Experimental Hybrid Rounds

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Author: Fastrean

Last revision: 14 Jun, 2020 at 17:17 UTC

File size: 35.11 MB

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Description:

#About this mod

This mod is adding 12 new rounds into the game. These rounds require complete research projects in Assembly to unlock purchase in Supply.

## Features

New Research Projects:

• Experimental Hybrid Rounds, this research project requires “Modular Armor” research project complete. Unlocks rounds in Supply:
Hologram Tracer Rounds
Flashbang Tracer Rounds
Shard Rounds

• Progeny Experimental Hybrid Rounds, this research project requires “Progeny” investigation completed. Unlocks rounds in Supply:
Kinetic A.P Rounds
Horror Rounds
Void Rounds

• Gray Phoenix Experimental Hybrid Rounds, this research project requires “Gray Phoenix” investigation completed. Unlock rounds in Supply:
A.P Incendiary Rounds
Tracer Incendiary Rounds
Bio Venom Rounds

• Sacred Coil Experimental Hybrid Rounds, this research project requires “Sacred Coil” investigation completed. Unlock rounds in Supply:
A.P Talon Rounds
Venom Bluescreen Rounds
Voltaic Arc Rounds

New Rounds:
• Hologram Tracer Rounds
+ 5 Aim
Mark target. Increase all agent’s Aim against to the marked target depend on distance and height.
Marked Target take extra damage from concealed attacks, overwatch shot and shooter with higher Aim.
Marked unit suffer lower Aim and deal less damage.
Remove Target’s energy shield.
Shots that defeating Marked Target will no cost action point.
Has Tranq Rounds effect.

• Flashbang Tracer Rounds
+ 5 Aim
70% causing target blind and delay turn.
Blinded target’s Sight Radius, Mobility, Dodge and Defense decrease 27.8%.
Blinded target suffers Nearsighted, reducing Aim to target at far distance.
Blinded target suffers brittle, taking extra damage from closer attack.
Has Tranq Rounds effect.

• Horror Rounds
Target -3 Wills on hit.
30% chance causing target panic for 2 rounds.
15% chance causing target stun for 2 rounds.
30% chance causing target disoriented for 2 rounds.
Has Tranq Rounds effect.

• Kinetic A.P. Rounds
Levitate small and Humanoid unit and remove cover.
Deal extra damage to Non-Humanoid and Robotic unit depend on distance.
Has Tranq Rounds effect.

• Shard Rounds
Increase critical hit chance base on target’s missing health and distance.
50% causing target Bleeding for 2 rounds.
Bleeding target task additional damage depend on missing health.
Bleeding target has 25% chance causing rooted or Disoriented.
Has Tranq Rounds effect.

• Voltaic Arc Rounds
Stuns primary unit for 1 round.
If any other units within chain radius, remove stun from primary unit and chain attack others.
Has Tranq Rounds effect.

• Void Rounds
Ignore target’s Armor.
25% chance delay target’s turn.
25% chance disable Target’s weapon.
25% chance causing target berserk.
Slim chance instant kill target.

• Bio Venom Rounds
Deal 1 extra damage and can apply the Acid Burn effect to targets.
Acid Burn shreds Armor and damages vulnerable units over 2 rounds.
After 2 rounds if target still alive, spawn a Neo Chryssalid.
Neo Chryssalid only alive for 2 turn and immune to Acid and Parthenogenic poison.
Neo Chryssalid reflect 1 acid damage to melee attacker and leave acid tail on its move path.

• A.P Talon Rounds
Ignore 5 points of Armor.
Adds 20 critical chance and 1 bonus damage on critical hits.

• A.P Incendiary Rounds
Ignore 5 points of Armor.
Deal 1 extra damage on hit and 1 fire damage over multiple turns.

• Tracer Incendiary Rounds
+ 5 Aim
Deal 1 extra damage on hit and 1 fire damage over multiple turns.

• Venom Bluescreen Rounds
Deal +5 extra damage against robotic enemies.
Deal +1 extra damage and poison.
Poison slows and damages vulnerable units over multiple turns
Poisoned units suffer -15% Aim."

## Requirements
None