Crafting in Forever Fallout
Forever Fallout has many homebrew Mods and other items which may be crafted at Workbenches.
Many things can be crafted, including the Weapons of Forever Fallout, Clothing and Armour of Forever Fallout, Foods Beverages and Chems of Forever Fallout and Miscellaneous Items in Forever Fallout.
Crafting Ammunition is covered on its own page here: Crafting Ammunition
Crafting Difficulty Homebrew:
A Character's rating in the Repair Skill does not reduce the Complexity of a crafting recipe. When crafting, roll a Test of Intelligence + the listed Skill. The Difficulty is equal to the Complexity of the recipe, minus the number of Perks listed under the Perks section of the recipe. Equipment effects that apply to Skill Tests (such as the Multi-Tool's -1 to Repair Difficulty) are applied to the Difficulty as usual.
Example: Lex has an Intelligence of 7 and a Tagged Repair Skill of 4, has the Gun Nut 2 and Science! 2 Perks and is equipped with a Lab Coat (re-roll 1d20 on INT tests) and a Multi-Tool (Repair Difficulty -1). She is attempting to build a Targeting Computer Mod for a Missile Launcher. The Mod has a Complexity of 6, requires the Gun Nut 2 and the Science! 2 Perks, and is made with the Repair Skill.
Her Target Number is 11*4 (INT+Repair). The Difficulty is the Complexity of 6, minus one for the Gun Nut 2 Perk, minus another for the Science! 2 Perk and minus 1 for the Multi-Tool, coming to a total of 3 (Gun Nut 1 and Science 1 are not counted.) She spends 3 Action Points to add 2d20 to her dice pool and rolls a 6, 12, 10 and 19. With 2 Successes, she fails the test.
But her Lab Coat allows her one re-roll and she chooses to re-roll the 19, getting a 3. The 3 is below her Tagged Skill, yielding 2 Successes and bringing her total to 4 Successes. She is now the proud owner of a Targeting Computer Mod and banks 1 AP for the group.
Recipes in the Armor Workbench are usually gained via the Armorer Perk, but sometimes the Science! Perk applies. (A homebrew correction of the Armorer Perk can be found on the Homebrew Rules List page.)
Unmarked Mod
Many articles of clothing, outfits and armour are decorated with marks, colours or insignia which indicate the wearer belongs to a certain faction (such as Brotherhoood Fatigues or a Vault Jumpsuit.) This process removes all distinguishing characteristics. This Mod is compatible with other armor upgrades (Buttressed Raider, Girded Leather, etc.), a piece of armor can be fitted with both this Mod and an armor upgrade.
Combat Armor, Hexcore
Since 2287, Midwest Brotherhood of Steel scribes were able to develop new materials to improve pre-war combat armor. They generated hexcore plating, a microcomposite material that absorbs impact from both physical and energy attacks. This technique is closely guarded by the Brotherhood, and must be learned from a craftsperson who has the secret.
On top of a piece of Armor's Mod, it may also be fitted with one Upgrade, providing additional effects.
Armor Upgrade
Description.
Chemistry Stations allow the crafting of both Chems and Explosives. Chems generally require the Chemis Perk and Explosives require Demoltion Expert, and sometimes Science!.
Loose Juice
The insane concoction of The Minister, a cult leader operating out of Loyalty Field near Gravestone. Loose Juice acts as food and drink, allows a player to re-roll 1d20 on all Luck Tests and +2 to the Difficulty of all Intelligence Tests.
Black Powder Bomb
Little more than a canvas bag filled with gunpowder and affixed with a short fuse, these simple bombs can still be effective.
Flashbang
Intended as a non-lethal weapon, a flashbang produces a loud noise with a bright flash of light. By 2077, the US military felt a significant addition of high-explosive, adding lethal damage, would be appropriate.
Pipe Bomb
A pipe bomb is an improvised explosive device which uses a tightly sealed section of pipe filled with an explosive material. The fragmentation of the pipe itself creates high velocity shrapnel which tears through armour.
