SLAMMER - Fast Action SF Skirmish System
Chris & Alex Nicole

Game Turn Sequence:

  1. Each player rolls one die six for each of their teams and adds the appropriate Activation Modifiers to their die score. The total score gives the Activation level for each team or group.
    Leave a die or
    marker showing their current Activation Level by each team or group.

  2. Teams move one at a time in the order of their Activation Level, lowest moving first. The team with the lowest total is the active unit.
    If two or more elements have the same total, they dice again to determine their order of move, lowest going first at the same activation level.
    Each element in the active unit may perform one option at the element’s Activation Level or below. An active element’s turn may include a Move Option and a Combat Option or one of the Other Options.
    Teams that get a double move may perform their first of two Move Options.

  3. Elements on the opposing side may perform an Opportunity Fire attack at their Activation Level in response to the active units option.
    Opportunity Attacks may take place at any point during the active team's turn.
    A team that performs an opportunity fire attack may not perform an attack or other option in its own Active turn. It may perform a move option and may be subject to attack from other units.

  4. When the active unit has completed it's turn, the element with the next lowest Activation Level becomes the active element and performs its options.

  5. Repeat phases 2 to 4 until all units have been activated.

  6. Teams or Groups that got a Double Move on their activation roll may take their second action now. The element may make a second move and/or attack if they did not make an attack in their first move.
    In no case should a unit initiate more than one fire attack or Close Assault in each round.
Everything happens when it happens.

Generally, Activation rolls are made for teams or groups. Activation rolls for individuals are only made for Leaders, Hero's or split teams.

If none of the teams grouped in a section or platoon are under fire or in contact with the enemy, the player may make one activation roll for all the teams in the group at the current activation level of the group leader. This is intended to help speed up play at the start of a game, or when using larger numbers of figures.

A team's Activation Level may be reduced during the round, due to changing situation modifiers. If a team comes under fire before it is activated, it suffers a situation modifier on the Action Table. The teams Activation Level may be reduced and any casualties may be unable to move or shoot.

Note: The Active team's Activation level should not be reduced during their Active move, but modifiers incurred during the team's Active move may effect their response to a subsequent team's move.

Activation Modifiers are carried over from the previous round. For example; If a team were fired on in the previous round, they would take an under fire modifier in the current round even if they are not currently under fire.

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