Val CHA Cost Roll Notes 40 STR 30 17- Lift 6400 kg; 8d6 HTH Damage [6] 15 DEX 10 12-5 25 CON 15 14- 8 INT -2 11- PER Roll 11- 5 EGO -5 10- 30 PRE 20 15- PRE Attack: 6d6 8 OCV 25 5 DCV 10 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 12 PD 10 Total: 12 PD (12 rPD) 12 ED 10 Total: 12 ED (12 rED) 12 REC 8 50 END 6 30 BODY 20 65 STUN 23 Total Characteristic Cost: 153 Movement: Running: 24m/48m Leaping: 4m/8mm Swimming: 0m Cost Powers & Skills 30 Large Limbs: Area Of Effect Accurate (1m Radius; +½) for up to 40 STR, Reduced Endurance (0 END; +½) 24 Powerful Legs: HA +4d6, Reduced Endurance (0 END; +½); Hand-To-Hand Attack (-¼) 34 Spiked Legs: HKA 1d6 (2d6+1 w/STR), +1 Increased STUN Multiplier (+¼), Area Of Effect Accurate (1m Radius; +½), Reduced Endurance (0 END; +½) 62 Pulse Gun: RKA 3d6, +1 Increased STUN Multiplier (+¼), Autofire (5 shots; +½), Reduced Endurance (0 END; +1); OIF (-½), Forward 60 Degree Arc Only (-½) 139 Warp Cannon: RKA 6d6, Area Of Effect (4m Radius; +¼), Reduced Endurance (0 END; +½), Does BODY (+1), Attack Versus Alternate Defense (Resistant ED defined as a force field or the like; +1 ½); Extra Time (Full Phase, -½), Forward 60 Degree Arc Only (-½), OIF (-½), Limited Range (no more than around 100m; -¼) 18 Armored Shell: Hardened (+¼), Resistant (+½) for 12 PD plus Hardened (+¼), Resistant (+½) for 12 ED 2 Armored Shell: Hardened (+¼) for 12 PD Resistant plus Hardened (+¼) for 12 ED Resistant 15 Biomechanical Creation: Does Not Bleed 12 Heavy: Knockback Resistance -12m -2 Great Weight: Leaping -4m 12 Extremely Long Legs: Running +12m (24m total), END 1 -2 Great Weight: Swimming -4m 10 Alien Metabolism: LS (Immunity All terrestrial poisons; Immunity: All terrestrial diseases) 7 Extremely Long Legs: Reach +7m (8m total) Skills 3 Walking Fire: +2 with Pulse Gun; Must Have Fired At Same Target In Previous Phase (-¼) 4 +4 versus Range Modifier with Pulse Gun 7 Contortionist 14- Total Powers & Skill Cost: 376 Total Cost: 559 175+ Matching Complications (50) 20 Distinctive Features: Combine Combat Synth (Not Concealable; Always Noticed and Causes Major Reaction [fear]; Detectable By Commonly-Used Senses) 15 Physical Complication: Enormous (roughly 12m tall) (Frequently; Slightly Impairing) 15 Physical Complication: Near-Human Intelligence (Frequently; Slightly Impairing) 20 Physical Complication: Poor 'Eyesight', suffers -2 to all Sight PER Rolls (unless target is directly attacking Strider) (Frequently; Greatly Impairing) 20 Physical Complication: Very Limited Manipulation (Frequently; Greatly Impairing) Total Complication Points: 50 Experience Points: 374
Ecology: Striders are immense bio-mechanical creations of the Combine. They seem to be derived from an alien life form, augmented with various cybernetic implants and weapons. As such, they are more akin to living vehicles than free-willed creatures and are only found in areas under Combine control, where they are used to suppress dissent, eliminate enemy ground forces, patrol combat zones, destroy fortifications, and guard critical Combine installations.
Personality/Motivation: As they are under the control of the Combine, Striders don’t seem to have any sort of free will.
Powers/Tactics: Well-armored enough to withstand small arms fire, Striders can only be brought down through the use of rocket-propelled grenades, surface-to-air missiles, or Pulse Rifle energy balls. This invulnerability allows them to wade right into the middle of a firefight, using their pulse gun to eliminate single targets. Striders tend to walk their fire to a target, thus making it easier to hit with subsequent shots as they correct their aim. If confronted with massed troops or fortifications, the Strider will fire off a blast from its warp cannon. This heavy weapon disintegrates anything it hits with the only defense being various forms of force field technologies. For those without such defenses, the cannon does emit a bright blue laser beam right before firing, which may provide enough of a warning for some to escape.
Appearance: A Strider has a roughly triangular body set atop three spindly legs. They stand about 40’ in height (in game Striders can look into 3rd and 4th story windows) but can crouch down to fit into areas only 10’ high or so. The pulse gun is mounted under the ‘nose’ while the warp cannon hangs from the belly. The overall appearance of a Strider is a crab crossed with a stick insect.
Designer's Notes: The Strider is one of the more iconic alien creatures found in Valve Software’s Half Life 2 series of games. Much of the information here was taken from direct game play, as well as the Combine OverWiki, found at http://half-life.wikia.com/wiki/Main_Page. The stats given here are a mix of conjecture, game play descriptions, and an attempt to present in-game concepts in a manner consistent with the HERO System.
(Strider created by Valve Software, character sheet created by Michael Surbrook)
Half Life 2 Weapons List | Zero-Point Energy Field Manipulator | Civil Protection | Combine Overwatch | Combine Gunship | Combine Hunter | Combine Strider | Antlion, Soldier | Antlion, Worker | Barnacle | Headcrab | Headcrab Zombie | Fast Headcrab | Fast Headcrab Zombie | Poison Headcrab | Poison Headcrab Zombie
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