Hot Chicory
A simple beverage of toasted chicory root boiled in water and then strained, hot chicory is often enjoyed as an alternative to coffee.
Catfish Fingers
Strips of catfish that have been battered and deep-fried. Often served with hot sauce.
Cruddy Tees
Traditional French appetizers consisting of sliced or whole raw vegetables which are typically dipped in a vinaigrette or other dipping sauce.
Chitlins
A Southern delicacy made from the stewed large intestines of various mammals.
Chicory Root
A somewhat woody plant of the daisy family, they are cultivated for salad leaves, chicons (blanched buds), or roots , which are baked, ground, and used to brew hot chicory.
Grits
A thick porridge made from boiled cornmeal. Grits can be either savory or sweet, with savory seasonings being more common.
Kansas City Burnt Ends
Flavorful pieces of meat cut from the "point" half of a smoked brahmin brisket. A traditional part of Kansas City barbecue, burnt ends are considered a delicacy in barbecue cooking. The dish is still common in Gravestone.
St. Louis Ribs
The barbecued ribs of a Pig Rat. They are smoked over long periods and rubbed with a sweet tato and bourbon sauce. The dish is a specialty of Booch in Emancipation.
Power Armor Upgrade
Description
Power Armor System
Description
Power Armor Plating
Description
Mister Handy Arms
Mister Handy Arms can be replaced at any Robot Workbench with an INT+Repair Test, Difficulty 2 and 1 hour of work. The Complexity ratings listed in the above charts are for generating a Mister Handy arm for the first time.
Cudgel Arm
A twenty-pound ball of depleted uranium on the end of a Mister Handy arm provides a hefty amount of armour-shattering impact.
Pneumatic Launcher
A series of springs and electric motors allow this cylinder to rapidly compress the local atmosphere and release it, launching whatever is in the tube at high speed.
Mister Hand Base Armor
Mister Handy base armor (Standard Plating, Mister Gusty Plating, etc.) can be replaced at any robot workbench with an INT+Repair Test, Difficulty 2 with 1 hour of work. The Complexity rating listed for Hardened plate is only used when generating the Hardened Plate for the first time.
Hardened Plate
A system of well-fitted microfiber mesh covered in reflective alloy plates, this armour system replaces a Mister Handy's Standard Plating or Mister Gutsy Plating. The system is heavy, reducing the robot's maximum carry weight. All Robot Armor Mods (Primal Plate, etc.) can be applied to the hardened plate.
Robot Mod
Description
Crafting ammunition is covered here: Crafting Ammunition.
Grip, Fast Draw
A smooth, long and curved handle designed for use in the sport of competition fast draw. The shape of the handgrip allows the user to fire and reload quickly. This Mod is available to all single-handed pistols including the .44 Pistol, 10mm Pistol, Pipe Bolt Action, Pipe Gun, Pipe Revolver, Institute Laser, Laser Gun, Plasma Gun and Gamma Gun.
Capacitor, Momentum
Within this capacitor, the momentum of photons is substantially intensified, increasing their relative mass and imbuing the laser beam with more physical damage. This Mod can be applied to the Institute Laser, Laser Musket, Laser Gun and Plasma Gun.
Flamer, Fuel, Napalm
The Flamer's ammunition tank is now loaded with a device which converts the outgoing fuel to napalm. The resulting flaming jelly is much stickier, resulting in more consistent damage.
Plasma Tip
The scientists of the Enclave have honed their knowledge of partially-ionized plasma in order to imbue weapons with an amour-melting point. This mod can be applied to many melee weapons including the Switchblade, Combat Knife, Sword, Stiletto, Fencing Sword and Francisca Axe.
Sledgehammer, Mauler
A series of cruel steel spikes arrayed on the leading edge of the hammer, helping it rend and destroy armor.
.
Many things can be crafted, including the Weapons of Forever Fallout, Clothing and Armour of Forever Fallout, Foods Beverages and Chems of Forever Fallout and Miscellaneous Items in Forever Fallout.
