作者 主题: 【6E】爆炸,瓦斯,与喷射 p. 114-120  (阅读 11491 次)

副标题: 校对ing;翻译:莫莉;校对:marfish

离线 马非鱼

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【6E】爆炸,瓦斯,与喷射 p. 114-120
« 于: 2020-02-03, 周一 16:11:16 »
爆炸,瓦斯,与喷射 EXPLOSIVES, GASES, AND SPRAY

炸飞或影响一片区域的东西需要一套特殊的规则。区域效果的武器有三种形式:喷射,爆炸和瓦斯。喷射武器是诸如喷火器,催吐枪(nausea guns)和灭火器之类的东西。(校注:在核心里都没有)爆炸武器包括手榴弹,迫击炮,火箭弹和所有能爆炸的东西。瓦斯武器是那些会随时间推移将瓦斯释放到临近地带的武器。对于为特定目的设置的爆破物,例如使用拆除炸药将门炸飞,它们会在最后的章节介绍,见制造更大的爆炸(p. 117)。
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Things that go boom or affect a wide area need a special set of rules. Area-effect weapons come in three forms: spray, blast, and gas. Spray weapons are things like flamethrowers, nausea guns, and fire extinguishers. Blast weapons include grenades, mortars, rockets, and all things that explode. Gas weapons are those that release a gas into the immediate vicinity over time. Setting up explosives for a specific purpose, like using a demolition charge to blow a door off its hinges, is covered in the last section, Building a Bigger Boom (p. 117).

爆炸攻击与偏斜 BLAST ATTACKS AND SCATTER

具有爆炸效果的攻击从起点开始伤害会变化。每个爆炸都会在爆心(爆炸1米以内),至近(1-3)和近距(4-50)范围内造成伤害。“中距”,“远距”和“极远”就太远了,对于本书的手持式爆炸物和肩扛式武器来说都用不到。大多数爆炸物都列有最大爆炸半径。如果未列出最大值,则它们在半径五十米以内起效。
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Attacks that have the Blast effect vary their damage from the point of origin. Each Blast Attack has a damage effect at Ground Zero (within 1 meter of the explosion), Close (1–3), and Near (4–50) range. Medium, Far, and Extreme are too big for this book’s handheld explosive and shoulder-fired weapons. Most explosives are listed with a maximum blast radius. If no maximum is listed, they get everything within a fifty-meter radius.
攻击正常进行,通过武器技能+敏捷检定使爆炸设备落在你所需的位置,每个成功都会减少到落点的偏斜。以决定偏斜,GM投2D6并参考“偏斜距离”表。该表会告诉他们由于准度,弹跳和防御,榴弹到底偏斜了多少米。然后GM再次骰2D6以确定偏斜方向,参考“偏斜方向图示”。该图的方向基于攻击最初所途经的方向。一旦GM知道了落点方向和距离,他们就可以使用不同射程增量的DV来结算爆炸的效果了。
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Attacks occur as usual, with a Weapon Skill + Agility test to land the explosive device where they want, with each hit decreasing how far it scatters from the point of impact. To determine scatter, the gamemaster rolls 2D6 and consults the Scatter at Range table. This table tells them how many meters the grenade scatters, through a combination of throw inaccuracy, bouncing, and defender action. Then the gamemaster rolls 2D6 again to determine the scatter direction, consulting the Scatter Direction Diagram. The orientation of the diagram is based on the direction the attack is initially traveling. Once the gamemaster knows the direction and distance of the scatter, they can then resolve the explosion, using the Damage Values at the various range increments. 
防御爆炸攻击有些不同。被攻击者(基本上是攻击爆炸半径内的所有人)可以使用“规避”次要动作(如果可以用的话)以尝试摆脱爆炸范围。如果没有用这个动作,则正常抵抗伤害,但是也可以使用“趴下”动作将DV降低2。
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Defending against Blast Attacks is a little different. Characters targeted by an attack—basically anyone in the blast radius of the attack—can use an Avoid Incoming Minor Action (if they have one available) to attempt to get away from the blast. Without this action damage is resisted as normal, though a Drop Prone action can also be used to decrease the Damage Value by 2.
引用
偏斜距离表 SCATTER AT RANGE
射程
投掷的偏斜距离(米)
发射的偏斜距离(米)
至近
2D6-(净成功+4)
2D6-(净成功-2)**
近距
2D6-(净成功+2)
2D6-(净成功)
中距
2D6-(净成功)
2D6-(净成功-2)
远距*
2D6-(净成功-2)
2D6-(净成功-4)
极远*
2D6-(净成功-4)
2D6-(净成功-6)
*注意,大部分角色都没法用投掷武器打到那个射程
**大部分发射器在该射程内无法开火,因为安全设置不允许它这么做。
† 投掷手雷在至近距离用攻击者的徒手攻击等级。在近距-1,在中距-6。在远距和极远的攻击等级为0。(校注:errata增补内容)
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*Note that most characters will not be able to reach these ranges with a thrown weapon.
**Most launchers will not fre in this range as the safety settings don’t allow it.
† Thrown grenades use the attackers unarmed Attack Rating for Close range. Reduce the Attack Rating by 1 for Near and by 6 for Medium. Attack Rating is 0 for Far and Extreme ranges.



