[Mod Idea]Special Rounds.

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DuskNite
Posts: 11
Joined: Tue Feb 14, 2017 6:14 am

[Mod Idea]Special Rounds.

Post by DuskNite »

Now, I know that there are special ammo in XCOM2, but those are not what I'm thinking.
What I'm thinking is special ammo/magazines that are consumable-like, instead of infinite.
They are strong as f, but are the kind that are used in a pinch, as they are expensive as hell (Each of them costs 50-100 supplies worth of corpses... And the problems would include getting those corpses in the first place.)

Here, an example. The Toxic Round. When used with an Assault Rifle, SMG or Gatling, deals +3 damage, and poisons all targets in a 3x3 area, dealing 3 damage per turn for a minimum of 3 turns. Each round (It's actually a magazine in this case) gives 2 shots.

I'll list out some other ideas.
Of course, I havent gone back to balance them after listing them out... Eh I might do that later (probably not).

All shotguns use a trench gun like effect.

Toxic Round - 3 Viper Corpses, 20 supplies. 1 use.
Assault Rifles/Gatling/SMG - Deals +3 damage. Poisons the target and all surrounding targets for 3 turns. Deals 3 damage per turn. Poison lasts a minimum of 3 turns. 2 shots.
Shotgun - Poisons the entire area. Inflicts poison that does 3 damage if hit and 2 if miss. Poison lasts a minimum of 2 turns. 1 shot.
Sniper - -20 aim. Deals +5 damage. If enemy is not viper, reduces aim by 90, mobility by 10. Deals 5+50% poison damage for 2 turns. Alien rulers do not take damage from the poison. 1 shot.

Blazing Round - 3 ADVENT captain Corpses, 20 supplies. 1 use.
AR - Deals +3 damage. Burns the target and ignites the area (Cross shape). 2 shots.
Shotgun - Deals +2 damage. Ignites all units in the area, even if the shot misses. Does not burn the ground. 1 shot.
Sniper - -20 aim. Deals +5 damage. Explodes and disorients the target for 3 turns. Also burns for 3 turns minimum. 1 shot.

EMP Round - 4 Drones or 2 MECs, 20 supplies. 1 use. (Give it 2 recipes?)
AR - Reduces hack defense by 100, and deals double damage. 1 shot.
Shotgun - Deals no damage. Reduces hack defense by 50. Stuns all mechanicals. 1 shot.
Sniper - Deals +15 damage to mechanicals. Shuts them down for 3 turns. 1 shot.

Shard Round - 4 ADVENT Shield Bearer corpses, 20 supples. 1 use.
AR - Shreds up to 5 armor. 1 shot.
Shotgun - Shreds 3 armor to all enemies. Cannot miss. Deals minimal damage. 1 shot.
Sniper - Shreds 8 armor from a target. If the target has less than 8 armor, deals +2 damage for every extra. 1 shot.

Shock Round - 6 ADVENT Stun Lancer corpse, 20 supples. 1 use.
AR - Stuns a single target for 1 turn, and all units in a 3x3 area for 1 turn. 1 shot.
Shotgun - Stuns all units for 1 action. 1 shot.
Sniper - Deals +4 damage. Stuns one unit for 4 turns. 1 shot.

Anti-Alien Round - 4 Sectoid Corpses, 20 supples. 1 use. (For this series, imagine the target's blood veins exploding or something)
(Leaves no corpses)
AR - -20 aim. Deals +8 damage to alien, always crits, and applies rupture. 3 shots.
Shotgun - -30 aim. Deals +4 damage to aliens, always crits, and applies rupture. 2 shots.
Sniper - Instantly executes any aliens, including Gatekeepers. 1 shot.

Anti-ADVENT Round - 10 ADVENT trooper corpses. 1 use.
(Leaves no corpses)
AR - -20 aim. Deals +8 damage to ADVENT, always crits, and applies rupture. 3 shots.
Shotgun - -30 aim, Deals +4 damage to ADVENT, always crits, and applies rupture. 2 shots.
Sniper - +20 aim. Instantly executes any ADVENT, but not including the Avatar. 3 shots.

Psionic Detonator - 3 Sectoid Corpses, 20 supplies. 1 use.
(Leaves no corpses for the target. Units killed by explosions do leave corpses.)
AR - Causes a sectoid or sectoid commander to explode. Deals 6/10 damage and disorients all enemies in a 4/5 tile radius. 2 shots.
Shotgun - Causes all sectoids in range to explode. Deals 4/6 damage and disorients all enemies in a 2/2 tile radius. 1 shot.
Sniper - Causes a sectoid, sectoid commander or gatekeeper to explode. Deals 10/15/20 damage and stuns all enemies in a 5/7/9 tile radius. 1 shot.

Bug Exterminator - 6 chryssalid Corpses, 20 supplies. 1 use.
(Leaves no corpses)
AR - Instantly executes a chryssalid. 3 shots.
Shotgun - Instantly executes all chryssalid in range. 2 shots.
Sniper - Instantly executes a chryssalid. 3 shots.

Mind Shocker - 3 Sectoid Corpses, 20 supplies. 1 use.
AR - Fires a shot that breaks an ally out of mind control. Does not end turn. 1 shot.
Shotgun - Not available.
Sniper - Not available.

Alkaline Round - 1 Andromedon Wreck, 60 supplies. 1 use.
AR - Not available. (This is compressed into a single round)
Shotgun - (Not trench gun) Instantly kills an Andromedon, and removes the acid from the wreck. (Does not leave a corpse?) 1 shot.
Sniper - Instantly kills an Andromedon, and destroys the wreck (Does not leave a corpse). 1 shot.

Explosive Round (About time lol) - 8 ADVENT Trooper corpses, 20 supplies. 1 use.
AR - Causes a 3x3 explosion on the target based on the shot damage. Destroys corpses. 1 use.
Shotgun - Not available.
Sniper - Causes a 5x5 explosion on the target based on the shot damage. Destroys corpses. 1 use.
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