Here are my extra crafting and settlement crafting homebrew rules. Some people might find them useful (note this contains some setting specific information from my campaign, but feel free to ignore it and use what you like):
Fallout Fredericton House Rules and Additional Crafting
Persistent damage: Instead of auto-ending on an agi+athletics with difficulty equal to turns of ongoing, test is difficulty 1 and reduces ongoing by one turn. For every 1AP spent on a success, reduce it by another turn.
Non-Lethal quality and attacks: I have added a new weapon quality called “non-lethal”. Please add this quality to basic unarmed attacks (ones without any “unarmed” weapons such as knuckles, etc.) , as well as to the “boxing glove” unarmed attack. Also add it to attacks with the “stun baton” melee weapon. Weapons that have this quality can be used to make non-lethal attacks without penalty. Note that the base boxing gloves can only make non-lethal attacks. You must declare an attack as non-lethal before making the attack. Non-lethal attacks reduce HP as normal, but if they reduce a target to 0HP, they instead reduce it to 1HP and they are knocked unconscious. At the beginning of each of the target’s turns it can make an end+survival check to wake up, with the difficulty being 1+number of injuries. If the target was also stunned when knocked out (for instance from a head injury, including the attack that knocked them out, or from a stun weapon affect, again including the attack that knocked them out, the difficulty is increased by 1 (in addition to the 1 from the injury if it were due to a head injury), until the stun effect ends. If a stimpack or first aid is applied to treat an injury or restore HP on the target, you may spend 1AP to also wake up the unconscious target, otherwise you can instead do a first aid check to wake them up (difficulty 0+number of injuries+1 if they are stunned), or use a stimpack to only wake them up.
Addiction: Addictions will be treated as diseases (except they do not spread), and have a disease duration of 4 if they have an addiction rating of 1, 2 if they have an addiction rating of 2, or 1 if they have an addiction rating of 3 (except for ultra jet, which has infinite duration). The addiction penalties do not go away until the addiction is completely treated down to 0 duration. If you take the drug or any related drug (jet fuel for jet, for example) before the duration has been reduced to 0, it goes back up to its original duration.
Swarm rules: NPCs that are identical and attacking with the same weapon from the same distance can act as a swarm up to 15 “small” enemies, 8 normal enemies or 3 “big” creatures can be in a swarm. Swarming creatures attack as 1 and get +1d20 for each attacking creature beyond the first to a max of 4d20. For “small” creatures, each additional creature adds +1CD to the damage, for normal creatures it is +2CD, and for “big” creatures it si +3CD. For each creature beyond the first in a swarm, the critical damage threshold is increased by 1 (so 2 creatures would need to deal 6 damage to cause an injury, 3 would need 7 damage, etc.).
Terrifying Presence Perk: You can take this perk if you have greater than 5 but lower than 8 CHA. If you do, it only applies if you are a super mutant or wearing power armor.
Robot Consumables
While robots have a robot repair kit which acts as a stimpak, these are some additional “chems” for robots. These items are designed to give robots some temporary benefit, usually with some delayed downside, just as most chems give non-robots a temporary benefit and risk addiction.
