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This thread will include some (not all) of my rework ideas split into different categories, excluding anything regarding Jedi/Sith. These are all to be viewed together, and are balanced around each other.
(Note: Percentages are applied to base stats, and do not stack ontop of each other)
General Changes:
Imperials
SBD
Bounty Hunter
Destroyer Droid
Mandalorian
Commander
Soldier
Engineer
Magnaguard
(Note: Percentages are applied to base stats, and do not stack ontop of each other)
General Changes:
- Health regenerates after 6 seconds of not taking damage at a rate of 15 hp/s (Some classes have different rules for HP Regen, Armor does *not* regenerate)
- All projectile speeds doubled
- All weapons suffer inaccuracy over prolonged fire, similar to EE3
- Weapon clip size reduced, and E-11 receives clip-reload speed/animation from Arc M5.
- Rockets have drop, and are thus 'lobbed', making pushes less accurate, and rockets more useful at distances.
- Rockets have a 'safety range', which means they don't explode if the launcher is within the blast radius upon launching.
- Secondary Frag Grenade function removed
- Concussion Grenade only knocks down on direct hit, otherwise it staggers.
- Headshot damage modifier increased by 30%
- Chest shot damage modifier increased by 40%
- Leg shot damage modifier increased by 60%
- All projectile speeds doubled
- All weapons suffer inaccuracy over prolonged fire, similar to EE3
- Weapon clip size reduced, and E-11 receives clip-reload speed/animation from Arc M5.
- Rockets have drop, and are thus 'lobbed', making pushes less accurate, and rockets more useful at distances.
- Rockets have a 'safety range', which means they don't explode if the launcher is within the blast radius upon launching.
- Secondary Frag Grenade function removed
- Concussion Grenade only knocks down on direct hit, otherwise it staggers.
- Headshot damage modifier increased by 30%
- Chest shot damage modifier increased by 40%
- Leg shot damage modifier increased by 60%
Imperials
SBD
- - - Super Battle Droid - - -
* * NOTE: The SBD would only have access to one weapon at a time, upon selecting one, other weapons are grayed * *
Class Changes:
- Slap no longer knocks down
- Slap will knock targets back 4-5 feet, and stagger them
- Slap has a 4 second cooldown
- Battery mechanic removed
- SBD must enter Low Power mode to regenerate health and reload ammo (ammo is reloaded instantly)
- Weapons
* * Wrist Laser
Levels: 1, 2
Cost: 6-8
Description: The basic weapon of an SBD. **Primary does not need to reload**
- Level 1
Damage: 26
Rate of fire: Moderate (Slightly slower E-11 Secondary)
Accuracy: Moderate.
Secondary: Tri Shot
Secondary Damage: 20 (Each)
Rate of Fire: Moderately Slow
Accuracy: Low
Clip Size: 30
* High ammo consumption, 3 per trigger pull
- Level 2
Damage: 26
Rate of fire: Moderate
Accuracy: Moderate
Secondary: Tri Shot
Secondary Damage: 20 (Each)
Rate of Fire: Moderately Slow
Accuracy: Low
Clip Size: 30
* High ammo consumption, 3 per trigger pull
Weapon mode: Triple burst shot (Fires three primary shots in quick succession)
Clip size: 30
* * Wrist Cannon
Levels: 1, 2
Cost: 10-20
Description: A powerful slow-firing high-damage arm cannon. **Primary does not need to reload**
- Level 1
Primary Damage: 45
Rate of Fire: Slow (Slightly faster than T-21 primary)
Accuracy: High
Secondary: Low Power Cannon
Secondary Damage: 28
Rate of Fire: Moderately Slow (Bowcaster speed)
Accuracy: Moderate
Clip Size: 20
- Level 2
Primary Damage: 45
Rate of Fire: Slow (Slightly faster than T-21 primary)
Accuracy: High
Secondary: Low Power Cannon
Secondary Damage: 28
Rate of Fire: Moderately Slow (Bowcaster speed)
Accuracy: Moderately High
Clip Size: 30
Weapon Mode: Kneeling Rocket
Rocket damage: 80 Splash
Blast Radius: 4-5 Meters
Ammo: 3
_________
- Abilities
* * Hull
Levels: 1, 2, 3
Cost: 0-8-14
Description: Increases HP of the SBD, but also reduces movement speed.
- Level 1
150 HP
Can run.
Can be knocked down
- Level 2
250 HP
Cannot run, only walk.
Cannot be pushed
- Level 3
350 HP
Walks 30% slower.
Cannot be knocked down.
* * Hull Tempering
Levels: 1, 2, 3
Cost: 6-10-15
Description: Increases SBD damage resistance.
- Level 1
10% damage resistance
- Level 2
20% damage resistance
- Level 3
35% damage resistance
* * Hardened Circuitry
Levels: 1, 2
Cost: 10-10
Description: Makes the SBD more difficult to stun.
- Level 1
Immunity to Electricity, and Sonic Grenades.
- Level 2
Immunity to pulse grenades, and mind trick.
* * Reinforcements
Levels: 1
Cost: 30
Description: Grants a reinforcement point
_________
* * Ammo
Levels: 1-2-3
Cost: 0-4-8
Description: Levels of ammunition.
- Level 1
150 shots
- Level 2
250 shots
- Level 3
400 shots
* * NOTE: The SBD would only have access to one weapon at a time, upon selecting one, other weapons are grayed * *
Class Changes:
- Slap no longer knocks down
- Slap will knock targets back 4-5 feet, and stagger them
- Slap has a 4 second cooldown
- Battery mechanic removed
- SBD must enter Low Power mode to regenerate health and reload ammo (ammo is reloaded instantly)
- Weapons
* * Wrist Laser
Levels: 1, 2
Cost: 6-8
Description: The basic weapon of an SBD. **Primary does not need to reload**
- Level 1
Damage: 26
Rate of fire: Moderate (Slightly slower E-11 Secondary)
Accuracy: Moderate.
