ZX-1 Experimentation Lab
ZX-1 Experimentation Lab is a settlement workstation can allow you to build customized weapons. This station is located in "Crafting Stations" section of the workshop. The system does not use the standard crafting, but an entirely new customized menu-driven system: when you use the workstation, it will access the computer terminal to begin crafting.
Contents
Introduction[edit | edit source]
Recipe[edit | edit source]
- Aluminum 6
- Steel 18
- Basic Circuitry 8
- Screw 4
- Nuclear Material 5
- Common Tool 2
- Ballistics (10)
- Science (10)
General[edit | edit source]
- The Terminal offers a wide range of dynamic information for every menu/step
- Once you can build a weapon, you will go through a series of menus to customize it
- No materials are used until you reach the final menu and choose to actually build the weapon
- Currently, the system only supports creating weapons, but I will probably add in armor and other items in the future
- The materials can be pulled from your inventory, or your current Production Storage. If you set it to a workshop, it will use materials from all linked workshops as well.
- You can safely use the terminal's "BACK" key to go back and redo steps.
- There may be a few cases where some display information is not accurate when you use the back key. If this happens, go back to the main menu and start again.
Learning Weapon Schematics[edit | edit source]
- To unlock weapons, it requires reverse engineering the weapons in order to learn the schematic to rebuild it
- Reverse engineering does NOT grant you automatic access to build it. You may still require specific perks.
- When you attempt to reverse engineer weapons, it will look through your inventory for weapons you are carrying
- Reverse engineering does NOT destroy or alter your existing weapons
- Once a weapon is cataloged, you no longer need to carry it in order to rebuild a new one
Experimentation Points (EP's)[edit | edit source]
- increases the Base Waepon Damage / Quality
- When you reach the stage where you can improve the quality on a weapon, each material you use requires a certain amount of EP
- The base starting value is 100 EP, and you gain extra EP's based on your crafting skill
- EP's can max at 200 points (with 1000 skill)
- Titanium Alloy grants reduced EP cost for all grades
Calibration Points (CP's)[edit | edit source]
- When you reach the stage where you can calibrate your weapon, each calibration consumes 10 CP's
- CP's are determined based on the quality of the weapon (10 CP's per 1% quality)
- Steel Alloy grants 20 extra calibration points
Weapon Crafting Skill[edit | edit source]
- You can gain Weapon Craft Skill by crafting weapons and reverse engineering them
- Crafting gives skill based on the quality of the product, and the level of the base mod
- Crafting skill maxes at 1000 points
- For every 10 crafting skill, you gain 1 bonus "Experimentation Point" (max of 200 points)
- Reverse Engineering weapons gives 5 skill points per
- Weapon quality needs to at least be 1 in order to gain skill
- When you reach 250 skill, crafting weapons under 3 quality only gains half skill
- When you reach 500 skill, crafting weapons under 5 quality only gains half skill
- When you reach 750 skill, crafting weapons under 7 quality only gains half skill
- NOTE: Crafting skill is meant to be gained over the course of a playthrough. It's really not meant to be something you grind out to skill up.
Legendary Properties[edit | edit source]
- The "base" mod you apply to the weapon is similar to a legendary property
- Many base mods require certain perks in order to appear on the list, so not everything is unlocked for free
- Most base mods can optionally be upgraded during the process, to increase it's effectiveness
- All crafted weapons are flagged as "legendary" with a star icon and description, but do not have the "featured" pop-up
- All crafted weapon mods will be reflected with the item naming (i.e. the Quickdraw mod will say: 10mm Pistol "Quickdraw")
Construct a Weapon[edit | edit source]
Available Weapons[edit | edit source]
Note these tables are not complete! Feel free to add missing Items/Weapons.
