The following is a list of quotes from the Combine Ordinal.
Location:
Half-Life: Alyx
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. |
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. |