HL2
Lorebook"The right man in the wrong place can make all the difference in the world. So wake up, wake up and smell the ashes…"from Chub
by Anonymous· on Chub· added
Tokens: 1,201 permanent · up to 868 lorebook · budget 2,069
Description on Chubfrom Chub
This lorebook is only meant for HL2 and above, added a non-canon faction cuz for the heck of it too.
Listed as “Half Life 2: World Lorebook”
- Format
- V2
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 3
- Stars
- 183
- Favorites
- 45
- Messages
- 189
- Forks (upstream)
- 12
- Tokens (upstream)
- 25,282
Created Updated Archived since
Forked from lorebooks/lorebooks/PassingByAccount/half-life-world-510f4dbe7eaa
Book description
"After a considerable time in development, hopefully it would have been worth my time and effort. Thanks, and have fun!"
HL2
109 entries · scan depth 2 · budget 512 tokens
- #1Universal Unionconstant
Keys: The Combine, Our Benefactors, Combine, Universal Union
The Combine is a vast and powerful multi-dimensional empire, spanning multiple parallel universes. Little is known about the Combine's origins and overall goals, but it can be assumed that their ultimate ambition is to conquer and assimilate the entire Multiverse.
Details of the Combine's leadership and administrative structure remain largely unknown. On Earth, alien beings called Advisors are responsible for liaising between the larger Combine and the occupying Earth-based detachment, acting through Dr. Wallace Breen, a human collaborator and puppet ruler who serves as the appointed 'Administrator' and humanity's ambassador to the Combine.
From what is currently known, the Combine assimilate intelligent species from the worlds they conquer and then manipulate these species through bioengineering and invasive surgery, twisting them to fit the Combine's pursuit of cruel perfection. The results of the Combine's re-engineering processes are "synths" — synthetic organisms augmented with Combine technology that serve a variety of functions within the empire, from weapons of war to mindless worker drones.
On Earth, the Combine notably uses their technology to create armies of cybernetically-enhanced transhuman soldiers forcibly conscripted from the enslaved human population, comprising the bulk of the Earth-based Combine Overwatch - a highly mobile and adaptive military force of co-opted humans turned against their own kind. Overwatch Soldiers have been surgically and psychologically altered to be obedient, deadly, and more resilient than normal human beings. They are also highly trained, and can adapt well beyond the confines of Earth, potentially in other universes if needed.
Mighty as they are, the Combine are not without weaknesses. Despite their enormous size, or perhaps because of it, they are "slow to wake" and mobilizing their vast power requires great effort and time. Their limited teleportation technology, whilst still impressive in its own right, is a field in which even the Resistance is more advanced, as they are unable to translocate in local space the way that the Rebels can with their superior methodology.
- #2Lambda Resistanceconstant
Keys: The Resistance, Lambda Resistance
The Resistance is a loose, covert rebel network of humans and Vortigaunts with the shared goal of defeating the Combine and restoring their freedom.
- #3Seven Hour Warconstant
Keys: Seven Hour War
The Seven Hour War was a brief but decisive confrontation between the Combine and the governments of Earth, ultimately leading to a large human death toll and the surrender of the planet in less than seven hours, and a Combine occupation soon after.
- #4Shu'ulathoi
Keys: Advisors, Shu'ulathoi
The Combine Advisors, also known as "Shu'ulathoi" by the Vortigaunts, are a larvae-like species that possess telepathic and telekinetic abilities and are grub-like creatures with cybernetic enhancements. A high-ranking species in the trans-dimensional Combine, with it being implied they are in fact the ruling class.
Despite their grotesque, grub-like appearances, they seem to be extremely intelligent and more than capable of directly leading the Combine occupation forces on Earth in battle, appearing alongside Overwatch units in the open and orchestrating the assault on White Forest. It is unknown if they possess any understandable vocal communication abilities, though they can speak with others, telepathically as demonstrated with Breen.
The telekinetic abilities of an Advisor allow it to manipulate objects in close range with considerable force. They can completely immobilize several adult humans. They are also able to levitate themselves and achieve flight, presumably with telekinesis. Though they can concentrate on multiple, independent objects, they cannot maintain their abilities under immense pain or physical damage. This limit might imply that their neurological abilities require some level of concentration or uninterrupted focus.
Though their psychic and mental abilities are exceptionally devastating, they appear to be quite vulnerable physically, at least in their "larval" forms. Besides two mechanical arms and their tongue-like appendage, they have no means of physically interacting with their environment nor any hazards they encounter. Their suits do not appear to provide any armor, and their bodies as a whole are fleshy, "squishy," and bulky. As they seem to observe rather than directly intervene in most of their appearances.
Their "tongue" can be used to kill and extract from other beings by driving it through the neck, demonstrated on Eli and a Rebel in Episode Two. What the Advisors do this extracting for is to extract nutrients or information from the brain or any nervous tissue.
Under normal circumstances, the Advisors seem content to live in artificial seclusion. During the Combine control of Earth, a number of them lived within the Citadel and ruled the planet through Dr. Breen. They subsisted in pods during this time, reliant on life support systems.
None of the citizens of City 17 or even the Resistance seemed to be aware of their existence. The face of the Combine on Earth was Dr. Breen and his transhuman minions. The Advisors seemed happy to retain this facade. However, the Vortigaunts seem to know them well and even fear them.
- #5Gunship
Keys: Gunship
The Combine Gunship, often referred to as Gunship, is an autonomous and large Combine Synth ground-assault aircraft armed with both a heavy pulse cannon and a ventral warp cannon.
Gunships are one of two aerial assault units seen being used by the Combine, the other being the Hunter-Chopper. While it lacks the variety of armaments available to the Hunter Chopper, it makes up for it in accuracy and maneuverability. Gunships are highly accurate with their pulse gun; a single firing cycle from a Gunship almost always hits their target if not outright kills them. They are also highly agile in the air and are able to execute a variety of maneuvers such as 180° turns while keeping their flight trajectory. This combination allows them to attack from multiple angles and make Gunships highly versatile assault units that can be deployed in a variety of situations. They are especially deadly in areas with a lot of open ground such as the Coast, where it is easier for them to pick off hostile targets one-by-one.
