Weapons Locker for
COVID-Z
Combat Primer
Action Clarification
P.P. attribute bonuses and Hand to Hand Combat bonuses do NOT apply to modern weapons.
Zombie Combat Rules
Unlike the creatures you see in television and movies, zombies are tough to destroy. Unless you strike is squarely (roll higher than the zombie’s Natural A.R. 14), it does not matter what the weapon is, because it will inflict no damage. The best weapons to use are blunt, curved blades, and guns that inflict heavy damage.
Fisticuffs and Kicks: Punches, kicks, head butts, and all other types of physical attacks only inflict 20% their normal damage against a zombie, even on a head shot or blow to the neck.
Straight bladed weapons (swords, ice pick, and most knives) and any stabbing or impaling attack: These attacks do half damage.
There is a 01-60% chance that a stabbing weapon gets stuck in the zombie, requiring effort (one melee action) to pull it out. An effort that uses up one melee attack/action to yank it out, the attacker loses initiative, and the zombie has that moment to attack his assailant!
Blade Weapons Used in a Chopping Attack: Curved swords, machetes, axes, and other chopping weapons do full damage, though they require a “Called Shot” to hit a specific limb, neck, or head.
Blunt Weapons: Bludgeoning attacks with clubs, maces, crowbars, shovels, and other blunt weapons inflict full damage, but require a “Called Shot” to hit a specific limb, neck, or head.
Low Caliber Guns (.22 to .38 caliber): Have minimal effect and inflict half damage to the main body and limbs, and only 10% damage to the head and neck.
Shotguns and Heavy Weapons: Shotgun blasts (full slug, not scatter shot), dum-dum rounds, hollow/soft-point rounds, explosive bullets, medium and heavy machine-gun rounds do full damage, though they require a “Called Shot” to hit a specific limb, neck, or head.
Modern Weapon Clarification
All Ranged Attacks: Requires a roll of 8 to strike (including W.P. & Sniping bonuses).
Aimed Shot: +2 to strike (counts as two attacks).
Called Shot: No bonus, but enables the character to get a bead on very small or difficult specific targets (counts as two melee attacks; possible penalties for small targets).
“Aimed” Called Shot: +2 to strike, but can target very small, specific items and areas (takes three attacks; possible penalties for small targets).
Each individual shot/bullet fired counts as one melee attack.
Firing a short burst also counts as one melee attack, but is less accurate.
Long bursts and bursts from certain weapons will be indicated in the W.P. description and may count as two (sometimes more) attacks.
Shooting Blind: -10 to strike.
Shooting Bursts: Strike bonuses reduced by ½ (-3 to strike without W.P.). Can NOT make Aimed or Called shots.
Shooting Wild: -6 to strike. Can NOT make Aimed or Called shots.
When the character is terrified, angry/enraged, panicked, off balance, drunk, shooting from a moving vehicle/platform/horseback, spraying an area, shooting while under heavy fire himself, and while running, leaping, dodging, falling or hanging upside down.
Shooting 30% Beyond Normal Range: -5 to strike.
Target is Moving: -1 to strike, -1 additional per 50 mph (80 km) beyond 20 mph (32 km), and -1 for evasive action.
Target is Behind Cover: Requires Called Shot, impossible if complete cover.
Dodging Gunfire, within 10 feet (3 m): -10 to dodge.
Dodging Gunfire, within 50 feet (15.2 m): -5 to dodge.
If a character has the Sniper skill, this skill represents special training in long-range shooting and marksmanship. Only weapons that can be made to fire a single bullet/round (or blast) can be used for sniping; no automatic firing. Acceptable weapons include bow and arrows, crossbows, bolt-action rifles, and other rifles capable of switching from automatic to single shot. Bonus: +2 to strike on a Called or Aimed Shot only.
A character with no gun proficiency rolls 1D20 with no bonuses to strike, can NOT make an Aimed Shot or a Called Shot and suffers a penalty of -3 to strike with burst attacks, -5 to strike when shooting a machine-gun or other heavy weapon, and -6 when shooting wild.
Hattori wakizashi (curved Japanese short sword)
Requisite Skill: W.P. Sword
Weight: 1.2 lbs.
Overall Length: 24 inches
Effective Range: Hand-to-Hand
Damage: 1D6+1
Cost: $300
VS. Zombies: Ideal
KA-BAR 1218 serrated edge fighting knife
Requisite Skill: W.P. Knife
Weight: 0.7 lbs.
