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Equipment

The table below contains common equipment that players can equip their units with.

Players should exercise common sense to determine when a unit is overburdened with equipment and can't feasibly carry any more. Generally speaking, this should be judged based on a reasonable real-world carrying capacity. If a unit is carrying weight that it theoretically can carry, but that exceeds its normal capacity, players should generally consider the unit's movement as being halved and apply a disadvantage to any actions it attempts to take.

TypeEffect
NVGsUnit ignores all disadvantage due to darkness
Body armorUnit has +1 defense
RadioTarget can signal other units. (See the signal rules for more.)
White lightUnit ignores all disadvantage due to darkness when activatedbut attacks against it get an advantage.