Combine Ordinal/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 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 |
---|---|
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 |
---|---|
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. |