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Combine Charger/Quotes

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This subject is related to the Combine era.

Commentary node transparent.png This is a quote article.

This article is a transcript of all of the quotes from a given character or entity. Unless noted otherwise, these transcripts are sourced directly from the official scripts, closed captions, or internal text data with only minimal modifications for typos and formatting purposes.

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When the article is brought to a verifiable and presentable state, it will be reviewed as part of the Cleanup Project. You are invited to assist in its construction with your own additions and improvements.

The following is a list of quotes from the Combine Charger.

Half-Life: Alyx[edit]

Location: sounds\vo\combine\charger

Filename(s) Quote Play
advancing_on_target_01 Moving.
advancing_on_target_02 Moving now.
advancing_on_target_03 Pressing.
advancing_on_target_04 Approaching target.
advancing_on_target_05 Pressure.
advancing_on_target_06 Proceed on infected.
advancing_on_target_07 Forward steady.
advancing_on_target_08 Pushing forward.
advancing_on_target_09 Wallhammer. Moving.
advancing_on_target_10 Copy. Moving on contaminant.
advancing_on_target_11 Pressure. Pressure.
advancing_on_target_12 Stabilization team is forward pressure.
advancing_on_target_13 Closing on infected.
advancing_on_target_14 Pushing.
advancing_on_target_15 Wallhammer is moving on infected.
advancing_on_target_16 Wallhammer is pushing sector.
advancing_on_target_17 Approaching contaminant.
advancing_on_target_18 Wallhammer. Advancing on target.
advancing_on_target_19 Wallhammer. Advancing.
advancing_on_target_20 Wallhammer. Pushing.
announceattack_01 Going sharp.
announceattack_02 Engaging.
announceattack_03 Target engaged.
announceattack_04 Prosecuting.
announceattack_05 Wallhammer. Full active on hostile.
announceattack_08 Taking advantage.
announceattack_09 Target locked. Daggers free.
announceattack_11 Weapons free.
announceattack_alyx_01 Target one.
announceattack_alyx_02 Stop now.
announceattack_alyx_04 It's Alyx.
announceattack_alyx_06 Alyx confirmed.
announceattack_alyx_07 Daggers on Alyx.
announceattack_alyx_08 Weapons free on target one.
announceattack_alyx_09 Firing on primary hostile.
announceattack_alyx_10 It's her. Wallhammer engaging.
announceattack_alyx_11 Primary target confirmed.
announceattack_cover_01 Breaking cover.
announceattack_cover_02 Code breakdown at sector
announceattack_cover_03 Designate target cover as shadow.
announceattack_cover_04 Exposing hostile in three.
announceattack_cover_05 Target is protected. Rectifying.
announceattack_cover_06 Removing support.
announceattack_cover_07 Daggers on cover.
announceattack_cover_08 Full active on target cover.
announceattack_cover_09 Wallhammer. Going sharp on cover.
announceattack_grenade_01 Bouncer out.
announceattack_grenade_02 Grenade out.
announceattack_grenade_03 Extractor away.
announceattack_grenade_04 Bouncer. Bouncer.
announceattack_grenade_05 Get down.
announceattack_grenade_06 Bouncer in three.
announceattack_grenade_07 Extracting.
announceattack_grenade_08 Deploying grenade.
announceattack_grenade_09 Standing back.
announceattack_grenade_10 Bouncer free.
announceenemy_antlion_01 Antlion.
announceenemy_antlion_02 Target: antlion.
announceenemy_antlion_03 Contact. Antlion.
announceenemy_antlion_04 Antlion incoming.
announceenemy_antlion_06 Wallhammer on antlion.
announceenemy_antlion_07 Antlion. Wallhammer engaging.
announceenemy_antlion_10 Antlion. Sector
announceenemy_headcrabs_01 Parasitics.
announceenemy_headcrabs_02 Contact. Parasitics.
announceenemy_headcrabs_03 Parasitics inbound.
announceenemy_headcrabs_04 Wallhammer. Visual on parasitics.
announceenemy_headcrabs_05 Viscon. Parasitics.
announceenemy_headcrabs_07 We've got parasitics over here.
announceenemy_headcrabs_08 Live parasitics.
announceenemy_headcrabs_10 Parasitic infestation confirmed.
announceenemy_zombie_01 Necrotics.
announceenemy_zombie_02 Necrotics inbound.
announceenemy_zombie_03 Infestation confirmed.
announceenemy_zombie_04 Wallhammer. Visual on necrotics.
announceenemy_zombie_05 Contact. Necrotics.
announceenemy_zombie_06 Sightlines on necrotics.
announceenemy_zombie_08 Necrotics active.
announceenemy_zombie_09 Viscon. Necrotics.
