作者 主题: 【6E】战斗选项,屏障,喽啰团队,坠落伤害 p. 110-114  (阅读 10907 次)

副标题: 翻译:莫莉;校对:marfish

离线 马非鱼

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战斗选项 COMBAT OPTIONS

极限动作(第47页)提供了一些可以在战斗中使用的额外选项,但这里还有一些选项不需要耗费任何极限。
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Edge Actions (p. 47) provide some additional options to use in combat, but here are a few more that don’t require any expenditure of Edge.
副手攻击 OFF-HAND ATTACKS

每位暗影狂奔者都有用于攻击的惯用手(除非拥有双巧手特质,第70页),但有时候那只手无法使用。你的惯用手也许是受伤了,也许被铐起来,也许正拿着非常重要的东西,所以你必须用副手使用武器进行攻击。 在用副手攻击时,你既不能获得也不能使用极限。 如果你用双手攻击,你主手的攻击仍然可以获得与消耗极限; 对于其他规则,请参阅下面的“多次攻击”。Every shadowrunner has a preferred hand to
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use in attacks (except those with the Ambidextrous quality, p. 70), but sometimes that hand isn’t available. Maybe your preferred hand is damaged, or cuffed, or holding something really important, so you have to attack with a weapon in your off-hand. When attacking with your offhand, you can neither gain nor use Edge. If you’re attacking with two hands, the attack from your primary hand can still gain and spend Edge; for other rules, see Multiple Attacks below.
击倒KNOCKDOWN

有时候你确实想要将对手打到屁股着地——有时你只是无意中就那么做了。当角色受到了伤害,如果在伤害抵抗检定后,要承受的伤害依然大于他们的体质等级,那么他们就会被击倒并且获得倒地状态。如果想要移除倒地状态的效果,他们需要使用站立动作。
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Sometimes you want to knock an opponent on their hoop—and sometimes you do that without meaning to. Whenever a character is damaged, if the amount of damage left after their Damage Resistance test is greater than their Body rank, then they are knocked down and gain the Prone status. They’ll have to use a Stand Up action if they want to remove the effects of the Prone status.
擒抱GRAPPLE

物理攻击可以涉及到试着把对手撂倒在地,或者试着去压制他们,使他们无法移动。如果你想擒抱一个对手,将你想做的告知你的GM,然后进行检定,徒手的近身格斗+敏捷。取代于把净成功计入伤害,攻击者骰力量+净成功 vs. 对手的力量。如果攻击者在这个检定成功了,他就抓住并压制住了对手。对手唯一能做的物理动作就是挣脱擒抱,不过施法者和超链者依然可以使用他们响应的魔法或共鸣能力。所有的攻击者,包括擒抱者,自动从被压制的防御者身上获得极限,而且防御者在防御检定上承受-4骰池罚值。不过,要注意的是,任何对被压制者失手的攻击都可能打到擒抱者身上。让擒抱者对同一个攻击检定进行防御检定,就像他是预期的目标一样。
这里是一些擒抱成功后可以采用的行动。他们全都是主要行动。
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引用
A physical attack can involve trying to bring an opponent to the ground, or trying to hold on to them so they can’t move. If you want to grapple with an opponent, inform your gamemaster what you’re doing, then make an unarmed Close Combat + Agility test. Instead of making the net hits into damage, the attacker rolls Strength + net hits vs. opponent’s Strength. If they succeed in this test, they have wrapped up and restrained the opponent. The only physical actions the opponent can take are attempts to break out of the grapple, though spellcasters and technomancers can use their Magic and Resonance abilities, respectively. All attackers, including the grappler, automatically gains Edge on a restrained defender, and the defender also experiences a –4 dice pool penalty on their Defense test. Note, however, that any missed attack on the restrained individual may hit the grappler instead. Have the grappler make a Defense test against the same attack roll, as if they were the intended target.
Here are some of the actions that can happen after the grapple is engaged. All of them are Major Actions.
攻击者ATTACKER
压制(Restrain):攻击者可能只是选择继续控制防御者。使用攻击者的徒手攻击等级,并骰近身近战+力量 vs.近身格斗+力量。防御者有-4骰池罚值。
伤害对手(Damage the opponent):进行对抗检定,攻击者的近身格斗+力量vs. 防御者的力量+反应。使用攻击者徒手的攻击等级,并且防御者受到被压制的-4骰池罚值。如果攻击成功,攻击者会造成徒手战斗伤害(力量/ 2,向上取整)加上净成功。
摔倒对手(Tackle the opponent):攻击者可能决定将对手摔倒。这是一个对抗检定,近身格斗+力量vs. 体质+力量。攻击者使用他们的徒手格斗等级,并且防御者不会受到被压制所带来的骰池罚值。如果攻击成功,那么防御者就被击倒了,变成倒地状态,并承受{攻击者的体质+净成功}点晕眩伤害,用体质抵抗。
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Restrain: The attacker may simply opt to keep holding the defender. Use the attacker’s unarmed Attack Rating, and roll Close Combat + Strength vs. Close Combat + Strength. The –4 dice pool penalty applies to the defender.
Damage the opponent: The attacker may attempt to inflict damage on the defender with a Close Combat + Strength vs. Strength + Reaction. The attacker’s unarmed Attack Rating is used, and the defender suffers the –4 dice pool penalty for being restrained. If the attack is successful, the attacker does their unarmed combat damage (Strength/2, rounded up) plus net hits.
Tackle the opponent: The attacker may decide to bring the opponent to the ground. This is a Close Combat + Strength vs. Body + Strength test. The attacker uses their unarmed Attack Rating, and the defender does not suffer the dice pool penalty for being restrained. If the attack succeeds, the defender is brought to the ground, becoming Prone, and suffers Stun damage equal to their attacker’s Body + net hits, resisted by Body
防御者DEFENDER
挣脱(Break Free):在这个动作中,防守者试图挣脱擒抱。这是一次近身战斗+力量检定,使用他们徒手的攻击等级,并且它不承受被压制带来的-4骰池罚值。如果在检定中取得成功,他们不会造成任何伤害,但会被从擒抱中释放。
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Break free: In this action, the defender tries to break out of the grapple. This is a Close Combat + Strength test, using their unarmed Attack Rating, and it does not experience the –4 dice pool penalty for being restrained. If they succeed in the test, they do not do any damage, but they are free of the grapple.
多重攻击MULTIPLE ATTACKS

