作者 主题: 【R&G】天空之上&太空战斗&大麻烦 p161-169  (阅读 6941 次)

副标题: 纯净无魔法的宇宙! 翻译:薛猫

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【R&G】天空之上&太空战斗&大麻烦 p161-169
« 于: 2018-02-05, 周一 21:13:57 »

ABOVE THE SKIES
天空之上

劇透 -   :
Space, the fnal frontier. Some mages would argue that
the metaplanes could be the fnal frontier, while some
oceanographers would say our greatest mysteries still
lie beneath the waves, but space is both close and far,
understood (in theory) and yet possibly infnite and unknowable. This alien environment is so often depicted
as the scene outside a space-station window or as the
backdrop for a sci-f trid that people fail to consider the
massive amount of training and psychological testing
that go into being allowed into space.
The standard Fatigue from Environments rules don’t
apply in space. Death is never delayed once a character
is exposed to the vacuum of space. Everywhere outside
the confnes of a spacecraft or on the surface of another planet counts be a Deadly Severity environment with
enough penalties to cause death in seconds. So rather
than fxate on different grades of environments, let’s instead look at some of the other complications in space,
like distance for communications and the myriad of
complications caused by variances in gravity.
太空,最后的边界。有些法师会争辩道泛位面也可能是最后的边界,而有的海洋学家会说我们最深的秘密依然藏在波涛之下。但太空既远又近,(在理论上)被我们理解却有无限的未知。地外环境通常被描述为空间站窗外的景色或是科幻三维影像的背景,人们未能想到需要大量的训练和心理测试才能被允许进入太空。
标准的环境疲劳(Fatigue from Environments )规则不适用于太空。一旦角色暴露在宇宙真空,死亡便绝不拖延。航天器之外或某个行星表面的任何一处都视为极度致死(Deadly Severity)环境,还附带足量的罚值让死亡在几秒内到来。因此让我们不要关心不同的环境分级,而是看看太空中其它的麻烦,比如通讯距离或者重力不同导致的无数复杂情况。
MATRIX LAG
矩阵延迟

劇透 -   :
Noise, noise, and more noise. Distances in space are
too far for clean signals of densely packed data to make
it without at least some clarity loss. There are a lot of
ways to limit Noise when working in the Matrix, but the
distance between even the closest of space objects is
beyond the limits of normal Noise elimination protocols. Objects may be introduced with the advanced
Matrix book, but for now it’s simple. Distances in space
are too far for signals to come through clearly. Hackers
looking to gain direct access to Matrix systems in orbit
need to gain access to the locations—remote hacking is
not going to happen.

杂讯,杂讯,更多的杂讯。太空中的距离太过遥远,高度压缩的纯净信号无法在不损失清晰度的情况下抵达目的地。矩阵中有许多方法限制杂讯,但即使是最近的太空物体之间的距离也超出了普通杂讯削减协议的能力范围。未来的矩阵书可能会引入新的物品,但现在事情很简单。太空中的距离太远信号无法清晰传达。想要直接连入轨道矩阵系统的骇客需要进入某些地点——远程骇入就别想了。
GRAVITATIONAL COMPLICATIONS
重力难题

劇透 -   :
Metahumans are creatures of gravity. Their bodies are
built to move in it, their biology is meant to function
in it, and when there are changes in gravity, whether
that be its absence or an excess of gravitational force,
the metahuman form does not adjust easily. The basic
gravitational force of the Earth is 9.81 m/s2. This varies slightly all over the surface of the Earth, but not in quantities great enough to have a signifcant effect on
metahuman physiology. Beyond the gravitational feld
of the Earth, though, is a whole other story.

泛人类是重力的生物。他们的身体和生物系统都被塑造为适合在重力下移动和工作,当重力发生变化时——不管时重力缺失还是重力增加,泛人类的躯体都没那么容易适应。地球上的基本重力是9.81m/s^2,在地球表面各处略有不同,但这些数值上的差异还不足以影响泛人类生理。但在地球重力场之外,就是截然不同的情况了。
劇透 -   :
For the purpose of determining game effects we’ll
classify gravity in four categories: Zero gravity, Low
gravity, Earth gravity, and Heavy gravity. Earth gravity is
the normal gravitational acceleration of Earthbound objects, the force that all the basic rules are built on. It’s the
norm, so it brings no other conditions, modifers, or any
such things. It may come from the planet or be artifcially created but either way the result is a location where
metahumans feel comfortable walking around.
Zero gravity is exactly that. A place that has no singular force pulling the character—or projectiles they may
be shooting—in any particular direction. In this environment the character is weightless. They don’t move in any
direction without something pushing or pulling them in
that direction.
为了确定游戏效果,我们会将重力分为4类:零重力、低重力、地球重力以及高重力。地球重力是地球上的物体通常受到的重力加速度,也是所有基本理论的基础。它是基准,因此不会带来任何其它状态、调整值或者别的什么。它可能存在于其它行星或者被人工制造,但结果都是泛人类能够舒适地四处行走。
零重力如字面所言。一个没有单一作用力将角色——或者他们发射的物体——拉向某个特定方向的地方。只要没有某个方向的推力或拉力,他们就不会朝任何方向移动。
劇透 -   :
Low gravity provides at least some sense of up and
down. That sense may be far weaker than the force of
the Earth holding a character to the ground, but it exists
and it gives a point of reference for characters moving
in this environment. Jumps may be higher, leaps longer,
and push-ups easier, but the awkwardness of the environment makes all those things clumsy.
低重力至少能提供某种上和下的感观。这种感观比地球上将角色拽在地面的力要弱得多,但至少它的存在能给角色在环境中移动提供参考。你可能跳得更高、跃得更远、举得更容易,但异样的环境会让这些动作变得笨拙。
劇透 -   :
Heavy gravity is a state of force distribution where
the metahuman body feels a greater downward pull and
therefore feels “heavier.” Though the mass of the metahuman does not change, the exchange of forces between the metahuman body and the structure it stands
on or opposes favors the opposing body more than the
metahuman. Places like this make characters clumsy
and more sluggish, and they also pull projectiles to the
ground more quickly.
高重力是泛人类感觉到身体被某种更强得力分布向下拽的情况,也就是感觉“变重”了。虽然泛人类的质量没有变化,但他们的身体和他们站立或作用的结构之间的作用力会对作用的物体更有利。这类地点会让角色行动笨拙、迟缓,也会让抛射物更快落地。
« 上次编辑: 2019-09-11, 周三 15:13:53 由 失语 »
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Re: 【R&G】天空之上&太空战斗&大麻烦 p164-169(2/3)
« 回帖 #1 于: 2018-02-05, 周一 21:28:34 »
SPACE COMBAT
太空战斗

劇透 -   :
Fighting in space becomes far more diffcult thanks to
the lack of gravity and a surface to anchor on for attacks. Since the laws of physics remind us that every
action has an equal and opposite reaction, and fghters
lack a six hexillion kilogram anchor to root themselves
against, forces become more balanced in space.
Due to this, most attacks in space have both attack modifers and damage modifers to represent the
change in forces when there is nothing to anchor against
and the reciprocal force isn’t absorbed quite as effciently. The effects of a varied gravity also modify Actions,
Damage, Movement, Falling damage, Recoil, Range, and
Defense, all of which are covered below.