announceenemy_zombie_10 Necrotics here.
announcekill_01 Hostile down.
announcekill_02 Target down.
announcekill_03 Kill confirmed.
announcekill_04 Clean kill.
announcekill_05 Another one down.
announcekill_06 That's it.
announcekill_09 Contact down.
announcekill_11 They're dead.
announcekill_12 Wallhammer. Kill confirmed.
announcekill_13 Hostile neutralized.
announcekill_14 Ended.
announcekill_15 Hostile is over.
announcekill_antlion_01 Virome down.
announcekill_antlion_02 Cleaned.
announcekill_antlion_03 Target sterilized.
announcekill_antlion_04 Cleansed.
announcekill_antlion_05 Parasitics contained.
announcekill_headcrab_01 One parasitic clean.
announcekill_headcrab_02 Parasitic cleaned.
announcekill_headcrab_03 That's one.
announcekill_headcrab_04 Parasitic contained.
announcekill_headcrab_05 Cleansed.
announcekill_headcrab_06 Gross.
announcekill_headcrab_07 Outbreak ineffective.
announcekill_headcrab_08 Outbreak contained.
announcekill_headcrab_09 One parasitic vacated.
announcekill_player_01 HVT is contained.
announcekill_player_02 Ordinal, target one is quiet.
announcekill_player_03 She's ended.
announcekill_player_04 Ordinal. Alyx is over.
announcekill_player_05 Alyx secure.
announcekill_player_06 Alyx delivered.
announcekill_player_07 Dead.
announcekill_player_08 Eliminated.
announcekill_zombie_01 Necro contained.
announcekill_zombie_02 Necrotic contained.
announcekill_zombie_03 Stay dead.
announcekill_zombie_04 Necro down at sector
announcekill_zombie_05 Necrotic eliminated.
announcekill_zombie_06 It's dead.
announcekill_zombie_07 Cleanse successful.
breathing_01 [Breathing Laboriously]
breathing_02 [Breathing Laboriously]
breathing_03 [Breathing Laboriously]
breathing_04 [Breathing Laboriously]
breathing_05 [Coughing and Wheezing]
calloutcode_alpha_01 alpha
calloutcode_and_01 and
calloutcode_bravo_01 bravo
calloutcode_charlie_01 charlie
calloutcode_dash_01 dash
calloutcode_delta_01 delta
calloutcode_echo_01 echo
calloutcode_eight_01 eight
calloutcode_eleven_01 eleven
calloutcode_fifty_01 fifty
calloutcode_five_01 five
calloutcode_forty_01 forty
calloutcode_four_01 four
calloutcode_hundred_01 hundred
calloutcode_niner_01 niner
calloutcode_null_01 null
calloutcode_one_01 one
calloutcode_sector_01 sector
calloutcode_seventy_01 seventy
calloutcode_seven_01 seven
calloutcode_sixty_01 sixty
calloutcode_six_01 six
calloutcode_ten_01 ten
calloutcode_thirty_01 thirty
calloutcode_thousand_01 thousand
calloutcode_three_01 three
calloutcode_twenty_01 twenty
calloutcode_two_01 two
calloutentity_alyx_01 Alyx
calloutentity_anticitizens_01 Anti-Citizens
calloutentity_antlion_01 antlion
calloutentity_apf_01 APF
calloutentity_bladewall_01 Blade-Wall
calloutentity_cowall_01 Co-Wall
calloutentity_friendly_01 friendly
calloutentity_hammerwall_01 Hammer-Wall
calloutentity_hostiles_01 hostiles
calloutentity_manyparasitics_01 free parasitics
calloutentity_necrotic_01 necrotic
calloutentity_parasitic_01 parasitic
calloutentity_safeman_01 Safeman
calloutentity_wallhammer_01 Wallhammer
calloutlocation_above_01 Above.
calloutlocation_apartment_01 Apartment.
calloutlocation_barrells_01 Barrels.
calloutlocation_behind_01 Behind.
calloutlocation_below_01 Below.
calloutlocation_bricks_01 Bricks.
calloutlocation_bridge_01 Bridge.
calloutlocation_building_01 Building.
calloutlocation_car_01 Car.
calloutlocation_crane_01 Crane.
calloutlocation_door_01 Door.
calloutlocation_elevator_01 Elevator.
calloutlocation_front_01 Front.
calloutlocation_hut_01 Hut.
calloutlocation_pipes_01 Pipes.
calloutlocation_shack_01 Shack.
calloutlocation_toilet_01 Toilet.
calloutlocation_traincar_01 Train car.
calloutlocation_trash_01 Trash.
calloutlocation_truck_01 Truck.
calloutlocation_tunnel_01 Tunnel.
calloutlocation_van_01 Van.
