Реплики Тяжёлого пехотинца Альянса в Half-Life: Alyx на английском языке

The following is a list of quotes from the Combine Charger.

Half-Life: Alyx​

Location: sounds\vo\combine\charger
Filename(s)Quote
advancing_on_target_01Moving.
advancing_on_target_02Moving now.
advancing_on_target_03Pressing.
advancing_on_target_04Approaching target.
advancing_on_target_05Pressure.
advancing_on_target_06Proceed on infected.
advancing_on_target_07Forward steady.
advancing_on_target_08Pushing forward.
advancing_on_target_09Wallhammer. Moving.
advancing_on_target_10Copy. Moving on contaminant.
advancing_on_target_11Pressure. Pressure.
advancing_on_target_12Stabilization team is forward pressure.
advancing_on_target_13Closing on infected.
advancing_on_target_14Pushing.
advancing_on_target_15Wallhammer is moving on infected.
advancing_on_target_16Wallhammer is pushing sector.
advancing_on_target_17Approaching contaminant.
advancing_on_target_18Wallhammer. Advancing on target.
advancing_on_target_19Wallhammer. Advancing.
advancing_on_target_20Wallhammer. Pushing.
announceattack_01Going sharp.
announceattack_02Engaging.
announceattack_03Target engaged.
announceattack_04Prosecuting.
announceattack_05Wallhammer. Full active on hostile.
announceattack_08Taking advantage.
announceattack_09Target locked. Daggers free.
announceattack_11Weapons free.
announceattack_alyx_01Target one.
announceattack_alyx_02Stop now.
announceattack_alyx_04It's Alyx.
announceattack_alyx_06Alyx confirmed.
announceattack_alyx_07Daggers on Alyx.
announceattack_alyx_08Weapons free on target one.
announceattack_alyx_09Firing on primary hostile.
announceattack_alyx_10It's her. Wallhammer engaging.
announceattack_alyx_11Primary target confirmed.
announceattack_cover_01Breaking cover.
announceattack_cover_02Code breakdown at sector
announceattack_cover_03Designate target cover as shadow.
announceattack_cover_04Exposing hostile in three.
announceattack_cover_05Target is protected. Rectifying.
announceattack_cover_06Removing support.
announceattack_cover_07Daggers on cover.
announceattack_cover_08Full active on target cover.
announceattack_cover_09Wallhammer. Going sharp on cover.
announceattack_grenade_01Bouncer out.
announceattack_grenade_02Grenade out.
announceattack_grenade_03Extractor away.
announceattack_grenade_04Bouncer. Bouncer.
announceattack_grenade_05Get down.
announceattack_grenade_06Bouncer in three.
announceattack_grenade_07Extracting.
announceattack_grenade_08Deploying grenade.
announceattack_grenade_09Standing back.
announceattack_grenade_10Bouncer free.
announceenemy_antlion_01Antlion.
announceenemy_antlion_02Target: antlion.
announceenemy_antlion_03Contact. Antlion.
announceenemy_antlion_04Antlion incoming.
announceenemy_antlion_06Wallhammer on antlion.
announceenemy_antlion_07Antlion. Wallhammer engaging.
announceenemy_antlion_10Antlion. Sector
announceenemy_headcrabs_01Parasitics.
announceenemy_headcrabs_02Contact. Parasitics.
announceenemy_headcrabs_03Parasitics inbound.
announceenemy_headcrabs_04Wallhammer. Visual on parasitics.
announceenemy_headcrabs_05Viscon. Parasitics.
announceenemy_headcrabs_07We've got parasitics over here.
announceenemy_headcrabs_08Live parasitics.
announceenemy_headcrabs_10Parasitic infestation confirmed.
announceenemy_zombie_01Necrotics.
announceenemy_zombie_02Necrotics inbound.
announceenemy_zombie_03Infestation confirmed.
announceenemy_zombie_04Wallhammer. Visual on necrotics.
announceenemy_zombie_05Contact. Necrotics.
announceenemy_zombie_06Sightlines on necrotics.
announceenemy_zombie_08Necrotics active.
announceenemy_zombie_09Viscon. Necrotics.
announceenemy_zombie_10Necrotics here.
announcekill_01Hostile down.
announcekill_02Target down.
announcekill_03Kill confirmed.
announcekill_04Clean kill.
announcekill_05Another one down.
announcekill_06That's it.
announcekill_09Contact down.
announcekill_11They're dead.
