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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[]

  1. Jeff Grubb, Concordance of Arcane Space, 1989, (TSR Inc.), Armaments section, chapter 3: Ships of Wildspace, page 41
  2. Jeff Grubb, Concordance of Arcane Space, 1989, (TSR Inc.), Ramming section, chapter 4: Movement & Combat, pages 64-65
  3. 3.0 3.1 Dale "Slade" Henson, War Captain's Guide, 1992, (TSR Inc.), chapter 7: New Magical Items, pages 84-85
  4. Dale "Slade" Henson, SJR2 Realmspace, 1991, (TSR Inc.), Magical Armaments section, New Magical Items chapter, page 72