有时候你可能就是想要一次打出多重攻击,无论是向多个人射击一串子弹,向劫掠队伍投掷手里剑,还是每只手都用来挥剑。这可以攻击多个目标,也可以尝试针对同一目标攻击两次。无论怎样,要进行多次攻击,得把攻击骰池按照攻击次数尽可能地均匀分配,然后进行骰点。如果你正在进行两种不同类型的攻击(如,一只手里拿枪,另一只手拿匕首)将每种攻击的正常骰池分成两份,向下取整。防御者将正常防御;如果针对单个目标进行多次攻击,那么他们只需要进行一次检定,并将其成功数与攻击者的所有检定进行比较以决定攻击是否命中。
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Whether it’s shooting a bunch of bullets at multiple people, throwing shuriken at a marauding group, or using a sword in each hand, there may be times you want to deliver multiple attacks at once. This can be against multiple targets, or you could attempt two attacks against the same target. Whatever the case, to make multiple attacks, divide your attacking dice pool by the number of attacks made as evenly as possible, then make the rolls. If you are making two different kinds of attack (like, say, a gun in one hand, a knife in the other) divide each of your normal dice pools by two, rounded down. Defenders will defend as normal; if the multiple attacks are made against a single target, they only have to roll once, and their hits will be compared to all of the attacker’s rolls to determine success.

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Re: 【6e】战斗选项 p. 110-120
« 回帖 #1 于: 2020-01-31, 周五 17:55:17 »
屏障 BARRIERS

