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GeneralNote on 'Elemental' Mods
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NameModEffectValue (Merchant)Elemental Mods (E.Mods)Elemental Mod TypeElemental Mod Critical Effect
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Any Melee/Unarmed WeaponSharpened/Weighted+DAM equal to (AP cost/5), Effect is lost after the first Crit-Fail1/4 base cost of modded weaponE.Mods trigger when the character rolls low enough on a successful hit. An attack must be able to cause damage past the target's DT for an E.Mod to take effect. Only one Elemental Mod can be applied to a weapon. E.Mod damage is not multiplied on a Crit, instead check the table to the right for its Crit effect. Spirits consider E.Modded weapons an insult and refuse to inhabit or imbue them. E.Mod damage ignores DT but is effected by resistances, so it may be best to roll the E.Mod damage separately to your normal damage. For example, if 2 attacks triggered a Shocking E.Mod then you could roll the 2x2d10 lightning damage after working out the regular damage and then apply any resistances to the result. E.Mods do not effect all targets, see the notes to the right.FireOnly effects biological opponentsSets target on fire for 3 turns causing the E.Mod's listed fire damage per turn. This is in addition to the fire damage caused by the hit and can stack with multiple crits.
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LightningOnly effects living biological opponents or machinesOn living Biological opponents a Crit drains AP equal to half the lightning damage dealt (rounded up) during the target's next turn (can only happen once per turn, use the highest drain). On machines causes 3x listed lightning damage as AX damage.
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Any Melee/Unarmed WeaponBalanced+5 to hit, +5 to parry1/2 base cost of modded weaponPoisonOnly effects living biological opponentsLiving Biological opponents suffer a -3 on their attempt to resist the Poison's effect and suffer a -10 to all skill checks until the end of their next turn. The skill check penalty does not stack with multiple crits.
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Any Melee/Unarmed WeaponTemperedGives 50% chance to ignore an increment of Weapon Degradation when suffering a Critical Fail1/2 base cost of modded weaponBloodOnly effects living biological opponentsCauses Living Biological opponents to bleed profusely, dealing twice as much bleed damage per turn as listed and causing Movement actions to cost +5AP. The improved bleeding effect can stack but the Movement penalty does not.
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ForceEffects any opponent. Large targets less soStores a critical amount of kinetic energy to send the opponent flying on the final attack. The target suffers a -3 on their STR check to resist the knockback. Size 3 targets can be effected on a critical, but are knocked back half as far.
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Weapon Mods are usually only sold by weapon merchants(The following are optional rules)Merchants will not buy a player-made Mod
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Tier 1Weapon Mods are generally Rare(Unless required) a Workbench grants +10 Mech OR ScienceCreating a Mod requires a WorkbenchExample: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
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SwitchbladeMagi-steel Edged BladeWeapon becomes Armor Piercing (light)50Mechanics: 15 OR Melee: 30--
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KnifeMagi-steel Edged BladeWeapon becomes Armor Piercing (light)50Mechanics: 15 OR Melee: 30--
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Shocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Venomous E.Mod
(Poison)
A roll of 01-30 to hit causes the target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets.100Mechanics: 20 OR Survival: 40Mechanics: 40 OR Survival: 80Box of Materials (12), DetergentORBleach (5), 2xPoison Glands (2x25)
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MacheteRed Hot Blade E.Mod
(Fire)
A roll of 01-30 to hit causes +2d10 fire damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), Bundle of Components (20), Spark Cell (1)
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Shocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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SickleShocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Venomous E.Mod
(Poison)
A roll of 01-30 to hit causes the target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets.100Mechanics: 20 OR Survival: 40Mechanics: 40 OR Survival: 80Box of Materials (12), DetergentORBleach (5), 2xPoison Glands (2x25)
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SwordRed Hot Blade E.Mod
(Fire)
A roll of 01-30 to hit causes +2d10 fire damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), Spark Cell (1)
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Shocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Knife SpearForged Spear Head+5 Dam50Mechanics: 30 OR Melee: 60--
