General Lore
CvR’s place in the Half Life Timeline
CvR is set after the Uprising in City 17 and the destruction of the Citadel. Rather than being the Resistance Cell and Combine Overwatch Forces at City 17, players are instead operating as individuals in Sector 61.
City 61
City 61 is the industrial capital of the Combine-controlled Earth. Situated along the Eastern Mediterranean coast, City 61 suffered far less damage than most other cities attacked during the 7 Hour War. As a result, much of its Industrial power base remained operational, capable of almost immediate reappropriation into various weapons, armament, and equipment factories with which to supply the burgeoning ‘Combine’ and Its ever-growing military. Such a heavy focus on industrial output has resulted in labour conditions and environmental effects that closely mirror that of Victorian England, a constant haze permeates the city, from the smallest of housing blocks to the largest factory sectors. Despite the vast level of pollution, and the overall poor quality of life, the City’s industrial base has given it considerable leverage within the makeshift Union-run government of Earth.
This is in stark contrast to the outskirts and outlands of City 61, which the City’s various industrial and material powerbases covet with a greedy eye, as the Outskirts contain many lush forests and alpine mountains, providing a great source of untapped material, and a large swathe of territory in which many a desperate refugee may hide themselves within.
The Dried Shore
The ultimate testament to the Combine’s power and need for natural resources. The sea level has significantly dropped during the occupation, due to being drained away into other dimensions in which the Combine deemed it to be of greater use. The wastelands that have formed as a result of these drainages act as a sort of ‘badlands’, and, to the chagrin of local Combine forces, are particularly optimal conditions for Antlion spawning grounds.
A major worry many intellectuals within the Rebellion hold is that if they do manage to restore human control over Earth, how would they repair the damage that had been inflicted on it’s biosphere? Such research is ongoing, but has been put on a low priority.
Market-Town
Market-Town is an economic zone which exists independently of City 61. It is recognised by the Combine as a Special Economic Zone, allowing CWU to trade goods, and is treated as a neutral-zone by the Resistance. This makes Market-Town one of the few places where the two dominating factions decided to leave alone, although it is not uncommon for it to be frequently filled with MPF, NPU or Rebel Forces, neither side has made any real pushes to put it under their control.
Augmentation Patterns
Not every transhuman is augmented equally, the exact specifications of each OTA, NPU, EOW, etc, varies from division to division, with the augments designed to enhance their ability to perform their specific tasks.
The exact details of each augmentation pattern is highly classified, with the EOW patterns in particular being kept under Overlook clearance. However, it is known that the patterns have changed over time, seemingly due to pressures placed on the Combine by an increasingly militant Rebellion.
What is currently known, is that the baseline augmentation pattern that all transhumans have consists of neural dampeners, a series of steroid injections, metabolic efficiency overclocking, and the replacement of the digestive system with a more ‘synthetic and efficient’ version. All of this in a metal cylinder and the intended receiver being marked on the side.
In the past there was a strict memory replacement and brainwashing regiment that was included, however with the need for more boots on the ground, there has been considerable ‘corner cutting’, with the process now being fulfilled by a ‘loyalty’ chip. This has resulted in new generations of transhumans to have more access to their mental faculties, which has been both a benefit and a potential tactical risk, as there is a worry that they are susceptible to defecting should the chips be compromised.
Even the Elite Overwatch have employed the use of the ‘loyalty’ chip, however this has been accompanied by a, while not as thorough as in the past, regime of memory replacement and indoctrination.
It is not known exactly how the ‘loyalty’ chips operate, as such information is kept under lock and key by the Combine High Command, although there is speculation that it is connected to an indoctrination network that constantly downloads information into transhumans that have them installed. There is another, more morbid, idea joked about by Resistance members, that they actually ensure transhuman loyalty by acting as an explosive chip, and should any of them act out of line, a simple press of the button will be all it takes.
There is incredible difficulty in acquiring these augmentation patterns, the Combine are well aware of how much of a target they are for Resistance groups and other third-parties, leading to many security measures some would call radical. Instead of being transported by the normal means of the razor-train railway, they are instead delivered via dropships, accompanied by an on-board explosive device that is to go off should proper clearance not be granted or if the dropship were to be compromised in some matter. Instead of stopping at any designated ports, they are instead transported directly at Combine Military installations, where protocol dictates that if any attack were to breach the perimeter, the augmentations are to be destroyed immediately by their guards.
