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离线 马非鱼

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【6e】战斗 p. 104-110
« 于: 2019-08-25, 周日 22:04:44 »
就像那句老话说的那样,“当心背后。瞄准再打。节省弹药。还有绝不,绝不和龙打交道。“如果你何曾想找机会打破最后一条,那么你得先学会如何做前三条才行,而这个章节就有那么一小桶知识来灌溉你的大脑。它同样包含着打拳,投刀,还有永远能让人兴奋的绝对轰炸战术的榴弹!
劇透 -   :
As the old saying goes, “Watch your back. Shoot straight. Conserve ammo. And never, ever, cut a deal with a dragon.” If you even want a chance to break that last tenet, you’re going to learn how to do the frst three, and this chapter has a keg of knowledge to pour into your brain. It also covers punching, tossing knives, and the ever-exciting and utterly bomb-tastic grenades!

战斗过程 COMBAT PROCESS

让我们先来快速了解一下基础。我们将战斗过程——之后会被称为攻击检定——分为五个简单步骤。见〖步骤〗边栏来快速了解这个过程,继续阅读来了解每个步骤的更多细节。
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Let’s cover the basics real fast and frst thing. We describe Combat processes—known as Attack tests going forward—in fve easy steps. See the Step by Step sidebar for the quick and dirty overview of the process, and see below for a little more detail on each step.
引用
步骤 STEP BY STEP
1. 结算骰池
2. 分发极限
3. 投骰与使用极限
4. 结算伤害
5. 结算效果

第一步:结算骰池 GRAB DICE

由于每次战斗都会有双方,所以攻击者和防御者都会有事情做。如果攻击者是个鬼鬼祟祟的混蛋,而且防御者未察觉到攻击的来临,也不要担心——他们依然具备有限的参与度。未察觉到攻击,意味着,他们的防御检定要承受一个罚值。在你死掉之类的事情发生之前,考虑提升一下你的侦察技能吧。
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Since there’s always two sides to a fght, the attacker and defender both have things to do. If the attacker is a sneaky dirtbag and the defender is unaware when the attack starts, don’t worry about it—they still get limited participation. Being unaware of an incoming attack means a penalty to their Defense test. Maybe get a better Perception skill soon, before you’re dead and stuff.
攻击者的检定骰池为,他们的{对应武器技能+敏捷}。“对应武器技能”意味着最契合他们描述的攻击方式的技能,无论是拳打脚踢,刀枪剑戟,还是钢管烛台(近身格斗);或是手枪,步枪,霰弹枪,狙击枪,电击枪(枪械);又或者吹箭筒,激光手枪,射线枪,突击炮,榴弹发射器,以及导弹发射器(异种武器);或飞刀,手里剑,和手榴弹(体育);甚至是载具的挂载武器(工程学)。不过最后一个对应的是逻辑,而不是敏捷(代表着在载具上开火时,计算各种角度和几何学的能力)。
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The attacker collects a number of dice equal to their [appropriate weapon skill] + Agility. By “appropriate weapon skill” we mean the skill best suited for the attack they described, be it a punch, kick, knife, sword, axe, broken bottle, lead pipe, candlestick (Close Combat); or a pistol, rifle, shotgun, sniper rifle, zip gun (Firearms); or a blow gun, laser pistol, ray gun, assault cannon, grenade launcher, or missile launcher (Exotic Weapon); or a thrown knife, shuriken, or hand grenade (Athletics); or a vehicle-mounted weapon (Engineering). Though that last one goes with Logic, not Agility (the better to calculate all the angles and geometry that comes from fring from a vehicle).
防御者的检定骰池为,反应+直觉,以及突袭,伤害还有其他来源带来的调整值。
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The defender collects dice equal to their Reaction + Intuition and modifes for Surprise, damage, and so forth.
全部搞定以后,两边就应该都有自己的骰池了。
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Once this is all said and done, you should have a pool of dice for each side.

第二步:分发极限 DISTRIBUTE EDGE

这一步就有点点复杂了。我们有几个数据是要比较的,有情况也需要比较,还有有些角色特质和装备需要计入考量,以决定可用的极限。
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This one is a little more complex. We have a few stats to compare, a quick look at the situation, and some character qualities and gear considerations to see what kind of Edge is available.
首先,比较武器的攻击等级和目标的防御等级。如果其中一方的数值比对方要高至少4点,数值更高的一方获得1点极限。比如说,攻击等级8 vs. 防御等级4,那么攻击者获得1点极限。
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First, compare the Attack Rating of the weapon to the Defense Rating of the target. If either is 4 or more greater than the other, the player with the bigger value gets an Edge. For example, with Attack Rating 8 vs. Defense Rating 4, the attacker gets 1 Edge.
其次,观察情况。是否在下雨?在刮风?黑暗?迷雾?过亮?拥挤?等等。那么,双方之间谁有视觉强化或者装备来补偿?进行比较,将一点极限给有优势的一方。〖环境与可见度〗(p. 118)的部分有更多的相关介绍。
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Second, look at the situation. Is it raining, windy, dark, foggy, excessively bright, overcrowded, etc.? Now, does either combatant have visual enhancements or gear to compensate? Compare and toss an Edge to whoever has the advantage. If it balances out, no one gets an Edge. See the section on Environment and Visibility (p. 118) for more guidelines on this area.
然后,你会想看一下有没有什么用得上的装备和特质是能会影响极限的分配的。通常来说,玩家会清楚他们的角色能有什么获得极限的机会。如果他们不清楚,就帮他们搞清楚吧!
Then you’ll want to see if any gear or qualities come into play that might influence Edge distribution. Usually players will
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know their characters well enough to know when Edge possibilities come up. If they don’t know yet, help them learn!
记住,你不能在同一轮获得超过2点极限(最多2点),但你可以在多个战斗轮中保留你的极限到最大7点,来搞票大的!当极限分配好了,那么就该投骰了!
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Remember that you cannot gain more than two Edge in a single round, but you can save Edge across multiple combat rounds to build up a maximum of 7 Edge points for that big play! Once Edge is set, move on to dice rolling!