Ballistic Firearms[edit | edit source]
Ballistic Firearms HP[edit | edit source]
Name | Component 1 | Component 2 | Component 3 | Requires |
---|---|---|---|---|
Pipe Revolver | Pistol Weapon Parts 14 | Adhesive 2 | Gear 5 | Ballistics 30 |
Pipe Bolt-Action | Pistol Weapon Parts 16 | Adhesive 2 | Oil 4 | Ballistics 30 |
Revolver | Pistol Weapon Parts 16 | Adhesive 2 | Oil 3 | Ballistics 90 |
Hunting Rifle | Pistol Weapon Parts 16 | Adhesive 2 | Oil 4 | Ballistics 80 |
Custom Bolt-Action Rifle | Pistol Weapon Parts 12 | Adhesive 2 | Oil 4 | Ballistics 40 |
Hunting Bolter | Pistol Weapon Parts 16 | Adhesive 2 | Oil 4 | Ballistics 80 |
Repeating Bolter | Pistol Weapon Parts 16 | Adhesive 2 | Oil 4 | Ballistics 20 |
Energy Weapons[edit | edit source]
Name | Component 1 | Component 2 | Component 3 | Requires |
---|---|---|---|---|
Laser | Energy Weapon Parts 12 | Adhesive 2 | Fiber Optics 3 | Science 30 |
Institute | Energy Weapon Parts 13 | Adhesive 2 | Advanced Circuitry 7 | Science 40 |
Plasma | Energy Weapon Parts 14 | Adhesive 2 | Nuclear Material 1 | Science 90 |
Institute Tactical | Energy Weapon Parts 11 | Adhesive 3 | Advanced Circuitry 6 | Science 30 |
X-24 Laser Pistol | Energy Weapon Parts 7 | Adhesive 2 | Advanced Circuitry 5 | Science 60 |
Gatling Laser | Energy Weapon Parts 7 | Adhesive 2 | Heavy Weapon Parts 6 | Science 80 |
Energy Weapons HP[edit | edit source]
Name | Component 1 | Component 2 | Component 3 | Requires |
---|---|---|---|---|
Laser Musket | Energy Weapon Parts 12 | Adhesive 2 | Heavy Weapon Parts 3 | Science 20 |
Melee Weapons Bladed[edit | edit source]
Name | Component 1 | Component 2 | Component 3 | Requires |
---|---|---|---|---|
Combat Knife | Steel 8 | Adhesive 3 | Aluminum 5 | Metalworking 20 |
Machete | Steel 12 | Adhesive 3 | Leather 4 | Metalworking 30 |
Wakizashi | Steel 12 | Adhesive 2 | Leather 4 | Metalworking 40 |
Chinese Officer Sword | Steel 12 | Adhesive 2 | Leather 4 | Metalworking 40 |
Machete Glaive | Steel 18 | Adhesive 4 | Oil 3 | Metalworking 60 |
Katana | Steel 18 | Adhesive 4 | Oil 3 | Metalworking 70 |
Handmade Axe | Steel 18 | Adhesive 3 | Oil 5 | Metalworking 60 |
Bladed Polearm | Steel 18 | Adhesive 3 | Oil 5 | Metalworking 60 |
Scythe | Steel 18 | Adhesive 3 | Oil 5 | Metalworking 40 |
Synth Blade | Energy Weapon Parts 6 | Adhesive 3 | Advanced Circuitry 4 | Science 50 |
Melee Weapons Blunt[edit | edit source]
Name | Component 1 | Component 2 | Component 3 | Requires |
---|---|---|---|---|
Baton | Fiberglass 8 | Adhesive 2 | Energy Cell 16 | Science 30 |
Micro Sledge | Advanced Circuitry 4 | Adhesive 2 | Heavy Weapon Parts 2 | Engineering 30 |
Tire Iron | Lead 5 | Adhesive 2 | Oil 2 | Metalworking 10 |
Lead Pipe | Lead 5 | Adhesive 2 | Oil 2 | Metalworking 10 |
Pipe Wrench | Lead 5 | Adhesive 2 | Oil 2 | Metalworking 20 |
Knuckles | Lead 3 | Adhesive 2 | Oil 1 | Metalworking 10 |
Sledgehammer | Lead 8 | Adhesive 3 | Wood 9 | Metalworking 30 |
Super Sledge | Lead 4 | Adhesive 4 | Heavy Weapon Parts 12 | Metalworking 60 |
