作者 主题: 【暗影狂奔第五版核心规则书翻译】枪械 178-180  (阅读 20594 次)

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Re: 【暗影狂奔第五版核心规则书翻译】枪械 178-180
« 回帖 #1 于: 2015-05-16, 周六 17:31:03 »
移动中攻击
在快速移动的同时举枪射击或投掷武器是个难以执行的动作。任何时候,当攻击者在移动中进行一个会影响行进的动作时,他在所有的远程攻击检定上受到移动罚值。

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Attacker Running
Moving quick does not mix well with trying to shoot a gun or throw a weapon. Anytime the attacker makes a move that puts him in his running movement rate he suffer the Running penalty on all ranged attacks.

使用瞄准装置
让远处的目标看起来更近(而且更大)能使那句狙击手学院的教官常在你耳边提起的老箴言“目标越小,失误越少”更容易应验。被正确使用的瞄准装置可以减少射程减值,运用瞄准装置时,攻击者需要进行瞄准动作以获得瞄准装置带来的好处。这种装置有多种类型,包括以下两种:瞄准镜以及增幅型电子眼。

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Attacker Using Image Magnification
Making faraway targets look closer (and bigger) makes it easier to use the old “aim small, miss small” mantra your sniper school instructor whispered in your ear. Image Magnification reduces Range modifiers when used properly. In order to use an image magnification system the attacker needs to use the Take Aim action to gain the benefit of the system. This includes both accessories, such as scopes, as well as cybereye enhancements.

副手攻击
尝试用次要手投掷武器、射击甚至挖鼻子会让这些动作变得笨拙不协调【另版:你很难用副手做一些需要精度的事情——比如说投掷与射击,以及挖鼻子——译者注】,任何时候,当攻击者尝试使用副手进行攻击时,无论何种原因【主手受伤、攻击角度受限、或者试图模仿最新一期阿瑞斯动作大片中的炫酷动作】,都会丧失其攻击精准度,如果攻击者尝试同时用两把武器攻击,此减值同样影响攻击者的总骰池。

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Attacker Using Off-hand Weapon
Trying to throw, shoot, or even pick your nose with your off-hand just feels plain awkward. Any time a character tries to make an attack with their off hand, either due to injury, angle, or trying to re-enact the latest scene from the Ares blockbuster series, they lose some precision. This modifier also applies to the attacker’s total dice pool if they are trying to fire two weapons at once.

攻击者负伤
伤口的疼痛会让人无法集中精神,负伤减值适用于任何远程攻击,如果不想受到减值,你可以安装一个痛感遮断器,或者别挨枪子。

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Attacker Wounded
Wounds are distracting, and Wound modifiers apply to any and all ranged attacks. If you don’t want this penalty you can get a Pain Editor. Or just not get shot.

盲射
有时候,由于黑暗或者掩蔽的影响,射击者无法准确定位目标,这时他们需承受盲射调整值。此减值不与因视野受限带来的减值叠加,但其他种类的减值【如强风或超射程射击,数值为-4】仍旧计入减值。本书的另一部分规则将允许射击者射击在掩蔽物后躲藏的生物。【详见击穿掩蔽物,p197页】

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Blind Fire
Whether due to darkness or cover, if the shooter doesn’t know where the target is, they apply the Blind Fire modifier. This modifier is the same as the Total Darkness modifier and as such is not cumulative with it, but if strong winds or extreme range are also involved an additional -4 penalty can be applied. Some additional rules apply if the attacker is shooting through cover (see Shooting Through Target Barriers, p. 197).

要害攻击
有时候我们想要自己的攻击达到一些特别的效果。任何时候,当玩家试图进行要害攻击时,他需承担该减值,要害攻击需在执行正常攻击动作的基础上额外耗费一个自由动作。

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Called Shot
Sometimes we want our shots to count a little bit extra. Any time a character wants to make a Called Shots (p. 195) apply this modifier. Called Shots also require a Free Action to perform along with their basic attack action (p. 163).

