作者 主题: 【暗影狂奔第五版核心规则书翻译】载具P198~205  (阅读 15382 次)

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载具

载具战斗

载具在暗影狂奔中依旧发挥一贯拥有的作用,提供一种便利的运输方式。在第六纪元的暗影狂奔者背景下,载具会是一个令人兴奋的组成部分:它可以被用来推进场景、提供整个背景或者用来进行充满危险紧张刺激的追逐战。当一个场景以载具为中心时,首要主题是“速度”。载具可以飞快奔驰,形式会飞速变化,规则也应该飞速处理。为此,暗影狂奔的载具规则着重以同样的节奏【此处应指情况变多快,规则处理就要多快】解决载具场景。

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Vehicles in the world of Shadowrun provide very much the same function they always have, providing a means of expedient transportation. In the context of shadowrunners in the Sixth World, vehicles provide an exciting component that can be used to enhance a scene, or provide the entire backdrop or context of an exciting chase, fraught with imminent danger. When a scene centers on vehicles, the primary theme is speed. Vehicles are moving fast, the situation is changing fast, and the rules should resolve fast. To this end, the vehicle rules for the Shadowrun focus on resolving vehicle scenes with the same sense of pace.

载具数据

暗影狂奔里的载具用许多在游戏中的能力数据来定义。

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Vehicles in Shadowrun are defined by a set of statistics that determine their in-game capabilities

操控:载具的灵活度和反应速度。以机动性为重点的载具检定以它为基准界限。

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Handling represents the vehicle’s agility and responsiveness. This value is the base limit for Vehicle Tests made where maneuverability is the most important feature.

速度:载具可达到的最大速率,以原始速度为重点的载具检定以它为基准界限。

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Speed represents the maximum velocity that the vehicle can achieve—its top-end speed. This value is the base limit for Vehicle Tests that emphasize raw speed.

加速:载具能多快的改变速度/缩短它与目标之间的距离。它代表了一辆载具在一个战斗回合(combat turn)中最大能改变的追逐距离范围【详见下文追逐动作】。

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Acceleration defines how quickly a vehicle is able to change its current speed and close the distance between it and another moving target. The value represents the maximum number of Range Categories that the vehicle can move in a single Combat Turn.

机体:载具结构完整性、载具大小和载具承伤能力。在被攻击时,有着更多开放空间的大型载具就没那么大风险【举个例子:大船比小船有更多舱室,而其中被打中不影响战斗的舱室也会更多】。就像一个超人类角色,机体是载具伤害抗力检定的骰池的一部分。

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Body represents a combination of structural integrity and size of the vehicle and its resistance to damage. Larger vehicles tend to have more open spaces that are not as high risk when being attacked. Body is used as part of the dice pool that vehicles use for resisting damage,just like a metahuman character.

护甲:护甲是载具的“坚韧”【T,这儿用了WH的翻译】,它是载具承受攻击后继续行动的的能力。它并不一定代表载具上的金属镀层,而是载具以结构完整性和强度阻挡攻击的大体能力。护甲是载具伤害抗力检定的骰池的第二部分(第一部分是机体)。

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Armor represents a vehicle’s “toughness,” its ability to take a hit and still function. This does not necessarily
represent metal plating attached to the vehicle, but a general resistance to incoming attacks due to the vehicle’s structural integrity snd strength. Armor is the second value (with Body) that forms the dice pool that vehicles use to resist damage

驾驶:驾驶等级定义了在第六纪元所有载具都备有的内置电脑的驾驶系统的能力。对于并非正被泛人类驾驶的载具,它在任何载具需要的测试中代替载具的精神属性和反射(REA)。

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Pilot is a rating defining the capabilities of the builtin computer piloting system with which all vehicles in the Sixth World come equipped. For any vehicle not beingactively piloted by a metahuman, this takes the place of all Mental attributes and Reaction for any tests the vehicle needs to make.

传感:代表采集信息的套件或在第六纪元时内置在每一辆载具中的侦测设备。传感器是使用载具系统的感知(perception)和其他侦查检定的界限。

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Sensor is a rating representing the suite of information gathering or detection devices that are built into every
vehicle in the Sixth World. Sensor acts as the limit for Perception and other detection tests using the vehicle’s systems.

由于绝大部分载具都没泛人类那么软绵绵,它们的CM等于12+机体/2(向上取整),载具忽略晕眩伤害(但对载具的电力伤害视作物理伤害),并且任何修正后的DV(物理伤害值)不超过载具护甲的攻击都无效。

无人机就不一样了,它们的CM等于6+机体/2.

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As most vehicles are a bit less squishy than metahumans, they have a Condition Monitor equal to 12 plus half
their Body (rounded up), they ignore Stun damage (though electricity-based attacks are considered Phys
ical Damage to vehicles), and any attack where the modified DV does not exceed the Armor of the vehicle does nothing. Drones are a different story and have a Condition Monitor equal to 6 plus half their Body.

载具检定

当一个角色在非战斗或日常情况时驾驶一架载具时并不需要检定(除非角色不会开,而且那之后一定会很有趣)。然而,暗影狂奔里的角色会经常发现他们自己和载具处于危险或者极端情况下。那时,操控载具的角色需要一或数个的载具检定。当需要做载具检定时,角色用载具技能+REA[操控]进行检定。检定的阈值由当前任务的难度决定。GM可以把下表当做指导。

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Vehicle Tests
When a character is piloting a vehicle in non-combat, or everyday situations, no test is required (unless the character
is Incompetent, and then hilarity ensues). However, characters in Shadowrun often find themselves in dangerous or extreme situations with vehicles. When that happens, the character controlling the vehicle needs to make one or more Vehicle Tests. When making a Vehicle Test, a character rolls Vehicle Skill + Reaction [Handling] Test. The threshold of the test is determined by the difficulty of the task being attempted. Gamemasters should use the Vehicle Test Threshold Table below as a guide.

情况                      阈值          范例
简单                       1           并道、超车、急刹车、漂移或逐渐拐弯(小于75°)
普通                       2           躲开障碍物、通过狭小的场所、急转弯(75°~130°)
困难                       3           发夹弯、摩托车“抬后轮”(stoppie)【就是前轮着地后轮悬浮滑行一段距离的那个技巧。。】、驶过不寻常场所(例如商场)、急转弯【dogleg,泛指公路急转弯】、发夹弯(大于130°)
极难                       4+
司机有Control Rig  -Control Rig等级    一个使用Control Rig的rigger能更容易的操控她所感应到的载具

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此外,载具所处的地形也会改变阈值,具体看下表【本来是右边嗯】。

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Additionally, the terrain in which the vehicle is traveling modifies the threshold of the vehicle test. Apply a modifier to the threshold based on the Terrain Modifier Table at right.

