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Captain Revar

Captain Revar
Level 37-38 Melee
Faction: Friendly
Reaction: Republic | Empire
Category: Location
SubCategory: Hoth
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: Captain Revar
Other Sites:

Conversation:

  • 273. <Non-dialogue segment.>
  • 1. - Let's see the Republic try to get in here now.
  • 2. <Non-dialogue segment.>
    Grants:
    • 215. Player - It's over. The reactor is secure, but you'll need someone to run it.
      • 223. - Good, good. I arranged for a contingency such as this.
        • 225. - Command is sending technicians and guards on the next shuttle down.
    • 226. Player - It's over. The reactor is secure, and the Empire now has a deal with the Ortolans.
      • 231. - I was hoping they'd stay on. The last time we took over a reactor, we had to translate all their labels into Basic.
        • 227. - I'll ask Command to send reinforcements there.
          • 233. - Looks like we're going to be holding some ground after all.
            • 237. Option - Good.Player - This planet should be about winning instead of stalemates.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              +200 Influence : approves.
              • 253. - Yes, who knows, maybe others will follow in your footsteps.
              • 239. - If you say so, my lord.
              • 252. - I'm fond of the exhaustion strategy myself. We've cost the Republic ten times what we're worth.
                • 255. - But let's not talk theory when the real world demands our attention. The captain of Thesh Outpost on the glacier requires help.
            • 235. Option - Let's move on.Player - So what's next?
              • 240. - We require no further assistance, but I would like to ask a personal favor.
                • 242. - The captain of Thesh Outpost on the glacier is what you might call a friend. We went through the Academy together.
            • 236. Option - And the pirates?Player - You said pirate outposts are hooked up to the reactor. What happens to them?
              • 238. - We cut their power and watch them run to a shelter with heat. They're easy pickings then.
                • 248. - But such trifles are our duty, not yours. You would be more useful at Thesh Outpost, on the glacier. The captain there is a friend.
                  • 244. - He's been wounded, and his outpost is battling a group of survivalist fanatics called the Hailstorm Brotherhood. You could make the difference.
                    • 245. Option - Done.Player - I'll go at once.
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                      +50 Influence : disapproves.
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                    • 246. Option - We'll see.Player - No promises, but I'll try.
                      • 268. - That is as much as I can ask. We must all look out for ourselves.
                        • 285. <Conversation Exit>
                    • 263. Option - My obligations come first.Player - I have other matters in mind.
                      • 264. - I see. Well, too much to be hoped for, I suppose.
                        • 266. - If you'll excuse me, I need to go check on the installation process for our guns. Good day.
                          • 269. <Conversation Exit>
  • 3. - Hurry! They're setting bombs in the reactor!
  • 68. - Sir? The Republic frequencies are alive with chatter.
    • 82. - They somehow knew we had a power surge just now, so I swept for bugs, and I found this: an energy monitor.
      • 83. Option - Someone's been in the base?Player - Do we have a spy or a traitor?
        • 159. - Based on the Republic's internal communications, they had this installed long before we took over this outpost.
          • 177. - I only looked because the Republic chatter was so obviously shocked by the influx of power.
      • 84. Option - Interesting.Player - All right. I'm curious.
        • 180. - The key thing is, they saw our power readouts and were shocked into action. And that's not good.
      • 85. Option - I'm not impressed.Player - So they know about our new power source. What good will it do them?
        • 86. - They'll look to cut us off at the root.
          • 162. - They won't attack here; they'll bomb the main geothermal reactor to black out the entire sector.
            • 163. Option - Does that make sense, Captain?Player - Do you agree that's the most likely target?
              • 212. - If the grid goes cold, it'll get rid of all the pirates plugged into it, too. It's a solid win for the Republic.
            • 165. Option - You've got my attention.Player - Tell me more.
              • 172. - It sounds like they figure with us and a lot of pirates all on the same grid, one fatal blow is better than trying to take the reactor over.
                • 174. - They'll have to cut through the Ortolan workers there and the White Maw pirates, but they're sending Zero Squad snowtroopers.
            • 164. Option - Can they do it?Player - How well-defended is this reactor?
              • 168. - It's an Ortolan community that keeps the mechanics running, and they won't put up much resistance.
