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【R&G】痛苦残留PUTTING THE HURT ON,P107~110
« 于: 2019-08-26, 周一 13:53:58 »
痛苦残留PUTTING THE HURT ON


此处有诸多方式去打击那些罪有应得之人,故而该部分将分享给玩家更多的选择,去肆无忌惮地散播残害与痛苦。虽然这只是一个游戏,但我们还是想向你展示尽可能多的方式。不过我们并不能涵盖所有的可能性,所以这一章也有一些暗影狂奔者第五版中使用的核心设计原则信息,玩家可以根据自己的设计和战斗进行加工。
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There are many ways to lay the smackdown on people who have it coming, and so this section will give players more options to spread around a whole bunch of mayhem and pain. And though this is only a game, we’d like to present you with as many of those ways as possible. We can’t cover every possibility, though, so this chapter also has some information on the core design principles used in Shadowrun, Fifth Edition so players can work on their own designs and combat alternatives.

这里也有一些GM素材,包括一些GM可以用来使他们的动作更(或少)致命、更电影化或更具描述性的选项,同时仍然保持在GM的一般框架内。这意味着你可以根据自己的喜好改变你的游戏,但要以其他玩家熟悉的方式进行,而且不会让游戏偏离正轨太远。
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There’s stuff here for gamemasters, too, including options gamemasters can use to make their action more (or less) deadly, cinematic, or descriptive while still staying within the general framework of Shadowrun. This means you can change up your games as you see fit, but in ways that will seem familiar to other players and that won’t throw the game too far out of whack.

前言至此。让我们来看看你能做什么!
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Enough preamble. Let’s get to what you can do!



选择致命或者不致命的战斗OPTIONS FOR DEADLIER OR LESS LETHAL COMBAT


这些可选规则只是可选项。它们的目的是为那些想要增加趣味性的GM增添不同层次的风味。有些会使战斗更加致命,另一些则不会;有些会增加所需的复杂等级或真实等级;有些会简单地添加一些选项,让角色们去克服一些新的挑战。我们不希望每个规则,每个表格都被使用——合适的才是最好的。
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These rules options are just that, options. They are intended to add varying levels of flavor for gamemasters looking to spice things up. Some will make combat more deadly, others less so; some will add a level of desired complexity or realism; and some will simply add options to play with to give the characters a few new challenges to overcome. We don’t expect every table to use every rule—pick what works for you and your table.

这些选项都被标记和编码,所以GM可以简单地说明“规则RG1和RG4生效”,玩家就会知道在每个动作阶段都没有攻击限制,并且主动性也会以不同的方式运行。所有选项都是关闭的,除非GM另有说明。
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These options are labeled and coded so a gamemaster can simply say, “Rules RG1 and RG4 are in effect,” and players will know that there are no attack limitations in each Action Phase and Initiative will run differently. All options are off unless the gamemaster says otherwise.

引用
方案一:无行动阶段攻击限制RG1: NO ACTION PHASE ATTACK LIMIT

将攻击次数控制在每动作阶段一个简单动作的想法是基于将动作分配到所有玩家并且保持战斗的流动性。如果一个GM想要增加角色他们回合的射击次数,从而增加角色的掷骰次数和使用表格的时间,此可选规则可用于忽略附加到大多数远程攻击检定的“每个动作阶段一个攻击动作”。该可选规则消除了简单动作可以采取行动的限制。强烈建议如果选择了这个选项,应特别注意累积后坐力,因为这个调整值累计会变快,并且作为不间断射击的平衡点。此规则对近战攻击无效,因为近战攻击需要复杂动作。
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The idea of keeping the attacks to one Simple Action per Action Phase was based on keeping the action spread out across all the players and keeping combat moving. If a gamemaster wants to increase the number of shots a character can take on their turn, and thus the number of rolls and amount of table time they get to use, this rule option can be used to ignore the “One Attack action per Action Phase” attached to most ranged attack tests. This optional rule eliminates the limitations on the Simple Actions that can be taken. It’s highly recommended that if this option is taken, Cumulative Recoil should be given extra attention, as the modifiers will add up fast and act as a balance to nonstop shooting. This rule has no effect on melee combat, as melee attacks require Complex Actions

