Ramming

Ramming occurs when vehicles (including creatures carrying howdahs) attack each other directly. A ramming attack is resolved during the attacker’s movement phase.

If a vehicle attacks another vehicle, make an opposed driving roll. The following modifiers apply:

· +1 for each size class larger than the opponent;

· +1 for having more wheels or legs than the opponent.

If the defender wins the roll, one of the attacker’s wheels, as determined by the DM, must roll a successful saving throw vs. crushing blow (see
DMG, Table 29). If the roll fails, the wheel breaks and the attacking vehicle flips over. If the attacker wins the roll, one of the defender’s wheels must roll vs. crushing blow as above. If the wheel does not break, the defender still must make a driving check to avoid flipping over.

If a creature attacks a vehicle, the vehicle’s driver rolls an opposed driving check vs. the creature’s effective Strength score. If the creature wins the roll, the vehicle flips over. A creature cannot attack a vehicle in this fashion unless it is at least as large as the vehicle. If the vehicle wins the roll, the creature must veer away from the vehicle.

If a vehicle attacks a creature that is too large to be overrun, use the procedure outlined above. If the vehicle wins the roll, the creature must move one square, just as though it had been overrun (but the attacking vehicle inflicts no damage).

If an attacker tries to ram an unattended vehicle, use the procedures outlined above. The unattended vehicle has a default driving skill of 5.

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