This subject is related to the Combine era.

Combine Ordinal/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.

Signicon003a.png This article is under construction as it lacks elements required to provide basic coverage of its subject and/or has yet to be fully integrated into the Combine OverWiki.
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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 Ordinal. Note that the Ordinal has exclusive "order" voice lines used to command other units.

Half-Life: Alyx[edit]

Location: sounds\vo\combine\officer

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 Proceeding on infected.
advancing_on_target_07 Pushing forward.
advancing_on_target_08 Closing on infected.
advancing_on_target_10 Closing on contaminant.
advancing_on_target_11 Pressure pressure.
advancing_on_target_13 Closing on infected.
advancing_on_target_14 Pushing.
advancing_on_target_order_01 Advance directive.
advancing_on_target_order_02 Push directive.
advancing_on_target_order_03 All units forward pressure.
advancing_on_target_order_04 All units cluster on target.
advancing_on_target_order_05 Stabilization team has sector id and is moving on infected.
advancing_on_target_order_06 Stabilization team is forward pressure.
announceattack_01 Going sharp.
announceattack_02 Engaging.
announceattack_03 Target engaged.
announceattack_04 Prosecuting.
announceattack_05 Full Active.
announceattack_06 Daggers free.
announceattack_07 Weapons free.
announceattack_08 Taking advantage.
announceattack_09 Target locked. Dagger out.
announceattack_alyx_01 Hello Target One.
announceattack_alyx_02 Stop now.
announceattack_alyx_03 Jackpot confirmed.
announceattack_alyx_04 Primary target. Ordinal engage.
announceattack_alyx_05 I have her.
announceattack_alyx_06 Alyx confirmed.
announceattack_alyx_07 It's her.
announceattack_alyx_08 Daggers on Alyx.
announceattack_alyx_order_01 primary target confirmed.
announceattack_alyx_order_02 open on Alyx.
announceattack_alyx_order_03 All units. Open on Alyx.
announceattack_cover_01 Breaking cover.
announceattack_cover_02 Code breakdown on sector
announceattack_cover_03 Designate target as cover.
announceattack_cover_04 Exposing hostile in three.
announceattack_cover_05 Target is protected. Amending.
announceattack_cover_06 Removing support.
announceattack_cover_07 Daggers on cover.
announceattack_cover_08 Going sharp on cover.
announceattack_cover_order_01 go sharp on cover.
announceattack_cover_order_02 remove shadow support.
announceattack_grenade_01 Bouncer out.
announceattack_grenade_02 Grenade out.
announceattack_grenade_03 Extractor.
announceattack_grenade_04 Bouncer. Bouncer.
announceattack_grenade_05 Extracting.
announceattack_grenade_06 Extractor in three.
announceattack_grenade_07 Deploying bouncer.
announceattack_grenade_order_01 Deploy.
announceattack_grenade_order_02 Deploy extractor.
announceattack_grenade_order_03 All units. Set bouncers free.
announceattack_order_01 take advantage.
announceattack_order_02 All units. Take advantage.
announceenemy_antlion_01 Antlion.
announceenemy_antlion_02 Target. Antlion.
announceenemy_antlion_03 Contact. Antlion.
announceenemy_antlion_04 Antlion incoming.
announceenemy_antlion_05 Viscon. Antlions.
announceenemy_antlion_06 Protection team alert. Antlions at sector
announceenemy_headcrabs_01 Parasitics.
announceenemy_headcrabs_02 Overwatch. Ground team has visual on parasitics.
announceenemy_headcrabs_03 Viscon. Free parasitics inbound.
announceenemy_headcrabs_04 Visual on parasitics.
announceenemy_headcrabs_05 Contact. Parasitics.
announceenemy_headcrabs_08 Live parasitics.
announceenemy_headcrabs_09 Parasitics at sector
announceenemy_headcrabs_10 Parasitic infestation confirmed.
announceenemy_zombie_01 Necrotics.
announceenemy_zombie_02 Necrotics inbound.
