| Full Auto |
Fires a continuous stream of bolts that deals <<1>> weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration.
|
|
3 |
| Sticky Grenade |
Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals <<1>> kinetic damage when it detonates. Standard and weak targets are knocked back from the blast.
|
|
5 |
| Power to Blasters |
Blast cannons deal more damage, but shield regeneration rate is cut in half.
|
|
|
| targetshot_trooperboss |
|
|
|
| Advanced Medical Probe |
Summons a probe that heals for <<1>>.
|
Commando |
16 |
| Blitz |
Bashes the target, dealing <<1>> kinetic damage to weak and standard targets or <<2>> kinetic damage to strong targets. Only usable on incapacitated targets.
|
|
34 |
| Armor-piercing Cell |
Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by <<1>>%. Only one cell can be active at a time.
|
|
12 |
| Battle Focus |
Increases ranged and tech critical hit chance by 25% for <<1>>.
|
Vanguard |
50 |
| Charged Bolts |
Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for <<1>> weapon damage. Requires Assault Cannon.
|
|
10 |
| Concussion Charge |
Deals <<1>> elemental damage and pushes up to 5 nearby enemies back away from the Trooper. Targets have their movement speed reduced by 50% for <<2>> after being knocked back.
|
Commando |
14 |
| Concussive Round |
Fires a round at the target that knocks it out for up to <<1>>. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely.
|
Commando |
22 |
| Cryo Grenade |
Hurls a cryo grenade that freezes the target, stunning it for <<1>>.
|
|
12 |
| Diversion |
Reduces the threat towards all current enemies.
|
Commando |
30 |
| Explosive Round |
Fires a heavy round that deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 3 targets within 5 meters. If the primary target is a weak or standard enemy, it is knocked to the ground.
|
|
1 |
| Frontline Physician |
Reduces the cooldown of Revive by 100%.
|
|
10 |
| Explosive Surge |
Emits an explosive surge, dealing <<1>> elemental damage to up to 5 enemies within 5 meters.
|
Vanguard |
24 |
| Fortification |
Increases the target's Endurance by 5% for 60 minutes. If the target is a party member, all other party members are also affected.
|
|
1 |
| Guard |
While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Cell.
|
Vanguard |
14 |
| Hail of Bolts |
Launches waves of blaster fire at up to 5 targets within 5 meters of the target area, dealing <<1>> weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon.
|
Commando |
12 |
| Hammer Shot |
Fires a series of hammering shots that deals <<1>> weapon damage to the target.
|
|
1 |
| Harpoon |
Fires a harpoon line that pulls the target to your location and generates a high amount of threat. Cannot be used on targets in cover.
|
Vanguard |
22 |
| High Impact Bolt |
Fires a very powerful round at the target, dealing <<1>> weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage.
|
|
6 |
| Ion Cell |
Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal <<1>> additional energy damage. Increases armor by 60%, decreases all damage taken by 5% and increases shield chance by 15%. While Ion Cell is active, threat generated is increased by 50%. Only one cell can be active at a time. Ion Jolts can
|
Vanguard |
14 |
| Ion Pulse |
Fires an ion pulse at the target, dealing <<1>> elemental damage.
|
Vanguard |
10 |
| Mortar Volley |
Launches a volley of mortar shells at the target area, dealing <<1>> kinetic damage to up to 5 targets within 5 meters over the duration. Standard and weak targets are knocked down by the blasts.
|
|
10 |
| Kolto Cell |
Supercharge your weapon with kolto energy. This increases all healing done by 5%.
|
|
1 |
| Medical Probe |
Summons a probe that heals for <<1>>.
|
Commando |
10 |
| Neural Jolt |
Shocks the target at long range, taunting it to attack. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts <<1>>.
|
Vanguard |
16 |
| Neural Surge |
Stuns up to 5 enemies within 8 meters for <<1>>.
|
Vanguard |
46 |
| Heroic Moment: No Retreat |
Finishes the cooldown on Cryo Grenade and restores 2% of maximum health to you and your companion every 3 seconds. Requires an active companion. Usable while in combat. Lasts 1 minute.
