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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
35 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
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
46 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
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
59 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
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
65 |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
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