1. NSCs
  2. location
  3. korriban
  4. mob
  5. humanoid
  6. renegade_trooper
Portrait

Abtrünniger Soldat

Stufe 6-7 | Standard | Fernkampf


Eigenschaften

Passives (1)

Passive abilities are applied as soon as the NPC spawns. They usually add certain buffs to the NPC.

Abilities (8)

NPCs always use the abilities with the highest priority. If an ability is not available (because it is still on cooldown or the conditions are not met), then the NPC tries to use the ability with the second-highest priority, and so on.

AbilityCooldownActivationRangePriorityChance

Kolbenstoß

Schlägt das Ziel mit dem Gewehrkolben und verursacht mittleren Kinetikschaden .

FQN: abl.​npc.​ability.​rifle.​stockstrike

Kolbenstoß
9 Sek.Sofort4 m0100%

Nahkampfangriff

Eine Reihe von Nahkampfschwüngen für einen NSC.

FQN: abl.​flurry.​npc.​melee

Nahkampfangriff
noneSofort4 m0100%

Unbewaffneter Angriff

Ein einzelner unbewaffneter Schwung für einen NSC.

FQN: abl.​flurry.​npc.​unarmed

Unbewaffneter Angriff
noneSofort4 m0100%

Granate

FQN: abl.​npc.​ability.​tech.​anticover_grenade

Granate
15 Sek.Sofort30 m02%

Kopftreffer

FQN: abl.​npc.​ability.​tech.​anticover_headshot

Kopftreffer
15 Sek.Sofort30 m04%

Hammerschuss

Feuert eine Salve Hammerschüsse ab, die beim Ziel geringen Schaden verursacht. Erfordert Gewehr oder Kanone.

FQN: abl.​npc.​ability.​rifle.​hammer_shot

Hammerschuss
4.5 Sek.Sofort30 m0100%

Fernkampfangriff

Eine Reihe von Fernschüssen für einen NSC.

FQN: abl.​flurry.​npc.​ranged

Fernkampfangriff
noneSofort30 m0100%

In Deckung gehen

Rolle zum gewählten Deckungspunkt. In Deckung erhöht sich deine Fernkampfverteidigung und die meisten Angreifer treffen, sofern du in Deckung bleibst, stattdessen deine Deckung selbst.

FQN: abl.​state.​take_cover

In Deckung gehen
1 Sek.Sofortany075%

Interaction

Loot information

Loot package: 4097450713733981809

Metadaten

Appearance

3D model
Facial details
SlotDetails
head
(one of 4)
head_human_bmn_caucasian_a01
  • Material: head_human_bmn_caucasian_a01c01
  • Eye material: eye_human_non_a01_c01
  • Skin color is hued into slot: 0
head_human_bmn_caucasian_a02
  • Material: head_human_bmn_caucasian_a02c01
  • Eye material: eye_human_non_a01_c01
  • Skin color is hued into slot: 0
head_human_bmn_caucasian_a03
  • Material: head_human_bmn_caucasian_a03c01
  • Eye material: eye_human_non_a01_c01
  • Skin color is hued into slot: 0
head_human_bmn_caucasian_a04
  • Material: head_human_bmn_caucasian_a04c01
  • Eye material: eye_human_non_a01_c01
  • Skin color is hued into slot: 0
faceface_gehelmet26_bmn_archetype
  • + face_gehelmet26_bmn_med_ge_a11_rim
  • Material: face_gehelmet26_heavy_ge_a11impheavy04_u
skincolor
(one of 4)
 skincolor_human_non_h34_p
     skincolor_human_non_h26_p
       skincolor_human_non_h28_p
         skincolor_human_non_h29_p
          eyecolor
           eyecolor_human_non_h02_s
            complexioncomp_human_non_eyebrow13_m
              Body details
              SlotDetails
              chestchest_armor01_bmn_archetype
              • + chest_armor01_bmn_med_ge_a11_shld
              • + chest_armor01_bmn_med_ge_a11_back
              • + chest_armor01_bmn_med_ge_a11_loin
              • Material: chest_armor01_heavy_ge_a11impheavy04_u
              bracerbracer_short_bmn_archetype
              • Material: bracer_short_heavy_ge_a11impheavy04_u_v01
              handhand_glove_bmn_archetype
              • + hand_glove_bmn_med_ge_a11_forearm
              • Material: hand_glove_heavy_ge_a11impheavy04_u
              waistwaist_belt_bmn_archetype
              • + waist_belt_bmn_med_ge_a11_front
              • + waist_belt_bmn_med_ge_a11_back
              • Material: waist_belt_heavy_ge_a11impheavy04_u
              legleg_armor02_bmn_archetype
              • Material: leg_armor02_heavy_ge_a11impheavy04_m_v02
              bootboot_tall_bmn_archetype
              • + boot_tall_bmn_med_ge_a11_shin
              • Material: boot_tall_heavy_ge_a11impheavy04_u