作者 主题: 【暗影狂奔第五版核心规则书翻译】战斗181-198  (阅读 34963 次)

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Re: 【暗影狂奔第五版核心规则书翻译】战斗181-?
« 回帖 #10 于: 2015-05-05, 周二 01:22:57 »
Surprised characters are unaware that the fecal material is about to hit the air-circulation device.

the fecal material is about to hit the air-circulation device.是shit hit the fan的fancy的说法,一般都以虚拟语气或者将来时态来用,意思大概是糟糕的事情马上要发生。这里大概可以翻译成“被突袭的人物未能察觉大难即将临头”

已修改,谢谢虫师Jim老爷。不过这已经是群里一梗。

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Re: 【暗影狂奔第五版核心规则书翻译】战斗181-?
« 回帖 #11 于: 2015-05-06, 周三 19:12:48 »
多重攻击
  人物有时想在一个动作阶段造成更多的伤害,他可以通过自由动作多重攻击在一个动作阶段多次攻击。这个动作既可以通过一把近战武器,也可以通过两把不同的武器来完成,枪械或近战武器。攻击者的骰池计算所有的调整,伤害、环境、处境、以及远程攻击中考虑的后座力。然后尽可能平均地拆开攻击,每次攻击都单独处理。记住,骰池变小的同时失误的几率也上升了。
  只有在骰池分割前,才能使用极限增加骰子,使用一次极限可以让分割的两个骰池都重投。(勘误)
  一个动作阶段里的攻击次数至多等同于攻击者战斗技能的一半。

劇透 -   :
MULTIPLE ATTACKS
Characters sometimes want to really put on the hurting in a single Action Phase and can choose to attack more than once in a single Action Phase by using the Multiple Attacks Free Action. This action represents both attacking multiple times from a single melee weapon and attacking with two different weapons (firearms or melee). The attacker’s dice pool is calculated with all modifiers (Wound, Environmental, Situational, and the full recoil of all attacks if it’s a ranged attack) and then split as evenly as possible between all attacks, and each attack is handled separately. (Keep in mind as the dice pool gets smaller the chances of a glitch rise.)
  Edge spent on this test adds into the pool before it is divided.
  The total number of attacks you can make in a single Action Phase is limited to one-half the attacker’s Combat Skill.

范例
多重攻击
  Wombat的嘴已经惹恼了蓝焰酒馆的三个保镖,他们把他拽进小巷让他学会沉默的价值。Wombat知道三个保镖一起上,他可对付不了,不过他也知道他的有线反射系统能让他先动。他认为他最好的办法就是分配伤害同时攻击两个家伙。
  Wombat得到了最高的主动性值并使用复杂动作和自由动作来进行近战多重攻击。他的攻击是敏捷6+徒手格斗4,减去1个骰子作为醉酒的罚值,他的骰池总共为9。他认为骰池可能有点儿小,所以使用一点极限点将极限3加入了骰池,得到12个骰子。他分配骰池,每个保镖用6个骰子攻击,同时获得6的规则忽略肉体界限。这可能不是最好的方案,但在Wombat现在这种不健全的精神状态下,就让它过去吧。

劇透 -   :
EXAMPLE
MULTIPLE ATTACKS
Wombat’s mouth has managed to piss off all three bouncers at the Blue Flame Tavern to the point they drag him into the alley for a little lesson on the value of silence. Wombat knows he won’t do too well with three burly bouncers all beating on him, but he also knows his wired reflex system should let him get the first hit. He figures his best bet is to soften them up by spreading what damage he can do around and decides to attack two of them.
  Wombat gets the highest Initiative Score and uses a Complex Action and his Free Action to make multiple melee attacks. He attacks by adding his Agility 6 + Unarmed Combat 4, then subtracts 1 die as a penalty for his inebriation, giving him a total dice pool of 9. He thinks that pool might be a little light, so he spends a point of Edge and gets his Edge 3 added to the pool, giving him 12 dice. He splits the pool, attacking with 6 dice on each bouncer, and he also gains the Rule of Six and can ignore his Physical limit for the attack. This might not be the best plan, but in Wombat’s current imperfect mental state, it’s olden.

