10-01-2013, 03:23 PM | #1 |
Join Date: Jan 2005
Location: Neverland
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Disabling a car's engine
Hi guys, recently we came to a situation where an engine block ("vital" hit location) from a standard sedan (ST 46, DR 5) was shot by a 5d+3 small piercing attack for 22 damage.
I have two questions, the first one is: what should be the DR of the engine? 25-35 as suggested on Tactical Shooting? In this case we will have engine blocks that are impervious to 7.62 shots, and I've saw more than one engine block being wrecked by 12 gauge slugs (5d huge piercing). We used double the normal car's DR, or DR 12, which left us with 10 points of damage, AND the next question. A piercing shot to the "vitals" of a car deals triple damage, no big deal, but triple damage based on what? The normal 10 points that gone through the DR or we must first reduce it because the car has injury tolerance: unliving, lowering it to 10/5 (small piercing) = 2 before tripling it to 6? Thanks and sorry for the messy writing |
10-01-2013, 03:31 PM | #2 | ||
Join Date: Jul 2008
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Re: Disabling a car's engine
Quote:
The DR in Tactical Shooting is the cover DR from hiding behind the engine block, not either the DR of the engine block or the DR of the engine-block-as-car-vitals. Quote:
So your 22 pi- damage should have done 48 HP injury to the car.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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10-01-2013, 03:35 PM | #3 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Disabling a car's engine
The engine block isn't a good candidate for 'vitals' because it is, in fact, one of toughest parts of the engine; try components that aren't big blocks of solid metal, such as fuel, electrical, steering, lubrication, etc. I suspect tactical shooting was more interested in cover value than what wrecks the engine, though.
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10-01-2013, 03:42 PM | #4 |
Join Date: Dec 2006
Location: Houston
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Re: Disabling a car's engine
The block may not be, but the systems that DO connect directly to the engine (Lubrication, cooling, Ignition, Fuel) etc have interface points close enough that Im willing to hear arguments.
Nymdok |
10-01-2013, 03:44 PM | #5 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Disabling a car's engine
Quote:
I'd just deduct Vehicle DR and then apply the x3 wounding modifier from B555. That seems to override the reduced damage from Unliving. That gives you 17x3 = 51 damage, enough to put the car on negative hit points. If you want to shoot out car engines with some certainty, a more powerful gun has advantages. |
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10-01-2013, 04:09 PM | #6 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Disabling a car's engine
Cars are unliving, that'll reduce damage by a fair amount.
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10-01-2013, 04:22 PM | #7 |
Join Date: Jul 2008
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Re: Disabling a car's engine
Not to the Vitals. Unliving changes the general wounding modifiers for piercing damage types but it has no effect on the hit location rules.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
10-01-2013, 09:21 PM | #8 |
Join Date: Dec 2006
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Re: Disabling a car's engine
I would increase DR of the true engine block as a target however. Much like how the skull is a great target, but has +2 DR over other parts of the body. In fact I might be tempted to do something like follows:
Engine block DR 3x car DR Vital wounding modifier *3, *3 (9x total) It is hard to damage an engine block, but basically any damage to one results in a non-functional car, possibly with a catastropic breakdown (tossed piston, small explosion, shattered driveshaft) |
10-01-2013, 11:13 PM | #9 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Disabling a car's engine
Wait, so with only -3 I can negate a 40 point advantage AND get triple damage?
__________________
I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
10-02-2013, 03:39 AM | #10 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Disabling a car's engine
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Tags |
firearms, high tech, vehicles, vitals |
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