译文资料区 > Shadowrun 6E
【FS】小组战术与战术动作 Small Unit Tactics And Combat Maneuvers，p. 86-89
剧透 - : If combat principles cover the overall picture, then Small Unit Tactics (SUT) are the details and actions that make those principles happen. SUT are specific types of actions or combat maneuvers undertaken by a team working in conjunction to gain a tactical advantage during combat. While some of these maneuvers are geared more toward offense or defense, others can be adjusted on the fly depending on the situation.
--- 引用 ---使用小组战术using small unit tactics
剧透 - : In SR6, Small Unit Tactics (SUT) is a knowledge skill that covers the use, knowledge, and utilization of combat maneuvers. During combat, it can be used to perform a specific combat maneuver to gain specific benefits. 为了执行/尝试一个SUT动作，至少一个对应需要具备SUT知识技能以及影响主动技能（以执行战术动作以及指导别人执行动作）。领导力或教导专精带来的奖励可以用在战术动作检定中。战斗中，SUT战术动作被视为一个主要动作，但也可以在投掷主动性检定前进行“准备”。侦察+直觉（阈值由GM决定）检定可以被用于辨识出是哪种战术动作被使用了。
剧透 - : In order to enact/attempt an SUT maneuver, at least one team member must have the SUT knowledge skill as well as the Influence active skill (to perform a maneuver or instruct others how to perform it). Bonuses gained from the Leadership or Instruction specialties can be used in combat maneuver tests. During combat, SUT maneuvers are considered major actions, but can also be “prepped” before initiative is rolled. A Perception + Intuition (threshold determined by the GM) test can be used to identify a maneuver being attempted. 以执行战术动作：
2. 在他们的回合内（On their initiative），队长将会进行检定，影响+逻辑，以满足或超过战术动作的阈值。参与到战术动作中的队员必须保留一个主要动作以让他们能在队长回合内一起使用。有相应技能的队员可以将小队战术动作检定视为协作检定如常进行（p. 36, SR6）。如果执行小组战术动作的队友都有小组战术知识技能，那么战术动作只需要花次要动作进行。
剧透 - : To enact a combat maneuver:
1. Designate a Leader. This team member will direct or command others on how to perform the maneuver.
2. On their initiative, the Leader will perform an Influence + Logic test to meet or exceed the maneuver’s threshold. Those participating in the maneuver must hold on to a Major Action to use during the Leader’s initiative. Team members with the prerequisite skills can treat a SUT maneuver test as a Teamwork test per normal rules (p. 36, SR6). If all team members participating in an SUT maneuver have the Small Unit Tactics knowledge skill, combat maneuvers are treated as minor actions.
3. Tally all hits from the combat maneuver test to see if it is successful. If the team beats the threshold by two, they gain a point of situational Edge in addition to the listed bonus (the Leader decides which team member can use the point of Edge).
4. Enact the maneuver, apply bonuses, and make any additional skill tests. Note: A combat maneuver is performed on the lowest initiative score of the participants. （译注：根据枪兵在一次博客的说法，战前只要宣告就能获得小队战术的奖励，只有战斗内要改小队战术才很麻烦）
--- 引用结尾 ---
掩护跃进 Bounding Overwatch
剧透 - : Threshold: 2 (with cover) or 3 (without cover)
Bounding Overwatch is used when a team must move across a battlefield, taking advantage of cover. One team member engages a target(s) with a ranged weapon—preferably a full-auto capable firearm—allowing the rest of the team to advance. Once all team members have moved, a secondary shooter provides the primary covering fire. This maneuver can be performed with or without cover.
(Notes/Benefits: –3 to enemy AR.)
剧透 - : This is used when withdrawing from a combat zone or moving to find better cover. The participants form a sloped or diagonal battle line, allowing each team member a clear field of fire. The team member closest to the enemy then withdraws down the line, while under supportive fire from the rest of the team, moving to a position beyond the end of the battle line. The process repeats until all team members have moved or cleared a combat zone. To perform this maneuver, each participant must have a ranged weapon.
徐进弹幕 Creeping Barrage
剧透 - : A popular tactic used by combat teams with heavy fire support, the Creeping Barrage has two components: the advancing team members and a fire-support element (rocket, grenade, or mortar). The fire-support elements deploy their ordnance safely ahead and along the path of the advancing team to clear enemies, traps, or obstacles. The maneuver is then repeated as the fire support “creeps” their ordnance forward. Coordinating the fire support and team members during this maneuver can be tricky; mistakes (glitches) often result in friendly fire incidents.
(Notes/Benefits: To perform, fire-support elements must be able to engage the target. After a successful attack roll by the fire-support elements, the advancing team gains a +3 to AR while opposition suffers –3 to DR.)
