Fires exploding rockets at the target area dealing damage and temporarilly stunning units.
Fires 5 rockets which explode on impact for 150 damage and stun units for 0.8 seconds. Deals reduced damage against Heroic units and bonus damage against Light units. Only affects ground units. LN Combat Engineers lack the resources to use this ability often.
Must be aimed in front of moving targets due to impact delay.
Beeing randomly guided, the cluster rockets can go outside the red indicator circle.
Explosions damage allies and items.
Constructs an immovable barricade covered with attracting pheromones.
The inflicted will prioritize killing the barricade over nearby units. Not designed to take damage. Each LN Combat Engineer can maintain at most 1 Barricade or M1 Sentry at any given time.
Most effective if placed far apart and in areas which are choked.
LN Combat Engineers work as a team so only the total number placed maters.
Will be destroyed if there are insufficient LN Combat Engineers to maintain it.
Place an automatic defensive structure.
Constructs a M1 Sentry Gun at the target location. When mounted with a gun, the sentry will automatically attack enemies as well as removing the fog of war and revealing invisible units in 15 radius. The M1 uses ammunition to attack at the rate of 200 rounds per magazine and is reloaded by giving it Magazine or Ammo Case items. Not designed to take damage. LNs lack the resources for anything but a MMG mount which is done automatically. Each LN Combat Engineer can maintain at most 1 Barricade or M1 Sentry at any given time.
Most effective kept behind front lines to provide fire support.
Magazine charges that are not fully used when reloading have a chance to be refunded.
LN Combat Engineers work as a team so only the total number placed maters.
Will be destroyed if there are insufficient LN Combat Engineers to maintain it.
Cooldown
1.67 min shared
Range
1.5
Spawns
M1 Sentry Gunsight 15, detects hidden units within 15, MG Burst Pause on the target: attack speed ×0.01 for 1.2 s
Repair (minis/LNs)
Repairs a friendly mechanical target.
Range
2
Vitals
+6 life/s while channelled
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.
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.
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.
+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.
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.
Trigger
Fires when
Does
Automatic Reload via gf_ReloadPlayer
unit started attack
mentions it
Automatic Reload From Effect via gf_ReloadPlayer
an effect is used
mentions it
Automatic Reload From Liquifier Discharge via gf_ReloadPlayer