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GOS的附录A的备份。。。
« 于: 2019-06-27, 周四 13:50:50 »
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APPENDIX A : OF SHIPS AND THE SEA
The ocean is a vast and dangerous place, ripe with adventure both above and below the waves. This appendix expands the material available in the Player's Handbook and Dungeon Master's Guide, providing further resources for waterborne adventures.

SHIP STAT BLOCKS
To aid in running adventures where ships engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vessels.

BASIC STATISTICS
A ship stat block has three main parts: basic statistics, components, and action options. Ships can't take any actions on their own. Without effort from its crew, a ship might drift on the water, come to a stop, or careen out of control.

SIZE
Most ships are Large, Huge, or Gargantuan. A ship's size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan.

SPACE
A ship doesn't have a square space unless its stat block specifies otherwise. For example, a ship that is 20 feet long and 10 feet wide occupies a 20-by-10-foot space.
A ship can't move into a space that is too small to accommodate it. If it tries to do so, it crashes, as described in the "Crashing a Ship" section (page 199).

CAPACITY
A ship's stat block indicates how many creatures and how much cargo it can carry. Creatures include both the crew of the vessel and any passengers who might ride along. Passengers don't generally engage in running a ship, but they also don't need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing menaces from the deep both count as passengers.
Cargo capacity notes the maximum amount of cargo a ship can carry. A vessel can't move-or might even start taking on water- if its cargo exceeds this capacity.

TRAVEL PACE
A ship's travel pace determines how far the vessel can move per hour and per day. A ship's movement-related components (described later in the stat block) determine how far the vessel can move each round.

ABILITY SCORES
A ship has the six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and the corresponding modifiers.
The Strength of a ship expresses its size and weight. Dexterity represents a ship's ease of handling. A ship's Constitution covers its durability and the quality of its construction. Ships usually have a score of 0 in Intelligence, Wisdom, and Charisma.
If a ship has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.

VULNERABILITIES, RESISTANCES, AND lMMUNlTIES
A ship's vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block. Ships are typically immune to poison and psychic damage.
Ships are also usually immune to the following conditions: blinded, charmed, deafened , exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned. prone, stunned, and unconscious.

ACTIONS
This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. The ship's captain decides which actions to use. A given action can be chosen on ly once during a turn.

COMPONENTS
A ship is composed of different components, each of which comprises multiple objects:
Hull. A ship's hull is its basic frame, on which the other components are mounted.
Control. A control component is used to steer a ship.
Movement. A movement component is the element of the ship that enables it to move, such as a set of sails or oars, and has a specific speed.
Weapon. A ship capable of being used in combat has one or more weapon components, each of which is operated separately.
A ship's component might have special rules, as described in the stat block.

ARMOR CLASS
A component has an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness.

HIT POINTS
A ship component is destroyed and becomes unusable when it drops to 0 hit points. A ship is wrecked if its hull is destroyed.
A ship doesn't have Hit Dice.

DAMAGE THRESHOLD
If a ship component has a damage threshold, that threshold appears after its hit points. A component has immunity to all damage unless it takes an amount of damage that equals or exceeds its threshold, in which case it takes damage as normal. Damage that fails to bypass the threshold is considered superficial and doesn't reduce the component's hit points.
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Re: GOS的附录A的备份。。。
« 回帖 #1 于: 2019-06-27, 周四 14:04:03 »
附录A:船舶与海洋
海洋是一个广阔而危险的地方,在波涛之上与海面之下都充满了冒险。本附录扩展了《玩家手册》和《地下城主指南》中的内容,为水上冒险提供了更多的资源。

船舶数据
为了帮助船舶参与战斗,进行精确的导航,或应对各种突发事件的情况,以下部分介绍了一系列船舶的新规则和统计数据。

基本统计
一艘船的状态主要分为三个部分:基础数据,元件和操作选项。船只不能自行采取任何行动。如果没有船员操控,一艘船可能会在水面上漂泊,停下来或者失去控制。

尺寸
大多数的船都是大型、巨型或超巨型。船舶的大小类别由其长度或宽度决定,以两者的较长者为准。例如,一艘10英尺长、20英尺宽的船将使用20英尺宽的size类别,这意味着这艘船属于巨型。

