Firemode Burst
Changes firemode between burst and semi-automatic.
| Cooldown | 3 s shared |
| Aura |
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| Removes |
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Changes firemode between burst and semi-automatic.
| Cooldown | 3 s shared |
| Aura |
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| Removes |
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Fires a missle that explodes for low damage in a large area. Fires an HE rocket at the target point exploding for 1,400 damage in 3.5 radius on impact. Deals greatly reduced damage to armored/massive. Can hit both ground and air targets. Generates a backblast damaging units directly behind the user. Must be aimed in front of moving targets due to impact delay. Explosion damages allies and items. Backblast damages allies. The backblast occurs when you fire the rocket, it can heavily damage units behind you.
| Cooldown | 10 s shared |
| Charges | 3 |
| Cast | 1.05 s |
| Range | 50 |
| Damage | 490 +0–50 |
| Splash full damage, 25° cone | 1.8 |
| Splash 15% damage, 25° cone | 3.2 |
| Over time | 1400 |
Friendly fire: the area damage also hits allies.
Fires a missle that explodes for high damage in a small area. Fires an AT rocket at the target point exploding for 4,500 damage in 1.5 radius on impact. Always deals full damage. Can hit both ground and air targets. Generates a backblast damaging units directly behind the user. Must be aimed in front of moving targets due to impact delay. Explosion damages allies and items. Backblast damages allies. The backblast occurs when you fire the rocket, it can heavily damage units behind you.
| Cooldown | 10 s shared |
| Charges | 3 |
| Cast | 1.05 s |
| Range | 50 |
| Damage | 490 +0–50 |
| Splash full damage, 25° cone | 1.8 |
| Splash 15% damage, 25° cone | 3.2 |
| Over time | 4500 |
Friendly fire: the area damage also hits allies.
Throws a smoke grenade which slows units in an area creating dense smoke in 3 radius for 30 seconds. The smoke reduces unit movement speed by 50%, attack range by 4 and limits maximum sight to 13. Units will remain affected by smoke for up to 0.6 seconds after leaving the area. Must be aimed in front of moving targets due to impact delay. Smoke affects allies.
| Cooldown | 2.33 min shared |
| Cast | 0.36 s |
| Range | 12 |
| Spawns | Smoke Grenade lasts 30 s, Smoke Grenade on units within 3: move speed ×0.5, weapon range -4 for 0.6 s |
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 |
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From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
Reloads your weapon. Discards current rounds.
| Cooldown | 5 s |
| Removes | |
Heals 35 hp over 10 seconds, and heals minor lacerations.
| Cooldown | 40 s shared |
| Applies |
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| Removes | |
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 |
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| Removes | |
From the script: the command itself carries no effect; these are the behaviours the map script puts on you when it is used.
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 |
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| 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.
Inherits from LNParent
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 Mini | unit started attack | mentions it |
Game Start via gf_IniLNs | mentions it | |
| LN killed | a unit dies | mentions it |
| Player Hit | a unit is damaged | mentions it |
| Sushi - Infection Done | a behavior changes | mentions it |
| Sushis Eaten | a behavior changes | mentions it |