SLAMMER - Fast Action SF Skirmish System
Chris & Alex Nicole

Shooting

In order to fire at a target unit, at least one figure in the firing team must have a line of sight to a figure in the target unit. Only those figures that can see the target unit, can fire at it. If only part of the target unit is exposed to enemy fire then any hits on the unit are determined among the exposed figures.

In order to cause a hit on the target the firer has to score their To-Hit number or more on two die six. Each figure in the firing team that can see the target unit makes one attack roll.

Roll two die six and add the scores together.

Add the firer and target modifiers listed on Table 3 to the dice score.

If the modified score equals or exceeds the firer’s to-hit number then the target unit or figure has been hit.

An unmodified score of two ('snake-eyes' or two ones) is always treated as a miss.

Firer To-Hit numbers
Untrained 9
Green Troops 8
Trained Troops 7
Veteran Troops 6

Autofire Weapons

If the firer is using an Autofire Weapon type, the target unit takes one additional hit for each point the modified score exceeds the firer’s to-hit number.

Close Range Fire

If the target unit is at four inches or closer, each figure adds the Close factor for their weapon type as a Firer modifier to hit.

Extreme range Fire

Each weapon type has an effective range listed on the weapons table. If the target unit is beyond the effective range for the weapon type, a Fire modifier of -4 to hit is applied. The unit may fire at up to twice the effective range of their weapons. Any fire beyond this range will be ineffective and will not cause any hits on the target unit, though they may cause it to take cover or react.

Table 3: Firer and Target Modifiers.

Firer Modifiers: Target Modifiers:
Elite Troops +1 Untrained +2
Firer moved half move or more -4 Green Troops +1
Firer moved up to half move -2 Trained Troops 0
Prone Firer +1 Veteran Troops -1
Braced Weapons +1 One Specific figure -3
    Target group is unaware +2
Firing from a prepared position +2 Moving into or out of sight -2
Not under Fire +2 Moved more than half move in sight +1
Firer received a light wound -2 Prone Targets -1
Direct Fire +2 Soft Cover -2
Return Fire -2 Hard Cover -3
Panic Fire -3 Prepared Position -4
Close Range (up to four inches): Add Close Combat factor for weapon type
Extreme Range Firing up to 2x effective range: -4

All modifiers are cumulative.

Braced Weapons.
Bracing covers a firer's deliberate action of preparation or aiming for the best shot. To brace a weapon the firer must spend one round stationary without firing, while they correct their position. Once braced, a figure will keep the bonus until they move, including standing up or lying prone. A firer can gain the braced bonus for any weapon. Some Heavy Weapons noted on the weapons table must be braced before they can be fired.

Firer not under fire.
If the firing team has not been fired at in this round, or in a previous round, they gain a modifier of +2.

Prepared Positions.
(The Blue Peter Option, or "Here's one I made earlier.")
Prepared Positions are locations that the defending troops have created or occupied before the scenario starts. For example: entrenchment’s; foxholes; weapons pits; bug nests; observation posts or pillboxes.
A prepared position gives the occupier good cover and a place to fire or observe from. Each position is set up to cover a specified (90 degree) arc of fire. Occupiers are unable to fire outside this arc without leaving the position. When first moving into a position the occupier must spend one round without firing whilst they occupy the position. Thereafter, they gain the benefit so long as they occupy the position.
Prepared Positions may also be concealed or camouflaged and might not be spotted until the occupier opens fire.

Specific Figure;
If the firer is trying to hit one specific figure (e.g. a leader) amongst a target unit there is a penalty of - 3.

Cover
If a target figure is moving into or out of cover, they are more difficult to hit. If a target figure could claim advantage for two or more different cover modifiers. e.g. Moving out of soft cover, into and out of sight into hard cover. Then just apply the modifer for the best cover. i.e. Hard Cover -3.

Soft Cover makes the target harder to see (and shoot at) but provides little protection from incoming fire.
For example: foliage, bushes, long grass, curtains or internal partitions.

Hard Cover provides physical protection to the target and may stop incoming fire.
For example: Concrete, brick or stone buildings, bulkheads or vehicle armour.

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