作者 主题: 【UCa】集团战斗(Mass Combat)  (阅读 57132 次)

副标题: 王国与战争的战争部分。各种语死,不过我给原文了

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【UCa】集团战斗(Mass Combat)
« 于: 2013-08-10, 周六 16:20:05 »
译者写在前面想说的话
剧透 -   :
第四章王国与战争翻译完毕,总体来说规则上会有些许繁琐的地方,而且在战斗部分并未描述如何征募军队。我想大概是规则制作人并不希望这完全变成一个死板的SLG游戏(说真的那还不如去玩正经的电脑游戏),很多内容都需要DM填充,PC与DM进行协商并创造完成。另外战斗规则据用过的人说,在军队规模等级较低的情况下,采用玩命提高OM的方式会导致收益过高,可能会引起一些问题。所以请使用这部分规则的同学们按照自己的想法进行协调,一切规则都是为了团服务,首先大家团得高兴才是第一的。enjoy

集团战斗(Mass Combat)
或早或晚,即便是最向往和平的国家也会发现自身正面临着战争的威胁。尽管某些国家与你的王国发生争议时可能会趋向于相互妥协,但是总会有不适合进行谈判,甚至是用无止境的侵略来回应绥靖政策提议的国家。当外交手段失败之时,钢铁的交锋便紧随其后。
本章节包含的规则包括当你作为王国领袖时建立军队,为他们指派指挥官,并让他们为陆战、水战甚至空战做好准备。这些规则包括为常规军队进行武装以及进行维持、利用玩家作为集团战斗的组成部分、将怪物集团转化为军事力量、在战场之外处理战争的结果。
本规则提供一种抽象的、记叙性质的集团战斗系统,它会让你快速进行一场复杂的战斗,而不会深陷于过多的细节之中,此外仍旧能够在一定程度上再现策略、战术以及战场的真实度。本规则并不打算准确地描述复杂的战斗、提供高程度的战术模拟或者策略游戏的精确模型。相反地,本规则只是打算将战争引入至战役,并且仍旧将注意力放在传统并且小规模的冒险与扮演中。

概述(Overview)
后述内容为您可能为集团战斗规则中经常需要参考的关键部分:

  • 军队属性的解释以及本章节中的名词解释。
  • 一步步说明两军之间的战斗阶段。
  • 场地以及类似因素对战场的修正。
  • 军队能够习得的不同战术。
  • 当一支军队胜利、失败或逃跑时,战斗结束后会发生什么。
  • 如何使用特殊的指挥官或者王国领袖来修正军队属性。
  • 用于强化军队的军备。
  • 非常规军队的特殊能力,比如施法与毒素。
  • 范例军队。

目录

军队属性(Army Statistics)
战斗阶段(Battle Phases)
攻击与承受伤害(Attacking and Taking Damage)
战场环境(Battlefield Conditions)
战术(Army Tactics)
策略(Strategy Track)
溃逃(Rout)
胜利、溃逃或战败(Victory, Rout, or Defeat)
复原(Recovery)
指挥官(Commanders)
军备(Army Resources)
特殊能力(Special Abilities)
战斗中的玩家角色(Player Characters in Battles)
集团战斗可选规则(Optional Mass Combat Rules)
范例军队(Sample Armies)
边栏(Sidebar)


原文
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Mass Combat

Sooner or later, even the most peaceable kingdom will find itself faced with the prospect of war. While some kingdoms at odds with your own might be willing to compromise, others are not amenable to negotiation, or respond to overtures of appeasement with ever-increasing aggression. When diplomacy fails, the clash of steel is close behind.

This section contains rules for you as a kingdom leader to create armies, assign their commanders, and prepare them for battle on land, at sea, or in the skies. This includes rules for equipping and maintaining conventional armies, utilizing PCs as part of mass combat, converting groups of monsters into military forces, and going beyond the battlefield to deal with the aftermath of combat.

These rules provide an abstract, narrative mass combat system that will let you rapidly play out a complex battle scenario without getting bogged down in excessive detail, while still retaining fidelity to strategy, tactics, and the realities of the battlefield. These rules are not intended to accurately represent complex wars, provide a highly tactical simulation, or accurately model a tactical warfare miniatures game. Instead, they are intended to incorporate warfare into a campaign while still staying primarily focused on traditional, small-scale adventuring and roleplaying.
Overview

The key parts of the mass combat rules that you'll reference often are:

    Explanations of the army stat block and terminology used throughout this section.
    Step-by-step instructions on how to run the battle phases of a combat between armies.
    Battlefield modifiers for terrain and similar factors.
    Different tactics that armies can learn.
    What happens at the end of a battle, once an army wins, loses, or flees.
    How to use special commanders or kingdom leaders to modify army statistics.
    Resources to upgrade and improve armies.
    Special abilities for unusual armies, such as spellcasting or poison.
    A list of sample armies.
« 上次编辑: 2013-08-10, 周六 16:30:24 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #1 于: 2013-08-10, 周六 16:20:43 »
军队属性(Army Statistics)
每只军队的描述都会按照后述格式进行介绍。