Secondary: Tri Shot
Secondary Damage: 20 (Each)
Rate of Fire: Moderately Slow
Accuracy: Low
Clip Size: 30
* High ammo consumption, 3 per trigger pull
- Level 2
Damage: 26
Rate of fire: Moderate
Accuracy: Moderate
Secondary: Tri Shot
Secondary Damage: 20 (Each)
Rate of Fire: Moderately Slow
Accuracy: Low
Clip Size: 30
* High ammo consumption, 3 per trigger pull
Weapon mode: Triple burst shot (Fires three primary shots in quick succession)
Clip size: 30
* * Wrist Cannon
Levels: 1, 2
Cost: 10-20
Description: A powerful slow-firing high-damage arm cannon. **Primary does not need to reload**
- Level 1
Primary Damage: 45
Rate of Fire: Slow (Slightly faster than T-21 primary)
Accuracy: High
Secondary: Low Power Cannon
Secondary Damage: 28
Rate of Fire: Moderately Slow (Bowcaster speed)
Accuracy: Moderate
Clip Size: 20
- Level 2
Primary Damage: 45
Rate of Fire: Slow (Slightly faster than T-21 primary)
Accuracy: High
Secondary: Low Power Cannon
Secondary Damage: 28
Rate of Fire: Moderately Slow (Bowcaster speed)
Accuracy: Moderately High
Clip Size: 30
Weapon Mode: Kneeling Rocket
Rocket damage: 80 Splash
Blast Radius: 4-5 Meters
Ammo: 3
_________
- Abilities
* * Hull
Levels: 1, 2, 3
Cost: 0-8-14
Description: Increases HP of the SBD, but also reduces movement speed.
- Level 1
150 HP
Can run.
Can be knocked down
- Level 2
250 HP
Cannot run, only walk.
Cannot be pushed
- Level 3
350 HP
Walks 30% slower.
Cannot be knocked down.
* * Hull Tempering
Levels: 1, 2, 3
Cost: 6-10-15
Description: Increases SBD damage resistance.
- Level 1
10% damage resistance
- Level 2
20% damage resistance
- Level 3
35% damage resistance
* * Hardened Circuitry
Levels: 1, 2
Cost: 10-10
Description: Makes the SBD more difficult to stun.
- Level 1
Immunity to Electricity, and Sonic Grenades.
- Level 2
Immunity to pulse grenades, and mind trick.
* * Reinforcements
Levels: 1
Cost: 30
Description: Grants a reinforcement point
_________
* * Ammo
Levels: 1-2-3
Cost: 0-4-8
Description: Levels of ammunition.
- Level 1
150 shots
- Level 2
250 shots
- Level 3
400 shots
- - - Bounty hunter - - -
Class Changes:
- Darts of all kinds now have a projectile, and a slow projectile speed.
- Weapons
* * Pistol
Levels: 1, 2, 3
Cost: 0-4-15 (Increase)
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15
- Level 3
Damage: 35
Accuracy: High
Rate of fire: Moderately slow
Clip size: 10
* * E-11
Levels: 1, 2, 3, 4
Cost: 6-7-8-10
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30
- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30
- Level 3
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 24
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 30
- Level 4
Primary Damage: 30
Accuracy: High
Rate of Fire: Moderately High (Semi-Auto)
Secondary Damage: 25
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 35
Weapon Mode: Stun
Description: Charged up for greater effect. Does no damage. Can be blocked with Lightsabers, but cannot be deflected.
Charge Stages: 1-2-3-4
- Charge Level 1
Maximum Range: 20 Meters
Effect: Stuns with electricity for 1 second, interrupting any action.
- Charge Level 2
Maximum Range: 12 Meters
Effect: Staggers target with electricity for 2 seconds, interrupting any action.
- Charge Level 3
Maximum Range: 7 Meters
Effect: Knocks back target, staggering with electricity for 3 seconds, interrupting any action.
- Charge Level 4
Maximum Range: 3 Meters
Effect: Knocks target down for 3 seconds (cannot be rolled/quick getup'd)
* * Projectile Rifle
Levels: 1, 2
Cost: 20-20
Description: Sniper Rifle
- Level 1
Damage: 100
Accuracy: High
Rate of Fire: Bolt Action
Clip Size: 1
* * Only accurate after standing still for 3 seconds * *
- Level 2
Damage: 100
Accuracy: High
Rate of Fire: Bolt Action
Clip Size: 1
Weapon Mode: Tranq Gun
Damage: 0
Accuracy: High
Rate of Fire: Bolt Action
Clip Size: 1
* * Fires a dart that cannot be blocked by a lightsaber. Dart will gradually blur vision of target, and knock them down after 5 seconds, for a total of 4 seconds * *
* * DLT-20a
Description: Same as current, except for clip size.
Clip Size: 20
* * Disruptor Rifle
Description: Same as current.
_________
- Abilities
* * Dodge
Levels: 1, 2, 3
Cost: 6-8-12
Description: Allows the Bounty Hunter to dodge blaster bolts.
- Level 1
Can dodge small arms fire for a limited time.
- Level 2
Can dodge small arms and sniper fire for a limited time.
- Level 3
Can dodge anything, even when knocked down, for a limited time.
_________
- Items
(Bounty Hunter can choose up to two darts, rest are grayed out upon second selection)
* * Neurotoxin Darts
Levels: 1, 2 (Amount)
Cost: 6-6
Description: Grants the Bounty Hunter a dart that affects the nervous system.
Damage: 15 (Over a period of 20 seconds, does not stack)
Effects: Causes target to mirror/invert control schemes at random.
Effect Duration: 10 Seconds
* * Hemotoxin Darts
Levels: 1, 2 (Amount)
Cost: 10-10
Description: Grants the Bounty Hunter darts that cause massive tissue and internal damage.
Damage: 65 (Over a period of 40 seconds, does not stack, stops health regeneration)
* * Explosive Dart
Levels: 1
Cost 15
Description: Grants the Bounty Hunter a dart that sticks to anything/one and can be detonated by activating it again.
