作者 主题: 【R&G】p. 98-102 学以致用——小组战术和战术动作  (阅读 1084 次)

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学以致用
APPLYING THE LESSONS

战斗战术,这里特指小班组战术,在《暗影狂奔,第五版》中不仅仅只是一个抽象的概念。这里有一些具体的,基础的招数,任何狂奔者队伍都可以用来在普遍的战斗场景中获取一些游戏中的优势。这些招数被称作战术动作。虽然不是所有的情况都被包含在内,但是这一节中列出的战术动作还是可以在很多战斗场合中使用,同时能让玩家拥有更多的战斗选项,以及培养他们的团队精神。

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Combat, specifically small-unit tactics, is not just some abstract concept in Shadowrun, Fifth Edition. There are some specific, basic maneuvers any shadowrunner team can perform to receive in-game benefits during general combat situations. These come in the form of combat maneuvers. While not every combat situation can be accounted for, the maneuvers listed in this section can be used in a variety of combat situations and will enable players to expand their combat options and foster teamwork.

引用
边栏:与混沌为敌:当没有战术可用时   
FIGHTING THE CHAOS: WHEN THERE ARE NO TACTICS


知道怎么带着一个小队通过战区,或者学习适应你对手的战术确实是有用的技能,但总有一天你会发现你对上了那种在战斗中完全不按常理出牌的对手。这么干架的家伙要不然是战术天才要不然就是彻头彻尾的疯子——但不管是哪边你都没法知道自己该预料到些什么;混沌自打出世之日起就是难以预测的。那遇到了这样的对手该怎么办呢?唯一答案是不存在的,你得有点创造力。不过,这里还是有几个管用的基本原则可以让你作为发挥创造力的基础。

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Knowing how to move a squad through a war zone or adapt to your opponent’s tactics are useful skills, but sooner or later you’re going to come up against an enemy who’s embraced the principle of pure chaos in combat. Those who fight this way are either tactical geniuses or certifiable madmen—either way you will have no idea what to expect; chaos is, by nature, awfully to predict. So what do you do when faced with such adversaries? There’s no single answer; you’re going to have to get creative. Fortunately, there are some solid principles on which to base your creativity.

1. 要有计划B,然后是计划C,D,E……甚至是Z。任何战斗都有可能化作混沌,所以重要的不仅仅是有一个计划,知道什么时候这个计划完蛋了,该换下一个也是同等重要的。

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1. Have a plan B … and C, D, E, all the way through Z. Chaos is to be expected in any combat, and while having a plan is important, it’s just as important to know when the plan is a bust and it’s time to move on to the next one.

2. 维持适应性与灵活性。和拥有多个备用计划一样重要,你必须能根据你面对的新威胁和阻碍调整你的行动。评估现状,然后试图寻找敌人的弱点或者撤离路线。

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2. Maintain adaptability and flexibility. Just as it’s important to have multiple plans, it’s important to be able to adapt your actions as needed to face new threats or obstacles. Assess the situation and look for the enemy’s weaknesses or a way out.

3. 学会收手。每一场战斗都有可能让你发现你活命的唯一手段是放弃你的目标,这就使得知道什么时候放弃任务撤退是件攸关性命的大事。当然,撂挑子跑路多半会惹火你的约翰逊先生,甚至在短期内影响你的街头声誉。但是呢,也没几个战术家会否认这一点:相比于变成冰冷的尸体而言,活着能给你更多改正错误的机会。

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3. Know when it’s time to call it. In every combat situation there’s always a chance your survival will depend on giving up your objective. Which is why knowing when to back off and bug out is vital. Sure, living to fight another day may tick off your Ms. Johnson—it might even hurt your street rep in the short run. But few tacticians will argue that being alive gives you a lot more options for making things right than being dead does.

