Post by Alex on Aug 29, 2009 3:21:01 GMT -8
For obvious reasons, rats and cockroaches will not be mentioned here.
Unit Name: Black Mesa Science Team
Unit Strengths: Intelligent
Unit Weapons: N/A
Unit Nanomachines: N/A
Unit Weaknesses: No combat experience whatsoever.
Unit Abilities:First Aid, doesn't operate on the battlefield.
Unit Squad Numbers: N/A
Unit Description: The Black Mesa Science Team is the overwhelming majority of Black Mesa's population. With the Black Mesa Security Force, it is one of the most important bodies of the Black Mesa Personnel.
Each scientist is granted a different security clearance specific to his or her duty, with an average clearance of Level 5. Like other employees, scientists have an assigned uniform, consisting of a blue shirt, white lab coat, red striped tie and white (or beige) slacks. A cleansuit-wearing variation of the normal scientist appears in limited areas. Some scientists are trained in the use of either the the MP5 submachine gun or the M4 as part of Hazard Course training, but most have little or no combat skills or experience.
Positions
* Research and Development - The largest portion of the scientists are assigned to research and development positions, where they conduct experiments and create new technologies. The research conducted ranges in focus from particle physics to biological study to space travel. Most R&D scientists have a limited knowledge of first aid, and can heal some wounds.
* Research Associate - Research Associates work alongside R&D scientists, but with a lower status in the hierarchy. They are usually required to conduct the more mundane or less desirable portions of a given experiment.
* Hazardous Environment Supervisor - Supervisors act in a similar role to research associates in that they assist in experiments, but they are primarily concerned with maintaining a safe work environment.
* Instructor - Scientists will often take on additional work training employees and conducting simulations in the Sector A Training Facility, as themselves or their hologram counterparts.
* Survey Team - Survey teams were organized soon after the first teleportation labs were constructed in Black Mesa. Their assignment is the most dangerous, as they are tasked with exiting the base to collect samples and conduct experiments. Because of the danger, survey team members are highly trained in the use of the HEV Suit and a variety of weapons.
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Unit Name: Black Mesa Security Force
Unit Strengths: Adaptable
Unit Weapons:
Standard Issue: Glock 17, or Beretta M9, OR Desert Eagle
In Case Of An Attack Standard Issue + SPAS-12 (or .357 Magnum), along with grenades.
Unit Nanomachines: N/A
Unit Weaknesses: Weapons aren't very powerful.
Unit Abilities: Nothing notable, doesn't operate on the battlefield.
Unit Squad Numbers: N/A
Unit Description: The Black Mesa Security Force is the main component of Black Mesa's support personnel force. With the Black Mesa Science Team, it is one of the most important bodies of the Black Mesa Personnel.
Each guard is granted a different security clearance specific to his or her duty, with an average clearance of Level 3. The security guard uniform consists of a blue shirt, black tie, dark blue pants, black assault boots, equipment belt, armor vest and helmet. Its standard issue sidearm is either the Glock 17, Beretta M9, or the Desert Eagle, but heavier ordinance, such as shotguns, .357 Magnum revolvers and grenades are also available to them.
Positions:
* Security Officer - The vast majority of guards work as security officers, tasked with protecting secured areas and information, reporting breaches of authority to their administrative sponsor and helping with general maintenance tasks. In rare cases, security officers will be tasked with capturing escaped research specimens.
* Section Manager - The role of section manager is effectively a desk job that consists of directing security officers and assigning tasks.
* Instructor - Security officers will often take on additional work instructing new recruits in the Sector A Training Facility, as themselves or their hologram counterparts.
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Unit Name: Black Mesa Service Personnel
Unit Strengths: Knows how to repair most equipment
Unit Weapons: N/A
Unit Nanomachines: N/A
Unit Weaknesses: Isn't combat trained.
Unit Abilities: Nothing notable, doesn't operate on the battlefield.
Unit Squad Numbers: N/A
Unit Description:
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Unit Name: Alien Controller
Unit Strengths: Can Fly
Unit Weapons: Energy Orbs, Homing Orbs
Unit Nanomachines: N/A
Unit Weaknesses: Not very powerful.
Unit Abilities: Flying.
Unit Squad Numbers: Varies, usually 10.
Unit Description: The Controllers share many characteristics with the other Half-Life creatures, especially the Nihilanth, due to the fact that they are a related species. Like other of these other sentient creatures from Half-Life, the Controllers have a third vestigial arm growing from the center of their thorax. In addition to this, the Controllers have disproportionately large heads, which could peel open to reveal an apparently mechanical spike or cone, resembling the interior of the Nihilanth's skull. Unlike the Nihilanth, the Controllers have longer legs and are able to levitate without the assistance of a mechanical seat. This ability stems from their strange psychokinetic powers.
They attack by firing multiple spheres of electrical energy (resembling ball lightning) from their hands, in the same way as the Nihilanth. They can also fire an energy ball from their head that is larger, more powerful and has a slight homing ability.
Controllers are usually encountered near places where Alien Slaves were made to work. They have an unspoken influence over the Alien Slaves, making them fight or toil at a whim. This shows us that the Controllers share a limited version of Nihilanth's psychic enslaving power or acted as an intermediary conduit.
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Unit Name: Alien Grunt
Unit Strengths: Very powerful.
Unit Weapons: Hivehand, Fists.
Unit Nanomachines: N/A
Unit Weaknesses: Not very bright.
Unit Abilities: Hand to hand combat
Unit Squad Numbers: Varies, usually 5
Unit Description: The Alien Grunts are the primary combatant of the Half-Life army. Tough, strong, and extremely hostile, Alien Grunts stand about 7 feet tall and are armed with a biological weapon called the Hivehand, which contains Hornets, insect-like flying creatures that seek out living targets and attack them. Hornets (also known to some as Thornets) respawn as an infinite supply of ammunition. The Grunt will also use basic unarmed hand-to-hand combat when necessary.
Alien Grunts share many features with their Alien Slave counterparts: multiple red eyes, backwards-jointed legs, hoofed feet, and a short arm extending from their mid-torso, which is used for feeding. However, they do not seem to share the race's myriad energy-based powers; hence the need for the hivehand weapon.
Grunts are also equipped with metallic armour around the groin and shoulders, as well as metal helmets and shoes. Interesting, this armor completely protects the Alien Grunt's back, but is open in the front leaving the Grunt's entire lower torso exposed. Alien Grunts takes significantly reduced damage (roughly 50% to 60% of normal) if shot in the armor instead of in their exposed body with a magnum or crossbow. Lower impact rounds, such as pistol/assault rifle bullets, buckshot will outright richochet off the armor without doing any damage at all.
Alien Grunts have roughly twice as much endurace as an HECU Marine; combined with their bullet deflecting partial body armor, this gives them high durability. They also demonstrate superhuman strength ; such as punching a human through a concrete wall, or quickly prying opening a large set of heavy blast doors.
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Unit Name: Alien Slave
Unit Strengths: Intelligent, powerful.
Unit Weapons: Charged Electrical Attack, Claws
Unit Nanomachines: N/A
Unit Weaknesses: Somewhat cowardly.
Unit Abilities: Nothing Special.
Unit Squad Numbers: 1-5.
Unit Description: In appearance, an Alien Slave is roughly humanoid with two legs and two arms, but has an additional arm protruding from its chest. This extra limb is a feature also found in the other bipedal, sapient species from the empire, including the Alien Grunt and Nihilanth. This similarity, along with other shared features such as red eyes and back-jointed legs, is strongly showing us of a common ancestry with some of the other intelligent lifeforms. This third arm is used for feeding, as both Alien Slaves and Alien Grunts are often seen bending over slain victims while feeding off of it. Alien Slave have a mottled green-brown skin; similar to a reptile's, sharp teeth, and clawed hands. Alien Slaves have a slightly hunched posture, and their faces are dominated by a large, single red eye, surrounded by five smaller eyes. Closer inspection reveals that the smaller "eyes" are simply additional openings that lead to one gigantic eyeball. They also appear to have a belly button, showing us that Alien Slaves have live births.
Alien Slaves are very intelligent and social creatures, and often display these traits. Alien Slaves are often seen in pairs or groups, and are capable of developing intelligent strategies. When faced with a superior enemy, Alien Slaves will often run away from the scene, and if possible, will group together with others to form a stronger force.
Alien Slaves are common members of the empire. While they usually attack aggressively, they often become timid when injured, preferring to run away rather than risk further combat and possible death. They have two modes of attack: an energy attack in which they fire fairly powerful green lightning-like energy beams that require a vulnerable period of "charging-up" before being unleashed, and when close to opponents, they attack with their claws. Significantly, all of the Alien Slaves wear green collars and wrist bands. These are means by which they are controlled by a remote master (the Nihilanth). Alien Slaves often act as support for the tougher Alien Grunts, making them more likely to be able to use their attack, as the average human is usually concentrating on killing the tougher Grunts.
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Unit Name: Barnacle
Unit Strengths: Can (almost) instantly kill anyone.
Unit Weapons: Tongue
Unit Nanomachines: N/A
Unit Weaknesses: Cannot move without outside help.
Unit Abilities: N/A
Unit Squad Numbers: Don't organize into squads, but are known to ''stick together'', from 2 to 15 at a time.
Unit Description: Physically, barnacles resemble little more than a large mouth full of sharp teeth and a thin, but long and very powerful muscular hydrostat combining the functions of a tongue and tentacle, which can be retracted or extended to hang at near-floor level regardless of the animal's height from the floor. Barnacles are blind, and rely on their sense of touch to catch prey. The creatures attach themselves to ceilings or the undersides of overhangs, from which they lower their sticky tongues (this cannot be done without outside help). Although barnacles can be found in a wide array of environments, they seem to prefer damp areas.
Barnacles are relatively weak; a few shots from a 9mm pistol will kill them. When killed, barnacles typically disgorge bones and other remains of recently-consumed victims.
It is known that they are attached very firmly and permanently, as evidenced by their continued attachment after death.
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. 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.
