ARC T-Doll Pack: AR Team
Well, most of them, anyway.
AR Team members get the following perks:
M4A1
Holotargeting from the start, like vanilla. (May not apply to some weapons)
Arsenal: Special Magazine, obtained at Sergeant. Allows M4A1 to load in a special magazine for her primary weapon, that last until she needs to reload again. Allows her to do a bit more damage, pierce and shred armour, and causes a small bleeding effect on units it hits. Short cooldown on its own, but it shares that cooldown with…
Arsenal: Reload Heavy Weapon, obtained at Captain. Allows M4A1 to reload any heavy weapon she may have equipped, at the cost of two action points and the rest of her turn. This has a large cooldown it also procs on Special Magazine. (So instead of the default 3 turn cooldown, it’s on cooldown for 9 turns as well)
M4 SOPMOD-II
Sadistic Inclination – obtained at the start. She gains +5 will for every enemy she kills. Squad members in visible range of her gain either a +1 or -1 will at the same time.
Field Repairs – obtained at Lieutenant rank. Using either robotic parts, or the armor plating and cybernetics she can scavenge from an ADVENT corpse, she can repair herself for +3 HP.
Seeing how Sop implicitly acts doing this unsettles most XCOM operatives however, causing either a -4 will debuff for a robotic mutilation or a -8 if an ADVENT corpse was used if they can see her. Members of AR Team (along with units who have certain abilities, if you wish to modify that in the mod’s XComGameData_SoldierSkills) gain immunity to it at various points: RO is immune from the start, while M4A1 and ST AR-15 take around Sergeant and Lieutenant respectively to get used to it.
Sop’s will debuffs also have the requirement that the unit in question can use the will system, so any characters you have that don’t are also safe to be around her.
Battle Rage – obtained at Major rank. When Sop would panic or sometimes when she’s attacked, Sop will instead go into a berserker range for a turn. Compared to a normal bersek, it’ll wear off in time for you to have normal control next turn.
RO635
She gains one generic perk, in addition to…
Mental Deterrence – obtained at the start, gains +15 to Dodge and +5 to defence.
Righteous Judgement – obtained at Captain, this gives RO a second chance at grazing shots against her. It’s a roll out of 100 vs her Dodge stat, so 50 Dodge means she gets a 50% chance of grazing enemy fire if it tries to connect.
ST AR-15
She gains one generic perk, in addition to…
Marauder – obtained at the start, like vanilla.
Crime and Punishment – Obtained at Lieutenant, allows ST AR-15 to trade in two action points for three Run and Gun points. Can combo well with other action economy perks or abilities if you want her to keep firing until she’s out of ammo.
Iridar, as I basically went through a chunk of your mods and went through their code to help make some of these abilities, specifically Denmother for M4A1’s ammo ability (even if far more limited in scope by comparison) and the berserker genes ability you made for Gene Mods.
Required items:
Click the title to search on this site.
Girls' Frontline Resistance Faction: ARC — Steam Workshop
[Girls' Frontline] M4 Sopmod II MOD 3 Squadmate and Voice [WOTC] — Steam Workshop
[Girls' Frontline] M4A1 MOD 3 Squadmate and Voice [WOTC] — Steam Workshop
[Girls' Frontline] RO635 MOD 3 Squadmate and Voice [WOTC] — Steam Workshop
[Girls' Frontline] ST AR-15 MOD 3 Squadmate and Voice [WOTC] — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.
