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Ram is a function of a Space ship. Space Ships and other functions can be found [[Space_Ships#Ship_Functions|here]]. This allows a ship to Ram into another ship in such a way that it does damage to the target ship with little damage too the ramming ship.
Ram is a function of a Space ship. Space Ships and other functions can be found [[Space_Ships#Officer.2FShip_Functions|here]]. This allows a ship to Ram into another ship in such a way that it does damage to the target ship with little damage too the ramming ship.


Ramming is a feature that comes default with all ships.
== Description ==


=== Description ===
If a successful [[Pursue/Intercept|Pursue/Intercept]] check was done the last round then this round the Pilot can choose to Ram the enemy vessel. Roll a percentile check. If above 50% both ships take a Battle Damage. If below 50% then only the enemy ship takes Battle Damage. If your ship takes Battle Damage the crew is ready for impact and are not shaken. The DC is simply 7 to repair the damage. While the enemy ship you have to roll for Battle Damage reroll 7s.
 
Ramming damage is based on the size of the ship. Xd6. X being equal to the size level + Engines Mod. Fine being level 0. Colossal be 8. The ramming ship takes 1/4th the total damage that it does to the target ship round down.
 
A better ramming module can help enhance the damage dealt without increasing it for the ship. A Ramming A.I can pick better targets and control the ship shields in ways to help ramming. Each class adds a bonus 1d6 of damage that does not go too the Ramming ship but only too the target.
 
: '''Associated Ship Attribute''': Engines
: '''Roll''': d20 + Engines Mod
: '''Price''': $30,000 x the Number of bonus die.

Latest revision as of 03:47, 17 October 2018

Ram is a function of a Space ship. Space Ships and other functions can be found here. This allows a ship to Ram into another ship in such a way that it does damage to the target ship with little damage too the ramming ship.

Description

If a successful Pursue/Intercept check was done the last round then this round the Pilot can choose to Ram the enemy vessel. Roll a percentile check. If above 50% both ships take a Battle Damage. If below 50% then only the enemy ship takes Battle Damage. If your ship takes Battle Damage the crew is ready for impact and are not shaken. The DC is simply 7 to repair the damage. While the enemy ship you have to roll for Battle Damage reroll 7s.