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译文资料区 => 暗影狂奔 => Shadowrun 5E => 主题作者是: 妖猫 于 2017-10-12, 周四 21:48:55

主题: 【R&G】更多动作!——打断动作和极限用法 MORE ACTIONS!
作者: 妖猫2017-10-12, 周四 21:48:55
打断动作 INTERRUPT ACTIONS
徒手格挡 BLOCK (SR5, P. 192)
打断动作(-5主动性值)

反击(仅限徒手战斗) COUNTERSTRIKE (UNARMED COMBAT ONLY)
打断动作(-7主动性值)
角色可以用〈反击〉借力打力,进行一次快速的反击。取代通常的防御检定,角色进行一次〈徒手格斗〉+反应【肉体】检定,对抗对方通常的攻击检定。如果防御方比攻击方获得更多成功,防御方就会成功躲开攻击方的攻击,同时自己进行一次徒手打击。防御方的〈反击〉攻击DV等于防御方通常的徒手DV+净成功,伤害如常进行伤害抵抗检定。如果防御方没有取得净成功,就要如常对攻击方的打击进行伤害抵抗检定。使用这个动作需要武术训练。
Counterstrike allows the character to leverage the opponent’s force into an advantage, allowing the character to make a quick strike back. In place of the standard Defense Test, the character makes an Unarmed Combat + Reaction [Physical] Test against the opponent’s standard Attack Test. If the defender achieves more hits than the attacker, the defender successfully avoided the attacker’s strike while returning and landing a strike of their own. The defender’s counterstrike attack has a Damage Value equal to the defending character’s standard Unarmed DV + net hits. The damage is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike as normal. Note that use of this action requires Martial Art training.

扑入掩体 DIVE FOR COVER
打断动作(-5主动性值)
面对〈火力压制〉的乱扫一气,有时候你不想就那么脸朝下趴在地上来躲避。扑倒在掩体后面,你在站起来的时候就不用吃子弹了,这可比浑身弹孔要好得多。这一动作允许角色俯卧到附近的掩体后面。处在火力压制范围内的角色可以选择进行这个打断动作,降低5点主动性值,并且趴到4米内的任何掩体后面。
Sometimes you don’t want to just sprawl out faceflat down on the ground to get below the incoming stints of spray-and-pray Suppressive Fire. Being face down behind some cover so you can get to your feet without taking some rounds is a much better option than getting perforated. This action allows a character to go prone behind nearby cover. A character that is within the area of a Suppressive Fire Attack can choose to take an Interrupt Action and reduce their Initiative Score by 5 and Drop Prone behind any cover within 4 meters.

闪避 DODGE (P. 191, SR5)
打断动作(-5主动性值)

全防御 FULL DEFENSE (P. 191, SR5)
打断动作(-10主动性值)

持械格挡 PARRY (P. 191, SR5)
打断动作(-5主动性值)

反制(仅限〈徒手格斗〉) REVERSAL (UNARMED COMBAT ONLY)
打断动作(-7主动性值)
角色发现自己被制服于腋下,或者处于其他缠斗或擒抱技中(并且没有处于优势位置),那么他有两个选择:〈脱逃〉或者〈反制〉。使用〈反制〉时,角色进行一次〈徒手格斗〉检定,阈值等于对方〈缠斗〉或〈制服〉动作的成功数。如果成功,角色和敌人依然处在〈缠斗〉或〈制服〉的纠缠中,但角色反转了,给予角色优势位置,并且如果〈反制〉的是擒抱,角色可以在下一个动作阶段尝试一个〈制服〉动作。使用这个动作需要武术训练。
When a character finds himself stuck in a headlock or some other form of Clinch or Grapple Action and does not have the Superior Position melee modifier, he has two options: Escape or Reversal. With a Reversal, the character makes an Unarmed Attack Test with a threshold equal to the opponent’s hits from their Clinch or Subduing Action. If successful, the character and opponent are still engaged in a Clinch or Subduing Action, but the roles become reversed, giving the character the Superior Position advantage and if reversing a Grapple, the character can then attempt a Subduing Action on his next Action Phase. Note that use of this action requires Martial Art training.