由于缺乏重力和攻击时的用以锚定自身的表面,太空作战变得非常困难。物理定律提醒我们,每个动作都会有相等且相反的反作用,而战斗人员没有一个10^21千克的锚将自己牢牢定住,这让太空的力更为平衡。
因此太空中大部分攻击都有攻击调整值和伤害调整值,以表示这种无处定位、反作用力不被有效吸收的情况下力的变化。重力的变化也会影响动作、伤害、移动、坠落伤害、后坐力、射程和防御,如下。
ACTION MODIFIERS
动作调整值

劇透 -   :
Zero G provides no rooting capabilities with the exception of strapping in, and that doesn’t really help much
when you aren’t trained to make your attacks from a
seated position. Based solely on the diffculty of maneuvering, anchoring, and positioning in zero gravity,
all actions linked to a Physical Attribute suffer a –2 dice
pool penalty.
Low gravity makes for a lot of timing and balancing
issues as gravity exerts its unseen forces at an unaccustomed rate. Based on the diffculty of maneuvering, balancing, and timing actions in low G, all actions linked to
a Physical Attribute suffer a –1 dice pool penalty.
Heavy-gravity environments make characters feel
sluggish, heavy, and slow. Based on the diffculty of controlling physical motions while acting in heavy G, all actions linked to a Physical Attribute suffer a –1 dice pool
penalty.

零G不能提供定位能力,除非把自己固定在安全带上,但若你没有受过坐姿战斗的训练,这也帮不了你什么。基于零重力下行动、锚定、放置的困难,所有与物理属性相关的动作承受-2DP罚值。
随着重力这种无形之力减少到了无法适应的程度,低重力会带来许多时感和平衡上的问题。基于低重力下行动、平衡和时感动作的困难,所有与物理属性相关的动作承受-1DP罚值。
高重力环境会让角色感到迟缓、笨重、反应慢。基于在高重力下控制身体行动的困难,所有与物理属性相关的动作承受-1DP罚值。


DAMAGE MODIFIERS
伤害调整

ZERO GRAVITY
零重力

劇透 -   :
Zero-G environments offer an interesting arena for battles that pitch power versus skill and suffer a variety of
side effects to projectile weapon use. Characters fghting in zero G need to stay aware of their positions in
regards to surfaces around them.
Melee attacks that involve swinging an object and
seeking contact with an opponent—whether the object
is a fst or a katana or whatever—suffer a reduction in
Damage Value due to the lack of attacking character
anchoring, the free-floating ability to absorb blows with
motion, and Newton’s Third Law. Characters’ Strength
Attribute is reduced by half when determining melee
attack damage.
Melee attacks that involve grappling, ground-fghting techniques, or individuals who are both strapped
down don’t suffer any reduction in damage.

零重力环境为力量与技巧间的战斗提供了一个有趣的竞技场,通常也会给投掷武器的使用带来一系列副作用。在零重力下战斗的角色要时刻清楚他们相对周围表面的位置。
挥舞物体、试图与对手接触的近战攻击——不管这个物体是拳头还是打刀——都会受到伤害减值,原因是攻击方缺乏锚定、自由漂浮的状态能通过移动吸收冲击,以及牛顿第三定律。计算近战攻击伤害时角色的力量减半。
使用包含扭打、地面技的进战攻击,或者近战双方都被固定住的情况则不会带来伤害减值。
劇透 -   :
When considering special melee attacks such as
Push, Shove, or Throw Person, where opponents are attempting to move each other, it is important to remember that objects in zero G do not have any other signifcant force acting on them, and Newton’s Third Law rules.
特殊近战攻击,如推、撞、投掷人,在这类双方尝试移动对方的情况下,需要记住的重要一点是零G下的物体没有其它明显的力作用在它们身上,牛顿第三定律掌控全局。
劇透 -   :
A scrawny elf with no way to gain leverage isn’t going to
push or throw a bulky troll very far, but when the situations are reversed, the only thing stopping that elf from
moving will be the next available bulkhead. When these
attacks come up, have a little fun with physics. Have
both characters multiply their Body Attribute by their
last Movement. Compare the two. Motion continues
in the direction of the character with the higher Body
x Movement. The attacker stays balanced and ready if
they succeed, and they send the defender “prone.” If the
attack is blocked, the attacker is thrown off-balance and
considered “prone.”
一个干瘦的精灵在没有其它优势时不能把一个强壮的巨魔扔太远,但若情况调转,唯一能让精灵停下来的东西就是后面最近的飞船舱壁了。发生这类攻击时,玩一点物理把戏。将双方角色的体质属性乘以他们上一次移动。比较两者。运动会按[体质×移动]较高角色的方向继续。如果攻击方成功,他们能保持平衡,并且让防御方“倒地”。如果攻击被阻挡,攻击方则失去平衡被扔出去,视为“倒地”。
劇透 -   :
Ranged attacks made with standard weapons have
their DV reduced by half (round up) due to the increased
loss of energy to motion in both the attacker and the
defender. If either the attacker or defender is anchored,
the damage is only reduced by a quarter (round up). If
both are anchored, there is no change to the Damage
Value of the attack.
使用普通武器的远程攻击DV减半(向上取整),原因是由于攻击方和防御方的运动导致能量损失增加。若攻击方或防御方被锚定,伤害只减少1/4(向上取整)。如果双方都被锚定,攻击的伤害值不变。
劇透 -   :
For added flare, ranged attacks in zero G can put
both the attacker and the defender off balance from the
sudden exchange of energy. After every attack the characters (both the attacking and defending ones) have to
use a Simple Action on their next available Action Phase
and make an Agility (2) Test or suffer –1 dice pool modifer on all actions until they succeed on the test (they can
make a new test each Action Phase).
为增加火花,在零G下进行远程攻击时,突然的能量交换可能会让攻击方和防御方都失去平衡。每次攻击,角色(包括攻击和防御方)都需要在他们下一个可行动的行动阶段使用一个简单动作进行敏捷(2)检定,否则所有行动受到-1DP减值,直到检定成功(每个行动阶段都能重新检定)。
LOW GRAVITY
低重力

劇透 -   :
Low G environments aren’t a whole lot easier to operate in than zero G. The presence of a small gravity
feld gives a better sense of up and down, and characters feel lighter and relatively stronger (though nothing
happens to their actual Strength Attribute).
Melee attacks that involve swinging an object and
seeking contact with an opponent suffer a reduction in
damage due to the diffculty of balancing for the attack.
A character’s Strength Attribute is reduced by one quarter (round up) when determining melee attack damage.
Just like in zero G, melee attacks that involve grappling, ground-fghting techniques, or individuals who
are both strapped down don’t suffer any reduction in
damage.