第三步:投骰与使用极限 ROLL DICE AND SPEND EDGE

两边都需要宣告他们是否会使用极限,并且宣告用途。有几个极限动作需要提前宣告,还有几种极限的用法可以之后补上,但是每个动作只能用一次极限,所以请谨慎使用。极限的使用条目记录在〖战斗中的极限〗边栏。如果你要用提前花极限的选项,那么现在就要宣告了,让它对你的骰池生效。
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Both sides get to decide whether they are going to use any Edge and for what purpose. There are several Edge Actions that are chosen up front, and several uses of Edge that can come in on the back end, but Edge can only be spent once per Action, so use it wisely. Uses of Edge are located in the Edge in Combat sidebar. If you’re using a pre-Edge option, declare it now so it can go into effect with the dice roll.
现在,投骰池吧!计算每个5和6作为一个成功,并且留意1(和2,如果对手那么坏的话),看看有没有失误。比较攻击者和防御者所获得的成功,决定是命中还是打失。出目打平的话,就向攻击者倾斜(算命中)。对于失误而言,计算每个1(和2,如果有用极限让2也被算上的话)。如果总数多于骰池的一半,那么就是失误。如果你有一个失误,而且没有任何成功(5或6),那么就是大失误了!恭喜你!你让你GM的天都亮了。关于失误的更多信息见p. 44。
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Now, roll those dice pools! Count each 5 and 6 as a hit and keep track of each 1 (and 2 if your opponent is devious) to determine glitches. Compare the number of hits between the attacker and defender to see if it is a hit or a miss. Ties go to the attacker. For glitches, count up each 1 (and 2 if Edge was spent to make those count). If the total is more than half of the dice pool, it’s a glitch. If you get a glitch and you didn’t get any hits (5s or 6s), you’ve gotten yourself a critical glitch! Way to go! You’ve just made your gamemaster’s day. More information on glitches can be found on p. 44.
不过,先等等!让这些骰子就那么放在那里先,因为极限又要冒出它漂亮的小脑袋了。如果有人留着他们的极限之后用,那么现在就是用它的时机了。
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But wait! Leave those dice there, because Edge is about to rear its beautiful head again. If someone saved their Edge spending for the back end, now’s the time to use it.
当这些成功都计算好了,计算攻击方还是防御方获得更多的成功,来决定攻击是否命中或打失。如果攻击成功了,将净成功(即,攻击方的成功-防御方的成功)加到武器的基础伤害值(DV),然后进行下一步。如果攻击者和防御者获得一样多的成功,那么这次攻击就只是造成它的基础伤害。
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Once all the hits are tallied, call the attack a success or miss based on whether the attacker got more hits than the defender or vice versa. If it’s a success, add the net hits (meaning attacker hits minus defender hits) to the base Damage Value of the weapon in use and move on to the next step. If the attacker and defender got the same number of hits, the attack simply does its base damage.
引用
战斗中的极限 EDGE IN COMBAT
1极限
· 重骰一个骰子(之后)
· 给你的主动性值+3(任意)
· 用一个极限动作(之前)
2极限
·   给任一骰的出目+1(任意)
·   给队友1点极限(任意)
·   抵消掉敌人1点极限(之前)
3极限
·   购入一个自动成功(任意)
·   治疗一格晕眩伤害(任意)
4极限
·   把你的极限属性加入你的检定骰池,出6爆骰(之前)
·   治疗一格物理伤害(任意)
·   重投没成功的骰子(之后)
·   用一个极限动作(之前)
5极限
·   使目标出2也计入失误(之前)
·   制造特殊效果(任意)
·   用一个极限动作(之前)
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1 Edge
• Reroll one die (Post)
• Add 3 to your Initiative Score (Any)
• Use an Edge Action (Pre)
2 Edge
• Add 1 to a single die roll (Any)
• Give ally 1 Edge (Any)
• Negate 1 Edge of a foe (Pre)
• Use an Edge Action (Pre)
3 Edge
• Buy one automatic hit (Any)
• Heal one box of Stun damage (Any)
4 Edge
• Add your Edge Attribute as a dice pool bonus to
your roll, and make 6s explode (Pre)
• Heal 1 box of Physical damage (Any)
• Reroll failed dice (post)
• Use an Edge Action (Pre)
5 Edge
• 2s count for glitches for target (Pre)
• Create special effect (Any)
• Use an Edge Action (Pre)

第四步:结算伤害 SOAK SOME DAMAGE

首先,如果打失了,就不用管后面的了。该干嘛干嘛去。如果攻击成功了,将之前调整过的武器伤害值带到这里。
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First off, if it was a miss, you’re done. Stop following these steps and move on. If the attacker tagged the defender, bring that weapon Damage Value you modifed in the last step down here.
现在,防御者用他们的体质属性进行检定。每个5和6都抵消掉一点调整后的伤害值。如果他们之前还没用过他们的极限,那么现在就有机会用了。(之前防御的时候用了极限的话,现在用体质进行伤害抵抗的时候就不能用了)
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Now, the defender rolls their Body attribute. Each 5 and 6 cancels a point off that modified Damage Value. If they haven’t used their Edge yet, this might be a chance to lessen the incoming damage.

