ok here is a concept for DLC, this would be like the gun runners but more advanced, adding in new weapons, new mods, and re adding ammo mods.
Chi-tect would be an ex-chinese military group (ghouls and a few dissidents) who are selling weapons for food and supplies to help them build a ship so they can try and make it back to china, in the 200 so years sense the war they have almost finished their marvel a re purposed US battleship that was in harbor near Boston when the bombs dropped. The thing is they need some help as their ship was sadly over run by mire lurks shortly after finishing the engine room.
This DLC would have a few minor quests to help them each quest done adds more weapons and ammos to the world as well as gives you unique mods to play with.
DLC adds at base
WEAPONS
PAW-25 grenade launcher (Based on real world PAW-20 GL)
looks http://files.harrispublications.com/wp-content/uploads/sites/8/2015/02/launchers-swmpap-paw-20-682x382.1422561571.jpg
lore: the paw-25, was in 2076 by Chinese infiltrators after hearing about the USA power armor program. Fortunantly no prototypes ever made it back to the main land and it never saw action in the war. That said in post war it is a popular weapon with groups like the gunners do to its unqiue ability to puncture power armor harming the user with out destroying the armor or its core.
ammo: 20mm
damage: 80
mag size: 6 rounds
range: 200
weight: 10 Lb
special: power armor users killed will stay standing and be ejected from the armor does minimal damage to the armor allowing for the frame to be retrieved after combat.
mods
receiver: hardened, advanced, incendiary, .50 (ups ammo to 20 mag, cuts damage down to 40)
mag: 6 drum(Base), small box (3 rounds faster reload) large box (7 rounds faster reload, slight accuracy reduction)
the Chinese assualt rifle
info: the chinese assault rifle the most vercitile and long lasting weapon out there. this weapon upon DLC activation can be found on gunners, raiders and even dimond city gaurds (though rare) the gunners will use all mods of it having three main types (detailed bellow)
ammo: 5.56
mag size: 25
damage: 35
range: 190
mods
receiver: automatic receiver (basic), burst receiver (3 round burst, better accuracy), semi automatic receiver (single fire, supperior accurate, more damge.), hardned and advanced of the three, .308 receiver (-10% ammo, +15 damage) .308 automatic receiver (-10% ammo, basically an hardened receiver you can craft before the hardened receiver)
mag: banana (Base), stub(10 round) light drum (60 rounds) large banana (60 rounds), large drum (100 rounds) quick load banana (25 rounds fast reload), etc.
sights: ALL rifle sights
barrel: short barrel (default), long barrel, long railed barrel(adds rail mods), medium barrel, medium light barrel, medium railed barrel(adds rail mods), sort heavy barrel (lower recoil), short heavy barrel.
stock: wooden stock (default), polymer stock (default 50%), marksmans wood, marks-mans polymer, wooden folding stock (higher accuracy while aimed, increased fire rate while hip, slower to swap between), gunner stock (designed for rapid fire recoils with gun)
muzzle: flash suppressor, suppressor, compensator, bayonet.
rail(under barrel mods)
flash light: adds a white low grade flash light, can be upgraded (another mod slot)
grenade launchers (gp[20mm], m203[40mm], key[shotgun shells]) replaces grenade throw with a swap to the sub weapon can be fired and loaded by its self. each has different ammo (gp[2], m203[1], key[4])
shield: adds a small shield to the weapon, the shield is like power armor... armor in that it has 200 HP that it can deflect before needing repaired, good for long fire fights the down side it is blocks none sighted view.
bipod: removes recoil when firing over cover.
types found on the field (not counting random mods)
standard: base stock, automatic reciver, short barrel, glow sights
[gunner] RPK: long railed barrel, bipod, short scope, gunner stock, flash suppressor, automatic receiver, large drum mag.
[gunner] sniper: long barrel, suppressor, medium scope, marksmans polymer, standard reciver
[chinese gaurds] grenadier: hardened automatic receiver, standard banana, medium railed barrel, polymer or wooden stock, reflex sights (circle), bayonet; under barrel grenade launcher [gp].
20mm sniper
info: china's main sniper rifle before and during the war, it and its big brother the 40mm where a threat to many American soldiers during the alaska campaign and the invasion of china. now you can get one for yourself (made up on the spot bored)
looks: http://www.anzioironworks.com/images/20mmwith50a-1.jpg
mag: 3 box
range: 400
damage: 100 (none perk)
weight: 30 Lb
note: 20mm is explosive and can puncture power armor see the GL above.
mods
barrel: long barrel (Base), recoiling barrel, (less recoil more accurate), suppressed barrel (suppresses weapon)
receiver: 20mm, 40mm, hardened 20mm, advanced 20mm. (40mm only on unique one, but can be removed)
stock: polymer white, polymer green, polymer black (no difference) advanced (better recoil and range)
mag: small box (3 rounds), drum (6 rounds) large box(7 rounds), large drum (8 rounds)
unqiue variant
power stopper
info: owned by the leader of the Chinese merchants, this sniper is called power stopper do to the fact its owner single handedly took out a gunner assault with it, the power stopper has a 40mm receiver, recoiling barrel, and large drum mag, as well as a unique swamp camo paint job and long recon scope.
