Spawn Command: give npc_strider Picture: http://ep1.vidgg.com/picture.php?id=strider.jpg
Description: A large tripod Synth equipped with a powerful, highly accurate pulse turret and a destructive singularity cannon. Striders can only be damaged by explosives.
-------- | Hunter | --------
Spawn Command: npc_create npc_ministrider Picture: http://ep1.vidgg.com/picture.php?id=hunter.jpg
Description: Unlike the standard Striders, which walk about one step at a time, Hunters can gallop with a powerful gait similar to a gorilla's. They also have visible eyes or eye-like devices and are more agile than their enormous cousins. They are clearly well-suited to the forest environment of Episode Two. When spawned in Episode One, they attack with a minigun-like weapon simillar to the one used by the larger Striders. In the second Episode Two trailer, it is revealed that the Hunters fire a weapon similar to the Combine Turret or Overwatch Pulse Rifle from both of their "eyes". From what is seen in gameplay videos, they seem to only use this weapon when the target is unreachable or a considerable distance away, preferring to charge and violently kick their enemies most of the time. Animations also suggest that the Hunter mounts its legs to the ground before firing, (something suspected to also occur in Episode Two's trailer). This "mounting" animation may also suggest a more powerful weapon in the future, similar to the Strider's singularity cannon. When spawned in Episode One, the Hunter may activate a cannon that fires a pulse shot similar to those shot from the suppression device atop the Overwatch Nexus.
---------------- | Shield Scanner | ----------------
Spawn Command: npc_create npc_clawscanner Picture: http://ep1.vidgg.com/picture.php?id=scanner2.jpg
Description: The shield scanner, unlike the city scanner, has minor combat roles. A shield scanner uses its pincer arm to efficiently pick up and deploy hopper mines, giving it the additional combat support roles of a miniature equipment transport and minelayer. Shield scanners are also used as target-spotters for striders, alerting them to the presence of enemies hiding inside structures, or in other areas that might be used for concealment. The official Prima game guide says that this type of scanner is equipped with a light machine gun. However, this feature was most likely cut from Half-Life 2, as the shield scanner never uses such a weapon in-game.
--------------------------------- | | | Combine Technology [B.02.01.03] | | | ---------------------------------
The Combine has manufactured a large variety of technology, most of which is designed for combat. A large amount of The Combine's technology present on Earth is actually human technology re-interpreted and re-made by The Combine, using its own materials.
Picture: http://ep1.vidgg.com/picture.php?id=tech.jpg Left to right: Rollermine, Sentry Turret, Manhack, Hopper, Rollermine(rejiggered) Top: City Scanner
-------------- | City Scanner | --------------
Spawn Command: npc_create npc_cscanner
Description: City Scanners are floating cameras that are deployed from The Citadel for monitoring purposes. They may drop a battery if destroyed.
--------- | Manhack | ---------
Spawn Command: npc_create npc_manhack
Description: Manhacks are weapons used by the Combine with the specific purpose of flushing out any targets that may be hiding in tight, confined areas. Manhacks have spinning blades with which they attempt to dissect hostiles.
------------ | Rollermine | ------------
Spawn Command: give npc_rollermine
Description: Rollermines bury themselves and become activated when a hostile target passes near them. They can jump onto and attach themselves to vehicles and cause damage. They can also inflict damage to living beings by emitting a powerful electrical charge into them upon contact. Rollermines are destroyed when submerged in water. They can be grabbed with the gravity gun. In Episode 1, Alyx Vance has the ability to reprogram them, creating a more powerful, but un-stable version that is allied to the player.
------------- | Hopper Mine | -------------
Spawn Command: give combine_mine
Description: Hopper mines are anti-personnel mines placed by shield scanners. When they detect the presence of something they consider to be hostile, the mine will launch itself into air, and detonate upon impact with the ground. If picked up with the gravity gun, the mine can be reprogrammed to work against Combine forces.
--------------- | Sentry Turret | ---------------
Spawn Command: npc_create npc_turret_floor
Description: Sentrie Turrets are placed in important areas which the Combine have no personnel patrolling in. They have a 180-degree firing arc, and have to be toppled over in order to be disabled. Alyx can reprogram certain sentries to fire upon Combine forces.
-------------------------------- | Armored Personnel Carrier(APC) | --------------------------------
Description: The Combine Armored Personnel Carrier is equipped with an integrated rocket launcher and a pulse turret. It is used to transport and deploy Combine units, or as an extra support unit.
Spawn Command: If you know a working command, please email me at gamefreaksl gmail com
------------------- | Headcrab Canister | -------------------
Spawn Command: If you know a working command, please email me at gamefreaksl gmail com
Description: Large shells launched by The Combine into areas containing large amounts of city escapees or resistance members. Once the shell impacts, fins will open at its rear and headcrabs will jump out. Shells can be filled with any type of headcrab.
--------------------------- | | | Xen Creatures [B.02.02] | | | ---------------------------
------------------------ | | | Headcrabs [B.02.02.01] | | | ------------------------
Headcrabs attempt to gain control of a human's nervous system by infiltrating their brain, thus turning the "host" into a zombie. Two new types of headcrabs (and thus zombies) have appeared since Half-Life.
Picture: http://ep1.vidgg.com/picture.php?id=headcrabs.jpg Left to right: Headcrab, Fast Headcrab, Poison Headcrab,Black Headcrab(same as poison)
---------- | Headcrab | ----------
Spawn Command: npc_create npc_headcrab
Description: The standard headcrab. They move relatively slowly and will pounce when given the opportunity. They are best dodged then killed with the crowbar.
--------------- | Fast Headcrab | ---------------
Spawn Command: npc_create npc_headcrab_fast
Description: Slightly smaller but much faster than regular headcrabs due to their long legs, fast headcrabs can be difficult to hit with projectiles due to their speed, and are best dodged and then killed with the crowbar.
----------------- | Poison Headcrab | -----------------
Spawn Command: npc_create npc_headcrab_poison Spawn Command #2: npc_create npc_headcrab_black
Description: Larger, and slightly faster-moving than regular headcrabs, a bite from a poison headcrabs will inject the player with neurotoxin, which will bring their health instantly down to 1, making the player highly vulnerable. Gordon's suit will then inject an anti-toxin - over several seconds, this will neutralize the poison and return the player's health to what it was when the player was bitten. Like other types of headcrabs, poison headcrabs are best dodged, and then attacked with the crowbar.
---------------------- | | | Zombies [B.02.02.02] | | | ----------------------
Headcrabs attempt to gain control of a human's nervous system by infiltrating their brain, thus turning the "host" into a zombie. Two new types of headcrabs (and thus zombies) have appeared since Half-Life.
Picture: http://ep1.vidgg.com/picture.php?id=zombies.jpg Left to right: Zombie, Fast Zombie, Poison Zombie, Zombine
-------- | Zombie | --------
Spawn Command: npc_create npc_zombie
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