Abub July 23, 2014 - 7:35am | Granted... it is a suicide move but 1d10 per hull point is nasty. I was considering a mission for my Space Fleet crew to be on an Assualt Scout where they happen on a Sathar Assault Scout that is basically hunting a freighter crew they have disabled on some planet. Seeing that Sathar sometime ram I was thinking I'd have the Sathar ship be out of rockets and maybe have no working laser so that they would be easy picking for the PCs except the Sathar would attempt a ram on the PC's assault scount... 3d10 hull points would just crush them and end up in a potential TPK... yikes. I could say the MR is also damaged... maybe give them there lasers so the ramming attempt is lower in chance to hit (provided the PC's let them get in the same hex) but that would be a nice way to jump my players into SF... with a TPK ----------------------------------------------- |
TerlObar July 23, 2014 - 3:09pm | Yeah, ramming can be nasty, especially against smaller ships with few hull points. It doesn't have to be a TPK, however. The ship doesn't instantly disintegrate and there is time to try and escape. Granted, that Assault Scouts don't have much in the way of emergency equipment but they could still escape the ship. They would just need someone to pick them up which may not work in your game but might work in another scenario. Ad Astra Per Ardua! My blog - Expanding Frontier Webmaster - The Star Frontiers Network & this site Founding Editor - The Frontier Explorer Magazine Managing Editor - The Star Frontiersman Magazine |
jedion357 July 23, 2014 - 5:15pm | Captain orders everyone to the bottom deck which is the location of a hatch and furthest from point of impact on the assault scout. Gives some crew the option to jump ship with a rocket pack. Naturally the pilot must ride it down for the ramming and to make last minute adjustments. I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers! |
Putraack July 23, 2014 - 8:03pm | Captain orders everyone to the bottom deck which is the location of a hatch and furthest from point of impact on the assault scout. Gives some crew the option to jump ship with a rocket pack. Naturally the pilot must ride it down for the ramming and to make last minute adjustments. I did just this when my party's AS broke up from excessive maneuvering with a damaged hull. It was tense for about 3? rounds, as they ran for the exit, swimming the turbolift in zero-g! Definitely a bad day for the Clarion Space Marines, though. |