List of weapons in Half-Life 2
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Half-Life 2, a 2004 first-person shooter computer game, features a variety of weapons; some available in both single-player and multiplayer modes, some unique to one mode.
[edit] Standard Half-Life 2 weapons
The weapons listed below are available in the single-player mode. They are also available in the multiplayer mode, Half-Life 2: Deathmatch (HL2DM), except where noted.
Here, damage refers to the amount of damage inflicted by the weapon's use, which sometimes varies between modes. Alt-fire indicates whether the weapon has a "secondary fire" mode allowing it to be used in a different way. The console ID is the name used to refer to the weapon when issuing commands via the in-game console.
[edit] Crowbar
Range: Melee, hand-to-hand
Damage: 10, 25 in HL2DM
Alt-Fire: No
Total Capacity: N/A
Console ID: weapon_crowbar
The crowbar is the mêlée weapon of Half-Life, and also the first weapon available to the player. Used primarily for smashing boxes and other breakable obstacles, it can also be used to attack enemies, though most enemies larger than a headcrab will prove difficult to kill. In HL2DM, the crowbar is weaker but faster than the stunstick.
First found: Chapter 2: A Red Letter Day. The player receives the crowbar from Barney Calhoun, who jovially alludes that it is the same crowbar that Freeman used in the original Half-Life. It is unclear exactly which crowbar he is referring to, as the first crowbar wielded by Freeman was taken by soldiers who apprehended him, and the second was confiscated along with all the other weapons carried by Freeman by G-Man at Half-Life's end, G-Man claiming that "most of them were government property".
First found in Episode One: Chapter 4: Urban Flight. Barney Calhoun presents Freeman with another crowbar after yanking it out of a drawbridge crank mechanism, where it was holding it in raised position. Barney playfully warns that he doesn't have many of them left to give out, and asks Freeman to be more careful with his new crowbar.
[edit] Zero-Point Energy Field Manipulator (a.k.a. "Gravity Gun")
Range: Close to Medium
Damage: Varied
Alt-Fire: Yes
Total Capacity: N/A
Console ID: weapon_physcannon
Officially called the "Zero-Point Energy Field Manipulator", the Gravity Gun is a tractor beam–like weapon that does not require to be reloaded with ammunition or power. The primary fire can repel most inanimate objects, allowing these objects to be moved to clear a path, or to be hurled at enemies. The reference to zero-point energy is here used as hand-waving to explain away the fact that objects being manipulated stop obeying conservation-of-momentum laws, i.e. the Gravity Gun's actions upon heavy objects do not produce equal-but-opposite reactions on the Gun itself.
The gun cannot pick up organic objects such as Combine Troops, though the primary fire itself can repel and harm some weaker enemies, such as headcrabs, and can be used to flip an Antlion, speculated to be due to their chitin-like hides containing non-organic compounds. The alternate fire can attract most inanimate objects up to a limit, but is unable to affect particularly heavy objects such as cars. Held objects can then be launched at high velocity by using the primary fire, used as shields, or simply dropped. In HL2DM, the launched objects typically kill instantly. The Gravity Gun utilizes the game's physics engine heavily, and it was originally conceived as a tool for experimenting and testing the physics engine.
The Gravity Gun, by its very nature, can be creatively used for changing the gameplay environment, such as for making traps, barricades, or other similar structures. It also affords for some interesting and unique gameplay such as catching certain robotic opponents and using them as firearms or melee weapons, or even grabbing thrown grenades and launching them back.
A little-practiced method of playing Half-Life 2 is to use only the gravity gun (and sometimes other essentials, such as the crowbar, grenades, and rocket launcher), after the weapon's initial acquisition.
First found: Chapter 5: Black Mesa East. The Gravity Gun is given to the player by Alyx Vance during Chapter 5 of the game, after arriving at Black Mesa East. Whether the weapon was meant to remain with Gordon is unknown, since the complex comes under attack by Combine forces and the player is forced to escape through Ravenholm.
First found in Episode One: Chapter 1: Undue Alarm. In Half-Life 2: Episode One, the player starts the game with the gravity gun working as it was originally seen.
