作者 主题: 【R&G】更多要害攻击MORE CALLED SHOTS p110~112  (阅读 7531 次)

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【R&G】更多要害攻击MORE CALLED SHOTS p110~112
« 于: 2017-11-15, 周三 09:47:34 »
当GM想要增加一些击中对手什么样的位置能产生什么样的效果的影响时,这可能会是一个不错的讲故事的技巧(it’s a nice storytelling touch,我觉得这里另有梗),但有时你真的想成为被要害攻击的人吗?这是一种特殊方式,比如徒手攻击,或者将特定部位和特殊子弹结合的攻击,或者你只是需要一个特殊的影响,要害攻击就是用来精确攻击细节部位所能带来多少影响的技巧。
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When a gamemaster adds flavor about where your bullet hits and the effect it has on your opponent, it’s a nice storytelling touch, but sometimes you really want to be the one calling the shots. Whether it’s a specific style of unarmed attack, a combination of special ammo and that special spot, or just a need for some specific effect, Called Shots are what you use to amp up the detail and make the attack you want.
不像在暗影狂奔第五版的要害攻击,并不是所有的要害攻击都有相同的-4骰池罚值。增加多样性和可选性意味着想要完美一击的难度也增加了。在本章中一些要害攻击也有所不同,因为它们是武术流派武技的一种表现形式,一个经过训练的角色可以用业力购买,并且要害攻击的减值会有所降低。(译注:要害攻击罚值降低1,“武技”开篇提到过)
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Unlike the Called Shots in the Shadowrun, Fifth Edition, not all of these Called Shots have the same –4 dice pool penalty. Added variety and options means added changes to the difficulty of taking that perfect shot. Some of the Called Shots in this chapter are also different in that they double as Martial Arts techniques, which are moves a trained character can buy for Karma and then make use of at a discounted modifier.

引用
特殊弹药 要害攻击AMMO-SPECIFIC  CALLED SHOTS
一些特殊射击在遇到特殊弹药的时候会变得格外棘手。有时子弹会变得不起作用,比如试着用凝胶弹攻击石膏墙。但把同样的凝胶弹射进敌人盔甲的软肋中,你可能会得到一次“一击即倒”。对不同的弹药,不同的射击技巧的规则和结果的变化,可以参照“子弹魔咒!”部分。
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Some trick shots are extra tricky when they involve specialty ammunition. Sometimes the shot just doesn’t work, like trying to kick up some plaster with a gel round. But put that same gel round into the soft spot of an enemy’s armor and you just might get a one-shot KO. Variations of the rules and results of different trick shots for different ammunitions can be found in the Ammo Whammy! section.


缴械(p195,SR5)BLAST OUT OF HAND (P. 195, SR5)
此次攻击不会造成伤害,但是会击落对方手中的武器。不过,请注意,某些特殊弹药的攻击可以让你在攻击中造成一些伤害。
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Does no damage, but knocks weapon from hand. Note, though, that some Ammo-Specific Called Shots allow you to throw in a little damage with the blow.


击破武器(仅限近战)BREAK WEAPON  (CLOSE COMBAT ONLY)
在近战中,一个角色可能试图用武器损坏甚至打断对方的武器。有一个例子,破刃剑就是专门为此而设计的武器。当角色攻击时,武器作为屏障做对抗检定(p197,SR5)。如果攻击成功并造成伤害,对方的武器就会受到损伤,效果也会降低。此要害攻击有两种选择:如果武器的精度高于3,则该角色可以将武器的精度降低1点。此动作可以多次执行。直到武器被降低到3的精度;如果武器触及达到了0以上,角色可以损坏武器的触及减少1点,这可以多次执行,直到达到0。请注意,使用这种要害攻击需要武术训练。
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In close combat, a character might try to damage or break an opponent’s weapon with his own attack. The sword-breaker dagger is an example of a weapon designed specifically for this task. When the character makes an attack, the weapon resists as a barrier (p. 197, SR5). Most weapons including guns are considered heavy material on the Barrier Rating table (p. 197, SR5). If the attack is successful and does damage, the opponent’s weapon becomes damaged and is less effective. There are two options for a Break Weapon Called Shot. If the accuracy of the weapon is higher than 3, the character can reduce the accuracy of the weapon by 1. This can be done multiple times until the weapon has been reduced to an accuracy of 3. If the weapon has Reach greater than 0, the character can damage the weapon by reducing its Reach by 1. This can be done multiple times until Reach is 0. Note that use of this Called Shot requires Martial Art training.


阴招(p195, SR5))DIRTY TRICK (P. 195, SR5)
此次攻击不会造成伤害,但对手的下一个动作中会受到惩罚。使用阴招采取不同类型的弹药可以增加不同的效果。
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This shot does no damage, but the opponent receives a penalty on next action. Pulling a Dirty Trick shot with different types of ammo can enhance the effect.