修正

地形    阈值修正                范例
空旷        0       高速公路、平原、广阔的大海、天空晴朗
轻微        +1     大街街道、丘陵、码头、城区航空
受限        +2     小巷、树木稀疏、岩山坡道、交通良好、浅水、空中繁忙、低空飞过复杂地形
极窄        +4     陋巷、树木繁茂、陡坡、交通繁忙、沼泽、急流、飞过城市街区或蜿蜒峡谷
 
情况                   修正
能见度低           看表(P175)
光照受限           看表(P175)
突发情况           无法检定
驾驶员受伤           载具检定扣去受伤修正【大概是在CM那的】
载具受损             操控扣去受伤修正(最低1)
使用AR                +1操控
使用VR                +2操控
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能见度低
在浓雾、浓烟或者暴雨中驾驶会限制驾驶员对事件的反应时间,详情查表(P175)。载具和其他情况都以相同的方式来缓解或中和修正。

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Pilot has impaired Visibility
Piloting in thick fog, dense smoke, or heavy rain can limit the time a pilot has to react to incoming events.Apply the proper modifier from the Visibility column on the Environmental Modifiers Table (p. 175). These modifiers are mitigated and neutralized in the same way for vehicles as for other circumstances.

光照受限
在黑暗中很难驾驶。详情同样查表(同样在P175)。载具和其他情况都以相同的方式来缓解或中和修正。

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Piloting in limited Light conditions
 It can be hard to pilot in the dark. Apply modifiers from the Light column of the Environmental Modifiers Table (p. 175) to the Vehicle test. These modifiers are mitigated and neutralized in the same way for vehicles as for other circumstances.

突发情况
如果你察觉不到,你就无计可施。被突袭的驾驶员不能进行载具检定去回应突袭者突如其来的动作。

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Pilot unaware of event
If you don’t see it coming there’s not much you can do about it. Pilots who are surprised get no Vehicle Tests against anyone who Surprised the pilot to respond to actions that come out of nowhere.

驾驶员受伤
驾驶员将受伤修正加到载具检定中

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Pilot wounded
Pilots apply their wound modifiers to Vehicle tests

载具受损
破损的车子不好控制。将载具的受伤修正加到操控中

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Piloting a damaged vehicle
Busted vehicles just don’t handle well. Apply the vehicle’s damage modifier as a penalty to Handling

使用AR/VR
如果驾驶员用AR来辅助驾驶,任何载具检定界限+1;如果用VR,+2.如果驾驶员有Control Rig并且正在控制驾驶的载具,检定的阈值减少Control Rig的等级(最低为1)

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Piloting using AR/VR
If the pilot is driving with the aid of Augmented Reality, increase the limit of any tests by 1, and if the pilot is driving using Virtual Reality, increase limits by 2. If the pilot is equipped with a Control Rig and is controlling the vehicle while Jumped In, decrease the threshold of tests by the rating of the Control Rig (to a minimum of 1).

引用
边框:载具速度

当载具从A点驶往B点时,它的最高速度并没有驾驶技术、经济因素、当地交规、两点间的交通情况那么重要。因此,不同运输方式的平均长距离运输速度在这列出。这儿的速度都是大体平均速度,尤其是对于飞行载具。那些想为他们的游戏找些更精确的信息的GM可以找一找真实世界的这些载具的巡航速度或者最大速度,进行换算。

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When it comes to getting from point A to point B, the top speed a vehicle can achieve is not as important as the driving skill, economy, local laws, and traffic between the two points. Because of this, long-distance travel speeds are listed here as an average for different modes of transportation. These speeds are broad average categories, especially for aircraft; gamemasters who want more precise information for their game can investigate real-world equivalents for top speed or cruising speed.

步行:较长距离的步行有两种:普通步行和急行军(walking and hustling)。普通步行的速度为5km/h,步行者可以在大多数城乡地区如他们所愿的走直线,山区的步行速度变为1/2,更崎岖的地形步行速度只有1/4。急行军更快但容易疲劳,速度翻倍但由于疲劳,需要进行伤害检定(P172)

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Foot: Moving on foot comes in two speeds over a long distance, walking and hustling. Walking is exactly that and averages about 5 kilometers per hour. Walkers and other foot traffic can travel in a relatively straight line from one point to the next in most urban and flat rural areas if they want. In the mountains or over rough terrain, the movement rate is between half and a quarter of normal. Hustling is faster but gets tiring. Double the overland speed but add in Damage Tests due to Fatigue (p. 172)

自行车:听起来很奇怪,在大城市的边缘或者中心,骑自行车出行都谈不上不正常。骑自行车的速度为25km/h但通常仅限街道或其他平坦地区。在没有路的地方,自行车也可以以1/4的速度行驶。长时间骑自行车或者骑自行车的地形不很平坦都会导致疲劳(依旧P172)

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Bicycle: As odd as it sounds, traveling by bicycle is not that uncommon in downtown areas or in the barrens of larger cities.Riders can average about 25 kilometers per hour but are usually limited to streets and flat terrain. Bikes can be used off-road but only manage a quarter of the speed. Riding a bicycle for long periods or in uneven or rough terrain can cause Fatigue (p. 172).

陆用载具:在GridGuide发明以前,乘坐陆用载具出门都有一定风险。车祸、施工、限速以及堵车都使出行时间超过预期。现在,绝大部分主要城市与主要高速公路都有了GG【GridGuide的临时缩写】,在城区载具的速度为80km/h,在郊区和野外能有120km/h。既然陆用载具需要道路,大多数时候,出行速度都可以利用现实世界的地图工具(谷歌地图、Mapquest、TriPlanner【后面这两个不知道是啥】)或计算驾驶路程得到。

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Ground craft: Up until the invention of GridGuide, travel in a ground craft could be a crapshoot. Accidents, construction, variable speed limits, and traffic congestion all made getting from one spot to another take a lot longer than one would expect. With GridGuide, which is in place in most major cities and on most major highways, travel averages 80 kilometers per hour in urban environments and 120 kilometers per hour in rural or cross-country routes. Since ground craft require roads, most of the time these travel rates can be applied using real-world mapping tools (Google Maps, Mapquest, TriPlanner, etc.) and calculating driving distances.