丢回去! RIGHT BACK AT YA!
打断动作(-10主动性值,敏捷检定,投掷武器检定)
疯狂的人总会干出疯狂的事,而这就是疯狂的事。角色可以用这一动作将来袭的榴弹丢回去,无论是预测它的飞行轨迹,还是从地上把它捡起来丢回去。这一动作因为榴弹触发方式而非常不同。
Crazy is as crazy does, and this is what crazy does. This action allows a character to return an incoming grenade by either intercepting its course in flight or scooping it up off the ground and tossing it back. This action is greatly affected by the type of trigger on the grenade.
对基本的攻击和内置定时器来说,进行动作的角色需要剩余有足够的移动力赶到榴弹的位置或是它飞行途中。如果GM非常重视战斗中的距离,并且想整一下玩家,也可以让角色在知道他们是否有足够移动力之前决定要不要采取这个动作。如果角色缺乏必须的移动力,他们就只是离榴弹更近了,而且在爆炸时受到更多的伤害。在确定有充足的移动力后,角色需要进行一次敏捷检定(2)来成功地捡起或是拦截榴弹。在这个成功的检定后,角色进行一次〈投掷武器〉攻击检定,并受到-2骰池调整(由于在这次投掷中受到其他行动影响)。
With a basic attack and built-in timer trigger, the acting character needs enough Movement remaining to reach the grenade or get into its path. If a gamemaster is meticulous about distances in combat and wants to be nasty, she can make the character decide to attempt this before knowing if they have enough Movement. If the character lacks the necessary Movement, they simply move closer to the grenade and get themselves some extra damage when the drek hits the fan. After sufficient Movement is determined, the character needs to make an Agility (2) Test to successfully pick up or intercept the grenade. After that successful test, the character makes a Throwing Weapons Attack Test with a –2 dice penalty due to all the other activity involved in this action to throw the grenade.
使用无线链接的榴弹作用的方式基本一致;角色只能希望他们足够快,在它被无线引爆之前丢回去。
但对于使用运动传感器的榴弹来说,事情就变糟了。角色仍然需要足够的移动力,但没可能把它丢回去,且在爆炸的时候距离为0。不过,角色仍然可以选择在榴弹飞行过程中拦截它,虽然他们在爆炸前不会知道效果如何。
A grenade with a wireless trigger acts in essentially the same way; the character just has to hope they can act quickly enough to counter the grenade before it is wirelessly triggered.
When a grenade is armed with a motion sensor trigger, this action turns ugly. The character needs sufficient Movement as before, but instead of being able to send the grenade back, they simply end up at zero distance when the grenade explodes. They can however, choose to intercept the grenade anywhere in its path, though they won’t know the effect until after the big boom.

保命疾跑/舍命挡榴弹 RUN FOR YOUR LIFE/ DIVE ON THE GRENADE
打断动作(-5主动性值)
听到榴弹跳到你附近的独特声音,或者看到打着旋的法力球朝着你飞过来,即将引爆,世界上恐怕比这没有更可怕的事情了。当你意识到要出事的时候,你的选择不多。这一动作包括其中两个选择。还有第三个更危险的选择,见〈丢回去!〉。
There are few things as frightening as the distinctive sound of a grenade bouncing into your vicinity or watching a swirling ball of mana headed your way and set to go boom. By the time you realize a whole lot of trouble is on the way, there are very few options available. This action covers two of those options. There is a third, far more dangerous, option for incoming grenades covered by the Right Back At Ya! Action.
在一次投掷武器攻击检定或范围间接战斗法术检定后,角色可以立刻用这个打断动作逃跑。角色选择一个移动的方向,并且可以用剩余的所有移动力来尽量跑远。(请记得,对逃跑的角色来说,GM没有义务决定或宣布攻击的最终落点。运气不好,榴弹也还是可能刚巧跳到角色屁股后面。)
Immediately after a Throwing Weapons Attack or Area-Effect Indirect Combat Spell Spellcasting Test, a character can make an immediate Interrupt Action to flee. The character chooses a direction to move and can use any amount of available Movement to move away from the incoming attack. (Note that the gamemaster is not obligated to determine or declare the final location of the attack in the case of a fleeing character. A bad bounce can still get a grenade on the character’s tail.)
对于〈舍命挡榴弹〉,角色朝向榴弹移动,仍旧至多为剩余的移动力,而且可以在赶到榴弹的时候,选择进行一次〈趴下〉自由动作。这一自我牺牲意味着角色受到榴弹的全部伤害,并且消除掉爆风。对瓦斯弹来说,这一行动会将有效范围减半。
In the case of diving on the grenade, the character moves toward the grenade, still limited by available remaining Movement, and can choose to make a Drop Prone Free Action when reaching the grenade. The sacrifice means the character takes all the grenade damage and eliminates the blast. In the case of a gas grenade, this action cuts the effective radius in half.