让来袭的攻击和你水嫩的躯体间有道墙或者其他一些障碍物是一个绝佳的点子。屏障有两个主要效果:通过提供遮蔽和结构,分别让攻击更难打中你和更难伤害你。此外,全部屏障都会用它们的结构等级来决定穿洞的难度,无论是用来射穿,还是用来制造一个能翻越的大洞。
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Getting a wall or some other obstruction between an incoming attack and your squishy person is a great idea. The barrier has two primary effects: making it harder to hit you and making it harder to hurt you, by providing Cover and Structure, respectively. All Barriers also use their Structure rating to determine the difficulty of making larger holes, either to shoot through or move through.
要伤害你,他们首先要打中你。命中目标的一个关键因素是尺寸。都说“巨魔那么宽都打不中(Can’t hit the broad side of a troll)”是有原因的。(校注:那句俚语的梗源自于can't hit the broad side of a barn,指一个人枪法很烂)当目标被部分遮蔽时,因为看不见其他在屏障后面的部分,你能瞄准的区域也更小。获得屏障优势的唯一方法是使用“寻找遮蔽”次要行动。当现场具有某种形式的掩体并且你也进行了动作,你将根据你的体型,掩护和选择的姿势获得“掩蔽”状态效果。“掩蔽”等级取决于你能把多少身体藏在掩体后面,同时仍然可以发动有效的攻击并在需要时躲到掩体后。
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In order to hurt you, someone’s got to hit you. A key factor in hitting any target is the size. “Can’t hit the broad side of a troll” is a saying for a reason. When a target is partially covered, you have a smaller area to hit as part of them is unseen behind the Cover. The only way to gain the advantage of Cover is to use the Take Cover Minor Action. By having some form of cover available and taking the Action, you gain the Cover Status effect based on the size of you, the cover, and your choice of posture. The Cover rating is based on how much of your body you can put behind the cover while still effectively returning attacks and ducking back in if you need to.
“寻找遮蔽”假定你正在计划或希望反击。如果您只是躲在那儿,规则会有所不同。每当您全身藏在物体后面并被击中时,都能从材料的结构等级中受益。从玻璃板到钢筋混凝土,任何东西都可以帮你挡一下攻击。从未调整的伤害中减去结构等级的一半(向上取整)。剩余的从攻击检定中获得附加的成功,并进行伤害抵抗检定。
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Take Cover assumes you are planning or desiring to return fire. If you’re just hiding back there, the rules are a little different. Any time you’re completely behind an object and you get hit, you gain the benefits of the Structure rating of the material. This can be anything from a pane of glass to a ferrocrete reinforced bunker taking the punch out of incoming attacks for you. Subtract half the Structure rating (rounded up) from the incoming unmodified damage. Anything left over gets the extra hits from the Attack Test and needs to be resisted.
突破 BREAKING THROUGH

