SLAMMER - Fast Action SF Skirmish System
Chris & Alex Nicole

Table 1. Activation Table.

  Team Actions Move Options Combat Options Other Options
13 + Double Move Full Move Close Assault  
11,12 Close Full move Close Assault  
9,10 Close Half move Direct Fire Deactivate Booby Traps
8 Advance Half move Direct Fire  
7 Advance Half move Opportunity Fire Observe for indirect fire
6 Stand Half move Opportunity Fire De-bus and Deploy
5 Stand Half move Return Fire Recover Casualties
3,4 Pinned No movement Return Fire Reload Heavy Weapons
2 Fall Back Half move back Panic Fire  
1 Fall Back Full move back No Firing  
< 1 Break Full move +2" Abandon Weapons Flee or surrender
Activation Modifiers.
Untrained 0 Leader with group +1 Not under Fire +1
Green troops 2 Fresh troops +2 Under Direct Fire -1
Trained 4 Armoured troops +1 Under Auto Fire -1
Veteran troops 6 In cover +1 Under Explosive Fire -2
Elite troops Up 1 In Hard Cover +2 Separated from unit -2
Fanatics / Aliens 6 * In Prepared Position +3 Attacked from Flank -1
Warriors +2 Each wounded -1 Attacked from rear -2
Reluctant Down 1 Each casualty -2 Broken troops -2
* The activation modifier for Fanatics or Aliens is used instead of the troop quality rating.

A Leader is one specific figure within a team or group. The leader's team is rated at the activation level of the leader. Other teams in the same group and within one full move of the leader's team, in sight; gain the +1 bonus for having a leader with the group. In order to benefit from a group leader, teams in the group must be within a full move of the leader’s team.

Fresh Troops are units that have not yet contacted the enemy, or come under fire during the game.

Broken Troops are units that have suffered a Break result on the Action Table or in Close Assault. A unit that suffers two or more Break results will retreat from the battlefield. A broken unit contacted by the enemy will surrender or be destroyed.

Armoured Troops are those wearing Powered Armour, or in armoured vehicles.

Under-Fire modifiers are cumulative. For example;
If a team comes under direct, auto fire, from the flank, the team will suffer a total modifier of - 3.

Separation Anxiety: Elements of a unit that become separated by more than the allowed distance, suffer the -2 modifier until the unit reforms. i.e. Individual figures separated from their team, or teams separated from their group leader.
Note; Heroes and Leaders may wander off on their own without penalty, (Cap’n Church does it all the time!) but their remaining team or group suffers the separation modifier until they return.

Casualties are dead or seriously wounded figures.

Wounded are figures with untreated light wounds.

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Web site maintained by Chris Nicole
Last updated Thursday, 17 June, 1999