announcekill_12Wallhammer. Kill confirmed.
announcekill_13Hostile neutralized.
announcekill_14Ended.
announcekill_15Hostile is over.
announcekill_antlion_01Virome down.
announcekill_antlion_02Cleaned.
announcekill_antlion_03Target sterilized.
announcekill_antlion_04Cleansed.
announcekill_antlion_05Parasitics contained.
announcekill_headcrab_01One parasitic clean.
announcekill_headcrab_02Parasitic cleaned.
announcekill_headcrab_03That's one.
announcekill_headcrab_04Parasitic contained.
announcekill_headcrab_05Cleansed.
announcekill_headcrab_06Gross.
announcekill_headcrab_07Outbreak ineffective.
announcekill_headcrab_08Outbreak contained.
announcekill_headcrab_09One parasitic vacated.
announcekill_player_01HVT is contained.
announcekill_player_02Ordinal, target one is quiet.
announcekill_player_03She's ended.
announcekill_player_04Ordinal. Alyx is over.
announcekill_player_05Alyx secure.
announcekill_player_06Alyx delivered.
announcekill_player_07Dead.
announcekill_player_08Eliminated.
announcekill_zombie_01Necro contained.
announcekill_zombie_02Necrotic contained.
announcekill_zombie_03Stay dead.
announcekill_zombie_04Necro down at sector
announcekill_zombie_05Necrotic eliminated.
announcekill_zombie_06It's dead.
announcekill_zombie_07Cleanse successful.
breathing_01[Breathing Laboriously]
breathing_02[Breathing Laboriously]
breathing_03[Breathing Laboriously]
breathing_04[Breathing Laboriously]
breathing_05[Coughing and Wheezing]
calloutcode_alpha_01alpha
calloutcode_and_01and
calloutcode_bravo_01bravo
calloutcode_charlie_01charlie
calloutcode_dash_01dash
calloutcode_delta_01delta
calloutcode_echo_01echo
calloutcode_eight_01eight
calloutcode_eleven_01eleven
calloutcode_fifty_01fifty
calloutcode_five_01five
calloutcode_forty_01forty
calloutcode_four_01four
calloutcode_hundred_01hundred
calloutcode_niner_01niner
calloutcode_null_01null
calloutcode_one_01one
calloutcode_sector_01sector
calloutcode_seventy_01seventy
calloutcode_seven_01seven
calloutcode_sixty_01sixty
calloutcode_six_01six
calloutcode_ten_01ten
calloutcode_thirty_01thirty
calloutcode_thousand_01thousand
calloutcode_three_01three
calloutcode_twenty_01twenty
calloutcode_two_01two
calloutentity_alyx_01Alyx
calloutentity_anticitizens_01Anti-Citizens
calloutentity_antlion_01antlion
calloutentity_apf_01APF
calloutentity_bladewall_01Blade-Wall
calloutentity_cowall_01Co-Wall
calloutentity_friendly_01friendly
calloutentity_hammerwall_01Hammer-Wall
calloutentity_hostiles_01hostiles
calloutentity_manyparasitics_01free parasitics
calloutentity_necrotic_01necrotic
calloutentity_parasitic_01parasitic
calloutentity_safeman_01Safeman
calloutentity_wallhammer_01Wallhammer
calloutlocation_above_01Above.
calloutlocation_apartment_01Apartment.
calloutlocation_barrells_01Barrels.
calloutlocation_behind_01Behind.
calloutlocation_below_01Below.
calloutlocation_bricks_01Bricks.
calloutlocation_bridge_01Bridge.
calloutlocation_building_01Building.
calloutlocation_car_01Car.
calloutlocation_crane_01Crane.
calloutlocation_door_01Door.
calloutlocation_elevator_01Elevator.
calloutlocation_front_01Front.
calloutlocation_hut_01Hut.
calloutlocation_pipes_01Pipes.
calloutlocation_shack_01Shack.
calloutlocation_toilet_01Toilet.
calloutlocation_traincar_01Train car.
calloutlocation_trash_01Trash.
calloutlocation_truck_01Truck.
calloutlocation_tunnel_01Tunnel.
calloutlocation_van_01Van.
calloutlocation_wheels_01Wheels.
calloutlocation_woodpile_01Woodpile.
charging_01Striking in.
charging_02Striking now.
charging_03Striking.
charging_04Strike.
charging_05Rahhh!
charging_06Strike fast.
coverme_01Cover me.
