Augments

General
NOTE: This is only the FIRST phase for Armor Augments, more augments will be added in upcoming future patches.
 * A new slot has been added to Weapons and Armor to allow them to be slotted with an extra mod
 * Augments have no weight, so you don't feel compelled to put them in the workbench (in which you risk the vanilla FO4 X+ bug as with any loose mod attachment)
 * Augments cannot be crafted
 * Augments rarely drop from some locked containers, boss containers, and legendary enemies
 * Augments drop by themselves (not attached to an Item), so they are more clearly visible
 * Augments can be added or removed from Items at anytime
 * The loose mods can be found in the "Mods" tab of your inventory
 * Adds a suffix to the name of the Item when an augment is added: [A+]

Obtaining

 * Low tier Augments can now drop more often from all loot sources for augments
 * Some legendary robots and synths now have a chance to drop augments
 * Some named npcs now drop specific types of augments

Ballistic Augment

 * Critical Damage * Adds +5% Critical Hit Damage
 * Critical Damage * Adds +10% Critical Hit Damage
 * Critical Damage * Adds +15% Critical Hit Damage
 * +10% Base Damage
 * +1 Piercing Energy Damage (ignores armor)
 * +2 Piercing Energy Damage (ignores armor)
 * +3 Piercing Energy Damage (ignores armor)

Energy Augment

 * Critical Damage - Adds +5% Critical Hit Damage
 * Critical Damage - Adds +10% Critical Hit Damage
 * Critical Damage - Adds +15% Critical Hit Damage
 * +10% Base Damage
 * +1 Burning Damage
 * +2 Burning Damage
 * +3 Burning Damage

Melee Augment
More augments may be added over time ...
 * Critical Damage - Adds +10% Critical Hit Damage
 * Critical Damage - Adds +15% Critical Hit Damage
 * Critical Damage - Adds +20% Critical Hit Damage
 * +10% Base Damage
 * +2 Piercing Energy Damage (ignores armor)
 * +3 Piercing Energy Damage (ignores armor)
 * +4 Piercing Energy Damage (ignores armor)
 * Melee Defense - Reduces incoming melee damage by 10%
 * Melee Defense - Reduces incoming melee damage by 15%
 * Cryo Damage - Adds +3 Cryo damage
 * First Strike - +20% damage if the target has 100% health

Headgear Augments

 * Headgear Augments: Fire Resist, Cryo Resist, Rad Resist
 * All headgear now has an augment slot (requires augments specifically for headgear)

Chest Augment

 * +4 Damage Resistance
 * +4 Energy Resistance
 * +4 Fire Resist, +4 Cryo Resist, +10/20 Rad Resist, +8 DR, +8 ER

Limb Augment

 * +2 Damage Resistance
 * +2 Energy Resistance
 * +4 DR, +4 ER, +4 Rad Resist