Like most Synths, Gunships are invulnerable to small-arms fire and can only be damaged by explosives such as the RPG. However, Gunships display a behavior of self-preservation not seen in other Synths where they will prioritize shooting down incoming projectiles over enemy hostiles. This adds a layer of difficulty in taking down an already resilient target as one would have to maneuver projectiles past the Gunship's defenses multiple times in order to bring it down. For this reason, the Combine often deploy Gunships in pairs to guard important locations such as the Citadel dark fusion reactor or Nova Prospekt, where one Gunship can cover the other from attacks while the other focuses on attacking any hostiles in the area.
- #6Dropship
Keys: Dropship
The Combine Dropship, often simply referred to as the Dropship, is a support and deployment Synth used by the Combine to quickly send in and deploy units by air to areas they are needed.
Dropships by themselves are unarmed and as a result, they don't attack the enemy. However, the containers typically carried by Dropships sport a mounted pulse turret on the front, designed to suppress any opposition in front of the synth, allowing the occupants to deploy safely.
Dropships are very useful aircraft for the Combine, being able to quickly transport Combine Soldiers, APCs, Striders, and Civil Protection officers to where ever they may be needed.
Some may even consider it cute even, if it wasn't for the fact that they were meant to deploy Combine troops.
- #7Hunter
Keys: Hunter
The Hunter's most important role is to provide an escort for the Striders patrolling in White Forest. They help to suppress the rebels who are attempting to stop the Striders, giving the strider a much higher chance of survival.
Although possessing less firepower and armor than their larger tripodal counterparts, Hunters are much more agile and fast. A Hunter will normally attempt to engage opponents at medium range, allowing it to fire fléchette rounds with great accuracy. Since the fléchettes move slowly compared to bullets, the Hunter has trouble against long-distance enemies but can cover ground quickly.
Since Hunters are resourceful and quick-thinking Synths, they employ a number of useful tactics to increase the chance of hitting a target - for example, making use of splash damage, and closing distances with a charge.
The Hunter's main weapons are the pair of fléchette launchers located on its forward surface. These fire large, fast fléchettes with a small spread which do large damage upon a direct hit, capable of vaporizing biological matter with a few hits. Additionally, should the fléchette hit a solid object, it'll deal splash damage within a small radius. The fléchettes are only made more dangerous with the Hunter's firing tactics. They are highly skilled with the launching of the fléchettes, leading its target (shooting ahead of a moving target to compensate for its movement) in addition to walking its fire onto a target (shooting at a point near the target and shifting its aim towards it).
In melee, the Hunter can also use its body as a ram to break down walls, doors, and injure and disorient vulnerable foes. While it's charging, the Hunter is unable to turn quickly. Should it hit however, the Hunter can do a large amount of damage to its target. However, if it misses and runs into an unbreakable object, then the Hunter will be temporarily dazed from the impact. Finally, should the foe be in reach and the Hunter is not charging, it will use the talons on its legs to slash the opponent. Again, this will do a large amount of damage and may even send its target flying.
- #8Strider
Keys: Strider
The Strider is a large three-legged arthropod-like Combine Synth, armed with both a pulse minigun and warp cannon on its hull. They serve as the Combine's main heavy ground assault unit.
Striders are often seen patrolling the streets of City 17. After the Resistance fully declared open war in the City, Striders showcase their full capabilities as heavy support for Overwatch soldiers, using their front-mounted pulse gun to pick-off rebels quickly. Striders also function as artillery by using their warp cannon to destroy all structures in an area as a means of removing all entrenched hostile forces. Striders have remarkable maneuverability despite their size and are also able to squeeze into and clear out tunnels by extending their legs wider apart and lowering their body. In this position, Striders can move exceedingly fast due to weight being spread out and their center of gravity lowered, and can move through tunnels quickly or sprint across open battlefields while firing at enemy positions.
Striders are armed with two ranged weapons. The first is an anti-personnel pulse cannon mounted on the front of the Strider's carapace. The pulse cannon seems to be the Strider's eye as it twitches around sporadically as if constantly surveying its surroundings. The second (and by far the more powerful) weapon is a warp cannon mounted on the Strider's belly under the pulse cannon. This cannon not only causes scenic destruction but also inflicts massive splash damage that will vaporize anything in proximity to the area of impact. Prior to the warp cannon's discharge, a thin blue laser indicates where the Strider is aiming at and the space around the weapon becomes warped, bending light as the cannon charges. They are strong enough to kick vehicles into the air. Besides using ranged weapons, Striders can impale targets with their long legs, any target that is impaled will die instantly, if they come too close. When a target is impaled while still on their legs, the Strider will swing its legs to "drop" the target's corpse.
- #9Hunter Chopper
Keys: Hunter Chopper, Chopper
The Hunter-Chopper is a Combine rotorcraft used to provide heavy fire support for Combine Overwatch forces. Like the Combine APC and the Razor Train, this vehicle is a conventional human design re-engineered by the Combine using their technology.
Hunter-Choppers, true to their name, are most often seen hunting down refugees or high priority targets. They patrol City 17 and the Canals searching for refugees attempting to escape the city. These repurposed Combine vehicles can track their targets relentlessly over an extended period of time through uneven terrain and cover, suggesting a method such as infra-red that can detect live targets through obstacles. When a target is in clear view, the chopper's gun will initiate a wind-up sequence followed by a burst of pulse projectiles which will spray the area surrounding the target. In the case of a target moving in a high speed using a vehicle such as an airboat or a car, Hunter Choppers will drop timed mines further on the road in order to hit the moving vehicle or force it off it's path.
While their main application is pursuit, Hunter-Choppers are also perfectly capable assault vehicles as well and can provide support for Combine troops with the aforementioned armaments as well as the missiles on their wing.
- #10APC
Keys: APC, Armored Personnel Carrier
The Armored Personnel Carrier (APC) is a Combine armored transport used by Overwatch units.
In urban areas, APCs are used to rapidly deploy Civil Protection teams to troubled spots. Outside the cities, both Civil Protection and Overwatch forces use APCs extensively to patrol isolated areas. APCs are also used by Combine Overwatch along the Coast to patrol and transport Combine Soldiers to areas in need of maintenance. They can also serve as an electrical generator.
APCs are armed with guided rocket launchers and a mounted automatic pulse weapon that acts similarly to the Emplacement Gun. The missiles are fired through tubes which can be seen in-between the two front platings. It is unknown how the mounted pulse rifle is operated, as there seems to be no trigger for it and there are no crew that can be seen manning the weapon directly. Although, seeing as how the windshield is opaque like the Hunter-Chopper, it's possible that the operator is remotely controlling the gun from inside.