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Magi-steel Edged BladeWeapon becomes Armor Piercing (light)50Mechanics: 15 OR Melee: 30--
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Lead PipeSpiky Bits E.Mod (Blood)A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated75Mechanics: 20 OR Melee: 40Mechanics: 30 OR Melee: 603xBox of Materials (3x12), 2xScrap Metal (2x1)
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Impact E.Mod
(Force)
A roll of 01-30 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.100Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5)
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Nail BoardSpiky Bits E.Mod (Blood)A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated75Mechanics: 20 OR Melee: 40Mechanics: 30 OR Melee: 603xBox of Materials (3x12), 2xScrap Metal (2x1)
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Cattle ProdMagic Wand E.Mod (Force)A roll of 01-30 to hit knocks the target back 2 yards per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.150Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Police BatonShocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Spiky Bits E.Mod (Blood)A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated75Mechanics: 20 OR Melee: 40Mechanics: 30 OR Melee: 603xBox of Materials (3x12), 2xScrap Metal (2x1)
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Impact E.Mod
(Force)
A roll of 01-30 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.100Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5)
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Shovel SpearShocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Spiky Bits E.Mod (Blood)A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated75Mechanics: 20 OR Melee: 40Mechanics: 30 OR Melee: 603xBox of Materials (3x12), 2xScrap Metal (2x1)
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Pool CueImpact E.Mod
(Force)
A roll of 01-30 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.100Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5)
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Tire IronShocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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9 IronMagic Wand E.Mod (Force)A roll of 01-30 to hit knocks the target back 2 yards per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.150Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Brass ShoesSpiky Bits E.Mod (Blood)A roll of 01-30 to hit causes target to bleed for +1d10 damage per turn until treated75Mechanics: 20 OR Unarmed: 40Mechanics: 30 OR Melee: 603xBox of Materials (3x12), 2xScrap Metal (2x1)
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Impact E.Mod
(Force)
A roll of 01-30 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.100Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 10xMFC (10x1.5)
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Mantis HelmetCreate Mantis HelmetCreates a Mantis Helmet--Mechanics: 75 (Good), 50 (Used), 25 (Poor)Spare Helmet (25), Box of Materials (12), Giant Mantis Claw (25) [Rare, with Survival 50+ a useful Claw can usually be harvested from a dead Giant Mantis]
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King Mantis Claw+5 Dam100Mechanics: 30 OR Unarmed: 60-King Mantis Claw (100) [Rare, can also be used to Create Mantis Helmet]
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Bladed HelmetRed Hot Blade E.Mod
(Fire)
A roll of 01-30 to hit causes +2d10 fire damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), Spark Cell (1)
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Shocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Zebra SwordRed Hot Blade E.Mod
(Fire)
A roll of 01-30 to hit causes +2d10 fire damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), Spark Cell (1)
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Shocking E.Mod
(Lightning)
A roll of 01-30 to hit causes +2d10 lightning damage75Mechanics: 20 OR Science: 20Mechanics: 40 OR Science: 40Box of Materials (12), 2xBundle of Components (2x20), 5xSpark Cell (5x1)
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Venomous E.Mod
(Poison)
A roll of 01-30 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets.100Mechanics: 20 OR Survival: 40Mechanics: 40 OR Survival: 80Box of Materials (12), DetergentORBleach (5), 2xPoison Glands (2x25)
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WingbladesThunder Wings E.Mod (Lightning)A roll of 01-40 to hit causes +4d10 lightning damage150Mechanics: 40 OR Science: 40Mechanics: 80 OR Science: 80Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Tier 2Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
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Combat KnifeHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Toxic E.Mod
(Poison)
A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets.200Mechanics: 40 OR Survival: 80Mechanics: 60 AND Survival: 40Box of Materials (12), 2xRed Herb (2x5* Price varies based on supply),
4xPoison Glands (4x25)
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CutlassBurning Blade E.Mod
(Fire)
