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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.