第五步:结算效果 BRING THE PAIN

将第四步后剩下的伤害施加到对应的CM上(见CM,p. 38)。武器的次要效果也会在这个时候应用上。武器需要造成至少1格伤害才能让次要效果生效。
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Apply the damage left after Step 4 to the appropriate Condition Monitor (see Condition Monitors, p. 38). You’ll also apply any secondary effects from the weapon at this point. The weapon has to do at least 1 box of damage for any secondary effects to take effect.

引用
战斗范例 COMBAT EXAMPLES
在暗影狂奔中,伤害人可以有很多方式,而我们给其中不少提供了过程范例。在本章节,你会找到的范例包括使用火器(见下),近身格斗(w/ 啰啰;p. 109),榴弹(p. 115),榴弹发射器(p. 116),烟雾弹(p. 117),异种武器和喷射(p. 118),以及治疗(p. 120)。
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There are many ways to hurt people in Shadowrun, and we wanted to provide examples of the step-by-step process for lots of them. In this chapter, you’ll fnd examples for using Firearms (below), Melee Combat (w/ Grunts) (p. 109), Grenades (p. 115), Grenade Launchers (p. 116), Gas Grenades (p. 117), Exotic Weapons and Spray (p. 118), and Healing (p. 120).

离线 马非鱼

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Re: 【6e】战斗 p. 104-110
« 回帖 #1 于: 2019-08-26, 周一 23:58:57 »
引用
枪械范例 FIREARMS EXAMPLE
喔嗒(Oda;我怀疑有order的梗),一个可敬的街头武士,被一群技长不如人多的五元眼(Eye-Fiver)给缠住了。喔嗒手上拿着他那可靠的掠食者VI,决定要擒贼先擒王,直接干掉那个看起来像头子的。该按步骤走过程了! 
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Oda, an honorable street samurai, is having a rough day with a group of Eye-Fivers who have decided numbers mean more than skill. He’s got his trusty Predator VI in hand and decides it’s time to cut the head off the snake and take out the one who looks like the leader. Let’s run through the steps!
第一步:结算骰池 GRAB DICE
喔嗒开火了,他具有枪械5+敏捷7+1开启无线的智能链(他不担心这个帮派里的黑客),共计13骰池(dice pool;dp)。五元眼要防御,他具有反应4+直觉3,共计7dp。
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Oda is fring a pistol using Firearms 5 + Agility 7 + 1 for a wireless active smartlink (he’s not worried about a hacker in this gang), for a dice pool of 13. The Eye-Fiver defends with Reaction 4 + Intuition 3, a dice pool of 7.
第二步:分发极限 DISTRIBUTE EDGE
这里我们要比较阿瑞斯·掠食者VI的攻击等级(8)和五元眼的防御等级(4;体质3,+1作为头目),可以见到喔嗒的攻击等级比对方的防御等级高4,这让喔嗒获得1点奖励极限。
接下来,我们要看环境了。因为喔嗒想要让对方全部聚在一起,所以他们现在身处于夜里一条昏暗的巷子里,喔嗒的赛博眼有低光视觉,而那些混混没有。这让喔嗒获得1点奖励极限。
最后,我们看看有没有其他东西可以帮助到两边的。暂时没有,所以我们开始下一步!
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ere we compare the Attack Rating of the Ares Predator VI (8) to the Defense Rating of the Eye-Fiver (4; Body 3 + 1 for leathers) and see that Oda has a difference of greater than 4, giving Oda one bonus Edge.
Next, we check out the situation. It’s nighttime in a dimly lit alley because Oda wanted to get them all bunched together and take advantage of the low-light vision on his cybereyes, which the gangers don’t have. This gives a second bonus Edge to Oda.
Finally, we look at any other elements that might help either side. None are present, so the process moves on!
第三步:投骰与使用极限 ROLL DICE AND SPEND EDGE
喔嗒决定马上用上那两点奖励极限,希望尽快结束这场战斗。他用这两点奖励极限,还有两点他自己的,一起来激活4极限增幅:把极限属性加入你的检定骰池,这让他加多5个骰子到他的骰池中,总计18dp。加上了极限增幅带来的爆骰效果,他获得了一共9个成功。
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Oda decides to use those two bonus Edge right away, hoping to end this fght quick. He uses the 2 bonus Edge and 2 of his own to activate the 4-edge boost: Add Edge to your dice pool, adding 5 more dice for a total pool of 18. He gets a whopping 9 hits with those exploding 6s from the Edge boost.
这个五元眼头目还打算挣扎一下,他花了他的一点奖励极限,还有他的一个次要动作来做一个战术翻滚动作(p. 48),这让他对这次攻击获得了卧倒状态的优势,让他的防御检定获得+2骰池加值。他最终的防御检定骰池为9(反应+直觉+2),他获得了一共4个成功。
喔嗒获得了5个净成功(9成功-4成功),该进行下一步了。
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The Eye-Fiver leader isn’t ready to go down without a fght. He spends his 1 bonus Edge and one of his Minor Actions to do a Tactical Roll Edge Action (p. 48), giving him the advantages of the Prone status against this attack, which is a +2 dice pool bonus for his Defense Test. This makes his fnal Defense Test dice pool 9 (Reaction + Intuition + 2), with which he rolls a solid 4 hits.
Oda gets 5 net hits (9 hits – 4 hits) and moves them over to the next step!
第四步:结算伤害 SOAK SOME DAMAGE
我们通过将阿瑞斯·掠食者VI的基础伤害值(3P)加上净成功(5),获得调整后的伤害值,为8。这个五元眼头目投体质3去抵抗伤害,获得1成功,将要承受的伤害降低到7格物理伤害。
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We calculate the incoming damage using the base Damage Value of the Ares Predator VI (3P) and add the net hits (5) to get a modifed Damage Value of 8. The Eye-Fiver leader rolls Body 3 to soak the Damage and gets 1 hit, reducing the incoming damage to 7 boxes of Physical Damage.
第五步:结算效果 BRING THE PAIN
这里我们将伤害施加到五元眼头目的10格CM上,于是他就剩下3格。如果攻击有任何的次要效果,那么也会在这个时候生效,但是这次的没有。这也是时候对比敌人的伤害等级和他们的职业等级,然后决定他们还会不会继续战斗。五元眼头目的职业等级为3,他承受了7格伤害,这意味着他要么由于失血坐到在地,要么放弃战斗的踌躇离去。
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Here we apply the damage to the Eye-Fiver leader’s Condition Monitor of 10 Boxes, leaving him with only 3 boxes. If the attack had any kind of secondary effects they would be applied here as well, but this one did not. This is also the point at which you compare the enemy’s injury level to their Professional Rating and determine if they are still in the fght. The Eye-Fiver leader has a Professional Rating of 3 and 7 boxes of damage, meaning it’s time to either sit on the ground and bleed or stumble away, because he’s done with this fght.