4. 别想着以混沌攻混沌。和通常的大众媒体说的相反,全力出击通常除了让你们白白送命之外啥好处都捞不到。活到最后而且获胜的战士和团队总是依靠可靠的计划,并且在战场上集中专注,服从指挥。除非作为一个经过深思熟虑的计划的一部分,万岁冲锋卵用都没有。任何人对着比自己强大的对手像兰博电影里那样狂暴化啥也做不到,除非她的目的是佯攻——吸引敌人的火力以便自己人能有序撤退,或者从另一个路线抵达目标。

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4. Don’t try and fight chaos with chaos. Contrary to what popular media says, going all out often does nothing besides get you killed. Fighters who win and teams that last use solid plans and stay focused and controlled on the battlefield. Bonsai charges or berserker rages are useless unless they are part of a well-thought-out strategy. Someone “going Rambo” against a superior force accomplishes nothing unless she’s acting as a diversion—drawing enemy fire so the rest of her team can withdraw in good order. Or achieve the objective by a different route.

5. 保持同进同退!当然这并不意味着你们真的得站在一起,我的意思是直到最后整个团队都要保持团结。现代科技和其他手段可以保障一个队伍互相分散,但他们还是必须随时协调自己的行动。活到最后的总归是团队,而不是一群独狼。

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5. Stay together! This doesn’t necessarily mean proximity; it means that a team has to continue working together until the bitter end. Modern tech and other means may allow a team to disperse, but they still must continue to coordinate their efforts. Teams, not lone wolves, are what survives in the long run.



战术合作 COMBAT TEAMWORK

想要得到来自一个战术动作的加成,一个小队不能简单的说“我们要做这个”然后就得到好处了。这里列出的每一个战术动作都需要团队做一个战术动作检定来确定他们到底能不能从这个动作中获得加成,并且GM需要根据团队完成战术动作的好坏来加减环境调整。所有的战术动作都被认为是可选的规则,由GM慎重决定是否采用。

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To receive the bonuses for a specific combat maneuver, a team cannot simply say “we are doing this” and then apply the benefits. The specific combat maneuvers listed here require a team to make a Combat Maneuver Test to determine whether or not they earn the bonuses, and the gamemaster should add or subtract modifiers based on how well the team set themselves up to carry out the maneuver. All maneuvers are considered optional and are used at the gamemaster’s discretion.


战术动作检定 COMBAT MANEUVER TESTS

战术动作检定基于普通的协作检定,见核心规则书p.49。在执行任何战术动作之前,团队需要先选一个队长出来,负责下命令和/或协调战术动作。这个队长就是这次检定的领队,而其他人是助手。

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Combat Maneuver Tests are based on the standard teamwork skill listed on p. 49, SR5. Before any combat maneuvers are attempted, the team will have to designate a leader to order and/or coordinate the maneuver. The leader in this case will be the primary roller for the test with the rest of the team contributing.


要执行一个战术动作检定,被选中的领队需要有小组战术知识技能。领队需要进行一个小组战术+直觉【精神】检定,任何有小组战术技能的团队成员可以加入协作检定(或者他们做未受训检定,直觉-1),套用协作检定规则。对于每个战术动作,领队可以使用他的领导力技能指挥一名团队成员,见核心规则书p.142。下令执行战术动作可以通过口头命令完成,这是一个自由动作。战术动作检定同样是一个自由动作,成功时它的效果持续整个战斗轮。如果团队希望在下一个战斗轮中获得战术动作的好处,他们需要再做一次战术动作检定。如果团队对他们要执行的战术动作不熟悉,并且需要一些额外的解释来搞明白自己到底要干啥,那么领队必须在执行战术动作检定之前用一个复杂动作传达必要的指令。在整个流程中,各种界限如常生效。

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To perform a Combat Maneuver Test, the designated leader needs to have the Small Unit Tactics Knowledge skill. They roll a Small Unit Tactics + Intuition[Mental] Test. Any team members who also have the Small Unit Tactics skill can join on a teamwork test (or they can default on the test, making an Intuition – 1 Test), making a roll and applying their hits per the teamwork tests rule. The team leader may use their Leadership skill to direct one team member per maneuver as described on p. 142, SR5. Ordering a Combat Maneuver can be done by verbal command, which is a Free Action. The Combat Maneuver Test is also a Free Action, and the success counts for an entire Combat Turn. A new Combat Maneuver Test is needed in subsequent turns if teams wish to continue the bonus. If the team is not familiar with the maneuver they are going to attempt and require extra explanation to familiarize themselves with what they are doing, the leader must spend a Complex Action passing on the necessary instructions before the Combat Maneuver Test can occur. As always, normal limits apply.