Crafting Ammunition is covered on its own page here: Crafting Ammunition
Crafting Difficulty Homebrew:
A Character's rating in the Repair Skill does not reduce the Complexity of a crafting recipe. When crafting, roll a Test of Intelligence + the listed Skill. The Difficulty is equal to the Complexity of the recipe, minus the number of Perks listed under the Perks section of the recipe. Equipment effects that apply to Skill Tests (such as the Multi-Tool's -1 to Repair Difficulty) are applied to the Difficulty as usual.
Example: Lex has an Intelligence of 7 and a Tagged Repair Skill of 4, has the Gun Nut 2 and Science! 2 Perks and is equipped with a Lab Coat (re-roll 1d20 on INT tests) and a Multi-Tool (Repair Difficulty -1). She is attempting to build a Targeting Computer Mod for a Missile Launcher. The Mod has a Complexity of 6, requires the Gun Nut 2 and the Science! 2 Perks, and is made with the Repair Skill.
Her Target Number is 11*4 (INT+Repair). The Difficulty is the Complexity of 6, minus one for the Gun Nut 2 Perk, minus another for the Science! 2 Perk and minus 1 for the Multi-Tool, coming to a total of 3 (Gun Nut 1 and Science 1 are not counted.) She spends 3 Action Points to add 2d20 to her dice pool and rolls a 6, 12, 10 and 19. With 2 Successes, she fails the test.
But her Lab Coat allows her one re-roll and she chooses to re-roll the 19, getting a 3. The 3 is below her Tagged Skill, yielding 2 Successes and bringing her total to 4 Successes. She is now the proud owner of a Targeting Computer Mod and banks 1 AP for the group.
Armor Workbench, Armor Upgrades
Recipes in the Armor Workbench are usually gained via the Armorer Perk, but sometimes the Science! Perk applies. (A homebrew correction of the Armorer Perk can be found on the Homebrew Rules List page.)
Armor Upgrade | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Unmarked | Removes distinguishing marks | 2 | - | Repair | Common |
Combat Armor, Hexcore | +4 phys DR, +4 energy DR | 7 | Armorer 2 | Repair | Rare |
Unmarked Mod
Many articles of clothing, outfits and armour are decorated with marks, colours or insignia which indicate the wearer belongs to a certain faction (such as Brotherhoood Fatigues or a Vault Jumpsuit.) This process removes all distinguishing characteristics. This Mod is compatible with other armor upgrades (Buttressed Raider, Girded Leather, etc.), a piece of armor can be fitted with both this Mod and an armor upgrade.
Combat Armor, Hexcore
Since 2287, Midwest Brotherhood of Steel scribes were able to develop new materials to improve pre-war combat armor. They generated hexcore plating, a microcomposite material that absorbs impact from both physical and energy attacks. This technique is closely guarded by the Brotherhood, and must be learned from a craftsperson who has the secret.
Armor Workbench, Armor Upgrades
On top of a piece of Armor's Mod, it may also be fitted with one Upgrade, providing additional effects.
Armor Mod | Effect | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Armor Upgrade | |||||
Armor Upgrade
Description.
Chemistry Station, Chems
Chemistry Stations allow the crafting of both Chems and Explosives. Chems generally require the Chemis Perk and Explosives require Demoltion Expert, and sometimes Science!.
Chem | Materials | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Loose Juice | Food Paste x1,
Glowing Fungus x3, Pure Water x1, Uncommon Materials x3 |
4 | Chemist | Science | Rare |
Loose Juice
The insane concoction of The Minister, a cult leader operating out of Loyalty Field near Gravestone. Loose Juice acts as food and drink, allows a player to re-roll 1d20 on all Luck Tests and +2 to the Difficulty of all Intelligence Tests.
Chemistry Station, Explosives
Explosive | Materials | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Black Powder Bomb | Common Materials x2,
Uncommon Materials x2 |
3 | - | Explosives | Common |
Flashbang | Uncommon Materials x3,
Rare Materials x2 |
5 | Demolition Expert,
Science! 2 |
Explosives | Uncommon |
Pipe Bomb | Common Materials x2,
Lead Pipe x1, Uncommon Materials x3 |
4 | Demolition Expert | Explosives | Uncommon |
Black Powder Bomb
Little more than a canvas bag filled with gunpowder and affixed with a short fuse, these simple bombs can still be effective.
