Toggles sprinting on and off. Sprinting increases movement speed by 1 for up to 8 seconds, which slowly drains off. Recovers over up to 15 seconds while not sprinting.
"Double time!"
The less points the sprint bar has, the less fast you run.
For optimal long runs, don't sprint more than 2,5s, then wait for full sprint bar and use the jump during this non sprinting time.
Jumps to the target location.
Cannot jump up cliffs.
Jumping down great heights can cause injury.
Jumps can be used to quickly escape close undeads before they reach you.
Or to move faster paired with the Sprint, but keep in mind that in this case, the cooldown will prevent it to be used in an emergency case.
Activates a damage-absorbing plasma shield specially built into your suit for a short duration.
Level 1 : 400 shields, 8s
Level 2 : 800 shields, 9s
Level 3 : 1200 shields, 10s
Level 4 : 1600 shields, 11s
Cooldown
30 s shared
Shields
+400
armor +5
Armor
+5
Duration
7 s
Fuel Discharge
Discharges pure, pre-ignited fuel at the target, dealing damage in a cone, applying an armor debuff and slowing the targets by 25% for 10s.
Deals an additional 30% damage to armored.
Fuel Discharge applies your actual level of Napalm on the targets. The number of stacks applied depends on the level of Fuel Discharge.
Level 1 : 300 damage, 15 fuel, 85 energy
(2 stacks of Napalm)
Level 2 : 500 damage, 12 fuel, 80 energy
(4 stacks of Napalm)
Level 3 : 700 damage, 10 fuel, 75 energy
(6 stacks of Napalm)
Level 4 : 1000 damage, 8 fuel, 70 energy
(8 stacks of Napalm)
Cooldown
40 s
Range
10
Damage
300
Bonus
+30% vs Armored; −20% vs Mechanical; −35% vs Heroic
Splash full damage, 40° cone
11
Prone
Goes into the prone position, slowing movement speed but increasing damage. Prone also has an 80% chance to reduce explosion damage by 35%.
Increases damage by 10% and slows movement speed by 45%.
With Solder Skills level 3 : Increases damage by 13%, attack speed by 8%, and range by 1.
PMC mode only : adds 15% additional evasion.
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Weapons
Weapon
Damage
Range
Period (s)
DPS
Notes
74DFlamethrower
9.5
11
0.17
56
+0–1.5 roll · ignores 0.5 armor · −20% vs Armored · −20% vs Mechanical · −50% vs Heroic · splash: 82% within 1.8 · Napalm: 24 dmg over 6 s — 6s
Damage is the direct hit, before the roll on top and the target's armor. The notes
column carries what else the shot does, read from its effect tree: the roll, armor it
bypasses, splash rings as a share of the damage within a radius, and damage on other
branches such as an upgrade's rounds.
Lineage
No parent — standalone definition.
In the script
Every trigger of the map's script that names this unit, read from the Galaxy source:
what makes the trigger fire and what it does with the unit. Names link to the mission
flow graph when the trigger is part of it.
unit enters TCP01 unit enters TCP02 unit enters TCP03 unit enters TCP04 unit enters Police TCP01 unit enters Police TCP02 unit enters Fighting Position 03