低G环境下的行动不比在零G下容易太多。微小重力场的存在能提供更好的上下感官,角色也会觉得更轻巧、更强壮(但他们的实际强壮属性没有变化)。
包含挥舞物体、试图与对手接触的近战攻击受到伤害减值,原因是攻击时难以保持平衡。计算近战攻击伤害时角色的力量属性减少1/4(向上取整)。
与零G条件类似,包含扭打、地面技的近战攻击,或者近战双方都被固定住的情况则不会带来伤害减值。
劇透 -   :
When considering special melee attacks such as
Push, Shove, or Throw Person, where opponents are
attempting to move each other, low-G environments
change how energy is exchanged due to the minimal amount of anchoring allowed by limited gravity. These
attacks are adjusted as follows:
Push: If successful the defender is pushed 1 meter
beyond the attacker’s Reach (minimum 2 meters). If unsuccessful, the defender stays put while the attacker is
pushed back to the edge of his own Reach.
Shove: The attack occurs as normal, but the defender
is moved a distance of (double the net hits) meters and
must make an Agility + Reaction (2) Test or fall prone.
Throw Person: When determining distances for
throws, reduce the defender’s Body by half.
All ranged attacks made with standard weapons
(those not designed or modifed for space operations)
have their DV reduced by 1. When determining Knockdown, reduce the defender’s Physical Limit by 2.
特殊近战攻击,如推、撞、投掷人,这类双方尝试移动对方的情况下,由于有限的重力只能提供最低程度的锚定功能,低G环境会改变能量交换的方式。这类攻击有如下变化:
推:攻击成功,防御方被推至攻击方触及(最少为2m)1m外。若失败防御方留在原地,攻击方被推回至自己触及的边缘。
撞:攻击如常进行,但防御方被移动(净成功乘2)米距离,并且需要进行敏捷+反应(2)检定,失败则倒地。
投掷人:计算投掷距离时,将防御方的体质减半。
所有使用普通武器(即未专门设计或改造为太空使用的武器)的远程攻击DV减1。计算击倒时,防御方的肉体界限减2。
HEAVY GRAVITY
高重力

劇透 -   :
The diffculties of heavy-G environments are different
than those of lighter gravity, but they are diffculties
nonetheless.
Melee attacks feel slow and sluggish due to the additional gravitational force. When determining all striking melee damage, use half the character’s Strength to
determine the Damage Value of the attack. Attacks that
involve grappling or clinching don’t suffer any change
to their DV.
For special melee attacks that are designed to move
characters, such as Push, Shove, or Throw Person, the
additional force holding a character in place makes tossing them around harder to do. All of these maneuvers
suffer a –2 dice pool penalty to the attack action.
All ranged attacks suffer a –1 dice pool penalty in
heavy-G environments due to the extra muscle strain
from throwing or holding up a weapon.

虽然高G环境下的难题与低重力环境不同,但难题就是难题。
近战攻击会由于附加的重力变得缓慢、迟钝,计算所有近战攻击伤害时,使用角色力量的一半来确定攻击伤害值。包含缠斗、扭打的攻击不承受任何DV改变。
进行目的是移动角色的特殊近战攻击,如推、撞、投掷人时,让角色留在原地的力增大,把他们摔出去的难度也增大。所有这类行动的攻击动作受到-2DP罚值。
高G环境下所有远程攻击受到-1DP罚值,原因是投掷或持握武器需要额外的肌肉力量。
MOVEMENT
移动

劇透 -   :
Each gravitational variation poses a different set of problems for the acting character in terms of Movement.

不同的重力会给角色在移动时带来一系列不同的问题。
ZERO GRAVITY
零重力

劇透 -   :
Characters do not have a Walk/Run rate when moving in zero G. All movement in zero G is either very deliberate or simply continued from the last action. In order to move, characters need to either climb, jump, or float.
To climb, characters follow the Climbing rules (p. 134, SR5) with a few modifications. All climbing tests in zero G gain a +2 dice pool bonus. The Movement rate is based on whether a Simple or Complex Action is used for the test. Using a Simple Action allows for 1 meter per hit of Movement in the direction of choice along a surface, while a Complex Action allows for 2 meters per hit.
To jump, or simply move across open spaces instead of along walls (characters don’t follow the standard Jumping rules). Instead, a jumping character uses a Simple Action to make a Gymnastics + Strength [Physical] Test and can choose to start moving at any rate up to 2 meters per hit per Combat Turn. The chosen velocity can’t be changed unless the character reaches another surface or engages in some form of combat where it is assumed by the rules that they slow during their engagement since melee combat in Shadowrun is not simply a single swing but a series of strikes and feints. When the character is going to reach another surface, they need to make a Gymnastics + Agility [Physical] (2) Test. Failure means the character impacts the surface at an uncomfortable angle and must resist Stun damage equal to their Movement rate just before impact. The damage is resisted with Body + Armor.

零G时角色没有步行/奔跑速度。零G下,所有移动要么是不慌不忙,要么单纯是上一次动作的延续。要想移动,角色必须攀爬、跳跃或漂浮。
要攀爬,角色要依照攀爬规则(SR5,p134),有一些改动。零G下的所有攀爬检定获得+2DP加值。移动的速度取决于使用简单动作还是复杂动作进行检定。使用简单动作让角色沿着某个表面朝选定方向移动1m每净成功距离,复杂动作为2m每成功。
要跳跃,或只是不沿着墙跨过一个开阔空间,角色不依照普通跳跃规则。进行跳跃的角色使用一个简单动作进行体操+力量[肉体]检定,便可选择用任何速度移动,最高为2m每成功每战斗轮。选定的速度无法更改,除非角色碰到了另一个表面,或者角色遭遇特定形式的战斗,根据规则遭遇这类战斗后会让角色减速,原因是暗影狂奔中的近战不是简单一挥而是一系列击打和佯攻。角色将抵达另一个表面时,需要进行体操+敏捷[肉体](2)检定。失败意味着角色以一个奇怪的角度装上了表面,并且需抵抗等同于移动速度的晕眩伤害。伤害抵抗为体质+护甲。
LOW GRAVITY
低重力

劇透 -   :
Movement in low G varies greatly based on how the character is moving. The decrease in weight means the character’s muscles can push their mass faster, but the reduction in friction means slowing or changing directions is tough, and one misstep turns a sprint into an uncoordinated jump, with a possibly unpleasant tumble at the end.
To reflect the level of coordination being maintained during the Walk/Run Movement rates, the character’s Movement rates are calculated differently. See the Movement in Space table for the new calculations.
Changes to climbing and jumping also occur in low-G environments. Climbing rates are the same as zero G, but the character does not receive the +2 dice pool bonus. Jumping distances are greatly increased in low-G environments. After making the Gymnastics + Agility [Physical] Test, a character can jump 3 meters per hit on a running jump and 2 meters per hit with a standing jump, with their Physical Limit x 3 in meters serving as the limit on distance. These jumps reach a maximum vertical height of 1/2 the distance traveled horizontally. A standing vertical jump gets 1 meter per hit with a cap of Physical Limit x 2 in meters.
If there are structures or surfaces a jumping character can contact, they can continue to make jumps to reach greater heights, but all jumps after the first are considered standing jumps to calculate distance and height.