- See also: #Manipulator (Physgun)
[edit] Zero-Point Energy Field Manipulator with Organic Management Capabilities
Range: Close to Medium
Damage: Kills instantly
Alt-Fire: Yes
Total Capacity: N/A
Console ID: weapon_physcannon (replaces the standard Gravity Gun as a spawn when the player has been in the confiscation chamber)
Towards the end of the single player game, the player enters a Combine "confiscation field", which removes all weapons and disintegrates them. The Gravity Gun, however, is not dematerialized along with the others. Instead, the Combine technology alters the weapon's flux capacitors, enabling it to also grasp or repel living creatures, killing them instantly, and pull heavier inanimate objects such as large monitor screens. It is also able to manipulate the large orbs of dark energy (similar to those fired as grenades by the Pulse Rifle, also known as the AR2) that power many of the force fields. These can then be used as projectile weapons.
An upgrade of the normal Gravity Gun, it is not available in other parts of the game or in the multiplayer mode. Note that this gun is also called the "Zero Point Energy Field Manipulator with organic-management capabilities", "Organic Gravity gun", and "Super Gravity Gun". The fact that the gun was upgraded only due to the weapons-disintegrating Combine "confiscation field" may explain why any weapons dropped by enemies killed with the gun instantly vanish. (However, in Episode One, enemies killed in the Citadel by Alyx Vance also have their weapons disappear, presumably to prevent the player from obtaining firearms before he is supposed to. No in-game explanation is given, although it is possible that there is a wider confiscation field that vaporises weapons dropped by dead soldiers.)
First found: Chapter 13: Our Benefactors. This weapon is obtained at the final stage of the game, during Chapter 13, after the player has managed to enter City 17's the Citadel. A confiscation field removes all of the player's weapons and dissolves them, but when attempting to dintegrate the Gravity Gun, the weapon is instead modified by the field.
First found in Episode One: Chapter 1: Undue Alarm. In Half-Life 2: Episode One, Gordon nevertheless begins the game with the gravity gun functioning in its original state. Early in Episode One, as the player revisits the Citadel, he once again goes through a confiscation field and the gravity gun is enhanced for the second time. When the Citadel's Power Core is stabilized it drains the extra energy from the Gravity Gun and causes it to revert back to its normal state.
[edit] 9mm Pistol
Range: Medium to Long
Damage: 5 per round,
Alt-Fire: Yes, only because of a bug.
Magazine/Reserve Capacity: 18/150
Console ID: weapon_pistol
The first gun available, the 9mm Pistol fires relatively weak single shots but is very accurate with a sizeable magazine of 18 rounds. It also has the advantage of being one of few weapons which has the ability to be fired underwater. The weapon is modeled after the H&K USP Match. Though initially useful during the early parts of the game, it is soon eclipsed by other, more powerful weapons. Therefore, the weapon is best used to eliminate weaker and less dangerous enemies in the later parts of the game. Ammunition for this weapon is plentiful, making it a good backup weapon when the player is out of ammo or when trying to conserve it.
The alternate fire button can be used to activate a bug known as the "pistol trick" which produces a stronger shot by firing multiple bullets at once. The "pistol trick" has been removed from HL2DM, but is still present in the single player game. The pistol does not eject any casings when fired – a bug that has not been corrected after more than two years, although it may use caseless ammunition (Though probably not, as this would mean it could not be used while submerged in water, which it can). There are a few simple fixes for this available on the internet, however.
First found: Chapter 3: Route Kanal. The Pistol is acquired soon after the crowbar from defeated Civil Protection personnel.
First found in Episode One: Chapter 3: Lowlife. In a darkened room acessed by crawling through a vent system, the Pistol is found inside a caged-off space, where it must be yanked out of a hole with the gravity gun.
[edit] .357 Magnum Revolver
Range: Medium to Long (Effective in some confined spaces)
Damage: 40, 75 in HL2DM
Alt-Fire: No
Cylinder/Reserve Capacity: 6/12
Console ID: weapon_357
The second handgun available, the revolver is essentially a hand cannon, and is both more powerful and accurate than most other weapons. Ammunition is scarce, due in part to the fact that enemies do not carry this weapon. Due to its excellent stopping power, it is effective against Combine soldiers and headcrab zombies. A headshot with this gun will typically guarantee a one-shot kill even on the most heavily armoured enemies. This weapon appears to be based on the Colt Python Elite .357 Magnum, which is confirmed by the designation on the weapon's barrel in-game. The weapon's built-in zoom-and-fire feature from Half-Life was not ported to the sequel. However, it is still possible to use a method sometimes referred to as "zoom-sniping," wherein the player uses the HEV suit's built-in zooming function to take advantage of the .357's high accuracy to effectively transform it into a sniper rifle.
First found: Chapter 4: Water Hazard. The Magnum is found in a Combine controlled facility by the canal which Freeman uses to escape City 17 by air boat.