水用载具:从木筏到航母,用来在水上移动的载具层出不穷。像皮筏艇和独木舟一类的人力载具速度3km/h,逆水1/4,顺水4倍。小型机动船巡航速度25km/h,更大型的65km/h,快艇能达到130km/h(卷烟船的速度更快,能达到200km/h)。游艇速度60km/h,像邮轮这种较大的船只速度为35km/h。想搞清水上旅行时间的最重要的因素是水体。河流很少是笔直的,这使得实际路程总是比两点间的直线要更长,并且除了最小的湖泊外一切水体都有不同的水流——GM自己决定这会给狂奔者们什么样的帮助或妨碍吧

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Watercraft: From rafts to super carriers there’s an almost endless variety of craft designed to move on water. Man-powered craft such as kayaks and canoes average about 3 kph in still water but only make a quarter of that when paddling against a strong current—or quadruple that when paddling with the same current. Small powerboats cruise at around 25 kph, larger powerboats cruise around 65 kph, and speedboats can cruise around 130 kph (cigarette boats go even faster, hitting cruising speeds of 200 kph). Yachts cruise at around 60 kph, and larger ships like cruise ships travel at 35 kph. The most important factor to consider when figuring out water travel times is the body of water. Rivers are rarely straight,which means travel distances will always be longer than the linear distance between points, and everything but the smallest lakes have some sort of current—the gamemaster will have to decide how those help or hinder boating runners.

旋翼机:直升机和偏转翼机通常都能直线飞行。这些载具在飞越空旷区域的速度为220km/h,在城区则仅有140km/h,但可以直线飞行。在乡间空中偏转翼机的速度更快,能达到300km/h。大多数旋翼机的限制是燃料。

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Rotorcraft: Helicopters and tilt-wing aircraft usually have the advantage of flying as straight as the crow. These vehicles average around 220 kph cruising over open terrain. In urban airspace rotorcraft speed drops to about 140 kph, but the distance between locations is linear. In rural airspace tilt-wing craft can get up more speed and can increase their overland speed to 300 kph. The limiting factor for most rotorcraft is fuel.

飞行载具:飞行载具被细分为三种类别,第四类只在用于决定较大商业规模的航行时间。三种类别分别是螺旋桨机、小型飞机和大型飞机。第四类包括半弹道式和亚轨道式,但没人能确凿分类他们——他们只是驾驶它们降落。大部分飞机,除去垂直起降的,都需要机场或长长的平坦地面来起飞和降落。一旦升空,它们就可以笔直航向目的地,螺旋桨机有250km/h的速度,小型飞机1000km/h。大部分都有能力开的更快,但每千米会烧太多昂贵的航空燃料而在长距离时并不实用。诸如商用客机的大型飞机长距离可以开到800km/h。

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Aircraft: Travel by air is broken down into three very broad categories, with a fourth category that only exists for purposes of determine long-distance travel times on a more commercial scale. The three broad categories are prop planes, small jets, and large jets. The fourth category includes semi-ballistics and suborbitals, but no one really flies those—they just guide their fall. Almost all planes, with the exception of VTOL craft, need an airfield or long stretch of flat ground to take off or land. Once aloft, they travel point to point in a linear path. Prop planes average around 250 kph for flight time between airstrips. Small jets average about 1,000 kph over long distances. Most are capable of much faster speeds but burn way too many liters per kilometer of expensive jet fuel to be practical for long-distance travel. Large jets, such as commercial airliners,average around 800 kph over long distances.

引用
范例:载具和火力压制

    火力压制可以复盖一片区域,但追逐战时载具上的乘客用就会有些问题了。火力压制可以被用来对付载具上的所有乘客但有以下注意事项:所有载具上的乘客都会因车辆的掩护获得防御加成,选择卧倒(Hit the Dirt)的乘客无法避免受到攻击,但伤害抗力检定时能加上载具的护甲。此外,如果武器伤害没有超过载具的护甲,它就无法穿透载具,乘客们也就是安全的了。驾驶员可以用REA+EDG检定使载具和上面的乘客们脱离压制区域。

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vehicles & suppressive fire
Since suppressive fire covers an area, it runs into some problems when applied to vehicles and passengers in tactical and chase combat. Suppressive fire can be used and can include all the passengers in a vehicle with the following considerations: All passengers get a defense bonus from the cover of the vehicle; and anyone choosing to Hit the Dirt does not avoid the attack but instead gains the vehicles Armor on their Damage resistance roll. Additionally if the weapon damage does not exceed the vehicle Armor it doesn’t penetrate and the passengers are safe, and the driver can make a Reaction + Edge Test to get the whole vehicle, including all the passengers, out of the suppressed area.

损毁

在暗影狂奔的战斗中,损毁应该是罕见而壮丽的。它可以是在白热化的时刻发生,PC会害怕自己的角色撑不过下一秒,或欢呼地看着难以成功的闪躲取得回报,坏家伙们被送下地狱。

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Crashes should be a rare and beautiful thing in Shadowrun combat. They could be white-knuckle moments when a player fears his character won’t survive the next few seconds, or the sudden elation of seeing a long-shot dodge pay off, sending the bad guys spinning into oblivion.

损毁发生于猛撞动作(见P203)中,当驾驶员在碰撞中的载具检定失败或者GM发话时。我们知道后者听起来确实太武断了,但是载具战斗是灵活而迅速的——事情瞬息突变,,只有GM能知道何时失控的载具会撞到一面墙、其他车辆或者赛博改造巨魔并陷入危机。

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Crashes occur during Ramming actions (see Ramming,p. 203), when the driver on a collision course fails a vehicle test, or whenever the gamemaster says so. We know that last sounds arbitrary, but vehicle combat is fluid and fast—things change in a heartbeat, and only the gamemaster
can know when the uncontrolled vehicle hits a wall, another car, or a cybered troll and goes crunch.

载具损毁很罕见,虽然在许多情况下他们都很壮观,但并不涉及大量伤害。当载具损毁,它和任何乘客都必须抵抗等于载具机体值的伤害,AP为机体+护甲-6。如果载具的机体值(基础伤害)低于角色的护甲,造成晕眩伤害,否则造成物理伤害。

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Vehicle crashes are rare, and though they can be spectacular in many cases they do not involve a lot of damage. When a vehicle crashes, it and any passengers must resist damage equal to the Body of the vehicle. This damage is resisted by Body + Armor – 6 AP. The damage is Stun if the vehicle’s Body (the base damage) is less than the character’s Armor, and Physical if the Body of the vehicle is equal to or greater than the character’s Armor.

