Difference between revisions of "SLAM"

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The available SLAM modes are:
 
The available SLAM modes are:
 
* Mode 1: '''Manual''' - Will make the SLAM behave like a '''command detonation''' explosive (such as a [[C4 charge]]), therefore requiring a [[Detonator]].
 
* Mode 1: '''Manual''' - Will make the SLAM behave like a '''command detonation''' explosive (such as a [[C4 charge]]), therefore requiring a [[Detonator]].
* Mode 2: '''Timer''' - Will make the SLAM explode after a set amount of time (from 0 to 9 turns).
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* Mode 2: '''Timer''' - Will make the SLAM behave like a '''timed charge''' after a set amount of time (from 0 to 9 turns).
* Mode 3: '''Pressure''' - Will make the SLAM behave like a '''pressure mine''' (such as a [[TS-50]] mine), with an additional benefit of being able to set the timer to anywhere between 1 and 9 turns (other pressure mines only allow for 2 turns). This can be used to lay down a large amount SLAMs as pressure mines without having to throw them.
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* Mode 3: '''Pressure''' - Will make the SLAM behave like a '''pressure mine''' (such as a [[TS-50]] mine), with an additional benefit of being able to set the timer until priming to anywhere between 1 and 9 turns (normal pressure mines only allow for 2 turns). This can be used to lay down a large amount of SLAMs on the same Side as pressure mines.
* Mode 4: '''Infrared''' - Will make the SLAM behave like a '''directional mine''' (such as a [[M18A1 Claymore|Claymore]] mine), using an invisible infrared beam instead of a tripwire to detect targets.
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* Mode 4: '''Infrared''' - Will make the SLAM behave like a '''directional mine''' (such as a [[M18A1 Claymore|Claymore]] mine), using an invisible infrared beam instead of a tripwire to detect targets. In this mode, the SLAM causes a Localized explosion, to avoid hurting or killing creatures on the Protected Side.
  
For specifics on how to use each mode (and what countermeasures are available), please see [[Explosives]], or the page of a weapon functioning similarly. This page will only cover the specifics related to the SLAM.
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For specifics on how to use each mode, please see [[Explosives]].
 
