除了乘客动作之外,每个载具动作都需要一个“载具技能+反应【操控性】(X)”的检定。X是指基于地形加上其他调整(例如速度和特技)的阈值。每个载具动作都描述了其阈值以及需要添加的调整值。与平时一样,中控器等级可以降低这个阈值(p. 199, SR5)。许多动作有一个便于完美执行的最佳速度。在任意战斗轮内,驾驶者可以将他们的速度提高等同于其加速属性的值(或者降低1)以便于达到执行载具动作所需的速度。如果一个载具动作存在最佳速度,那么载具当前速度与该动作理想速度之差的绝对值将作为速度调整值加入到阈值中。
载具检定调整值(p. 201, SR5)仍然适用于所有载具动作。除非另有说明,这里所有动作都是复杂动作。
With the exception of passenger actions, each vehicle action requires a Vehicle Skill + Reaction [Handling] (X) Threshold test. The X in the threshold is based on the terrain plus other modifiers, such as Speed and stunts. Each vehicle action describes the threshold, along with the modifiers added. As always, the VCR rating reduces this threshold (p. 199, SR5). Many actions have an optimum Speed in order to be per-formed perfectly. Pilots can increase their Speed by an amount up to their Acceleration value (or decrease it by one) in any Combat Turn in order to meet the required Speed to perform the vehicle action. If there is an optimum Speed for the vehicle action, then a Speed modifier value equal to the absolute value difference between the vehicle’s current Speed and the action’s ideal Speed is added to the threshold of the action.
Vehicle test modifiers (p. 201, SR5) still apply to all vehicle actions. Unless stated otherwise, actions here are Complex Actions
常规动作GENERAL ACTIONS改变已链接装置的模式CHANGE LINKED DEVICE MODE〈改变已链接装置的模式〉是个自由动作(P. 202, SR5)
(P. 202, SR5)
Change Linked Device is a Free Action
变速(任何速度)CHANGE SPEED(ANY SPEED)变速是个简单动作,允许驾驶者对其速度进行调整。在一轮内可以提高的最大速度增量为加速属性,但这个动作每轮只能使速度降低1。
Change Speed is a Simple Action, allowing the pilot to adjust their Speed value. Speed can be increased by increments up to the Acceleration value in a Combat Turn, but braking or deceleration with this action can only reduce Speed by 1 per Combat Turn.
非法拐弯(任何距离,任何速度)BOOTLEG TURN(ANY RANGE, ANY SPEED)当你的目标开进了反方向而你需要追上他,进行一个载具技能+反应【操控性】(地形+速度)的检定,阈值中的速度指的是目标速度。若有净成功则使动作载具来到目标载具后方的追逐位置。只有一个净成功时追逐方位于目标后方[极远]等级的距离,每个额外的净成功缩短一级距离等级,最多缩短到[紧靠]等级(更多的净成功无效)
When you find your target vehicle going in the opposite direction and you need to chase it down, the driver makes a Vehicle Skill + Reaction [Handling] (Terrain + Speed) Test. The Speed portion of the threshold is the Speed value of the target vehicle. Net hits put the acting vehicle in a chase position behind the target vehicle. With one net hit, the chasing vehicle is behind the target vehicle at Extreme range; each additional net hit moves the chasing vehicle one category closer, up to Close range (net hits beyond that have no effect).