每一个战术动作都有一个特定的所需成功数。当成功时,所有加成立即生效,每一个执行战术动作的团队成员都必须在当前主动性流程同时行动。如果战术动作检定失败,那么所有参与战术动作的团队成员会视作未就位,他们在当前主动性流程中,会在防御检定上受到等同于他们本应得到的加值那么多的罚值。

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Each maneuver has a specific number of successes required for completion. All bonuses are granted immediately. All team members performing a combat maneuver must wait to act at the same time during an Initiative Pass. If the Combat Maneuver Test fails, then each member of the team involved in the maneuver is considered to be out of position, and they receive a negative penalty equal to the bonus normally granted on Defense Tests for that Initiative Pass.


如果一名团队成员投出失误但是战术动作检定依然成功了,那么只有那名成员没有就位,承受罚值。如果任何一名团队成员投出了大失误,战术动作检定自动失败,而且整个战术搞砸的十分惨烈,以至于所有的罚值会持续到当前战斗轮结束,而不是直到当前主动性流程结束。

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If a team member rolls a glitch but the maneuver still succeeds, only that team member is considered out of position and suffers the penalty. A critical glitch by any team member automatically causes the maneuver to fail, and in this case it is bungled so badly that the penalties last until the end of the current Combat Turn, not just until the end of the Initiat
ive Pass.

战术动作可以以两种方式反制。第一种方式是简单的在主动性流程中先发制人,在对手能完成战术动作前敲掉对手的关键作战节点。另一种方式是通过进行一个对抗的小组战术检定来辨识这个战术动作,接着干扰它。在对抗检定中胜出的那方被认为是更快的完成了战术动作,并且成功扰乱了对手。这种方式只能在对抗的两个团队在同一个主动性值下行动时完成。

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Maneuvers can be countered in two ways. The first is to simply maneuver before the opposition during the combat pass and take out key elements of the maneuver before it can be completed. The second is to counter-maneuver by making an opposed Small Unit Tactics roll to identify the maneuver and then act to disrupt it. The winner in the opposed test is considered to have completed the maneuver first and has sufficiently disrupted the opposing team/unit. This can only be done if both of the opposing teams go on the same initiative score.


引用
边栏:小组战术知识技能
SMALL UNIT TACTICS KNOWLEDGE SKILL


小组战术技能代表对于战斗中的动作和技巧,尤其是面向小组单位的行动的理解与应用程度。它包含如何在运用战术动作和阵形在战斗中开火与机动,并能决定特定战术动作或战术布置的正面或负面影响,比如掩体和隐蔽。这项技能也可以用于识别敌方所使用的战术动作或战术布置。
未受训:可(直觉)
技能组:无
专精(不同地形/环境):极地,沙漠,森林,从林,山地,城市

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Small Unit Tactics skill governs the understanding and utilization of maneuvers and methods specific to small-group actions during combat. It specifically covers fire and maneuver in combat by using maneuvers and formations and can be used to determine beneficial of negative consequences of specific maneuvers/tactics such as cover and concealment. This skill can also be used to recognize any tactics/maneuvers used by an opposing force.
• Default: Yes (Intuition)
• Skill Group: None
• Specializations (By terrain/environment): Arctic, Desert, Forrest, Jungle, Mountains, and Urban

引用
边栏:战术动作流程
COMBAT MANEUVER STEPS


1. 决定检定的“领队”
2. 领队投小组战术+直觉【精神】
3. 团队成员掷骰,使用通常的协作检定规则
4. 统计成功数,与所需的成功数相比较以完成战术动作
5. 如果战术动作成功执行,套用奖励,否则套用必要的罚值
(译注:按照通常的协作检定规则,是团队成员先掷骰,成功数加在领队的DP和界限里,加值不能超过领队的技能等级,这里疑是催化剂笔误)

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1. Designate “Leader” for test
2. Leader rolls Small Unit Tactics + Intuition[Mental]
3. Team members roll; normal Teamwork rules apply
4. Tally hits and compare with number required to complete maneuver
5. Apply bonuses if maneuver successfully completed or apply necessary penalties


