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.
Radios the FDC to adjust fire to your target area. Each shell deals 1000 damage by default. Takes 10,5 seconds for shells to land.
Type :
-r ## to set the radius
-d ### to set the distribution angle
-i ## to set the interval
-s ## to set the number of shells.
-cff or -s to displays the whole settings of the current CFF
Explosives hurt allies.
Cooldown
16 s
Range
55
Linked by name: the ability's effect slot is empty in the map data; these are the numbers of the effect that carries its name.
Weapons
Weapon
Damage
Range
Period (s)
DPS
Notes
AspectusRifle
60
16
0.35
171
+0–9 roll · ignores 1 armor · −20% vs Armored · −20% vs Mechanical · −50% vs Heroic · splash: 30% within 4 (15° cone)
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.