ZX-1 Experimentation Lab

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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.

Introduction[edit | edit source]

Recipe[edit | edit source]

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]

Name Component 1 Component 2 Component 3 Requires
Pipe Pistol Weapon Parts 12 Adhesive 2 Spring 3 None
N99 Pistol Weapon Parts 12 Adhesive 2 Spring 4 Ballistics 30
R55 Pistol Weapon Parts 12 Adhesive 2 Spring 4 Ballistics 30
Combat Pistol Pistol Weapon Parts 12 Adhesive 2 Spring 4 Ballistics 30
Double-Barrel Shotgun Shotgun Weapon Parts 12 Adhesive 2 Wood 6 Ballistics 20
Combat Shotgun Shotgun Weapon Parts 16 Adhesive 2 Spring 4 Ballistics 90
Submachine Gun Rifle Weapon Parts 14 Adhesive 2 Spring 4 Ballistics 60
Custom SMG Rifle Weapon Parts 8 Adhesive 2 Pipe Weapon Parts 6 Ballistics 30
Combat Rifle Rifle Weapon Parts 12 Adhesive 2 Spring 5 Ballistics 60
Custom Rifle Rifle Weapon Parts 12 Adhesive 2 Spring 5 Ballistics 50
Light Machine Gun Rifle Weapon Parts 16 Adhesive 2 Spring 6 Ballistics 70
Deliverer Pistol Weapon Parts 14 Adhesive 2 Spring 4 Ballistic Weapony V
Minigun Rifle Weapon Parts 6 Adhesive 2 Heavy Weapon Parts 6 Ballistics 60
Lever Action Rifle Rifle Weapon Parts 8 Adhesive 3 Lead 2 Ballistics 60
Lever-Action Shotgun Rifle Weapon Parts 4 Adhesive 3 Shotgun Weapon Parts 4 Ballistics 60
Handmade Rifle Rifle Weapon Parts 8 Adhesive 3 Lead 2 Ballistics 60

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)