Items in Hummel Quest | World Anvil

Items

Here you can find an example list of items that you can find during your adventure. The list is not exhaustive, and your MM may change the properties of items, forbid certain items, or invent new ones.   An item that doesn’t have a weight listed is negligible in terms of load limit.

Items


ItemWeightDescription
Add-On Armour800kgA set of additional armour plating that a tank can attach to its frame. As long as the tank is equipped with Add-On Armour, its DT and Dur are increased by 1. Every time the tank takes DT damage, roll one d10 (TN 2). On a failure, the Add-On Armour is destroyed. Only one set of Add-On Armour can be active on a tank at a time. Removing or applying Add-On Armour takes 3 hours.
Bundle of Fabric-Scavenged canvas or similar fabric that could be used for camouflaging or disguising oneself.
Camo Net-A tank can use its camo net to blend in with its environments. As long as it stays stationary and doesn’t make any sound apart from its engine sounds, other tanks will have a harder time noticing it. The TN for Perc checks to detect the tank is (8 – Size score) of the camo net user. A camo net will not work when the tank is sitting completely in the open, or when it has already been noticed. Tanks with the Special Sense feature can detect it, unless the camo net user turns off its engine. Putting on the camo net or removing it takes 10 minutes.
Cargo Cartcannot be carriedA little cart that can be used to transport objects. When the tank is not pulling it, it can deposit the cart, which allows anyone to take and use it. It can hold up to 3000kg, with a maximum volume of 1.6 cubic metres. The cart has a Size of 1 and Durability of 1. The cart weighs 1000kg. Empty, it requires a Str score of at least 2 to pull it. The required Str score increases by 1 for every 500kg worth of cargo the cart holds.
Firewood250kgA bag of logs that can be used to make a campfire. One bag can sustain an average sized fire for up to 10 hours.
Flares-An ammunition box that contains 10 flare shells. A tank can shoot a flare shell instead of shooting normally, using one shell per shot. Flares do not cause damage to targets. Instead, upon impact they illuminate an area in a radius of 300 metres. Tanks looking the source of the illumination suffer the same penalties as a tank looking into bright light. Upon impact, the tank that shot the flare shell rolls 1d10 and multiplies the result by 10. The new result indicates the number of minutes the illumination lasts. At night or in other dark environments, the illumination caused by flares can be seen from very far away.
Fuel Can25kg (full)Containers that hold 1 unit of fuel each. A full can weighs 25kg, whereas an empty one weighs 5kg. The cans can hold any liquid.
HEAT Shells-An ammunition box that contains 10 shaped charge shells. Instead of shooting normally, a tank can use 1 of these shells per shot to gain the following effects for that shot only:
  • The weapon ignores distance-related Firepower requirements.
  • The Firepower is 0 when shooting at tanks with the Spaced Armour or Sloped Armour feature.
  • The shooting tank's To Hit score is temporarily decreased by 1.
  • On a hit, the target's Dur score is temporarily decreased by 2 (after applying indirect fire penalties). The Dur cannot be reduced below 0 by this.
After 10 shots, this item is consumed. The shots don’t have to be consecutive.
High-Explosive Shells-An ammunition box that contains 20 shells filled with high-explosive charges. Instead of shooting normally, a tank can use 1 of these shells per shot to gain the following effects for that shot only:
  • The weapon's Firepower is halved (round up).
  • The weapon ignores distance-related Firepower requirements.
  • The Firepower is 0 when shooting at tanks with the Spaced Armour feature. Indirectly fired weapons ignore this if the target tank has the Open-Topped defect.
  • If the target's Dur score is higher than the weapon's Firepower (after applying indirect fire penalties), the attacker may roll for DT damage anyway, but reduces the Damage dice rolled by the difference between the target's Dur and the weapon's Firepower.
  • If the target's Dur score is lower than the weapon's Firepower (after applying indirect fire penalties), the attacker may roll additional Damage dice equal to the difference between the target's Dur and the weapon's Firepower, and keep half as many additional dice (round down).
After 20 shots, this item is consumed. The shots don’t have to be consecutive.
Improved Shells-An ammunition box that contains 10 shells with improved penetration. Instead of shooting normally, a tank can use 1 of these shells per shot to increase its weapon’s Firepower by 1 for that shot only. After 10 shots, this item is consumed. The shots don’t have to be consecutive.
Improved Sights-This component can be used to improve the gun sights of a tank. It adds +1 to its To Hit score as long as it has this item equipped. Equipping or unequipping the Improved Sights is a fiddly task and takes 2 hours. A tank can only profit from one Improved Sights item at the same time.
Intact PlatingvariableOne or multiple slabs of intact metal that can be used to enforce armour. An amount of 1000kg can be turned into Add-On Armour or Sloped Armour by a mechanic.
Lucky Charm-An object that is of sentimental value to its   A tank that possesses a Lucky Charm adds a bonus of 1 to its roll results when using its Ment score. This effect is not cumulative if the tank owns multiple Lucky Charms.
Map-A piece of canvas or tarp with a map on it. Maps can depict the current area or a far-away place. Some maps may be very inaccurate, incomplete, or vague.
Repair Kit30kgThe most necessary tools for repairing itself and others. A tank without a Repair Kit has one fewer d10 for all repair checks it attempts.
Scrap MetalvariableA pile of scraps that isn’t usable for repairs, but some merchants or workshops may have a use for it.
Sloped Armour800kgA set of angled armour plates that a tank can add to its frame to deflect incoming shots. When attacked, the Firepower of an incoming shot is reduced by 1. Only one set of Sloped Armour can be active on a tank at a time. Removing and applying Sloped Armour is a complex procedure and has to be done by a mechanic or in a workshop.
Smoke Ammo-An ammunition box that contains 10 shells of smoke ammunition. A tank can shoot this ammunition instead of shooting normally, using 1 shell per shot. Smoke Ammo does not cause damage to targets, but creates a smokescreen with a radius of 60 metres where it impacts. Any tank inside the smokescreen suffers the same penalties as if it were in moderate darkness. Tanks outside the smokescreen cannot see into it or through it. Wind can disperse the smokescreen if the MM says so. After 10 uses, the Smoke Ammo is consumed. The shells don’t have to be used consecutively.
Spare Parts100kgAn assortment of replacement parts suitable for certain tank models. A tank may choose to use Spare Parts to automatically pass a repair check. They are consumed in the process.
Standard Radio100kgA basic radio to send and receive transmissions. Range of 900 metres.
Tent (large)80kgBigger tent that can be used by all but the hugest tanks.
Tent (medium)40kgA tent of average size. Can be used by tanks up to a Size score of 4.
Tool Set-A box with an extended assortment of repair tools. Its owner adds one d10 to every repair check it attempts.
Tow Rope300kgSteel cables with shackles that can be attached to tanks and objects to pull them around. 5 metres in length each.
Track LinkvariableAn intact piece of track. Track links come in three sizes, determined by the size of the tank they originate from:
  • Up to Size 3: 30kg each
  • Size 4 to 6: 50kg each
  • Size 7 and above: 70kg each
5 pieces and 100kg of Scrap Metal can be combined into one unit of Spare Parts.

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