战术动作COMBAT MANEUVERS


掩护跃进BOUNDING OVERWATCH

所需成功数:4

描述:这个经典的蛙跳战术动作经常用于小队必须在敌方火力中移动的场合。这个动作既可以在进攻时使用,也可以在防御时使用。在这个战术动作中,一名或一组战士提供掩护或压制火力,以将敌人压制在掩体后面(见核心规则书p.179,压制火力),同时其他团队成员向着另一个地方移动。另一组成员抵达目的地后,角色交换,重复这个步骤直到团队抵达目标地点或者脱离战斗。需要注意的是,虽然在这个战术中推荐找到足够的掩体,但它们不是必要的。

奖励:如果成功进行火力压制,团队中移动的成员获得+3加值在任何防御动作上,同时所有敌人的所有攻击动作承受-3罚值。

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Successes required: 4
Description: This is the classic leapfrog maneuver used when a unit must move while under fire. This can be used as both an offensive or defensive maneuver. It involves one combatant providing cover or suppressive fire to pin down enemy combatants from a protected position (see p. 179, SR5) as other members of her team move to another position. This process is repeated, with team members alternating roles, until either the objective is achieved or the team is clear of the engagement area. Note that locating sufficient cover is recommended while attempting this maneuver, but is not necessary.
Benefits: If suppression fire is successful, the moving elements of the team/unit receive a +3 bonus to defensive actions while any enemy combatants receive a –3 penalty for any offensive actions.

斜角剥离COUNTER PEAL

所需成功数:5

描述:这是一种战斗撤离战术,目的是让一个小单位能从和更大的敌方单位的交火中全身而退。团队将组成一个斜向,或者说,对角向的线列阵形,让每一名成员都有着敌方方向的良好视野,同时阵形的一端比另一端离敌人更远。离敌人最近的队员在其他队友的掩护火力下向着阵形的另一头移动,然后占据一个离队伍尽头的成员不远的火力点。整个动作不断重复——离敌人最近的队员沿着撤离方向移动到离敌人最远的位置,其他队友给他火力掩护——直到整个团队撤出交战区。(要注意的是虽然真实的战场环境可能让最初的阵形并不是一条直线,但是原则还是一样的。)要完成这个战术动作,所有团队成员在撤退时都必须拥有某种形式的远程攻击能力。

奖励:所有防御检定+2。
(译注:根据描述,这个战术动作其实上是斜角剥离Diagonal Peel战术。此处疑是催化剂将之与中央剥离Center peel战术动作弄混而又笔误而成。由于并没有名为“Counter Peal”的战术动作,在此根据描述将其译作“斜角剥离”。)

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Successes Required: 5
Description: A fighting retreat designed to allow a smaller unit to withdraw from an engagement with a larger enemy force. The team forms a sloped or diagonal battle line so that each member has a clear field of fire and one end of the line is closer to the enemy than the other. The team member closest to the enemy withdraws under cover of suppressive fire from the rest of the team and takes up a fire position a not far behind the last team member. The process repeats—the team member closest to the enemy moving to be farthest away along the direction of retreat under cover of her teammates’ suppressive fire—until the team is out of the engagement zone. (Note, the realities of combat may prevent the initial formation of a straight line, but the principle remains the same.) To accomplish this maneuver, each team member must be able to take some kind of ranged offensive action during execution.
Benefits: +2 for all Defense Tests

交叉火力CROSSFIRE

所需成功数:5

描述:这个战术动作旨在安排两个战斗单位到不同的地方,从而能从两个方向包夹单独的目标。领队需要首先找到安排他队员的合适火力点(单独进行小组战术+直觉【精神】检定,简单动作)。第二步是机动到这些火力点(正常战术动作检定)。这可以在战斗开始前作为伏击的一部分完成,或者作为一个战术动作在战斗中完成。

奖励:队伍攻击时获得+3加值

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Successes required: 6
Description: This maneuver consists of placing two elements of the team into separate positions from which both can envelope a single target from two different directions. The team leader must first identify suitable locations for his people to take up firing positions (solo Small Group Tactics + Intuition[Mental] Test, Simple Action). The second step is maneuvering the team members into those positions (normal Combat Maneuver Test). This can be done either before combat as part of an ambush, or during combat as a tactical maneuver.
Benefits: Attackers on the team receive a +3 attack bonus.


