Grenade: Diceroll 1-4 for the effective kaboom. Deals 20 firepower damage.
F1 Grenade: Diceroll 1-3, BUT deals a mutch wider spread damage of 6x. (6 blood tokens)
Ammo: Used as a rapidfire function for re-rolling the dice of the indevidual fighter.
Foods: Squad moves 1 extra space.
Energy Drinks: Squad moves 2 extra spaces.
Vodka: Gives plus 1 dice when in a firefight.
The med kits are self explanatory...These Items can be placed on the fighters Item box. Food and energy drinks work as both initiative move for the group or an indevidual stalker.
None of these Items will be for sale. Each faction will have their own Traider. That traider will reward you for every outpost you capture. If you have ZERO outposts in your possession, in this case the BASE will supply your men with standart Items....but keep in a poor pace and quantity.
If the fighter dies during a fight WITH his item not been used, than the enemy may loot him and take the item for himself.
Grenade: Diceroll 1-4 for the effective kaboom. Deals 20 firepower damage.
F1 Grenade: Diceroll 1-3, BUT deals a mutch wider spread damage of 6x. (6 blood tokens)
Ammo: Used as a rapidfire function for re-rolling the dice of the indevidual fighter.
Foods: Squad moves 1 extra space.
Energy Drinks: Squad moves 2 extra spaces.
Vodka: Gives plus 1 dice when in a firefight.
The med kits are self explanatory...These Items can be placed on the fighters Item box. Food and energy drinks work as both initiative move for the group or an indevidual stalker.
None of these Items will be for sale. Each faction will have their own Traider. That traider will reward you for every outpost you capture. If you have ZERO outposts in your possession, in this case the BASE will supply your men with standart Items....but keep in a poor pace and quantity.
If the fighter dies during a fight WITH his item not been used, than the enemy may loot him and take the item for himself.