First found in Episode One: Chapter 5: Exit 17. Found on the floor in the train station foyer after ferrying citizens across.
[edit] Submachine Gun
Range: Medium, accuracy suffers at long ranges
Damage: 3 per bullet, approx. 13 per second
Alt-Fire: Yes
Alt-Fire Damage: 40
Magazine/Reserve Capacity: 45/225 + 3 HE-DP Grenades
Console ID: weapon_smg1
The first rapid-firing, fully automatic weapon received, the submachine gun is the weapon of choice for close to mid-range combat. It has a 45 round magazine with 225 rounds in reserve, and its secondary fire launches a grenade that detonates on impact. Ammo for this weapon is quite plentiful, and is in fact unlimited during those sections in which the player has access to the dune buggy, as it has an ammo box on its back. However, its accuracy is lacking due to its high rate of fire. It is modeled after the Heckler & Koch MP7, but with an additional grenade launcher above the main barrel (which is fictional, but technically possible). The gun ejects regular pistol casings, despite the MP7 using bottlenecked cartridges and the weapon's ammo pickup icon showing the correct bullet.
First found: Chapter 3: Route Kanal. During the journey through the tunnels running beneath City 17, the player is attacked by rappelling Civil Protection personnel. These policemen carry SMGs and after having killed them, the player can pick up the weapon.
First found in Episode One: Chapter 4: Urban Flight. Dropped by rappelling Combine Soldiers.
[edit] Overwatch Standard Issue Pulse Rifle
Range: Medium to Long (Effective in some confined spaces)
Damage: 8 per round
Alt-Fire: Yes
Alt-Fire Damage: Instant death to NPCs and other players in HL2DM, 15 to player in single player.
Magazine/Reserve Capacity: 30/60 + 3 Energy Orbs
Console ID: weapon_ar2
The Overwatch Standard Issue Pulse rifle, OSIPR, or AR2, is a powerful directed-energy weapon used by the Combine Overwatch soldiers and Overwatch Elites, it fulfills the role of an assault rifle. It is very accurate at short and medium ranges, with average results at long and extreme ranges. It has two fire modes - primary fires directed dark energy pulses, while the secondary fire mode launches a Combine dark energy orb.
As previously mentioned, the primary fire is very accurate when used in short, controlled bursts. Prolonged fire, apart from consuming excess charges from the plugs, becomes increasingly inaccurate the longer the trigger is pressed. Ammunition for this mode comes in the form of small plugs, which store dark energy, up to thirty pulses each. It is gradually released in single blasts as the rear of the plug, containing the detonator, is hammered by the firing pin. The energy is released within a gun barrel laid with resistant material which directs them at any desired target. When a plug is exhausted, it is ejected and the cartridge's automated loading system places a fresh one in the barrel.
The weapon's main drawback is that the player can only carry three plugs' equivalent of ammunition, i.e. 90 rounds, despite the extremely small amount space that the plugs occupy. While not an issue when fighting against AR2 carrying Combine enemies, it renders the weapon ineffective in extended fights against non-Combine enemies due to how quickly it depletes its ammo supply.
The secondary fire detonates a Combine orb container on the lower tray, launching a single Combine dark energy orb, which bounces around the environment for three seconds, disintegrating most enemies that come in contact with it before exploding safely. If an orb hits Gordon, he is not disintegrated instantly, but is instead knocked back a way and loses 15 health points. It should be noted that this can still be lethal, especially if the player is knocked off a high ledge by the orb. The orb can be caught with the Gravity Gun and then launched at enemies, but will explode on its own after being held for several seconds. While the game's internal model name describes the orbs as "Combine balls", players often describe them (with a form of mordant humour) as "Happy Fun Balls". It is of note that these have no effect on barnacles, and do not disintegrate Antlion Guards, but causes them an amount of damage instead.
A manufacturing stamp visible on the pulse rifle's stock suggests that the main weapon is a reverse engineered human assault rifle, manufactured for Combine transhuman soldiers. Larger and more powerful weapons such as the suppression device (a mortar) and the cannons mounted on Striders, Gunships and Hunter Choppers exhibit similar visual and in-game effects to the pulse rifle, indicating that they are based on the same dark energy pulse technology.
The OSIPR was designed by VALVe artist/modeller Tri Nguyen, who based it in part off of the german MG-42, as evidenced by the buttstock.
