Main crafting materials is Steel and Components:

Shred mechanoid – Shred a dead mechanoid to try to salvage usable material.
Requires: 1x mechanoid corpses
Salvaged materials: Steel and Plasteel
Ammo shells

High-explosive shell – A shell filled with high explosives. Can be fired from mortars or installed as a trap. Explodes when damaged.
Requires: Crafting 4
- Market value – $55
- Max hit points – 60
- Flammability – 100%
- Mass – 1.25 kg
- Ingredients – 15x steel, 15x chemfuel
- Beauty -4
- Deterioration rate – 1.50/day

Incendiary shell – A shell filled with flammable gel and a small explosive charge. Starts fires when detonated. Can be fired from mortars or installed as a trap. Explodes when damaged.
Requires: Crafting 4
- Market value – $55
- Max hit points – 60
- Flammability – 100%
- Mass – 1.25 kg
- Ingredients – 10x steel, 20x chemfuel
- Beauty -4
- Deterioration rate – 1.50/day

EMP shell – A shell filled with batteries and antennas, for generating an electromagnetic pulse when detonated. Electromagnetic pulses temporarily disable electrical devices and mechanoids. Can be fired from mortars or installed as a trap. Explodes when damaged.
Requires: Crafting 4
- Market value – $55
- Max hit points – 60
- Flammability – 100%
- Mass – 1.25 kg
- Ingredients – 15x steel, 2x component
- Beauty -4
- Deterioration rate – 1.50/day

Firefoam shell – A pressurized shell filled with fire-retardant foam. Can be fired from mortars or installed as a trap. Explodes when damaged.
Requires: Crafting 4
- Market value – $55
- Max hit points – 60
- Flammability – 100%
- Mass – 1.25 kg
- Ingredients – 25x steel
- Beauty -4
- Deterioration rate – 1.50/day

Smoke shell – A shell that generates a cloud of smoke when detonated, obscuring incoming shots and preventing turrets from locking on. Can be fired from mortars or installed as a trap. Explodes when damaged.
Requires: Crafting 4
- Market value – $55
- Max hit points – 60
- Flammability – 100%
- Mass – 1.25 kg
- Ingredients – 25x steel
- Beauty -4
- Deterioration rate – 1.50/day
Grenades

Molotov cocktails – Glass bottles filled with flammable liquid, with a burning cloth in the neck. A favorite weapon of hooligans and desperate warriors from rim to rim.
- –Basics:
- Market value – $245
- Max hit points – 100
- Flammability – 100%
- Mass – 1.00 kg
- Ingredients – 25x cloth, 80x chemfuel
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 10
- Stopping power – 0.5
- Armor penetration – 0%
- Range – 13
- Ranged cooldown – 2.66 s
- Direct hit chance – 11%
- Miss radius – 1.9
- Aiming time – 1.5 s

Frag grenades – Old-school fragmentation grenades. They can be thrown a short distance, where they’ll explode, damaging anything and anyone nearby.
- –Basics:
- Market value – $245
- Max hit points – 100
- Flammability – 100%
- Mass – 1.00 kg
- Ingredients – 20x steel, 80x chemfuel
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 50
- Building damage factor (passable)- 200%
- Building damage factor (impassable) – 400%
- Stopping power – 0.5
- Armor penetration – 10%
- Range – 13
- Ranged cooldown – 2.66 s
- Direct hit chance – 11%
- Miss radius – 1.9
- Aiming time – 1.5 s

EMP grenades – Electromagnetic pulse grenades damaging to electronic equipment.
- –Basics:
- Market value – $315
- Max hit points – 100
- Flammability – 100%
- Mass – 1.00 kg
- Ingredients – 20x steel, 6x component
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Stopping power – 0.5
- Range – 13
- Ranged cooldown – 2.66 s
- Direct hit chance – 11%
- Miss radius – 1.9
- Aiming time – 1.5 s
Armor

Simple helmet – A simple helmet which gives moderate protection against sharp attacks. Not effective against blunt weapons.
- –Basics:
- Market value – $88
- Max hit points – 100
- Flammability – 40%
- Mass – 2.00 kg
- Ingredients – 40x any metal
- Beauty -3
- Work to make – 54
- Deterioration rate – 2.00/day
- –Apparel:
- Clothing (for nudity) – No
- Layer – Headgear
- Covers – Head, left ear, right ear
- Armor – Sharp – 45.0%
- Armor – Blunt – 22.5%
- Armor – Heat -30.0%
- Insulation – Cold – 0.5C
- Equip delay – 1.5 s