Overall Length: 11.9 inches
Effective Range: Hand-to-Hand
Damage: 1D6
Cost: $300
VS. Zombies: Not effective
Louisville Slugger baseball bat, wood (ash)
Requisite Skill: W.P. Blunt
Weight: 2.1 lbs.
Overall Length: 42 inches
Effective Range: Hand-to-Hand
Damage: 1D8
Cost: $30
VS. Zombies: Ideal
Speirs Gashmaster 2000 combat blade
Requisite Skill: W.P. Sword
Weight: 3.6 lbs.
Overall Length: 36 inches
Effective Range: Hand-to-Hand
Damage: 2D4
Cost: $300
VS. Zombies: Ideal
TenPoint Stealth SS hunting crossbow
Requisite Skill: W.P. Archery
Weight: 6.8 lbs.
Overall Length: 34.4 inches
Effective Range: 700 feet
Damage: 2D8 per single arrow.
Payload: 1+5 arrow mounted quiver
Cost: $1200
Undead Effectiveness: full damage to zombies
Beretta 93R 9mm selective-fire machine pistol
Requisite Skill: W.P. Handguns
Weight: 2.58 lbs.
Overall Length: 9.44 inches
Effective Range: 165 feet
Damage: 3D6 per single shot.
Payload: 15-, 30-round magazine
Cost: $6000
VS. Zombies: full damage
Colt Anaconda .44 magnum double-action revolver
Requisite Skill: W.P. Handguns
Weight: 3.31 lbs.
Overall Length: 11.63 inches (6 in.)
Effective Range: 180 feet
Damage: 5D6+3 per single shot.
Payload: 6 round cylinder
Cost: $2250
VS. Zombies: full damage
Fabrique Nationale FNP-40 .40 semi-automatic pistol
Requisite Skill: W.P. Handguns
Weight: 1.7 lbs.
Overall Length: 7.4 inches
Effective Range: 165 feet
Damage: 4D6 per single shot.
Payload: 14-round magazine
Cost: $600
VS. Zombies: full damage
Glock G45 9mm semi-automatic pistol
Requisite Skill: W.P. Handguns
Weight: 1.89 lbs.
Overall Length: 7.44 inches
Effective Range: 165 feet
Damage: 3D6 per single shot.
Payload: 17-, 19-round magazine
Cost: $600
VS. Zombies: full damage
Heckler & Koch P7M8 9mm semi-automatic pistol3
Requisite Skill: W.P. Handguns
Weight: 1.75 lbs.
Overall Length: 6.7 inches
Effective Range: 165 feet
Damage: 3D6 per single shot.
Payload: 8-round magazine
Cost: $1800
VS. Zombies: full damage
Heckler & Koch USP 9mm semi-automatic pistol 1
Requisite Skill: W.P. Handguns
Weight: 1.69 lbs.
Overall Length: 7.64 inches
Effective Range: 165 feet
Damage: 3D6 per single shot.
Payload: 15-round magazine
Cost: $1500
VS. Zombies: full damage
IMI Desert Eagle Mark XIX .50 AE semi-automatic pistol
Requisite Skill: W.P. Handguns
Weight: 4.4 lbs.
Overall Length: 10.75 inches
Effective Range: 165 feet
Damage: 6D6 per single shot.
Payload: 7-round magazine
Cost: $2000
VS. Zombies: full damage
Remington M1911A1 .45 ACP semi-automatic pistol3
Requisite Skill: W.P. Handguns
Weight: 3.31 lbs.
Overall Length: 11.63 inches (6 in.)
Effective Range: 135 feet
Damage: 4D6 per single shot.
Payload: 10-round magazine
Cost: $650
VS. Zombies: full damage
Sig Sauer P229 DAK .40 S&W pistol2
Requisite Skill: W.P. Handguns
Weight: 2 lbs.
Overall Length: 7.1 inches
Effective Range: 135 feet
Damage: 4D6 per single shot.
Payload: 12-round magazine
Cost: $2050
VS. Zombies: full damage
Speirs Dart 910T tranquillizer pistol
Requisite Skill: W.P. Handguns
Weight: 3 lbs.
Overall Length: 13.5 inches
Effective Range: 50 feet
Damage: Save vs. non-lethal drugs
Payload: Single shot 3cc dart
Cost: $275
VS. Zombies: no damage
ArmaLite AR-15 5.56mm assault rifle
Requisite Skill: W.P. Rifles
Weight: 6.55 lbs.
Overall Length: 39 inches
Effective Range: 1500 feet
Damage: 4D6+2 per single shot.