垂死一搏
  人物在濒死或无意识前进行最后一个动作就参考垂死挣扎的规则。人物要这样做,必须满足以下三个条件:
  ·人物这个战斗回合的主动性值至少还有1。如果人物已经用完了他的主动性值,那他运气不好。
  ·人物必须使用1点极限点。这只是激发垂死挣扎,并不会在任何检定中带来额外的极限骰。人物可以如常在花费额外的极限点增强检定。如果人物没有极限点了,那他运气不好。
  ·人物必须通过体质+意志(3)的检定。注意这得在使用了极限点之后。
  如果人物满足了所有三个条件,他就可以进行最后一个任意类别的动作,不包括移动,如常结算。这个动作也可以使用自由动作进行调整。

劇透 -   :
DEAD MAN’S TRIGGER
A character may invoke the Dead Man’s Trigger rule to perform one final action before dying or falling unconscious. For the character to do so, all three of the following conditions must be met:
? The character must still have at least an Initiative Score of 1 for the Combat Turn. If a character already used up all his Initiative Score, he’s out of luck.
? The character must spend 1 Edge point. This just activates the Dead Man’s Trigger; it doesn’t add any extra Edge dice to any tests (the character may spend extra Edge, however, to augment tests as normal). If the character has no Edge left, he’s out of luck.
? The character must succeeded in a Body + Willpower (3) Test. Note that this takes place after the Edge point is spent.
  If the character passes all three conditions, he may perform one final action of any kind (no movement) which is resolved as normal. This action can be modified by any Free Action as well.

屏障
  人和载具有体质和护甲,屏障有结构和护甲。基于其结构等级大小,屏障有一定量的CM。每平方米(约10厘米厚)的材料CM等于屏障的结构等级。

劇透 -   :
BARRIERS
People and vehicles have Body and Armor, while barriers have Structure and Armor. Barriers have a number of boxes in their Condition Monitor based on their size and Structure rating. Every square meter (of about 10 centimeters thickness) of material has a number of boxes equal to the Structure rating of the barrier.

屏障等级
屏障    结构  护甲
易碎材料   1   2
范例:普通玻璃
廉价材料   2   4
范例:石膏板、石膏、门、普通轮胎
普通材料   4   6
范例:家具、塑料板、防弹玻璃
重型材料   6   8
范例:树、硬木、数据终端、路灯、链条
加固材料   8   12
范例:densiplast、安全门、钢化玻璃、凯夫拉墙板
结构材料   10  16
范例:砖块、聚酯塑料
重型结构材料 12  20
范例:混凝土、金属梁
装甲加固材料 14  24
范例:加固混凝土
硬化材料   16+  32+
范例:防爆碉堡

劇透 -   :
BARRIER RATINGS
BARRIER                   STRUCTURE   ARMOR
Fragile                     1           2
Example: standard glass
Cheap Material              2           4
Example: drywall, plaster, door, regular tire
Average Material            4           6
Example: furniture, plastiboard, ballistic glass
Heavy Material              6           8
Example: tree, hardwood, dataterm, light post, chain link
Reinforced Material         8           12
Example: densiplast, security door, armored glass, Kevlar wallboard
Structural Material         10          16
Example: brick, plascrete
Heavy Structural Material   12          20
Example: concrete, metal beam
Armored/Reinforced Material 14          24
Example: reinforced concrete
Hardened Material           16+         32+
Example: blast bunkers

射穿屏障
  如果攻击者想要射穿屏障打到另一边的防御者,需要确定几件事。防御者将屏障作为掩体得到防御加值。如果防御者完全躲在屏障之后,攻击者因为看不到目标而承受-6盲射骰池调整,但躲藏的防御者被视为未察觉到攻击。如果攻防双方间的屏障是透明的,比如防弹玻璃,在视觉上就没有掩蔽和妨碍。不过攻击必须穿透屏障命中防御者(见穿透武器,P198)。
  如果屏障受到打击,游戏主持人掷骰结构+护甲对抗伤害,之后结构承受多余的伤害。如果结构等级被所承受的伤害超过了,多余伤害将由屏障后的目标承受。
  如果武器调整过的伤害值没有超过屏障的护甲等级(被武器穿透调整过的),武器强度不足以射穿屏障,攻击自动失败。