Aluminum Bat | Aluminum 6 | Adhesive 3 | Leather 2 | Metalworking 20 |
Robot Mace | Steel 18 | Adhesive 3 | Oil 5 | Engineering 50 |
Improvised Mace | Aluminum 6 | Adhesive 2 | Advanced Circuitry 2 | Engineering 20 |
Improvised War Club | Aluminum 6 | Adhesive 2 | Advanced Circuitry 2 | Engineering 20 |
Improvised Thermic Lance | Aluminum 6 | Adhesive 2 | Advanced Circuitry 2 | Engineering 20 |
Base Modifications[edit | edit source]
Ballistic Firearms[edit | edit source]
Available Base Modifications for Ballistic Firearms:
Base Modification | Standard | Upgrade 1 | Upgrade 2 | Upgrade 3 |
---|---|---|---|---|
Standard | None | None | None | None |
Quickdraw | -5% AP Cost | -10% AP Cost | -15% AP Cost | -20% AP Cost |
Rapid Frame | +5% Rate of Fire
+5% Reload Speed |
+10% Rate of Fire
+10% Reload Speed |
+15% Rate of Fire
+15% Reload Speed |
+20% Rate of Fire
+20% Reload Speed |
Hawkeye | +10% VATS Accuracy
+25% AP Cost |
+20% VATS Accuracy
+50% AP Cost |
+30% VATS Accuracy
+75% AP Cost |
+40% VATS Accuracy
+100% AP Cost |
Balanced | +10% Movement w/ Aiming | +20% Movement w/ Aiming | +30% Movement w/ Aiming | +40% Movement w/ Aiming |
Heated Chamber | +1 Burn Damage, -ROF | +2 Burn Damage, -ROF | +3 Burn Damage, -ROF | +4 Burn Damage, -ROF |
Chilled Chamber | +1 Cryo Damage, +Recoil | +2 Cryo Damage, +Recoil | +3 Cryo Damage, +Recoil | +4 Cryo Damage, +Recoil |
Charged | +2 Energy Damage, -Control | +3 Energy Damage, -Control | +4 Energy Damage, -Control | +6 Energy Damage, -Control |
Radioactive | +2 Radioactive Damage, -Reload | +4 Radioactive Damage, -Reload | +6 Radioactive Damage, -Reload | +8 Radioactive Damage, -Reload |
Requirements:
Push "Expand" in order to see the table.
Base Modification | Base Cost | Upgrade 1 | Upgrade 2 | Upgrade 3 |
---|---|---|---|---|
Standard | Adhesive 2 | None | None | None |
Quickdraw
(-VATS Cost) |
Fiberglass 6 | Oil 7
Perk: Gunslinger |
Alloy: Magnesium-Zinc 1
Perk: Gunslinger 2 |
Alloy: Zirconium-Tin 1
Perk: Gunslinger 3 |
Rapid Frame
(+Fire Rate, +Reload Speed) |
Aluminum 6 | Spring 7
Skill: Ballistics 60 |
Alloy: Magnesium-Zinc 1
Skill: Ballistics 90 |
Alloy: Cobalt-Chromium 1
Skill: Ballistics 140 |
Hawkeye
(+VATS Accuracy, + VATS Cost) |
Oil 6 | Alloy: Zirconium-Tin 1
Perk: Trooper 1 |
Alloy: Cobalt-Chromium 1
Perk: Trooper 2 |
Alloy: Nickel-Iron 1
Perk: Trooper 3 |
Balanced
(+Movement w/ Aiming) |
Aluminum 7 | Alloy: Aluminum [Grade-1] 3
Skill: Ballistics 50 |
Alloy: Aluminum [Grade-2] 3
Skill: Ballistics 80 |
Alloy: Aluminum [Grade-3] 3
Skill: Ballistics 120 |
Heated Chamber
(+Heat Damage, -Fire Rate) |
Asbestos 4
Skill: Explosives 10 |
Alloy: Magnesium-Zinc 1
Skill: Explosives 40 |
Alloy: Beryllium-Copper 1
Skill: Explosives 70 |
Alloy: Tungsten-Carbide 2
Skill: Explosives 100 |
Chilled Chamber
(+Cold Damage, -Recoil) |
Cryogenic Fluid 8
Skill: Science 20 |
Alloy: Tungsten-Carbide 2
Skill: Science 60 |
Alloy: Cobalt-Chormium 1
Skill: Science 100 |
Alloy: Zirconium-Tin 1
Skill: Science 160 |
Charged
(+Energy Damage, -Control) |
Advanced Circuitry 6
Skill: Engineering 20 |