When an object, living or otherwise, comes into contact with the tongue, it somehow grabs the object though the exact mechanism behind the tongue's stickiness is unknown. The barnacle then retracts its tongue, drawing the object towards its mouth. Upon reaching the mouth, the object is quickly evaluated by the barnacle: objects considered edible by the barnacle are crushed and consumed; inedible objects are released. 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, their food requirements are relatively low and that they can survive for extended periods without food, explaining their sedentary lifestyle.
Humans become immobilized when caught by barnacles - although they struggle when wrapped in the creatures' tongues, captured humans appear to be incapable of fighting against the barnacle when they reach the mouth, even though they are clearly still alive.
An interesting fact is that the Barnacle will only eat what it identifies as a humanoid-type creature (Human, etc.) if it latches onto the head. If it latches to the waist, leg, hand, etc. the Barnacle drops the body as if inedible, either because of the difficulty in consuming it in such position, or it doesn't recognize the shape due to latching on part of a body that is not the head or neck.
Soldiers can use a detached barnacle as either a weapon or as a grappling hook, However, it can only latch to organic material, such as alien fungi or moss, occasionally bearing ammunition for the slime trooper weapon as well as a handy melee tool to devour small creatures. While holding the Barnacle, it squeaks and moves its fangs for an unknown reason.
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Unit Name: Boid
Unit Strengths: N/A
Unit Weapons: N/A
Unit Nanomachines: N/A
Unit Weaknesses: N/A
Unit Abilities: N/A (not used in combat, it's a pet)
Unit Squad Numbers: They like to organize into flocks. 3 or more per flock.
Unit Description: The Boids are made of two wings and glide in flocks of three or more, flapping their sides and emitting soothing resonant calls.
The standard boid wings have several shades of blue, pink and yellow and its main body is grey. At the center and on each side of its body, the creature seems to have four red eyes and a mouth.
As for the yellow boid. It is completely yellow and has three red eyes on each side of its wings, but looking straight ahead, compared to the standard Boid, having its eyes looking upwards and downwards
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Unit Name: Bullsquid
Unit Strengths: Acid Spit
Unit Weapons: Toxic Spit, Teeth, Tail Whip
Unit Nanomachines: N/A
Unit Weaknesses: Cannot focus on more than one enemy.
Unit Abilities: Nothing important.
Unit Squad Numbers: N/A
Unit Description: The Bullsquid is a bipedal, highly aggressive creature. Bullsquids are able to survive, if not thrive, in environments that are unfriendly or even toxic to humans, including sewers and pools of radioactive, chemical, or biological waste. On Xen, Bullsquids are found drinking from pools of an unknown liquid that has healing properties for humans and Alien Slaves.
The body of a Bullsquid is vaguely similar in appearance to that of a small Theropod, with two short, muscular legs and a thick tail that tapers to a point. The thorax abruptly joins the creature's head with no neck or other visible separation. A typical specimen stands roughly one meter tall and about two meters in length. Two slit-pupiled, black and glossy eyes are mounted on either side of its head. The tail had a hooked claw at its tip, which explains the large amount of damage caused by the Bullsquid's spin attack.
The Bullsquid's most striking feature, however, is the collection of bright red, tentacle-like protrusions ending its teeth which surround its mouth and allows it to grasp prey. The Bullsquid can also charge an opponent with surprising speed and force; these two attributes are the cause of its portmanteau name.
The Bullsquid's overall coloration is roughly comparable to that of a spotted cat: its skin is sandy brown and its upper surfaces has dark spots. The creature's skin appears to be slimy, similar to that of a terrestrial amphibian such as the frog.
Headcrabs are often fed to Bullsquids.
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Unit Name: Chumtoad
Unit Strengths: N/A
Unit Weapons: N/A
Unit Nanomachines: N/A
Unit Weaknesses: Fragile
Unit Abilities: N/A, is a pet (or used for food), not used in combat.
Unit Squad Numbers: 1-3.
Unit Description: Chumtoads are small, amphibious creatures. Similar in morphology to Earth's toads, they are very low on the food chain – serving as the favorite prey of many creatures. The name is a compound of "chum" (i.e. shark bait) and "toad", in reference to these traits. Chumtoads are notable for their bright purple colouration, their single red, catlike eye, their spiked backs, and their long, blue tongues.
Unlike most creatures, Chumtoads are not inherently dangerous. They tend to lounge on rocks until threatened, at which point they have the natural ability to teleport – vanishing in a puff of purple energy.
Chumtoads maneuver with short, quick hops similar to that of a terrestrial toad. They also have the ability to swim and to leap to great heights if ever startled. Chumtoads are known to play dead at times by rolling over onto their backs and twitching violently, to confuse their predators.
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Unit Name: Gargantua
Unit Strengths: Very powerful.
Unit Weapons: Fire Jet Arms, Shockwave, Punch, Roar.
Unit Nanomachines: N/A
Unit Weaknesses: Can't fit in small spaces.
Unit Abilities: Roar damages infrastructure.
Unit Squad Numbers: N/A.
Unit Description: It is approximately six meters (20 feet) tall, mostly blue in color, and has one yellow eye that glows red when it perceives a hostile unit. A Gargantua's head resembles that of a terrestrial crocodile, while its rear carapace looks somewhat like a pillbug's or armadillo's. In place of hands, it sports two claw-like appendages which can be opened to emit jets of intense heat. It can also send a shock wave towards its opponents by powerfully stomping the ground, represented by a speeding red dot. This shock wave can also traverse vertical structures. It can also hit enemies with its arms and feet. The Gargantua moves quickly (slightly faster than the average human) and is very strong: it can smash or toss large obstacles from its path with ease, and is invulnerable to most small arms fire. The most amazing ability that these creatures possess is a "supersonic roar". The roar is incredibly powerful and dangerous, such as collapsing the ceiling of a hallway leading. Gargantuas are very determined pursuers, and have been known to wait patiently for their target to come out of an area they can't reach for a considerable amount of time before moving on to do something else.
The Gargantua is completely bulletproof, and requires a large amount of explosive, electrical, or energy damage before being destroyed.
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Unit Name: Gonarch
Unit Strengths: Very powerful.
Unit Weapons: White Toxic Liquid, Front Legs.
Unit Nanomachines: N/A
Unit Weaknesses: Can't fit in small spaces, few exist, rarely used in the battlefield.
Unit Abilities: Gives birth to Headcrabs.
Unit Squad Numbers: N/A.
Unit Description: It is known that a Gonarch is the last stage of a Headcrab's life and that very few Headcrabs reach this stage. While appearing very similar to a Headcrab's anatomy there are a few differences. Gonarchs are supported by four razor sharp limbs. Standing at several meters tall, they dominate the average human in size and power. Gonarchs are easily one of the largest and toughest known creatures from the empire. Heavily armored with an exoskeleton, they can take massive amounts of projectile and explosive damage, taking even more explosive damage to kill than a Gargantua.
The large bag of flesh which hangs from the creature, commonly referred to as its "sac", is a reproductive housing. During battles, it releases underdeveloped baby Headcrabs at a rapid rate. These baby Headcrabs, while mostly harmless, can be greatly troublesome en masse. While Gonarchs appear to be mindless breeding machines, there is evidence that they can feel emotion of some kind. When one of its offspring is killed, it will make an unusual and sad-sounding cry, suggesting it mourns for its dead young. Gonarchs are known to make other noises as well--most notably, when they are angry or injured, they will emit a loud cry, very similar to that of an elephant.
Just as with Headcrabs, Gonarchs seem to have an apparent lack of sensory organs, which shows us that their movement is based on touch and sensing vibrations. It never comes close to running off the edge of a platform. This shows us that Gonarchs retain memories of their surroundings, or perhaps lay scent markers to warn themselves of obstacles or edges. Even without any apparent sensory organs, Big Mama manages to home in on the average human within seconds, further showing us that vibrations and scents play a key role in a Gonarch's life (much like a spider which lays webbing and feels vibrations from the web to catch prey). Gonarchs also have an apparent lack of a "head" structure, showing us that any brain may be burrowed deep within the armored exoskeleton for further protection.
Entering a Gonarch's lair results in immediate attack (unless you are part of the empire), showing us that they are highly territorial creatures that they are highly protective of their young. They attack by charging at their victim, then attempting to puncture them with their massive legs. They also have somewhat of a ranged attack, by forcing yellowish balls of acidic material from the top of their shells, which they hurl through the air like mortars, raining down upon the victim. With all their traits combined, Gonarchs prove to be skilled at defending themselves and their young, and are one of the toughest enemies from the HL. Upon death, a Gonarch explodes violently.
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Unit Name: Headcrab
Unit Strengths: Can zombify people, due to their small size they can hide in small areas and the like, can burrow into sand.
Unit Weapons: Biting.
Unit Nanomachines: N/A
Unit Weaknesses: Weak, not very bright.
Unit Abilities: Zombifies people, especially spies.
Unit Squad Numbers: 1-5.
Unit Description: Headcrabs are fairly small creatures, consisting of a rounded, tan body with four reddish legs for movement and a pair of larger frontal claws for attacking prey or as additional support when standing still. Under the headcrab's body is a large rounded mouth surrounded by pointed flesh (which also includes the headcrab's stubby front legs) and a sharp, claw-like "beak". Headcrabs have no external sensory organs, they move about by touch and vibration.
Headcrabs can produce a variety of vocalizations. When they are not hunting, headcrabs usually emit squeaks and fairly quiet, repetitive calls while gently swaying their bodies back and forth. When attacking, headcrabs emit a sharp, shrill shriek as they leap towards their victims.
Headcrabs are found to originate from a giant creature known as a Gonarch which shares similar physical qualities with headcrabs. Underdeveloped "baby" headcrabs spawn at a rapid rate from a sac that dangles beneath the creature.
Although small, slow-moving, relatively weak on its own, and even seemingly harmless with its tip-toe like gait, the Headcrab has the ability to quickly leap long distances using its hind legs, while tilting upwards to face its mouth towards its target, inflicting minor injury with its claws, legs, and teeth. Its main goal, however, is to attach itself onto an appropriate host's head. Once attached, they take control of the host's nervous system and dreadful "mutations" occur, creating a Headcrab Zombie.