损毁也会造成精神损伤。任何陷于损毁载具的角色都需要进行冷静(4)检定。成功每比阈值低1,它们的行动都将得到-1减值,持续相同战斗回合数【也就是说,如果你成功数比阈值低2,就在2轮内吃-2减值】。

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Crashes are mentally traumatic as well. Any character caught in a crash must make a Composure (4) Test, taking a penalty to their actions equal to how many hits they missed the threshold by, for a number of Combat Turns equal to the same number.

载具战斗

战术战斗

在标准的战术战斗中,载具被当做驾驶员的一个延伸。无论何时人与载具混合战斗都如此,例如开始逃脱或飞车射击。移动距离基于载具的速度值,主动性正常处理。

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In standard tactical combat, a vehicle is treated as an extension of the driver. This happens whenever the mode of transportation is mixed between vehicles and pedestrian combatants, such as the start of a getaway or a drive-by shooting. Movement is based on the movement rate (see Movement Rates Table, below) of the vehicle as determined by its Speed rating on the chart. Initiative is resolved as normal.

表:这真的需要翻译吗


移动距离

载具的移动速度和泛人类有些许不同。载具的驾驶员可以在他的行动阶段消耗控制载具所需动作【见下文,每轮都需要一个复杂动作去控制载具】时改变他的移动速度,但在每个战斗回合开始而非轮到其主动性流程时选择移动速度【译注:这儿应该指一般移动是在动作阶段时宣告,由于SR经常性多动(见战斗部分),所以你可能上个主动性流程行走,下个主动性流程超过行走速度限制变成奔跑,但载具必须每个战斗回合开始时就决定是行走还是奔跑。】。GM应该自己决定在战斗回合间一辆载具能多快变速。

剧透 -   :
Movement rates for vehicles are slightly different than those of metahumans. The driver of the vehicle can adjust her movement rate with the required action to control the vehicle or during her Action Phase but chooses the movement rate at the beginning of each Combat Turn instead of moving by Initiative Pass. The gamemaster should use their own discretion when determining just how quickly a car can change speeds between Combat Turns.

行动

驾驶员每个战斗回合必须使用至少一个复杂动作来驾驶载具,否则在战斗回合结束时载具被视作失控。失控载具算不稳定平台,在失控载具上的所有角色的所有行动-2DP。如果驾驶员没有在一个战斗回合中进行载具检定来重掌载具,将会有两种情况:如果载具有驾驶值,载具将启动自动驾驶模式并且使用必要的复杂动作来驾驶载具,自动驾驶系统将随着车流驾驶。如果如果有人禁用了驾驶程序或者载具没有安装,载具将沿最后一次驾驶的轨迹移动,而且不能防御任何攻击。它除了减速外不能做任何动作,如果油门被锁定了,它会保持速度直到GM说它损毁。载具可以被GridGuide或者驾驶系统的自动驾驶程序控制。

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Drivers must spend at least one Complex Action in each Combat Turn driving their vehicle, or the vehicle is considered uncontrolled at the end of the Combat Turn. Uncontrolled vehicles are unstable platforms; all characters apply a –2 dice pool modifier to all their actions if they are in an uncontrolled vehicle. If the driver does not make a Vehicle Test to regain control of the vehicle in one Combat Turn, one of two things happens. First, if the vehicle has a Pilot rating, the vehicle’s autopilot kicks in and takes the necessary Complex Action to drive the vehicle. If this happens, the autopilot system begins driving with the flow of traffic. Second, if someone has disabled the Pilot program or the vehicle does not have one, it continues to travel in its last heading and is unable to defend against any incoming attacks. It takes no actions except for slowing down, or if the accelerator is locked, maintaining speed until the gamemastersays it crashes. Vehicles being controlled by GridGuide or an autonav system are considered under the control of their Pilot program.

在大多数情况下,使用任何车载配件(传感器、车载武器等)都需要一个复杂动作(不过某些情况下只需要简单动作或自由动作,比如打开/关闭传感器或ECM,装上导弹等。)

剧透 -   :
In most cases, using any on-board vehicle accessories (sensors, vehicle weapons, etc.) requires spending a Complex Action (though there may be some cases where only a Free or Simple Action is necessary, such as turning on/off Sensors or ECM, arming missiles, and so on).

自由动作

改变连接设备模式

同步(rigging)车辆或与车辆有直接精神连接的驾驶员可能需要激活或停止各种系统,例如传感器、ECM、武器。这是一个自由动作。驾驶员可能会要求一份状态报告确认地点、方向、速度、损坏情况和载具现在的指令。

激活的传感器、ECM和ECCM系统在下一个动作阶段开始时生效,即使那时激活系统的角色的主动性小等于0.‘

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Change Linked Device Mode
A driver who is rigging the vehicle or has a direct neural link to it may activate or deactivate various systems such as sensors, ECM, weapons, and so on as a Free Action. The driver may also call up a status report to monitor the position, heading and speed, damage report, and/or current orders of the vehicle.
Activated sensors, ECM, and ECCM systems come online at the start of the next Action Phase, even if the character who activated the system does not have any actions due to their Initiative Score being 0 or less

简单动作

使用传感器

驾驶员或乘客可以使用传感器来侦测或锁定目标

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Use Sensors
A driver or passenger may use sensors to detect or lock onto targets.

使用简易设备

手动启动/关闭传感器、ECM/ECCM、武器系统或其他车载设备。

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Use Simple Device
This action can be used to manually activate/deactivate sensors, ECM/ECCM, weapon systems, and other onboard vehicle systems

复杂动作

控制载具

这并不是个行动,只是简单的消耗一个动作来代表在整个战斗回合为了控制载具所花费的努力。它并不需要作为驾驶员在战斗中的第一个动作,但除非做了这个动作,否则载具会在战斗回合结束时失控并且可能损毁或者被车载自动驾驶系统接管。

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Control Vehicle
This action is not really an action at all, simply the expenditure of an action to represent efforts taken for the entire Combat Turn to keep the vehicle under control. This action does not need to be taken as the driver’s first action in combat, but until this action is taken, the vehicle is considered uncontrolled at the end of the Combat Turn and may crash or be taken over by the vehicle’s onboard Piloting system.

使用车载武器开火

驾驶员或乘客可以用车载武器开火。

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Fire a Vehicle Weapon
A driver or passenger may fire a vehicle-mounted weapon

做载具检定

当动作要求载具检定时,驾驶员需要使用一个复杂动作。失败的载具检定可能导致载具失控或者进行第二次载具检定避免损毁。失误(glitched)的载具检定几乎总是导致损毁,严重失误的载具检定总是导致损毁。

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Make Vehicle Test
A driver spends a Complex Action when executing a maneuver that requires a Vehicle Test. Failed Vehicle Tests may result in the vehicle being considered uncontrolled or may lead to a second Vehicle Test to avoid a crash. Glitched Vehicle Tests almost always result in a crash. Critical Glitch Vehicle Tests always result in a crash.

