Zombine



Half-Life 2: Episode One depicts a new type of headcrab zombie – a Combine Zombie, or Zombine – created as a result of headcrab infestation on a transhuman Combine Soldier. It should be noted that only Zombines controlled by normal headcrabs appear in Episode One. Alyx coins the term "Zombine" as a portmanteau of "Zombie" and "Combine".

Zombines move faster than normal headcrab zombies (capable of short sprints), but slower than the fast variety. They are stronger than their normal counterparts (they take three normal shotgun shots to kill) likely due to their bloodied but intact battle armor. Zombines have the ability to use grenades, though unlike uninfected soldiers they will continue holding on to the active grenade, using it as a club until it explodes. This can be easily stopped by using the gravity gun to pull the grenade out of its hands and throw it away. Zombine groans are filtered through the soldier's vocoder. The Zombines also manifest at least partial awareness of their state, much like regular Zombies. This is evidenced by its "speech", which is composed of Zombie growls and Combine soldier reports, such as "Necrotics inbound" or "Sector's not secure".

The appearance of the Zombine is given as evidence that the Combine are losing control of City 17 following the events of Half-Life 2. Prior to the human uprising there were very few headcrabs in the city, and only in the more run-down areas. The combined effect of the damage dealt to the Citadel, the temporary defeat of Combine forces, and the use of headcrab shells against rebel safehouses during the uprising portrayed in Half-Life 2 has clearly allowed them to roam more freely.

It is interesting to note that the removal of a Zombine's headcrab reveals that, aside from the lower jaw and small lower portion of skull, no head or helmet remains on the soldier's corpse. The official Prima strategy guide for Episode One indicates that the lack of a head is meant to be an intentional mystery.