NPC's/Droids

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NPC's/Droids

Post by Dark Lord Willice on Sun Nov 01, 2009 8:18 am

Ok here are the NPC's avalible for sale with the weapons and dmgs
all of these have a health of 100 unless specified otherwise
NPC's do not have skills, they all have a 10 cover skill and can only fire the # of weapons specified.
Only the space NPC can edit the number of weapons per ship

Diver Troop
Unit: 1 person
Cost: 20
Weapon:
Cutting Gun (allows you to cut through glass or air locks)
Sealer Gun (Allows you to patch a hole)
1x Marine DLL-42 Blaster (DMG 10)

Diver Squad
Unit: 5 Diver Troops
Cost: 100
Weapons:
5x Cutting Guns (allows you to cut through glass or air locks)
5x Sealer Guns (allows you to patch a hole)
5x Marine DLL-42 Blaster (10 DMG)

Anti Armor Diving Squad
Unit: 6 Diver Troops
Cost:150
Weapons:
6x Cutting Guns (allows you to cut through glass or air locks)
6x Sealer Guns (allows you to seal holes)
4x Marine DLL-42 Blaster (10 DMG)
2x Marine Anti Armor Guns (50 DMG)

Infantry unit
Unit:1 person
Cost:10
Weapon:
DLL-42 Blaster
(DMG:10 to all shot at)

Artillery Infantry unit
Unit:1 person
cost:50
Weapon:
Anti Tank Gun
(DMG:100 to all vehicals that this is shot at)

Light Infantry Squad
Unit:10 People
Cost:100
Weapons:
DLL-42 Blaster for all 10
(DMG:10 to all shot at)

Heavy Inaentry Squad
Unit:10 people
Cost:300
Weapons:
DLL-42 Blaster (5 men)
(10 DMG to all shot at)
Anti Tank Gun (5 men)
(100 dmg to all vehicals shot at)

Builder
Unit:1
Cost:50
Weapon:
DC-20 Blaster
(5 DMG)
Allows you to build on a planet you are not on

Body Guard Squad
Unit:5 men
Cost:100
Weapons:
Legal Vesion DXR-6 Disruptor Rifle
(20 DMG)
Can Be assigned to guard someone

Imperial Guard
Unit:1 man
Cost:100
Weapon:
Red Lightsaber
(DMG 25)
(can block all blaster fire and 50% of lightsaber dmg)
For protecting faction leaders and sith lords

Imperial Guard Squad
Unit:4 men
Cost:400
Weapons:
Red Lightsabers
(25 dmg)
(can block all blaster fire and 50% of lightsaber dmg)
For protecting faction leaders and Sith Lords

Field Commander+squad
Unit:1 commander+9 elite infentry men
Cost:400
Weapons:
1x DLL-50 Blaster
(DMG 40)
9x DLL-42 Blasters
(10 DMG per shot)
Special:feeld commander has 200 health
only if you have one of these on the field can you command troops from a diffornt planet

Fleet Commander+Body guards
Unit:1+2 body guards
Fleet commander has 200 health
Cost:400
Weapons:
1x DLL-50 Blaster
(DMG 40)
2x Legal Vesion DXR-6 Disruptor Rifle
(20 DMG)
Lets you command a fleet from a difforent planet
----Space----
Space Weapons Apprentice
Limit per ship:6
Limit per turn:2
Increases: 5 more weapons per turn
Cost:400

Space Weapons Master
Limit per ship:4 (allowed 4 incase one dies)
Limit per move:1 (can only use one per turn)
Increases:10 weapons per turn
Cant be used if a weapons apprentice is used that turn
Cost:800

----Skills----
Skills Trainer
Type:Land
Land Weapon Skill: adds 1
Space Weapon Skill: Adds 0.4
Health:Adds 10 Health
Cover:Adds 10 cover
Repair: Adds 5 repair
Can Only Be Used Once
Cost:400

Skills Trainer
Type:Space
Land Weapon Skill: adds 0
Space Weapon Skill:adds 1
Health:Adds 10 Health
Cover:Adds 2 cover
Repair:Adds 10 Repair
Can Only Be Used Once
Cost:400


Last edited by Dark Lord Willice on Sat Dec 05, 2009 7:01 am; edited 2 times in total
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Re: NPC's/Droids