预先瞄准
事实上,预先花一点时间集中视野与观察目标就是“完全成功”与“完全失败”之间的转化契机,在射击之前消耗一个简单动作瞄准,可以让攻击者在精度检定上获得加值。

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Previously Aimed with Take Aim
Actually taking a moment to really line up the sights and assess the target can mean the difference between a solid hit and a solid miss. Taking a Simple Action to Take Aim before their shot adds a bonus to the Attacker’s dice pool or Accuracy.

智能枪无线链接
一把链入网络的智能枪能够在各种方面给予攻击者优势,但此加值仅在你用它攻击的时候有效,当攻击者使用智能枪进行预先瞄准时,两种加值对每次射击同时生效。

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Wireless Smart gun
A wireless smart gun connection provides an assortment of bonuses, but this table only provides the bonus you get while using it to attack. When aiming (using the Take Aim action) with a smartgun system the shooter gets both bonuses with each action of aiming.

火器
弹幕就是火力 枪械!枪械!枪械!!火器有着各种不同的样式与尺寸,但它们的功能是一致的:击出那高速飞行的致命枪弹,意在摧毁所及之处的一切。无论它是在射击范围内倾泻枪弹,还是击打出一次高精度的射击,其结果都是致命的。事实上,【制造死亡】这就是制造者本人的意图。

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Firearms
Guns, guns, guns!!! Firearms come in a variety of shapes and sizes but they all do pretty much the same thing: throw high-velocity projectiles designed to damage whatever they hit. Whether this is spraying lead downrange or firing a single high-precision shot, the results can be deadly. Which, generally, is the plan.

射击模式
我们进入火器章节所需阅读的第一个内容是枪械的射击模式。枪械的射击模式决定了:你能以多快的速度预备每轮的射击、你可以用多快的速度击发枪械、以及当你使用枪械时会发生什么。每一个模式描述中都包含几个例子,游戏主持人【GM】可以凭借这些例子来判断一些不包含在下章或街头工具章(p.416)中的枪械的枪械射击模式。

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Firing Modes
The first thing we need to look at when it comes to firearms is the firing mode. A weapon’s firing mode determines how quickly each round is ready to fire, how quickly you can pull the trigger, and what happens when you do. Each mode description includes a few examples so that a gamemaster can assess and classify any weapon not included in the descriptions below or the Street Gear chapter (p. 416).

单发射击模式
使用单发射击模式进行射击需要消耗一个简单动作,在同一回合内不能再进行其他消耗简单动作的攻击。如果攻击者双手皆持有单发射击枪械,他可以在单发射击中以自由动作进行多重射击。单发射击武器包括栓动式步枪,转轮手枪,泵动式散弹枪,杠杆式步枪,以及其他一些大型枪械,由于其弹容量有限,它们需要额外的时间进行重装。只要其弹容量允许,单发射击火器总是默认为下一发子弹已填装。

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Single Shot (SS)
Firing a Single Shot (SS) weapon uses a Simple Action that cannot be combined with any other attacking Simple Action in the same Action Phase. SS weapons can take advantage of the Multiple Attacks Free Action if the attacker is wielding two such weapons. Single Shot weapons include bolt-action rifles, single-action revolvers, pump-action shotguns, lever-action rifles, and some large weapons that need extra time to chamber a fresh round due to the cartridge’s size. Single Shot fire assumes another round is readied with each shot as long as rounds are available in the gun.

半自动射击模式
半自动枪械在每次射击后都会自动重装子弹。使用半自动枪械进行射击需要消耗一个简单动作,在同一回合内不能再进行其他需要消耗简单动作的攻击。如果攻击者双手皆持有半自动枪械,他可以消耗自由动作进行多重射击。攻击者也可以选择进行三连发速射。
查阅下文表格(p.180,射击模式),获取更多信息。

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Semi-Automatic (SA)
Semi-automatic weapons fire a round every time the trigger is pulled and automatically chamber a fresh round after each shot. Semi-Automatic weapons fire a single round with a Simple Action but cannot combine that with any other attack Action in the same Action Phase. Semi-automatic weapons can take advantage of the Multiple Attacks Free Action if the shooter has two semi-automatic
weapons. They also have the option of using a Semi-Automatic Burst (see below).
See Firing Mode Table (p. 180) for attack information.

