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Perhaps it's the careful precision of every movement, or the way they perform the same tasks over and over, but something about this seemingly normal citizen doesn't look quite right. In fact, they seem almost mechanical.
Entity Details
- Group Name
- NemesisAutomatons
- Class Name
- Lt_grunt
- Rank
- VR_LIEUTENANT
- AI Config
- Default_Ranged
- Tags
- HumanSkeleton
- Commandable
- 0
- Can Zone
- false
- Use Caster Mods
- false
- Use Combat Mods
- true
- Spawn Limit
- None
- Mission Limit
- None
- Reward Scale
- 100%
- Game Exclusion
- None
- AV/EB Scaling
- true
- Level Range
- 30โ55
Powers
- Power NameLevel Available
- Lance
Nemesis.Nemesis_Lancer_Officer_Melee.Lance1 - Lance Rifle
Nemesis.Nemesis_Lancer_Officer_Ranged.Lance_Rifle1 - Vengeance
Nemesis.Nemesis_Lancer_Officer_Ranged.Vengeance1 - Resistance
Nemesis.Nemesis_Soldier_Defense.Resistance1
By-Level Attributes
| Level Range | Display Name | Costume / Model |
|---|---|---|
| 30โ55 | Lieutenant Automaton | FeMaleAutomaton_01, FeMaleAutomaton_04, FeMaleAutomaton_05, FeMaleAutomaton_07, FeMaleAutomaton_08, FeMaleAutomaton_09, FeMaleAutomaton_10, FeMaleAutomaton_15, FeMaleAutomaton_16, FeMaleAutomaton_20, FeMaleAutomaton_21, FeMaleAutomaton_22, FeMaleAutomaton_23, FeMaleAutomaton_30 |
Raw definition fields
{
"Class": "\"Class_Lt_Grunt\"",
"Rank": "Lieutenant",
"PowerTags": "HumanSkeleton",
"DisplayDescription": "\"P2752428002\"",
"Gender": "Neuter",
"AIConfig": "\"Default_Ranged\"",
"VillainGroup": "NemesisAutomatons",
"Power": [
"\"Nemesis\" \"Nemesis_Lancer_Officer_Melee\" \"*\"",
"\"Nemesis\" \"Nemesis_Lancer_Officer_Ranged\" \"*\"",
"\"Nemesis\" \"Nemesis_Soldier_Defense\" \"*\""
]
}