名称(Name):此处为军队的名称。这可能是佣兵团的名称,比如“索克的血之狂怒者”。正规的军队番号,比如“第七皇家骑兵团”或者诸如“红石民兵团”的非正式的名称。

经验(XP):此处为玩家击败军队后获取的经验,它等同于遭遇给予玩家的经验,遭遇CR等同于军队的ACR(见后文)。

阵营(Alignment):军队的阵营对其属性没有影响,它只是一种用来便于阐述军队对阵营两轴的态度。它通常与该军队中标准单位的阵营相同。

规模(size):军队的规模并非仅仅用于确立军队中存在的个体数量,还与军队的ACR相关。

军队规模
军队规模        个体数量        ACR
  超微型     1个体生物的CR-8
   微型    10个体生物的CR-6
  超小型    25个体生物的CR-4
   小型    50个体生物的CR-2
   中型   100个体生物的CR
   大型   200个体生物的CR+2
  超大型   500个体生物的CR+4
   巨型  1000个体生物的CR+6
  超巨型  2000个体生物的CR+8

类型(Type):此处会列出军队的个体单位的性质,比如“兽人(武者 1)”或者“巨魔”。这些规则默认军队中的所有单位的本质完全相同;若100名兽人武者 1(代表1级武者)组成的军队实际上包含着几名半兽人武者或者兽人野蛮人,那么他们对军队的属性并不会有实质上的影响。如果一只军队中含有大量的单位,这些单位与该军队中的标准单位具有差异,并且这些差异足够改变该军队的属性的话,那么通常会将这支军队分开,变为两支具有不同的独立属性的军队为最好的选择。

生命值(hp):军队的生命值等同于它的ACR x 军队中的单位1个生命骰(HD)的平均生命值(d6HD为3.5,d8HD为4.5,d10HD为5.5,d12HD为6.5)。比如,武者具有d10HD,因此ACR为1的武者军队拥有5.5 x 1 = 5.5HP,向下取整为5点生命值。请注意,只有来自其他军队的伤害能够降低军队的生命值;非军队对军队的攻击大多都没有效果,如果你实在想得出攻击的结果,那么请将攻击者视为超微型军队。如同标准游戏中的效果那样影响生命值,降低生命值伤害或者治疗(或者任何其他能力)的能力效果减半,并且最低为1而非0点。

军队挑战等级(Army Challenge Rating,ACR):此项取决于军队中的单一个体的CR以及军队的规模,它类似于怪物的CR。要确定ACR,首先见上面列出的军队规模表格,并将军队规模带来的调整值应用到军队中个体单位的CR上。如果军队是骑兵队,那么使用坐骑或者骑手的CR,以较高者为准。比如个体的兽人武者1的CR是1/3,因此100名兽人武者1组成的军队的ACR是1/3;500名兽人武者1组成的军队的ACR是3(比标准的100人军队CR高4阶)。如果一支队伍的ACR比1/8还低,那么它就无法被视为一只军队——需要加入更多的军队直至ACR达到1/8或更多为止。

防御值(Defense Value,DV):此项属性为军队用于抵御攻击的数值,类似于个体生物的AC。军队的DV等同于ACR + 10 + 任何来自防御工事的加值或者定居点的防御数值。

进攻调整值(Offense Modifier,OM):该调整值会加在d20检定之上以决定军队进攻的成功率,类似于个体生物的攻击加值(attack bonus)。军队的OM等同于其ACR。如果军队具有进行远程攻击的能力,也会标注在此处。除非能力单独提及,否则近战攻击以及远程攻击使用相同的OM。

战术(Tactics):此处列举了任何军队所具备的战术。

军备(Resources):此处列举了任何军队所具备的军备。

特殊(Special):此处列举了军队所具有的任何特殊能力。

速度(Speed):此处的数据为军队花费1天行军所能通过的地块(12英里)数量。通过困难地形会使军队的速度减半。使用移动与距离表格中个体单位的速度来判断军队的速度。

移动与距离*
速度15尺20尺30尺40尺
每日行军距离    12英里    16英里    24英里    32英里
*本表格刊载于核心手册中(我是链接),译者为了方便查阅直接选取出相关内容并简化了表格。

士气(Morale):该数据代表着军队的士气。士气用于判断是否能改变战斗中的策略,确定军队是否会由于致命打击而溃逃,以及类似的效果。士气是一种调整值,从-4(最差)到+4(最好)。新建成的军队起始士气为+0。士气能够通过军队的指挥官以及其他因素进行修正。如果军队的士气到达-5或更低,军队便会解散或背离岗位,而你也无法再控制他们。

开支(Consumption):该数据代表这只军队每星期所消耗的BP(与大多数王国的费用不同,该费用是按周而非按月计算),这些支出代表食物、饮品、军备、训练、维护以及支付个体的薪水。一只军队的基础开支等同于ACR除以2(最低为1)。如果你逾期支付军队的开支,那么士气会下降2点;该减值会在你补足军队的开支时消失。

指挥官(Commander):此处列出了军队的指挥官以及指挥官的魅力调整值、专业(士兵)的等级以及领导力数值。指挥官必须能够与军队进行通讯(可能会使用传讯术或者类似的魔法通讯手段)才能下达指令或者为军队的检定提供加值。

原文
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Army Statistics

The description of each army is presented in a standard format.

Name: This is the name of the army. This could be a mercenary company's name, such as "Thokk's Bloodragers," a formal regiment number such as "7th Royal Cavalry," or an informal name such as "militia from Redstone."