coverme_02Cover.
coverme_03Cover. Wallhammer.
coverme_04Need covering fire.
coverme_05Wallhammer. Requesting cover.
coverme_07Cover
danger_grenade_01Evading.
danger_grenade_02Grenade.
danger_grenade_03Taking cover.
danger_grenade_04Live grenade.
danger_grenade_05Audible bouncer. Evading.
danger_grenade_06Grenade. Move.
danger_grenade_07Wall up.
danger_grenade_08Alert on radials.
danger_grenade_09Standing back with wall.
danger_grenade_10Live bouncer.
die_01[Combine Death]
die_02[Combine Death]
die_03[Combine Death]
die_04[Combine Death]
die_05[Combine Death]
die_06[Combine Death]
die_07[Combine Death]
die_08[Combine Death]
die_09[Combine Death]
die_10[Combine Death]
die_by_player_18Wall down.
die_by_player_19Alyx...
die_by_player_22Overwa—
die_by_player_23Ended.
establishinglof_01Wallhammer. Closing.
establishinglof_02Wallhammer. Switching position.
establishinglof_03Fixing visuals.
establishinglof_04Honing sightlines.
establishinglof_05Realigning to hostile.
establishinglof_06Forming visual confirmation.
establishinglof_07Unblocking sightlines.
establishinglof_08No visual on target. Moving.
establishinglof_09Realigning target delta.
establishinglof_10Stay there.
establishinglof_11Changing position.
establishinglof_12Optimizing location.
establishinglof_13Optimizing viscon.
establishinglof_14Problem visual. Moving.
establishinglof_15Clearing sightlines.
establishinglof_16Forming sightlines.
establishinglof_17Contact in three.
establishinglof_18Exposing target one.
establishinglof_19Don't move.
fakeout_calltoalyx_01Alyx...
fakeout_calltoalyx_02Hey Alyx!
fakeout_calltoalyx_03Hey Alyx, it's us!
fakeout_calltoalyx_04Alyx! You there?
fakeout_calltoalyx_05Psst. Alyx!
fakeout_responseceasefire_01Cease Fire! Target is friendly.
fakeout_responseceasefire_02Hammer down! Wallhammer stepping down!
fakeout_responseceasefire_03Cease Fire. No threat. No threat!
fakeout_responseceasefire_04Alyx is friendly.
fakeout_responseceasefire_05Stop fire! Alyx is friendly!
fakeout_success_01[Laughs]
fakeout_success_02Friendgame effective.
fakeout_success_03[Laughs] Hostile is scrambled.
firing_01Firing.
firing_02Engaging target.
firing_03Wallhammer engaging.
firing_04Weapons free.
firing_05Wallhammer. Primary set point.
firing_06Open form. Weapons free.
firing_07Code three. Oscar delta.
firing_08Cleaning sector
firing_09Committed.
firing_10Daggers free.
firing_player_01Opening fire. Priority One.
firing_player_02Opening fire on Alyx.
firing_player_03Wallhammer on prime target.
firing_player_04Ordinal! Opening Fire at
firing_player_05Daggers free on Vance.
flash_failed_01Re-flash in five.
flash_failed_02Flash failed.
flash_failed_03Null flash. Amending.
flash_failed_05Requesting re-flash on target
flash_failed_06Blinder has failed.
flash_success_01Flash success. Moving in.
flash_success_02Flash success. Taking advantage.
flash_success_03Hostile is blinded.
flash_success_04Target has no visuals. Taking advantage.
flash_success_05Contaminant is scrambled.
flash_success_06Hostile is scrambled. All units take advantage.
flushing_01Clearing.
flushing_02Distribution on three.
flushing_03Wallhammer flushing sector
flushing_04Wallhammer extracting at
flushing_05Applying pressure. Flare down.
flushing_06Extracting hostile at last known.
flushing_07Bouncer. Bouncer on last known.
getback_01Disposing.
getback_02Wall up. Taking cover.
getback_03Grenade down.
getback_04Bouncer. Bouncer.
getback_05Extractor down.
hear_suspicious_01Audible at sector
hear_suspicious_02Possible contaminant.
hear_suspicious_03Possible hostile active.
hear_suspicious_04Movement at Wallhammer.
hear_suspicious_05Sound on.
hear_suspicious_06Sound on and... reporting all contaminants.
injured_01Requesting stimdose.
injured_02Ordinal. I'm hit.
injured_03Taking damage.
injured_04Assist on Wallhammer.