Flak helmet – A lightweight combat helmet with a complex design, reinforced with plasteel. Not effective against blunt weapons.
Requires: Crafting 5
- –Basics:
- Market value – $260
- Max hit points – 120
- Flammability – 40%
- Mass – 1.20 kg
- Ingredients – 40x metal, 2x component, 10x plasteel
- Beauty -3
- Work to make – 134
- Deterioration rate – 2.00/day
- –Apparel:
- Clothing (for nudity) – No
- Layer – Headgear
- Covers – Head, left ear, right ear
- Armor – Sharp – 63.0%
- Armor – Blunt – 31.5%
- Armor – Heat -42.0%
- Insulation – Cold – 0.5C
- Equip delay – 1.5 s

Flak vest – A vest with armor plates inserted on the chest and back. While quite effective at deflecting gunshots and stabbing attacks against the chest, it does nothing to protect the limbs.
Requires: Crafting 4
- –Basics:
- Market value – $225
- Max hit points – 200
- Flammability – 60%
- Mass – 4.00 kg
- Ingredients – 30x cloth, 60x steel, 1x component
- Beauty -3
- Work to make – 150
- Deterioration rate – 2.00/day
- –Apparel:
- Clothing (for nudity) – Yes
- Layer – Middle
- Covers – Torso, neck
- Armor – Sharp – 100.0%
- Armor – Blunt – 36.0%
- Armor – Heat – 27.0%
- Insulation – Cold – 1.0 C
- Equip delay – 5 s
- –Offsets:
- Move speed -0.12

Flak jacket – A tough fabric jacket with armor plates sewn in. While it’s not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.
Requires: Crafting 4
- –Basics:
- Market value – $290
- Max hit points – 200
- Flammability – 60%
- Mass – 7.00 kg
- Ingredients – 50x cloth, 70x steel, 1x component
- Beauty -3
- Work to make – 234
- Deterioration rate – 2.00/day
- –Apparel:
- Clothing (for nudity) – Yes
- Layer – Other
- Covers – Torso, neck, left shoulder, left arm, right shoulder, right arm
- Armor – Sharp – 55.0%
- Armor – Blunt – 8.0%
- Armor – Heat – 10.0%
- Insulation – Cold – 14.0 C
- Insulation – Heat – 3.0 C
- Equip delay – 3 s
- –Offsets:
- Move speed -0.12

Flak pants – A pair of pants with armor plates sewn in. While it’s not as good as solid armor, it offers effective protection against all manner of attacks while remaining quite comfortable.
Requires: Crafting 4
- –Basics:
- Market value – $225
- Max hit points – 200
- Flammability – 60%
- Mass – 4.00 kg
- Ingredients – 30x cloth, 60x steel, 1x component
- Beauty -3
- Work to make – 150
- Deterioration rate – 2.00/day
- –Apparel:
- Clothing (for nudity) – Yes
- Layer – Skin, Middle
- Covers – Left leg, right leg
- Armor – Sharp – 55.0%
- Armor – Blunt – 8.0%
- Armor – Heat – 10.0%
- Insulation – Cold – 3.5 C
- Insulation – Heat – 1.0 C
- Equip delay – 5 s
- –Offsets:
- Move speed -0.12

Shield belt – A projectile-repulsion device. It will attempt to stop incoming projectiles or shrapnel, but does nothing against melee attacks or heat. It prevents the wearer from firing out, and shuts down instantly if hit by EMP.
Requires: Crafting 6
- –Basics:
- Market value – $390
- Max hit points – 100
- Flammability – 40%
- Mass – 3.00 kg
- Ingredients – 2x component, 50x steel, 20x plasteel
- Beauty -3
- Work to make – 234
- Deterioration rate – 2.00/day
- –Apparel:
- Clothing (for nudity) – No
- Layer – Utility
- Covers – Utility slot
- Shield max energy – 110%
- Shield recharge rate – 13%/s
- Equip delay – 2 s

Smokepop pack – A defensive smokescreen. When activated, it will release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.
Requires: Crafting 3
- –Basics:
- Market value – $175
- Max hit points – 100
- Flammability – 40%
- Mass – 3.00 kg
- Ingredients – 1x component, 20x steel, 40x chemfuel
- Beauty -3
- Work to make – 60
- Deterioration rate – 2.00/day
- –Apparel:
- Clothing (for nudity) – No
- Layer – Utility
- Covers – Utility slot
- Smokepop reload cost – 10 chemfuel
- Smokepops – 3
- Effect radius – 4.9 c
- Equip delay – 2 s

