Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
Half-Life 2
|
For information on other weapons, see the discussion page. This page includes both Episode 1 and Episode 2.
The following weapons are used in the video game Half-Life 2 and its episodic sequels:
Handguns
Heckler & Koch USP Match
The Heckler & Koch USP Match in 9x19mm is the standard issue sidearm of the Combine's "Civil Protection" police force. It is first seen wielded by a guard in the train station and is soon after used against the player as they flee across the rooftops in the chapter "Point Insertion". Later, one can be taken from a slain CP and then used throughout the game. Its stopping power is lax, but its decent accuracy, rate of fire, and high capacity make it suitable for a variety of applications, such as attacking weak but difficult to hit enemies like headcrabs and manhacks and setting explosive barrels on fire from a distance. Oddly enough, while it can be found in many supply caches and beside civilian corpses, Resistance members are never actually seen using it.
Despite it using standard 15-round magazines (with finger-rest floorplates like in the picture below), it holds 18 rounds like the extended magazines that are meant to be used in conjunction with H&K's "Jet-funnel" extended mag-wells.
One detail worth noting: the weapon doesn't eject empty casings when fired, while the (otherwise identical) pistol in the pre-release beta demonstrations did, this is a bug. It must be also noted that the slide always locks back when a reload is started, even if there were unfired rounds in the chamber and magazine. The weapon's slide also is released automatically when a fresh magazine is inserted, instead of Gordon using the slide release.
Colt Python
The .357 Magnum Colt Python is first acquired by the player in a Civil Protection outpost in the chapter "Water Hazard". It's powerful, accurate, and can kill many lower end enemies in one shot and most of the higher end ones with a well placed shot to the head. Its accuracy makes it effective at long range if its user utilizes the suit zoom. Simply zoom in on an enemy's head, quickly zoom out, and fire. The side of the viewmodel's barrel reads "COLT PYTHON ELITE .357 MAGNUM".
Ammunition for this weapon is rare when you first get it. Later on it becomes a little more common, but resupply remains relatively infrequent, which means it has to be used sparingly. It also has a very low maximum limit to how many reserve rounds can be carried, with the player only being allowed to hold onto 12 cartridges excluding the ones in the cylinder.
There happen to be several major problems with the .357's model that would prevent it from even being usable in real life: For one thing, the ammunition that Freeman loads into his gun have spent primers and lack bullets. Secondly, the ejector rod (which is connected directly to the cylinder itself) and the crane that connects the cylinder to the gun stay stuck in the gun's frame during its reload animation, which means that there's nothing connecting the cylinder to the gun in the first place, it's just miraculously floating there in mid air. Finally, there's no speed-loader or moon clip used during its reload animation, so the shells are just magically held together when Freeman loads them into the cylinder. He also has a habit of spinning the cylinder after swinging it back into battery.
In addition the world model says "Colt Anaconda" on the side of the barrel, even though the weapon is supposed to be (and modeled after) a .357 Python.
Submachine Guns
Heckler & Koch MP7 Prototype
The original Heckler & Koch MP7 Prototype is the main weapon for most Resistance members and Combine Soldiers, and is also issued to Civil Protection teams in volatile situations. Gordon can first acquire the gun from CP officers wielding the SMG in "Route Canal". It is modeled with two protruding barrels, and a full top rail. It is fitted with a small and unusable holographic sight. It holds 45 rounds per magazine, even though the real MP7 only comes with 20, 30 and 40 round magazines, and the in-game weapon is not modeled with an extended magazine.
The MP7 comes with a secondary fire capability, which allows it to fire explosive grenade rounds. The player can carry up to 3 grenade rounds at once, and there is no reload animation between firing, the weapon apparently carrying the entire grenade ammo pool at once and able to fire them semi-automatically. The MP7's model does not feature any mounted grenade launchers; instead, the grenades seem to be fired out of the second barrel underneath the normal gun barrel, which itself is also smaller in diameter than the grenades it fires. The MP7 itself is also too small to plausibly contain a launcher, let alone storage for three grenades and a semi-automatic feed system for them.
These abilities are uncharacteristic of the MP7, but are characteristic of the OICW assault rifle (which was originally the Combine's standard issue automatic weapon, the role the MP7 now fills). Given the correlation it can be surmised that when the developers opted to use the MP7 as the generic automatic weapon, they grafted the OICW's grenade launcher capability onto it to make it more useful.
Given the opportunity, Resistance members using this weapon usually discard it in favor of a more powerful AR2 Pulse Rifle or SPAS-12 shotgun.
Though the correct caliber for the weapon (4.6x30mm) is written on its ammunition boxes, the casings ejected by the SMG say ".45 Colt" on their bottom.
Oddly, though the first person view model is proportioned accurately to the real weapon, the third person model has a massively elongated front end and a massively compressed rear end; likely to reuse animations from the cut MP5K. The cut "SMG2" (covered in the "cut weapons" section below) looked a lot more accurate to the real MP7.
Shotguns
Franchi SPAS-12
The Franchi SPAS-12 without a stock is used by the Combine Overwatch and some Resistance members. It is first given to the player by the crazed Ravenholm preacher Father Grigori in the chapter "We Don't Go To Ravenholm...". It is very useful in close quarters combat, particularly against Headcrab Zombies and Antlions. One soldier in each Combine squad is equipped with the SPAS-12. It is also used by some major characters on occasion.