Damage: 50 (Staggers targets in 2 meter radius, knocks down targets that it is attached to)
* * Shock Dart
Levels: 1, 2 (Amount)
Cost: 10-10
Description: Grants the Bounty hunter a dart that sticks to someone and delivers a periodic shock.
Damage: 5 per shock
Effect: Every 5 seconds, for 20 seconds, it causes a debilitating shock that immobilizes the target and staggers them for 1 second.
* * Tracking Dart
Levels: 1, 2, 3, 4 (Amount)
Cost: 5-5-5-5
Description: Grants the Bounty Hunter a dart that sticks to someone and tracks their movements through walls and on the minimap.
Effects: Displays target whereabouts forever.
* * Thermal Detonator
Description: Same as Current
* * Armor
Description: Same as current
* * Ammo
Description: Same as current
Class Changes:
- Darts of all kinds now have a projectile, and a slow projectile speed.
- Weapons
* * Pistol
Levels: 1, 2, 3
Cost: 0-4-15 (Increase)
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15
- Level 3
Damage: 35
Accuracy: High
Rate of fire: Moderately slow
Clip size: 10
* * E-11
Levels: 1, 2, 3, 4
Cost: 6-7-8-10
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30
- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30
- Level 3
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 24
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 30
- Level 4
Primary Damage: 30
Accuracy: High
Rate of Fire: Moderately High (Semi-Auto)
Secondary Damage: 25
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 35
Weapon Mode: Stun
Description: Charged up for greater effect. Does no damage. Can be blocked with Lightsabers, but cannot be deflected.
Charge Stages: 1-2-3-4
- Charge Level 1
Maximum Range: 20 Meters
Effect: Stuns with electricity for 1 second, interrupting any action.
- Charge Level 2
Maximum Range: 12 Meters
Effect: Staggers target with electricity for 2 seconds, interrupting any action.
- Charge Level 3
Maximum Range: 7 Meters
Effect: Knocks back target, staggering with electricity for 3 seconds, interrupting any action.
- Charge Level 4
Maximum Range: 3 Meters
Effect: Knocks target down for 3 seconds (cannot be rolled/quick getup'd)
* * Projectile Rifle
Levels: 1, 2
Cost: 20-20
Description: Sniper Rifle
- Level 1
Damage: 100
Accuracy: High
Rate of Fire: Bolt Action
Clip Size: 1
* * Only accurate after standing still for 3 seconds * *
- Level 2
Damage: 100
Accuracy: High
Rate of Fire: Bolt Action
Clip Size: 1
Weapon Mode: Tranq Gun
Damage: 0
Accuracy: High
Rate of Fire: Bolt Action
Clip Size: 1
* * Fires a dart that cannot be blocked by a lightsaber. Dart will gradually blur vision of target, and knock them down after 5 seconds, for a total of 4 seconds * *
* * DLT-20a
Description: Same as current, except for clip size.
Clip Size: 20
* * Disruptor Rifle
Description: Same as current.
_________
- Abilities
* * Dodge
Levels: 1, 2, 3
Cost: 6-8-12
Description: Allows the Bounty Hunter to dodge blaster bolts.
- Level 1
Can dodge small arms fire for a limited time.
- Level 2
Can dodge small arms and sniper fire for a limited time.
- Level 3
Can dodge anything, even when knocked down, for a limited time.
_________
- Items
(Bounty Hunter can choose up to two darts, rest are grayed out upon second selection)
* * Neurotoxin Darts
Levels: 1, 2 (Amount)
Cost: 6-6
Description: Grants the Bounty Hunter a dart that affects the nervous system.
Damage: 15 (Over a period of 20 seconds, does not stack)
Effects: Causes target to mirror/invert control schemes at random.
Effect Duration: 10 Seconds
* * Hemotoxin Darts
Levels: 1, 2 (Amount)
Cost: 10-10
Description: Grants the Bounty Hunter darts that cause massive tissue and internal damage.
Damage: 65 (Over a period of 40 seconds, does not stack, stops health regeneration)
* * Explosive Dart
Levels: 1
Cost 15
Description: Grants the Bounty Hunter a dart that sticks to anything/one and can be detonated by activating it again.
Damage: 50 (Staggers targets in 2 meter radius, knocks down targets that it is attached to)
* * Shock Dart
Levels: 1, 2 (Amount)
Cost: 10-10
Description: Grants the Bounty hunter a dart that sticks to someone and delivers a periodic shock.
Damage: 5 per shock
Effect: Every 5 seconds, for 20 seconds, it causes a debilitating shock that immobilizes the target and staggers them for 1 second.
* * Tracking Dart
Levels: 1, 2, 3, 4 (Amount)
Cost: 5-5-5-5
Description: Grants the Bounty Hunter a dart that sticks to someone and tracks their movements through walls and on the minimap.
Effects: Displays target whereabouts forever.
* * Thermal Detonator
Description: Same as Current
* * Armor
Description: Same as current
* * Ammo
Description: Same as current
- - - Deka - - -
Class Changes:
- Movement speed while rolling reduced by 30%
- Characters slide off the top of the Destroyer Droid's model, or bounce up
- ** Cannot regenerate HP **
- Deka can walk while shields are active
- Starts with 100 Shield HP, shields will regenerate even when being shot at by 10 shield/s
- Weapons
* * Dual Repeaters
Levels: 1, 2, 3
Cost: 0-10-20
Description: Standard on-board weapon for Destroyer Droids
- Level 1
Damage: 26
Accuracy: Moderate
Rate of Fire: Moderate
Clip Size: N/A
- Level 2
Damage: 26
Accuracy: Moderate
Rate of Fire: Moderately High
Clip Size: N/A
- Level 3
Damage: 26
Accuracy: Moderate
Rate of Fire: High
Clip Size: N/A
_________
- Abilities
* * Quick Deploy
Levels: 1, 2
Cost: 8-14
Description: Allows the Deka to quickly deploy.
- Level 1
The Destroyer Droid can undeploy/deploy 15% faster
- Level 2
The Destroyer Droid can undeploy/deploy 30% faster
* * Overload
Levels: 1, 2
Cost: 10-10
Description: Allows the Deka to fire 50% faster but consume shield energy.