XP: This is the XP awarded to the PCs if their army defeats this army, and is the same as an XP award for an encounter with a CR equal to the army's ACR (see below).

Alignment: An army's alignment has no effect on its statistics, and is just a convenient way to summarize its attitude with two letters. It is usually the same alignment as a typical unit in that army.

Size: The army's size determines not only how many individual units exist in the army, but also the army's ACR.
Army Sizes Army Size   Number of Units   ACR
Fine   1   CR of individual creature —8
Diminutive   10   CR of individual creature —6
Tiny   25   CR of individual creature —4
Small   50   CR of individual creature —2
Medium   100   CR of individual creature
Large   200   CR of individual creature +2
Huge   500   CR of individual creature +4
Gargantuan   1,000   CR of individual creature +6
Colossal   2,000   CR of individual creature +8

Type: This lists the nature of the army's individual units, such as "orcs (warrior 1)" or "trolls." These rules assume all units in an army are essentially the same; if an army of 100 orc warriors 1 (meaning 1st-level warriors) actually has a few half-orc warriors or some orc barbarians, their presence has no effect on the army's statistics. If an army has a large number of units that are different than the typical unit in that army, and these differences are enough to change the army's stat block, it is generally best to treat the group as two separate armies with different stat blocks.

hp: An army's hit points equal its ACR × the average hp value of 1 HD of the army's units (3.5 for d6 HD, 4.5 for d8 HD, 5.5 for d10 HD, and 6.5 for d12 HD). For example, warriors have d10 HD, so an ACR 1 army of warriors has 5.5 × 1 = 5.5 hp, rounded down to 5 hp. Note that only damage from other armies can reduce an army's hp; a non-army attacking an army is mostly ineffective, though you can treat the attacker as a Fine army if you want to determine the outcome of the attack. As with standard game effects that affect hit points, abilities that reduce hp damage or healing by half (or any other fraction) have a minimum of 1 rather than 0.

Army Challenge Rating (ACR): This is based on the CR of an individual unit from the army and the army's size, and scales like CRs for monsters. To determine ACR, see Table 4—15: Army Sizes and apply the modifier for the army's size to the CR of an individual unit in the army. If an army is cavalry, use the mount's CR or the rider's CR, whichever is higher. For example, an individual orc warrior 1 is CR 1/3, so an army of 100 orc warriors 1 is ACR 1/3; an army of 500 orc warriors 1 is ACR 3 (4 steps greater than the standard 100-unit army). If a group's ACR would be lower than 1/8, it doesn't count as an army—add more troops until you reach an ACR of 1/8 or higher.

Defense Value (DV): This is a static number the army uses to resist attacks, much like an individual creature's AC. The army's DV is equal to ACR + 10 + any bonuses from fortifications or a settlement's Defense score.

Offense Modifier (OM): This is a modifier added to a d20 roll to determine the army's chance of success, much like an individual creature's attack bonus. The army's OM is equal to its ACR. If the army has the ability to make ranged attacks, that's mentioned here. Melee attacks and ranged attacks use the same OM unless an ability says otherwise.

Tactics: These are any army tactics the army has at its disposal.

Resources: These are any army resources the army has at its disposal.

Special: This section lists any special abilities the army has.

Speed: This number indicates how many 12-mile hexes the army traverses in a day's march. Marching through difficult terrain halves the army's speed. Use the Movement and Distance table to determine the army's speed based on the speed of its individual units.

Morale: This number represents how confident the army is. Morale is used to determine changing battle tactics, whether or not an army routs as a result of a devastating attack, and similar effects. Morale is a modifier from —4 (worst) to +4 (best). A new army's starting morale is +0. Morale can be further modified by the army's commander and other factors. If an army's Morale is ever reduced to —5 or lower, the army disbands or deserts and you no longer control it.

Consumption: This is how many Build Points (BP) an army consumes each week (unlike most kingdom expenses, this cost is per week, not per month), representing the cost to feed, hydrate, arm, train, care for, and pay the units. An army's base Consumption is equal to its ACR divided by 2 (minimum 1). If you fall behind on paying the army's Consumption, reduce its Morale by 2; this penalty ends when you catch up on the army's pay.

Commander: This entry lists the army's commander and the commander's Charisma modifier, ranks in Profession (soldier), and Leadership score. The commander must be able to communicate with the army (possibly using message spells and similar magical forms of communication) in order to give orders or provide a bonus on the army's rolls.
« 上次编辑: 2013-08-12, 周一 10:59:23 由 四月 »
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #2 于: 2013-08-10, 周六 16:21:14 »
战斗阶段(Battle Phases)
集团战斗的流程分为三个战斗阶段:战术阶段、远程阶段以及近战阶段。一个阶段并不会表示具体的时间流逝,这要交由DM来判定集团战斗需要时间的长短。比如雨后泥泞的战场上发生的战斗需要数个小时,而中间可能经历了数次短暂休息,用于清理战场上的尸体,但是在使用本规则时仍旧视为一次战斗。如果有一次较长的间歇(比如在傍晚停止战斗,在清晨重新开始)或者战斗环境发生了显著改变(比如对指挥官的刺杀、其他军队的增援等等),DM则应该将军队间每个时期的战斗视为一场战斗。战斗阶段如下所示。

