| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | ||
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1 | Note: It is up to the GM to decide if a scematic is required beforehoof. | ||||||||||||||||
2 | Type | Name | DAM/DT | AP | RoF | Mag | Ammo | Wg | STR | Range | Type | Special | Made At | Components | Skill | Difficulty | |
3 | Weapons | Dart Gun | 5+ | 25 | - | 1 | Dart | 3 | 1 | Short | Pistol | Silent, End check (at -2) or limbs count as crippled | Workbench | Paint Gun,Poison Gland, Surgical Tubing, Toy Car | Mechamics | Easy | |
4 | Dart | - | - | - | - | - | - | - | - | Ammo | - | Workbench | Scrap Metal (makes 5) | Mechamics | Easy | ||
5 | Zip Gun | 15++ | 15 | - | 1 | 10mm | 1 | 1 | Point Blank | Pistol | Concealable, +6% Crit-Success Chance | Workbench | Paint Gun, Scrap Metal, Scrap Electronics, Duct Tape | Mechanics | Very Easy | ||
6 | Pipe Rifle | 20+ | 20 | - | 1 | 10mm | 4 | 2 | Long | Rifle | - | Workbench | Pipe, Crutch, Scrap Metal, Scrap Electronics, Duct Tape | Mechanics | Easy | ||
7 | Scrap Carbine | 20+ | 20/10+10 | - | 12 | 9mm | 7 | 3 | Med | Rifle | +1% Crit-Fail Chance | Workbench | 9mm Pistol, Pipe, Scrap Metal, Tin Can (3) | Mechanics | Moderate | ||
8 | Full-Auto Carbine | 10+ | 25 | 4 | 20 | 5.56mm | 7 | 4 | Short | Automatic Rifle | +3% Crit-Fail Chance | Workbench | .22 Revolver, Pipe, Scrap Metal, Tin Can (3) | Mechanics | Moderate | ||
9 | Laser Carbine | 15++ | 20 | - | 20 | Gem Pack | 8 | 3 | Long | Rifle | Magic, +1% Crit-Fail Chance, Carbine | Workbench | Magic Energy Pistol, Scrap Electronics, Scrap Metal, .32 Rifle | Science | Easy | ||
10 | Plasma Carbine | 20+++ | 25 | - | 24* | Gem Pack (2) | 9 | 3 | Med | Rifle | Magic, +5% Crit-Fail Chance | Workbench | Plasma Pistol, Scrap Electronics, Scrap Metal, Varmint Rifle | Science | Moderate | ||
11 | Bastard Gun | 10+ | 30 | 3 | 25 | 5.56mm | 8 | 5 | Short | Automatic Rifle | +4% C.Fail Chance, Cobled Together: May be repaired with ANY Rifle, Automatic Rifle, SMG or Pistol. May also rechamber the weapon to use a different ammo by repairing it with a weapon of the desired ammo type, changing it's starts as followed. .22LR: -2 DAM, +2 RoF. 9mm: +1 RoF, 10mm: +2 DAM, .45 Auto: +8 DAM, 5mm: - ,.308: -1 RoF, +10 DAM, +1 STR req. | Workbench | ANY 2 Different Rifles, ANY SMG, Scrap Metal, Duct Tape | Mechanics | Moderate | ||
12 | Scatter Gun | 35++++ | 35/25+10 | - | 6 | 20 Gauge | 10 | 5 | Short | Shotgun, Rifle | Revolver, Pump-Action, +1% Crit-Fail Chance | Workbench | Pipe, Varmint Rifle, Scap Metal, Tin Can (3), Duct Tape | Mechanics | Moderate | ||
13 | Par-T-Cannon | 45++ | 40 | - | 1 | Anything | 8 | 5 | Med | Rifle | Misc. effects added depending on what is fired | Workbench | Vacuum Cleaner, Leaf Blower, Firehose Nozzle, Conductor | Mechanics | Moderate | ||
14 | Railway Rifle | 25++ | 25 | - | 8 | Railway Spikes | 12 | 5 | Med | Rifle | -5 DT, Called Limb Shots will pin target to nearby surface and the limb will cound as Crippled on a critical sucess. Requires a Break Free action to unpin the pinned limb, opposed by STR 5, limb will no longer be considered crippled once un pinned. | Workbench | Crutch, Spark Battery, Pressure Cooker, Steam Gauge Assembly | Mechanics | Moderate | ||
15 | Railway Spikes | - | - | - | - | - | - | - | - | Ammo | - | Workbench | Scrap Metal (makes 2) | Mechanics | Moderate | ||
