XCOM 2
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Additional Ammo Types
   
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2.655 MB
31 May, 2019 @ 1:29pm
5 Sep, 2024 @ 9:57pm
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Additional Ammo Types

Description
Adds 8 new ammo types, all unlocked by research/autopsy.
they are all built in engineering, but (except micro, scramble and silvered) require elerium cores.

Micro Rounds - Modular Weapons
compact rounds that let you load more ammo at a time. especially useful for suppression-type classes.

Shredder Rounds - Hybrid Materials
it's basically shredder, except from ammo. very handy, especially if you have mods that add heavily armoured foes.

Scramble Rounds - Trooper Autopsy
debuffs both hit and crit chance - and unlike venom rounds, works on robots and biotroopers too.

Silvered Rounds - Lost Autopsy
didn't luck out and get between the eyes? bring these to murderize the lost.

AntiViolet Rounds - Priest Autopsy
shut down shields and do bonus damage to psionic foes. bonus: spiffy purple FX.

Vampire Rounds - Spectre Autopsy
shoot people, heal based on damage done. Ideal for soldiers that tend to get shot up, or expend health to use their abilities.

Enervation Rounds - Shieldbearer Autopsy
debuff all damage targets do, with a chance to also disable their weapon. particularily useful against rulers or ABA primes that get to shoot at you no matter how many doods you have ready to alpha.

Explosive Rounds - Andromedon Autopsy
shoot rockets. nuff said. they do reduce clip size tho, so make sure you've got some expanded mags to offset that.
there is a config setting to make the explosions less visually awesome, if you think it's a bit much.
note: if clip size is reduced to 0 you won't be able to fire at all. normally only an issue for boltcaster.


If there's any you don't want around, they can be set as unbuildable in the config.


Inventory icons for several rounds by: NeIVIesis
Popular Discussions View All (4)
5
13 Apr @ 3:34am
Russian translation
♥PanK♥
2
27 Jan, 2020 @ 6:55pm
Simplified Chinese Translation
廣東陳奕迅
0
17 Feb @ 3:31am
Korean localization
소원들어주는나무
112 Comments
Ironmonk 1 Mar @ 3:13pm 
I was just thinking about how I don't like the Vampire Rounds because I find it too immersion breaking... then I had this idea:

A Ammo that recovers Will (Wraith Rounds seems like a proper name)... so, weapon tier = Will recovered upon hit... CV = 1 / MG = 2 / BM = 3
It could also drain the same amount of Will from the target, perhaps make robotic units immune to both effects.

Other possibilities for Will Drain:
vs Normal: CV=2 / MG = 4 / BM = 6
vs Psionics: CV = 1 / MG = 2 / BM = 3
vs Robotics: No Effect
vs Undead/Lost: No Effect
Icarus IV 11 Jan @ 9:14am 
I hate to ask but the explosive rounds seem to explode elsewhere? They blow up to the side instead of where it hits. Or rather there is a secondary explosion elsewhere. It's rather odd.
Lebowskichild 28 Nov, 2024 @ 11:05pm 
@Mitzruti could you tell me, are the shredder rounds supposed to benefit from the Resistance Order "Weak Points" of the Skirmishers? I'm not sure it works for me, as the base game grenades get the extra point of shred, but not any attacks by soldiers using these shredder rounds.
DullUsername 20 Jul, 2024 @ 7:02am 
@MrShadow Same
MrShadow 13 Feb, 2024 @ 2:04pm 
would love a version of this where these are all random in the proving grounds like others.
4rrakis 17 May, 2023 @ 9:46am 
The easiest way would be to check Mod Jams' discussion thread about this mod and to add the enemy mods you need for the corpses. Other than that, you would have to edit Mod Jams' config files to change those tech requirements.
sourax 17 May, 2023 @ 9:44am 
@4rrakis yes i am using mod jam, would you happen to know how i can fix the issue?
4rrakis 16 May, 2023 @ 4:13am 
@sourax that usually means that you are using a mod that changes costs to a corpse you don't have in your mod setup. Are you using Mod Jam?
sourax 16 May, 2023 @ 3:42am 
is it a bug that there`s cost shown but not what the cost is?, like in the proving grounds all costs are listed except one which is just a red 1
zin 27 Apr, 2023 @ 8:26pm 
Why do I not see the rounds when hovering over the weapon?