Tactical Equipment

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Many items in PZ may be used in all types of situations, but for some of them there are specific rules.

If an item you want to use does not have a rule yet, a narrator decides how it works for that situation, before letting the curator team know about this gap in the rules.

Armor

Armor Location

Armor protects the area it is worn on, below is a table that helps figure out which area that is, and how much AC it adds to that area.

Item Location AC Bonus
Helmet Head 2
Mask Head 2
Vest Torso 3
Kilt Torso 1
Shin Guard Legs 1
Greaves Legs 2
Thigh Guard Legs 2
Leg Pad Legs 1
Pauldrons Arms 2
Shoulder Pad Arms 1
Hand Plate Arms 1
Gloves Arms 1

Armor Integrity

When a protected body area is hit by a Strong Attack, one piece armor protecting that body area takes 1 Integrity damage.

When Integrity reaches 0:

  • The armor loses its AC bonus.
  • The armor no longer protects that body area.
  • The armor must be repaired before providing protection again.

The type of Armor determines its Integrity.

Type Integrity
Improvised 1
Scrap 1
Armoured 1
Bulletproof 2
Defender 2
Patriot 2
Vanguard 3

For the improvised category, ask a Curator. This includes things like leather vests, welding masks, etc. and may not give the full AC bonus. Never assume its stats without confirmation from a Curator.

Weapon Attachments

When a weapon attachment is equipped on a weapon, whenever you use this weapon, the following effects/rules apply.

Sling

When the Drop Item Action is used, instead of the floor, your weapon is returned to your main inventory.

Scope

When the Range of your weapon is calculated, your Aiming is multiplied by the scope’s highest multiplier.

If a Scope/Sight has no multiplier listed, consider it 2x.

Bayonet

The Weapon now also counts as a Piercing/Slashing melee weapon.

Suppressor

Shots fired by the weapon are not heard further than 10 Tiles away.

Grip

You gain a +1 to your Aiming rolls using this weapon.

Bipod, 1AP

Requirements: a sturdy surface.

You deploy the bipod. For as long as it remains deployed, you gain Advantage on Aiming rolls with this weapon.

Picking up or moving the weapon removes this bonus.

Explosives

Fire Bomb/Molotov

Can be used as part of the Throw Object Action.

On Strong Failure:

The bomb does not go off.

On other rolls:

·        A circle/sphere with a radius of 4 tiles around where it fell:

·        Objects and Tiles are set Aflame(weak) for 2 rounds.

·        Creatures in this area have to roll Reflex DC12 or also be set Aflame(weak) for 2 rounds. This roll is made with disadvantage if Thrown Object was a strong success.

Misc. Equipment

Improvised Spray

Improvised Spray, 1 AP
Requirement:Enemy without eye protection.
Range:2 Tiles
Uses:Spray paint, Hairspray, other sprays that are not originally intended as weapons.
You use a spraycan to try and blind an enemy. If the target cannot use their Dodge DC, they automatically have a Strong Failure.
Roll:Aiming vs Target Dodge DC
Outcome:
Success
Target gains Blurred Vision for 3 rounds.
Strong Success
Target gains Blinded for 3 rounds.


Strong Failure
You gain Blurred Vision for 1 round.