Such a high level of security has forced Resistance researchers to rely instead on the corpses of transhumans brought from the battlefield, and while they learn much from the autopsies, the more often than not heavily damaged state of the cybernetics prevents them from discovering their true potential.
Despite the technological marvel that is the augmentation pattern, compatibility has proven to be a persistent issue, with ‘Breen’s Syndrome’ being a prevalent illness among veteran transhumans. Research into treating and even curing this problem is ongoing.
How did the Rebels get so many guns?
It is no secret that the Sector 61 Cell has exploited City 61’s industrial output to supply themselves with military-grade gear. Years of blackmarket dealing, bribing factory managers and CWU officials, as well as a number of night-time raids, have resulted in the Sector 61 Cell having an enormous stockpile of weapons, at least in comparison to their neighbouring Resistance Cells.
This has caused some level of tension between the Sector 61 Cell and their neighbours, who believe that they are not contributing to the international liberation effort and holding onto a large surplus they don’t really need. Even so, Sector 61 Cell members have argued that it’d be incredibly difficult for them to transport such large quantities of weaponry undetected, and that it is better for them to maintain a surplus so they can arm the rest of the populace, rather than risk having them fall back into the hands of the Combine.
The Combine aka the Sector 61 Expeditionary Force
Officially known as the ‘Sector 61 Overwatch Expeditionary Force’, the following information pertains to a highly-specialized task force that operates well outside of their home sector, frequently travelling between varying locations both within and well outside of conventional Union territorial control, in order to free themselves of the naturally restrictive jurisdiction of the Union’s Cities and overarching bureaucracy. Formed primarily as a response to the presence of Resistance elements sighted in a variety of environments and combat zones, the Expeditionary Force is a relatively young but battle-proven arm of the Union, having already succeeded in several combat operations against the Resistance.
It also functions as a Penal Battalion, and is exceedingly unique in the fact that the Task Force's combat doctrine places exemplary units alongside that of malignants, an experimental doctrine put to the test at the behest of one of the local Sector Commanders, with the belief that the exemplary unit’s behaviour would rub off onto the penal units and turn them into proper soldiers. This has caused the formation of a strange culture within the Expeditionary Force, one that is far more accepting of minor non-conformers and utilises somewhat milder forms of punishment protocols. Despite these changes, however, the Taskforce still maintains an unwavering air of discipline and professionalism.
Sector 61 Metropolitan Police Force
A vast majority of Sector 61’s Metropolice Force is actually conscripted from the civilian populace, with many of the newly inducted units receiving less than standard training compared to those who had joined willingly before the conscription edict. Such a wide variety of quality, skill, and behavior has contributed much to the Expeditionary Force’s culture, as well as the overall performance of the Task Force's mixed squads. As most of them learn from the battlefield and not from trainers, it has produced a rather surprising but notably small pool of excellent units, as many who under-perform, die.
There are some divisions within the MPF that were present from before the Uprising, such as GRID and HELIX, however others were created due to a strategic need to counteract certain elements of the Rebellion.
UNION
From citizens, to beat-cops, to foot-soldiers, UNION is one of- if not the most diverse division in terms of personality and quality. Every EOW, OTA, DvL or otherwise started off as a UNION, and while they are met with some form of derision (being sometimes colloquially referred to as ONIONs), a group of them and good squad leader have been proven to be shockingly effective.
GRID & HELIX
Like UNION, the GRID and HELIX divisions existed long before the Uprising. Unlike their sibling divisions however, GRID and HELIX perform support roles rather than those of combat, though this is not to imply they aren’t a battlefield presence. It must be noted, however, that the skill of each individual unit in these divisions varies depending on rank and experience. It is not uncommon for many Helixes to know only first aid and basic surgery, but with more time spent within the division, more skills are gained and many of them are quite capable of advanced procedures such as Stalkerisation, and augmentation (it should be noted that augmentation surgeries are usually reserved for high ranking Helixes due to its secrecy). This is the same for GRID, who typically have a wide variety of engineering and architectural disciplines.