First found: Chapter 6: We Don't Go to Ravenholm... Near the end of Chapter 6, after having emerged from the mine leading out of Ravenholm, the player is attacked by Combine soldiers carrying the weapon, and has the opportunity to use it on another group of soldiers who are pinned down in a firefight with a resistance group.
First found in Episode One: Chapter 4: Urban Flight. Two OSIPRs are found on a shelf in a Combine Garrison, not too long after finding the SMG.
[edit] Shotgun
Range: Close, accuracy suffers greatly at increased range
Damage: 48 (8 x 6 pellets per shot)
Alt-Fire: Yes
Alt-Fire Damage: 84 - 100 (12 x 7 pellets per shot)
Magazine/Reserve Capacity: 6/30
Console ID: weapon_shotgun
The shotgun inflicts large amounts of damage at close range, but its broad shot spread makes it ineffective at long distance. Despite appearing to be a single barrel weapon (the tube below the barrel contains the ammunition) its secondary fire discharges two shells at once, effectively doubling the damage dealt in one shot. It is possible that these are actually two shells fired in rapid succession. The weapon is extremely effective against zombies, especially Fast Zombie variants, or when engaging in close quarters combat in tight hallways. The weapon is modeled after the Franchi SPAS-12 shotgun, but carries two fewer cartridges in the magazine tube. The same weapon was portrayed in the original Half-Life, but was closer to the real world SPAS-12 in that it could contain a maximum of eight cartridges.
First found: Chapter 6: We Don't Go to Ravenholm... During the player's journey through Ravenholm (Chapter 6), he meets the zombie-infested town's last living inhabitant, a seemingly deranged priest named Father Grigori. To help the player survive, Father Grigori gives the player this weapon.
First found in Episode One: Chapter 3: Lowlife. Located on a shelf in the same small fenced-in area as the Pistol, and must be yanked out of a hole in the fencing with the Gravity Gun, but can alternatively be found later in one of several locations.
[edit] Crossbow
Range: Long to Extreme (Reload time makes ineffective at close ranges)
Damage: 120
Alt-Fire: Yes (activates and deactivates the scope)
Total Capacity: 1/10
Console ID: weapon_crossbow
The Crossbow is a long-range weapon with high damage and accuracy, but with a slow reload time as shots have to be fired one at a time. It appears to have been constructed by Resistance members from scrap materials and to fire pieces of rebar which are superheated by electrical current from a large battery on the underside of the weapon. These projectiles kill on contact and can nail enemies to nearby walls. The bolts also travel relatively slowly, dropping slightly over long distances, as – unlike most of the other projectiles – they are modelled by the game's physics engine. For these reasons, the Crossbow can be a difficult weapon to use against moving targets. As a result, many players prefer to use the .357 for hitting targets at long range. The rebar will ricochet off of most hard surfaces when the angle of impact is low enough. Secondary fire activates a zoom mode to assist in sniping. The crossbow is also one of the few weapons that can be fired underwater, though there is not much opportunity to use that ability in-game.
First found: Chapter 7: Highway 17. While traveling Highway 17 in a dune buggy, the player comes across a small outcropping with a tree growing out of it overlooking a Combine-occupied fuel station. Next to the tree is a crossbow and a dead body, as the previous owner has apparently died while using the crossbow. The intended first use of the crossbow pins a Combine soldier to a billboard.
Also, while travelling along the same route, the player can enter a house containing a few zombies. A crossbow is located on the second floor, however picking up the crossbow triggers a nearby zombie to enter the room.
Another chance is underneath a large train bridge on which the player must cross the underside in order to deactivate a blue energy sheild which prohibits the crossing of the bridge by the buggy. It is found on a stable concrete platform under the bridge next to a decaying body.
First found in Episode One: Chapter 4: Urban Flight. On the floor in a Combine supply depot.
[edit] Rocket-Propelled Grenade Launcher (RPG)
Range: Medium to Long, splash damage to player at close range
Damage: 150
Alt-Fire: No
Total Capacity: 3
Console ID: weapon_rpg
The RPG fires rocket propelled grenades which must be guided in flight using a laser painter sight which "paints" a red light on a target which the rocket will then follow. The RPG is primarily an anti-vehicle weapon, used to shoot down Combine gunships and striders. It can also be used to destroy the transport containers carried by Combine dropships. Throughout the game ammunition for this weapon can usually be found strewn about areas containing gunships, and later in battlezones involving striders as well. Up to three rockets can be stored in reserve. Unlike in Half-Life, the guidance laser cannot be turned off to dumb-fire a rocket. If a rocket is fired it will home in on whatever the designator is aimed at until it explodes.