低G下的移动多种多样,主要取决于角色的移动方式。重量减轻意味着角色的肌肉能更快推动自身质量,但摩擦减少也意味着减速和改变方向更为困难,一次失足会将冲刺变成笨手笨脚的跳跃,最后还可能变成不那么愉快的摔倒。
为了表现保持步行/奔跑移动速度时的协调水平,角色的移动速度使用不同的计算方法。见太空中的移动表格。
低G环境下攀爬和跳跃也发生了改变。攀爬速度和零G相同,但角色没有+2DP加值。低G环境极大地增加了跳跃距离。进行体操+敏捷[肉体]检定后,助跑跳跃距离为3m每成功,立定跳跃为2m每成功。跳跃的最大竖直高度为水平距离地1/2。立定竖直跳跃高度为1m每成功,上限为肉体界限×2米。
如果跳跃的角色能接触到某些结构或表面,他们可以继续跳上更高的高度,但第一次跳跃后所有跳跃在计算距离和高度都视为立定跳跃。
HEAVY GRAVITY
高重力

劇透 -   :
Characters are slowed by their extra weight in heavy-G environments. This means that moving faster becomes a lot more about strength than agility. To determine Movement in heavy-G environments consult the Movement in Space table.
Jumping and climbing are also affected in heavy-G environments due to the additional pull of gravity. Jumping attempts are determined by Gymnastics + Strength [Physical] Tests. Running jumps travel only 1 meter per hit, and standing jumps on get half a meter per hit. These jumps reach a maximum vertical height of 1/2 the distance traveled horizontally. A standing vertical jump gets a half meter per 2 hits with the Physical Limit serving as the maximum distance. Not a lot of slam dunks going on in those heavy-G basketball games.

角色在高G环境会被额外的自重拖慢。这意味着移动更快需要的是力量而不是敏捷。计算高G环境的移动参考太空中的移动表格。
额外重力的拖拽也会影响跳跃和攀爬。跳跃尝试使用体操+力量[肉体]检定。奔跑跳跃仅为1m每成功,立定跳跃为0.5m每成功。跳跃的竖直高度为水平距离的1/2。立定竖直跳跃高度为0.5m每二成功,肉体界限为最大高度。高G篮球赛里可没多少灌篮。
FALLING DAMAGE
坠落伤害

劇透 -   :
Since gravity is the force that creates the acceleration that makes falling damage so deadly, when gravity is different, so is falling damage. For a zero-G environment, there is no falling damage—there is only the damage characters do to themselves when they launch themselves faster than they can handle. Falling damage for a low-G environment is Physical damage; it starts at 4 meters of falling, and has a DV equal to half the distance fallen in meters. In a heavy-G environment the damage is Physical, starts at 2 meters, and the DV is equal to double the distance fallen in meters.
Characters falling in a low-G environment drop 25 meters in the first Combat Turn, 50 meters in the second Combat Turn, and 100 in every Combat Turn after that. In a heavy-G environment the falling rates are 100 meters in the first Combat Turn, 200 in the second, and 400 in every Combat Turn after that. No matter which environment, it still hurts when you hit the ground at terminal velocity.

正是重力创造了加速度让坠落如此致命,因此当重力不同时,坠落伤害也会改变。对零G环境来说,没有坠落伤害——唯一的伤害是角色着陆太快无法控制时对自己造成的伤害。低G环境的坠落伤害是物理伤害;4m坠落起算,DV等于坠落米数的一半。高G环境下坠落伤害为物理,2m坠落起算,DV等于坠落米数的2倍。
低G环境下的角色第一个战斗轮坠落25m,第二个战斗轮50m,之后每轮100m。高G环境下坠落速度为第一个战斗轮100m,第二个战斗轮200m,之后每个战斗轮400m。不管是哪种环境,你以最终速度落地时还是会痛。
RECOIL
后座力

劇透 -   :
Changes in gravity affect how the recoil is handled on a firearm. In zero-G and low-G environments, recoil modifiers are doubled as the force of the firing is hard to bring back under control with less weight to anchor against. If a character is anchored in place (strapped down, magnetic boots, etc.), recoil functions as normal.
For a heavy-G environment, recoil modifiers are halved as the additional weight makes it easier to absorb the force of the recoil. Full-Auto HMG space firing fun for all!

重力的改变会影响枪械中的后座力如何被处理。在零G和低G环境,后坐力调整值都加倍,原因是锚定的重量变轻了,更难重新控制开火的作用力。如果角色被锚定在某个位置(皮带绑定、磁力靴等),后座力如常计算。
在高G环境,后座力调整值减半,原因是增加的重力使得后座力更容易被吸收。大家都可以享受太空HMG全自动开火的乐趣!
RANGE
射程

劇透 -   :
When looking at Range in a variable gravity environment, consider whether the gravity is created by a normal planet-like mass or if a rotational force is used to create artificial gravity. On a planet-like mass, the bullet travel distance is affected by the pull of gravity. Rotational force creating gravity means the target is actually moving in a constant arc, and the bullet travels straight while the target continues to move in a circular pattern to maintain the needed speed for artificial gravity. The
bullet does not travel as “far” based on a point-to-point perspective. Since Short Range is determined by a combination of target size and bullet velocity, it doesn’t change on any weapon. Zero-G is a special case, since gravity is not acting to change a bullet’s direction of travel. This means ranges for all weapons change based on target distance. The Range in Space table has multipliers to figure out the new Range modifiers in various gravity conditions.

考察不同重力环境下的射程时,要考虑重力是由普通的类行星质量体产生的还是利用旋转人工制造的。在类行星质量体上,子弹的移动距离会受重力下拉的影响。旋转力创造的重力意味着目标以恒定角速度运动,当子弹直线运动时目标会继续旋转运动以维持人工重力所需的速度。子弹运动的距离不会和点对点的认知下一样“远”。由于短射程由目标大小和子弹速度共同决定,因此不随武器改变。零G属于特殊情况,没用重力作用影响子弹的运动方向。这意味着所有武器的射程都改为取决与目标的距离。太空中的射程表格给出了不同重力环境下新射程调整值的倍数。
THROWING WEAPONS
投掷武器

劇透 -   :
Thrown weapons face the same range issues as those fired from a gun or bow. The big difference is, usually (with the exception of famous troll pitcher Oscar “Hurlg” Maddox and his amazing 63.5m/s fastball) objects that are thrown don’t have as much velocity behind them and don’t get the kind of distances that fired objects do. Modifications to the ranges for thrown weapons are located on the Throwing Weapons Range in Space table and try to simulate not only the precision factor of the throw but the velocity at which it will travel.