Firefoam pop pack – A utility pack made for firefighters. When triggered, a burst of fire-retardant foam is released, covering a wide circle around its wearer.
Requires: Crafting 3
- –Basics:
- Market value – $152
- Max hit points – 100
- Flammability – 40%
- Mass – 3.00 kg
- Ingredients – 1x component, 20x steel, 30x chemfuel
- Beauty -3
- Work to make – 60
- Deterioration rate – 2.00/day
- –Apparel:
- Clothing (for nudity) – No
- Layer – Utility
- Covers – Utility slot
- Firefoam pop reload cost – 30 chemfuel
- Firefoam pops – 1
- Effect radius – 4.9 c
- Equip delay – 2 s
Weapons

Revolver – An ancient pattern double-action revolver. It’s not very powerful, but has a decent range for a pistol and is quick on the draw.
Requires: Crafting 3
- –Basics:
- Market value – $135
- Max hit points – 100
- Flammability – 50%
- Mass – 1.40 kg
- Ingredients – 30x steel, 2x component
- Beauty -3
- Sell price multiplier – 20%
- Work to make – 60
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 12
- Stopping power – 1.0
- Armor penetration – 18%
- Range – 26
- Accuracy (close) – 80%
- Accuracy (short) – 75%
- Accuracy (medium) – 55%
- Accuracy (long) – 40%
- Ranged cooldown – 1.60 s
- Aiming time – 0.3 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

Autopistol – An ancient pattern blowback-operated self-loading pistol. It lacks stopping power and range, but is quick to fire.
Requires: Crafting 4
- –Basics:
- Market value – $139
- Max hit points – 100
- Flammability – 50%
- Mass – 1.20 kg
- Ingredients – 30x steel, 2x component
- Work to make – 84
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 10
- Stopping power – 0.5
- Armor penetration – 15%
- Range – 26
- Accuracy (close) – 80%
- Accuracy (short) – 70%
- Accuracy (medium) – 40%
- Accuracy (long) – 30%
- Ranged cooldown – 1.00 s
- Aiming time – 0.3 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

Machine pistol – A micro-submachine gun. It is short-ranged, but very light in the hands. Its rate of fire tends to make up for its weakness.
Requires: Crafting 4
- –Basics:
- Market value – $220
- Max hit points – 100
- Flammability – 50%
- Mass – 2.50 kg
- Ingredients – 45x steel, 3x component
- Work to make – 184
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 6
- Stopping power – 0.5
- Armor penetration – 9%
- Fire rate – 514.29 rpm
- Burst shot count – 3
- Range – 20
- Accuracy (close) – 90%
- Accuracy (short) – 65%
- Accuracy (medium) – 35%
- Accuracy (long) – 15%
- Ranged cooldown – 0.90 s
- Aiming time – 0.5 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

Bolt-action rifle – An ancient pattern bolt-action rifle. With its long range, and low fire rate, it is unlikely to drive animals to revenge, which makes it a favorite weapon for hunting.
Requires: Crafting 5
- –Basics:
- Market value – $255
- Max hit points – 100
- Flammability – 50%
- Mass – 3.50 kg
- Ingredients – 60x steel, 3x component
- Work to make – 200
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 18
- Stopping power – 1.5
- Armor penetration – 27%
- Range – 37
- Accuracy (close) – 65%
- Accuracy (short) – 80%
- Accuracy (medium) – 90%
- Accuracy (long) – 80%
- Ranged cooldown – 1.50 s
- Aiming time – 1.7 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

Assault rifle – A general-purpose gas-operated assault rifle for field or urban combat. It has good range, decent power, and good accuracy.
Requires: Crafting 6
- –Basics:
- Market value – $480
- Max hit points – 100
- Flammability – 50%
- Mass – 3.50 kg
- Ingredients – 60x steel, 7x component
- Work to make – 667
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 11
- Stopping power – 0.5
- Armor penetration – 16%
- Fire rate – 360 rpm
- Burst shot count – 3
- Range – 31
- Accuracy (close) – 60%
- Accuracy (short) – 70%
- Accuracy (medium) – 65%
- Accuracy (long) – 55%
- Ranged cooldown – 1.70 s
- Aiming time – 1 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