离线 马非鱼

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Re: 【6e】战斗 p. 104-110
« 回帖 #2 于: 2019-08-29, 周四 08:28:58 »
主动性 INITIATIVE

我们刚说了怎么行使暴力,所以现在就来说说该谁先动手。在战斗的开始,每个参与者投他们的主动性骰,得出总值(这是指所有骰点之和,而不只是数5和6),并且将它加到他们的主动性等级上,以决定谁先手。最高值的人先动,第二高的人接着动,如此类推,直到最低主动性值的人。全部人动完之后,当前战斗轮结束,新的战斗轮开始,一样是从最高值的人先动。如果出现主动性值打平的情况,使用ERIC规则(极限Edge,反应Reaction,直觉Intuition,抛币Coin flip),按顺序比较这些属性,同主动性时,更高属性者先动。如果三个属性都比较不出高低,那就抛硬币决定,如果真的要到那一步的话。
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We covered how to inflict the violence, so now let’s cover who gets to go frst. At the start of Combat, each participant rolls their Initiative Dice and adds the total (that means adding up the numbers rolled, not just counting 5s and 6s) to their Initiative Rating to see who goes frst. The highest number goes frst, followed by the next highest and so on down the line until you get to the lowest Initiative Score. Once you hit the bottom, the combat round ends, and you start a new one by jumping back up to the top of the order. If there is a tie in Initiative Score, break it by comparing specifc attributes of the characters with the same score. The attributes to compare, in order, are abbreviated ERIC (Edge, Reaction, Intuition, coin flip). If at any point in comparing these attributes you fnd that one character has a higher attribute than the other, the tie is broken, and that character goes frst. The coin flip at the end will break the tie, should it somehow last that long.
主动性不需要在战斗轮之间重骰。之前轮的行动顺序依然保持,不过因伤势和某些特殊效果之类因素带来的主动性值调整会对行动顺序带来影响。
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Initiative is not rerolled between combat rounds. The order from the previous round stands, with the exception of any Initiative Score adjustments that have occurred due to injury, special effects, etc.

引用
主动性范例 INITIATIVE EXAMPLE
又是一个坏日子,在勉强幸存于和五元眼(Eye-Fivers)还有迷幻J(Trip-J)的遭遇后,卡森·瞄(Carson Aims)和喔嗒(Oda)终于有时间坐下来喝一杯解决他们的内部矛盾了。没过多久,他们的对话变得激烈了起来,还吸引到那帮深红碾压(Crimson Crush)兽人们的注意。兽人让他们去别处吵,喔嗒让他们滚他妈的蛋,然后冲突就爆发了。作为开始,每个人都要投主动性,投他们的主动性骰,并且将骰点之和加到主动性等级上。下面是每个人的结果。
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On another bad day, Carson Aims and Oda are having a drink to sort out their differences after barely surviving their unlucky encounter with the Eye-Fivers and Trip-J. With a bright future ahead, they are getting boisterous and draw the attention of a group of Crimson Crush orks. The orks tell them to take it elsewhere, Oda tells them to frag off, and a fght kicks off. To start it, everyone rolls Initiative, rolling their Initiative Dice and adding the total of the dice to their base Initiative Rating. Here’s how everyone looks.
喔嗒的反应为6,直觉为3,这让他的主动性等级去到了9。他有一个主动性骰,骰出的点为1。将骰点1加到他基础的主动性9上,这让他最终的主动性值去到10。
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Oda has Reaction 6 and Intuition 3, providing him with an Initiative rank of 9. He has 1 Initiative Die and rolls 1. Adding the die result of 1 to his base Initiative of 9 gives him a fnal Initiative Score of 10.
卡森·瞄的反应为5,直觉为5。感谢跳线反射,这让他有两个主动性骰,骰出的点为9。将骰点9加到他的主动性等级10上,这让他最终的主动性值去到19。
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Carson Aims has Reaction 5 and Intuition 5. He has 2 Initiative Dice thanks to his wired reflexes and rolls 9. Adding the dice total of 9 to his base Initiative rank of 10 gives him a fnal Initiative Score of 19.
深红碾压帮派分子A的反应为2,直觉为2,这让他的主动性等级去到了4。他有一个主动性骰,骰出的点为6。将骰点6加到他基础的主动性4上,这让他最终的主动性值去到10。
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Crimson Crush ganger A has Reaction 2 and Intuition 2, providing him with an Initiative rank of 4. He has 1 Initiative Die and rolls 6. Adding the die result of 6 to his base Initiative Rating of 4 gives him a fnal Initiative of 10.
深红碾压帮派分子B,C和D作为一个啰啰群参与战斗,他们的反应为2,直觉为2,这让他们的主动性等级去到了4。他们有一个主动性骰,骰出的点为4。将骰点4加到他基础的主动性4上,这让他最终的主动性值去到8。
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Crimson Crush gangers B, C, and D are operating as a grunt group with Reaction 2 and Intuition 2, providing them with an Initiative rank of 4. They have 1 Initiative Die and roll a 4. Adding the dice total of 4 to their base Initiative Score of 4 gives them a fnal Initiative of 8.
战斗开始时,最先动的是卡森·瞄,他的主动性是19。
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The fght will start with Carson Aims at 19.
当战斗进行到10主动性的时点,我们可以看到喔嗒和深红碾压帮派分子打平了,所以我们需要用ERIC规则(极限,反应,直觉,抛币)来裁决谁先动。比较极限属性,我们发现喔嗒的极限为5,而深红碾压帮派分子的专业等级只有3(对于啰啰而言,专业等级即为极限属性)。所以僵局打破了,喔嗒先动,接下来是深红碾压帮派分子。
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When they reach 10, we see Oda and the Crimson Crush ganger tied, so we need to roll over to the tiebreaker and ask ERIC (Edge, Reaction, Intuition, coin flip). Comparing Edge, we fnd Oda has 5, while Crimson Crush ganger A only has 3 from his Professional Rating. The tie is broken and Oda will go frst, followed by the Crimson Crush ganger.
深红碾压帮派分子的啰啰群会在最后动,他们的主动性值为8。
劇透 -   :
The grunt group of Crimson Crush gangers will go last on 8.

