Ghost in the Shell – Agent Motoko

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Author: RealityMachina

Last revision: 7 Jun, 2020 at 01:33 UTC (1)

File size: 145.86 MB

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Description:

ADVENT wanted her to be another shining star of its cybernetics program, alongside the girl that would be later known as Patchwork.

And just like Patchwork, Motoko had other plans.

Abilities

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

Her gear preference for missions is the Pistol, along with taking advantage of her body’s capabilities in melee. 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. Unlike Zephyr, Motoko can miss in melee. In exchange, her melee attacks naturally shred armour from enemies.

Her breach ability is Thermo-optic Breach, an ability that replaces Cover Rush. When this ability is used, it puts Motoko in concealment, rendering her invisible to enemies until she reveals herself. 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.

Her first passive choice is between Cybernetic Reflexes, granting her a form of untouchable that requires melee kills or captures to activate. 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. Alternatively, she can take Debilitating Shots, letting her apply the effects of Cybernetic Blow to her basic pistol attacks.

Her second ability is Crowd Control.

Motoko’s second passive choice is between Crowd Knockdown and Hit and Run. 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.

Her final active ability is Fleche. This melee attack has a very long cooldown, but in exchange, it allows Motoko to do bonus damage the more distance she travels. (Again, can miss though.)

Her training ability is Hard Lockdown. This bladestorm-style attack can miss, but it will apply Cybernetic Blow’s effects to anybody she manages to hit with it.

Her stats training grants +1 mobility and +20 dodge.

Android Upgrades

As a cybernetic agent, Motoko can take advantage of equipment upgrades normally available to androids only. Both the normal android parts, and new ones specifically designed with Motoko in mind can be used by her after they’re developed in the Assembly.

Special Equipment

The Miniaturized Exoskeleton project is also available in the assembly. This is a special armor vest item that grants +1 melee damage to the wearer. Useful for multiple agents.

Voicepack Installation

Navigate to (whatever drive Chimera Squad is installed)steamappsworkshopcontent8821002115651856

You should see a CookedPCConsole folder that just contains one soundbank file. Copy and paste that folder to:

DocumentsMy GamesXCOM Chimera SquadXComGame

Merge it with any other CookedPCConsole folder if it exists from another mod you’ve installed. This will enable Motoko to have voiced dialogue on the tactical layer.

Compatibility

Motoko’s visual slot in the armory is by default, set to Zephyr’s. If they’re both recruited, who gets to appear there will depend on who loads in first. This has no gameplay effects.

Credits

E3245 for giving me the assets from this cut XCOM 2 project
Mary Elizabeth McGlynn for being the english VA of Motoko/Nina
Dee15gon for ripping Nina’s voice files
Jblade35 for making the original XCOM 2 voice pack for Motoko
Neople for making the original assets for First Assault

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Revisions:

Old revisions of this mod are available below. Click the link to download.