COMBAT
战斗在博士的冒险中,事情很少用开火来解决。当反派诉诸武力时,博士和同伴们几乎从不武装自己。不过,UNIT和火炬木这样的军事机构还是产生了。每次冒险中,你不太可能经历很多战斗,但有时你也不得不以牙还牙。
幸运的是,战斗和其他冲突一样,不仅仅是互相射击。外星人用枪指着你,并不意味着你也要拔枪回敬。博士使用自己最厉害的武器——头脑和嘴巴,因为他很聪明,而且显然很能说会道!
GUNS ARE BAD
枪是坏东西我们不会向你说教枪是多坏的东西,显而易见的事实是,枪是危险的,致命的,不应该轻易指向别人。枪会发挥作用,“战斗”会频繁出现,但博士几乎没有(我们不会说“从来没有” ,因为他在两千多岁的时候有一两次这样的经历)拿枪瞄准过敌人。
枪支和其他武器应该像在现实生活中一样,被当作可怕的、需要谨慎对待的东西。真实的枪声非常响亮骇人。被打中并不像动作片表现的那样——而是很可能导致大量失血、昏迷、休克和更糟的情况。你不可能像赛博人那样抗下子弹。坏人经常使用枪支和暴力,但是如果你不习惯使用枪支,还是有很多方法可以阻止他们扣动扳机,你的角色可以大显身手。
提前计划:避免陷入枪战的最好方法是确保不会发生枪战。简单地避免战斗。有很多方法可以做到这一点,在你的角色不是狂热的枪械战士时更是如此。如果你是科学家或精通科技,就可以想出让敌人的武器失效的妙计。还记得博士登上戴立克皇帝的飞船去救罗丝吗?在戴利克飞船上到处乱跑必死无疑。杰克上校知道面临怎样的困境,他修改了斯利辛摩擦波形宏观动力外推器,在TARDIS周围形成力场,让博士可以和戴立克交谈,而不用担心在开口之前被消灭。你可以制造一个小装置来干扰频率,暂时让对手失明,等等。
躲藏潜入:避免冲突的另一个方法是别被发现。没有什么比在外星装置周围鬼鬼祟祟隐蔽自己更令人兴奋的了。这充满紧张感,并提供了极佳的的戏剧性的机会——你从一个房间溜到另一个,躲开巡逻队,传感器阵列和警卫。知道自己必须进入重兵把守之地,并不意味着必须“全副武装”带着一队UNIT突击队员冲进去突突突。博士是不会那么做的。这并不是说你也不能这么做,但是,找到方法偷偷溜进去,拿到你需要的东西,然后在被发现之前溜出去,可能比冒险让双方正面交战造成伤亡更安全。
说服:“等等。在你开枪之前,在你做出会后悔的事情之前,听我说……”博士在很多情况下都是这样做的,他劝住充满敌意的对手不要开火。无论是纯粹为了分散敌人的注意力,还是想让他们认识到自己的错误,说服与其他任何冲突的解决方式都一致。
如果你潜入时被发现了,而你的小设备又毫无作用,那么总有一件事你可以指望——你永远可以试着用交谈来摆脱麻烦。正如你在扩展冲突部分读到的(见80页),“对话者”先于“战士”行动,所以在开枪之前,你总是可以尝试说服对方有比扣下扳机更好的解决方案。
如果成功了,角色的言辞足以让敌人在开火前停一停,即使只有一会儿。掷骰的成功等级决定了说服有多有效,是有机会思考其他事情的短暂喘息,还是彻底让敌人放下武器。这可能是两害相权取其轻,让角色被抓而不是被杀;毕竟,你总是有机会尝试逃跑,但如果被消灭,你就无力回天了。
分心:你可以试着分散敌人的注意力以成功逃脱,而不是让他们停火。这可能是简单地指向别人,告诉他们他们找错了人(尽管这是让别人陷入麻烦,博士绝不会这么做),以暂时蒙蔽对手——或其他能让你脱身的办法。
让枪失效:当然,如果没有枪,那就没什么好担心的了。武器是很危险的,所以如果你能使它们无效,那么敌人将不得不考虑别的方案,而不是向你开枪。不幸的是,博士早就发现事情总是反过来——子弹对遇到的生物很少有效。最好是打开力场,使用感知过滤器(如果他们看不到你,就不需要枪了)或者把敌人吸引到一个炮火会错误的引起注意的地方……比如引来警察。
报警:就像DVD店里Banto问的那样,为什么没有人直接去报警呢?当然,在外星世界里,这并不是很好的选择,但是在现代的地球,枪声一定会引起当局的警觉。如果你手无寸铁,持枪的外星人马上要袭击你,报警就很有帮助了。如果开枪的是你,那就不太妙了。要是情况特别糟糕的话,你最后可能得好好想办法向UNIT解释。
投降:转身逃跑可能会背后中弹!有时候,选择投降让自己被俘虏更好一些。你可以之后——甚至是提前——为逃跑做好准备。
卧倒隐蔽:有时候最好的办法就是趴下,待在足够坚实的掩体后并保持乐观。通常这会争取到一点宝贵的时间,让你能考虑B计划。
如果敌人在你分散他们的注意力或说服他们之前就开火,你只能选择寻找掩体或逃走。或许博士的能力超出我们的想象,但即使是他也没法做到刀枪不入(尽管他有一次用音速起子制造出声墙来挡子弹)。当子弹(或激光)袭来,角色们可以使用协调和运动(以及任何合适的特性)。如果骰出的结果超过敌人的攻击掷骰,那么角色成功躲到了掩体后。
逃命吧!面对潮水般的敌军和不可撼动的力量,有时候最好的做法就是逃跑。至少它能再给你一次打败坏人的机会。逃跑大概是最简单的选择,尽管如果敌人穷追不舍,就可能导致一场激烈的追逐(见98页的追逐)或者在逃跑时必须躲避武器火力(见下一页的“卧倒隐蔽”)。
反击:绝境中需要铤而走险。虽然博士几乎从不用武器对付任何生物,但同伴们经常不得不向外星侵略者发起反击。UNIT和好战的火炬木成员尤其如此。