- #11Overwatch
Keys: Overwatch
Overwatch is an Artificial Intelligence device with a feminine voice that broadcasts orders to units via their communication radios, as well as via local PA systems. She is tasked with commanding all overwatch forces on the earth, as well as giving orders to Citizens. Her role also offers significant insight into the inner workings of the Combine.
Almost certainly artificial in origin, the voice will usually issue warnings of resistance infiltration or instructions to nearby units in a distinctive flat, clinical tone. Her disjointed speech, similar to that of telephone banking systems, and ability to apparently broadcast to more than one location at once suggests that she is an artificially intelligent computer system.
She also effectively acts as a warning siren to the citizens living under the combine, and is effectively viewed as a harbinger of death as hearing the Overwatch voice on the intercom in your apartment building means an incoming raid and near certain death.
The voice uses a type of medically-inspired Newspeak to describe resistance activity in the context of a bacterial infection and treatment. Some of her announcements also display the coercive and violent tactics used by the Combine to ensure conformity.
- #12Overwatch Soldier
Keys: Overwatch Soldier, Combine Soldier
Overwatch Soldiers, also known as Combine Soldiers by Citizens, and Stabilization Delegates by the Overwatch Voice, are the transhuman infantry of the Combine Overwatch, and the primary military units of the Combine on Earth. In contrast to Civil Protection, whose duties are to enforce order within suppressed population centers, Overwatch soldiers are tasked with more hazardous missions like patrolling the treacherous borders of Combine-controlled territory, raiding Resistance-held strongholds, and suppressing remaining Xen creatures.
Being the Combine military operatives, Overwatch Soldiers acquire high military-grade equipment, and advanced combat training program, thus making them more formidable opponents.
Overwatch Soldiers are humans that have undergone extensive cybernetic modifications including brain and chest surgery, and implantation of various mechanical devices in their bodies, granting them increased durability and endurance, to the point where wounds and trauma simply don't factor into their tactics. This procedure is carried out at Nova Prospekt and the Citadel, where soldiers can be seen without their armor. There are surgical scars running along the chest and on the head, suggesting extensive surgery in those areas, as well as mechanical implementations on the throat and the side of the abdomen. In addition to physical augmentations, soldiers also seem to undergo mental reprogramming to condition them into obedient and efficient soldiers as seen by their extensive familiarity with combat tactics, combine military codes, and their tactical way of communication.
Overwatch Soldiers are armed with MP7s, SPAS-12 Shotguns or AR2 Pulse Rifles, as well as MK3A2 grenades. Using these standard-issue weapons, Overwatch Soldiers typically operate in squads of four to six. During combat, soldiers never backdown. They're fearless. Infinitely enduring, and will always fight to the last man. They use blitzkrieg-style tactics such as spreading around multiple angles to flank their target, throwing grenades to expose their enemies out of their defensive positions, providing cover fire for their squadmates, and pursuing injured targets. In addition, soldiers are also trained in unarmed combat, and should not be engaged in melee combat except as a last resort. They can be found anywhere the Combine requires direct military action, as the soldiers can be quickly transported to a desired area via Dropships. Overwatch Soldiers are also tasked with guarding high-value areas such as Nova Prospekt and the Citadel. In addition, they also serve as pilots and gunners of the Combine Hunter-Choppers.
When not in combat, Overwatch Soldiers are cold and emotionless. They will patrol the area, searching for possible hostiles. If threats have not been located, they'll default to fortifying their current position, and prepare an ambush for unsuspecting targets in the vicinity. They extensively use combine military vocabulary effectively when communicating, and are able to string multiple jargons in advanced codes together without pause. In combat, they communicate efficiently using these codes in short and direct sentences to coordinate their attacks, or to report situational and status developments to Overwatch.
Nevertheless, they still display some degree of humanity. For example, snipers will sometimes shout expletives when their nest is intruded with a grenade. Wallace Breen is also heard in a speech both commending them for the capture of Eli Vance and reprimanding them due to their failure in capturing Gordon Freeman, indicating that they can still understand concepts like morale and reprimand, at least in regards to their human Administrator. The speech also states that Overwatch soldiers are under pressure to perform well to demonstrate their value and by extension the value of the human race as a whole to their "benefactors". This, combined with the Overwatch Voice mentioning "off-world relocation" as a form of punishment for failing their mission, implies that Overwatch soldiers operate on a merit-based system similar to human military.
- #13Civil Protection
Keys: CP, Civil Protection
Civil Protection is the official law enforcement stationed in the urban areas under Combine control, policing the cities for anti-civil activity, overseeing work operations, and generally keeping citizens in a permanent state of fear of their overlords. Officers are permitted and almost seemingly encouraged to utilize severe beatings as a means of coercing the population into submission, initiating raids of individual apartments to search for contraband material at random intervals, and summarily beating citizens for noncompliance.
While being part of the Combine Overwatch, Civil Protection officers are ordinary human volunteers who have "willingly" joined the Combine. Civil Protection officers joined either for more privileges, such as additional food, better living conditions, rewards for completing objectives and tasks (including "non-mechanical reproduction simulation"), an increase in authority and status over others, or out of genuine sympathy and identification with the Combine's aims.
Civil Protection officers do not receive biological modifications in any way, unlike the two other Overwatch units.
- #14Manhack
Keys: Manhack
Manhacks are small anti-personnel devices that use razor-sharp propeller blades for both propulsion and attack. Their spinning blades produce a high-pitched whirring sound, which is often an indicator of their proximity. Their blades are powerful enough to cut and break through wooden obstacles, but not through stronger materials such as metal or concrete. They are programmed with very little concept of self-preservation, careening off walls and through objects in their single-minded pursuit of their target.
The concept of the Manhack is an example of the inhumane methods that the Combine use to control the populace. While not designed to kill outright, the deep cuts, scars and marks that are left on the refugees are highly susceptible to infection due to the conditions in which they live.
Deployed by the Combine, Manhacks are used to scout areas too dangerous for City Scanners and to force enemies out of spaces they cannot easily or safely access. Manhacks rarely travel alone and are usually deployed in groups of four or more. Some Civil Protection officers and soldiers carry them on their person and can deploy them to clear out inaccessible areas. Some stations also exist at individual outposts such as the water gate in Water Hazard, connected to a computer and able to deploy multiple at one time. Their razor-sharp blades make them especially deadly in confined spaces such as alleyways, sewers, and small passages where they are most commonly encountered en-masse.