Flashbang
Intended as a non-lethal weapon, a flashbang produces a loud noise with a bright flash of light. By 2077, the US military felt a significant addition of high-explosive, adding lethal damage, would be appropriate.
Pipe Bomb
A pipe bomb is an improvised explosive device which uses a tightly sealed section of pipe filled with an explosive material. The fragmentation of the pipe itself creates high velocity shrapnel which tears through armour.
Cooking Station, Beverages
Beverage Recipe | Materials | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Hot Chicory | Chicory Root x1
Dirty Water x1 |
1 | - | Survival | Common |
Hot Chicory
A simple beverage of toasted chicory root boiled in water and then strained, hot chicory is often enjoyed as an alternative to coffee.
Cooking Station, Food
Food Recipe | Materials | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Catfish Fingers | Cooking Oil x1,
Raw Catfish x2 |
3 | - | Survival | Common |
Cruddy Tees | Carrot x1 | 1 | - | Survival | Common |
Cornbread | Corn x1,
Razorgrain x1 |
1 | - | Survival | Common |
Fried Tatos | Tato x2 | 1 | - | Survival | Common |
Grilled Mantis | Honey Mesquite x1,
Mantis Foreleg x2, Wine x1 |
2 | - | Survival | Common |
Grits | Corn x2 | 1 | - | Survival | Common |
Honey Waffles | Common Materials x1,
Honey x1, Razorgrain x2 |
4 | - | Survival | Rare |
Kansas City Burnt Ends | Brahmin Meat x2,
Honey x1 |
3 | - | Survival | Rare |
RadTurkey Bacon | RadTurkey Meat x2 | 1 | - | Survival | Rare |
Roasted Pig Rat | Pig Rat Meat x1 | 2 | - | Survival | Rare |
St. Louis Ribs | Bourbon x1,
Pig Rat Meat x2, Tato x1 |
4 | - | Survival | Rare |
Catfish Fingers
Strips of catfish that have been battered and deep-fried. Often served with hot sauce.
Cruddy Tees
Traditional French appetizers consisting of sliced or whole raw vegetables which are typically dipped in a vinaigrette or other dipping sauce.
Chitlins
A Southern delicacy made from the stewed large intestines of various mammals.
Chicory Root
A somewhat woody plant of the daisy family, they are cultivated for salad leaves, chicons (blanched buds), or roots , which are baked, ground, and used to brew hot chicory.
Grits
A thick porridge made from boiled cornmeal. Grits can be either savory or sweet, with savory seasonings being more common.
Kansas City Burnt Ends
Flavorful pieces of meat cut from the "point" half of a smoked brahmin brisket. A traditional part of Kansas City barbecue, burnt ends are considered a delicacy in barbecue cooking. The dish is still common in Gravestone.
St. Louis Ribs
The barbecued ribs of a Pig Rat. They are smoked over long periods and rubbed with a sweet tato and bourbon sauce. The dish is a specialty of Booch in Emancipation.
