1. NPCs
  2. location
  3. flashpoint
  4. imperial
  5. act_one
  6. capital
  7. enemy
  8. republic_leader_1
Portrait

Blue Squad Leader

Level 10 | Strong | Patriot


Attributes

Abilities (10)

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

Offensive Tactics

FQN: abl.​npc.​ability.​buff.​offensive_tactics

Offensive Tactics
60sinstantany50100%

Cryo Grenade

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

Cryo Grenade
25sinstant30 m50100%

Explosive Round

Fires an explosive round from the rifle that deals high damage to the primary target and low damage to other targets within 5m. Requires abl.npc.ability.rifle.reload Requires rifle. Intended for humanoid.ranged.base with ammo pool.

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

Explosive Round
noneinstant30 m20100%

Reload

Loads half an ammo bar. Enough to fire off a single ammo-consuming ability. Requires either a Rifle or a Cannon.

FQN: abl.​npc.​ability.​rifle.​reload

Reload
9s1.5s castany0200%

Hammer Shot

Fires a series of hammering shots that deal low damage to the target. Requires rifle or cannon.

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

Hammer Shot
4.5sinstant30 m070%

Ranged Attack

A series of ranged shots for an NPC

FQN: abl.​flurry.​npc.​ranged

Ranged Attack
noneinstant30 m0100%

Grenade

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

Grenade
15sinstant30 m02%

Headshot

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

Headshot
15sinstant30 m04%

Melee Attack

A series of melee swings for an NPC.

FQN: abl.​flurry.​npc.​melee

Melee Attack
noneinstant4 m0100%

Unarmed Attack

A single unarmed swing for an NPC

FQN: abl.​flurry.​npc.​unarmed

Unarmed Attack
noneinstant4 m0100%

Interaction

Char ref: chr.republic_trooper_1_black_talon

Loot information

Loot package: 1711429982140800938

Metadata

Appearance

3D model
Facial details
SlotDetails
headhead_human_bms_african_a02
  • Material: head_human_bms_african_a02c01
  • Eye material: eye_human_non_a01_c01
  • Skin color is hued into slot: 0
faceface_gehelmet09_bms_archetype
  • + face_gehelmet09_bms_med_ge_a01_visor
  • Material: face_gehelmet09_med_ge_a01repsoldier06_u
hair[no archetype]
  • Material: hair_human_non_blank_u
facehair[no archetype]
  • + 1312099 – not found
  • + 1143515 – not found
  • Material: facehair_human_non_a03_v01_m
skincolor
 skincolor_human_non_h03_p
    haircolor
     haircolor_human_non_h14_p
      eyecolor
       eyecolor_human_non_h02_s
        complexioncomp_human_non_c27_m
          Body details
          SlotDetails
          chestchest_tight_bms_archetype
          • + chest_tight_bms_med_tr_a01_collar
          • + chest_tight_bms_med_tr_a01_pocket
          • + 1001418 – not found
          • Material: chest_tight_med_ge_a01repsoldier06_m
          bracerbracer_short_bms_archetype
          • Material: bracer_short_med_ge_a01repsoldier06_u_v02
          handhand_gauntlet_bms_archetype
          • + hand_gauntlet_bms_med_tr_a01_front
          • Material: hand_gauntlet_med_ge_a01repsoldier06_u
          waistwaist_belt_bms_archetype
          • + waist_belt_bms_med_tr_a01_front
          • + waist_belt_bms_med_tr_a01_back
          • Material: waist_belt_med_ge_a01repsoldier06_u
          legleg_pant_bms_archetype
          • Material: leg_pant_med_ge_a01repsoldier06_m_v02
          bootboot_tall_bms_archetype
          • + 1002284 – not found
          • + 1143073 – not found
          • Material: boot_tall_med_ge_a01repsoldier06_u
          All NPCs with this appearance (2)