MACE
MACE is an incredibly unorthodox division within the Combine. They utilise a highly experimental cloaking device in order to infiltrate behind Resistance lines and perform flanking maneuvers near-impossible without the aid of such technology. How the technology functions is unknown, as is any effect it may have on those that use it. There exists a small sum of controversy amongst Union command elements on allowing what is essentially nothing more than an elite MPF division such advanced technology.
Well founded in their distrust, and to the ire of those very same Command elements, the Resistance have managed to find ways to disable the cloaking system. However, the use of such technology by Resistance forces has been severely limited as they are frequently targeted for immediate destruction by field officers.
BALLISTA
BALLISTA is one of the MPF divisions formed in response to Rebel elements, namely their armored vehicles. Created with the express purpose as an Anti-Armor division, BALLISTA enjoys the rare privilege of being one of the few divisions permitted to make use of equipment outside that of the standard Patrol Kit. Instead, they frequently make use of weapons touting far greater firepower than that of their compatriots.
CROSS
CROSS is the most recent MPF division to have been formed. They were primarily created to counteract Resistance Spectre Units, and given equipment that allows them to better traverse both Outland and Urban environments. Similar to BALLISTA, they are given access to more specialised weaponry compared to their pre-Uprising counterparts.
The Conscription Edict
An edit personally delivered by a past Commander of Sector 61, and one that has been upheld by their successors. The Conscription Edict called for at least 10% of the civilian population of every housing block to perform military or police service in the Metropolitan Police Force. Such a decision was very controversial with Union officials, but knowing that arguing with the effective Commander-In-Chief of Sector 61 was fruitless, they instead chose to grumble among themselves about it.
The edict was announced after a series of attacks had occurred within City 61, primarily targeting Combine Military installations and munitions factories. The edict itself being justified by the Sector Commander in order to better “preserve the stability of our society, by having the citizenry not only defend their homes, but see the ruin such anarchists will bring should they be allowed to proliferate.”
There is some suspicion among the civilian populace, and within the force itself, that the conscription edict was actually a direct result of the mass defections that had occurred once the Resistance had begun enacting large-scale attacks. The most egregious of these being the infamous ‘RAZOR’ defection.
Sector 61 Transhuman Arm
Like other Transhuman Arms in other Sectors, many of the current divisions present within the OTA can trace their origins to the many previous iterations of the Transhuman Arm. It is not uncommon to find that there are some OTA currently active who were once members of far older Transhuman patterns, but have since been upgraded.
OTA units are outfitted with pain-dampeners and steroid injections to improve battlefield performance and endurance, whilst also allowing them to carry greater amounts of equipment. Initially they were heavily mind-wiped, however due to the nature of the Rebellion constantly evolving, it was deemed necessary that the more extreme elements of mind-wiping were to be selectively discontinued, though today much of what they’re still permitted to retain is assured loyalty to the Universal Union, as near-completed memory redaction is still a common practice.
As a result of issues encountered in the field, and the occasional difficulty in maintaining or rearming select Units or Squads, The Overwatch no longer exclusively utilizes Pulse-based weaponry. Slowly, but surely, the Overwatch have begun making use of conventional ballistic weaponry alongside their Union-issued Pulse weapons..
SWORD
SWORD is one of the spiritual successors to the Charger present from the previous Transhuman iteration, namely the shotgun. While they lost the heavy-duty armor and their primary firearm was down-sized from a pulse energy shotgun to a normal ballistic variant, the change is believed to have been necessary, as it permits the SWORD elements to move faster and employ more effective shock tactics.
SHIELD
SHIELD has gone through several formative changes, originally acting as the standard and unspecialised Transhuman, before becoming another spiritual successor to the Charger. Their inheritance from the Charger was primarily the shield and increased armor, however instead of an energy shield (which was noted as being very ineffective), SHIELD elements are now issued a far more practical riot shield. They also take some cues from Suppressors, but instead of a pulse energy autogun, they instead make use of conventional ballistic Light machineguns..
RANGER
RANGER is yet another adaptation upon a previously prevalent strain of OTA. Being an adaptation of the Overwatch Sniper, they traded their pulse-sniper for a more conventional and far less heavy bolt-action ballistic-based rifle, which, while not possessing the same sheer stopping power as the pulse counterpart, has proven to be just as capable at neutralising soft targets. Additionally, the RANGERs were provided a newly designed -although simple- armor which was outfitted with a form of bio-adaptive vegetative camouflage, as the Overwatch required long-range fire support in the outlands surrounding Sector 61, necessitating such a feature.