16 | Coil Gun | 40++ | 35 | - | 1 | Sluggs | 15 | 6 | Med | Rifle | Weapon counts as having the 'And Stay Back' perk | Workbench | Laser Rifle, Scrap Electronics (5), Spark Battery, Pipe | Mechanics | Hard | ||
17 | Sluggs | - | - | - | - | - | - | - | - | Ammo | - | Workbench | Scrap Metal (Makes 1) | Mechanics | Moderate | ||
18 | Nail Gun | 6+ | 15 | 6 | 80 | Nails | 4 | 2 | Short | Pistol | Double Limb Damage, Silent | Workbench | Found | N/A | N/A | ||
19 | Nails | - | - | - | - | - | - | - | - | Ammo | - | Workbench | Scrap Metal (Makes 10) | Mechanics | Mederate | ||
20 | Molotrot Cocktail | 25++ | - | - | - | - | 0.5 | - | 10 + STR Yards | Thrown | Burning, AoE (5) | Workbench | Abraxo Cleaner, Flamer Fuel, Vodka Bottle(anny empty bottle), Rag | Explosives | Easy | ||
21 | Shishkebab | 2xSTR +20 + | 20 | - | - | - | 3 | - | - | Melee | Burning | Workbench | Lawn Mower Blade, Fuel Tank, Pilot Light, Garden Hose | Mechanics | Moderate | ||
22 | Scrap Spear | 3xSTR +10 + | 30 | - | - | - | 5 | - | 10 + STR Yards | Melee | Reach, Can be thrown | Workbench | Pipe (2), Scrap Metal, Leather Belt | Mechanics | Very Easy | ||
23 | Hellhound Helmet/Knife | 2xSTR +15 + | 20 | - | - | - | 10 | - | - | Unarmed/Melee | Unarmed, Armor Piercing | Workbench | Hellhound Hand, Leather Belt, Medical Brace, Wonder Glue | Mechanics | Hard | ||
24 | Crystal Lance | 3xSTR +15 + | 30 | - | - | - | 6 | - | - | Melee | Reach, Charging, Armor Piercing (light), Rare. Shining Joust: 45AP +15 damage +10 to hit. Wielder must be Charging (also gains the +2d10 damage from the Charging rule) | Workbench | |||||
25 | Crystal Sword | 3xSTR +30 + | 25 | - | - | - | 5 | - | - | Melee | Armor Piercing Crazy Diamond: 40AP This attack is Armor Piercing (heavy) | Workbench | |||||
26 | Thunder Hammer | "5xSTR +10 ++ [++ lightning]" | 35 | - | - | - | 14 | - | Melee | Unwieldy,Thunderstruck: 55AP +3d10 lightning damage. Target losses AP equal to the lightning damage dealt | Workbench | Sledgehammer, Box of Materials (2), Bundle of Components (20), Magic Fission Battery (4) | Mechanics | Very Hard | |||
27 | Sparkle Grenade | 200+10d10 | 25 | - | - | - | 0.5 | - | 10 + STR Yards | Thrown | Burning, AoE (20) | Workbench | Abraxo Cleaner, Sparkle-Cola RAD, Tin Can, Turpentine | Explosives | Hard | ||
28 | Bottlecap Mine | 100++ | 35 | - | - | - | 0.5 | - | - | Placed | AoE (15) | Workbench | Bottlecaps(10), Cherry Bomb, Lunch Box, Sensor Module | Explosives | Moderate | ||
29 | Powder Charge | 30++ | 35 | - | - | - | 0.5 | - | - | Placed | AoE (5) | Workbench | Duct Tape, Dynomite, Sensor Module, Tin Can | Explosives | Easy | ||
30 | Time Bomb | 100+5d10 | 35 | - | - | - | 4 | - | - | Placed | AoE (25), May be set to detonate between 10 seconds to 15 minutes | Workbench | Egg Timer, Duct Tape, Scrap Electronics, Dynomite (5) | Explosives | Moderate | ||
31 | Ammo Grenade | 25++ | 25 | - | - | - | 0.5 | - | 10 + STR Yards | Thrown | AoE (5) | Workbench | 10 Rounds of Any Ammo (20 if 5mm or .22 LR. 5 if .50 BMG) | Explosives | Easy | ||
32 | Tin Can Grenade | 35++ | 25 | - | - | - | 0.5 | - | 10 + STR Yards | Thrown | AoE (5) | Workbench | Cherry Bomb, Duct Tape, Tin Can | Explosives | Easy | ||
33 | MFC Grenade | 30+++ | 25 | - | - | - | 0.5 | - | 10 + STR Yards | Thrown | Magic, AoE (5) | Workbench | MFC(3) | Explosives | Moderate | ||
34 | Homemade Flamer Fuel | - | - | - | - | - | - | - | - | Ammo | +4% C.Fail Chance (50) | Workbench | Sugar Apple Bombs, Abraxo Cleaner, Roots (2) | Science | Easy | ||