追击/甩开(任何距离,任何速度)CATCH UP/BREAK AWAY(ANY RANGE, ANY SPEED)载具会想缩短与其他载具的距离,或者远远甩开。无论如何,驾驶者进行一个对抗检定,载具技能+反应【操控性】(*),阈值为地形+行动载具与目标载具当前速度之差(如果行动载具当前速度大于目标载具,则阈值仅为地形)。每个超过阈值的净成功都可以拉近或甩开一级的追逐距离,最多为{载具加速属性}级。如果行动载具是追逐者,净成功能让它凑到目标身后,甚至在有足够净成功的情况下跑到目标前头。如果这个动作导致行动载具与目标的距离等级超过[极远],每个追逐载具都可以进行一个最后的载具技能+反应【操控性】(地形+当前速度差)检定,每个净成功缩短与被追逐载具间的距离等级一级。如果行动载具仍然有足够的成功来使彼此间的距离等级超过[极远],就意味着她成功跑路并结束追逐。
如果是空中载具在追行动载具,就存在比[极远]更远的距离等级,即[测位]。行动载具如果甩开超过[测位]等级的距离,那么空中载具将丢失对它的视线。
A vehicle may wish to close the distance between the mand another vehicle, or increase it. Either way, the driver makes an opposed Vehicle Skill + Reaction [Handling] (*) Test. Threshold is terrain + the current Speed difference between acting vehicle and target. If the acting vehicle has the current fastest speed of all vehicles, then the threshold is just terrain. Every hit above the threshold allows the vehicle to shift one range category toward or away from her opponent, up to the vehicle’s Acceleration value. If the acting vehicle is the chaser, net hits can shift the acting vehicle to right behind the pursued vehicle, or even in front of the chased vehicle if they get enough hits. If this action results in the acting vehicle moving the range value beyond Extreme range, the pursuing vehicle(s) are each allowed a final Vehicle Skill + Reaction [Handling] (terrain + current Speed difference) Test. Each net hit reduces the chased vehicle’s range shift by 1. If the acting car still has enough successes to put them beyond Extreme range, then she has gotten away and the pursuit ends.
If an aircraft is chasing the acting vehicle, then there is the Spotter range that’s farther out than Extreme. If the acting vehicle shifts the range further than that, then even the aircraft has lost sight of the acting vehicle.
控制载具CONTROL VEHICLE这是个保持载具在战斗轮中处于控制下的复杂动作。这个动作只在载具战斗中才需要执行,并非日常操作。(P. 203, SR5)
(P. 203, SR5)
This is a Complex Action that keeps the vehicle under control for the Combat Turn. It’s only needed during vehicle combat, not daily operation.
疯狂伊万(任何距离,任何速度)CRAZY IVAN(ANY RANGE, ANY SPEED)疯狂伊万是种航海术语,指潜艇检查是否有人在跟踪它们。此处,这个动作是用于检查是否有载具/无人机在跟踪他们。行动载具通过一系列意想不到的转弯(被称作“疯狂伊万”)来确认是否有载具做出反应。被追逐的载具进行一个载具技能+反应【操控性】(地形)的检定,每个净成功令用于寻找尾行载具的侦察或传感器检定阈值-1。
Crazy Ivan is the nautical term for subs to check if someone is following them. In this, the action is to check if a vehicle/drone is following them. The acting vehicle makes a few unexpected turns (called Crazy Ivans) to see if any vehicles react. The vehicle being chased makes a Vehicle Skill + Reaction [Handling] (terrain) Test. Each net hit reduces the Sensor or Perception Test threshold in finding pursuing vehicles.
截停(近距限定)CUT OFF(SHORT RANGE ONLY)采取该行动的载具会猛得一摆截停后方的目标载具并迫使它撞车。进行载具技能+反应【操控性】(地形)对抗检定。如果行动载具获得了更多的成功,目标载具必须立即进行载具检定避免[撞车],这次检定的阈值等于行动载具获得的净成功数+地形。
(译注:这个和核心chm里的差不多)
The acting vehicle makes a sudden move to cut off a target vehicle that is behind it, forcing it to crash. Make a Vehicle Skill + Reaction [Handling] (terrain) Opposed 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 terrain + net hits on the test.
