Fur & Fortune

Gear Gadgets

Gadgets

Six fixed gadgets everyone owns from the start: no rarity, no rolls.

Toolbox

Toolbox

Place it; each teammate within 3 m can use it once to refill ammo, throwables and gadgets (not Snacks) and repair placed gadgets nearby.

Charges
1
Use time
1.5 s
Radius
3 m

Voodoo Doll

Voodoo Doll

Place it; phone calls started within 10 m are held for up to 45 s. Destroying the doll (150 HP) releases them.

Charges
1
Radius
10 m
Lasts
45 s
HP
150

Electric Collar

Electric Collar

Hold E on a restrained civilian for 2 s: they stay put and cannot call or panic.

Charges
4
Use time
2 s

Sleepbag

Sleepbag

Hold E on a downed or unconscious enemy for 2.5 s to bag them: hidden and carryable.

Charges
1
Use time
2.5 s

Snack

Snack

Hold for 1.2 s to eat: heals 60 HP, up to your max.

Charges
2
Use time
1.2 s
Heals
60 HP

Scarecrow

Scarecrow

A placed decoy enemies target; 300 / 500 / 800 HP by difficulty.

Charges
1
Radius
12 m
HP
300 / 500 / 800