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Regardless of the mode used, the SLAM can be either thrown or planted. If a player kills creatures with a SLAM that was thrown, the author recommends that the GM gives that player Thrown Weapons skill points instead of Planted Explosives skill points.
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== Mode 1 ==
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When set to Mode 1, SLAMs will deal Target Damage to every creature on the Side it was planted, like a [[C4 charge]].
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== Mode 2 ==
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When set to Mode 2, the SLAM works like a '''timed explosive''', which ''will'' explode once the timer is set, with no possibility to defuse it. A SLAM with a set timer is considered to be primed.
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The timer can be set to anywhere between 0 and 9 turns.
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* If set to 0 turns, the SLAM will explode in the same turn the timer was set.
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** Do not plant a SLAM with the timer set to 0; it will immediately explode at you, and you will take Target Damage (everyone else on your Side will take Splash Damage). The 0-turn timer is intended to allow you to throw the SLAM, as an impromptu hand grenade.
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* If set to anywhere between 1 and 9 turns, the SLAM can be planted safely on your current Side, so long as you take the same safety precautions as with a pressure mine. It will explode on the turn the counter reaches 0, as a non-combat (IS 0) action.
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** It is unsafe to set the timer to 1 turn before planting it. If you intend to leave the Side where a 1-turn SLAM was planted, you will be forced to "race" your own SLAM's timer, as non-combat movement to another Side has the same Initiative Speed as the explosive, and any slower action will guarantee it will explode before you can leave.
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* If one SLAM explodes on a Side where multiple primed SLAMs are planted , ''all of them'' will explode and deal damage simultaneously.
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Damage:
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* If thrown and if the timer is set to 0 turns, it will only deal Target Damage to the creature that was targeted, and Splash Damage to every other creature on the same Side, like an actual hand grenade.
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* Otherwise (thrown and timer set to 1+ turns, or planted with any timer), it will deal Target Damage to every creature on the same Side, like a C4 charge that was thrown.
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=== Example situation (Mode 2) ===
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These situations assume you are planting a Mode 2 SLAM on your current Side.
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'''0-turn timer (UNSAFE):'''
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* Turn 1: Plant SLAM #1. SLAM #1 immediately explodes, dealing Target Damage to you and everyone on your Side.
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'''1-turn timer (UNSAFE):'''
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* Turn 1: Plant SLAM #1. Turn 1 ends, SLAM #1 has 1 turn remaining on the countdown.
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* Turn 2: SLAM #1 will explode on that turn. The only way to escape your own SLAM's explosion is to perform a non-combat movement to another Side and hope that turn order puts you first. Otherwise, you will be caught in the explosion.
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'''2-turn timer''':
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* Turn 1: Plant SLAM #1. Turn 1 ends, SLAM #1 has 2 turns remaining on the countdown.
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* Turn 2: Last safe turn, you ''should'' leave that Side now. At the end of this turn, SLAM #1 will have 1 turn remaining.
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* Turn 3: SLAM #1 will explode.
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'''3-turn timer:'''
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* Turn 1: Plant SLAM #1. Turn 1 ends, SLAM #1 has 3 turns remaining on the countdown.
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* Turn 2: You can optionally plant one more mine. SLAM #1 has 2 turns remaining on the countdown.
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* Turn 3: Last safe turn, you ''should'' leave that Side now. At the end of this turn, SLAM #1 will have 1 turn remaining.
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* Turn 4: SLAM #1 will explode. If any other mines were planted, they will explode too.
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And so on and so forth. When used in Mode 2, the amount of SLAMs you can ''safely'' plant on your current Side is equal to the length of the timer minus 1. Therefore, the shortest possible timer that allows for a safe escape is 2 turns. At the maximum of 9 turns, you can plant a total of 8 SLAMs on the same Side, with the explosion happening on Turn 9.
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If you wish to plant multiple SLAMs on the same turn but do not want to deal with the issue of keeping track of timer lengths, you can simply assume that once the first SLAM is primed, all other SLAMs on the same Side will also be primed.
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== Mode 3 ==
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When set to Mode 3, the SLAM works like a '''pressure mine''', and will focus damage on limbs (particularly legs and feet) instead of the upper body.
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The SLAM's timer can also be used in Mode 3, all the way up to 9 turns. Instead of being a timer to immediate explosion like in Mode 2, this is a timer to ''priming''. Once primed, the same conditions as with a regular pressure mine must be met for it to explode (the mine must be primed, and at least one creature must be present on the Mined Side).
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=== Example situation (Mode 3) ===
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These situations assume you are planting a Mode 3 SLAM on your current Side.
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'''0-turn timer (UNSAFE):'''
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* Turn 1: Plant SLAM #1. SLAM #1 is immediately primed, and because both conditions for explosion are already present (creature present on Mined Side + primed), it will immediately explode, dealing Target Damage to you and everyone on your Side.
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'''1-turn timer:'''
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* Turn 1: Plant SLAM #1. Turn 1 ends, SLAM #1 has 1 turn remaining on the countdown.
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* Turn 2: This is the last safe turn, you ''should'' leave the current side now. At the end of Turn 2, SLAM #1 is primed.
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* Turn 3: If any creature is currently on the Mined Side, then '''SLAM #1 will explode.'''
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'''2-turn timer''' (same length as a regular pressure mine):
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* Turn 1: Plant SLAM #1. Turn 1 ends, SLAM #1 has 2 turns remaining on the countdown.
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* Turn 2: You can optionally plant another SLAM. Turn 2 ends, SLAM #1 has 1 turn remaining on the countdown.
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* Turn 3: Last safe turn, you ''should'' leave that Side now. At the end of this turn, SLAM #1 will be primed.
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* Turn 4: If any creature is currently on the Mined Side, then '''SLAM #1 will explode.''' If any other SLAMs were planted and primed, they will also explode.
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'''3-turn timer:'''
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* Turn 1: Plant SLAM #1. Turn 1 ends, SLAM #1 has 3 turns remaining on the countdown.
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* Turn 2: You can optionally plant another SLAM. Turn 2 ends, SLAM #1 has 2 turns remaining on the countdown.
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* Turn 3: You can optionally plant another SLAM. Turn 2 ends, SLAM #1 has 1 turns remaining on the countdown.
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* Turn 4: Last safe turn, you ''should'' leave that Side now. At the end of this turn, SLAM #1 will be primed.
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* Turn 5: If any creature is currently on the Mined Side, then '''SLAM #1 will explode.''' If any other SLAMs were planted and primed, they will also explode.
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And so on and so forth. When used in Mode 3, the amount of SLAMs you can ''safely'' plant on your current Side is equal to the length of the timer. Therefore, the shortest possible timer that allows for a safe escape is 1 turn. At the maximum of 9 turns, you can plant a total of 9 SLAMs on the same Side, with  on Turn 10.
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If you wish to plant multiple SLAMs on the same turn but do not want to deal with the issue of keeping track of timer lengths, you can simply assume that once the first SLAM is primed, all other SLAMs on the same Side will also be primed.
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== Mode 4 ==
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When set to Mode 4, the SLAM works like a '''directional mine''', and will deal Target Damage to any creature coming from the Target Side - and only that creature. It will not hurt you even if you are on the Protected Side, despite dealing explosive damage.
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== Stats ==
 