calloutlocation_wheels_01 Wheels.
calloutlocation_woodpile_01 Woodpile.
charging_01 Striking in.
charging_02 Striking now.
charging_03 Striking.
charging_04 Strike.
charging_05 Rahhh!
charging_06 Strike fast.
coverme_01 Cover me.
coverme_02 Cover.
coverme_03 Cover. Wallhammer.
coverme_04 Need covering fire.
coverme_05 Wallhammer. Requesting cover.
coverme_07 Cover
danger_grenade_01 Evading.
danger_grenade_02 Grenade.
danger_grenade_03 Taking cover.
danger_grenade_04 Live grenade.
danger_grenade_05 Audible bouncer. Evading.
danger_grenade_06 Grenade. Move.
danger_grenade_07 Wall up.
danger_grenade_08 Alert on radials.
danger_grenade_09 Standing back with wall.
danger_grenade_10 Live bouncer.
die_01 [Combine Death]
die_02 [Combine Death]
die_03 [Combine Death]
die_04 [Combine Death]
die_05 [Combine Death]
die_06 [Combine Death]
die_07 [Combine Death]
die_08 [Combine Death]
die_09 [Combine Death]
die_10 [Combine Death]
die_by_player_18 Wall down.
die_by_player_19 Alyx...
die_by_player_22 Overwa—
die_by_player_23 Ended.
establishinglof_01 Wallhammer. Closing.
establishinglof_02 Wallhammer. Switching position.
establishinglof_03 Fixing visuals.
establishinglof_04 Honing sightlines.
establishinglof_05 Realigning to hostile.
establishinglof_06 Forming visual confirmation.
establishinglof_07 Unblocking sightlines.
establishinglof_08 No visual on target. Moving.
establishinglof_09 Realigning target delta.
establishinglof_10 Stay there.
establishinglof_11 Changing position.
establishinglof_12 Optimizing location.
establishinglof_13 Optimizing viscon.
establishinglof_14 Problem visual. Moving.
establishinglof_15 Clearing sightlines.
establishinglof_16 Forming sightlines.
establishinglof_17 Contact in three.
establishinglof_18 Exposing target one.
establishinglof_19 Don't move.
fakeout_calltoalyx_01 Alyx...
fakeout_calltoalyx_02 Hey Alyx!
fakeout_calltoalyx_03 Hey Alyx, it's us!
fakeout_calltoalyx_04 Alyx! You there?
fakeout_calltoalyx_05 Psst. Alyx!
fakeout_responseceasefire_01 Cease Fire! Target is friendly.
fakeout_responseceasefire_02 Hammer down! Wallhammer stepping down!
fakeout_responseceasefire_03 Cease Fire. No threat. No threat!
fakeout_responseceasefire_04 Alyx is friendly.
fakeout_responseceasefire_05 Stop fire! Alyx is friendly!
fakeout_success_01 [Laughs]
fakeout_success_02 Friendgame effective.
fakeout_success_03 [Laughs] Hostile is scrambled.
firing_01 Firing.
firing_02 Engaging target.
firing_03 Wallhammer engaging.
firing_04 Weapons free.
firing_05 Wallhammer. Primary set point.
firing_06 Open form. Weapons free.
firing_07 Code three. Oscar delta.
firing_08 Cleaning sector
firing_09 Committed.
firing_10 Daggers free.
firing_player_01 Opening fire. Priority One.
firing_player_02 Opening fire on Alyx.
firing_player_03 Wallhammer on prime target.
firing_player_04 Ordinal! Opening Fire at
firing_player_05 Daggers free on Vance.
flash_failed_01 Re-flash in five.
flash_failed_02 Flash failed.
flash_failed_03 Null flash. Amending.
flash_failed_05 Requesting re-flash on target
flash_failed_06 Blinder has failed.
flash_success_01 Flash success. Moving in.
flash_success_02 Flash success. Taking advantage.
flash_success_03 Hostile is blinded.
flash_success_04 Target has no visuals. Taking advantage.
flash_success_05 Contaminant is scrambled.
flash_success_06 Hostile is scrambled. All units take advantage.
flushing_01 Clearing.
flushing_02 Distribution on three.
flushing_03 Wallhammer flushing sector
flushing_04 Wallhammer extracting at
flushing_05 Applying pressure. Flare down.
flushing_06 Extracting hostile at last known.
flushing_07 Bouncer. Bouncer on last known.
getback_01 Disposing.
getback_02 Wall up. Taking cover.
getback_03 Grenade down.
getback_04 Bouncer. Bouncer.
getback_05 Extractor down.
hear_suspicious_01 Audible at sector
hear_suspicious_02 Possible contaminant.
hear_suspicious_03 Possible hostile active.
