Combine Charger/Quotes
From Combine OverWiki, the original Half-Life wiki and Portal wiki
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. |
The following is a list of quotes from the Combine Charger.
Half-Life: Alyx[edit]
Location: sounds\vo\combine\charger
Filename(s) | Quote |
---|---|
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 |
---|---|
28_1110
|
What about her? |