                • 166. - They're too used to knuckling under the White Maw pirates there. But the Republic is sending snowtroopers from Zero Squad.
                  • 171. - If I were a gambler like the captain here, I'd bet on them.
                    • 184. Option - I'll take over the reactor.Player - Do not bet so hastily. I will put a stop to this.
                      +200 Influence : approves.
                      +200 Influence : approves.
                    • 185. Option - They don't have long to live.Player - My name alone will destroy them.
                      +200 Influence : approves.
                      • 201. - Yes, uh, I'm sure your confidence will serve you well, my lord.
                    • 186. Option - Give me a price.Player - Put a bounty on their heads, and you'll have them soon enough.
                      +200 Influence : approves.
                      +50 Influence : disapproves.
                      • 200. - Good. I thought you'd see it my way.
                    • 187. Option - Well, we can't have that.Player - If the installation is so key, I'll go myself.
                      +50 Influence : disapproves.
                      +200 Influence : approves.
                      • 199. - It's central to our functioning, and the White Maw's. They aren't allies, but if they're stirred up, it's trouble for everyone.
                        • 219. - But concentrate on Zero Squad. They're the best cold-weather troopers the Republic has. Any defeat will humiliate them.
                    • 222. Option - Then I should go quickly.Player - No time to waste.
                      • 193. - Zero Squad is the Republic's best. If you defeat them, just think of the humiliation.
                    • 188. Option - I don't believe this.Player - Could someone explain to me why we aren't in control of this reactor to begin with?
                      • 189. - Part of the big Hoth plan. We were told to be efficient, and living on a small generator or your enemy's fuel is plenty efficient.
                        • 191. - But this is something new. The Republic destroying the reactor rather than capturing it--they're learning to fight like us.
                          • 216. - All the more reason to humiliate them by taking out Zero Squad--let them see their heroes die.
                            • 296. <Conversation Exit>
  • 5. - You did it. We're running on geothermal power now. We blew a circuit when it came on, but that was easily fixed.
    • 63. - Did the Houks prove difficult?
      • 70. Option - Not for me.Player - They proved clumsy and stupid. I could have fought twice that number.
        +200 Influence : approves.
        +200 Influence : approves.
        +200 Influence : approves.
        • 139. - It's odd none of you are injured given their accuracy. But I won't refuse good news.
        • 78. - I thought as much. Sith have an extremely high success rate in combat against irregular forces.
        • 138. - I thought as much. The White Maw have a good kill ratio versus regular troops, but nonstandard tactics like yours eat them up.
      • 71. Option - Yes... now show some respect.Player - They would have killed me if I let them. I believe a "thank you" is in order.
        • 75. - I'm sorry, I thought it went without saying that everyone in this base owes you a debt.
      • 154. Option - Yes, and it's time I was paid.Player - Yes--now give me my credits.
        +50 Influence : disapproves.
        +200 Influence : approves.
        +50 Influence : disapproves.
        +50 Influence : disapproves.
        +200 Influence : approves.
        • 73. - I don't believe we discussed credits... but if that's the price for the outpost's survival, we can accommodate you.
          • 135. - Now, if you'll excuse me, I need to oversee the deployment of our sensors and weapons.
            • 4. - We've already begun the installation of our defense systems, and we're on schedule to be done before nightfall.
  • 6. - If you can stomp out those Houks and power the guns, our odds go up to fifty-fifty at least.
  • 7. - What is this? I asked not to be disturbed.
    • 9. <Non-dialogue segment.>
      • 92. - No matter. It is a rare sight to see a stranger here, let alone more than one. I trust you have come to help.
      • 10. - Ah, it is you. Commander Tritan and that Chiss fellow spoke well of you. Make yourself at home.
      • 11. - Ah, my apologies, my lord. I did not see it was you.
      • 87. - Forgive me. I have had enough of interruptions today. You are, of course, welcome.
        • 14. - I was busy calculating our chances in case the Republic attacks. It looks grim. If they bring a force of any real size, we're doomed.
          • 16. Option - Control your own destiny.Player - Don't focus on possibilities. Focus on what we will do.
            +200 Influence : approves.
            +200 Influence : approves.
            • 17. - The best force multiplier would be installing more automated guns--which we have. However, they eat power.
