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.
Throw a flare revealing an area for a long time.
Throws a ground flare at the target point, removing the fog of war in 12 radius and detecting invisible units in 15 radius for every player. Lasts 4 minutes before burning out.
Effective near major paths to allow more use of range.
Enemy players also benefit from sight.
Cooldown
2 s shared
Charges
5
Cast
0.36 s
Range
12
Spawns
Ground Flarelasts 4 min, sight 12, detects hidden units within 15
Flare Gun
Fires a flare at the target point providing vision.
Sends a flare into the sky above the target point for 45 seconds that removes the fog of war for all players within 15 radius. Detects invisible units within 15 radius. Slows enemies within 6 radius by ?%.
Enemies also gain vision from flare.
Flare Gun Slow on units within 6: move speed ×0.8 for 1.2 s
Spawns
Flare Gun Flarelasts 45 s, sight 15, detects hidden units within 15
Frag Grenade
Throws a frag grenade at the target point, dealing 400 damage.
Explosion damages allies and items.
Cooldown
2 min
Cast
0.15 s
Range
12
Damage
400 +0–25
Bonus
+20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
Splash full damage
3
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.
Ground Flare
Throw a flare revealing an area for a long time.
Throws a ground flare at the target point, removing the fog of war in 12 radius and detecting invisible units in 15 radius for every player. Lasts 4 minutes before burning out.
Effective near major paths to allow more use of range.
Enemy players also benefit from sight.
Cooldown
5.33 min shared
Charges
10
Cast
0.36 s
Range
12
Spawns
Ground Flarelasts 4 min, sight 12, detects hidden units within 15
Weapons
Weapon
Damage
Range
Period (s)
DPS
Notes
AssaultRifle
39
15
0.3
130
+0–6 roll · ignores 1 armor · −20% vs Armored · −20% vs Mechanical · −40% 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.
a Rifleman is picked a Combat Medic is picked a Automatic Rifleman is picked a Flamethrower is picked a Cavalry Scout is picked a SFAAT is picked a Platoon Leader is picked a Javelin Gunner is picked a Combat Engineer is picked a SDM is picked a Cyborg is picked a Prototype is picked a Ghost is picked a Fire Support Specialist is picked a Grenadier is picked a Reaper is picked a Phoenix Medic is picked a Combat Walker is picked a Combat Walker2 is picked a Alligator is picked a Assault Engineer is picked a Sniper is picked a Robot is picked a Tank is picked a APC is picked
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