Loadouts

Outside this beta, this page would be used for other reasons, but we’re doing away with Load and weight for the most part. Instead, have a look through the Loadouts below. The only thing to keep in mind from the Load rules is that a lower weight aids in stealth.

Loadouts #

CRTG #

Cavalry: Lightly armed and armored - except for the P90, which actually makes him the most heavily armed support loadout.

Cavalry
  • Sidearm: Glock
    • 3 mags of PST (bog-standard ammo)
  • Gun: P90
    • 3 mags of R37.F - a vicious, bone-breaking ammo, but 5.7 ammo is relatively rare
  • Armor: Kevlar
  • Medical: First Responder, Morphine, Bandage x2, Aluminum Roll Splint
  • Grenades: 1 Smoke, 2 Signal
  • Spare Ammo: N/A
  • Vehicle: Yes

Spook: An intelligence agent pressed into combat service - or, in CRTG’s case - probably volunteered for it.

Spook
  • Sidearm: Glock - includes integral red-dot sight and silencer
    • 4 mags of QuakeMaker for maximum silence
  • Gun: Manhurin - massive fuck-off revolver for dealing with armored enemies
    • 3 moon clips of AP-M
  • Armor: Composite polymer
  • Medical: AFAK, Norepinephrine x2, Trimadol, Hemostatic, Aluminum Roll Splint, Ibuprofen
  • Grenades: 2 Flashbang, Smoke, Signal
  • Spare Ammo: 20 spare rounds of AP-M
  • Vehicle: No

Assault: A heavily armed and armored modern knight, CRTG assaults bring the best armaments possible to bear.

Assault
  • Sidearm: Glock - includes integral red-dot sight and compensator
    • 4 mags of AP
  • Gun: M4A1 fully kitted with foregrip, 2-8x LPVO scope, off-set red-dot, options for silencer or compensator, laser sight/flashlight
    • 3 mags of S-AP
    • 2 mags of SOST
  • Armor: Hexagrid exotica
  • Medical: IFAK, Adrenaline, Morphine, Propital, Analgesic, Aluminum Roll Splint, Hemostatic, Surgery kit
  • Grenades: 2 Frag, 1 Impact, 1 Flashbang
  • Spare Ammo: 90 S-AP, 30 SOST
  • Vehicle: No

Anti-tank: Bringing the unholy power of Lapua Magnum to the combat area, CRG anti-tank forces by default can kill anything short of a MBT… eventually

Anti-tank
  • Sidearm: Glock
    • 3 mags of PST (bog-standard ammo)
  • Gun: AXMC with x4-16 scope and laser rangefinder, compensator, bipod and foregrip
    • 3 mags of AP because fuck that vehicle in particular
  • Armor: Ceramic plate
  • Medical: IFAK, Morphine, Surgery kit
  • Grenades: 2 Smoke, 2 Signal
  • Spare Ammo: 20 FMJ because if 30 rounds of AP didn’t do the job you’re gonna need to deal with fleshbags
  • Vehicle: No

ION #

Driver: Technically less heavily armed than the CRTG driver, the use of a much more common calibre makes ION’s driver more viable long-term

Driver
  • Sidearm: Beretta
    • 3 mags of PST (bog-standard ammo)
  • Gun: AKS-74U - a cute, collapsible AK
    • 4 mags of BT - a reasonable ammo type for the apocalypse, good pen, good damage, and Bloc assault calibre ammo is plentiful
  • Armor: Aluminum
  • Medical: First Responder, Morphine, Bandage x2, Splint
  • Grenades: 2 Frag
  • Spare Ammo: 60 BT
  • Vehicle: Yes

Medic: A battlefield medic with good survivability, versatiliy and the biggest possible medical pack to start, as well as a healthy stack of morphine

Medic
  • Sidearm: Beretta
    • 3 mags of PST (bog-standard ammo)
  • Gun: Vityaz - an AK-platform SMG, popular with private contractors
    • 4 mags of PST (bog-standard ammo)
  • Armor: Ballistic Steel
  • Medical: Medic Pack, Surgery Kit, IbuProfen, Morphine x3, Tourniquet x2, Aluminum Roll Splint
  • Grenades: 2 Flashbang, Smoke, Signal
  • Spare Ammo: N/A
  • Vehicle: No

Hunter: The hunter is a civilian survivor who eventually signed up with ION - and brought with them their significant long-range skills