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方案二:目标大小调整值RG2: TARGET SIZE MODIFIERS

历史上曾有过这样的例子,有人能以50步开外射中一只苍蝇的翅膀,有人则不能击中宽阔场地的靶子。为了调整击中各种尺寸目标的可能性,骰池也必须调整。本书中的其他方面和选项被设计用于对不同大小的目标进行射击,该选项可以与那些混合在一起使用。它可以与要害攻击规则一起使用。
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Tales throughout history have made mention of individuals who could shoot the wings of a fly at fifty paces or couldn’t hit the broad side of a barn. In order to adjust for the possibility of hitting targets of a wide variety of sizes, dice pools have to be adjusted. Other aspects and options within this book are designed to make shots at targets of varying sizes, and this option blends into those. It can be used in conjunction with the Called Shot rules.

这一规则也使得角色和NPC根据他们的力量和体质的总和确定是否更易或更难被击中。这意味着更强壮的角色更容易被击中,因为他们体型巨大。比别人高大,是要付出代价的。
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These rules also make characters and NPCs easier or harder to hit based on the sum of their Strength and Body. This means the beefier characters are easier to hit because they’re larger. There’s a price to pay for being that much bigger than everyone else.

当使用此选项时,请谨记额外的攻击骰可以转化为额外的伤害(平均每三个额外的攻击骰将产生一点额外伤害),请谨慎使用。请记住一个设备的复杂性,以及相对少量的损坏对其功能的影响有多大。。
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When using this option, remember that extra attack dice can translate to extra damage (every three extra attack dice will, on average, generate an extra point of damage) and should be used sparingly. Keep in mind the complexity of a device and how easily its functioning can be compromised by a relatively small amount of damage.

当攻击不同大小的目标时,请参见目标大小调整值表格中的骰池调整值。
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See the Target Size Modifier table for dice pool modifiers when attacking targets of various sizes.

引用
表格:目标尺寸调整值TARGET SIZE MODIFIERS
尺寸调整值范例
极微型-3微型无人机
微型-2迷你无人机,门锁,门铰链,安保辅助键盘
小型-1泛人类(体质+力量在2~4范围),小型无人机
中型-泛人类(体质+力量在5~10范围),中型无人机
重型+1泛人类(体质+力量在11~15范围),载具,大型无人机
巨型+2泛人类(体质+力量高于16)
超巨型+3大型喷气式客机引擎
   
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SIZE       MODIFIER    EXAMPLES
Minuscule   -3          Micro drones
Tiny       -2          Mini drones, door locks, door hinges, security keypads
Small       -1         Metahuman (Body + Strength ranges from 2 to 4), small drones
Average       -          Metahuman (Body + Strength ranges from 5 to 10), medium drones
Bulky       +1          Metahuman (Body + Strength ranges from 11 to 15), vehicles, large drones
Large       +2          Metahuman (Body + Strength is 16 or higher)
Huge        +3          Jumbo jet engine

引用
方案三:速度移动罚值RG3: MOVEMENT  PENALTIES BY SPEED

在基本规则中,移动一直保持相对的简单。你拥有一个可移动的总距离,并且拥有一个运动点:从适度的步态(步行)到颠簸的长步幅(奔跑),跟进为有意识的提臀狂奔(冲刺)。罚值和调整值都处理得很简单,但是,试图击中一个摇摇欲坠的肥胖精灵和创造奥运新纪录的轻盈殖装巨魔之间仍存在着巨大的差异。
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Movement has been kept relatively simple in the basic rules. You have a total distance you can move and a point at which that movement changes from a comfortable gait (Walking) to a bumpier long stride (Running), followed up with the intentional ass-hauling (Sprinting). Penalties and modifiers were kept simple along with those, but there are large differences between trying to hit a waddle-running obese elf and that lithe augmented troll setting a new Olympic record

该可选规则根据角色在行动阶段移动的速度对角色动作附加调整值,并且移动的防御骰基于角色在所能保持特定速度的机动性来决定。
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This optional rule applies modifiers to actions against characters based on how fast they are moving that Action Phase and the Defense rolls of moving characters based on how maneuverable they would be at certain speeds.

