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Note: It is up to the GM to decide if a scematic is required beforehoof.
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TypeNameDAM/DTAPRoFMagAmmoWgSTRRangeTypeSpecialMade AtComponentsSkillDifficulty
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WeaponsDart Gun5+25-1Dart31ShortPistolSilent, End check (at -2) or limbs count as crippledWorkbenchPaint Gun,Poison Gland, Surgical Tubing, Toy CarMechamicsEasy
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Dart - - - - - - - - Ammo- WorkbenchScrap Metal (makes 5)MechamicsEasy
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Zip Gun15++15-110mm11Point BlankPistolConcealable, +6% Crit-Success ChanceWorkbenchPaint Gun, Scrap Metal, Scrap Electronics, Duct TapeMechanicsVery Easy
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Pipe Rifle20+20 -110mm42LongRifle -WorkbenchPipe, Crutch, Scrap Metal, Scrap Electronics, Duct TapeMechanicsEasy
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Scrap Carbine20+20/10+10 -129mm73MedRifle+1% Crit-Fail ChanceWorkbench9mm Pistol, Pipe, Scrap Metal, Tin Can (3)MechanicsModerate
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Full-Auto Carbine10+254205.56mm74ShortAutomatic Rifle+3% Crit-Fail ChanceWorkbench.22 Revolver, Pipe, Scrap Metal, Tin Can (3)MechanicsModerate
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Laser Carbine15++20 -20Gem Pack 83LongRifleMagic, +1% Crit-Fail Chance, CarbineWorkbenchMagic Energy Pistol, Scrap Electronics, Scrap Metal, .32 RifleScienceEasy
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Plasma Carbine20+++25 -24*Gem Pack (2)93MedRifleMagic, +5% Crit-Fail ChanceWorkbenchPlasma Pistol, Scrap Electronics, Scrap Metal, Varmint RifleScienceModerate
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Bastard Gun10+303255.56mm85ShortAutomatic 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.WorkbenchANY 2 Different Rifles, ANY SMG, Scrap Metal, Duct TapeMechanicsModerate
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Scatter Gun35++++35/25+10-620 Gauge105ShortShotgun, RifleRevolver, Pump-Action, +1% Crit-Fail ChanceWorkbenchPipe, Varmint Rifle, Scap Metal, Tin Can (3), Duct TapeMechanicsModerate
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Par-T-Cannon45++40-1Anything85MedRifleMisc. effects added depending on what is firedWorkbenchVacuum Cleaner, Leaf Blower, Firehose Nozzle, ConductorMechanicsModerate
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Railway Rifle25++25-8Railway Spikes125MedRifle-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.
WorkbenchCrutch, Spark Battery, Pressure Cooker, Steam Gauge AssemblyMechanicsModerate
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Railway Spikes - - - - - - - -Ammo -WorkbenchScrap Metal (makes 2)MechanicsModerate
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Coil Gun40++35 -1Sluggs156MedRifleWeapon counts as having the 'And Stay Back' perkWorkbenchLaser Rifle, Scrap Electronics (5), Spark Battery, PipeMechanicsHard
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Sluggs - - - - - - - -Ammo -WorkbenchScrap Metal (Makes 1)MechanicsModerate
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Nail Gun6+15680Nails42ShortPistolDouble Limb Damage, SilentWorkbenchFoundN/AN/A
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Nails - - - - - - - -Ammo -WorkbenchScrap Metal (Makes 10)MechanicsMederate
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Molotrot Cocktail25++- - - - 0.5- 10 + STR YardsThrownBurning, AoE (5)WorkbenchAbraxo Cleaner, Flamer Fuel, Vodka Bottle(anny empty bottle), RagExplosivesEasy
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Shishkebab2xSTR +20 +20- - - 3 - - MeleeBurningWorkbenchLawn Mower Blade, Fuel Tank, Pilot Light, Garden HoseMechanicsModerate
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Scrap Spear3xSTR +10 +30 - - -5 -10 + STR YardsMeleeReach, Can be thrownWorkbenchPipe (2), Scrap Metal, Leather BeltMechanicsVery Easy
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Hellhound Helmet/Knife2xSTR +15 +20- - - 10- - Unarmed/Melee Unarmed, Armor PiercingWorkbenchHellhound Hand, Leather Belt, Medical Brace, Wonder GlueMechanicsHard