- Level 1
Drains at 20 shield/s
- Level 2
Drains at 10 shield/s
* * Toughened Hull
Levels: 1, 2, 3
Cost: 5-10-15
Description: Improves the Destroyer Droid's hull
- Level 1
+100 HP
- Level 2
+100 HP
- Level 3
+150 HP
* * Improved Shield Generator
Levels: 1, 2, 3
Cost: 20-15-10
Description: Improves the Deka's shield generator
- Level 1
+200 Shield HP
+10 Shield/s regen
- level 2
+100 Shield HP
+5 Shield/s regen
- Level 3
+100 Shield HP
+5 Shield/s regen
* * Reinforcements
Levels: 1
Cost: 35
Description: Grants another life
Class Changes:
- Movement speed while rolling reduced by 30%
- Characters slide off the top of the Destroyer Droid's model, or bounce up
- ** Cannot regenerate HP **
- Deka can walk while shields are active
- Starts with 100 Shield HP, shields will regenerate even when being shot at by 10 shield/s
- Weapons
* * Dual Repeaters
Levels: 1, 2, 3
Cost: 0-10-20
Description: Standard on-board weapon for Destroyer Droids
- Level 1
Damage: 26
Accuracy: Moderate
Rate of Fire: Moderate
Clip Size: N/A
- Level 2
Damage: 26
Accuracy: Moderate
Rate of Fire: Moderately High
Clip Size: N/A
- Level 3
Damage: 26
Accuracy: Moderate
Rate of Fire: High
Clip Size: N/A
_________
- Abilities
* * Quick Deploy
Levels: 1, 2
Cost: 8-14
Description: Allows the Deka to quickly deploy.
- Level 1
The Destroyer Droid can undeploy/deploy 15% faster
- Level 2
The Destroyer Droid can undeploy/deploy 30% faster
* * Overload
Levels: 1, 2
Cost: 10-10
Description: Allows the Deka to fire 50% faster but consume shield energy.
- Level 1
Drains at 20 shield/s
- Level 2
Drains at 10 shield/s
* * Toughened Hull
Levels: 1, 2, 3
Cost: 5-10-15
Description: Improves the Destroyer Droid's hull
- Level 1
+100 HP
- Level 2
+100 HP
- Level 3
+150 HP
* * Improved Shield Generator
Levels: 1, 2, 3
Cost: 20-15-10
Description: Improves the Deka's shield generator
- Level 1
+200 Shield HP
+10 Shield/s regen
- level 2
+100 Shield HP
+5 Shield/s regen
- Level 3
+100 Shield HP
+5 Shield/s regen
* * Reinforcements
Levels: 1
Cost: 35
Description: Grants another life
- - - Mandalorian - - -
- Weapons
* * Westar Pistol
Description: Same as current.
* * EE3
Levels: 1, 2, 3
Cost: 6-12-20
Description: A hybrid long-ranged carbine.
- Level 1
Damage: 26
Accuracy: High
Rate of Fire: Moderate (Semi Auto)
Clip Size: 20
- Level 2
Damage: 26
Accuracy: high
Rate of Fire: Moderately High (Semi Auto)
Clip Size: 20
- Level 3
Damage: 28
Accuracy: High
Rate of Fire: Moderately High (Semi Auto)
Clip Size 20
Weapon mode: Sniper Rifle
Damage: 80
Accuracy: High
Clip Size: 1
_________
- Abilities
* * CQC Training
Levels: 1
Cost: 15
Description: Allows the Mandalorian to roll on the ground, and get up faster.
* * Conditioning
Levels: 1, 2
Cost: 5-10
Description: Improves the Mandalorian's physicality
- Level 1
20% less fall damage
15% more melee damage
5% damage resistance
- Level 2
40% less fall damage
25% more melee damage
10% damage resistance
_________
- Items
* * Wrist Laser
Levels: 1, 2
Cost: 6-6
Description: Grants the Mando a wrist-laser. (Must be in melee)
- Level 1
Damage: 28
Accuracy: Moderate
Rate of Fire: Semi-Auto
Clip Size: 5
** Breaks when empty **
- Level 2
Damage: 28
Accuracy: Moderate
Rate of Fire: Semi-Auto
Clip Size: 5
** Regenerates 1 shot every 2 seconds **
* * Rocket
Levels: 1
Cost: 25
Damage: 60
Blast Radius: 5 Meters
* * Wrist Flamethrower
Levels: 1, 2
Cost: 10-10
Description: A flamethrower
- Level 1
Damage: 17 hp/s
Range: 4 meters
Effects: Targets catch fire after 3 seconds of sustained burn. Mando kneels to use.
- Level 2
Damage: 20 hp/s
Range: 5 meters
Effects: Targets catch fire after 2 seconds of sustained burn. Causes minor knockback on targets hit. Mando can walk while using.
* * Wrist Cable
Levels: 1
Cost: 15
Description: A small cable hidden in the Mandalorian's wrist. (Must be in melee)
Range: 3 Meters
Effects: Can be launched at a target, if it lands the target is stunned for as long as the Mando can hold the button. Mando can use Wrist Laser/Flamethrower during this. Jedi can push/pull to escape it, Wookiees aren't affected, gunners can shoot during it.
* * Concussion Grenade
Levels: 1, 2
Cost: 8-8
Description: Grants the Mando a Concussion grenade.
* * Armor
Description: Same as current
* * Ammo
Description: Same as current
- Weapons
* * Westar Pistol
Description: Same as current.
* * EE3
Levels: 1, 2, 3
Cost: 6-12-20
Description: A hybrid long-ranged carbine.
- Level 1
Damage: 26
Accuracy: High
Rate of Fire: Moderate (Semi Auto)
Clip Size: 20
- Level 2
Damage: 26
Accuracy: high
Rate of Fire: Moderately High (Semi Auto)
Clip Size: 20
- Level 3
Damage: 28
Accuracy: High
Rate of Fire: Moderately High (Semi Auto)
Clip Size 20
Weapon mode: Sniper Rifle
Damage: 80
Accuracy: High
Clip Size: 1
_________
- Abilities
* * CQC Training
Levels: 1
Cost: 15
Description: Allows the Mandalorian to roll on the ground, and get up faster.