Item | Effects | Duration | Downside | Weight | Cost | Rarity |
---|---|---|---|---|---|---|
Advanced Robot Repair Kit | Heal 8HP to a robot or power armour (or heal up to 2 injuries | instant | none | <1 | 150 | 4 |
Reflective coating | +2 ER | lasting | Corrosive: When the duration ends, roll 1CD for each time a coating was applied today. If an effect is rolled, reduce ER and DR by 1 until repaired. This counts as an injury | 1 | 75 | 3 |
Hyper coolant | Extra actions cost 1 less AP | brief | Vent coolant: When the duration ends, stunned for a round | 3 | 50 | 3 |
Advanced Coolant | Gain one free action point at the start of each round | lasting | Flush coolant: When the duration ends, stunned until a 1 hour repair action is taken to flush coolant | 3 | 75 | 4 |
Afterburner | Gain the ability to fly, being able to access zones above the battlefield. Unlike most flying creatures, robots can hover so do not need to move each round to maintain flight | brief | When the duration ends, thruster is overheated for one round and the robot cannot move between zones while it cools down. In addition, if the robot is a zone or more above the ground, it falls, taking falling damage and landing prone | 2 | 50 | 2 |
Actuator over-loaders | Re-roll 1d20 on all str and end tests, +3 max HP | lasting | Worn out actuators: When the duration ends, roll 1 CD for each over-loader used today, if 2 or more effects are rolled, your actuators have burnt out, increasing difficulty of all str and end tests until repaired. This counts as an injury | 2 | 50 | 3 |
Super actuator over-loaders | Reduce the difficulty of all STR and END tests by 1, +4 max HP, Gain 3AP immediately (lost if not spent), extra actions cost 1 less AP | brief | Worn out actuators: When the duration ends, roll 1 CD for each over-loader used today, if 1 or more effects are rolled, your actuators have burnt out, increasing difficulty of all str and end tests until repaired. This counts as an injury | 3 | 100 | 4 |
Advanced analysis over-clocker | Reduce the difficulty of all PER and INT tests by 1, +1 difficulty to CHA tests | lasting | Burnt out input processor: When the duration ends, roll 1CD for each over-clocker used today. If 1 or more effects are rolled, increase difficulty of all per and int tests by +1 until repaired. This counts as an injury. | <1 | 60 | 2 |
Human relation processor over-clocker | Reduce the difficulty of all CHA tests by 2 | lasting | Burnt out human relation processor: When the duration ends, roll 1CD for each over-clocker used today. If 1 or more effects are rolled, increase difficulty of all cha tests by +1 until repaired. This counts as an injury. | <1 | 60 | 2 |
Crafting Robot “chems”
To craft the above robot consumables, you use the science skill. Some of the recipes require the chemist perk, some require the robotics expert perk. All the below items require a chemistry station (and duration is doubled if you have the chemist perk), unless they require the robotics expert perk, in which case they require a robot workbench (and duration is doubled if you have robotics expert 2 perk).
Robot “chem” | Materials | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Advanced Robot Repair Kit | 1 common, 1 uncommon, 1 rare, robot repair kit | 4 | Robotics Expert 1 | science | uncommon |
Reflective coating | complexity | 4 | chemist | science | uncommon |
Hyper coolant | 1 purified water, 2 uncommon | 4 | - | science | common |
Advanced Coolant | 2 purified water, 2 uncommon | 5 | chemist | science | uncommon |
Afterburner | Flamer fuel X5 | 4 | - | science | common |
Actuator over-loaders | complexity | 4 | Robotics expert 1 | science | Uncommon |
Super actuator over-loaders | complexity | 5 | Robotics expert 1 | science | uncommon |
Advanced analysis over-clocker | complexity | 5 | Robotics expert 1 | science | Uncommon |
Human relation processor over-clocker | complexity | 5 | Robotics expert 1 | science | Uncommon |
New Robot Modules
The following robot modules are available in addition to the ones listed in the rule book.
Mod | Effects | Weight | Cost | Rarity | Perks | Complexity |
---|---|---|---|---|---|---|
Extra Heat Sinks | +1 ER all locations | 10 | 100 | 3 | Robotics expert 1 | 4 |
Advanced Heat Sinks | +2 ER all locations | 15 | 200 | 4 | Robotics Expert 2, Science! 1 | 5 |
Other new crafting items
Wagon
Characters can build a wagon pulled by a Brahmin using the repair skill that can increase carrying capacity by 500lbs. It is a complexity 4 item and requires the Science! 1 and either Blacksmith 1 or Armorer 1 perk to build. It takes 1 hour, 100 common materials and 35 uncommon materials to build.
