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Major Donovan

Major Donovan
Level 40 Ranged
Faction: Friendly
Reaction: Republic | Empire
Category: Location
SubCategory: Open_worlds
Class Trainer: No
Vendor: No
Blueprint:
Class Spec:
First Seen: 1.0.0a
Last Seen: 6.2.1a
Star Wars Name: Major Donovan
Other Sites:

Conversation:

  • 106. <Non-dialogue segment.>
    • 110. - There you are! I've never seen anything so reckless and stupid in my entire career!
      • 137. - And it worked! I've seen platoons fight for a month to hit the Imps that hard, and you did it on a whim!
        • 138. Option - It was nothing.Player - I just did my duty, nothing more.
          +200 Influence : approves.
          +200 Influence : approves.
          +200 Influence : approves.
          • 148. - I wouldn't call that "nothing" by a long shot.
        • 119. Option - That's just how Havoc works.Player - What can I say? I'm good at what I do.
          +200 Influence : approves.
          +200 Influence : approves.
          • 120. - You've got to be more than "good" to mess up the Imps like that.
        • 140. Option - Is this the thanks I get?Player - After that op, I was expecting a medal, not a rant.
          +50 Influence : disapproves.
          +50 Influence : disapproves.
          +200 Influence : approves.
          +200 Influence : approves.
          • 142. - You get a medal in my book, Captain. That was some fancy fighting.
    • 111. - Captain! Great work out there, great work!
      • 109. - You made that op plan look easy. In and out, hit and run--the Imps never had a clue. Top-notch soldiering.
        • 116. Option - Thank you.Player - I'm just glad we got the Safecrackers out of there.
          +200 Influence : approves.
          +200 Influence : approves.
          +200 Influence : approves.
          • 121. - You and me both. Quesh definitely won't be making my list of the galaxy's most relaxing destinations.
        • 165. Option - I've had much tougher ops.Player - The truth is, it was easy.
          +200 Influence : approves.
          +200 Influence : approves.
        • 118. Option - This was a waste of my time.Player - Anyone could've pulled that op--Havoc is needed elsewhere.
          +50 Influence : disapproves.
          +50 Influence : disapproves.
          • 122. - I don't know anybody who could've sent the Imps running like you did. I've never seen anything like it.
            • 144. - You got me and my people out of a tight spot, and we won't forget it. Whatever and whenever you need, the Safecrackers are there.
              • 155. Option - No need for that.Player - Just keep fighting the Imps with everything you've got, Lieutenant.
                +200 Influence : approves.
              • 146. Option - Much appreciated.Player - I'll be glad to have your help, Lieutenant. General Garza already has plans for you.
                +200 Influence : approves.
                +200 Influence : approves.
                • 157. - That's what I hear. It'll be a pleasure to work with you again.
              • 156. Option - I expect no less.Player - Keep your men sharp and ready for action, Lieutenant. You'll be called on very soon.
                +200 Influence : approves.
                +200 Influence : approves.
                • 159. - Understood. We'll stay limber.
                  • 125. - All right, all right--we're not on vacation here, people. Coria, get your men settled and ready for transport.
                    • 134. - Captain, it's been a pleasure. Contact General Garza with the rundown before you take off. Dismissed.
                      • 135. <Conversation Exit>
  • 141. - Move out, soldier!
  • 1. - We've dug in, Major, but the Imps are coming on strong, and I never much cared for playing defense.
    • 2. <Non-dialogue segment.>
      • 3. - Just hang in there, son. Havoc Squad just walked in--I'll get them briefed and in the field on the double!
      • 4. - Just keep your heads down and your guns firing, son. Havoc Squad's CO is here now--we'll have you out of there in no time!
        • 6. - Copy that. I'm sure we'll find a way to keep busy. Coria out.
          • 7. Option - Reporting for duty.Player - What's the situation, Major?
            +200 Influence : approves.
            +200 Influence : approves.
            +200 Influence : approves.
            • 55. - The situation is a mess, that's what it is!
          • 8. Option - Sounds rough out there.Player - Just how bad off are we, Major?
            +200 Influence : approves.
            • 16. - Things are grim, no doubt about it. If you hadn't turned up,..
          • 9. Option - Let's make this fast.Player - Give me a rundown so I can get moving, Major.
            +50 Influence : disapproves.
            +50 Influence : disapproves.
            +200 Influence : approves.
            • 10. - Wrong attitude, Captain. If it takes a hundred years, we're getting those boys out of there.
              • 59. - Everything went south while the Safecrackers were on a bunker raid. Intel was bad, alarms got tripped, and the Imps moved out in force.
                • 61. - Now Coria's people are surrounded, outnumbered and outgunned. We don't punch 'em a hole to run through, every man in that outfit is a goner.
                  • 21. Option - I won't let that happen.Player - I don't care how many Imps there are. We're getting our people out of there.
                    • 65. - Let's get out there and bust some heads. What's the plan, Major?
                    • 70. - Agreed, Captain. Leaving our comrades to the Empire is never an option.
                    • 71. - The Republic does not leave its heroes to suffer and die. Havoc Squad will do whatever it takes!
                    • 72. - I'm not big on rushing headfirst into enemy lines. Any other options?
                    • 73. - No goal is unreachable, no feat unachievable. For every destination, there is a path.
                  • 86. Option - Do you have a plan?Player - I'm all for rescuing our people, but we need a strategy.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    +200 Influence : approves.
                    • 62. - Agreed. We don't have the manpower to fight through the Imps head-on. We need to outmaneuver them.
                  • 23. Option - What do you expect me to do?Player - If the Imps outnumber a full platoon, they outnumber Havoc even more.
                    +50 Influence : disapproves.
                    +50 Influence : disapproves.
                    +200 Influence : approves.
                    • 27. - I know how to do my job. I'm not going to throw you at the Imp lines and expect a miracle.
                      • 26. - Diversion is the key. Scouts found an Imperial command center, deep behind their lines. That's where you'll strike.
                        • 38. - Equipment, vehicles, personnel--anything with an Imperial logo gets holes in it. The Imps will rush back to stop you, and the Safecrackers will get the gap they need.
                          • 32. Option - I'll make it happen.Player - Just give me the coordinates, and I'll make some noise, Major.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +200 Influence : approves.
                            +50 Influence : disapproves.
                            • 35. - Let's give those scumbags a run for their money!
                          • 84. Option - There are other options.Player - What about air strikes or artillery? Couldn't we clear a path that way?
                            +200 Influence : approves.
                            +200 Influence : approves.
                            • 24. - No-go on both. We'd have to drop more ordnance than we're likely to see in a year's worth of requisitions.
                              • 96. - As soon as the Imps clear out, Coria will contact you so that you can all burn jets back here.
                                • 97. <Non-dialogue segment.>
                          • 34. Option - My team would be trapped.Player - This plan just gets us pinned down instead of the Safecrackers. Who's going to get us out?
                            +50 Influence : disapproves.
                            +50 Influence : disapproves.
                            +200 Influence : approves.
                          • 87. Option - I'd be trapped.Player - It sounds like I'll just be trading places with Lieutenant Coria.
                            • 88. - You can move a lot faster than the Safecrackers can. Coria will contact you as soon as the Imps pull out--you'll be long gone before they can close in.
                              • 91. <Non-dialogue segment.>
                                • 93. - Speeders are waiting for you. Get out there and give the Imps something to think about!
                                • 92. - We've got a speeder prepped and waiting. Get out there and make a mess, soldier!
                                  • 94. <Conversation Exit>
NameCooldownRangeAI Use PriorityLevel
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ItemCategorySubCategoryLevelAdded In
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01.0.0a
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