离线 马非鱼

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Re: 【6e】战斗 p. 104-110
« 回帖 #3 于: 2019-08-30, 周五 01:38:14 »
战斗轮 COMBAT ROUND

一个战斗轮在游戏世界中差不多就是三秒的时间长。在单个战斗轮中,每个参与者都有一定的动作配额,允许他们在玩家回合(player turn)内外使用。每个角色的基础动作配额是每轮1次要动作和1主要动作。每个主动性骰都会让玩家获得一个额外的次要动作。
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A combat round is approximately 3 seconds long in the game world. During a single combat round, each participant gets an allotment of Actions to use on or around their player turn. The basic Action allotment for each character is 1 Minor Action and 1 Major Action per combat round. Players get 1 additional Minor Action for every Initiative Die they have.
动作可以在次要和主要之间交换,但是会有限制。一个主要动作可以用来执行一个次要动作,就这样。一个角色也可以用四个次要动作来执行一个主要动作。
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Actions can be traded between Minor and Major, but there are restrictions. A Major Action can be used to perform a Minor Action, simple as that. A character can also trade 4 Minor Actions to perform 1 Major Action.
角色在开始他们的玩家回合时绝对不可以有超过5个次要动作。如果他们因为什么原因有更多的次要动作,那么次要动作的数量也会调整为5。
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Characters may never start a player turn with more than 5 Minor Actions. If they would have earned more through any circumstances, that number is reduced to 5.
各种动作的描述在40页。
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The various Actions are described on page 40.

突袭 SURPRISE

战斗可能会在参与者都没有搞清楚状况的时候就爆发了。在这些情况中,一些角色可能会被突袭,让另一些角色对他们获得突袭的优势。在一方尝试突袭另一方的情况中,使用突袭检定。
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Combat may start without all of the people involved knowing what’s happening. In these cases, some characters might be surprised, giving the other characters the drop on them. In a situation where one side is trying to surprise the other, use Surprise tests.
以决定突袭的效果,进行检定,反应+直觉(3)。这个检定的阈值会基于以下情况出现调整,包括不同群体对整体状况的认识,他们对区域的侦察,伏击进行的准备,等等。谋划了伏击的角色不需要进行突袭检定(即自动通过;此外,并没有说哪种状况要如何加减阈值,所以是GM决定的事情)
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To determine Surprise, roll a Reaction + Intuition (3) test. The threshold for this test may be modifed based on the different groups’ awareness of the overall situation, their perception of the area, the preparations made for the ambush, and so forth. Characters who are deliberately planning an ambush do not roll for surprise.
对于成功通过检定的人来说,就该如常投主动性了,他们也会以正常的先后顺序行动。没有通过突袭检定的人也要投主动性,但是在第一轮的时候,他们既不可以行动,也不可以使用极限。他们依然需要防御对方的攻击,和进行伤害抵抗,但是他们不可以自主进行任何行动。当第一个战斗轮结束后,他们可以如常行动。
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Anyone who succeeds in this test may move on to rolling Initiative, and they can act normally in Initiative order. Those who fail this test also roll Initiative, but they cannot act or spend Edge in the frst combat round. They still roll to defend against attacks and to soak damage, but they cannot take any actions on their own. Once that frst combat round is over, they can act normally.
引用
突袭范例 SURPRISE
深红碾压(Crimson Crush)不太热衷于被人在他们自己地头上的酒吧里打趴。他们的一些人在路上瞄到了喔嗒(Oda),叫了几个朋友来到街上搞个小小的伏击。喔嗒接近时,几个人就从伏击的地方跳了出来,且每个人都要做一个突袭检定。
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The Crimson Crush were not keen on getting a beatdown in a bar on their own turf. A few of them spot Oda on the street and make a call to a few chummers up the road who set up a little ambush. As Oda approaches, they spring the ambush and everyone makes a Surprise test.
喔嗒要投9个骰子,反应6+直觉3,获得3个成功,即通过检定所需的阈值。所以他不会被突袭。如果他被突袭了,他在第一个战斗轮就不会有动作,只能祈祷那些混混不会把他打得太厉害。
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Oda rolls 9 dice, Reaction 6 + Intuition 3, and gets 3 hits, matching the threshold of the test. He’s not going to be surprised here. If he had, he would have had no actions in the frst combat round, and he would have to hope the gangers didn’t beat him too badly.