* * Conditioning
Levels: 1, 2
Cost: 5-10
Description: Improves the Mandalorian's physicality
- Level 1
20% less fall damage
15% more melee damage
5% damage resistance
- Level 2
40% less fall damage
25% more melee damage
10% damage resistance
_________
- Items
* * Wrist Laser
Levels: 1, 2
Cost: 6-6
Description: Grants the Mando a wrist-laser. (Must be in melee)
- Level 1
Damage: 28
Accuracy: Moderate
Rate of Fire: Semi-Auto
Clip Size: 5
** Breaks when empty **
- Level 2
Damage: 28
Accuracy: Moderate
Rate of Fire: Semi-Auto
Clip Size: 5
** Regenerates 1 shot every 2 seconds **
* * Rocket
Levels: 1
Cost: 25
Damage: 60
Blast Radius: 5 Meters
* * Wrist Flamethrower
Levels: 1, 2
Cost: 10-10
Description: A flamethrower
- Level 1
Damage: 17 hp/s
Range: 4 meters
Effects: Targets catch fire after 3 seconds of sustained burn. Mando kneels to use.
- Level 2
Damage: 20 hp/s
Range: 5 meters
Effects: Targets catch fire after 2 seconds of sustained burn. Causes minor knockback on targets hit. Mando can walk while using.
* * Wrist Cable
Levels: 1
Cost: 15
Description: A small cable hidden in the Mandalorian's wrist. (Must be in melee)
Range: 3 Meters
Effects: Can be launched at a target, if it lands the target is stunned for as long as the Mando can hold the button. Mando can use Wrist Laser/Flamethrower during this. Jedi can push/pull to escape it, Wookiees aren't affected, gunners can shoot during it.
* * Concussion Grenade
Levels: 1, 2
Cost: 8-8
Description: Grants the Mando a Concussion grenade.
* * Armor
Description: Same as current
* * Ammo
Description: Same as current
- - - Commander - - -
Class Changes:
- Base Commander cannot use melee specials, and gets up slowly.
- Weapons
* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15
* * E-11
Levels: 1, 2, 3, 4
Cost: 6-7-8-10
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30
- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30
- Level 3
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 24
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 30
- Level 4
Primary Damage: 30
Accuracy: High
Rate of Fire: Moderately High (Semi-Auto)
Secondary Damage: 25
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 35
Weapon Mode: Stun
Description: Charged up for greater effect. Does no damage. Can be blocked with Lightsabers, but cannot be deflected.
Charge Stages: 1-2-3-4
- Charge Level 1
Maximum Range: 20 Meters
Effect: Stuns with electricity for 1 second, interrupting any action.
- Charge Level 2
Maximum Range: 12 Meters
Effect: Staggers target with electricity for 2 seconds, interrupting any action.
- Charge Level 3
Maximum Range: 7 Meters
Effect: Knocks back target, staggering with electricity for 3 seconds, interrupting any action.
- Charge Level 4
Maximum Range: 3 Meters
Effect: Knocks target down for 3 seconds (cannot be rolled/quick getup'd)
* * T-21
Levels: *Same*
Cost: *Same*
Primary Damage: 65 (Increased)
Secondary Damage: 25 (Reduced)
* * Vibrosword
Levels: 1, 2
Cost: 10-10
- Level 1
Grants yellow, and a vibrosword
Saber defense 1
- Level 2
Grants yellow, and a vibrosword
Saber defense 2
* * Flamethrower
Levels: 1, 2
Cost: 10-16
Description: Imperial Repeater model, turned flamethrower. Longer reach and higher damage than Mando flamethrower.
Stats:
- Level 1
4 seconds of continued fire before reload.
Damage: 17 hp/s
Range: 6 Meters
Effects: Targets catch fire after 3 seconds of burn. Minor knockback to targets. Commander must walk while firing.
- Level 2
8 seconds of continued fire before reload, slightly increased damage.
Damage: 22 hp/s
Range: 8 Meters
Effects: Targets catch fire after 2 seconds of burn. Minor knockback to targets. Commander must walk while firing.
_________
- Abilities
* * Officer
Levels: 1, 2, 3
Cost: 4-10-16
Description: Grants increasing levels of passive support for teammates.
Stats:
- Level 1
Nearby teammates receive a slight armor boost.
Armor granted: 5
- Level 2
Nearby teammates receive a slight armor boost, damage boost, as well as slightly faster movement speed.
Armor granted: 10
Damage bonus: 5%
Movement speed bonus: 5%
- Level 3
Nearby teammates receive a slight armor boost, damage boost, speed boost, and the commander has rally. Rally no longer grants bonuses on respawn.
Armor granted: 20
Damage bonus: 10%
Movement speed bonus: 10%
* * Battle Hardened
Levels: 1, 2, 3
Cost: 6-10-14
Description: The Commander has seen some shit, and is tougher for it. More combative role.
Stats:
- Level 1
Grants the commander increased HP, and adds damage resistance vs explosives/melee
HP Granted: 15
Damage Resistance: 10%
- Level 2
Grants the commander increased HP, damage resistance vs explosives/melee, and faster fire rate/accuracy, grants dodge level 1.
Accuracy Bonus: 30% while running.
Fire Rate Increase: 15%
HP Granted: 25
Damage Resistance: 15%
- Level 3
Grants the commander increased HP, damage resistance vs explosives/melee, faster fire rate/accuracy, and allows the commander to quick-getup/roll on the ground, grants dodge level 2.
Accuracy Bonus: 50% while running.
Fire Rate Increase: 25%
HP Granted: 35
Damage Resistance: 20%
* * Advanced Training
Levels: 1, 2, 3
Cost: 4-8-14
Description: The Commander has more professionalism about him, and has more fine tuned base skills.
