Post by Tarbtano on Oct 30, 2017 16:15:05 GMT -5
This is the equipment you'll be taking with you or potentially find on Isla Sorna. Be aware however that many times the best gear can only be used a limited number of times and might not be the best for the situation as it may seem at first. Often it's best to plan and conserve the most important items as Sorna does not have a convenience store and you won't know when (if ever) you'll get it again. Attrition, bad luck, and lack of planning can and will kill even the most self-assured but unprepared souls. You can only carry a maximum of three items (four is solo play) at a time.
Equipment:
-Assault rifle: maximum of 28 rounds with 4 fired per use. Can potentially kill an enemy if you land the hits, but is extremely noisy and might draw unwanted attention
-Handgun: maximum of 10 rounds, single bullet fired per shot, and 2 clips. Lacks power compared to the AR and is harder to aim, but can be used in some situation the AR be cumbersome.
-Tranquilizer gun: maximum of 10 shots. Can KO medium or smaller animals and dizzy larger ones if they hit. Not noisy but can draw attention by those close by.
-Road flare: maximum of 8 carried. Can be used to signal, illuminate, start a fire, warm, and burn or blind an enemy up close. But be wary, not just humans might be attracted to the light.
-Binoculars: Infinite use unless dropped. Can be used to see far ahead in bright or darkness thanks to the night vision setting.
-Medical kit: 3 uses maximum. Heals one injury per use, no matter how severe. Always a good idea for someone to hold onto one.
-Radio unit: You'll need this by the end for sure, but it requires an external power and antennae to get a strong enough signal out. If you lose that, you'll have to find another.
-Boltcutters: Infinite uses unless dropped or breaks. Handy for carving through tough metal and can be used as a melee weapon in a pinch, but be careful as it wasn't meant for the latter!
-Field Guide: Infinite uses unless dropped. If not playing as a paleontologist, this will auto-identify any creatures in question to avoid making mistakes when you can't clearly make out what it is.
-K-bar Knife: Infinite uses unless dropped or breaks. Combat and utility knife, more of a tool than a weapon here, do not try to knife fight a T.rex with it.
-Food container: Handy scent-proof seal keeps freshness in and scent too! Might be useful for luring or calming certain species, you never know how they might react to a hand out. Can be restocked.
-Ghille Suit: Infinite uses, but can break or be torn. Helps you hide and be a bit stealthier, +2 to stealth.
-Schematics: Infinite uses unless dropped or is torn. A handy guide to InGen's machinery to help you understand it. +2 to skill.
-Scope: Helps one aim better with the tranq or assault rifle when attached. +2 to action for either of them.
=Special Equipment=
Restricted to canonical characters to use unless traded.
-Sarah's lucky bag: Dr. Sarah Harding's bag, allows for carrying additional charges to limited use items.
-Nick's Boltcutters: Nick Van Owen's boltcutter-hammer combo for more utility. They'll never break and do not occupy a held item slot.
-Eddie's Rifle: Eddie Carr's scoped tranquilizer rifle. Carries a much stronger toxin that can KO even large dinosaurs as oppose to only medium or smaller species.
Equipment:
-Assault rifle: maximum of 28 rounds with 4 fired per use. Can potentially kill an enemy if you land the hits, but is extremely noisy and might draw unwanted attention
-Handgun: maximum of 10 rounds, single bullet fired per shot, and 2 clips. Lacks power compared to the AR and is harder to aim, but can be used in some situation the AR be cumbersome.
-Tranquilizer gun: maximum of 10 shots. Can KO medium or smaller animals and dizzy larger ones if they hit. Not noisy but can draw attention by those close by.
-Road flare: maximum of 8 carried. Can be used to signal, illuminate, start a fire, warm, and burn or blind an enemy up close. But be wary, not just humans might be attracted to the light.
-Binoculars: Infinite use unless dropped. Can be used to see far ahead in bright or darkness thanks to the night vision setting.
-Medical kit: 3 uses maximum. Heals one injury per use, no matter how severe. Always a good idea for someone to hold onto one.
-Radio unit: You'll need this by the end for sure, but it requires an external power and antennae to get a strong enough signal out. If you lose that, you'll have to find another.
-Boltcutters: Infinite uses unless dropped or breaks. Handy for carving through tough metal and can be used as a melee weapon in a pinch, but be careful as it wasn't meant for the latter!
-Field Guide: Infinite uses unless dropped. If not playing as a paleontologist, this will auto-identify any creatures in question to avoid making mistakes when you can't clearly make out what it is.
-K-bar Knife: Infinite uses unless dropped or breaks. Combat and utility knife, more of a tool than a weapon here, do not try to knife fight a T.rex with it.
-Food container: Handy scent-proof seal keeps freshness in and scent too! Might be useful for luring or calming certain species, you never know how they might react to a hand out. Can be restocked.
-Ghille Suit: Infinite uses, but can break or be torn. Helps you hide and be a bit stealthier, +2 to stealth.
-Schematics: Infinite uses unless dropped or is torn. A handy guide to InGen's machinery to help you understand it. +2 to skill.
-Scope: Helps one aim better with the tranq or assault rifle when attached. +2 to action for either of them.
=Special Equipment=
Restricted to canonical characters to use unless traded.
-Sarah's lucky bag: Dr. Sarah Harding's bag, allows for carrying additional charges to limited use items.
-Nick's Boltcutters: Nick Van Owen's boltcutter-hammer combo for more utility. They'll never break and do not occupy a held item slot.
-Eddie's Rifle: Eddie Carr's scoped tranquilizer rifle. Carries a much stronger toxin that can KO even large dinosaurs as oppose to only medium or smaller species.