Sniper rifle – An ancient design of precision sniper rifle. Bolt action. It has an exceptionally long range, great accuracy and good power. Because it’s so unwieldy, other weapons outclass it at close range.
Requires: Crafting 7
- –Basics:
- Market value – $530
- Max hit points – 100
- Flammability – 50%
- Mass – 4.00 kg
- Ingredients – 60x steel, 8x component
- Work to make – 750
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 25
- Stopping power – 1.5
- Armor penetration – 38%
- Range – 45
- Accuracy (close) – 50%
- Accuracy (short) – 70%
- Accuracy (medium) – 88%
- Accuracy (long) – 90%
- Ranged cooldown – 1.50 s
- Aiming time – 3.5 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

Pump shotgun – An ancient design of shotgun that emits a tight-packed spray of pellets. Deadly, but short range.
Requires: Crafting 5
- –Basics:
- Market value – $255
- Max hit points – 100
- Flammability – 50%
- Mass – 3.40 kg
- Ingredients – 60x steel, 3x component
- Work to make – 200
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 18
- Stopping power – 3
- Armor penetration – 14%
- Range – 16
- Accuracy (close) – 80%
- Accuracy (short) – 87%
- Accuracy (medium) – 77%
- Accuracy (long) – 64%
- Ranged cooldown – 1.25 s
- Aiming time – 0.9 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

Chain shotgun – A magazine-fed fully automatic shotgun. It is even shorter-ranged than a typical shotgun, but is extraordinarily dangerous due to burst fire.
Requires: Crafting 6
- –Basics:
- Market value – $405
- Max hit points – 100
- Flammability – 50%
- Mass – 4.50 kg
- Ingredients – 70x steel, 5x component
- Work to make – 517
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 18
- Stopping power – 3.0
- Armor penetration – 14%
- Fire rate – 360 rpm
- Burst shot count – 3
- Range – 13
- Accuracy (close) – 57%
- Accuracy (short) – 64%
- Accuracy (medium) – 55%
- Accuracy (long) – 45%
- Ranged cooldown – 1.35 s
- Aiming time – 1.2 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

Heavy SMG – A compact, wide-caliber slug-thrower. It’s got a very short range, but it packs a punch and handles quite well.
Requires: Crafting 5
- –Basics:
- Market value – $355
- Max hit points – 100
- Flammability – 50%
- Mass – 3.50 kg
- Ingredients – 75x steel, 4x component
- Work to make – 400
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 12
- Stopping power – 0.5
- Armor penetration – 18%
- Fire rate – 327.27 rpm
- Burst shot count – 3
- Range – 23
- Accuracy (close) – 85%
- Accuracy (short) – 65%
- Accuracy (medium) – 35%
- Accuracy (long) – 20%
- Ranged cooldown – 1.65 s
- Aiming time – 0.9 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

LMG – A gas-operated light machine gun. While it is somewhat unwieldy and inaccurate, its long bursts of fire are effective against groups of enemies.
Requires: Crafting 6
- –Basics:
- Market value – $425
- Max hit points – 100
- Flammability – 50%
- Mass – 8.50 kg
- Ingredients – 75x steel, 5x component
- Work to make – 567
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 12
- Stopping power – 1.0
- Armor penetration – 18%
- Fire rate – 514.29 rpm
- Burst shot count – 6
- Range – 26
- Accuracy (close) – 40%
- Accuracy (short) – 48%
- Accuracy (medium) – 35%
- Accuracy (long) – 26%
- Ranged cooldown – 1.60 s
- Aiming time – 1.8 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

Minigun – A multi-barrel machine gun. It’s unwieldy, but once it starts firing it fires very fast. Where most self-loading guns are powered by the energy from the gunpowder, the minigun uses an electric motor to rapidly cycle cartridges through the weapon.
Requires: Crafting 7
- –Basics:
- Market value – $1160
- Max hit points – 100
- Flammability – 50%
- Mass – 10.00 kg
- Ingredients – 160x steel, 20x component
- Work to make – 1000
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 10
- Stopping power – 0.5
- Armor penetration – 15%
- Fire rate – 720 rpm
- Burst shot count – 25
- Range – 31
- Accuracy (close) – 20%
- Accuracy (short) – 25%
- Accuracy (medium) – 25%
- Accuracy (long) – 18%
- Ranged cooldown – 1.50 s
- Aiming time – 2.5 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 18%
- –Offsets:
- Move speed -0.25

