Combine Suppressor/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 Suppressor.
Half-Life: Alyx[edit]
Location: sounds\vo\combine\suppressor
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
|
APF closing in. |
advancing_on_target_08
|
Pushing forward. |
advancing_on_target_09
|
Sweeping in. |
advancing_on_target_10
|
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
|
Stabilization team has sector ID and is moving on infected. |
advancing_on_target_16
|
APF unit is inbound. |
advancing_on_target_17
|
Approaching contaminant. |
advancing_on_target_18
|
APF Advancing on target. |
advancing_on_target_19
|
APF advancing. |
advancing_on_target_20
|
APF pushing. |
announceattack_01
|
Going sharp. |
announceattack_02
|
Engaging. |
announceattack_03
|
Target engaged. |
announceattack_04
|
APF suppressing. |
announceattack_05
|
APF engaging. |
announceattack_06
|
Executing full response. |
announceattack_07
|
Striker striker. |
announceattack_08
|
Taking advantage. |
announceattack_09
|
Target locked. Dagger out. |
announceattack_alyx_01
|
Oppressing target one. |
announceattack_alyx_02
|
Disinfecting primary target. |
announceattack_alyx_03
|
Daggers on Vance. |
announceattack_alyx_04
|
Give up Alyx. |
announceattack_alyx_05
|
Striker striker on prime hostile. |
announceattack_alyx_06
|
Alyx confirmed. |
announceattack_alyx_07
|
APF on Alyx. |
announceattack_alyx_08
|
Weapons free on Alyx. |
announceattack_alyx_09
|
Firing on Alyx. |
announceattack_alyx_10
|
Engaging target one. |
announceattack_alyx_11
|
Primary confirmed. |
announceattack_cover_01
|
Breaking cover. |
announceattack_cover_02
|
Changing target. Code breakdown. |
announceattack_cover_03
|
Designate target as shadow. |
announceattack_cover_04
|
Exposing hostile in three. |
announceattack_cover_05
|
Target is protected. Rectifying. |
announceattack_cover_06
|
APF. Removing support. |
announceattack_cover_07
|
APF. Daggers on cover. |
announceattack_cover_08
|
Full active on target cover. |
announceattack_cover_09
|
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 on 3. |
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_05
|
Contact. Antlion. |
announceenemy_antlion_06
|
APF viscon on antlion. |
announceenemy_antlion_07
|
Antlion APF engage. |
announceenemy_headcrabs_01
|
Parasitics. |
announceenemy_headcrabs_02
|
Call contact, parasitics. |
announceenemy_headcrabs_03
|
Free parasitics inbound. |
announceenemy_headcrabs_04
|
APF visual on parasitics. |
announceenemy_headcrabs_05
|
Contact. Parasitics. |
announceenemy_headcrabs_06
|
Ughhhhh... |
announceenemy_headcrabs_07
|
We got parasitics over here. |
announceenemy_headcrabs_08
|
Live parasitics at sector |
announceenemy_headcrabs_09
|
Viscon. Parasitics. |
announceenemy_headcrabs_10
|
Parasitic infestation confirmed. |
announceenemy_zombie_01
|
Necrotics. |
announceenemy_zombie_02
|
Necrotics inbound. |
announceenemy_zombie_03
|
Infestation alert. |
announceenemy_zombie_04
|
APF visual on necrotics. |
announceenemy_zombie_05
|
Contact. Necrotics. |
announceenemy_zombie_08
|
Necrotics active. |
announceenemy_zombie_09
|
Necrotics viscon. |
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_08
|
Clean kill. |
announcekill_09
|
Contact down. |
announcekill_11
|
Hostile is silent. |
announcekill_12
|
APF, confirming kill. |
announcekill_13
|
Hostile neutralized. |
announcekill_14
|
It's done. |
announcekill_15
|
Hostile is over. |
announcekill_antlion_01
|
Virome down. |
announcekill_antlion_02
|
Cleaned. |
announcekill_antlion_03