要在屏障上开一个更大的洞,你需要用DV超过或等于屏障结构等级一半的武器进行一次或一系列攻击动作。 炸药,全自动枪械以及某些近战武器(锤子,斧头,镐等)在这件事情上更具有优势。
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To break a larger hole in a barrier, you need to use an Attack Action or series of Attack Actions with a weapon that has a Damage Value that meets or exceeds one half the Structure rating. Explosives get an advantage on this, as does full-auto gunfire, as well as certain melee weapons (hammer, axe, pick, etc.). 
对于常规枪支和非专用的近战武器,将DV与结构等级进行比较。只要基础DV至少是结构等级的一半,武器就会在结构中创造一个直径为1厘米的洞。 如果基础DV大于结构等级的一半或等于结构等级,则该洞的直径为2厘米。 如果DV大于结构等级,且DV每大于结构等级一点,洞直径都会增加一厘米。 在SS模式下射击武器可以在每次攻击中造成一个洞。  SA武器的每个攻击动作可创造2个洞。 BF每次攻击只会造成一个洞,但由于是窄点射所以会获得DV提升。 全自动是一种特殊情况,需要另起一段。
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For regular firearms and non-specialized melee weapons, compare the base Damage Value (DV) to the Structure rating. As long as the base DV is at least half the Structure rating, the weapon creates a one-centimeter-diameter hole in the structure. If the base DV is more than half or equal to the Structure rating, the hole is two centimeters in diameter. If the base DV is greater than the Structure rating, the hole’s diameter grows by one centimeter for every point of DV greater than Structure rating. Weapons firing in SS mode can create a single hole per attack. SA weapons can create 2 holes per Attack action. Burst Fire creates one hole per Attack but gains the DV boost from a narrow burst. Full Auto is a special case that needs a new paragraph.
只要武器的DV大于结构等级,每次用全自动武器进行攻击动作的单次攻击就能创造一个10厘米直径的洞。 如果DV介于结构等级的一半和结构等级之间,用攻击行动只能打一个直径为5厘米的洞。 如果不到一半,什么都不会发生,只有很多跳弹。
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Full-auto gunfire can be used to make single attack and create a ten-centimeter-diameter hole with each Attack Action made on the barrier as long as the base Damage Value of the weapon is greater than the Structure rating. If the Damage Value is between half the Structure rating and the full Structure rating, the Attack Action makes a five-centimeter-diameter hole. Less than half and nothing happens but a lot of ricocheting rounds.
专用近战武器,包括斧头,镐和锤子,会有一点优势。 进行力量检定,并使用成功来修改武器的DV,来得到调整后的DV。 如果调整后的DV至少是结构等级的一半,但小于结构等级,则可以产生一个直径为5厘米的洞。 如果它们的调整后的DV等于结构等级,则每个攻击动作上创造一个直径为10厘米的洞。 每大于结构等级一点,洞的直径都会增加一厘米。 DV小于结构等级一半的武器则无法穿透。
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Specialized melee weapons, including axes, picks, and hammers, gain a little boost. Make a Strength Test and use the hits to modify the base DV of the Weapon and create a modified Damage Value. These weapons can make a five-centimeter-diameter hole if the modified Damage Value is at least half the Structure rating but less than the full Structure rating. They can be used to make a ten-centimeter-diameter hole with each Attack Action if their modified Damage Value is equal to the Structure rating. For every point greater than the Structure rating, the hole’s diameter grows by one centimeter. Weapons with a Damage Value of less than half the Structure rating cannot penetrate.
爆炸物被设计用来穿透障碍,但并非所有爆炸物都产而平等。手榴弹,火箭和导弹都使用爆炸产生弹片来伤害柔软的目标,它们的DV反映了这一点。商业炸药被设计用来炸毁东西(如障碍物),并且处理方式不同(第117页)。 对于手榴弹,火箭和导弹,在决定结构损坏时使用它们的近身伤害。 常规炸药则获得全部的爆炸潜能。
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Explosives are designed to blow through barriers, but not all explosives are created equally. Grenades, rockets, and missiles all use an explosion to project shrapnel to damage soft targets and their Damage Values reflect that. Commercial explosives are designed to blow stuff up (like barriers) and are treated differently (p. 117). For Grenades, Rockets, and Missiles, use their Close Range damage when determining Structure damage. Conventional explosives get their full boom potential.
基本原则:像往常一样,将使用的炸药的DV与结构等级进行比较。 如果DV小于结构等级的一半,则爆炸不会穿透。正常的爆炸规则也适用,爆炸半径中没有掩体保护的人仍然会受到伤害。 如果DV在结构等级的一半和结构等级之间,则爆炸会产生一个直径约半米的洞。 如果DV与结构等级相当,则该洞为1平方米,DV超出结构等级的每一点都将使该洞扩大一半。 如果DV是结构等级的两倍,则会破坏10平方米的结构(基本上是一个三米乘三米的洞)。
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For the basics: Compare the Damage Value (DV) of the explosive in use to the Structure rating, as usual. If the DV is less than half of the Structure rating, the blast doesn’t penetrate. Normal explosive rules apply, and folks in the Blast Radius who don’t have cover can still take damage. If the DV is between one-half the Structure rating and the full Structure rating, the explosion creates a hole approximately a half meter in diameter. If the DV matches the Structure rating, the hole is 1 square meter, and for every point of DV that it exceeds the Structure rating, the hole is one-half square meter larger. If the Damage Value doubles the Structure rating, they destroy 10 square meters of the Structure (basically a three meter by three meter hole). 
当任何爆炸摧毁障碍物时,它会形成一团致命的破片云,威胁到建筑以外的区域。爆炸产生的弹片的DV等于炸药的DV减去屏障的结构等级,而炸药的爆炸半径等于调整后的DV / 2。
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When any explosion destroys a barrier, it creates a cloud of deadly shrapnel that threatens an area beyond the structure. The shrapnel from this blast has a DV equal to the explosive’s DV minus the Structure rating of the barrier, with a Blast Radius equal to the modified DV/2.
最后的最后,如果GM认为所制造的洞足够大,大到破坏很大部分的结构完整性,则他可能会瓤整个结构塌陷。这可能意味着门被打破,墙壁坍塌,甚至整栋建筑都因为其支撑结构被拆除而倒塌。
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After all is said and done, if the gamemaster thinks the hole that was made is large enough to compromise the structural integrity of a larger section, they can have the entire structure collapse. This could mean a door shatters, a wall crumbles, or even an entire building comes crashing down because its support structures were demolished.