announceenemy_zombie_03 Infestation confirmed.
announceenemy_zombie_04 Overwatch. Ground team has visual on necrotics.
announceenemy_zombie_05 Contact. Necrotics.
announceenemy_zombie_06 Active necrotics in sector
announceenemy_zombie_07 Necrotics in proximity.
announceenemy_zombie_08 Necrotics active.
announceenemy_zombie_09 Contact on necrotics.
announceenemy_zombie_10 Necrotics here.
announcekill_01 Hostile down.
announcekill_02 Target down.
announcekill_03 Kill confirmed.
announcekill_04 Clean kill.
announcekill_05 Ordinal kill. Mark
announcekill_06 That's it.
announcekill_07 Silenced by Ordinal.
announcekill_08 Contact down.
announcekill_09 Hostile neutralized.
announcekill_10 It's done.
announcekill_11 Hostile ended.
announcekill_antlion_01 Virome down.
announcekill_antlion_02 Cleaned.
announcekill_antlion_03 Target sterile.
announcekill_antlion_04 Cleansed.
announcekill_antlion_05 Parasitics contained.
announcekill_headcrab_01 Clean.
announcekill_headcrab_02 Sector clean.
announcekill_headcrab_03 That's one.
announcekill_headcrab_04 Contaminant contained.
announcekill_headcrab_05 Cleaned.
announcekill_headcrab_06 Outbreak ineffective.
announcekill_headcrab_07 Outbreak contained.
announcekill_headcrab_08 Infection has been vacated.
announcekill_headcrab_09 Overwatch, sector is clean.
announcekill_order_01 Cleared by
announcekill_order_02 Ended by
announcekill_player_01 HVT is contained.
announcekill_player_02 Ordinal, target one is quiet.
announcekill_player_03 She's quiet.
announcekill_player_04 Ordinal. Alyx is over.
announcekill_player_05 Alyx secure.
announcekill_player_06 Alyx delivered.
announcekill_player_07 Dead.
announcekill_player_order_01 Prime target cleaned by
announcekill_player_order_02 Prime target contained by
announcekill_zombie_01 Necro contained.
announcekill_zombie_02 Necrotic contained.
announcekill_zombie_03 Cleanse successful.
announcekill_zombie_04 Contaminant eliminated.
announcekill_zombie_05 It's dead.
announcekill_zombie_order_01 Necrotic contained by
announcekill_zombie_order_02 Necrotic ended by
avoids_rollerball_01 [Grunts]
avoids_rollerball_03 [Grunts]
avoids_rollerball_04 [Grunts]
avoids_rollerball_05 [Grunts]
avoids_rollerball_06 [Grunts]
avoids_rollerball_07 [Grunts]
breathing_01 [Breathing Laboriously]
breathing_02 [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_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_twelve_01 twelve
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_echoone_01 Echo One
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.
coverme_01 All units. Cover Ordinal at
coverme_02 Cover.
coverme_03 Cover on Ordinal.
coverme_04 Need covering fire.
coverme_05 Requesting cover.
coverme_06 Blade Two prepare stimdose.
coverme_07 Requesting cover at
danger_grenade_01 Evading.
danger_grenade_02 Protecting.
danger_grenade_03 Live bouncer.
danger_grenade_04 Live grenade.
danger_grenade_05 Defending.
danger_grenade_06 Taking cover.
danger_grenade_07 Going shadow.
danger_grenade_08 All units. Clamp and contain.
danger_grenade_09 All units. Evade.
danger_grenade_10 All units. Bouncer proximity Alert.
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]
establishinglof_01 Exposing sightlines.
establishinglof_02 Switching position.
establishinglof_03 Fixing visuals.
establishinglof_04 Honing.
establishinglof_05 Realigning to hostile.
establishinglof_06 Forming visual confirmation.
establishinglof_07 Blocking clear.
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 Don't move.
establishinglof_14 Problem visual. Moving.
establishinglof_15 Clearing sight.
establishinglof_order_01 realign.
establishinglof_order_02 amend sightlines.
establishinglof_order_03 Ground Team, realign.
establishinglof_order_04 Protection Team. Amend sightlines.
