Changes

SUPER SLAM

7,185 bytes removed, 17:28, 11 December 2019
== Usage ==
This weapon is '''multipurpose'''; it has multiple modes. Just like the original [[SLAM]], depending Depending on the mode set, the SUPER SLAM will behave similarly to other types of explosives.
The available SUPER SLAM modes are:* Mode 1: '''Manual''' - Will make the S-SLAM behave like a '''command detonation''' explosive(such as a [[C4 charge]]), therefore requiring a [[Detonator]].* Mode 2: '''Timer''' - Will make the S-SLAM explode behave like a '''timed charge''' after a set amount of time (from 0 to 9 turns).* Mode 3: '''Pressure''' - Will make the S-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 (other normal pressure mines only allow for 2 turns). This can be used to lay down a large amount of S-SLAMs on the same Side as pressure mines without having to throw them.* Mode 4: '''Infrared''' - Will make the S-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 S-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 SUPER SLAM. Regardless of the mode used, the SUPER SLAM can be either thrown or planted. If a player kills creatures with a SUPER SLAM that was thrown, the author recommends that the GM gives that player Thrown Weapons skill points instead of Planted Explosives skill points.  == Mode 1 == When set to Mode 1, S-SLAMs will deal Target Damage to every creature on the Side it was planted, like a [[C4 charge]]. == Mode 2 == When set to Mode 2, the S-SLAM works like a '''timed explosive''', which ''will'' explode once the timer is set, with no possibility to defuse it. A S-SLAM with a set timer is considered to be primed. The timer can be set to anywhere between 0 and 9 turns.* If set to 0 turns, the S-SLAM will explode in the same turn the timer was set.** Do not plant a S-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 S-SLAM, as an impromptu hand grenade.* 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. ** It is unsafe to set the timer to 1 turn before planting it. If you intend to leave the Side where a 1-turn S-SLAM was planted, you will be forced to "race" your own S-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.* If one S-SLAM explodes on a Side where multiple primed S-SLAMs are planted , ''all of them'' will explode and deal damage simultaneously. Damage:* 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.* 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. === Example situation (Mode 2) ===These situations assume you are planting a Mode 2 S-SLAM on your current Side. '''0-turn timer (UNSAFE):''' * Turn 1: Plant S-SLAM #1. S-SLAM #1 immediately explodes, dealing Target Damage to you and everyone on your Side. '''1-turn timer (UNSAFE):''' * Turn 1: Plant S-SLAM #1. Turn 1 ends, S-SLAM #1 has 1 turn remaining on the countdown.* Turn 2: S-SLAM #1 will explode on that turn. The only way to escape your own S-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. '''2-turn timer''':  * Turn 1: Plant S-SLAM #1. Turn 1 ends, S-SLAM #1 has 2 turns remaining on the countdown.* Turn 2: Last safe turn, you ''should'' leave that Side now. At the end of this turn, S-SLAM #1 will have 1 turn remaining.* Turn 3: S-SLAM #1 will explode. '''3-turn timer:''' * Turn 1: Plant S-SLAM #1. Turn 1 ends, S-SLAM #1 has 3 turns remaining on the countdown.* Turn 2: You can optionally plant one more mine. S-SLAM #1 has 2 turns remaining on the countdown.* Turn 3: Last safe turn, you ''should'' leave that Side now. At the end of this turn, S-SLAM #1 will have 1 turn remaining.* Turn 4: S-SLAM #1 will explode. If any other mines were planted, they will explode too. And so on and so forth. When used in Mode 2, the amount of S-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 S-SLAMs on the same Side, with the explosion happening on Turn 9. If you wish to plant multiple S-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 S-SLAM is primed, all other S-SLAMs on the same Side will also be primed. == Mode 3 == When set to Mode 3, the S-SLAM works like a '''pressure mine''', and will focus damage on limbs (particularly legs and feet) instead of the upper body. The S-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). === Example situation (Mode 3) ===These situations assume you are planting a Mode 3 S-SLAM on your current Side. '''0-turn timer (UNSAFE):''' * Turn 1: Plant S-SLAM #1. S-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. '''1-turn timer:''' * Turn 1: Plant S-SLAM #1. Turn 1 ends, S-SLAM #1 has 1 turn remaining on the countdown.* Turn 2: This is the last safe turn, you ''should'' leave the current side now. At the end of Turn 2, S-SLAM #1 is primed.* Turn 3: If any creature is currently on the Mined Side, then '''S-SLAM #1 will explode.''' '''2-turn timer''' (same length as a regular pressure mine):  * Turn 1: Plant S-SLAM #1. Turn 1 ends, S-SLAM #1 has 2 turns remaining on the countdown.* Turn 2: You can optionally plant another S-SLAM. Turn 2 ends, S-SLAM #1 has 1 turn remaining on the countdown.* Turn 3: Last safe turn, you ''should'' leave that Side now. At the end of this turn, S-SLAM #1 will be primed.* Turn 4: If any creature is currently on the Mined Side, then '''S-SLAM #1 will explode.''' If any other S-SLAMs were planted and primed, they will also explode. '''3-turn timer:''' * Turn 1: Plant S-SLAM #1. Turn 1 ends, S-SLAM #1 has 3 turns remaining on the countdown.* Turn 2: You can optionally plant another S-SLAM. Turn 2 ends, S-SLAM #1 has 2 turns remaining on the countdown.* Turn 3: You can optionally plant another S-SLAM. Turn 2 ends, S-SLAM #1 has 1 turns remaining on the countdown.* Turn 4: Last safe turn, you ''should'' leave that Side now. At the end of this turn, S-SLAM #1 will be primed.* Turn 5: If any creature is currently on the Mined Side, then '''S-SLAM #1 will explode.''' If any other S-SLAMs were planted and primed, they will also explode. And so on and so forth. When used in Mode 3, the amount of S-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 S-SLAMs on the same Side, with on Turn 10. If you wish to plant multiple S-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 S-SLAM is primed, all other S-SLAMs on the same Side will also be primed. == Mode 4 == When set to Mode 4, the S-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.
== 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 ===
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