菱形队形DIAMOND FORMATION

所需成功数:4

描述:菱形队形通常由四人小队使用,通常是在通过一片可能存在威胁的地带时用作防御。它也可以在团队搜寻某个目标的时候使用。菱形队形使得团队可以获得360°的重叠视野和开火方向——这使得它在面对来袭威胁的时候能更迅速的反应。一个典型的菱形队形由队长带头,一名断后的队员面向她的后方,然后在二人中间有另外两名队员看住左右侧。更大的团队可以使用菱形队形的变体,比如将额外的队员安置在菱形的边或者角上。菱形队形也经常用作保护什么东西的阵形——客户,伤员,目标——他们被放在中心。结成菱形队形的团队不必为了转弯浪费时间,领队自动转移到离新的前进方向最近的那个人身上。显而易见的,菱形队形不适合在狭窄的地方,比如说走廊里使用,或者说那些由于地形团队只能成一路纵队前进的地方。

奖励:对抗突袭/伏击检定+1加值,主动性检定+2加值

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Successes required: 4
Description: The Diamond Formation is employed by teams of four and used defensively when moving through an open area of unknown potential danger. It is also used when the team is searching for a target/objective. The Diamond makes 360 degrees of overlapping fields of view and fire possible—enabling quick assessment of and response to incoming threats. The classic Diamond formation has the leader at the forward-most point of the diamond, a tail at the point directly behind her, and two other team members at the diamond’s left and right points halfway between them. Larger groups can use modifications of the Diamond, such as placing additional team members along the sides or at the points of the Diamond. It’s also common to use the Diamond formation as a defensive perimeter around whatever’s being protected— client, wounded, objective—at the center. A team in Diamond formation doesn’t have to waste time turning; the lead simply transfers to the point nearest the new direction of travel. Obviously the Diamond formation is not well adapted to narrow settings such as hallways and impossible to use when terrain forces the team to move single-file.
Benefits: +1 bonus against any surprise/ambush checks, +2 on Initiative roll


狗群战术DOG PILE

所需成功数:可变

描述:这是一种帮派成员喜欢用来放倒更大号的泛人类或者其他强大对手的战术,狗群战术看上去就像是一场疯狂的冲锋,但事实上这是一次协调严密的物理进攻战术。战斗小组向着目标蜂拥而上,并且集中攻击目标的四肢(由此,目标的各种防御动作将反而导致他更容易被击中)。一旦目标倒地或者无法移动,攻击者就开始攻击他的致命部位,直到目标被彻底歼灭。这种战术和其他的战术执行起来稍稍有些不一样。

奖励:领队在小组战术检定里每得到三个成功(向下取整),小队成员就在攻击时获得+1加值。

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Successes required: varies
Description: A favorite of gangs who want to put the beat-down on larger metatypes or formidable individuals, the Dog Pile looks like a mad rush but is in fact a tightly coordinated physical attack. The group swarms their intended victim, focused on disabling his or her extremities (thus, most common defensive moves simply make their targets easier to hit). Once the target is immobilized or brought down, the attackers strike vital areas until the target is neutralized. This maneuver is slightly different than others in its execution.
Benefits: For every 3 successes (rounded down) the leader makes in their Small Unit Tactics roll, team members receive number +1 to their attack bonus.


