凌天翼🐷
凌天翼营运
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请教下1.0.2版和1.0.1有啥区别 还有哪里能下载到1.0.2版本呢
请教有没有大佬帮忙认下这是什么游戏的牌垫?
不懂就问,这个是什么游戏的配件,有大佬能帮忙认一下吗 今天打扫屋子发现这么个板件
【义释④】无尽杀戮致命入侵基础版中文规则书个人修正版 第十六页 COMBAT CHARACTERISTICS武器卡概述 Weapons display Combat characteristics usedto eliminate Xenos in many inventive ways . 武器可以提供多种方式在战斗中消灭异种。 HAND 手持标记: Put this Equipment in Hand in order to useit. 这件武器必须手持才能使用。 DUAL 双持装备: If you have Dual weapons with the same namein each Hand slot (P. 30), you may use them both with a single Action(they must be aimed at the same Zone). 如果你双手各持一把同名双持装备(详见第30页),你可以在一个行动中同时使用这两件装备(它们只能瞄准同一区域)。 SILENT无声: This Equipment doesn’t produce a Noisetoken when used in Melee Combat. 近战攻击时不产生噪音。 AMMO弹药: This Equipment uses Energy. 这件装备使用电能。 WEAPON TYPE武器类型: This Equipment is a Melee weapon. 这件装备是近战武器。 RANGE射程: Min and max number of Zones the weapon canreach. 0 indicates it can only be used in the Survivor’s Zone. 数字表明该装备最近和最远能攻击到的区域。0说明仅能在幸存者同区域使用。 DICE骰子数: Roll this many dice when a Melee Action isspent to use this weapon. 每次使用该装备近战攻击时可以投掷的骰子数。 ACCURACY:精准度(骰点数): Each roll that equals or exceeds this valueis a success. Lower results are failures. 骰数大于等于该数值则算作一次命中否则视作未命中。 DAMAGE伤害: Damage inflicted for each success. Damagedoes not stack up with multiple successes unless it is a concentratedattack(p.33). 每次攻击成功所造成的伤害。除了集火攻击之外伤害不能通过多次成功叠加(详见第33页)。 SMG图片文字 HAND 手持标记: Put this Equipment in Hand in order to useit. 这件武器必须手持才能使用。 NOISY 噪音标记: This Equipment places a Noise token whenused in Ranged Combat. 使用此装备远程战斗会产生噪音,放置一个噪音标记。 DUAL 双持装备: If you have Dual weapons with the same namein each Hand slot (P. 30), you may use them both with a single Action(they must be aimed at the same Zone). 如果你双手各持一把同名双持装备(详见第30页),你可以在一个行动中同时使用这两件装备(它们只能瞄准同一区域)。 AMMO弹药类型: This Equipment uses Bullets. 这件装备使用子弹。 WEAPON TYPE武器类型: This Equipment is a Ranged weapon. 这是一件远程武器。 RANGE射程: Min and max number of Zones the weapon canreach. 1-1 indicates it can be used to shoot at 1 Zone away, no more, no less,and within Line of Sight. 数字表明该装备最近和最远能攻击到的区域。1-1说明只能在幸存者视线内的相邻区域中射击。 DICE骰子数: Roll this many dice when a Melee Action isspent to use this weapon. 每次使用该装备近战攻击时可以投掷的骰子数。 ACCURACY:精准度(骰点数): Each roll that equals or exceeds this valueis a success. Lower results are failures. 骰数大于等于该数值则算作一次命中否则视作未命中。 DAMAGE伤害: Damage inflicted for each success. Damagedoes not stack up with multiple successes unless it is a concentratedattack(p.33). 每次攻击成功所造成的伤害。除了集火攻击之外伤害不能通过多次成功叠加(详见第33页)。 INVADER – RULES 致命入侵 – 规则 第十七页 NOISE 噪音 Firing a machine gun or a sniper riflemakes Noise, and Noise attracts Xenos . Each Action used toattack with noisy Equipment produces a Noise token . 使用轻机枪或者狙击步枪时会发出噪音,噪音会吸引异种。