Weapons and Items

Characters start with 100z [zange/ currency]

GUNS
[light]
Dragoon: R2, A6, %3D6, 50z [must be cocked]
Plinker: R6, A10, %1d6+3, 50z
9mm: R4, A10, %2d6, 50z
Glock:R4, A10, %2d6, 75z [never jams]
MAC10: R4, A30, %2d6, 100z [5 round burst or sweep]
bolt action rifle: R8, A5, %2d6, 100z [must be cocked, 2 hand]]

[medium] all 2 handed
lever action rifle: R7, A8, %2d6, 125z [must be cocked]
simi auto rifle: R9, A10, %2d6, 150z
assault rifle: R8, A20, %2d6+4, 175z
AK: R8, A30, %2d6, 175z [3 round burst or sweep]
MP: R5, A50, %2d6, 200z [3 round burst]
P90: R5, A60, %2d6,225z [3 round burst]

[heavy] 2 handed, and are the only weapon able to be carried
sniper rifle: R10, A1, %3d6, 250z
50. sniper: R15, A1, %4d6, 400z
Squad mach: R9, A200, %3d6, 300z [only fires 100 round sweeps]

3 round burst (each attack takes A3)
sweep (attack 4 adjacent enemies, but uses 1/2 starting ammo)

BLADES
[light]
pocket knife: R1, %1d6, 15z [opening is a minor action]
switchblade: R1, %1d6, 20z
hunting knife: R1, %1d6+2, 30z
bowie knife: R1, %1d6+3, 50z
short sword: R1, %1d6+4, 65z
cain/umbrella sword: R1, %1d6+4, 100z [can be used as sword or cain, drawing is minor action]
machete: R1, %2d6, 75z [+3 against zombies] (it could happen)

[medium]
strait sword: R1, %2d6, 75z
saber: R1, %2d6, 100z [thrust can get around light armor if aim 5]
broad sword: R1, %3d6, 120z [2 handed]
katana: R1, %2d6+2, 150z [2 handed, can cut thru light armor]

[heavy]
electric sword: R1, %2d6, 200z [if hit enemy cant react next turn]
claymore: R2, %3d6, 250z [2 handed]

[axe]
woodsman's axe: R1, %1d6+3, 50z [can be thrown R2 by woodsman]
firefighter's axe: R1, %2d6, [must be stolen, 2 handed]

BLUNT
steal pipe: R1, %1d6, 15z
bat: R1, %2d6, 2d6, 30z [2 handed]
staff: R2, %2d6, 40z [2 handed]
cain/umbrella: R1, %1d6+1, 25z
chain: R2, %1d6+1, 30z
whip: R2, %1d6+2, 40 [can be used as rope]

[armor]
light armor: +3 defense
medium armor: +5 defense, -1 speed
heavy armor: +7 defense, -2 speed
battle armor: +10 defense, +2 speed
bike helmet: +1 defense [head attacks]
swat helmet: +5 defense [head attacks]
riot helmet: +6 defense [head attacks]
riot shield: roll 1d3 if 1 shield blocks attack

ITEMS
pack: can hold more
ammo box: extra ammo, amount specified by Keep
scope: increases aim
silencer: it's harder for enemies to hear shots
explosives: Yay!
meds: heals the injured, knowledge+ clarity + %1d3= HP returned
flash light: R3, helps characters see in darkness [can be used to blind if shone in eyes]
cellphone: characters can talk over long distance
books: +1 knowledge
food: returns 1 HP
drink: returns 1 HP, if alcoholic it can also dull pain [or get character dunk]