作者 主题: 【SL】新战术动作:小组战术 p.191~193  (阅读 6574 次)

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【SL】新战术动作:小组战术 p.191~193
« 于: 2020-07-14, 周二 09:38:32 »
同步协作COORDINATED EFFORT

所需成功数:3

描述:有时一个车组、狂奔者小队或是军事战术小组的协作或是训练的经验足以让他们对彼此熟悉到能够预判彼此的动作,并且知道其他人在高压或战斗环境下会怎样应对。这种程度的熟悉可以让一个小组在需要开战、开火、开片或是屎到淋头的时候发挥出高水平的协作。要完成这个战术动作,小组只需要在执行动作之前首先计划好各自的动作,然后在一次小组战术检定中成功。实行同步协作的小组/战术单位接着必须延迟他们计划好的动作并且在同一主动性值进行这些动作。

奖励:所有远程攻击骰池获得+2奖励。此外,如果这一战术动作由一个车组执行,则驾驶员/司机的驾驶骰池也额外+2,该奖励可以与所有其他加值叠加。

剧透 -   :
Hits Required: 3

Description: Sometimes a vehicle crew, runner team, or military combat unit has worked with or trained enough with one another that they can anticipate each other’s moves and know exactly how everyone will react under a stressful and or combat situation. It’s this familiarity that allows for enhanced coordination during combat situations or when the drek hits the fan and the team needs to start putting fire down-range or when the team decides to spill some blood with melee weapons. To execute Coordinated Effort, a team simply has to plan their actions out before enacting them and then be successful on the Small-Unit Tactics test. The coordinating unit/team must still hold actions and go on the same initiative.

Benefits: +2 to all ranged attack dice pool bonuses. If used by a vehicle crew, pilots/drivers also receive a +2 dice pool bonus to their piloting tests in addition to any other bonuses.

间接火力INDIRECT FIRE

所需成功数:4/5

描述:有些时候,出于某种原因你就是没法直接瞄准目标:可能你被敌人的火力压制钉在了掩体后方,也可能你队伍里的重火力或者大炮就是没法找到一个能够直接看到敌人的位置。间接火力是指由一位小组成员为另外一位小组成员进行观测,并为重火力标记出目标位置从而使得其可以攻击甚至歼灭目标的传统战术。请注意这一战术只能由地面部队使用,而且只能用于榴弹、臼炮、火箭弹或是突击炮这类的重武器(在这种情况下它们将充当迷你炮兵)上。装载有这类武器或是其他重武器的载具也可以使用这一战术。完成该战术需要两个小组成员:观察手和射手,其中观察手必须拥有某种观测目标位置的方式和与射手之间的通讯手段。比较简单的一种方法是使用PI-TAC系统指定目标的GPS坐标:在这种情况下,观察手只需要进行一个侦查+直觉【精神】的检定。但是,如果情况不允许使用任何无线系统,观察手也可以使用地图加上光学设备的老法子。此时观察手需要成功通过一个难度由GM决定的导航+直觉【精神】的检定来决定是否能准确的标定出目标的坐标,同时,使用这种方式会使得该战术动作的成功阈值+1.

奖励:担任“射手”的成员由于盲射而获得的状况调整变为-2。

剧透 -   :
Hits required: 4/5

Description: Sometimes, it’s just not feasible for whatever reason to engage a target directly. One could be pinned down by enemy fire behind cover, or the element(s) of your team/group with the big guns or heavy ordnance can’t get a clear line of sight. Indirect Fire is the classic tactic where one combat element spots for another, designating a target or a set of geographic coordinates for heavier weapons to target and hopefully eliminate. Note that Indirect Fire is for use by ground forces only and can only be used by heavy weapons such as grenades, mortars, rockets, and assault cannons (which become mini-artillery pieces). Vehicles with such weapons or other heavy weapons can also employ this maneuver. Completing the maneuver requires two elements, the spotter and the shooter. The spotter must first have some way of viewing or observing the target and the ability to communicate the target’s location with the shooter. A simple way to spot is to use a PI-TAC system to designate the target by GPS coordinates. For this, the spotter will simply need to make a Perception + Intuition [Mental] test. However, if the situation doesn’t allow for any wireless systems, spotters can do it the old-fashioned way with a map and some good optics. In this situation, the spotter will need to succeed at a Navigation + Intuition [Mental] test with difficulty
set by the gamemaster to figure out the grid coordinates. Doing it this way increases the maneuver’s success threshold by one.