hear_suspicious_04 Movement at Wallhammer.
hear_suspicious_05 Sound on.
hear_suspicious_06 Sound on and... reporting all contaminants.
injured_01 Requesting stimdose.
injured_02 Ordinal. I'm hit.
injured_03 Taking damage.
injured_04 Assist on Wallhammer.
injured_05 Wallhammer still active.
injured_06 Ineffective.
injured_07 Bodypacks holding
laugh_01 [Gloating Chuckle]
laugh_02 [Gloating Chuckle]
laugh_03 [Gloating Chuckle]
laugh_04 [Gloating Chuckle]
laugh_05 [Gloating Chuckle]
lostenemy_01 Contaminant not visible.
lostenemy_02 Goddamn it.
lostenemy_03 Requesting location.
lostenemy_04 Target lost.
lostenemy_05 Location assist. Wallhammer.
lostenemy_06 Hostile visual negative.
lostenemy_07 Lost sight. Contaminant.
lostenemy_08 No visual. Wallhammer.
lostvisual_01 Missing hostile. Sector unknown.
lostvisual_02 Wallhammer requesting target location.
lostvisual_03 Requesting location.
lostvisual_04 Lost sight of hostile.
lostvisual_05 Location assist on Wallhammer.
lostvisual_07 Need location assistance.
lostvisual_08 No visual.
lostvisual_09 Wallhammer negative on visual.
lostvisual_10 Possible evasion. Requesting hostile location.
lostvisual_player_01 Contaminant is quiet. Requesting last known sector.
lostvisual_player_02 We have total visual blackout.
lostvisual_player_03 Hostile is quiet.
lostvisual_player_04 Contaminant is evasive.
lostvisual_player_05 Checking cover.
lostvisual_player_06 Contact check
lostvisual_player_07 All visuals lost. Eyes on.
lostvisual_player_08 All contact quiet at Wallhammer. Requesting recon.
nearpanic_02 Proximity!
nearpanic_03 Proximity threat. Releasing.
nearpanic_04 Assist. Assist. Assist.
nearpanic_05 Wall Assist. Wall Assist.
nearpanic_07 Back down. Back down.
orderresponse_positive_01 Copy.
orderresponse_positive_02 Roger.
orderresponse_positive_03 Copy that.
orderresponse_positive_04 Positive.
orderresponse_positive_05 Proceeding.
orderresponse_positive_06 Affirmative.
overwatch_01 Holding position.
overwatch_02 Location locked.
overwatch_03 Weapons ready.
overwatch_04 Viscon on last known position.
overwatch_05 Eyes on last known.
overwatch_06 Observing.
overwatch_07 Wallhammer. In position.
overwatch_08 Holding focus.
overwatch_09 Stop sound. Stop sound.
overwatch_10 Hostile unwilling. Stand by.
overwatch_11 Hold.
overwatch_12 Waiting for contact.
overwatch_13 Evaluating.
overwatch_14 Awaiting problem.
overwatch_15 Ready for containment.
overwatch_16 Wallhammer. Holding.
overwatch_17 Wallhammer. Eyes on.
overwatch_18 Contaminant is locked.
overwatch_19 Wallhammer. Securing edge.
overwatch_20 Check all edges.
pain_01 [Pain]
pain_02 [Pain]
pain_03 [Pain]
pain_04 [Pain]
pain_05 [Pain]
pain_06 [Pain]
pain_07 [Pain]
pain_08 [Pain]
pain_09 [Pain]
pain_10 [Pain]
panting_01 [Panting]
panting_02 [Panting]
panting_03 [Panting]
panting_04 [Panting]
panting_05 [Panting]
playerishurt_01 Hostile is vulnerable.
playerishurt_02 Target at odds.
playerishurt_03 Target compromised.
playerishurt_04 Move in. Move in.
playerishurt_05 Contaminant at low value.
playerishurt_06 Hostile is tagged.
playerishurt_07 Redraw on hostile.
playerishurt_08 Amplify weapons on Wallhammer.
playerishurt_09 Red leak on hostile.
playerishurt_10 Possible tag on prime.
playerishurt_11 Hammer effective. Code zero niner.
playerishurt_13 Ending Target One.
preparing_charge_01 Hammer ready.
preparing_charge_02 Preparing hammer.
preparing_charge_03 Hammer is ready to charge.
preparing_charge_04 Charging.
preparing_charge_05 Charging hammer at
preparing_charge_06 Ready to hammer in three... two... one...
preparing_shield_01 Wall up.
preparing_shield_02 Preparing wall.
preparing_shield_03 Shield up.
preparing_shield_04 Raising wall.
preparing_shield_05 Wall is on.
preparing_shield_06 Wall is ready to deploy in three... two... one...