A Headcrab will frequently lie and wait in dark corners or ventilation shafts for unsuspecting prey to walk by. In more open environments, the creatures are known to bury themselves in the ground to hide, then climb out to the surface and attack when a possible host draws near. Headcrabs appear to be fairly unintelligent creatures and will pursue their prey under the most dangerous conditions, moving through dangerous areas or towards hostile prey, even as fellow headcrabs die in front of them.
< baby.
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Unit Name: Houndeye
Unit Strengths: Efficient when it comes to pack hunting.
Unit Weapons: Sonic Attack.
Unit Nanomachines: N/A
Unit Weaknesses: Weak when not in a pack.
Unit Abilities: N/A, nothing special.
Unit Squad Numbers: 3-10
Unit Description: Possessing only three legs and a thorax, the Houndeye is a faint yellow-green in color, with electric blue tiger-like stripes adorning its spine. In place of a head there is a large, black, multifaced insect-like eye protected by eyelids. Houndeyes communicate through a series of high-pitched sounds somewhat similar to the barking of dogs.
The Houndeye is an excellent example of a social animal in terms of pack hunting. While a shy and timid creature by itself, groups of three or more display resonant behavior, emitting destructive harmonic sonic attacks in shock waves, capable of injuring those they attack, appearing as violet, sometimes white circles around the creature. The eyelids are seen moving only when they are excited.
Although they are not seen displaying this trait often, Houndeyes are carnivorous creatures. The Houndeye's mouth is located on the underside of its belly, close to the eye, filled with fang-like incisors.
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Unit Name: Ichthyosaur
Unit Strengths: Very Powerful, Fast.
Unit Weapons: Claws, Teeth.
Unit Nanomachines: N/A
Unit Weaknesses: Is an aquatic creature, thus only lives underwater.
Unit Abilities: N/A, nothing special.
Unit Squad Numbers: 1-3.
Unit Description: Ichthyosaurs are encountered in several water bodies, including a flooded laboratory and in a reservoir behind a hydroelectric dam. They are often placid at first, but quickly become hostile, especially should a human take action against them. The speed and viciousness of the Ichthyosaur makes it very frightening.
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Unit Name: Leech.
Unit Strengths: Small, comes in large numbers.
Unit Weapons: Teeth.
Unit Nanomachines: N/A
Unit Weaknesses: Is an aquatic creature, thus only lives underwater, is very weak.
Unit Abilities: N/A, nothing special.
Unit Squad Numbers: Large numbers, undefined.
Unit Description: Leeches appear as small, fish-like creatures.
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Unit Name: Manta Ray
Unit Strengths: Powerful.
Unit Weapons: Belly Cannon
Unit Nanomachines: N/A
Unit Weaknesses: RPGs.
Unit Abilities: Transporting Alien Grunts, providing air support.
Unit Squad Numbers: 1-5.
Unit Description: Manta Rays are named because of their body structure: a large alien with the shape of an underwater manta ray. Oddly enough, there are two types. One type has a pointed head and a single tail. The other has a V-shaped head and two tails. The outer hides of both are impervious to damage even from the RPG, and are seemingly aerodynamic, giving aid in flight.
These aliens have a fairly large variety of abilities. Firstly, said aliens are capable of controlling their flight very easily, reaching the speed of even a military fighter jet, evidenced by the shock waves created as they zoom past; In addition, the mantas are capable of generating an orange beam of energy from their similarly colored underside.
The double tailed manta is used widely for other HL aliens, usually for transporting Alien Grunts, somewhat imitating deployment of HECU from Ospreys several at a time. However, as they pass by, it is notable that these soldiers appear through violet flashes from its skin, showing us that it merely teleports them from other places. They are also used to gain air superiority for the Alien Slaves and Alien Grunts.
< rare.
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Unit Name: Nihilanth.
Unit Strengths: Powerful.
Unit Weapons: Electrical orb, teleportation orb
Unit Nanomachines: N/A
Unit Weaknesses: Lots, and lots, and lots of damage, only one exists.
Unit Abilities: Teleporting any race from the HL empire, excellent leadership abilities.
Unit Squad Numbers: N/A
Unit Description: Physically, the Nihilanth resembles a gigantic, oddly-proportioned fetus with a massive head atop a smaller body. The creature's minuscule legs appear either to be vestigial or the remains of amputation, so it relies on a mechanical levitation device for movement. The Nihilanth's body features the remains of some sort of surgical procedure and, like some of the other intelligent HL races, it has a third appendage protruding from the middle of its pectoral chest region. The creature's unusually long arms end in disproportionately huge hands and fingers and it wore metallic wristbands, similar to bands worn by the enslaved Alien Slaves.
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Unit Name: Snark.
Unit Strengths: Kamikaze, comes in large numbers.
Unit Weapons: Bite.
Unit Nanomachines: N/A
Unit Weaknesses: Very weak.
Unit Abilities: Nothing special.
Unit Squad Numbers: It could be anywhere from 15 to hundreds, depending on the nest size.
Unit Description: The Snark is a small, red and bulbous creature, with a large (in relation to body proportion) single green eye and a pincer-like mandible. Snarks are normally calm creatures that show little signs of intelligence; however, if they see any living creature other than another Snark or member of the empire, they immediately begin to attack it.
Snarks colonize in the form of an egg sac and only emerge to attack. They attack aggressively, persistently, and erratically, leaping and biting at their target. After attacking for about twenty seconds, a snark will explode in a spray of acid. Despite their size, they are very dangerous. At each bite they release a squeak, which becomes progressively higher in pitch as the time they have left to live shortens. At the end of their 20 seconds, they release a last squeak before exploding.
(As Weapons)
Snarks have an unlimited lifespan while held and still show an aggressive nature. Once thrown, the Snark's twenty-second life span begins.
Some sacks have piece of ribcage attached into the sack, providing a food source for the snarks inside.
< Nest
< Nest.
< Snark
< Snark.
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Unit Name: Tentacle
Unit Strengths: Very Powerful, Hearing is very sophisticated.
Unit Weapons: Beak.
Unit Nanomachines: N/A
Unit Weaknesses: Cannot move, Blind.
Unit Abilities: Nothing Special.
Unit Squad Numbers: 1-3.
Unit Description: A large, green, segmented stalk supports a "head", which ends in a sharply pointed, blade-like appendage and features what looks like an eye. This "eye" appears to be a sensory organ, although the creature only reacts to sound and surface vibrations. Tentacles usually emanate from pits, into which they can retract when injured or in danger.
Typically several tentacles use the same pit, because they are appendages of a larger organism. The tentacle's body is somewhat squid shaped, with three stumps. Although tentacles usually come in groups or clusters of three, single tentacles are also encountered, and the number of tentacles present reflect the size or stage of development of the base, or else a more spread-out being, with tentacles in various locales.. Another characteristic is how it relies on hearing, as the base could be too large to fit through, and relies on keen hearing to pull prey down.
In terms of behavior, tentacles aggressively target prey in the immediate vicinity of their pits. While searching for prey, they gently tap the surrounding area, but when even the quietest noise or vibration is detected, the tentacles will furiously and repeatedly strike at the location where noise or vibration was detected. When a tentacle comes in contact with prey, it will attempt to pull it into the pit, where it is consumed and digested.
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Unit Name: Zombie.
Unit Strengths: Blindly loyal, slightly stronger than the average human.
Unit Weapons: Claws.
Unit Nanomachines: N/A
Unit Weaknesses: Slow-moving, stupid.
Unit Abilities: Nothing Special.
Unit Squad Numbers: 1-3.
Unit Description: Once a headcrab successfully attaches to a host, the headcrab's alien physiology causes various "mutations" to manifest in its host, such as elongated claws, increased strength, and a sharp-toothed "mouth" that bisects the victim's chest cavity from neck to groin.
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 feel it. Zombies mainly attack with swipes from their claws.
Headcrabs do not attach themselves to anything other humans.
Not all zombies are used in the battlefield, and are given an uniform to correspond to their function.
are used to aid scientists and protect them.
are used in the battlefield.
are used as security.
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Unit Name: Gonome.
Unit Strengths: Blindly loyal, stronger than the average human.
Unit Weapons: Claws Gut Throw, Chest Bite
Unit Nanomachines: N/A
Unit Weaknesses: Stupid.
Unit Abilities: Nothing Special.
Unit Squad Numbers: 1-3.
Unit Description: The Gonome is the next stage of mutation for a Zombie.
A standard Zombie is created when a normal Headcrab attaches itself to a viable human host by latching onto the head, and using its 'beak' to open the skull and expose the victim's brain. The Headcrab causes mutations in the host, such as rapid growth of finger nails, increased physical strength and increased resistance to harm. Another aspect of the mutation is a cavity (sometimes referred to as a 'maw') in the torso spanning from the neck to the waist.
If a zombie is not killed and the headcrab is still attached mutations continue and a gonome is created. They're stronger, faster, and gain a ranged attack ability which consists of their throwing chunks of a damaging (acidic) mucous-like substance at the enemy. They, however, are usually used as security at Black Mesa.
Gonomes generally stay with groups of lesser zombies and Headcrabs. If they observe any threat, they will first use their ranged attack. Should the enemy get closer, they will resort to manually attacking with their claws. They can sprint if they spot a distant target. In many ways, the Gonome's behavior is similar to that of a Bullsquid.
Gonomes seem to prefer dark areas near other zombies, as this gives them both a physical (darkness, other zombies) and a psychological advantage over the enemy.
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Unit Name: HECU
Unit Strengths: Effective, Adaptable, Good Training.
Unit Weapons: See Below.
Unit Nanomachines: N/A
Unit Weaknesses: They're all humans, which means they're all pretty fragile.
Unit Abilities: They have medics and engineers amongst their ranks.
Unit Squad Numbers: 4-10
Unit Description:
Full Name:
Hazardous Environment Combat Unit
Overview:
The soldiers of the HECU are specially trained to deal with a variety of indoor combat situations, particularly involving a dangerous environment and unconventional enemies.
Weapons and Equipment:
The Hazardous Environment Combat Unit troops, while utilizing a variety of equipment and firearms, are all equipped similarly. Each Marine is equipped with an urban camouflage battle dress uniform and a Powered Combat Vest and can be equipped with a PASGT helmet and, depending on his specialization, blowtorch or medical supplies.