|
|
15 |
| Plasma Cell |
Loads your rifle with a plasma powercell, giving all of your rifle attacks a 10% chance to deal <<1>> additional elemental damage over <<2>>. Only one cell can be active at a time.
|
|
4 |
| Pulse Cannon |
Sprays waves of ionizing energy at targets in a 10-meter cone, dealing <<1>> elemental damage over the duration.
|
|
8 |
| Field Aid |
Cleanses a friendly target of up to <<1>> negative tech or physical effects.
|
|
24 |
| Reactive Shield |
Reduces all damage taken by <<1>>% for <<2>>.
|
|
14 |
| Recharge and Reload |
Fully recharges your energy cells 2 at a time. Heals you and your companion.
|
|
1 |
| Recharge Cells |
Recharges 6 cells over <<1>>.
|
|
1 |
| Regen |
Regenerates the pool stats over time.
|
|
|
| Reserve Powercell |
Your next ability's energy cell cost is reduced by 100%. Effect lasts <<1>>.
|
|
42 |
| Riot Strike |
Interrupts the target's current action and prevents that ability from being used for the next 4 seconds.
|
Vanguard |
18 |
| Smoke Grenade |
Throw a smoke grenade at your feet that releases a large cloud of smoke causing nearby enemies to have their accuracy with ranged and melee attacks lowered by 20% for <1[%d seconds/%d second/%d seconds]>.
|
|
42 |
| Sonic Round |
Fires a sonic round that taunts your target and all nearby enemies, forcing them to attack for <<1>>. Enemy players have their damage reduced for 6 seconds unless they attack you.
|
Vanguard |
30 |
| Stealth Scan |
Fires off probes that scan the area for stealthed opponents. The probes last for <<1>>.
|
|
36 |
| Stockstrike |
Strikes the target with the butt of the rifle, dealing <<1>> kinetic damage.
|
|
2 |
| Tech Override |
Your next ability with an activation time will activate instantly. This effect lasts for up to <<1>>.
|
Commando |
50 |
| Tenacity |
Removes all incapacitating and movement-impairing effects.
|
|
9 |
| Support Probe |
Heals a friendly target for <<1>> over 3 seconds.
|
|
12 |
| Bacta Shield |
<1[%d/%d/%d]>% chance when you are the victim of a critical to regenerate 6% of your health over 9 seconds. This effect can only occur every <2[%d seconds/%d second/%d seconds]>.
|
|
|
| Burn Down |
Burning targets take <1[%d/%d/%d]>% additional damage from Hammer Shot and High Impact Round.
|
|
|
| Parallactic Combat Stims |
You have a <<1>>% chance to recharge 1 energy cell when stunned, immobilized, knocked down or otherwise incapacitated.
|
|
|
| Chain Reaction |
When you get a critical with a tech attack you have a <1[%d/%d/%d]>% to recharge one energy cell. This effect can only happen once every 3 seconds.
|
|
|
| Assault Trooper |
Increases the critical bonus damage of Plasma Cell, High Impact Bolt, Incendiary Round and Assault Plastique by <<1>>%.
|
|
|
| Determination |
Lowers the cooldown of Tenacity by <1[%d seconds/%d second/%d seconds]>. Decreases all damage taken by <2[%d/%d/%d]>%.
|
|
|
| Soldier's Endurance |
Increases Endurance by <<1>>%.
|
|
|
| Burnout |
Increases tech critical chance by <<1>>% and increases the damage dealt by periodic elemental effects by <<2>>% on targets below 30% max health.
|
|
|
| Heavy Stock |
Increases the damage dealt by Stockstrike by <<1>>%.
|
|
|
| Ionic Accelerator |
While Plasma Cell is active, Charged Bolts has a <<1>>% chance and Full Auto has a <<2>>% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. This effect cannot occur more than once every 6 seconds.