劇透 -   :
SHOOTING THROUGH BARRIERS
If an attacker wants to shoot through a barrier and hit a defender on the other side, a few things need to be determined. A defender using the barrier as cover receives a defense bonus for cover. If the defender is completely hidden behind the barrier, the attacker suffers a –6 Blind Fire dice pool modifier for not being able to see his intended target, but the hidden defender is considered unaware of the attack. If the barrier between the attacker and defender is transparent, like bullet resistant glass, there is no cover or obstruction to sight, but the attack must penetrate the barrier to reach the defender (see Penetration Weapons, p. 198).
  If the barrier takes the hit first, the gamemaster rolls Structure + Armor to resist the damage, and the structure takes any unresisted damage. If the Structure rating is exceeded by the damage it suffers, any remaining damage is transferred to the target behind the barrier.
  If the weapon’s modified Damage Value does not exceed the barrier’s Armor rating (modified by the weapon’s AP), then the weapon is simply not strong enough to pierce the barrier, and the attack automatically fails.

范例
射穿屏障
  Wombat蹲在混凝土屏障之后给他的Ares Light Fire 70重新上弹。一名阿瑞斯安保人员猜到Wombat的位置并用他的Defiance T-250来了一发。经过盲射惩罚,他只有4颗骰子但得到了两个成功骰。
  因为Wombat是躲在掩体后的,屏障先被击中。基础伤害是9P,由两个成功骰调整到11P。这远远低于混凝土的护甲等级20,所以这枪被挡下了。
  当Wombat移动到安全门(护甲12)后时,他停下来喘口气。安保人员又是一枪得到3个成功骰(幸运的家伙)。这次攻击调整过的伤害值是12P,等于12的护甲,所以这枪打穿了。门受到1点伤害,余下的11P穿过打在了Wombat身上。

劇透 -   :
EXAMPLE
SHOOTING THROUGH A BARRIER
Wombat is hunkered down behind a concrete barrier reloading his Ares Light Fire 70. An Ares security goon makes his best guess where Wombat is and takes a shot with his Defiance T-250. With the Blind Fire penalty, he only has 4 dice but scores 2 hits.
  Since Wombat is behind the cover, the barrier takes the hit first. Base damage is 9P, modified by the 2 hits to 11P. This is far less than the Armor rating of the concrete, which is 20, so the shot stops dead.
  When Wombat moves behind a security door (Armor 12) he stops for a quick breather. The goon takes a shot and scores 3 hits this time (lucky goon). The modified DV of the attack is 12P, equal to the Armor of 12, so the shot punches through. The door takes 1 box of damage, and 11P passes through to hit Wombat.

摧毁屏障
  如果人物尝试摧毁屏障或在上面轰出一个洞,如常结算攻击。因为屏障不能闪避,没有对抗攻击检定的检定。攻击检定的目的是看能否产生额外的成功骰加在伤害值上。如果人物没有得到成功骰,就只算基础伤害值。人物唯一“打偏”的机会就是在攻击检定上出现大失误,从而证明他自己确实无能击中谷仓的一面墙。人物可以使用炸药的攻击技能,只要他有合适的家伙事以及工程塑形的时间。
  在掷骰屏障的伤害抗力检定之前,根据攻击类型调整伤害值,参照伤害屏障表。
  通过掷骰屏障的结构+护甲结算伤害抗力检定。屏障忽略眩晕伤害。
  剩余的伤害值作为对屏障的伤害。如果总伤害大于或等于结构等级,攻击就轰出了一个洞来。每个洞每造成一个结构等级增量就有一平方米的大小。例如,攻击对结构15的屏障造成30净伤害会弄出2平方米的洞。

劇透 -   :
DESTROYING BARRIERS
If a character intends to destroy a barrier (or knock a hole in it), resolve the attack normally. Since barriers can’t dodge, the attack test is unopposed. The purpose of the attack test is to generate extra hits to add to the Damage Value. If a character got no hits, then only apply the base Damage Value. The only way a character could “miss” is if he got a critical glitch on the attack test, thus proving themselves literally unable to hit the broad side of a barn. A character may use Demolitions as the attack skill if he has the proper materials and time to set charges.
  Before rolling the barrier’s damage resistance test, adjust the modified Damage Value to reflect the type of attack, as noted on the Damaging Barriers Table.
  Resolve the Damage Resistance Test by rolling the barrier’s Structure + Armor. Barriers ignore Stun damage.
  Apply the remaining DV as damage to the barrier. If the total boxes of damage are greater than or equal to the Structure rating, the attack has made a hole in the structure. Each hole is one square meter per increment of Structure rating. For example, an attack that dealt 30 net points of damage to a Structure 15 barrier would create a 2-square-meter hole.

