|Pipe Pistol||1d6 B||20/x2||20||.22|
|[[.32 Snub Nose]]||2d4 B||19-20/x3||30||.32|
|Pipe Rifle||2d4 B||20/x3||40||.22|
|Sawed-off||3d4 B||20/x3||10' cone||Shell|
|Pipe Shotgun||3d4 B||20/x3||15' cone||Shell|
|Hunting Shotgun||4d6 B||20/x3||20' cone||Shell|
|Molotov Cocktail||1d8 F||20/x2||10' zone||-|
Weapon modding can be performed at any crafting station with the weapon in question, ranks in the Tinker skill, and Scrap Points. Modding simply increases statistics of the weapon in question (so there are no "special" or notable changes to the item; it simply gets better). Installing Properties ("parts", such as a scope or suppressor) takes the same amount of time, but often are stand-alone changes that apply under certain conditions (such as a scope only helping you aim when you take the time to use it and not "hip-firing").
- Most mods take 1 hour to complete.
Weapon weight is negated when worn.
P-DR: Physical damage reduction. Protects against non-ballistic weapons.
B-DR: Ballistic damage reduction. Protects against firearms.
E-DR: Energy damage reduction. Protects against lasers.
G-PR: Gamma Protection. This number is added to all Gamma Resistance checks.
AC: Armor Class.
Chems & Consumables
Cost: 20 Caps
Craft: 4 Ranks + "Lab Rat" Perk + 1d4 Scrap
Desc: Cures 2d10 HP. Costs 1 AP to use.
First Aid Kit
Cost: 8 Caps
Craft: 2 Ranks + 1d4 Scrap
Desc: Cures 1d6 HP. Costs 4 AP to use. Most commonly used by wastelanders without access to medical knowledge or supplies to create Stimpaks.