- #15City-17constant
Keys: City-17
City 17 is a grand city in Eastern Europe that has existed since before the Seven Hour War. Later taken over by the Combine, it became their main headquarters on Earth, dominated by the imposing Citadel and surrounded by the desolate Wasteland.
City 17 visually resembles a post-Soviet harbor city featuring mostly Eastern European architecture. It features architecture styles dating from pre-World War II neoclassicism, post-war classical designs, Soviet modernism, and post-Soviet contemporary designs.
Upon the Combine's arrival on Earth, many buildings were augmented using their own style of architecture with the intent of restricting citizen movement throughout the city.
In addition, large television screens were installed in several public areas to address citizens regarding the Combine. At the heart of the city is the Citadel, a giant skyscraper which serves as the hub of the Combine.
- #16The Citadelconstant
Keys: The Citadel
The Citadel is a gigantic Combine megastructure located in the heart of City 17, which serves as the main base of operations and primary headquarters of the Overwatch, from which they govern the Earth. Easily the most striking symbol of the Combine's rule, the Citadel looms ominously above the city as a constant reminder of their presence, and serves as the personal residence of Earth's appointed Administrator, Dr. Wallace Breen.
The Citadel resembles an enormous metallic skyscraper thousands of feet tall. A true monolith, it is a fortress that rises both high into the sky and extends a great distance underground as well. It is a triangular structure when viewed from above, and is crowned by a Dark Fusion Reactor, with its associated portal acting as the primary means of communication with off-world Combine forces. The Citadel's massive interior level is capable of housing a massive army of Overwatch Soldiers, with the building itself being heavily mechanized, and entire sections of it can move to allow for mass deployment of airborne Combine units such as City Scanners, Hunter-Choppers and Combine Gunships.
The Citadel is completely surrounded by enormous Smart Barriers which protect the structure from would-be attackers attempting to breach the walls. Attached to the exterior walls of the Citadel, within a huge chasm surrounded by broken sewer pipes and destroyed vehicles, are large pieces of machinery that dig the ground, possibly expanding the underground area to allow for further construction.
- #17Nova Prospekt
Keys: Nova Prospekt
Nova Prospekt is an old run-down prison that was transformed into "something much worse" by the Combine.
Prior to the Combine occupation, it was a high-security penitentiary; however, it was later acquired and used as a facility to process and detain those who were determined to be a threat - dubbed "anti-citizens." These anti-citizens includes but not are limited to political prisoners, Resistance fighters, and troublesome citizens.
The facility serves as a coastal stronghold for the Combine, holding prisoners and processing them into Stalkers, Overwatch Soldiers, Synths, etc., as well as housing an experimental teleportation system.
- #18Overwatch Nexus
Keys: Nexus, Overwatch Nexus
The Overwatch Nexus is a major building in City 17, being the core for the Overwatch forces in the city. Previously having been a prominent political building, it was later taken over by the Combine.
The Combine had apparently been using the building as a headquarters for some time before the Uprising, but after these events, it became the Combine's main base of operations in the city and the primary rally point for the Combine forces. Its power is supplied by Combine Power Generators. Atop the building is a device known as the Suppression Device, also known as the "suppressor". It is a powerful weapon which functions much like a massive mortar, but instead of shells, it fires beams of concentrated Pulse energy capable of disintegrating living things, similar to the effects of the Energy Ball. Despite being the Overwatch's headquarters, the building is heavily damaged, with half of its circular dome collapsed. This forced the Combine to protect it with Combine walls.
Due to its importance, the Nexus is well guarded by Overwatch Soldiers and an extensive electronic security system, consisting of Combine Ground Turrets, Ceiling Turrets and Barricades.
- #19Combine Turret
Keys: Combine Turret
Combine Sentry Guns, referred to by Overwatch as sterilizers and turrets by the Rebels, are fully autonomous tripodal pulse weapons used by the Combine to guard choke points and vital areas.
Turrets are one of the many human technologies adapted by the Combine for their own use after the Seven Hour War. The guns are often deployed as static defenses, used to guard areas that are infrequently patrolled, or as a means to supplement a larger defense network. The guns are fitted with small handles and are light enough to pick up and place by hand. When not in use, they are generally stored in small force field-equipped lockers.
The Combine Sentry Gun does not rely on laser tripwires. Instead, they incorporate visual sensors into their main bodies which immediately detects intruders in its line of sight. Once activated, it will sound an alarm and, after a brief delay, will open fire. Upon losing sight of its target, the gun will scan the area ahead by moving its upper body back and forth, before returning to its inactive state if the target does not reappear after several seconds.
- #20Combine Elite
Keys: Combine Elite
The Overwatch Elite or Combine Elite are specialized, highly ranked Overwatch Soldiers. With their augmented equipment and exceptional skills, Elites are able to neutralize any potential threat to the Combine, making them the deadliest forces of Combine Overwatch.
Overwatch Elites act as commanders to the Overwatch forces, and are generally reserved for more critical missions such as defending the Citadel and the Overwatch Nexus, operating the Citadel Core, protecting important Combine personnel like Wallace Breen and the Advisors, and exterminating high priority targets.
- #21Headcrab
Keys: Parasitic, Headcrab
Headcrabs are a parasitic species. Upon sighting a humanoid host, a Headcrab will leap for the victim's face and affix themselves to the head, whereupon they will use their beak to break into the victim's skull, and dig their legs into the victim's upper torso. The Headcrab then proceeds to take over their host's body through an unknown biological process, however it is assumed that it will penetrate and seize control of the brain stem and thus the signals controlling the motor functions of the host body. The host will then undergo physical changes, presumably induced through chemical means; although the mutations vary between Headcrab subspecies, common changes include the deterioration of flesh (which also gives an illusion of longer fingers), reduction or removal of skin and muscle tissue across much of the body, and the exposure of the organs inside the abdominal cavity. Headcrabs keep their host alive throughout the entire process, unable to remove the Headcrab. It can take anywhere from several seconds to several minutes for a Headcrab to convert their hosts into Zombies.
The host appears to stay in some state of consciousness once the Headcrab has taken control. Zombies retain a certain ability to talk, always heard as violent cries for help. Each Headcrab subspecies affects their host in their own unique way, producing a Zombie extremely distinct from the other types, in both appearance and behavior.
Headcrabs can be tamed by "debeaking"; removing the beak of a Headcrab renders it unable to break into a host's head, rendering them harmless and apparently suppressing their parasitic instincts.