三连发速射模式
三连发速射模式的定义,是使用半自动枪械快速地连续进行多次射击。消耗一个复杂动作,半自动枪械可以喷射出相当于平时三次射击的轰鸣金属弹幕。在一定射程内倾泻更多的子弹可以显著提高目标被击中的可能性。你可以在三连发速射(Semi-Automatic Burst)中以自由动作(Free Action)使用多重攻击,射击复数目标。
查阅下文表格(p.180,射击模式),获取更多信息。

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Semi-Automatic Burst
Semi-Automatic Burst mode is three semi-automatic shots taken in quick succession. Semi-Automatic weapons can fire a burst of three rounds with a Complex Action. With more shots going downrange they increase the chance that a bullet will hit. Semi-Automatic bursts can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst.
See Firing Mode Table (p. 180) for attack information.

短点射模式
可运用点射模式的枪械通常是冲锋枪或自动步枪,但一些手枪与霰弹枪也适用于该模式。在点射模式下,每扣动一次扳机,枪械便快速射出三发子弹,进行短点射射击需要消耗一个简单动作,在同一回合内不能再进行其他消耗简单动作的攻击。你可以在短点射模式中以自由动作进行多重攻击,射击复数目标。
查阅下文表格(p.180,射击模式),获取更多信息

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Burst Fire
Burst Fire (BF) weapons are usually SMGs or assault rifles, but some pistols and shotguns can be modified for this mode. In burst-fire mode a gun rapidly fires three bullets every time the trigger is pulled. Firing a weapon in Burst Fire mode is a Simple Action that cannot be combined with any other attack Simple Action in the same Action Phase. Burst Fire weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst.
See Firing Mode Table (p. 180) for attack information.

长点射模式
长点射模式可以说是在短点射模式下进行的射速更快的射击,在该模式下,枪械在瞬间做出两次短点射攻击,进行长点射射击需要消耗一个复杂动作,你可以在长点射模式中以自由动作进行多重攻击,射击复数目标。
查阅下文表格(p.180,射击模式),获取更多信息。

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Long Burst
Long Burst (LB) mode is really just quickly firing in Burst Fire mode. In this mode, a gun fires two three-round bursts in rapid succession. Firing a weapon in Long Burst mode is a Complex Action. Long Burst weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst.
See Firing Mode Table (p. 180) for attack information.

全自动射击模式
适用于全自动射击模式的枪械可以毫无间歇地喷射出子弹风暴,只要射击者扣住扳机,射击便一直持续。消耗一个简单动作,全自动枪械可以击出6发子弹,如果消耗一个复杂动作,则增加为10发。你可以在全自动射击模式(Full-Auto)中以自由动作(Free Action)使用多重攻击,射击复数目标。
查阅下文表格(p.180,射击模式),获取更多信息。

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Full-Auto
Weapons that can fire in Full-Auto (FA) mode can throw bullets for as long as the attacker keeps the trigger pulled and the rounds last. Full-Auto weapons can be fired as a Simple Action, firing 6 bullets, or a Complex Action, firing 10 bullets. Full-auto weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst. See Firing Mode Table (p. 180) for attack information.

附录1 表格 Firing Mode Table

      模式         射手防御减值  子弹消耗      备注
单发射击模式        0                1           无后坐力
半自动射击模式        0                1   
三连发速射模式       -2                3   
短点射模式               -2                3   
长点射模式               -5                6   
全自动设计模式       -9               10   
火力压制           潜伏或掩蔽      10           无后坐力