injured_05Wallhammer still active.
injured_06Ineffective.
injured_07Bodypacks holding
laugh_01[Gloating Chuckle]
laugh_02[Gloating Chuckle]
laugh_03[Gloating Chuckle]
laugh_04[Gloating Chuckle]
laugh_05[Gloating Chuckle]
lostenemy_01Contaminant not visible.
lostenemy_02Goddamn it.
lostenemy_03Requesting location.
lostenemy_04Target lost.
lostenemy_05Location assist. Wallhammer.
lostenemy_06Hostile visual negative.
lostenemy_07Lost sight. Contaminant.
lostenemy_08No visual. Wallhammer.
lostvisual_01Missing hostile. Sector unknown.
lostvisual_02Wallhammer requesting target location.
lostvisual_03Requesting location.
lostvisual_04Lost sight of hostile.
lostvisual_05Location assist on Wallhammer.
lostvisual_07Need location assistance.
lostvisual_08No visual.
lostvisual_09Wallhammer negative on visual.
lostvisual_10Possible evasion. Requesting hostile location.
lostvisual_player_01Contaminant is quiet. Requesting last known sector.
lostvisual_player_02We have total visual blackout.
lostvisual_player_03Hostile is quiet.
lostvisual_player_04Contaminant is evasive.
lostvisual_player_05Checking cover.
lostvisual_player_06Contact check
lostvisual_player_07All visuals lost. Eyes on.
lostvisual_player_08All contact quiet at Wallhammer. Requesting recon.
nearpanic_02Proximity!
nearpanic_03Proximity threat. Releasing.
nearpanic_04Assist. Assist. Assist.
nearpanic_05Wall Assist. Wall Assist.
nearpanic_07Back down. Back down.
orderresponse_positive_01Copy.
orderresponse_positive_02Roger.
orderresponse_positive_03Copy that.
orderresponse_positive_04Positive.
orderresponse_positive_05Proceeding.
orderresponse_positive_06Affirmative.
overwatch_01Holding position.
overwatch_02Location locked.
overwatch_03Weapons ready.
overwatch_04Viscon on last known position.
overwatch_05Eyes on last known.
overwatch_06Observing.
overwatch_07Wallhammer. In position.
overwatch_08Holding focus.
overwatch_09Stop sound. Stop sound.
overwatch_10Hostile unwilling. Stand by.
overwatch_11Hold.
overwatch_12Waiting for contact.
overwatch_13Evaluating.
overwatch_14Awaiting problem.
overwatch_15Ready for containment.
overwatch_16Wallhammer. Holding.
overwatch_17Wallhammer. Eyes on.
overwatch_18Contaminant is locked.
overwatch_19Wallhammer. Securing edge.
overwatch_20Check all edges.
pain_01[Pain]
pain_02[Pain]
pain_03[Pain]
pain_04[Pain]
pain_05[Pain]
pain_06[Pain]
pain_07[Pain]
pain_08[Pain]
pain_09[Pain]
pain_10[Pain]
panting_01[Panting]
panting_02[Panting]
panting_03[Panting]
panting_04[Panting]
panting_05[Panting]
playerishurt_01Hostile is vulnerable.
playerishurt_02Target at odds.
playerishurt_03Target compromised.
playerishurt_04Move in. Move in.
playerishurt_05Contaminant at low value.
playerishurt_06Hostile is tagged.
playerishurt_07Redraw on hostile.
playerishurt_08Amplify weapons on Wallhammer.
playerishurt_09Red leak on hostile.
playerishurt_10Possible tag on prime.
playerishurt_11Hammer effective. Code zero niner.
playerishurt_13Ending Target One.
preparing_charge_01Hammer ready.
preparing_charge_02Preparing hammer.
preparing_charge_03Hammer is ready to charge.
preparing_charge_04Charging.
preparing_charge_05Charging hammer at
preparing_charge_06Ready to hammer in three... two... one...
preparing_shield_01Wall up.
preparing_shield_02Preparing wall.
preparing_shield_03Shield up.
preparing_shield_04Raising wall.
preparing_shield_05Wall is on.
preparing_shield_06Wall is ready to deploy in three... two... one...
reconnoiter_finish_01All sectors scanned.
reconnoiter_finish_02Contact is silent.
reconnoiter_finish_03Sector clear. Requesting standby.
reconnoiter_finish_04Area clear.
reconnoiter_finish_05Wallhammer reporting. Hostile is silent.