- Level 1
Grants the Commander faster movement speed when not firing. (Allows Commander to use melee katas/special moves.)
Movement speed bonus: 10%
- Level 2
Grants the Commander faster movement speed when not firing, and decreases weapon reload time/weapon swap time.
Movement speed bonus: 10%
Weapon reload speed bonus: 15%
- Level 3
Grants the Commander faster movement speed when not firing, decreases weapon reload/swap time, increases melee damage, allows the Commander to roll-cancel (Use+Crouch+Direction, or some other potential button combo), and reduces the time before the Commander can move/shoot during the end-animation for rolls.
Movement speed bonus: 15%
Weapon reload speed bonus: 25%
Melee damage increase: 20%
* * Reinforcements
Description: Same as current
_________
- Items
* * Frag Grenade
Levels: 1
Cost: 6
Description: Gives the Commander a single explosive grenade.
* * Incendiary Grenade
Levels: 1, 2
Cost: 8-8
Description: Gives the Commander a single incendiary grenade.
* * Sticky Sensor
Levels: 1, 2, 3
Cost: 5-5-5
Description: Gives the Commander a single throwable sensor that sticks to walls, it highlights any nearby characters (friend or foe) on the Commander's map, and notifies the commander if a character passes through its detection with an audible noise. It can be destroyed by the enemy team.
* * Armor
Description: Same as current
* * Ammo
Description: Same as current
Class Changes:
- Base Commander cannot use melee specials, and gets up slowly.
- Weapons
* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15
* * E-11
Levels: 1, 2, 3, 4
Cost: 6-7-8-10
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30
- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30
- Level 3
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 24
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 30
- Level 4
Primary Damage: 30
Accuracy: High
Rate of Fire: Moderately High (Semi-Auto)
Secondary Damage: 25
Accuracy: Moderately High
Rate of Fire: High
Clip Size: 35
Weapon Mode: Stun
Description: Charged up for greater effect. Does no damage. Can be blocked with Lightsabers, but cannot be deflected.
Charge Stages: 1-2-3-4
- Charge Level 1
Maximum Range: 20 Meters
Effect: Stuns with electricity for 1 second, interrupting any action.
- Charge Level 2
Maximum Range: 12 Meters
Effect: Staggers target with electricity for 2 seconds, interrupting any action.
- Charge Level 3
Maximum Range: 7 Meters
Effect: Knocks back target, staggering with electricity for 3 seconds, interrupting any action.
- Charge Level 4
Maximum Range: 3 Meters
Effect: Knocks target down for 3 seconds (cannot be rolled/quick getup'd)
* * T-21
Levels: *Same*
Cost: *Same*
Primary Damage: 65 (Increased)
Secondary Damage: 25 (Reduced)
* * Vibrosword
Levels: 1, 2
Cost: 10-10
- Level 1
Grants yellow, and a vibrosword
Saber defense 1
- Level 2
Grants yellow, and a vibrosword
Saber defense 2
* * Flamethrower
Levels: 1, 2
Cost: 10-16
Description: Imperial Repeater model, turned flamethrower. Longer reach and higher damage than Mando flamethrower.
Stats:
- Level 1
4 seconds of continued fire before reload.
Damage: 17 hp/s
Range: 6 Meters
Effects: Targets catch fire after 3 seconds of burn. Minor knockback to targets. Commander must walk while firing.
- Level 2
8 seconds of continued fire before reload, slightly increased damage.
Damage: 22 hp/s
Range: 8 Meters
Effects: Targets catch fire after 2 seconds of burn. Minor knockback to targets. Commander must walk while firing.
_________
- Abilities
* * Officer
Levels: 1, 2, 3
Cost: 4-10-16
Description: Grants increasing levels of passive support for teammates.
Stats:
- Level 1
Nearby teammates receive a slight armor boost.
Armor granted: 5
- Level 2
Nearby teammates receive a slight armor boost, damage boost, as well as slightly faster movement speed.
Armor granted: 10
Damage bonus: 5%
Movement speed bonus: 5%
- Level 3
Nearby teammates receive a slight armor boost, damage boost, speed boost, and the commander has rally. Rally no longer grants bonuses on respawn.
Armor granted: 20
Damage bonus: 10%
Movement speed bonus: 10%
* * Battle Hardened
Levels: 1, 2, 3
Cost: 6-10-14
Description: The Commander has seen some shit, and is tougher for it. More combative role.
Stats:
- Level 1
Grants the commander increased HP, and adds damage resistance vs explosives/melee
HP Granted: 15
Damage Resistance: 10%
- Level 2
Grants the commander increased HP, damage resistance vs explosives/melee, and faster fire rate/accuracy, grants dodge level 1.
Accuracy Bonus: 30% while running.
Fire Rate Increase: 15%
HP Granted: 25
Damage Resistance: 15%
- Level 3
Grants the commander increased HP, damage resistance vs explosives/melee, faster fire rate/accuracy, and allows the commander to quick-getup/roll on the ground, grants dodge level 2.
Accuracy Bonus: 50% while running.
Fire Rate Increase: 25%
HP Granted: 35
Damage Resistance: 20%
* * Advanced Training
Levels: 1, 2, 3
Cost: 4-8-14
Description: The Commander has more professionalism about him, and has more fine tuned base skills.
- Level 1
Grants the Commander faster movement speed when not firing. (Allows Commander to use melee katas/special moves.)
Movement speed bonus: 10%
- Level 2
Grants the Commander faster movement speed when not firing, and decreases weapon reload time/weapon swap time.
Movement speed bonus: 10%
Weapon reload speed bonus: 15%
- Level 3
Grants the Commander faster movement speed when not firing, decreases weapon reload/swap time, increases melee damage, allows the Commander to roll-cancel (Use+Crouch+Direction, or some other potential button combo), and reduces the time before the Commander can move/shoot during the end-animation for rolls.
Movement speed bonus: 15%
Weapon reload speed bonus: 25%
Melee damage increase: 20%
* * Reinforcements
Description: Same as current
_________
- Items
* * Frag Grenade
Levels: 1
Cost: 6
Description: Gives the Commander a single explosive grenade.
