Tac9 is an offensive Sentinel user in PURSUITCORE, an asymmetrical survival game developed by TamaCorp on Roblox. Available in the Prize Corner for 999 Points, she specializes in dynamic mobility, self-launching stuns, and team-wide crowd control amplification.
Her high-velocity toolkit lets her peel for teammates across wide distances and create extended stun windows against Terminators, making her a high-impact skirmisher when played around map terrain.
Tac9 Base Stats and Overview
Tac9—full lore name Tac9 Shadepaw—is classified in-game as an Offensive Stunner. She enters matches with standard survivor survivability and specialized kinetic skates known in lore as the "Waffle Irons."
| Stat / Attribute | Value |
|---|---|
| Class | Offensive Stunner (Sentinel) |
| Health Points (HP) | 100 |
| Walk Speed | 16 / 30 |
| Unlock Cost | 999 Points |
| Species / Type | Lolcat |
| Pronouns | She/Her |
| In-Game Partner | Nyan |
In lore text and match interactions, Tac9 is a former assassin from the Shadows Creed organization who defected to protect Nyan. Her in-game chat callouts feature a signature typing quirk starting with "9>" and substituting 9 for the letter Q, words starting with O, and suffixes ending in "ine."
Complete Ability Breakdown
Tac9's kit relies on momentum, stance management, and a unique boosted state triggered by wall bounces.
Walljump (Active)
- Keybind: Space
- Cooldown: 8 seconds
Activating Walljump launches Tac9 forward with an aerial kick. If used in open space, she receives minimal vertical height. Colliding with a flat surface or wall triggers a rebound bounce that grants substantial vertical clearance and activates a glowing boosted state. This glowing state persists until Tac9 touches the ground, temporarily modifying both Skullbuster and Dropkick. Successfully performing a Walljump places Dropkick on a 2-second cooldown to manage input transitions.
Dropkick (Active)
- Keybind: Q (Default Ground Stance)
- Cooldown: 27 seconds on use; 30 seconds on initial click; 10 seconds on auto-cancel or damage interrupt
Pressing Q causes Tac9 to drop onto all fours and charge kinetic velocity. During this windup:
- The camera locks in shift-lock mode, and Tac9 cannot walk or turn.
- Charging to full velocity takes roughly 1 second.
- Taking damage or holding the stance for 10 seconds interrupts the skill and triggers a 10-second cooldown.
Pressing Q a second time launches Tac9 forward in a straight line. She gains temporary invulnerability frames (I-frames) while the attack hitbox is active. On hit, the Terminator takes heavy knockback and suffers a 1.5-second stun, while Tac9 receives a brief 1-second speed burst. Knockback force and travel distance scale directly with charged velocity. Because maximum chargeable velocity is tied to her current walk speed, external speed boosts (such as Nyan's Tart Share or Fukatsuki's buffs) increase her launch distance. If Dropkick whiffs, Tac9 slides to a halt with recovery end-lag. Stun duration is reduced by 0.125 seconds for each duplicate Tac9 on the survivor team.
Divekick (Active)
- Keybind: Q (Replaces Dropkick during Boosted State)
- Cooldown: 22 seconds
When airborne after bouncing off a wall, Dropkick transforms into Divekick. Activating the ability causes Tac9 to plunge diagonally toward the ground with an extended leg strike.
- Direct Hit: Stuns the Terminator for 1.5 seconds and causes Tac9 to rebound upward, allowing skilled players to land on high ledges or juke paths.
- Shockwave: Impacting the terrain creates a ground shockwave. The shockwave does not stun, but it launches nearby targets upward.
Unlike Dropkick, Divekick lacks initial invulnerability frames upon activation. If a Terminator swings an M1 strike before the dive connects, Tac9 can take damage out of the move. Missing Divekick leaves Tac9 vulnerable to punish frames on ground impact.