reconnoiter_finish_01 All sectors scanned.
reconnoiter_finish_02 Contact is silent.
reconnoiter_finish_03 Sector clear. Requesting standby.
reconnoiter_finish_04 Area clear.
reconnoiter_finish_05 Wallhammer reporting. Hostile is silent.
reconnoiter_finish_06 No contact.
reconnoiter_finish_07 Arena secure.
reconnoiter_finish_08 Looks clean.
reconnoiter_finish_09 Contact lost. Looks clear.
reconnoiter_finish_10 Nothing here.
reconnoiter_finish_11 Staying sharp. Walls up.
reconnoiter_finish_12 No sector contaminants. Requesting stand down.
reconnoiter_finish_13 Stand by for code bravo.
reconnoiter_finish_14 Nothing.
reconnoiter_finish_15 Shadow clear.
reconnoiter_finish_16 Request end on condition shadow.
reconnoiter_finish_18 Not here.
reconnoiter_finish_19 Location clear. Recall assist.
reconnoiter_finish_20 All sectors clear. Recall.
reconnoiter_search_01 Processing viscon.
reconnoiter_search_02 Still searching...
reconnoiter_search_03 Still sweeping...
reconnoiter_search_04 Still scanning...
reconnoiter_search_05 Wallhammer. Recon in progress.
reconnoiter_search_06 Condition: shadow active.
reconnoiter_search_07 Recon in progress.
reconnoiter_search_09 Target is still shadow.
reconnoiter_search_10 Sector clear. Advancing.
reconnoiter_search_11 Null sector. Proceeding.
reconnoiter_search_12 Area clean. Moving.
reconnoiter_search_13 Eyes still active.
reconnoiter_search_14 Nothing here.
reconnoiter_search_15 Wallhammer reporting. Hostile is still quiet.
reconnoiter_search_16 Scan complete. Resuming.
reconnoiter_search_17 Still no visual.
reconnoiter_search_18 Radials clear. Resuming.
reconnoiter_start_01 Spreading out.
reconnoiter_start_03 Distributing.
reconnoiter_start_04 Wallhammer unit out.
reconnoiter_start_06 Deployed and scanning.
reconnoiter_start_07 Commencing cleanup.
reconnoiter_start_08 Staying alert.
reconnoiter_start_09 Sweeping for hostiles.
reconnoiter_start_10 Sweeping for contaminant.
reconnoiter_start_11 Searching. Formation dagger.
reconnoiter_start_12 Closing arena.
reconnoiter_start_13 Containment proceeding.
reconnoiter_start_14 Reporting sightlines.
reconnoiter_start_15 Formation on target in three.
reconnoiter_start_16 Proceeding with hostile extraction.
reconnoiter_start_17 Initiate condition shadow.
refindenemy_01 Go sharp! Target delta
refindenemy_02 Target contact at
refindenemy_03 Viscon! Viscon! Range
refindenemy_04 There.
refindenemy_05 Viscon! Hostile found.
refindenemy_06 Over there.
refindenemy_07 New movement.
refindenemy_08 Animal is back in the pit.
refindenemy_09 Renewed hostile contact.
refindenemy_10 Hostile re-live at sector
refindenemy_11 Wallhammer. Re-contact at sector
refindenemy_12 Hostile live. Check radials.
refindenemy_13 Additional slightlines confirmed.
refindenemy_14 Sightlines confirmed on prime.
refindenemy_15 Wallhammer. Intercepting.
refindenemy_16 Location confirmed. Imposing stability.
refindenemy_17 Visual confirmation on three.
refindenemy_18 Active visual.
reload_01 Reloading.
reload_02 Refill on Wallhammer.
reload_03 Wallhammer down on 4... 3... 2... 1...
reload_05 Recharging.
reload_06 Empty.
reload_07 Empty on Wallhammer.
reload_08 Provision low. Reloading.
reload_09 Hammer renew.
retreat_02 Ripcord ripcord.
retreat_03 Ripcord on Wallhammer.
retreat_04 Retreating.
retreat_05 Falling back.
retreat_06 Sector is too hot.
retreat_07 Finding cover.
retreat_08 Wallhammer. Regrouping.
retreat_10 Sector volatile. Finding shade.
sees_company_01 Secondaries identified.
sees_company_02 Viscon on multiple unknowns.
sees_company_03 Viscon on Secondaries.
sees_company_04 Checking silhouettes. Possible multipliers.
sees_company_05 We have multiple contaminants.
sees_grenades_01 Target one has bouncers.
sees_grenades_02 Hostile has bouncers. Be alert.
sees_grenades_03 Contaminant has grenades. Disperse.
sees_grenades_04 Primary Target has extractors. Responder.