A roll of 01-40 to hit causes +2d10 fire damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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High Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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HatchetBurning Blade E.Mod
(Fire)
A roll of 01-40 to hit causes +2d10 fire damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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High Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Dress CaneSmashing E.Mod (Force)A roll of 01-40 to hit knocks the target back 2 yards per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.300Mechanics: 40 OR Science: 40Mechanics: 75 OR Science: 75Box of Materials (12), Bundle of Components (20), 2xMagic Fission Battery (2x75)
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War ClubHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Forceful E.Mod
(Force)
A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.200Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75)
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Baseball BatBarbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 OR Melee: 60Mechanics: 60 OR Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Forceful E.Mod
(Force)
A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.200Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75)
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SledgehammerHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Forceful E.Mod
(Force)
A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.200Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75)
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Rebar ClubBarbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 OR Melee: 60Mechanics: 60 OR Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Smashing E.Mod (Force)A roll of 01-40 to hit knocks the target back 2 yards per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.300Mechanics: 40 OR Science: 40Mechanics: 75 OR Science: 75Box of Materials (12), Bundle of Components (20), 2xMagic Fission Battery (2x75)
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Steel SawSteel Saw Improved Motor+5 Dam250Mechanics: 50 (requires Workbench)Mechanics: 80 Salvaging another Steel Saw [Used or Better] (250)
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Spiked ShoesBarbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 OR Unarmed: 60Mechanics: 60 OR Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Forceful E.Mod
(Force)
A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.200Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75)
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Yao Guai HelmetCreate Yaoi Guai HelmetCreates a Yaoi Guai Helmet--Mechanics: 75 (Good), 50 (Used), 25 (Poor)Spare Helmet (25), Box of Materials (12), Yaoi Guai Claw (200) [Rare, with Survival 75+ one useful Claw can usually be harvested from a dead Yaoi Guai]
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Grizzly Yaoi Guai Claw+5 Dam300Mechanics: 40 OR Unarmed: 80-Grizzly Yaoi Guai Claw (250) [V.Rare, can also be used to create Yaoi Guai Helmet]
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Bear Trap HoofBear Trap Heavy Duty Springs+5 Dam300Mechanics: 50 (requires Workbench)Mechanics: 75Salvaging another Bear Trap Hoof [Used or Better] (300)
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High Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Barbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 OR Unarmed: 60Mechanics: 60 OR Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Solaris HoofBlazing Hoof E.ModA roll of 01-40 to hit causes +2d10 fire damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Forceful E.Mod
(Force)
A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.200Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), 2xBundle of Components (2x20), Magic Fission Battery (75)
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Magic Energy SpearImproved Energy Focus+5 Dam
400Mechanics: 50 OR Science: 50Mechanics: 75 OR Science: 75Salvaging another Magic Energy Spear [Used or Better] (500)
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Overcharged Spear TipWeapon becomes Armor Piercing (light)250Mechanics: 50 OR Science: 50Mechanics: 75 OR Science: 75Salvaging a Magic Pistol (50), Bundle of Components (20), Magic Fission Battery (75)
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Crystal LanceHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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RapierHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Toxic E.Mod
(Poison)
A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets.200Mechanics: 40 OR Survival: 80Mechanics: 60 AND Survival: 40Box of Materials (12), 2xRed Herb (2x5* Price varies based on supply),
4xPoison Glands (4x25)
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ScytheHigh Voltage E.Mod
(Lightning)
A roll of 01-40 to hit causes +2d10 lightning damage150Mechanics: 30 OR Science: 30Mechanics: 60 OR Science: 60Box of Materials (12), Bundle of Components (20), Magic Fission Battery (75)