如果角色决定诉诸暴力,涉及到枪支时可以稍加选择。他们可以向敌人进行掩护(或“压制”)射击。这意味着角色并不是完全瞄准,只是面向大致的方向。他们不太可能击中敌人,但火力会迫使敌人寻找掩护。这几乎是以射击“恐吓”对手去躲藏起来。如果想鼓起勇气伸出头来反击,目标必须以
力量+
决心掷骰来抵抗。
另一方面,角色可能会认为唯一的选择就是攻击敌人。对此种情况,最好使用扩展冲突来解决(见80页)。
当然,队伍中的一部分人在射击敌人时,不好斗的角色依然可以做点别的。当杰克上校与5号卫星上的幸存者一道设置路障阻拦戴立克,并向金属威胁开火时,博士正忙着建造德尔塔波投影仪。战士们抵挡敌人的时候,其他人可以做很多事情,比如照顾伤员、寻找出路、拼凑科技装置、入侵电脑系统或其他有用的行动。
劇透 - :
We’re not going to preach to you about how bad guns are, it’s a simple fact that guns are dangerous, guns kill and guns shouldn’t be pointed at someone lightly. Guns will come into play and ‘combat’ will crop up frequently, but the Doctor hardly ever (we won’t say never, as he has once or twice in his 2000 years) aims a gun at his foes.
Guns and other weapons should be treated just as they are in real life – as something to be feared and regarded with care. Actual gunfire is incredibly loud and terrifying. Getting hit is not like they portray in those action movies – it is likely to result in a lot of blood, passing out, going into shock or worse. You’re not going to be able to take a bullet hit like a Cyberman. The bad guys will frequently resort to guns and violence, but there are many ways to stop them from pulling the trigger, and plenty of things your character can do if you’re not used to handling guns.
Plan Ahead: The best way to avoid a getting into a gunfight is to make sure the situation doesn’t come to shooting. Simply avoid the fight. There are many ways of doing this, especially if your character isn’t a gun loving soldier. If you’re a scientist or good with technology, you could come up with a great way to make the enemy’s weaponry ineffective. Remember when the Doctor boarded the Dalek Emperor’s ship to rescue Rose? Walking around a Dalek ship is going to get you killed. Knowing what they were up against, Captain Jack modified the Slitheen tribophysical waveform macro-kinetic extrapolator to create a forcefield that surrounded the TARDIS allowing the Doctor to talk to the Daleks without worrying about being exterminated before he could speak. You could create a gadget to jam frequencies, to temporarily blind the opponent or something similar.
