Ram¶
Level 2 Trap · Ambusher
Ram
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.
!The creature triggers the ram and is affected as if in its space.
@The ram is deactivated but the creature is slowed (EoT).
#The ram is deactivated and doesn't trigger.
Activate
Effect
The Ram ability.
A pressure plate, switch, or other linked trigger is activated.
Free triggered action
Ram
AreaWeapon
Distance
Special
Targets
Each creature and object in the area
Power Roll+ 2
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.
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.
Source: Draw Steel: Monsters ·
printing 1.01