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36 | Kits and Crafting Components | Weapon/Armor Repair Kit | - | - | - | - | - | 2 | - | - | Item | Used to repair and maintain weapons/armor. Not consumed when performing general maintenance. Can be consumed to repair weapon/armor by 25%. May not bring a weapon/armor above 100% or 'Good' condition. | Workbench | Scrap Metal (2),Scrap Electronics,Wonder Glue, Wrench, Duct Tape | Mechanics | Moderate | |
37 | Maintenance Kit | - | - | - | - | - | 5 | - | - | Item | All the tools a toaster repairpony might need. Gives +5 to Mechanics rolls. | Workbench | Hammer, Screwdriver, Wrench, Scrap Metal, Scrap Electronics | Mechanics | Easy | ||
38 | Reinforcement Mod Kit | - | - | - | - | - | 10 | - | - | Mod | Used to turn Stable jumpsuits, clothing and armors into reinforced versions of those bardings. For 'Light Armor' and clothing adds +4 DT and 5 wg. 'Med Armor' adds +3 DT and 5 wg. 'Heavy Armor' adds +2 DT and 5 wg. 'Power Armor' can not be reinforced. Increases value of armour by 25%, to a minimum of 100caps. | Workbench | Scrap Metal(4), Leather Belt, Wonder Glue(2) | Mechanics | Moderate | ||
39 | Winterized Clothing Mod Kit | - | - | - | - | - | 5 | - | - | Mod | Requires sewing kit to apply. Adds cold environment protection and +2 lbs to clothing or armor. | Workbench | Old Blanket (or other sutch item), Leather Belt, Wonder Glue | Mechanics | Easy | ||
40 | Doctors Kit | - | - | - | - | - | 6 | Medical Item | Everything a wasteland doctor needs. (Not to be confused with Doctor's Bag.) Gives +5 to Medicine. | Workbench | Forceps, Scalple, Anesthetic (Strong alcohol .etc), Bandages (5), Bag/Box (container) | Medicine | Moderate | ||||
41 | Hackers Tools | - | - | - | - | - | 1 | - | - | Item | Expert tools for hacking into terminals and maneframes. Gives +5 to all Science rolls for hacking. | Workbench | Scrap Electronics(3), Spark Batery | Science | Moderate | ||
42 | Small Tanned Hide | - | - | - | - | - | 2 | - | - | Item | Is a crafting component | Fire/Hot Plate | Small critter skin(3), Turpentine | Survival | Easy | ||
43 | Med Tanned Hide | - | - | - | - | - | 5 | - | - | Item | Is a crafting component | Fire/Hot Plate | Med Critter skin(2), Turpentine(2) | Survival | Moderate | ||
44 | Large Tanned Hide | - | - | - | - | - | 10 | - | - | Item | Is a crafting component | Fire/Hot Plate | Large Critter skin, Turpentine(2) | Survival | Moderate | ||
45 | Leather Belt | - | - | - | - | - | 2 | - | - | Item | Is a crafting component and a belt | Fire/Hot Plate | Tanned Hide | Survival | Very Easy | ||
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47 | Medicine, Drugs and Food | Bandages | - | - | - | - | - | - | - | - | Medical Item | Heals ((Medicine / 10, rounded down)/2)[min 1] d10 | N/A | Any clothing or sutiblely clean piece of cloth (Makes 3+1d3) | Medicine | Very Easy | |
48 | Magical Bandages | - | - | - | - | - | - | - | - | Medical Item | Healing divided over 5 turns. Heals 25 + (Medicine / 10, rounded down) d10 (duration 5 turns) | N/A | Bandages(3), Healing Potion (Makes 3) | Medicine | Easy | ||
49 | Watered Down Healing Potion | - | - | - | - | - | - | - | - | Medical Item | Heals 12 + (Medicine / 10, rounded down) d6 (instant) | N/A | Healing Potion, Pure Water, Empty Bottle (Makes 2) | Medicine | Moderate | ||