每个使用带噪音标识的装备进行攻击的行动。都会产生一个噪音指示物。 • Place this token inthe Zone where the Survivor resolved the Action . It stays in the Zone where itwas produced, even if the Survivor moves . 把这个噪音指示物放在幸存者执行行动的区域。噪音指示物不会随幸存者移动而改变位置。 • A single Action canonly produce a single Noise token, no matter how many dice are rolled, how manyhits are obtained, or whether Dual weapons are used 一个行动只会产生一个噪音指示物,和投掷的骰子数、命中数、是否使用双持武器无关。 • Noise tokens areremoved from the board during the End Phase (P . 10) . . 在结束阶段将所有的噪音指示物从地图板上移除(详见第10页)。 NOTE: Each Survivor miniature also countsas a Noise token . Machines also count as Noise tokens when possessing aMachine Activation token (P . 25) . Xenos have senses humans can’t comprehend,and Survivors are never quiet, anyway! 注意:每个幸存者模型都视为一个噪音指示物。当防御机器被激活时,也被视为一个噪音指示物(详见第25页)。那些异种有超强的五感,而大家总是无法保持安静! EXAMPLE: Magnus spends his first Actionwith a Sledge to eliminate a Xeno in his own Zone. The Sledge is a Silentweapon, and doesn’t produce Noise tokens. 例子:玛格努斯的首次行动在自己所在的区域使用冲击锤消灭了一个异种。因为冲击锤攻击不产生噪音,所以不放置噪音指示物。 The second Action is spent to fire 1 Zoneaway with an Assault Shotgun. It is a noisy weapon. Even if multiple dice wererolled, only a single Action was spent: a single Noise token is set in Magnus’Zone. 第二个行动他使用突击散弹枪攻击了旁边的一个区域。这件武器会产生噪音。尽管他投掷了多个骰子,也只会在玛格努斯所在的区域放置一个噪音指示物。 TheSurvivor spends his third Action to Move away. The Noise token remains in theZone it was produced and does not follow Magnus. 然后幸存者使用第三个行动移动。噪音指示物仅在发生地持续生效,并不会随着玛格努斯的移动而移动。 EXPERIENCE, DANGER LEVEL, AND SKILLS 经验,危险级别和技能 – Did I…did I just makethis happen? – Oh yeah, honey. We allowe you one. You’re my hero for today! – Mitsuki and Baraka 天啊,我刚刚做了什么? 为你欢呼,甜心。幸亏有你。今天你是我们大家的英雄! - 美月和巴拉卡 For each Xeno eliminated, a Survivor gains1 Experience Point (XP) and moves up a notch on their Danger Bar . Some MissionObjectives provide more experience, as does eliminating Abominations . 幸存者每消灭一个异种就会获得一个经验点数(xp),并在危险级别进度上前进一格。有些任务目标奖励给你额外的经验,就像消灭一个憎恶一样。 There are 4 Danger Levels on the DangerBar: Blue, Yellow, Orange,and Red . At each Danger Level, the Survivor gains a new Skill (P . 52) to helpthem on their Mission. Skills stack across Danger Levels, so at Red Level, your Survivor has 4Skills . As new Skills are unlocked, place new trackers on the SurvivorDashboard to indicate them . 每提升一个危险级别,幸存者都会得到一个新技能来帮助他完成任务(详见第52页)。技能随着危险级别的提升而叠加,也就是说当你处于红色危险级别的时候,你有4个技能。如果新技能解锁,那么把新的标识物插到面板上的对应技能槽。 • A Survivor moves tothe Yellow Danger Level upon reaching 7 Experience Points . They gain a fourthAction . 当一位幸存者拥有七点经验点数后,他的危险级别变成黄色,并且获得他的第四个行动。 • The Orange DangerLevel is reached with 19 Experience Points . Choose a Skill among the 2indicated at this Level . 当一位幸存者拥有19点经验点数后,他的危险等级变成橙色,他从角色卡上对应位置的两个技能中选一个。 • The Red Danger Levelis reached with 43 Experience Points . Choose a Skill among the 3 indicated atthis Level . 当一位幸存者拥有43点经验点数后,他的危险等级变成红色,他从角色卡上对应位置的三个技能中选一个。 示例图中文字 0 TO 6 EXPERIENCE POINTS: Blue Level, possess a starting Skill. 0-6经验点数:蓝色级别,拥有初始技能。 7 TO 18 EXPERIENCE POINTS: Yellow Level, gain a fourth Action. 7-18经验点数:黄色级别,获得第四个行动。 19 TO 42 EXPERIENCE POINTS: Orange Level, choose a Skill from the 2available. 19-42经验点数:橙色级别,从两个技能中选择一个获得。 43 EXPERIENCE POINTS: Red Level, choose a Skill from the 3available. 43个经验点数:红色级别,从三个技能中选择一个获得。 However, gaining Experience has a sideeffect . When you draw a Xeno card to spawn Xenos, read the line thatcorresponds to the Survivor with the highest Danger Level (see Xenos Spawn, P .28) . The stronger your Survivor is, the moreXenos appear 然而经验的增长也有副作用:当你抽取一张异种卡执行异种现身步骤时,对应的危险级别为当前幸存者中经验点数最高者的危险级别(详见第28页异种现身)。 因此幸存者越强,异种越多。 异种卡旁边文字 RED LEVEL: 8 Workers 红色级别:8个开采者 ORANGE LEVEL: 6 Workers 橙色级别:6个开采者 YELLOW LEVEL: 4 Workers 黄色级别:4个开采者 BLUE LEVEL: 2 Workers 蓝色级别:2个开采者 RULES – ZOMBICIDE 规则 - 无尽杀戮 第十八页 07 INVENTORY 07 随身装备栏 Overpowered? I’d rather say they’re theright tools, for the right work. – Jared . 彻底压制?不,我觉得只是在恰当的时机选择了合适的武器而已。 - 贾里德 Each Survivor can carry up to 9 Equipmentcards, divided into three types of Equipment slots on their Dashboard: 2 Hand,2 Body, and 5 Backpack slots (not counting cards Attached to other cards) . Youmay discard cards from your Survivor’s inventory to make room for new cards atany time, for free (even during another player’s Turn) . 每个幸存者可以至多携带9张装备卡,在幸存者面板上分为三种装备格:2个手持格,2个穿戴格和五个背包格(不计算装备到其他装备卡上的卡牌)。你可以随时弃掉装备栏中的装备卡来为新卡腾位置(即使是别的玩家的轮次),而且这样做不需花费行动。 A Hand Equipment or Body Equipment slot isreserved exclusively for Equipment cards bearing the corresponding symbol (HandEquipment in a Hand slot, Body Equipment in a Body slot) . 手持装备或者穿戴装备只能放置拥有相应标记的装备卡(手持装备放在手持格中,穿戴装备放在穿戴格中)。 The Hand symbol marks the Equipment cardsthat can only be used in Hand slots . 手持格只能放置拥有手持标记的装备卡。 The Body symbol marks the Equipment cardsthat can only be used in Body slots . 穿戴格只能放置拥有穿戴标记的装备卡。 The Backpack can hold up to 5 Equipmentcards of any type (Hand, Body, or no symbol) . Characteristics and game effectsdescribed on Hand/Body Equipment cards cannot be used until they are moved totheir appropriate inventory slots . 背包格中至多可以放五张任意类型的装备卡(拥有手持标记,穿戴标记或者无标记的)。拥有穿戴或者手持标记的装备卡放置在背包格中时,这些装备卡上的描述全部无效。 BACKPACK: The Backpack slots are meant to store anyweapon card the Survivor is not currently using, as well as support-orientedcards like the M.R.E. 背包格: 背包格中可以放置任何幸存者暂时不用的装备,武器以及辅助性道具卡,如军备口粮。 BODY SLOTS: Both Body slots are used mostly to holdspecialist items, like a Searchlight. They can only hold cards bearing the Bodysymbol. 