Elite Overwatch
The most heavily augmented and transhumanised of the lot. The majority of EOWs are composed of new recruits who had distinguished themselves in combat operations after the initial Uprising. Particular care has been taken to ensure the absolute loyalty of these units, however they are quite different from the EOWs of old due to somewhat altered regulations pertaining to mind alteration, resulting in the newer elements being not as straight-laced as their predecessors.
Oddly enough, there is a female only element of the Elite Overwatch, the EOW Assassins, who act as it’s highly mobile sniper element. It is unknown why this sexual dimorphism has occurred.
Sector 61 Nova Prospekt Detachment Unit
Having failed in their mission to defend the prison and teleporter prototype, causing it’s complete destruction, the Nova Prospekt Unit became effectively homeless. While there were initial calls for them to be liquidated for their failure, it was deemed more suitable that they be split apart into several detachments and be moved to different Sectors. Their affinity for defensive warfare and close-quarters combat due to the nature of their former home-base turned them from mere jailors into specialist units.
Now they serve as the Universal Union’s military police and interrogators, channelling their former skills into situations both on and off of the battlefield. An especially useful trait for the Sector 61 Overwatch Expeditionary force considering the nature of their units.
Sector 61 Overwatch Vehicular Arm
Originally, the OVA fell under the Transhuman Arm, under two different names, Airwatch and Groundwatch. However as the need for more pilots and vehicle operators became apparent, the Overwatch Vehicular Arm was formed.
Both Synthetics and regular mechanical vehicles are included within the OVA’s asset pool. While the mechanical vehicles are operated normally, the synthetic element is controlled by more indirect means, namely by a control terminal, but the more technical elements are kept under heavy guard so that they’re not hijacked by Resistance forces.
Sector 61 Civil Workers Union
The last thing many would expect, is for a civilian organisation to be operating on the front-line. Despite the many raised eyebrows when it was first revealed, they have proven to be a useful auxiliary element to the Expeditionary Force, filling in the gaps for support roles such as mechanics and medics when needed. Some even engage in R&D along with their military counterparts.
Perhaps a more morbid and cynical point of view, would suggest the only reason UU Command allows their presence on the battlefield, is that they’re hoping the Resistance would hesitate firing at non-combatants, giving ample opportunity for military elements to take them down.
It should be noted that the Sector 61 Civil Workers Union has considerable sway in the city, largely because they control the majority of the factories. It has gotten to the point that unless one has considerable financial backing, forming any sort of business or trying to get a job independent of the Union is practically impossible.
There is some suspicion that some of the CWU members that have been sent to the front-lines, were there due to punitive or even political reasons. It would not be hard to see why, being removed from the relative comforts of city life and forced to live one similar to a soldier, is in the eyes of CWU officials, one hell of a punishment.
Overwatch Synthetic Element
These are perhaps the most unique element of Overwatch forces, and considered a relic of the 7 Hour War, although that is not to imply that they are any less effective than their more human counterparts. They are unique in the fact that unlike other Synthetic elements of the Combine, they act as foot-soldiers. They have also gained a reputation of being incredibly hardy and replaceable, due to lacking the same weaknesses of their human counterparts.
However, a serious flaw within the OSE design is that they are incredibly limited in terms of critical thinking. While they perform orders effectively, they are incredibly ineffective when not given clear direction, and need a guiding, human, hand in order for them to adapt to more abstract orders. This reason is more than likely why they haven’t replaced the Transhuman Arm.
Recently, there have been developments of experimental OSE models in order to address this weakness, however the components required and the procedure necessary have proven to be too resource-inefficient to justify mass-production, relegating instead to acting as leaders of OSE squads instead of a base template.
Sector 61 Commander
There have been many commanders of Sector 61, and many more have passed on the title since the Uprising. The commander of Sector 61 is in a unique position however, their control over the Sector 61 Expeditionary Force gives them nearly unlimited jurisdiction, which has led to conflicts in command when the force is deployed to other sectors. However, this unique position has come with some heavy oversight, the Earth Planetary Commander themself keeps a close eye on Sector 61 Commander, and while they are afforded some protection, any failures are punished heavily, resulting in a considerable turn-over rate for the position.