谨慎追击(任何距离,任何速度)DISCREET PURSUIT (ANY RANGE, ANY SPEED)有时你只是想跟踪一辆载具,看看它去了哪里而不被发现;其他时候你则想慢慢地悄悄接近目标。然而,你离得越近,跟踪另一辆车的风险就越大。行动载具进行一个载具技能+反应【操控性】(地形+距离)检定(距离:紧靠5,近距3,中距2,远距1,极远0)。检定的净成功提高发现行动载具的阈值,最多提高1+当前的地形调整。如果地形等级为0,最大加值为1。
Sometimes you just want to follow a vehicle to see where it goes without being detected; other times you want to slowly sneak up on the target. The clos-er you are, however, the riskier it is to follow another vehicle. The acting vehicle makes a Vehicle Skill + Reaction [Handling] (Terrain + Range) Test. Range values are (Close 5, Short 3, Medium 2, Long 1, Extreme 0). Net hits from this test increase the threshold value for detecting the acting vehicle, up to 1 + the current terrain modifier. If the terrain rating is 0, the maximum increase is 1
飞车而过/侧舷炮击(中距或近距,最佳速度2)DRIVEBY/BROADSIDE (MEDIUM OR SHORT RANGE, OPTIMUM SPEED 2)这一动作使行动载具上的乘客在高速驶过目标载具时获得一个稳定、清晰的射界。当乘客向多个目标射击时(使用点射或全自动射击),驾驶者进行一个载具技能+反应【操控性】(地形+速度)检定。净成功以协作检定的形式加入到乘客的骰池中(p. 49, SR5)。如果乘客不止一个,驾驶者可以根据乘客的射击水平分配这些净成功,使加骰最多达到他们的技能等级。
This action gives passengers in the acting vehicle a steady, clear field of fire as it speeds past the target vehicle. When passengers are shooting at multiple targets (using burst fire or full auto), the driver makes a Vehicle Skill + Reaction [Handling] (Terrain + Speed) Test. Net hits add to the passenger’s dice pool according to the rules for Teamwork Tests (p. 49, SR5). If there are multiple passengers, the pilot can divide the net hits among the passengers shooting, up to their skill in dice
用载具武器开火FIRE A VEHICLE WEAPON驾驶者或乘客可以用载具挂载武器开火。(P. 203, SR5)
(P. 203, SR5)
A driver or passenger may fire a vehicle-mounted weapon.
宝贝撑住(机师限定,任何距离,任何速度)HOLD IT TOGETHER BABY (RIGGER ONLY, ANY RANGE, ANY SPEED)当载具的CM被彻底填满,它就不能再继续行驶了。如果机师此时已经跳入到载具中,她可以花一点极限以及每战斗轮一个动作去继续操作载具。每个战斗轮都必须进行这个动作,否则车辆就会变成一块强而有力的砖头。这并不能移除执行动作时的骰池减值。
When the condition monitor of a vehicle is completely filled, it cannot be driven any further. While the rigger is jumped into a vehicle, she may spend a point of Edge with an action in a Combat Turn to continue operating the vehicle. This must be done every Combat Turn—otherwise the vehicle becomes a brick with momentum. This doesn’t remove the dice pool penalties when performing an action.
细大不逾(任何距离,任何速度)LIKE A GLOVE (ANY RANGE, ANY SPEED)通常情况下,地形调整值的变化取决于故事和载具的行驶方式,但通过这个载具动作,角色掌控了这种变化——基本上掌控了,驾驶者/自驾在对别人来说具有挑战性的路径上移动,使他们更难进入同一区域。角色必须决定他们想要哪个等级作为他们的新调整值,然后进行一个载具技能+反应【操控性】(地形)检定,地形调整值为他们选择的新值。新地形的调整值必须比当前地形更高。如果行动载具失败,它将根据自己的速度+选定的地形调整值承受撞击伤害,在抵抗伤害后,载具继续使用原本的地形调整值。如果检定成功,任何对手载具必须用新的调整值进行一次载具检定。如果它们失败了,则行动载具和对方载具间的距离提高2级并使对方载具进行的任何〈追击/甩开〉载具动作受到-2骰池减值,直到地形调整再次改变。这个新调整值持续到当前战斗轮结束。
Normally the change of terrain modifiers is dependent on the story and how the vehicle is traveling, but with this vehicle action, the character takes charge of the change—basically, the driver/pilot moves in a path that others find challenging, making it more difficult for them to be in the same area. Characters must decide which category they want to be their new modifier, and then make a Vehicle Skill + Reaction [Handling] (terrain) Test, with the terrain modifier being the new value chosen. The new terrain must have a higher modifier than the existing terrain. If the acting vehicle fails, it takes ramming damage based on acting vehicle’s Speed + the selected terrain modifier. After resisting damage, the vehicle continues with the old terrain modifiers. If successful, any opposing vehicles must make a Vehicle Test with the new modifier. If they fail, increase the distance between the acting vehicle and opposing vehicles by 2 and sub-tract 2 dice in any Catch Up/Break Away vehicle action made by opposing vehicles until the terrain modifier changes. This new modifier lasts until the end of combat