猛撞

如果驾驶员想要用载具去撞点什么,把它算做一次近战攻击。目标必须在载具的步行或奔跑(奔跑则-3DP)【不要吐槽载具怎么步行和奔跑的】。驾驶员用载具技能+REA检定来攻击,步行目标用REA+INT、载具目标用REA+INT(操控)回避。步行者可以使用全防御(P191)或闪避(P191)打断动作,但不能进行格挡。

如果驾驶员得到更多成功数,他撞中目标。如常进行伤害抗力检定,基础DV取决于载具的速度和机体,详见下表。撞击的载具只需抵抗一半的伤害(向上取整),被撞的
角色以BOD+护甲-6AP进行伤害抗力检定。

如果撞击成功,每个驾驶员都必须做一次额外的载具检定避免载具失控。撞击的阈值为2,被撞的阈值为3.如果其中一位失败,他的载具失控并且在恢复控制之前不能做任何动作。

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Ramming
If a driver wants to ram something (or someone) with the vehicle, treat it as a melee attack. The target must be within the vehicle’s Walking or Running Rate (a –3 dice modifier applies if the driver has to resort to running). The driver rolls Vehicle skill + Reaction to attack. The target rolls Reaction + Intuition if a pedestrian, or Reaction+ Intuition [Handling] if driving another vehicle. Pedestrians may use the Full Defense (p. 191) or Dodge (p.191) Interrupt Action but not Block or Parry.
If the driver gets more hits, he rams the target. Make the Damage Resistance Test as normal. The base Damage Value of the attack is determined by the ramming vehicle’s Body and speed, as noted on the Ramming Damage Table. The ramming vehicle must resist only half that amount (round up). Characters resist ramming damage with Body + Armor – 6 AP.
If the ram succeeds, each driver must make an additional Vehicle Test to avoid losing control of the vehicle. The threshold for the ramming driver is 2; the threshold for the rammed driver is 3. If either driver fails, the vehicle is considered uncontrolled and cannot perform any actions until control is regained.

撞击伤害表:
 
速度(m/回合)     伤害
1~10                 机体/2
11~50               机体
51~200             机体*2
201~300           机体*3
301~500           机体*5
501+                机体*10

剧透 -   :

追逐战

当一场战斗涉及两方或多方且参与者均在移动中的载具上时,追逐战的规则将替代普通战斗的规则。高速载具间的追逐令人难以置信地多变,并且参与载具不断改变速度和位置。为了模拟这种情况,追逐战规则抽象了涉及到的移动以专注于追逐中的动作。追逐战回合(turn)有以下步骤:

1、确定此战斗回合的追逐环境

2、参与的载具确立相对追逐距离(relative Chase Rankges)

3、所有角色投主动性

4、按主动性顺序做动作,驾驶者可以进行追逐动作或常规动作。乘客只能进行常规动作。

剧透 -   :
When a combat situation involves two or more parties that are all in moving vehicles, the Chase Combat rules are used instead of the standard combat rules. Highspeed vehicle chases are incredibly fluid, with the participating vehicles constantly varying speed and position. To simulate this, the Chase Combat rules abstract a great deal of the movement involved in order to focus on the action of the chase scene. A Chase Combat Turn has the following steps:
1. Determine Chase Environment for this Combat Turn.
2. Establish relative Chase Ranges for participating vehicles.
3. Roll Initiative for all characters.
4. Take actions in Initiative order. Drivers may perform Chase Actions or regular combat actions on their turn. Passengers may only perform regular combat actions.

追逐距离


在追逐战中,两具(或一群)载具之间的距离就是追逐距离。追逐距离不是一个确切或恒定的数值,而是秒与秒间两辆载具的位置的精确距离的概括或参考。如果需要精度,载具间的距离可以载具接载具的方式确认,或者,若要更快分辨,无论它们速度协同与否,同时做动作的载具都归为一组,并假定所有载具处于相同追逐距离。当以此方法归为一组的载具需要就追逐距离进行检定,选择一辆载具作为该组的领袖。【译注:后面指该组所有载具都处于一个相同的追逐距离,而非指参与战斗的所有载具】

每个环境都分为四个追逐距离,详见表P204

剧透 -   :
Distance between vehicle (or vehicle groups) in Chase Combat is measured in Chase Ranges. Chase Ranges do not represent an exact or constant distance, but rather a bracket or parameters between which the precise distance varies from second to second as the vehicles jockey for position. The ranges between vehicles can be tracked on a vehicle-by-vehicle basis if precision is required, or vehicles that are coordinating their movements or otherwise acting together can be grouped and assumed to all be at the same range for faster resolution. When making a test to Change Range for vehicles grouped in this manner, one vehicle should be selected to act as the leader for the group. There are four Chase Ranges that correspond to each environment, as seen in the Chase Ranges Table, p. 204.

距离  速度      操控    所有单位为M
短     0~10    0~5
中    11~50    6~20
长    51~150   21~80
极长 151~300  81~150

剧透 -   :

确定追逐环境

追逐环境规定了追逐战发生的地区的种类。当环境改变时由GM决定。追逐环境可以为速度或者操控。

速度环境使用于载具的移动并没有受到明显的压制的场合,使最低限度的机动与高速度成为可能。使用的地点可以是高速公路、旷野、静水或晴朗的天空。在这种环境下载具的速度比可操控性更重要的多。
这些环境可能有较长的视线(尤其是在水里和空中),这意味着即使猎物离你超过300米,猎人也能紧随其后,明显可见。

操控环境适用于速度被限制、且快速反应能力和载具的可操控性比速度更为重要的场合,操控环境中,最大速度几乎不会出现。典型的操控环境是蜿蜒的住宅区、岩山脚与峡谷、拥挤的海港或在城市的街道上空飞行。在为载具间的乘客的动作决定修正时,应该考虑到这些狭窄的环境,因为行人、其他载具、建筑和各种东西都会妨碍道路通行。

剧透 -   :
Chase Environments define the kind of area in which the current Combat Turn of the chase is taking place. The gamemaster determines when the environment changes. A Chase Environment can either be Speed or Handling.

A Speed Environment is a place where the movement of the vehicle is not significantly inhibited, making maneuvering minimal and high speeds possible. This
could be a major highway, open field, calm waters, or clear skies. In this Environment the maneuverability of vehicles is much less important than raw speed. These environments can potentially have very long sight lines (especially on water or in the air), meaning the quarry’s lead may extend beyond the 300-meter extreme range, but the pursuer is still back there and in sight.

