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Ghost in the shell mod
Ghost in the shell mod











ghost in the shell mod

This melee attack has a very long cooldown, but in exchange, it allows Motoko to do bonus damage the more distance she travels.

ghost in the shell mod

Crowd Knockdown upgrades Crowd Control to have a bigger radius and proc momentum, while Hit and Run refunds Motoko an action point the first time she attacks a target that she is flanking (or the target is not in cover) with her pistol on her turn. Motoko's second passive choice is between Crowd Knockdown and Hit and Run. Alternatively, she can take Debilitating Shots, letting her apply the effects of Cybernetic Blow to her basic pistol attacks. In exchange, this ability can stack "charges": if Motoko takes down three enemies with melee, she gets three chances to avoid any incoming damage until it is her turn again. Her first passive choice is between Cybernetic Reflexes, granting her a form of untouchable that requires melee kills or captures to activate. It also grants aim and crit bonuses to Motoko for making any attacks from stealth, allowing you to forgo a risky shot in favour of a much better one later on. When this ability is used, it puts Motoko in concealment, rendering her invisible to enemies until she reveals herself. Her breach ability is Thermo-optic Breach, an ability that replaces Cover Rush. In exchange, her melee attacks naturally shred armour from enemies. Her starting set of abilities is Desperado, Momentum, Cybernetic Blow, her version of Crippling Blow, and Follow Up, a special melee attack Motoko can use after proc'ing Momentum. Her gear preference for missions is the Pistol, along with taking advantage of her body's capabilities in melee.

ghost in the shell mod ghost in the shell mod

However, she retains an organic brain - and thus the same vulnerability to psionics as any other non-robotic agent. This means that she does have mechanical chassis immunities to fire and poison.













Ghost in the shell mod