1. Abilities
  2. trooper
  3. skill
  4. shield_specialist
  5. mods
  6. tier2
  7. friendly_harpoon

Extraction Plan

grapple

Extraction Plan

Fires a harpoon line that pulls the target to the Vanguard and generates a high amount of threat. In addition, the harpoon can also pull allies. Cannot be used on targets in cover.

Replaces Harpoon.

Attributes

Conditions

Metadata

Users

Used by
  • apc.trooper.specialist.shield_specialist_mods

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
grapple
Extraction Plan
2
grapple
Extraction Plan
3
immobilizedImmobilized (Tech) – Unable to move.
4
movementSlowedSlowed (Tech) – Movement speed reduced.
5
grapple
Extraction Plan
6
grapple
Extraction Plan
  • [hidden] [0s]
    grappleEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.trooper.harpoon.fire
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 6
      - Travel Time = (time) 0s
  • 2
    • When projectile completed travel and hit target

    Only when the following conditions are met:

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 1.6
      - Standard Health Percent Min = (float) 1.6
    • Spell Damage
      - Disable Crit Roll = (bool) false
      - Damage Type = (int) 1
      - Slot = (int) 1
      - Spell Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.151
      - Standard Health Percent Min = (float) 0.111
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 1.31
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
    • Add effect #5 to TARGET from CASTER
  • 3
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If previous subeffect did not meet all conditions
        AND
        • If the Tech spell hit
        >

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 1.6
      - Standard Health Percent Min = (float) 1.6
    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
  • 4
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If TARGET is in CASTER's group
        AND
        • If previous subeffect did not meet all conditions
        AND
        • If the Tech spell hit
        >

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 1.6
      - Standard Health Percent Min = (float) 1.6
    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
    • Add effect #6 to TARGET from CASTER
  • [0s] [not displayed]
    grappleEffect #2

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic To Caster
      - Knockdown = (int) 1
      - Height = (float) 0
  • [0s] [not displayed]
    grappleEffect #5

  • 1
    • When effect is applied

    Override target to:

    • Caster

    Perform the following actions:

    • Add effect #6 to TARGET from CASTER
  • [0s] [not displayed]
    grappleEffect #6

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic To Caster
      - Knockdown = (int) 1
      - Height = (float) 0