Ramming
Ramming is a suicidal act of desperation in Jovian Wars. To ram or be rammed is
almost always lethal to both the ships involved in addition to being difficult
to achieve.
Ramming Requirements
- The ramming model to have only 1 Structure/Damage
- The ramming model must be able to move so that the front arc of its base
overlaps with the target model's base.
- The ramming model may not declare any attacks.
- A Capital Ship model may not ram a Squadron Model.
Capital Ship Ramming Capital Ship
- Make a Skill Test with a result of [D+] to ram, otherwise the
ram fails and the ship may not contact the target ship.
- If the ram is successful, Move into base contact with the
target ship, with the ramming ship's front arc touching.
- Each ship model will roll a Normal Attack with
Base Pool equal to its starting structure rating,
Escalating all successful results.
- If both ships' front arcs are in contact, increase the Base Pool by 1d6.
- Flank/Rear bonuses apply if the target ship is being rammed in the
appropriate arcs.
Example: A Valiant with only 1 structure rating remaining decides to ram a
Tengu in the side. The Skill roll is successful. The Valiant rolls 5D6 to
attack the Tengu (Structure:4 + 1D6 for front arc). The Tengu Rolls 3D6
(Structure:3) to damage the Valiant. The Valiant rolls [D, D] which counts as
[T2, T5] severely damaging the Tengu. The Tengu rolls [D2] which counts as a
[T2] result and Cripples the Valiant
Squadron Ramming Capital Ship
- Move the ramming Squadron into base contact with the target ship.
- Resolve a Point Defense Attack from the target ship
on the ramming Squadron.
- If the ramming Squadron survives, make a Skill Test a
Base Pool of Skill+1d6. A result of [D+] is required to
ram, otherwise the ram fails and the Squadron is destroyed.
- If the ram is successful, destroy the ramming Squadron and resolve a
Normal Attack with a Base Pool of
Xd6 +/-Xd6 Flex Dice where X is half the starting
Damage of the ramming Squadron.
Example: A Pathfinder (Damage:6, Skill:2) with 1 damage remaining survives
the point defense and succeeds a 3D6 skill test to ram a Capital ship. The
Pathfinder is destroyed. The active player rolls 3d6 +/-3d6 to damage the
target model.
Squadron Ramming Squadron
- Move the ramming Squadron into base contact with the target Squadron.
- Resolve a Point Defense Attack from the target Squadron
on the ramming Squadron.
- If the ramming Squadron survives, make a Skill Test a
Base Pool of Skill. A result of [D+] is required to
ram, otherwise the ram fails and the Squadron is destroyed.
- If the ram is successful, destroy the ramming Squadron and resolve a
Normal Attack with a Base Pool of
Xd6 and a Macro Pool of Xd6 Macro Pool where X is half
the starting Damage of the ramming Squadron.
Example: A Pathfinder (Damage:6, Skill:2) with 1 damage remaining declares a
ram targeting an enemy Wyvern. The Wyvern fails it’s point defense roll so the
Pathfinder may roll skill to ram. The Pathfinder succeeds the 2D6 skill test
and rams the Wyvern. The Pathfinder is destroyed in the process. The active
player rolls 3d6 with an additional 3d6 macro dice to damage the target Wyvern.