π« Weapons & Gear
Everything you hit with, get hit through, or carry your life in.
1. Gear Overview
βGearβ includes:
- Weapons (melee & ranged)
- Armor & protective clothing
- Backpacks & storage gear
- Tools (axes, hammers, repair tools)
- Attachments (scopes, silencers, etc., if present)
- Utility items (lockpicks, repair kits, etc.)
2. Weapon Classes
πͺ Melee Weapons
| Type | Role | Notes |
|---|---|---|
| Light (knives, small blades) | Fast, low stamina cost | Good vs single targets. |
| Medium (machetes, bats, axes) | Balance of speed/damage | Standard choice. |
| Heavy (sledgehammers, big axes) | High damage, high stamina cost | Better for strong enemies/structures. |
π« Firearms
| Class | Typical Use | Notes |
|---|---|---|
| Pistols | Backup, close quarters | Lower noise than rifles (depending on game). |
| Shotguns | Close-range deletion | Limited effective range. |
| SMGs | High fire rate, mid damage | Ammo hungry. |
| Rifles | Medium-long range | Strong single-target damage. |
| Snipers / Special | Long-range precision | Rare ammo, niche use. |
Add actual weapon names, stats, and images as you collect them.
3. Ammunition
Create a real table using in-game data later.
| Ammo Type | Used By | Notes |
|---|---|---|
| 9mm | Pistols/SMGs | Common early ammo. |
| .45 ACP | Pistols | Higher stopping power. |
| .308 Win | Hunting rifle | Long-range, high damage. |
| .50 Cal | High-end weapons | Rare, end-game ammo. |
4. Armor & Clothing
Armor Tiers (placeholder)
- Basic clothing (minimal protection, warmth only).
- Light armor (small damage reduction, moderate mobility).
- Heavy armor (high protection, lower mobility).
- Special sets (unique bonuses or resistances).
Track specific items here as they are catalogued.
5. Backpacks & Carry Weight
Carry capacity is a big part of risk vs reward.
| Backpack Tier | Capacity | Notes |
|---|---|---|
| Small Pack | Low | Early scavenge runs. |
| Medium Pack | Moderate | General-purpose. |
| Large Pack | High | Deep raids, heavy loot. |
Note any penalties (movement, stamina) for heavier gear once confirmed.
6. Tools & Utility Gear
Examples:
- Fire Axe β weapon + door/barricade breaker.
- Sledgehammer β heavy weapon, structure damage.
- Lockpick / Crowbar β access locked containers/doors.
- Repair Kits β restore durability of weapons/vehicles.
- Building Tools β required for placing/upgrading structures.
Replace with exact item names/stats later.
7. Gear Progression Strategy
Common progression path:
- Any melee + small firearm + basic backpack.
- Reliable melee with good stamina efficiency + mid-tier firearm.
- Upgraded backpack + armor set + tool coverage (axe, repair, etc.).
- Specialized builds: stealth, melee bruiser, marksman, vehicle-focused, etc.
For enemiesβ side of the equation, see π§ Enemies & Threats