* * Incendiary Grenade
Levels: 1, 2
Cost: 8-8
Description: Gives the Commander a single incendiary grenade.
* * Sticky Sensor
Levels: 1, 2, 3
Cost: 5-5-5
Description: Gives the Commander a single throwable sensor that sticks to walls, it highlights any nearby characters (friend or foe) on the Commander's map, and notifies the commander if a character passes through its detection with an audible noise. It can be destroyed by the enemy team.
* * Armor
Description: Same as current
* * Ammo
Description: Same as current
- - - Soldier - - -
- Weapons
* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15
* * E-11
Levels: 1, 2
Cost: 6-7
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30
- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30
* * Vibrosword
Levels: 1
Cost: 15
- Level 1
Grants yellow, and a vibrosword
Saber defense 0
_________
- Abilities
* * CQC
Levels: 1, 2
Cost: 4-10
Description: Grants increasing bonuses to the Soldier
- Level 1
** Same as Current **
- Level 2
Grants movement speed bonus with weapon out
Can get up faster
* * Advanced Weapons Training
Levels: 1, 2
Cost: 6-6
Description: Better training for a trooper in using his rifle.
- Level 1
10% better accuracy bonus while running
10% less spread from secondary fire
- Level 2
15% better accuracy bonus while running
15% less spread from secondary fire
15% better fire rate
* * Reinforcements
Description: Same as current
_________
- Items
* * Frag Grenade
Levels: 1
Cost: 8
Description: Gives the Soldier a single fragmentation grenade.
* * Flash Bang
Levels: 1
Cost: 6
Description: Gives the Soldier a flash bang grenade, which blinds/deafens all those within the AoE.
* * Armor
Description: Same as current
* * Ammo
Description: Same as current
- Weapons
* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15
* * E-11
Levels: 1, 2
Cost: 6-7
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30
- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30
* * Vibrosword
Levels: 1
Cost: 15
- Level 1
Grants yellow, and a vibrosword
Saber defense 0
_________
- Abilities
* * CQC
Levels: 1, 2
Cost: 4-10
Description: Grants increasing bonuses to the Soldier
- Level 1
** Same as Current **
- Level 2
Grants movement speed bonus with weapon out
Can get up faster
* * Advanced Weapons Training
Levels: 1, 2
Cost: 6-6
Description: Better training for a trooper in using his rifle.
- Level 1
10% better accuracy bonus while running
10% less spread from secondary fire
- Level 2
15% better accuracy bonus while running
15% less spread from secondary fire
15% better fire rate
* * Reinforcements
Description: Same as current
_________
- Items
* * Frag Grenade
Levels: 1
Cost: 8
Description: Gives the Soldier a single fragmentation grenade.
* * Flash Bang
Levels: 1
Cost: 6
Description: Gives the Soldier a flash bang grenade, which blinds/deafens all those within the AoE.
* * Armor
Description: Same as current
* * Ammo
Description: Same as current
- - - Engineer - - -
Class Stats:
- Speed
Soldier, slow
- Health
50
- Starting Armor
15
- Weapons
* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15
* * E-11
Levels: 1, 2
Cost: 6-7
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30
- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30
_________
- Abilities
* * Demolitions
Levels: 1, 2
Cost: 4-8
Description: Faster deployment of battlefield technology and higher damage
- Level 1
Deploys explosives/turrets 25% faster
Explosives deal 10% more damage
- Level 2
Deploys explosives/turrets 50% faster
Explosives deal 25% more damage
* * Quickthrow
Description: Same as current (only primary, instead of secondary frag function (read top))
_________
- Items
* * Frag Grenade
Levels: 1, 2, 3
Cost: 6-6-6
Description: Frag Grenades
* * Trip Mine
Levels: 1, 2, 3
Cost: 8-8-8
Description: Grants the Engineer trip mines that he can place on surfaces.
Damage: 80 (Epicenter)
Blast Radius: 3 meters
Deploy time: 10 seconds
* * Portable Shield
Levels: 1, 2
Cost: 10-15
Description: Gives the Engineer a *CHEST HIGH* (not that entire-hallway covering shit from FA), shield for cover.
- Level 1
Shield Health 450
- Level 2
Shield health 1000
Deploy time: 15 seconds
* * Rocket Launcher
Levels: 1
Cost: 30
Description: For hard and furry targets.
Ammo: 4
* * Portable Gun Emplacement
Levels: 1
Cost: 20
Description: Allows the Engineer to deploy a usable E-Web turret for defending areas.
Deploy Time: 5 seconds
* * Sentry Guns
Levels: 1, 2
Cost: 10-10
Description: Allows the Engineer to deploy small sentry turrets to defend areas.
Deploy Time: 10 seconds
* * Motion Sensor
Levels: 1
Cost: 15
Description: Allows the Engineer to deploy a motion sensor that detects any running/weapon discharges within a large radius.
Deploy time: 20 seconds
* * Armor
Description: Same as Soldier
* * Ammo
Description: Same as Soldier
Class Stats:
- Speed
Soldier, slow
- Health
50
- Starting Armor
15
- Weapons
* * Pistol
Levels: 1, 2
Cost: 0-4
Description: Pistol
- Level 1
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
- Level 2
Damage: 30
Accuracy: High
Rate of fire: Moderately slow
Clip size: 15
* * E-11
Levels: 1, 2
Cost: 6-7
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30
- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30
_________
- Abilities
* * Demolitions
Levels: 1, 2
Cost: 4-8
Description: Faster deployment of battlefield technology and higher damage
- Level 1
Deploys explosives/turrets 25% faster
Explosives deal 10% more damage
- Level 2
Deploys explosives/turrets 50% faster
Explosives deal 25% more damage
* * Quickthrow
Description: Same as current (only primary, instead of secondary frag function (read top))
_________
- Items
* * Frag Grenade
Levels: 1, 2, 3
Cost: 6-6-6
Description: Frag Grenades
* * Trip Mine
Levels: 1, 2, 3
Cost: 8-8-8
Description: Grants the Engineer trip mines that he can place on surfaces.
