Bandages
- Range: 0-10 ft.
- Effects: Regain or give +5 HP points and remove minor injuries. Stabilizes those in the dying state
- Uses: 1 (3 with Medic)
First Aid Kit
- Range: 0-10 ft.
- Effects: Regain or give +25 HP points and remove minor injuries. Revive those in the dying state and give them +5 HP
- Uses: 1 (3 with Medic)
Med Kit
- Range: 0-10 ft.
- Effects: Regain or give +50 HP points and remove major injuries. Revive those in the dying state and give them +25 HP
- Uses: 1 (3 with Medic)
Trauma Kit
- Range: 0-10 ft.
- Effects: Regain or give +100 HP points and remove all injuries. Revive those in the dying state and give them +50 HP
- Uses: 1 (3 with Medic)
Flare
- Range: 0-40 ft., 40 ft. AoE
- Effects: Illuminate dark areas for 5 turns. Throwable. Chance to set fire to objects
- Uses: 1 (2 with Grenadier)
Flare Pistol
- Range: 20-100 ft.
- Effects: Normally used as a signaling device, a flare pistol can be used as a weapon in a pinch, dealing 1d8 fire damage for 2 turns. If fired in the air, it releases a brightly colored flame that can be seen for up to 25 miles, depending on surrounding terrain and weather (Bonus damage against aquatic creatures and undead)
- Uses: 3
Fragmentation Grenade
- Range: 0-50 ft., 20 ft. AoE
- Effects: When thrown, the grenade will detonate and do 5d6 worth of damage. Detonation will also demolish cover
- Uses: 1 (2 with Grenadier)
Smoke Grenade
- Range: 0-50 ft., 40 ft. AoE
- Effects: When thrown, the grenade will emit a thick smoke that penalizes incoming fire for 2 turns
- Uses: 1 (2 with Grenadier)
Molotov Cocktail
- Range: 0-50 ft., 20 ft. AoE
- Effects: When thrown, the Molotov will shatter on impact and set fire to anything in a 20 ft. radius, causing 2d8 fire damage for 2 turns. Will set fire to anything flammable. Craftable in the field with proper components (Bonus damage against aquatic creatures and undead)
- Uses: 1 (2 with Grenadier)
Crowbar
- Range: 0-10 ft.
- Effects: Can be used to pry open doors, crates, and otherwise sealed objects.
- Uses: Limitless
Sledgehammer
- Range: 0-10 ft.
- Effects: Can be used to smash open doors, crates, and otherwise sealed objects. Can also be used to demolish various objects
- Uses: Limitless
Grappling Hook
- Range: Depends on length of rope
- Effects: When attached to a length of rope, the grappling hook can be used to scale vertical surfaces assuming a strength check is completed
- Uses: Limitless
Bandolier
- Range: 0 ft.
- Effects: When equipped, character gets an extra 2 turns before a reload is necessary
- Uses: Limitless
Lockpick
- Range: 0-10 ft.
- Effects: Can be used to unlock locks of any sort
- Uses: Limitless
Sharpening Stone
- Range: 0-10 ft.
- Effects: When equipped, edged weapons do +2 damage and apply a 2d8 bleeding effect until treated
- Uses: Limitless
Compass
- Range: None
- Effects: When equipped and outside of combat, a character will be able to locate the main objective for the current mission
- Uses: Limitless (Only usable outside combat)
Armor Piercing Ammunition
- Range: Dependent on Rifle used
- Effects: When equipped with a rifle, character's rounds ignore armor and deal normal damage to a target
- Uses: Limitless
Hollow Point Ammunition
- Range: Dependent on weapon used
- Effects: When equipped, weapon is given double damage against unarmored targets
- Uses: Limitless
Silver Ammunition
- Range: Dependent on weapon used
- Effects: When equipped, weapon does double damage against werewolves and some undead
- Uses: Limitless
Spell Scroll
- Range: None
- Effects: When equipped, gain 1 spell slot
- Uses: Limitless
Spell Journal
- Range: None
- Effects: When equipped, gain 3 spell slots
- Uses: Limitless
Spell Tome
- Range: None
- Effects: When equipped, gain 6 spell slots
- Uses: Limitless