Military Police:
The Military Police consists of members of the empire who guard the Hazardous Environment Combat Unit's training base, Santego Military Base. They are charged with guarding areas that need security clearance to enter, and taking and storing the weapons that a member of the HECU uses during his training exercises. Each soldier is armed with a Heckler & Koch MP5N or an M4 and wear Powered Combat Vests. Unlike regular soldiers, however, they also bear red and white sashes, metal hard hats with the letters "MP" on them, and also armbands with the same thing.
Weaponry
* Glock 17
* M9 Beretta
* .357 Desert Eagle with laser sight.
* MP-5 Submachine gun with attached grenade launcher.
* M4A1 Carbine with attached grenade launcher.
* SPAS-12 Shotgun
* M40A1 sniper rifle
* M249 Squad Automatic Weapon
* Laser-guided missile launcher
* M2HB .50 caliber machine gun
* Autonomous Sentry Turrets
* M202A1 Rocket turrets
* Mortars
* Laser Tripmines
Vehicles:
* AH-64 Apache attack helicopter
* V-22 Osprey VSTOL aircraft
* M1A1 Abrams main battle tank
* M2A3 Bradley infantry fighting vehicle
* F-16 Fighting Falcon multirole fighter
* M35 cargo truck
Tactics:
The H.E.C.U use several tactics, ranging from setting traps and turrets to heavy vehicles and air strikes. The standard infantry tactics include using numbers to pin down the enemy and then advancing, and occasional tossing grenades to try and either kill the enemy or force him to come out of hiding. They use heavily fortified mounted turrets. Being as they like to shoot until the enemy retreats, and then advance. The H.E.C.U. are prone to using vehicles to try and kill or distract the enemy.
Technology:
The HECU's technology is mostly based on conventional and unconventional military practices such as vehicle support, artillery support, fortification and traps.
PCV:
The PCV vest is designed to protect HECU forces from the full force of projectile trauma, hazards or blunt strikes in hazardous enviroments and situations. It also features a Geiger counter and surpasses the HEV and Security Vest at nocturnal operations due to integrated low-light amplification technology (green/black nightvision). It also has more weapon storage capacity than both Security Vest and HEV and can charge from both military and commercial suit charging stations.
Tactical Map:
Utilized by HECU forces, the Tactical Map role is to coordinate air strikes against targets. The operation of the Tactical map is quite simple as to move the crosshair by moving two switches and and the start button which F-16s bombard the area of fire.
(also includes Recruits and MP)
< Drill Instructor.
< Military Police
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Unit Name: Black Ops
Unit Strengths: Effective, Adaptable, Silent.
Unit Weapons: Glock 17 · M249 Squad Automatic Weapon · M40A1 Sniper Rifle · Mark IV Thermonuclear Device · Mk 2 Grenade · MP5 · Sentry Turret · Laser Tripmine · M4.
Unit Nanomachines: N/A
Unit Weaknesses: They're all humans, which means they're all pretty fragile.
Unit Abilities: They are VERY good at Hand-to-Hand combat.
Unit Squad Numbers: 4-10
Unit Description: The Black Ops are a commando group.
They are divided into two groups: the Female and Male Black Ops, also known as Female and Male Assassins.
Female Black Ops are strikingly nimble and agile, able to sprint faster than any other soldier and can jump to extreme heights. They wear a black jump suit and use night vision goggles that include a headset with microphone. They are armed with silenced Glock 17 and grenades. At close range, they use an array of kicks to fight the enemy. Female Black Ops also have a Cloaking Device which they use to become invisible during combat, only revealing themselves when moving.
Male Black Ops wear black combat gear and ski masks that only expose their eyes. Some are seen wearing night vision goggles. Although not visible, they have a communicator in their ear.
They are equipped with the same SMG with grenade attachment that the HECU use, but some male Black Ops have a M40A1 Sniper Rifle. They utilize equipment and vehicles, such as the M35 Cargo Truck, the AH-64 Apache, and the V-22 Osprey similar to the HECU, but black in color.
Black Ops soldiers can run much faster than the HECU, and up close, they use martial arts kicks and punches as melee attacks. They also have a little more health. Also, unlike their Marine counterparts, Black Ops operate in total silence when in combat, refusing to even yell in pain when injured.
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Unit Name: Gene Worm
Unit Strengths: Powerful
Unit Weapons: Biotoxin Stream and tentacles
Unit Nanomachines: N/A
Unit Weaknesses: Only one exists, Stomach Cavity (see below)
Unit Abilities: It is capable of taking any of Nu Earth's natural resources and assimilating it to make them useful to the aliens' needs.
Unit Squad Numbers: N/A
Unit Description: This life form is the equivalent of a "biological resource management factory." It is capable of taking any of Earth's natural resources and assimilating it to make them useful to the aliens' needs. If one fully entered Nu Earth and became productive, it would effectively alter the planet enough to become useful as a new homeworld for the empire.
Physically, the creature resembles a green, worm-like creature with many tentacles and a beak-like protrusion similar in both shape and position to that of the Tentacle. The Gene Worm attacks with its tentacles and also ejects a deadly chemical stream from its mouth. Its outer hide is impervious to damage; in order to kill it, the enemy must blind the creature by shooting both its eyes with the mounted laser guns on either side of the worm. This causes it to summon reinforcements by opening its abdominal cavity to reveal a portal orb that a Shock Trooper will teleport through. The worm's weakness is by firing any gun at the rear of this stomach cavity; It should be noted that the portal orb itself is not vulnerable. If the Gene Worm "dies", it sinks back into its portal, but not before emitting a "portal storm" into the room, similar to the one that occurred as if the Nihilanth died.
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Unit Name: Pit Drone
Unit Strengths: Fast, Fairly Intelligent
Unit Weapons: Scythe-like claws and Head-Spine darts
Unit Nanomachines: N/A
Unit Weaknesses: Not very strong.
Unit Abilities: Nothing Special.
Unit Squad Numbers: 5-6.
Unit Description: Pit Drones are short, bipedal creatures with a head that sports a pair of black eyes (one on either side), tentacle-like appendages near the creature's mouth, and rows of sharp spines protruding from pores on the creature's forehead. A Pit Drone's arms end in long, scythe-like claws, which it can use to make vicious slashing attacks.
Pit Drones are fast and fairly intelligent, typically traveling in packs of five or six, and are capable of making flanking movements to quickly surround their prey. The Pit Drone has two forms of attack: firing their head-spines with acid jets when at long range or charging towards their target to deliver a deadly slash from their claws. Some Pit Drones are incapable of their head spine attack, because they have depleted their ammunition of spines.
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Unit Name: Pit Worm
Unit Strengths: Powerful
Unit Weapons: Front claws and energy beam from eye
Unit Nanomachines: N/A
Unit Weaknesses: Few exist.
Unit Abilities: Nothing Special.
Unit Squad Numbers: N/A
Unit Description: This dangerous creature resembles an enormous caterpillar. It makes bird-like vocalizations. Its segmented body supports a head dominated by a single large eye. This eye is the pit worm's primary weapon, capable of firing a searing energy beam at nearby enemies. If enemies get too close, the worm also has large claws to strike out with. If the worm is shot in the eye, it will recoil, shielding it with its claws for a few seconds before striking aggressively at the enemy.
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Unit Name: Shock Trooper
Unit Strengths: Intelligent, Powerful
Unit Weapons: Shock Roach, Spore Grenade and punch
Unit Nanomachines: N/A
Unit Weaknesses: About as durable as a human.
Unit Abilities: Nothing Special.
Unit Squad Numbers: The Shock Trooper is one of the most intelligent and dangerous of the empire aliens. Physically, they are humanoid with four arms and have a posture that makes them vaguely resemble Alien Slaves, but with many key differences from Alien Slaves, showing us that they are not of the same lineage. Their bodies are covered in plate-like sections, similar in appearance to insect exoskeletons. Their skin is pale blue, and is not mottled or patchy like the skin of some of the alien creatures. They have a single large eye, whereas Alien Slaves have six or four. This eye is part of a common morphology between some of the alien creatures - some of the aliens with a large eye (including the Pit Worm) have two eyelids which regularly blink horizontally across the eyeball and what appears to be "tentacles" surrounding their mouth (which is under the head).
Their primary weapon is the Shock Roach; a living creature, similar to the Alien Grunts' hivehand. The Shock Roach fires bolts of static electricity, which it constantly recharges on its own. The Shock Roach cannot survive without a living host for very long; if its Shock Trooper dies, it will detach itself and pursue a new HL host.
Shock Troopers also have the ability to regurgitate and throw spore grenades, which they tend to use against distant or concealed enemies. Infant Shock Troopers will forcibly launch the same type of spore when squeezed, and can thus be used as a Spore Launcher weapon. Their 3rd, least used attack, only when approached, is scratching the enemy with their 3 remaining arms, much like what Alien Grunts do.
Infants
Baby Shock Troopers are effectively tadpoles, an earlier stage that is only a head and torso, with tentacles trailing behind. Beyond the small size and lack of limbs, Baby Shock Troopers are also notable for having gills, one or two stubby arms, thin spikes, and two small eyes instead of the adults' single large one. They are amphibious, although immobile outside of water.
These aliens can and are actually be used as a weapon, with a small pair of legs used as a handle, capable of only firing spore blobs collected from around Nu Earth in small buds, both used as "bullets" and grenades, both very toxic to enemies (Note: These blobs are brought to Nu Earth by the HL empire, and are not originally from the planet).
Tactics
Shock Troopers are usually encountered in small groups, and often fight together with other aliens, whom they are allied with. Shock troopers also possess a verbal form of communication, uttering strange electronic-sounding noises to each other.
Just a few words from their language:
* "Ksswirras" - "fire in the hole";
* "Ksskyurkiml" - "get down";
* "Ditdit", "Ditksskss", "Kssdit ditkss" - said when a human is spotted.
* "Purthirv purksskss" - said when an alien is spotted.
* "Kagablis bliska" - said when the Trooper is under fire and retreating.
* "Kimlkiml" - a taunt.
* "Mubpuhmub ditdit" - "moving in".
* "Dupblis dup" - "all clear".
* "Ksskss" - "stay alert"
Shock Troopers have mastered teleportation technology and use it to travel in and out of combat. They also control the teleportation of Pit Drones and Voltigore.