Chem Crafting
Chem | Materials | Complexity | Perks | Skill | Rarity |
---|---|---|---|---|---|
Addictol | Rare materials X2, purified water X2, stimpack | 6 | - | science | rare |
Purge | Uncommon materials X2, glowing blood pack | 4 | Chemist | science | uncommon |
Jet Cure | Jet X2, rare materials X2, purified water X2, stimpack | 5 | Chemis, Science!2 | science | uncommon |
Buffout Cure | Buffout, rare materials X2, purified water X2, stimpack | 5 | Chemis, Science!2 | science | uncommon |
Mentats Cure | Mentats, rare materials X2, purified water X2, stimpack | 5 | Chemis, Science!2 | science | uncommon |
Psycho Cure | Psycho, rare materials X2, purified water X2, stimpack | 5 | Chemis, Science!2 | science | uncommon |
Ultra Jet Cure | ??? | 8 | - | science | rare |
Ammunition* | Complexity | Perks*** | Skill | Rarity |
---|---|---|---|---|
.38 | 3 | Chemist, Gun Nut 1 | science | uncommon |
10mm | 3 | Chemist, Gun Nut 1 | science | uncommon |
.308 | 4 | Chemist, Gun Nut 2 | science | uncommon |
Flare | 3 | Chemist, Science! 1 | science | uncommon |
Shotgun Shell | 4 | Chemist, Gun Nut 2 | science | uncommon |
0.45 | 4 | Chemist, Gun Nut 2 | science | uncommon |
Flamer Fuel | 5 | Chemist, Science! 2 | science | uncommon |
Fusion Cell | 6 | Science! 3, Gun Nut 1 | science | uncommon |
Gamma Round | 6 | Science! 3, Gun Nut 1 | science | uncommon |
Railway Spike | 3 | Gun Nut 1 | repair | uncommon |
Syringer Ammo | See rulebook pg. 215 | See rulebook pg. 215 | See rulebook pg. 215 | See rulebook pg. 215 |
0.44 magnum | 5 | Chemist, Gun Nut 2 | science | uncommon |
0.50 | 5 | Chemist, Gun Nut 2 | science | uncommon |
5.56mm | 5 | Chemist, Gun Nut 2 | science | uncommon |
5mm EC | 5 | Chemist, Gun Nut 2 | science | uncommon |
Fusion Core** | 8 | Science! 4 | science | uncommon |
Missile** | 7 | Science! 3, Chemist | science | uncommon |
Plasma Cartridge | 6 | Science! 3 | science | uncommon |
2mm EC | 6 | Gun Nut 2, Science! 2 | science | uncommon |
Mini-nuke** | 8 | Science! 3 | science | uncommon |
*Ammunition requires an ammunition factory to craft, crafted in batches of 5, with the exception of fusion cores, missiles, and mini-nukes, which are 1 each
**Even if the ammo factory is automated, complexities over 6 require someone to oversee the production and roll a science check (taking a hour) unless the automated factory was built with at least that much complexity.
***If the factory is automated, recipes can be entered into the terminal by anyone with the relevant perks and from then on the factory can be set to automatically produce that type of ammo
New Chem Effects
Chem | Effect | Rarity | Cost |
---|---|---|---|
Addictol | Removes all addictions | 3 | 125 |
Purge | Lowers addiction duration by 1**, throw up for 1 minutes, effectively stunned | 2 | 50 |
Jet Cure | Removes jet addiction* | 3 | 85 |
Buffout Cure | Removes buffout addiction* | 3 | 85 |
Mentats Cure | Removes mentats addiction* | 3 | 85 |
Psycho Cure | Removes Psycho addiction* | 3 | 85 |
Ultra Jet Cure | Removes Ultra Jet addiction*** | 11*** | N/A |
*and all derivatives
** usable only once/day
*** A cure for Ultra Jet doesn’t exist and therefore cannot be purchased. The recipe has to first be invented, and then crafted.
Settlement crafting rules
Settlements have the following metrics, represented by points:
power: represents how much electrical power the settlement has available for lights, defenses, water purifiers, etc. To increase the amount of power points a settlement has, build generators. It is assumed that some of your settlements population forages for fuel for the generators. Note that small incidental uses of power, such as regular light bulbs, don’t take power points, but you must have at least one power point free or they will not light. Floodlights, laser turrets, water purifiers, and other large power sinks will have a listed number of power points they take to run. If you are short, the latest power sinks to be built will stop functioning first. Once you have built enough power points for them, they will come back online. Sources and sinks of power must be connected with wires (known as power connections).
Water: Fresh water is vital to a settlement’s survival. If a settlement has too little fresh water, they are at the mercy of paying high prices for water from caravans, or in the worst case scenarios, people may die of thirst or risk drinking dirty water and die of disease or radiation.