|
|
|
| Incendiary Round |
Launches an incendiary projectile, setting the target ablaze for <<1>> elemental damage and an additional <<2>> elemental damage over <<3>>.
|
|
1 |
| Nightvision Scope |
Increases stealth detection by <<1>>, melee and ranged defense by <<1>>% and reduces the cooldown of Stealth Scan by <<2>> seconds.
|
|
|
| Weapon Calibrations |
Increases alacrity by <<1>>%.
|
|
|
| Neural Disruptor |
Neural Jolt has a <1[%d / %d / %d]>% chance to interrupt a player target.
|
|
|
| Rapid Recharge |
Reduces the cooldown of Recharge Cells by <<1>>.
|
|
|
| Reflexive Shield |
When you take damage, you have <<1>>% chance to reduce the active cooldown of Reactive Shield by <<2>>. This effect cannot occur more than once every 1.5 seconds.
|
|
|
| Assault Plastique |
Throws a moldable plastic explosive that sticks to the target and detonates after several seconds. Standard and weak enemies enter a state of panic while the explosive is active. The explosion deals <<1>> kinetic damage when it detonates. Standard and weak targets are knocked back from the blast. Shares a 15-second cooldown
|
|
1 |
| Superheated Plasma |
Increases the damage dealt by Plasma Cell by <<1>>% and increases its chance to be triggered by <<2>>%.
|
|
|
| Target Lock |
Increases ranged and tech accuracy by <<1>>%.
|
|
1 |
| Advanced Medicine |
Lowers the activation time of Medical Probe by <1[%d seconds/%d second/%d seconds]>.
|
Commando |
|
| Armor Screen |
Preventative Medicine now also provides 10% armor while active.
|
Commando |
|
| Bacta Infusion |
Instantly heals a friendly target for <<1>>.
|
Commando |
1 |
| Cell Capacitor |
Recharge Cells now immediately recharges <<1[%d additional cells/%d additional cell/%d additional cells]>>.
|
Commando |
|
| Combat Training |
Increases damage and healing of periodic effects by <1[%d / %d / %d]>%.
|
Commando |
|
| Combat Veteran |
Increases Aim by <1[%d/%d/%d]>%.
|
Commando |
|
| Field Medicine |
Increases the healing done by Medical Probe and Advanced Medical Probe by <<1>>%. In addition, Medical Probe builds <<2>> charges of Combat Support Cell.
|
Commando |
|
| Kolto Bomb |
Lobs a kolto bomb at the target area, exploding on impact. Heals up to 4 allies within 8 meters of the targeted area for <<1>>.
|
Commando |
1 |
| Kolto Residue |
Kolto Bomb has a <<1>>% chance to leave Kolto Residue on affected targets, increasing all healing received by 3% for <<2>> seconds.
|
Commando |
|
| Potent Medicine |
Increases the critical healing bonus of all heals by <<1>>%.
|
Commando |
|
| Preventative Medicine |
Advanced Medical Probe has a <<1>>% chance to apply Preventative Medicine to the target, healing for an additional <<2>> over <<3>>.
|
Commando |
|
| Probe Triage |
Advanced Medical Probe crits have a <1[%d/%d/%d]>% chance to make the next Medical Probe cost 2 less energy cells for <2[%d seconds/%d second/%d seconds]>.
|
Commando |
|
| Purify Mind |
Purify can now also remove mental effects.
|
Commando |
|
| Reactive Overrides |
Reactive Shield now further decreases ability activation pushback by <1[%d/%d/%d]>% and makes you immune to interrupts.
|
Commando |
|
| Shielded Retreat |
Reactive Shield increases healing received by <1[%d/%d/%d]>% for <2[%d seconds/%d second/%d seconds]>.
|
Commando |
|
| Steady Hands |
Reduces the pushback suffered while activating healing abilities by <<1>>% and reduces the threat generated by healing abilities by <<2>>%.
|
Commando |
|
| Trauma Medicine |
Increases the crit chance of Medical Probe, Advanced Medical Probe and Bacta Infusion by <1[%d/%d/%d]>%.