The Earth Planetary Commander
The Planetary Commander is the last word for all decisions concerning military operations that occur. It is unknown why the original Planetary and their successors have decided to place so much attention towards Sector 61 compared to City 17, which many consider the heart of the Rebellion. Some Rebel military strategists theorise this is due to Sector 61 being the industrial-base of the Combine Earth Occupation, and it’s loss would be devastating in comparison to other Sectors. In the realm of Combine politics this has caused some resentment to brew across different Sector Commanders.
Antonov Investigative Unit
The AIU are comparable to the Commissars of the old-world. Political officers ensuring absolute loyalty to the cause of their rulers, who punish dissidents harshly, typically with death. The origin and exact design specifications of the AIU is unknown to even Overlook, only that they were provided by the ‘Benefactors’ to act as internal affairs and disciplinary units. Considering the unique designations each AIU has received and evidence of critical thinking ability, there is speculation that AIU are in fact sentient, or even former lifeforms converted into synthetic investigators.
The sheer enigmatic nature of the AIU has caused a level of distrust to form against them, but many are wise enough to know to watch their step when under their watchful eye.
As a result, it is rare to see them on the battlefield, and thus the Resistance know very little about these strange entities.
Overwatch Super Soldier
The epitome of shock and awe. The Overwatch Super Soldier is one of the most feared elements present in the Combine’s arsenal. When the OSS were first deployed, the trail of destruction it left behind made the event a permanent mark upon the collective consciousness of the Resistance.
Capitalising on the OSS’s capability, they are equipped with an AR4, the sheer recoil of which could tear off a human’s arms. This has made the OSS a deadly suppressor and hard-hitting element on the field. Any-time it’s deployed, the OSS is usually targeted for immediate destruction and countered by a Resistance Juggernaut.
The Lambda Resistance aka Sector 61 Lambda Cell
The Lambda Resistance is a loose collective of international alliances between several partisan groups that united against the Combine to restore humanity’s freedom. Originally, the cell present at Sector 61 had operated independently of the Lambda Resistance, and engaged in only low-level attacks against the Sector 61 Administration. However, once contact had been established with the wider resistance, the resources and training provided by them allowed the Sector 61 Cell to engage in more large-scale attacks. This caused an increased uptake of raids on munitions factories, arming themselves to the point of going from a small guerilla force, into a veritable army of their own.
Even with their newly acquired gear, the fight against the Combine is a harsh one, and the Resistance suffers many casualties with each operation. But their popularity with the people, in comparison to the Combine’s brutal exploitation of the populace, has caused droves to escape into the outlands of City 61 to join them.
Coordinated Heavy Assault Division
The Coordinated Heavy Assault Division was among the first battalions created when the Sector 61 Cell was increasingly militarised. The main goal of its creators was to ensure there was a group of soldiers that would be ubiquitous on the battlefield, and be highly effective at taking territory.
That goal has largely been fulfilled, as it is near impossible to not see at least one squad from the Coordinated Heavy Assault Division participating in a combat operation.
Fighters
To trace the roots of each member of the Fighter corps would be extremely difficult to near impossible. Every member comes from different walks of life. Whether they be former citizens looking to escape the grip of the Combine, people living in the outlands surviving on their own sheer will and instinct, or even disillusioned Metropolice Force members looking for a better life. This diversity is what makes the Fighter corps a unique pool of individuals and ultimately molds them into what they could soon become.
The new recruits to the Fighter corps vary in their skill levels. Some have never held a gun in their lives, others are hardened veterans who fought for their lives in the 7 Hour War. Each new member is put through an introductory course to prepare them with the knowledge they will need to achieve in the Resistance.
Heavies
As the Sector 61 Cell managed to acquire more high power weaponry, this allowed the creation of the Heavy Corp. The need for anti-armor was obvious due to the Combine’s vehicle doctrine and sizable asset pool. As a result they are considered an essential element on the battlefield, and without them, casualties among infantry would likely spike.
Scavengers
A very unconventional division in the Resistance, but probably one of the oldest. Before the Sector 61 Cell was able to organise themselves militarily, their members employed a guerilla, run-and-gun style of warfare. While they weren’t an official division by then, it is not to see how the pre-Uprising Cell shines through today, their use of older weaponry and their focus on scavenging any piece of scrap the R&D department might find useful, harkens back to an era of when conditions for the Rebellion were more harsh.