引用
表格:移动速度罚值MOVEMENT PENALTIES BY SPEED
移动距离  远程攻击罚值  防御调整值 
0~6  0
7~12  -1  0
13~20  -2  -1
21~30  -3  -2
31~45  -4  -3
46~70  -5  -4
70+  -6  -5
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MOVE DISTANCE       RANGED ATTACK PENALTY       DEFENSE MODIFIER
0-6                0                      0
7-12             -1                       0
13-20              -2                       -1
21-30              -3                       -2
31-45             -4                       -3
46-70              -5                       -4
70+              -6                       -5

引用
方案四:替换主动性RG4: ALTERNATE INITIATIVE

快就是快,但有了这条可选的主动性规则,快可以变成真正的快。变化很简单,但可以改变游戏的诸多动态方面,所以在把这种方式加入你的游戏前,要意识到所有这些影响,并试着把它们都考虑进去。
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Fast is fast, but fast can be real fast with this optional Initiative rule. The change is simple but can change many dynamic aspects of the game, so be aware of all these effects and try to take them all into account before you make this the way to play at your table.

在该选项中,每个人都像平常一样使用他们的主动性骰和主动性属性确定他们的主动性值。然后,玩家只根据主动性值的顺序来确定谁的主动性值最高。在那个玩家出场后,将他的主动性值降低10,并允许拥有下一轮最高主动性值的玩家行动,即是同一角色。和普通的主动性模式一样,一旦所有玩家的主动性值被降低到0或更低,每个人都需要再次掷骰并开始新的战斗轮。
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In this option, everyone rolls Initiative as normal using their Initiative Dice and Initiative Attribute to determine their Initiative Score. Players then proceed through the Initiative Score order based solely on whose Initiative Score is the highest. After each player takes their turn, reduce their score by 10 and allow the player with the next highest Initiative Score to act, even if that is the same character. As in regular Initiative, once all players’ Initiative Scores have been reduced to 0 or less, everyone rolls again and a new Combat Turn starts.

在查看此替代方式时,需要考虑以下几点:
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A few things to consider when looking at this alternate method include:

• 对高速角色的影响,他们有能力在慢速对手有机会做任何事情之前采取大量行动。虽然这对于高速角色来说似乎很酷,但慢速角色可能会开始觉得自己在游戏中所占的比例降低,而战斗往往在他们有机会做任何事情之前就结束了。
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• The effect it has on faster characters and their ability to take a lot of Actions before their slower counterparts get a chance to do anything. Though this may seem cool for the faster characters, slower characters may start to feel they are less included in the game and that combat often ends before they get a chance to do anything.

• 对突袭的影响。如果他们的主动性值够高,他们甚至可以在伏击者行动之前获得两次行动,被突袭角色可以伏击者行动之前行动。
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• The effect this has on Surprise. If their Initiative Score is high enough that they have two actions before the ambushers have any, Surprised characters can act before their ambushers.

• 如何影响在第一次主动性阶段后加入战局。一个高主动性值在一个主动性阶段后加入可以直接接管战斗。
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• How the change affects entering Combat after the first Initiative Phase. A high Initiative Score can enter after a single Initiative Pass and then take over the fight.

• 防御选项对低主动性值角色而言可能会难以使用,对高速角色而言可能会滥用。
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• The difficulty of using Defensive options for low Initiative Score characters or the abuse possible with fast characters.

引用
方案五:把子弹绕过护甲RG5: PUTTING BULLETS AROUND ARMOR

一些新要害射击可以很好地绕过护甲,然后赋予一些特殊效果。如果GM依照他的玩家希望游玩的要求,将完全否决护甲的投骰,那么该如何实现?简单。
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Some of the new Called Shots are nice for getting around Armor and getting some special effects, but what if the gamemaster really wants to look at completely negating Armor on rolls because that’s the kind of game his players want to play? It’s easy.