reconnoiter_finish_06No contact.
reconnoiter_finish_07Arena secure.
reconnoiter_finish_08Looks clean.
reconnoiter_finish_09Contact lost. Looks clear.
reconnoiter_finish_10Nothing here.
reconnoiter_finish_11Staying sharp. Walls up.
reconnoiter_finish_12No sector contaminants. Requesting stand down.
reconnoiter_finish_13Stand by for code bravo.
reconnoiter_finish_14Nothing.
reconnoiter_finish_15Shadow clear.
reconnoiter_finish_16Request end on condition shadow.
reconnoiter_finish_18Not here.
reconnoiter_finish_19Location clear. Recall assist.
reconnoiter_finish_20All sectors clear. Recall.
reconnoiter_search_01Processing viscon.
reconnoiter_search_02Still searching...
reconnoiter_search_03Still sweeping...
reconnoiter_search_04Still scanning...
reconnoiter_search_05Wallhammer. Recon in progress.
reconnoiter_search_06Condition: shadow active.
reconnoiter_search_07Recon in progress.
reconnoiter_search_09Target is still shadow.
reconnoiter_search_10Sector clear. Advancing.
reconnoiter_search_11Null sector. Proceeding.
reconnoiter_search_12Area clean. Moving.
reconnoiter_search_13Eyes still active.
reconnoiter_search_14Nothing here.
reconnoiter_search_15Wallhammer reporting. Hostile is still quiet.
reconnoiter_search_16Scan complete. Resuming.
reconnoiter_search_17Still no visual.
reconnoiter_search_18Radials clear. Resuming.
reconnoiter_start_01Spreading out.
reconnoiter_start_03Distributing.
reconnoiter_start_04Wallhammer unit out.
reconnoiter_start_06Deployed and scanning.
reconnoiter_start_07Commencing cleanup.
reconnoiter_start_08Staying alert.
reconnoiter_start_09Sweeping for hostiles.
reconnoiter_start_10Sweeping for contaminant.
reconnoiter_start_11Searching. Formation dagger.
reconnoiter_start_12Closing arena.
reconnoiter_start_13Containment proceeding.
reconnoiter_start_14Reporting sightlines.
reconnoiter_start_15Formation on target in three.
reconnoiter_start_16Proceeding with hostile extraction.
reconnoiter_start_17Initiate condition shadow.
refindenemy_01Go sharp! Target delta
refindenemy_02Target contact at
refindenemy_03Viscon! Viscon! Range
refindenemy_04There.
refindenemy_05Viscon! Hostile found.
refindenemy_06Over there.
refindenemy_07New movement.
refindenemy_08Animal is back in the pit.
refindenemy_09Renewed hostile contact.
refindenemy_10Hostile re-live at sector
refindenemy_11Wallhammer. Re-contact at sector
refindenemy_12Hostile live. Check radials.
refindenemy_13Additional slightlines confirmed.
refindenemy_14Sightlines confirmed on prime.
refindenemy_15Wallhammer. Intercepting.
refindenemy_16Location confirmed. Imposing stability.
refindenemy_17Visual confirmation on three.
refindenemy_18Active visual.
reload_01Reloading.
reload_02Refill on Wallhammer.
reload_03Wallhammer down on 4... 3... 2... 1...
reload_05Recharging.
reload_06Empty.
reload_07Empty on Wallhammer.
reload_08Provision low. Reloading.
reload_09Hammer renew.
retreat_02Ripcord ripcord.
retreat_03Ripcord on Wallhammer.
retreat_04Retreating.
retreat_05Falling back.
retreat_06Sector is too hot.
retreat_07Finding cover.
retreat_08Wallhammer. Regrouping.
retreat_10Sector volatile. Finding shade.
sees_company_01Secondaries identified.
sees_company_02Viscon on multiple unknowns.
sees_company_03Viscon on Secondaries.
sees_company_04Checking silhouettes. Possible multipliers.
sees_company_05We have multiple contaminants.
sees_grenades_01Target one has bouncers.
sees_grenades_02Hostile has bouncers. Be alert.
sees_grenades_03Contaminant has grenades. Disperse.
sees_grenades_04Primary Target has extractors. Responder.
sees_reloading_01Hostile reloading. Hammer advantage.
sees_reloading_02Target is regen. Open fire.
sees_reloading_03Taking advantage.
sees_reloading_04Contaminant is vulnerable.
sees_reloading_05Alyx reloading. Full response active.