It is interesting to note, that due to the rocket's maneuverability, it may be possible to trigger an 'orbit' movement for it, when the rocket's trying to hit the painted target, but can't, due to its speed, resulting in it circling its target endlessly.
First found: Chapter 7: Highway 17. En route to Nova Prospekt in the dune buggy, the player arrives at the small resistance outpost named New Little Odessa. In the basement of one of the buildings, the player meets Colonel Odessa Cubbage, the leader of the outpost. He is in the middle of explaining how to use the launcher, and since the outpost is soon to come under attack by Combine forces, the player is given the launcher.
First found in Episode One: Chapter 4: Urban Flight. Dropped by a Resistance citizen after he gets killed by a Gunship in the ruined hospital, or earlier in the chapter while fighting Combine Soldiers in a ruined street, if the sole Resistance citizen carrying the weapon is killed.
[edit] Fragmentation Grenade
Range: Medium, limited by Gordon's throwing strength
Damage: 125
Alt-Fire: Yes
Total Capacity: 5
Console ID: weapon_frag
The fragmentation grenade, referred to as an "extractor" or "bouncer" by the Combine, is a military-issue weapon with a four-second fuse. Grenades are necessary for taking out Combine snipers and turrets, and are also effective against large concentrations of enemies. The weapon has two unique features: the first is a bright red LED on the top that turns on when the grenade is thrown, leaving a temporary trail of red to mark the grenade's path through the air; the second is a loud and distinctive electronic chirp which increases in frequency as the time to detonation decreases.
Primary fire throws the grenade a variable distance depending on the elevation angle the grenade is thrown. Secondary fire is an underhand toss/roll which significantly changes the delivery of the grenade. If secondary fire is used while standing, the grenade has much shorter range, and will bounce somewhat randomly upon hitting the ground; if crouching, the grenade is rolled along the ground in a fairly straight line, often curving to one side near the end of its roll, and if running, the grenade usually drops straight to the ground. Ordinarily, there is a significant delay between secondary fire and the actual grenade launch; this delay can be effectively eliminated in certain situations by holding secondary fire until the grenade is needed.
Grenades can be caught and relaunched with the Gravity Gun. Grenades can also be picked up by pressing the action button. This enables them to be thrown back at the enemy or simply away from the player to avoid damage.
Of note is the behavior of grenades in Half-life 2: Deathmatch. When acted upon by a player's Gravity Gun (either primary or secondary fire), the grenade's timer is reset and the grenade becomes owned by that player. This makes it possible to pick up a grenade using the Gravity Gun's secondary fire and precisely time the launch of the grenade so as to cause it to detonate a specific distance from the player. This enables players to turn grenades into fast-flying explosive devices with an effect similar to that of the RPG, with the added advantage that players spawn with two grenades. Holding the grenade until it detonates causes massive (and almost always fatal) damage to the holding player. It is also possible to somewhat controllably launch grenades using the Gravity Gun's primary fire; however, the usefulness of this technique is limited by the difficulty of controlling the resulting launch direction and angle, and detonation distance is only controllable by bouncing the grenade off of walls or objects.
It should be noted that the grenade does not behave like its real life counterpart which deploys high velocity fragments that can have an effective range of up to 200m. Instead it behaves much more like a concussion grenade like the MK3A2 grenade it appears to be modeled after.
First found: Chapter 3: Route Kanal. In the same area where the player first receives the SMG, there is a small vent. At the end of the vent, after fighting a zombie torso, the player will find the first available cache of fragmentation grenades.
First found in Episode One: Chapter 3: Lowlife. While attempting to find cars to block Antlion burrows in a large dilapidated parking garage, the player can find a single grenade near shotgun ammunition and dead Zombines located at a blocked exit.
[edit] Antlion Pheropod (Bugbait)
Range: Medium, limited by Gordon's throwing strength
Damage: Stun (also instigates antlions to attack nearby hostile NPCs)
Alt-Fire: Yes
Total Capacity: Unlimited
Console ID: weapon_bugbait
These are small pheromone pods which can be used by the player to command swarms of Antlions. The primary fire throws the pods and Antlions then emerge from various locations and rush to the target, while the secondary fire squeezes the pod to recall the Antlions. Pheropods, however, are ineffective against the larger, more aggressive Antlion Guards, as they are derived from these creatures. When in the vicinity of an Antlion Guard, any regular Antlions nearby will not respond to the player's use of the Pheropods. Thrown pods stun Combine soldiers for approximately five seconds, but do no direct damage.
