I've been reading through and nobody else has mentioned this yet, but it bears repeating:
Remember that Huge ships move AFTER all the small and large base ships have moved. So no matter what (unless you've been ionized) you have an opportunity to get out of its way. if you get run over by a Transport, well it's your own dang fault for getting too close to it. Just avoid the area directly in front of it (A Gozanti wth Chiraneau and Engine Boosters can move 6-straight in 1 turn, a little more than range 2) and immediately to its sides (watch out for their butts swinging around) and you'll be just fine.
Actually I do remember. But in my example I was talking about a GR-75 that got behind another Huge ship and kept ramming.
Can you imaging running a GR-75 full speed into an Imperial Raider and taking no additional damage on the GR-75 even from weapons fire?
I agree with Heychadwick, at least pass the critical to the next section for a possibility of damage.
No, because it's not possible to cripple a GR-75. It only has one ship card.
You do actually know the rules you're complaining so ardently about, right?
A corvette and raider are two card epics, so if the fore section is destroyed and it collides with something using it's nose as a battering ram... this is what Heychadwick was commenting about on his podcast. By the rules, no further damage to an already crippled section. I think this was meant as an abstraction to say it's already wrecked and non-functional... though perhaps in a scenario where a collision happens, maybe a crit should have been passed to the aft.
Whatever advantage not being able to take damage from the front gives is far offset by the fact that their likely 100+ point investment just lost almost all of its combat capability.
Losing the fore section of either corvette is a huge loss: it's not something you'd ever do deliberately.
Edited by Blue Five