舍身投技 SACRIFICE THROW
打断动作(-10主动性值)
投技通常会保持角色站立,使用腰臀、大腿或肩膀的力量,借力把对手扔出去。〈舍身投技〉技术使用角色的整个身体作为投技的平衡力。在结束时,双方都会处于倒地状态。在判断徒手攻击检定的净成功是否达到了对手的物理界限时,将角色的力量和体质加到净成功上。如果成功,对手可以被投到等同于{1+净成功}米外。角色投技的最远距离等同于{攻击方力量-防御方体质}米。如果这一距离小于0,则最大距离就是0,意味着只能投到不到1米的地方。对方受到的伤害等同于检定中的净成功,而非投掷的距离。如果最初的检定成功,但进行投技的角色没有达到对方的物理界限,两名角色就会都倒在地上,且都不会受到伤害。如果攻击没有成功,进行投技的角色处于倒地状态,并且承受等同于{对方获得的净成功-进行投技角色的物理界限}点伤害。如果角色在攻击中成功,但没有达到对方的物理界限,这也可能不会造成伤害。使用这个动作需要武术训练。
译注:不是很明白倒数第二句……前面说过这个意思了。
A throw normally keeps the character standing, using their hip, leg, or shoulder to leverage the opponent into being thrown. The Sacrifice Throw technique uses the whole character’s body as counterweight for the throw. At the end both the character and opponent are Prone. Add the character’s Strength and Body to the net hits of the unarmed attack to determine if it exceeds the opponent’s Physical Limit. If successful, the opponent can then be thrown up to a number of meters equal to 1 plus the net hits scored on the test. The maximum distance that a character can throw an opponent is the difference in the character’s Strength minus the opponent’s Body in meters. If this distance value is less than 0, then the maximum distance is 0, meaning less than one meter away from the character. The opponent suffers damage equal to the net successes of the test, not the distance thrown. If the initial test is successful but the throwing character did not exceed the opponent’s Physical Limit, then both characters are on the ground with no damage done to either. If the attack is unsuccessful, the throwing character is Prone and takes damage equal to the number of net hits scored by the opponent minus the throwing character’s Physical Limit. This may be no damage if the character succeeded in the attack, but did not exceed the opponent’s Physical Limit. Note that use of this action requires Martial Art training.

格挡反击(仅限持械近身战斗) RIPOSTE (ARMED MELEE COMBAT ONLY)
打断动作(-7主动性值)
角色可以用〈格挡反击〉借力打力,用备好的武器进行一次快速的反击。取代通常的防御检定,角色进行一次(近战武器技能)+反应【精度】检定,对抗对方通常的攻击检定。如果防御方比攻击方获得更多成功,防御方就会成功躲开攻击方的攻击,同时自己进行一次攻击。防御方的〈格挡反击〉攻击DV等于防御方通常的武器DV+净成功,伤害如常进行伤害抵抗检定。如果防御方没有取得净成功,就要对攻击方的攻击进行伤害抵抗检定,并且伤害因为防御方失衡而增加2点。使用这个动作需要武术训练。
Riposte allows shadowrunners to leverage an opponent’s force to their advantage, giving a character the chance to make a quick strike back at an attacker with their readied weapon. In place of the standard Defense Test, the character makes a (Melee Weapon Skill) + Reaction [Accuracy] Test against the opponent’s standard Attack Test. If the defender achieves more net hits than the attacker, the defender successfully avoided the attacker’s strike and managed to return a strike of their own. The defender’s riposte attack has a Damage Value equal to the normal DV of the weapon + net hits and is resisted by a standard Damage Resistance Test. If the defender does not achieve more hits, then he must make a Damage Resistance Test against the damage of the attacker’s strike, with the damage increased by 2 due to the defender being off balance after their failed riposte. Note that use of this action requires Martial Art training.

道义援护 PROTECTING THE PRINCIPLE
打断动作(-5主动性值,1点极限)
角色可以选择移动至多2米,插入到攻击者和攻击目标之间,受到这次攻击。你没有防御检定(反应+直觉)的机会,只有伤害抵抗检定(体质+护甲)。这一动作每战斗轮只能进行一次。
The character can choose to move up to 2 meters to place themselves between an attacker and a target and take the brunt of an incoming attack. There is no Defense Test (Reaction + Intuition), only Damage Resistance (Body + Armor). This action can only be performed once per Combat Turn.