Beds: Each settlement needs one bed for each occupant. Being low on beds means people need to share or sleep on the ground. This increases the spread of disease and makes your settlers uncomfortable, leading to unhappiness.
Defense: A settlement’s defense rating is how good it is at defending itself from outside threats such as raiders, mutated animals, super mutants, gangs, slavers, the enclave, etc. Having a low defense rating may cause a settlement to be attacked, which could lead to death of settlers, stolen food, water, and/or goods, and damaged infrastructure. This attack may not happen when the PCs are present to thwart it, therefore having strong defenses is important. Defenses you can build include watch towers (requires a settler to man it), various turrets (machine gun, laser, rocket, shotgun, etc.), and flood lights (to illuminate potential attackers at night so they can be stopped). While the other metrics have a threshold of 1/person, defense has many more factors in if its (enough).
Food: Food is important to survival. Although some can be achieved through trade, all settlements will require some source of food to survive in the long run. This is usually by planting various vegetables and having the settlers tend to them, but can also include raising livestock such as brahmin or chicken. You need at least one point of food for each settler, or else people will start going hungry and happiness will go down. If it gets really bad, people might starve to death or abandon the settlement to go somewhere with better food security.
Happiness: This is a combined metric, on a scale from 0 (revolt/abandonment) and 10+ (blissful). There are various ways to increase happiness. You get +1 point for having a power source and basic lights working, and +1 point each for having enough water and food. You get -1 for each of those metrics (water and food) that is below threshold. You also get -1 point for not having any source of power. You also get +1 happiness if your settlement hasn’t been attacked in the last week (this does not stack with itself) and -1 happiness if an attack has lead to settler death or stolen food in the last two weeks (this does stack, so for example, if 3 days in a row raiders come and take stuff form your settlement, your settlement will suffer -3 happiness for two weeks from the first attack, which will go down to -2 after that, then -1 the day after, and the penalty will be gone the day after that). Another way you can improve happiness is by having enough buildings for your settlers to spread out more, and building luxury items (luxury beds instead of standard ones) and sources of entertainment (PCs with games, movie theaters, pool tables, etc.) This is something you can be creative with. Let the GM know what you want to build and they will set a material cost for it.
Building things for your settlements
In order to build things for your settlements, you will require the materials to do so, some time to spend crafting, and in some cases special perks (like Science! Or gun nut). Usually the most basic things (such as a water pump or bed) can be built without perks, but more complex things such as water purifiers or turrets, will require perks to build. Keep in mind each settlement will likely have some collapsed buildings and other things you can salvage for materials if you need to, though you will also get some from adventuring. Also bear in mind that some things you can build for settlements require power. That means you need to have enough unspent power points (by building generators) to power them, and they need to be connected to your power sources via a power connection.
Power connection: 1 uncommon materials (close) or 2 uncommon materials (far). Note that far is only in relation to your settlement. So a power connection between a generator on a rooftop with a floodlight on the next rooftop over would be a close connection, but a connection several buildings over would be considered far. Connections beyond your settlement (such as connecting to FNPP or from one settlement to another), could require hundreds or even thousands of connections worth of material and time.
Radio Towers: Links settlements together for more rapid common defense, and also increases population growth by bringing in new settlers easier, requires 12 common, 8 uncommon, and 2 rare materials
Power Sources
Power Source | Material Cost | Perk Required | Power Generation | Complexity |
---|---|---|---|---|
Small generator | 4 common, 2 uncommon | None | 2 | 3 |
Medium Generator | 6 common, 2 uncommon, 1 rare | Science! 1 | 5 | 4 |
Wind Turbine | 10 common, 4 uncommon, 1 rare | Science! 1 | 5 | 5 |
Micro-Hydro generator*** | 5 common, 4 uncommon, 1 rare | Science! 2 | 5 | 5 |
Solar generator | 6 common, 3 uncommon, 3 rare | Science! 2 | 5 | 6 |
Large Generator | 12 common, 3 uncommon, 1 rare | Science! 2 | 10 | 6 |
Geo-Thermal Generator*** | 150 common, 50 uncommon, 5 rare | Science! 3 | 50 | 7 |
Microfusion Reactor | 20 common, 10 uncommon, 5 rare, fusion core | Science! 4 | 50 | 7 |
Connection to GNPP | N/A* | N/A | 500** | N/A |
*Once the power plant is willing to go live you will need a power connection from your settlement to it, and this will cost common and uncommon materials depending on the distance to the plant as well as what existing infrastructure is still in place. It will also likely require clearing out enemies that could pose a risk to the infrastructure, having some sort of patrol to safeguard it, and regular maintenance crew/robots to ensure it doesn’t go down.