Short Burst (three rounds): 6D6+4 damage.
Long Burst (five rounds): 1D6x10 damage. Counts as two attacks.
Payload: 20 round detachable box magazine
Cost: $1900
Undead Effectiveness: full damage to zombies
Barrett M82A1 .50 caliber semi-automatic precision rifle
Requisite Skill: W.P. Rifles
Weight: 30.9 lbs.
Overall Length: 57 inches
Effective Range: 5905 feet
Damage: 6D6 per single shot.
Payload: 5 or 10 round detachable box magazine
Cost: $9050
Undead Effectiveness: full damage to zombies
Browning M2HB .50 caliber machine gun2
Requisite Skill: W.P. Heavy Military Weapons
Weight: 84 lbs.
Overall Length: 65 inches
Effective Range: 6000 feet
Damage: Cannot perform single shots.
Long Burst (eight rounds): 2D6x10+10 damage. Counts as two attacks.
Payload: Belt-fed (M2 or M9 links)
Cost: $20000
Undead Effectiveness: full damage to zombies; zombie A.R. is 12.
Fabricas Militares FX-05 Xiuhcoatl 5.56mm assault rifle3
Requisite Skill: W.P. Rifles
Weight: 8.6 lbs.
Overall Length: 42.8 inches
Effective Range: 2600 feet
Damage: 4D6+2 per single shot.
Short Burst (three rounds): 6D6+4 damage.
Long Burst (five rounds): 1D6x10 damage. Counts as two attacks.
Payload: 30 round detachable box magazine
Cost: $520
Undead Effectiveness: full damage to zombies
Franchi SPAS-12 12-gauge pump-action shotgun
Requisite Skill: W.P. Shotgun
Weight: 9.68 lbs.
Overall Length: 41 inches
Effective Range: 150 feet
Damage: 4D6 per single buckshot; 5D6 per single solid slug shot.
Buckshot scatter covers a 3-foot area at 30 feet and a 10-foot area at 60 feet.
Payload: 8+1 dual internal tube
Cost: $1500
Undead Effectiveness: full damage to zombies; buckshot does only 2D6.
Heckler & Koch MP5 9mm submachine gun
Requisite Skill: W.P. Submachine-Gun
Weight: 6.6 lbs.
Overall Length: 26.7 inches
Effective Range: 650 feet
Damage: 3D6+1 per single shot.
Short Burst (three rounds): 6D6+3 damage.
Long Burst (six rounds): 1D6x10+4 damage. Counts as two attacks.
Payload: 15 or 30 round magazines
Cost: $1200
Undead Effectiveness: full damage to zombies
Kel-Tec KSG bullpup 12-gauge pump-action shotgun
Requisite Skill: W.P. Shotgun
Weight: 6.9 lbs.
Overall Length: 21.6 inches
Effective Range: 150 feet
Damage: 4D6 per single buckshot; 5D6 per single solid slug shot.
Buckshot scatter covers a 3-foot area at 30 feet and a 10-foot area at 60 feet.
Payload: 14+1 dual internal tube
Cost: $2050
Undead Effectiveness: full damage to zombies; buckshot does only 2D6.
Remington Model 870P 12-gauge pump-action shotgun2
Requisite Skill: W.P. Shotgun
Weight: 8.0 lbs.
Overall Length: 50.5 inches
Effective Range: 150 feet
Damage: 4D6 per single buckshot; 5D6 per single solid slug shot.
Buckshot scatter covers a 3-foot area at 30 feet and a 10-foot area at 60 feet.
Payload: 7+1 internal tube
Cost: $672
Undead Effectiveness: full damage to zombies; buckshot does only 2D6.
Research Armament 300 7.62mm semi-automatic sniper rifle
Requisite Skill: W.P. Rifles
Weight: 13.0 lbs.
Overall Length: 41.7 inches
Effective Range: 4265 feet
Damage: 5D6 per single shot.
Payload: 5 round detachable box magazine
Cost: $6750
Undead Effectiveness: full damage to zombies
Speirs M60E6 7.62mm light machinegun
Requisite Skill: W.P. Heavy Weapons
Weight: 23.5 lbs.
Overall Length: 43.5 inches
Effective Range: 2000 feet
Damage: 1D6x10 per 8-round burst. Cannot be used to make “Called Shots”.
Payload: 30 round detachable box magazine or 100/200/250 round belts
Cost: $6000
Undead Effectiveness: full damage to zombies
Steyr AUG A3 M1 5.56mm assault rifle
Requisite Skill: W.P. Rifles
Weight: 9 lbs.