Damage: 80 (Epicenter)
Blast Radius: 3 meters
Deploy time: 10 seconds
* * Portable Shield
Levels: 1, 2
Cost: 10-15
Description: Gives the Engineer a *CHEST HIGH* (not that entire-hallway covering shit from FA), shield for cover.
- Level 1
Shield Health 450
- Level 2
Shield health 1000
Deploy time: 15 seconds
* * Rocket Launcher
Levels: 1
Cost: 30
Description: For hard and furry targets.
Ammo: 4
* * Portable Gun Emplacement
Levels: 1
Cost: 20
Description: Allows the Engineer to deploy a usable E-Web turret for defending areas.
Deploy Time: 5 seconds
* * Sentry Guns
Levels: 1, 2
Cost: 10-10
Description: Allows the Engineer to deploy small sentry turrets to defend areas.
Deploy Time: 10 seconds
* * Motion Sensor
Levels: 1
Cost: 15
Description: Allows the Engineer to deploy a motion sensor that detects any running/weapon discharges within a large radius.
Deploy time: 20 seconds
* * Armor
Description: Same as Soldier
* * Ammo
Description: Same as Soldier
- - - MagnaGuard - - -
Class Stats:
- Speed
Jedi speed, quick-getup, acrobatics
- Health
150
- Starting Armor
75
- FP
25
- Weapons
* * Pistol
Levels: 1
Cost: 12
Description: Pistol
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
* * Disruptor Rifle
Description: Same as current
* * E-11
Levels: 1, 2
Cost: 6-7
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30
- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30
* * Electro Staff (Choose between this and Vibrosword, cannot have both)
Levels: 1
Cost: 20
- Level 1
Grants Electrostaff
Saber Defense 1
* * Vibrosword (Choose between this and Electrostaff, cannot have both)
Levels: 1
Cost: 20
- Level 1
Grants yellow, red, and a vibrosword
Saber defense 1
_________
- Abilities
* * Cortosis
Levels: 1, 2
Cost: 10-10
Description: Grants Lightsaber resistance
- Level 1
45% damage resistance vs Lightsabers
- Level 2
50% damage resistance vs lightsabers, and combo breaks
* * Stability
Levels: 1, 2
Cost: 6-6
Description: Improved gyroscopic stability and magnetic feet
- Level 1
Cannot be pushed/pulled
- Level 2
Cannot be knocked down by grenades/slaps/melee
* * Hardened Circuitry
Levels: 1, 2
Cost: 8-10
Description: Further protection against internal failures.
- Level 1
Cannot be stunned by lightning or sonic grenades.
- Level 2
Cannot be flinched, or stunned by pulse grenades.
* * Dodge
Levels: 1, 2, 3
Cost: 6-8-12
Description: Allows the Magnaguard to dodge blaster bolts.
- Level 1
Can dodge small arms fire for a limited time.
- Level 2
Can dodge small arms and sniper fire for a limited time.
- Level 3
Can dodge anything, even when knocked down, for a limited time.
_________
- Items
* * Frag Grenade
Levels: 1
Cost: 8
Description: Gives the Magnaguard a single fragmentation grenade.
* * Flash Bang
Levels: 1
Cost: 6
Description: Gives the Magnaguard a flash bang grenade, which blinds/deafens all those within the AoE.
* * Armor
Description: Same as current
* * Ammo
Description: Same as current
Class Stats:
- Speed
Jedi speed, quick-getup, acrobatics
- Health
150
- Starting Armor
75
- FP
25
- Weapons
* * Pistol
Levels: 1
Cost: 12
Description: Pistol
Damage: 28
Accuracy: High
Rate of fire: Moderately slow
Clip Size: 15
* * Disruptor Rifle
Description: Same as current
* * E-11
Levels: 1, 2
Cost: 6-7
Description: E-11 Carbine.
- Level 1
Damage: 28
Accuracy: High
Rate of Fire: Moderate
Clip Size: 30
- Level 2
Primary Damage: 28
Accuracy: High
Rate of Fire: Moderate
Secondary Damage: 22
Accuracy: Moderate
Rate of Fire: High
Clip Size: 30
* * Electro Staff (Choose between this and Vibrosword, cannot have both)
Levels: 1
Cost: 20
- Level 1
Grants Electrostaff
Saber Defense 1
* * Vibrosword (Choose between this and Electrostaff, cannot have both)
Levels: 1
Cost: 20
- Level 1
Grants yellow, red, and a vibrosword
Saber defense 1
_________
- Abilities
* * Cortosis
Levels: 1, 2
Cost: 10-10
Description: Grants Lightsaber resistance
- Level 1
45% damage resistance vs Lightsabers
- Level 2
50% damage resistance vs lightsabers, and combo breaks
* * Stability
Levels: 1, 2
Cost: 6-6
Description: Improved gyroscopic stability and magnetic feet
- Level 1
Cannot be pushed/pulled
- Level 2
Cannot be knocked down by grenades/slaps/melee
* * Hardened Circuitry
Levels: 1, 2
Cost: 8-10
Description: Further protection against internal failures.
- Level 1
Cannot be stunned by lightning or sonic grenades.
- Level 2
Cannot be flinched, or stunned by pulse grenades.
* * Dodge
Levels: 1, 2, 3
Cost: 6-8-12
Description: Allows the Magnaguard to dodge blaster bolts.
- Level 1
Can dodge small arms fire for a limited time.
- Level 2
Can dodge small arms and sniper fire for a limited time.
- Level 3
Can dodge anything, even when knocked down, for a limited time.
_________
- Items
* * Frag Grenade
Levels: 1
Cost: 8
Description: Gives the Magnaguard a single fragmentation grenade.
* * Flash Bang
Levels: 1
Cost: 6
Description: Gives the Magnaguard a flash bang grenade, which blinds/deafens all those within the AoE.
* * Armor
Description: Same as current
* * Ammo
Description: Same as current
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