| List Of Combine Combat Technology In Half-life 2 |
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OVERVIEW The Combine, since gaining dominance on Earth, has invented a large number of devices and machines, some of which are offensive, and others which are used in the day-to-day policing and surveillance of the general populace. A majority of the Combine's technology present on Earth is actually nothing more than human technology re-interpreted and re-made by the Combine, using its own materials. Technology such as helicopters, turrets, and wheeled vehicles are all human technology, re-made by the Combine. City scanner ''First Seen: Chapter One, Point Insertion''
City scanners, often referred to simply as scanners, are Piranha -like, flying security cameras used by the Combine to monitor City 17 's citizens. They are equipped with a built-in camera and a blinding searchlight. City scanners have no weapons, but the blinding searchlight and the photographic flash emitted can temporarily stun a person. They are lightly armoured, and can easily be destroyed by launched objects, gunfire, or by simply being smashed with a hard object. When a city scanner receives critical damage, it attempts to crash itself into its attacker in hope of doing damage to them. They are powered by a single Combine battery, and a destroyed one will occasionally drop such a battery. As the name implies, city scanners are used primarily in the city, rather than in out-of-city locations, such as the canals or the coast. It appears that city scanners are mass-produced in the Citadel , as they serve many purposes - including the obvious surveillance role, as well as reconnaissance, and the hunting of missing or wanted individuals. City scanners will typically accompany Civil Protection personnel and almost always work with other Combine units, but are typically not directly used in combat, and only have the role of informing other, more combat equipped Combine units about citizens and their locations, should there be need for combat. City scanners rarely travel alone, so the sight of a city scanner is usually an indication that there are other Combine forces nearby. In cases of emergency, city scanners can be mass-deployed in hundreds or thousands from the Citadel, to perform a city-wide, and possibly out of city search as well. One such example of this is during the conversation with Barney before acquiring the crowbar, in which under zoomed vision the Citadel appears to be dropping massed groups of city scanners in an effort to find and detain the player. It also appears that a city scanner was used in one of the latest "evolutions" of Dog , the robot built by Eli Vance to protect his daughter, Alyx , while she was young, as both machines maintain a similar "facial" design. Manhack ''First Seen: Chapter Three, Route Kanal''
Manhacks are flying, Gyroscope -like devices, slightly smaller than city scanners. They have three razor-sharp blades which constantly spin at extremely high speeds. The blades' spinning produces a high-pitched whine, which can be used as an indicator of a manhack's presence nearby. The manhack's blades are powerful enough to instantly slice through wood planks and fencing, but are unable to slice through stronger materials such as metal or concrete. Semi-intelligent, they have very little concept of self-preservation, careening off walls and through objects in the single-minded pursuit of their target. Manhacks are deployed by the Combine (who call them "viscerators") and are used to scout areas too dangerous for city scanners. Manhacks never travel alone, and are usually deployed in groups of at least four or more. Some Civil Protection troopers carry them and can deploy them in an emergency. They appear to be fairly armoured against gunfire, and are more easily destroyed by being smashed with a hard object, which will cause it to become disoriented, and stop attacking for a couple of seconds as it re-stabilizes itself. The Gravity Gun is also very effective against them. Once in the gravity gun's field, they can be launched into walls, other hostile forces, or can be used as a Chainsaw -like weapon. Originally, a section of the game was designed where the Combine allowed citizens to, what seemed to them, play virtual reality games in something known as the "Manhack Arcade." The citizens playing these games had no idea that they were, in fact, controlling manhacks in real-life, and killing fellow citizens with them. This is perhaps a reference or inspired by the film '' Toys '', where in one part teenagers unknowingly controlled remote-controlled military robots in a vast arcade with varying games to "play." The concept never made it into the final version of the game. Rollermine ''First Seen: Chapter Five, Black Mesa East - found as Dog 's ball''
Rollermines are electrically-charged, spherical devices slightly larger than Soccer Ball s that react to movement within a sizable radius. Rollermines are used as offensive and defensive traps by the Combine. As the name implies, they roll towards enemies in an attempt to electrocute them. Extensively used along the coastal roads, the mines 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 asphalt, they will burrow themselves into the ground, remaining almost invisible. When an enemy target is detected, the roller mine will pop out of hiding and roll towards it in a relatively straight line. They inflict damage to people via close-range electric shocks. The mines can magnetically cling to a target vehicle 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 pose little threat to the occupants of a vehicle, concentrating instead on shocking the vehicle itself. For this reason, rollermines are usually deployed in tandem with Combine Soldiers , who would ambush the stranded