SUBURBAN DEADFIELD MANUAL Cordon Authority Β· unclassified Run the Drill β–Έ
The interior of an auto repair shop, a car still raised on the lift, tools left out on the benches.

Cordon Authority Β· personnel capacity

Action points

AP is the real currency. Not what you own β€” what you still have the energy to do before dark.

Plate garage Grist Auto Repair, bay two. Vehicle still on the lift. Job not signed off.
Standing order 3

β€œPersonnel are a finite resource. Expend them deliberately.”

You bank one action point every 10 minutes. Real minutes, on the real clock, whether or not the tab is open β€” Fenwick's clock is your clock and nothing here is sped up. Six an hour. A hundred and forty-four a day, if you had anywhere to put them.

You do not, because the tank holds 50. From empty, filling it takes about 8.3 hours. That is the whole rhythm of the game: you arrive with a tank, you spend it, and it is back by the next time you can reasonably look.

Three traits move it. Low Stamina takes ten off the cap. Iron Clock makes each point arrive 15% sooner; Bad Sleeper 25% later; Slow to Mend doubles the wait any time you are below half health.

Regeneration past the cap is simply gone β€” nothing banks. A tank that filled six hours ago has been wasting a point every 10 minutes since, so the cheapest habit in the game is spending down before you close the tab.

What things cost

Almost every small verb costs 1 AP: a step, entering a building, searching, one swing, one level of barricade. Walking out of a building is free. The exceptions are worth memorising, because they are the ones that strand you:

ActionAPNote
Revive someone109 with the Stretcher-bearer passive. Needs a reagent syringe and Vitalis Clearance.
Stand up after dying6+5 if whoever put you down had Headshot. Ankle Grab drops it to 1, for zombies.
Claim a building Β· runs only5Also the cheapest barricade you will ever buy β€” see holding a building.
Repair a ransacked building5Needs Construction.
Ransack3Zombies only.
Devour a corpse2Zombies only. +5 HP.
Repair a door2 
Recruit a civilian2Refused if they are below half health. Heal them first.
In game Vitals, stamina and experience. Stamina is your action points. The line underneath tells you when the next one lands.
In game The actions rail. Every verb you could take here, whether or not you can take it now β€” the ones you cannot say why on their own line rather than hiding.

Day work: the job board

The board opens with the light. During daylight you can take on 10 assignments. These are the expensive, deliberate things β€” the reason your day has a shape rather than being a hundred one-point clicks:

JobAPWhat it does
Drag the bodies clear3Quietens the district and stops a few of them rising again.
Work the radio4Finds someone alive out there, and names the building they are in.
Shore up the walls5Repairs the weakest section of your hold β€” to shoulder height, or the whole way with Construction.
Work the infirmary6Patches up the two most badly hurt people in the building.
Burn the pile6Clears the dead for good. Very loud for a day, then quieter than before.
Scout the approaches Β· out6Tonight's forecast becomes exact instead of a band.
Thin the yard Β· out8Puts down up to five loitering outside β€” three, without Axe Proficiency. They fight back.
Siphon the forecourt tanks Β· out8Three cans of fuel. Fuel burns bodies and runs the lights.
Run the food line Β· out14Eight units onto this hold's shelf if you get back clean. They will hear you go.
Stand the watch16Banks the whole watch as overwatch shots for tonight.

They total 76 AP against a tank of 50, which is the point: a day cannot buy the board. Two or three of these is a day's work, and which two or three is the question the morning asks you.

The board sorts itself by what your hold is actually short of β€” an empty shelf, a wall at two, somebody hurt in the room, bodies where they fell β€” and a job that is wanted today says why on its own row rather than waiting for you to work it out. Anything marked out takes you into the street.

Jobs are day work only. Once night falls the board closes β€” β€œJobs are day work. Tonight is for holding.”

Two things that behave like a tax

In short
  • One point every 10 real minutes, awake or not, playing or not.
  • The tank holds 50. Empty to full is about 8.3 hours.
  • Almost everything costs 1. Claiming costs 5, reviving 10, jobs 3–8.
  • Regeneration past the cap is lost. Spend down before you log off.