|
Commando |
|
| Trauma Probe |
Deploys a trauma probe with 10 charges that lasts 5 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for <<1>>. This effect cannot occur more than once every 3 seconds. Only one trauma probe can be deployed at a time.
|
Commando |
1 |
| Treated Wound Dressings |
Reduces all damage taken by <<1>>% while Combat Support Cell is active.
|
|
|
| Advanced Tech |
Increases healing received by <<1>>% and all healing done by <<1>>%.
|
Commando |
|
| Automatic Fire |
Increases the damage done by Charged Rounds and Grav Round by <1[%d / %d / %d]>%.
|
Commando |
|
| Automatic Repeaters |
Reduces pushback on Full Auto, Grav Round, Charged Rounds and Concussive Round by <1[%d / %d / %d]>%.
|
Commando |
|
| Cell Charger |
While Armor-piercing Cell is active, critical hits with rounds and Full Auto have a <<1>>% chance to generate 1 energy cell. This effect cannot occur more than once every 3 seconds.
|
Commando |
|
| Charged Barrel |
Grav Round grants Charged Barrel, increasing the damage dealt by the next High Impact Bolt by <<1>>%. Stacks up to 5 times.
|
Commando |
|
| Charged Barrier |
Charged Bolts and Grav Round have a <<1>>% chance to build a Charged Barrier that reduces damage taken by 1% for <<2>>. Stacks up to 5 times.
|
Commando |
|
| Concussive Force |
Stockstrike has a <<1>>% chance to knock the target back several meters. In addition, Concussion Charge's Knockback effect is stronger and pushes enemies <<2>> meters further away.
|
Commando |
|
| Curtain of Fire |
Charged Bolts and Grav Round have a <<1>>% chance to finish the cooldown on Full Auto and increase the damage dealt by the next Full Auto by 25%. This effect cannot occur more than once every 6 seconds.
|
Commando |
|
| Deadly Cannon |
Increases the critical bonus damage of Full Auto and Demolition Round by <<1>>%.
|
Commando |
|
| Demolition Round |
Fires a demolition round that explodes on contact, dealing <<1>> kinetic damage. This damage is increased by <<2>>% per gravity vortex on the target.
|
Commando |
1 |
| Rotary Cannon |
Increases the damage dealt by Full Auto by (33)%.
|
Commando |
1 |
| Gravity Surge |
Grav Round now applies an additional gravity vortex.
|
Commando |
|
| Grav Round |
Fires a round that creates a gravity vortex on the target, dealing <<1>> kinetic damage, crushing the target's armor and reducing the armor rating by 4% for <<2>> seconds. Stacks up to 5 times. Gravity vortices leave the target vulnerable to High Impact Bolt.
|
Commando |
1 |
| Impact |
Increases the crit chance of High Impact Round by <1[%d / %d / %d]>%.
|
Commando |
|
| Incendiary Round |
Launches an incendiary projectile, setting the target ablaze for <1> damage every 3 seconds for <2[%d seconds/%d second/%d seconds]>.
|
Commando |
1 |
| Kolto Recharge |
Recharge Cells regenerates <<1>>% of your maximum health over 10 seconds.
|
Commando |
|
| Penetrate Armor |
While Armor Piercing Cell is active your attacks penetrate an additional <1[%d / %d / %d]>% armor.
|
Commando |
|
| Powder Burns |
Explosive Round has a <1[%d/%d/%d]>% chance to burn the target for <2[%d/%d/%d]> elemental damage over <3[%d/%d/%d]> seconds.
|
Commando |
|
| Reactive Pulse |
Lowers the cooldown of Reactive Shield by <1[%d seconds/%d second/%d seconds]>. Grants a <2[%d / %d / %d]>% chance to remove immobalization and movement impairing effects when you activate Reactive Shield.
|
Commando |
|
| Smooth Barrel |
Decreases the cooldown of High Impact Round by <1[%d seconds/%d second/%d seconds]> and increases the damage it does by <2[%d / %d / %d]>%.