sees_rollerball_01We have rollermines. Wall Up.
sees_rollerball_03Wallhammer. Responding on rollermine.
sees_rollerball_04Rollermines.
sees_rollerball_05Subacute rollermines. Full active.
sees_rollerball_06Changing target: rollermines.
sees_rollerball_07Rollermines inbound.
sees_upgrades_01Spikes boosted on target one.
sees_upgrades_02Overwatch. Target one has boosters.
sees_upgrades_03Hostile spikes are boosted.
sees_upgrades_04Hostile has illegal spikes.
sees_upgrades_05Boosters identified. Respond with caution.
squadmemberlost_01Overwatch, request reserve action.
squadmemberlost_02Overwatch, sector is not secure.
squadmemberlost_03Outbreak at sector
squadmemberlost_05Overwatch, ground unit is down. Sector not controlled.
squadmemberlost_06Overwatch, sector is overrun.
squadmemberlost_07Overwatch. Requesting skyshield.
squadmemberlost_09Overwatch, recommend new formation.
squadmemberlost_10Friendly is down.
squadmemberlost_11Requesting replacement.
squadmemberlost_lastman_01Overwatch. Solo active.
squadmemberlost_lastman_02Overwatch. Wallhammer is last unit. Requesting assist.
squadmemberlost_lastman_03Overwatch. Requesting immediate shadow.
squadmemberlost_lastman_04Overwatch. Outbreak is uncontained.
squadmemberlost_lastman_05Overwatch. Reporting condition outrun. Acknowledge.
squadmemberlost_lastman_06Overwatch. Solo contact on excessive hostiles.
squadmemberlost_lastman_07Survival mark deployed.
squadmemberlost_lastman_08Overwatch. Requesting extraction on Wallhammer. Sector
squadmemberlost_lastman_09Overwatch, be informed: Wallhammer is last responder.
squadmemberlost_leader_01Overwatch. Ordinal is down.
squadmemberlost_leader_02Ordinal is quiet. Requesting new leader.
squadmemberlost_leader_03Ordinal is condition sundown.
squadmemberlost_leader_04Ordinal has been ended.
squadmemberlost_leader_05Overwatch. Ordinal is out. Responding.
squadmemberlost_leader_06Ordinal is silent. Administer full response.
squadmemberlost_leader_07Ordinal is flat line. Ordinal is flat line.
stunned_rollerball_01[Screaming]
stunned_rollerball_03[Screaming]
stunned_rollerball_04[Screaming]
stunned_rollerball_05[Screaming]
stunned_rollerball_06[Screaming]
stunned_rollerball_07[Screaming]
switching_weapons_01Switching.
switching_weapons_02Swapping.
switching_weapons_05Mode one.
switching_weapons_06Mode two.
takingfire_01Spikes close. No damage.
takingfire_02Missed.
takingfire_03Target error. Take advantage.
takingfire_04Hostile is inaccurate.
takingfire_05Almost.
takingfire_06Wallhammer is untouched.
takingfire_07Missed again. Taking advantage.
takingfire_08Target has failed.
takingfire_09Exercise advantage on Hostile.
takingfire_10Hostile failed. Reforming.
takingfire_11Spikes ineffective. Target is unskilled.
unabletocommence_01Negative.
unabletocommence_02Negatory.
unabletocommence_03No.
unabletocommence_04Can't comply.
unabletocommence_05Denied.
unabletocommence_06That's a negative.
unabletocommence_07Cannot execute.
underattack_01Spikes confirmation. Wall up.
underattack_02Hostile is live.
underattack_03Contact.
underattack_04Wallhammer. Returning oppression.
underattack_05We have loud contaminants.
underattack_06Distribute.
underattack_07Target is hostile. Daggers free.
underattack_08Hostiles oppressing. Responder on
underattack_09Overwatch. We have spikes.
underattack_10Preparing condition delta.
underattack_11Taking fire.
underattack_12Executing full response.
idle_01Nothing to report. Over.
idle_021, 14, 3, 6, 11... Check. All clear on Echo Four. Over.
idle_03Copy that. Sustaining viscon at sector nomad kilo three dash six.
idle_04Echo One has negative movement. Grid seven dash two.
idle_05Affirmative. Standing by for opportunities.
idle_06Transmission clear. Radials clear. Over.
idle_07Overwatch. Requesting proximity data on hostiles. Holding for transmission.
idle_08Still holding for transmission. Over.