离线 马非鱼

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Re: 【6e】战斗 p. 104-110
« 回帖 #4 于: 2019-09-01, 周日 23:47:04 »
武器/护甲特征 WEAPON/ARMOR CHARACTERISTICS


攻击等级/距离 ATTACK RATING/RANGE

攻击等级(AR)代表着武器的打击力和穿透力。它会被用于和对手防御等级的比较,也会随着射程类别的变化而变化。一些武器在某些距离更好用,一些武器在过了某个距离后就失效了。如果武器在某个射程类别没有攻击属性,那么它就不可以在那个距离使用。(简单来说,每个武器的射程都分为5档,每档都有单独的AR,没有AR就不能用)
有五个射程类别:
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This number is an amalgam of the power and penetration of a weapon. It is compared to an opponent’s Defense Rating and varies through each range category. Certain weapons are better at certain ranges, and some are ineffective after a certain distance. If a weapon does not have an Attack Rating in a certain range category, it cannot be used at that range.
There are five range categories:
近身:0-3米 CLOSE: 0-3 METERS
每把枪都有这个射程类别,不过由于一些枪过于笨重,所以它们的有效性是真的很低。
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Every gun has this one, though some are actually less effective here because they’re so bulky.
近距:4-50米 NEAR: 4-50 METERS
大部分情况下,这个都是最佳距离(sweet spot)。全部距离的武器都可以在这个范围发挥作用。当然,它们的有效性就是另一个故事了。
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This is the sweet spot across the board. All ranged weapons can get into this range. How effective they are is a whole other question.
中距:51-250米 MEDIUM: 51-250 METERS
你的枪管需要有一定长度才能在这个范围内发挥作用。一些小型武器也可以去到这个范围,但要想打到目标的话,更多的是看花招和魔法而不是技术。(啧,说得好像AR会影响骰池似的)
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You need some barrel length to be effective here. Some smaller arms can get here, but hitting a target falls more into the realm of trickery and magic than skill.
远距:251-500米 FAR: 251-500 METERS
欢迎来到长枪械的领土。在这个区间内,大小是关键——好吧,至少枪管的长度很关键。
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Welcome to the land of longarms. This is the place where size matters—well, at least the length of the barrel.
极远:500+ EXTREME: 500+
好吧,你的爆改科尔特M23可以打到这个距离,但也就这样了,你在这个距离需要的是游侠武器(Ranger Arms;一个狙的牌子)
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Sure, your tricked-out Colt M-23 can get here, barely, but that Ranger Arms revels in these ranges.

弹容 CAPACITY

它代表着一把枪的最大弹药量,和装填方式。类别为:弹夹(c),内置弹仓(m),弹链供弹(b),折管式(a),弹巢(cy),前装式(z)。
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This is the maximum number of rounds the gun holds and the type of loading mechanism it uses. The categories are: (c) clip, (m) internal magazine, (b) belt, (a) break action, (cy) cylinder, (z) muzzle loader.

防御增幅 DEFENSE BOOST

它用来说明防具对角色防御等级的提升。大部分护甲带来的防御增幅是不可叠加的,不过特质,殖装,和像是头盔,盾牌,护垫之类的追加防具可以多少往上叠加一点。(装备上面只要写“防御等级”的,指的就是这个“防御增幅”)
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This quality is on Armor and bumps up the Defense Rating of a character. Most Defense Boosts from pieces of armor are not cumulative, though qualities, augmentations, and supplemental armor like helmets, shields, and pads can provide a little bump here and there.

防御等级(DR) DEFENSE RATING

它反应了你穿的那身铝罐或者蛛丝凯夫拉到底有多硬,这是护甲等级和体质属性的总值,特质和装备也可能对它带来影响(根据errata大佬Michael Chandra的回复,用“防御增幅”替掉了“护甲等级”)
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This reflects how tough that tin can or spider-silk kevlar blend you’re wearing is. This is a combination of Armor Rating and Body, and it might be affected by qualities and gear. It is compared to the Attack Rating to see if you have enough of an advantage to earn some Edge.

伤害值(DV)DAMAGE VALUE (DV)

它代表着一次攻击命中后会造成的基础伤害,这个数值会被攻击检定获得的成功所调整,不同子弹的选择也可能会带来一些改变。
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This is the base amount of damage done with a successful attack. This number gets modifed by the hits on the Attack test and may change slightly with different ammunition.