火力压制
    进行火力压制消耗复杂动作(Complex Action)与20发子弹,而且忽视后坐力。尽管这种射击技术似乎是所谓“广撒网”理念的体现,但它实际上是对一片狭小区域集中进行压制以及重火力扫射,意在枪火之下所有移动的生物。
   人物可以指定压制一个三角形区域,以射手本身为起点向外延伸,最远可至武器的极限射程,在最远处区域宽度达10m,高2m。进行一个【武器技能】+敏捷【精度】检定,以下加值计入检定:智能链接加值,激光瞄准具加值,曳光弹加值,以及其他GM恩准修正,之后记下成功度。火力压制区域持续存在,直到本战斗回合结束,在这一回合射手不能移动或进行其他动作。所有位于或紧邻(immediately adjacent to)该火力压制区域的生物执行动作时在骰池(dicepool)上受到等同于射手成功值的减值,除非该生物能完全无视该效果【比如,对自身施展“星界投射”法术的魔术师】。每个处于火力压制区域(不包括得到掩蔽或俯卧的人物),或试图在火力压制结束前进入或离开该地区的角色都面临着被飞来枪弹击中的威胁。这个角色必须进行一个反射+极限属性检定(计入所有在执行全防御动作时能够得到的加值),其阈值等于进行火力压制的射手成功度。请注意,在该次检定中,你使用你全部的极限属性点数,无论你这段时间是否消耗过极限点【即使你这段时间用过极限点,也请把用掉的极限点计入检定!】。如果该检定失败,角色被击中,受到等于武器基本伤害加上特殊子弹伤害加值的伤害值(Damage Value)。处于全掩蔽或趴倒的角色没有被击中的风险【但仍旧承受趴倒导致的相关加减值,见187页表:近战攻击调整值以及173页表:远程攻击调整值】。角色可以选择不投反射检定,以自由动作趴倒以避免被击中,如果他本轮的自由动作已经耗尽,他可以使用打断动作趴倒(Hit the Dirt,打断动作中的趴下,相比自由动作的prone还要吃-5主动性——译者注),防止被击中。在火力压制结束前试图站起或再次移动的角色需要进行检定以确认自己有没有被击中。
   如果一个区域中有多个火力压制区域重叠,位于或紧邻该区域的生物执行动作时骰池只受到等于最高的射手成功值的减值,但目标仍需要分别进行反射+极限属性检定以避免被击中,只要有一次失败,角色就会受到该次检定失败所应承受的伤害。反射+极限属性检定的骰池会因为被复数敌人火力压制而受到减值,在同一战斗阶段,每进行一次此种检定,防御者就在下一次检定中获得累加的-1减值。

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Suppressive Fire
Suppressive fire takes a Complex Action, uses twenty rounds of ammo, and ignores recoil. Though it may appear as a “spray and pray” technique it is in fact a combination of controlled and fully automatic bursts focused over a narrow area and directed at anything that moves. A character can suppress a triangular area projecting from the shooting character outward up to a distance of his choosing, up to the maximum range of the weapon, with a width of 10 meters at its end and a height of 2 meters. Make a (Weapon Skill) + Agility [Accuracy] Test, including bonuses for smart link, laser sight, tracer rounds, and other gamem aster-approved modifiers, and record the hits. The suppressive fire zone lasts until the end of the Combat Turn as long as
the firer does not move or commit to any other action. Anyone in the suppressive fire zone or immediately adjacent to it takes a dice pool penalty to all actions equal to the shooter’s hits, unless they are completely unaware of it (a magician using astral projection, for example). Any character who is in the suppressed area (but not behind cover or prone), or who moves into or out of the area before the end of the suppressive fire, risks catching some flying lead. That character must make a Reaction + Edge Test (+ any dice they may get as a result of choosing
to use Full Defense) with a threshold equal to the hits scored by the suppressing attacker. Note that in the test, you use your full Edge rating, regardless of whether you have spent points during the session (though you do not, of course, use burned Edge points). If the test fails, the character is hit, suffering damage equal to the weapon’s base Damage Value modified by any special ammunition being fired. Characters in the suppressed area who remain behind full cover or drop prone are not at risk (though they suffer the normal modifiers for being prone; see Melee Modifiers, p. 187, and Ranged Modifiers, p. 173). Characters may choose to avoid rolling and use their Free Action to go prone and avoid getting hit. If a character does not have a Free Action remaining she may use the Hit the Dirt Interrupt Action and go prone instead of getting hit. Any character who stands up or moves again before the suppressive fire stops must make a test to see if she is hit.
If multiple suppressive fire actions occur covering the same area, only the highest dice pool penalty counts against targets in or near the suppressed area, but targets must make a Reaction + Edge test against all over lapping zones, taking damage from the ones missed. Reaction + Edge Tests in this situation are subject to the diminishing pool effect of being shot by multiple attackers in a single Action Phase. After each roll apply a –1 dice penalty to the defender’s dice pool.