idle_09Overwatch is confirming sector lockdown. Keep sightlines open and sound on.
idle_10Affirmative... Outbreak status is code delta seven. Team Sundown is on contact overrun. Copy that.
idle_11Negative... Copy that... No sector containment. No confirmation on target one vector. Waiting for secondary parameter codes.
idle_12Updating biodat... Stimdose: 32. Dagger: 78. Shield: 100. Biprox: .73. Audibles: 3. Lightvis: 15. Over.
idle_13Roger that. Setting viscerators in apex five. We have biotics at the perimeter. Waiting for contact. Over.
idle_14Overwatch confirms non-tagged viromes inbound. All units advisory: prepare for contact.
idle_15Callout code: Delta echo seven niner alpha two winder zero... . Confirmed.
idle_16Roger that. Still here.
idle_17Copy that.
idle_18Copy. Accepted. Updating cognitive suppression biodats. Update complete in T minus three seconds... Dissonance resolved.
idle_19Overwatch is requesting all units refresh and resolve. Cognitive dissonance will not be tolerated... Negative... Memories included. Update is live. Acceptance is mandatory.
idle_20Stabilization team holding position. Lightviz at 73. Audibles at... 15. Overwatch confirms HVT is perimeter inbound. Stay alert.
combat_idle_010Overwatch. We have active hostiles. Advise preparations.
combat_idle_012Overwatch. We have active hostiles. Advise preparations.
combat_idle_020Negative. Target is still active.
combat_idle_021Negative. Target is still active.
combat_idle_022Negative. Target is still active.
combat_idle_030Copy that. Forming condition Alpha.
combat_idle_031Copy that. Forming condition Alpha.
combat_idle_032Copy that. Forming condition Alpha at grid niner dash three seven.
combat_idle_040Holding for advance directive. Over.
combat_idle_041Holding for advance directive. Over.
combat_idle_042Holding for advance directive. Over.
combat_idle_050Confirmed. Recalibrating.
combat_idle_051Confirmed. Recalibrating.
combat_idle_052Confirmed. Recalibrating.
combat_idle_060Copy. Setting up position.
combat_idle_061Copy. Setting up position.
combat_idle_062Copy. Setting up position.
combat_idle_070They're still alive.
combat_idle_071They're still alive.
combat_idle_072They're still alive.
combat_idle_080Copy that. Contain and control is underway.
combat_idle_081Copy that. Contain and control is underway.
combat_idle_082Copy that. Contain and control is underway.
combat_idle_090Resolving.
combat_idle_091Resolving.
combat_idle_092Resolving.
combat_idle_10010-4. Negative on dagger renew. Locked and ready.
combat_idle_10110-4. Negative on dagger renew. Locked and ready.
combat_idle_10210-4. Negative on dagger renew. Locked and ready.
combat_idle_110Forming tactical advantage.
combat_idle_111Forming tactical advantage.
combat_idle_112Forming tactical advantage.
combat_idle_120Still holding.
combat_idle_121Still holding.
combat_idle_122Still holding.
combat_idle_130Holding for biodat upload.
combat_idle_131Holding for biodat upload.
combat_idle_132Holding for biodat upload.
combat_idle_140Preparing for sundown.
combat_idle_141Preparing for sundown.
combat_idle_142Preparing for sundown.
combat_idle_150Preparing coms for extended conflict.
combat_idle_151Preparing coms for extended conflict.
combat_idle_152Preparing coms for extended conflict.
combat_idle_160Negative. No daggers needed.
combat_idle_161Negative. No daggers needed.
combat_idle_162Negative. No daggers needed.
combat_idle_170Extending conflict duration.
combat_idle_171Extending conflict duration.
combat_idle_172Extending conflict duration.
combat_idle_180Scanning hostile biodats.
combat_idle_181Scanning hostile biodats.
combat_idle_182Scanning hostile biodats.
combat_idle_190Disregarding last call.
combat_idle_191Disregarding last call.
combat_idle_192Disregarding last call.
combat_idle_200Overwatch. Ten niner.
combat_idle_201Overwatch. Ten niner.
combat_idle_202Overwatch. Ten niner.
firing_110Engaged and firing.
firing_111Engaged and firing.
firing_112Engaged and firing.
firing_120Enforcing stability on primary target in sector
firing_121Enforcing stability on primary target in sector
firing_122Enforcing stability on primary target in sector
firing_130Target is in line.
firing_131Target is in line and receiving spikes.
