MORE CONCEPTS FOR WEAPON PARTS AND LEGENDARY VARIENDS (will add to Origin post)
ENEMY CONCEPTS
bloatflies
right now a legendary one of them feels well like a second shotgun shell wasted so bellow is some concepts for working legendary enemies
bloatfly brooder
info: a bloatfly with a large extended back side can be black or glowing depending on level, the brooder fires out larva like a machine gun generally firing in 4 to 5 larva bursts not only that it gives a special debuff called infested which causes the target to take radiation damage over time do to the larva in them, thankfully the larva die after 30 seconds in a most hosts though if the host dies in that time 2-4 smaller bloat flies will burst from their corps.
infested stat: +10 rads per second, -2 health per second lasts 30 seconds. (dangerous but only has a 5% chance to happen against the player, 50% against allies, and 80% against other NPC's including settlers)
special drops
bloatfly larva: this is a special item as the larva is a live, and will eat food in inventory (so watch out) but if you pickpocket it into an enemy it ill give them the infested status, you can also make special serynger ammo, or even put them in a corps which causes 1-3 none hostile bloat flies to burst from it (cleaning up the body in the process)
bloated fly abdomen: if the back end is not destroyed in combat this will drop intstead of the larva, the abdomen can be used to craft a special grenade that upon detonation flings larva all over the place infesting anything in range as well as doing heavy radiation damage.
toxic bloat fly
info: this legendary bloat fly is something to avoid, as it is a bloatfly near the end of its life span, out of larva to fire at victems it instead will fly upto a target and detonate its self showering them in goop that will temporarily blind the target, not only that but this blast can do anywhere between 1 and 80 radiation damage.
unique drops
unstable flesh: this unique drop is dropped in stacks of 3, and can be used to make explosives, the explosive created from this is called the bloodbomb (requires this, 2 irradiated blood, and some paper) the blood bomb is unqiue in when thrown it will blind all targets even thoughs in power armor for a moment and will leave a cloud that will damage anything that is not immune to radiation. (aka radiation damage 5 per second, cloud lasts 10 seconds)
RADROACH
god this one is near impossible, do to the fact radroaches are weak, even a legendary glowing one takes one pistol whip to kill... two if you miss. so here are my ideas.
Spiked rad roach
spiked rad roaches, will deal damage to anything that melees them not only that but their exoskeleton is reinforced in such a way that they can shrug off most melee attack taking only 1 or 2 points of damage, best way to deal with them is a 10mm pistol or a flamer, generally a flamer as they always come in groups of 3 or more and are smaller then the standard radroach
drops
cushioned exoskeleton: this unique mod can be applied to leather armor making it reflect 10% melee damage per armor peace applied, meaning a full armor (arms, legs, body,) can reflect 50% melee damage from the user effective allowing the user to tank melee damage like nothing. (only a 10% chance of droping out side of the main one, aka you see 3 you will get one of this and have a 10% chance of the other 2 having it)
volatile radroach
this strange radroach mutation causes them to explode if they bite down on anything, most of these do not live long as they can not eat, that being said they will charge any enemy and explode with the force of a molotov, so be warned if you see a glowing radroach back up and blast it.
drops
volatile roach carcase: 5 LB, the good thing about them if they don't explode you cna pick up their bodies and use them as a molotov, while this main sound weak keep in mind it is just a radroach, though they do sell for more then a molotov.
roachqueen
info: this large radroach is about the size of a large dog (1 f00t tall, 6 feet long, 2 feet wide) and it has the strenght to show it, the roachqueens will lay eggs and rarely spawn living radroaches either of standard or volatile types, they also have a heavy amount of health compared to the others, and if you see a glowing one, you are about to fight a roach version of the low level bears (Can't spell and not going to butcher it).
drops
roach eggs: drops in batches of 5 is used to craft a special distraction mine called roach mine, when triggered this mine will spawn 5 hostile to all roaches slowing down the target, the unique thing about it, this mine when triggered doesn't alert other enemies to the player they just think the roaches came out of the wall and in fact it may put the player back hidden if they where looking for the player.
volatile roach egg: same as roach eggs difference is it spawns the legendary varient volatile rad roach which will act is a MIRV mine, really good for taking out raiders or burning down a super mutant.