|
Commando |
|
| Cover Fire |
Full Auto has a <<1>>% chance to slow the target's movement speed by 50% for 2 seconds.
|
Commando |
|
| Adrenaline Rush |
Restores 15% of maximum health over 10 seconds.
|
Vanguard |
32 |
| Charge! |
Storm has a <<1>>% chance to increase your movement speed by 30% for 4 seconds.
|
Vanguard |
34 |
| Ceramic Plating |
Increases absorption by <<1>>% and reduces the cooldown of Adrenaline Rush by <<2>> seconds.
|
|
|
| Brutal Impact |
Increases the damage of High Impact Bolt by <<1>>%.
|
Vanguard |
|
| Counterattack |
Increases shield chance by <<1>>%.
|
Vanguard |
|
| Defensive Measures |
Harpoon has a <<1>>% chance to immobilize the target for 3 seconds. In addition, your Stealth Scan has a <<1>>% chance to immobilize the targets it reveals for 3 seconds.
|
Vanguard |
|
| Defensive Surge |
Overloads your active shield causing your armor to be charged with shield energy reducing all damage taken by 50% for <1[%d seconds/%d second/%d seconds]>.
|
Vanguard |
|
| Intimidation |
Increases damage done by elemental attacks by <<1>>%.
|
Vanguard |
|
| Ion Overload |
Stockstrike now has a <<1>>% chance to trigger your Ion Cell. In addition, when Ion Cell deals damage, it has a <<1>>% chance to shock the target for <<2>> additional energy damage over <<3>>.
|
Vanguard |
|
| Ion Shield |
Further increases damage reduction by <<1>>% while Ion Cell is active.
|
Vanguard |
|
| Neural Overload |
Ion Cell damage now lowers the movement speed of the target by 50% for <<1>> seconds.
|
Vanguard |
|
| Rebraced Armor |
Increases armor rating by <<1>>%.
|
Vanguard |
|
| Steely Resolve |
Increases Aim by <<1>>%.
|
Vanguard |
|
| Static Field |
Ion Pulse and Explosive Surge spawn a static field, lowering the target's damage dealt by <<1>>% for <<2>> seconds.
|
Vanguard |
|
| Static Shield |
Increases the critical chance of Stockstrike and Explosive Surge by <<1>>%. In addition, shielding an attack has a <<2>>% chance to finish the cooldown on Stockstrike. This effect cannot occur more than once every 4.5 seconds.
|
Vanguard |
|
| Static Surge |
Increases the critical strike bonus damage of Stockstrike and Explosive Surge by <<1>>%.
|
Vanguard |
|
| Storm |
Storms up to a distant target, dealing <<1>> kinetic damage, interrupting the target's current action and immobilizing the target for <<2>>. Cannot be used against targets in cover.
|
Vanguard |
1 |
| Supercharged Ion Cell |
Increases the damage dealt by Ion Cell by <<1>>% and increases its shock duration by <<2>> seconds.
|
Vanguard |
|
| Superior Defense |
Increases your armor by <<1>>%.
|
Vanguard |
|
| Serrated Blades |
Increases the damage dealt by Gut's bleed effect by <<1>>%.
|
Vanguard |
|
| Blaster Augs |
Increases the effect of your cells while they are active:
|
|
|
| Frontline Offense |
Increases the damage dealt by Ion Pulse and Gut by <<1>>%.
|
Vanguard |
|
| Combat Tactics |
Damage dealt by Stockstrike and Gut has a <<1>>% chance to make your next High Impact Bolt an automatic critical hit.
|
Vanguard |
|
| Containment Tactics |
Reduces the cooldown of Cryo Grenade by <<1>>.
|
Vanguard |
|
| Frontline Defense |
Reduces the cooldown of Riot Strike by <<1>>.
|
|
|
| Demolition |
Increases the critical hit chance of elemental attacks by <<1>>%.