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 Weapons down! Weapons down.
fakeout_responseceasefire_03 Cease Fire. Cease Fire.
fakeout_responseceasefire_04 All units! Alyx is friendly.
fakeout_responseceasefire_05 Alyx is friendly! Stop fire!
fakeout_success_01 [Laughs]
fakeout_success_02 [Laughs] Friendgame effective.
fakeout_success_03 [Laughs] Hostile is scrambled.
firing_01 Firing on hostile.
firing_02 Engaging target.
firing_03 Cleaning sector.
firing_04 Weapons free.
firing_05 Committed.
firing_06 Open form. Weapons free.
firing_order_01 daggers free.
firing_order_02 prosecute at will.
firing_order_03 open Fire.
firing_order_04 All units. Unrestricted oppression at
firing_player_01 Open fire. Priority one.
firing_player_02 Open fire on Alyx.
firing_player_03 Ordinal daggers on prime.
firing_player_04 Deafening response.
firing_player_05 Jackpot confirmed. Open daggers.
firing_player_order_01 target priority one.
firing_player_order_02 unrestricted on Vance.
firing_player_order_03 silence target one.
flushing_01 Clearing with bouncer.
flushing_02 Distribution on three.
flushing_03 Flushing Sector
flushing_04 Extracting from
flushing_05 Applying pressure. Flare down.
flushing_06 deploy bouncer at last known.
flushing_07 flush hostile at last known.
getback_01 Bouncer. Bouncer.
getback_02 Extractor down.
getback_03 Clearing with evasion.
hear_suspicious_01 Audible at sector
hear_suspicious_02 Possible contaminant.
hear_suspicious_03 Possible hostile active.
hear_suspicious_04 Movement at
hear_suspicious_05 Sound on.
hear_suspicious_06 All units sound on. Report contaminants on visual.
injured_01 Ordinal is life limited.
injured_02 Stimpack holding.
injured_03 Overwatch. Requesting stimdose.
injured_04 Low reserves. Time limited.
injured_05 Medical assist on Ordinal
injured_06 Death ineffective.
injured_order_01 is life limited.
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 Overwatch, requesting location.
lostenemy_03 Target lost.
lostenemy_04 Requesting location assist.
lostenemy_05 Hostile visual negative.
lostenemy_06 No viscon on contaminant.
lostenemy_order_01 report sightline.
lostenemy_order_02 Possible evasion. All units report.
lostvisual_01 Missing hostile. Sector unknown.
lostvisual_02 Requesting target location.
lostvisual_03 Requesting location.
lostvisual_04 Lost sight of hostile.
lostvisual_05 Contaminant is quiet.
lostvisual_06 No viscon on hostile.
lostvisual_07 Hostile is quiet.
lostvisual_08 Check cover.
lostvisual_09 Requesting last known sector.
lostvisual_order_01 Report target status.
lostvisual_player_01 Primary one is quiet.
lostvisual_player_02 No viscon on primary.
lostvisual_player_03 Target Vance is shadow. Location assist.
lostvisual_player_04 Evasive primary contaminant.
lostvisual_player_order_01 prime hostile is shadow. Report viscon.
nearpanic_01 Too close. Amending.
nearpanic_02 Proximity violation. Amending.
nearpanic_03 Assist. Assist. Assist. Assist.
nearpanic_04 Infection advancing. Infection advancing.
nearpanic_05 Step back. Step back. Step back.
orderresponse_positive_01 Copy.
orderresponse_positive_02 Roger.
orderresponse_positive_03 Copy that.
orderresponse_positive_04 Can do.
orderresponse_positive_05 Positive.
orderresponse_positive_06 Confirm.
orderresponse_positive_07 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 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 Holding.
overwatch_17 Check all edges.
overwatch_18 Contaminant is locked.
overwatch_19 Ordinal. Securing edge.
overwatch_order_01 wait for contact.