Alloy: Beryllium-Copper 1
Skill: Engineering 60 |
Alloy: Nickel-Iron 1
Skill: Engineering 100 |
Alloy: Tungsten-Carbide 2
Skill: Engineering 160 |
Radioactive
(+Radiation Damage, - Reload) |
Nuclear Material 2
Skill: Science 10 |
Alloy: Zirconium-Tin 1
Skill: Science 80 |
Mutated Acid 2
Perk: Nuclear Physicist 2 |
Alloy: Nickel-Iron 1
Perk: Nuclear Physicist 2 |
Energy Weapons[edit | edit source]
Available Base Modifications for Energy Weapons:
Base Modification | Standard | Upgrade 1 | Upgrade 2 | Upgrade 3 |
---|---|---|---|---|
Standard | None | None | None | None |
Quickdraw | -5% AP Cost | -10% AP Cost | -15% AP Cost | -20% AP Cost |
Rapid Frame | +5% Rate of Fire
+5% Reload Speed |
+10% Rate of Fire
+10% Reload Speed |
+15% Rate of Fire
+15% Reload Speed |
+20% Rate of Fire
+20% Reload Speed |
Hawkeye | +10% VATS Accuracy
+25% AP Cost |
+20% VATS Accuracy
+50% AP Cost |
+30% VATS Accuracy
+75% AP Cost |
+40% VATS Accuracy
+100% AP Cost |
Balanced | +10% Movement
W/ Amining |
+20% Movement
W/ Amining |
+30% Movement
W/ Amining |
+40% Movement
W/ Amining |
Focused Heat | +1 Fire damage
- Rate of Fire |
+2 Fire damage
- Rate of Fire |
+3 Fire damage
- Rate of Fire |
+4 Fire damage
- Rate of Fire |
Overcharged | +10% Critical Damage | +20% Critical Damage | +30% Critical Damage | +40% Critical Damage |
First Strike | +10% Damage/First Hit | +15% Damage/First Hit | +20% Damage/First Hit | +25% Damage/First Hit |
Disruptor | +15% Damage vs. Robots/Synths | +20% Damage vs. Robots/Synths | +25% Damage vs. Robots/Synths | +30% Damage vs. Robots/Synths |
Requirements:
Push "Expand" in order to see the table.
Base Modification | Base Cost | Upgrade 1 | Upgrade 2 | Upgrade 3 |
---|---|---|---|---|
Standard | Adhesive 2 | None | None | None |
Quickdraw
(-VATS Cost) |
Fiberglass 6 | Oil 7
Perk: Gunslinger |
Alloy: Magnesium-Zinc 1
Perk: Gunslinger 2 |
Alloy: Zirconium-Tin 1
Perk: Gunslinger 3 |
Rapid Frame
(+Fire Rate, +Reload Speed) |
Aluminum 6 | Spring 7
Skill: Ballistics 60 |
Alloy: Magnesium-Zinc 1
Skill: Ballistics 90 |
Alloy: Cobalt-Chromium 1
Skill: Ballistics 140 |
Hawkeye
(+VATS Accuracy, + VATS Cost) |
Oil 6 | Alloy: Zirconium-Tin 1
Perk: Trooper 1 |
Alloy: Cobalt-Chromium 1
Perk: Trooper 2 |
Alloy: Nickel-Iron 1
Perk: Trooper 3 |
Balanced
(+Movement w/ Aiming) |
Aluminum 7 | Alloy: Aluminum [Grade-1] 3
Skill: Ballistics 50 |
Alloy: Aluminum [Grade-2] 3
Skill: Ballistics 80 |
Alloy: Aluminum [Grade-3] 3
Skill: Ballistics 120 |
Focused Heat
(+Fire Dmg, -Range) |
Advanced Circuitry 6
Skill: Science 20 |
Alloy: Beryllium-Copper 1
Skill: Science 60 |
Nuclear Material 1
Skill: Science 100 |
Alloy: Zirconium-Tin 1
Skill: Science 160 |
Overcharged
(+Critical Damage, -Recoil) |
Crystal 2
Skill: Science 10 |
Gold 1
Skill: Science 60 |
Alloy: Zirconium-Tin 1
Skill: Science 100 |
Nuclear Material 2
Skill: Science 160 |
First Strike
(+ Damage if Target at full Health) |
Oil 4
Skill: Ballistics 40 |
Alloy: Tungsten-Carbide 2
Perk: Sniper 20 |
Alloy: Aluminum [Grade-1] 2
Skill: Ballistics 100 |
Alloy: Titanium [Grade-1] 2