A Handling Environment is a place where space is limited and quick reflexes and maneuverability are more important than speed. In Handling Environments, top speed is almost never an option. Typical environments of this nature are winding residential streets, rocky foothills and canyons, a crowded harbor, or flying at street level through a city. These tight environments should also be considered when determining modifiers for passenger actions between vehicles because pedestrians, other vehicles, buildings, and a myriad other things can get in the way of a clear shot.

引用
边框:空战和海战

这儿的规则主要适用于近距离、使用传统(又称暗影狂奔者级)武器的陆战、海战和空战。空对空战争和长距离海战在未来的扩展中会提到,尽管通常动作应该聚焦于暗影狂奔者与街道级别。
如果你确实觉得需要大规模长距离的战斗,依旧使用这些规则并把规则效力延伸至突击炮和导弹。请确保每个参与者都明白在5000米高空进行撞击动作有多危险(如果他们不知怎地忽视了这些东西。)

剧透 -   :
The rules presented here are primarily for land, sea, and air combat on a close scale with conventional (a.k.a. shadowrunnerlevel) weapons. Air-to-air combat and long-distance naval warfare will be covered in future books; generally, though, action should be focused on shadowrunner and street-level action. If you really feel the need to have a large-scale, long-range combat, use these rules and extend the ranges out to those for assault cannons and missiles. Make sure everyone involved understands the added danger of a ram action when flying 5,000 meters in the air (if that was something they somehow overlooked).

追逐动作

只要目标载具在特定追逐距离内,驾驶员在他们的回合中可以进行以下列出的任一动作。所有追逐动作都是复杂动作

剧透 -   :
A driver may perform any of the following actions on their turn, as long as the target vehicle is within the Chase Range specified. All Chase Actions are Complex Actions

追击/甩开 (任意距离)

一架载具会想要缩短或增加它与其他载具的距离。一架采取这个动作的载具可以改变的追逐距离值等于它的加速值。驾驶员做一个REA+载具技能[速度或操控](机动阈值)检定。成功数每超过阈值1点都可以调高/降低一格追逐距离。如果这个动作导致追逐的车辆与该车的距离变为极长,追逐的车辆需要做一个REA+载具技能[速度或操控](机动阈值)检定尝试继续盯住那辆车。【注:机动阈值 maneuver threshold在本书的其他地方并未出现,可能指阈值自己判断】

剧透 -   :
Catch-Up/Break Away (Any Range)
A vehicle may wish to close the distance or get away on their action. The number of Range Categories a vehicle can change during this action is equal to their Acceleration. The driver makes a Reaction + Vehicle Skill [Speed or Handling] (maneuver Threshold) test. For every hit she beat the threshold by she may shift one Range Category towards or away from her opponent. If this action results in a move out of Extreme range the pursuing vehicle is allowed its own Reaction + Vehicle Skill [Speed or Handling] (maneuver Threshold) test to try and keep her in sight

截停(仅短距离)

行动载具突然摆动截停目标载具,迫使它损毁。进行REA+载具技能[操控]的对抗检定,如果行动载具得到了更多的成功数,目标载具必须立即进行载具检定避免损毁,这次检定的阈值等于行动车辆获得的净成功数。

剧透 -   :
Cut-Off (Short Range Only)
The acting vehicle makes a sudden move to cut off a target vehicle, forcing it to crash. Make an Opposed Reaction + Vehicle Skill [Handling] Test. If the acting vehicle achieves more hits, the target vehicle must make an immediate Vehicle Test to avoid crashing, with a threshold equal to the net hits on the test

撞击(仅短距离)
行动载具试图撞击目标载具。进行REA+载具技能[操控]对抗检定,如果撞击发生于速度环境,则用速度作为上限;发生于操控环境则用操控作为上限。如果撞击车辆得到更多成功数,两车相撞。被撞载具受到等于撞击载具的BOD+检定净成功数的伤害。撞击载具受到等于它的BOD/2的伤害。

剧透 -   :
Ram (Short Range Only)
The acting vehicle attempts to collide with a target vehicle. Make an Opposed (Vehicle Skill) + Reaction [Speed or Handling] Test. If the Ram is taking place in
a Speed Environment use Speed as the limit, and use Handling if the Ram is taking place in a Handling Environment. If the ramming vehicle achieves more hits, the vehicles have collided. The target of the Ram takes damage equal to the Body of the ramming vehicle plus any Net Hits achieved. The vehicle that did the Ramming takes damage equal to half its Body.

特技(任意距离)

被追赶的载具在最后一秒试图转向驶出,急转弯拐入一条狭小的小巷,如穿针般通过狭隘地区,或者其他驾驶者认为可以使追赶者震惊的疯狂车技。当被追赶的载具尝试做特技时,GM设定一个基于环境、机动难度和追逐时的地形(见表P201)的阈值。司机进行载具技能+REA[速度或操控]检定。如果追逐发生在速度环境,用速度做上限;发生在操控环境用操控做上限。如果检定失败,载具失控。失控的载具可能损毁(对它自己和上面的所有乘客造成伤害,见P201 损毁)、减速(使其他载具靠近,追逐距离接近一格)或者承受其他任何GM觉得适当的后果。

如果检定成功数等于或超出阈值,这次车技成功并且所有追赶车辆必须立刻做一个相同阈值的载具检定维持当前追逐距离。如果任何追逐车辆失败了,它的追逐距离远离一级;如果追逐车辆已经处于极长追逐距离,被追赶的载具逃脱追逐。GM决定追逐车辆在这之后能否重新赶上目标。

剧透 -   :
Stunt(Any Range)
A vehicle being chased can attempt a last-second veer onto an off-ramp, tight turn into a side street, threading the needle through a tight area, or any vehicular insanity the driver thinks might shake her pursuer. When a vehicle being pursued attempts a Stunt, the gamemaster sets the threshold for the Stunt based on the environment and difficulty of the maneuver and the terrain of the chase, (see Vehicle Test Threshold Table and Terrain Modifier Table, p. 201). The driver then rolls a Vehicle Skill + Reaction [Speed or Handling] Test. If the chase is taking place in a Speed Environment, the limit is equal to the vehicle’s Speed. If the chase is taking place in a Handling Environment the limit is equal to the vehicle’s Handling. If the test is failed, the vehicle goes out of control. An uncontrolled vehicle could crash (causing damage to it and all passengers (see Crashes, p. 201), slow down (allowing all following vehicles to gain a Chase Range Category), or suffer any other consequences the gamemaster deems appropriate.