(和5E是一样的,我就照抄了...)

离线 马非鱼

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Re: 【6E】爆炸,瓦斯,与喷射 p. 114-120
« 回帖 #1 于: 2020-02-09, 周日 21:44:22 »
引用
手榴弹范例 GRENADES EXAMPLE
在评估到这些街头混混的威胁程度只有原子量级(拳击术语)时,街头重量级人物喔嗒(Oda)决定,他有时间通过把手榴弹扔进停放在街道末的摩托车里,来给他们上堂关于超量级挑战的沉重一课。
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After assessing the pinweight threat level of these gangers, street heavyweight Oda decides he has the time to teach them all a harsh lesson of the streets about fighting out of your weight class by tossing a grenade into their bikes parked at the end of the alley.
第一步:结算骰池 STEP ONE: GRAB SOME DICE
喔嗒为他的投掷尝试骰运动3 +敏捷7。该攻击是针对地点而不是个人,但在爆炸半径范围内的任何人,或者认为自己可能在爆炸半径范围内的人,都可以通过“规避”次要动作采取行动,只要他们在此轮内没有进行过移动或者冲刺。进行攻击的三个混混使用了“移动”次要动作来缩短距离,剩下两个留后,还没有进行什么动作。这两个将进行规避动作,希望借此离爆炸远点。
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Oda rolls Athletics 3 + Agility 7 for his throwing attempt. This attack goes after a location rather than an individual, but anyone within the Blast radius, or who thinks they might be in the Blast radius, can use an Avoid Incoming Minor Action to make a Move as long as they haven’t used the Move or Sprint action this turn. The three gangers that attacked used a Move Minor Action to close the distance, but two more of them held back in reserve and haven’t used any actions yet.
Those two will use the Avoid Incoming action and hopefully get some distance from the boom!
第二步:分发极限STEP TWO: DISTRIBUTE EDGE
我们将喔嗒的徒手攻击等级12用在投掷手雷上,与摩托车的防御等级(6;体质4+护甲2)进行比较,喔嗒有大于4的优势,这意味着他可获得一点奖励极限。
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We compare Oda’s unarmed Attack Rating of 12 for thrown grenades, We compare the Attack Rating of the grenade, in this case 12 for a high-explosive grenade, to the Defense Rating of the bikes (6; Body 4 + Armor 2) giving Oda an advantage greater than 4, meaning he gets a bonus Edge.
昏暗小巷的情况没有改变,但这仅意味着他只可以看到目标位置,仅此而已。他不是直接与这些混混作战,因此我们甚至不必考虑他们。
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The dim alley situation hasn’t changed, but that just means he can see his target location, nothing more. He’s not battling the gangers in a direct way, so we don’t even worry about them.
最后,我们找找可能对某方都有用的任何装备或特质,但在这种情况下什么也找不到。
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Finally, we look at any gear or qualities that might help either side but find nothing in this case.
第三步:投骰与使用极限 STEP THREE: ROLL DICE AND SPEND EDGE
喔嗒保留极限供以后使用,以防万一这还没能吓走这些混混。他的攻击检定骰池为10,并获得4成功。由于这是对特定位置的投掷攻击,因此有偏斜出去的可能。在近距进行投掷攻击时,偏斜距离为2D6-(净成功+2)米。GM暗中为偏斜掷骰,得到7,然后减去6(4净成功+2),偏斜距离为1m。他们还骰了另一个2D6并参考了偏斜方向图,来确定手榴弹向哪个方向偏斜(11,表明离目标一米且在目标的右方)。这仍然离摩托车和混混够近。
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Oda saves his Edge for later, just in case this move doesn’t scare the gangers off. He makes his attack roll with a dice pool of 10 and gets 4 hits. As this is a throwing attack at a location, it has a chance of scatter. When making a throwing attack at Near range, the scatter is 2D6-(net hits + 2) meters. The gamemaster secretly rolls for Scatter and gets 7, then subtracts the 6 (4 net hits +2), resulting in a one-meter scatter. They also roll another 2D6 and consult the Scatter Direction Diagram to see which way the grenade scatters (11, indicating a meter short and right of the target). Still close enough to the bikes and the gangers.
那些五元眼(Eye-Fivers)会朝着自己选择的方向移动。一个向前方的战斗移动,另一个朝着摩托车移动还喊着“不!!!”。后者预测了即将发生的事,还认为他可以救下自己的摩托车。两者都移动超过 2米,并且按照规避动作的规则在伤害抵抗检定中获得匍匐状态的增益。
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Those Eye-Fivers bolt in a direction of their choice. One moves toward the brawl, the other moves toward the bikes screaming “Noooooo!” as he predicts what’s coming and thinks he may be able to save his bike. Both move more than 2 meters and will gain the Prone status for the Damage Resistance test based on the rules of the Avoid Incoming action.
第四步:结算伤害 STEP FOUR: SOAK SOME DAMAGE
对于爆炸,我们需要知道对每个在其中的人造成的伤害。高爆榴弹的伤害为14P / 10P / 6P(分别为爆心,至近和近距),爆炸半径为10米。爆炸半径内有6辆摩托车和1个混混(向前方战斗移动的那个混混跑开了)。两辆摩托车位于爆心,其余四辆处于至近,而混混的莽撞行为也让他也处于爆心。摩托车骰体质4,因为它们是载具, GM决定帮他们就骰一次,获得3成功。混混骰体质3,得到1成功。是时候进行第5步了。
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For explosions, we need to know what the damage is for everyone involved. High-explosive grenades have a damage code of 14P/10P/6P (Ground Zero, Close, and Near, respectively) and a Blast radius of 10 meters. There are six motorcycles and one ganger within the blast radius (the one who ran toward the melee got clear. Two motorcycles are at Ground Zero, the other four are Close, and the ganger’s foolhardy choice put him at Ground Zero as well. The motorcycles roll Body 4 x 2 (8) because they’re vehicles, and the gamemaster decides to roll them all with a single roll, getting 3 hits. The ganger rolls Body 3 and gets 1 hit. Time to move on to Step 5.
第五步:带来痛苦 STEP FIVE: BRING THE PAIN 爆心的两辆摩托车受到11格伤害,并被摧毁。其他在至近的摩托要填掉7格CM。那个混混要承受13格伤害,并飞升到了天上的大帮派火拼。(校注:又玩大猎场的梗…)
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The two motorcycles at Ground Zero take 11 boxes of damage and are destroyed. The four in Close range take 7 boxes to their Condition Monitor. The ganger suffers 13 boxes of damage and heads off to the great gang war in the sky.

