Ram (Level 2 Trap Ambusher)¶
A heavy wooden ram drops down or swings into the fray, crushing all in its path.
- EV: 3
- Stamina: 3 per square
- Size: Any area; the area can't be moved through
- Typical Space: 1 x 3-square area or a 2 x 2-square area
- Direction: One side of the ram is defined as the front.
🌀 Deactivate
As a maneuver, a creature adjacent to a ram can make an Agility test.
- ≤11: The creature triggers the ram and is affected as if in its space.
- 12-16: The ram is deactivated but the creature is slowed (EoT).
- 17+: The ram is deactivated and doesn't trigger.
❕ Activate
A pressure plate, switch, or other linked trigger is activated.
Effect: The Ram ability.
❗️ Ram
Area, Weapon Free triggered action 📏 Special 🎯 Each creature and object in the area Trigger: A pressure plate, switch, or other linked trigger is activated.
Special: The area of this ability is the path the ram moves through from its starting position.
Power Roll + 2:
- ≤11: 3 damage; slide 1, ignoring stability
- 12-16: 6 damage; push 3
- 17+: 9 damage; push 5
Effect: A target slid by the ram ends up on one side of it or the other (choose randomly). The ram must be manually reset.
⭐️ Upgrades
Stone (+1 EV) The ram is made of stone, has 6 Stamina per square, and deals an extra 1d3 damage.
Metal (+2 EV) The ram is made of metal, has 9 Stamina per square, and deals an extra 1d6 damage.
Repeating (+1 EV) The ram automatically resets at the start of each round.
Rapid Repeating (+3 EV) The ram automatically resets at the start of each turn.
Multiple Rams (+3 EV per additional ram) Multiple rams can be used to represent a larger mechanism, such as a stack of tumbling logs.
⭐️ Hidden
The ram is hidden until triggered or detected.