Orks already have a third greater chance at ramming than Imperials, someone on here did the math on that.
And as Sig said, their enthusiasm is matched only by their ineptitude. Because they are Orks, that is exactly why they shouldn't get any more bonus to ramming.
Plaxor, I fancy the idea of modeling big klaws on my ships, but I don't think it should exactly be a part of everything with a ram spike.
I think it should function exactly like the tyranid Massive Claws, and help hold a boarded ship in place.
Actually I think klaws and massive claws both should simple read 'ships boarded by vessels with klaws/massive claws will not be able to escape the boarding action unless they roll a 6 on a d6 at the start of their turn' Or something like that. Less damage, more focused on holding it place. Throw in the rules about larger sized ships still moving along while boarded and its good.
RC's math was a bit wrong for that statistic. He didn't account for the fact that Orks will have more commonly LD 6+7 and IN will have more often 7+8 so the value is actually closer to 1/4 better.
And yes, I think that the ram spike and claws rules are too similar, so it's pointless to have both (unless someone wants to do 2 auto damage when heaiding in.) So either the claws should do something else (like tyranid massive claws) or just should be meshed into one option (I.e. Claws, Drills and spikes: the vessel automatically does 1 damage whenever its base moves over another vessel Friend or Foe!)
Nate: I always felt that it was more orky that there was a sacrifice of firepower for bonus speed, as the two ork philosophies, one is really tough with lots of guns, and the other is real fast and sneaky.
@Zelnik, it's because they don't have to make 2 leadership checks. The Orks have a 49% chance on average of passing an LD check (without blast markers or enemies on special orders. However they only have to make one, meaning they will have a 49% chance of being successful on ramming.
IN has about a 64% chance of passing an ld check, but they have to make two to successfully ram (1 for AAF and 1 to ram) meaning that they only succeed 42% of the time.
The only reason that it seems skewed is because Orks are really the only fleet that would choose to ram on a regular basis. Most other fleets have enough firepower that the risk of damaging themselves isn't worth it, as even when crippled they could do enough damage.