Electricity in the Zone is a machine you own and feed. Place a generator, pour fuel into it, and it carries what it can: lights, a water purifier, a charging station, the refinery, the Forge, the fuel pumps. Overload it and things go dark.
Watts and slots
Three generators, three sizes. A portable unit gives 800 watts across four devices; a field generator 2,500 watts across eight; an industrial rig 7,000 watts across sixteen — and it drinks fuel like a hog. Every device draws real watts and takes a real slot, so a big rig with a full panel is a base, and a portable with a lamp on it is a camp.
Modules, repair, service
Six craftable modules bolt onto a generator: a voltage regulator that halves wear, an eco governor that cuts fuel burn by a quarter, a distributor that adds four slots, a fuel filter that stops most faults, a heavy alternator that adds output but wears fast, and a cooling shroud for long overclocks. Generators need repair and service, both hands-on jobs, and pulling a module back off it can break it.
Dead batteries
Nearly one abandoned car in five sits with a dead battery. Clamp jumper cables to a running generator to bring it back, fit a rare battery, or recondition a dead one at a powered charging station. A working grid is the difference between a car and a lawn ornament.
- Portable, field and industrial generators with real load limits
- Six modules that change how a generator behaves
- Powered devices: water purifier, charging station, lights
- Jump-start dead cars off your own grid