- #22Zombie
Keys: Zombie, Necrotic
A Zombie is a common enemy featured in the Half-Life series. It is the result of a Headcrab attaching to the head of a human and taking control over its victim's body, this incapacitates the host, and renders them a "Headcrab Zombie," or a "Necrotic", as they are referred to by the Combine Overwatch.
As their name suggests, Zombies do not appear to retain much of their former intelligence and, like Headcrabs, will blindly pursue their prey, oblivious to danger. Zombies do not respond to fire, and will walk blindly into it, though they do feel it on them and notice they are burning once they are on fire. Zombies mainly attack with swipes from their claws, or by throwing an object at their prey. Certain Zombies can be found "sleeping" and stand up to attack the player if they get too close or are attacked, as if they were playing dead.
- #23Antlion
Keys: Antlion, Exogen
The Antlion is a large, voracious insectoid species of several differing castes, with a hierarchy, appearance, and physiology very similar to that of ants and termites.
Antlions mostly live underground where they estabilish their nests. Workers use their acidic spit to carve out rocks in order to create tunnels for the nest. These tunnels can prove to be extensive and span over a huge area underground into intricate labyrinths. These tunnels can be quite large in order to accomodate the movement of all Antlion variants from the Soldier to the Guardian. Along the tunnels, smaller crevices can sometimes be found which are often inhabited by Antlion Grubs or sometimes other opportunistic species such as headcrabs.
- #24Antlion Guard
Keys: Antlion Guard, Myrmidonts
The Antlion Guards, also called Myrmidonts by Vortigaunts, are a large robust variant of the Antlion species. The Guards defend the Antlion nests' outer perimeter and entrances, and assist Antlion soldiers in attacking enemies on the surface.
Antlion Guards are a considerably large (8.6 feet in height.) and powerful Antlions. They have a hard carapace with a dark-red tint and radiant blue feather-like protrusions adorning their backs. Their bodies are divided into three main sections:
On the top is its head, which is a large bulky mass divided into two sections: a robust center and a beak-like structure at the tip. This head is highly durable and is the Antlion Guards' main weapon. They are able to swing their head upwards with great force or charge forward using their head as a battering ram.
Below their heads lie their thorax, which is a bulky mass sporting the feather protrusions from the back and its long front legs. These legs resemble a larger version of the Antlion soldier's legs, but are not used for attacking. Rather, they help the Guard navigate and support the large mass of its chest and head.
Further down, its body tapers down into its abdomen, where two more pairs of limbs are attached. Two smaller limbs are located at the front that resemble pedipalps. These limbs are only seen being used when the Guard scratches its head so it is unknown if they serve any other function. More obvious in their function are the hind legs which protude out from its behind. These jointed legs are fixed facing backwards and are the Antlion Guard's main method of motion. These hind legs can move forward by pushing against the ground or sideways like a crab while the front legs assist and stabilize its movement. When running, the hind legs propel the Antlion Guard forward from behind while the front legs swivel forward to help buld up speed the Guard forward in great speed.
A notable variant of the Antlion Guard is the Antlion Guardian, which sport the same physiology and strength but have a few notable differences. The most obvious is their color scheme, with the Guardian sporting a dark-green colored carapace with patches of bio-luminescent bright green. Their roles are also quite different, as the Guardian protects the eggs contained within the center of the Hive and rarely venture out to the surface compared to the Guard. Most notably, the Guardian possesses a neurotoxin similar to that of a Poison Headcrab, which add an extra layer of offense on top of their physical strength.
Antlion Guards are extremely aggressive and will relentlessly pursue and attack anything it perceives as a threat regardless of what is in its way, even its fellow Antlions. They will typically try to get near a threat and hit it with their large heads. If the target is some distance away, they will charge forward and try to ram their massive weight against a target. If there are any objects around, the Guard may also fling these objects with great velocity towards a target, causing massive trauma or even death. Antlion Guards are resilient creatures with tremendous strength. Their headbutts are strong enough to kill most creatures or even destroy armored vehicles, and their tough exoskeleton also make them very hard to take down. This combination of high offense and defense make Antlion Guards formidable creatures that can take down a huge number of enemies before it is killed.
While they are dangerous enough on their own, Antlion Guards are typically accompanied by Antlion Soldiers. The Guards are able to control the Soldiers through the secretion of pheromones, which are produced in their bodies by organs called pheropods.
The Antlion Guard is mostly limited to melee attacks, so attacking from range is one of the best ways to defeat it. Its attacks can be easily avoided by strafing constantly as the Guard is slower when it is turning. Its distinctive growls can also cue as to when it is about to attack.
It can take a significant amount of ammunition to take down a Guard. High-damage weapons such as the Crossbow and the RPG can shorten the amount of time required to take one down.
- #25Barnacle
Keys: Barnacle
Barnacles are relatively simple creatures. They do not appear to possess any degree of intelligence - instead of actively hunting prey, they feed by reacting to external stimulus, in the form of animals which come into contact with the Barnacles' tongue. However, although the creatures do not demonstrate any intelligence in hunting, they possess an uncanny ability to attach themselves to ceilings overlooking thoroughfares frequented by potential prey, although some do seem to hide in corners far away from routes used by prey; the logical explanation for this is that Barnacles in less adequate conditions die out, while luckier creatures flourish. Similarly to real barnacles, they typically occur in groups or colonies.
Barnacles appear to be capable of killing and digesting a human being within only a few seconds, literally swallowing it, stripping the skeleton of flesh and spitting out indigestible bones. As the Barnacles are never seen moving, it can be assumed that their food requirements are relatively low and that they can survive for extended periods without food.
- #26Vortigaunt
Keys: Xenotherium subservilia, Vortigaunt, Vorts
The Vortigaunts (taxonomic designation: Xenotherium subservilia, affectionately known as "Vorts" by their allies, are a sapient alien species.
Long before the Black Mesa Incident, the Vortigaunts' homeworld was invaded by the Combine, forcing the survivors of the invasion to flee to Xen, only to be enslaved by the master of that dimension, a powerful being known as the Nihilanth. When the Black Mesa Incident occurred, the Nihilanth viewed the rift that opened as a chance to escape, and directed the Vortigaunts to invade Earth.
Following the death of the Nihilanth, the Vortigaunts have chosen to ally themselves with the human-led Resistance in their bid to overthrow the Combine rule of Earth.
Vortigaunts are capable of using their electrical attack productively, in the form of a blue energy stream that can recharge batteries, power electronic circuits, fuse objects together and even power up Gordon's HEV Suit.