The Crossfire maneuver is meant to position friendly forces in such a way that the enemy takes fire from at least two different directions. Before the maneuver is enacted, the team leader must first determine where best to position their people. Best utilized as an ambush, the Crossfire maneuver can also be used during combat.
(Notes/Benefits: Before SUT maneuver test is made, the team leader makes a Perception + Intuition (2) test to determine participant placement. If maneuver succeeds, attackers gain a +2 to AR and defenders have a –3 penalty to DR.)
The diamond formation is typically employed by four participants and is designed to provide a team a 360-degree field of observation while moving. This increases the chances of perceiving and responding to an enemy threat. Traditionally the team leader is in the front of the formation with two members flanking behind and to the left or right, with the final member in the back. When responding to threats or changing direction, the new front is based on which direction the formation travels or engages. Additional members can be added as needed or take up position in the center.
(Notes/Benefits: Lowers the threshold on all Perception Tests vs. an ambush by 2. If enacted before combat begins, add +2 to all participating team members’ initiative scores.)
剧透 - : The Dog Pile is a coordinated hand-to-hand/ close combat swarm attack. Attackers focus their attack on a single target and attack simultaneously, targeting limbs or the body to disable or subdue the target. Once the target is subdued, the attack can cease … but most often don’t.
(Notes/Benefits: At least two attackers are necessary for this maneuver, but no SUT test is needed. Attackers simply hold their actions and attack simultaneously using a standard teamwork test. For every two hits, the attackers gain +1 to DV for subdual.)
剧透 - : Developed by law-enforcement teams to deal with hostage situations and barricaded subjects, the tactic was adopted by military units as urban warfare became more prevalent. The concept for this maneuver is for an entry team to overwhelm a target before they can react or impede their response. To perform this maneuver, a team lines or “stacks” up outside the entrance of the target area. One team member then quickly opens (or if necessary breaches) the door by blasting the locks or door hinges with either high-powered (typically shotgun) rounds or placed explosive charges, or they employ an entry device. The stacked participants then rush in and peel to the left or right (each member alternating) to scan the target area and quickly bring weapons to bear on hostiles, with the door breacher following in last.
One popular variation is to employ thrown explosives, most commonly flash-bang grenades, after the door is breached and before the team makes entry.
(Notes/Benefits: To perform this maneuver, there must be at least two to three participants: one to breach, one to make initial entry, and if explosives are being used, one to employ. If successful, participants gain +2 to their AR in addition to any benefits from the explosive device. If an entry team can employ this maneuver as an ambush, the bonus to their AR increases to +3.)
剧透 - : Similar to Crossfire, the Flank maneuver is used during combat. To flank an opponent requires at least two combat elements. One is a covering element that engages the enemy while the other flanking element maneuvers around the enemy’s position to get on their sides or behind them. The flanking element can use stealth to cover their maneuvering or do it in the open. Once the maneuver is accomplished, the flankers add their weapons’ fire or other attacks to the covering element.
(Notes/Benefits: If the maneuver is successful, participants receive a +2 to their AR while the flanked target is at –2 to their DR. If the flanking elements approach undetected, increase the AR bonus to +3.)
剧透 - : Inspired by the phalanxes of old, the shield walk is used when cover isn’t available and a combat team needs to maneuver while under fire. Maneuver basics are simple: One team member carries a large ballistic shield, while another participant follows behind to gain the shield’s advantages and return fire as they move in unison. The more shields in play, the more participants can benefit. This maneuver can also be used while moving behind an armored vehicle or heavy drone in place of a portable shield.
(Notes/Benefits: A portable ballistic shield can be used to protect one additional team member. A large combat drone or small vehicle can protect two or three team members depending on their size. A large armored vehicle can protect three or four team members depending on size (gamemaster discretion prevails in these situations). Protected team members gain the DR benefits provided by shields, or in the case of drones and vehicles, half the Body rating rounded up.)
切蛋糕slicing The Pie
剧透 - : This defensive maneuver is used by a single operator in conjunction with cover and/or concealment. The operator stands back from and uses the corner of the cover/concealment in order to obscure their profile while slowly moving laterally, exposing just enough of their body gain a sight profile on the target. Slicing the Pie is best used in an urban or indoor environment and with the element of surprise or as an ambush.
(Notes/Benefits: For every two hits on the SUT test, add +1 to operator’s DR.)
剧透 - : Suppressive fire is a maneuver that can be performed by a single or multiple shooters. The idea is to use a full-auto-capable weapon to spray fire in an arc, targeting an area rather than a specific individual or object in order to catch as many combatants as possible.
(Notes/Benefits: To perform this maneuver, the attackers must have full-auto-capable firearms and sufficient ammunition. When making the SUT test, the number of total hits determines how many targets the attackers can hit with an attack roll. Each target reduces their DR by the base Damage Value of the weapon, and reduces their AR by half that, rounded up.)