引用
结构等级 STRUCTURE RATINGS
等级
类型
等级
类型
1
薄纸
11
有金属门芯或者外壳的木门,装甲玻璃
2
薄玻璃
12
砖块,大树
3
叠起来的纸(1cm)
13
凯夫拉墙板
4
玻璃(1cm)
14
塑制板
5
石膏,空心木门/家具
15
混凝土
6
石膏板
16
防盗门
7
实心木门/家具
17
金属梁,厚金属板
8
电子设备,通讯链(chainlink)
18
贫铀电镀金属
9
防弹玻璃,金属薄板
19
钢筋混凝土
10
硬化塑料,小树
20
防爆掩体


离线 马非鱼

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Re: 【6e】战斗选项,屏障 p. 110-120
« 回帖 #2 于: 2020-01-31, 周五 19:28:13 »
引用
射击屏障:枪和木门范例SHOOTING A BARRIER: GUN AND WOODEN DOOR EXAMPLE
百步蛇(Cottonmouth)需要有视线来防备来袭的守卫,但卡森·瞄镜(Carson Aims)刚才把门关上了。幸运的是,百步蛇是一位富有创造力的蛇萨满。他拉出自己的柯尔特·猎人者(Manhunter)并拧上消音器,然后将一发子弹射入夹在团队和保安之间的实木门。我们将猎人者的基础DV(4P)与门的结构等级(7)进行了比较,发现DV大于结构等级的一半,这样就为百步蛇提供了一个直径为2厘米的孔可以窥视。
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Cottonmouth needs line of sight on some incoming guards, but Carson Aims just closed the door. Luckily, Cottonmouth is a creative Snake shaman. He pulls out his Colt Manhunter and screws the silencer on then puts a single round into the solid wood door between the team and the security goons. We compare the base DV of the Manhunter (4P) to the Structure rating of the door (7) and see that the DV is more than half the Structure rating, giving Cottonmouth a two-centimeter-diameter hole to peek through.
引用
射击屏障:全自动射击和木门范例SHOOTING A BARRIER: FULL AUTO AND WOODEN DOOR EXAMPLE
前方,灰熊(Grizzly)遇到了另一扇门,但是这扇门是锁着的。灰熊不想让代马B(Codey B)处理电子锁或让卡森去撬,灰熊拔出了他值得信赖的AK-97,并以自己的方式解决了门,通过了一些分布良好的自动射击。这是另一扇结构等级为7的实木门。AK-97的基础DV为5P。将基础DV与结构等级进行比较,我们发现它并不相等,但大于一半。这样就撕开了一个5厘米直径的孔,同时玩家宣称该孔在把手周围,希望靠此破坏锁。
注意:GM可以要求工程学+逻辑检定来决定角色是否知道门上的弱点。
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Ahead, Grizzly encounters another door, but this one is locked. In no mood to ask Codey B to deal with the electronic lock or Carson to pick it, Grizzly pulls out his trusty AK-97 and deals with the door his own way, with a couple of well-placed Full Auto blasts. It’s another solid wood door with a Structure rating of 7. The AK-97 has a base DV of 5P. Comparing the base DV to the Structure rating we see it isn’t equal, but it is greater than half. This tears a five-centimeter-diameter hole, with the player declaring the hole is around the handle in hopes of wrecking the lock.
Note: The gamemaster can call for an Engineering + Logic roll to decide if a character knows the weak points on a door.
引用
射击屏障:全自动射击和金属门范例SHOOTING A BARRIER: FULL AUTO AND METAL DOOR EXAMPLE
通过第一扇门后快速跑到另一扇门,灰熊举起了AK,并在同一位置发出了另一个全自动射击。AK的DV为5P,但灰熊并未意识到这扇隔壁有金属门芯,其结构等级为11。攻击的DV不超过结构等级的一半,这给灰熊带来了很多跳弹,还有一扇当他们冲向它时仍在安静运转的门。
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Through the first door and running fast up on another, Grizzly raises the AK and sends another Full Auto blast at the same spot. The AK has a DV of 5P, but Grizzly doesn’t realize this next door has a metal core, bumping its Structure rating to 11. The DV of the attack doesn’t exceed half the Structure rating, giving Grizzly a whole lot of ricocheting rounds and a door that is still quite operational as they charge forward into it.
引用
破坏屏障:手肘和玻璃BREAKING A BARRIER: ELBOW AND GLASS EXAMPLE
灰熊丢开了AK,因为他在靠近门的墙上的玻璃柜中看到了一把消防斧。他看过很多三维影像,决定将肘部撞到玻璃中。他是强壮的兽人,铝制骨头使他的基础DV为4P。我们将其与薄玻璃的结构等级(2)进行比较。他达到了结构等级,并多出了两点,使孔的直径变成了4厘米而不是2厘米。GM认为这足以破坏薄玻璃的结构,一切在灰熊的手肘周围的都碎了。