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Crystal Lance3xSTR +15 +30---6-- MeleeReach, 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
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Crystal Sword3xSTR +30 +25---5-- MeleeArmor Piercing Crazy Diamond: 40AP This attack is Armor Piercing (heavy) Workbench
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Thunder Hammer"5xSTR +10 ++
[++ lightning]"
35---14-MeleeUnwieldy,Thunderstruck: 55AP +3d10 lightning damage. Target losses AP equal to the lightning damage dealt WorkbenchSledgehammer, Box of Materials (2), Bundle of Components (20), Magic Fission Battery (4)MechanicsVery Hard
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Sparkle Grenade200+10d10 25- - - 0.5- 10 + STR YardsThrownBurning, AoE (20)WorkbenchAbraxo Cleaner, Sparkle-Cola RAD, Tin Can, TurpentineExplosivesHard
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Bottlecap Mine100++35- - - 0.5- - PlacedAoE (15)WorkbenchBottlecaps(10), Cherry Bomb, Lunch Box, Sensor ModuleExplosivesModerate
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Powder Charge30++35 - - -0.5 - -PlacedAoE (5)WorkbenchDuct Tape, Dynomite, Sensor Module, Tin CanExplosivesEasy
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Time Bomb100+5d1035 - - -4 - -PlacedAoE (25), May be set to detonate between 10 seconds to 15 minutesWorkbenchEgg Timer, Duct Tape, Scrap Electronics, Dynomite (5)ExplosivesModerate
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Ammo Grenade25++25---0.5-10 + STR YardsThrownAoE (5)Workbench10 Rounds of Any Ammo (20 if 5mm or .22 LR. 5 if .50 BMG)ExplosivesEasy
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Tin Can Grenade35++25 - - -0.5 -10 + STR YardsThrownAoE (5)WorkbenchCherry Bomb, Duct Tape, Tin CanExplosivesEasy
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MFC Grenade30+++25 - - -0.5 -10 + STR YardsThrownMagic, AoE (5)WorkbenchMFC(3)ExplosivesModerate
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Homemade Flamer Fuel - - - - - - - -Ammo+4% C.Fail Chance (50)WorkbenchSugar Apple Bombs, Abraxo Cleaner, Roots (2)ScienceEasy
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Kits and
Crafting
Components
Weapon/Armor Repair Kit - - - - -2 - -ItemUsed 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. WorkbenchScrap Metal (2),Scrap Electronics,Wonder Glue, Wrench, Duct TapeMechanicsModerate
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Maintenance Kit - - - - -5 - -ItemAll the tools a toaster repairpony might need. Gives +5 to Mechanics rolls.WorkbenchHammer, Screwdriver, Wrench, Scrap Metal, Scrap ElectronicsMechanicsEasy
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Reinforcement Mod Kit - - - - -10 - -ModUsed 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. WorkbenchScrap Metal(4), Leather Belt, Wonder Glue(2)MechanicsModerate
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Winterized Clothing Mod Kit - - - - -5 - -ModRequires sewing kit to apply. Adds cold environment protection and +2 lbs to clothing or armor.WorkbenchOld Blanket (or other sutch item), Leather Belt, Wonder GlueMechanicsEasy
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Doctors Kit - - - - -6Medical ItemEverything a wasteland doctor needs. (Not to be confused with Doctor's Bag.) Gives +5 to Medicine.WorkbenchForceps, Scalple, Anesthetic (Strong alcohol .etc), Bandages (5), Bag/Box (container) MedicineModerate
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Hackers Tools - - - - -1 - -ItemExpert tools for hacking into terminals and maneframes. Gives +5 to all Science rolls for hacking.WorkbenchScrap Electronics(3), Spark BateryScienceModerate
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Small Tanned Hide - - - - -2 - -ItemIs a crafting component Fire/Hot PlateSmall critter skin(3), TurpentineSurvivalEasy
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Med Tanned Hide - - - - -5 - -ItemIs a crafting component Fire/Hot PlateMed Critter skin(2), Turpentine(2)SurvivalModerate
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Large Tanned Hide - - - - -10 - -ItemIs a crafting component Fire/Hot PlateLarge Critter skin, Turpentine(2)SurvivalModerate
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Leather Belt - - - - -2 - -ItemIs a crafting component and a beltFire/Hot PlateTanned HideSurvivalVery Easy