|
Vanguard |
|
| Fire Pulse |
Emits a fiery pulse wave, dealing <<1>> elemental damage to the target.
|
Vanguard |
1 |
| Focused Impact |
High Impact Bolt penetrates <<1>>% of the target's armor.
|
Vanguard |
|
| Gut |
Guts the target with a knuckle-plate vibroblade, dealing <<1>> kinetic damage and causing the target to bleed for <<2>> internal damage over <<3>>.
|
Vanguard |
1 |
| Power Armor |
Reduces all damage taken by <<1>>%.
|
|
|
| Hold the Line |
Grants <<1>> of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%.
|
Vanguard |
1 |
| Havoc Training |
Increases the critical strike damage bonus of Stockstrike, Ion Pulse and Fire Pulse by <<1>>%.
|
Vanguard |
|
| Improved Harpoon |
Lowers the cooldown of harpoon by <1[%d seconds/%d second/%d seconds]>.
|
Vanguard |
|
| Kolto Recharge |
When you activate Recharge Cells, you regenerate <<1>>% of your health over 10 seconds.
|
Vanguard |
|
| Neural Disrupter |
Neural Jolt has a <1[%d/%d/%d]>% chance to interrupt a player target. Increases the duration of the taunt by 1 second.
|
Vanguard |
|
| Cell Generator |
While High Energy Cell is active, you have a (50/100)% chance to generate 1 energy cell every 6 seconds.
|
Vanguard |
|
| Pulse Generator |
Ion Pulse, Explosive Surge and Fire Pulse have a <<1>>% chance to grant Pulse Generator, increasing the damage dealt by your next Pulse Cannon by 10% and making Pulse Cannon immune to interrupts. Stacks up to 5 times. At 5 stacks, Pulse Cannon additionally slows the movement speed of all affected targets by 70% for the dura
|
Vanguard |
|
| Shock Absorbers |
While stunned, you take <<1>>% less damage.
|
Vanguard |
|
| Battering Ram |
Ion Pulse has a <<1>>% chance and Fire Pulse has a <<2>>% chance to make your next Stockstrike free. This effect lasts <<3>>.
|
Vanguard |
|
| Smoke Grenade |
This ability requires code and does not yet function
|
|
|
| Armor Pierce |
|
|
1 |
| Destruction |
Use this ability to destroy obstacles and ignite explosive containers.
|
|
|
| Jet Blade |
Jumps to the target and performs a standard attack.
|
|
|
| Piercing Thrust |
Hits the target, causing a debuff.
|
|
1 |
| Firing Grenade... |
|
|
|
| Initializing Ion Blast... |
Uses the placeable and triggers the On Use hook.
|
|
|
| RH-1 Missile |
|
|
|
| Extinguishing Fire |
Instantly uses the placeable and triggers the On Use hook.
|
|
|
| Combat Barks |
Every so often if the player is shot and still has the followers, they will screem in fear.
|
|
|
| Dispel Combat Barks |
Dispel the combat marks buff when the quest step is advanced or the quest is failed
|
|
|
| Signal Flare |
Once you have Markus Thul's family safely inside the extraction zone, signal the dropship with this flaregun.
|
|
|
| Gearbox Mech |
|
|
|
| Damage Resistance Fighter |
This ability is cast on the fighter when he spawns - takes half his health away in order to ensure that he dies in the fight.
|
|
|
| buff_druan |
This ability is cast on Druan when he spawns - takes away most of his health, but makes sure he can't die.
|
|
|
| Imperial Death |
|
|
|
| Conspicuous Gallantry Cave In |
You did not escape the blast.
|
|
|
| Credit Aura Flag |
|
|
|
| Credit Aura Remove |
|
|
|
| Live Wire |
|
|
|
| Live Wire Flag |
|
|
|
| Live Wire Remove |
|
|
|
| Injure Zardres |
This ability damages Zardres if the player has shot him during conversation.