伤害屏障
武器       伤害值调整
近战或徒手    无变化
弹体和子弹    见穿透武器
影响到屏障的爆炸 基础伤害值X2
AV火箭或导弹   基础伤害值X2
战斗法术     无变化

劇透 -   :
DAMAGING BARRIERS
WEAPON                              DV MODIFIER
Melee or unarmed                    No change
Projectiles and bullets             see Penetration Weapons
Explosive in contact with barrier   base DV x 2
AV rocket/missile                   base DV x 2
Combat spell                        No change

范例
伤害屏障
  Wombat和Caster正追这一对Renraku守卫,保安潜入实验室并在他们背后摔上了门。两个暗影狂奔者都不擅长开锁,所以他们决定用更加动力学的方式穿门而过。
  安全门由加固材料制成,1米乘2米。结构8,护甲12,16的CM。
  Wombat拿起他信赖的AK-97,切换为全自动模式,然后向轰向墙门。AK的基础伤害是9P,Wombat得到6个成功骰,虽然他受限于AK的精度5。调整过的伤害值是14P(9的基础+5净成功骰)。调整过的伤害值超过了护甲等级,而且引用穿透武器的最初伤害穿过时让攻击对屏障直接造成1点伤害的规则,意味着另一边的守卫必须采取匍匐策略躲开从实验室飞来的子弹。
  Caster知道使用子弹对付门是徒劳无功的,所以他准备代以粉碎法术把门和铰链分开。他把手放在金属门上并施法。Caster知道这会消耗很多,所以他调用了他最大的潜能,施放魔力值12的法术。Caster得到了高大10个净成功骰并参照伤害屏障表知道战斗法术对伤害没有影响。他对门造成10点伤害,多亏了子弹总共11点伤害了。游戏主持人宣布门的中间被轰开了,剩下顶部和底部还连在铰链上。这个方式并不彻底,但至少现在他们能够看见守卫了。

劇透 -   :
EXAMPLE
DAMAGING A BARRIER
Wombat and Caster were chasing a pair of Renraku guards when the secmen duck into a lab and slam the door behind them. Neither of the shadowrunners are particularly skilled at lockpicking, so they each decide on more dynamic methods for getting through the door.
  The security door is made of reinforced material and is 1 meter by 2 meters (Structure 8, Armor 12, 16 boxes on the Condition Monitor for the door).
  Wombat pulls up his trusty AK-97, toggles the safety to full-auto, and starts to rock and roll on the door and wall. The AK’s base damage is 9P, and Wombat scores 6 hits (though he is limited by the AK’s Accuracy of 5). That makes a modified damage value of 14P (9 base + 5 net hits). The modified Damage Value of the attack exceeds the Armor rating, and referencing Penetration Weapons shows that the attack does 1 box of damage to the barrier while the primary damage goes right through, meaning the guards on the other side must duck for cover as bullets start flying through the lab.
  Caster knows how futile using bullets on a door is, and instead he prepares a Shatter spell to rock the door off its hinges. He lays his hand against the metal door and casts. Caster knows it will take a lot so he puts his maximum potential behind the spell and casts at Force 12. Caster scores a whopping 10 nets hits and consults the Damaging Barriers table to see combat spells have no change to damage. He hits the door with 10 boxes (11 total, thanks to the hit from the bullets), and the gamemaster declares the center of the door is gone, leaving just the top and bottom attached to the hinges. The way is not totally clear, but at least now they can see the guards.