Power Armor Station, Power Armor Upgrades
Power Armor Upgrade | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Repair | |||||
Power Armor Upgrade
Description
Power Armor Station, Power Armor Systems
Power Armor System | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Science! | |||||
Power Armor System
Description
Power Armor Station, Power Armor Plating
Power Armor Plating | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Repair | |||||
Power Armor Plating
Description
Robot Workbench, Structural Mods
Mr Handy Arm | Effects | Materials | Complexity | Perks | Skill | Rarity | Purchase Cost |
---|---|---|---|---|---|---|---|
10mm Auto Pistol | Dmg 3, Burst, Fire Rate 4, Range C, Close Quarters, Inaccurate, Reliable | 10mm Pistol x1,
Common Materials x5, Uncommon Materials x3 |
4 | Robotics Expert 1,
Gun Nut 1 |
Repair | Uncommon | 130 |
Buzzsaw | Dmg 3 Phys, Piercing 1 | Common Materials x5,
Uncommon Materials x3 |
4 | Robotics Expert 1 | Repair | Uncommon | 75 |
Cudgel | Melee Dmg 5 Phys, Shattering | Common Materials x5,
Uncommon Materials x3 |
4 | Robotics Expert 1,
Blacksmith 1 |
Repair | Uncommon | 120 |
Flamer | Flamer | Common Materials x5,
Flamer x1, Uncommon Materials x3 |
4 | Robotics Expert 1,
Gun Nut 2 |
Repair | Uncommon | 187 |
Laser Emitter | Laser Gun | Common Materials x5,
Laser Gun x1, Uncommon Materials x3 |
4 | Robotics Expert 1,
Science! 1 |
Repair | Uncommon | 119 |
Pincer | Unarmed Dmg 2 Phys,
Manipulate objects up to 40lbs |
Common Materials x5,
Uncommon Materials x3 |
4 | Robotics Expert 1 | Repair | Uncommon | 50 |
Power Pincer | Unarmed Dmg 3 Phys Vicious,
Manipulate objects up to 60lbs |
Common Materials x6,
Uncommon Materials x4, Rare Materials x2 |
5 | Robotics Expert 2 | Repair | Uncommon | 65 |
Pneumatic Launcher | +1 Range on all Thrown Explosives or Throwing Weapons | Common Materials x6,
Uncommon Materials x4, Rare Materials x2 |
5 | Robotics Expert 2,
Science! 2 |
Repair | Uncommon | 99 |
Mister Handy Arms
Mister Handy Arms can be replaced at any Robot Workbench with an INT+Repair Test, Difficulty 2 and 1 hour of work. The Complexity ratings listed in the above charts are for generating a Mister Handy arm for the first time.
Cudgel Arm
A twenty-pound ball of depleted uranium on the end of a Mister Handy arm provides a hefty amount of armour-shattering impact.
Pneumatic Launcher
A series of springs and electric motors allow this cylinder to rapidly compress the local atmosphere and release it, launching whatever is in the tube at high speed.
Robot Workbench, Robot Armor
Robot Armor | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Hardened Plate | Base DR 5/5/0,
Carry Weight -20lbs. |
4 | Armorer 2,
Robotics Expert 1 |
Repair | Uncommon |
Mister Hand Base Armor
Mister Handy base armor (Standard Plating, Mister Gusty Plating, etc.) can be replaced at any robot workbench with an INT+Repair Test, Difficulty 2 with 1 hour of work. The Complexity rating listed for Hardened plate is only used when generating the Hardened Plate for the first time.
Hardened Plate
A system of well-fitted microfiber mesh covered in reflective alloy plates, this armour system replaces a Mister Handy's Standard Plating or Mister Gutsy Plating. The system is heavy, reducing the robot's maximum carry weight. All Robot Armor Mods (Primal Plate, etc.) can be applied to the hardened plate.
Robot Workbench, Robot Mods
Robot Mod | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Science | |||||
Robot Mod
Description
Tinker's Workbench, Ammunition
Crafting Ammunition
Crafting ammunition is covered here: Crafting Ammunition.
Weapon Workbench, Small Guns
Small Guns Mod | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Grip, Fast Draw | +1 Fire Rate | 5 | Gun Nut 3 | Repair | Uncommon |
Grip, Fast Draw
A smooth, long and curved handle designed for use in the sport of competition fast draw. The shape of the handgrip allows the user to fire and reload quickly. This Mod is available to all single-handed pistols including the .44 Pistol, 10mm Pistol, Pipe Bolt Action, Pipe Gun, Pipe Revolver, Institute Laser, Laser Gun, Plasma Gun and Gamma Gun.