          • 12. Option - Not with me here.Player - If you have enemies, send me at them. You will be safe soon enough.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            +50 Influence : disapproves.
            +200 Influence : approves.
            +50 Influence : disapproves.
            +200 Influence : approves.
            • 96. - Our skeleton crew is willing to fight, but we need automated guns to make up for the lack of numbers. And those eat power.
          • 15. Option - Troubling.Player - That doesn't sound good.
            • 146. - That's an understatement. We're understaffed, Dorn Base can't send us reinforcements, and our automated turrets eat too much power.
              • 19. - What we really need is to tap into the nearby geothermal power substation, but it's been taken by the White Maw.
                • 21. - We don't have the manpower to take on those pirates, and we've got a base that'll black out in any sustained fight with the Republic.
                  • 23. Option - I'll kill the pirates.Player - Criminals are no threat to me, frozen ones less so.
                    • 99. - The White Maw's Houks are more like an army than criminals. Our kill ratio for them is about one to ten.
                  • 22. Option - Pirates too tough for you?Player - I've never heard of Imperials backing down from a fight with pirates.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +50 Influence : disapproves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +50 Influence : disapproves.
                    • 37. - They're Houks, part of a group called the White Maw--two and a half meters of muscle each.
                      • 39. - The last time they captured our men, they made them dig their graves in the ice using only their hands. Then they buried them alive.
                        • 41. - I couldn't chance that happening again, so we haven't attacked their power substation. But you... your odds look good.
                  • 149. Option - You're sure you'd fail?Player - How do you know you can't kill them? Have you tried?
                    +200 Influence : approves.
                    • 26. - I've run mathematical models on a few battle scenarios, and the numbers don't look good.
                      • 28. - We stand less than a six percent chance to clear the Houks off the substation without drastic casualties.
                        • 30. - And the chance for capture or total loss is in the mid-thirties. That's far too high. You, on the other hand... your odds look good.
                          • 31. Option - I will go.Player - I can take out these monstrosities.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            • 123. - I have no doubt of that. But you will need this energy coupling to restore the flow back toward the outpost.
                          • 102. Option - I will go.Player - These vagabonds will see what power truly is.
                            +200 Influence : approves.
                            • 120. - Of that I am certain. But take this energy coupling with you. You'll need it to switch the flow back toward the outpost.
                              • 113. - Install it when you have eliminated all resistance.
                          • 103. Option - I will go.Player - A pirate is a pirate. I've dealt with their kind before.
                            +50 Influence : disapproves.
                            • 111. - I won't lose sleep over dead Houks. Now, you'll need this energy coupling to divert power back to us.
                          • 104. Option - I will go.Player - I can get in there with no one being the wiser. Getting out... I make no promises.
                            +200 Influence : approves.
                            +50 Influence : disapproves.
                            +200 Influence : approves.
                            • 105. - You'll have to eliminate large numbers of them. They would certainly notice if you hooked up our energy coupling again.
                              • 107. - Take this and install it when you've eliminated all resistance.
                          • 128. Option - If you think I can win, sure.Player - I've gambled on my future before, but rarely have I seen the math.
                            +200 Influence : approves.
                            • 129. - My method has flaws, to be sure, but the soldiers here don't like to bet against me. Let me give you what you'll need.
                          • 50. Option - But your goal is flawed.Player - I could do it, but in a Republic attack, they will cut your power first.
                            • 51. - You mean like at Dorn Base? We've thought of that. Once it's ours, half of our turrets will be installed to cover the power substation.
                              • 131. - This is an energy coupling you'll need to install when you've eliminated all resistance. It should divert flow back to the outpost.
                                • 55. - With that power, our guns will be operational and give us a fighting chance. Go in strength.
                                  • 56. <Conversation Exit>
                          • 32. Option - No way. [Refuse quest]Player - Number crunching won't convince me to take a fool's errand.
                            <Aborts Conversation>
                            • 126. - If that's how you see it, I won't change your mind.
                              • 127. <Conversation Exit>
  • 8. - I am assessing the situation. Leave me.
NameCooldownRangeAI Use PriorityLevel
Npc0011.0.0
ItemCategorySubCategoryLevelAdded In
01.0.0a
01.0.0a
AttributeValue
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ID16141159656400012050
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Body Typebmn
Gender0x00
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