**500 power points are split among all attached settlements and the plant itself. The plant itself takes 10 power points to run.
*** Geo-thermal generators require specific soil/rock conditions and will require heavy equipment for digging. Assuming you can find the equipment, build time would be 1 month. It is unlikely you will actually build one in a settlement, but it is possible a settlement could take advantage of one preexisting, such as from a vault.
**** Micro-Hydro generators require swift moving water, such as the saint John river
Water Sources
Water Source | Material Cost | Perk Required | Water Points | Complexity |
---|---|---|---|---|
Water Pump | 2 common,1 uncommon | N/A | 1 | 2 |
Small Water purifier* | 4 common, 2 uncommon, 1 power point (needs connection) | Science! 1 | 3 | 4 |
Medium Water purifier* | 6 common, 2 uncommon, 1 power point (needs connection) | Science! 2 | 5 | 5 |
Large Water purifier* | 8 common, 3 uncommon, 1 rare, 2 power points (needs connection) | Science! 3 | 10 | 6 |
Vault water system** | N/A | N/A | 5/power point | N/A |
*water purifiers need to be placed in natural water formations such as streams, rivers, ponds, lakes, or ocean, and must be connected to power to function.
** you cannot build a vault water system, but if you find one intact with a working water chip and the vault has sufficient power, you can take advantage of it.
Beds
Bed | Material Cost | Complexity |
---|---|---|
Simple bed | 2 common | 1 |
Luxury* | 2 common, 1 uncommon | 3 |
*If at least ⅓ of your colony’s beds are luxury, +1 happiness. If all of them are, +2 happiness instead.
Lights
Light | Material Cost | Perk Required | Power Use | Defence Points | Complexity |
---|---|---|---|---|---|
Simple light | 1 uncommon | N/A | 0** | N/A | 3 |
Floodlight | 1 common, 1 uncommon | N/A | 1 | 1 | 4 |
SearchLight (rotating) | 2 common, 2 uncommon | Science! 1 | 1 | 2 | 5 |
*A settlement can only gain a maximum of 3 or 1/10 of its defense points (whichever is higher) through lighting.
**Simple lights do not cost power points, but you need to have at least one free power point for them to function. The are purely for aesthetic purposes and don’t count towards defense. A lack of simple lights both in buildings and outside them might result in a -1 happiness penalty if left like that for a long time
Defenses
Defence | Material Cost | Perk Required | Power Use | Defence Points | Complexity |
---|---|---|---|---|---|
Machine-gun Turret MK1 | 4 common, 2 uncommon | Gun Nut 1 | 0*** | 2 | 4 |
Machine-gun Turret MK3 | 6 common, 3 uncommon | Gun Nut 2 | 0*** | 4 | 5 |
Machine-gun Turret MK5 | 8 common, 4 uncommon, 1 rare | Gun Nut 4 | 1 | 8 | 6 |
Laser Turret | 6 common, 3 uncommon, 1 rare | Science! 2 | 2 | 5 | 6 |
Missile Turret | 6 common, 4 uncommon, 1 rare | Gun Nut 2, Science! 1 | 1 | 5 | 6 |
Shotgun Turret | 6 common, 3 uncommon | Gun Nut 1 | 0*** | 3 | 4 |
Watch Tower | 10 common | N/A | 0 | 1* | 3 |
Central Security Terminal** | 10 common, 10 uncommon, 8 rare | Science! 3 | 2 | 1**, +1/ linked turret and manned watch tower** | 7 |
- watch towers require 1 settler each to man. If no settlers are available to man them they do not produce defense points.