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Grizzly slings the AK as he sees a fire axe in a glass case on a wall near the door. Having seen too many trids, he decides to slam an elbow into the glass. He’s a burly ork, and his aluminum bone lacing gives him a base DV of 4P. We compare that to the Structure rating of thin glass (2). He meets the Structure rating and beats it by 2, making the hole 4 centimeters in diameter rather than 2. The gamemaster decides this is enough to compromise the structure of the thin glass, and it all shatters around Grizzly’s elbow.
引用
破坏屏障:斧头和金属门示例BREAKING A BARRIER: AXE AND METAL DOOR EXAMPLE
手里提着斧头,灰熊往带有金属门芯的门就是一劈。由于斧头是劈开东西的专用武器,因此灰熊进行了力量检定。6个骰子,他获得2成功。将2成功加到5P的基础DV上,以使斧头在对抗门时获得调整后的DV,7P。将7P的DV与11的结构等级进行比较,它超过一半但不相等。金属门芯要惨了,他在锁周围凿出了另一个5厘米直径的孔,团队也遇到了另一个障碍。
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Axe in hand, Grizzly goes after the door with the metal core. Since the axe is a specialized weapon for chopping through things, Grizzly makes a Strength test. With his 6 dice, he gets 2 hits. Those 2 hits add onto the base DV of 5P to give a modified DV of 7P for the axe against the door. Compare the DV of 7P to the Structure rating of 11, and it is over half but not equal. Metal core be damned, he manages to hack another five-centimeter-diameter hole around the lock, and the team has another obstacle out of the way.
引用
破坏屏障:炸药和石膏板示例 BREAKING A BARRIER: EXPLOSIVES AND PLASTIBOARD EXAMPLE
感谢约翰逊先生提供的一些不可靠的信息,狂奔者走到了死路,背后还跟着一堆保安。枪手集中精力让保安陷入困境,而疯狂的俄罗斯炸弹制造者比约姆(Byom)开始检查他认为是通向外部的或通向车库的墙壁。无论哪种方式,如果他可以在其中开个洞,他们都可以继续前进。比约姆借用了灰熊的斧头,轻松地在石膏板上打一个5厘米的洞(DV 5P与结构等级6)。足以暴露出另一侧的混凝土。比约姆知道了它的材料,并拿出了等级12的炸药包。他将炸药塞入裸露的墙洞中,并通过工程学 6 + 逻辑 5检定进行又一个爆破物布设,11个骰子获得4成功。这将有效等级提高到16。将等级16与结构等级15进行比较,我们发现超过结构1点。因为等于结构等级,将形成一个1平方米的孔,因为超出1点,再加上一个半平方米,因此孔为1.5平方米。对于灰熊来说,这比较窄,但每个人都可以顺利通过。
注意:在引爆炸药之前,比约姆警告身边的每个人都应寻找掩护或俯卧,以免因爆炸等受到伤害。如果结构等级太高或爆炸DV太低而无法穿透,则爆炸将重新定向到房间内,需要狂奔者队伍进行伤害抵抗检定。
剧透 -   :
Thanks to some unreliable intel provided by Mr. Johnson, the runners have reached a dead end and have a pack of security goons hot on their tail. The gunbunnies focus on keeping security at bay while Byom, the mad Russian bombmaker, starts checking out the wall that he thinks is either external or leads to a garage level. Either way, if he can make a hole in it, they can keep moving. Borrowing the axe from Grizzly, Byom easily makes a five-centimeter hole in the plastiboard (DV 5P vs. Structure 6) without even swinging hard. It is enough to reveal the concrete on the other side. Byom knows his materials and pulls out a Rating 12 explosive package. He tucks the charge into the open wall hole and does some other demolitions planning with an Engineering 6 + Logic 5 test, getting 4 hits on the 11 dice. This bumps the effective rating up to 16. Comparing rating 16 with the Structure 15, we find we have exceeded the Structure by 1. This makes a one-squaremeter hole for equaling the Structure rating, plus an additional half square meter for the one point above the rating, so the hole is 1.5 square meters. It will be a tight squeeze for Grizzly, but everyone will be able to make it through without a problem.
Note: Prior to setting off the charge, Byom warned everyone on his side to take cover or go prone in order to prevent damage from backblast and such. If the Structure rating had been too high or the Explosive DV too low to allow penetration, the blast would have redirected into the room, requiring Damage Soak tests by the runner team.