In Half-Life 2, like many other games, the player can only use the SPAS-12 in pump-action mode, while the real one can be switched between semi-auto and pump-action based on the power of loads it's using. NPCs appear to use the weapon in semi-auto mode, however. It only holds six shells like the short barreled variant, although the in-game model shows the full-size version which should hold eight instead.
Just like in the original Half-Life, it has the unrealistic ability to fire two shells at the same time (yet only ejects one shell). The magazine tube is mistaken for a second barrel, and both "barrels" can be fired at once for the secondary fire mode; the game even gives an on-screen hint calling this ability "fire both barrels". Additionally, Gordon still reloads the SPAS-12 incorrectly by cramming new shells into its heatshield instead of the actual loading port.
Rifles
Winchester Model 1886
The Winchester Model 1886 is used by Father Grigori in the chapter "We don't go to Ravenholm...". The weapon is identified in earlier versions of the game by the loading gate. In the game, it functions as a double-barrel rifle with one shot per barrel and .357 Magnum chambering, despite its real life counterpart holding 9 rounds in the tubular magazine and not being available in .357 Magnum. It contains high-damage values when dealing with enemies and can be given to the player despite never being intended to if the game story is followed. Of note is that despite being referred to as the "Annabelle" in the game files, it is never called this within the game.
Like the "Alyxgun", Annabelle can be spawned through the developer's console using the code "give weapon_annabelle", or by using some glitches. Because it wasn't intended to be usable, the view model is identical to the SPAS-12's and the animations are riddled with glitches.
Other
MK3A2 Offensive Hand Grenade
While "M83 FRAG" is written on them in-game, the hand grenades in Half-Life 2 are closely based on the MK3A2 concussion grenade, but emit a red LED light and a beeping sound when armed as they are made by the Combine Overwatch for its soldiers. Gordon rips out the safety pin when pulling out a grenade, and secures the lever with his thumb.
Saab Bofors Dynamics AT4
The rocket launcher in Half-Life 2 is based on the Saab Bofors Dynamics AT4, albeit backwards (the launcher's muzzle is actually the AT4's rear in real life) and with a FIM-92 Stinger-like gripstock assembly. Having replaced the "GAM14B" (A futuristic version of the Armbrust ATW) from HL1, it is quite frequently used by the Resistance members to take down Striders and Gunships. Like the GAM14B, it is laser-guided; while rather slow, the weapon's rockets are extremely sophisticated (with instantaneous mid-flight corrections being achieved by simply pointing the launcher at a different target), highly maneuverable, and never run out of fuel.
SLAM
The SLAM was cut from Half-Life 2, but was later re-used in Half-Life 2: Deathmatch where it has two modes of operation; can be used as a laser tripmine to set up ambushes or can be used as remotely detonated explosives, similar to the Satchel Charge of the original Half-Life. While the tripmine version in the game emits a visible red laser, the real SLAM uses a passive infrared sensor. The player can carry a total of 5 SLAMs.
Cut Weapons
The following weapons were included in the leaked build of Half-Life 2, but did not appear in the final game:
AKM
The AKM, known in the game as "AR1" was to be given to many of the Rebels. The in-game AKM holds 30 rounds and has 5 different firing modes, ranging from fastest to slowest, the faster modes being weaker, and the slower firing modes dealing more damage per shot.
Heckler & Koch GR9S
The Heckler & Koch GR9S, known as the "HMG1", was supposed to be a portable machine gun in the game and was to be carried by Overwatch soldiers. It features two firing modes: fully automatic, and 3-round-burst, and the scope was not a usable feature. The rounds fired also dealt incredible damage.
Heckler & Koch MP5K
The Heckler & Koch MP5K, aka "SMG1", is a removed weapon in Half-Life 2. It is the world model for the MP7 in the Half-Life 2 leaked alpha. Based on unused sound effects included within the build, the MP5K featured two firing modes: fully automatic and burst fire; also based on the unused sound effects, it would've been able to be suppressed, however no model for a suppressor can be found.
Heckler & Koch MP7 Prototype
Different to the final MP7 (which is also present in the leaked build), a more realistic model appears in the leak as the "SMG2". It has a 60-round capacity and two firing modes: full auto and 3-round burst.
Heckler & Koch XM29 OICW
The XM29 OICW was to be the standard weapon of the Combine forces. It was removed from the game following a brush-up on consistency with weapon standards and themes relevant to the game. The game OICW featured a functional scope with a green tint, and early alphas allowed for the grenade launcher to be fired. The gun was made redundant with the addition of an SMG that could launch grenades.
LAR Grizzly Big Boar
Early versions of the game included a .50 caliber LAR Grizzly Big Boar sniper rifle with a thumbhole stock and a special red scope. The rifle was incredibly powerful and had two zoom levels, a non-working muzzleflash effect which took up the entire screen, and a long reload time as it was single shot only. It is used by the Combine Snipers in early versions and was replaced in the final released game with a crossbow that fired super-heated pieces of rebar.
Orion Flare Gun
The 25mm Orion flare gun is another cut weapon that was supposed to be used by Combine soldiers and guards at Nova Prospekt. It is an older pre-1995 model of the Orion 25mm signal launcher made from metal and standard plastic blue grips. It can fire flares normally or has an alternate fire that allows it to launch flares underwater (although they do not travel very far). Unlike the real Orion signal gun, the in-game Orion is Double Action.