< baby.
Unit Name: Black Mesa Science Team
Unit Strengths: Intelligent
Unit Weapons: N/A
Unit Nanomachines: N/A
Unit Weaknesses: No combat experience whatsoever.
Unit Abilities:First Aid, doesn't operate on the battlefield.
Unit Squad Numbers: N/A
Unit Description: The Black Mesa Science Team is the overwhelming majority of Black Mesa's population. With the Black Mesa Security Force, it is one of the most important bodies of the Black Mesa Personnel.
Each scientist is granted a different security clearance specific to his or her duty, with an average clearance of Level 5. Like other employees, scientists have an assigned uniform, consisting of a blue shirt, white lab coat, red striped tie and white (or beige) slacks. A cleansuit-wearing variation of the normal scientist appears in limited areas. Some scientists are trained in the use of either the the MP5 submachine gun or the M4 as part of Hazard Course training, but most have little or no combat skills or experience.
Positions
* Research and Development - The largest portion of the scientists are assigned to research and development positions, where they conduct experiments and create new technologies. The research conducted ranges in focus from particle physics to biological study to space travel. Most R&D scientists have a limited knowledge of first aid, and can heal some wounds.
* Research Associate - Research Associates work alongside R&D scientists, but with a lower status in the hierarchy. They are usually required to conduct the more mundane or less desirable portions of a given experiment.
* Hazardous Environment Supervisor - Supervisors act in a similar role to research associates in that they assist in experiments, but they are primarily concerned with maintaining a safe work environment.
* Instructor - Scientists will often take on additional work training employees and conducting simulations in the Sector A Training Facility, as themselves or their hologram counterparts.
* Survey Team - Survey teams were organized soon after the first teleportation labs were constructed in Black Mesa. Their assignment is the most dangerous, as they are tasked with exiting the base to collect samples and conduct experiments. Because of the danger, survey team members are highly trained in the use of the HEV Suit and a variety of weapons.
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Unit Name: Black Mesa Security Force
Unit Strengths: Adaptable
Unit Weapons:
Standard Issue: Glock 17, or Beretta M9, OR Desert Eagle
In Case Of An Attack Standard Issue + SPAS-12 (or .357 Magnum), along with grenades.
Unit Nanomachines: N/A
Unit Weaknesses: Weapons aren't very powerful.
Unit Abilities: Nothing notable, doesn't operate on the battlefield.
Unit Squad Numbers: N/A
Unit Description: The Black Mesa Security Force is the main component of Black Mesa's support personnel force. With the Black Mesa Science Team, it is one of the most important bodies of the Black Mesa Personnel.
Each guard is granted a different security clearance specific to his or her duty, with an average clearance of Level 3. The security guard uniform consists of a blue shirt, black tie, dark blue pants, black assault boots, equipment belt, armor vest and helmet. Its standard issue sidearm is either the Glock 17, Beretta M9, or the Desert Eagle, but heavier ordinance, such as shotguns, .357 Magnum revolvers and grenades are also available to them.
Positions:
* Security Officer - The vast majority of guards work as security officers, tasked with protecting secured areas and information, reporting breaches of authority to their administrative sponsor and helping with general maintenance tasks. In rare cases, security officers will be tasked with capturing escaped research specimens.
* Section Manager - The role of section manager is effectively a desk job that consists of directing security officers and assigning tasks.
* Instructor - Security officers will often take on additional work instructing new recruits in the Sector A Training Facility, as themselves or their hologram counterparts.
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Unit Name: Black Mesa Service Personnel
Unit Strengths: Knows how to repair most equipment
Unit Weapons: N/A
Unit Nanomachines: N/A
Unit Weaknesses: Isn't combat trained.
Unit Abilities: Nothing notable, doesn't operate on the battlefield.
Unit Squad Numbers: N/A
Unit Description:
=============================================
Unit Name: Alien Controller
Unit Strengths: Can Fly
Unit Weapons: Energy Orbs, Homing Orbs
Unit Nanomachines: N/A
Unit Weaknesses: Not very powerful.
Unit Abilities: Flying.
Unit Squad Numbers: Varies, usually 10.
Unit Description: The Controllers share many characteristics with the other Half-Life creatures, especially the Nihilanth, due to the fact that they are a related species. Like other of these other sentient creatures from Half-Life, the Controllers have a third vestigial arm growing from the center of their thorax. In addition to this, the Controllers have disproportionately large heads, which could peel open to reveal an apparently mechanical spike or cone, resembling the interior of the Nihilanth's skull. Unlike the Nihilanth, the Controllers have longer legs and are able to levitate without the assistance of a mechanical seat. This ability stems from their strange psychokinetic powers.
They attack by firing multiple spheres of electrical energy (resembling ball lightning) from their hands, in the same way as the Nihilanth. They can also fire an energy ball from their head that is larger, more powerful and has a slight homing ability.
Controllers are usually encountered near places where Alien Slaves were made to work. They have an unspoken influence over the Alien Slaves, making them fight or toil at a whim. This shows us that the Controllers share a limited version of Nihilanth's psychic enslaving power or acted as an intermediary conduit.
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Unit Name: Alien Grunt
Unit Strengths: Very powerful.
Unit Weapons: Hivehand, Fists.
Unit Nanomachines: N/A
Unit Weaknesses: Not very bright.
Unit Abilities: Hand to hand combat
Unit Squad Numbers: Varies, usually 5
Unit Description: The Alien Grunts are the primary combatant of the Half-Life army. Tough, strong, and extremely hostile, Alien Grunts stand about 7 feet tall and are armed with a biological weapon called the Hivehand, which contains Hornets, insect-like flying creatures that seek out living targets and attack them. Hornets (also known to some as Thornets) respawn as an infinite supply of ammunition. The Grunt will also use basic unarmed hand-to-hand combat when necessary.
Alien Grunts share many features with their Alien Slave counterparts: multiple red eyes, backwards-jointed legs, hoofed feet, and a short arm extending from their mid-torso, which is used for feeding. However, they do not seem to share the race's myriad energy-based powers; hence the need for the hivehand weapon.
Grunts are also equipped with metallic armour around the groin and shoulders, as well as metal helmets and shoes. Interesting, this armor completely protects the Alien Grunt's back, but is open in the front leaving the Grunt's entire lower torso exposed. Alien Grunts takes significantly reduced damage (roughly 50% to 60% of normal) if shot in the armor instead of in their exposed body with a magnum or crossbow. Lower impact rounds, such as pistol/assault rifle bullets, buckshot will outright richochet off the armor without doing any damage at all.
Alien Grunts have roughly twice as much endurace as an HECU Marine; combined with their bullet deflecting partial body armor, this gives them high durability. They also demonstrate superhuman strength ; such as punching a human through a concrete wall, or quickly prying opening a large set of heavy blast doors.
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Unit Name: Alien Slave
Unit Strengths: Intelligent, powerful.
Unit Weapons: Charged Electrical Attack, Claws
Unit Nanomachines: N/A
Unit Weaknesses: Somewhat cowardly.
Unit Abilities: Nothing Special.
Unit Squad Numbers: 1-5.
Unit Description: In appearance, an Alien Slave is roughly humanoid with two legs and two arms, but has an additional arm protruding from its chest. This extra limb is a feature also found in the other bipedal, sapient species from the empire, including the Alien Grunt and Nihilanth. This similarity, along with other shared features such as red eyes and back-jointed legs, is strongly showing us of a common ancestry with some of the other intelligent lifeforms. This third arm is used for feeding, as both Alien Slaves and Alien Grunts are often seen bending over slain victims while feeding off of it. Alien Slave have a mottled green-brown skin; similar to a reptile's, sharp teeth, and clawed hands. Alien Slaves have a slightly hunched posture, and their faces are dominated by a large, single red eye, surrounded by five smaller eyes. Closer inspection reveals that the smaller "eyes" are simply additional openings that lead to one gigantic eyeball. They also appear to have a belly button, showing us that Alien Slaves have live births.
Alien Slaves are very intelligent and social creatures, and often display these traits. Alien Slaves are often seen in pairs or groups, and are capable of developing intelligent strategies. When faced with a superior enemy, Alien Slaves will often run away from the scene, and if possible, will group together with others to form a stronger force.
Alien Slaves are common members of the empire. While they usually attack aggressively, they often become timid when injured, preferring to run away rather than risk further combat and possible death. They have two modes of attack: an energy attack in which they fire fairly powerful green lightning-like energy beams that require a vulnerable period of "charging-up" before being unleashed, and when close to opponents, they attack with their claws. Significantly, all of the Alien Slaves wear green collars and wrist bands. These are means by which they are controlled by a remote master (the Nihilanth). Alien Slaves often act as support for the tougher Alien Grunts, making them more likely to be able to use their attack, as the average human is usually concentrating on killing the tougher Grunts.
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Unit Name: Barnacle
Unit Strengths: Can (almost) instantly kill anyone.
Unit Weapons: Tongue
Unit Nanomachines: N/A
Unit Weaknesses: Cannot move without outside help.
Unit Abilities: N/A
Unit Squad Numbers: Don't organize into squads, but are known to ''stick together'', from 2 to 15 at a time.
Unit Description: Physically, barnacles resemble little more than a large mouth full of sharp teeth and a thin, but long and very powerful muscular hydrostat combining the functions of a tongue and tentacle, which can be retracted or extended to hang at near-floor level regardless of the animal's height from the floor. Barnacles are blind, and rely on their sense of touch to catch prey. The creatures attach themselves to ceilings or the undersides of overhangs, from which they lower their sticky tongues (this cannot be done without outside help). Although barnacles can be found in a wide array of environments, they seem to prefer damp areas.
Barnacles are relatively weak; a few shots from a 9mm pistol will kill them. When killed, barnacles typically disgorge bones and other remains of recently-consumed victims.
It is known that they are attached very firmly and permanently, as evidenced by their continued attachment after death.
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. 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.
When an object, living or otherwise, comes into contact with the tongue, it somehow grabs the object though the exact mechanism behind the tongue's stickiness is unknown. The barnacle then retracts its tongue, drawing the object towards its mouth. Upon reaching the mouth, the object is quickly evaluated by the barnacle: objects considered edible by the barnacle are crushed and consumed; inedible objects are released. 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, their food requirements are relatively low and that they can survive for extended periods without food, explaining their sedentary lifestyle.
