Atomic Shadows Equipment
GEAR SLOTS
You can carry a number of items equal to your Strength score or 10, whichever is higher. Unless noted, all gear besides typical clothing fills one gear slot. Gear that is hard to transport might fill more than one slot. Unless worn or carried, your gear is stored in your backpack. You can carry one backpack as a free slot item as your gear slots are considered to be part of the backpack.
You have two extra bags that you can carry if you wish. They each take up one Gear Slot, but you can store many items in these bags.
SCAVENGER BAG
Your Scavenger Bag contains random bits of useful junk scrounged from the wasteland and ancient ruins. These parts can be used to repair or even build your equipment. Scavenged parts come in three tiers; Common [C], Uncommon [U], and Rare [R]. See the “Repairing, Crafting, and Modding Gear” pages for more details (pg 87-89). Since these parts are typically very small, there is no limit on how many you can carry.
TRADE BAG
You can have a Trade Bag which contains random bits of valuable junk used to trade. Typically these items are not considered useful in any combat or survival scenarios.
There is no currency in the wasteland, barter is the only way to acquire anything. The value of any object is based on how much someone is willing to trade for it. You cannot store armour or weapons in your Trade Bag.
Armour
- No Armour
- Furs/Skins
- Leather Armour
- Junk/Raider Armour
- Sports Equipment
- Chainmail
- Security Armour
- Military Armour
- Plate Armour
Shields
Street Sign
Wood Shield
Riot Shield
Melee Weapons
Baseball Bat/Club
Bat, spiked/barb-wired
Baton/Billyclub
Bladed Gauntlet
Boxing Gloves/Knuckles
Chain/Flail
Dagger/Combat Knife
Golf Club/Hockey Stick
Hatchet
Javelin
Lead Pipe/Pipewrench/Tire Iron
Longblade
Mace/Morningstar
Meathook
Pickaxe
Polearm
Shortblade/Machete
Sledgehammer
Spear
Staff/Pool Cue
Trident, Pitchfork
Whip
Woodaxe, Battleaxe
Pistol Butt, Rifle Butt
Electroblade, Short
Electroblade, Long
Ranged Weapons
Sling
Bow
Crossbow
Bow, Compound
Crossbow, Compound
Dart Pistol
Dart Rifle
Pipe Pistol
Pipe Rifle
Automatic Pipe Rifle
Harpoon Gun
Ballistic Pistol
Ballistic Rifle
Automatic Light Rifle
Automatic Heavy Rifle
Sawed-off Shotgun
Shotgun
Flamer
Gatling Minigun
Stun Pistol
Laser Pistol
Laser Rifle
Gatling Lasergun
Plasma Pistol
Plasma Rifle
Gamma Gun
Traps & Explosives
- Caltrops
- Bear Trap
- Bottlecap Mine
- Molotov cocktail
- Smoke Grenade
- Baseball Grenade
- Dynamite
- Tear Gas
- Fragmentation Grenade
- Fragmentation Mine
- Grenade Launcher
- Missile Launcher
- Cryogenic Grenade
- Cryogenic Mine
- Plasma Grenade
- Plasma Mine
- Pulse Grenade
- Pulse Mine
AMMO DICE (AD)
Instead of tracking individual ammunition, Atomic Shadows uses a variant system. At the end of a combat encounter, you roll your Ammo Dice (AD) to determine if you still have ammo left. If you roll a 1 you are out of ammo until the next dawn. Each AD has a lesser, or greater, chance to run out of ammo depending on the rarity, or in the case of automatic weapons, how many shots are fired in a round.
If you run out of ammo but another character still has the same type left, you can share. However, you both roll your AD with Disadvantage at the end of the next combat encounter.
It is assumed that characters are searching, finding, and collecting ammunition each day.