空间
船舶没有矩形的空间,除非它的统计数据中另有规定。例如,一艘20英尺长,10英尺宽的船只,占据20×10英尺的面积。
船舶不能进入太小而无法容纳它的空间。  如果它尝试进入,则船只损毁,如“Crashing a Ship”部分(第199页)中所述。

能力
一艘船的属性表示它可以携带多少生物和多少货物。 生物包括船只的船员和可能乘坐的乘客。乘客一般不参与运营船舶,但他们也不需要仅仅是旁观者。 完全能够面对深层威胁的晕船商人和海军陆战队员,都算作船上的乘客。
货物容量记录了船舶可以携带的最大货物量。如果船只装载的货物超过这个容量,则船舶不能移动—— 或者甚至可能开始进水。

航行速度
船只的行驶速度决定了船舶每小时和每天的移动距离。船只的运动相关元件(将写在在稍后给出的船只属性中)决定船只每轮可以移动多远。

能力评分
一艘船有六个能力值(力量、敏捷、体质、智力、感知和魅力)和相应的调整值。
船的力量表示它的大小和重量。敏捷代表着船只的操作难易度。船舶的体质包括其耐久性和建造的材质。通常船只在智力、感知和魅力上的属性为0。
如果一艘船的某项属性为0,则它在任何使用该属性的能力检定或豁免检定中,自动失败。

易伤、抗性及免疫
除非船只的属性中另有说明,否则它的易伤、抗性及免疫,适用于其所有的组件。船只通常对毒素伤害和精神伤害免疫。
船舶通常也对下列情况免疫:目盲、魅惑、耳聋、力竭、恐慌、失能、麻痹、石化、中毒、倒地、震慑、昏迷。

行动
属性面板决定了船只可以在它自己的回合内做什么,使用它的特殊动作而不是生物所使用的动作。船只甚至需要使用自己的动作来进行移动;否则它不会移动。船长决定它使用哪些行动。在一个回合中,只能给它一次指定的动作。

组件
船舶由不同的部件组成,每个部件都包含了多个对象:
船体。船体是船只的基本框架,其他的部件安装在这个框架之上。
控制。控制部件是用来操纵船只的。
移动。移动部件是用来推动船舶进行运动的部件,例如一组帆或桨,并具有特定的速度。
武器。一艘能够在战斗中使用的船,具有一个或多个武器部件,每个武器都有各自不同的操作。
船舶的组件可能会具有特殊的规则,见船只属性中的描述。

防御等级
每个组件都有一个防御等级。它的AC反映了用于构造它的材料以及用来增强其韧性的任何防御性镀层。

生命值
当船只的组件其生命降至0时,则该部件被摧毁并无法使用。如果一艘船的船体被毁,它就会失事。
一艘船没有生命骰。

损伤阈值
如果单次收到的伤害未达到损伤阈值时,船只免疫这一次的伤害。除非它受到的伤害量大于等于它的阈值,这时它将受到正常的伤害。未能超过阈值的伤害仅被视为划痕,不会降低组件的生命值。

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Re: GOS的附录A的备份。。。
« 回帖 #2 于: 2019-06-27, 周四 14:55:11 »
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SAMPLE SHIPS
This section provides stat blocks, deck plans, and other details for some of the most common ships.

GALLEY
Galleys are long vessels that rely on sails and sizable rowing crews to move. These ships can carry siege weapons and soldiers to war or transport large amounts of cargo for merchants. No matter the ship's purpose, the crew almost always hires extra protection, since galleys make large, cargo-rich targets for pirates.
A galley has the following features:
Ceilings. The ceiling of the galley's lower deck is 8 feet high.
Light. Hanging lanterns cast bright light throughout the ship.
Rigging. Rigging on the ship can be climbed without an ability check.
Sails and Oars. The galley has one 120-foot-tall mast with sails to catch the wind and oars on the lower deck for rowing the vessel.