|
|
|
| Ion Blast |
This ability is cast by the placeable Shield Disruptors scattered around the player's instance. Knocks down M1-4X and removes his invulnerability buff for a time. Once the duration of the stun is over, makes M1-4X get back up and reapply his shields.
|
|
|
| Energy Shield |
This highly-concentrated energy field makes M1-4X invulnerable to traditional damage. You'll have to find some way to bring it down in order destroy him.
|
|
1 |
| hangar_explosion |
VFX for a trap debuff that is applied to the player if they step on the electrified floor before. This should do damage at some point in the future.
|
|
|
| Stealth Tracker |
Hidden: Used to track player's combat status.
|
|
|
| Shadow Fist Bombardment |
Rain down high explosives across a small region.
|
|
|
| SF9-1 Thermal Blade |
Produces a narrow and incredible intense jet of flame, rapidly incinerating most targets.
|
|
1 |
| JMT-R9 Predator Probe |
Deploys a plasma drone that does moderate damage over time to all nearby enemies for 15 seconds.
|
|
1 |
| Snipe |
Rifle shot that deals high damage to a single target. Can only be used from cover.
|
|
1 |
| Hellfire Round |
The prototype Hellfire ammunition developed by Imperial intelligence concentrates the energy for a standard volley into a single shot, exciting refined Alderinium to critical instability. The resulting impact is devastating.
|
|
|
| Schedule Date |
|
|
|
| Targeted |
Seek cover immediately!
|
|
|
| Prototype Chanlon Armor Plating |
This NPC was not designed for the player to engage in direct combat. Because this NPC has a short leashing behavior, the player will play cat and mouse. This ability is meant to discourage the player from engaging in direct combat.
|
|
1 |
| Deploy Hellfire Cannon |
Instruct the I9-PANTHER Battledroid to incinerate your target with the prototype Hellfire Cannon.
|
|
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| Hellfire Cannon |
Prototype for scripting. Please ignore this for now.
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1 |
| Taking Cover |
You are in cover and cannot be targeted by aerial drones.
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| RH-1 Missile Launcher |
Fire an RH-1 Missile.
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| Mark Target |
Activating this will instruct the UAV to attack the target.
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| Wounded |
This buff is applied to the player as part of a conditional for firing a hydra script. It is removed when the hydra script fires, so that a player cannot continue to click the same NPC over and over to complete the quest quickly.
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| Wounded Dispel |
This ability dispels the Wounded effect from the NPC that has it.
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| Charged Bolts |
Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for (Dmg * 0.199 + WpDmg * 1.99) weapon damage. Requires Assault Cannon.
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Commando |
10 |
| Emergency Medical Probe |
Summons a droid that revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.
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| Hamstring |
Gut slows the target by 30% for <<1>> seconds.
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| Power Screen |
Ion Pulse and Energy Blast generate a Power Screen, increasing shield absorption by <<1>>% for <<2>> seconds. Stacks up to 4 times.
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| Companion Presence Buff |
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| Companion Presence Buff |
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| Companion Presence Buff |
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| Companion Presence Buff |
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| Companion Presence Buff |
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| Legacy Sticky Grenade |
Throws a sticky grenade that will detonate after several seconds. The explosion deals kinetic damage when it detonates. Can only be used during a Heroic Moment.
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| Trooper/BH Buff Token |
Unlocks Trooper/BH uberbuff component.
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| Adrenaline Rush |
Restores 15% of maximum health over <<1>>.
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32 |
| Combat Support Cell |
While active, Hammer Shot charges your powercell with each use. Charges increase all damage and healing dealt, up to a maximum of 3% at 30 charges. In addition, targeting an ally with Hammer Shot will heal the target for 100% of your tech bonus healing. Only one cell can be active at a time.
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14 |
| Havoc Shield |
Deploys a shield on a friendly target that absorbs a high amount of incoming damage. When the shield collapses, up to 3 allies within 5 meters are healed for <<1>>. Lasts <<2>> seconds. Shielded targets become protected and cannot benefit from Havoc Shield again for <<3>> seconds.
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