First found: Chapter 8: Sandtraps. After progressing up a shoreline, the player is confronted by an Antlion Guard. The creature is eventually defeated. A Vortigaunt alien extracts pheropods from the corpse and gives them to the player, who is also given brief instruction in its use. It is unknown how this weapon is replenished, however the Vortigaunt which guides Gordon permits him to "pick off a small portion of the pheropod". The pheropods are only useful from the end of the Sand Traps chapter through the Nova Prospekt chapter – after the player leaves the Nova Prospekt complex, Antlions do not appear whenever the player throws or squeezes the pods; the player does not return to the Antlions' territory for the rest of the game, though they still may stun Combine humanoid forces if thrown at them. The weapon is not available in HL2DM. Aiming the pheropod is more difficult than throwing grenades, as they will burst on contact with any object.
First found in Episode One: N/A. Spawning the weapon in areas where Antlions Guards are present reveals that the weapon is ineffective, and Antlions will still attack the player.
[edit] Half-Life 2: Deathmatch weapons
Half-Life 2: Deathmatch includes two weapons which are not available in the single-player mode.
[edit] Stunstick
Range: Close, hand-to-hand
Damage: 40
Alt-Fire: No
Total Capacity: N/A
Console ID: weapon_stunstick
In the single player game, the stunstick weapon is only available to Combine Civil Protection units. Before the player dons the HEV suit, it inflicts no damage, but stuns the player, causing the view to wobble and momentarily turn red. Later, it does cause a moderate amount of damage. The stunstick is available to those using combine player models in HL2DM, and is the only mêlée weapon available to combine forces in team deathmatch mode. It is more powerful than the crowbar, but much slower. The Stunstick can be obtained in single player mode, via the in-game console, but it will instantly drop to the ground; if the player is wearing the HEV suit, it will provide 7 units of energy for the suit. Originally, the player was supposed to obtain this weapon, but, like the ice axe, was dropped as a main weapon because it resembled the crowbar in attack.
[edit] Selectable Lightweight Attack Munition (SLAM)
The SLAM, a mine weapon, originally appeared in the stolen pre-release build of Half-Life 2, and has been left out of the single player game (although an already deployed laser tripmine device appears in the Nova Prospekt chapter), and is instead included in HL2DM. The primary fire mode varies depending on whether the player is facing a surface or large physics object, or is targeting open space. When facing a surface, the weapon will stick to the surface and emit a laser beam which will detonate the SLAM if it is broken. When not facing a surface, the mine is thrown but does not explode. Multiple mines can be placed at the same time. The secondary fire then becomes a detonator for all thrown mines. When active, thrown mines include a blinking red light. Mines not attached to surfaces can be repositioned with the Gravity Gun: when launched they become light explosives which can be used to knock physics objects into other players. When a player is killed all the unexploded SLAMs that he has left as mines will detonate, but the ones attached to physics objects will persist until they are triggered or otherwise destroyed.
A bug in a previous version of HL2DM would cause a SLAM to remain in the same place if the object it is attached to moves, appearing to hover above the ground. The weapon is based on the real-life M2 SLAM mine, issued primarily to USSOF personnel.
[edit] Additional weapons
The following weapons can be seen in the single player game, but are not added to the player's inventory.
[edit] Alyx's Gun
Alyx Vance has her own special weapon, a fully automatic gun with considerable firepower, and its appearance and functionality suggest that it is a machine pistol. The weapon can be converted into a submachine gun configuration, as can be demonstrated by viewing its model in the Source SDK, but this feature was not implemented in the actual game. The gun conversions can be seen here. The player can obtain the weapon using the in-game console, although this can cause the game crash or lock up, as the player is not meant to be able to use it. Several mods of the game have a fully implemented version in their arsenal.
[edit] Annabelle
The ornate lever-action Winchester Model 94 used by Father Grigori in the Ravenholm chapter. It is chambered for .357 Magnum rounds, and has a low rate of fire but is powerful at both short and medium ranges. The weapon can be obtained using the in-game console, although .357 Magnum rounds are very scarce in-game. As this is not meant to be a player-usable weapon, a bug which results in the gun not requiring reloading while the altfire/reload button is held down has remained unpatched. The player-spawned weapon uses the shotgun graphic rather than the graphic shown when Father Grigori uses the rifle, and replaces the AR2 in that slot.