** This includes the security computer itself as well as cameras to provide live security feeds. In addition to this it also links all your turrets together improving targeting. The live camera feed benefits include a straight +1 bonus to defense and an additional +1 for each manned watch tower, but both of those benefits require one settler assigned to man the terminal (watching the feeds and reporting). Whether there is someone watching or not, the linked turrets will function automatically so you will still receive the +1 for each linked turret. A turret is linked if its in the same electrical circuit as the terminal (yes this means you need to build connections to even turrets that don’t normally require an outside power source, such as the machine gun turret in order to gain this bonus).
*** these turrets have a build in power source that is enough to run the turret and don’t need to be connected to outside power, though they will only count for a central security terminal if they do.
Entertainment/Luxury
Item | Material Cost | Perk Required | Power Use | Happiness Generated | Complexity |
---|---|---|---|---|---|
Computer (research, games, archives, scientific data, can even control indoor and outdoor lights) | 10 common, 10 uncommon, 8 rare | Science! 3 | 1 | 1/computer, to a max of +3 | 7 |
Pool Table | 8 common, 3 uncommon | N/A | 0 | 0.1 to a max of 0.3 | 3 |
Foosball Table | 6 common, 1 uncommon | N/A | 0 | 0.1 to a max of 0.3 | 4 |
Air Hockey Table | 6 common, 2 uncommon | Science! 1 | 0* | 0.1 to a max of 0.3 | 5 |
Movie Theatre (seating for 10 included, cost of structure separate) | 25 common, 5 uncommon, 1 rare** | Science! 1** | 1 | 2 (multiple theatres do not stack) | 6 |
Radio | 1 common, 1 uncommon | Science! 1 | 0* | 0.1 max of 0.5 | 5 |
Hockey net | 3 common, 1 uncommon | Blacksmith 1 | 0 | 0.2 to max of 0.4 | 4 |
Basketball net | 3 common, 1 uncommon | Blacksmith 1 | 0 | 0.2 to max of 0.4 | 3 |
Electric Heater | 2 common, 1 uncommon | Science! 1 | 1 | Removes happiness penalty for winter if every building is heated | 5 |
Still | 5 common, 2 uncommon | N/A | 0 | 1, does not stack with itself | 5 |
hottub | 10 common, 2 uncommon, 2 water points | Science! 1 | 1 | 2, does not stack with itself | 5 |
sauna | 10 common, 2 uncommo | Science! 1 | 2 | 2, does not stack with itself | 5 |
*requires a power connection but is too small a load to deplete power points
** If you already have a movie projector, you may substitute that for the rare material and science! perk to build this.
Shops and Crafting Stations
Shop/crafting station | Material cost | Settlers required | Perk required | Happiness Generated | Complexity |
---|---|---|---|---|---|
Doctor’s Office | 10 common, 5 uncommon, 1 rare | 1 | Medic, Healer 1 | 1 | 5 |
General Shop | 10 common , 5 uncommon, 1 rare | 1 | Junktown Jerky Vendor | 1 | 4 |
Weapons Shop | 10 common, 5 uncommon, 1 rare | 1 | Blacksmith 1, Gun Nut 1, Science! 1 | 1 | 5 |
Armour Shop | 10 common, 5 uncommon, 1 rare | 1 | Armourer 1 | 1 | 5 |
Bar/restaurant | 30 common, 10 uncommon, 3 rare | 3 | Party Boy/Girl, Smooth Talker | 1 | 5 |
Casino | 30 common, 20 uncommon, 5 rare | 3 | Cap Collector, Junktown Jerky Vendor | 1 | 5 |
Chemistry Station | 10 common, 5 uncommon, 1 rare | 0* | Chemist 1 | 0 | 6 |
Weapons Workbench | 10 common, 5 uncommon, 1 rare | 0* | Blacksmith 1, Science! 1, Gun Nut 1 | 0 | 6 |
Armour Workbench | 10 common, 5 uncommon, 1 rare | 0* | Armourer 1 | 0 | 6 |
Power Armour Station | 10 common, 8 uncommon, 5 rare | 0* | Armourer 2, Science! 2 | 0 | 7 |
Robot Workbench | 10 common, 5 uncommon, 1 rare | 0* | Robotics Expert 1 | 0 | 6 |
Ammunition Factory** | 10 common, 7 uncommon, 2 rare | 0* | Gun Nut 1, Science! 1 | 0 | 6*** |
School | 10 common, 5 uncommon, 1 rare | 1 | Science! 1 or Smooth Talker | 1 | 4 |
*Crafting stations/workbenches are designed to be used by PCs, and as such do not require settlers to use. That said, if you find a settler with the appropriate skills and perks, you can set them to craft items for you while you are away. If they do, however, they cannot be set to other tasks such as farming or manning watch towers or a shop during that time.