|
Target sterilized. |
announcekill_antlion_04
|
Cleaned. |
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
|
Ugh. |
announcekill_headcrab_07
|
Outbreak ineffective. |
announcekill_headcrab_08
|
Outbreak contained. |
announcekill_headcrab_09
|
Parasitic vacated. |
announcekill_headcrab_10
|
APF to Ordinal. Parasitic down. |
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
|
She's dead. Administer antiseptic. |
announcekill_player_08
|
Problem eliminated. |
announcekill_player_09
|
Target one is down. |
announcekill_zombie_01
|
Necro contained. |
announcekill_zombie_02
|
Necrotic contained. |
announcekill_zombie_03
|
Stay dead. |
announcekill_zombie_04
|
Contaminant eliminated. |
announcekill_zombie_05
|
Necrotic is silent. |
announcekill_zombie_06
|
It's dead. |
announcekill_zombie_07
|
Cleanse successful. |
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_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_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_aps_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
|
Cover me. |
coverme_02
|
Cover. |
coverme_03
|
Cover on APF. |
coverme_04
|
Need covering fire. |
coverme_05
|
Requesting cover at APF. |
coverme_06
|
Prepare stimdose. |
coverme_07
|
Cover at |
danger_grenade_01
|
Evade. |
danger_grenade_02
|
Grenade. |
danger_grenade_03
|
Take cover. |
danger_grenade_04
|
Live grenade. |
danger_grenade_05
|
Bouncer bouncer. |
danger_grenade_06
|
Grenade. Move. |
danger_grenade_07
|
Alert. Extractor. |
danger_grenade_08
|
Watch out. |
danger_grenade_09
|
Get back. |
danger_grenade_10
|
Live bouncer. Get back. |
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_by_player_18
|
AP— |
die_by_player_19
|
Alyx... |
die_by_player_20
|
Ended. |
die_by_player_21
|
Over |
die_by_player_22
|
Overwa— |
establishinglof_01
|
APF closing. |
establishinglof_02
|
Switching position. |
establishinglof_03
|
Fixing viscon. |
establishinglof_04
|
Honing sightlines. |
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
|
Amending sightlines. |
establishinglof_14
|
Problem visual. Moving. |
establishinglof_15
|
Clearing sightlines. |
establishinglof_16
|
Forming up. |
establishinglof_17
|
Contact in three. |
establishinglof_18
|
Exposing primary. |
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
|
Weapons down! APF! Weapons down. |
fakeout_responseceasefire_03
|
Cease Fire. Cease Fire. |
fakeout_responseceasefire_04
|
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 |
firing_02
|
Engaging target. |
firing_04
|
Weapons free. |
firing_05
|
APF at primary set point. |
firing_06
|
Open form. Weapons free. |
firing_07
|
Code three. Engaged in clean-up. |
firing_08
|
Cleaning sector. |
firing_09
|
Daggers committed on hostile. |
firing_10
|
Prosecuting. |
firing_player_01
|
Open fire. Priority one. |
firing_player_02
|
Open fire on Alyx. |
firing_player_03
|
Target Vance. |
firing_player_04
|
Opening fire at |
firing_player_05
|
Deafening response. |
firing_player_06
|
She's here. |
firing_player_07
|
Animal is in the pit. |
firing_player_08
|
Anti-Citizen One confirmed. Firing. |
flushing_01
|
Clearing. |
flushing_02
|
Distribution on three. |
flushing_03
|
Flushing sectors. |
flushing_04
|
Extractor out on last known. |
flushing_05
|
Applying pressure. Flare down. |
flushing_06
|
Flushing hostile. |
flushing_07
|
Bouncer on last known. |
getback_01
|
Exposing. |
getback_02
|
Get cover. |
getback_03
|
Watch out. |
getback_04
|
Bouncer bouncer. |
getback_05
|
Get down. |