Humans become immobilized when caught by barnacles - although they struggle when wrapped in the creatures' tongues, captured humans appear to be incapable of fighting against the barnacle when they reach the mouth, even though they are clearly still alive.
An interesting fact is that the Barnacle will only eat what it identifies as a humanoid-type creature (Human, etc.) if it latches onto the head. If it latches to the waist, leg, hand, etc. the Barnacle drops the body as if inedible, either because of the difficulty in consuming it in such position, or it doesn't recognize the shape due to latching on part of a body that is not the head or neck.
Soldiers can use a detached barnacle as either a weapon or as a grappling hook, However, it can only latch to organic material, such as alien fungi or moss, occasionally bearing ammunition for the slime trooper weapon as well as a handy melee tool to devour small creatures. While holding the Barnacle, it squeaks and moves its fangs for an unknown reason.
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Unit Name: Boid
Unit Strengths: N/A
Unit Weapons: N/A
Unit Nanomachines: N/A
Unit Weaknesses: N/A
Unit Abilities: N/A (not used in combat, it's a pet)
Unit Squad Numbers: They like to organize into flocks. 3 or more per flock.
Unit Description: The Boids are made of two wings and glide in flocks of three or more, flapping their sides and emitting soothing resonant calls.
The standard boid wings have several shades of blue, pink and yellow and its main body is grey. At the center and on each side of its body, the creature seems to have four red eyes and a mouth.
As for the yellow boid. It is completely yellow and has three red eyes on each side of its wings, but looking straight ahead, compared to the standard Boid, having its eyes looking upwards and downwards
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Unit Name: Bullsquid
Unit Strengths: Acid Spit
Unit Weapons: Toxic Spit, Teeth, Tail Whip
Unit Nanomachines: N/A
Unit Weaknesses: Cannot focus on more than one enemy.
Unit Abilities: Nothing important.
Unit Squad Numbers: N/A
Unit Description: The Bullsquid is a bipedal, highly aggressive creature. Bullsquids are able to survive, if not thrive, in environments that are unfriendly or even toxic to humans, including sewers and pools of radioactive, chemical, or biological waste. On Xen, Bullsquids are found drinking from pools of an unknown liquid that has healing properties for humans and Alien Slaves.
The body of a Bullsquid is vaguely similar in appearance to that of a small Theropod, with two short, muscular legs and a thick tail that tapers to a point. The thorax abruptly joins the creature's head with no neck or other visible separation. A typical specimen stands roughly one meter tall and about two meters in length. Two slit-pupiled, black and glossy eyes are mounted on either side of its head. The tail had a hooked claw at its tip, which explains the large amount of damage caused by the Bullsquid's spin attack.
The Bullsquid's most striking feature, however, is the collection of bright red, tentacle-like protrusions ending its teeth which surround its mouth and allows it to grasp prey. The Bullsquid can also charge an opponent with surprising speed and force; these two attributes are the cause of its portmanteau name.
The Bullsquid's overall coloration is roughly comparable to that of a spotted cat: its skin is sandy brown and its upper surfaces has dark spots. The creature's skin appears to be slimy, similar to that of a terrestrial amphibian such as the frog.
Headcrabs are often fed to Bullsquids.
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Unit Name: Chumtoad
Unit Strengths: N/A
Unit Weapons: N/A
Unit Nanomachines: N/A
Unit Weaknesses: Fragile
Unit Abilities: N/A, is a pet (or used for food), not used in combat.
Unit Squad Numbers: 1-3.
Unit Description: Chumtoads are small, amphibious creatures. Similar in morphology to Earth's toads, they are very low on the food chain – serving as the favorite prey of many creatures. The name is a compound of "chum" (i.e. shark bait) and "toad", in reference to these traits. Chumtoads are notable for their bright purple colouration, their single red, catlike eye, their spiked backs, and their long, blue tongues.
Unlike most creatures, Chumtoads are not inherently dangerous. They tend to lounge on rocks until threatened, at which point they have the natural ability to teleport – vanishing in a puff of purple energy.
Chumtoads maneuver with short, quick hops similar to that of a terrestrial toad. They also have the ability to swim and to leap to great heights if ever startled. Chumtoads are known to play dead at times by rolling over onto their backs and twitching violently, to confuse their predators.
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Unit Name: Gargantua
Unit Strengths: Very powerful.
Unit Weapons: Fire Jet Arms, Shockwave, Punch, Roar.
Unit Nanomachines: N/A
Unit Weaknesses: Can't fit in small spaces.
Unit Abilities: Roar damages infrastructure.
Unit Squad Numbers: N/A.
Unit Description: It is approximately six meters (20 feet) tall, mostly blue in color, and has one yellow eye that glows red when it perceives a hostile unit. A Gargantua's head resembles that of a terrestrial crocodile, while its rear carapace looks somewhat like a pillbug's or armadillo's. In place of hands, it sports two claw-like appendages which can be opened to emit jets of intense heat. It can also send a shock wave towards its opponents by powerfully stomping the ground, represented by a speeding red dot. This shock wave can also traverse vertical structures. It can also hit enemies with its arms and feet. The Gargantua moves quickly (slightly faster than the average human) and is very strong: it can smash or toss large obstacles from its path with ease, and is invulnerable to most small arms fire. The most amazing ability that these creatures possess is a "supersonic roar". The roar is incredibly powerful and dangerous, such as collapsing the ceiling of a hallway leading. Gargantuas are very determined pursuers, and have been known to wait patiently for their target to come out of an area they can't reach for a considerable amount of time before moving on to do something else.
The Gargantua is completely bulletproof, and requires a large amount of explosive, electrical, or energy damage before being destroyed.
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Unit Name: Gonarch
Unit Strengths: Very powerful.
Unit Weapons: White Toxic Liquid, Front Legs.
Unit Nanomachines: N/A
Unit Weaknesses: Can't fit in small spaces, few exist, rarely used in the battlefield.
Unit Abilities: Gives birth to Headcrabs.
Unit Squad Numbers: N/A.
Unit Description: It is known that a Gonarch is the last stage of a Headcrab's life and that very few Headcrabs reach this stage. While appearing very similar to a Headcrab's anatomy there are a few differences. Gonarchs are supported by four razor sharp limbs. Standing at several meters tall, they dominate the average human in size and power. Gonarchs are easily one of the largest and toughest known creatures from the empire. Heavily armored with an exoskeleton, they can take massive amounts of projectile and explosive damage, taking even more explosive damage to kill than a Gargantua.
The large bag of flesh which hangs from the creature, commonly referred to as its "sac", is a reproductive housing. During battles, it releases underdeveloped baby Headcrabs at a rapid rate. These baby Headcrabs, while mostly harmless, can be greatly troublesome en masse. While Gonarchs appear to be mindless breeding machines, there is evidence that they can feel emotion of some kind. When one of its offspring is killed, it will make an unusual and sad-sounding cry, suggesting it mourns for its dead young. Gonarchs are known to make other noises as well--most notably, when they are angry or injured, they will emit a loud cry, very similar to that of an elephant.
Just as with Headcrabs, Gonarchs seem to have an apparent lack of sensory organs, which shows us that their movement is based on touch and sensing vibrations. It never comes close to running off the edge of a platform. This shows us that Gonarchs retain memories of their surroundings, or perhaps lay scent markers to warn themselves of obstacles or edges. Even without any apparent sensory organs, Big Mama manages to home in on the average human within seconds, further showing us that vibrations and scents play a key role in a Gonarch's life (much like a spider which lays webbing and feels vibrations from the web to catch prey). Gonarchs also have an apparent lack of a "head" structure, showing us that any brain may be burrowed deep within the armored exoskeleton for further protection.
Entering a Gonarch's lair results in immediate attack (unless you are part of the empire), showing us that they are highly territorial creatures that they are highly protective of their young. They attack by charging at their victim, then attempting to puncture them with their massive legs. They also have somewhat of a ranged attack, by forcing yellowish balls of acidic material from the top of their shells, which they hurl through the air like mortars, raining down upon the victim. With all their traits combined, Gonarchs prove to be skilled at defending themselves and their young, and are one of the toughest enemies from the HL. Upon death, a Gonarch explodes violently.
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Unit Name: Headcrab
Unit Strengths: Can zombify people, due to their small size they can hide in small areas and the like, can burrow into sand.
Unit Weapons: Biting.
Unit Nanomachines: N/A
Unit Weaknesses: Weak, not very bright.
Unit Abilities: Zombifies people, especially spies.
Unit Squad Numbers: 1-5.
Unit Description: Headcrabs are fairly small creatures, consisting of a rounded, tan body with four reddish legs for movement and a pair of larger frontal claws for attacking prey or as additional support when standing still. Under the headcrab's body is a large rounded mouth surrounded by pointed flesh (which also includes the headcrab's stubby front legs) and a sharp, claw-like "beak". Headcrabs have no external sensory organs, they move about by touch and vibration.
Headcrabs can produce a variety of vocalizations. When they are not hunting, headcrabs usually emit squeaks and fairly quiet, repetitive calls while gently swaying their bodies back and forth. When attacking, headcrabs emit a sharp, shrill shriek as they leap towards their victims.
Headcrabs are found to originate from a giant creature known as a Gonarch which shares similar physical qualities with headcrabs. Underdeveloped "baby" headcrabs spawn at a rapid rate from a sac that dangles beneath the creature.
Although small, slow-moving, relatively weak on its own, and even seemingly harmless with its tip-toe like gait, the Headcrab has the ability to quickly leap long distances using its hind legs, while tilting upwards to face its mouth towards its target, inflicting minor injury with its claws, legs, and teeth. Its main goal, however, is to attach itself onto an appropriate host's head. Once attached, they take control of the host's nervous system and dreadful "mutations" occur, creating a Headcrab Zombie.
A Headcrab will frequently lie and wait in dark corners or ventilation shafts for unsuspecting prey to walk by. In more open environments, the creatures are known to bury themselves in the ground to hide, then climb out to the surface and attack when a possible host draws near. Headcrabs appear to be fairly unintelligent creatures and will pursue their prey under the most dangerous conditions, moving through dangerous areas or towards hostile prey, even as fellow headcrabs die in front of them.