结束狂奔END RUN
载具追击的路径是有限制的。如果行动和追赶的载具在大小或类型上存在差异,那么GM可能会将行动载具进行〈细大不逾〉载具动作的阈值提高2。如果行动载具成功了,那么追击就结束了,因为行动载具所走的路线是追击者无法效仿的。这可能是一艘水上载具在被常规船只追赶时潜入水中,也可能是一架微型无人机掉进下水道,甚至可能是一辆汽车在火车到达前横穿铁轨。
There is a limit to the paths of vehicle pursuit. If there is difference in size or type of acting and pursuing vehicles, the gamemaster may increase the threshold for the Like a Glove action by 2 for the acting vehicle. If the acting vehicle succeeds, then the pursuit ends as the path the acting vehicle took is impossible for the pursuer to follow. This may be a watercraft submerging when pursued by regular ships, a microdrone down the drain, or even a car crossing the tracks before a train arrives
搭车客(紧靠,最佳速度2)PICKUP (CLOSE RANGE, OPTIMUM SPEED 2)这是一种棘手的载具动作,驾驶者将自己的车辆溜向目标,并在不停车的情况下接住他。载具必须有一个足够宽的车辆入口来接收目标,通常是一个打开的车门。如果成功,目标被视作位于载具内,并获得通常的好处(见伤害与乘客,p. 205, SR5)。失败就意味着……额,看看撞车规则吧(p. 204, SR5)。一个非自愿的目标可以通过体操对抗检定来避免被这个载具动作逮着。目标需要获得比驾驶者更多的净成功并达到与载具速度相等的阈值,否则——啪!
(译注:没说自愿情况下检定方式,非自愿情况也有不少问题……具体怎么判请咨询你的GM)
This is a tricky vehicle action where the pilot slides his vehicle toward a target and picks him up without stop-ping. The vehicle must have a vehicle entrance wide enough to pick up the target, most often an open door. If successful, the target is considered inside the vehicle and given the usual benefits (see Damage and Passengers, p. 205, SR5). Failure means ... well, see ramming rules (p. 204, SR5). An unwilling target may avoid ex-traction by this vehicle action by an Opposed Gymnastics Test. The target must get more net hits than the pilot and meet a threshold equal to the speed of the vehicle, otherwise—splat
PIT(近距限定,任何速度)PIT(SHORT RANGE ONLY, ANY SPEED)〈PIT〉载具动作(精准截停术,precision immobilization technique)指当一辆行动载具试图迫使其前方载具撞车时进行的动作。进行一个载具技能+反应【操控性】(地形)对抗检定,如果行动载具获得更多成功,目标载具的操控性降低等同于净成功的数值。如果目标载具的操控性降低至0,它就被行动载具定住了。行动载具同样要停下并花费一个复杂动作来维持对目标载具的压制。如果行动载具失败了,其速度降低等同于成功的差值。
A PIT vehicle action (precision immobilization technique) is done when an acting vehicle attempts to force a vehicle in front of it to crash. Make a Reaction + Vehicle Skill [Handling] (terrain) Opposed Test. If the acting vehicle achieves more hits, the target vehicle’s handling is reduced by the number of net hits. If the target vehicle’s handling is reduced to 0, it has become pinned by the acting vehicle. The acting vehicle may also stop and spend a Complex Action to keep the target vehicle pinned. If the acting vehicle fails, reduce its current speed by the deficit in hits.
撞击(近距限定,任何速度)RAM(SHORT RANGE ONLY, ANY SPEED)采取该行动的载具试图撞击目标载具。进行对抗检定,双方的骰池为载具技能+反应【操控性】(地形)。如果行动载具取得了更多成功,那么载具就相撞了。攻击的DV为基础DV+净成功;基础DV取决于载具的相对速度和机体,详见〖撞击伤害表〗。
如果对着后面撞击,那么相对速度为行动载具与目标载具的速度之差;
如果对着侧面撞击,那么相对速度为行动载具的当前速度;
如果对着正面相撞,那么相对速度为行动载具与目标载具的速度之和。
行动载具只需抵抗一半的伤害(向上取整),除非是对着正面相撞的情况,此时行动载具要抵抗全额伤害。
(译注:和chm的基本一致我就偷懒了)
The acting vehicle attempts to collide with a target vehicle. Make a Vehicle Skill + Reaction [Handling] (terrain) Opposed Test. If the ramming vehicle achieves more hits, the vehicles have collided. The base Damage Value of the attack is determined by the ramming vehicle’s Body and Speed, as noted on the Ramming Damage Table, plus any net hits achieved. From behind, the ramming damage is calculated by Speed difference between the vehicles. From the side, use the Speed of the acting vehicle, and from the front, add the Speed of the acting and targeted vehicles. If the acting vehicle hits the target vehicle in any direction other than head on, the acting vehicle resists only half the damage (round up). If the acting vehicle hits the target head on, the acting vehicle takes full damage.