夺刃(仅徒手格斗)DISARM  (UNARMED COMBAT ONLY)
总有一些角色会犯这样的错误——在激烈交火或者近战打斗火热的时候,发现自己没带武器。不管怎样,这都是一个坏消息,在这种情况下我们要做的第一件事就是抓住机会——甚至利用对手的武器反过来攻击他们。
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There’s always the chance that a character might make the mistake of bringing nothing to a gunfight. Or knife fight. Either way, it’s bad news, and one of the first things to do in this situation is even the odds—or even tilt them the other way by seizing the weapon.
这个要害攻击需要角色进行徒手攻击。如果成功攻击并且角色的力量加上净成功超过对手的物理界限,角色可以抢夺对手的武器为己所用,尽管他必须进行一个“准备武器”动作才能去攻击(以这种方式抢夺对手的武器不可能会很顺手)。
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With this Called Shot, the character makes an unarmed attack. If the attack is successful and the character’s Strength plus net hits exceeds the opponent’s Physical Limit, the character snatches the targeted weapon out of the opponent’s hands and can use it themselves, though they have to take a Ready Weapon Action to do so (it’s not likely that they snatched the weapon in such a way that it’s set properly in their hand).
如果成功攻击,但角色的力量加上净成功没能超过对手的物理界限,那么对手在下一个行动阶段使用该武器时,将会得到与净成功相等的罚值。如果角色攻击失败,那么对手在攻击使用了该动作的角色时有+ 2骰池奖励。注意使用此动作需要武术训练。
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If the attack is successful but the character’s Strength plus net hits do not exceed the opponent’s Physical limit, then the opponent receives a penalty equal to the net hits if they use that weapon during their next Action Phase. If the character fails in the attack, then the opponent has a +2 dice pool bonus in attacking the character with that weapon for that Action Phase. Note that use of this action requires Martial Art training.


缠(仅异种武器)ENTANGLEMENT  (SPECIFIED EXOTIC WEAPONS ONLY)
角色可以用绳索或鞭子一样的武器缠住对手而不是直接杀死他们。在武器近战攻击中使用异种近战武器技能,角色可以使用攻击的净成功以减少对手在动作阶段的敏捷属性,而不是用武器造成伤害。只要攻击产生任何净成功,对手就不能移动比武器触及更远的距离。如果对手的敏捷降低到0,对手不能采取任何其他行动,除了企图挣脱纠缠。就像制服或缠斗,为了恢复敏捷属性,对手必须挣脱纠缠。如果对手想挣脱逃走,他可以尝试一个复杂动作,进行逃脱+敏捷【物理】的检定,阈值为对手敏捷减少的点数(译注:也就是攻击的净成功)。如果检定成功,对手重获自由且不再受敏捷惩罚。可以使用该要害攻击的武器包括:链鞭,皮鞭,锁分铜、锁镰、绳镖、和套索。注意使用此动作需要武术训练。
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The character can use a rope or whip-like weapon to entangle her opponents instead of outright killing them. In an Armed Combat Attack using an Exotic Melee Weapon Skill, the character can use net hits from the attack to reduce the opponent’s Agility for that Action Phase instead of dealing damage from the weapon. If the attack generated any net hits at all, the opponent cannot move any further away from the character than the range of the weapon. If the opponent’s Agility is reduced to 0, the opponent can do no other action than attempt to break free. Like a subdual or clinch, the opponent will have to break free of the entanglement in order restore his agility attribute. If they want to get away, the opponent can attempt an Escape Artist + Agility [Physical] Test as a Complex Action with a threshold of the number of successes used to reduce his Agility. If successful, the opponent is free and no longer suffers from the Agility penalty. Weapons that can be used with this called shot include: chain whip, leather whip, manrike, kusarigama, rope dart, and lariat. Note that use of this action requires Martial Art training.


佯攻(仅近战) (CLOSE COMBAT ONLY)
一个佯攻,角色可以引导对手在进攻中失误连连。此攻击不会造成伤害,但如果成功则表示此次攻击愚弄了对手,迫使对方准备抵御不存在的进攻。这意味着在接下来的行动阶段,当角色真正的攻击时,对手的防御检定需要减去佯攻所造成的净成功。在角色真正攻击前,所有的佯攻动作不会互相叠加;如果角色尝试多次佯攻,只有一个最新的净成功会发生作用。注意使用此动作需要武术训练。
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With a Feint, a character can draw his opponent to make a bad move in their attack. The attack does no damage, but if it is successful, it fools the opponent and forces them to prepare to defend against the false attack. This means that in the next Action Phase, when the character truly attacks, the opponent takes a penalty to his Defense Test equal to the net hits of the Feint. An opponent cannot be penalized by more than one Feint action by the character before the character attacks; if the character attempts multiple Feints, only the net hits from the most recent Feint Action apply. Note that use of this action requires Martial Art training.


击倒(仅近战)KNOCK DOWN  (CLOSE COMBAT ONLY) (P. 195, SR5)
此次攻击不会造成伤害,但是会击倒对手。
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Does no damage, but opponent is knocked prone.


