SLAMMER - Fast Action SF Skirmish System
Chris & Alex Nicole

Combat Options;

Close Assault;

The team may move up to their full movement distance, into contact with an enemy unit and make a close assault attack on that unit at the end of their move. Close combat is resolved for both sides in the attackers phase.

Direct Fire;

The Active team may make a Direct Fire attack against one enemy unit at any point during their Active turn. One attack roll is made for each figure in the team that can see the target unit, and is able to fire. Any casualties inflicted are distributed among the unit targeted.
If the active team makes a Direct Fire attack in its active turn, it may not make an Opportunity Fire attack during an enemy team's active turn.

Opportunity Fire;

Opportunity fire attacks are made by opposing units during the active team's turn. One attack roll is made for each figure in the firing team. Any casualties are distributed among the figures in the active team.
A team that makes an Opportunity Fire attack may not make a Direct Fire attack in its active turn.

Return Fire;

The unit may only make a Return Fire attack against an enemy unit that fired upon them during this round, or the previous round. One attack roll is made for the whole team. If the attack is successful, one hit is inflicted on the enemy unit. If the unit has not come under fire they may not make a return fire attack.

Panic Fire;

The team fires ineffectively in the general direction of the nearest known or suspected enemy unit, or failing that at the nearest unit firing! One attack roll is made for the whole team at reduced effect. If the attack roll is successful, the target unit counts as coming under fire for activation modifiers, but no hits are inflicted.

previous top next Web site maintained by Chris Nicole
Last updated Friday, 19 November, 1999