Vortigaunts possess their own native form of communication which they refer to as "flux shifting". It appears to involve a language with auditory components like human language as well as a sensory component exclusive to the Vortigaunts. Flux shifting cannot be understood by "those whose Vortal inputs are impaired" such as humans. The Vortigaunts seem to utter a phrase that sounds like "Ur-talla-tag." There does not seem to be a defined meaning or spelling to this phrase, but when the Vortigaunts show up, they seem to say it almost constantly. After the Combine occupation of Earth and joining the Resistance, Vortigaunts have also learned to speak at least one human language, which is English. However, when speaking English, Vortigaunts use archaic words and syntax, tending to use outdated, even Shakespearean phrases.
Vortigaunts believe in a binding life-force which they have termed in human language as the "Vortessence". It is described as the fabric of the universe made up of "vortal cords", by which everything is woven and connected. This unknown force is an integral aspect of Vortigaunt culture which affect every aspect of their life including: electricity manipulation, telekinesis, temporal and spatial awareness, and telepathy.
This connection to the Vortessence is facilitated by a part of their brain as Gary, a Vortigaunt with a brain injury, is unable to connect to the shared mind of his fellow Vortigaunts. Consequently, a Vortigaunt cut off from the Vortessence will feel severe isolation due to being cut off from their species shared mind as well and have difficulty distinguishing between past, present, and future events.
Vortigaunts can enhance their connection to the Vortessence using the extract of Antlion larvae, whose species they had farmed in the past for this reason. When altered by this substance, Vortigaunts are able to amplify their usage of the Vortessence and transcend space and time.
Another ritual they are able to perform in this state is the regeneration of organic tissue. Even in this empowered state, these feats require multiple Vortigaunts to pull off. The Combine is aware of this aspect of the Vortigaunts' abilities as they used captured Vortigaunts and forced them to "sing" in order to power the Vault.
- #27Xen
Keys: Xen
Xen is a Borderworld, a plane of existence connecting two or more universes (which Xen can be referred to as).
Rather than being a planet or an artificial structure such as a space station, all of the locations of Xen visited by the player during the course of the Half-Life series are on the surfaces of (or within) asteroid-like "islands" floating within a nebular void.
Xen is notable for having somewhat reduced gravity compared to Earth's; however, given that Xen is composed of low mass asteroids, it is surprising that there is any appreciable gravitational pull at all, let alone a pull strong enough to retain the atmosphere breathable for humans encountered there. It is possible that, given that Xen resides in another dimension or universe, the entire void contains a breathable atmosphere. Another feature is that gravity is always directed downwards, rather than towards the asteroids, so that one can actually fall off an asteroid into the void below.
Light behaves oddly in Xen. Looking at the different skybox textures, there are multiple sources for light in the border world, either through glowing clouds of gas or (in some cases) what seems to be a star or some other stellar body.
- #28Anti-Citizenconstant
Keys: Anti-Citizen
Anti-Citizen is a term used by the Combine to designate a person as a threat to their control. The Combine uses the term 'anticitizen' because the behavior of Anticitizens is the opposite of that of citizens (or at least, the Combine's definition of a citizen as a person under their rule who does not resist them). Each Anticitizen is given a number representing how dangerous they are to the Combine and ranked in descending order.
- #29G-Man
Keys: Businessman, G-Man
The G-Man is an enigmatic and mysterious character. Referred to as a "sinister inter-dimensional bureaucrat", he is known to display peculiar behavior and wield reality-bending powers.
The G-Man's identity and motives remain unexplained. His allegiance is also unknown to this day, although he and his Employers are apparent enemies to the Combine and are seen as a threat by them. Playing the role of an overseer and eventual employer, he often appears in odd and unreachable places, observing Gordon Freeman and other characters, periodically aiding or hindering them.
- #30Ravenholm
Keys: Ravenholm
Ravenholm is a former mining town and later, a Resistance stronghold located in the Wasteland. It was previously inhabited by refugees who escaped from the Combine-controlled City 17 to join the resistance but is largely deserted and infested with Zombies and Headcrabs.
The town of Ravenholm mainly consists of small to medium-sized houses that are mostly traditionally built, being made from concrete, brick, and wood. Several high-rise apartment buildings can also be seen in some sections of the town such as the area near the coastline and the area near the room with dismembered zombies inside. These buildings, along with the streets, appear in an eastern European style, complying with the style of buildings seen throughout City-17.
The town remained hidden from the Combine for some time, however it was eventually discovered and attacked with a massive bombardment of Headcrab Shells, slaughtering the town's inhabitants by turning them into Zombies. The massacre resulted in the annihilation of the settlement and it was consequently abandoned.
- #31Razor Train
Keys: Razor Train
The Razor Train is a train designed and used by the Combine for transporting freight and prisoners between cities, Combine bases, and outposts.
Like the Hunter-Chopper and Combine APC, the Razor Train is an adaptation of human technology, redesigned with Combine technology and aesthetics. As with much of Combine technology and architecture, the Razor Train is large, mostly featureless, and imposing.
Razor Trains have been designed and built to work on human rail networks and are used for transporting cargo, human prisoners, Stalkers, and Combine Advisors. Notably, Razor Trains are used to transport human prisoners to Nova Prospekt, the Combine-controlled prison/laboratory. They also transport Stalkers and Overwatch Soldiers to the Citadel.
Another disconcerting aspect of the Razor Train is its horn: a distinctive bellow that announces the Train's arrival. The sound of the horn varies, however, as several times during Half-Life 2 and its Episodes, they emit lower or higher air horn blasts instead.
Razor trains are very fast-moving and completely unyielding to any object that may be on the tracks; they will simply ram their way through any obstacle blocking their path. This can range from vehicles, Citizens, Rebels and even friendly Combine units.
Razor trains are completely unarmed. However, they do sometimes serve as an environmental hazard.
- #32Stalker
Keys: Stalker
Stalkers are humans (namely those who dissented against the Combine) who have been drastically altered, both physically and mentally, through extreme, brutal surgery by the Combine. They are servants, mindlessly operating Combine machinery, and guarding the core in the Citadel.
- #33The Borealis
Keys: Borealis
The Borealis is a former U.S. Coast Guard Healy-class icebreaker that was acquired and developed on by Aperture Science prior to the Seven Hour War. Aperture was working on a promising project of unknown nature, but in their rush to beat Black Mesa for federal funding, they neglected ordinary safety measures, and the vehicle somehow vanished with all crew and a part of the dry dock. Its current location is unknown, with the only clue being somewhere in a tundra.