< baby.
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Unit Name: Houndeye
Unit Strengths: Efficient when it comes to pack hunting.
Unit Weapons: Sonic Attack.
Unit Nanomachines: N/A
Unit Weaknesses: Weak when not in a pack.
Unit Abilities: N/A, nothing special.
Unit Squad Numbers: 3-10
Unit Description: Possessing only three legs and a thorax, the Houndeye is a faint yellow-green in color, with electric blue tiger-like stripes adorning its spine. In place of a head there is a large, black, multifaced insect-like eye protected by eyelids. Houndeyes communicate through a series of high-pitched sounds somewhat similar to the barking of dogs.
The Houndeye is an excellent example of a social animal in terms of pack hunting. While a shy and timid creature by itself, groups of three or more display resonant behavior, emitting destructive harmonic sonic attacks in shock waves, capable of injuring those they attack, appearing as violet, sometimes white circles around the creature. The eyelids are seen moving only when they are excited.
Although they are not seen displaying this trait often, Houndeyes are carnivorous creatures. The Houndeye's mouth is located on the underside of its belly, close to the eye, filled with fang-like incisors.
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Unit Name: Ichthyosaur
Unit Strengths: Very Powerful, Fast.
Unit Weapons: Claws, Teeth.
Unit Nanomachines: N/A
Unit Weaknesses: Is an aquatic creature, thus only lives underwater.
Unit Abilities: N/A, nothing special.
Unit Squad Numbers: 1-3.
Unit Description: Ichthyosaurs are encountered in several water bodies, including a flooded laboratory and in a reservoir behind a hydroelectric dam. They are often placid at first, but quickly become hostile, especially should a human take action against them. The speed and viciousness of the Ichthyosaur makes it very frightening.
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Unit Name: Leech.
Unit Strengths: Small, comes in large numbers.
Unit Weapons: Teeth.
Unit Nanomachines: N/A
Unit Weaknesses: Is an aquatic creature, thus only lives underwater, is very weak.
Unit Abilities: N/A, nothing special.
Unit Squad Numbers: Large numbers, undefined.
Unit Description: Leeches appear as small, fish-like creatures.
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Unit Name: Manta Ray
Unit Strengths: Powerful.
Unit Weapons: Belly Cannon
Unit Nanomachines: N/A
Unit Weaknesses: RPGs.
Unit Abilities: Transporting Alien Grunts, providing air support.
Unit Squad Numbers: 1-5.
Unit Description: Manta Rays are named because of their body structure: a large alien with the shape of an underwater manta ray. Oddly enough, there are two types. One type has a pointed head and a single tail. The other has a V-shaped head and two tails. The outer hides of both are impervious to damage even from the RPG, and are seemingly aerodynamic, giving aid in flight.
These aliens have a fairly large variety of abilities. Firstly, said aliens are capable of controlling their flight very easily, reaching the speed of even a military fighter jet, evidenced by the shock waves created as they zoom past; In addition, the mantas are capable of generating an orange beam of energy from their similarly colored underside.
The double tailed manta is used widely for other HL aliens, usually for transporting Alien Grunts, somewhat imitating deployment of HECU from Ospreys several at a time. However, as they pass by, it is notable that these soldiers appear through violet flashes from its skin, showing us that it merely teleports them from other places. They are also used to gain air superiority for the Alien Slaves and Alien Grunts.
< rare.
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Unit Name: Nihilanth.
Unit Strengths: Powerful.
Unit Weapons: Electrical orb, teleportation orb
Unit Nanomachines: N/A
Unit Weaknesses: Lots, and lots, and lots of damage, only one exists.
Unit Abilities: Teleporting any race from the HL empire, excellent leadership abilities.
Unit Squad Numbers: N/A
Unit Description: Physically, the Nihilanth resembles a gigantic, oddly-proportioned fetus with a massive head atop a smaller body. The creature's minuscule legs appear either to be vestigial or the remains of amputation, so it relies on a mechanical levitation device for movement. The Nihilanth's body features the remains of some sort of surgical procedure and, like some of the other intelligent HL races, it has a third appendage protruding from the middle of its pectoral chest region. The creature's unusually long arms end in disproportionately huge hands and fingers and it wore metallic wristbands, similar to bands worn by the enslaved Alien Slaves.
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Unit Name: Snark.
Unit Strengths: Kamikaze, comes in large numbers.
Unit Weapons: Bite.
Unit Nanomachines: N/A
Unit Weaknesses: Very weak.
Unit Abilities: Nothing special.
Unit Squad Numbers: It could be anywhere from 15 to hundreds, depending on the nest size.
Unit Description: The Snark is a small, red and bulbous creature, with a large (in relation to body proportion) single green eye and a pincer-like mandible. Snarks are normally calm creatures that show little signs of intelligence; however, if they see any living creature other than another Snark or member of the empire, they immediately begin to attack it.
Snarks colonize in the form of an egg sac and only emerge to attack. They attack aggressively, persistently, and erratically, leaping and biting at their target. After attacking for about twenty seconds, a snark will explode in a spray of acid. Despite their size, they are very dangerous. At each bite they release a squeak, which becomes progressively higher in pitch as the time they have left to live shortens. At the end of their 20 seconds, they release a last squeak before exploding.
(As Weapons)
Snarks have an unlimited lifespan while held and still show an aggressive nature. Once thrown, the Snark's twenty-second life span begins.
Some sacks have piece of ribcage attached into the sack, providing a food source for the snarks inside.
< Nest
< Nest.
< Snark
< Snark.
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Unit Name: Tentacle
Unit Strengths: Very Powerful, Hearing is very sophisticated.
Unit Weapons: Beak.
Unit Nanomachines: N/A
Unit Weaknesses: Cannot move, Blind.
Unit Abilities: Nothing Special.
Unit Squad Numbers: 1-3.
Unit Description: A large, green, segmented stalk supports a "head", which ends in a sharply pointed, blade-like appendage and features what looks like an eye. This "eye" appears to be a sensory organ, although the creature only reacts to sound and surface vibrations. Tentacles usually emanate from pits, into which they can retract when injured or in danger.
Typically several tentacles use the same pit, because they are appendages of a larger organism. The tentacle's body is somewhat squid shaped, with three stumps. Although tentacles usually come in groups or clusters of three, single tentacles are also encountered, and the number of tentacles present reflect the size or stage of development of the base, or else a more spread-out being, with tentacles in various locales.. Another characteristic is how it relies on hearing, as the base could be too large to fit through, and relies on keen hearing to pull prey down.
In terms of behavior, tentacles aggressively target prey in the immediate vicinity of their pits. While searching for prey, they gently tap the surrounding area, but when even the quietest noise or vibration is detected, the tentacles will furiously and repeatedly strike at the location where noise or vibration was detected. When a tentacle comes in contact with prey, it will attempt to pull it into the pit, where it is consumed and digested.
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Unit Name: Zombie.
Unit Strengths: Blindly loyal, slightly stronger than the average human.
Unit Weapons: Claws.
Unit Nanomachines: N/A
Unit Weaknesses: Slow-moving, stupid.
Unit Abilities: Nothing Special.
Unit Squad Numbers: 1-3.
Unit Description: Once a headcrab successfully attaches to a host, the headcrab's alien physiology causes various "mutations" to manifest in its host, such as elongated claws, increased strength, and a sharp-toothed "mouth" that bisects the victim's chest cavity from neck to groin.
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 feel it. Zombies mainly attack with swipes from their claws.
Headcrabs do not attach themselves to anything other humans.
Not all zombies are used in the battlefield, and are given an uniform to correspond to their function.
are used to aid scientists and protect them.
are used in the battlefield.
are used as security.
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Unit Name: Gonome.
Unit Strengths: Blindly loyal, stronger than the average human.
Unit Weapons: Claws Gut Throw, Chest Bite
Unit Nanomachines: N/A
Unit Weaknesses: Stupid.
Unit Abilities: Nothing Special.
Unit Squad Numbers: 1-3.
Unit Description: The Gonome is the next stage of mutation for a Zombie.
A standard Zombie is created when a normal Headcrab attaches itself to a viable human host by latching onto the head, and using its 'beak' to open the skull and expose the victim's brain. The Headcrab causes mutations in the host, such as rapid growth of finger nails, increased physical strength and increased resistance to harm. Another aspect of the mutation is a cavity (sometimes referred to as a 'maw') in the torso spanning from the neck to the waist.
If a zombie is not killed and the headcrab is still attached mutations continue and a gonome is created. They're stronger, faster, and gain a ranged attack ability which consists of their throwing chunks of a damaging (acidic) mucous-like substance at the enemy. They, however, are usually used as security at Black Mesa.
Gonomes generally stay with groups of lesser zombies and Headcrabs. If they observe any threat, they will first use their ranged attack. Should the enemy get closer, they will resort to manually attacking with their claws. They can sprint if they spot a distant target. In many ways, the Gonome's behavior is similar to that of a Bullsquid.
Gonomes seem to prefer dark areas near other zombies, as this gives them both a physical (darkness, other zombies) and a psychological advantage over the enemy.
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Unit Name: HECU
Unit Strengths: Effective, Adaptable, Good Training.
Unit Weapons: See Below.
Unit Nanomachines: N/A
Unit Weaknesses: They're all humans, which means they're all pretty fragile.
Unit Abilities: They have medics and engineers amongst their ranks.
Unit Squad Numbers: 4-10
Unit Description:
Full Name:
Hazardous Environment Combat Unit
Overview:
The soldiers of the HECU are specially trained to deal with a variety of indoor combat situations, particularly involving a dangerous environment and unconventional enemies.
Weapons and Equipment:
The Hazardous Environment Combat Unit troops, while utilizing a variety of equipment and firearms, are all equipped similarly. Each Marine is equipped with an urban camouflage battle dress uniform and a Powered Combat Vest and can be equipped with a PASGT helmet and, depending on his specialization, blowtorch or medical supplies.