individuals. Attached mines cannot be removed except through excessive force, and touching them will cause electrocution. They are also deployed in structures, taking any intruder by surprise. Rollermines can be destroyed with explosive devices, or alternatively may be picked up with the Gravity Gun and launched out of the way (or at enemies). Complete submersion in water also causes them to short-circuit and explode. Additionally, they can be eluded by being outrun, as they give up once a target is too far away. Take note that Dog uses an inert rollermine as the ball during the game of fetch Gordon plays with him in the Black Mesa East scrapyard. If Dog's ball is not destroyed during the shelling of Black Mesa East, it is possible to carry it with the Gravity Gun through much of Ravenholm. In doing so, the ball can be used to distract the many zombies there, who will attack it instead of Gordon, making them easy targets. Dog's ball is destroyed if it is caught in any nearby explosions. Some fans have noted the rollermine markedly resembles a ''katamari'' ball from the '' Katamari Damacy '' series, though the rollermine's color scheme is far more subdued (and, of course, it is a far more lethal implement). Hopper mine ''First Seen: Chapter Eleven, Anticitizen One''
Hopper mines are anti-personnel Mines that hop into the air before exploding, much like a Bouncing Betty . These mines are carried and deployed by Shield Scanners . They are vaguely cone-shaped with three sharp "legs". When dropped, the mines use these legs to bounce around until they land right-ways up on a smooth surface. They then jam the legs into the ground, attaching themselves very firmly. When an enemy target comes close, the mines light up and give off a warning chirp. If the enemy target gets too close, the mines will toss themselves unpredictably, nearly two meters (six feet) into the air, and explode upon contact with whatever they happen to hit on the way down, which is usually the ground. They also detonate if smashed too violently. Otherwise, they are impervious to nearly all forms of handheld weaponry, save for the Gravity Gun . Because of their danger, immovability and extreme durability, hopper mines are impossible for most enemies to disable or defuse. Thus, they are used by the Combine almost exclusively to deter attacking enemy personnel, creating makeshift but often impassable barriers in seconds. They are used both indoors and outdoors, mostly in vital choke-points and occasionally concealed as traps. Hopper mines use a Friendly Fire identification system which resets whenever they are picked up. The mines interpret a "friendly" unit as whichever faction placed it last. Thus, a mine placed by a citizen with a gravity gun will attack Combine, and a mine dropped by a shield scanner will attack citizens. This system is signaled through a color-coded light at the top of the device:
The ability to be turned against the Combine is most likely not an intentional feature of the mine or, instead, a reprogramming function built into the gravity gun, which was designed with mine removal in mind. Players have also theorised that this is because of a programming mistake by the Combine and that a hopper mine will consider whatever placed it last to be an ally. In any case, the mines are unlikely to be placed by anything other than the Combine's shield scanners. If thrown using the Gravity Gun's primary fire, the mine explodes on contact with whatever it hits first. Sentry ''First Seen: Chapter Nine, Nova Prospekt''
Sentries ("sterilizers" in the Combine's medical Newspeak) are automated gun turrets mounted on a Tripod . The Combine sentry shares a similar appearance and function with those used by the fictional Hazardous Environment Combat Unit of the United States Military in the original '' Half-Life ''. However, the Combine version does not use secondary laser "tripwire" detectors, using motion detection sensors instead. The Combine sentry also has a narrower Field Of View and range of motion, whereas the HECU's turret is able to rotate and fire in nearly any direction. The sentry's gun is loaded with the Combine's ubiquitous pulse ammunition, of which it has an essentially limitless supply. Sentry guns use a Friendly Fire detection system, allowing them to differentiate between Combine, alien and citizen. An individual gun's programming can be accessed and modified remotely through a separate computer terminal when necessary. Note that in ''Chapter 10, Entanglement'', Alyx reprograms a number of sentry turrets, allowing Gordon to deploy them as defense against oncoming hordes of Overwatch soldiers. The guns are often deployed as static defenses by the Combine, used to guard areas that are infrequently patrolled, or as a means to supplement a larger defense network. The turrets are fitted with small handles and are light enough to pick up and place by hand. When not in use, they are generally stored locked in small forcefield-equipped lockers. While the sentries appear to be indestructible, they are unable to target properly when knocked over (this is actually quite easy to do, since the turret's legs are very close together, resulting in a very high center of gravity and thus making the turret easy to tip). When this happens, they automatically fire in random directions for a couple of seconds, before shutting down until righted. Against non-Combine enemies, assuming the sentry is still under Combine control, the gravity gun can be used to pick up the sentry from the rear, allowing direction of the firepower of the sentry gun to be in front of the player, shooting at any available enemies. However, using this tactic in the company of allies will cause them to be fired upon as well. Turret ''First Seen: Chapter Twelve, "Follow Freeman!"''