投掷武器面临和枪械或弓箭射出物一样的射程问题。不同的在于,通常投出的物体(例外是著名的巨魔投手奥斯卡·“烈酒”·马多克斯和他那神奇的65.5m/s快球)没有多大初速,因此不能达到射击武器那么远的距离。投掷武器的射程调整希望不只是模拟投掷的精度问题,还有投掷物运动的距离,见太空中的投掷武器射程表。
DEFENSE
防御

劇透 -   :
Defending in alternate gravity environments can have drawbacks and advantages. All characters performing any kind of Defense Test suffer a –2 dice pool penalty in zero G unless they are anchored down, in which case there is no modifier. Characters in a low-G environment gain a +1 dice pool bonus for being lighter on their feet. Characters in a heavy-G environment suffer a –1 dice pool penalty for being slowed by their extra weight.

不同重力环境下的防御有自己的优缺点。所有角色在零G环境进行任何类型的防御检定都要承受-2DP罚值,除非他们被锚定,此时没有调整值。角色在低G环境下获得+1DP加值,他们的脚步更加轻盈。角色在高G环境下承受-1DP罚值,额外的重力拖慢了他们的动作。

太空中的移动表格
重力步行奔跑冲刺
零G见规则见规则见规则
低G敏捷敏捷×2+3m/成功
高G力量力量×2+0.5m/成功

太空中的射程表
重力极端
零G×1×2×3×4
低G:自然×1×1.5×2×3
低G:人工×1×.75×.5×.25
高G:自然×1×.75×.25×.1
高G:人工×1×.5×.25×.1

太空中的投掷武器射程表
重力极端
零G×1×2×3×4
低G:自然×1×1.5×2×3
低G:人工×1×.75×.5×.25
高G:自然×1×.75×.25×.1
高G:人工×1×.5×.25×.1
« 上次编辑: 2018-08-07, 周二 22:20:15 由 NewAlbionDrone »
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Re: 【R&G】天空之上&太空战斗&大麻烦 p164-169(2/3)
« 回帖 #2 于: 2018-02-10, 周六 15:59:33 »
劇透 -   :
BIGGER PROBLEMS
DECOMPRESSION
Sudden decompression represents a Deadly Radiation Environment and should be handled as such if a character is ever suddenly exposed to a massive change in pressure environment. This would apply in space where pressure reaches almost a vacuum state or opening up a lock on a deep sea vessel and letting the ocean in.
大麻烦
失压
突然失压是一种致死辐射环境(Deadly Radiation Environment),当角色突然暴露在巨大的环境压力变化下时适用。这包括了太空中压力突然降至接近真空状态,或深海潜水器的阀门被打开海水涌入的情况。
劇透 -   :
SUIT LEAKS
The slow change of pressure and environment created by a suit leak can be represented with a Harsh Radiation Environment. This gives the character a little bit of time to race against the clock in repairing their suit or getting into a safe environment before the suit fails and they die.
宇航服泄漏
宇航服泄漏导致的缓慢压力和环境变化是一种恶劣辐射环境(Harsh Radiation Environment)。角色有一丁点余量和时间赛跑,在宇航服失效、人员死亡之前修复宇航服或者进入安全的环境。
劇透 -   :
HULL BREACHES
This is usually a case of sudden decompression when a character is in a breached room that is sealed, but if the decompression is pulling the environment from the whole facility, the character will need to get to the valve to seal off their section. When a character is present in a compartment on a ship where a hull breach has occurred, the character needs to make an Agility + Reaction (2) Test in order to find something to grab and not get sucked out into space. Failure means the character is either sucked into space or to a spot so close to the breach they begin suffering the effects of Decompression. Success means the character has latched onto something or held their ground and can begin moving towards safety. The gamemaster determines, based on the environment, how that travel can occur. While a hull breach is in effect, the compartment where the breach occurred is considered a Harsh Environment in terms of Fatigue, and rolls should be made accordingly.
舱壁破裂
通常情况是角色所在的密封舱室破裂导致突然失压,但如果失压让整个设施的环境恶化,角色必须到阀门处将自己的区域完全隔离。当角色身处飞船上发生舱壁破裂的舱室时,角色需要进行敏捷+反应(2)检定才能找到并抓住某些东西,否则会被吸入宇宙。失败意味着角色要么被吸入太空,要么处于一个靠近裂口的位置,此时需要承受失压的作用。成功意味着角色扣住的某样东西,或者能保持在原地,随后可以朝安全地点移动。GM应基于环境决定移动的形式。发生舱壁破裂时,破裂舱室的环境疲劳(Fatigue)视作恶劣环境(Harsh Environment),并以此掷骰。
劇透 -   :
LONG-TERM EFFECTS
Space is an odd place for the metahuman body. The various physical differences from gravitational forces and changes in pressure wear on the body quickly in space. Characters that spend extended periods of time in space face non-Karma initiated alterations to their Physical Attributes from their time in varied gravity. In a zero-G and low-G settings, characters lose 1 point of Strength (to a minimum of 0, at which point they are paralyzed from muscle atrophy and need to get somewhere for rehabilitation) and gain 1 point of Agility for every three-month and six-month period, respectively, that they spend in those environments. If any metatype falls below their racially modified minimum they are barely able to move their own mass. These decreases are permanent and must be bought back up with Karma in order to be repaired or maintained. Agility can be increased by a maximum of 2 and only up to characters’ metatype maximum. Characters with Muscle Replacement cyberware are not susceptible to these effects.
A heavy-G environment works the opposite way, but in a limited fashion. Characters in heavy G gain 1 point of Strength and lose 1 point of Agility for every three months they spend in a heavy-G environment, up to 2 points each. Increases cannot take a character above their metatype modified maximum, but decreases can drop Agility to 0, at which point the character is unable to maintain muscle control in the environment and needs a regular gravity environment for rehabilitation.