Overall Length: 31.1 inches
Effective Range: 2625 feet
Damage: 4D6+2 per single shot.
Short Burst (three rounds): 6D6+4 damage.
Long Burst (five rounds): 1D6x10 damage. Counts as two attacks.
Payload: 30 or 40 round detachable box magazine
Cost: $2050
Undead Effectiveness: full damage to zombies
Day & Zimmermann M67 fragmentation grenade
Requisite Skill: none
Weight: 0.875 lbs.
Overall Length: 3.53 inches
Effective Range: 120 feet
Damage: 2D4x10 in 15-foot radius
Payload: one-shot
Cost: $200
VS. Zombies: full damage
EAU Systems M18 smoke grenade
Requisite Skill: none
Weight: 1.1875 lbs.
Overall Length: 5.75 inches
Effective Range: 120 feet
Damage: none
Payload: one-shot
Cost: $200
VS. Zombies: full cover
EAU Systems M84 flash bang grenade
Requisite Skill: none
Weight: 0.825 lbs.
Overall Length: 5.25 inches
Effective Range: 120 feet
Damage: special*
Payload: one-shot
Cost: $200
VS. Zombies: no effect
Speirs exploding/mercury-tipped ammunition
Requisite Skill: Munitions Expert
Burst fire has a 40% chance of prematurely rupturing the shell.
Bullets do not have an explosive charge in them, but rather contain a small mercury-filled chamber.
Damage: +2D6, reduce range -10%.
Cost: Add $400 to ammunition cost
VS. Zombies: full damage
*Stun/Flash Grenades: This type of grenade is designed to confuse and disorient terrorists or criminals who are holding hostages in confined spaces. The grenade makes a loud exploding boom and a bright flash (and some smoke) which startles and blinds the terrorists. Many stun/flash grenades provide a brilliant shower of sparklers for enhanced effect. Cover 20 area. Victims are -8 to strike, parry, dodge, -1 initiative and lose one melee attack for the next 1D4 rounds.
EAU Systems Composition C4 plastic explosive
Requisite Skill: Demolitions, Safecracking, or Mining
Plastic and Gelatin explosives are very localized blast explosives that can be molded and formed like putty. Inert — you can slam a plastic explosive into a wall, and nothing will happen. It can only be activated/ignited by an electrical blasting cap that will pass an electrical charge through it, causing it to explode. Any electrical charge, blast or bolt is also likely to detonate it; 55% chance.
Damage: 2 ounces is equal to one stick of dynamite: 1D4 x 10.
Area effect of blast: exactly where the plastics or gel has been placed; about one foot. Of course, depending on what is being exploded, it could cause much more additional destruction and damage. These are the types of explosives used to open safes and for sabotage. They are not effective area effect weapons.
Rothco police anti-riot shield
Requisite Skill: W.P. Shield
Weight: 6 lbs.
S.D.C.: 70
Damage Transfer to target:
2D4, 2D6 = 1 point damage
3D6 = 2 points damage
4D6, 5D6 = 1D4 points damage
6D6 or higher = 75% damage
Cost: $1420
Speirs tactical point-blank vest
Requisite Skill: None
Weight: 6 lbs.
Armor Rating: 10
S.D.C.: 70
Prowl/Movement Penalty: -5%
Cost: $1420
VS. Zombies: Armor Rating +2
Athlit Industries vehicle ram-prow
The ram-prow is a special metal reinforced ram at the front of the vehicle. The ram may be a simple foundation of metal bars, train-like cow-catcher or any variety of metal protrusion with the purpose of ramming. The ram-prow protects the attacking vehicle from any damage that it would normally receive in a ram attack.
The ram-prow itself has 200 S.D.C., but it also adds 75 S.D.C to the vehicle.
Damage: Damage is based on relative speed. When something hits a stationary object, then the only thing to worry about is the speed of the moving object. When two moving objects meet, whichever does the most damage will determine the actual damage.
Motorcycle: 1D6 per 10 mph
Automobile, Small Truck, Mini Van: 2D4 per 10 mph
Full-Sized Trucks, Vans, Jeeps & Utility Vehicles: 2D4+1 per 10 mph
1/2 Ton Trucks, Buses: 2D4+2 per 10 mph
10 or 16-Wheeler Semi-Trucks: 2D6 per 10 mph
Train (locomotive): 2D4x10 per 10 mph
Control Rolls: Immediately after a successful ram, both vehicles must make control rolls. The attacker is - 25 and the defender is - 40.
