Hull=hits?

Jak Nazryth

Mongoose
On page 134 under DAMAGING VEHICLES, the second paragraph states "The remaining damage is the total that is removed from the vehicle's Hits."
I can't find a definitive statement in writing within the rules, but I'm guessing that on a vehicle "Hits" = "hull"? The simple addition of a couple of extra words or a short sentence should make it clear enough. :wink:

On the critical hit table, the only way to hit a driver while spraying him with bullets from a motorcycle, is to do enough damage to punch through the armor, then randomly roll a 9. If there are more than one person, my guess is you would get to randomly roll to see who you hit? Is there a way you can target a person that you can see in a vehicle through a car door window or windshield?

Even though it doesn't state it, My guess is that passengers wearing armor get to reduce the damage from a critical passenger hit?
 
Jak Nazryth said:
On the critical hit table, the only way to hit a driver while spraying him with bullets from a motorcycle, is to do enough damage to punch through the armor, then randomly roll a 9. If there are more than one person, my guess is you would get to randomly roll to see who you hit? Is there a way you can target a person that you can see in a vehicle through a car door window or windshield?

We can do rules for that - but do we really want that level of detail? Opinions wanted!
 
I DO NOT want to turn Mongoose into GURPS ( in the aspect that you can always aim at specific areas... head, arm, neck, engine, tires, turret, etc... in the GURPS game mechanics)
For vehicles, I think there could be a simple guide for aiming at specific targets IF you are within the short range of a weapons range band... (including the reduction of a band while using a scope). Since vehicles are large, and within easy visual range (unlike star ship combat which range bands cover thousands of kilometers, I think there may be a way to say... "Bob... shoot out the tires..." or "Mack, take out the driver with your sniper rifle when I light my cigar..."
That kind of thing.
You could merge some elements into the difficulty to hit and additional armor with your chart on partial cover etc... If you can see and target a specific person (or engine area) and hit... then you still do damage normally, or if you miss by the amount of partial cover given by a car window, or gun port, or what every, then you need to punch through the armor first before applying the remainder to your target.

Again, maybe not a hard rule, but a perhaps a few examples as a guide to give GM's some flexibility.
 
Let me restate my idea a little bit.
Since vehicles are large enough to be able to give "partial cover" to occupants or components inside, then you can use the partial cover chart as a guide.
In the movie "Blackhawk Down" a sniper targeted and took out a car engine.
Depending on the situation (like shooting at a moving target) then the GM can give a bane dice as well.

If a player wanted to say "I want to take out the engine"
The GM could give a partial cover modifier. If the player misses (only because of the modifier) the player STILL hits the vehicle, but rolls randomly to see what component he hits. If the player successfully roles to hit after the modifier, then any hits that get through the armor are applied to that specific component.

This could be under "Optional Rule" for GM's that just want to keep things simple.
 
As a Referee, if you wanted to target a particular person in a vehicle, I would up the Task Difficulty by 1 (DM-2 in other words). That MIGHT mean you don't get through the armour, but thems the trade-offs. Despite what Hollywood shows, it really isn't easy to hit a particular target from a moving vehicle when they are in another moving vehicle.

I say leave that for the Referee to decide. YMMV
 
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