Combine turrets are placed in the floor, and unlike sentries, cannot be moved. Turrets will activate if their laser trigger is disturbed. They will spring up and begin firing at anything they consider to be hostile. Turrets have a 45-degree firing arc, which is indicated by two blue lasers emitted from the turret while it's activated. It is very easy to avoid turret-fire by simply staying out of the visible arc. While the turret is activated and idle, it emits a repetitive beeping sound, and if there are no hostile units in its vicinity, it will deactivate and retract back into the floor. The turret, much like a sentry, is extremely tough and durable. The protective top of the turret, which resembles a large, metal tile, cannot be destroyed with any available weaponry. The only way to destroy a turret is by activating it, and then placing an explosive, such as a grenade, inside its pit, where its unprotected mechanisms lie. Once destroyed, the turret will retract back into the floor and its blue laser will deactivate. Combine turrets can be found in the Overwatch Nexus, and are placed in areas containing equipment critical to the Combine, such as generators, or can be set up to guard hallways leading to such equipment, or other vital objects. They are usually placed in pairs, where they can cover each other with fire, or create crossfires for hostiles. Special types of turrets exist which are only encountered in one room in the Overwatch Nexus. These turrets function in a similar manner to the standard turrets, except they have red lasers, and rather than being floor-mounted are attached to the ceiling. These turrets cannot be destroyed and feature a much more powerful pulse gun than the standard turrets which can tear anything to shreds within a matter of seconds. This, along with their close grouping, ensures almost certain death for anyone who activates them. Although both types of turrets are only found in the Overwatch Nexus, it is likely that the Combine have installed such turrets in other structures and locations around City 17, which are not frequently patrolled by personnel, yet are important and require protection. Mounted pulse gun
Mounted pulse guns can be found many places in ''Half-Life 2'', including the canals, the wasteland, City 17 , Nova Prospekt , etc. Soldiers on defensive structures dispatch mounted pulse guns to a nearby shield wall. Once in place, the gun can be fired by every humanoid entity (besides Vortigaunt s, and Headcrab Zombies ) with great intensity. Mounted pulse guns have unlimited ammo and have an attached flashlight, as well as a targeting laser. The mounted gun might be a reliable defense, but any explosive damage to the shield wall that the gun is mounted to will render the gun useless. Ceiling mounted camera
Seen in many City 17 citizen checkpoints and the Citadel, ceiling mounted cameras are automated machines primarily used to identify individuals based on their appearance, using a built-in camera, and take appropriate action depending on the information gathered from the pictured individual. They have the ability to grant access to an entrance for valid citizens or stalkers, or denying access to entrances for invalid citizens or unidentified individuals, which includes Gordon Freeman, while sounding an alarm and taking several photographs of the individual. Certain cameras may be seen programmed to redirect an invalid individual to an alternate access point or room, where they may be interrogated, or are directed to special destinations. Ceiling mounted cameras are also seen assigned as detection devices, watching for any intruders who may enter an area or room, and notifying Combine forces of the intrusion. Certain rooms under use by Combine units may also contain several ceiling mounted cameras for observation of units and security, and may be deactivated using a Combine Command Panel . APC ''First Seen: Chapter One, Point Insertion''