1. 战术阶段(Tactics Phase):由DM判定应用于战斗中的战场调整值。指挥官们选择每只军队在战斗中将要使用的战术。

2. 远程阶段(Ranged Phase):任何具有进行远程攻击能力的军队可以进行一次攻击对抗敌军。该阶段通常持续1轮(1次攻击),用于两军在推进至近战范围之前使用远程攻击进行交火,在那之后进行白刃战。战场的形状以及其他情况可能会延长该阶段的时间。如果两军都有远程攻击,他们就可以选择原地射击并且不靠近对方进行近战(至少在他们用尽弹药之前,不过耗尽军队的弹药通常意味着在这种情况发生之前能够进行多次射击)。不具有远程攻击能力的军队无法在该阶段攻击,但是他们仍旧可以向前冲锋。

3. 近战阶段(Melee Phase):军队最终会进行白刃战。每名指挥官选择想要运用的策略,之后每支军队进行一次近战攻击对抗其他军队。重复近战阶段直至一支军队战败或溃逃,或者发生其他结束战斗的事件。

原文
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Battle Phases

Mass combat takes place over the course of three battle phases: the Tactics Phase, the Ranged Phase, and the Melee Phase. A phase doesn't denote a specific passage of time, leaving the GM latitude to determine how long a mass combat takes to resolve. For example, a battle in a muddy field after a rain could take place over hours and involve several short breaks to remove the dead from the battlefield, but still counts as one battle for the purposes of these rules. If there is an extended break (such as stopping at nightfall to resume combat in the morning) or the battle conditions change significantly (such as the assassination of a commander, the arrival of another army, and so on), the GM should treat each period of combat between armies as one battle. The battle phases are as follows.

1. Tactics Phase: The GM decides what battlefield modifiers apply to the battle. The commanders each select a tactic their respective armies will use during the battle.

2. Ranged Phase: Any army with the ability to make ranged attacks may make one attack against an enemy army. This phase typically lasts for 1 round (one attack) as the two armies use ranged attacks while they advance to melee range, and then use melee attacks thereafter. The battlefield's shape and other conditions can extend this duration. If both armies have ranged attacks, they may choose to stay at range and never approach each other for melee (at least until they run out of ammunition, though the Consumption cost of maintaining an army generally means the army is capable of many shots before this happens). Armies without ranged capability can't attack during this phase, but may still rush forward.

3. Melee Phase: The armies finally clash with melee attacks. Each commander selects a strategy using the Strategy Track, then each army makes an attack against another army. Repeat the Melee phase until one army is defeated or routs, or some other event ends the battle.
没有团,为什么还要翻译规则呢?
当然是为了友情了

离线 四月

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #3 于: 2013-08-10, 周六 16:21:38 »
攻击与承受伤害(Attacking and Taking Damage)
在集团战斗中,成百上千个个体的攻击发生在一个战斗阶段中,完全相互重叠,谁先进行攻击变得无关紧要。
当军队进行攻击时,每只军队需要尝试一次进攻检定(Offense check,1d20 + 进攻军队的OM),将得出的结果与目标军队的DV进行比较。
如果进攻检定等同于或者低于目标军队的DV,那么该军队在这个阶段不会受到伤害。
如果进攻检定高于防守方的DV,那么防守方会受到伤害,数值为进攻方的进攻检定结果减去防守方的DV。比如进攻方的进攻检定为11,而防守方的DV为7,防守军队会受到4点伤害。由于这些攻击时同时处理的,所以双方军队均可能受到伤害,甚至是在一个阶段中将双方同时摧毁。
如果进攻检定自然掷出20,但是检定结果却低于防守军队的DV,那么进攻军队仍旧能造成1点伤害。如果进攻检定自然掷出1,该军队就会由于某些阻碍而无法在下一个阶段中尝试进攻检定:传令错误、陷入泥潭等等。

多于两支军队(More Than Two Armies)
本规则也可以用于两支以上军队发生冲突的情况。在处理这些战斗时,你的军队尝试进行进攻检定时,需要选择哪只敌对军队(若你在战场上有多只军队则需要选择多个敌军)受到攻击并承受相应的伤害。在每个阶段中,你都可以更改每只军队的目标。如果你的王国派遣多只军队参加战斗,则可以将这些军队的指挥权划分给其他玩家,用于加快游戏速度。

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Attacking and Taking Damage

In mass combat, the hundreds of individual attacks that take place in one battle phase overlap each other enough that who actually attacks first is irrelevant.

When armies attack, each army attempts an Offense check (1d20 + the attacking army's OM) and compares the result to the target army's DV.

If the Offense check is equal to or less than the target army's DV, the army deals no damage that phase.

If the Offense check is greater than defender's DV, the defending army takes damage equal to the result of the attacker's Offense check minus the defender's DV. For example, if the attacker's Offense check is 11 and the defender's DV is 7, the defending army takes 4 points of damage. Because these attacks are resolved simultaneously, it is possible that both armies may damage or even destroy each other in the same phase.