影断 SHADOW BLOCK
打断动作(-5主动性值)
战斗中的一个角色试图用〈体操〉来避免被打中,或者如果他试图脱离战斗,附近的敌人就可以阻拦他,确保他在你手上受到伤害。如果某位角色使用〈闪避〉打断动作,对方就可以对他进行〈影断〉。他们必须进行一次〈体操〉+敏捷【肉体】检定,阈值等同于〈闪避〉检定的净成功。如果成功,角色降低闪避者在防御检定中获得的成功,等同于在〈影断〉中获得的净成功。
译注:〈闪避〉检定,即〈闪避〉动作后的防御检定。
When one character in a fight tries to use their Gymnastics skill to avoid a blow, or if they are trying to get out of the fight, an opponent close to them can attempt to interfere and make sure they take the damage coming their way. If a character is using the Dodge Interrupt Action, an opponent can use Shadow Block on that opponent. They must make a Gymnastics + Agility [Physical] Test with the threshold being the opponent’s net hits from their Dodge Test. If successful, the character reduces the hits the Dodging character received on their Defense Test by the net hits they achieved on their test.
〈影断〉还可以用于对抗〈闪越〉。和上面一样,角色可以用〈影断〉进行一次〈体操〉+敏捷【肉体】检定,阈值为〈闪越〉检定的净成功。如果〈影断〉检定成功,角色可以降低〈闪越〉的成功,降低数量为〈影断〉的净成功。换言之,这会降低〈闪越〉的人数。〈影断〉可以指定接下来可以攻击的人,但仅限于5米内的〈闪越〉对象。
无论以何种方式使用这个动作,都需要武术训练。
译注:〈闪越〉Evade,是对核心书〈截击〉底下无名动作的命名;说是攻击,其实是截击。
Shadow Block can also be used to counteract an Evade action. As above, the character with Shadow Block makes a Gymnastics + Agility [Physical] Test with the threshold being the opponent’s net hits from their Evade Test. If successful they reduce this net hits on the test, thereby reducing the number of people the person attempting the Evade automatically passes. The Shadow Blocker can choose which person then can attack, but it has to be someone who was within five meters of the person attempting to Evade at some point in their movement.
Use of this action in either way requires Martial Art training.

引用
范例 EXAMPLE
“烧坏了”知道贼鸥是个好枪手,所以他决定保险起见,声明进行一次〈闪避〉打断动作。不过,贼鸥的朋友细高跟想让这一枪命中,所以她跳过去,声明要进行一次〈影断〉动作。
贼鸥先投骰,攻击获得了4个成功。“烧坏了”投〈体操〉+反应+直觉,获得了5个成功,这在他的肉体界限6以下,所以这些成功都算数。他有了一个净成功,所以目前为止,贼鸥的这枪要打不中了。
Ikareteru knows Skua is a good shot, so he decides to play it safe and declares a Dodge Interrupt Action. Skua’s friend Stiletto, though, wants Skua’s shot to find its target, so she jumps in and declares a Shadow Block action.
Skua rolls first and gets 4 hits on his attack roll. Ikareteru rolls his “Gymnastics+ Reaction + Intuition.” and gets 5 hits, which is under his Physical limit of 6, so they all count. He has 1 net hit, so as of now, Skua’s attack is going to miss.
但现在该细高跟了。她投了〈体操〉+敏捷,并且获得了惊人的4个成功。检定的阈值为1(“烧坏了”的净成功数),所以她最终获得了三个净成功。
这意味着“烧坏了”防御检定的5个成功降低3,只剩下2。这意味着贼鸥这枪中了,而且有两个净成功。细高跟成功地迫使“烧坏了”留在子弹的弹道上,而现在这位极道成员必须要抵抗伤害了。
But now Stiletto acts. She rolls Gymnastics + Agility and gets an impressive 4 hits. The threshold for the test was 1 (the amount of Stiletto’s net hits), so she ended up with 3 net hits.
That means Ikareteru’s 5 hits on his Defense Test are reduced by 3, making it 2. That means Skua has gone from missing his shot to having 2 net hits. Stiletto managed to keep Ikareteru in the path of the bullet, and now the Yak will have to resist the damage coming his way.
译注:其实这段有Errata过,但是本来没问题的,Errata错了……
主题: Re: 【R&G】新动作!——打断动作和极限用法 MORE ACTIONS!
作者: 妖猫2017-10-12, 周四 23:03:42
战斗极限 COMBAT EDGE
极限是战斗中的终极变量。一次骰运不佳可以胜算皆无,一次幸运的策略可以让角色摆脱麻烦,而一次绝境长传可以造就胜者——或者在端区被截停下来。使用极限会给游戏添加兴奋感和乐趣。下面是一些新的游戏中使用极限的方法。
译注:hail-mary pass,直译“万福玛利亚传球”,是橄榄球术语,指的是成功率很低的长距离直传,在比赛快结束的时候赌一把,只能求玛利亚保佑。
Edge is the ultimate x-factor of combat. One bad roll can get turned around, a lucky maneuver can get a character out of trouble, and a hail-mary pass can be a game winner—or get intercepted in the end zone. Using Edge should add excitement and fun to the game. Here are a few additional ways to involve Edge in your game.