Armoured Personnel Carrier s are the main ground vehicle used by both the Combine's Civil Protection and Overwatch forces, for transport as well as for combat. Resembling large armored trucks or vans, Combine APCs are a good example of how Earth-based designs are often adopted by the Combine and re-interpreted with their alien technology. The APC has a door on its right side as well as a set of double doors at its rear. The rear doors are likely for troops to enter through, while the front door is probably for the driver who possibly serves as the vehicle's gunner as well when not driving. The APC has unusual, striped Tires which do not appear to be made out of rubber, and do not resemble any tire design on Earth. The Hubcap s are made out of what resembles plates of metal arranged in a semicircle, leaving the rest of the wheel exposed. The APC also features a very quiet engine even when going at high speeds, and is more than likely a Four Wheel Drive vehicle. For a vehicle as large and as powerful as the APC, the Differential and the Driveshaft look undersized. Rather than this being the result of Combine technology, the true reason for this is likely to be nothing more than a way for the developers to save polygons, as those components are located under the vehicle and never really seen in-game. Another example of this could be the fact that the APC also lacks an Exhaust Pipe , but it is also possible that it uses a highly efficient, Combine-technology engine that doesn't produce Exhaust and thus has no need for an exhaust system. The APC does seem to run on some sort of fuel, however, as there is something resembling a petrol (gas) tank cap on the left side of the vehicle. The APC can carry a driver as well as four fully equipped soldiers and is armed with a mounted pulse gun and integrated missile launcher. The APC's biggest asset, however, is speed. Civil Protection officers use APCs as rapid response vehicles to reach conflict sites and crime scenes within minutes. Overwatch soldiers, on the other hand, use the vehicles mostly as fast and reliable transportation through the wastelands outside the metropolis. An APC can also be quickly carried over problematic terrain by a Combine dropship if required. When not in use, the APC can be hooked up as a power source for Combine devices such as force field pylons. The APC has a siren which will typically be activated during a Civil Protection raid. It is never used by Overwatch personnel. Personnel inside the APCs can attack using the powerful short-range gun turret and volleys of longer-range, very accurate homing missiles. Luckily, enough gunfire can blow these missiles out of the sky or, at least, force them off course. APCs are sturdy enough that they are often used to simply smash into or run over the enemy. They are also very well shielded, offering complete protection from most conventional weapons (however, Gordon Freeman's airboat gun can easily destroy them). The player does not get to drive a Combine APC during the game. The concept was dropped during development when playtesters complained that the APC was too slow compared to the other vehicles. This seems a strange complaint given the high speeds the APC seems capable of when driven by Combine forces during the game. In game terms, however, it seems fair that Gordon Freeman would not be able to drive an APC, for reasons such as his lack of understanding of the controls and the possible presence of a Combine-only identification device within the APC. Hunter-chopper ''First Seen: Chapter Three, Route Kanal''
Incredibly powerful, the hunter-chopper is a combat helicopter used, as the name implies, for search-and-destroy missions against weaker targets. Like the APC, this vehicle is a conventional Earth design co-opted by the Combine and modified using its own technologies. It utilizes a two-man crew of Overwatch soldiers; one pilot and one gunner. The hunter-chopper is armed with a powerful pulse gun on a fixed mount and has the ability to drop explosive timed mines. The gun has a wide spread and is used mainly on slow or stationary targets. Before firing the hunter-chopper emits an audible "whining" sound that can be used as an indication of when the gun is charging up. The spherical mines are used offensively - dropped directly in front of enemy vehicles and onto weaker structures. They detonate either upon contact with an enemy, or after a short timer counts down. The mines also float on water, allowing them to be used against boats and other water-craft. One hunter-chopper maneuver involves launching around fifty mines simultaneously during one high-speed bombard - effectively saturating an entire area. Hunter-choppers are among the fastest Combine units able to keep pace with, or outrun, almost any opponent. They are used mainly within the city and its outlying canals to search out and eliminate specific targets, especially those on foot. The hunter-choppers work both as lone attackers or as support units for other attack forces depending on the mission. At locations further from the city, however, such as the coast or locations where there is a large number of enemies, the Combine will typically choose to use gunships instead. A group of City 17 escapees in the canals through unknown means managed to get hold of a hunter-chopper's pulse gun. When Gordon Freeman arrives at their camp, a Vortigaunt fits this gun onto his Air Boat . Gordon Freeman is then able to use it to take down the hunter-choppers that have been hunting him from the start of his mission. The hunter-chopper is seen again in ''''. Headcrab shell and launcher ''First Seen: Chapter Three, Route Kanal''