[edit] Hunter-Chopper Gauss Cannon
This high energy pulse cannon turret is used by the player near the end of the Water Hazard sequence, and is mounted on the right side of the mudskipper vehicle. It is very effective against Zombies, Combine personnel, and any other enemy or breakable object; it is also used several times to destroy Combine vehicles. It is the same weapon used by Combine hunter-choppers. It constantly replenishes its own ammo at a rate slightly slower than its firing rate (presumably to stop the player from firing the weapon continually), and can also be fired when zooming.
[edit] Overwatch Sentry
Main article: List of Combine combat technology in Half-Life 2#Sentry
The Overwatch Sentry is an automatic sentry turret used by the Combine to protect areas not covered by regular patrols. They can detect heat or motion signatures with the camera-like device mounted on top. The sentries are not very stable, and are easy to knock over, causing them to sound an alarm and fire randomly for a time before shutting down. The turrets are capable of distinguishing between Combine forces and normal humans and can in certain cases be reprogrammed to attack Combine troops instead of human targets. Related wall-, ceiling- or floor-mounted turrets cannot be knocked over or, apparently, readily reprogrammed; in Episode One however the player may observe some that have run out of ammo.
In two scenarios, the player is required to place reprogrammed turrets in order to protect against incoming Combine forces.
[edit] Rollermine
Rollermines are used by the Combine to harass, to blockade, and occasionally to kill. They are dropped from scanners or dropships and embed themselves in the ground, or lurk quietly. When approached by enemy forces, they pounce, rolling and accelerating towards a target to zap it with an electric spark. This may do damage or interfere with the operation of vehicles. They, like turrets, are capable of distinguishing friend from foe, and again like turrets can be reprogrammed to change sides; this does not happen in Half-Life 2 itself, but does in Episode One. They can also be neutered, retaining some mobility but unable to zap anyone, as evidenced by Dog's 'ball' in HL2. When tampered with, however, they may become unstable and eventually explode; they also explode from long falls, explosions (such as SMG grenades) or immersion in water, though they otherwise seem to be indestructible and able to operate for a long time before they run out of juice.
[edit] Overwatch Anti-Personnel Mine (Hopper)
These are anti-personnel mines deployed by the Combine against the Resistance forces. They appear to be proximity mines with a large indicator light and are activated when a human target is nearby, jumping into the air using an internal mechanism and exploding on impact (earning them the "hopper" moniker). The indicator light, and audible beep sounded when the player approaches a mine, makes them easily detectable. Hoppers can be torn out of the ground with the Gravity Gun and either fired or dropped, whereupon they will re-clamp themselves to the ground using their "legs" and switch alignment to be friendly to the player and hostile to the Combine. If the mine lands upside down or on a surface it cannot clamp to, it will jerk itself into the air until it is both the right way up and on a clampable material.
[edit] Overwatch Mounted Gun
A modified version of the Pulse Rifle, this stationary weapon has an unlimited supply of ammunition and does not need to be reloaded. It is typically found in an entrenched position along with Combine Energy Shield panels, and can be operated by both the player and Combine troops. In earlier versions of Half-Life 2, the player could duck behind the accompanying energy shield, and still aim the turret reliably; later updates have changed this.
[edit] Overwatch Sniper Rifle
The Overwatch sniper rifle is not usable by the player during the game. The only aspects that the player ever sees are its distinct blue targeting laser and the pulse bullets it discharges which resemble those fired from the Overwatch Pulse Rifle and other Overwatch weaponry. At one point in Episode One, Alyx uses a sniper rifle to provide cover fire for the player.
Although the shots appear similar to generic pulse rifle shots, the sniper is much more powerful. The only way to kill the snipers wielding this weapon is to detonate an explosive device such as a grenade or rocket inside of the sniper's hiding place or fire a reprogrammed rollermine into it. The gun was originally intended to be a usable weapon in the game; it was replaced by the Crossbow.
[edit] Tau Cannon (Gauss Gun)
This weapon, attached to a dune buggy, functions similarly to the Tau Cannon from Half-Life (also known as the Gauss Gun). Primary fire discharges an endless stream of energy bolts while holding down secondary fire allows it to charge a single, powerful blast. It is an extremely powerful weapon, and is only available in the Highway 17 and part of the Sandtraps chapters. A hand-held version of the Tau Cannon was originally planned, but was removed from the game. Some remains of this weapon are viewable in the Source SDK.
[edit] Deleted weapons
The following weapons were removed from the game during production. However, they are viewable using the Source SDK and modifications to the game code can make the weapons available to the player. The weapons' menu icons also remain within the Half-Life 2 data files.
