SLAMMER - Fast Action SF Skirmish System
Chris & Alex Nicole

Explosive Effect Weapons

Some weapons have an explosive burst effect. These have an area effect beyond the point of impact. An EX weapon type does its full dice of damage at the point of impact as an E type attack. If it has any adds to its attack they only apply to the target figure or model at the point of impact. If the weapon misses the target figure or if it is aimed at a point on the ground then it just does burst effect damage. It does its effect number of B type one die attacks to each figure within its burst radius. Its burst effect is reduced by one die for each inch from the point of impact. So the burst radius in inches is the same as its number of dice of effect.

For Example;
A UNIT trooper fires an RPG (2D+2) at a Dalek with a squad of slave soldiers. The RPG hits the Dalek just as it squawks "Exterminate!!" inflicting a full 2D+2 energy weapon attack. The RPG explosion does two B type attacks at 1D each, to each figure within 1 inch of the Dalek. It does one B type attack at 1D to each figure between one and two inches from the Dalek, including the UNIT trooper if he got that close.

Because of the burst radius, explosive weapons cannot be assumed to disappear harmlessly when they miss the target. When firing explosive weapons in Direct Fire, the firer designates a target and rolls to hit applying the usual Direct Fire modifiers. If the firer rolls a hit result, the round lands at the target point.

If explosives miss the target point. Roll 1D6 for deviation:

6
4" long
4
2" long + 1" left
5
2" long + 1" right
2
1" left
3
1" right
1
2" short

Deviation is always along a line from the firer to the target point.
For hand grenades half the distance missed by.
For Indirect Fire, Air Dropped Explosives or Direct Fire beyond effective range double the distance missed by.
Indirect Fire e.g. mortars, grenade launchers, artillery (and possibly air dropped munitions) are more likely to scatter around the aim point. Also they are fired from longer range so the distance missed by may increase. When firing Indirect a command or specialist observer element must be able to see the target point and communicate back to the firing unit. The Firing unit must be stationary and at Activation Level 7 Advance or better. Incoming fire arrives on table the following round in the firing unit’s active turn.

The Observer makes a to hit roll and can add +2 for each subsequent round observed against the same target point. If the observer makes their to hit roll the incoming fire lands at the target point. If the observer misses their to hit roll, roll 1d6 for deviation as above and double the distance missed by.

Explosives in Slammer are very effective as they can cause multiple automatic hits against every target in their burst radius. Limit the number of explosive rounds available and count them off as they are used, this might also encourage players to use explosives more carefully or save them for when they are really needed.

previous Web site maintained by Chris Nicole
Last updated Monday, 17 July, 2000
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