Incendiary launcher – A wide-barreled incendiary bolt launcher. The bolts create small incendiary explosions on impact, starting fires.
Requires: Crafting 4
- –Basics:
- Market value – $340
- Max hit points – 100
- Flammability – 50%
- Mass – 3.40 kg
- Ingredients – 75x steel, 4x component
- Work to make – 334
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Damage – 10
- Stopping power – 0.5
- Armor penetration – 0%
- Range – 24
- Ranged cooldown – 3.50 s
- Direct hit chance – 11%
- Miss radius – 1.9
- Aiming time – 3.5 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

EMP launcher – A wide-barreled EMP shell launcher. The shell will upon impact release a burst of electromagnetic energy, stunning mechanical targets (mechanoids, turrets, mortars) and depleting shields in the area of effect.
Requires: Crafting 4
- –Basics:
- Market value – $505
- Max hit points – 100
- Flammability – 50%
- Mass – 3.40 kg
- Ingredients – 75x steel, 4x component
- Work to make – 500
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Stopping power – 0.5
- Range – 24
- Ranged cooldown – 3.50 s
- Direct hit chance – 11%
- Miss radius – 1.9
- Aiming time – 3.5 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%

Smoke launcher – A wide-barreled smoke shell launcher. The shell will upon impact release a cloud of smoke, obscuring incoming shots and preventing turrets from locking on.
Requires: Crafting 4
- –Basics:
- Market value – $380
- Max hit points – 100
- Flammability – 50%
- Mass – 3.40 kg
- Ingredients – 75x steel, 4x component
- Work to make – 500
- Beauty -3
- Sell price multiplier – 20%
- Deterioration rate – 2.00/day
- –Weapon (ranged):
- Stopping power – 0.5
- Range – 24
- Ranged cooldown – 4.50 s
- Direct hit chance – 11%
- Miss radius – 1.9
- Aiming time – 3.5 s
- –Weapon (melee):
- Melee damage per second – 4.50
- Melee armor penetration – 13%
Prostheses

Prosthetic leg – A leg prosthesis. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real leg.
Requires: Crafting 5
- –Basics:
- Market value – $260
- Max hit points – 50
- Body part efficiency – 85%
- Install sites – Leg
- Replaces parts – Leg, femur, tibia, foot, toe
- Flammability – 70%
- Mass – 8.00 kg
- Ingredients – 40x steel, 4x component
- Work to make – 250
- Beauty -4
- Deterioration rate – 2.00/day

Prosthetic arm – An arm prosthesis. While it lacks a neural interface, its complex arrangement of internal joints allows it to mimic natural movement quite convincingly. Still, it is inferior to a real arm.
Requires: Crafting 5
- –Basics:
- Market value – $260
- Max hit points – 50
- Body part efficiency – 50%
- Install sites – Shoulder
- Replaces parts – Shoulder, clavicle, arm, humerus, radius, hand, finger
- Flammability – 70%
- Mass – 5.00 kg
- Ingredients – 40x steel, 4x component
- Work to make – 250
- Beauty -4
- Deterioration rate – 2.00/day
- –Weapon (melle):
- Armor penetration – 12%
- Melee damage per second – 4.10

Prosthetic heart – A heart prosthesis. It contains an electric motor that pumps blood smoothly around the body. Users often report feeling tired, but it’s better than the alternative.
Requires: Crafting 5
- –Basics:
- Market value – $230
- Max hit points – 50
- Body part efficiency – 80%
- Install sites – Heart
- Replaces parts – Heart
- Flammability – 70%
- Mass – 2.00 kg
- Ingredients – 25x steel, 4x component
- Work to make – 250
- Beauty -4
- Deterioration rate – 2.00/day

Cochlear implant – An implant which replaces normal hearing. An external microphone transmits a sound signal to electrodes wrapped around the inner ear’s auditory sensing nerves. The electrodes stimulate the nerves according to the sound, creating a sensation of hearing. It’s not as good as a natural ear, but it’s a lot better than being deaf.
Requires: Crafting 5
- –Basics:
- Market value – $220
- Max hit points – 50
- Body part efficiency – 65%
- Install sites – Ear
- Replaces parts – Ear
- Flammability – 70%
- Mass – 1.00 kg
- Ingredients – 20x steel, 4x component
- Work to make – 250
- Beauty -4
- Deterioration rate – 2.00/day