[edit] AK-47 (AR1)
The AK-47 assault rifle was removed before the final release, possibly because it did not fit the environment or was too similar to other weapons. The AK-47 is a gas-operated firearm that fires 7.62 x 39 mm rounds with a 30-round magazine capacity and an effective range of 300 meters.
This weapon is still used in Counter-Strike, its mods, and Counter-Strike: Source.
[edit] Flare Gun
The Flare Gun is a hand-held signal launcher that is used to call Gunships to the aid of Combine infantry, or to provide illumination in dark situations (Seen in Nova Prospekt). The Flare Gun made its first appearance in the promotional Bink video "Barricade". It is used by NPCs in scripted sequences, but is not available to the player, except in certain third party modifications such as Synergy.
[edit] I-Rifle
The I-Rifle is similar to the flare gun, but can hold up to 5 flare rounds per magazine. It is a semi-automatic weapon that can be used to set enemies on fire, as demonstrated by another Bink video. Although it was cut from the final game, the model was used for the AR2.
[edit] Light Machine Gun (LMG)
A light machine gun modeled after the Heckler & Koch GR9S/GR9C belt-fed machine gun, this weapon would have fed from a 100-round box magazine carrying linked 5.56 mm NATO rounds.
[edit] Heckler & Koch XM29 Objective Individual Combat Weapon
The XM29 OICW (Objective Individual Combat Weapon) was originally the weapon of choice for Combine soldiers, but it has since been replaced by the fictional AR2. Based on the specifications of its real-life counterpart, the XM29 OICW would have featured a semi-automatic magazine-fed launcher firing 20mm HE air bursting rounds, an assault rifle built underneath the main assembly and a target acquisition computer. This weapon has been implemented in a number of modifications.
[edit] Ice Axe
A mêlée weapon, the Ice Axe may have been cut because it was too similar to the crowbar. In the early stages of Half-Life 2 development, a level taking place on a marooned ice breaker ship was planned, in which the player would have used the Ice Axe in one capacity or another; the level was later dropped. The Ice axe was later recreated in Kreedz Climbing. The sound effects for the weapon remain in the Half-Life 2 data files.
[edit] Manipulator (Physgun)
An early version of the Gravity Gun, this was more of a game development tool than an actual weapon. The source code is still available in the SDK, and has been reintroduced by Garry's Mod.
[edit] Molotov Cocktail
A crude incendiary weapon, the Molotov cocktail consists of a glass bottle containing a flammable substance, and a piece of cloth that is set alight. When thrown against a hard surface, the bottle will shatter and release the flammable liquid inside which is then ignited by the cloth.
There are physics objects in the game that produce similar effects to a Molotov cocktail. Such objects include large barrels, propane cylinders and petrol canisters.
[edit] MP5KA4 (SMG1)
A Heckler & Koch MP5K, a compact version of the Heckler & Koch MP5 submachine gun. Rebels can be seen using this weapon in the Half-Life 2 Beta video that comes with some copies of Counter Strike: Condition Zero.
[edit] MP7 PDW (SMG2)
Although a form of the MP7 made it into the final version of the game, a slightly different and more true-to-life model was initially used, before the magazine capacity was extended and a grenade launcher added.
[edit] Sniper Rifle
A long-range combat weapon, the Sniper Rifle was replaced by the Crossbow. Images of the ammunition for the rifle remain in Valve's mapping tool, Hammer. Like its replacement, it has to be manually loaded before each shot, most probably functioning on a bolt action mechanism.
The weapon was later re-created for the popular mod Half-Life 2: Capture the Flag, although it had a more railgun-like attack. It was also recreated for the mod Obsidian Conflict.
[edit] Tau Cannon (Gauss Gun)
This is a handheld version of the Tau Cannon found on the dune buggy. The weapon would have had similar functionality to the one in the original Half-Life, with rapid-fire, charging capability and the ability to punch through thin walls. The idea for the handheld Tau Cannon may have been abandoned due to its existing appearance on the dune buggy, or the unlikelihood of Gordon finding the "nuclear cells" used to fuel the weapon in the original game. The Tau Cannon was recreated in the mod Obsidian Conflict.
[edit] Combine Guard Gun
The Combine Guard Gun was used by the Combine Guard Enemies; however, they were cut from the game. It shoots an energy beam, with four shots per magazine. It was a precursor to the AR2, and is similar to the cannon used by the Strider.