引用
榴弹发射器范例 GRENADE LAUNCHER EXAMPLE
手榴弹爆炸时发生了一件有趣的事。几枚弹片刮擦了附近欧若车·西风上的油漆,该车正好属于卡森·瞄(Carson Aims),一个小有名气的狂奔者。卡森对雷德蒙德的吵嚷居然挂掉了他的油漆感到不悦,并决定一了百了的结束这场战斗。他走到后备箱,拿出MGL-6(榴弹发射器),将一发破片榴弹射到小巷尽头和摩托车。
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A funny thing happened when that grenade exploded. Several bits of shrapnel scratched the paint on a nearby Eurocar Westwind, belonging to none other than Carson Aims, a runner of some renown. Carson isn’t happy about some Redmond rumble nicking his paint and decides to just end the fight for everyone. He goes to his trunk and pulls the MGL-6, a grenade launcher, from its case and puts a fragmentation grenade into the end of the alley and the bikes. 
第一步:结算骰池STEP ONE: GRAB SOME DICE
卡森·瞄使用他的异种武器(榴弹发射器)3 +敏捷3 +1(他的MGL-6有开了无线的智能枪系统),骰池为7。一个破片榴弹爆炸范围20米,这让小巷所有人和摩托车再次进入爆炸范围。喔嗒(Oda)还剩一个次要动作,他还没有使用过移动动作,因此当他听到榴弹发射器独特的“砰”声时,可以使用规避动作来躲避。所有混混都已经使用了移动或规避动作,因此他们只能硬抗。
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Carson Aims uses his Exotic Weapons (Grenade Launcher) 3 + Agility 3 + 1 (he has a wireless-enabled smartgun system on the MGL-6), for a total dice pool of 7. A fragmentation grenade has a blast of 20 meters, putting everyone in the alley and all the bikes once again in range of the blast. Oda still has a Minor Action left, and he hasn’t used a Move action, so he can use the Avoid Incoming action to get out when he hears the distinctive “thoomp” noise of the launcher. All the gangers have used either the Move or Avoid Incoming action already, so they’re going to be taking this hit right on the nose.
第二步:分发极限STEP TWO: DISTRIBUTE EDGE
我们将MGL-6的攻击等级,也就是8,与摩托车的防御等级(7;体质4 +护甲3),混混(4;体质3 +皮革1)和喔嗒(10;体质6 +防弹夹克4)。在处理群体攻击或区域攻击时,将攻击等级与所有目标中最高的防御等级进行比较,以获取极限奖励。由于卡森·瞄并没有比每个人都高出4点的优势,所以他并没有获得一点奖励极限。
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We compare the Attack Rating of the MGL-6 grenade launcher, which is 8, to the Defense Rating of the bikes (7; Body 4 + Armor 3), the gangers (4; Body 3 + leathers 1), and Oda (10; Body 6 + armor jacket 4). When dealing with groups or Area Effect attacks, compare the Attack Rating to the highest Defense Rating among all the targets for the Edge bonus. Since Carson Aims does not have an advantage greater than 4 over everyone, he does not get a bonus Edge.
We compare the Attack Rating of the grenade, in this case 14 for a fragmentation grenade, to the Defense Rating of the bikes (7; Body 4 + Armor 3), the gangers (4; Body 3 + leathers 1), and Oda (10; Body 6 + armor jacket 4) giving Carson Aims an advantage greater than 4 over everyone, meaning he gets a bonus Edge. When dealing with groups or Area Effect attacks, compare the Attack Rating to the highest Defense Rating among all the targets for the Edge bonus.