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
|
APF sound on. Reporting all contaminants. |
injured_01
|
Requesting stimdose. |
injured_02
|
I'm hit. |
injured_03
|
Taking damage. |
injured_04
|
Body pack holding. |
injured_05
|
Damage sustaining. Seeking shade. |
injured_06
|
Spikes effective. Applying stimdose. |
laugh_01
|
[Gloating Chuckle] |
laugh_02
|
[Gloating Chuckle] |
laugh_03
|
[Gloating Chuckle] |
laugh_04
|
[Gloating Chuckle] |
laugh_05
|
[Gloating Chuckle] |
laugh_06
|
[Gloating Chuckle] |
lostenemy_01
|
Contaminant not visible. |
lostenemy_03
|
Requesting location. |
lostenemy_04
|
Target lost. |
lostenemy_05
|
Location assist for APF |
lostenemy_06
|
Negative visual on hostile. |
lostenemy_07
|
Lost sight of contaminant. |
lostenemy_08
|
No viscon. No viscon. |
lostvisual_01
|
Missing hostile. Sector unknown. |
lostvisual_02
|
APF requesting target location. |
lostvisual_03
|
Requesting location. |
lostvisual_04
|
Lost sight of hostile. |
lostvisual_06
|
Ordinal we have code 7-1-3. Requesting last known. |
lostvisual_07
|
Need location assistance. Sector |
lostvisual_08
|
No visual. Ordinal, assist. |
lostvisual_09
|
APF negative on visual. |
lostvisual_10
|
Possible evasion. Requesting sightlines. |
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
|
Evasive contaminant. Ordinal, assist. |
lostvisual_player_05
|
Check cover. |
lostvisual_player_06
|
Contact check. |
lostvisual_player_07
|
All visuals lost. Eyes on. |
lostvisual_player_08
|
All contact quiet. Requesting recon. |
nearpanic_02
|
Proximity! |
nearpanic_04
|
Assist. Assist. Assist. |
nearpanic_08
|
Proximity alert. Unloading. |
nearpanic_10
|
Too close. Amending. |
orderresponse_positive_01
|
Affirmative. |
orderresponse_positive_02
|
Roger. |
orderresponse_positive_03
|
Copy that. |
orderresponse_positive_04
|
Proceeding. |
orderresponse_positive_05
|
APF can do. |
orderresponse_positive_06
|
Confirmed. |
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
|
APF 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
|
APF Holding. |
overwatch_17
|
APF Eyes on. |
overwatch_18
|
contaminant is locked. |
overwatch_19
|
APF Securing edges. |
overwatch_20
|
Check all edges. |
pain_02
|
[Pain] |
pain_03
|
[Pain] |
pain_04
|
[Pain] |
pain_05
|
[Pain] |
pain_06
|
[Pain] |
pain_07
|
[Pain] |
pain_08
|
[Pain] |
pain_10
|
[Pain] |
panting_01
|
[Panting] |
panting_02
|
[Panting] |
panting_03
|
[Panting] |
panting_04
|
[Panting] |
panting_05
|
[Panting] |
playerishurt_01
|
It's 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. ASAP. |
playerishurt_08
|
Amplify weapons on APF. |
playerishurt_09
|
Red leak on hostile. |
playerishurt_10
|
Possible tag on prime. |
playerishurt_11
|
APF effective. |
playerishurt_12
|
Deny all stims on hostile. |
playerishurt_13
|
Ending target 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
|
APF to Ordinal. 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. |
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_17
|
All units reporting. Silence in the pit. |
reconnoiter_finish_18
|
Not here. |
reconnoiter_finish_19
|
Location clear. Recall assist. |
reconnoiter_finish_20
|
All sectors clear. Recall. |
reconnoiter_search_01
|
Viscon processing... |
reconnoiter_search_02
|
Still searching... |
reconnoiter_search_03
|
Still sweeping... |
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. 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_17
|
Still no visual. |
reconnoiter_search_18
|
Radials clear. Resuming. |
reconnoiter_start_01
|
Spreading out. |