破门突入(标准)DYNAMIC ENTRY, STANDARD
所需成功数:4

描述:这个战术最初是被执法机关的战术反应小队所开发的,用来应付设立了防御和/或有人质的目标。标准的破门突入战术靠的是利用压倒性的战斗力瞬间填满一个封闭空间然后清除里面的威胁。作为少量的军队也使用的警察战术之一,破门突入战术成为了城市地区小规模军事行动的常用战术。破门突入的小队首先在要突破的封闭/被封阻区域的入口(或多个入口)列队,让里面的目标看不见他们。一旦攻击信号发出,他们就迅速冲入——这需要计划,编排,然后更重要的是练习练习再练习,才能让一只小队迅速进入一个狭小的开口,在封闭空间中压倒他们的对手而不是互相绊倒摔成一团。标准的训练是按二人组行动,在冲过门槛的时候一个清理左边一个清理右边,直到每个人都熟悉这个流程。如果要开一个门,那么“突破手”就需要使用塑性炸药或者特殊的弹药,然后第一个二人组得在烟雾散尽之前冲进去(让无人机或者精魂打头阵的事情绝不少见)。当所有人进入之后,小队沿着房间的边缘散开,这样每个人都能有一个开阔的射界。领队要负责给队伍里的每个人安排位置,并且决定进攻的方向。最后一个进门的人负责警戒门口。

奖励:如果攻击方在防守方看见他们之前就破门而入,那么他们在攻击时获得+3加值。如果防守方知道了他们要突入,则这个加值只有+1.

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Successes required: 4
Description: First developed by law-enforcement tactical response teams for use against barricaded subjects and/or in hostage situations, the standard Dynamic Entry tactic is to suddenly fill a confined area with overwhelming force and neutralize the threat. In a rare case of military adapting law enforcement tactics, the Dynamic Entry has become commonplace in small-scale, urban military actions. With Dynamic entry the team first “stacks up” outside the entrance(s) to the confined and/ or barricaded position, out of sight of their target. On signal they enter fast—it takes planning, choreography, and above all practice, practice, practice to be able to get a team through a narrow opening and overwhelm opponents in a confined area without everyone tripping all over each other. Standard practice is for the team to go through in pairs, breaking left and right as they cross the threshold, until everyone is through. If a door must be breached, the “door kicker” blasts it with shaped charges or specialized ammo and the first pair go through before the smoke clears. (It’s not uncommon to send in drones or spirits as the first pair of team members.) As each pair enters, the team spreads along the perimeter of the room so each has a clear field of fire. The team leader is responsible for assigning positions in the line and selecting which direction they go in. The last team member who opened the door secures the entrance.
Benefits: If the attacking team breaches before they are seen by defenders, they receive a +3 attack modifier. If their approach and breach is known, the bonus is only +1.


破门突入(“丟雷再冲”)DYNAMIC ENTRY,“CHUCK AND CHARGE”

所需成功数:4

描述:这是破门突入有爆炸物的版本。在最初的双人组冲进大门之前,破门者会先部署一个爆炸物——比如,丢个手雷——到房间里面(使用标准的投掷武器规则)。小队等到爆炸物起爆之后再突入房间。根据所使用的爆炸物类型,如果整个战术动作执行的不到位后果可能会很可怕。

奖励:和标准的破门突入相同,但获得任何爆炸物所提供的好处。

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Successes required: 4
Description: This is the Dynamic Entry with explosives. Before the first pair crosses the threshold, the door kicker deploys an explosive device—i.e., pitches a grenade—into the room (normal Throwing Weapons Test applies). The team then waits for the device to detonate before breaching. Depending on the explosive device used, this can have dire consequences if not performed properly.
Benefits: Same as the standard dynamic entry, but with any added benefits of the explosive device.

徐进弹幕FIRE SHIELD

所需成功数:见描述

描述:这一种老派炮兵“轰完清理”战术的变体,徐进弹幕要求使用长程曲射火力(榴弹,火箭弹,迫击炮,攻击魔法,等等)然后让弹着点“走向”敌人或者目标。作为一种攻击性战术动作,小队成员跟着徐进弹幕前进,扫清任何残余的敌人。当敌人接近一个友方地点时,这也可以作为一个防御性战术使用。这种情况下炮火会被首先部署在敌人的位置后方,而后缓缓向前移动,直到敌人被歼灭或者炮火离己方太近为止。这是一种风险极高的战术,因为要完成它,发射炮火的团队成员必须在攻击检定上成功,然后靠团队协助让它徐徐前进。在检定中失误时需要做一个榴弹偏斜检定以确定它落的离自己人多近,而一个大失误会导致他直接把炮火打到了自己人头上。