霰弹枪
霰弹枪使用独头弹作为弹药,具体介绍详见p429页:街头工具。角色也可以向霰弹枪中装填霰弹,然而霰弹对21世纪的防弹衣效果甚微。确认霰弹造成的伤害时,需应用箭弹规则判定伤害值(Damage Value)。霰弹出膛后,会以枪口为原点形成一个锥形散布区域。这种特性让一次射击同时击中数个目标成为可能,但弹药的广泛散布导致射击威力下降,控制散布的机械装置被称为喉缩。霰弹枪的使用者可以利用喉缩调节弹药的扩散范围【分为狭窄散布、均衡散布和广泛散布】,调整该装置需要一个简单动作(a Simple Action)【如果该枪械是已链接网络的智能枪,该调整只需一个自由动作】

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Shotguns
Shotguns described in the Street Gear section (p. 429) fire slug rounds. Characters can load them with shot rounds, but shot rounds have little effect against 21st-century body armor. To determine the damage done by shot rounds, apply the flechette ammunition rules to the Damage Value indicated for the weapon. Shot rounds spread when fired, creating a cone of shot extending outward from the shotgun’s muzzle. This allows the shot to hit multiple targets, but with reduced effectiveness due to the spread of the shot pellets over a wider area. The mechanism that controls this spread is called the choke.
The shotgun user can set his weapon’s choke for a narrow spread, medium spread, or wide spread. Changing the choke setting requires a Simple Action (or a Free Action if the shotgun is smart linked).

附录1:弹药不足
如果目前枪械中的弹药不足以完成该次射击,防御减值将累计减少1/每发缺失的弹药。
如果在进行火力压制时弹药不足,压制区域的宽度将缩减1米/每2发缺失的弹药。
举例:Wombat进行全自动模式射击【复杂动作】,但他手中的Ares Alpha只剩下7发弹药,而进行全自动射击需要10发弹药消耗,10-7=3,故原来需要承受的-9防御减值减少为-6。
      Full Deck 进行长点射模式射击,将他的UZI V.中剩余的5发弹药消耗殆尽,由于1发弹药短缺,他只需承受-4防御减值。
      Wombat决定大干一场【不对】:他进行火力压制,逼得一批405地狱猎犬无法前进,现在问题来了【更不对】,他的枪只剩下13发弹药,这7发弹药短缺将他的火力压制区域范围缩减3米【7/2,四舍五入】,导致该区域的宽度只有7米。

剧透 -   :
附录1 not enough bullets
If the firing character is short on ammo, reduce each of the modifiers applied by 1 for each bullet they are short.
If an attempt at Suppressive Fire doesn’t have enough bullets, the width of the suppressed area is reduced by 1 meter for every 2 bullets the attack is short.
For example, Wombat attempts to fire Full Auto (Complex Action) but his Ares Alpha only has 7 rounds left. 10 bullets needed minus 7 bullets left is a 3 bullet shortage and a 3 point
reduction in the –9 defense modifier, making it a –6 on defense.
Full Deck fires a Long Burst that empties the last 5 rounds from his Uzi V. Since he is 1 round short he only imposes a –4 defense penalty to his opponent.
Wombat wants to rock and roll: he uses Suppressive Fire to keep a pack of 405 Hellhounds at bay. Problem is the gun only has 13 rounds left. That is 7 rounds short and reduces the width of the suppressed area by 3 meters (7 divided by two, rounded down) at the end, making it only 7 meters.
« 上次编辑: 2016-12-27, 周二 10:21:48 由 阿芙伽德萝 »
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Re: 【暗影狂奔第五版核心规则书翻译】火器178-180
« 回帖 #2 于: 2015-05-16, 周六 20:08:04 »
逗白子赛高
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我斯尼玛又杀回来了!