If the Offense check is a natural 20, but that check is lower than the enemy army's DV, the attacking army still deals 1 point of damage. If the Offense check is a natural 1, that army can't attempt an Offense Check in the next phase, due to some setback: a misheard order, getting stuck in mud, and so on.
More Than Two Armies

These rules can also serve in battles where more than two armies clash. In such battles, when your army attempts an Offense check, you choose which enemy army (or armies, if you have multiple armies in the field) it is attacking and apply damage appropriately. On each phase, you may change which army you are targeting. If your kingdom fields multiple armies in a battle, you may want to divide responsibility for these armies among the other players to speed up play.
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #4 于: 2013-08-10, 周六 16:22:02 »
战场环境(Battlefield Conditions)
在一些集团战斗中,战场的特性无法影响任何一支军队,但是有些时候,战场本身将成为决定胜负的关键。后述列出的修正只会在战争中持续。当然,DM可以对任何环境的发生进行判断,认定这些环境是否会应用在某些军队上(比如黑暗与具有黑暗视觉的军队,或者雾霾与具有灵敏嗅觉的军队)。
依照DM的判断,可以允许军队或指挥官在冲突发生之前,使用诸如地动术(move earth)的大范围法术操纵战场环境。这些法术若想造成任何影响,则必须至少持续1小时以上并且至少影响500平方英尺的范围。同样的,诸如折叠要塞(instant fortress,奇物,+2防御)以及石墙术(wall of stone,法术,+1防御)能够用于在战斗中为一只军队构筑简单的防御工事。

有利地形(Advantageous Terrain):通常来说,如果有一支军队占据有利地势(比如处于山丘上、处于峡谷之间、或者有一侧受到深水河流的保护),防守部队的DV增加2点。

伏击(Ambush):要伏击其他军队,整支进行伏击的军队必须具有隐蔽(concealment)。伏击者要进行一次进攻检定对抗目标军队的DV。如果成功则战斗开始,而目标军队无法在战术阶段进行行动。除此之外,战斗如常进行。

战场优势(Battlefield Advantage):如果一支军队对战场十分熟悉,它的OM以及DV提高2点。

黑暗(Darkness):黑暗会使所有军队的OM降低2点,DV降低3点。

昏暗(Dim Light):昏暗会使所有军队的OM降低1点。

雾霾(Fog):雾霾会使所有伤害减半,并且使军队在撤退战术(withdraw tactic)的士气检定中获得+2加值。

防御工事(Fortifications):处于防御工事内的军队的DV会获得加值,数值与防御工事的防御相等。定居点的防御取决于它所包含的建筑类型,本内容记述在构筑王国规则中。如果游戏并未使用构筑王国规则,那么标准的防御工事增加8点DV。

降雨(Rain):降雨会修正远程阶段中的OM,如同烈风(severe wind);见风力效果表格

沙暴(Sandstorm):沙暴视同雾霾,并且在每个远程阶段与近战阶段中都会对所有军队造成1点伤害。

降雪(Snow):降雪如同降雨一般影响远程攻击,并且如同雾霾一样影响伤害。

强风(Wind):强风会对远程阶段中,远程攻击的OM进行修正;见风力效果表格

风力效果*
风力远程攻击/攻城武器1
强风-2/—
烈风-4/—
暴风无效/-4
飓风无效/-8/td]
龙卷风        无效
*本表格刊载于核心手册中(我是链接),译者为了方便查阅直接选取出相关内容并简化了表格。
1:攻城武器包括弩炮以及投石车等机械进行的攻击,还包括巨人投掷的岩石。

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Battlefield Conditions

In some mass combats, the specifics of a battlefield won't impact either army, but sometimes the battlefield will itself decide the outcome. The modifiers listed below apply only for the duration of the battle. Naturally, the GM should exercise judgment regarding any conditions that don't seem to apply to one of the armies (such as darkness and an army with darkvision, or fog and an army with scent).

At the GM's discretion, large-area spells such as move earth might allow armies or commanders to manipulate the battlefield conditions before a conflict. For these spells to have any effect, they must last at least 1 hour and affect at least a 500-foot square. Likewise, magic items such as an instant fortress (+2 Defense) and spells such as wall of stone (+1 Defense) can create simple fortifications for an army to use in a battle.

Advantageous Terrain: Generally, if one army occupies a position of superiority (such as being atop a hill, wedged in a narrow canyon, or protected by a deep river along one flank), the defending army increases its DV by 2.

Ambush: In order to attempt to ambush an army, the entire ambushing army must have concealment. The ambusher attempts an Offense check against the target army's DV. If successful, the battle begins but the target army doesn't get to act during the Tactics phase. Otherwise, the battle proceeds normally.

Battlefield Advantage: If an army is particularly familiar with a battlefield, it's OM and DV increase by 2.

Darkness: Darkness reduces all armies' OM by 2 and DV by 3.

Dim Light: Dim light reduces all armies' OM by 1.

Fog: Fog reduces damage by half and gives the armies a +2 bonus on Morale checks to use the withdraw tactic.

Fortifications: An army located in a fortification adds the fortification's Defense to its DV. A settlement's Defense is determined by the types of buildings it contains, as detailed in the kingdom-building rules. If the game isn't using the kingdom-building rules, a typical fortification increases DV by 8.

Rain: Rain affects modifiers to OM in the Ranged phase as if it were severe wind; see the Wind Effects table.

Sandstorm: A sandstorm counts as fog and deals 1 hp of damage to all armies during each Ranged and Melee phase.

Snow: Snow affects ranged attacks like rain, and affects damage like fog.