奖励:在徐进弹幕后执行战术动作的友方成员获得+4加值,而敌方单位因为炮火常规火力的影响承受-2罚值。

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Successes required: see description
Description: A variation of the old “Shoot and Scoot” artillery tactic, Fire Shield involves using long range artillery fire (grenades, rockets, mortars, offensive magic, etc.) and “walking” it toward a target or objective. As an offensive maneuver, members of the team/unit follow the fire shield in, mopping up any remaining enemies. It can be used as a defensive maneuver when an enemy force is close to a friendly position. Artillery fire is deployed behind enemy positions and then walked forward until the enemy force is neutralized or when it comes too close to a friendly position. This is a risky maneuver because to complete it, the team members deploying the artillery fire must succeed on an attack roll, with teamwork help from those walking it forward. A glitch will always require a grenade scatter test to see how close the weapon comes to team members, while a critical glitch drops artillery fire right on the heads of friendly forces.
Benefits: +4 for all friendly forces maneuvering under the shield, –2 for all enemy actions because of combined artillery and regular fire.

行进间射击MARCHING FIRE

所需成功数:6

描述:这个战术十分简单明白:团队成员一边向目标机动,一边向它投射压制火力。当团队距离目标足够近的时候,他们就从缓步前进换成冲锋。在大多数军事行动中,这需要依靠火炮或者重武器的支援,并且主要作为对目标最后的猛攻。对于小型班组来说,这种战术的致命弱点是它是为了总是有着很多后备人员的军队设计的。行进间射击战术要求你放弃所有的掩体,转而依靠你的压制火力的密度来阻止敌人向你开火。很显然,全自动武器最适合执行这种战术。曾经一边移动一边开火会显著的降低命中率,但靠着现代科技的力量,这已经不是什么大问题了。领队在这个战术动作中不需要做太多的协调,除了指定目标和下达命令之外。
奖励:所有半自动,点射和全自动武器的攻击检定获得+4加值。

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Successes required: 6
Description: This tactic is straightforward: The team maneuvers as a unit towards a objective, laying down suppressive fire as they advance. When the team is close enough to the objective, the steady advance becomes a charge. In most military situations, this is accompanied by either artillery or heavy weapons support and is used as a final push against an objective. The serious drawback to this tactic from a small unit standpoint is it was designed for use by military forces with lots of expendable personnel available. The Marching Fire maneuver requires you leave any cover behind, counting on the volume of your suppressive fire to keep the enemy from shooting you. Obviously fully automatic weapons are best for this maneuver. At one time firing while advancing greatly reduced accuracy, but with modern technology this is no longer a significant factor. The team leader doesn’t coordinate in this maneuver much beyond designating the target and giving the order.
Benefits: +4 for all attack rolls with semi-auto, burst fire, or fully automatic firearms.

切蛋糕SLICING THE PIE

所需成功数:可变

描述:技术上来讲这并不是一种战术动作,因为它是在战斗打响之前使用的。切蛋糕是一种被警察和保安们用了几十年,而后在需要打城市战的军队里流行起来的战术。它主要用于搜索建筑物,通过一个转角向开阔的走廊,或者通过一个开着的门向房间里面,或者是绕着一个比较高的掩体观察。利用拐角/墙/边缘的掩护,搜索者在掩体后面横着走过一个半圆形的路径(同时准备好手上的武器),直到他们能用眼睛看到自己搜索的目标。如果没出岔子,搜索者只会最小程度的暴露自己,同时能做出任何他们认为必要的行动。搜索者可以将他的加值带到下一战斗轮,只要他不移动,同时其他参战者也大致在和最初发现时相同的区域。

奖励:搜索者获得和他们在执行这个战术动作时骰出的成功数相同的防御加值。如果一个成功都没得到,战术动作失败,没有加值也没有罚值。失误会导致搜索者承受-2防御罚值,而大失误意味着他们被敌人看到了,并且敌人向他们冲了过来,迫使他们离开当前位置。