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Barbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 OR Melee: 60Mechanics: 60 OR Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Body SpikesBarbed E.Mod (Blood)A roll of 01-40 to hit causes target to bleed for +1d10 damage per turn until treated150Mechanics: 30 OR Unarmed: 60Mechanics: 60 OR Melee: 1002xBox of Materials (2x12), Good-quality Barbed Wire [Rare] (100)
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Tier 3Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
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Cosmic KnifeShocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 OR Science: 40Mechanics: 80 OR Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Venomous E.Mod
(Poison)
A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END-1 check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets.500Mechanics: 50 OR Survival: 100Mechanics: 75 AND Survival: 50Box of Materials (12), 10xRed Herb (10x5* Price varies based on supply),
2xLethal Poison Gland (2x150) [Rare, with Survival 80+ these can usually be harvested from dead giant highly venomous beasties]
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Bowie KnifeShocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 OR Science: 40Mechanics: 80 OR Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Venomous E.Mod
(Poison)
A roll of 01-40 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END-1 check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets.500Mechanics: 50 OR Survival: 100Mechanics: 75 AND Survival: 50Box of Materials (12), 10xRed Herb (10x5* Price varies based on supply),
2xLethal Poison Gland (2x150) [Rare, with Survival 80+ these can usually be harvested from dead giant highly venomous beasties]
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GladiusInfernal Blade E.Mod
(Fire)
A roll of 01-40 to hit causes +3d10 fire damage400Mechanics: 40 AND Science: 40Mechanics: 75 AND Science: 75Box of Materials (12), Zebra Flame Fetish (300) [V.Rare]
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Shocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 OR Science: 40Mechanics: 80 OR Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Bumper SwordInfernal Blade E.Mod
(Fire)
A roll of 01-40 to hit causes +3d10 fire damage400Mechanics: 40 AND Science: 40Mechanics: 75 AND Science: 75Box of Materials (12), Zebra Flame Fetish (300) [V.Rare]
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Shocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 OR Science: 40Mechanics: 80 OR Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Thunder HammerCreate Thunder HammerCreates a Thunder Hammer--Science: 25 AND Mechanics: 75 (Good), 50 (Used), 25 (Poor)Sledgehammer (250), 2xBox of Materials (2x12), Bundle of Components (20), 4xMagic Fission Battery (4x75)
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Earthshaker E.Mod (Force)A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.500Mechanics: 50 OR Science: 50Mechanics: 75 OR Science: 75Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare]
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ChainsawChainsaw Alloy FrameReduces Wg by 8600Mechanics: 50 (requires Workbench)--
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Chainsaw Improved Motor+5 Dam1200Mechanics: 75 (requires Workbench)Mechanics: 75Salvaging another Chainsaw [Used or Better] (1500)
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Chainsaw Diamond-Edged TeethWeapon becomes Armor Piercing1200Mechanics: 50 (requires Workbench)--
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ShishkebabCreate ShishkebabCreates a Shishkebab--Science: 25 AND Mechanics: 75 (Good), 50 (Used), 25 (Poor)Cutlass [Used or Better] (250), Box of Materials (12), Bundle of Components (20), MotorScooter Gas Tank (100), 4xHigh Quality Scrap Metal [Rare, to make Flame-Resistant Scabbard etc] (4x50), Lots of Fuel (200)
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RipperRipper Improved Motor+5 Dam1200Mechanics: 75 (requires Workbench)Mechanics: 75Salvaging another Ripper [Used or Better] (1200)
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Fire AxeInfernal Blade E.Mod
(Fire)
A roll of 01-40 to hit causes +3d10 fire damage400Mechanics: 40 AND Science: 40Mechanics: 75 AND Science: 75Box of Materials (12), Zebra Flame Fetish (300) [V.Rare]
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Shocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 OR Science: 40Mechanics: 80 OR Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Plasma LanceBaleful Blade E.Mod
(Fire)
A roll of 01-50 to hit causes +4d10 fire damage and +4d10 RADS. User gains +1d10 RADS.1000Mechanics: 50 AND Science: 50Mechanics: 50 AND Science: 100Box of Materials (12), 2xBundle of Components (2x20), Balefire Egg (125), Salvaging 2xPlasma Pistols (2x200)
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Hellhound HelmetCreate Hellhound HelmetCreates a Hellhound Helmet--Mechanics: 100 (Good), 75 (Used), 50 (Poor)Spare Helmet (25), Box of Materials (12), Hellhound Claw (1000) [Rare, with Survival 90+ one useful Claw can usually be harvested from a dead Hellhound]