Weapon Workbench, Energy Weapon Mods
Energy Weapon Mod | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Capacitor,
Extended |
+1 Fire Rate | 3 | Science! 1 | Science | Uncommon |
Capacitor,
Momentum |
Remove all Piercing,
Remove all Breaking, Gain Shattering |
3 | Science! 1 | Science | Uncommon |
Capacitor,
Overdriven |
+1 Damage,
+1 Fire Rate |
4 | Science! 2 | Science | Uncommon |
Barrel,
Positron Accelerator |
+1 Fire Rate | 3 | Science! 1 | Science | Uncommon |
Capacitor, Momentum
Within this capacitor, the momentum of photons is substantially intensified, increasing their relative mass and imbuing the laser beam with more physical damage. This Mod can be applied to the Institute Laser, Laser Musket, Laser Gun and Plasma Gun.
Weapons Workbench, Big Guns Mods
Big Gun Mods | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Broadsider,
Barrel, Light |
Remove
Inaccurate |
2 | Gun Nut 1 | Repair | Uncommon |
Broadsider,
Grip, Steady |
Re-roll
Hit Location |
2 | Gun Nut 1 | Repair | Uncommon |
Broadsider,
Canister, Multi Shot |
+2 Fire Rate | 5 | Gun Nut 3 | Repair | Uncommon |
Flamer,
Fuel, Napalm |
+1 Dmg | 3 | Chemist | Repair | Uncommon |
Flamer,
Barrel, Long |
Remove
Inaccurate |
3 | Gun Nut 1 | Repair | Uncommon |
Flamer,
Tank, Large |
+1 Fire Rate | 3 | Gun Nut 2 | Repair | Uncommon |
Flamer,
Tank, Huge |
+2 Fire Rate | 4 | Gun Nut 3 | Repair | Uncommon |
Flamer,
Nozzle, Compression |
+1 Dmg | 3 | Gun Nut 1,
Science! 1 |
Repair | Uncommon |
Flamer,
Nozzle, Vaporization |
+1 Dmg,
Vicious |
4 | Gun Nut 2,
Science! 1 |
Repair | Uncommon |
Flamer, Fuel, Napalm
The Flamer's ammunition tank is now loaded with a device which converts the outgoing fuel to napalm. The resulting flaming jelly is much stickier, resulting in more consistent damage.
Weapons Workbench, Melee Weapon Mods
Melee Weapon Mods | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Cattle Prod, Boosted Power Pack | +3 Damage | 4 | Blacksmith 1,
Science! 2 |
Repair | Uncommon |
Ice Axe, Sharp | +1 Damage,
Gain Persistent |
2 | Blacksmith 1 | Repair | Uncommon |
Pickaxe, Sharp | +1 Damage,
Gain Persistent |
2 | Blacksmith 1 | Repair | Uncommon |
Plasma Tip (Many Weapons) | +2 Damage,
Gain Piercing, Change Damage Type to Energy |
7 | Blacksmith 3,
Science! 3 |
Repair | Rare |
Pre-War Super Sledge, Heavy | +1 Damage | 3 | Blacksmith 1 | Repair | Uncommon |
Pre-War Super Sledge, Heating Coil | +2 Damage,
Change Damage Type to Energy |
5 | Blacksmith 2 | Repair | Uncommon |
Pre-War Super Sledge, Stun Pack | +3 Damage,
Gain Stun, Change Damage Type to Energy |
6 | Blacksmith 3,
Science! 1 |
Repair | Uncommon |
Sledgehammer, Mauler | +2 Damage,
Gain Shattering |
3 | Blacksmith 3 | Repair | Uncommon |
Super Sledge, Mauler | +2 Dmg,
Remove Breaking, Gain Shattering |
3 | Blacksmith 3 | Repair | Uncommon |
Plasma Tip
The scientists of the Enclave have honed their knowledge of partially-ionized plasma in order to imbue weapons with an amour-melting point. This mod can be applied to many melee weapons including the Switchblade, Combat Knife, Sword, Stiletto, Fencing Sword and Francisca Axe.