== Stats ==
  
This weapon is a non-fragmenting high-explosive; no shrapnel are released upon exploding. See [[Explosives]] for more details.
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This weapon is a non-fragmenting high-explosive; no shrapnel are released upon exploding. It will cause a Standard explosion in Modes 1, 2 and 3, and a Localized explosion in Mode 4. See [[Explosives]] for more details.
  
 
=== Explosion damage ===
 
=== Explosion damage ===

Revision as of 17:27, 11 December 2019

Disambiguation.png You may be looking for the crafting-only SUPER SLAM.
Navigation: Main Page Weapons Class 4 weapons SLAM




Weapon, Class 4
SLAM
ATK SLAM.jpg
Game information
Category Planted explosive
Fire modes Multipurpose
Type High explosive
Critical failure type Failure to detonate (Dud)
Weight (units) 2
Shop value / Rarity Parallar symbol.png1100 (Rarity 3)
Real world information
Manufacturer Alliant Techsystems
Country of origin United States.png United States


"The ultimate in multipurpose explosives, the Selectable Lightweight Attack Munition, or SLAM for short, was designed to be as adaptable as possible for a single explosive unit. With its four different modes, and functions including a programmable timer and an infrared beam emitter, the SLAM's all-in-one nature allows it to be used in place of all other types of explosives, even hand grenades. However, this multipurpose ability has a cost; each SLAM is expensive, and safety is ever more important with this weapon than any other explosive device. Improper use of a SLAM may result in severe injuries, loss of limbs, death, and/or severe disappointment."
Hebizuka (quote written by Tempest)


The SLAM is a multipurpose planted explosive.

Usage

This weapon is multipurpose; it has multiple modes. Depending on the mode set, the SLAM will behave similarly to other types of explosives.

The available SLAM modes are:

  • Mode 1: Manual - Will make the SLAM behave like a command detonation explosive (such as a C4 charge), therefore requiring a Detonator.
  • Mode 2: Timer - Will make the SLAM behave like a timed charge after a set amount of time (from 0 to 9 turns).
  • Mode 3: Pressure - Will make the SLAM behave like a pressure mine (such as a TS-50 mine), with an additional benefit of being able to set the timer until priming to anywhere between 1 and 9 turns (normal pressure mines only allow for 2 turns). This can be used to lay down a large amount of SLAMs on the same Side as pressure mines.
  • Mode 4: Infrared - Will make the SLAM behave like a directional mine (such as a Claymore mine), using an invisible infrared beam instead of a tripwire to detect targets. In this mode, the SLAM causes a Localized explosion, to avoid hurting or killing creatures on the Protected Side.

For specifics on how to use each mode, please see Explosives.

Stats

This weapon is a non-fragmenting high-explosive; no shrapnel are released upon exploding. It will cause a Standard explosion in Modes 1, 2 and 3, and a Localized explosion in Mode 4. See Explosives for more details.

Explosion damage

Damage type LDV Pain (all ACs)
Explosion +5d8 160%