SUPER MUTANT LEGENDARY VARIENTS
this was the easiest one to come up with ideas for a the super mutants are crazy and some things you would not be surprised to see them doing. ALL ideas here are designed to be deadly as these guys will drop weapon mods seen in the first post.
super mutant grenadier
info: a super mutant with the 40mm mod on a double barrel shotgun, these guys are a big threat in the fact they will be firing a grenade at you every 3 or 4 seconds atleast until they run out of ammo. Though they generally spawn with 12 to 15 rounds so they can dish out a lot of damage before dying. these guys also have a unique armor, a bandoleer containing 10 40mm grenades, do not hit them in the chest as doing so will detonate it killing and removing all ammo from their body.
drops
40mm weapon mod (legendary shotgun mod see first post)
40mm ammo 0-15
grenadier chest plate: can be scrapped for 10 40mm grenades and some cloth
super mutant master missile armed
info: a super mutant master who likes their explosives a little to much, these bad boys hold two, four round missile launcher (may be modded with targeting computer) and fire them one handed over the sholder, be warned they cna put 8 rockets on point rather quickly and unlike others do not use the ammo they have.
drops
missile launcher mods on main idea (Can be using them so if unlucky may run into one with two puckle launchers and targeting computers)
missiles: 10-25 (doesn't use and spawns with that much)
super mutant power armored
info: the ultimate threat, while many super mutants see power armor as usless metal these ones have ripped it apart and sort of welded it back together while they where inside, yeah not smart, but these guys have a working t-60 welded to their body including core and reactive armor, the big threat here is the fact the power armored mutant generally can not hold a weapon so they will use unarmed, at it is like getting hit with a hydrolic fist 3 times over.
drops
fusion cores 1-5
mangled power armor frame (collect 3 and you can craft a custom frame with one of 3 mods, ballistic frame, explosive frame, stealth frame each gives a bonus to said stat)
super mutant suppressor
info: a supper mutant armed with two automatic large mag assault rifle (you know the LMGs), while they will drop one when they need to reload and can not use grenades these guys can dish out a lot of pain, they are also a huge threat as they are always paired with a suicider or two who will run towards the target they are suppressing.
unique drops
assault rifle legendary mods
well that is all for enemy ideas, I feel that they are not my strength in this topic.
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5.56 assualt rifle mods
heated barrel(Barrel mod): puts holes in that water cooled barrel and actualy heats it up, this has a 25% chance of lighting hit targets on fire.
the belt(mag mod): adds a side load belt that ups the ammo to 200 rounds.
SAW (barrel mod): removes the water cooled barrel replacing with a m60 like barrel including tripod, reduces recoil while aiming and crouching by 90%
chainsaw hold (sight mod/stock mod) disables sighting in, but makes it so standard fire is more accurate. hold like minigun.
ALL GUN MODS
the long eye(sight): a variable scope that will zoom in on targets from 2x to 15x, when at full zoom +10% accuracy in vats for firing at target killing target fils crit and AP instantly.
corner cannon (stock/ grip[10mm pistol, .44 mag]): when sighed behind cover do not pop out of cover instead gun is aimed out by its self allowing you to fire from safty (basicly a corner shot weapon system)
tactical combo (sight): adds a tactial block onto the weapon, this inludes a flashlight, laser sight, and glowing sight. accuracy increased, accuracy in vats increased, adds light mod to weapon.
.44 magnum
.45 receiver: use .45 ammo, much more common ammo and slightly more damage just lowers the ammo from 6 to 5.
.50 BMG receiver: removes barrel mod slot replaces ammo with .50 cal, lowers ammo to 3 but increases damage to around 75.
.44 riflemans stock(grip): gives the .44 a rifle stock and wooden hand hold similar to the hunting rifle, increases range by a lot, and lower recoil.
the barrel (Barrel): gives the .44 magnum a 12 inch long barrel, though cartoony this barrel increases accuracy and lowers recoil. (if combined with the riflemans stock makes the revolver basicly a sniper pistol counting wiht pistol stats and perks)
hunting rifle
note: no real way to mod this right as how they messed up with the weapon in the first place.
sniper body(stock/receiver/mag): replaces the stock receiver, and mag with a .50 cal sniper system 10 round mag, turning it from a light hunting rifle to a anti material .50 cal, even with out perks this can fire through cover, this mod unlocks a new tier of mods for the sniper, which includes the following (small quick mag[5 round fast reload], large mag [15 round, same reload], large quick mag [15 round fast reload], heavy .50 receiver [more damage], advanced .50 receiver[superior damage], marksman stock, recoil compinstated stock )
40mm receiver (stock/receiver/mag):like the one above replaces most the weapon this time is not further modible and has a 3 round 40mm load shooting explosives at long range, this will likely take anything out in one hit.
FLAMER
blue fire(tank): swaps ammo to cryo cells, basically turning the weapon into a cryolator. also doubles the range. (Reloading propellant shows placing 1-3 cryocells in instead of normal reload)
plasma burner(tank/propellant): removes propellant mods (you get them back) replaces ammo with fusion cores, weapon now fires a plasma like flame, though retains the 47 range,uses 5 ammo per 1% of core, can be improved. note can gooifty enemies
heavy incinerator (tank/barrel): turns the weapon from a flamer to a heavy incinerator, with black paint job included, with this the range is upped to 183 and the barrel is replaced with a recoiling barrel. still accepts propellant mods. adds a sight mod option call incinerator sight which is a fancy computer that shows a ring where you will hit when sighted in.(mod requires science two)