1) Mortar-Tube (A weapon built at the work bench that allows the player to engage mid to long range targets using Mortar Munitions made at an Ammo Bench)
Required Materials: 1 Steamguage Assembly; 1 Pressure Cooker; 1 Sensor; 2 Pilot lights; 3 Lead pipes; 1 Leaf Blower
Assembly Requirements: Assembled at Work Bench; Repair Skill 50; + (Optional) Science Skill 50
Additional Requirements: Mortar Tube requires a "charge/recharge" at camp-fire using 1 Purified Water (no negative effect) or 1 Dirty Water (w/ x 1.25 CND decay)
Description: The Mortar-Tube assembly carries a "charge" (per use) capacity for 5 shots before needing a "recharge" using the above method at a campfire. The
Motor-tube is fired by equiping the mortar as any other weapon, but can only be deployed/fired when holding down the aiming button (left trigger for Xbox).
Holding down the aim button causes the player to deploy the mortar and begin scanning (preferably from Third Person Perspective) in the direction that
player was facing when he/she deployed the mortar. Once in deployment mode, the player will use the "right-thumb" stick to adjust left/right alignment and distance
for the intended area of effect. While in deployment mode, the character can not move, only rotate his/her viewing angle. Area of effect will be displayed by a
pulsating circle (reticle) that is overlayed on the terrain in question. Explosive skill will determine the size of the overlayed reticle and the effectiveness
of the explosion in general, with a larger reticle indicating a less precise shot. The player will only be able to utilize munitions crafted at the ammo bench which will be
discussed next. Changing munitions works the same way as does for any other weapon. There should be a noticable delay between firing and contact with ground/target
(3-5 seconds depending on range). Use of "Sneak Attack" Criticals should remain in effect or have a small multiplier. One pilot light will remain green when Mortar Tube has a charge in it.
Otherwise, a seperate light will glow red, indicating that the Mortar Tube does not have a charge in it.
2) Mortar Munitions (Munitions are assembled at the Ammo Bench. Payload availability depends on the player's Repair and Explosive skill levels)
Assembly Requirements: Assembled at Ammo Bench; 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, and a payload of the players choosing; Repair Skill (variable); Explosive Skill (variable)
Additional Requirements: Munitions will be treated as throwable explosive weapons in the absence of a Mortar-Tube. Mortar muntions will have weight equivelant to the weight of the the primary payload.
In the event that Mortar Munitions are thrown instead of fired, they will mirror the effects of the primary payload with the exception that they detonate on impact instead of
operating on a time-delayed fuse like frag grenades, instead, they will detonate on contact like 40mm grenades.
Description: Mortar Muntions come in various flavors for specific effects and each type has slightly different requirements for assembly and radically different skill requirements as well.
a) Concussion Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 2 Dynamite Sticks; Repair Skill = 25, Explosive Skill = 25; Effects = 0.75 DAM of Dynamite Stick / +50% chance to Knock Down enemy / +25% Chance to Stun Enemy
B) Frag Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1 Frag Grenade; Repair Skill = 35, Explosive Skill = 25; Effects = 100% DAM of Frag Grenade / +50% chance to Knock Down Enemy
c) Plasma Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1 Plasma Grenade; Repair Skill = 35, Explosive Skill = 25; Effects = 100% DAM of Plasma Grenade / -10% Area of effect / +25% chance to set enemy on fire
d) Flaming Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1 Turpentine, 1 Incendary Grenade; Repair Skill = 45, Explosive Skill = 25; Effects = 100% DAM of Incendary Grenade/ +25% AoE / +100% damage time duration (name is intentional)
e) EMP Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1 Sensor, 1 Pulse Grenade; Repair Skill = 45, Explosive Skill = 35; Effects = 100% DAM of Pulse Grenade / +50% AoE
f) Holy Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 2 Purified Water, 1 Dynamite Stick; Repair Skill = 45, Explosive Skill = 50; Effects = AoE equal to Frag x 2 / +75% Limb Damage / 75% reduced speed against Abominations only (Gouls, Deathclaws, etc)
g) Shrapnel Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 20 Caps, 10 Bobby Pins, 1 Dynamite; Repair Skill = 65, Explosive Skill = 50; Effects = AoE of Frag Grenade x 1.5 / +95% Limb Damage / +75% chance to stun / -50% DAM of Dynamite
h) Chem Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 3 Psyco, 1 Buffout, 1 Cazador Gland,1 Dynamite; Repair Skill = 75, Explosive Skill = 50; Effects = AoE of Frag x 2/ +95% chance to stun / + 15 health DAM/ps for 30 seconds / +25 Dam/ps while in cloud
i) M.O.A.M: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1, Sensor, 1 C4; Repair Skill = 75, Explosive Skill = 75; Effects = AoE of C4 x 1.25 / DAM of C4 x 1.50 / +100% chance to stun
j) Cluster Mortar: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1 Sensor, 5 Cherry Bombs, 2 Wonder Glues, 50 caps, 1 C4; Repair Skill = 90, Explosive Skill = 75; Effects = AoE of C4 x 3/ DAM of C4 x 1.15 / 95% Limb Damage/ 50% chance to Knock Down
k) EAT THIS!: 1 Rocket Souvenier, 1 Pistol Primer, 25 Pistol Powder, 1, Nuka-Cola (variable), 1 Fission Battery; Repair Skill = 100, Explosive Skill = 100; Effects = Same as Mini Nuke (Nuka Quartz = x 1.25 DAM/ x 1.25 AoE) (Nuka Victory = x 1.50 DAM/ x 1.50 AoE)
I think that should about cover the mortar idea. Next on my list is the impaler!
3) The Impaler! (A weapon built at the work bench designed to engage close to mid range targets using lawnmower blades)
Assembly Requirements: Work Bench; 1 Steamguage Assemply, 1 Riot Shotgun, 1 Fission Battery, 2 Scrap Electonics, 1 Vacuum, 4 Wonder Glues, 1 Bone Saw; Gun Skill 50; Repair Skill 50
Additional Requirements: Blades may be infused with poisions that are already available at a camp fire, otherwise, blades maintain default damage attributes.
Descrpition: The Impaler is a weapon designed to accomplish two goals. Slow the enemy down and cause a slow loss of health. The Impaler fires lawnmower blades at targets.
A successful hit will result in a 50% reduction in speed and cause a +2 health DAM per second of enemy target unless enemy uses a stimpack or healing powder.
Multiple hits will not increase the reduction in speed, but, they will increase the rate of health lose per second......with each successful hit doubling the DAM per second.
Blades that are infused with poisions will have their poisions continually affect the target, regardless of stimpack/healing powder use, unless target uses Antivenom to netrualize
the poision. The Impaler is a semi-automatic weapon that utilizes the Riot Shotguns 12 round drum (modified for lawnmower blades) and serving as the base of the weapon.
Effecient use of the Impaler requires the player to have a Gun skill of 50 or more and Strength of 6 or more and it should weigh about 15 to 20 pounds unless modified with certain
perks.
Okay, that's all I got so far......feel free to add you own ideas or comment on mine. Also.....I'd like to see the return of Nuka Grenades......if possible......I love those things!