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 Primary hostile is vulnerable.
playerishurt_02 Target at odds.
playerishurt_03 Target compromised.
playerishurt_04 Hammer effective. Code zero niner.
playerishurt_05 Contaminant at low value.
playerishurt_06 Hostile is tagged.
playerishurt_07 Redraw on hostile in two, one...
playerishurt_08 Overwatch. Requesting weapon amplification.
playerishurt_09 Red leak on hostile.
playerishurt_10 Possible tag on prime.
playerishurt_11 Ending.
playerishurt_12 All units. Deny stims on primary hostile.
playerishurt_order_01 report hostile expiration.
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 Hostile is silent.
reconnoiter_finish_06 No contact.
reconnoiter_finish_07 Arena secure.
reconnoiter_finish_08 Looks clean.
reconnoiter_finish_09 Contact lost. Possible decontamination.
reconnoiter_finish_10 Nothing here.
reconnoiter_finish_11 No sector contaminants. Requesting stand down.
reconnoiter_finish_12 Stand by for code bravo.
reconnoiter_finish_13 Nothing.
reconnoiter_finish_14 Shadow clear.
reconnoiter_finish_15 Request end on condition shadow.
reconnoiter_finish_16 All units reporting. Silence in the pit.
reconnoiter_finish_17 Location clear. Recall assist.
reconnoiter_finish_18 All sectors clear. Recall.
reconnoiter_finish_order_01 sector status report.
reconnoiter_finish_order_02 report infection status.
reconnoiter_search_01 Viscon scanning...
reconnoiter_search_02 Still searching...
reconnoiter_search_03 Still sweeping...
reconnoiter_search_04 Radials clear. Resuming.
reconnoiter_search_05 Recon in progress.
reconnoiter_search_06 Condition: shadow active.
reconnoiter_search_07 Recon in progress.
reconnoiter_search_08 Still no visual.
reconnoiter_search_09 Target is still shadow.
reconnoiter_search_10 Sector clear. Advancing.
reconnoiter_search_11 Null sector. Proceed.
reconnoiter_search_12 Area clean. Moving.
reconnoiter_search_13 Eyes still active.
reconnoiter_search_14 Nothing here.
reconnoiter_search_15 Hostile is still quiet.
reconnoiter_search_16 Scan complete. Resuming.
reconnoiter_search_order_01 resume scan and clear.
reconnoiter_search_order_02 keep searching.
reconnoiter_start_01 Spreading out.
reconnoiter_start_02 Overwatch. Reporting condition alpha.
reconnoiter_start_03 Distributing.
reconnoiter_start_04 Deployed and scanning.
reconnoiter_start_05 Cleanup commencing.
reconnoiter_start_06 Stay alert. Report sightlines.
reconnoiter_start_07 Sweeping for hostiles.
reconnoiter_start_08 Sweeping for contaminant.
reconnoiter_start_09 Searching. Formation Dagger.
reconnoiter_start_10 Closing arena.
reconnoiter_start_11 Containment proceeding.
reconnoiter_start_12 Viscon. All units.
reconnoiter_start_13 Proceeding with hostile exposure.
reconnoiter_start_order_01 deploy and Scan.
reconnoiter_start_order_02 close arena.
reconnoiter_start_order_03 All units. Disperse and Scan.
reconnoiter_start_order_04 All units. Expose all shadows.
refindenemy_01 Go sharp! Target at
refindenemy_02 Target contact at
refindenemy_03 Viscon. Viscon. Range 50. Bearing 12.
refindenemy_04 Location confirmed. Imposing stability.
refindenemy_05 Hostile found.
refindenemy_06 Target found at
refindenemy_07 Movement at
refindenemy_08 Visual confirmation on three.
refindenemy_09 Hostile contact
refindenemy_10 Contact at sector
refindenemy_11 Fresh contact at sector
refindenemy_12 Hostile live. Check radials.
refindenemy_13 Slightline confirmed.
refindenemy_14 Sightline confirmed on prime.
refindenemy_order_01 go sharp at sector
refindenemy_order_02 reengage target.