穿戴格: 两个穿戴格仅能放置拥有穿戴标记的专用装备,比如战术探照灯。 HAND SLOTS: Both Hands are used primarily for Combat.They can only hold cards bearing the Hand symbol, like weapons. 放置在手持格的装备主要用来战斗,手持格仅能放置拥有手持标记的装备,比如武器。 INVADER – RULES 致命入侵– 规则 第十九页 08 THE XENOS 异种 Zombicide: Invader features four types ofXenos . Most of them have a single Action to spend each time they activate(Hunters have 2) . A Xeno is eliminated as soon as it is successfully hit withan attack that has the minimum required Damage value . Then its assailantimmediately earns the listed Experience Points . 《无尽杀戮:致命入侵》共有4种异种。大多数异种激活时只有一个行动(捕猎者有2个)。如果一个异种被击中并且伤害足够,那么它就会被消灭。消灭它的幸存者立即获得相应的经验点数。 WORKER 开采者 Workers are the most common Xenos . Whilethey seem to be the weakest among their species, each one is strong enough totear a human apart, and there are enough of them to swarm the entire placemultiple times over! 开采者是最常见的异种。虽然它们是异种之中最弱的,但是开采者的力量依然足够将一个人类撕成碎片。数量庞大的它们经常成群结队的袭击基地。 Damage dealt: 1 伤害:1 To eliminate: Damage 1 最低致死伤害:1 Experience provided: 1 point 经验点数:1 TANK 屠杀者 Shrugging off any damage except the mostpotent blows, the towering Tanks protect their brethren from incoming attacksand lead the charge . They gruesomely kill unprotected targets with a singlepunch, rending exo-armors in seconds . 它们坚硬的皮肤可以抵挡大部分武器的伤害,只有那些稀有的超强武器可以消灭它们。所以它们经常冲锋在入侵的最前沿,用肉体帮助同类抵挡伤害。强大的力量让它们几乎只需要一次攻击,就能击碎护甲,杀死目标。 Damage dealt: 2 伤害:2 To eliminate: Damage 2 最低致死伤害:2 Experience provided: 1 point 经验点数:1 HUNTER 捕猎者 Faster and more cunning than theirbrethren, the Hunters’ function among the Xenos is clearly defined: seek anddestroy . These predators are smart enough to hide behind others to avoiddamage, and they strike mercilessly with unparalleled speed . 比起其它的异种同类,捕猎者更加敏捷,也更狡猾,它们在战斗中的目的非常明确:寻找弱点并迅速摧毁。这些狡猾的捕猎者会利用同伴来隐藏自己,一旦找到机会,就会迅速出击。 Damage dealt: 1 伤害:1 To eliminate: Damage 1 最低致死伤害:1 Experience provided: 1 point 经验点数:1 Special rule: Hunters have 2 Actions everytime they are activated (P . 28) . 特殊规则:捕猎者每次激活时有2个行动(详见第28页)。 RULES– ZOMBICIDE 规则– 无尽杀戮 第二十页 SPOILER ABOMINATION 毁灭者憎恶 Spoiler Abominations stand amongst theirkind as hulking machines of destruction . They are immune to mundane damage anddestroy anyone standing in their path . Destruction, however, does not seem tobe their ultimate goal . They cover our buildings with a disgusting substancewe call “mold” . 毁灭者憎恶是异种族群中的顶尖武力。它们可以免疫几乎所有伤害,强大的力量足以摧毁所有挡在它前方的东西。但是,毁灭好像并不是它们的最终目标。它们会使用一种被我们称呼为(异种菌毯)的恶心物体覆盖在基地中。 Damage dealt: 3 伤害:3 To eliminate: Damage 3 最低致死伤害:3 Experience provided: 5 points 经验点数:5 Special rules: 特殊规则: • A Damage 3 weapon isrequired to eliminate a Spoiler Abomination . No weapon features such a Damagevalue in the game . To do so, you need either Hellfire (P . 