Grenade rifle
info: while not unique tp the chi-tect productions, the grenade rifle produced by them is highly modible, starting out as a single barreled 40mm launcher which more then tripples the range of a thrown grenade if used right, the weapon is capible of firing the most complex range of ammos in the game.
looks: m79, upgrade looks like china lake
mods
receiver: hardened 40mm, advanced 40mm, 20mm light (lowers weight and damage)
body: short (standard pistol like hold), rifle (rifle stock) china town (china lake 3 round tube 4 round total).
barrel: short, medium, long, dragon (unique variant)
sights: none, line (like missile launche but more lines) smart (shows trajectory if do not have perk), medium scope (shows range and lines as well as a medium zoom)
unqiue varrient
the dragon
info: found in the ship on a dead ghoul this grenade launcher was used to help cleat the mirelurks out of it battle ship, though its user has long sense died the weapon was left with them to be forgotten, the dragon has a unique barrel mod that causes it to spit fire at 20 range towards anything in front of it. (Basically blast ports of sorts) but it has a lower range on the projectiles as a result.
Chinese pistol and German pistol
info: these two are lumped together as the last two weapons for the DLC idea, the chinese pistol being a 10 round 10mm pistol with a unique loading system and the german one being a 10 round 10mm pistol which is basically the Luger pistol. both of these are almost as modifiable as the standard 10mm they just have deferment stats, the chinese one for example can not have mag mods and does lower damage, but to compensate it reloads faster and has a faster fire rate. while the german one can not take barrel mods and fires slower, so to compensate it does more damage and is more accurate. not putting stats for many reasons.
German pistol note: it is being produced by teh chi-tect tribe as they have found some relics in the area and are copying them (basically found some ones ww2 collection)
AMMO TYPES
This is the bulk of the mod, these work like arrows in skyrim you sellect which type you want from the ammo screen and can fave tips to load into guns. (note will not load in types that don't match) note swapping ammos reloads the gun.
base ammo types
for: 10mm, .45, 5.56, .44, .50, .308
duplex: fires two rounds instead of one
AP: ignores 50% DR
subsonic: when combined with suppessor direction is not noticed.
incendiary: +10 fire damage, +10% chance to light targets on fire
explosive: +Explosive damage, +small blast range
hollow point: triple damage to lightly armored targets (anything not in power armor)
delayed explosive: explodes inside target 5% chance to instant kill target (only ammo type that has to be bought and can not be crafted)
plasma tipped: fires a green tracer that deal energy damage and can gooify the enemy.
rat shot: lowers range to 60 adds 6 pellets to the shot (most common in .44 and 10mm)
shotgun ammos
dragonsbreath: replaces pellets with a 40 range burst of high damage fire (even more then a naplamer flamethrower)
explosive slug: fires a single slug with max range of 180 explodes on impact
slug: ups max range to 180, damge doesn't change and is consintrated into one shot
bolo round: vats shots aimed a weapons will disarm, hits to head my decapitate
rifled slug: same as slug ups range to 200
plasma shell: shoots out a plasma projectiles (6 small projectiles glow green)
pepper ball: projectiles do low damage and have a 90% chance to stagger almost any none robot enemy. enemys hit enough will surrender like intimidate level 1. (animals will frenzy instead of the intimidated)
beanbag: slug version of pepper ball.
laser ammo
cryo cells: lower max ammo when used does cryo damage
low wave cells: beam is a barely visible line, cuts damage by 50% and suppresses the weapon.
overcharged: beam is made really bright, quadruples damage (takes 8 cells to make one)
plasma core: turns beam to a green color, adds radiation and plasma damage.
plasma ammo
irradiated: adds radiation damage
kelvin burn: 90% chance to light target on fire
hardened: causes bleed damage
missiles
incendiary war heads: lower damage, higher blast range, lights targets on fire.
high explosive: higher damage and blast range
shrapnel explosive: higher blast range deals more damage to organic targets
EMP explosive: lower blast range, disables power armor and mechanical units (has a 1% chance of starting the self destruct action on bots and power armor)
20mm and 40mm (added by mod)
high explosive: more damage
incendiary: basicly high range molotov, also has a higher blast range and chance to light targets on fire.
plasma: green explosive does more damage but has a lower blast range
proximity: like throwing a mine, explodes if enemies get to close as such can also air burst will not detonate on friendly targets.
EMP: slight chance to disable power armor and robots
tesla rounds: fires off a round that when it hits will hit anything in range with a bolt of energy.
dirty rounds: added radiation damage, but lower total damage and blast range (common, will generally find more of these then standard rounds)
slug: basically a big bullet does a lot of damage though if hits.
targeting: advanced rounds which will move towards targets, best used at long range as they only have slight changes and are not that good at close range.
and that is all for the ammo mods, though there would be more, the idea is this DLC concept would add them all over the waste land meaning that everything from raiders to supermutants might become a lot more dangerous.
the last part of this ideas none quest additions is weapon mods for that I have the following many of which may be from other topics of mine.
WEAPONS MODS
double barrel shotgun
20mm receiver (Receiver mod): replaces the shells with two 20mm rounds, making the weapon more a rifle then a shotgun.
Tesla barrel(barrel): duct tape some cirutry, a knife and a few nine volts, stuns enemys hit wiht melee attacks.
10mm pistol
SMG BODY (grip mod): replaces the grip with a forward receiver and SMG mag, adds 2 new mag mods (banan and drum[30 round and 60 round]) to the weapon, also allows for some stocks to be placed on the weapon (flip stock, recoiling stock, and a standard stock) (mp5k base for design)
telsa suppressor(muzzle): adds energy damage to rounds. (is basicly a suppressor with several batteries welded to it)
underwater receiver (receiver): allows the weapon to be fired from underwater.
,44 revolver
that body(grip and receiver replaces both upon placing in one) turns the revolver into the .223 pistol from fallout past.
fatman
poor mans fragger: replaces the mininuke with a sling, can load any none molotov grenade into the launcher fires 6 at once.
the ram: turns the fatman into a hydrolic ram which can stagger any thing smaller then a deathclaw. also can bust open none masterlock doors.