Perk: Sniper 100 |
Disruptor
(+Damage vs. Robots/Synths) |
Advanced Circuitry 9
Skill: Engineering 20 |
Alloy: Zirconium-Tin 1
Skill: Engineering 60 |
Energy Weapon Parts 2
Skill: Engineering 100 |
Alloy: Cobalt-Chromium 1
Skill: Engineering 160 |
Melee Bladed[edit | edit source]
Available Base Modifications for Bladed Melee Weapons:
Base Modification | Standard | Upgrade 1 | Upgrade 2 | Upgrade 3 |
---|---|---|---|---|
Weighted | +10% Critical Damage | +20% Critical Damage | +30% Critical Damage | +40% Critical Damage |
Aerodynamic | -5% AP Cost | -10% AP Cost | -15% AP Cost | -20% AP Cost |
Cavalier | -5% Damage Block/Sprint | -10% Damage Block/Sprint | -15% Damage Block/Sprint | -20% Damage Block/Sprint |
Sharpened | +2 Bleed Damage | +4 Bleed Damage | +6 Bleed Damage | +8 Bleed Damage |
Puncturing | -5% Piercing | -10% Piercing | -15% Piercing | -20% Piercing |
Chilled | +2 Cryo Damage | +3 Cryo Damage | +4 Cryo Damage | +5 Cryo Damage |
Requirements:
Push "Expand" in order to see the table.
Base Modification | Base Cost | Upgrade 1 | Upgrade 2 | Upgrade 3 |
---|---|---|---|---|
Weighted
(+Critical Hit Damage, +Weight) |
Lead 4 | Alloy: Tungsten-Carbide 1
Recipe: Crush Your Enemies III |
Screw 9
Recipe: Crush Your Enemies VI |
Alloy: Magnesium-Zinc 1
Recipe: Crush Your Enemies IX |
Aerodynamic
(-VATS AP Cost) |
Aluminum 7 | Alloy: Aluminum [Grade-1] 4
Recipe: Crush Your Enemies III |
Alloy: Zirconium-Tin 1
Recipe: Crush Your Enemies VI |
Alloy: Titanium [Grade-1] 2
Recipe: Crush Your Enemies IX |
Cavalier
(+DR while blocking/sprinting) |
Steel 9 | Alloy: Titanium [Grade-1] 2
Skill: Melee 20 |
Alloy: Titanium [Grade-2] 1
Perk: Iron Defender 2 |
Alloy: Nickel-Iron 1
Perk: Iron Defender 3 |
Sharpened
(+Bleed Damage) |
Concrete 5 | Mutated Claw 1
Recipe: Crush Your Enemies III |
Alloy: Tungsten-Carbide 1
Recipe: Crush Your Enemies V |
Alloy: Magnesium-Zinc 1
Recipe: Crush Your Enemies VII |
Puncturing
(+Armor Piercing) |
Oil 3 | Mutated Claw 1
Recipe: Crush Your Enemies III |
Alloy: Nickel-Iron 1
Recipe: Crush Your Enemies VI |
Alloy: Tungsten-Carbide 1
Recipe: Crush Your Enemies IX |
Chilled
(+Cryo Damage) |
Acid 3
Skill: Chemistry 10 |
Venom: Hemotoxin 1
Skill: Chemistry 50 |
Venom: Atracotoxin 1
Skill: Chemistry 100 |
Venom: Dorotoxin 1
Skill: Chemistry 160 |
Melee Blunt[edit | edit source]
Available Base Modifications for Blunt Melee Weapons:
Base Modification | Standard | Upgrade 1 | Upgrade 2 | Upgrade 3 |
---|---|---|---|---|
Weighted | +10% Critical Damage | +20% Critical Damage | +30% Critical Damage | +40% Critical Damage |
Aerodynamic | -5% AP Cost | -10% AP Cost | -15% AP Cost | -20% AP Cost |
Cavalier | -5% Damage Block/Sprint | -10% Damage Block/Sprint | -15% Damage Block/Sprint | -20% Damage Block/Sprint |
Armor Breaking | -5% Piercing | -10% Piercing | -15% Piercing | -20% Piercing |
Shell Cracking | +10% Damage | +15% Damage | +20% Damage | +25% Damage |
Skullcrusher | +10% Damage | +15% Damage | +20% Damage | +25% Damage |
Requirements:
Push "Expand" in order to see the table.