昏暗的小巷换成没有什么灯光的街道,但是现在,残破的摩托车冒出浓烟,这使卡森很难看到特定的某个人,为混混和喔嗒提供了极限。
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The dim alley is traded for a poorly lit street, but there is now smoke pouring from wrecked bikes, making it a little tough for Carson to see anyone specific, providing an Edge for the gangers and Oda.
最后,我们看一下可能对双方都有用的任何装备或特质,但在这种情况下什么也看不到。
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Finally, we look at any gear or qualities that might help either side but see nothing in this case.
第三步:投骰与使用极限STEP THREE: ROLL DICE AND SPEND EDGE
卡森进行检定,他的成功高达0。幸运的是,他拥有一些极限,并决定使用四极限增益去重投所有失败的骰子。他的重投简直太好了,获得2成功。由于这是由发射器武器对一个地点的攻击,它有可能会偏斜。当用发射器武器向近距发动攻击时,偏斜距离为2D6-(净成功)米。GM秘密为偏斜距离掷骰并获得8。卡森是专业人士,使用专业设备,这意味着他的榴弹上具有空炸功能,在减少偏斜距离上有双倍成功。我们采用8米的偏斜距离,减去4米(2 x净成功),得到4米。
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Carson kicks off the rolling and manages a whopping 0 hits. Luckily, he has some Edge and decides to activate the 4-Edge Boost to re-roll his failures. His re-roll goes great and gets him 2 hits. As this is a launched weapon attack at a location, it has a chance to scatter. When making a launched attack into Near Range, the scatter is 2D6 – (net hits) meters. The gamemaster secretly rolls for Scatter and gets 8. Carson is a pro and uses pro equipment, meaning he has the airburst feature on the grenade and gets to double his hits for the purpose of reducing scatter. We take the 10 meters of scatter, subtract 4 meters (2 x net hits) and gets 4 meters. 
另一个2D6出7,榴弹在引爆之前向小巷里多移了一点。喔嗒十分确定他离爆炸极限距离和小巷拐角处都不远。他选择移动5米绕过拐角处,最后匍匐,因为他在规避动作中移动超过两米,但是他安全地离开了爆炸半径并且没有受到伤害。
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Another 2D6 comes up as 7, and the grenade travels a little extra distance into the alley before detonating. Oda is pretty sure he’s not far from the maximum edge of the blast and the corner wall of the alley. He chooses to move 5 meters around the corner and ends up prone, because he exceeded two meters of movement on the Avoid Incoming action, but he is safely out of the Blast Radius and out of harm’s way. 
第四步:结算伤害STEP FOUR: SOAK SOME DAMAGE
这里开始就很难看了。破片榴弹的伤害为16P/12P/8P。没有东西在爆心。一辆摩托车处于至近(12P),其余4个混混,两辆摩托车和混混头子都处于近距(7P)。摩托车掷骰(体质4)得到一个成功。三个向喔嗒挥舞着机车链的和那个逃脱第一枚手榴弹的(体质3)一起骰,得到1成功。混混头子的骰池为体质4,并获得2成功。
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Here it gets ugly. The damage codes for a fragmentation grenade are 16P/12P/8P. Nothing is at Ground Zero. A bike is in the Close range (12P), with the remaining 4 gangers, two bikes, and the gang leader all in Near range (8P). Rolling (Body 4) for the bikes gets 1 hit. The three who were laying the chain to Oda and the one who ran from the first grenade roll together (Body 3) and get 1 hit. The gang leader rolls Body 4 and manages 2 hits. 
Here it gets ugly. The damage codes for a fragmentation grenade are 18P/14P/7P. Nothing is at Ground Zero. A bike is in the Close range (14P), with the remaining 4 gangers, two bikes, and the gang leader all in Near range (7P). Rolling (Body 1) x 2 for the bikes gets 1 hit. The three who were laying the chain to Oda and the one who ran from the first grenade roll together (Body 3) and get 1 hit. The gang leader rolls Body 4 and manages 2 hits. 
第五步:带来痛苦 STEP FIVE: BRING THE PAIN
让我们从简单来。喔嗒甚至没有掷骰,因为他在拐角处并且离开了爆炸范围。至近的摩托车被烤了,在已有的7格上再损失了12格。近距中的两辆摩托车每个承受6格(7-1),但要加到原有的7格上,这些五元眼没办法让他们机车党还那么“机车”了。四个五元眼将各承受6格伤害,并退出战斗。
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Let’s start with the easy one. Oda didn’t even roll because he was around the corner and out of the blast range. The bike in Close range is toast, taking 12 boxes of damage on top of the 7 it already had. The two bikes in Near take 6 boxes each (7 – 1), but add that to the 7 they already took, and these Eye-Fivers aren’t going to bring much “go” to their go-gang right now. The four Eye-Fivers will take 6 boxes each and call it quits for this fight.