It is assumed that the Borealis contained an immensely powerful and dangerous secret, most likely involving portals and teleportation on a larger scale than that of a handheld portal device, which explains how it is able to teleport away from an Aperture Science facility. It also gives the Combine ample reasons to investigate the vehicle, as they have yet to perfect localized teleportation technology, and with it, they could reconnect back to the Combine Overworld to flood the planet with their large and powerful armies.
- #34Combine Overworld
Keys: Combine Overworld
The Combine Overworld is the Combine's assumed original homeworld. It can be infered that the Overworld is the primary world from which the Combine launch their invasions of other worlds from, though this has not been confirmed. The Overworld may also simply be another world conquered by the Combine, and not the actual homeworld of the Combine organization.
- #35Black Mesa East
Keys: BME, Black Mesa East
Black Mesa East is a Resistance base located at the Wasteland end of the Canals outside of City 17, opposite to a dam, its generating station and its reservoir, and right next to the abandoned mining town of Ravenholm. Black Mesa East is where Doctor Eli Vance, Doctor Judith Mossman, Alyx Vance, and many other Resistance members, including several Vortigaunts, used to live before its destruction. It was named after the Black Mesa Research Facility.
Black Mesa East is set several stories underground, and includes many facilities that make it self-sufficient, such as its own power generators recharged by Vortigaunts, kitchens where Vortigaunts can be seen cooking Headcrabs, recreational areas, and most importantly, Eli Vance's lab, where he is constantly refining the teleportation technology salvaged from the Black Mesa Research Facility, from which Black Mesa East took its name. Eli works with Isaac Kleiner, who also has his own lab, hidden in downtown City 17. They eventually established a working teleportation system between their labs that would have reduced any journeys on foot from City 17 to Black Mesa East, and finally eliminated the need for the Citizen-operated Underground Railroad, but Alyx Vance was the only person to be successfully teleported to Black Mesa East before it was invaded by the Combine.
The Vortigaunts at Black Mesa East appear to do a lot of the work around the place, such as preparing food or powering generators with their natural ability to generate electricity. They also help Eli around the lab, by manning computers or installing or powering parts for various machines. Another area briefly seen is the dormitories/barracks for members of the Resistance, which is shared by both Vortigaunts and humans. In this area Rebels rest and pass their free time.
All entry points to Black Mesa East are under constant surveillance by CCTV cameras, and contain decontamination chambers with heavy blast doors to hold anyone or anything that is not meant to enter. Black Mesa East is directly connected to Ravenholm via a tunnel that has been barricaded off since the shelling of Ravenholm took place, to prevent Zombies and Headcrabs from entering the facility.
- #36Synth
Keys: Synth
The Synth arm of the Combine Overwatch is composed of Synths such as Striders, Dropships, and Gunships. Synths are bio-mechanical war machines, apparently derived from alien species previously conquered by the Combine and augmented with Combine technology. With a variety of Synth creatures at its disposal, this arm is versatile and capable of tackling a variety of different operations.
- #37Dr. Breenconstant
Keys: Dr. Wallace Breen, Wallace Breen, Doctor Breen, Dr. Breen
Dr. Wallace Breen was Black Mesa's, then later, after negotiating the surrender of Earth and ending the Seven Hour War, Earth’s Administrator. From his headquarters in the Citadel of City 17, he is humanity's representative in the Combine empire. Although being a high position of the Combine on Earth, he holds no real power and takes orders from the Advisors. He spreads pre-recorded Combine propaganda to the population through the Breencasts in order to keep them compliant.
- #38Breencastsconstant
Keys: Breencast
A Breencast is a regular broadcast made by Dr. Wallace Breen, delivered to the populace of City 17 (and possibly other Combine controlled towns and cities) via private televisions and, more commonly, large video monitors mounted on walls in public places such as town squares and railway stations. The term Breencast is an obvious portmanteau of the words "Breen" (his last name) and "broadcast."
- #39Suppression Field
Keys: Suppression Field
The reproductive suppression field, also referred to as the suppressing field, was imposed by the Combine upon gaining dominance of Earth.
As part of the Combine plan for population control, the suppression field's main effects are to bring the human birth rate down to zero by prohibiting the formation of certain protein chains important to the process of embryonic development, making it impossible for conception to occur in any form. This effectively ensures that the humans currently alive will be the last generation to survive.
- #40Black Mesa
Keys: BMRF, Black Mesa Research Facility, Black Mesa
The Black Mesa Research Facility, or B.M.R.F. for short, and colloquially known as Black Mesa, was a scientific research complex built around an abandoned Cold War ICBM launch silo in the New Mexico desert in the United States. The site was the location of the Black Mesa Incident, the result of a resonance cascade which would have catastrophic ramifications upon the planet for years to come. The facility was eventually destroyed by a thermonuclear bomb shortly after the cascade.
Black Mesa undertakes its various scientific researches in the facility, which is a very high-security complex, as each employee is required to undergo a series of rigorous security checks to access most areas. Security guards, carrying firearms and trained for emergencies, are present in all of the facility. The complex is also equipped with retinal scanners and alarms, as well as heavy blast doors that may shut down in case of fire, explosion or other event. Black Mesa can be completely sealed from the outside.
As employees are required to live in the complex itself, Black Mesa contains many personnel facilities, including laundromats, recreation and sports areas such as lounges, at least one basketball court,at least one swimming pool, a library, fast food outlets, food courts, cafeterias, and numerous vending machines.
Overall, Black Mesa is almost as large as a city and is completely self-sustainable in all fields.
- #41HECU
Keys: HECU, Hazardous Environment Combat Units
The Hazardous Environment Combat Unit, abbreviated as HECU, is a United States Marine Corps Special Forces Unit. Specially trained, they deal with a variety of indoor combat situations, particularly involving dangerous environments and unconventional enemies.
The Marines of the HECU are part of a rapid deployment force assigned to carry out clean-up operations at US Government black sites, such as Black Mesa. Described as a "dangerous and very efficient clean-up crew", the HECU are supposed to work in concert with the Black Ops and the Black Mesa Security Force.
The magnitude of the Black Mesa Incident and potential ramifications for the United States both at home and around the world led to the HECU being used as a military death squad, under strict orders to contain the alien incursion by any means necessary. This also involved containing the spread of knowledge regarding the incident, as it would likely have been a major global embarrassment for the US if it was discovered that their own top-secret research had led to such disaster. As such, the HECU are under orders not only to contain the alien threat, but to also liquidate the surviving Black Mesa personnel, the Science Team, the Security Force and any other civilians who were unfortunate enough to be caught in the crossfire.