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Hellhound Alpha Claw+5 Dam1500Mechanics: 50 OR Unarmed: 100-Hellhound Alpha Claw (1500) [V.Rare, can be used to Create Hellhound Helmet]
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Zap SockEarthshaker E.Mod (Force)A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.500Mechanics: 50 OR Science: 50Mechanics: 75 OR Science: 75Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare]
108
Power HoofShocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 OR Science: 40Mechanics: 80 OR Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Earthshaker E.Mod (Force)A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.500Mechanics: 50 OR Science: 50Mechanics: 75 OR Science: 75Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare]
110
Displacer SockShocking E.Mod
(Lightning)
A roll of 01-40 to hit causes +3d10 lightning damage400Mechanics: 40 OR Science: 40Mechanics: 80 OR Science: 80Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
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Supercharged Solaris HoofSupercharge Solaris HoofCreates a Supercharged Solaris Hoof--Mechanics: 50 AND Science: 100Solaris Hoof (300), Box of Materials (12), Bundle of Components (20), Magic Fusion Battery (300) [Rare]
112
Earthshaker E.Mod (Force)A roll of 01-40 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.500Mechanics: 50 OR Science: 50Mechanics: 75 OR Science: 75Box of Materials (12), 2xBundle of Components (2x20), Magic Fusion Battery (300) [Rare]
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Tier 4Example: Box of Materials (12) = You need 1 Box of Materials with a value of 12 caps
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NameModEffectValue (Merchant)Skill Requirement to Install ModSkill Requirement to Create ModConstruction Materials
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KatanaKatana Authentic Blade+5 Dam1200Mechanics: 60--
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Iaido SayaAllows Katana to be drawn and attack in the same motion for 25AP. This attack deals +2d10 damage. Katana must be sheathed to perform this attack.1000Mechanics: 25 OR Melee: 25--
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Enchanted Zebra SwordMagical Flux CapacitorBonus elemental damage caused by the Enchantment is increased to +4d10 (from +2d10)1500Mechanics: 75 AND Science: 50--
119
Crystal SwordBaleful Blade E.Mod
(Fire)
A roll of 01-50 to hit causes +4d10 fire damage and +4d10 RADS. User gains +1d10 RADS.1000Mechanics: 50 AND Science: 50Mechanics: 50 AND Science: 100Box of Materials (12), 2xBundle of Components (2x20), Balefire Egg (125), Salvaging 2xPlasma Pistols (2x200)
120
Zebra Thunder AxeThunderous E.Mod (Lightning)A roll of 01-50 to hit causes +3d10 lightning damage1000Mechanics: 50 OR Science: 50Mechanics: 75 AND Science: 50Box of Materials (12), Bundle of Components (20), 2xMagic Fusion Battery (2x300) [Rare]
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Thermic LanceThunderous E.Mod (Lightning)A roll of 01-50 to hit causes +3d10 lightning damage1000Mechanics: 50 OR Science: 50Mechanics: 75 AND Science: 50Box of Materials (12), Bundle of Components (20), 2xMagic Fusion Battery (2x300) [Rare]
122
Super SledgeUnstoppable E.Mod (Force)A roll of 01-50 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.500Mechanics: 50 OR Science: 50Mechanics: 75 OR Science: 75Box of Materials (12), 2xBundle of Components (2x20), 2xMagic Fusion Battery (2x300) [Rare]
123
Auto AxeAuto Axe Improved Motor+5 Dam2500Mechanics: 90 (requires Workbench)Mechanics: 90Salvaging another Auto Axe [Good or Better] (3000)
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Industrial ShoeIndustrial Shoe Improved Motor+5 Dam2500Mechanics: 90 (requires Workbench)Mechanics: 90Salvaging another Industrial Shoe [Good or Better] (2800)
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Ballistic HoofUnstoppable E.Mod (Force)A roll of 01-50 to hit knocks the target back 1 yard per 10 damage dealt unless it passes a STR-2 check. Knockback(s) are worked out after all your attacks are finished. Size 1+ targets count STR as 2 higher. Size 3 targets are immune.500Mechanics: 50 OR Science: 50Mechanics: 75 OR Science: 75Box of Materials (12), 2xBundle of Components (2x20), 2xMagic Fusion Battery (2x300) [Rare]
126
Enclave Battle TailThunderous E.Mod (Lightning)A roll of 01-50 to hit causes +3d10 lightning damage1000Mechanics: 50 OR Science: 50Mechanics: 75 AND Science: 50Box of Materials (12), Bundle of Components (20), 2xMagic Fusion Battery (2x300) [Rare]
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Lethal E.Mod
(Poison)
A roll of 01-50 to hit causes target to lose 1 STR and 1 AGI (stacking to a minimum of 1) unless it passes an END-2 check with a +1 for every 10 points of Poison Resist the target has. Poison lasts for 3 turns on size 1 targets or smaller. Lasts 1 turn on larger targets.1000Mechanics: 60 AND Survival: 30Mechanics: 75 AND Survival: 50Box of Materials (12), 10xRed Herb (10x5* Price varies based on supply),
4xLethal Poison Gland (4x150) [Rare, with Survival 80+ these can usually be harvested from dead giant highly venomous beasties]