护甲不再作为伤害抵抗检定的骰池,反而作为攻击检定的罚值。这是一种简单粗暴的护甲处理方式,它计算中涉及的各个方面仍在投骰中发挥作用。在这种情况下,问题变为了枪手击中了未着甲的一小部分,而不是护甲阻挡了快速瞄准袭来的子弹。
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Armor ceases to be a dice pool on the Damage Resistance test and instead becomes an Attack Test penalty. It’s a simple way for Armor, and the various aspects that go into its calculation, to still play a part in the roll. In these cases it’s a matter of the shooter hitting the little unarmored bits instead of the armor stopping some quickly aimed incoming rounds.

使用此选项时,你将在攻击前计算AP,并使用对方调整后的护甲值作为攻击检定的罚值。所有伤害维持相同的类型(物理或晕眩),并且没击中就是没击中。此处不存在“擦中”概念。在使用此方法时,任何被注射武器击中都会产生效果。即使假设伤害被抵抗,注射针依然扎了进去。
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When playing with this option you apply AP before the attack and use the modified Armor value as the Attack Test penalty. All damage stays the same type (Physical or Stun) and a miss is a miss. No Grazing Hits here. And when using this method, any hit by an injection weapon has an effect. Even if the damage is resisted, the needle still made it in.

引用
方案六:无防御伤害RG6: DAMAGE FOR NO DEFENSE

如果攻击将目标的防御检定骰池降低到0骰以下,则以每丢失2个骰子1DV的比例添加到攻击DV中作为额外罚值。这使得全自动射击和点射在没有意识或被束缚的敌人前更显致命。
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If an attack decreases a target’s Defense Test pool below 0 dice, additional penalties are added to the DV of the attack at a rate of 1 DV per two lost dice. This makes Full Auto or Burst Fire attacks against unaware or restrained foes truly deadly.
[/td][/tr][/table][/td][/tr][/table]
« 上次编辑: 2019-08-28, 周三 11:15:01 由 失语 »

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Re: 【R&G】痛苦残留PUTTING THE HURT ON,P107~110
« 回帖 #1 于: 2019-08-28, 周三 11:15:47 »
引用
边栏:现实主义 VS. 战斗空想:突出平衡
REALISM VS. COMBAT ABSTRACTION: STRIKING A BALANCE




并不是所有的玩家都喜欢相同类型的游戏。想象力以不同程度的方式运作,尽管有些人牢牢地扎根于现实世界,并喜欢他们的游戏尽可能地反映现实,但另一些人想要又速又简单的规则来为他们的故事描述提供基础。还有一些人想要找到一种方法来平衡这一切,让这一切尽可能好,并且让每一个参与游戏的玩家感到尽兴。
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Not all gamers like the same kind of game. Imaginations run at different levels, and while some people are firmly grounded in the real world and like their games to mirror reality as closely as they can, others want quick and simple rules to provide groundwork for their storytelling descriptions. Still others want to find a way to balance it all as best one can and still have a game that is fun to play for everyone.

暗影狂奔第五版试图走的就是平衡之道,努力平衡规则,力求超级泛人战斗怪兽与社会导向角色平起平坐。战斗是最难达到这种平衡的点之一。
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Shadowrun, Fifth Edition tried to follow that middle path, striving to balance the rules for supermetahuman-combat-monsters and socially oriented characters alike. Combat is one of the hardest places to strike that balance.

我们都知道,当我们围坐在桌子旁试着集中注意行动时,这场战斗可以持续多久,尤其是在这个快节奏的世界里,电脑就在我们的屁股旁,这使得暗影狂奔诞生时代的设备看起来像尼安德特人的石器。每个人都听过这样的“暗影狂奔式控告”,大约是碟客在干他的事情时(其他人)出去吃披萨,那么另一方面呢。在街头武士干活时出去吃披萨会变得怎么样?一切都是为了平衡。
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We all know how long combat can take when we’re sitting around the table trying to stay focused on the action, especially in this fast-paced world with computers on our hips that make the devices of Shadowrun’s birth era look like the stone tools of the Neanderthals. Everyone has heard the classic Shadowrun complaint about going out for pizza while the decker does his thing, but what about the other side of the coin. What about going out for pizza while the street sam does his thing? It’s all about balance.

