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The Dead Are Coming Preview - Gear and Resources


All prices are in resources (Food, Water, Bullets, and Fuel), some people will accept some resources but not others.

3.1 - Resources

Resources are items and commodities survivors need everyday. You can usually trade 1 unit of a Resource for another, unless the other person has enough of what you’re offering.

Food

A unit of food must be consumed per day by each survivor.

  • 1 day without food gives you a Deprived condition.

  • After 5 days without food, suffer 1d6 points of damage per day.


Water

A unit of water must be consumed per day by each survivor.

  • 1 day without water gives you a Deprived condition.

  • After 2 days without water, suffer 1d6 points of damage per day.


Bullets

A unit of Bullets is consumed every time you roll a 1 on a damage roll with guns.

  • For simplicity sake, Bullets are interchangeable.

  • Some weapons may automatically use a unit of Bullets as noted.


Fuel

A unit of fuel is consumed every 4 hours of usage by a car or 8 hours by a motorcycle or generator.

  • For simplicity sake, Fuels are interchangeable.

  • Some special vehicles or machines can consume a unit in more or less hours.


3.2 - Gear

Equipment is hard to get or to buy, so most survivors make do with what they have. These are usually found in abandoned places, but sometimes bartered with other survivors.

  • Backpack and sacks(2 unit): Everyone begins with them, but you might lose it. Without them you can carry only half as much stuff.

  • Frivolous Objects (1 unit): Stuff people don’t need to survive and are particularly useful in the post-apocalyptic setting they are in, like paper glue, magazines, simple toys, computer mouse, RPG dice, and other such things.

  • Useful Objects (1d6 units): Things people find quite useful in the current scenario and use them to fix things, make things, get around like cloths, shoes, boots, simple tools, small batteries, rope, flashlight, and other such things.

  • Essential Objects (2d6 units): Things everyone needs sooner or later in this terrible situation, such as toilet paper, animal trap, shovel, crowbar, fishing pole, net, flare gun, manacles, GPS device and other such things.

  • Valuables (3d6 units): These are not particularly useful objects but they still represent something important for the survivors and can cost quite a bit if people know you need them. Some examples are fiction novels, baseball cards, music albums, comic books, RPG books, and other such things.


3.3 - Weapons and Guns

Everyone needs a weapon now, even those that didn’t want one before. Weapons are divided in broad categories. Some weapons may have different and unique characteristics.

  • Unarmed: Your fists, knuckles and every other part you use to hit others cause 1d3 points of damage. The die do not explode when attacking zombies.

  • Small Melee Weapon (1d6 units): Daggers, hammers, bats, handaxes and other small melee weapons cause 1d4 points of damage. They can be thrown up to short range.

  • Medium Melee Weapons (2d6 units): Axes, machetes, swords, baseball bats with spikes, and other medium melee weapons cause 1d6 points of damage. They cannot be thrown effectively.

  • Large Melee Weapons (3d6 units): Katanas, zweihanders, halberds (did you get it from a museum?), and other large melee weapons cause 1d8 points of damage. They cannot be thrown at all but can be used to attack targets up to short range.

  • Small Ranged Weapon (1d8 units): From darts to small handguns and everything in between. Small ranged weapons cause 1d4 points of damage and usually can hit targets up to medium range.

  • Medium Ranged Weapon (2d8 units): From crossbows to heavy pistols and small semi automatic guns. Medium ranged weapons cause 1d6 points of damage and usually can hit targets up to long range. Some of them may have an automatic function and allow you to fire in bursts.

  • Large Ranged Weapon (3d8 units): From long bows to shotguns and small automatic rifles. Large ranged weapons cause 1d8 points of damage and usually can hit targets up to long range. Some of them may have an automatic function and allow you to fire in bursts.

  • Stationary Ranged Weapons (5d10 units): These are mounted machine guns and other weapons that you need to set up and stay to use. Stationary ranged weapons cause 1d12 points of damage and usually can hit targets up to long range. They only fire in bursts.

  • Grenades (2d6 units): There are many types of grenades and they can either blast everyone within close range with 1d10 points of damage, create a large area of smoke up to short range where no one can see anything, emit high pitch noise and make anyone within short range deaf, or emit a blinding strong light to blind anyone within short range.

  • Poison (3d6 units): Hard to come by and even harder to find someone to make them. Poisons usually do 1d8 damage directly to an Attribute after 1 turn.

  • Acid (3d6 units): Can burn through most material, causing 1d6 points of damage per round until cleaned.

  • Ether (3d6 units): If someone is forced to breathe this they must make a STR save of pass out for 1 hour.


Burst

Firing in Burst allows you to deal the weapon’s damage to 1d6 targets that are within close range to each other but spends 1 unit of Bullets.


3.4 - Armor

Real armor is hard to find and even harder to barter for. Most people just wear sports protective gear if they can find it.

  • Improvised Armor (1d6 units): Made with heavy clothing, sports gear and whatever you can find. Improvised armor has Defense 1 and occupy 1 inventory slot.

  • Tactical Armor (3d10 units): Used by the police, and tactical temas, this armor consists of a helmet, vest and some ballistic plates. Tactical Armor has Defense 2 and occupies 2 inventory slots.

  • Heavy Military Armor (6d10 units): Used by the military in very specific operations, this armor used advanced and flexible ballistic plates, a helmet, and vest. Heavy Military Armor has Defense 3 and occupies 2 inventory slots.


3.5 - Favors

There is no real market for services in the zombie apocalypse. This entry is here for when you can convince another survivor to do something for you.

  • Minor Favor (1d6 units): Cook you something, repair your clothes, stitch a small wound, lend you a non essential item.

  • Reasonable Favor (2d6 units): Deliver something to someone in their path, take care of something for a couple of hours, cover for you in your duty.

  • Huge Favor (5d6 units): Hide you from another group, take you to a dangerous place, deliver something to someone out of their path, lend you their vehicle.


3.6 - Vehicles

It’s highly unlikely that someone with a functioning vehicle will be willing to barter it. But who knows?

  • Animal (2d6 units): A horse, donkey, mule or similar animal you can mount. Can cover twice as much ground as a person.

  • Motorcycle (10d6 units): Normally capable of transporting 2 people at the same time. Can cover 10 times as much ground as a person, and consumes 1 unit of Fuel every 8 hours.

  • Small Car (10d10 units): Normally capable of transporting 4 people at the same time. Can cover 10 times as much ground as a person, and consumes 1 unit of Fuel every 6 hours.

  • Medium Car (10d12 units): Normally capable of transporting 6 people at the same time. Can cover 10 times as much ground as a person, and consumes 1 unit of Fuel every 4 hours.

  • Large Car (10d20 units): Normally capable of transporting 8 people at the same time. Can cover 8 times as much ground as a person, and consumes 1 unit of Fuel every 2 hours.

  • Armored Vehicle (20d20 units): Normally capable of transporting 4 people at the same time. Can cover 5 times as much ground as a person, and consumes 1 unit of Fuel every 2 hours. Treat as a Detachment. HP 10, Def 2, Machine gun 1d12. 

  • Tank (20d100 units): Normally capable of transporting 4 people at the same time. Can cover 2 times as much ground as a person, and consumes 1 unit of Fuel every hour. Treat as a Detachment. HP 20, Def 4, Cannon 1d20.

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