reconnoiter_start_02
|
Condition alpha. |
reconnoiter_start_03
|
Distributing. |
reconnoiter_start_04
|
APF out. |
reconnoiter_start_05
|
Eyes on. Sound on. |
reconnoiter_start_06
|
Deployed and scanning. |
reconnoiter_start_07
|
Cleanup commencing. |
reconnoiter_start_08
|
Reporting sightlines. |
reconnoiter_start_09
|
Sweeping for hostiles. |
reconnoiter_start_10
|
Sweeping for contaminant. |
reconnoiter_start_11
|
Searching shadows. |
reconnoiter_start_12
|
Closing arena. |
reconnoiter_start_13
|
Containment proceeding. |
reconnoiter_start_14
|
Reporting all sightlines. |
reconnoiter_start_15
|
Formation on target in three. |
reconnoiter_start_16
|
Proceeding. Hostile extraction. |
reconnoiter_start_17
|
Initiate condition shadow. |
refindenemy_01
|
Go sharp! Target |
refindenemy_02
|
Target contact at |
refindenemy_03
|
Viscon! Viscon! |
refindenemy_04
|
There. |
refindenemy_05
|
Viscon! Hostile found. |
refindenemy_06
|
Over there. |
refindenemy_07
|
Movement. |
refindenemy_08
|
Animal is in the pit. |
refindenemy_09
|
Hostile contact. |
refindenemy_10
|
Go go go! |
refindenemy_11
|
APF. Contact on sector |
refindenemy_12
|
Hostile live. Check radials. |
refindenemy_13
|
Slight line confirmed. |
refindenemy_14
|
Sight line confirmed on prime. |
refindenemy_15
|
APF intercepting. |
refindenemy_16
|
Location confirmed. Imposing stability. |
refindenemy_17
|
Visual confirmation on three. |
refindenemy_18
|
Active visual at |
reload_01
|
Reloading. |
reload_02
|
Refill on APF. |
reload_03
|
APF low. 4... 3... 2... 1... |
reload_04
|
No daggers. Amending. |
reload_05
|
Recharging. |
reload_06
|
Empty. |
reload_07
|
Empty dagger on APF. |
reload_08
|
Provision low. Reloading. |
reload_09
|
Renewing dagger. |
retreat_01
|
Ripcord. |
retreat_02
|
Ripcord ripcord. |
retreat_03
|
Ripcord on APF. |
retreat_04
|
Retreating. |
retreat_05
|
Falling back. |
retreat_06
|
Sector is too hot. |
retreat_07
|
Finding cover. |
retreat_08
|
APF. Regrouping. |
retreat_09
|
APF. Withdraw. |
retreat_10
|
Condition volatile. Finding shade. |
sees_company_01
|
Secondaries identified. |
sees_company_02
|
Viscon on multiple unknowns. |
sees_company_03
|
We have viscon on secondaries. |
sees_company_04
|
Check 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
|
Hostile has extractors. |
sees_reloading_01
|
Hostile reloading. Dagger advantage. |
sees_reloading_03
|
Advantage now. |
sees_reloading_04
|
APF. Contaminant is vulnerable. |
sees_reloading_05
|
Alyx reloading. Full response. |
sees_rollerball_01
|
Viscon. Rollermines. Daggers on. |
sees_rollerball_03
|
Rollermines! Responder responder. |
sees_rollerball_04
|
Rollermines. |
sees_rollerball_05
|
Subacute rollermines. Full active. |
sees_rollerball_06
|
Change 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
|
Ordinal. Spikes are boosted. |
sees_upgrades_04
|
APF. Target 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
|
Sector niner: outbreak, outbreak, outbreak. |
squadmemberlost_05
|
Overwatch, sector not controlled. |
squadmemberlost_06
|
Overwatch, sector is overrun. |
squadmemberlost_07
|
Overwatch, request sky shield. |
squadmemberlost_08
|
We have a problem. |
squadmemberlost_09
|
Overwatch, recommend new formation. |
squadmemberlost_10
|
Friendly is down. |
squadmemberlost_11
|
is quiet. Requesting replacement. |
squadmemberlost_lastman_01
|
Overwatch. APF reporting solo. |
squadmemberlost_lastman_02
|
Overwatch. APF is last unit. Requesting immediate assist. |
squadmemberlost_lastman_03
|