离线 马非鱼

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Re: 【6E】爆炸,瓦斯,与喷射 p. 114-120
« 回帖 #2 于: 2020-03-07, 周六 15:14:41 »
瓦斯攻击 GAS ATTACKS

瓦斯攻击具有三个属性:范围,浓度和DV。它们扩散到远处并降低效果,而且不是即时效果。攻击的浓度等级复盖在一定范围内以产生效果,但不会因绕过障碍而减慢或停下。如果它填充的是通风受限的空间,则将增加浓度。(校注:根据FAQ,瓦斯榴弹默认范围为5,瓦斯火箭默认范围为10,且能扩散的范围增量每少一级,强度+1。)
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Gas attacks have three attributes: Range, Concentration, and DV. They spread and decrease their effectiveness over distance and aren’t instant effects. The basic Attack has a Concentration rating that spreads over a range to build effectiveness but isn’t slowed or stopped by going around barriers. If it fills a space with limited ventilation, the Concentration builds. 
瓦斯攻击的扩散是基于经过的时间以及到扩散起始点的距离。攻击的范围数据决定攻击完全生效的区域。超出该范围,效果会减弱——50%,25%,或0%(无效)。部分的效果应向下取整。瓦斯效果表显示了瓦斯生效的不同距离,效果强度,以及持续时间。表格中的轮数是指从初始攻击落下后所经过的轮数。
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The diffusion of a gas attack is based on the time that passes and the distance from the initial point of dispersion. The Range statistic of the attack determines the area where the attack has full effect; beyond that range, the effect is lessened—either half the full effect, one quarter, or no effect. Any fractional effects should be rounded down. The Gas Effects table shows the different ranges where the gas has an effect, how strong that effect is, and how long it lasts. The rounds listed in that chart refer to the number of rounds after the initial attack lands.

如果瓦斯攻击被固体障碍物挡住,则在最初的5轮中浓度为最高,直到第9轮和第10轮才会降低。如果瓦斯攻击被密闭空间封住,则持续增加浓度直到第5轮,并且不会减弱直到其在第10轮变为惰性。
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If the attack is stopped by a solid barrier, the Concentration builds to full during the first 5 rounds and doesn’t decrease until rounds 9 and 10. If the attack is stopped in a sealed space, Concentration builds through round 5 and doesn’t decrease until it goes inert in round 10.
引用
瓦斯范围,效果,与持续时间 Gas Ranges, Effect, and Duration
射程
100%效果轮数
50%效果轮数
25%效果轮数
无效轮数
范围
1-5
6-8
9-10
11+
范围×2
——
1-5
6-8
9+
范围×3
——
1-3
5-6
7+
范围×4
——
——
1-5
6+

