SLAMMER - Fast Action SF Skirmish System
Chris & Alex Nicole

Movement;

An infantry element's basic move distance is dependent on the equipment carried or armour worn by the figures in the unit. This may be reduced in difficult terrain, or if a figure attempts a particular action such as running, opening a door, taking cover or entering or leaving a vehicle.
Movement adjustments due to troop quality are handled by the Action Table. Better quality troops will tend to make advance or close moves more often than poorer troops.

Table 2. Infantry Movement Examples.

Armour Move Notes
None 10" Civilians and figures in normal clothing. *
Light 8" Ballistic cloth, flak jacket & helmet;
Military and Police uniform.
Heavy 6" Battle Suit;
Ablative plate & helmet;
Heavy Infantry Armour;
Hostile Environment Suits.
Armoured 8" Power assisted heavy armour.
Aliens 12" Bugs, Predators, Animals, etc.
Monsters 8" Alien beasties of unusual size or strength.
Warriors +2" Troops specialising in close assault.

* Civilians have been given a higher movement rate because they are assumed to be not making best use of cover or moving tactically.

Optional rule:
You may give Elite or Fanatic troop types a movement bonus of +2" to represent their higher motivation or better physical fitness.

Difficult Terrain;
The effect of different terrain types on movement should be determined at the start of the scenario. For example; areas of overgrown plant life could reduce movement by a half but would provide partial cover. Terrain may have different effects depending on the armour worn by a unit; Armoured Infantry are unlikely to be bothered by nettle patches, but may become stuck in soft ground!

Taking Cover;
Any figure may take advantage of partial cover by falling prone. A figure may fall prone at any point during their move, i.e. if they come under opportunity fire. A moving figure's movement ends when they go prone. If a figure starts off prone, deduct one inch from its normal move to stand up. A figure may crawl two inches whilst lying prone and may fire their weapons.
Veterans normally end their move lying prone, that's part of the reason why they are veterans.

Encumbered Movement;
A figure, not in Powered Armour and carrying a heavy weapon, for example; the Lazooka or Heavy Machine Gun will deduct 1 inch from their movement.
A weapon team carrying a very heavy weapon, (e.g. the Auto Support Weapon, or Mortar) deducts two inches from their movement and may not run with it.

Running;
A team which Breaks, or which chooses to ignore tactical movement and run, may add two inches to their move. This does not apply to Power Armoured units as their suits are already running at full speed. A running unit may not fire effectively, but may engage in a close combat if they contact an enemy unit.

A unit in Light Armour that runs for three rounds must halt for one round to get their breath back.

A unit in Heavy Armour that runs for three rounds, must halt at the end of the third round, for two rounds. To get their breath back and find all the equipment that fell off during the run.

Opening a Door;
If the figure opening the door has moved less than half their full move, they may open the door, pass through and stop on the other side. If they have moved half their move or more, they must stop at the door. They may move through an opened door on the following round. If one figure in a team opens a door, other team members may move through the door without further restriction.

A figure may attempt to kick in or charge down a closed door during an Advance or Close Assault move. This option means that if successful the figure ends it's move on the other side of the open door. Failing to kick in the door ends that figures move. This rule only applies to normal household or internal doors, not bulkheads, hanger doors, armoured vehicle hatches or airlocks.

Kick in Doors; Success on 4+ on 1D6 + modifiers;
Untrained -2 Unarmoured -1
Green troops -1 Heavy Armour +1
Veteran +1 Powered Armour +2
Elite +1 Equipped with door breakers * +2
Aliens +1 Monsters +2

* Door Breakers represents a variety of equipment, including; lock-picks, sonic-screwdrivers, sledgehammers, demolition charges or battering rams.

Only one figure in a team may attempt to kick in the same door each round. If a team is rushing a door and the point man fails to kick in the door, the door will burst open and the team will end their move in a heap on the floor on the other side.

Entering or leaving a vehicle;
For troops to enter a vehicle, the vehicle must be stationary. The unit attempting to board must be within half their normal move distance of the vehicle. The team may all board the vehicle and the vehicle may move off on the following round, provided the driver and commander are already aboard. If the driver and commander have just got into the vehicle it takes a further round to find the keys and turn on the intercom before the vehicle can move off.

For troops to leave a vehicle, the vehicle must be moving no faster than the infantry unit can move on foot. One team can exit from each access door and may move no more than a half move from the vehicle in that round. The team will normally end this move lying prone while the team leader makes sure they have everybody.

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