Benefits: Dice pool penalties for blind fighting by attacking elements (shooters) becomes –2

目标上色PAINT THE TARGET

所需成功数:4

描述:和间接火力类似,目标上色这一战术动作的目的在于辅助飞行器对其目标进行攻击。由于飞行器那往往有限的滞空时间和面对地对空武器的脆弱性,包括周边环境和目标识别在内的一系列要素将会在空袭中起到至关重要的作用。即使是先进到如同艺术的当代制导系统也需要地面上的观察员来帮助应对各种情况,尤其是目标的位置还未被确认的时候。在这类情况下,进行攻击的飞行器需要一支地面部队为其确认并回传目标的位置信息。这一行动可以通过包括,但不限于以下的方式进行:粘贴RFID标签,使用低能低亮度激光,或是在某些情况下真的拿油漆给目标“上色”。不论使用哪种方式,观察员都必须在未被目标发现的情况下给目标“上色”,此时GM可以要求其进行适当难度的潜行检定以完成这一过程。如果观察员能够顺利的给目标“上色”并把目标的坐标传回或标定给进行攻击的飞行器,则飞行器在检定中获得下述奖励。

奖励:飞行单位攻击被“上色”的目标时进行的所有炮术检定+2,并无视所有环境调整带来的减值。

剧透 -   :
Hits required: 4

Description: Similar to the Indirect Fire maneuver, Paint the Target is meant to assist aircraft with attacking their respective targets. When it comes to aerial strikes, factors such as environmental conditions and target identification play a crucial role, because time-on-station is limited and aircraft are vulnerable to ground-to-air weaponry. Even modern, state-of-the art guidance systems can’t handle every situation and need spotters on the ground to assist, especially when a target’s location hasn’t been confirmed. In these situations, a ground force needs to identify the target and relay that information back to the attacking aircraft. This can be done by different methods including, but not limited to: attaching RFID tags, using a low-powered low-light laser, or in some cases using literal paint. Whatever method is employed, the spotters will paint the target without being detected. Gamemasters may call for appropriate Sneaking tests to accomplish this. If the spotter can accomplish this and then relay/coordinate this information back to the attacking aircraft, then the attacking aircraft will receive the designated benefits.

Benefits: +2 dice pool bonus to all aircraft Gunnery tests when attacking designated/painted target and eliminates any environmental modifiers.

穿透火力PENETRATING FIRE

所需成功数:4

描述:这个战术动作的设计目的在于应对需要快速击倒一个重装目标的场合。当使用这一战术动作时,小组内的各个个体将瞄准目标的一个可见弱点——例如重甲的装甲接合点或是载具已经损坏的位置——同步进行要害攻击,以图击穿目标的护甲。这里所说的“弱点”并不一定要是真正的弱点,也并非只能针对已经受到伤害的目标。它可以是护甲相对较薄的一个位置,数片甲片的接合点,或者是其他某种类似的部分(由GM自由裁量)。要找到/确认(护甲)未受伤害的目标的弱点,观察者必须拥有对应的技能,如航空机械用于各类飞行器,军械技能用于各类护甲,汽车机械用于地面载具,航海机械用于各类水面/水下载具,或者也可以按照基础规则进行未受训使用(译者注:本处似乎指在这种情况下可以未受训使用上述本来不能未受训使用的技能)。首先,战术使用者需要进行一次标准的侦查+直觉【精神】检定以观察目标,随后根据目标的类型进行对应的技能检定以找出它的弱点,以确认要瞄准的位置。接着,参与这一战术动作的全体小组成员在接收到这一弱点信息后必须延迟动作至同一主动性值,并在攻击时进行一次要害攻击检定(p. 195, SR5);该检定正常应用所有远程攻击和防御调整。因为这是一次同步攻击,故只计算最高的一个净DV。

奖励:为净DV最高的攻击者的攻击追加相当于所有命中的其他战术参与者攻击AP一半(向上取整)之和的AP。例如:一个4人小组全体使用AP为-4的攻击攻击目标,其中DV最高的一个成员净DV为14P。如果他们全部命中并成功通过了战术检定,那么结算伤害时视为目标受到一次AP为-10,净DV为14P的攻击。请注意:如果目标的实际护甲被降低到0,则这一战术动作无法再产生其他额外的奖励。

剧透 -   :
Hits required: 4

Description: This is a maneuver designed for situations where a heavily armored target needs to be taken down immediately. When employing this maneuver, individuals within a unit use coordinated called-shot attacks on a target’s perceived weakness of some kind, be it a joint-section in a suit of heavy armor or an already damaged area
of a vehicle, and attempt to bypass the target’s armor. Before Penetrating Fire can be employed, someone must first identify a target’s weak point. This does not have to be a literal weakness, nor does the target have to be damaged already. It can simply be an area identified as having slightly less armor, an area where armor plates meet, or something similar but relevant to the situation (gamemaster’s discretion). To find/determine the weakness in an undamaged target, the observer must have the appropriate skill such as: Aeronautic Mechanic for aircraft, Armorer for personal armor, Automotive Mechanic for ground vehicles, and Nautical Mechanic for watercraft or default per standard rules. First, they will make a standard Perception + Intuition [Mental] test in order to observe the target, followed up with an appropriate test based on the target type to identify the weakness, thereby knowing where to target. This information is then relayed to those participating in the maneuver, and they must hold actions in order to act on the same initiative pass. Those participating must then make a Called Shot test (p. 195, SR5) during their attack roll. All normal ranged attack and defense modifiers apply. Because this is a coordinated attack, only the highest net DV is applied.

