Equipment

The following items are available to be acquired during play in addition to (or one in case instead of) the equipment listed in the *Player's Manual*.

###### Beer:

A weak alcoholic drink brewed from yeast and hops. The same rules can be used for other weak alcohols like mead or cider. Taking a stretch to relax and drink a beer heals 1 stress, but for every beer after the first drunk during the same shift, the character must make a STAMINA roll to avoid becoming drunk for the remainder of the shift, giving them -1 to all rolls. Characters who drink beer while drunk must roll STAMINA again and, if they fail, take 1 physical damage and fall asleep for the shift. Weight: 1/2. Price: 10k.Weight: 1/2. Price: 10

###### Chainsaw:

Despite the impression created by American horror films, chainsaws do not make very effective hand to hand weapons. They are very effective at cutting wood, however. Soviet and East German chainsaws of the kind found in Poland are usually petrol powered, but can be converted to run on ethanol or batteries with a simple TECH roll and a single shift. Many units available for purchase will have already been converted. 1 unit of fuel or 2 units of ethanol is enough to run a chainsaw for 1 shift, as is a single charged battery. PCs using *Scrounging* to gather firewood (see below) using a powered chainsaw gain +3 to the roll (this cannot be combined with the bonus for having an axe). The weapon stats for a chainsaw are when it is running. If not running, it functions as a club and provides no Scrounging bonus.

###### Firewood:

Wood that has been chopped, stored and is suitable for burning. Its main use is to run the Heater base facility (see pg134 of the *Player's Manual*), which will run on 5 units of firewood/day. PCs who are using the *Scrounging* action (pg143, *Player's Manual*) may chose to look for firewood. They get +2 if doing so in a woods hex (no other terrain grants a bonus or a penalty), +1 if they have an axe, and +3 if they have a chainsaw (see above). Repeatedly searching for firewood in the same hex does not add any penalties to the roll. The bonus for the SCROUNGER specialty still applies. For every success rolled, PCs will gather 5 units of firewood. Weight: 1. Price: 5.

###### Spirits:

A more potent alcoholic mixture. It might be whisky, vodka, gin or moonshine. Taking a stretch to relax and drink some spirits heals 2 stress, but for every drink of spirits during the same day the character must make a STAMINA roll at -1 to avoid becoming drunk for the remainder of the shift, giving them -1 to all rolls. Characters who drink vodka while drunk must roll STAMINA again at -1 and, if they fail, take 1 physical damage and fall asleep for the shift. Weight: 1/2. Price: 20.

###### Water Rations:

A single ration of drinkable water, usually in a reasonably convenient bottle or other container. Weight: 1/2. Price: 5

###### Winter Clothing:

Extra warm clothes that provide protection against cold weather. They may be civilian coats, animal furs, or any other form of extra-insulating clothing. Winter clothing is bulky, meaning anybody who wears it is at -1 to all MOBILITY checks. It provides a +2 bonus to STAMINA checks to resist hypothermia. Weight: 1. Price: 40.

###### Winter Fatigues:

As above, but in military camouflage. Provides all the same benefits and penalties and also gives +1 to RECON rolls for setting ambushes and being undetected. *Note:* This replaces the "Thermal Fatigues" found in the Player's Manual. Weight: 1. Price: 50