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Re: 【暗影狂奔第五版核心规则书翻译】火器178-180
« 回帖 #3 于: 2016-05-16, 周一 15:20:30 »
引用
确认霰弹造成的伤害时,需应用箭弹规则判定武器造成的实际伤害值(Damage Value)

这句感觉有点误导,Damage Value并不是实际伤害啊 :em032 我觉得翻译成“武器伤害”之类的会更好嗯

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Re: 【暗影狂奔第五版核心规则书翻译】火器178-180
« 回帖 #4 于: 2016-05-21, 周六 14:16:35 »
引用
伤口的疼痛会让人无法集中精神,负伤减值适用于任何远程攻击,如果不想受到减值,你可以治疗你的伤口,或者避免进行远程攻击。
引用
If you don’t want this penalty you can get a Pain Editor. Or just not get shot.

get shot 是被(枪械)击中的意思吧

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Re: 【暗影狂奔第五版核心规则书翻译】火器178-180
« 回帖 #5 于: 2016-05-26, 周四 11:08:29 »
引用
确认霰弹造成的伤害时,需应用箭弹规则判定武器造成的实际伤害值(Damage Value)

这句感觉有点误导,Damage Value并不是实际伤害啊 :em032 我觉得翻译成“武器伤害”之类的会更好嗯

多谢指点,已改为“需应用箭弹规则判定伤害值”
有人愿意指出翻译的不当之处真是太好了 :em003
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Re: 【暗影狂奔第五版核心规则书翻译】火器178-180
« 回帖 #6 于: 2016-05-26, 周四 11:13:21 »
引用
伤口的疼痛会让人无法集中精神,负伤减值适用于任何远程攻击,如果不想受到减值,你可以治疗你的伤口,或者避免进行远程攻击。
引用
If you don’t want this penalty you can get a Pain Editor. Or just not get shot.

get shot 是被(枪械)击中的意思吧

 :em001多谢指点,已改正,没有结合语境是某的失误【
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Re: 【暗影狂奔第五版核心规则书翻译】火器178-180
« 回帖 #7 于: 2016-07-01, 周五 04:39:42 »
全自动射击模式
适用于全自动射击模式的枪械可以毫无间歇地喷射出子弹风暴,只要射击者扣住扳机,射击便一直持续。消耗一个简单动作,全自动枪械可以击出6发子弹,如果消耗一个复杂动作,则增加为10发。你可以在全自动射击模式(long Burst)中以自由动作(Free Action)使用多重攻击,射击复数目标。
查阅下文表格(p.180,射击模式),获取更多信息。
Full-Auto
Weapons that can fire in Full-Auto (FA) mode can throw bullets for as long as the attacker keeps the trigger pulled and the rounds last. Full-Auto weapons can be fired as a Simple Action, firing 6 bullets, or a Complex Action, firing 10 bullets. Full-auto weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst. See Firing Mode Table (p. 180) for attack information.

逗白你这个“全自动射击模式(long Burst)”,错误水准比较低啊
以及标题的firearm,可能还是要改为“枪械”。因为在规则里把Artillery和Firearms并列表述了,译为火器感觉不太合适。但是我爪,还是你来改吧
* 烤麸 先rua为敬
« 上次编辑: 2016-07-01, 周五 07:39:52 由 烤麸 »
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Re: 【暗影狂奔第五版核心规则书翻译】火器178-180
« 回帖 #8 于: 2016-10-12, 周三 13:13:42 »
全自动射击模式
适用于全自动射击模式的枪械可以毫无间歇地喷射出子弹风暴,只要射击者扣住扳机,射击便一直持续。消耗一个简单动作,全自动枪械可以击出6发子弹,如果消耗一个复杂动作,则增加为10发。你可以在全自动射击模式(long Burst)中以自由动作(Free Action)使用多重攻击,射击复数目标。
查阅下文表格(p.180,射击模式),获取更多信息。
Full-Auto
Weapons that can fire in Full-Auto (FA) mode can throw bullets for as long as the attacker keeps the trigger pulled and the rounds last. Full-Auto weapons can be fired as a Simple Action, firing 6 bullets, or a Complex Action, firing 10 bullets. Full-auto weapons can take advantage of the Multiple Attacks Free Action to fire at multiple targets with the same burst. See Firing Mode Table (p. 180) for attack information.