34) or aConcentrated Attack (P . 33) . 能造成3点伤害的武器才可以消灭毁灭者憎恶。然而本游戏中没有这样的武器。要杀掉这个怪物,你需要地狱火(详见第34页)或使用集火攻击(详见第33页)。 • Spoiler Abominationsspread Mold across room and corridor Zones (not exterior Zones) . Whenever a SpoilerAbomination stands in a room or corridor Zone without Mold, set an Active Moldtoken in the Zone . It is now a Mold Zone . If the Zone has an Inactive Moldtoken, flip it back to its Active side instead . 毁灭者憎恶会在基地房间区域和走廊区域(不能是外部区域)散播异种菌毯。每当毁灭者憎恶所在的房间区域或者走廊区域没有异种菌毯时,就需要在当前区域中放置一个激活状态的异种菌毯标记。该区域现在就是一个异种菌毯区域。如果该区域已经有一个休眠的异种菌毯标记,将其翻转到激活状态。 MOLD RULES 异种菌毯规则 Is that a joke?!? I don’t care about thisthing’s scientific value! It’s ugly, corrosive, slimy, sticky, and stinks likea zombie! Gimme dat… damn… flamethrower! – Magnus 你是在逗我?!?这种东西会有什么科研价值!这堆丑陋、恶心、腐烂的东西就好像丧尸一样恶臭!该死的,快把火焰喷射器拿给我! - 玛格努斯 Mold tokens, on their Active and Inactivesides, respectively. 异种菌毯标记,分别分为激活状态和休眠状态。 Apply these game effects whenever a Mold token(be it Active or Inactive) is set in a Zone, turning it into a Mold Zone . 只要区域中存在一个异种菌毯标记(无论是激活还是休眠),这个区域就变成了菌毯区域,将具有以下游戏效果: MOLD GENERAL RULES 异种菌毯基本规则 • Remove any Objectiveand Door tokens in the Zone . They cannot be recovered . Look at Objective tokensremoved this way: the Missionmay already be lost! 移除该区域中所有的门和目标指示物。这些物品无法恢复。请注意被移除的目标指示物可能会造成玩家任务失败! • All walls in the Zone,except the ones leading to exterior Zones, are considered as having an opening. 该区域除了连接外部区域的墙壁,其他所有墙壁均被视为有开口。 • The Zone cannot beSearched and loses its special properties . For example, Oxygen Supply Rooms (P. 35) disappear and cannot provide Oxygen Tanks . Airlocks can still be used togo to exterior Zones . 该区域不能被搜索,并且失去特殊属性。例如,有菌毯标记的氧气室(详见第35页)将无法再提供氧气瓶。气闸依然可以用来通往外部区域。 ACTIVE MOLD SPECIFIC RULES 激活状态异种菌毯的特殊规则 • The Zone is consideredas a room Zone to trace Lines of Sight (P . 11) . It cannot be Searched (P .22) 该区域在计算视线时视作一个房间区域(详见第11页)。该区域无法搜索(详见第22页)。 • Hellfire (P . 34)flips an Active Mold token to its Inactive side . 地狱火(详见第34页)可以将激活状态变成休眠状态。 • The game is lost assoon as 2 (or more) Spawn Zones are linked by an uninterrupted chain of ActiveMold Zones (diagonals don’t count) . 当2个(或更多)异种出生点被激活状态的异种菌毯连接时(斜角不算),游戏失败。 INACTIVE MOLD SPECIFIC RULES 休眠异种菌毯的特殊规则 • The Zone is consideredto be a corridor Zone to trace Lines of Sight (P . 11) . It cannot be Searched(P . 22) . 该区域被视为走廊区域,视线可以穿过(详见第11页)。该区域无法搜索。 • The presence of aSpoiler Abomination in the Zone flips the Inactive Mold token to its Activeside . 如果毁灭者憎恶位于该区域,将休眠状态的异种菌毯标记翻转到激活状态。 • Inactive Mold Zonesare not counted in Mold chains to determine whether the game is lost . 休眠状态的异种菌毯不算进菌毯连接中。
