🎒 Survival Equipment Guide

Comprehensive equipment reference for GMs. Every item has tradeoffs. Weight, noise, effectiveness, availability. Force players to make hard choices about what to carry and when to use it.

🔨 Melee Weapons

Silent, reliable, but require getting close.

Baseball Bat Medium
Damage:Moderate
Durability:Good
Noise:Loud (thud)
Availability:Common
Pros:
  • Common, found everywhere
  • Good reach
  • No training required
Cons:
  • Can break on skulls
  • Two-handed
  • Makes noise on impact
Fire Axe Heavy
Damage:Very High
Durability:Excellent
Noise:Very Loud
Availability:Uncommon
Pros:
  • One-hit kills
  • Never breaks
  • Opens doors, breaks locks
Cons:
  • Heavy, tiring to use
  • Slow swings
  • Loud impact attracts zombies
Machete Light
Damage:High
Durability:Excellent
Noise:Quiet
Availability:Rare
Pros:
  • Lightweight, fast swings
  • One-handed
  • Quiet kills
  • Utility: chop brush, open crates
Cons:
  • Requires skill to use effectively
  • Can get stuck in bone
  • Less reach than larger weapons
Crowbar Medium
Damage:Moderate
Durability:Unbreakable
Noise:Moderate
Availability:Common
Pros:
  • Extremely versatile tool
  • Opens doors, breaks locks, pries boards
  • Never wears out
Cons:
  • Awkward to swing
  • Less effective than dedicated weapons
  • Short reach
Kitchen Knife Light
Damage:Low-Moderate
Durability:Poor
Noise:Silent
Availability:Very Common
Pros:
  • Found everywhere
  • Silent
  • Easy to carry multiple
Cons:
  • Must target brain precisely
  • Blade can bend or break
  • Very short reach
  • Dangerous in melee
Spear (improvised) Light
Damage:Moderate
Durability:Poor
Noise:Quiet
Availability:Craftable
Pros:
  • Excellent reach
  • Keep zombies at distance
  • Easy to craft (pole + blade)
Cons:
  • Fragile, breaks easily
  • Awkward indoors
  • Hard to retrieve if stuck

🔫 Firearms

Effective but loud. Every shot attracts attention.

9mm Pistol Light
Damage:Moderate
Range:50 feet effective
Capacity:15 rounds
Noise:Very Loud
Availability:Common
Pros:
  • One-handed, can use flashlight
  • Common ammo
  • Easy to carry
  • Quick to draw
Cons:
  • Every shot alerts area
  • Requires headshots
  • Limited range
  • Ammo scarcity
Shotgun (12 gauge) Heavy
Damage:Very High
Range:30 feet effective
Capacity:6-8 shells
Noise:EXTREMELY LOUD
Availability:Common
Pros:
  • Devastating close range
  • Headshot not required
  • Can hit multiple targets
  • Intimidating
Cons:
  • Extremely loud - alerts everything
  • Heavy recoil
  • Slow reload
  • Limited ammo capacity
  • Shells are bulky
Hunting Rifle Heavy
Damage:Very High
Range:300+ feet
Capacity:5-10 rounds
Noise:Very Loud
Availability:Uncommon
Pros:
  • Excellent range
  • One-shot kills
  • Scope available
  • Kill from safety
Cons:
  • Two-handed, cumbersome
  • Useless in close quarters
  • Loud
  • Ammo uncommon
Suppressed .22 Pistol Light
Damage:Low
Range:30 feet
Capacity:10 rounds
Noise:Quiet
Availability:Rare
Pros:
  • Suppressed - doesn't attract attention
  • Lightweight
  • .22 ammo is common
  • Low recoil
Cons:
  • Weak - requires perfect headshots
  • Suppressors rare
  • Not reliable for multiple zombies

🎒 Essential Survival Gear

What keeps you alive between fights.

Backpack (Large) Varies

40-50 liter capacity. Essential for carrying supplies. Choose external frame (more capacity, noisier) or internal frame (quieter, less capacity). Shoulder straps can fail - keep duct tape.

Carry Capacity Guidelines:
  • 3 days food (6 lbs)
  • 2 liters water (4 lbs)
  • First aid kit (2 lbs)
  • Spare ammo (3-5 lbs)
  • Tools/misc (5 lbs)
  • Total: ~20-25 lbs sustainable
Flashlight (LED) Light

Critical for night operations. LED lasts longer than traditional bulbs. Headlamp frees hands. Red filter preserves night vision. Every survivor needs backup batteries.

Remember:
  • Light attracts zombies
  • Batteries expire (2-3 years)
  • Backup light essential
  • Cover lens to reduce glow
Water Filter/Purification Light

More important than food. Pump filter, UV sterilizer, or iodine tablets. Assume all water contaminated. One filter can process thousands of gallons.

Options:
  • Pump filter: reliable, slow
  • UV pen: fast, needs batteries
  • Tablets: lightweight, alters taste
  • Boiling: free, requires fire
First Aid Kit (Comprehensive) Medium

Bandages, antibiotics, painkillers, sutures. Assume no hospitals. Every wound can get infected. Pain management is humane. Know how to use everything you carry.

Priority Supplies:
  • Antibiotics (infection = death)
  • Painkillers (morphine if possible)
  • Trauma bandages
  • Suture kit
  • Antiseptic
Multi-Tool Light

Knife, pliers, screwdriver, saw. One tool, dozens of uses. Leatherman or similar quality. Cheap ones break. This is daily-use item, not emergency backup.

Duct Tape Light

Repair gear, makeshift bandages, secure doors, quiet rattling equipment, fix boots, patch tents. One roll weighs nothing and solves hundred problems. Gorilla tape even better.

💡 GM Guidance: Equipment & Scarcity

Managing Resources

Equipment scarcity drives decisions. Players with unlimited ammo will shoot everything. Make them count bullets. Make them choose between carrying food or ammo. Force them to use melee weapons to save bullets for emergencies.

Ammo Scarcity

  • Start Low: 1-2 magazines per gun. Feel the pressure early.
  • Make Them Choose: Shoot now or save for worse situation?
  • Different Calibers: Found guns useless without correct ammo.
  • Deterioration: Old ammo misfires. Add risk to shooting.

Weight Management

  • Track It: Players carrying 60 lbs can't sprint.
  • Force Choices: Take extra food or extra ammo? Not both.
  • Exhaustion: Heavy loads mean tired survivors.
  • Noise: Overloaded packs rattle, clank, give away position.

Loot Distribution

Early Game

Melee weapons common. Firearms rare. Food scarce. Medicine precious. Players improvise, scrounge, desperate.

Mid Game

Established base. Some stockpiles. Still rationing. Occasional luxury finds. Scarcity drives plot.

Late Game

Good equipment but wearing out. Repairs difficult. Can't replace broken gear. New scarcity: parts, tools, expertise.

Making Equipment Matter

Breakage: Melee weapons break. Guns jam. Gear fails at worst moment.
Maintenance: Clean guns, sharpen blades, patch clothing. Neglect has consequences.
Specialization: Each character masters different weapon/tool. Creates interdependence.
Loss: Player drops machete while fleeing. Backpack falls in water. Knife wedged in zombie skull. Equipment isn't permanent.
Trade Economy: Good gear has value. What will players trade to acquire it?