一点小改变(任何距离,任何速度)SHAKE THINGS UP A BIT (ANY RANGE, ANY SPEED)通过这个动作,驾驶者在经过时与其他车辆或物体发生擦撞,从而使碎屑混入她的尾迹中,让追赶变得更加困难。空中和水上载具可能会产生更多的尾流或伴流。驾驶者必须进行载具技能+反应【操控性】(地形)检定。如果成功,后方100米内的载具在本战斗轮剩余的时间里进行的任何载具动作地形难度上升1。这个动作每战斗轮可以使用一次。
(译注:这里说的不是地形调整值terrain modifier而是地形难度terrain difficulty,可能是类似从密集变成不可能,也就是调整值从+4变成+6这样,具体请咨询你的GM,另外R5相比核心添加两档地形调整值,变成:开阔0→轻度+1→受限+2→阻塞+3→密集+4→不可能+6)
With this action, the driver brushes against other vehicles or objects as she passes by, causing debris to fall into her wake and making pursuit more difficult. Air and sea vehicles could generate more turbulence or wake behind them. The driver must make a Vehicle Skill + Reaction [Handling] (Terrain) Test. If successful, terrain difficulty increases by 1 for the rest of the Combat Turn for any vehicle actions made by vehicles following within 100 meters. This can be done once per Combat Turn.
六点反咬(任何距离,任何速度)SWITCH THE SIX (ANY RANGE, ANY SPEED)对于大多数载具而言,武器平台是朝前的。这意味着当载具被追逐时,它无法反击。作为空战中飞行员最喜欢的一种战术,咬六点让行动载具能与其身后的目标载具交换位置。这是个载具技能+反应【操控性】对抗检定。两辆载具之间的距离每超过[紧靠]一个等级,目标就得到+1骰池调整对抗这个检定。如果行动载具成功,则移动到目标载具的后方[极远距离]等级的位置。每个净成功都会使行动载具距离目标更近一个距离等级。
For most vehicles, weapon platforms are forward-facing. This means when the vehicle is chased, it can’t fight back. A favorite tactic of pilots in aerial dogfights, Switch the Six enables the acting vehicle to trade places with a target vehicle behind him. This is a Vehicle Skill + Reaction [Handling] Opposed Test. For every range category above Close between the two vehicles, the target gets a +1 dice pool modifier to this opposed test. If successful, the acting vehicle is now behind the target vehicle at Extreme range. Each net hit puts the acting vehicle one range category closer to the target.
禅位调节(机师限定,任何距离,任何速度)ZEN CONTROL(RIGGER ONLY, ANY RANGE, ANY SPEED)每当跳入载具,血液和高辛烷值燃料就会在角色身上同时流淌。他能下意识地认知周围的环境,并用一些不自觉的动作保持载具稳定。每战斗轮一个动作,机师可以花费一点极限而非载具检定来确保载具处在控制下。这个动作仅能在机师跳入中的载具/无人机时使用。
(译注:ZEN CONTROL可能NETA的是Zero Control)
Once rigged into a vehicle, blood and high-octane fuel flows just the same for the character. He is subconsciously aware of his surroundings and involuntary functions keep the vehicle steady. A rigger may spend an Edge point in one action per Combat Turn to keep the vehicle under control instead of making a Piloting Test. This can only be done for the vehicle/drone that a rigger has jumped into.
载具检定VEHICLE TEST用于确认载具是否处在控制下的强制动作(P. 203, SR5)
(译注:forced action整本书只出现过一次,也没有在核心中出现过,具体是什么请咨询你的GM)
(P. 203, SR5)
A forced action to check if the vehicle is still under control.
使用传感器USE SENSORS这是个使用传感器的简单动作。(P. 202, SR5)
(P. 202, SR5)
This is a Simple Action to use sensors.
使用简单装置USE SIMPLE DEVICE手动启动/关闭设备的简单动作(P. 202, SR5)
(P. 202, SR5)
Simple Action to manually activate/deactivate a device.