** this includes all the casting equipment, molds, heat source, etc. to melt down metal (either other ammo or 1 common 2 uncommon mats) to produce one “batch” of 5 ammo. This is a manual “factory” and acts like a crafting station (you need to spend 1 hour per batch and require gun nut to use it). If however, you provide power to the factory (uses 1 power point) and attach it to a computer, you can automate the factory so it no longer requires someone manning it.
***If you wish your ammunition factory to automatically produce ammo over complexity 6 without being manned, you need to roll to construct the factory with at least that much complexity. You may make the roll at a later time to “upgrade” the factory to handle the complexity, the upgrade taking 1 hour.
Food
Food Item | Materials | Settlers Required | Food Yield | Complexity |
---|---|---|---|---|
Carrot | 1 Carrot | 1 per 8 | 1 | 1 |
Corn | 1 corn | 1 per 8 | 1 | 2 |
Gourd | 1 Gourd | 1 per 5 | 1 | 3 |
Melon | 1 Melon | 1 per 5 | 1 | 3 |
Mutfruit | 1 Mutfruit | 1 per 5 | 1 | 4 |
Razorgrain | 1 Razorgrain | 1 per 8 | 1 | 3 |
Silt Bean | 1 Silt Bean | 1 per 5 | 1 | 3 |
TarBerry | 1 Tarberry | 1 per 5 | 1 | 4 |
Tato | 1 Tato | 1 per 8 | 1 | 1 |
Brahmin Milk/meat | 1 Brahmin | 1 | 3 | 5 |
Chicken eggs/meat | 2 Chickens | 1 per 2 | 2 | 5 |
Walls/Ceilings/Floors (5’X5’ panels)
Panel | Materials | Cover | Perk required | Complexity |
---|---|---|---|---|
Wood | 2 common | 2 | N/A | 2 |
Reinforced wood | 3 common | 3 | N/A | 3 |
Steel | 4 common | 6 | Blacksmith 1 or armourer 1 | 4 |
Aluminum | 3 common | 4 | Blacksmith 1 or armourer 1 | 4 |
Glass | 3 uncommon | 2 | Science! 1 | 5 |
Plastic | 3 uncommon | 2 | Science! 1 | 6 |
Note that if a tile has a significant opening (a permanent window, for example), it costs 1 less material, if it has a window that can open and close, the material cost is the same.
Doors
Door type | Materials | Cover Rating (closed) | Perk required | Complexity |
---|---|---|---|---|
Wood | 2 common | 1 | N/A | 3 |
Reinforced wood | 3 common | 2 | N/A | 4 |
Steel | 4 common | 3 | Blacksmith 1 or armourer 1 | 5 |
Aluminum | 3 common | 2 | Blacksmith 1 or armourer 1 | 5 |
Glass | 3 uncommon | 2 | Science! 1 | 6 |
Plastic | 3 uncommon | 2 | Science! 1 | 6 |
Construction times and checks
All construction check difficulties are complexity minus ranks in relevant skill. Construction times for items that do not require perks are 10 minutes and require a repair check (exceptions are for food items, which require a survival+intelligence check instead). Failure is start over but preserve materials, a failure with a complication wastes the materials. A complication and a success means you construct the item but there is something not quite right about it (perhaps it is weaker than normal or looks ugly or doesn’t produce as much resource as expected).
Construction times for items with perks are as follows unless otherwise specified: 1 hour per level 1 perk required, 8 hours per level 2 perk required, 24 hours per level 3 perk required. For example, the missile turret requires gun nut 2 and science! 1. That means it will take 9 hours to construct one. Most items that require perks also use repair checks, but if an item requires any level of the “science!” perk, you may use either the repair or science skill to construct it.