EXAMPLE GALLEY CREW
A galley requires a crew of eighty to properly sail or row the vessel and might carry extra passengers or soldiers. If the characters are guests on a galley, the crew consists of the following creatures, all of which have proficiency with water vehicles in addition to their normal statistics:
• One captain (bandit captain)
• Five other officers: a first mate, a bosun, a quartermaster, a surgeon, and a cook (scouts)
• Forty-two sailors (commoners)
• Twelve siege engineers (guards)
• Twenty guards

船只样本
本小节为一些最常见的船舶提供统了统计数据、甲板图和其他详细信息。

Galley
Galleys是一种依靠帆和数量庞大的划船船员,来进行移动的长船。 这些船只可以携带攻城武器和士兵,为商人保驾护航或运输大量的货物。无论船只的目的是什么,船员几乎总是会雇佣额外的保护者,因为Galley总是容易被当成海盗们最大的目标。
Galley具有以下特点:
天花板。 Galley下层甲板的天花板高8英尺。
光照。 悬挂的灯笼在整个船上投射出明亮的光线。
索具。 船上的索具可以在无需进行能力检定的情况下攀爬。
帆和桨。 Galley有一根120英尺高的桅杆,上面挂着风帆,下层的甲板上有划船用的桨。

一艘Galley需要80名船员来驾驶或划船,并可能携带额外的乘客或士兵。如果玩家的角色是Galley的客人,则船员由下列生物组成,除了正常的数据之外,他们都精通水上交通工具:
•1名船长(强盗首领)
•其他5名军官:大副、水手长、军需官、外科医生和厨师(侦察兵)
•42名水手(平民)
•12名攻城工程师(卫兵)
•20名警卫

Galley
Gargantuan vehicle (130 ft. by 20 ft.)
——————————
Creature Capacity 80 crew, 40 passengers
Cargo Capacity 150 tons
Travel Pace 4 miles per hour (96 miles per day)
——————————
STR 24   DEX 4   CON 20   INT 0   WIN 0    CHA 0
——————————
Damage Immunities poison, psychic
Condition lmmunit.ies blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
——————————
ACTIONS
——————————
On its turn, the galley can take 3 actions, choosing from the options below. It can take only 2 actions if it has fewer than forty crew and only 1 action if it has fewer than twenty. It can't take these actions if it has fewer than three crew.
Fire Ballistas. The galley can fire its ballistas (DMG, ch. 8).
Fire Mangonels. The galley can fire its mangonels (DMG, ch. 8).
Move. The galley can use its helm to move with its oars or sails. As part of this move, it can use its naval ram.

HULL
——————————
Armor Class 15
Hit Points 500 (damage threshold 20)

CONTROL: HELM
——————————
Armor Class 16
Hit Points 50
Move up to the speed of one of the ship's movement components, with one 90-degree turn. If the helm is destroyed, the galley can't turn.

MOVEMENT: OARS
——————————
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (water) 30 ft. (requires at least 40 crew)

MOVEMENT: SAILS
——————————
Armor Class 12
Hit Points 100; -10 ft. speed per 25 damage taken
Speed (water) 35 ft.; 15 ft. while sailing into the wind; SO ft.
while sailing with the wind

WEAPONS: BALLISTAS (4)
——————————
Armor Class 15
Hit Points 50 each
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target.
Hit: 16 (3d10) piercing damage.

WEAPONS: MANGONELS (2)
——————————
Armor Class 15
Hit Points 100 each
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.

WEAPON: NAVAL RAM
——————————
Armor Class 20
Hit Points 100 (damage threshold 10)
The galley has advantage on all saving throws relating to crashing when it crashes into a creature or an object. Any damage it takes from the crash is applied to the naval ram rather than to the ship. These benefits don't apply if another vessel crashes into the galley.
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