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HOW RAMMING WORKS
Any vehicle unit (not troopers) can deliberately ram an enemy model during its movement, though if you do so that unit cannot then fire as
it's far too busy ramming. To be able to ram, the unit must be at least 4 steps away from a target, otherwise it cannot build up
enough speed. Your unit must be able to touch the enemy model at the end of the movement in order for the ram to work.
RAMMING FLYERS
Tracked vehicles and walkers cannot ram flyers because they are in the air and out of reach. However, if a flyer
is knocked over because of real shooting then you are able to ram it as normal.
If you ram a flying machine that has been knocked over then it is automatically destroyed without the need to roll but your own unit
still takes D6 damage. If you ram a flyer with another flyer then because they are both in the air both are instantly destroyed!
Once the units are touching you can determine how effective the ram was by working out the unit's ram power. Be warned, if you're unlucky your
unit will come off worse than your opponent's. Roll a dice and add the number to your unit's current armour level, shown by the slider on
the ARMOUR SCALE. If your unit has CLOSE COMBAT WEAPONS on its unit card, shown by
, you add the value (or values) to your result.
PAM POWER = D6 ROLL + ARMOUR + CLOSE COMBAT WEAPONS |
Your opponent does the same for his own unit. Then compare both your results. If you score higher than your opponent you
win the ram, if your opponent has a higher total then he wins and you lose. Look on the table below to see how much damage is caused to yours
and your opponent's units and reduce the armour scales as normal.
Units that have been knocked over by real shooting are always the losers of a ram so you don't have to roll if one of
your units performs a ram against it.
RAM RESULT |
DAMAGE |
| Winner |
D6 |
| Loser |
D6 x 2 (doubled) |
| A draw |
D6 for each vehicle |
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For example:
A Protectorate Werewolf rams an Empire Spider. To calculated the Werewolf's ram power a dice was rolled, resulting in a
4. This is added to the Werewolf's current armour of 16, making 20. On top of this is added the close combat values of the Werewolf's
weapons, which is 4 in total. So, the Werewolf's ram power is 24 (4+16+4). The Spider doesn't have any close combat weapons so its ram
power is worked out just by adding a D6 roll (let's say we rolled a 3) to it's armour (15), getting 18 in total. As the Werewolf has won
the ram, it takes a D6 damage but the Spider, because it lost, takes a D6 x2 damage.
Remember that ramming is part of moving and that you must have enough resource points to move the minimum 4 steps
before you can perform a ram.
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