Ammo Bonuses apply single-mission effects to shots fired from weapons. A weapon imbued with an ammo bonus will apply additional ammo damage that is separate from impact damage. With the exception of Incendiary Ammo, which applies a damage-over-time effect that lasts 3 seconds, ammo damage is applied before the impact damage. Only a few weapon damage bonuses improve ammo damage; usually, it will be the listed percentage of the weapon's base damage. Ammo damage is very heavily affected by the target's current defense and with most ammo types, there will be 0 ammo damage to certain defenses.
Armor-Piercing Rounds[]
Applies armor-piercing ammo for one mission.
Level
I
II
III
IV
Damage
+10%
+20%
+30%
+50%
Penetration
0.5 m
0.75 m
1.0 m
1.5 m
Armor-Piercing Rating
+50%
+65%
+75%
+90%
Notes:
Armor-Piercing Rounds do no extra damage against shields and barriers.
Not all weapons gain the benefits of Penetration and Armor-Piercing Rating effects from Armor-Piercing Rounds.
There is no reduction in shot damage when targets are hit through other enemies or terrain as long as no piercing weapon mod was also equipped on a weapon without native piercing.
The armor-weakening effect does not benefit allies.
Cryo Rounds[]
Applies cryo ammo for one mission.
Level
I
II
III
IV
Speed Reduction
15%
25%
35%
35%
Armor Weakening
+25%
+35%
+50%
+65%
Effect Duration
3.0 sec
4.0 sec
5.0 sec
5.5 sec
Freeze Chance Rating
1.0
1.4
1.8
2.2
Notes:
Cryo Rounds have a chance of freezing an unshielded enemy therefore priming the enemy for a Cryo Explosion.
The armor-weakening effect also benefits allies.
Disruptor Rounds[]
Applies disruptor ammo for one mission.
Level
I
II
III
IV
Damage
+5%
+10%
+15%
+25%
Stun Chance Rating
1.0
1.4
1.8
2.0
Electric Combo
3.5 sec
3.5 sec
3.5 sec
5.0 sec
Shield Regen Delay
+100% for 8.0 sec
+100% for 8.0 sec
+100% for 8.0 sec
+100% for 8.0 sec
Notes:
Disruptor Rounds have a 4x damage multiplier against shields and barriers.[1] This makes weapons effective at bypassing enemy shield gates,[2] though less effective than Phasic Rounds.
Disruptor Rounds have a chance of priming enemies for Tech Bursts.
Drill Rounds[]
Apply drill rounds for one mission, allowing ammunition to pass great distances through cover and other objects.2
Level
I
II
III
Damage
+10%
+20%
+30%
Penetration
1.0 m
1.5 m
2.5 m
Armor-Piercing Rating
+10%
+25%
+40%
Notes:
Drill Rounds do no extra damage against shields and barriers.
Not all weapons gain the benefits of Penetration and Armor-Piercing Rating effects from Drill Rounds.
There is no reduction in shot damage when targets are hit through other enemies or terrain as long as no piercing weapon mod was equipped on a weapon without native piercing.
The armor-weakening effect does not benefit allies.
Explosive Rounds[]
Apply explosive rounds for one mission. Rounds detonate after a short period rather than on impact.2
Level
I
II
III
Max Explosion Damage
50.0
150.0
250.0
Explosion Damage Per Shot
10%
20%
30%
Explosion Radius
1.5 m
2.0 m
2.5 m
Note: Round detonations can cause minor stuns on infantry enemies within the blast radius.
Incendiary Rounds[]
Applies incendiary ammo for one mission.
Level
I
II
III
IV
Damage
+10%
+20%
+30%
+50%
Damage Over Time
10 over 3.0 sec
20 over 3.0 sec
30 over 3.0 sec
50 over 3.0 sec
Notes:
Contrary to the in-game description, Incendiary Rounds apply only a damage-over-time effect, doing 10/20/30/50% damage over 3 seconds[3].
There's a buggy damage recalculation when re-applying Incendiary Rounds on a target, allowing them to reach up to triple damage with constant fire.
Incendiary Rounds prime Fire Explosions after doing 30 points of damage [4].
Incendiary Rounds will permanently prevent the health regeneration of enemies such as Cannibals and Phantoms.
Phasic Rounds[]
Apply phasic rounds for one mission to break through enemy shields, increasing damage.2
Level
I
II
III
Damage
+5%
+10%
+15%
Shield Regen Delay
+100% for 15.0 sec
+100% for 15.0 sec
+100% for 15.0 sec
Note: Phasic Rounds also carry a 10x damage multiplier against shields and barriers, making weapons effective at bypassing enemy shield gates.[2] Phasic Rounds grant no extra damage against armor, making Disruptor Rounds significantly more damaging against armored targets by comparison, even though they are less damaging to shields and barriers.
Warp Rounds[]
Applies warp ammo for one mission.
Level
I
II
III
IV
Damage
+15%
+25%
+35%
+60%
Biotic Damage Bonus
+25%
+50%
+75%
+100%
Armor Weakening
+25% for 4.0 sec
+35% for 4.0 sec
+50% for 4.0 sec
+65% for 4.0 sec
Notes:
Warp Rounds also carry a 2x damage multiplier against barriers but do no extra damage against shields. This can enable weapon fire to ignore damage bleed-through penalties, though only against barriers.[2]
The Biotic Damage Bonus is applied as an additional ammo-damage bonus against any target which has been primed for a Biotic Explosion. After detonating the explosion (or if the priming effect wears off on its own), this additional bonus will no longer be dealt.[5]
The armor-weakening effect also benefits allies.
Armor Bonuses[]
Armor Bonuses apply single-mission effects to armor, increasing shield strength, power damage or cooldown, weapon stability, or movement speed.
Adrenaline Module[]
Applies a movement speed bonus for one mission.
Level
I
II
III
Movement Speed
+5%
+15%
+25%
Cyclonic Modulator[]
Applies a shield bonus for one mission.
Level
I
II
III
IV
Shield Strength
+30%
+60%
+100%
+150%
Power Amplifier Module[]
Applies a power damage bonus for one mission.
Level
I
II
III
IV
Power Damage
+10%
+20%
+30%
+50%
Power Efficiency Module[]
Applies a power recharge speed bonus for one mission.
Level
I
II
III
Power Recharge Speed
+10%
+20%
+30%
Shield Power Cells[]
Applies power cells to your shields, shortening the delay before they recharge. Lasts for one mission.1
Level
I
II
III
Shield Recharge Delay
-10%
-20%
-30%
Stabilization Module[]
Applies a stabilization module to your weapon(s) for one mission.1
Level
I
II
III
Weapon Stability
10%
20%
30%
Weapon Bonuses[]
Weapon Bonuses apply a single-mission bonus to weapon or melee damage.