Base Modification | Base Cost | Upgrade 1 | Upgrade 2 | Upgrade 3 |
---|---|---|---|---|
Weighted
(+Critical Hit Damage, +Weight) |
Lead 4 | Alloy: Tungsten-Carbide 1
Recipe: Crush Your Enemies III |
Screw 9
Recipe: Crush Your Enemies VI |
Alloy: Magnesium-Zinc 1
Recipe: Crush Your Enemies IX |
Aerodynamic
(-VATS AP Cost) |
Aluminum 7 | Alloy: Aluminum [Grade-1] 4
Recipe: Crush Your Enemies III |
Alloy: Zirconium-Tin 1
Recipe: Crush Your Enemies VI |
Alloy: Titanium [Grade-1] 2
Recipe: Crush Your Enemies IX |
Cavalier
(+DR while blocking/sprinting) |
Steel 9 | Alloy: Titanium [Grade-1] 2
Skill: Melee 20 |
Alloy: Titanium [Grade-2] 1
Perk: Iron Defender 2 |
Alloy: Nickel-Iron 1
Perk: Iron Defender 3 |
Armor Breaking
(+Armor Piercing) |
Lead 3 | Alloy: Titanium [Grade-1] 4
Recipe: Crush Your Enemies III |
Alloy: Tungsten-Carbide 2
Recipe: Crush Your Enemies VI |
Alloy: Nickel-Iron 1
Recipe: Crush Your Enemies IX |
Shell Cracking
(+Damage vs. Bugs/Mirelurks) |
Lead 4
Skill: Hunting 10 |
Alloy: Tungsten-Carbide 1
Skill: Hunting 50 |
Alloy: Cobalt-Chromium 1
Skill: Hunting 100 |
Alloy: Titanium [Grade-1] 4
Skill: Hunting 160 |
Skullcrusher
(+Damage vs. Humanoids) |
Lead 4
Recipe: Crush Your Enemies I |
Alloy: Tungsten-Carbide 1
Recipe: Crush Your Enemies III |
Alloy: Steel [Grade-1] 4
Recipe: Crush Your Enemies V |
Alloy: Titanium [Grade-1] 4
Recipe: Crush Your Enemies VIII |
Experimentation Points[edit | edit source]
Choose the type of alloy you wish to work with to improve the quality of the weapon.
Steel Alloy: Adds weight, extra Calbibration Points
Aluminium Alloy: reduced weight, standard Calibration Points
Titanium Alloy: reduced weight, reduced Experimentation costs
Each EP increase your Base Weapon Damage by 1%.
Steel
[Grade-x] |
EP | Aluminum
[Grade-x] |
EP | Titanium
[Grade-x] |
EP |
---|---|---|---|---|---|
1 | 50 | 1 | 50 | 1 | 25 |
2 | 33 | 2 | 33 | 2 | 10 |
3 | 25 | 3 | 25 | 3 | 16 |
4 | 20 | 4 | 20 | 4 | 14 |
5 | 16 | 5 | 16 | 5 | 12 |
6 | 14 | 6 | 14 | 6 | 11 |
7 | 12 | 7 | 12 | 7 | 10 |
8 | 11 | 8 | 11 | 8 | 9 |
9 | 10 | 9 | 10 | 9 | 8 |
Calibration Points[edit | edit source]
Firearms | Melee |
---|---|
Range 0/10 | Extra Limb Damage 0/10 |
Accuracy 0/10 | Critical Hit Chance 0/10 |
Recoil 0/10 | Critical Damage 0/10 |
Control 0/10 | Power Attack Cost 0/10 |
VATS Chance to Hit 0/10 | VATS AP Cost 0/10 |
(Updated as of Horizon 1.8.0.BETA-7)