钉刺(需箭术/投掷武器)PIN  (REQUIRES ARCHERY/THROWN WEAPON)
使用恰当的远程武器,角色可以将对手钉在地板、地面或墙壁上。用武器成功进攻时,如果DV超过了目标衣物的护甲等级(意思就是不考虑类似真皮镀层的殖装),然后对手的肉或者衣服就被固定在那个物体上。净成功确定如何安全地钉住对手。当对手被牵制时,他在所有的防御检定中都受到-2的骰池罚值。
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With an appropriate ranged weapon, the character can pin an opponent to the floor, the ground, or a wall. On a successful attack with the weapon, if the DV exceeds the Armor Rating of the target’s clothing (meaning augmentations like dermal plating would not be taken into account), then the flesh and clothing of the opponent are pinned to that object. Net hits determine how securely the opponent is pinned. While the opponent is pinned, he suffers a –2 penalty to all Defense Tests.
角色可以做一个简单动作挣脱钉刺,进行体质+力量【物理】的检定,阈值是攻击者的净成功。角色也可以用一个自由动作强行撕扯挣脱,但这会造成每攻击净成功1格的物理伤害,该伤害不可抵抗。可以在同一动作阶段尝试简单动作和自由动作。如果简单动作失败,成功和阈值之间的差值会增加到——之后如果角色企图用自由动作挣脱的物理伤害中。注意使用此动作需要武术训练。
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To break free of a pin, the character can make a Body + Strength [Physical] Test as a Simple Action with a threshold of the net hits of the pin. The character can also rip himself free as a Free Action, but takes 1 box of unresisted physical damage for each net hit on the Pin Called Shot. Both the Simple and Free Action can be attempted in the same Action Phase. If the Simple Action fails, the difference between the hits rolled and the threshold are added to the Physical Damage the character takes when attempting to break free. Note that use of this action requires Martial Art training.

逆转(仅徒手格斗)REVERSAL (UNARMED COMBAT ONLY)
当角色被敌人锁头或其他擒抱或缠斗动作所牵制,失去有利位置从而失去近战调整值时,他有两种选择:脱身或逆转。要进行逆转动作,首先你需要进行徒手攻击。如果攻击成功,制服或者缠斗的双方依然保持这个状态,但是有利位置被互换了,给予角色在近战上的位置优势奖励。如果角色逆转了擒抱,他可以在一下个行动阶段尝试制服动作。注意使用此动作需要武术训练。
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When a character finds herself stuck in a headlock or some other form of clinch or grapple action and does not have the superior position melee modifier, she has two options: Escape or Reversal. With a reversal, the character makes an unarmed attack. If successful, the character and opponent are still engaged in a clinch or subduing action, but the roles become reversed, giving the character the superior position advantage. If the character reversed a grapple, she can attempt a Subduing Action on her next Action Phase. Note that use of this action requires Martial Art training.


动摇(p196,SR5)SHAKE UP (P. 196, SR5)
此次攻击造成正常伤害,并降低目标的主动性值。
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This shot does normal damage and decreases the target’s Initiative Score.


分配伤害(p196,SR5)SPLITTING DAMAGE (P. 196, SR5)
此次攻击允许你在目标造成眩晕和物理之间均匀分配你造成的伤害。
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This shot allows you to evenly divide the damage you’re inflicting between a target’s Stun and Physical Condition Monitors.


具体部位SPECIFIC TARGET
无论是用拇指插入对方的眼窝或是把子弹射在他的眼睛附近,这些打击都会使敌人陷入失明,通过攻击敌人的特定部位可以产生特定的效果。这个要害攻击的攻击调整值和正常要害攻击的-4骰池调整不同。见“位置,位置,位置”下面,攻击不同具体位置造成的不同效果。调整值也一并列出。
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Whether it’s jamming a thumb into an opponent’s eye socket or putting a bullet so close to their eye the shockwave makes them blind, there are a lot of shots that generate specific effects by hitting carefully chosen points on the enemy’s anatomy. This Called Shot option is different than others in that the modifier is not a standard –4 dice pool penalty. See Location, Location, Location below for the effects of different Specific Target Called Shots. The modifiers are listed as well.
在进行攻击检定之后,但在敌人抵抗伤害检定之前,攻击者决定他想要利用这些净成功做些什么。对于第一次命中后的每一个净成功,攻击者可以选择其中列出的一个效果。检定获得的净成功不等于额外的DV。如果在伤害抵抗检定之后,目标没有受到任何的伤害,他们不会受到任何额外的影响。
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After the Attack Test is made but before the Damage Resistance Test, the Attacker decides what they want to do with any net hits. For every net hit after the first, the attacker can choose one of the listed effects. The net hits on the test do not count toward additional DV. If, after the Damage Resistance Test, the target takes no damage, they also suffer none of the additional effects.


特技射击(p196,SR5)TRICK SHOT (P. 196, SR5)
该要害攻击的净成功增加到你对付对手的威吓骰池检定中。
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Net hits on this Called Shot add to the shooter’s dice pool on Intimidation Tests against the target.
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