The most unique piece of equipment in the Scavenger’s arsenal is the Low-Energy Gravity Guns, a lower power derivative of the Zero Energy Field Manipulator used by Gordon Freeman, lacking the same propulsion power. Another unique, and for all intents and purposes, outdated piece of equipment is the crossbow. However it is not hard to see why it was retained, beyond sentimental reasons, the crossbow is exceptionally light compared to a rifle, and any old piece of rebar is suitable as ammunition.
Snipers
Any self-respecting military would have its own Sniper Corps, and while the Sector 61 Cell may not be an official one, it is certainly close enough to have it’s own dedicated marksmen. It is not uncommon for Rebels on the field to report feeling safer under the watchful eye of a sniper, especially if they have an entire team on overwatch.
Medics
While the medical equipment that the Resistance has access to may be crude or pilfered from Combine stockpiles, it is effective enough that their Medical Corps has saved many lives both on and off the field. Similar to their Combine counterpart, HELIX, the medical skill of each medic can vary depending on rank and experience.
The Lambda Veterans
To put it simply, the Lambda Veterans are Resistance Members who have survived and participated in multiple combat operations. However considering the nature of their fight against an overwhelming force, this has created very skilled and very experienced soldiers, a fact that the Resistance command took advantage of, providing them with weapons and armor of higher quality so that they may perform more effectively.
For many, being a Lambda Veteran is less so a promotion, but rather a recognition that one has served in the fight against the Combine and is considered a service to the cause.
Lambda Special Forces
The Resistance may have taken inspiration from the combat doctrines and formations of the old-world, not every element was taken from them. The Sector 61 Cell has created an array of different divisions, each with a unique purpose to strike at weak-points in the Combine. As they are all unique in some capacity, they are simply put under the blanket term of Special Forces.
Spectre Units
To say the tactics employed by this division and it’s members as unconventional would be an understatement. The Spectre Units are the dedicated Resistance infiltration unit tasked with HVT assassinations, sabotage, and prisoner rescue.They are highly effective infiltrators and spies, using disguises to infiltrate even some of the most secure Combine bases to cause havoc. There is some suspicion by veteran HECUs and survivors of the Black Mesa incident that some of the Spectre Units are former Black Ops Soldiers, but nothing has ever been proven.
SUs are one of the biggest thorns in the Combine’s side, with those captured alive typically undergoing terrible fates. Most SUs infiltrate for only short periods of time to perform one goal, however it is unknown if there exists those more deeply inserted within the Combine.
HECU
A relic from the old-world, the Hazardous Environment Combat Unit was rebuilt after survivors were found hiding in the outlands of Sector 61. While only a few members of the HECU are actual veterans of the Black Mesa incident, there are still some grudges held to this day from former Black Mesa personnel for what happened that day. They effectively act as the Resistance’s counter to EOWs, utilising old-world military tactics and weaponry to emulate the Marines of old.
Lambda Assassins
The origins of the Assassins trace their roots to a time when they acted as a mercenary group for the Sector 61 cell. The group was composed of former special forces snipers, big-game hunters, and anyone who could make good use of a scoped rifle. Nowadays they’re an official element of the cell, acting as it’s HVT Snipers and marking each and every kill they make. Only the best snipers get into their group. They are unique from other marksmen in the Resistance as they’re trusted with anti-material rifles, which acts as a testament to the level of faith the Resistance has in their abilities.
It is not uncommon for Lambda Assassins to conflict with EOW Assassins, to the point where they’re effectively rivals.
Rogue Units
The very presence of these Units act as a mockery to the Universal Union. There is conjecture on the exact reasons that caused the original group of RAZORs, who formed the Rogue Units, to defect, nevertheless they carried several elements of their division over to the Resistance, both in tactics and strategies, as well as equipment. Nowadays the term “Rogue Units” is more a form of branding then truly indicative of their origins, as members of the original RAZOR group have either moved on in some capacity, or died.
Military Police
The Military Police are a rather controversial group within the Rebellion. Opinions of them vary on whether they’re power-tripping megalomaniacs, unfortunate necessities, or keepers of peace. It is not hard to see why such a group exists however, the Resistance is such a varied group in terms of personality that not everyone will mesh well, and trouble inevitably occurs. However, their existence mostly came into effect not because of trouble being caused by Resistance members (although that was a factor), but rather because of the strategic need for Combine prisoners to interrogate for information.
