SLAMMER - Fast Action SF Skirmish System
Chris & Alex Nicole

Close Assault;

Close Assault takes place when the Active team moves into contact with an enemy unit. The Active team is treated as the attacker. The other unit is treated as the defender.

If the defending unit has not made an attack this round, they may be able to make an Opportunity Fire attack at their current Activation Level against the active team before it moves into contact. Remove any casualties from the active team before continuing with the Close Assault.

Pair up the attackers and defenders so that each figure faces at least one opponent. For each figure involved in the close assault roll one die and add the Close Combat Factor for their weapon type. Add the Close Combat Modifiers on Table 5. All factors refer to the figure itself. Where two or more opponents face a figure, roll one die for each figure and apply the results to that figure as if they were facing one opponent. In multiple combats apply lowest results first. i.e. Defenders break or attackers lose their nerve before contact.

After a round of Close Assault survivors make their activation test on the following round and may continue fighting or fall back depending on their result.

Table 5. Close Assault.

1D6 each + Weapon Close Combat Factor + Modifiers;
Untrained -2 'Aliens' +4
Green troops -1 'Monsters' +6
Veterans +1 Armoured Infantry +1
Elite +1 Defending a prepared position +2
Fanatics +1 Wounded -2
Warriors +2 Surprised or unaware -2
Outnumbered: Each opponent after the first. -1
Melee Weapons: Swords, Axes, Chain-saws, etc. +3
Improvised Weapons: Clubs, bottles, Pick handles, etc. +1

In each combat:

If the attackers total is twice or more than twice the defenders total;
The defender Breaks, they abandon their position or heavy weapons and must move a full move away from the attackers. If they cannot move away they are killed or captured.

If the attacker's total is more than the defender's total, but less than twice the defenders total;
Then the defender is killed or captured.

If the totals are equal;
The attacker is forced back out of close combat range. (>4")

If the defender's total is greater than the attacker's;
Then the attacker is killed.

If the defenders total is twice, or more than twice the attackers total;
The attacker must fall back to their position at the start of the round.

For example;
A Colonial Marine Veteran (+1) armed with a Pulse Rifle (+3) is attacked by two (-1) `Bugs' armed with teeth, claws and spiky tails at +4 each.

The Marine rolls a 5 + 1 + 3 - 1 = 8
Bug One rolls a 2 + 4 = 6
Bug Two rolls a 4 + 4 = 8

Bug one is blown away in a spray of acid blood. Bug two is forced back out of Close Combat range. If either Bug had rolled a 5 or better the marine would have been killed messily (or taken home to meet Momma). If the Marine had rolled a 6, both Bugs would have been killed.

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Web site maintained by Chris Nicole
Last updated Monday, 11 October, 1999