【义释③】无尽杀戮致命入侵基础版中文规则书个人修正版 This is an exterior Zone. 这是一个外部区域。 Delimited by thick walls, this building hasfour room Zones separated by inner walls. 这个建筑被墙壁分隔,由内墙隔成了4个房间区域。 This exterior Zone straddles 2 tiles. It isdelimited by linear markings, walls, and the board’s edge. 这个外部区域横跨两块地图板。它由区域线、墙壁和地图板块边缘分隔开。 This is a room Zone. 这是一个房间区域。 These 2 room Zones are separated by a wallwith an opening. 这两个房间区域由带开口的墙壁分隔开。 This is a corridor Zone, delimited bylinear markings, walls, and the board’s edge. 这是一个走廊区域,由线状痕迹、墙壁和地图板边缘分隔开。 LINE OF SIGHT 视线 Lines of Sight define whether Actors can seeeach other, such as whether a Survivor can see a Xeno across the corridor, fromone room to the next, into a room, etc . 视线决定了角色是否可以看到彼此,例如异种是否可以看到幸存者、幸存者是否可以看到穿过走廊的异种、从一个房间进入到另外一个房间的异种、以及即将进入一个房间的异种等。 In corridors and exterior Zones, Actors seein straight lines that run parallel to the edges of the board . Actors cannotsee diagonally . Their Line of Sight covers as many Zones as the line can passthrough before reaching a wall or the edge of the board . 在走廊和外部区域,角色可以看到平行于地图板边缘的直线。视线不能是斜线。视线会被墙壁阻挡,即在没有墙壁阻挡的情况下可以覆盖到地图板最终结束的地方。 Inside a room, an Actor sees into all theZones that share an opening with the room the Actor currently occupies . Ifthere is an opening, the walls do not block Line of Sight between 2 Zones . AnActor’s Line of Sight is limited, however, to the distance of 1 Zone . 一个角色在房间里时,只能看到通过带开口的墙壁与此房间直接相连的所有房间。 If the Survivor is looking out into acorridor or from a corridor into a room, the Line of Sight can go through any numberof corridor Zones in a straight line, but only 1 Zone into the room . 幸存者如果从房间区域向走廊区域看,或者是从走廊区域向房间区域中看,视线可以到达走廊区域的尽头,但是只能看到带有开口的房间区域的第一个房间区域。 NOTE: Exterior and building Zones areconnected by Airlocks (P. 35), so there's no Line of Sight between them. 注意:室外区域和室内区域通过气闸相连(详见第35页),因此视野无法直接到达。 框中文字 DARK ZONES 黑暗区域 The Searchlight Equipment allows itswielder to trace Lines of Sight to Dark Zones . These are special Zones wheredarkness blocks Lines of Sight . They are not featured in this box, but in Zombicide:Invader expansions . 战术探照灯这件装备允许使用者在黑暗区域中拥有视线。这些是特殊区域,黑暗可以阻挡视线。这些区域并不在本基础中,而是在《无尽杀戮:致命入侵》 的扩展包中。 RULES – ZOMBICIDE 规则 – 无尽杀戮 第十二页 图中文字 Cole stands in a corridor Zone. He can seeevery corridor Zone in straight lines, up to walls and the board’s edges. 科尔站在走廊区域。他可以拥有所有直线的走廊区域的视野,直到遇到墙壁或者地图板边缘。 Lines of Sight go in straight lines. Nodiagonals for Cole! 视线只能是直线的。所以科尔看不到这里! Cole’s Line of Sight goes 1 Zone into theroom. 科尔的视线可以进入这个房间。 Mitsuki stands in a room Zone. She cantrace Lines of Sight 1 Zone away into the other room Zones nearby and into thecorridor Zone, in straight lines. 美月站在一个房间区域。她可以拥有所有直线中的另外一个房间区域和走廊区域的视线。 1 Zone away only: this room Zone is too farfor Mitsuki’s Line of Sight. 美月只能看到一个区域:这个房间区域太远了,美月看不到这里。 