<<** Before we start may I say that this thread may contain huge spoilers for fans of the Half Life Series **>>Backstory
After the events of Half Life 2 Episode 2 ( More details can be seen here:
http://www.members.shaw.ca/halflifestory/timeline.htm ) , The combine forces led a massive attack on the White forest base, killing Eli Vance, Alyx Vance, Dr. Kleiner, Dr. Magnusson and Gordon Freeman. The resistance fighters who had not be killed fled into the wilds to avoid certain death. Your squad remained together and are still bound to fighting the Combine and over throwing their clutch on Earth.
But first, you must build your Squad:
You start with 1200 points,
Rebel (100 points)
Able with any fire arm, the backbone of the resistance. They can dabble in menial tasks and other more complex tasks such as basic first aid and equipment operation.
Mechanic (100 points)
The mechanic, specialist in all thing mechanical. This guy fixes up engines and other appliances. Similar to the electronic who is better used to circuit boards and computers. Still a good support soldier in a fire fight
Medic (100 Points)
Deployer of medkits and general support man. This guy holds back and heals any ailing members of the resistance during a firefight, don't expect him to hold a point on his own though.
Vortigaunt ( 500 Points )
Powerful alien ally from the mysterious border universe of the Xen. Able to kill most enemies first time with a powerful blast of " Vortessence". He can also use his powers to perform Mechanical, Electrical and Medical jobs. However, he is a slow mover and his passive abilities are slow and unreliable without other Vorts to focus the Vortessence.
Electronic ( 200 Points )
Expert in the art of Electronics, this guy can re-wire command consoles and computers. He is also able to repair electronic appliances that require complex wiring and circuit boards to work.
Refugee ( 50 Points )
Refugees are the scared and confused remnants of the human race. Natural civilians they are barely capable with a gun but are ten a penny in the wake of the evacuation of City 17
Equipment:
SMG ( 70 Points )
Standard Lead belchers. Fast fire rate and packs a bit of a punch too.
Rocket Launcher ( 125 points )
Standard vehicle 'sploder. A rocket launcher can be used against Vehicles and Synths to take out them out. The only weapon that will deal damage to the formidable Striders of the combine forces.
Combine Pulse Rifle (100 Points )
Faster and punchier than a standard SMG but ammo is harder to get hold of
Crossbow ( 175 points )
Long range scoped weapon used to take enemies down from a distance. Ammo is hard to get hold of but can kill most human sized enemies in one shot.
Pistol ( 55 points )
Basic defensive gun. Little more than a peashooter but can be invaluable when you run out of ammo.
Shotgun ( 100 points )
Close range weapon of choice. Good for dealing with enemies close up and tough enemies that will try to Melee the user, such as zombies.
Supply Crate [Ammo, Medkits, Food] ( 75 Points )
Want to survive for more than five minutes? You are going to need a Supply crate to feed, heal and supply your rebels in their cause for freedom.
Jeep ( 500 Points )
Enables fast transport from one place to another but will only harbour 4 people at a time. Liable to break down which needs to be repaired by a mechanic.
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Any suggestions would be helpful )