A Chemistry Station is a rack of burners, beakers, and salvaged laboratory glassware. It handles everything that has to be mixed, synthesised, or packed — chems, medical supplies, syringer ammunition, and every explosive in the game but one.

Chemistry runs on Science

Chem and medical crafting is an 🧠 INT + 🔬 Science Test. Explosives are the exception: they are a 👁 PER + 💣 Explosives Test at the same station.


What You Do Here

Operation TestPerk🔨 Time
Basic chems🧠 INT + 🔬 ScienceNone30 min – 2 hr
Advanced chemsINT + 🔬 Science🎖 Chemist (🔬 Science +5, INT 4)30 min – 2 hr
Medical items💉 Stimpak, 🧼 Antiseptic, 💊 Antibiotics, 🧵 Surgical Sutures, 🧂 Smelling SaltsINT + 🔬 ScienceVaries by recipe30 min – 2 hr
Syringer ammunitionINT + 🔬 Science🎖 Chemist30 min – 2 hr
Explosives, grenades, mines👁 PER + 💣 Explosives🎖 Demolition Expert15 min – 2 hr
Energy devices — Plasma, Pulse, and Cryo grenades and minesPER + 💣 Explosives🎖 Demolition Expert and 🎖 Science!1 – 2 hr

Each craftable item carries its own recipe and 📊 DC in the Crafting callout on its page. The full explosives table lives on 🔨 Crafting.

DC by tier: Basic/T1 10, Standard/T2 15, Advanced/T3 20, High-end/T4 25. Explosives run one band lower than that, because they are gated harder on perks instead.

🎖 Chemist does two things

It unlocks advanced recipes — and it doubles the duration of every chem you create. A Chemist’s Jet lasts twice as long as one bought from a trader.


Failure

A failed chem or explosive consumes its components and produces nothing. On a 🎭 CRITFAIL, the GM may rule the batch is actively dangerous — a toxic chem, an unstable charge — rather than merely wasted.


What a Chemistry Station Can’t Do

You want to makeGo to
Weapon, armor, or robot mods🔧 Workbench
Gear built from scratch, ⚙️ Scrap Refinement, kit refills🔧 Workbench
Cooked food, alcohol, purified water🍳 Cooking Station

The industrial-workshop rule applies here too: a Chemistry Station cannot manufacture ammunition (syringer darts are the sole exception — they are chemistry, not cartridges) or manufactured medical kits like the First Aid Kit and Doctor’s Bag. Those are found or bought.

The Molotov needs no station

A bottle, some ⛽ Fuel, and a rag. The Molotov is the only explosive that requires no workstation and no perk — it is the fallback when the party has neither.


Finding One

Chemistry Stations are far rarer than 🔧 Workbenches. They turn up in laboratories, hospitals, clinics, chem dens, and the better-established settlements — anywhere someone was doing medicine or manufacturing before the war, or is doing it now.

A party that wants reliable chem production generally has to negotiate access to somebody else’s station, which makes the people who own one worth staying on good terms with.