射击模式 FIRING MODE

射击会有不同的模式。基于武器的类型和武器改造,武器会有不同的射击模式,包括单发射击(SS),半自动射击(SA),点射(BF)和全自动射击(FA)。每种模式都会带来一些调整。听过那句“凡事皆有代价”吗?依然如此。
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These are the modes you can use while fring. Weapons can fre in Single Shot (SS), Semi-Automatic (SA), Burst Fire (BF), and Fully Automatic (FA) modes depending on the type of gun or the modifcations that have been made. Each mode offers a little something in exchange for something else. Ever heard the phrase “Everything has a price”? Still applies.
SS:你打出1发子弹。单发射击不会改变武器的属性。
SA:你打出2发子弹,只需要你快速扣动扳机两下。你的武器AR-2,DV+1。
BF:你打出4发子弹,只需要你有一把可以扣一下扳机就射出好几发的好枪。你可以打出一次窄点射或者一次散点射。窄点射时,AR-4,DV+2;散点射时,你可以分裂骰池打两个不同的目标,视为对他们分别进行SA射击。
不够子弹!如果你不够子弹打出完整的4发点射,那么就相应的调整效果——打出多少发就降低对应值的攻击等级,如果有至少两发子弹被打出,那么调整为DV+1。(没明晰散点射怎么算,合理的推测时,3发子弹是,一个正常的SA,另一个AR-1,DV+0)。
FA:你打出10发子弹,AR-6。这个模式允许在不用〈多重攻击〉次要动作时,进行多重攻击。射手可以将射程内的任何有效对象作为射击目标来分裂骰池。你可以用一系列的小骰池去打多个目标或单个目标,攻击命中都会造成武器的完整伤害(each hit doing the full damage of the weapon)。
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SS: You fre a single bullet. There are no changes to a weapon’s attributes with a single shot.
SA: You fre two rounds rapidly with two trigger pulls. Decrease the Attack Rating of your weapon by 2 and increase damage by 1.
BF: You’ve got a fancy gun that pumps out multiple rounds with a single trigger pull. You can fre four rounds in an attack. You can shoot a narrow burst, which decreases the Attack Rating by 4 and increases damage by 2, or make a wide burst and split your dice pool between two targets and count each as a SA-mode shot.
Not Enough Rounds! If you don’t have enough rounds to complete the full four-round narrow burst, reduce the effects accordingly, with Attack Rating adjustment matching the number of rounds fred and the Damage Value dropping to a +1 as long as at least 2 rounds were fred.
FA: This mode allows multiple attacks without using the Multiple Attack Minor Action. The shooter chooses to split their dice pool among any valid targets in range. This can be used to attack a slew of targets or even a single target with a series of small dice pools, with each hit doing the full damage of the weapon. This mode uses ten rounds and decreases the Attack Rating by 6.

技能 SKILL

它代表了这个武器对应的技能。除非GM另外有说,否则对应技能检定的关联技能都是敏捷(除了用〈工程学〉在载具上开火的时候,它的对应属性是逻辑。)
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This is simply what skill is used with this weapon. Unless the gamemaster says otherwise, they use Agility as the associated attribute for the Skill test (except for using Engineering to fre from vehices, which uses Logic)

伤害类型(元素,等)DAMAGE TYPES (ELEMENTAL, ETC.)

某些武器和攻击造成的伤害并不只是简单的动能传导。那些形式的攻击,像是喷火器,火球,闪电箭,电击枪,还有剧毒波,就是其中几个。出了最初的攻击和伤害效果外,它们通常会带来次要和/或长期的状态影响。
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Certain weapons and attacks deliver damage besides simple kinetic energy transfer. These forms of attacks, such as flamethrowers, freballs, lightning bolts, tasers, and toxic waves to name a few, usually have a secondary and/or extended Status effect beyond the initial attack and damage result.
电击 ELECTRICITY
被电击不仅会痛,还会使肌肉发颤。如果角色不需要承受伤害,那么就没事,否则即使只要承受一格伤害,他也会获得电颤(Zapped)状态,持续2战斗轮。
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Getting zapped not only hurts, but it also seizes muscles and leaves a victim shaky from muscle tremors. If a character shakes off the damage, they’re all good, but if they suffer even a single box, the character gets the Zapped status for 2 combat rounds.
化学(酸,碱,腐蚀品,等)CHEMICAL (ACIDS, BASES, CAUSTICS, ETC.)
当攻击涉及到腐蚀性化合物——酸,碱,腐蚀品,毒素之类的——它们通常会有残留,并且在后续的战斗轮中依然造成伤害。化学攻击会造成腐蚀(Corrosive)状态。此外,如果调整后的攻击DV比目标的护甲要高,那么在攻击结算完后,那件护甲的防御增幅永久性的减一。(“调整后的攻击DV”指基础DV+净成功+别的调整,就是在攻击命中后,伤害抵抗前的DV;另外,毒素还是有自己的效果的…我怀疑他们这么只是那么口嗨而已,否则一个胡椒弹就让护甲的DB-1,这个就有点太傻了…)
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Attacks that involve corrosive chemicals—acids, bases, caustics, toxins, etc.—tend to stick around and cause damage on subsequent rounds. Chemical attacks add the Corrosive status. Additionally, if the modifed Damage Value of an attack exceeds the Armor of the target, the Defense boost from that piece of armor is permanently decreased by one after the attack is resolved.
寒冷 COLD
没人喜欢被冻着。发颤的牙齿和身体,低体温,和组织损伤只是几个受到寒冷攻击后让你生活变得更艰难的因素而已。当寒冷伤害类别的攻击对角色造成伤害时,也会带来冰冷(Chilled)状态,持续3轮。最后,如果调整后的攻击DV比目标的护甲要高,那么在攻击结算完后,那件护甲的防御增幅永久性的减一。
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No one likes being cold. The shakes, chattering teeth, hypothermia, and tissue damage are just a few reasons your life will be harder after you get hit by a cold-based attack. Taking damage from an attack with a Cold damage type inflicts the Chilled status for 3 combat rounds. Lastly, if the modifed Damage Value of an attack exceeds the Armor of the target, the Defense boost from that piece of armor is permanently decreased by one after the attack is resolved.
火焰 FIRE
当你被火焰攻击打中了,火焰就会点燃易燃物,包括你。这个效果意味着火在初次命中后会持续燃烧几轮。当火焰伤害类别的攻击对角色造成伤害时,会导致燃烧状态。
GM注意事项:如果目标有一些导致变化的情况,那么伤害和持续就要依仗你的考量了。如果他们浑身都是油或者穿了很多宽松的衣物,那么它可能就会持续得久一点,造成更多伤害,或者扑灭会需要一个更高的阈值。
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Once you’re hit by an attack that involves fre, the fre ignites flammable objects, including you. This effect means the fre burns for several rounds after the frst. Taking damage from an attack with a Fire damage type inflicts the Burning status.
Gamemaster note: The damage and duration are subject to your discretion if the target has some mitigating circumstance. If they’re covered in oil or wearing a lot of loose-ftting cloth, it may last longer, cause more damage, or require a higher threshold to extinguish.