Hide and Sneak: Another way to avoid conflict is to not be seen. There’s nothing quite as exciting as sneaking around an alien installation trying not to be discovered. It’s tense, and provides great dramatic opportunities as you sneak from room to room, avoiding the patrols, sensor arrays and guards. Knowing that you have to go into a heavily fortified location doesn’t mean you have to ‘tool up’ and go in all guns blazing with a team of UNIT commandos at your side. That’s not what the Doctor would do. It doesn’t mean you can’t do this, however it may be safer to find a way to sneak in, get what you need, and try to sneak out before you are discovered rather than risk casualties on both sides from a frontal attack.
Talking Down: “Hold it. Before you shoot, before you do something you may regret, listen to me...” The Doctor has done this on many occasions, talking a hostile foe down from the brink of opening fire. Whether it is purely to distract the enemy, or to convince them of the errors of their ways, it is handled in just the same way as any other Conflict resolution.
If you’ve been discovered sneaking in and your gadgets are ineffective, there’s one thing you can always rely upon – you can always try to talk your way out of the situation. As you’ll have seen in the Extended Conflict section (see pg.80), ‘Talkers’ go before ‘Fighters’, so before the guns start firing you can always try to convince them of a better solution rather than pulling the trigger.
If successful, the character’s speech is convincing enough to halt the enemy before they fire, even if it is just for a moment. How successful they are in the roll dictates how well they do talking down, whether it is a brief respite giving them chance to think of something else, or getting the enemy to lower their weapons. It may be that this is the lesser of two evils, allowing the character to be captured rather than be killed; after all, you can always try to escape later, not something you can do if you’ve been exterminated.
Distraction: It may be that instead of getting them to stop shooting at you, you could try to distract the enemy long enough for you to make your escape. This could be as simple as pointing at someone else and telling them they have the wrong guy (though this just gets someone else into trouble, not something the Doctor would do) to blinding the opponents momentarily – or something else that allows you to get away.
Take the Guns out of the Equation: Of course, if there are no guns, there’s nothing to worry about. Weapons are pretty dangerous so if you can make them ineffective then the enemy is going to have to think of something else to do rather than shoot at you. Unfortunately, the Doctor has discovered that it is often the other way around – bullets are rarely effective against the creatures that are encountered. Create forcefields, use perception filters (if they can’t see you they won’t need their guns) or draw the enemy somewhere where gunfire attracts the wrong sort of attention... like the police.
Call the Police: As Banto asked in his DVD store, why doesn’t anyone just go to the police? Sure, it’s not much of an option on an alien world, but on present day Earth the sound of gunfire is bound to alert the authorities. This can be handy if you’re unarmed and about to be attacked by gun-wielding aliens. Not so good if you’re the ones doing the shooting. If the situation is bad enough, you may end up having to answer to UNIT.
Surrender: He who turns and runs away may get shot in the back! It may just be easier in some circumstances to give in and let yourself be captured. You can always work out a plan to escape later, or even plan in advance for such an eventuality.
Diving for Cover: Sometimes the best thing to do is just hit the dirt, throw yourself behind something suitably solid and hoping for the best. Often this can provide you with those valuable seconds that can give you time to think of Plan B.
If the enemy opens fire before you can distract them or talk them out of it, all you can do is dive for cover or run away. The Doctor may have powers beyond our imagination, but even he is not bulletproof (though he has been known to use his Sonic Screwdriver to create a wall of sound to stop bullets). When the bullets (or lasers) start flying, the characters can use their Coordination and Athletics (and any suitable trait). If they beat the enemy’s attempt at hitting with their weapons, the characters successfully make it to cover.
Running for your life!: When faced with unstoppable numbers, and an unbeatable force, sometimes the best thing you can do is just run away. At least it gives you a second chance at defeating the villains. Running away is probably the easiest of options, though if the enemy is persistent it can lead to a dramatic chase (see Chases on pg.98) or having to dodge weapon-fire while running (see ‘Diving for Cover’ on the opposite page).
Shooting back: Desperate times call for desperate measures, and while the Doctor hardly ever takes up arms against any living thing, his companions have frequently needed to return fire on encroaching aliens. This is certainly the case when it comes to UNIT or those trigger-happy Torchwood employees.
