4.0 Skills and Abilities
4.1 What abilities does a Squad Leader gain?
NOTE - Keep in mind that at the time of this FAQ some of these skills seem to not function or are questionable. With that in mind, I am going to focus on what the skills are supposed to do when working properly.
A Master Squad Leader is able to bestow the following skills to his group. The skills are broken down into which tree grants them. Abilities are marked with (A) and are to be activated. Buffs marked with (B) and are passive.
Novice Squad Leader
System Message (A)
Group Ranged Defense +10 (B)
Group Ranged Defense +15 (B)
Form Up (A)
Group Melee Defense +10 (B)
Group Melee Defense +15 (B)
Boost Morale (A)
Steady Aim (A)
Steady Aim Bonus +10 (B)
Volley Fire Ability (A)
Volley Fire +10 (B)
Terrain Negotiation +25 (B)
Group Burst Run Efficiency +25 (B)
Terrain Negotiation +25 (B)
Group Burst Run Efficiency +25 (B)
Master Squad Leader
Ranged Defense +5 (B)
Melee Defense +5 (B)
Terrain Negotiation +10 (B)
Burst Run Efficiency +10 (B)
4.2 What does the Sysgroup Message ability give me?
With this ability, you are able to send messages to your group and they will appear in the middle of their screen. This occurs in the same method as normal game system messages such as experience gained and looting messages. A experience Squad Leader can use this ability to keep his troops informed of the over all battle situation or prepare them for action in an uncluttered screen.
The /sysgroup command can be used my typing "/sysgroup message". The members of your group will then see the message appear on their screen in the following format.
Squad Leader Vemnox: message.
You can also replace /sysgroup with just /sys.
4.3 How do the Buff modifiers affect my group?
The granted Group Terrain Negotiation and Group Burst Run Efficiency are added to the inherit skill of the characters in your group. This is will allow you troops to move a bit faster uphill and in the case of a Burst Run, to do so better. These modifiers are not passed to pets in the group.
In the case of the Group Defense bonuses, they are actually a defensive miss chance. For every two points of the skill, there is an additional 1% that you opponent will miss. In the case of a Master Squad Leader (+30 to range and melee defense) there is a 15% chance that your opponent will miss you and you team mates.
Terrain Negotiation will affect your groups traveling of your team. Players with a total modified Terrain Negotiation of 1-50 will see increased speeds going up hill. Those with Terrain Negotiation of 51-100 will also see an increase in their crawling speeds.
Burst Run Efficiency will allow your group to use the Burst Run skill at a lower HAM cost.
4.4 What is the purpose of Steady Aim?
A trained Squad Leader is capable of calming the nervous of his troops in battle giving them a relaxed edge on their targeting. When using the /steadyaim command, the members of the group will receive a To-Hit bonus on their next attack. The effect is similar to the /aim command being activated for the entire group.
The bonus granted from higher level Squad Leaders adds to the To-Hit bonus granted to the group. This bonus is suspected to be passed on to faction soldiers but not to pets.
4.5 What does Volley Fire do?
When the command /volleyfire is given, all members of your group will fire a single shot at your current target. This attack will consist of a normal attack from the members of the group. This means no special attacks and random HAM locations.
4.6 What will the command Formup do?
Many creatures can weaken your squad by cause effects such as Stun or Dizzy. The /formup command will attempt to remove these effects from your group members at the cost of your mind pool. The use of the ability is not a sure thing however and it may take several attempts to clear the effects on a large number of people.
4.7 How do I use Boost Morale?
The /boostmorale command will allow the Squad Leader to balance out the wounds of his team. This ability does not affect pets in your group but only the players. Note that this effect does nothing for the damage but only the wounds.
4.8 What is the effect of Rally?
Rally provides a To-Hit bonus to the group for approximately thirty seconds. While some members of your group may not notice this bonus's benefits, commandos and melee fighters will enjoy that little extra help. This effect will work on pets and faction soldiers as well.
4.9 What happens when I call Retreat?
Eventually every squad is going to get in over their head. The /retreat will give your team the chance at not having to come out of the Cloning chamber. This command will grant the entire group a Burst Run which does not count as their individual Burst Run. There are other uses for this ability other then retreat as well. The increased speed can be used to get your group of melee and commandos into close combat with minimal time as ranged weapon targets.
5.0 Advanced Functions
5.1 How can I use color in the /sysgroup command?
As with many other functions in SWG, you can add color to /sysgroup commands. This can be done by adding the color code to the command line. The format for doing so is as follows.
/sysgroup \#FF0000\ message
This would produce
Squad Leader Vemnox: message
The \# is followed by the hex color code. There are many sites on the internet explaining how this functions so I will just give you the brief of it. This is a hex values for colors broke down into red, green, and blue. Examples
\#FF0000 = red
\#00FF00 = green
\#0000FF = blue
Also notice that there is a space between the p and the \ and before the message you wish to display. Keep in mind that just because you can see a color clearly on your screen, your squad my not.
5.2 Is there a way to shorten my /sysgroup commands?
The /sysgroup command will always default to the text color set on the client system unless you have added the color code. You can however use the /alias command to create your own variation of the /sysgroup command.
/alias rr /sys \#FF0000\
This will create a new command for you called /rr. With the above line, the /rr command would create the same results as if you had entered the /sys command. Both of the following lines would then produce the same results.
/rr this is a test
/sys \#FF0000\ this is a test
You can take this to the next step by aliasing lines of text with the /alias command.
/alias bogie /sys Target is %TT. Everyone open fire!
(NOTE: %TT is a variable which will add the name of your current target)
5.3 I have seen Squad Leaders shouting commands a lot. Why is that?
Many Squad Leaders enjoy role-playing their class. We are professional soldiers leading the way into battle so why not act like it. With the use of the /set command, you can add test to your skills.
/set%C %text Where %C = command and %text + pharse
/setsteadyaim Hold your targets.
This command will have your character say "Hold your targets." when you use the /steadyaim command. Try to be original but also try not to be vulgar in your use of this command.
5.4 What are some of the common macros used by Squad Leaders?
Here are some of the more common macros. Please do not let there limit you, SWG has a very broad macro function that you can explore and use.
/sys Current target is %TT
/sys \#ff0000 Targeting %TT