Wind: The wind modifiers to ranged attacks apply to OM in the Ranged phase; see the Wind Effects table.
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #5 于: 2013-08-10, 周六 16:22:43 »
战术(Army Tactics)
战术是一种选项,军队可以用它在某些方面对战斗造成影响。除非DM指定,否则新征召的军队不会了解任何战术。军队会在战斗胜利之后习得新的战术(见胜利、溃逃或战败)。一支军队能够得知的战术数量等同于ACR的一半,最低为0。
在战斗开始后,指挥官要选择一种战术用于之后的战斗(如果军队并不了解任何战术,那么军队会使用标准战术)。在每个远程或近战阶段的起始,指挥官可以尝试DC为15的士气检定来改变战术。成功意味着军队在该阶段使用新的战术(并且停止从原有战术获得修正);失败则意味着军队持续使用现有的战术。战斗结束后,战术的效果也会终止。
与战场环境相同,由DM判断谁能够获得战术的优势(比如当你没法真正夹击敌人的时候,就无法从夹击能手中获得优势)。
标有星号(*)的战术属于默认战术,任何军队都了解它们;这些也不会被计为军队的已知战术数量中。

谨慎作战(Cautious Combat):你的军队为了保持士气而谨慎作战。OM降低2点,所有士气检定获得+2加值。

骑兵突袭(Cavalry Experts):你的军队在对抗没有配备坐骑的军队时,OM增加2点。只有配备坐骑的军队才能使用这种战术。

稳固阵型(Defensive Wall):你的军队使用更加偏向防守的战斗方式,并且会根据需要进行保护友军单位的行动。OM降低2点,DV增加2点。

诡术战法(Dirty Fighters):你的军队会用诡计以及不正当手段来使自身在战斗开始时获得优势。在该次战斗的某个近战阶段中,OM增加6点。(在该次近战阶段之后,敌对军队便会了解如何应对这些把戏)。

围歼(expert flankers):你的军队擅长通过包夹分散敌人的注意力,这么做的代价就是阵线过长,并且会遭受更大的伤害。OM增加2点,DV降低2点。

诈败(False Retreat):每场战斗1次,你的军队能够进行诈败,从而引诱目标军队深入你的领域。在你的军队使用诈败的阶段时,无法进行进攻检定。而在使用该战术后下一个阶段中,对抗目标军队的OM与DV增加6点。

铜墙铁壁(Full Defense):你的军队在战场上专注于进行守备。DV增加4点,OM降低4点。

残虐攻袭(Relentless Brutality):你的军队将顾虑抛在脑后,发起狂暴而又血腥的进攻。OM增加4点,DV降低4点。

破坏攻城设施(Siegebreaker):你的军队将另一只军队的攻城武器作为目标,并企图摧毁它们。如果你的军队对目标军队造成伤害,那么你可以进行第二次进攻检定;如果成功,摧毁一个目标的攻城武器。该战术对没有装配攻城武器的敌对军队没有效果。

射手支援(Sniper Support):你的军队拥有一些远程单位,它们可以在近战阶段对目标军队进行攻击。若你的军队在近战阶段对目标军队造成伤害,则会通过这些远程攻击额外造成2点伤害。你的军队必须能够进行远程攻击才能使用该战术。

干扰施法(Spellbreaker):你的军队擅长干扰敌军施法。在对抗具有施法能力的军队时,DV增加4点。

标准*(Standard):你的军队的攻击不会受到OM、DV或伤害的额外调整。

嘲讽(Taunt):你的军队擅长嘲弄对手,使敌人战斗中过于自负,从而犯下愚蠢的错误。目标军队必须在每个近战或远程阶段进行士气检定(DC = 10 + 你的军队的ACR);失败则意味着在该阶段内,对抗你的军队时的OM与DV降低2点。如果目标军队在该检定中成功2次,则会在这场战斗剩下的时间内免疫该战术的效果。

撤退*(Withdraw):你的军队尝试从所有敌人的攻击中逃脱。军队要尝试对每个对其攻击的军队进行对抗士气检定,用以维持纪律(任何军队均可在该检定中自愿失败),但是在切换至撤退战术时,则无需进行常规的士气检定来进行切换战术。如果上述所有检定均成功,你的军队就可以从战场中撤退,或者将该阶段视为远程阶段。如果只有部分检定成功,你可以撤退或者将该阶段视为远程阶段,但是战斗中的敌对军队可以对你进行攻击,就如同你还处于近战之中。无论检定是否成功,你的军队在该阶段的剩余部分中OM与DV下降2点。

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Army Tactics

Tactics are options an army can use to influence aspects of a battle. A newly recruited army doesn't know any of these tactics unless specified by the GM. An army learns new tactics by being victorious in battle (see Victory, Rout, or Defeat). An army can know a number of tactics equal to half its ACR, minimum 0.

When a battle begins, the commander selects one tactic to use for that battle (if the army doesn't know any tactics, the army uses the standard tactic). At the start of each Ranged or Melee phase, the commander may try to change tactics by attempting a DC 15 Morale check. Success means the army uses the new tactic for that phase (and the modifiers from the old tactic cease); failure means the army continues to use its current tactic. The effects of tactics end when the battle does.

As with battlefield conditions, gaining benefits from a tactic is subject to GM discretion. (For example, you may not get the expert flankers benefit if you cannot actually flank your enemy).