Mod | Name Prefix | Effect | Wt | Cost | Rarity |
---|---|---|---|---|---|
Plasma Tip | Plasma | +2 Damage,
Gain Piercing, Change Damage Type to Energy |
- | +250 | Rare |
Sledgehammer, Mauler
A series of cruel steel spikes arrayed on the leading edge of the hammer, helping it rend and destroy armor.
Weapons Workbench, Shield Mods
Shield Mod | Name
Prefix |
Effect | Perks | Skill | Rarity |
---|---|---|---|---|---|
Boss, Padded | Padded | Shield Cover now applies
to Blast Damage from any source |
- | Repair | Common |
Boss, Lead-Lined | Lead-Lined | Shield Cover now applies
to Rad Damage from any source |
Armorer 1 | Repair | Uncommon |
Boss, Banded | Banded | Add 1 to Shield rating | Armorer 2 | Repair | Uncommon |
Boss, Fortified | Fortified | Add 2 to Shield rating | Armorer 3 | Repair | Uncommon |
Boss, Weighted | Weighted | Gain Piercing | Armorer 4 | Repair | Uncommon |
Spike, Heavy | Heavy | +1 Damage | Blacksmith 2 | Repair | Uncommon |
Spike, Extra Heavy | Extra
Heavy |
+2 Damage | Blacksmith 3 | Repair | Uncommon |
Weapons Workbench, Unarmed Weapons Mods
Unarmed
Weapon Mod |
Effect | Complexity | Perks | Skill | Rarity |
Ballistic Fist,
Heavy |
+1 Damage | 3 | Blacksmith 1 | Repair | Uncommon |
Ballistic Fist,
Bladed |
+1 Damage,
Gain Persistent |
4 | Blacksmith 2 | Repair | Uncommon |
Ballistic Fist,
Reinforced Plate |
+2 Damage | 4 | Blacksmith 2 | Repair | Uncommon |
Ballistic Fist,
Stun Pack |
+3 Damage,
Gain Stun |
6 | Blacksmith 3,
Science! 1 |
Repair | Uncommon |
Deathclaw
Gauntlet, Extra Claw |
+1 Damage
On successful attack, spend 2 AP to disarm |
1 | Blacksmith 1 | Repair | Uncommon |
Mace Glove,
Heavy |
+1 Damage | 2 | Blacksmith 1 | Repair | Uncommon |
Mace Glove,
Electrified |
+2 Damage,
Change damage to Energy |
4 | Blacksmith 2,
Science! 1 |
Repair | Uncommon |
Mace Glove,
Uranium Head |
Gain Radioactive | 5 | Blacksmith 2,
Science! 2 |
Repair | Uncommon |
Weapons Workbench, Throwing Weapons Mods
Throwing Weapon Mod | Effects | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Bow,
Silk Bowstring |
+1 Damage | 2 | Blacksmith 1 | Repair | Uncommon |
Bow,
Polyethylene Bowstring |
+2 Damage | 3 | Science! 1 | Repair | Uncommon |
Bow,
Sharpshooter's Grip |
Piercing +1 | 3 | Gun Nut 1 | Repair | Uncommon |
Bow,
Reflex Sight |
reroll Hit Location | 2 | - | Repair | Common |
Combat Bolt | - | 4 | Blacksmith 1 | Repair | Uncommon |
Combat Crossbow,
Synthetic Bowstring |
+1 Damage,
Piercing +1 |
3 | Science! 1 | Repair | Uncommon |
Combat Crossbow,
Heavy Bowstring |
+2 Damage,
Piercing +1 |
4 | Science! 2 | Repair | Uncommon |
Combat Crossbow,
Energized Bowstring |
+3 Damage,
Piercing +1 |
6 | Science! 3 | Repair | Uncommon |
Combat Crossbow,
Atomic Bowstring |
+4 Damage,
Piercing +1 |
7 | Science! 4 | Repair | Uncommon |
Combat Crossbow,
Repeating Feed |
+1 Fire Rate | 4 | Blacksmith 1 | Repair | Uncommon |
Combat Crossbow,
Rapid Feed |
+2 Fire Rate | 5 | Blacksmith 2 | Repair | Uncommon |
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