如果你问任何一个经历过真正交火的人——无论是军人、执法人员,还是其他方面的——你所得到的描述很可能与你的GM在游戏中对战斗的最后描述相去甚远。瞄准目标对狙击手来说是奢侈品;一枪击倒敌人时有发生,但通常不是枪林弹雨时;在真实世界的普通街道上,空弹仓发出的那令人恐惧的轻响更为常见;提着你的脑袋去战斗,即使是对你有利的机会,也需要勇气、愚蠢、算计、绝望,或是这些因素的综合作用。
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Ask anyone who has ever been in a real firefight—whether military, law enforcement, or otherwise—what it was like, and you are likely to get a description that comes nowhere close to your gamemaster’s last description of the firefight in your game. Lining up the sights is a luxury of the sniper; taking down an opponent with a single shot happens, but not usually in the midst of bullets flying everywhere; the awful click of an empty chamber is far more common on the mean streets of the real world; and sticking your head out to enter the fight and even the odds for your side takes either courage, stupidity, calculation, desperation, or some combination of those.

玩有规则的角色扮演游戏涵盖战斗中所有的逼真困境,这可能需要一系列的心理检定来模拟你的角色鼓起勇气去行动,于是会有几个人来决定这是不是最好的主意,还有几个人来判断道德并克服对潜在后果的恐惧,然后为击中目标骰一些骰子(如果我们有多枚子弹就多骰几次),骰一些伤害验算,然后等一切都骰完再来看看,伤害、致残、甚至杀死另一个有知觉的存在,对你的心灵造成了怎样的伤害。虽然角色扮演中一定程度的现实主义是好事,但将其提升到这种水平会带走相当多的乐趣。
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Playing a roleplaying game with rules to cover all the realistic difficulties of combat would probably require a series of mental tests to simulate your character getting up the gumption to act, then another few to decide on whether it’s the best idea, a few more to judge the morality and overcome the fear of potential repercussions, then some rolling to hit the target (a lot if we were rolling for each bullet), some damage-checking rolls, and then after it’s all over some rolls to see what kind of damage has been done to your psyche for injuring, maiming, or even killing another sentient being. While a degree of realism in role-playing is good, taking it to that level takes away a fair amount of the fun.

相反,战斗的许多方面都是抽象的,而一些心理面貌则表现在玩家如何扮演他们的角色上,而不是一系列的骰子游戏。现实主义的某些方面也存在于规则中,但这些东西有时会被忽视。如果你受伤倒地,你需要一个翻滚重新站起来继续投入战斗。把一个不习惯身处枪口的人带到战场上,比如一个举止温文尔雅的新手出面人,你可以用一个沉着检定来看看当他队友的血溅到他身上时,他是否会惊慌失措。基本原理很简单,有时候我们只需要点到为止,但再深挖一些就能挖出其中精华——事实上玩家需要思考找个掩体躲起来而不是傻站在外面。一旦你把核心规则书中的一些精华整合进去,就会让事情变得更有趣,你拥有的这本书提供了更多的方法来提供挑战和真实润色,保持游戏快节奏同时乐趣多多。
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Instead, many aspects of combat are abstracted, and some of the psychological aspects show up in how a player role-plays their character rather than in a series of dice rolls. There are also certain aspects of realism built into the rules, things that are sometimes overlooked. Get injured and knocked down, and you need a roll to get back up and get back in the fight. Bring someone into a fight who isn’t accustomed to being in the middle of flying bullets, like a mild-mannered newbie face, and you can use a Composure Test to see if he freaks out when blood from one of his teammates splatters all over him. The basics are simple and easy enough to use that sometimes we just stop there, but digging a little deeper pulls out those gems that really get the players thinking about grabbing some cover instead of standing out in the open. Once you have some of those gems from the core rulebook integrated in to make things more enjoyable, you have this book to provide more ways to bring in challenges and realistic touches while keeping the game fast-moving and fun.