Hunter
  • Sidearm: Manhurin - massive fuck-off revolver with a 2x scope
    • 3 moon clips of FMJ
  • Gun: SV-98 - a powerful sniper rifle with a 4-8x scope and a potentially ineffective silencer
    • 2x RS, 1x HP, 2x BP - a wide variety of bullet types to handle a wide variety of enemies - RS for silence, HP for unarmored enemies, BP for armored ones
  • Armor: Aramid - barely qualifies as armor but very light
  • Medical: IFAK, Morphine x2, Trimadol, Splint, Bandages x2, Cao Sao Vang
  • Grenades: N/A
  • Spare Ammo: 20 HP, 20 RS, 12 FMJ
  • Vehicle: No

Freelancer: The wide-ranging Freelancers are modern rangers or adventurers - dealing with threats to civilians for reasonable rates

Freelancer
  • Sidearm: Glock
    • 3 mags of PST
  • Gun: AUG - the iconic bullpup rifle with an integral foregrip, scope and offset flashlight
    • 3x M855, 2x M855A1 - an extremely common set of ammo, available functionally everywhere
  • Armor: Ceramic plate
  • Medical: AFAK, Morphine x2, Cao Sao Vang, Splint, Tourniquet
  • Grenades: 3 Frag, 1 Smoke, 1 Signal
  • Spare Ammo: 120 M855
  • Vehicle: No

The Fleet #

Pilot: On the surface, the least appealing driver/support loadout, their access to Fleet vehicles makes up for it

Pilot
  • Sidearm: Beretta
    • 3 mags of PST (bog-standard ammo)
  • Gun: AKS-74U - a cute, collapsible AK
    • 4 mags of BT - a reasonable ammo type for the apocalypse, good pen, good damage, and Bloc assault calibre ammo is plentiful
  • Armor: Aluminum
  • Medical: First Responder, Morphine, Bandage x2, Splint
  • Grenades: 1 Smoke, 1 Signal
  • Spare Ammo: 90 PST
  • Vehicle: Yes

Marine: Crayon-munching jarheads, the hardened veterans of the Marine expeditionary force are capable, creative soldiers

Marine
  • Sidearm: Beretta
    • 4 mags of PST (bog-standard ammo)
  • Gun: M4A1
    • 3x M855A1, 2x S-AP - plenty of high-quality ammo to go around
  • Armor: Ceramic plate
  • Medical: AFAK, Hemostatic x2, Aluminum Roll Splint, Analgesic
  • Grenades: 2 Frag, 2 Impact, 1 Smoke
  • Spare Ammo: 120 M855A1
  • Vehicle: No

Marksman: A marine focused on long-ranged accuracy, a marksman is a reliable source of long-ranged damage that is generally hardier than a sniper

Marksman
  • Sidearm: Beretta
    • 3 mags of PST (bog-standard ammo)
  • Gun: M39 - A kitted out semi-auto, high-calibre DMR with a 3-12x scope, compensator, foregrip and exp
    • 3x Ultra, M993 x2 - a solid split of anti-flesh and anti-armour rounds
  • Armor: Ceramic plate
  • Medical: AFAK, Hemostatic, Splint, Bandages x2, Analgesic
  • Grenades: 2 Frag, 1 Flashbang, 1 Signal
  • Spare Ammo: 30 Ultra, 10 M993
  • Vehicle: No

Logi: It’s 2036. No new nothings have been made in over a decade and you live on a fleet of boats. Logi are what keep those boats afloat. Logi are loot goblins.

Navy Support
  • Sidearm: MP5K
    • 3 mags of PST (bog-standard ammo)
  • Gun: G36 - Germany last-generation rifle. Solid and reliable, but a bit heavy
    • x M855, 1x Warmaggedon
  • Armor: Kevlar
  • Medical: First Responder Kit, Tourniquet x2, Aluminum Roll Splint x2, Ibuprofen, Surgery kit
  • Grenades: 3 Frag, 2 Smoke, 2 Signal
  • Spare Ammo: 60 M855, 60 PST
  • Vehicle: Yes

Load #

A character can carry a Weight equal to $number x their Body stat. This is not a 1:1 with pounds or kilos, to allow for abstraction and ease of using traits.

If their carried load is in excess of their load, they are Overloaded. They can only move at Advance speed. All climb checks, even with equipment, require checks. Their movements are louder.

Some gear provides a negative Weight, by distributing it more evenly. Think how hiking packs distribute weight. These are commonly rigs and packs, though there might be pieces of more exotic gear that help.