逗白你这个“全自动射击模式(long Burst)”,错误水准比较低啊
以及标题的firearm,可能还是要改为“枪械”。因为在规则里把Artillery和Firearms并列表述了,译为火器感觉不太合适。但是我爪,还是你来改吧
* 烤麸 先rua为敬

 :em017估计是某编辑帖子的时候没有喝monster!【
总之谢谢烤麸,已修订【
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Re: 【暗影狂奔第五版核心规则书翻译】枪械 178-180
« 回帖 #9 于: 2016-11-14, 周一 15:09:16 »
喉缩设置CHOKE SETTINGS

狭窄散布NARROW SPREAD
在全射程下,目标防御骰池获得-1调整值
剧透 -   :
The target gets –1 dice pool modifier for defense at all ranges.

中等散布MEDIUM SPREAD
在近距范围内,你的DV–1,目标防御–3,并且允许你以同样的骰池攻击2米散布内最多两个目标。(译注:即,如果被攻击的两个目标相距不超过2米时,则不用分裂骰池,下同
在中距范围内,你的DV–3,目标防御–3,并且允许你以同样的骰池攻击4米散布内最多三个目标。
在远距范围内,你的DV–3,准度–1,目标防御–3,并且允许你以同样的骰池攻击6米散布内最多四个目标。
在极远射程时,你的DV–7,准度–1,目标防御–3,并且允许你以同样的骰池攻击8米散布内最多四个目标。中等散布不能用于要害攻击(Called Shots)。
剧透 -   :
At short range, you get –1 DV, targets get –3 defense, and up to two targets within a 2-meter spread can be targeted using the same roll. At medium range, you get –3 DV, targets get –3 defense, and up to three targets within a 4-meter spread can be targeted using the same roll. At long range, you get –5 DV, –1 Accuracy, targets get –3 defense, and up to four targets within a 6-meter spread can be targeted using the same roll. At extreme range, you get –7 DV, –1 Accuracy, targets get –3 defense, and up to six targets within a 8-meter spread can be targeted using the same roll. Medium spreads cannot be used with Called Shots

广泛散布WIDE SPREAD
在近距范围内,你的DV–3,目标防御–5,并且允许你以同样的骰池攻击3米散布内最多两个目标。
在中距范围内,你的DV–5,目标防御–5,并且允许你以同样的骰池攻击6米散布内最多三个目标。
在远距范围内,你的DV–7,准度–1,目标防御–5,并且允许你以同样的骰池攻击9米散布内最多四个目标。
在极远射程时,你的DV–9,准度–1,目标防御–5,并且允许你以同样的骰池攻击12米散布内最多四个目标。中等散布不能用于要害攻击(Called Shots)。
剧透 -   :
At short range, you get –3 DV, targets get –5 defense, and up to two targets within a 3-meter spread can be targeted using the same roll. At medium range, you get –5 DV, targets get –5 defense, and up to three targets within a 6-meter spread can be targeted using the same roll. At
long range, you get –7 DV, –1 Accuracy, targets get –5 defense, and up to four targets within a 9-meter spread can be targeted using the same roll. At extreme range, you get –9 DV, –1 Accuracy, targets get –5 defense, and up to six targets within a 12-meter spread can be targeted using the same roll. Wide spreads cannot be used with Called Shots.


发现貌似有一段刚好漏了没有翻译,特此补上~~
注1:独头弹可以应用其他种类的弹头,而簇形弹不行
注2:散弹(簇形)的近距射程为0~15m,中距射程为16~30m,远距射程为31~45m,极限射程为46~60m
         散弹(独头)的近距射程为0~10m,中距射程为11~40m,远距射程41~80m,极限射程为81~150m