refindenemy_order_03 intercept hostile at
reload_01 Reloading.
reload_02 Refilling.
reload_03 Ordinal low for four... three... two... one.
reload_04 Weapon renew.
reload_05 Recharging.
reload_06 Empty.
reload_07 No daggers.
reload_08 Provision low. Reloading.
reload_order_01 check reserves.
retreat_01 Initiating Ripcord.
retreat_02 Ripcord.
retreat_03 Regrouping.
retreat_04 Retreating.
retreat_05 Falling back.
retreat_06 Sector is too hot.
retreat_07 Finding cover.
retreat_08 Condition volatile. Finding shade.
retreat_order_01 find shade and retreat.
retreat_order_02 sector is too hot. Fall back.
sees_company_01 Secondaries identified.
sees_company_02 Viscon on multiple unknowns. Response risk is high.
sees_company_03 Overwatch. We have viscon on secondaries.
sees_company_04 Check silhouettes. Possible multipliers.
sees_company_05 Multiple contaminants confirmed.
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 Alert. Hostile has grenades.
sees_grenades_05 All units. Be advised hostile is in possession of bouncers. Proceed with caution.
sees_reloading_01 Hostile reloading. Dagger advantage.
sees_reloading_02 Target is regen. Open fire.
sees_reloading_03 Contaminant is vulnerable.
sees_reloading_04 Alyx reloading. Full response.
sees_reloading_order_01 deny reload on hostile.
sees_rollerball_01 Overwatch. We have rollermines. Daggers on.
sees_rollerball_03 Viscon, rollermine.
sees_rollerball_04 Rollermines.
sees_rollerball_05 Subacute rollermines. Full active.
sees_rollerball_06 Change target. Rollermines.
sees_rollerball_07 Rollermines.
sees_upgrades_01 Spikes boosted on target one.
sees_upgrades_02 Overwatch. Target one has boosters.
sees_upgrades_03 Hostile has boosted spikes.
sees_upgrades_04 Target has illegal spikes.
sees_upgrades_05 Boosted spikes identified. Respond with caution.
squadmemberlost_01 Overwatch, request reserve action.
squadmemberlost_02 Overwatch, sector is not secure.
squadmemberlost_03 Overwatch, outbreak is not contained.
squadmemberlost_04 Overwatch, requesting additional units.
squadmemberlost_05 Ground team is down. Sector not controlled.
squadmemberlost_06 Overwatch, sector is hot.
squadmemberlost_07 Overwatch, request skyshield.
squadmemberlost_09 Overwatch, recommend new formation.
squadmemberlost_10 Friendly is down.
squadmemberlost_11 is quiet. Requesting replacement.
squadmemberlost_lastman_01 Overwatch. Ordinal is solo active.
squadmemberlost_lastman_02 Overwatch. Ordinal is last unit. Requesting assist.
squadmemberlost_lastman_03 Overwatch, requesting immediate shadow.
squadmemberlost_lastman_04 Overwatch. Outbreak is uncontained.
squadmemberlost_lastman_05 Ground Team is ended. Requesting friendlies.
squadmemberlost_lastman_06 Overwatch. Solo contact. Excessive hostiles.
squadmemberlost_lastman_07 Survival mark deployed.
squadmemberlost_lastman_08 Overwatch. Requesting extraction on Ordinal. Sector
squadmemberlost_lastman_09 Overwatch. Ordinal is last responder.
squadmemberlost_lastman_10 Overwatch. Infection is spreading.
stunned_rollerball_01 [Screaming]
stunned_rollerball_03 [Screaming]
stunned_rollerball_04 [Screaming]
stunned_rollerball_05 [Screaming]
stunned_rollerball_06 [Screaming]
stunned_rollerball_07 [Screaming]
suppressing_01 Suppressing.
suppressing_02 Pinning.
suppressing_03 Empting daggers on primary.
suppressing_04 Suppressing fire.
suppressing_order_01 hold target at position.
suppressing_order_02 begin hostile suppression.