乘客动作


当被卷入追逐战时,搭乘任何参与车辆的乘客都能做个人动作。然而,在一架正在进行难以预料的机动或正高速移动的载具上对外面的目标进行任何形式的攻击都是很困难的。如果你尝试用未安装在载具上的武器攻击任何载具外部的目标,你的所有攻击骰-2。

剧透 -   :
When involved in a Chase Combat, passengers in any of the participating vehicles may take individual actions. However, performing any sort of attack on targets outside of a vehicle while it is maneuvering unpredictably or moving at high speeds is very difficult. If you attempt to attack a target outside the vehicle while using a weapon not mounted to the vehicle, you suffer a -2 penalty to all attack rolls.

攻击敌对载具


当战斗中的载具被攻击时,驾驶员进行REA+INT作为对抗检定的防御部分。无人机投它们的驾驶+自动程序(Autosoft)[操控]。检定见Rigging and You, p. 266
while jumped in.

剧透 -   :
Attacks Against Vehicles
When a vehicle is attacked in combat, the driver rolls his Reaction + Intuition as the defense part of the Opposed Test. Drones roll their Pilot + Autosoft [Handling]. See also Rigging and You, p. 266 for tests performed while jumped in.

载具伤害

无论何时,当一架载具被击中,它如常投BOD+护甲来抵抗伤害。如果攻击的修正后的DV低于载具修正过的护甲,不造成伤害。注意,由于许多车辆都有较大的BOD骰池,GM可以使用取定值规则(4个骰子=1个成功)。例如你的普通坦克会自动在检定中得到4个成功,所以除非坦克需要多于四个的成功数,否则进行检定并没有意义。

剧透 -   :
Vehicle Damage
Whenever a vehicle is hit by an attack, it resists damage as normal, rolling Body + Armor. If the attack’s modified DV is less than the vehicle’s modified Armor, no damage is applied. Note that since many vehicles have large Body dice pools, gamemasters are encouraged to use the trade-in-dice-for-hits rule (4 dice equals 1 hit) to simplify tests. Your average tank, for example, will automatically get 4 hits on a Body Test through that trade in, so there is no point in rolling unless the tank needs more than 4 hits.

驾驶回避(防御)

受到攻击的载具可以用一个自由动作进行驾驶回避——载具的全防御(见P191)。这意味着载具的驾驶员减少10点主动性并把他的INT加入防御骰池来躲避攻击。驾驶回避不能被用于躲避撞击。

剧透 -   :
Evasive Driving (Defense)
Vehicles that are under attack can use a Free Action and undertake evasive driving—the vehicle equivalent of Full Defense (p. 191). This means the driver of the vehicle reduces their Initiative Score by 10 and can add a number of dice equal to their Intuition to the defense dice pool to dodge attacks. Evasive driving cannot be used against ramming attacks.

载具要害攻击

对载具要害攻击遵循与一般要害攻击相同的规则,见P195。然而,如果要害攻击成功,攻击者还有另一个选择。攻击者选择并破坏载具的任意一个特定部件:窗户、传感器、轮胎等。GM以伤害值决定这次要害攻击产生的具体效果。大多数情况下,该部件将简单地被破坏。每个漏气轮胎都会使载具的载具检定得到-2DP修正。注意攻击者是对载具进行要害攻击而非对乘客。(见下面的伤害与乘客的规则)

剧透 -   :
Called Shot on Vehicles
Called shots against vehicles follow the same rules as for Called Shots, p. 195. Another option, however, is available to the attacker if the called shot succeeds. The attacker can choose to target and destroy any specific component of the vehicle: window, sensor, tire, etc. The gamemaster determines the exact effect of this called shot based on the DV inflicted. In most cases, the component will simply be destroyed. Shot-out tires inflict a –2 dice pool modifier per flat tire to Vehicle Tests. Note that the attacker is calling a shot at the vehicle and not a passenger (see Damage and Passengers below for rules on targeting passengers).

伤害与乘客

攻击必须指定目标为乘客(此时载具不受影响)或载具(乘客不受影响)之一。撞击、全自动扫射和诸如榴弹与火箭弹一类的区域打击例外——这些攻击同时影响乘客和载具。

如果攻击是针对乘客的,如常进行攻击检定,但乘客总被视为有良好掩蔽(在移动载具中额外+3,另外,视情况确定盲射修正是否生效)。由于移动范围被限制在载具内部,在载具内试图防御攻击的乘客在防御检定中-2DP。此外,乘客得到来自载具底盘的保护,把载具的护甲加到乘客个人的护甲上。

在撞击、火力压制、发射霰弹的霰弹枪和范围打击时,乘客和载具相同地抵抗伤害。

剧透 -   :
Damage and Passengers
Attacks must specifically target either the passengers (in which case, the vehicle is unaffected) or the vehicle itself (in which case, the passengers are not affected). The exceptions to this rule are ramming, full-automatic bursts and area-effect weapon attacks like grenades and rockets—these attacks affect both passengers and vehicles.
If an attack is made against passengers, make a normal Attack Test, but the passengers are always considered
to be under Good Cover (this is in addition to the +3 modifier for being inside a moving vehicle; additionally, the Blind Fire modifier may apply to the attacker as the situation dictates). Passengers attempting to defend against an attack inside a vehicle suffer a –2 dice pool modifier to their Defense Test, since their movements are limited to the interior of the vehicle. Additionally, the passengers gain protection from the vehicle’s chassis, adding the Armor of the vehicle to any personal armor the characters are wearing.
In the case of ramming, suppressive fire, shot-firing shotguns, and area-effect attacks, both passengers and vehicles resist the damage equally.
« 上次编辑: 2017-08-03, 周四 19:31:50 由 g339687824 »
社畜是一种怎样的境界?
剧透 -   :
20:11:34 <DM|博丽巫女> (我觉得吧
20:11:43 <DM|博丽巫女> (我要去找一些过场台词了。。。
20:11:49 <DM|博丽巫女> (翻来复去好像我只会那几个
20:12:01 <都筑夏海> (我能理解 不用在意
20:12:23 <都筑夏海> (毕竟我的行动很制式化
20:12:37 <都筑夏海> (就像上班族一样.......对,就是上班族!!!