50 | Battle Booze | - | - | - | - | - | - | - | - | Alcohol | +20 hp, +25 max AP (4 mins), +1 STR (1 hour) | Fire/Hot Plate | Vodka, Cave Fungus, Green Herb | Survival | Easy | ||
51 | Balefire-Kabob | - | - | - | - | - | - | - | - | Food | Heals15 + (Survival / 10, rounded down) d10, +10 max AP (1 hour) | Fire/Hot Plate | Critter Egg, Gum Drops, Suggar Apple Bombs | Survival | Easy | ||
52 | Blood Guard | - | - | - | - | - | - | - | - | Food | +15 hp, +25 Poison Resistance (1 hour) | Fire/Hot Plate | Cave Fungus, Foraged Friute, Foraged Root | Survival | Easy | ||
53 | Root Water | - | - | - | - | - | - | - | - | Food | +15 hp | Fire/Hot Plate | Foraged Roots(3), Empty Bottle | Survival | Moderate | ||
54 | Caravan Lunch | - | - | - | - | - | - | - | - | Food | +40 hp, counts as 2 Meals/Drinks | N/A | Cram, Pork n' Beans, Lunchbox, Sunrise Sarsaprilla /OR/ Sparkle-Cola | Survival | Easy | ||
55 | Trail Mix | - | - | - | - | - | - | - | - | Food | +15 hp, +3 RADs, +10 max AP (1 hour) | N/A | Fresh Apple, Fresh Pear, Foraged Nuts, Sugar Apple Bombs | Survival | Easy | ||
56 | Rushing Water | - | - | - | - | - | - | - | - | Chem/Food | -5 AP from all attacks (4 mins) | Fire/Hot Plate | Pure Water, Dash | Science | Very Hard | ||
57 | Turbo | - | - | - | - | - | - | - | - | Chem | 2xAP for 1 turn, 30% Addiction Chance | Fire/Hot Plate | Foraged Nuts, Poison Gland, Dash, Turpentine | Science | Hard | ||
58 | Sparkle-Cola RAD | - | - | - | - | - | - | - | - | Food | +16 Radiation, +10 HP, +20 AP | Fire/Hot Plate | Sparkle-Cola(3), Raddish | Science | Hard | ||
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60 | Clothing | Leather Armor | 6 | - | - | - | - | 15 | - | - | Light Armor | - | Workbench | Large Tanned Hide, Med Tanned Hide(3), Leather Belt(4),Scrap Metal | Survival | Hard | |
61 | Duster | 3 | - | - | - | - | 5 | - | - | Clothing | +1 CHA, +5 Firearms | Workbench | Large Tanned Hide(2), Small Tanned Hide(2), Scrap Metal | Survival | Moderate | ||
62 | Leather Cloak | 2 | - | - | - | - | 3 | - | - | Cloak | - | Workbench | Small Tanned Hide, Med Tanned Hide, Leather Belt | Survival | Moderate | ||
63 | Hat (Cowboy, Desperado, .etc) | - | - | - | - | - | 1 | - | - | Hat | +1 Per | Workbench | Med Tanned Hide, Turpentine | Survival | Moderate | ||
64 | Clipboard Armour | 14 | - | - | - | - | 30 | - | - | Heavy Armor | Stubbornite!: This armour to stubborn to degrade. | Workbench | Clipboard (12), Duct Tape (5), Wonder Glue (5), Leather Belt (5), Med Tanned Hide | Survival | Hard | ||
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66 | Misc. | Bandoleer | - | - | - | - | - | 5 | - | - | Item | May hold 3 items that may be accesed for half AP during combat. Weapons may be reloaded for -5 AP. (Item must be placed in the Bandoleer beforehoof) | Workbench | Small Tanned Hide(3), Leather Belt(2), Turpentine | Survival | Moderate | |
67 | Scrap Scope | - | - | - | - | - | - | - | - | Mod | +5 to hit past Short Range (Ignores 5% of range penalties past Short range if using 'Alt. Mods' list) | Workbench | Drinking Glass (2), Scrap Metal | Mechanics | Very Easy | ||
68 | Junk Silencer | - | - | - | - | - | - | - | - | Mod | Makes weapon silent, +8% Crit-Fail chance (May not be mounted on heavy, shotgun or sniper weapons) | Workbench | Scrap Metal (2), Tin Can | Mechanics | Moderate | ||
69 | Sharpen/Weight Melee Weapon | - | - | - | - | - | - | - | - | Mod | +1d10 DAM, effect is lost after the first Crit-Fail | N/A | Whet stone | Mechanics | Moderate |