长期影响
对泛人类躯体来说,太空是个古怪的地方。从重力到压力变化,各种物理差异让躯体在太空中很快劳损。在太空中度过了较长时间的角色处在在异常重力下时,要面对无法用业力调整物理属性的问题。对于零G和低G环境,角色在这种环境下每生活3个月,失去1点力量(最低到0,此时他们因肌肉萎缩而瘫痪,需要送到其它地方接受康复治疗),每6个月获得1点敏捷。若泛形态的属性降至种族调整最低值,他们就几乎不能移动自身的质量。降低为永久性,必须用费业力才能购回,不管是修复还是保持。敏捷最大增量为2,且只能到达角色的泛形态最大值。有肌肉替换赛博殖装的角色不受影响。
高G环境有相反的效果,但影响更有限。对于高G环境,角色在高G下每3个月获得1点力量、失去1点敏捷,最多分别2点。增加不能超过角色的泛形态调整最大值,但敏捷能降至0,此时角色无法在此种环境下继续控制肌肉,需要正常的重力环境恢复。
劇透 -   :
MAGIC
Due to the lack of mana in space, spellcasting becomes challenging away from the surface of Earth. Element-based spells do not function in a vacuum, so they cannot be cast across empty space. Space locations function as astral voids, meaning spellcasters receive a dice pool penalty when they attempt any test that uses their Magic attribute. The penalty ranges from –8 (for places with decent concentrations of life for non-Earth locations, such as the Moon or a large space station) to –18 (for deep space). Note that the corps have noticed this difference and are encouraged by the fact that at least some extension of mana into space is possible. They are hard at work looking for ways to enhance magical abilities away from Earth, but the amount of severely impaired mages they keep sending back to the surface indicated their success is mixed at best.
魔法
由于太空中缺乏法力,离开地球表面的施法变得十分有挑战性。真空中基于元素的法术无法生效,因此不能越过虚空施展。太空中的地点视为法力真空,即施法者在尝试任何使用魔法属性的检定时都要承受DP罚值。罚值从-8(月球和大型太空站这类有一定生命密度的非地球区域)到-18(深空)。需要提到的是,公司已经注意到这一差异,并且被将少量法力引入太空的可能性所鼓舞。他们正努力寻找增强地外魔法能力的方法,但他们送去的法师中有大量遭受了严重损伤并且被遣回地面,表明成功并不尽如人意。
劇透 -   :
If you’re thinking about assensing or, worse, astral projecting in space, don’t. Attempting to perceive with your soul something that is completely absent is a good way to effectively have your soul sucked right out of you, which tends to leave lasting wounds. Anyone attempting to assense away from the safety of Earth must make a Willpower + Logic (5) Test. If they fail, their Logic is permanently reduced to 1 (though it can be raised again with Karma).
Anyone foolish enough to astrally project in the emptiness of space doesn’t deserve a chance to stay sane. Their Logic drops to 1 as above, and they also lose 2 points of their Magic Rating due to the soul-scarring nature of becoming one with nothingness (though again they can rebuild those points with Karma). Spirits cannot be summoned in space, as the summoning power of a conjurer away from Earth is not strong enough to convince them to be suicidal.
如果你在考虑在太空灵视,或者更糟糕的,星界投影,别。尝试用你的灵魂观察一些完全不存在的东西是个把你的灵魂完全抽掉的好办法,并且通常会带来永久性损伤。任何尝试在安全的地球之外灵视的人都要进行意志+逻辑(5)检定。若失败,他们的逻辑被永久降低至1(但还可以用业力重新提升)。
任何蠢到在宇宙虚空里进行星界投影的家伙不值得有保持理智的机会。他们的逻辑降至1,如上所述,同时成为虚无这种刺伤灵魂的体验会让他们失去2点魔法(但同样可以用业力重构)。太空中无法召唤精魂,身处地外的召唤者的召唤能力没能强到让精魂尝试自杀式行为。
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Re: 【R&G】天空之上&太空战斗&大麻烦 p164-169(2/3)
« 回帖 #3 于: 2018-02-10, 周六 16:09:30 »
引用
劇透 -   :
A BRIEF SPACE ASSET EVALUATION
Here’s some rough data on the current high-profle space assets that may be at risk due to recent events. Just in case this
information is disseminated to those with limited space geography knowledge, there’s also a brief on each general space region.
useful to other corps by renting out space on the station. Their own
research facilities dominate the cubic meterage of the facility, but
other smaller frms pay a healthy sum to have space to do work in
space.
太空资产简介
这里有些关于当前著名的太空资产的简略数据,鉴于最近的事态,它们可能处于危险中。若是这份信息传给了太空地理知识有限的人,这里还有常见宇宙区域的介绍。
劇透 -   :
LOW-EARTH ORBIT
Low-Earth orbit extends from about 160 kilometers to 2,000
kilometers above Earth’s sea level. Objects in this orbit move around
the planet at varying intervals based on their proximity to the planet.
The closer the object is to the Earth, the shorter its period (or the
time it takes to circle the planet). Orbital periods range from 88 to
127 minutes.
近地轨道
近地轨道包括距地球海平面160km至2,000km的范围。该轨道上的物体根据与地球的距离以不同周期绕行。物体离地球越近,周期(即绕行星一周的时间)就越短。轨道周期从88到127分钟。
劇透 -   :
Apollo Station (Ares)—This station is primarily a cargo facility.
Signifcant numbers of products stored on the station have been
quarantined after some recent warnings.
阿波罗空间站(阿瑞斯)——该太空站主要作为货运设施。最近几次警报后站上存储的不少物资都被隔离了。
劇透 -   :
Camelot Research Station (NeoNET)—Focused primarily on
space technology research, this facility has been on high-security
alert since the events of August. NeoNET may be focusing some
intense anti-viral research on this station and working hard to keep
it safe.
卡米洛特研究空间站(新网)——该设施主要用于空间技术研究,在八月的事件后空间站一直处于高级安全警报状态。新网或许在站上进行紧张的抗病毒研究,需要努力保证空间站的安全。
劇透 -   :
Nimbus Shipyard (Ares)—Financial troubles and internal turmoil
have led to a halt of production at this facility. Negotiations are
currently occurring between Ares and the Space Rescue Service
(SRS) to exchange current debt for ownership or leasing of the
spacecraft production facility.
光环船坞(阿瑞斯)——经济问题以及内部争端中止了设施的生产活动。阿瑞斯和宇宙救援服务(SRS)正在就债务换取此处太空船生产设施的所有权或租赁权问题进行磋商。
劇透 -   :
Zurich Orbital (Corporate Court)—Everyone knows the famous
home of the CC and Z-O Gemeinschaft Bank. The station has been
rotating out staff and security personnel for more frequent medical
and psychological evaluations over the past few months.
苏黎世轨道(公司法庭)——所有人都认得这个著名的CC以及苏黎世-轨道共同体银行的所在地。在过去的几个月,空间站进行了员工和安保人员轮换,以开展更为频繁的医学和心理评估。
劇透 -   :
Dyson 3 (Starfeld Botanical Engineering)—One of the fastest
growing platforms out there right now, SBE has been adding
additional growing felds for their miraculous SpaceWheat™. Most
of their production has gone to other orbital stations, but it is at
least saving launch costs for other food stuffs. The food production
issues caused by the events of the Az-Am Conflict have yet to fully
play out, but the speculation on food shortages has helped SBE
