This subject is related to the Combine era.


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This subject is related to the Combine era.

For other uses, see Mine (disambiguation).

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Slam w.jpg
Selectable Lightweight Attack Munition
Production information

Combine (cut)



Technical specifications

approx. 150 as remote explosive, 200 as tripmine

Max ammo




Used by

Gordon Freeman (cut)

Game information
  • weapon_slam (weapon entity)
  • npc_satchel (remote explosive mode entity)
  • npc_tripmine (tripmine mode entity)

The Selectable Lightweight Attack Munition, better known as the S.L.A.M, is a small explosive device featured in Half-Life 2: Deathmatch and Half-Life 2: Survivor. It is based on the real life US military weapon of the same name.


  • The S.L.A.M has two modes of operation:
    • Its primary use is as a laser tripmine. Once placed, it will first make a charging sound, and then will emit a red beam. If anything breaks this beam, the mine will detonate. In this way, S.L.A.Ms can be used for two purposes, creating traps and area denial. S.L.A.Ms used to create traps can be placed in stairwells or around corners to snag careless players who run into them. Alternatively, S.L.A.Ms can be placed in clear view; enemies are not likely to run into them, but are forced to slow down to deal with or avoid the threat, a situation the player can take advantage of. The S.L.A.M can be placed on any solid surface, even on physics objects, although this is very dangerous, as moving the object can detonate the device, although, if the player can move the object without detonating the device, the S.L.A.M will stay floating in mid air. This allows for the ability to place S.L.A.Ms on the backs of other S.L.A.Ms to make a 4 way laser bomb. This can be a good (although risky) way to set up a trap. The player can barricade a corridor or doorway with crates or other objects, and then place a S.L.A.M on the barricade facing away from the door where it is not visible from the other side. Then, when a player tries to clear the barricade out of the way so they can pass, they will detonate the device without ever knowing it was there.
    • In the second mode S.L.A.M gets dropped, method of detonation in this mode is different in both games.
  • If S.L.A.Ms are blocking the way, they can be easy to deal with; a player can spot them before walking into a trap. Simply shooting them or throwing an object through their beam will cause them to detonate. S.L.A.Ms tend to have a large blast radius, multiple S.L.A.Ms can cause a chain reaction when detonated if there are more than one.


Half-Life 2: Deathmatch[edit]

In Deathmatch, the S.L.A.M is olive colored and features a remote detonator. If the player is not aiming at a nearby wall when using the primary attack, the S.L.A.M gets dropped as a physical object. It is possible to drop one or more S.L.A.Ms on the ground, which can be remote detonated with the secondary fire key, players can use this to set traps for other unsuspecting players to walk past. There is a slight delay between pressing the secondary fire button and detonation of the deployed S.L.A.Ms.

Half-Life 2: Survivor[edit]

In Survivor, the S.L.A.M can be unlocked for certain Resistance characters: Ranger (A-Class), Soldier (AA-Class) and Engineer (B-Class), Combine characters use Fire Grenade instead. Survivor's S.L.A.M has a different color in red and blue team. The primary attack can only be used for placing in tripmine mode, and the secondary attack is used for dropping. Dropped S.L.A.Ms are detonated automatically when an enemy player comes near. Although the dropped S.L.A.M can be picked up and thrown with the Gravity Gun, it will not detonate in most cases, as the explosion is only caused when the weapon is stepped on. Teammates can not detonate the S.L.A.M by stepping on or walking through the beam, but will get hurt by explosions triggered by enemies.


In Deathmatch, S.L.A.Ms are planted against a wall faster (that is, the animation is shorter), if a player already has a "free" (i.e. not tripmine) S.L.A.M deployed.

Behind the scenes[edit]

The S.L.A.M. was originally intended to be a usable weapon in Half-Life 2, but was cut from the final release. It was likely cut due to having little use in single player, as using it effectively would require the player to know where the enemies are going to come from. The same problems surfaced with the Half-Life equivalents, the Satchel Charge and the Laser Trip Mine.



Half-Life 2: Deathmatch[edit]

Half-Life 2: Survivor[edit]

List of appearances[edit]

Main games[edit]