Skullbuster (Active)
- Keybind: E
- Cooldown: 30 seconds (5 seconds on manual cancel)
Pressing E enters a shoulder-locked projectile stance accompanied by a global audio cue. While aiming, Tac9's movement speed slows down, and aiming is restricted to horizontal panning (left and right only). Taking damage does not interrupt the aiming stance.
Pressing the attack input fires a straight-line skull projectile. On contact, it applies minor knockback and inflicts the Vulnerable status effect on the Terminator for 6 seconds (or until a stun lands).
- Vulnerable Effect: Increases the duration of the next incoming stun using the formula: (Stun Duration + 0.5) * 1.2.
- Scaling: The flat 0.5-second bonus decreases by 0.1 seconds per duplicate Tac9 alive (minimum 0.2 seconds).
- Boosted State Variant: If cast while airborne following a Walljump, Skullbuster skips the manual aiming stance entirely, firing instantly with built-in auto-aim tracking toward the nearest Terminator.
Optimal Synergies and Stun Stacking
Skullbuster makes Tac9 an exceptional secondary Sentinel because the Vulnerable debuff applies to teammates' crowd control abilities as well as her own.
- Mikaela's Overcharged Snipe: Combining Skullbuster's Vulnerable status with Mikaela's fully charged 2.5-second rifle shot creates a 3.6-second stun: (2.5 + 0.5) * 1.2 = 3.6 seconds.
- Dante Wingbeat Scenarios: In Last Man Standing (LMS) scenarios where Dante gains doubled stun durations, landing a stun on a pre-debuffed Terminator can mathematically reach up to 4.2 seconds of crowd control.
- Nyan Tart Share: Nyan's speed boost directly expands Tac9's maximum Dropkick charge, extending the physical distance Tac9 can cover from outside a Terminator's field of view.
Practical Tac9 Strategy
Surviving Chase and Map Routing
Relying entirely on Dropkick for self-defense is risky due to its stationary windup and predictable telegraphing. If a Terminator is close behind, charging Dropkick in an open corridor will often result in taking a hit before the launch occurs. Instead, use high corners and line-of-sight breaks.
Walljump enables specialized ledge skips on maps featuring elevated structures. By bouncing off walls perpendicular to catwalks or shipping crates, Tac9 can reach elevated safe spots without using map jump pads. Keep in mind that missing a wall bounce expends the 8-second cooldown, leaving Tac9 with standard baseline movement speed.
Ambush Peeling
Tac9 performs best as an interceptor. While a teammate loops the Terminator, hold a charged Dropkick just around a corner or through a doorway. Releasing the kick as the killer turns the corner ensures an unreactable 1.5-second stun and launches the Terminator away, allowing injured teammates to reach healing or complete blue gas canisters.
Divekick Precision
Divekick has a narrow direct-hit hitbox and fixed downward trajectory. Landing it consistently requires anticipating Terminator movement rather than reacting mid-fall. In enclosed corridors with low ceilings, the travel time from wall bounce to floor impact is shortened, making the stun significantly harder for Terminators to dodge.
Frequently Asked Questions
How do you unlock Tac9 in PURSUITCORE?
Tac9 is purchased directly from the in-game Prize Corner for 999 Points. Unlike The Kit or Roflpix, she does not require completing specific badge achievements.
Can Tac9 aim Skullbuster vertically?
No. Standard Skullbuster aiming only pans horizontally left and right. To bypass manual aiming, activate Walljump first; using Skullbuster while glowing in the boosted state fires an automated tracking skull directly at the target.
Does Dropkick have invulnerability frames?
Yes. Tac9 is invulnerable during the forward diving portion of Dropkick while the hitboxes are active. However, she has no invulnerability while standing still and charging velocity before the kick launches.
What is Tac9's Last Man Standing (LMS) theme?
In current game versions, Tac9 uses a placeholder metal cover of Nyan Cat by 331Erock. An official vocal and instrumental theme by community composer Inception Drums was produced for future implementation.