If a character is going to resort to violence, they have a couple of choices when it comes to firearms. They can lay down a covering (or ‘suppressive’) fire at the enemy. This means they’re not really aiming at them, just in their general direction. It is unlikely that they’ll hit the enemy, but the gunfire will have them diving for cover. This is almost ‘intimidating’ the opponents into hiding by shooting at them. The targets will have to resist with a Strength + Resolve roll to have the guts to poke their heads above cover to act back.
On the other hand, the characters may decide that the only option left to them is to try to hit the enemy. If this is the case, it is best resolved with an Extended Conflict (see pg.80).
Of course, just because some of your group are shooting at the enemy, it doesn’t mean that the less combative characters can’t be doing something else. While Captain Jack was barricading the floors from the Daleks and shooting at the metal menace with the survivors of Satellite 5, the Doctor was busy building the Delta Wave Projector. While the fighters are holding off the enemy, the others can be doing plenty of things, like tending to the wounded, working on a way out, cobbling together technological devices, breaking into computer systems or other helpful actions.
DUCK AND COVER
低头隐蔽当子弹横飞,人们被死亡射线击中发出蓝色电光时,躲在掩体后面可能是最安全的选择。掩体有两个优点:一是暴露在外的部位难以击中;二是能防止受伤。
想象一下角色的身体有多少是可见的,有多少是位于掩体之后的。角色隐蔽得越好,攻击者越难击中。如果他们瞄准无掩护的部位,则由于目标较小而进行负值修正。
HOW MUCH IS BEHIND COVER? 身体有多少得到掩护? | MODIFIER TO HIT THE EXPOSED TARGET 击中的修正值 |
1/3 - Low boxes, or kneeling 矮箱子或跪姿 | -2 modifier to hit |
2/3 - Head and shoulders visible, target laying on floor 头和肩膀可见;目标卧倒 | -4 modifier to hit |
Completely behind cover 完全隐蔽 | -10 modifier to hit |
如果攻击者并不特意瞄准无掩护的部位,而只是朝目标射击,他们有可能击中目标,但掩体会挡住子弹。
How much protection does it offer?
掩体提供多少保护?掩体后的人被击中的伤害降低。这取决于掩体有多坚实——有些物体承受一定伤害后就会被摧毁或失去作用。
和先前情况一样,确定目标有多大比例在掩体后,然后使用随机位置表(见86页“你哪儿疼?”)。如果该部位不受掩护,就会如一般状况被击中。如果部位受掩护,那么只有伤害足以穿透掩体时才可能被击中(见下表)。
COVER TYPE 掩体类型 | ARMOUR PROTECTION 护甲值 | DAMAGE IT CAN TAKE BEFORE IT IS DESTROYED 毁坏前可吸收的伤害 |
Wood 木头 | 1 | 5 |
Brick Wall 砖墙 | 10 | 50 |
Concrete Wall 混凝土墙 | 15 | 70 |
Steel Wall 钢墙 | 30 | 250 |
示例:如果罗宾汉躲在木栅栏后时被机器人骑士的解体枪击中,造成4点伤害,那么栅栏将“吸收”1点伤害,而罗宾汉受到余下的3点伤害。他用于掩护的栅栏在被摧毁之前只能再承受4点伤害。
如果他躲在城墙后面,则不会受到任何伤害,因为城墙的护甲值比造成的伤害更高。不过,解体枪会使城墙减少4点耐久。
如果掩体非常大,而且击中目标的几率很小,主持人可以建议使用故事点以成功击中目标!
Armour
护甲与掩体相似,护甲以同样的方式减少所受的伤害。护甲通常只能防御子弹或其他物理武器。激光等高能武器(任何标为L的致命武器)都能直接穿透它,不过防护力场可以防御任何攻击。
外星护甲,比如戴立克金属和戴立克使用的力场,见
第五章:所有奇奇怪怪的生物。
ARMOUR TYPE 护甲类型 | ARMOUR PROTECTION 护甲值 |
Leather Jacket 皮夹克 | 1 |
Bulletproof vest 防弹背心 | 4 |
SWAT Body Armour 特种装甲 | 8 |
Full Metal Plate (Medieval armour) 全套金属板甲(中世纪装甲) | 8 |