Help · help slam

slam

Same text as in-game help slam.

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slam -- aim a hit at a nearby breachable wall or floor

Usage: slam <target> [into/through <prop>] [<direction>] [lethal]

How you play
  1. slam <name>                  queue your next swing to aim for whatever breachable prop is nearby
  2. slam <name> into <prop>      name a specific prop (e.g. slam Dean into the brick wall)
  3. slam <name> east             aim by direction instead of naming the prop
  Aiming a direction nothing faces just falls back to whatever breachable prop is nearby, same as the bare form -- it never refuses outright.
  Miss with a queued slam and the charge is gone -- queue it again when you're ready to commit.

To bowl foes into each other or hurl someone into a bystander on the next tile, use throw (help crowd-combat | help collateral) -- not slam.

Some rooms have a real, structural wall, floor, or fixture you can break someone through -- a brick wall, a storm drain grate, a shop front. A lucky critical hit can shatter one on its own, unplanned. slam is how you make it happen on purpose: it queues a one-shot charge that's spent on your very next swing, whatever that swing turns out to be.

Queued means queued -- not held open. If your next swing misses, blocks, or gets dodged, the charge is burned for nothing; it does not wait around for you to actually connect. If it lands (a plain hit is enough once queued -- you don't need a critical), it aims at the prop you named, or whatever's nearby if you didn't name one. The prop still has to actually take enough damage to give way, and low Tier fighters cannot meaningfully dent reinforced material (concrete, steel) no matter how many times they try.

This is not a free stunt. Outside a fight, slam starts a real one -- same civic-peace, asleep/cuffed/webbed, and lethal-confirm rules as attack/kill (help attack | help combat). Inside a fight, it just continues it.

What happens on a break
  The prop's structural HP wears down over several hits, same as a player shop's fixture. At 0 HP it gives way -- if there is a real room on the other side (a wall's compass direction, or straight down through a floor), your target is thrown clean through into it. If nothing is there, the wall still cracks and holds; nobody teleports to an unrelated room.
  Breach damage persists until a GM repairs it (gm room repairwall) or a shop's own repair flow (help shop) handles a shop fixture.