Entities /

Combat Engineer

Abilities

Sprint

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.

Cooldown 1.5 s
Applies
  • Sprint
    • move speed +0.07 per stack (up to 16)

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Reload

Reloads your weapon. Discards current rounds.

Cooldown 5 s
Removes Jammed

Cluster Rockets

Fires a barrage of rockets at the target area, dealing 600 damage and temporarily stunning the targets. Beeing randomly guided, the cluster rockets can go outside the red indicator circle. Explosions damage allies and items.

Cooldown 1.33 min
Cast 0.7 s
Range 27
Damage 5 × 120 +0–15 = 600 total
Bonus +6 vs Light; −35 vs Heroic
Splash full damage2
Splash 20% damage3.5
Applies
Reveals radius 6 for 4 s

Jump

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.

Range 10
Applies

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.

Cooldown 2 s
Applies
  • Evasion 15 PMC only
    • 15% chance to dodge ranged hits
  • Prone
    • +10% dmg (Ranged)
    • 80% chance to take 35% less splash/spell damage
    • move speed ×0.55
  • Prone with Soldier Skills 3
    • +13% dmg (Ranged)
    • 80% chance to take 35% less splash/spell damage
    • attack speed ×1.08
    • move speed ×0.55
    • weapon range +1
  • Adrenaline 10 s
    • attack speed ×1.1
Removes Sprint

From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.

Repair (minis/LNs)

Repairs a friendly mechanical target.

Range 2
Vitals
  • +6 life/s while channelled

Weapons

WeaponDamageRangePeriod (s)DPSNotes
Shotgun213510.51.3104+0–19 roll · ignores 2.5 armor · −20% vs Armored · −20% vs Mechanical · −40% vs Heroic · splash: 100% within 0.2, 50% within 1 (90° 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.

TriggerFires whenDoes
APC - Use Reinforcements Reinforcements is usedspawns it
BB -CombatEngineer dialog button clickedspawns it
Chapter 3 - Love spawns it
Disabled Tank loop every 0:01spawns it
Disarm an effect is usedspawns it
DNH Mission 4 spawns it
DS Operators spawns it
P Approach Commissioner unit enters TCP02spawns it
P Commissioner Timeout timer missiontimer expiresspawns it
P Destroy Guard Post a unit diesspawns it
P Enter Phantom LZ via gf_SpawnPMCSquadunit enters LZ Eagles
unit enters LZ Lions
unit enters LZ Nightstalker
unit enters LZ Predator
unit enters LZ Wolverine
spawns it
P Enter Police TCP 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
spawns it
P Ghost Convoy Dies a unit diesspawns it
P Ghost Convoy Leave unit enters Exit1
unit enters Exit2
unit enters Exit3
unit enters Exit4
spawns it
P Guard Posts Timeout timer missiontimer expiresspawns it
P Police TCP Timeout timer missiontimer expiresspawns it
P TS Abort Codes unit enters PMC code 1
unit enters PMC code 2
unit enters PMC code 3
unit enters PMC code 4
unit enters PMC code 5
unit enters PMC code 6
spawns it
P TS Place Satchel inventory changesspawns it
PMC Periodic Spawn via gf_SpawnPMCSquadevery 3:10spawns it
PMC+ - Periodic Reinforcements via gf_SpawnPMCSquadevery 5:00spawns it
RA Sniper Timeout chained from another triggerspawns it
Sniper Killed a unit diesspawns it
Automatic Reload via gf_ReloadPlayerunit started attackmentions it
Automatic Reload From Effect via gf_ReloadPlayeran effect is usedmentions it
Automatic Reload From Liquifier Discharge via gf_ReloadPlayerinventory changesmentions it
Automatic Reload Mini unit started attackmentions it
Magnetic Stabilizer Stun a unit is damagedmentions it
Magnetic Stabilizer Stun (improved) a unit is damagedmentions it
Mini Init map startmentions it
Multiple Mini AI unit moves (anywhere)mentions it
Reload via gf_ReloadPlayerReload is usedmentions it
Sniper - Prone Reload via gf_ReloadPlayera behavior changesmentions it