Entities /

LN Rifleman

Abilities

Firemode Burst

Changes firemode between burst and semi-automatic.

Cooldown 3 s shared
Aura
  • Burst Fire AS on the target: attack speed ×3.4
  • Burst Fire Pause on the target: attack speed ×0.01 for 0.8 s
Removes
  • removes Burst Fire AS

Frag Grenade

Throws a grenade at an area which deals damage. Throws a fragmentation grenade at the target point, dealing 650-700 damage in 3 radius. Deals extra damage to light, biological and structures but reduced damage to heroic and mechanical. Must be aimed in front of moving targets due to impact delay. Explosion damages allies and items.

Cooldown 1 min
Cast 0.1 s
Range 12
Damage 650 +0–50
Bonus +20 vs Light; +35 vs Biological; −85 vs Mechanical; +150 vs Structure; −100 vs Heroic
Splash full damage3

Smoke Grenade

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

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 6 min
Cast 0.36 s
Range 12
Spawns Ground Flare lasts 4 min, sight 12, detects hidden units within 15

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

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.

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

Weapons

WeaponDamageRangePeriod (s)DPSNotes
AssaultRifle39150.3130+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

Inherits from LNParent

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
Automatic Reload Mini unit started attackmentions it
Game Start via gf_IniLNsmentions it
LN killed a unit diesmentions it
Player Hit a unit is damagedmentions it
Sushi - Infection Done a behavior changesmentions it
Sushis Eaten a behavior changesmentions it