Ugh. Requesting shadow. |
squadmemberlost_lastman_04
|
Overwatch. Outbreak is uncontained! |
squadmemberlost_lastman_05
|
APF to Overwatch. Condition Outrun is active. Acknowledge. |
squadmemberlost_lastman_06
|
Overwatch! Solo contact. Excessive hostile! |
squadmemberlost_lastman_07
|
Survival mark deployed. |
squadmemberlost_lastman_08
|
Overwatch! Requesting extraction on APF. Sector |
squadmemberlost_lastman_09
|
Overwatch! APF is last responder. |
squadmemberlost_leader_01
|
Overwatch! Ordinal is down! |
squadmemberlost_leader_02
|
Ordinal is quiet! Requesting assist! |
squadmemberlost_leader_03
|
Ordinal is condition sundown. |
squadmemberlost_leader_05
|
Overwatch! Ordinal inhibited. 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] |
suppressing_01
|
Suppressing. |
suppressing_02
|
Suppressing at |
suppressing_03
|
APF forcing compliance. |
suppressing_04
|
Barrage on last known. |
suppressing_05
|
Antibody Protection Force active on |
takingfire_01
|
Spikes close. No damage. |
takingfire_02
|
Missed. |
takingfire_03
|
Target error. Take advantage. |
takingfire_04
|
APF. Hostile is inaccurate. |
takingfire_05
|
Almost. |
takingfire_06
|
Overwatch. Contaminant is all bark. |
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. |
takingfire_12
|
APF is untouched. |
unabletocommence_01
|
Negative. |
unabletocommence_02
|
Can't comply. |
unabletocommence_03
|
Overwatch. Negative. |
unabletocommence_04
|
No. |
unabletocommence_05
|
Negatory. |
unabletocommence_06
|
Deny. |
unabletocommence_07
|
That's a negative. |
underattack_01
|
Spikes confirmation. Suppression active. |
underattack_02
|
Hostile is live. |
underattack_03
|
Contact. Hostile |
underattack_04
|
APF is ready to oppress. |
underattack_05
|
We have loud contaminants. |
underattack_06
|
Distributing. |
underattack_07
|
Target is hostile. Daggers free. |
underattack_08
|
Target oppressing. |
underattack_09
|
Overwatch. We have spikes. |
underattack_10
|
Preparing condition delta. |
underattack_11
|
Taking fire. |
underattack_12
|
Executing full response. |
choreo_23_2000
|
Closing arena. Initiate condition shadow. |
idle_01
|
Nothing to report. |
idle_02
|
3, 11, 1, 14, 6... Check. Your turn. Over. |
idle_03
|
Copy that. |
idle_04
|
Negative movement. Grid: seven dash two. |
idle_05
|
Tuning in... Affirmative. |
idle_06
|
Radials clear. Over. |
idle_07
|
Overwatch. Holding for transmission. |
idle_08
|
Stable. Holding for transmission. Over. |
idle_09
|
Overwatch is confirming sector lockdown. Keep sightlines open and sound on. |
idle_10
|
Outbreak status is code delta seven. Team Sundown is on contact overrun... Copy that. |
idle_11
|
Negative. Waiting for secondary parameter codes. |
idle_12
|
Updating biodat... Audibles: 3. Lightvis: 15. Over. |
idle_13
|
Roger that. Waiting for contact. Over. |
idle_14
|
Got viromes inbound. All units advisory: prepare for contact. |
idle_15
|
Callout Code: two winder zero... Confirmed. |
idle_16
|
Roger that. Still here. |
idle_17
|
Copy that. |
idle_18
|
Copy. Accepted. Update complete in T minus three seconds... Dissonance resolved. |
idle_19
|
Update is live. Acceptance is mandatory. |
idle_20
|
Stabilization Team holding position. 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
|
Ten four. Negative on dagger renew. Locked and ready. |
combat_idle_101
|
Ten four. Negative on dagger renew. Locked and ready. |
combat_idle_102
|
Ten four. 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
|
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. |