Post by Dark Lord Willice on Mon Nov 02, 2009 9:55 am

Droids

R1 Unit
Armor:100
Use:Computer storaage/records
Recomended for transports/frigets/patrol ships/and capital ships. you need these to keep a captains log when at battle or hyperspace, but it is not needed for subspace communicatons,captains log when in orbit of a planet, or talking to people on your ship
Cost:400
TTB:4 hours

R2 Unit
Armor:200
Use:Piloting unmanned ships/Hacking ship controls
If you need to hack a ship so it cant go to hyperspace or so it cant fire on your ships
send one of these over to the enemy ship and they will hack it, also if you land your ship, leave without reassigning a pilot have one of these go to it and it will pilot it, ships come with crews but if you pilot a fighter your pilot is gone untill you go back to the planet you started the trip from.
Weapons:
Shock Bar (DMG disables droids compleatly and 4 DMG)
Cost:400
TTB:4 hours

R3 Unit
Armor:400
Use:Spying
It does eveything the R1 and R2 units do but better, and if your enemy buys an R1 or R2 unit from a droid factory on your planet you can give them one of these instead to hack there ship
Weapons:
Shock Bar (Dissable droids DMG 10)
Basic Blaster (DMG 4)
Cost:1000
TTB:12 hours

R4 Unit
Use: Communications/Piloting
It does everything R1, 2, and 3 untis do but its primary use is for subspace communicating in battle or at hyperspace, it is also a better pilot
Weapons:
DLL-1 Blaster (5 DMG)
Shock Bar (Dissables enemy droids 10 DMG)
Distress Beacon (Sends out a distress beacon if you are injurded in a crash)
Cost: 2000
TTB: 1 Day

Battle Droid
Armor:400
Weapons:
Federation Style Blaster (10 DMG)
Cost:400
TTB:1 day

Super Battle Droid
Armor:1000
Weapons:
2x DLL-40 Blasters (10 DMG)
1x Anti Everything Gun (100 DMG)
Cost:600
TTB:1.5 days

Droidika
Armor:50
Shields:1000
Weapons:
1x Double DLL-41 Blasters (20*2 DMG)
Cost:1000
TTB:2 days
----Classified as light vehical----
Dwarf Spider Droid
Armor:2000
Shields:200
Weapons:
4x Anti Infentry Guns (50 DMG)
1x Super Blaster (100 DMG)
Cost:10,000
TTB:4 days
----Heavy vehical----
Spider Droid
Armor:4000
Weapons:
2x Anti Vehical Guns (100 DMG)
4x Anti Troop Guns (50 DMG)
4x Anti Aircraft Guns (400 to any flying thing (bombers,gunship,Vulture Droid)
Cost:20,000
TTB:1 week

Crab droid
Designed By: Techno Union
Armor: 2000
Weapons:
2x Twin blasters (10 DMG)
1x Water/mud jet sprayer (2 DMG)
1x Gungan bubble wort projector (5 DMG)
Cost: 10,000
TTB: 4 Days

----regular droids----
Commando Droid (this is a diver droid aswell)
Armor:400
Weapons:
2x 9mm Blaster Projectile Gun (20 DMG)
1x Anti Vehical Gun (200 DMG Vehicals Only)
1x DLL-100 Blaster (50 DMG)
Cost:5,000
TTB:2 days


Last edited by Dark Lord Willice on Sat Dec 05, 2009 6:55 am; edited 4 times in total
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Re: NPC's/Droids

Post by Dark Lord Willice on Sun Nov 08, 2009 3:57 am

NPC's/Droids that are helpful

Medical Droid
Weapon:shock therapy (makes a player/NPC's weapon useles, disables droids compleatly)
Heals 4 people at one time
Heal rate:10 HP per turn in combat (space or land)
Cost:400
TTB:2 days

Nurse
Weapon:nural supresint (makes a player/NPC not do anything for 4 hours does not work on droids)
Heals 2 people at a time
Heal Rate:5 HP per turn
Cost:100

Reapir Droid
Weapon:a hammer (10 dmg per turn)
repairs 50 HP per turn on vehical or ship
repairs:2 vehicals/ships per turn
Cost:500
TTB:2 days

Repair Man
Weapon:Plasma Torch (40 DMG per turn)
repairs 100 HP per turn on vehical/ship
repairs:4 vehicals/ships per turn
Cost:1,000
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Re: NPC's/Droids

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