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The Rollermine is an electrically charged, spherical device, with morphed pentagons each side, slightly larger than a soccer ball that reacts to movement within a sizable radius. They are primarily used as offensive and defensive traps by the Combine.
Overview[]
A reprogrammed Rollermine exchanges jolts with an unaltered one in the Citadel.
Appearance[]
The rollermine is a metallic device resembling a soccer ball when inert, emiting a blueish glow from it's internal mechanism. Several spokes are hidden within it, marked by a pentagonal shape. These spikes can protrude out and activate, generating an electric current that covers the whole device.
Application[]
As the name implies, Rollermines function like mines that roll towards enemies and electrocute them via close-range electric shocks. They are seen deployed from the air by dropships in groups of two to four. Upon landing, the mines will remain inert or burrow themselves into the ground remaining barely visible on the surface. They can also be embedded within structures such as building floors.
Rollermines activate upon proximity of an enemy target. When one is detected, the Rollermine will pop out of hiding and roll towards it in a straight line. Upon entering close proximity, the device reveals it's spokes and generate a current that permeates the entire device. It will then deliver a strong jolt of electricity on the target when it is close enough. The mines are also used to incapacitate vehicles; they will magnetically cling to a target vehicle upon proximity, forcing the driver to either stop or risk being driven off the road.
Tactics[]
Rollermines are indestructible by conventional means like gunfire, but are not particularly hard to deal with due to numerous weaknesses. They can be taken out in a number of ways:
- Water: Rollermines will explode when launched into deep bodies of water.
- Explosion: Rollermines will leap up and explode upon proximity to a detonation.
- Fire: Rollermines will explode when placed into fire.
When on the road, be on the lookout for slightly protruding surfaces that indicate where they're embedded. It is preferable to take them out ahead of time when possible as they will either zap the player or cling to their vehicle and make steering almost impossible when too close. The Gravity Gun can be used to safely dispose of them or make use of them as projectiles in the presence of enemies.
In Episode One, Alyx can use her EMP Tool to reprogram a Rollermine's targeting system, making it friendly. Once reprogrammed, Rollermines will emit a yellow light instead of their signature blue and will follow the player slowly, attacking any Combine units it sees. When the player sees a rollermine, immediately grab and bring it to her to avoid their nuisance. Reprogrammed rollermines are coded to explode after a certain point when their use has been fulfilled, after which they will glow red and explode.
Behind the scenes[]
The Rollermine model seen in the Beta leak looked significantly different, bearing a huge resemblance to a sea mine (without the trigger points) and was more aggressive; attacking the target constantly, where as in the retail version when it attacks it has to charge before attacking again.
Trivia[]
- There is a glitch when the player picks up a Rollermine with a Dark Energy Gravity Gun it causes the Rollermine to duplicate. These duplicates have no collision can cause the game to crash. However, this encounter is not possible in the game without console commands.
- There is another glitch involving Rollermines. If the player picks up a Rollermine with the Gravity Gun and launch it into the path of a Barnacle, it causes the entire engine to crash. Valve have stated that it is impossible to do this without use of cheats or mods, so they will make no attempt to fix it. However, this is possible to do in the unmodified game with Dog's ball in the mines after Ravenholm without the use of cheats.
- A deactivated rollermine is used as a ball by Dog ball in Black Mesa East, likely having been deactivated by Alyx. It behaves like a normal rollermine sans the ability to electrocute.
- "Two Points", an achievement in Half-Life 2, can be gained by launching the ball with the Gravity Gun though the large basketball hoop in the scrapyard.
- Launching the ball beyond Dog's reach into the cliifs above will result in a disappointed groan from him.
- It is possible to take the ball with you to the end of the game. However, this can be a challenge due to invisible walls, environmental changes, and glitches. The ball must also be held as one passes through save points so it does not despawn.
- Like normal rollermines, the ball is still allied with Combine units and will not attack them. It will however try to attack other hostile NPCs and vice versa. This can function as a distraction to shoot them.
- Reprogrammed Rollermines seem to do varying damage to different targets. They can take out Overwatch Soldiers (50 HP) in two hits, and take out an Overwatch Sniper (125 HP) in one hit.
- In Half-Life 2: Episode One during the scene where the sniper is first seen, even if the player only lets Alyx reprogram one Rollermine or the player kills the sniper with the grenade, all of the Rollermines in the area will explode as the sniper's death is the trigger for the self-destruct explosion.
- The Rollermine in Half-Life 2 can kill friendly NPCs (including Alyx Vance and Father Grigori) instantly by punting them with the Gravity Gun, even though the friendly fire has been disabled. This has been fixed in Episode One.
- There were many predecessors of the Rollermine with them being the Roller Turret, Roller Buddy, Roller Bull and the Roller.
Gallery[]
List of appearances[]
- Half-Life 2 (First appearance)
- Half-Life 2: Episode One
- Source Particle Benchmark (Game files only) (Non-canonical appearance)