grow Dyson 3 immensely.
戴森3号(星场植物工程)——作为当前增长最快的太空平台之一,SBE已经为他们那神奇的太空小麦™增加了额外的生长场地。他们的产品大多数被运往其它轨道空间站,但这至少给其它食品省下了发射费用。阿兹-亚马逊冲突导致的食品生产问题还未完全显现,但食品短缺的可能性让SBE不断扩建戴森3号。
劇透 -   :
Eagle Eye-II Deep Space Observation Platform (Horizon)—
Made famous by its free image database, Eagle Eye-II is basically
a massive space telescope with a single small living pod attached.
Expansions to the living space and potential research facilities are
in the works but have made little progress in the last six months.
鹰眼II号深空观测平台(地平线)——鹰眼II号以其免费的图像库而著称,它本质是一个巨型的太空望远镜附带小型的生活舱。生活设施的扩建以及未来的研究设施建设还在进行中,但在过去6个月里几乎没有进展。
劇透 -   :
Himmelsschimede Orbital Factory (Saeder-Krupp)—This is the
largest orbital manufacturing facility of its kind and S-K’s flagstation
for orbital manufacturing. Along with its huge manufacturing
facilities, the station also boasts materials and design research
labs.
天之熔炉轨道工厂(赛德-克虏伯))——这是同类轨道制造设施中最大的一个,也是S-K轨道制造业的标志。除了巨大的生产设施外,空间站还以其材料及设计研究实验室为傲。
劇透 -   :
Shibanojuki Free Fall Resort (Evo)—It often amazes me how
quickly the playgrounds of the rich can be repaired and, in fact,
expanded, while more humanitarian requirements are still mired in red tape and political pandering. This facility got hit hard by
Crash 2.0 but came back with a vengeance. To boost PR and make
this place look like a common-man destination as well, Evo has
sponsored several less-affluent members of the Gagarin Mars
Base staff to stay at the resort. The “ghost” issues they had seem
to have cleared up—at least, that’s the offcial word. Whatever
they had to do to calm things down may come back to haunt them
some day.
柴小路自由落体度假区(天演)常常让我惊讶的是,富人的游乐场能被如此迅速地修复,并且,扩张,而更多的人道需求却还陷在文书堆和政治迎合里。这个设施被崩溃2.0重创,但又卷土重来。为了提升PR还有让这地方看起来也像是普通人的目的地,天演赞助了几个不那么有钱的加加林火星基地员工到这个度假区。他们遭遇的“闹鬼”事件似乎得到了澄清,至少,这是官方说法。但他们平息事态的所有手段或许一天会回来折磨他们。
劇透 -   :
Spindle Space Platform (Aztechnology)—With a history of
troubles, it’s interesting to see this place fnally having some
success. Aztechnology has shifted some of their NatVat funding
to research here and have developed some interesting things
according to their latest R&D reports. The addition of a tourism
facility to the station has also helped it seem more friendly, though
security has been a bit more draconian of late.
纺锤太空平台(阿兹科技)——看到这个有着充满麻烦过去的地方终于有些起色真是有趣。阿兹科技把部分NatVat*的资金转给了这里的研究,并且根据他们最新的研发报告,他们开发出了一些有趣的玩意。增加的旅游设施也让这个地方看起来友好了一点,但最近的安保都有点太严苛了。
*NatVat:Natural Vat Technologies, Inc.,自然罐装科技公司
劇透 -   :
GEOSYNCHRONOUS EARTH ORBIT
An object in geosynchronous Earth orbit has an altitude of about
35,000 kilometers above sea level. Objects in this orbit have a period
equal to the rotation of the Earth, or about 23 hours 56 minutes and 4
seconds. An object in geosynchronous orbit traces a path in the sky
every day, usually a fgure-eight, always returning to the same point
at the same time each day.
地球同步轨道
在地球同步轨道的物体海拔约为距海平面35,000km。位于该轨道上的物体周期与地球自转周期相同,或者说是23小时56分钟4秒。地球同步轨道上的物体每天会在空中划过相同的轨迹,通常为8字形,总会在相同时间回到相同点。
劇透 -   :
Icarus Station (Ares)—Currently focusing on materials storage
and manufacturing, the facility is flourishing even while Ares has
trouble here on terra frma. The rumor mill is full of speculation on
what else may be going on, but the bottom line is, Ares isn’t spinning
out of control up here.
伊卡洛斯空间站(阿瑞斯)——该设施当前主要用于材料存储和生产,当阿瑞斯在地球母亲上有麻烦时,这里依然运作流畅。流言充斥着关于内部有其它事物进行的猜测,但基本线是,阿瑞斯在这里没有失去控制。
劇透 -   :
Silver Pinnacle (Trans-Orbital)—A non-megacorporate station,
this place helps corporations that don’t have space assets and don’t
want to go through the megacorps to have operations in space.
银峰(泛-轨道)——作为一个非超企空间站,这个地方能给那些没有太空资产但又不愿经过超企进行太空作业的公司提供帮助。
劇透 -   :
Echo Station (Independent)—I’m not sure how this place is still
in orbit, but it is. It’s run by independent contractors and seems to
make most of its income through providing activities other orbital
facilities do not. Illicit funds move through this place in the form of
smuggled goods as well.
回声空间站(独立)——我不知道为什么这地方还在轨道上,但它确实是。它由独立承包商运营,看起来大部分利润来自提供其它轨道设施无法提供的活动。非法资金也在这里以走私货物的形式流通。
劇透 -   :
LAGRANGE POINT BASES
LaGrange points are the fve points near two large, orbiting
masses (for example, the Earth and the Moon) where a third small
object can be balanced in an orbit between them by the combined
gravity of the two larger bodies.
拉格朗日点基地
拉格朗日点是靠近两个巨大的绕行质量体(如地球和月球)的5个点,在点上第三个小物体能被两个巨大质量体的合力平衡在两者之间的一条轨道上。
劇透 -   :
L-1 Treffpunkt-Raumhaffen (Proteus)—This station is Proteus’
only space facility. They snuck it up here years ago while the
competition was distracted, and they make themselves extremely useful to other corps by renting out space on the station. Their own
research facilities dominate the cubic meterage of the facility, but
other smaller frms pay a healthy sum to have space to do work in
space.
L-1交汇点-空间站(普罗透斯)——该空间站是普罗透斯唯一的太空设施。他们在几年前竞争放在别处时悄悄搭起了这地方。他们把空间站的空位出租给其它公司,非常实用。他们自己的研究设施占据了空间站大部分空间,但其它小公司只要付足够的钱就能有个太空工作点。
劇透 -   :
L-2 Darkside Junction (NeoNET)—Located on the far side of
the moon, this facility is never seen from Earth. It’s the primary
workhorse of NeoNET’s space operations and provides a wide
variety of services for both their lunar colony and deep space
operations. The station also has research labs and a new deep
space observatory. Plans for tourism at this facility were scrapped
due to cost and security.
L-2暗面接口(新网)——这个设施位于月球的背面,在地球上永远也看不到。这是新网主要的太空作业工作站,并且为他们的月球殖民地和深空作业提供一系列服务。空间站还有若干研究实验室和一个新的观测站。该设施的旅游计划因花费和安全问题被放弃了。
劇透 -   :
L-3 Nerva (NeoNET)—Located at the orbital point around the
Earth opposite the moon, it was severely damaged back in ‘29. It’s
been a spacewreck ever since, though rumors always abound about
