Your Inventory is the collection of all items you carry on your person. Items in your Inventory are stored but not immediately accessible during combat β€” to use or equip them, you must first perform the πŸŽ’ Manage Inventory action.

Quick Reference

Inventory Basics:


Carry Capacity

Your Inventory has a limited number of slots determined by your Carry Capacity.

Item Sizes

Each item occupies a certain number of Inventory slots, indicated by πŸ”³ symbols on the item’s page. Some items can be stacked β€” multiple units of the same item share a single slot.

Examples:

ItemSlotsNotes
StimpakπŸ”³ (1 slot)Stack of up to 5 per slot
Pipe RifleπŸ”³πŸ”³ (2 slots)Cannot stack
AmmunitionVariesDoes not require Inventory management to use (see Ammunition below)

Overencumbered

If you carry more items than your Carry Capacity allows, you become πŸ‹οΈ Overencumbered:


Inventory in Combat

During combat, items in your Inventory are not ready for immediate use. To interact with Inventory items, you must use specific actions:

Manage Inventory (3 AP)

The πŸŽ’ Manage Inventory action lets you perform up to 3 Inventory Actions for 3 AP. Additional Inventory Actions beyond 3 cost +1 AP each.

Available Inventory Actions:

ActionEffect
Drop ItemDrop an item to the ground at your feet
Throw ItemThrow an item to a location within Close range
Equip ItemMove an item from Inventory to a Weapon Slot or Quick Slot
Use ItemUse an item directly from Inventory (costs the item’s AP on top of Manage Inventory)
Give ItemHand an item to a person within 2m

Important: Using a consumable directly from Inventory costs Manage Inventory (3 AP) + Item AP cost. For example, using a Stimpak (3 AP) from Inventory costs 6 AP total. Using the same Stimpak from a Quick Slot costs only 3 AP. This is why pre-loading Quick Slots before combat is essential.

Pick Up (2 AP)

The πŸ”Ί Pick Up action lets you pick up a single item near you and place it in your Inventory, a Weapon Slot, or a Quick Slot. Each item requires a separate Pick Up action.


Ammunition

Ammunition is a special case β€” it does not require any Inventory management actions to use. When you Reload a weapon, ammunition is consumed automatically from your Inventory. You do not need to equip ammunition to a slot or spend AP managing it.


Equipment Slots

In addition to your general Inventory, your character has dedicated slots for equipped gear:

Weapon Slots

You have 2 Weapon Slots. Weapons in these slots are ready to use in combat without spending AP on Manage Inventory. See Weapon Slots for details.

A πŸ”₯ Torch or a πŸŽ† Signal Flare also occupies a Weapon Slot β€” each fills a hand and cannot be clipped to your body. See πŸ‘₯ Carrying a Light.

Quick Slots

You have 2 Quick Slots by default. Consumable items in Quick Slots can be used for their AP cost without Manage Inventory. See Quick Slots for details.

Armor Slots

Each limb has a dedicated Armor Slot:

  • Head
  • Torso
  • Left Arm
  • Right Arm
  • Left Leg
  • Right Leg

Each Armor Slot can hold one piece of armor that protects that specific limb. Some armor pieces cover multiple limbs and occupy multiple Armor Slots.

There is also a Clothing Slot which covers the whole body and is separate from armor. Clothing may provide minor bonuses or effects but is generally not as protective as armor.

Equipping or swapping armor during combat requires the πŸŽ’ Manage Inventory action (Equip Item).

Items in Clothing/Armor Slots Do Not Count Against Carry Capacity

Items equipped in Armor Slots and the Clothing Slot are worn or held, not stored. They do not occupy Inventory slots or count against your Carry Capacity.


Out of Combat

Outside of combat, you may freely manage your Inventory, equip and unequip items, swap Weapon Slots and Quick Slots, and organize your gear without spending AP. The Inventory management rules (Manage Inventory, Pick Up, etc.) only apply during combat or time-sensitive situations.

Players should declare what is in their Weapon Slots and Quick Slots before combat begins. Changes to loadout during combat require AP as described above.


Containers and External Storage

Pack Brahmin

A πŸ„ Pack Brahmin is a beast of burden with 20 inventory slots of its own, separate from your personal Inventory. You can only access them while adjacent to it, and it stays outdoors β€” it does not follow you into combat maps or buildings. Characters with the 🏷 Caravaneer trait start with one.

Backpacks

A backpack is worn rather than carried β€” it occupies no slot itself and raises your Carry Capacity directly. You may wear one at a time.

Other Containers

Items can also be stored in containers in the world (lockers, crates, vehicles, camp storage). These are not carried on your person and can only be accessed at their location.