firing_132Target is in line and receiving spikes.
firing_140Escalating force on primary target.
firing_141Escalating force on primary target.
firing_142Escalating force on primary target.
firing_150They're going down.
firing_151They're going down.
firing_152They're going down.
firing_160Almost over.
firing_161It's almost over.
firing_162It's almost over.
firing_170Sending spikes.
firing_171Sending spikes.
firing_172Sending spikes.
firing_180Sending all spikes to primary target.
firing_181Sending all spikes to primary target.
firing_182Sending all spikes to primary target.
firing_190Sending all spikes.
firing_191Sending all spikes.
firing_192Sending all spikes.
firing_200Don't resist.
firing_201Don't resist.
firing_202Don't resist.
firing_210Wallhammer is engaged and firing.
firing_211Wallhammer is engaged and firing.
firing_212Wallhammer is engaged and firing.
firing_220Ordinal is engaged and firing.
firing_221Ordinal is engaged and firing.
firing_222Ordinal is engaged and firing.
firing_230APF is engaged and firing.
firing_231APF is engaged and firing.
firing_232APF is engaged and firing.
taunt_010Hostile is experiencing extreme panic.
taunt_011Hostile is experiencing extreme panic.
taunt_012Hostile is experiencing extreme panic.
taunt_020Hostile is overwhelmed.
taunt_021Hostile is overwhelmed.
taunt_022Hostile is overwhelmed.
taunt_030Target is at low motivation. Take advantage.
taunt_031Target is at low motivation.
taunt_032Target is at low motivation. Take advantage.
taunt_040You can come out now.
taunt_041You can come out now.
taunt_042You can come out now.
taunt_050Attention hostile target. We can help you. It is safe.
taunt_051We can help you. It is safe.
taunt_052Attention hostile target. We can help you. It is safe.
taunt_060Suspect is above legal aggression threshold. Taking advantage.
taunt_061Suspect is above legal aggression threshold. Taking advantage.
taunt_062Suspect is above legal aggression threshold. Taking advantage.
taunt_070Proceeding with escalation.
taunt_071Suspect is non-compliant with code 10-307.
taunt_072Code 10-307. Proceeding with escalation
taunt_080Hostile is hesitating.
taunt_081Hostile is hesitating.
taunt_082Hostile is hesitating.
taunt_090Hostile attacks are ineffective. Proceed with containment.
taunt_091Hostile attacks are ineffective. Proceed with containment.
taunt_092Hostile attacks are ineffective. Proceed with containment.
taunt_100Activating code 10-108. Standing down.
taunt_101Activating code 10-108. Standing down.
taunt_102Activating code 10-108. Standing down.
taunt_110Suspending fire. Target is friendly.
taunt_111Suspending fire. Target is friendly.
taunt_112Suspending fire. Target is friendly.
taunt_120Standing down. Code 10-40.
taunt_121Standing down. Code 10-40.
taunt_122Standing down. Code 10-40.
taunt_130Ceasing fire! Target is non-hostile.
taunt_131Ceasing fire! Target is non-hostile.
taunt_132Ceasing fire! Target is non-hostile.
taunt_140Copy. Do not shoot. Compliance confirmed.
taunt_141Copy. Do not shoot. Compliance confirmed.
taunt_142Copy. Do not shoot. Compliance confirmed.
taunt_150Target is friendly.
taunt_151Stand down. Target is friendly.
taunt_152All units stand down. Target is friendly.
taunt_160Friendly confirmed. Cease fire!
taunt_161Friendly confirmed. Cease fire!
taunt_162Friendly confirmed. Cease fire!
taunt_170Overwatch. We have a wait-and-see at grid niner dash five.
taunt_171Overwatch. We have a wait-and-see.
taunt_172Overwatch. We have a wait-and-see.
taunt_180Affirmative. Target is low value.
taunt_181Affirmative. Target is low value.
taunt_182Affirmative. Target is low value.
taunt_190Copy that. Hostile is unaware and ready for containment.
taunt_191Copy that. Hostile is unaware and ready for containment.
taunt_192Copy that. Hostile is unaware and ready for containment.
taunt_200Hostile is showing fatigue. Prepare containment.
taunt_201Hostile is showing fatigue. Prepare containment.
taunt_202Hostile is showing fatigue. Prepare containment.
Location: sounds\vo\combine\choreo\shockstickgrunt
Filename(s)Quote
28_1110What about her?
 

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