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 Untouched.
takingfire_07 Missed again. Taking advantage.
takingfire_08 Spikes ineffective. Target is unskilled.
takingfire_09 Exercise advantage on Hostile.
takingfire_10 Hostile failed. Reforming.
takingfire_order_01 Target has failed on
takingfire_order_02 Target has error. Take advantage
unabletocommence_01 Negative.
unabletocommence_02 Can't comply.
unabletocommence_03 No.
unabletocommence_04 Can't proceed.
unabletocommence_05 Cannot execute.
unabletocommence_06 That's a negative.
unabletocommence_07 Deny.
underattack_01 Spikes confirmation. Form up.
underattack_02 Hostile is live.
underattack_03 Contact. Hostile at
underattack_04 Clear to fire.
underattack_05 We have loud contaminants.
underattack_06 Distribute!
underattack_07 Target is hostile. Daggers free.
underattack_08 Target attempting oppression. Respond.
underattack_09 Overwatch. We have spikes.
underattack_10 Executing full response.
underattack_11 Ground Team has contact at sector
underattack_12 Protection Team has spikes at sector
idle_01 Nothing to report. Over.
idle_02 14, 1, 6, 3... 11... and... your turn. Over.
idle_03 Copy that. Sustaining viscon at sector nomad kilo three dash six.
idle_04 Negative movement.
idle_05 Affirmative. Low sound. Standing by for opportunities.
idle_06 Transmission clear. Negative on condition quicksand. Radials clear. Over.
idle_07 Overwatch. Requesting proximity data on hostiles.
idle_08 Sector is tracking at 43%. Stable. 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.
idle_11 Copy that. No sector containment. No confirmation on target one vector. Waiting for secondary parameter codes.
idle_12 Audibles: three. Lightvis: 15.
idle_13 Setting viscerators in apex five. We have biotics at the perimeter. 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. Echo Out.
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.
manhack_release_010 Overwatch, code ten four. Viscerator out.
manhack_release_011 Overwatch, code ten four. Viscerator out.
manhack_release_012 Overwatch, code ten four. Viscerator out.
manhack_release_020 Preparing viscerator.
manhack_release_021 Preparing viscerator.
manhack_release_022 Preparing viscerator.
manhack_release_030 Deploying viscerator.
manhack_release_031 Deploying viscerator.
manhack_release_032 Deploying viscerator.
manhack_release_040 Viscerator is deployed and scanning.
manhack_release_041 Viscerator is deployed and scanning.
manhack_release_042 Viscerator is deployed and scanning.
manhack_release_050 Viscerator out.
manhack_release_051 Viscerator out.
manhack_release_052 Viscerator out.
manhack_release_060 Activating viscerator. Sweep and sting.
manhack_release_061 Activating viscerator. Sweep and sting.
manhack_release_062 Activating viscerator. Sweep and sting.
manhack_release_070 Releasing viscerator. Results impending.
manhack_release_071 Releasing viscerator. Results impending.
manhack_release_072 Releasing viscerator. Results impending.
manhack_release_080 Viscerator is hunting. All units stay low.
manhack_release_081 Viscerator is hunting. All units stay low.
manhack_release_082 Viscerator is hunting. All units stay low.
manhack_release_090 Ten zero. Viscerator is hunting.
manhack_release_091 Ten zero. Viscerator is hunting.
manhack_release_092 Ten zero. Viscerator is hunting.
manhack_release_100 Viscerator out. Control and contain.
manhack_release_101 Viscerator out. Control and contain.
manhack_release_102 Viscerator out. Control and contain.
manhack_release_110 Viscerator out. Identify and prosecute.
manhack_release_111 Viscerator out. Identify and prosecute.
manhack_release_112 Viscerator out. Identify and prosecute.
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\combineleader

Filename(s) Quote Play
27_1107 Give us names.
27_1108 We don't care. What did you see? Who was with you?
27_1109 We'll get it out of him. Take him to the transport!
27_1111 Her too.
27_6000 Area secure.
27_6001 Bring him in.