Ramming

1.7: Ramming

Heavily damaged or sacrificial vessels can ram another vessel. A ram can be attempted if the target vessel is in the same unit as the ramming vessel at the end of movement. The piloting difficulty of the ramming vessel is the evasion roll of the target vessel. The damage is the hull code, plus one die per unit of velocity, minus any velocity in the same direction the target has. (It's vector subtraction if you really want to get into it, but I'm guessing you can figure out the details for yourself. I suggest rounding to the nearest integer, but suit yourself). Simply put, add hull dice, plus current velocity, and add or subtract half the target's velocity if it's 30 degrees off the incoming vessel's path, 85% of it if it's 60 degrees off the path, 70% if it's 45 degrees off the path, and the full thing if it's along the same path. If they're going in opposite directions, add, same, subtract. Approximate and use your best judgement if you don't really know. If a vessel is ramming another, it should really be a dramatic and/or tragic event not to be marred with excessive worrying if the vectors are 30 degrees off or 35 degrees off.

Both roll damage against each other (it's the same bonus both ways, so just add to each hull roll and make two rolls) and it's usually pretty bad. Ships can get up a really good speed with unlimited acceleration, the hard part is hitting the target. If a starfighter is ramming a capital ship, use whatever scaling rules you prefer. I tested this with the 2nd edition die caps, but it shouldn't matter too much with Revised and Expanded's extra dice.

To Capital Ship Combat?.
To Advanced Targeting Rules.
To BasicStarfighters.