Capper
Takes the enemy flag and gets it home. Speed, routes and nerve.
The HabitDon't fight too much. Every duel is health you won't have on the way out, and a hurt, stressed capper can quickly become a return, giving the other team a chance to cap.
JK2 CTF is a 6v6 gamemode, with a community-made set of rules and structures. We don't use force powers, just lightsabers, strafehopping, and the resources laying around CTF_Yavin. Most people lose their first few games not because they aim badly, but because nobody told them what their role does. Here's how to play.
Twelve players, two flags. Every role below needs someone covering it.
Kills are a means to that, never the point.
Capper, Support, Chase, Camp and Base Cleaner. Find yours below.
Fast, medium and strong are live. Which suits you is yours to find out.
•Trip mines, sentry, forcefields and bactas are your only other resource — there is nothing else to fall back on.
Every team runs two cappers; the other four cover the remaining jobs between them — which is exactly what the balancer checks when it builds a match. Each card carries the job, and the one habit that separates a good one from a bad one.
Takes the enemy flag and gets it home. Speed, routes and nerve.
The HabitDon't fight too much. Every duel is health you won't have on the way out, and a hurt, stressed capper can quickly become a return, giving the other team a chance to cap.
Attacks the enemy base and helps clear the path for the capper, while helping the team as a whole.
The HabitPriority order, every time: hold their pad, then grab their mines, then work the halls so their returners chase you instead of your capper.
Hunts the enemy flag carrier. A position reserved for the player with top-tier agility and movement.
The HabitKill the capper, and stop them capturing the flag at all costs.
Owns your base's halls and entrances. Fights anyone coming through.
The HabitBody-block, don't sprint after. You're the reason Chase doesn't start from zero.
Last line. Keeps the flag pad clear, mined, and safe to score on.
The HabitUse the saber styles to your advantage to kill the enemy team, and try to keep your capper and base safe as best as possible.
Four beats, every time, whichever side is running it. If you're ever unsure where to be, find the beat you're in.
The capper crosses into the enemy base and lifts the flag. The clock starts now.
Support has already grabbed the mines and is fighting the enemy camp returner, so there's a live exit rather than a trap.
Their chaser and camp will try to stop your capper. It's up to the rest of your team to make sure you make it back safe, and the enemy cappers are dead.
A capture only counts if your own flag is home — so BC has kept the pad clean enough for it to land and stick.
Four console commands. Two of them are the difference between guessing and knowing.
| Command | Why |
|---|---|
cg_drawtimer 1 | Puts the game clock on screen. This is what makes the 40-second mine timer usable rather than theoretical. |
cg_drawteamoverlay 1 | Shows your teammates' health and status, so you'll know your capper is in trouble before they say so. |
bind <key> kill | Respawn back at your base. Useful for getting back to defend your base, and dropping the flag to a capper. |
bind <key> +use | Use shield generators to top up your shields before getting into the fight. Crucial for cappers. |
Community tutorials worth an evening. Movement is the ceiling on every role, so start there if you're not sure.
The gap between a new player and a good one is mostly these, and none of them are aim.
Trip mines help a base hold its pad, and they come back every 40 seconds. Note when you grab a set and you know exactly when the next one lands.
Blow them from above so you don't wear the blast — and grabbing enemy mines starves their BC just as well as destroying them.
Carrying the flag on low health with a teammate posted on the pad? Kill yourself. They get the flag at full health and the run continues from a better position than you'd have managed.
The mistake is hesitating.Three seconds of “maybe I'll make it” is usually a capture handed straight back.
Voice chat is crucial to a win — a silent team loses to a talking one nearly every night. Their camp returner just died? That's the window to help your capper escape. Watch the team overlay and get to their pad before your capper has to drop.
Every player carries a tier from 1 to 10, plus a rating in each of the five roles. An admin sets your first one. After that it moves on its own, from results — nothing else.
It reads what you actually did on the scoreboard — returns, base cleans, flag time, mine work — measured against the other eleven players in that game, so a strong game against tier 9s counts for more than the same game against tier 4s. Captures are deliberately left out: they are the score, and the point is to judge you separately from who won.
It measures current form, not your entire history.
Get moved — by the system or by an admin — and your record starts fresh. Returning to a tier you held before starts a new record too; the games that moved you off it are spent.
Every few games it shifts you a fraction of a tier toward wherever your play suggests you belong. One good night barely registers and the next one cancels it. Only a run that keeps pointing the same way adds up enough to actually move you.
Moves are ±1 per evaluation and appear in the tier changelog on the Stats page marked AUTO. Nothing happens silently, and an admin can override any tier by hand at any time.
Earned on Achievement Score, which only ever goes up. Each one also unlocks a profile theme. Seasonal titles run on their own monthly ladder.
Everything after this is repetition — and knowing which of the five jobs is yours tonight.