Benefits: An additional AP value equal to one half the AP (round up) of each additional participant that hits is added to the AP of the participant with the highest net DV. For example, each member of a four-person team is using a weapon with a total of –4 AP. The highest net DV is 14P with the initial –4 AP. If all hit and a successful maneuver test is made, the AP is increased to –10 AP. Note, if the target’s armor rating is decreased to zero, nothing more can be gained by the maneuver.

举盾行进SHIELD WALK

所需成功数:3

描述:也被称为“肉盾战术”或“行进方阵”。这一战术被设计用于在行进中利用那些身材较大,持有防弹(或其他类型的)盾牌,身着重甲,或是以上三者皆有的小组成员。其主要思路是让位于阵型外侧的那些小组成员在行进中利用他们的身躯,盾牌或护甲来掩护他们的队友。举盾行进本质上是“切蛋糕”战术(p. 102, R&G)的一种变体,要使用这一战术动作,小组必须在持盾者的身后排成一列以将其作为掩体利用。这一战术动作也有其限制:一个持盾者背后只能保护3位小组成员,如果要让更多小组成员收益则必须加入另一位持盾者。但,即使持盾者的数量在一个以上,每个侧面也只允许一位小组成员发动攻击。例如:第一位小组成员可以从盾牌左侧进行攻击,第二位则可以从盾牌右侧发起攻击,此时第三位(站在中间)的小组成员就不能进行攻击了,但他仍然可以获得该战术动作给予的防御加值。战术动作检定失败就只代表小组成员的站位失误或是队形由于某种原因而分散了,导致该战术动作不提供任何加值。

奖励:若检定成功,则所有位于持盾者背后的小组成员可以将盾牌的护甲等级加到他们自己的护甲等级上。所有小组成员还可以获得和他们在执行这个战术动作时骰出的成功数相同的防御加值。

剧透 -   :
Hits required: 3

Description: Also called “The Meat Shield” or “Walking Phalanx,” this maneuver is designed for those who have a large stature or robust build, carry a ballistic (or other kind of) shield, wear heavy armor, or all of the above while moving in formation. The main idea is for those on the outside of the formation to use their bodies, shields, and armor to cover their teammates as they maneuver. Shield Walk is essentially a variation of Slicing the Pie (p. 102, Run & Gun). To employ Shield Walk, the team must line up behind the shield-bearers in order to use them as cover. There are limitations to this maneuver. Only three team members can stack up behind a single shield-bearer. To allow more team members to take advantage, another shield must be brought into play, and even then only one person can engage a target from one side at a time. For example, one team member can attack on the right side, another on the left side, while the third (in the center) cannot attack but still gains the defense bonus. A failed maneuver test simply means that the positioning was off or that the formation was broken for some reason, and no bonuses are gained.

Benefits: If successful, the team members behind the shield-bearers get to add the shield’s armor rating as their own. Each team member also gets an additional number of defense dice equal to the number of net hits on the maneuver test

引用
边栏:我们也能做到那个!WE CAN DO THAT, TOO!

尽管战术动作被分类为小组战术和混合单位战术,但这并不意味着它们只能用于小组/大队或是只能用那个技能使用。如果玩家们认为某个特定战术动作能在某次战斗中对他们起到帮助而且他们也有实行这个战术动作的资源,那么GM就可以考虑允许它们尝试这一战术动作。实际上,在这两个分类下也都存在着一些既可以用于小组也可以用于大部队的战术动作。但是,GM最好确保他们对各个战术动作足够熟悉,因为有一部分战术动作确实只适合规模较大、兵种较多的部队实行。基本上,如果一个战术动作是由一支小规模的部队实行的(例如一支狂奔者小组),那么就使用小组战术技能。如果这个动作涉及到多个战术单位或是一支大规模的部队,那么就使用混合单位战术技能。

剧透 -   :
While maneuvers are listed under the specific skill of Small- Unit or Mixed-Unit Tactics, this does not mean that they can only be employed by units of or with that particular skill. If players believe that a specific maneuver will benefit them in a combat situation and they have the resources to pull it off, then the gamemaster could consider allowing them to attempt it. There are, in fact, maneuvers of both skills that would work equally well for a single unit or a large force. However, the gamemaster should also make themselves familiar with specific maneuvers, because certain ones are more geared toward larger-scale and multiple-unit combat situations. The general guideline is that if the maneuver is being performed by a single, small group (such as a shadowrunner team) then the Small-Unit Tactics skill will be used. If multiple units or as a part of a large-scale force, then Mixed-Unit Tactics will be used.
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