穿透武器
  如果你最初使用的是穿透武器,比如枪械或利剑,那么屏障不过对抗就受到1点伤害(游戏主持人也可以决定完全没有伤害)。允许余下的伤害打在躲藏其后的目标身上。当多发弹药被射在屏障上,伤害提升。3颗子弹2点伤害,6颗子弹3点伤害,10颗子弹4点伤害。对于屏障另一边的家伙就减去这些伤害。这也仅仅发生在武器调整过的伤害值超过了屏障的护甲等级的时候。如上所述,如果调整过的伤害值少于护甲,攻击被阻止并不造成任何伤害。

劇透 -   :
PENETRATION WEAPONS
If the weapon you’re using is primarily a penetrating weapon, like a firearm or a pointed sword, then the barrier takes 1 box of unresisted damage (or no damage at all at the gamemaster’s discretion), allowing the rest to transfer to the target behind it. When multiple rounds are fired at a barrier, the damage increases to 2 boxes for 3 bullets, 3 boxes for six bullets, and 4 boxes for 10 bullets. Subtract this from the damage done to anyone on the other side of the barrier. This is only true for weapons whose modified DV exceeds the Armor rating of the barrier. As above, if the modified DV is less than the Armor, the attack is stopped dead with no damage to anything.

躯体屏障
  某人某些时候想用别人的身体,作为掩体或屏障,无论死活。这可是经验之谈。这种情况下,使用体质代替结构。护甲同样运作。在伤害目标之前先伤害这些躯体。另外还要注意,拖拽躯体作为护盾的难度,因为他们往往沉重而笨拙。当把泛人类作为护盾带着的时候,将在敏捷和反应上承受等同于携带者的力量和作为护盾躯体的体质差值的罚值。(烤麸译注:说是这么说,其实我觉得规则编写者的意思是,如果护盾躯体的体质大于携带者的力量,则其差值作为敏捷和反应的罚值。不然一个力量⑨的巨魔提着一个体质3的精灵耍的虎虎生风结果吃了一堆罚值,怎么想都……)

劇透 -   :
BODY BARRIERS
Someone, at some time, is going to want to use a body, living or dead, as cover or a barrier (this is experience talking). In these cases, use Body in place of Structure. Armor acts the same. Apply damage to the body before moving on to the intended target. Also of note is the difficulty of lugging a body around as a shield, as they tend to be heavy and awkward. Apply an Agility and Reaction penalty equal to the difference between the holder’s Strength and the shield body’s Body attribute while the metahuman shield is carried.
« 上次编辑: 2016-07-03, 周日 15:46:26 由 橡木盾 »

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Re: 【暗影狂奔第五版核心规则书翻译】战斗181-198
« 回帖 #12 于: 2016-07-01, 周五 02:57:39 »
  内置定时器:攻击者的主动性值是这种引爆方式的决定性因素。手雷在人物的动作阶段被投掷出去并在主动性值减10的下一个战斗回合引爆,忽略投掷者主动性值的其他变化。
The grenade is thrown during the character’s Action Phase and detonates in the next Combat Turn on the Initiative Score in which it was thrown minus 10, regardless of any additional changes to the thrower’s Initiative Score.

此段译文似有歧意,比起“在主动性值减10的下一个战斗回合引爆”,“在下一个战斗回合手雷原本主动性值减10时引爆”似乎更合适。因为一个combat turn分为数个initiative pass,再分为若干action phase。按规则主动性值减10后开始的并非是下一个combat turn而是initiative pass,而新的combat turn开始时所有单位的主动性都是需要重投的。原译法一是容易混淆combat turn和initiative pass的概念,二也容易得出在下一个战斗回合时给手雷重投主动性并-10再引爆的误解。

ps:后文榴弹发射器,火箭和导弹段落的Built-In Timer段也同上所述。
以及我终于复活了,但是手机实在没法引用,只能使用这个尴尬的自我规制格式了,望多见谅。(建议看完了就删 :em006
Hello world!

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Re: 【暗影狂奔第五版核心规则书翻译】战斗181-198
« 回帖 #13 于: 2016-07-01, 周五 03:04:26 »
确定偏斜
  如果攻击者没有命中预定的着弹点,游戏主持人必须确定弹体偏斜。游戏主持人参照偏斜方向图通过掷骰2D6确定偏斜方向。7个箭头表示发射方向,所以结果为7意味着弹体继续朝目标飞去,而结果为2或12时,意味着弹体偏斜到了攻击者的后方。
If the attacker misses their intended landing spot, the gamemaster must determine the projectile’s scatter. The gamemaster determines the direction of the scatter by rolling 2D6 and consulting the Scatter Diagram. The 7 arrow indicates the direction of the launch, so a result of 7 means the projectile continued on past the target, while a result of 12 or 2 means the projectile scatters back in the direction of the attacker.