Buell Motorcycles U.S.A. 1125R sport bike
Requisite Skill: Motorcycles & Snowmobiles
Crew: One plus one passenger; 350 lbs. additional cargo
Weight: 466 lbs.
Length: 80 inches
Width: 28.2 inches
Height: 30.5 inches
Maximum Speed: 170 mph; +10% to high-speed maneuvering, +5% to stability
Maximum Range: 212 miles
Structural Damage Capacity (S.D.C.): 220; Tires (2): 22 each
U.S. Coast Guard Response Boat – Medium
Requisite Skill: Boats/Motor, Race & Hydrofoil Types
Compliment: 4 crew
Weight: 16.3 tons
Length: 44.75 feet
Width: 14.6 feet
Height: 15 feet
Maximum Speed: 42.5 knots (48.9 mph)
Maximum Range: 250 nmi (290 miles)
Structural Damage Capacity (S.D.C.): 500
1 a standard firearm for the National Guard of Mexico and local law enforcement, circa March 2020.
2 a standard firearm for the United States Department of Homeland Security and the Coast Guard, circa March 2020.
3 a standard firearm for the Mexico Army and National Defense Secretariat, circa March 2020.
Items Some Consider To Be Unnatural
Micoxaphalin advanced healing medicine
Medical name: tristisinguina
Side Effect in Men and Women: lack of sex drive until duration ends.
Side Effects in Men: while unconscious, victim knits pretty doilies.
Side Effects in Women: while unconscious, victim carves wooden sculptures.
Now available in suppository.
Warning: Pregnant women, the elderly, and children under 10 should avoid prolonged use to Micoxaphalin. Do not administer Micoxaphalin on a full moon at midnight. Discontinue use of Micoxaphalin if any of the following occurs: itching, vertigo, dizziness, tingling in extremities, loss of balance or coordination, male lactation, slurred speech, temporary blindness, explosive flatulence, profuse sweating, heart palpitations, or anal leakage. If recipient begins to glow, get away immediately, while covering exposed skin and shielding eyes. When not being administered, Micoxaphalin should be returned to its special container and kept under refrigeration. Failure to do so relieves the makers of Micoxaphalin, Abiogenesis Pharmaceutical, and its parent company, Germain Industries, of all liability. Ingredients of Micoxaphalin include an unknown glowing green substance, which came to Earth, presumably from another dimension. Do not taunt Micoxaphalin. May cause vivid dreams of a nightmarish realm where all your darkest fears might just come true. In very rare instances, use of Micoxaphalin has summoned a balrog.
Nightlord Hunter Darkblade Scimitar
Requisite Skill: W.P. Sword
Weight: 2 lbs.
Overall Length: 36 inches
Effective Range: Hand-to-Hand
Damage: 2D6; can cut any material.
Payload: one-shot
Cost: unavailable
VS. Zombies: Ideal
Sundown Burritos
When you need to satiate your hunger, grab a Sundown Burrito.
Now in Ghost Pepper, Cross Hatch Chili, and [new] Unholy Habanero.
"Our family recipe is all-natural and centuries old."
Produced in Ciudad Juarez, Mexico.
Sundown Burrito Company: Good People, Good Food.
Our family recipe is a little different, but so delicious. Blending modern techniques and traditional ingredients, our food is about Intelligence and the desire to satiate your hunger. When biting into our burritos, you realize each of our products contains a fragment from a time long ago where family and food meant the same thing.
GLUTEN-FREE TORTILLA (BONE MEAL FLOUR, WATER, RICE STARCH, NON-GMO EXPELLER PRESSED SAFFLOWER OIL, WHITE WHOLE GRAIN SORGHUM FLOUR, VOODOO LILY EXTRACT, MOONSEED GUM, LEAVENING [SODIUM ACID PYROPHOSPHATE, SODIUM BICARBONATE, MONOCALCIUM PHOSPHATE], MILLED FLAXSEED, EXTRACTED SALT, VEGAN ENZYME), GUILLOTINE CUTTING BOARD CHEDDAR STYLE SHREDS (WATER, TAPIOCA STARCH, SOWKI OIL, NON-GMO EXPELLER PRESSED: CANOLA AND/OR SAFFLOWER OIL, EXTRACTED SALT, POTATO PROTEIN ISOLATE, SANGUINE GALANTINE, TRICALCIUM PHOSPHATE, LACTIC ACID, KONJAC GUM, BETEL NUT EXTRACT, MOONSEED GUM, ANNATTO (COLOR), TURMERIC (COLOR), INACTIVE YEAST, POTASSIUM CHLORIDE), PINTO BEANS, BLACK RICE, POBLANO SALSA (POBLANOS, GREEN ONIONS, CILANTRO, GARLIC), WATER, RED BELL PEPPERS, RED JALAPEÑO PEPPERS, HABANERO PEPPERS, NATURAL FLAVORS, SPICES, EXTRACTED SALT, VITAL FLUIDS, MOONSEED GUM, YEAST EXTRACT.