幸运招式 LUCKY MOVE
每轮一次,角色可以用1点极限,使用一个武技,无论角色是否会这项武技。这一武技看上去一点都不熟练,它如果有效果,也是纯粹凑巧,但它和确实懂得这项武技的人发挥出来的效果一样。受过训练的武术家可以用来使用没有习得的武技。这种极限用法每个战斗轮只能使用一次。
The character can spend a point of Edge to use a Martial Arts technique once per Combat Turn, whether they are trained in that technique or not. The move doesn’t look smooth, any effect it has is the result of pure luck, but it works the same as if the character actually knew what they were doing. Trained martial artists can use this technique to make use of a technique they aren’t trained in. This use of Edge can only be performed once per Combat Turn.

奇迹一击 MIRACLE SHOT
角色可以花费1点极限,移除任何要害攻击的罚值,等价于-4调整。这意味着SR5(核心书)的要害攻击不会受到罚值,而本书中部分更狡猾的行动会因为角色的好运而更加容易。
The character can spend a point of Edge to remove 4 points worth of Called Shot penalties for any Called Shot. This means Called Shots from SR5 aren’t penalized, and some of the trickier moves from this tome are made easier by the use thanks to the character’s astounding luck.

幸运躲避 LUCKY DUCK
角色可以为一名队友花费极限,躲避一次攻击。这会花费角色的2点极限值,而队友必须处在可以看到攻击并且能被警告的范围内(这包括通讯链消息和音频或视频系统)。这一能力需要在声明攻击后使用,从而让这次攻击打不中。
A character can spend Edge for a teammate for the purposes of avoiding an incoming attack. It costs two of the character’s Edge points, and the teammate must be within range for them to see what is coming and warn their teammate (this includes commlink messages as well as audio and video systems). This ability is used after an attack has been declared to make the attack miss.

第六感 SIXTH SENSE
即便是处在毫无意识的情况下,角色也可以花费1点极限,用这项能力获得一次防御检定。在角色扮演层面,这意味着角色在镜子里瞥到了攻击,恰当的时候被绊倒,或者脊柱正有些刺痛。重点在于他们在那一瞬间好运加身,获得了躲闪攻击的能力。
Even when caught unaware, a character can use this ability to spend a point of Edge and get a Defense Test. In roleplaying terms, this could mean they catch a glimpse of the incoming attack in a mirror, trip at the right moment, or pay attention to the tingle running up their spine. The point is they get lucky for that one moment and get a chance to avoid a lot of incoming pain.

好运掩体 LUCKY COVER
目标可以花费极限来找到一个掩体——也许是被榴弹炸起来的地皮,也许是旋转着的工业桶,也许是路过的超大只恶魔鼠。掩体可以作为面对〈火力压制〉时的躲藏处,也可以在面对通常攻击时提供防御调整加值。极限的这一用法甚至能在面对〈强化压制〉或者〈簇形火力压制〉时提供掩体。
译注:〈强化压制〉Enhanced Suppression〈簇形火力压制〉Flechette Suppressive Fire
The target can spend Edge to find a fortunate chunk of cover—maybe ground thrown up by a grenade explosion, or a rolling industrial barrel, or an extra large wandering devil rat. The cover can provide a place to hide during Suppressive Fire or provide a Defense Test bonus for cover during a regular attack. This use of Edge even provides a chance at cover during Enhanced Suppression or Flechette Suppressive Fire.