“7个箭头表示发射方向”→“标号为7的箭头表示发射方向”
« 上次编辑: 2016-07-01, 周五 03:08:04 由 烤麸 »
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Re: 【暗影狂奔第五版核心规则书翻译】战斗181-198
« 回帖 #14 于: 2016-07-01, 周五 03:21:52 »
范例
传感器瞄准
  被动:Sir Rigs-a-Lot在他最爱的MCT-尼桑旋翼无人机上将传感器系统升级到了等级5。安装在无人机上的突击步枪精度为4。Sir Rigs-a-Lot使用发送信息动作命令无人机进行被动瞄准。当无人机攻击时,以自动软件炮+驾驶【传感器】的检定取代自动软件炮+驾驶【精度】的检定,将界限上升了1点。
  主动:Sir Rigs-a-Lot直接“跃入”其控制的旋翼无人机。一组讨厌的微型扫描器让他遇到点儿麻烦,微型扫描器迅速赶上了他的小队并已经上膛,就像是穿了件自杀炸弹背心的无人机。所以他决定锁定扫描器之前不浪费子弹。

“以自动软件炮+驾驶【传感器】的检定”→“以炮术自动软件+驾驶【传感器】的检定”
上文的微型扫描器即microskimmer实为coreP466一种微型无人机,可能需要一个更好的译名,建议暂时不译。
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Re: 【暗影狂奔第五版核心规则书翻译】战斗181-198
« 回帖 #15 于: 2016-07-01, 周五 03:26:48 »
然后是coreP185武器射程表处
手提轻机枪Machine pistol→冲锋手枪
霰弹枪(实弹)Shotgun(slug)→霰弹枪(独头弹)
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Re: 【暗影狂奔第五版核心规则书翻译】战斗181-198
« 回帖 #16 于: 2016-07-01, 周五 03:45:13 »
刀剑作为木棒使用将会失去所有的触及等级,因为你得用上刀剑柄的圆头(pommel)。

其实一般直接把pommel叫柄头,并附图二张
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Re: 【暗影狂奔第五版核心规则书翻译】战斗181-198
« 回帖 #17 于: 2016-07-01, 周五 03:56:21 »
人物在有利位置
  无论是在一场扭打中坐在了对手的背上、还是从背后发起攻击、或是从上方发起攻击、亦或在敌人尽力保持平衡的时候你却四平八稳地攻击,拥有较好的位置都为你的战斗带来了优势。当攻击者在位置、察觉或流动上拥有显著的优势,将会获得+2的骰池奖励。

“当攻击者在位置、察觉或流动上拥有显著的优势”Whenever the attacker has a significant advantage in footing, perception, or mobility→“当攻击者在立足点、察觉或移动性/能力上拥有显著的优势”
ps:原译法似乎太脱离近身战这个语境
« 上次编辑: 2016-07-01, 周五 06:27:16 由 烤麸 »
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Re: 【暗影狂奔第五版核心规则书翻译】战斗181-198
« 回帖 #18 于: 2016-07-01, 周五 04:04:17 »
接触攻击
  如果攻击的意图仅是简单触碰即可,无论是打断法术、植入RFID标记或只是打上标记,攻击者都获得+2骰池加值。

如无意外,discharge a spell在此处含义应是“放出/涌出一道法术”
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Re: 【暗影狂奔第五版核心规则书翻译】战斗181-198
« 回帖 #19 于: 2016-07-01, 周五 04:34:23 »
攻击者用全自动点射模式开火(复杂)
  躲开那么多的子弹比较困难。防御人物对抗十轮全自动点射时承受-9调整。
ATTACKER FIRING FULL AUTO BURST (COMPLEX)
The more bullets thrown at a character, the harder it is to avoid them. Defending characters suffer a –9 modifier against ten-round Full-Auto bursts.

full auto burst就是“全自动射击”,这个子弹发射量已经完全超过军事术语中的点射概念了。
“防御人物对抗十轮(ten-round)全自动点射时承受-9调整。”→“防御人物对抗发射十发弹药的(ten-round)全自动射击时承受-9调整。”规则下使用复杂动作的一次全自动射击正好打十发嗯
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