ACTA:SF Ramming?

krashreed said:
scoutdad said:
And as stated earlier, all SFU combat is assumed to take place at warp speed and the warp bubbles will "slide" past each other if they come in contact thus preventing a ram.

So they can't ram because of travelling at warp speed, but they can transwarp beam marines to another ship moving at warp? :shock:

Well. Was it specifically stated as impossible in TOS?

(albeit not applicable here due to licence restrictions but in the reboot that's precisely what they did...)
 
In case anyone wants to try out the rules in their own games:

The B5 Rules were:

Give Me Ramming Speed!
Crew Quality Check: 9
Effect: A Crew Quality check must be made – it takes tremendous strength of will to not only make the ultimate sacrifice but to also convince your crew to do the same. When performing a Give Me Ramming Speed! Special Action, a Crippled ship does not have to pass the Crew Quality check.
The ship may add 50% to its current Speed but can only turn once, if it contacts an enemy ship, you may try to ram it. Only one enemy ship can be targeted in this way. Both ships must make an opposed Crew Quality check. Ships with the Lumbering trait suffer a –1 penalty to this roll while ships with the Agile
trait gain a +1 bonus. Super-Manoeuvrable ships gain a +2 bonus to this Crew Quality check if they are the target. Adrift or Immobile ships are hit automatcially.
If the enemy ship passes, it avoids being rammed and your ship must continue its move, to its full extent. If the you succeed or draw, your ship has successfully made a ram. If you ram the enemy, both ships suffer an attack using as many Attack Dice as half the opposing ship’s starting Damage points, with the Super AP and Triple Damage traits (*). Dodge, Interceptors and Stealth traits do not
apply to ramming attacks. All other traits do apply as normal.

(*) In ACTA SF I suggest swap this for the accurate +2 and Multi-Hit D6.

:)
 
tneva82 said:
Well. Was it specifically stated as impossible in TOS?

(albeit not applicable here due to licence restrictions but in the reboot that's precisely what they did...)

The short answer yes it was possible in TOS...

You can view the details of the episode "The Doomsday Machine" here in which Kirk steered a Federation vessel on a suicide run.
 
krashreed said:
tneva82 said:
Well. Was it specifically stated as impossible in TOS?

(albeit not applicable here due to licence restrictions but in the reboot that's precisely what they did...)

The short answer yes it was possible in TOS...

You can view the details of the episode "The Doomsday Machine" here in which Kirk steered a Federation vessel on a suicide run.

Umm not quite. Said vessel was indeed flown into the open maw of the Planets Killer but it never rammed they detonated its Warp Core inside a monster bigger than a Star Base. The Constellation was turned into a huge unmanned suicide shuttle.
 
The setting is the setting. Just because certain TV shows or Movies break and remake their on science a time or 6 doesn't mean that the Star Fleet Universe can or even should.

Anything traveling at a half a inch or less is moving at less than light speed. The thing that is colliding here is scale. A earth like planet in SFB is at most 2 units wide where in ACTA that same planet could be pushing 7 units wide.

Someone earlier was questioning hit and run raids at warp speed. A transporter is really no different than any other energy beam. Once the shields go down why would you not beavle to do it? And as a energy beam it is doubtful that the "warp" bubble would stop it any more than it stops those real time images on the main viiewer.
 
Da Boss said:
As I mentioned B5 vs NA ramming is very different - in the former - its actually quite difficult to pull off - you need to make a CQ dependant Special Action to convince your crew before you can even attempt the actual ram which is a second opposed CQ check. Its normally crippled ships trying to do something before they die..........
.

Try telling the many victims of Vree saucer rams that it is difficult to do. One of the worst B5:ACTA moves ever removing the crippled requirement from the ramming rules.

Please, no rams.
 
krashreed said:
tneva82 said:
Well. Was it specifically stated as impossible in TOS?

(albeit not applicable here due to licence restrictions but in the reboot that's precisely what they did...)

The short answer yes it was possible in TOS...

You can view the details of the episode "The Doomsday Machine" here in which Kirk steered a Federation vessel on a suicide run.

Sorry, meant in reference to "but they can transwarp beam marines to another ship moving at warp?" line.

Was the transwarp beam marines to another ship moving at warp specifically stated as "not possible" in TOS? In the reboot it's clearly not since that's what they did but of course license wise that's no good.

But if TOS didn't specifically say it can't be done then no reason it can't be done.
 
Rambler said:
Anything traveling at a half a inch or less is moving at less than light speed. The thing that is colliding here is scale. A earth like planet in SFB is at most 2 units wide where in ACTA that same planet could be pushing 7 units wide.

That assumes model scales have something to do with terrain etc scales or measurements. Haven't seen yet space ship rule system that would claim everything is scaled. If it would generally planets would require more space than players have in their gaming tables :)
 
shiba-tenchi said:
Da Boss said:
As I mentioned B5 vs NA ramming is very different - in the former - its actually quite difficult to pull off - you need to make a CQ dependant Special Action to convince your crew before you can even attempt the actual ram which is a second opposed CQ check. Its normally crippled ships trying to do something before they die..........
.

Try telling the many victims of Vree saucer rams that it is difficult to do. One of the worst B5:ACTA moves ever removing the crippled requirement from the ramming rules.

Please, no rams.
Not had or seen any rams by Vree saucers as yet - Drazi, Dilgar and a few others but not Vree as yet. I get that the +1 bonus to CQ checks is useful in this situation but its not something that seemed to happen in any of the games I played or watched at tournaments or in causual play......
 
+1 to CQ and the ability to zip in any direction makes Vree a scary ram fest. Very common around here if a Vree saucer gets the random "turn off all your weapons" crit for it to go on a ram raid. Any time you end up too close after crippling or otherwise seriously mangling a saucer we expect to wear it too.

:(
 
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