引用
瓦斯榴弹范例 GAS GRENADE EXAMPLE
对于喔嗒来说,那是个比较糟糕的日子,他身处公开示威的人群中。他周围的人群都穿着人类至上俱乐部(Humanis Policlub;HP)的服装,同时威胁的声音越来越大,因此喔嗒随意朝空中开了一枪,希望能向HP偏执行为创造一个积极点的反应。
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It’s been one of those days for Oda, and he’s found himself in the middle of a public demonstration. The crowd around him, all dressed in Humanis Policlub gear, has been getting louder and louder with their threats, so Oda decides to fire a random shot into the air in hopes of creating a positive counter-response to the bigotry of the HP. 
当地的游侠警官通过向人群发射一系列的瓦斯弹来答复。喔嗒不确定该走哪条路,站在原地不动,等待罐子撞到地面并扩散再决定走哪条路。如果他有选条路,他可以进行规避动作,并选条路冲出去,但在拥挤的人群中,他的选择有限。
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The local Knight Errant officers respond by firing a series of gas grenades into the crowd. Unsure of which way to go, Oda holds still, waiting for the canisters to hit the ground and disperse before deciding which way to run. If he had chosen to, he could have taken an Avoid Incoming action and picked a way to bolt, but in the dense crowd his options would have been limited.
三名游侠警官在宽弧线上发射瓦斯弹。中心的瓦斯弹深入人群中心20米。左侧的瓦斯弹距离中心瓦斯弹10米,右侧的瓦斯弹距离中心瓦斯弹20米。
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Three Knight Errant officers fire grenades in a wide arc. The grenade in the center is 20 meters into the center of the crowd. The grenade to the left is 10 meters from the center grenade, the grenade to the right is 20 meters from the center grenade. 
这些瓦斯弹的范围为5,并开始以20米的半径(范围x 4)喷射气体。喔嗒不在影响范围之内,但如果他在接下来五轮中向人群移动,他将不得不处理瓦斯弹25%的通常效果。
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These gas grenades have a range of 5 and begin spraying gas out in a 20-meter radius (Range x 4). Oda is outside the area of effect, but if he moves toward the crowd within the next five rounds, he’ll have to deal with one quarter of the gas’ usual effect.

离线 马非鱼

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Re: 【6E】爆炸,瓦斯,与喷射 p. 114-120
« 回帖 #3 于: 2020-03-10, 周二 22:44:29 »
喷射攻击 SPRAY ATTACKS