离线 马非鱼

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Re: 【6e】战斗 p. 104-110
« 回帖 #5 于: 2019-09-08, 周日 23:33:37 »
引用
近身格斗和喽啰范例MELEE CLOSE COMBAT AND GRUNTS EXAMPLE
即使他们的小头头倒了,其他的帮派分子还没有放弃。其中三个逼近喔嗒(Oda),拖着沉重的摩托链条就准备着给他一顿胖揍,当然也因为他们每人拿枪。现在让我们来结算一下近身格斗的步骤吧!
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Even though their leader is down, the rest of the gang isn’t giving up yet. A group of three close in on Oda, drawing heavy bike chains to give him a beat down, because none of them are carrying guns. Let’s run through the steps of Close Combat!

第一步:结算骰池 GRAB DICE
这些五元眼(Eye-Fivers)被视为喽啰,因此他们的攻击会视为单个小组的攻击,而不是三次单独的攻击。他们用他们的近身格斗2+敏捷2再加上组内额外攻击手带来的+1骰池加值,骰池结算为5。喔嗒防御骰池为,反应6+直觉3,骰池结算为9。
劇透 -   :
The Eye-Fivers are considered grunts and thus attack as a single group instead of three individual attacks. They use their Close Combat 2 + Agility 2 and get a +1 bonus for the extra attackers in their group for a total dice pool of 5. Oda defends with Reaction 6 + Intuition 3, for a dice pool of 9.

第二步:分发极限 DISTRIBUTE EDGE
这里我们比较混混手上摩托链条的攻击等级(9;基础攻击等级为7+2加值来自于额外喽啰,见p. 114)以及喔嗒的防御等级(10;体质6+4来自于护甲外套),可以见到没人比对方多出至少4,就是说没人获得奖励极限。
劇透 -   :
Here we compare the Attack Rating of the bike chain in the hands of the gangers (9; base Attack Rating of 7 + 2 for the bonus from the extra grunts—see p. 114) to the Defense Rating of Oda (10; Body 6 + 4 for armor jacket) and see that no one has an advantage of greater than 4, meaning no one gets a bonus Edge.
还是那条黑巷子,喔嗒还是有赛博眼上低光视觉带来的优势。问题是,这还是同一个战斗轮,喔嗒在他的玩家回合时已经获得了2点奖励极限。所有他在这里不会获得极限。
最后,我们来看看会不会有装备或者特质可以为双方带来协助,但是并没有找到在近战中能帮到他们的东西。
劇透 -   :
The dim alley situation hasn’t changed, and Oda still has the advantage of the low-light vision on his cybereyes. The problem is, this is still the same combat round, and Oda hit his 2 bonus Edge limit during his player turn. Oda gains no bonus Edge here.
Finally, we look at any gear or qualities that might help either side but fnd nothing for either side in melee.
第三步:投骰与使用极限 ROLL DICE AND SPEND EDGE
五元眼用了他们职业等级给他们带来的1点极限,选择使用〈倒地摔拌〉极限动作而不是普通的伤害攻击,他们希望借此占据更多优势。这没有改变他们的骰池5,投骰获得了2成功。
喔嗒决定先不用任何极限,他的防御检定还是为骰池9(反应6+直觉3),结果难看,得了个0成功。他决定用他的极限来重骰一个骰子,让一个1变为5,这让他这次检定获得了1成功。
混混获得了1净成功(2成功-1成功),然后进入第四步。
劇透 -   :
The Eye-Fivers spend the 1 Edge they have from their Professional Rating to go for the TumbleTrip Edge Action rather than the standard damaging attack, looking for more of an advantage. This doesn’t alter their dice pool of 5, from which they get 2 hits.
Oda decides to hold off on using any Edge, making his Defense test dice pool 9 (Reaction 6 + Intuition 3), which he botches terribly, managing 0 hits. He then decides to use his Edge to reroll a single die and manages to turn a 1 into a 5, giving him a single hit on the test.
The gangers get 1 net hit (2 hits – 1 hit) and move on to Step 4.
第四步:结算伤害 SOAK SOME DAMAGE
Oda用他的体质抵抗调整后的DV,即3S(链条的基础DV+1净成功)。他获得了2成功,将伤害降低到1S。
劇透 -   :
Oda rolls his Body against the modifed Damage Value of 3s (Base Damage Value of the Chain + 1 net hit). He gets 2 hits and reduces the damage to 1S.
第五步:结算效果 BRING THE PAIN
这里我们要让喔嗒的晕眩CM承受1格伤害,然后将净成功和喔嗒的体质6比较,以决定他是否被击倒。虽然让混混很懊恼,但是他依然还是双脚踏地。
劇透 -   :
Here we apply that 1 box of damage to the Stun Condition Monitor of Oda and then compare the net damage to Oda’s Body 6 to determine if he is knocked down. Much to the chagrin of the gangers, he maintains his footing.