sees_reloading_01 Hostile reloading. Hammer advantage.
sees_reloading_02 Target is regen. Open fire.
sees_reloading_03 Taking advantage.
sees_reloading_04 Contaminant is vulnerable.
sees_reloading_05 Alyx reloading. Full response active.
sees_rollerball_01 We have rollermines. Wall Up.
sees_rollerball_03 Wallhammer. Responding on rollermine.
sees_rollerball_04 Rollermines.
sees_rollerball_05 Subacute rollermines. Full active.
sees_rollerball_06 Changing target: rollermines.
sees_rollerball_07 Rollermines inbound.
sees_upgrades_01 Spikes boosted on target one.
sees_upgrades_02 Overwatch. Target one has boosters.
sees_upgrades_03 Hostile spikes are boosted.
sees_upgrades_04 Hostile has illegal spikes.
sees_upgrades_05 Boosters identified. Respond with caution.
squadmemberlost_01 Overwatch, request reserve action.
squadmemberlost_02 Overwatch, sector is not secure.
squadmemberlost_03 Outbreak at sector
squadmemberlost_05 Overwatch, ground unit is down. Sector not controlled.
squadmemberlost_06 Overwatch, sector is overrun.
squadmemberlost_07 Overwatch. Requesting skyshield.
squadmemberlost_09 Overwatch, recommend new formation.
squadmemberlost_10 Friendly is down.
squadmemberlost_11 Requesting replacement.
squadmemberlost_lastman_01 Overwatch. Solo active.
squadmemberlost_lastman_02 Overwatch. Wallhammer is last unit. Requesting assist.
squadmemberlost_lastman_03 Overwatch. Requesting immediate shadow.
squadmemberlost_lastman_04 Overwatch. Outbreak is uncontained.
squadmemberlost_lastman_05 Overwatch. Reporting condition outrun. Acknowledge.
squadmemberlost_lastman_06 Overwatch. Solo contact on excessive hostiles.
squadmemberlost_lastman_07 Survival mark deployed.
squadmemberlost_lastman_08 Overwatch. Requesting extraction on Wallhammer. Sector
squadmemberlost_lastman_09 Overwatch, be informed: Wallhammer is last responder.
squadmemberlost_leader_01 Overwatch. Ordinal is down.
squadmemberlost_leader_02 Ordinal is quiet. Requesting new leader.
squadmemberlost_leader_03 Ordinal is condition sundown.
squadmemberlost_leader_04 Ordinal has been ended.
squadmemberlost_leader_05 Overwatch. Ordinal is out. Responding.
squadmemberlost_leader_06 Ordinal is silent. Administer full response.
squadmemberlost_leader_07 Ordinal is flat line. Ordinal is flat line.
stunned_rollerball_01 [Screaming]
stunned_rollerball_03 [Screaming]
stunned_rollerball_04 [Screaming]
stunned_rollerball_05 [Screaming]
stunned_rollerball_06 [Screaming]
stunned_rollerball_07 [Screaming]
switching_weapons_01 Switching.
switching_weapons_02 Swapping.
switching_weapons_05 Mode one.
switching_weapons_06 Mode two.
takingfire_01 Spikes close. No damage.
takingfire_02 Missed.
takingfire_03 Target error. Take advantage.
takingfire_04 Hostile is inaccurate.
takingfire_05 Almost.
takingfire_06 Wallhammer is untouched.
takingfire_07 Missed again. Taking advantage.
takingfire_08 Target has failed.
takingfire_09 Exercise advantage on Hostile.
takingfire_10 Hostile failed. Reforming.
takingfire_11 Spikes ineffective. Target is unskilled.
unabletocommence_01 Negative.
unabletocommence_02 Negatory.
unabletocommence_03 No.
unabletocommence_04 Can't comply.
unabletocommence_05 Denied.
unabletocommence_06 That's a negative.
unabletocommence_07 Cannot execute.
underattack_01 Spikes confirmation. Wall up.
underattack_02 Hostile is live.
underattack_03 Contact.
underattack_04 Wallhammer. Returning oppression.
underattack_05 We have loud contaminants.
underattack_06 Distribute.
underattack_07 Target is hostile. Daggers free.
underattack_08 Hostiles oppressing. Responder on
underattack_09 Overwatch. We have spikes.
underattack_10 Preparing condition delta.
underattack_11 Taking fire.
underattack_12 Executing full response.
idle_01 Nothing to report. Over.
idle_02 1, 14, 3, 6, 11... Check. All clear on Echo Four. Over.
idle_03 Copy that. Sustaining viscon at sector nomad kilo three dash six.
idle_04 Echo One has negative movement. Grid seven dash two.
idle_05 Affirmative. Standing by for opportunities.
