Rules v1.2.3

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 rating remaining
  • 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

  1. Pass a Skill Test with a result of [D+] to ram, otherwise the ram fails and the ship may not contact the target ship.
  2. Check to see if a legal Movement into base contact with the target ship with the ramming ship's front arc touching is possible, otherwise the ram fails.
  3. Each ship model will make an Unopposed Roll with Base Pool equal to its starting Structure rating. Escalate 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.
  4. Resolve Damage from the rolls as normal.

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 side arc). The Tengu Rolls 3d6 (Structure:3) to damage the Valiant. The Valiant rolls [D2, D5] 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

  1. Perform a Movement of ramming Squadron into base contact with the target ship.
  2. Resolve a Point Defense attack from the target ship on the ramming Squadron.
  3. If the ramming Squadron survives, make a Skill Test with a Base Pool of Skill+1d6. A result of [D+] is required to ram, otherwise the ram fails and the Squadron is Destroyed.
  4. If the ram is successful, destroy the ramming Squadron and resolve a Unopposed Roll with a Base Pool of Xd6 +/-Xd6 Flex Dice where X is half the starting Structure of the ramming Squadron.
  5. Resolve Damage from the roll as normal.

Example: A Pathfinder (Structure:6, Skill:2) with 1 Structure 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

  1. Perform a Movement of ramming Squadron into base contact with the target Squadron.
  2. Resolve a Point Defense attack from the target Squadron on the ramming Squadron.
  3. If the ramming Squadron survives, make a Skill Test. A result of [D+] is required to ram, otherwise the ram fails and the Squadron is destroyed.
  4. If the ram is successful, destroy the ramming Squadron and resolve a Unopposed Roll with a Base Pool of Xd6 +/-Xd6 Flex Dice where X is half the starting Structure of the ramming Squadron.
  5. Resolve Damage from the roll as normal.

Example: A Pathfinder (Structure: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 flex dice to damage the target Wyvern.