Headcrab shells, also known as headcrab canisters or headcrab rockets, are perhaps the most nefarious piece of technology the Combine possess. These shells rain down from the sky and release a payload of deadly Headcrab s. Due to its use of living organisms in attacks, headcrab shells are classified as a form of Biological Weaponry . Fired from a launcher only seen in the '''' map, the headcrab shells are shot with a loud explosion and streak towards their target in a steady arc, leaving temporary vapor trails behind. These large projectiles can crash through most barriers, embedding themselves several feet, even into concrete. At this point a hatch at the rear of the shell opens and reveals a metallic pipe-shaped container. Up to a half-dozen headcrabs climb from the end of this pipe and leap out into the crash site. Usually these are only basic headcrabs although Fast Headcrabs have been observed exiting a shell. Poison Headcrabs are also used in shells, as seen in ''Lost Coast''. Once landed the headcrabs go about their usual practice of attempting to kill or enslave any human they encounter. The headcrabs will then simply infest the surrounding area, concealing themselves by burrowing into the nearby soil or taking up residence in pipes, vents, and other darkened hiding places. This infestation renders a significant area surrounding the crash site completely inhospitable to human life. While one shell is not a huge threat by itself, as headcrabs are generally weak, the effects can be horrific when the Combine shell an area with scores of these munitions. This happened to the mining town of Ravenholm prior to the events of ''Half-Life 2'' which was inhabited by a large number of escapees from City 17 and was quickly overwhelmed by the parasites, to the point where there is only one human survivor left in the town. The Combine uses headcrab shells in much the same way as they use manhacks, only on a wider scale, being an efficient way to eliminate entire centers of Resistance. In addition to being used on their own as an effective weapon, individual headcrab shells are also used in a tactical role during some operations where they are used to weaken smaller targets, create disarray, and force enemies out of entrenched positions. Suppression device ''First Seen: Chapter Twelve, "Follow Freeman!"''
The suppression device, also referred to as the suppressor, is a stationary Combine weapon, which functions much like a large Mortar except instead of firing Shells it fires an extremely powerful and concentrated pulse. This slams into the ground, destroying objects, and disintegrating living beings within a 3-5 metre (9-15 foot) radius from the impact. The suppression device has to "warm up" before it can fire the pulse and the ground where the pulse will land begins to glow blue. This allows the next target of the pulse fire to be predicted, and thus avoided. The suppression device is powered by a series of Combine generators and possibly forms its ammunition from them as well. A suppression device was installed onto the roof of the "Overwatch Nexus" in City 17. During the game, Gordon , Barney , and a small band of Resistance fighters are required to disable all the generators in the building in order to power down the device in order that the Resistance on the streets can move more freely. The suppression device only appears once in the game but it is likely that the Combine may have installed similar devices in other parts of City 17 where there are large numbers of Resistance personnel. It is unknown whether the suppression device functions on its own, or whether it has an operator, but the small interface and the binocular-like lenses suggest the latter, who is most likely a trained Overwatch soldier. No operator is seen during the game but it may be that he left the scene after the suppression device was disabled by the Resistance. Also, Combine personnel on the roof of the Overwatch Nexus suggest that they may have been guarding the operator, as well as the device itself. The suppression device is not to be confused with the Suppression Field , which has a different function. The two are not linked to each other in any way. SEE ALSO
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