Vestment of Og'drorath the Unhallowed
Made of the flesh of Og'drorath, a Gallu demon bull who was skinned alive by Gael the Summoner.
Grants the wearer limited magical power with 150 P.P.E. to draw upon.
An aspect of Og'drorath remains in the garment and can telepathically speak with the wearer.
Currently bound to Atticus Dabble.
"Hattori wakizashi" by Dimitrius Megalomatidis, "KA-BAR 1218" by Alex Eclair, "Louisville Slugger baseball bat" by Vector cliparts, "Speirs Gashmaster 2000" by Algot Runeman, "TenPoint Stealth SS hunting crossbow" by Ralph Gräf, "Beretta 93R 9mm selective-fire machine pistol" by Tim Paraxade, "Colt Anaconda .44 magnum double-action revolver" by Stephen Z. Koscelansky , "Fabrique Nationale FNP-40 .40 semi-automatic pistol" by Samerski Romez , "Glock G45 9mm semi-automatic pistol" by Jay Rembert , "Heckler & Koch P7M8 9mm semi-automatic pistol" by Askild Antonsen , "Heckler & Koch USP 9mm semi-automatic pistol" by Notless Orequal, "IMI Desert Eagle Mark XIX .50 AE semi-automatic pistol" by Christian Ferrer , "Remington M1911A1 .45 ACP semi-automatic pistol" by Askild Antonsen , "Sig Sauer P229 DAK .40 S&W pistol" by Jesse Jackson , "Speirs Dart 910T tranquillizer pistol" by Rick Mahoney, "ArmaLite AR-15 5.56mm assault rifle" by Moses Sanandros , "Barrett M82A1 .50 caliber semi-automatic precision rifle" by Zachi Evenor , "Browning M2HB .50 caliber machine gun" by Kelsey-Hayes Wheel Company , "Fabricas Militares FX-05 Xiuhcoatl 5.56mm assault rifle" by Jon Velz , "Franchi SPAS-12 12-gauge pump-action shotgun" by Alexander Lesnitsky , "Heckler & Koch MP5 9mm submachine gun" by Dybdal Mattes , "Kel-Tec KSG bullpup 12-gauge pump-action shotgun" by Marcus Burns , "Remington Model 870P 12 gauge pump-action shotgun" by Rizuan Evers , "Research Armament 300 7.62mm semi-automatic sniper rifle" by Jerry Haskins , "Speirs M60E6 7.62mm light machinegun" by Flemming Diehl , "Steyr AUG A3 M1 5.56mm assault rifle" by Steyr Mannlicher , "Day & Zimmermann M67 fragmentation grenade" by Leaf Seedermaster , "EAU Systems M18 smoke grenade" by Oleksandr Lutsenko , "EAU Systems M84 flash bang grenade" by Ceazars Farang , "Speirs exploding/mercury-tipped ammunition" by Odelay Guero , "EAU Systems Composition C4 plastic explosive" by Cpl. Jamin M. Powell , "Rothco police antiriot shield" by Jules Blanchard , "Speirs tactical point-blank vest" by Klein Nerthuz , "Athlit Industries vehicle ram-prow" by Jule Teufel , "Buell Motorcycles U.S.A. 1125R sport bike" by Minh Tấn , "U.S. Coast Guard Response Boat – Medium" by Nathan Henise , Micoxaphalin advanced healing medicine by by RPG Dynamite, "Nightlord Hunter Darkblade Scimitar" by Jesse Goulter, Sundown Burritos by RPG Dynamite, "Vestment of Og'drorath the Unhallowed" by Aigars Reinholds.
Artwork for Jules Blanchard, Alex Eclair, Ceazars Farang, Oleksandr Lutsenko, Dimitrius Megalomatidis, Klein Nerthuz, Aigars Reinholds, and Jule Teufel on this page falls under Adobe Stock Standard License.
All other artwork on this page falls under Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.