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Medicine, Drugs and FoodBandages - - - - - - - -Medical ItemHeals ((Medicine / 10, rounded down)/2)[min 1] d10N/AAny clothing or sutiblely clean piece of cloth (Makes 3+1d3)MedicineVery Easy
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Magical Bandages - - - - - - - -Medical ItemHealing divided over 5 turns. Heals 25 + (Medicine / 10, rounded down) d10 (duration 5 turns)N/ABandages(3), Healing Potion (Makes 3)MedicineEasy
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Watered Down Healing Potion - - - - - - - -Medical ItemHeals 12 + (Medicine / 10, rounded down) d6 (instant)N/AHealing Potion, Pure Water, Empty Bottle (Makes 2)MedicineModerate
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Battle Booze - - - - - - - -Alcohol+20 hp, +25 max AP (4 mins), +1 STR (1 hour)Fire/Hot PlateVodka, Cave Fungus, Green HerbSurvivalEasy
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Balefire-Kabob - - - - - - - -Food Heals15 + (Survival / 10, rounded down) d10, +10 max AP (1 hour)Fire/Hot PlateCritter Egg, Gum Drops, Suggar Apple BombsSurvivalEasy
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Blood Guard - - - - - - - -Food+15 hp, +25 Poison Resistance (1 hour)Fire/Hot PlateCave Fungus, Foraged Friute, Foraged RootSurvivalEasy
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Root Water - - - - - - - -Food+15 hp Fire/Hot PlateForaged Roots(3), Empty BottleSurvivalModerate
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Caravan Lunch - - - - - - - -Food+40 hp, counts as 2 Meals/DrinksN/ACram, Pork n' Beans, Lunchbox, Sunrise Sarsaprilla /OR/ Sparkle-ColaSurvivalEasy
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Trail Mix - - - - - - - -Food+15 hp, +3 RADs, +10 max AP (1 hour)N/AFresh Apple, Fresh Pear, Foraged Nuts, Sugar Apple BombsSurvivalEasy
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Rushing Water - - - - - - - -Chem/Food-5 AP from all attacks (4 mins)Fire/Hot PlatePure Water, DashScienceVery Hard
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Turbo - - - - - - - -Chem2xAP for 1 turn, 30% Addiction ChanceFire/Hot PlateForaged Nuts, Poison Gland, Dash, TurpentineScienceHard
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Sparkle-Cola RAD - - - - - - - -Food +16 Radiation, +10 HP, +20 APFire/Hot PlateSparkle-Cola(3), Raddish ScienceHard
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ClothingLeather Armor6 - - - -15 - -Light Armor -WorkbenchLarge Tanned Hide, Med Tanned Hide(3), Leather Belt(4),Scrap MetalSurvivalHard
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Duster3 - - - -5 - -Clothing +1 CHA, +5 FirearmsWorkbenchLarge Tanned Hide(2), Small Tanned Hide(2), Scrap MetalSurvivalModerate
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Leather Cloak2 - - - -3 - -Cloak -WorkbenchSmall Tanned Hide, Med Tanned Hide, Leather BeltSurvivalModerate
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Hat (Cowboy, Desperado, .etc) - - - - -1 - -Hat +1 PerWorkbenchMed Tanned Hide, TurpentineSurvivalModerate
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Clipboard Armour14 - - - -30 - -Heavy ArmorStubbornite!: This armour to stubborn to degrade.WorkbenchClipboard (12), Duct Tape (5), Wonder Glue (5), Leather Belt (5), Med Tanned HideSurvivalHard
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Misc.Bandoleer - - - - -5 - -ItemMay 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) WorkbenchSmall Tanned Hide(3), Leather Belt(2), TurpentineSurvivalModerate
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Scrap Scope - - - - - - - -Mod+5 to hit past Short Range (Ignores 5% of range penalties past Short range if using 'Alt. Mods' list)WorkbenchDrinking Glass (2), Scrap MetalMechanicsVery Easy
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Junk Silencer - - - - - - - -ModMakes weapon silent, +8% Crit-Fail chance (May not be mounted on heavy, shotgun or sniper weapons)WorkbenchScrap Metal (2), Tin CanMechanicsModerate
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Sharpen/Weight Melee Weapon - - - - - - - -Mod+1d10 DAM, effect is lost after the first Crit-FailN/AWhet stoneMechanicsModerate