1. NPCs
  2. location
  3. alderaan
  4. bronze
  5. imperial
  6. first_do_harm
  7. injured_imperial_soldier
Portrait

Injured Imperial Soldier

Level 30 | Standard | Ranged


Attributes

Passives (1)

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

Abilities (6)

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

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%

Grenade

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

Grenade
15sinstant30 m02%

Headshot

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

Headshot
15sinstant30 m04%

Ranged Attack

A series of ranged shots for an NPC

FQN: abl.​flurry.​npc.​ranged

Ranged Attack
noneinstant30 m0100%

Take Cover

Roll into the selected cover point. Taking cover increases your ranged defense and, so long as you remain down, most ranged attackers strike your cover instead.

FQN: abl.​state.​take_cover

Take Cover
1sinstantany075%

Interaction

Loot information

Loot package: 2542725673921961678

Metadata

Appearance

3D model
Facial details
SlotDetails
head
(one of 4)
head_human_bmn_asian_a01
  • Material: head_human_bmn_asian_a01c01
  • Eye material: eye_human_non_a01_c01
  • Skin color is hued into slot: 0
head_human_bmn_asian_a02
  • Material: head_human_bmn_asian_a02c01
  • Eye material: eye_human_non_a01_c01
  • Skin color is hued into slot: 0
head_human_bmn_asian_a03
  • Material: head_human_bmn_asian_a03c01
  • Eye material: eye_human_non_a01_c01
  • Skin color is hued into slot: 0
head_human_bmn_asian_a04
  • Material: head_human_bmn_asian_a04c01
  • Eye material: eye_human_non_a01_c01
  • Skin color is hued into slot: 0
hair
(one of 4)
hair_human_bmn_non_a03
  • Material: hair_human_non_a03_v01_m
hair_human_bmn_non_a07
  • Material: hair_human_non_a07_v01_m
hair_human_bmn_non_a04
  • Material: hair_human_non_a04_v01_m
hair_human_bmn_non_a10
  • Material: hair_human_non_a10_v01_m
facehair
(one of 3)
[no archetype]
  • Material: facehair_human_non_blank_u
[no archetype]
  • + 1143433 – not found
  • Material: facehair_human_non_a02_v01_m
[no archetype]
  • + 1143435 – not found
  • + 1312100 – not found
  • Material: facehair_human_non_a03_v01_m
skincolor
(one of 3)
 skincolor_human_non_h13_p
     skincolor_human_non_h16_p
       skincolor_human_non_h22_p
        haircolor
        (one of 3)
         haircolor_human_non_h06_p
           haircolor_human_non_h04_p
             haircolor_human_non_h10_p
              eyecolor
               eyecolor_human_non_h02_s
                complexioncomp_human_non_c19_m
                  age
                  (one of 2)
                  age_non_non_mid01_m
                    age_non_non_none_u
                      Body details
                      SlotDetails
                      chestchest_armor01_bmn_archetype
                      • Material: chest_armor_heavy_ge_a11impheavy01_m
                      bracerbracer_short_bmn_archetype
                      • Material: bracer_short_heavy_ge_a11impheavy01_u_v02
                      handhand_glove_bmn_archetype
                      • Material: hand_glove_heavy_ge_a11impheavy01_u
                      waistwaist_belt_bmn_archetype
                      • + waist_belt_bmn_med_ge_a11_front
                      • Material: waist_belt_heavy_ge_a11impheavy01_u
                      legleg_armor02_bmn_archetype
                      • Material: leg_armor02_heavy_ge_a11impheavy01_m_v02
                      bootboot_tall_bmn_archetype
                      • + boot_tall_bmn_med_ge_a11_shin
                      • Material: boot_tall_heavy_ge_a11impheavy01_u