idle_06 Transmission clear. Radials clear. Over.
idle_07 Overwatch. Requesting proximity data on hostiles. Holding for transmission.
idle_08 Still holding for transmission. Over.
idle_09 Overwatch is confirming sector lockdown. Keep sightlines open and sound on.
idle_10 Affirmative... Outbreak status is code delta seven. Team Sundown is on contact overrun. Copy that.
idle_11 Negative... Copy that... No sector containment. No confirmation on target one vector. Waiting for secondary parameter codes.
idle_12 Updating biodat... Stimdose: 32. Dagger: 78. Shield: 100. Biprox: .73. Audibles: 3. Lightvis: 15. Over.
idle_13 Roger that. Setting viscerators in apex five. We have biotics at the perimeter. Waiting for contact. Over.
idle_14 Overwatch confirms non-tagged viromes inbound. All units advisory: prepare for contact.
idle_15 Callout code: Delta echo seven niner alpha two winder zero... . Confirmed.
idle_16 Roger that. Still here.
idle_17 Copy that.
idle_18 Copy. Accepted. Updating cognitive suppression biodats. Update complete in T minus three seconds... Dissonance resolved.
idle_19 Overwatch is requesting all units refresh and resolve. Cognitive dissonance will not be tolerated... Negative... Memories included. Update is live. Acceptance is mandatory.
idle_20 Stabilization team holding position. Lightviz at 73. Audibles at... 15. Overwatch confirms HVT is perimeter inbound. Stay alert.
combat_idle_010 Overwatch. We have active hostiles. Advise preparations.
combat_idle_012 Overwatch. We have active hostiles. Advise preparations.
combat_idle_020 Negative. Target is still active.
combat_idle_021 Negative. Target is still active.
combat_idle_022 Negative. Target is still active.
combat_idle_030 Copy that. Forming condition Alpha.
combat_idle_031 Copy that. Forming condition Alpha.
combat_idle_032 Copy that. Forming condition Alpha at grid niner dash three seven.
combat_idle_040 Holding for advance directive. Over.
combat_idle_041 Holding for advance directive. Over.
combat_idle_042 Holding for advance directive. Over.
combat_idle_050 Confirmed. Recalibrating.
combat_idle_051 Confirmed. Recalibrating.
combat_idle_052 Confirmed. Recalibrating.
combat_idle_060 Copy. Setting up position.
combat_idle_061 Copy. Setting up position.
combat_idle_062 Copy. Setting up position.
combat_idle_070 They're still alive.
combat_idle_071 They're still alive.
combat_idle_072 They're still alive.
combat_idle_080 Copy that. Contain and control is underway.
combat_idle_081 Copy that. Contain and control is underway.
combat_idle_082 Copy that. Contain and control is underway.
combat_idle_090 Resolving.
combat_idle_091 Resolving.
combat_idle_092 Resolving.
combat_idle_100 10-4. Negative on dagger renew. Locked and ready.
combat_idle_101 10-4. Negative on dagger renew. Locked and ready.
combat_idle_102 10-4. Negative on dagger renew. Locked and ready.
combat_idle_110 Forming tactical advantage.
combat_idle_111 Forming tactical advantage.
combat_idle_112 Forming tactical advantage.
combat_idle_120 Still holding.
combat_idle_121 Still holding.
combat_idle_122 Still holding.
combat_idle_130 Holding for biodat upload.
combat_idle_131 Holding for biodat upload.
combat_idle_132 Holding for biodat upload.
combat_idle_140 Preparing for sundown.
combat_idle_141 Preparing for sundown.
combat_idle_142 Preparing for sundown.
combat_idle_150 Preparing coms for extended conflict.
combat_idle_151 Preparing coms for extended conflict.
combat_idle_152 Preparing coms for extended conflict.
combat_idle_160 Negative. No daggers needed.
combat_idle_161 Negative. No daggers needed.
combat_idle_162 Negative. No daggers needed.
combat_idle_170 Extending conflict duration.
combat_idle_171 Extending conflict duration.
combat_idle_172 Extending conflict duration.
combat_idle_180 Scanning hostile biodats.
combat_idle_181 Scanning hostile biodats.
combat_idle_182 Scanning hostile biodats.
combat_idle_190 Disregarding last call.
combat_idle_191 Disregarding last call.
combat_idle_192 Disregarding last call.
combat_idle_200 Overwatch. Ten niner.
combat_idle_201 Overwatch. Ten niner.
combat_idle_202 Overwatch. Ten niner.
firing_110 Engaged and firing.
firing_111 Engaged and firing.
firing_112 Engaged and firing.
firing_120 Enforcing stability on primary target in sector
firing_121 Enforcing stability on primary target in sector
firing_122 Enforcing stability on primary target in sector
firing_130 Target is in line.