像喷火器这样的武器美丽的地方在于,如果目标在射程内,就很难打偏。问题是,他们能承受多少次爆炎,而且你要复盖的范围是多少? 这些是在确定谁身体健康,谁身上着火时要知道的事情。
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The beauty of a weapon like a flamethrower is, if the target is in range, it’s pretty hard to miss it. The question is, how much of the blast did they take, and how wide an area are you trying to cover? Those are the things to know when determining who is healthy and who is flambéed. 
进行喷射攻击时,请选择以下三种形式之一:直线,摆动或横扫。直线攻击就是字面上的,试图向目标直接射击。摆动则来回移动一点,复盖约三米宽的区域。横扫则复盖一个十米宽的区域。
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When making a spray attack, chose one of three styles: straight, wobbly, or sweeping. A straight attack is what it sounds like, an attempt to fire straight at a target. A wobbly attack moves back and forth a little, covering an area about three meters wide. A sweeping attack moves across a tenmeter-wide area.
直线攻击是正常处理的,不会更改攻击等级或DV。在喷射过程中碰到喷射路径的人同样会受到影响。摆动式攻击更难避开,但效果有所降低——使该攻击的AR+2,但DV-1。横扫攻击会放大这种倾向——使AR+4,但DV-3。
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A straight attack is handled as normal, with no modifications to Attack Rating or Damage Value. Anyone who happens into the path of the spray while it is being fired will also be affected. A wobbly attack is more difficult to avoid, but the effect is diminished—increase the Attack Rating by 2 for this attack but reduce the DV by 1. A sweeping attack only amplifies this tendency—increase the Attack Rating by 4, but reduce the DV by 3.
无论是摆动还是横扫,您都可以选择使射流更快移动。您用狂野骰代替骰池中的一个普通骰子。
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On either a wobbly or sweeping attack, you can elect to move the stream extra fast. You substitute the wild die for one of the normal dice from your dice pool.
引用
异种武器和喷射范例EXOTIC WEAPONS AND SPRAY EXAMPLE
雷德蒙德荒地最糟糕的事情就是其居民的疯狂程度。万圣帮的崇拜模仿者约瑟夫·
乔纳斯·琼斯(Joseph Jonas Jones)——他的街道兄弟叫他三J——从二楼公寓上听到了骚动,决定测试下他的自制喷火器。他漫步过去,看到下方的卡森·瞄然后紧紧按住扳机。
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The worst thing about the Redmond Barrens is the level of crazy in its residents. From his second-floor apartment, Halloweener wannabe Joseph Jonas Jones—Trip-J to his street homies—hears the commotion and decides to test out his homemade flamethrower. He strolls over, sees Carson Aims below, and squeezes the trigger. 
第一步:结算骰池STEP ONE: GRAB SOME DICE
三J将使用他的异种武器(喷火器)1 + 敏捷2,巨大骰池中有足足3个骰子。卡森·瞄当然会希望回避那火焰,骰反射5 +直觉5来避免被烤。横扫中还有个目标,就是那辆漂亮的车,但它没法躲开攻击,而且直到第4步,他都无法骰点。
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Trip-J will be using his Exotic Weapons (Flamethrower) 1 + Agility 2 for a whopping dice pool of 3 dice. Carson Aims will definitely be looking to evade that incoming flame, rolling Reaction 5 + Intuition 5 to avoid getting roasted. There is one other target in the sweep, that beautiful car, but it has no way of avoiding the attack and won’t get a roll until Step 4. 
第二步:分发极限STEP TWO: DISTRIBUTE EDGE
该喷火器的攻击等级为9,但三J会进行摆动,将其提高2,最终成11,与卡森·瞄的防御等级7;(体质5 +防弹衣2)相比,我们看到三J超出4并获得了奖励极限。
在上方进行突袭看起来是贯彻三J的行动方式,适合当作获得奖励极限的理由,最终获得两个极限。
至于装备或特质,还是没有,尤其是对于这位街上的菜鸟和他自制的喷火器。
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That flamethrower has an Attack Rating of 9, but Trip-J is going to do a little wobbly spray and up that by 2, getting an 11, compared to the Defense Rating of Carson Aims (7; Body 5 + armor clothing 2). We see that Trip-J wins by 4 and gets a bonus Edge.
The surprise attack from above seems a decent reason for a bonus Edge going Trip-J’s way, upping it to 2 Edge.
As for gear or qualities, nothing again, especially with this street newb and his home-built flambé machine. 
第三步:投骰与使用极限STEP THREE: ROLL DICE AND SPEND EDGE 
三J要破坏,他决定加快摆动,并把某个骰子换成狂野骰子:要么赢者通吃,要么滚回老家! 他骰3个骰子,获得1个普通成功,再加上狂野骰的1成功(值3成功),然后使用这2点奖励极限把他失败的4提高5,又一个成功,总共5成功。
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Trip-J is going for broke and decides to move the sweep extra fast and swaps one of his dice for a wild die. Go big or go home! He rolls his 3 dice, getting one normal hit, plus a hit on the wild die (worth 3 total hits), and then uses those 2 bonus Edge to bump the 4 he rolled on the failed die up to a 5 for another hit, for a total of 5 hits.
卡森掷出10个骰子,并得到3成功。被喷火器击中并不在他的待办事项里,所以他用了全部4个极限来重投7个失败的骰,但他只拿多了1成功。
三J在对卡森获得1净成功,对西风获得5净成功。
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Carson tosses 10 dice and manages 3 hits. Getting hit with a flamethrower is not on his to-do list, so he drops all 4 of his Edge to reroll his 7 failed dice, but he only gets 1 more hit.
This leaves Trip-J with 1 net hit on Carson and all 5 on that Westwind. 
第四步:结算伤害STEP FOUR: SOAK SOME DAMAGE
卡森骰体质6抵抗喷火器修正后的DV,3P(基础3P–1横扫+1净成功)。他获得2成功。事情看起来不好。西风骰机体x 2(8)抵抗喷火器修正后的DV,7P(基础3P– 1横扫+ 5净成功)。该车获得5成功。转到第5步,看看这到底能有多糟!
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Carson rolls Body 6 against the modified Damage Value of the flamethrower, 3P (Base 3P – 1 sweeping + 1 net hit). He gets 2 hits. Things are not looking good. The Westwind rolls Body x 2 (8) against the modified Damage Value of the flamethrower, 7P (Base 3P – 1 sweeping + 5 net hits). The car manages 5 hits. Head to step 5 and see how bad this really is!
第五步:带来痛苦STEP FIVE: BRING THE PAIN
卡森受到1格物理伤害,并获得燃烧状态。西风受到2格伤害,同样在燃烧。对于卡森来说,这不是个好日子。
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Carson takes 1 box of Physical Damage and gains the Burning status. The Westwind takes 2 boxes, and it is also Burning. This is not a good day for Carson.

离线 马非鱼

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Re: 【6E】爆炸,瓦斯,与喷射 p. 114-120
« 回帖 #4 于: 2020-03-13, 周五 01:01:10 »
制造更大的爆炸BUILDING A BIGGER BOOM