21:22:58 <都筑夏海> (大漠通常早上几点起床
21:23:47 <DM|博丽巫女> (将近十一点
21:24:00 <都筑夏海> (早上11点?
21:24:05 <都筑夏海> (你睡几小时唉
21:24:06 <DM|博丽巫女> (中午了已经
21:24:14 <DM|博丽巫女> (你要知道我周末一般0点睡
21:24:20 <都筑夏海> (难怪假日你都睡不着
21:24:34 <都筑夏海> (跟你说 我平日0~1点睡 6点起床

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Re: 【暗影狂奔第五版核心规则书翻译】载具P198~
« 回帖 #1 于: 2015-07-31, 周五 07:49:52 »
 :em012于是我来科普一下,ECM就是Electronic Counter Measures,ECCM则是Electronic Counter-Counter Measures
分别是电子干扰和电子反干扰,军宅常识,百度可得(大概)
PS:你有队友的,朋友!
« 上次编辑: 2015-07-31, 周五 08:20:33 由 烤麸 »
Hello world!

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Re: 【暗影狂奔第五版核心规则书翻译】载具P198~
« 回帖 #2 于: 2015-07-31, 周五 08:12:02 »
损毁

在暗影狂奔的战斗中,损毁应该是罕见而且特别酷的。它一般是在白热化的时刻,PC害怕自己的角色撑不过下一秒,或者the sudden elation of seeing a long-shot dodge
pay off, sending the bad guys spinning into oblivion.

剧透 -   :
Crashes should be a rare and beautiful thing in Shadowrun combat. They could be white-knuckle moments when a player fears his character won’t survive the next few seconds, or the sudden elation of seeing a long-shot dodge pay off, sending the bad guys spinning into oblivion.

后半句的意思是兴高采烈地看着自己的长线计划成功实施,送坏仔湮灭领域找莫拉玩见上帝。简而言之就是长期谋划后把对面的载具和上面的乘客炸上天 :em013
顺便一提beautiful我感觉在这里翻译为“壮丽”或是“绚烂”
PS:爆炸就是艺术
« 上次编辑: 2015-07-31, 周五 08:17:51 由 烤麸 »
Hello world!

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Re: 【暗影狂奔第五版核心规则书翻译】载具P198~205
« 回帖 #3 于: 2015-08-04, 周二 06:19:05 »
long shot不是长线计划,是成功率很低的意思。
以下引自全能的羊姐姐:
挑出最优解不是容易的事。很多四版战斗时间就是花在等待或讨论最优解之上的... 战:"我应该把他打倒地还是推开他?" 贼:"别推别推我要夹击" 牧:"可是不推的话他一快步我们就全体吃光环" 贼:"那么你别动,我用换位打?" 法:"我也可以拉人." 战:"不可以那是墙角你不能钭拉" 法:"如果我这样走的话好像可以拉了但牧师要让路" 牧:"我走开就罩不住贼?" 然后,过了十多分钟,大家谈好了,战士投骰,打失... "是时候重新想了."

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Re: 【暗影狂奔第五版核心规则书翻译】载具P198~205
« 回帖 #4 于: 2015-08-29, 周六 03:34:50 »
long shot不是长线计划,是成功率很低的意思。
:em003感谢jim老爷指正,这里是我脑补了
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Re: 【暗影狂奔第五版核心规则书翻译】载具P198~205
« 回帖 #5 于: 2015-08-30, 周日 06:33:51 »
烤麸老爷太客气了。另外希望借助烤麸老爷的权柄把翻译贴里的校对清理一下,删掉或者拆分都行,可以方便后来人阅读
以下引自全能的羊姐姐:
挑出最优解不是容易的事。很多四版战斗时间就是花在等待或讨论最优解之上的... 战:"我应该把他打倒地还是推开他?" 贼:"别推别推我要夹击" 牧:"可是不推的话他一快步我们就全体吃光环" 贼:"那么你别动,我用换位打?" 法:"我也可以拉人." 战:"不可以那是墙角你不能钭拉" 法:"如果我这样走的话好像可以拉了但牧师要让路" 牧:"我走开就罩不住贼?" 然后,过了十多分钟,大家谈好了,战士投骰,打失... "是时候重新想了."

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Re: 【暗影狂奔第五版核心规则书翻译】载具P198~205
« 回帖 #6 于: 2015-08-31, 周一 05:14:24 »
没有问题,不过我对论坛的文字处理功能不太熟,需要找人请教 :em006
Hello world!

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Re: 【暗影狂奔第五版核心规则书翻译】载具P198~205
« 回帖 #7 于: 2015-08-31, 周一 06:09:15 »
那就不管我的事了 :em006
以下引自全能的羊姐姐:
挑出最优解不是容易的事。很多四版战斗时间就是花在等待或讨论最优解之上的... 战:"我应该把他打倒地还是推开他?" 贼:"别推别推我要夹击" 牧:"可是不推的话他一快步我们就全体吃光环" 贼:"那么你别动,我用换位打?" 法:"我也可以拉人." 战:"不可以那是墙角你不能钭拉" 法:"如果我这样走的话好像可以拉了但牧师要让路" 牧:"我走开就罩不住贼?" 然后,过了十多分钟,大家谈好了,战士投骰,打失... "是时候重新想了."

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Re: 【暗影狂奔第五版核心规则书翻译】载具P198~205
« 回帖 #8 于: 2016-11-04, 周五 12:50:41 »
机体翻译成结构会不会好一点?“机体15”啥的听起来怪怪的 :em006

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Re: 【暗影狂奔第五版核心规则书翻译】载具P198~205
« 回帖 #9 于: 2017-08-03, 周四 20:49:34 »
润色。。。。完毕
* g339687824 趴
接下来是技能。。。。至于那篇短文。。呃。。我们大家权当没看见过?
社畜是一种怎样的境界?
剧透 -   :
20:11:34 <DM|博丽巫女> (我觉得吧
20:11:43 <DM|博丽巫女> (我要去找一些过场台词了。。。
20:11:49 <DM|博丽巫女> (翻来复去好像我只会那几个
20:12:01 <都筑夏海> (我能理解 不用在意
20:12:23 <都筑夏海> (毕竟我的行动很制式化
20:12:37 <都筑夏海> (就像上班族一样.......对,就是上班族!!!

21:22:58 <都筑夏海> (大漠通常早上几点起床
21:23:47 <DM|博丽巫女> (将近十一点
21:24:00 <都筑夏海> (早上11点?
21:24:05 <都筑夏海> (你睡几小时唉
21:24:06 <DM|博丽巫女> (中午了已经
21:24:14 <DM|博丽巫女> (你要知道我周末一般0点睡
21:24:20 <都筑夏海> (难怪假日你都睡不着
21:24:34 <都筑夏海> (跟你说 我平日0~1点睡 6点起床