Research and Development - Technicians, Engineers
The Resistance wouldn’t be in the position they are in now, without the efforts of their R&D Company. Some of them are noted to be former Black Mesa personnel, however this kind of information has been kept under heavy guard in order to protect them from the Combine’s sights, as well as prevent any tension that could be caused by those who blame Black Mesa for the 7 Hour War. The R&D department is very multi-disciplinary and covers several scientific fields, it’d be difficult to count them all.
There are rumors among the Combine that the Resistance have been working on exploiting the ‘loyalty’ chip system and using it to turn their augmented forces against them, but no information gained has suggested it to be true.
A testament to the ability of Resistance vehicle technicians is their ability to use nothing more than a bunch of scrap metal to fix even the most damaged of battle-recovered vehicles, to also be able to create new and entirely combat-ready ones.
Vortigaunts
Former enemies, turned indispensable allies. The vortigaunt have been key allies to the Lambda Resistance since their inception. While initial reservations and tensions did exist among those who had survived the Black Mesa incident, the realisation they were being used as a slave species has considerably smoothed relations. It certainly helps their abilities have proven to be indispensable, both in combat and support roles. Their ability to create and conduct energy has proven an excellent emergency power source, and an incredibly deadly weapon. The sage wisdom they provide has also acted as a good psychological aid, and very effective when nursing wounded rebels to health. Their experience with Xenian life has also proven incredibly valuable, as they have provided great insight and uses for all manner of life coming from the border-world.
It could be argued that without the aid of the vortigaunts, the Resistance would be in a much more dire position due to lack of power and inexperience with Xenian creatures.
Perhaps the strangest thing about the vortigaunts is their ‘vortessence’, while the vortigaunts have been more than willing to educate humans on the matter, it has proven difficult for them to convey what it truly is, as humans do not experience it.
Juggernaut
The very existence of this division is a testament to the militarisation of the Sector 61 Cell. A behemoth covered from head to toe in ballistic armour in addition to a riot shield has made the Juggernaut a very deadly combatant. Despite the weight of their armor, shockingly enough they have been seen wielding light-machine guns along-side their shields, smashing through Combine defenses with firepower and sheer endurance. Such a presence on the battlefield instantly draws the focus of Combine on the field, who typically try to overwhelm them with copious amounts of gunfire.
The ability to wear so much armor, in addition to a light-machine gun and shield, has caused many Combine officers to suspect that the Resistance has been experimenting with their own version of augmentation. This theory has not been confirmed.
Resistance High Command
While the LoR is the executive authority, they are nothing without the assistance and opinions of their fellow high command members. Recently there has been a shift in roles concerning the Generals, with each of them now having jurisdiction and duties concerning overarching actions. Despite the differences in rank and power, most decisions come down to a vote, however dis-unity isn’t uncommon, and not every General has a military background but were proven to be exceptional in some capacity to be worthy of the position.
The Leader of the Resistance
Despite what the name implies, they are the Leader of the Sector 61 Cell, not the leader of the overall Lambda Resistance, it’s a hold-over from the days before the cell made contact with the wider Rebellion. The LoR is considered the most important person within the cell’s hierarchy, which has made it a major target for the Combine operating in Sector 61, and there have been a few incidents where an LoR has been captured but more often than not they have been exfiltrated via a raid.
There have been some inconsistencies in how one is chosen for the position, it has been observed that either through democratic vote by the entire cell, or being chosen as a successor by the previous LoR, have acted as valid and accepted methods of choosing the next.
Anarchists
Anarchists is a catch-all term for whoever doesn’t associate with the Lambda Rebellion but still engages in what the Combine consider ‘anti-citizen activity’. The name is a misnomer however, and simply acts as a blanket term, for there are several ‘anarchist groups’ that aren’t actually politically aligned, and rather they consist of criminals, turncoats, or even just civilians who do not live under Combine rule.
Such a mixed variety of groups has caused a rather dour reputation to fall upon the ‘anarchists’, as the most visible and obvious groups typically engage in criminal activities, attacking Combine, Rebel and even citizens. Made even more dangerous by the fact that, due to the nature of City 61, many have managed to acquire firearms, and while not of high-caliber, are very easily concealed.