A Piercing Ram is a type of ram mounted on various spelljamming ships in the Spelljammer campaign setting.[1]
Description[]
A piercing ram consists of a long, sharp prow designed to puncture an enemy ship's hull and hopefully disabling the ship. Successfully ramming an enemy ship with a piercing ram has a chance of locking the two ships together, causing both ships to come to a stop. The ship's cannot separate unless either helmsman successfully dislodges their ship.
A piercing ram inflicts 1 hull point of damage for every 10 tons of the ship making the ramming attack, multiplied by the number of hexes (500 yards) travelled in a straight line, up to the ship's maximum SR. The opposing ship automatically suffers the Ship Shaken and Hull Holed critical hits.[2]
Magical Piercing Rams[]
As with standard weapons, a piercing ram may be enchanted with an enhancement bonus, ranging from +1 to +3, affecting both accuracy and damage.[3]
Below is a list of enchanted piercing rams and their relative costs.
Piercing Ram[4][3] | +1 | +2 | +3 |
---|---|---|---|
1,000 gp per ton | 2,000 gp per ton | 4,000 gp per ton |
See Also[]
Appendix[]
References[]
- ↑ Jeff Grubb, Concordance of Arcane Space, 1989, (TSR Inc.), Armaments section, chapter 3: Ships of Wildspace, page 41
- ↑ Jeff Grubb, Concordance of Arcane Space, 1989, (TSR Inc.), Ramming section, chapter 4: Movement & Combat, pages 64-65
- ↑ 3.0 3.1 Dale "Slade" Henson, War Captain's Guide, 1992, (TSR Inc.), chapter 7: New Magical Items, pages 84-85
- ↑ Dale "Slade" Henson, SJR2 Realmspace, 1991, (TSR Inc.), Magical Armaments section, New Magical Items chapter, page 72