离线 马非鱼

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Re: 【6e】战斗选项,屏障 p. 110-120
« 回帖 #3 于: 2020-02-01, 周六 18:29:13 »
喽啰团队GRUNT GROUPS

为了加快一点战斗的速度,我们建议将喽啰作为一个或多个团体而不是一系列个人来进行攻击。这样可以节省掷骰子的时间,同时也体现了团队合作后更大的成功机会。游戏管理员会决定喽啰队伍的大小,通常按攻击者或攻击类型进行分组。如果有四名孤星骑警抽出了棍子,还有两个人拔出了他们的枪,则这四个持棍者为一组,而持枪者则两人一组攻击他们的目标。
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To speed up combat a little, we recommend that grunts attack as a group or groups rather than as a series of individuals. This saves on dice rolls while also showing the greater chance of success with a group working together. The gamemaster chooses the size of the grunt groups, usually grouping them by who they’re attacking and/or type of attack. If four Lone Star troopers have clubs out and two have drawn their guns, the four club wielders work together, while the pistol packers pair up on the perp of their choice. 
对于一队喽啰,首先要确定其成员最高的攻击检定骰池和攻击等级。这些是该队喽啰的基本等级。团队内每多一个喽啰使攻击等级+1。对于组中除第一个以外的每多一个奇数成员,使攻击检定骰池+1。(校注:即是,攻击检定获得相当于{喽啰人数/2,向下取整}的加值)使用这些调整后的数值来进行单次团队攻击检定。
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For a group of grunts, determine the highest Attack test dice pool and Attack Rating of its members. These are the base ratings for the group. Each additional member of the group adds 1 to the Attack Rating. For every odd-numbered member of the group beyond the first, add 1 die to the Attack test dice pool. Using these new values, they make a single Group Attack test.
逻辑上,发起攻击的喽啰团队里不应该超过5个人,因为更大的团队往往只会互相干扰。
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For logistical purposes, a group of grunts making an attack shouldn’t be more than 5, as larger groups than that tend to just get each other’s way
引用
喽啰团队范例GRUNT GROUP EXAMPLE
四名孤星警官挥舞起棍子,准备打趴一些可怜的黑帮。他们属性都差不多,但是其中的兽人更加强壮一些,为他们提供了基础攻击等级8,与攻击检定骰池6(近身战斗4 +敏捷2)。作为团队,他们调整后的攻击等级为11(8+3来自其它成员),攻击检定骰池为7(6+1来自更多的成员)。如果有5位孤星警官,他们的攻击等级会再+2,并且攻击检定骰池再+1。(校注:最后一句与规则略有不符,对齐规则了)
剧透 -   :
Four Lone Star Patrol Officers wielding clubs are ready to give some sad ganger a beat-down. They all have similar stats, but the ork among them is a bit beefier, giving them a base Attack Rating of 8 and Attack test dice pool of 6 (Close Combat 4 + Agility 2). Operating as a grunt group, their new Attack Rating is 11 (Base 8 + 3 for additional members) and Attack test dice pool is 7 (base 6 + 1 for the third cop). If there were 5 Lone Star Patrol Officers, they’d gain another point to their Attack Rating and another die in the Attack test dice pool.

离线 马非鱼

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Re: 【6E】战斗选项,屏障,喽啰团队 p. 110-114
« 回帖 #4 于: 2020-02-10, 周一 16:57:46 »
坠落伤害 FALLING DAMAGE

角色坠落超过3米,他就会受到物理伤害,DV等于坠落米数/2,伤害对抗检定为,体质。GM因基于情况酌情调整伤害。
(译注:errata里补充了这么一句,这里也补充上)
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When a character falls more than three meters, they take Physical damage with a Damage Value equal to half of the meters fallen, resisted by Body. The gamemaster should feel free to adjust the damage based on relevant circumstances.