Tactics marked with an asterisk (*) are default tactics all armies know; these do not count toward the number of tactics an army knows.

Cautious Combat: Your army fights cautiously in order to maintain morale. Decrease its OM by 2, and add 2 to all its Morale checks.

Cavalry Experts: Your army's OM increases by 2 against armies that aren't mounted. The army must have the mount resource to use this tactic.

Defensive Wall: Your army fights defensively, taking actions to protect fellow units as needed. Decrease its OM by 2, and increase its DV by 2.

Dirty Fighters: Your army uses trickery and unfair tactics to gain an advantage at the start of a battle. For one Melee phase this battle, its OM increases by 6. (After that Melee phase, the opposing army knows to be ready for such tricks.)

Expert Flankers: Your army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.

False Retreat: Once per battle, your army can make a false retreat, luring a target enemy army deeper into your territory. On the phase your army makes a false retreat, it doesn't attempt an Offense check. On the phase after it uses this tactic, increase its OM and DV by 6 against the target army.

Full Defense: Your army focuses on total defense of the battlefield. Increase its DV by 4, and decrease its OM by 4.

Relentless Brutality: Your army throws caution to the wind and attacks with savage and gory vigor. Increase its OM by 4, and decrease its DV by 4.

Siegebreaker: Your army targets another army's siege engines in an attempt to destroy them. If your army damages the target army, your army attempts a second Offense check; if successful, destroy one of the target's siege engines. This tactic has no effect on enemy armies without siege engines.

Sniper Support: Your army holds some ranged units in reserve to attack a target enemy army during the Melee phase. If your army damages the target army in the Melee phase, it deals 2 additional points of damage from these ranged attacks. The army must have ranged attacks to use this tactic.

Spellbreaker: Your army has specialists who can disrupt enemy spellcasting. Increase its DV by 4 against armies with the spellcasting ability.

Standard*: Your army's attacks have no additional modifiers to its OM, DV, or damage.

Taunt: Your army is skilled at taunting its opponents, provoking stupid mistakes and overconfidence in battle. The target army must attempt a Morale check (DC = 10 + your army's ACR) at the start of each Melee or Ranged phase; failure means it reduces its OM and DV against your army by 2 for that phase. If the target army succeeds at two of these Morale checks, it's immune to this tactic for the remainder of the battle.

Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn't need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army's OM and DV by 2 for the rest of this phase.
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #6 于: 2013-08-10, 周六 16:23:06 »
策略(Strategy Track)
在第一个近战阶段,指挥官要从后述五种策略中选择一种。策略会对军队的DV,OM以及伤害调整值进行修正。
在之后的每个近战阶段,指挥官可以改变军队的策略,将策略调整1阶会自动成功,并且无需进行检定。如果指挥官需要将策略调整1阶以上,军队需要进行DC为20的士气检定。成功意味着策略调整至需要的等级。否则军队的策略不会被改变。

策略    DV    OM    造成伤害
防御+4-4    -6
谨慎+2-2    -3
标准+0+0    +0
积极-2+2    +3
鲁莽-4+4    +6

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Strategy Track

On the first Melee phase, the commander selects a strategy from one of five options on the strategy track. Strategies adjust the army's DV, OM, and damage modifier.

Once each Melee phase after the first, the commander can alter the army's strategy. Adjusting the strategy 1 step up or down does is automatically successful and doesn't require a check. If the commander wants to adjust strategy more than 1 step, the army attempts a DC 20 Morale check. Success means the strategy changes to the desired level. Otherwise, the army's current strategy doesn't change.
Strategy   DV   OM   Damage Dealt
Defensive   +4   —4   —6
Cautious   +2   —2   —3
Standard   +0   +0   +0
Aggressive   —2   +2   +3
Reckless   —4   +4   +6
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #7 于: 2013-08-10, 周六 16:23:27 »
溃逃(Rout)
溃逃就是军队在战场上被击溃后,无序且混乱的撤退行为,这通常是恐惧或者强敌压制的结果。如果一支军队的生命值降低至与ACR相同或更低的时候,它的指挥官必须进行DC15的士气检定。如果检定失败,军队便会散开并退出战斗。若它无法撤退,则会投降并被俘获。当一支军队溃逃时,所有在战斗中的敌人都能够尝试一次最终进攻检定,作为逃跑的军队在逃走之前的临别一击。(通常情况下,只有敌人能够这么做,但是野蛮或者邪恶的军队可能会出于愤怒或挫败感而对撤退的友军进行攻击)。

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Rout

A rout is a chaotic and disorderly retreat of a defeated army from a battlefield, usually from fear or when overwhelmed by a superior opponent. If an army's hit points are reduced to equal or less than its ACR, its commander must attempt a DC 15 Morale check. If the check fails, the army scatters and retreats from battle. If it cannot retreat, it surrenders and is captured. When an army routs, all armies in the battle can attempt one final Offense check at the fleeing army as a parting shot before it escapes. (Normally, only enemy armies do so, but an aggressive or evil army might strike at a fleeing allied army out of anger or frustration.)
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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #8 于: 2013-08-10, 周六 16:23:51 »
胜利、溃逃或战败(Victory, Rout, or Defeat)
若所有敌对军队逃离战场或者战败,你的军队便能取得胜利。战争的余波对每支军队来说都可能不尽相同,这取决于它是战败、溃逃还是胜利。

