Ramming ships with "Lethal blows"

By D Money, in Star Wars: Age of Rebellion RPG

When a ship rams another ship, both ships "suffer" critical injuries(Age CRB page 265 top right sidebar). My question is would the pilot of the ship that initialed the collision add their ranks in lethal blows to the critical roll of the ship they just rammed? I'm thinking that since the pilot has to make a piloting check to ram the other ship(in Stay on Target page 65 sidebar top left) they might even be able to consider the ship they are using to ram the other as a "improvised weapon" and spend advantages to add to the rammed ship's critical roll that way too. What do you guys think. Too much? This could make the ramming attachment in Stay on Target a lot more lethal.

I don't think that Lethal Blows applies to vehicular targets.

Vehicles suffer Critical Hits, creatures suffer Critical Injuries. Lethal Blow only applies to Critical Injuries*

*User results may vary. Please consult your GM before using this ruling.

Edited by InSilence

Vehicles suffer Critical Hits, creatures suffer Critical Injuries. Lethal Blow only applies to Critical Injuries*

*User results may vary. Please consult your GM before using this ruling.

Aha.... I never noticed that distinction before. Thank you. My gunner player is gonna be a little bummed now that I know that though.

I guess if my players want to be able to add to the rammed ship's critical roll I'll let em do it with advantages or triumphs from their piloting check they make to ram the ship.

How often does this come up? I can't say that any of my players have rammed another vehicle dead on yet. Then again, the ramming prow just came out in a book so maybe this is important.

@FangGrip

It hasn't come up during a game yet....Yeah It came up when one of my players was drooling over the Ram-Attachment in Stay on Target.

The problem is that ships still cost a bunch to repair...im not sure I would try it even with the ram attachment unless I REALLY needed to.

I have a player that thinks crazy antics like using his starship as a battering ram are a virtue. He's not wrong per se, especially when he managed to knock out the engines of a CloakShape with a YT-2400 via ventral-to-ventral collision (He succeeded with three Triumph on an Opposed Piloting check. I couldn't say no).

The costs to repair ships is actually really low compared to the sticker price. Fixing 20 HTT is often less than 10% of a ships cost.

Call me crazy, but the ramming rules seem a bit too gentle on both vehicles, the way I read them.

I GM'ed a game last weekend and a player suggested, as a last ditch attempt at destroying a Krayt gunship that was boarding a station they were on, that the PCs ram their ARC-170 into it at full speed. The player pointedly referred to the movies, expecting both ships to explode. Not wanting to debate the massive investment (well above 70K creds for a single attack...), I looked up the ramming side box, and thus both ships were called to make Major Collision rolls on the critical hit table (minus 5 x Shield, as written). Looking back, the minor crits that both ships suffered made very little sense for us all. I mean, I get it that it shouldn't an automatic "WIN" button, but having both ships suffer so little from an actual space collision seemed underwhelming... when you look at an actual ARC-170, it has quite a flimsy build... going full speed on an immobile target (due to boarding) should have an impact, right? Also, ship Armor and Hull look like they should be taken into account, to represent the, y'know, hull damage?

Am I crazy? :ph34r:

Edited by BarbeChenue

Did you do 10xSilhouette for damage? What about 10x(Silhouette+Speed) for damage?