Slam command: Difference between revisions
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{{Command |
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|rp=No |
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[[page type is::command| ]] |
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|combat=Yes |
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| ⚫ | |||
|magic=No |
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|settings=No |
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|systems=No |
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|description=Combat maneuver that makes a reasonably paced impact attack with a held melee weapon, at a high cost in fatigue and balance. It is one of the specific maneuvers that make up weapon combos. |
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}} |
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{{RTOC}} |
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The '''{{tt|slam}} command''' drives the mass of a held melee weapon into an opponent. It is an impact maneuver, and the only one that biases your defenses toward your shield while it resolves. |
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==Syntax== |
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*{{tt|SLAM}} |
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: Attack the enemy you are already engaged with, or pick a new one if you are not engaged. |
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*{{tt|SLAM}} ''<enemy>'' |
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: Attack the indicated enemy. |
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*{{tt|SLAM}} ''<enemy>'' ''<body part>'' |
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: Attack the indicated enemy, aiming for the named body part. |
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*{{tt|SLAM LEFT}} ''<enemy>'' |
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: Attack with the weapon in your off hand, training [[Offhand Weapon skill]] alongside the weapon skill. |
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*{{tt|SLAM HELP}} |
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: Basic syntax help. {{tt|SLAM HELP FULL}} gives the maneuver's mechanical profile, and {{tt|SLAM HELP LIST}} lists the other combat options. |
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==Detailed Information== |
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Slam is a damage dealing maneuver.<br /> |
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Slam tends to be a very fatiguing maneuver. Attacking again too soon can make this worse.<br /> |
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Slam tends to be unbalancing.<br /> |
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Slam is a reasonably paced maneuver, but heavy or unbalanced weapons can slow the attack further.<br /> |
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Slam is more accurate than most maneuvers, and is best suited for impact weapons and least suited for slice weapons.<br /> |
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Slam temporarily penalizes all defenses, but is best suited to shield defenses and least suited to both evasion and parry defenses.<br /> |
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==Notes== |
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* {{com|slice}}, {{com|swing}}, {{com|thrust}}, {{com|slam}} and {{com|pummel}} all share a minimum roundtime. See [[Roundtime#Minimum_Roundtimes_for_Melee_Weapons_per_Attack_Type|Roundtime]] for the figures by weapon weight. |
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==See Also== |
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* {{com|attack}} |
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* {{com|bash}} |
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* {{com|pummel}} |
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* {{com|swing}} |
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* [[Combat maneuvers]] |
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* [[Roundtime]] |
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| ⚫ | |||
{{RefAl}} |
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Latest revision as of 13:47, 12 September 2026
| Combat maneuver that makes a reasonably paced impact attack with a held melee weapon, at a high cost in fatigue and balance. It is one of the specific maneuvers that make up weapon combos. |
| Unknown |
The SLAM command drives the mass of a held melee weapon into an opponent. It is an impact maneuver, and the only one that biases your defenses toward your shield while it resolves.
Syntax
- SLAM
- Attack the enemy you are already engaged with, or pick a new one if you are not engaged.
- SLAM <enemy>
- Attack the indicated enemy.
- SLAM <enemy> <body part>
- Attack the indicated enemy, aiming for the named body part.
- SLAM LEFT <enemy>
- Attack with the weapon in your off hand, training Offhand Weapon skill alongside the weapon skill.
- SLAM HELP
- Basic syntax help. SLAM HELP FULL gives the maneuver's mechanical profile, and SLAM HELP LIST lists the other combat options.
Detailed Information
Slam is a damage dealing maneuver.
Slam tends to be a very fatiguing maneuver. Attacking again too soon can make this worse.
Slam tends to be unbalancing.
Slam is a reasonably paced maneuver, but heavy or unbalanced weapons can slow the attack further.
Slam is more accurate than most maneuvers, and is best suited for impact weapons and least suited for slice weapons.
Slam temporarily penalizes all defenses, but is best suited to shield defenses and least suited to both evasion and parry defenses.
Notes
- SLICE, SWING, THRUST, SLAM and PUMMEL all share a minimum roundtime. See Roundtime for the figures by weapon weight.