List of Combine combat technology in Half-Life 2

City Scanner
Half-Life 2 Chapters: 1-5,13. Half-Life 2 Episode One Chapters: 1,4-5. Half-Life 2 Episode Two Chapters: 3. Health: 30. Create Entry: npc_cscanner.

The Combine City Scanner is a flying camera that hovers around Citys and Main Combine Buildings. They also can be called "Cscanner" or "Scanner Type 1." Scanners flash at you and creates a flashbang effect like a Flashbang Grenade. They are best destroyed by gravity guns or the crowbar. Scanners can also harm you by diving into you, and alert Combine reinforcements.

Shield Scanner
Half-Life 2 Chapters: 11-12. Half-Life 2 Episode One Chapters: 5. Health: 30. Create Entry: npc_clawscanner.

The Combine Shield Scanner looks like the city scanner except they carry Hopper Mines with their claw. They can also be called "Scanner Type 2". They carry a light machine gun which dosen't work if the difficulty mode is easy.

Combine Ceiling Camera
Half-Life 2 Chapters: 1,4,12-13. Half-Life 2 Episode One Chapters: 5. Health: 150. Create Entry: npc_camera.

The Combine Ceiling Camera acts like a stationary city scanner. It can call for reinforcements. They look like ceiling turrets. Their current status is shown by a light on the camera, with green being normal, blinking yellow for enemy detected, yellow for error and red for reinforcements called.

Manhack
Half-Life 2 Chapters: 3-4,8-13. Half-Life 2 Episode One Chapters: 2,5. Half-Life 2 Episode Two Chapters: 6. Health: 25. Create Entry: npc_manhack.

Manhacks, called 'hacks' for short, are small machines featuring a rotary saw, which they use to attack resistance members. It is possible to capture one with the gravity gun, and use it as a weapon by firing it at an opponent, although it will then return to attempting to attack you. It is further possible to fire one at a wall instead - this causes it to explode upon impact. In early drafts of the game, there were a Manhacks can also be deployed by Combine Metro Cops.

Rollermine
Half-Life 2 Chapters: 7-8. Half-Life 2 Episode One Chapters: 1-2,4. Health: N/A (only destroyed by water or explosive). Create Entry: npc_rollermine.

Rollermines are balls that activate if an enemy is nearby. They roll up to the victim and zap them with electricity. Combine Rollermines can be destroyed if dropped in water. They are immune to normal gunfire and can only by killed by explosives or the aforementioned water. They can also be deactivated - the NPC Dog is shown using a deactivated rollermine as a ball. In Half-Life 2: Episode One, you can reprogram rollermines into your ally for a short time with the help of Alyx - however, this makes the rollermines unstable, and they begin to pulse red after a short period, followed by the mine exploding. In the mod Garrys Mod you can take the EMP device of Alyx and reprogram it by yourself. They can stick to and damage cars if you run them over.

Hopper Mine
Half-Life 2 Chapters: 11-12. Half-Life 2 Episode One Chapters: 3-5. Half-Life 2 Episode Two Chapters: 2. Health: N/A (only destroyed picked up and thrown to the wall or enimie detected). Create Entry: npc_combine mine.

Hopper Mines are Combine planted or not planted mines that hop and blow up if an enimiy is near it. The only way to destroy them is to get near it, but you will lose health. Just pick it up and hit the wall or an enimy. The thing you really want to do is pick it up with the gravity gun and plant it somewhere, then the Hopper becomes an ally. Sometimes Hoppers are not planted and shut down and just staying on an table or the floor or a create. In Episode Two, there are no hostile Hoppers just shut down ones in Griggs and Shecklys Outpost or the outpost in the middle on Level 2 of "This Vortal Coal". The lights on the mines depend on what it is detecting. Red means that there is an enimiy around. Yellow means that the hopper is lose on the ground, blue means it is picked up, green means no hostile in area.

Combine APC
Half-Life 2 Chapters: 1,3-4,7-8,11-12. Half-Life 2 Episode One Chapters: 4-5. Half-Life 2 Episode Two Chapters: 3-4. Health: 700 (only by airboat cannon or RPG). Create Entry: npc_launcher.

The Combine APC (Armoured Personnel Carriers) are combine weeled transport. If Combine don't want to use Dropships, they can drive instead. APCs have an AR2 cannon on it that shoots only if hostile is near it. Rockets are also on it, only fire at hostile far away. Tip: If you have the Airboat Cannon you can shoot down the rockets with your cannon, cool huh? If you see any APCs that are not turned on, there is most likely Soldiers or Cops in the are, or if you see not turned on APCs and dead combine bodies on the ground then there is likely allys, zombies, or antlions in the area. If you have the RPG just a few shots on it.

Hunter-Chopper
Half-Life 2 Chapters: 3-5,15. Half-Life 2 Episode Two Chapters: 1,4. Health: 7,500 (only by Airboat cannon or RPG). Create Entry: npc_helicopter.

The Combine Hunter-Chopper is a Combine Helicopter. The Chopper is like a Combine Gunship but a stronger. Choppers have AR2 cannons that shoot at you while your on foot. Sometimes Choppers drop mines that drops whenever your driving your airboat or your Ep2 car. The Chopper in Half-Life 2 is mostly in Chapter 4: Water Hazard. The Chopper chases you and trys to kill you threwout the City 17 Canals. Once you have the airboat cannon you can destroy the Hunter-Chopper in the last Chapter 4 level. Hunter-Choppers are tough, they require like 13 shots from the RPG. But in the Lost Coast the Hunter-Chopper can get killed by 3 shots. Then the Chopper returns in Ep2. In the last level of Chapter 4: Riding Shotgun, the Chopper drops mines then you can use your gravity gun to throw them back at him then he dies, 3 shots from the mines can destroy it. The old Ep2 had to use the RPG to destroy the Chopper. There is an Easter Egg if you destroy the Chopper a Combine Soldier sometimes falls out.

Floor Turret
Half-Life 2 Chapters: 9-12. Half-Life 2 Episode One Chapters: 4. Half-Life 2 Episode Two Chapters: 5-6. Health: N/A (only shut down when tipped over). Create Entry: npc_turret_floor.

The Combine Floor Turret is an Automatic Gun that has an AR2 Gun on it and shoots any enimiy at it's sight. The first time you see Turrets is in Nova Prospkt, then you see it around City 17, then out in the Outlands in Ep2. These Turrets can only be shut down when it's tipped over. The Turrets can be tipped with your crowbar, pick it with your hands or with the Gravity Gun up then throw it, or just use your shotgun or grenades. These Turrets are not like the Floor Turrets in Half-Life. The ones in Half-Life are from the Milatary instead of the Combine, you can shoot these Turrets then they die, but if you shoot combine turrets they wiggle around or stay still. The best way to kill Floor Turrets is with the gravity gun in close range. The Turrets in Portal can be killed and used the same way but these can talk like "I see you!" Starting in Chapter 10: Enterglent, Alyx can reprogram Floor Turrets to attack the Combine and not you or your ally friends. Ally Turrets can also be found in Griggs and Sheckly's Outpost in Chapter 2 of Episode Two.