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Re: 【R&G】痛苦残留PUTTING THE HURT ON,P107~110
« 回帖 #2 于: 2019-08-28, 周三 11:20:16 »
引用
边栏:细枝末节THE LITTLE THINGS




做一个GM很困难。你必须记住整个故事,扮演每一个NPC,并试着在书的不同部分记录规则和调整值。有时候,随着这一切的进行,我们会错过一些在屏幕两边为游戏添加诸多内容的边栏。这里有一份小清单,列出了那些规则边栏和参考资料,通过快速参考资料和在暗影狂奔第五版核心规则书中找到它们的页码,为你的战斗增添更多的激情。
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Being the gamemaster is tough. You have to remember the story, play every NPC, and try to keep track of rules and modifiers across multiple sections of the book. Sometimes, with all that going on, we miss some of the little nuggets that add a lot to a game on both sides of the screen. Here’s a little list of sweet rules nuggets and references to add a little more zest to your combat with a quick reference and a page number to locate them in the Shadowrun, Fifth Edition core rulebook.

引用
调整值,调整值,调整值(核心规则书:包括,173~178页;近战,186~188页)
MODIFIERS, MODIFIERS, MODIFIERS! (RANGED, P. 173-178, SR5; MELEE, P. 186-188, SR5)


使用它们。把骰池说清楚就会轻松很多,但它确实增加了在射击失误时的紧张感,恐惧感,和切实体会到“暗影狂奔”。更不用说通过使用环境调整值(核心规则书第175页)和移动调整值(核心规则书162页;或者本书108页)将场景赋予生命,从而增加故事的趣味性。
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Use them. It may be easier to just say the dice pool and call it a day, but it really adds to the tension, fear, and feel of Shadowrun when shots miss. Not to mention adding to the story by bringing the scene to life with Environmental modifiers (p. 175, SR5) and modifiers for Movement (p. 162, SR5; or p. 108 of this book).

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击倒(核心规则书195页)
KNOCKDOWN (P. 195, SR5)


如果一个角色受到的伤害超过或等于其物理界限,他们将自动被击倒。凝胶弹降低该界限2。随后他必须站起来,或者趴在地上战斗。
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If a character takes a number of damage boxes equal to or greater than their Physical limit, they are automatically knocked prone. Gel rounds drop that limit by 2. They then have to get up or fight from the ground.

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受伤时站立检定(核心规则书166页)
TEST TO STAND WHILE INJURED (P. 166, SR5)


受伤倒地的角色需要进行一个体质+意志的检定,以使用站立动作从俯卧的状态爬起来。不要忘记你的伤势调整值!
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Injured characters on the ground need to make a Body + Willpower (2) Test to use the Stand Up action to get up from prone. Don’t forget your wound modifiers!

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突袭基本知识(核心规则书192页)
SURPRISE BASICS (P. 192, SR5)    


所有参与者进行一个反应+直觉(3)的简单检定。成功:主动性正常;失败:主动性降低10点;严重失误:在第一个动作阶段无法行动,主动性降低10点,以及在第一个动作阶段后加入战斗仍要-10主动性(共计-20)。速度快的人可能会被突袭,但仍会先发制人。这就是为什么跳线那么美妙!
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All participants make a Reaction + Intuition (3) Simple Test. Succeed: Initiative as normal; Fail: Initiative score drops by 10; Critical Glitch: No actions in the first Action Phase, Initiative drops by 10, and then another 10 for entering Combat after the first Action Phase. A fast character can be surprised and still go first. That’s why wires are wonderful!

在反应+直觉(3)的简单检定中,有意识到突袭的角色(如果GM允许则可以进行成功的侦查检定)和伏击者可以获得奖励骰池。(译注:有意识者+3,伏击者+6)
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There are bonuses for being aware (successful Perception Test if allowed by gamemaster) and for characters lying in ambush on the Reaction + Intuition (3) Simple Test.

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后期加入战斗(主动性,核心规则书160页)
ENTERING COMBAT LATE (INITIATIVE, P. 160, SR5)


如果角色在战斗轮的第一个主动性阶段后才加入战斗,他需要如常掷骰主动性值,并且每有一个已经结束的主动性流程就扣除10点。
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If a character enters combat after the first Initiative Pass of a Combat Turn, she rolls Initiative as normal, then subtracts 10 from her Initiative Score for every Initiative Pass that has passed since the beginning of that Combat Turn.

