THE OFFICIAL WEBSITE OF THE HAMMER’S SLAMMERS THE CRUCIBLE RULES SYSTEM HANDBOOK
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John Treadaway - June 2020
The commander of the Commandos points out a Slammers advance Slammers take the bridge while their Skimmers recce ahead The Slammers begin to cross the river The Slammers begin to cross the river The Slammers begin to cross the river
The Bridge at Kronstadt
All photos by John Treadaway & Henry Hyde Click thumbnail to enlarge
Bridge Blowing This requires three things. Firstly the infantry need to get on (or under) the bridge, deployed on foot, and have to spend 1d3 turns doing nothing else: this is them setting the charges. It also requires an accumulation of Leadership Points – the Slammers Leaders must concentrate and give orders to get this done. Lastly, the Slammers commander needs luck! On a side note, Leadership Points are the ‘currency’ in the Crucible game system. They are accrued by leaders via their quality of command plus an additional 2D6 dice roll. They may be spent on movement and some other actions (though they are not needed for firing: your men in you’re command already know how to do that!). They are expended when giving troops specific instructions: move; move faster, fire better... that sort of thing. They are not ‘action points’ but rather they represent the leader giving orders. They can also be hoarded to spend on specialist needs like calling artillery strikes or – in this case – instructing the men to blow the bridge. Each time (after the charges have been set) the Slammers accrue 20LPs in a ‘pot’ they may spend them and attempt to blow the bridge. Bowl a d3 and note the result. Dice Roll = Result 1= Bridge does not blow – the bombs did not go off! Get some more LPs and try again! 2 = The bridge is weakened. Another one of these and she’ll collapse! 3 = The bridge is rubble: well done!