Wallhalla Games

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.

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