战败(Defeated):若一支军队的生命值低于0点,则意味着战败。战败的军队可能会有少量幸存者,但是他们士气低落并且伤痕累累(并且可能被敌军俘获),因而不再作为具有凝聚力的单位而存在,也无法再用于集团战争。如果你的军队战败,则会按照军队的规模降低你的王国的经济、忠诚以及稳定。

军队规模    经济    忠诚    稳定
  超微型  0  0  0
   微型  0 -1  0
  超小型 -1 -1  0
   小型 -1 -1 -1
   中型 -2 -2 -2
   大型 -3 -2 -2
  超大型 -4 -2 -2
   巨型 -4 -2 -3
  超巨型 -4 -3 -3

溃逃(Routed):溃逃军队的士气下降1点。如果军队的当前生命低于军队的ACR,则将其生命值恢复至ACR。溃逃的军队会拒绝战斗,直至你在王国的维持阶段成功进行忠诚检定为止(你每回合可以尝试一次该检定)。请注意溃逃的军队仍旧可以被敌军攻击,并且能够在战斗中尝试进攻检定——它只是无法发起战斗而已。

胜利(Victorious):如果你的军队最终在战斗中幸存下来(不算其他友军),则获得胜利。每当一支军队在战斗中胜利,你可以进行一次忠诚检定对抗你的王国的管控DC。若你检定成功,你的军队会习得一种新战术并且士气增加1点(最高为+4)。若军队的当前生命值低于军队的ACR,则将生命值恢复至ACR。你可以尝试第二次忠诚检定;如果检定成功,军队的指挥官习得一种新军略。

原文
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Victory, Rout, or Defeat

An army is victorious if all of its enemy armies flee the battlefield or are defeated. The aftermath of the battle can be different for each army, and depends on whether it was defeated, routed, or victorious.

Defeated: If an army's hit points are reduced to 0, it is defeated. A defeated army may have a few survivors, but they are so demoralized and wounded (and probably captured by the enemy) that the army no longer exists as a cohesive unit and can't be used again in mass combat. If your army is defeated, reduce your kingdom's Economy, Loyalty, and Stability according to the size of the army.
Army Size   Economy   Loyalty   Stability
Fine   0   0   0
Diminutive   0   —1   0
Tiny   —1   —1   0
Small   —1   —1   —1
Medium   —2   —2   —2
Large   —3   —2   —2
Huge   —4   —2   —2
Gargantuan   —4   —2   —3
Colossal   —4   —3   —3

Routed: If the army routs, reduce its Morale by 1. If the army's current hp are lower than the army's ACR, increase its hit points to its ACR. A routed army refuses to fight until you succeed at a Loyalty check during your kingdom's Upkeep phase (you may attempt this check once per turn). Note that a routed army can still be attacked by enemy armies, and can attempt Offense checks in battles—it just can't initiate a battle.

Victorious: If your army is the last one left on the battlefield (not counting other friendly armies), it is victorious. Each time an army wins a battle, you can attempt a Loyalty check against your kingdom's Control DC. If you succeed at this check, your army learns a new tactic and its Morale increases by 1 (maximum of Morale +4). If the army's current hit points are lower than the army's ACR, increase its hit points to its ACR. You may attempt a second Loyalty check; if you succeed, the army's commander learns a new boon.
没有团,为什么还要翻译规则呢?
当然是为了友情了

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Re: 【UCa】集团战斗(Mass Combat)
« 回帖 #9 于: 2013-08-10, 周六 16:24:12 »
复原(Recovery)
军队每休息(不移动也不进行战斗)一天,会治疗等同于其ACR的生命值。每天1次,你可以尝试一次忠诚检定对抗你的王国的管控DC。如果检定成功,你的军队会额外治疗等同于其ACR的生命值。一支不进行活动的军队不论失去了多少生命值,生命值均会在一个月后恢复全满。
集团战斗规则假设上述治疗包含了对伤员的治愈以及加入新丁以补充阵亡成员(这意味着你不需要记录个体数量增减以及部队规模的调整)。这些单位可能是通过招募当地人、来自你的定居点的预备役或者强迫被你征服的人入伍来补充。如果环境使得这些补充兵员的选择变得不可用或者不可能发生,DM可以自由限定你能够补充的生命值数量,通常为军队正常生命值的一半。而对于其他对于受创军队的处理方式,请见可选规则的重整军队规则。

原文
剧透 -   :
Recovery

Each day that an army spends at rest (no movement and no battle), it heals a number of hit points equal to its ACR. Once per day, you may attempt a Loyalty Check against your kingdom's Control DC. If you succeed, your army heals a number of additional hit points equal to its ACR. An inactive army heals back to its full hit points after a single month, no matter how many hit points it lost.

The mass combat rules assume that this healing is a combination of actual wound healing and gaining new units to replace those who were killed (meaning you don't have to track individual losses and resize armies). These units can be recruited from sympathetic locals, replacements from your own settlements, or forced conscripts from conquered lands. If circumstances make these replacement options unavailable or unlikely, the GM is free to limit how much an army can heal, generally to half the army's normal hit points. For other possibilities when dealing with wounded armies, see the optional Reforming an Army rule.
没有团,为什么还要翻译规则呢?
当然是为了友情了