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没有侦察到目标(伏击,核心规则书192页)
UNAWARE TARGETS (AMBUSHING, P. 192, SR5)


这只是个让人讨厌的小提醒,那些不知道袭击从哪来的角色将不可进行防御检定(反应+直觉)。在一个充满钌聚合物和进阶隐形法术的第六纪中,这些袭击很常见。GM可以要求(或允许)进行侦查检定,确定目标在被攻击之前是否捕捉到攻击者。
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This is just a nasty little reminder that characters who are unaware of an incoming attack don’t get a Defense Test (Reaction + Intuition). In a Sixth World full of ruthenium polymers and Improved Invisibility spells, those attacks can be quite common. Gamemasters can require (or allow) a Perception Test to determine whether a target is aware of their attacker before an attack is made.

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累积后坐力(核心规则书175页)
PROGRESSIVE RECOIL (P. 175, SR5)


追踪后坐力对平衡战斗场景很重要,特别是在本书中介绍的一些可选规则下。每射一发子弹就会造成-1后坐力罚值,该罚值由武器的后坐力补偿等级来调和,无论从角色的天生力量获取,或从配件或枪本身的设计获取。
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Tracking recoil is important to balance the combat field, especially with some of the optional rules presented in this book. Every bullet fired inflicts a –1 recoil penalty that is compensated for by a weapon’s Recoil Compensation rating, whether from the natural Strength of the character or from accessories or the design of the gun.

基本规则允许每个角色在接受后坐力罚值前射2颗子弹(1免费+力量/ 2(向上取整)),但在那之后它们才真正开始累积。阻止这种不断升级的罚值的唯一方法就是采取其他行动而不是继续开火。
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The basic rules allow every character to fire 2 bullets before taking recoil penalties (1 free + STR/2(rounded up)), but after that they really start to add up. The only way to stop this ever-escalating penalty is spend an action not firing that weapon.

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近战协作(核心规则书188页)
MELEE TEAMWORK (P. 188, SR5)


攻击者可进行近战技能+敏捷【精度】vs. 直觉检定,给予下一个攻击者等同于他们获得净成功的奖励加值。对低技能攻击者而言,这是一个可以帮助到他们近战队友的好选择。
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An attacker can make an Opposed Melee Skill + Agility [Accuracy] vs. Intuition Test to give the next attacker a bonus equal to their net hits. This is a good option for less-skilled attackers to help out their meleeoriented teammates.

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全防御(核心规则书191页)
FULL DEFENSE (P. 191, SR5)    


具有高主动性值的角色可以立即-10主动性值使用全防御,他们在所有防御检定中获得意志的加值。这是一个打断动作,因此即使没轮到角色也可以使用;该奖励加值只运用于防御,且持续一整个战斗轮。
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Characters with a high Initiative Score can take an immediate –10 to their Initiative Score to gain their Willpower to all their Defense Tests using Full Defense. This is an Interrupt Action and therefore doesn’t take the character’s turn; it simply gives them a defensive bonus right off the bat and for the entire Combat Turn.

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火力压制(核心规则书179页)
SUPPRESSIVE FIRE (P. 179, SR5)    


处于压制区域或紧靠压制区域的角色,其所有的行动都要受到等于开火者成功数的惩罚。无论这个角色是不是最庞大最全副武装的巨魔——妄图以超游的方式去知晓自己会不会受伤,在某处的自动步枪开始“咔哒咔哒哒哒哒”地作响时,他们仍会本能地颤抖,动摇,试图躲进掩体。
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Characters in and immediately adjacent to the suppressed area suffer a penalty to all actions equal to the hits scored by the firer. Whether the character is the biggest, most heavily armored troll who wants to metagame their way into knowing they can’t be hurt, they still quiver, shake, and try to get cover when the rat-a-tat-tat starts to rock from the local automatic.
« 上次编辑: 2023-10-09, 周一 14:59:40 由 阿飘 »