firing_131 Target is in line and receiving spikes.
firing_132 Target is in line and receiving spikes.
firing_140 Escalating force on primary target.
firing_141 Escalating force on primary target.
firing_142 Escalating force on primary target.
firing_150 They're going down.
firing_151 They're going down.
firing_152 They're going down.
firing_160 Almost over.
firing_161 It's almost over.
firing_162 It's almost over.
firing_170 Sending spikes.
firing_171 Sending spikes.
firing_172 Sending spikes.
firing_180 Sending all spikes to primary target.
firing_181 Sending all spikes to primary target.
firing_182 Sending all spikes to primary target.
firing_190 Sending all spikes.
firing_191 Sending all spikes.
firing_192 Sending all spikes.
firing_200 Don't resist.
firing_201 Don't resist.
firing_202 Don't resist.
firing_210 Wallhammer is engaged and firing.
firing_211 Wallhammer is engaged and firing.
firing_212 Wallhammer is engaged and firing.
firing_220 Ordinal is engaged and firing.
firing_221 Ordinal is engaged and firing.
firing_222 Ordinal is engaged and firing.
firing_230 APF is engaged and firing.
firing_231 APF is engaged and firing.
firing_232 APF is engaged and firing.
taunt_010 Hostile is experiencing extreme panic.
taunt_011 Hostile is experiencing extreme panic.
taunt_012 Hostile is experiencing extreme panic.
taunt_020 Hostile is overwhelmed.
taunt_021 Hostile is overwhelmed.
taunt_022 Hostile is overwhelmed.
taunt_030 Target is at low motivation. Take advantage.
taunt_031 Target is at low motivation.
taunt_032 Target is at low motivation. Take advantage.
taunt_040 You can come out now.
taunt_041 You can come out now.
taunt_042 You can come out now.
taunt_050 Attention hostile target. We can help you. It is safe.
taunt_051 We can help you. It is safe.
taunt_052 Attention hostile target. We can help you. It is safe.
taunt_060 Suspect is above legal aggression threshold. Taking advantage.
taunt_061 Suspect is above legal aggression threshold. Taking advantage.
taunt_062 Suspect is above legal aggression threshold. Taking advantage.
taunt_070 Proceeding with escalation.
taunt_071 Suspect is non-compliant with code 10-307.
taunt_072 Code 10-307. Proceeding with escalation
taunt_080 Hostile is hesitating.
taunt_081 Hostile is hesitating.
taunt_082 Hostile is hesitating.
taunt_090 Hostile attacks are ineffective. Proceed with containment.
taunt_091 Hostile attacks are ineffective. Proceed with containment.
taunt_092 Hostile attacks are ineffective. Proceed with containment.
taunt_100 Activating code 10-108. Standing down.
taunt_101 Activating code 10-108. Standing down.
taunt_102 Activating code 10-108. Standing down.
taunt_110 Suspending fire. Target is friendly.
taunt_111 Suspending fire. Target is friendly.
taunt_112 Suspending fire. Target is friendly.
taunt_120 Standing down. Code 10-40.
taunt_121 Standing down. Code 10-40.
taunt_122 Standing down. Code 10-40.
taunt_130 Ceasing fire! Target is non-hostile.
taunt_131 Ceasing fire! Target is non-hostile.
taunt_132 Ceasing fire! Target is non-hostile.
taunt_140 Copy. Do not shoot. Compliance confirmed.
taunt_141 Copy. Do not shoot. Compliance confirmed.
taunt_142 Copy. Do not shoot. Compliance confirmed.
taunt_150 Target is friendly.
taunt_151 Stand down. Target is friendly.
taunt_152 All units stand down. Target is friendly.
taunt_160 Friendly confirmed. Cease fire!
taunt_161 Friendly confirmed. Cease fire!
taunt_162 Friendly confirmed. Cease fire!
taunt_170 Overwatch. We have a wait-and-see at grid niner dash five.
taunt_171 Overwatch. We have a wait-and-see.
taunt_172 Overwatch. We have a wait-and-see.
taunt_180 Affirmative. Target is low value.
taunt_181 Affirmative. Target is low value.
taunt_182 Affirmative. Target is low value.
taunt_190 Copy that. Hostile is unaware and ready for containment.
taunt_191 Copy that. Hostile is unaware and ready for containment.
taunt_192 Copy that. Hostile is unaware and ready for containment.
taunt_200 Hostile is showing fatigue. Prepare containment.
taunt_201 Hostile is showing fatigue. Prepare containment.
taunt_202 Hostile is showing fatigue. Prepare containment.

Location: sounds\vo\combine\choreo\shockstickgrunt

Filename(s) Quote Play
28_1110 What about her?