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.
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Plasma Shield
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
Shields
+1000
armor +5
Armor
+5
Duration
9 s
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.
ignores 1 armor · −20% vs Armored · −20% vs Mechanical · −20% vs Heroic · splash: 100% within 11 (40° 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.
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