Military Police:
The Military Police consists of members of the empire who guard the Hazardous Environment Combat Unit's training base, Santego Military Base. They are charged with guarding areas that need security clearance to enter, and taking and storing the weapons that a member of the HECU uses during his training exercises. Each soldier is armed with a Heckler & Koch MP5N or an M4 and wear Powered Combat Vests. Unlike regular soldiers, however, they also bear red and white sashes, metal hard hats with the letters "MP" on them, and also armbands with the same thing.
Weaponry
* Glock 17
* M9 Beretta
* .357 Desert Eagle with laser sight.
* MP-5 Submachine gun with attached grenade launcher.
* M4A1 Carbine with attached grenade launcher.
* SPAS-12 Shotgun
* M40A1 sniper rifle
* M249 Squad Automatic Weapon
* Laser-guided missile launcher
* M2HB .50 caliber machine gun
* Autonomous Sentry Turrets
* M202A1 Rocket turrets
* Mortars
* Laser Tripmines
Vehicles:
* AH-64 Apache attack helicopter
* V-22 Osprey VSTOL aircraft
* M1A1 Abrams main battle tank
* M2A3 Bradley infantry fighting vehicle
* F-16 Fighting Falcon multirole fighter
* M35 cargo truck
Tactics:
The H.E.C.U use several tactics, ranging from setting traps and turrets to heavy vehicles and air strikes. The standard infantry tactics include using numbers to pin down the enemy and then advancing, and occasional tossing grenades to try and either kill the enemy or force him to come out of hiding. They use heavily fortified mounted turrets. Being as they like to shoot until the enemy retreats, and then advance. The H.E.C.U. are prone to using vehicles to try and kill or distract the enemy.
Technology:
The HECU's technology is mostly based on conventional and unconventional military practices such as vehicle support, artillery support, fortification and traps.
PCV:
The PCV vest is designed to protect HECU forces from the full force of projectile trauma, hazards or blunt strikes in hazardous enviroments and situations. It also features a Geiger counter and surpasses the HEV and Security Vest at nocturnal operations due to integrated low-light amplification technology (green/black nightvision). It also has more weapon storage capacity than both Security Vest and HEV and can charge from both military and commercial suit charging stations.
Tactical Map:
Utilized by HECU forces, the Tactical Map role is to coordinate air strikes against targets. The operation of the Tactical map is quite simple as to move the crosshair by moving two switches and and the start button which F-16s bombard the area of fire.
(also includes Recruits and MP)
< Drill Instructor.
< Military Police
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Unit Name: Black Ops
Unit Strengths: Effective, Adaptable, Silent.
Unit Weapons: Glock 17 · M249 Squad Automatic Weapon · M40A1 Sniper Rifle · Mark IV Thermonuclear Device · Mk 2 Grenade · MP5 · Sentry Turret · Laser Tripmine · M4.
Unit Nanomachines: N/A
Unit Weaknesses: They're all humans, which means they're all pretty fragile.
Unit Abilities: They are VERY good at Hand-to-Hand combat.
Unit Squad Numbers: 4-10
Unit Description: The Black Ops are a commando group.
They are divided into two groups: the Female and Male Black Ops, also known as Female and Male Assassins.
Female Black Ops are strikingly nimble and agile, able to sprint faster than any other soldier and can jump to extreme heights. They wear a black jump suit and use night vision goggles that include a headset with microphone. They are armed with silenced Glock 17 and grenades. At close range, they use an array of kicks to fight the enemy. Female Black Ops also have a Cloaking Device which they use to become invisible during combat, only revealing themselves when moving.
Male Black Ops wear black combat gear and ski masks that only expose their eyes. Some are seen wearing night vision goggles. Although not visible, they have a communicator in their ear.
They are equipped with the same SMG with grenade attachment that the HECU use, but some male Black Ops have a M40A1 Sniper Rifle. They utilize equipment and vehicles, such as the M35 Cargo Truck, the AH-64 Apache, and the V-22 Osprey similar to the HECU, but black in color.
Black Ops soldiers can run much faster than the HECU, and up close, they use martial arts kicks and punches as melee attacks. They also have a little more health. Also, unlike their Marine counterparts, Black Ops operate in total silence when in combat, refusing to even yell in pain when injured.
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Unit Name: Gene Worm
Unit Strengths: Powerful
Unit Weapons: Biotoxin Stream and tentacles
Unit Nanomachines: N/A
Unit Weaknesses: Only one exists, Stomach Cavity (see below)
Unit Abilities: It is capable of taking any of Nu Earth's natural resources and assimilating it to make them useful to the aliens' needs.
Unit Squad Numbers: N/A
Unit Description: This life form is the equivalent of a "biological resource management factory." It is capable of taking any of Earth's natural resources and assimilating it to make them useful to the aliens' needs. If one fully entered Nu Earth and became productive, it would effectively alter the planet enough to become useful as a new homeworld for the empire.
Physically, the creature resembles a green, worm-like creature with many tentacles and a beak-like protrusion similar in both shape and position to that of the Tentacle. The Gene Worm attacks with its tentacles and also ejects a deadly chemical stream from its mouth. Its outer hide is impervious to damage; in order to kill it, the enemy must blind the creature by shooting both its eyes with the mounted laser guns on either side of the worm. This causes it to summon reinforcements by opening its abdominal cavity to reveal a portal orb that a Shock Trooper will teleport through. The worm's weakness is by firing any gun at the rear of this stomach cavity; It should be noted that the portal orb itself is not vulnerable. If the Gene Worm "dies", it sinks back into its portal, but not before emitting a "portal storm" into the room, similar to the one that occurred as if the Nihilanth died.
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Unit Name: Pit Drone
Unit Strengths: Fast, Fairly Intelligent
Unit Weapons: Scythe-like claws and Head-Spine darts
Unit Nanomachines: N/A
Unit Weaknesses: Not very strong.
Unit Abilities: Nothing Special.
Unit Squad Numbers: 5-6.
Unit Description: Pit Drones are short, bipedal creatures with a head that sports a pair of black eyes (one on either side), tentacle-like appendages near the creature's mouth, and rows of sharp spines protruding from pores on the creature's forehead. A Pit Drone's arms end in long, scythe-like claws, which it can use to make vicious slashing attacks.
Pit Drones are fast and fairly intelligent, typically traveling in packs of five or six, and are capable of making flanking movements to quickly surround their prey. The Pit Drone has two forms of attack: firing their head-spines with acid jets when at long range or charging towards their target to deliver a deadly slash from their claws. Some Pit Drones are incapable of their head spine attack, because they have depleted their ammunition of spines.
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Unit Name: Pit Worm
Unit Strengths: Powerful
Unit Weapons: Front claws and energy beam from eye
Unit Nanomachines: N/A
Unit Weaknesses: Few exist.
Unit Abilities: Nothing Special.
Unit Squad Numbers: N/A
Unit Description: This dangerous creature resembles an enormous caterpillar. It makes bird-like vocalizations. Its segmented body supports a head dominated by a single large eye. This eye is the pit worm's primary weapon, capable of firing a searing energy beam at nearby enemies. If enemies get too close, the worm also has large claws to strike out with. If the worm is shot in the eye, it will recoil, shielding it with its claws for a few seconds before striking aggressively at the enemy.
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Unit Name: Shock Trooper
Unit Strengths: Intelligent, Powerful
Unit Weapons: Shock Roach, Spore Grenade and punch
Unit Nanomachines: N/A
Unit Weaknesses: About as durable as a human.
Unit Abilities: Nothing Special.
Unit Squad Numbers: The Shock Trooper is one of the most intelligent and dangerous of the empire aliens. Physically, they are humanoid with four arms and have a posture that makes them vaguely resemble Alien Slaves, but with many key differences from Alien Slaves, showing us that they are not of the same lineage. Their bodies are covered in plate-like sections, similar in appearance to insect exoskeletons. Their skin is pale blue, and is not mottled or patchy like the skin of some of the alien creatures. They have a single large eye, whereas Alien Slaves have six or four. This eye is part of a common morphology between some of the alien creatures - some of the aliens with a large eye (including the Pit Worm) have two eyelids which regularly blink horizontally across the eyeball and what appears to be "tentacles" surrounding their mouth (which is under the head).
Their primary weapon is the Shock Roach; a living creature, similar to the Alien Grunts' hivehand. The Shock Roach fires bolts of static electricity, which it constantly recharges on its own. The Shock Roach cannot survive without a living host for very long; if its Shock Trooper dies, it will detach itself and pursue a new HL host.
Shock Troopers also have the ability to regurgitate and throw spore grenades, which they tend to use against distant or concealed enemies. Infant Shock Troopers will forcibly launch the same type of spore when squeezed, and can thus be used as a Spore Launcher weapon. Their 3rd, least used attack, only when approached, is scratching the enemy with their 3 remaining arms, much like what Alien Grunts do.
Infants
Baby Shock Troopers are effectively tadpoles, an earlier stage that is only a head and torso, with tentacles trailing behind. Beyond the small size and lack of limbs, Baby Shock Troopers are also notable for having gills, one or two stubby arms, thin spikes, and two small eyes instead of the adults' single large one. They are amphibious, although immobile outside of water.
These aliens can and are actually be used as a weapon, with a small pair of legs used as a handle, capable of only firing spore blobs collected from around Nu Earth in small buds, both used as "bullets" and grenades, both very toxic to enemies (Note: These blobs are brought to Nu Earth by the HL empire, and are not originally from the planet).
Tactics
Shock Troopers are usually encountered in small groups, and often fight together with other aliens, whom they are allied with. Shock troopers also possess a verbal form of communication, uttering strange electronic-sounding noises to each other.
Just a few words from their language:
* "Ksswirras" - "fire in the hole";
* "Ksskyurkiml" - "get down";
* "Ditdit", "Ditksskss", "Kssdit ditkss" - said when a human is spotted.
* "Purthirv purksskss" - said when an alien is spotted.
* "Kagablis bliska" - said when the Trooper is under fire and retreating.
* "Kimlkiml" - a taunt.
* "Mubpuhmub ditdit" - "moving in".
* "Dupblis dup" - "all clear".
* "Ksskss" - "stay alert"
Shock Troopers have mastered teleportation technology and use it to travel in and out of combat. They also control the teleportation of Pit Drones and Voltigore.
< baby.