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Successes required: varies
Description: Technically not a combat maneuver because it’s normally used before combat begins, Slicing the Pie (also known as Cutting the Cake) is a maneuver that’s been used by Law Enforcement/Security officers for decades and has become popular with military units engaged in urban warfare. Used during building searches, this maneuver is designed to look around corners into open hallways, through open doors into rooms, or around tall obstacles. Using a corner/wall/edge as cover, the searcher moves in a lateral or semi-circular pattern (with weapon up and ready) behind cover. This is done until they can visually identify the target/subject of their search. If done correctly, the searcher will only minimally expose themselves and then can take whatever action they deem necessary. The searcher may carry over the gained bonuses from this from Combat Turn to Combat Turn as long as they don’t move and other combatants stay in the same general area where they were first seen.
Benefits: Defensive bonus to the searcher only based on number of successes when performing the maneuver. Maneuver fails if no successes are rolled, giving he searcher no bonuses or penalties. A glitch gives the searcher a –2 defensive penalty, while a critical glitch means they are seen by the enemy, who moves on them to force them from their position.

移动掩护TRAVELING OVERWATCH

所需成功数:2

描述:类似掩护跃进,移动掩护是一种预防性的战术。它被认为应在速度至关重要,而且情报显示与敌人交战的机率并不大的场合。当团队在移动时,一名——或者最好是两名——团队成员走在队伍的后方,周期性的停下来检查四周的环境。如果队伍主体被袭击了,掩护组既可以选择进行长距离支援,也可以选择包抄敌人。使用这个战术的时候,无人机或者精魂通常会伴随或者替代后方掩护的成员。这种战术的不足之处在于在后方掩护的小组有可能被与队伍主体分割甚至被歼灭,而队伍主体却不知道。这也是为什么大家总喜欢让无人机和精魂干这个事。在使用这个战术时,团队领队总是后方掩护组的成员之一。

奖励:全部侦察检定获得+1骰池调整,战斗打响时掩护组的主动性+2。


劇透 -   :
Successes Required: 2
Description: Similar to Bounding Overwatch, Traveling Overwatch is a preventative maneuver. It’s meant to be used when speed is essential and best intel indicates contact with an enemy is unlikely. When the team is in motion, one—or preferably two—members take a trailing position and periodically stop to carefully survey their surroundings. If the main body of the unit is attacked, the overwatch pair can respond with either long range-support or engage in a flanking maneuver. In using this tactic, a drone or spirit will either complement or replace a team member in the rear overwatch position. The drawback to this tactic is that the rear overwatch has a chance of being separated from the main group or being eliminated without the main group realizing. This is why drone and spirit use has become popular in this position. For this maneuver, the team leader is always the team member in the overwatch position.
Benefits: + 1 on all Perception Tests and + 2 to the overwatcher’s Initiative roll if combat is initiated.

引用
边栏:沉入黑暗   GOING DARK

在暗影中,尤其是自从新的矩阵协议出现之后,不是每个人都能做到在矩阵上敏锐而致命。对于某些人来说,无线接入矩阵的潜在风险——比如你的殖装可能在什么时候被突然关掉——比它能带来的好处要多得多。这些小众的家伙更喜欢用过时货的装备,并且只要他们能关掉无线设备,他们就会周期性的关掉。尽管一个团队里的碟客和机师十分依赖于最新的科技,但是他们还是可以选择暂时“沉入黑暗”来规避侦测。在需要秘密地让一个能造成实际伤害的单位就位的时候,这是一个可行的战术。或者如果面对着在矩阵上战斗力比我方强大的对手时,将所有自己人隔离开来可以把对方拉回到你的舞台上。在2075年,要在无线电静默中工作虽然很困难,但并非不可能,而且那些真的如此做的人会训练他们的技能以弥补缺乏可以依靠的科技装备的不足。

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Not everyone in the shadows is keen on the wireless Matrix, especially after the new Matrix protocols were enacted. For some the potential drawbacks to being wireless—such as having your augmentations unexpectedly shut down—far outweigh any benefits. These niche operators prefer to use throwback technology and routinely disable wireless devices when they can. Even though the team’s riggers and deckers rely on current technology, a team may opt to “go dark” temporarily to avoid detection. This can be a viable tactic for secretly getting an asset in position to do real damage. When facing an opponent with superior Matrix assets, isolating all combatants can level the playing field. Operating in the dark is difficult but not impossible in 2075, and those who do develop skills that make up for their lack of reliance on tech.
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