炸药可以设置和设计成全部朝向特定方向制造爆炸和弹片来产生特定效果(例如拆除墙壁或撕碎正在前进的队伍),这样可以提高其效果。如手榴弹,火箭和导弹之类的爆炸性武器都是通过爆炸,将弹片射入柔软目标来造成伤害。它们不是专门用来拆除的,但必要的时候努力一下也可以起效。另一个方向的传统炸药也是如此。他们不是要杀死别人,但只要稍稍发挥一下创造力,他们也可以在需要时用到。
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Explosives can be set and designed to increase their effectiveness by directing their blast and shrapnel all in one specific direction in order to create a specific effect, like removing a wall or shredding an advancing force. Explosive weapons, such as grenades, rockets, and missiles, are all designed around the idea that they explode and send shrapnel into soft targets to do damage. They aren’t designed for demolitions work, but with a little effort can work in a pinch. The same goes the other direction with conventional explosives. They aren’t made to kill personnel, but with a little ingenuity, they work when needed.
所有这些效果都通过爆破检定,工程学+逻辑,进行处理。有三种方式可以使爆炸武器与商用炸药的DV在针对特定目标类型使获得提升,无论是对结构还是对人员,开始!
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All those efforts are handled through a Demolitions test using Engineering + Logic. There are three ways to use this test that involve increasing the Damage Value of the explosive weapons and commercial explosives against a particular kind of target: personnel or structural. Here goes!
增加爆炸武器对人的伤害要进行检定,工程学+逻辑(2)。超过阈值的每个成功都会使爆炸武器在一个射程类别中的DV+1。所得的成功可以只增加单个射程类别中的DV,也可以将DV提升分散在多个射程类别中。要实现这点,需要在特定位置安装爆炸武器。对于意图投掷或发射后增加伤害的武器,不能应用该检定。这种方式旨在以特定方式放置这些武器来最大程度地造成伤害。
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To increase explosive weapons damage against personnel, make an Engineering + Logic (2) Test. Each hit above the threshold adds 1 to the DV of the explosive weapon at one of the Range Categories. Multiple hits can increase the DV in a single range category or be divided among several range categories. In order to do this, the explosive weapon needs to be set up at a specific location. This test cannot be used on a weapon with the intention of increasing the damage after being thrown or launched. This is all about planting these weapons in a specific way that maximizes the damage they cause. 
用爆炸武器对抗结构时总是使用近身射程的DV。以增加爆炸武器对建筑的伤害要进行检定,工程学+逻辑(2)。阈值以上的每个成功都会使针对结构的近身DV+1。无论掷出多少成功,DV都不能增加到超过近距射程的DV。
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Explosive weapons always use their Close Range Damage Value against Structures. To increase explosive weapons damage on a structure, make an Engineering + Logic (2) test. Each hit above the threshold increases the Close range DV for the purposes of damaging a Structure by 1. The DV can never be increased beyond the Near Range DV, no matter how many hits are rolled.
常规炸药主要用于破坏结构,但泛人类已经想出了许多办法用它们伤害躯体结构。您可以使用工程学技能来准备炸药,识别关键或薄弱的结构点,并将爆炸集中在特定的方向或弧线上。当应用在结构等级时,工程+逻辑检定获得的每个成功都会使常规炸药的效果等级+1。这里没有阈值,因为这正是这类爆炸物的设计目的。如果希望使用常规炸药对人造成更大的伤害,上述检定需要应用阈值2。检定是用来发现弱点还是将炸药装在一罐钉子中,取决于角色试图创造的效果。他们需要事先做出决定,不能同时达成两个目的。
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Conventional explosives are primarily used to damage structures, but metahumankind has come up with many ways to have them hurt body structures. You can use the Engineering skill to prepare explosives, identify key or weak structural points, and focus the blast in a particular direction or arc. Each hit on an Engineering + Logic test adds 1 to the conventional explosive’s effective rating when applied to Structure ratings. There is no threshold here, as this is exactly what these types of explosives were designed for. If looking to apply more personnel damage with conventional explosives apply a threshold of 2 to the above test. Whether the test is about finding a weak point or packing the explosive in a can of nails is based on which effect the character is trying to create. They need to decide in advance, as they can’t have it both ways.
炸药的伤害值基于其等级,该等级代表着炸药的威力和质量,所有这些都没有明确定义。该等级用作对抗结构的基础DV。作为对抗人员的武器,每个炸药包都具有以下DV:爆心:等级,近身:等级/2,近距:等级/4;爆炸半径:等级。
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An explosive’s Damage Value is based on its rating, which is an amalgam of the explosive’s power and quality, all without specifically defining either. The rating is used as a base DV against Structures. As a weapon against personnel, each explosive package has the following DV: Ground Zero: Rating, Close: Rating/2, Near: Rating/4; Blast Radius: Rating. 
不同等级的炸药只有在同一等级梯队(等级为1–3、4–6、7–9、10–12等)才能合并在一起,并以1:1的比例混合。超出同一等级梯队,炸药的数量和组成都无法很好地调和。 (此外,我们不希望有人欺骗系统,去购买成千上万枚低等级炸药,靠着M-80s搞出核武器)
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Explosives of different ratings can be merged together only if they are in the same Rating Class (the classes are 1–3, 4–6, 7–9, 10–12, etc.) and merge at a rate of 1:1. Beyond each Rating Class, the quantities and compositions of the explosives just don’t blend well. (Plus we don’t want anyone cheating the system by just buying thousands of low-rating explosives to build a nuclear weapon out of M-80s.)
校注:又是一堆常规催语…我习惯了…没有…!还!是!很!抓!狂!啊!!!