plans for its future. The latest recovery efforts have been scheduled
for mid-2077, but spacer talk has put some recon missions in the
area lately, and a lot of Earth-bound telescopes that can provide
a good look at the site have been experiencing repeated systems
malfunctions.
L-3涅尔瓦(新网)——位于绕地球轨道正对月球的位置,空间站在29年被严重损毁,自那时起就成了太空垃圾。但关于该空间站未来计划的传言一直盛行。最近一次修复尝试规划在了2077年中期,但有太空员谈到最近这片区域有些侦察活动,而许多原本能清楚看到这个空间站的地球望远镜最近都遭受了连续的系统故障。
劇透 -   :
L-4 Daedelus (Ares)—It’s huge and has a security budget close
to the GDP of the UCAS. Yes, that’s an exaggeration (but only by
a little), but the facility is ultra-secure. Long-distance peeks at the
station show more space manufacturing facilities and growth in
recent months. This is the largest station in space currently, and it’s
only getting bigger.
L-4代达罗斯(阿瑞斯)——巨大的空间站,安保预算几乎等于UCAS的GDP。是的,这是夸张(也只有一点),但这个设施有着超级安保。远距离窥探这个空间站会看到最近几个月太空生产设施和种植区域都在增加。这是当前最大的太空基地,它还在继续变大。
劇透 -   :
L-5 Angel Station: “The Junkyard” (Evo)—After years of neglect,
this place is fnally back in the space race. Thanks to an expanding
supply of nanoforges that Evo doesn’t seem to be having trouble
with, this place is taking all the space junk that floats its way and
repurposing it for manufacturing materials. Evo has even begun
sending out “sweepers,” drones to sweep in space debris, to
increase the debris cloud around Angel Station.
L-5天使空间站:“废料场”(天演)——被无视了多年后,这个地方终于重回太空竞赛。多亏了天演毫不在意扩张纳米炉的供给,这个地方收容了所有漂到它的轨道上的太空垃圾并且作为生产材料重新利用。天演甚至还派出了“清洁工”,也就是无人机去把太空碎片扫进来,以增加天使太空站周围的碎片云。
劇透 -   :
Helios (Ares)—Located at the Solar Lagrange point opposite the
Earth’s orbit of the Sun, this facility was the farthest station out in
space until Charon and Gagarin came along. Alone out there, it is as
secretive as Daedelus but harder to get a look at. Security is mostly
provided by distance, since getting out near the station requires
either a lot of fuel or a six-month space float. Latest word adds the
place to the list of spacecraft production facilities, though rumors
and speculation from images say this place is building something
big. The recent transfer of all high security projects to Helios has
created a lot of untoward interest.
赫利俄斯(阿瑞斯)——位于太阳拉格朗日点,在地球绕太阳轨道的正对面。这个设施在喀戎和加加林出现前一直是太空中最远的基地。它独自在远处,和代达罗斯一样秘密,但更加难以见到。它的安全主要来自距离,毕竟要靠近这个空间站需要大量燃料或者在太空中漂六个月。最新的消息把这地方加进了太空飞船生产设施的名单,但根据图片,有传言和猜测认为这个地方在造什么大家伙。最近所有高安全级别的项目都被转到了赫利俄斯,这引起了不少麻烦的目光。
劇透 -   :
LUNAR BASES
Olympia Lunar Base (NeoNET)—Up and running at 100 percent
since August, this is one of NeoNET’s biggest distractions to keep
people focused away from the trouble surrounding their Boston
HQ. The success has created a myriad of rumors about moving
the HQ offworld and NeoNET being the frst extraterrestrial
megacorp. Internal strife will likely halt any real chance of that,
but it’s keeping the name NeoNET at the forefront of people’s
minds in a positive way.
月球基地
奥林匹亚月球基地(新网)——八月份百分百建成和运行,这是新网最大的转移注意力的手段之一,好让人们不再关注围绕他们波士顿总部的问题。基地的成功建成引发了大量关于新网把总部迁至地外并成为第一个地外超企的流言。但内部争议很可能中止任何实际的可能性,但它能把新网的名字留在人们的脑海中,还是积极的方向。
劇透 -   :
Artemis Lunar Arcology (Ares)—A lunar base located near
the original Apollo 11 landing site, this place conducts all sorts of
space operations for Ares and even does a little lunar mining to
supplement their income. Primarily a research station, the arcology
is rumored to also be a storage facility for Ares’ fleet of spacecraft.
Rumors have them looking to perform a hostile takeover of space.
But then again, rumors also had them digging up magical rocks
back in ‘61.
阿特弥斯月球生态建筑(阿瑞斯)——这个月球基地位于原本阿波罗11号的着陆点,在这里进行着阿瑞斯的各类太空活动,甚至还有一些月球开采工作以增加收入。这座生态建筑主要是个研究基地,但传说也是阿瑞斯太空舰队的存放设施。传言称他们正企图以暴力控制太空。但话说回来,有传言说他们早在1961年就挖魔法石头。
劇透 -   :
Fernseit Lunar Mining Facility (Saeder-Krupp)—Someday the
moon will really look like Swiss cheese if S-K keeps digging away.
They’re pulling tons (literally) of materials from the moon to use both
on Earth and for their orbital manufacturing facilities. The base also
has research labs for material-science studies as well as lunar
geography and geology.
远方月球开采设施(赛德-克虏伯)——要是S-K一直挖下去月球总有一天会真的像瑞士奶酪。他们从月球上挖了成吨(字面意义)的材料运给地球和他们的太空生产设施。这个基地还有材料科学以及月球地理和地质的研究实验室。
劇透 -   :
MARS BASES
Gagarin Mars Base (Evo)—With the blackout and reemergence
of this Mars base, many are speculating that something otherworldly
happened here and now the Earth is at risk. Ridiculous, I know, but
in the Sixth World, the ridiculous always has a chance of being true.
Right now, the facility is up and running, operating with a full staff as
Evo looks to make a bigger name for itself in space.
火星基地
加加林火星基地(天演)——随着火星基地的失联和再次出现,许多人猜测这里在发生着难以名状的事情,地球正处于危险之中。很可笑,我知道,但在第六纪,可笑的事情总有成为现实的可能。现在这个设施已经恢复运行,全部员工上岗,天演正试图在太空扩大自己的名声。
劇透 -   :
Charon (Ares)—Located in Mars’ orbit, specifcally orbiting
Mars’ moon Deimos, there is very little information available
outside of Ares’ news blurbs. They’ve reported very little other than
data on Mars and Deimos gathered by the station’s sensors. Typical
rumors, supported by what’s happening at other stations, are that
this facility has ship-construction facilities. Unsupported rumors
talk of an alien United Nations facility where Ares negotiates and
meets with visiting alien races. Ares has reported a number of
deep-space probes being launched, especially probes of Mars, its
moons, the asteroid belt, and Jupiter.
喀戎(阿瑞斯)——位于火星轨道,绕火卫二戴莫斯运行。除了阿瑞斯的新闻吹捧外再没有多少信息。除了空间站的探测器收集到的火星和火卫二的数据外,他们很少有报告。有代表性的留言认为这个设施包含造船设施,其它空间站上发生的事情支持这种观点。没有支持的留言谈到了外星联合国设施,阿瑞斯在这里和来访外星种族会面、交流。阿瑞斯报告称已发射了许多深空探测器,尤其是针对火星、火星的卫星、小行星带还有木星的探测器。
« 上次编辑: 2023-12-02, 周六 10:09:28 由 阿飘 »
If it walks like a duck and quacks like a duck, it's probably an Andrik