suffer any penalties from attacks (the character will still be Staggered by any successful attacks, however). Once all the Armor Points have been expended, the armor is destroyed and useless. As a general rule of thumb, each Armor Point reduces the character's speed by 1 hex per round.




Notice 1 
ZOMBIEPOCALYPSE is still in development. Although playable, the system is not complete. Not all the rules have been written and those that have been are subject to change at any time. And editing for clarity and readability is low priority. Despite being made available to the public on this website, ZOMBIEPOCALYPSE is still considered to be in beta form. You have been warned.
Notice 2
The Roleplaying Game System currently known as ZOMBIEPOCALYPSE is being made available to the public for free for their enjoyment and use. However, the author maintains all rights towards its distribution and development. You are free to view or download the rules and make use of them in any game sessions for the personal use of you and your friends. You are not free to redistribute the rules in any way, nor are you allowed to make any derivative works from it.

In English, this means you are free to download this game and play it amongst friends. You are not allowed to give the rules away to anyone else (redirect them to this website instead), nor can you take these rules and create a derivative work from them.

For more complete licensing information, please see our License page.
(c) 2013 Spalls Hurgenson

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