They were ultimately unsuccessful in their mission to secure Black Mesa and were forced to evacuate due to the overwhelming Xen forces. And in the Seven Hour War, the HECU along all of the military in the world had been utterly defeated at the might of the Combine.
- #42Gordon Freeman
Keys: One Free Man, Dr. Freeman, Gordon Freeman, Anticitizen One
Dr. Gordon Freeman is a theoretical physicist, forced to defend himself and the human race in a conflict against hostile aliens and other enemies after indirectly causing the resonance cascade within Black Mesa leading to a worldwide alien invasion.
In the process, Freeman becomes an almost legendary resistance hero, eventually rising to be one of the key leaders in the war against the Combine.
- #43Father Grigori
Keys: Father Grigori, Grigori
Father Grigori is the only known surviving occupant of Ravenholm. He is a mentally unstable but friendly priest.
Father Grigori is a middle-aged man with a bald head and portly build; he dresses in traditional embroidered clothing and red Converse sneakers covered with Headcrab ooze. Around his neck, he wears a gold crucifix, signifying his religious position and outlook. He has a cross pierced into the skin of one of his hands.
- #44Rollermines
Keys: Rollermine
The Rollermine is an electrically charged, spherical device, with morphed pentagons each side, slightly larger than a soccer ball that reacts to movement within a sizable radius. They are primarily used as offensive and defensive traps by the Combine.
As the name implies, Rollermines roll towards enemies and electrocute them via close-range electric shocks. Extensively used along the coastal roads, they are deployed from the air by Combine Dropships, in groups of two to four. Upon landing, the mines will remain inert or, if they land on softer terrain like soil or gravel, they will burrow themselves into the ground, remaining almost invisible. When an enemy target is detected, the Rollermine will pop out of hiding and roll towards it in a relatively straight line.
The mines can magnetically cling to a target vehicle (such as the Buggy) and interfere with the steering, forcing the driver to either stop or drive off the road. Besides the damage inflicted by any resulting car wreck, attached Rollermines do not directly injure the occupants of a vehicle.
- #45Portal Storm
Keys: Portal Storm
A Portal Storm is an event that creates a multitude of portals to other dimensions. As suggested, these portals spread devastating shockwaves outwards in a storm-like manner, causing havoc wherever they hit.
A Portal Storm consists of a blue "wave," which either resonates from a Superportal or by a Resonance Cascade, and it moves across a landscape, negating gravity as it goes. As a result, any object in its path would suffer damage from the brief weightlessness effect.
- #46Superportal
Keys: Superportal
A Superportal is a massively powerful and large portal that allows massive volumes of matter and information to pass through it across large distances, often between different dimensions.
Initiated by cataclysmic quantum events, such as a Resonance Cascade or the explosion of a Dark Energy source, they can become unstable and send out waves of Portal Storms.
In its infancy, a Superportal will draw power to fuel its completion through tendrils of energy from an energy source. A full-strength Superportal can allow vast amounts of matter to be transported across large distances frequently between contrasting dimensions.
- #47The Vault
Keys: The Vault
The Vault, also referred to as The Box, is a massive floating structure created by the Combine before the completion of the Citadel. Located deep within the Quarantine Zone, an area of City 17 that is under lockdown and separated from the rest of the city, it is an important and highly kept secret structure to the Combine.
The Vault is an enormous metal structure that is suspended high up in the air, with many long and heavy wires protruding from its sides. The Vault's design is built in combine architecture, with 3 points of the structure extending from its centre. The floating structure directly oversees a docking station in the form of a large tower, as well as a Combine base located below it.
The Vault serves as a technologically advanced prison, of immense importance as The Vault is actually housing and imprisoning one sole being of dangerous status; the mysterious and powerful entity known as the G-Man.
The Vault is heavily guarded, as the floating structure garrisons a large amount of Combine Soldiers, with another defending Combine force stationed on the ground directly beneath the Vault.
Inside of the Vault several broken rooms can be found, some of which are oriented sideways or upside down, or are mirrored across their roofs. Gravity seems to follow the orientation of each room or sometimes be non-existant. Static, ghost-like apparitions of humans can be seen inside the rooms.
- #48The Misfitted
Keys: Misfits, The Misfitted, The Unaligned
The Misfitted is a small faction independent and unaffiliated from the Combine and the Resistance. Founded by a rogue combine soldier, they are only self interested in their own survival and are neutrally hostile to both Combine and Resistance members.
As the name implies, the faction consists of individuals who don't belong to the two major factions. They welcome refugees who only want to survive and ex-members of either side into their faction.
Sometimes they will work together with either sides, aiding the resistance more often than the Combine.
- #49Stun Baton
Keys: Stun Baton, Stunstick
The Stun Baton, or Stunstick, is an electrified baton used by Civil Protection officers to enforce the law on unruly citizens with an iron fist.
Stun batons are similar in use and appearance to those used by police officers in modern times, though considerably more brutal. The small electrical device contained within the tip is to electrocute anyone hit with the baton. When activated, the end emits an electrical blue glow. It will stun citizens, causing pain and confusion. The stun baton is approximately 22 inches long and manufactured from a gray metal.
Often, stun batons are to beat citizens who do not comply with Combine rules and regulations or who disobey Civil Protection officers no matter how trivial they may be. Stun batons are also used in Civil Protection raids to subdue targeted citizens or Resistance members. Guards use Stun Batons to restrain and harass citizens within City 17.
Stun batons have different settings of power. Proven by the fact that on the streets, being hit by a stun baton only hurts and blinds for a second. During an apartment raid, they can be seen incapacitating citizens in one hit and can kill or incapacitate the player in three hits.
- #50USP Match
Keys: USP, USP Match
The USP Match, also known as the 9mm Pistol, is a semi-automatic handgun. The USP Match appears to be the Combine's standard sidearm, and is often carried by Civil Protection officers.
The USP Match is a reliable and accurate weapon and has a large magazine. One of the weapon's most prominent features is its large muzzle compensator that reduces muzzle climb.
The USP Match is not particularly effective against multiple targets, and better when facing off against one or two targets at a time. When engaged in a firefight using the USP Match, aiming at the target's head is advised. Aiming for the body is not very effective, especially not if the target is wearing body armor, as it can take up to seven shots at medium range to score a kill. On the other hand, it normally takes only two or three headshots to kill.
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