Vivian stands in a room Zone. Her Line ofSight goes 1 Zone into the rooms nearby but is cut by full walls (to Magnus)and closed doors (to the corridor). 薇薇安站在一个房间区域。她的视线经过一个区域进入附近的房间,但是她的视线被墙壁(到玛格努斯)和紧闭的门(到走廊)切断。 Magnus can trace Line of Sight from hisroom Zone, through the corridor Zone, and 1 Zone into the opposite room. 玛格努斯的视线可以从他的房间区域一直穿过走廊区域,直到另外一个房间的第一个区域为止。 In exterior Zones, Lines of Sight aretraced in the same way as corridor Zones. 在外部区域时,视线的范围与走廊区域相同。 Jared’s Line of Sight is stopped by thefull wall. 贾里德的视线被完整的墙壁挡住了。 Baraka stands in an Airlock room (P. XX). Linesof Sight cannot be traced through to the exterior Zone. 巴拉卡站在一个气闸室(详见35页)。视线无法看到外面区域。 INVADER – RULES 致命入侵 – 规则 第十三页 MOVEMENT 移动 Actors can move from a Zone to the next aslong as the first Zone shares at least an edge with the destination Zone .Corners do not count . This means Actors cannot make diagonal movements . 在街道上:行动者可以从一个区域移动到另一个区域,只要这个区域与原区域至少共用一条 边(共用一个区域角不算)。这就是说行动者不能斜线移动。 In corridor and exterior Zones, movementfrom one Zone to another has no restrictions . However, Actors must go throughan open door (or opening) to move from a room to a corridor and vice-versa . 在走廊和外部区域:两个区域的移动没有限制。但是行动者如果要进入房间则必须通过一个可以通行的门(或者已经打开的门)才能进行移动,反之亦然。 NOTE: Movement from a room to an exteriorZone is made through an Airlock room (P. XX). 注意:从房间到外部区域移动必须通过气闸室(第35页)。 Inside a room, Actors may move from oneZone to another as long as their Zones are linked by an opening . The positionof a miniature in the Zone and the layout of the walls do not matter as long asthe Zones share an opening . 在建筑物中:只要两个区域之间有开口连接,行动者就可以从一个区域移动到另外一个区域。 但是离开建筑物到街道时,必须通过可以通行的门(或者先打开锁上的门)才可以移动,从街道到建筑物同样如此。 示例图1中文字 Baraka can enter the corridor through thedestroyed door. 巴拉卡可以通过被打开的门进入走廊。 To Move here, Baraka must first open thedoor. 要移动到这里,巴拉卡必须先打开门。 Baraka can go to this Zone through theopening. 巴拉卡可以通过入口直接进入这个区域。 示例图2中文字 To go around this corner, Jared must firstMove here… 想要通过这个拐弯处,贾里德必须先走到这里…… … then here. ……然后再移动到这里。 Jared can’t Move diagonally. 贾里德不能斜线移动。 READING AN EQUIPMENT CARD 装备卡概述 MELEE AND RANGED WEAPONS 近战和远程武器 Why did management store this many weapons?What did they expect? – Strikes, mutiny,pirates, you name it. We’re sitting on a goldmine. Do you need another reasonto store as many weapons as possible? – There’s enough ammo tolast an entire war! – Cole and Vivian 为什么管理层在这里储存了这么多武器?他们在提防什么? –像你所说的一样,他们只是在防止大规模罢工,或者是叛乱跟星际海盗什么的。我们这里可是一个大金矿。难道还能有其他理由来解释这些武器的库存丰盛吗? –这些弹药足够支撑起一场战争了! –科尔和薇薇安 Zombicide: Invader features many differentEquipment cards . The ones your Survivors use to eliminate Xenos have Combatcharacteristics displayed at the bottom: 《无尽杀戮:致命入侵》 有许多风格迥异的装备卡。你的幸存者们用来消灭异种的武器卡的底部会有一些特征描述: RULES –ZOMBICIDE 规则– 无尽杀戮 第十四页 Weapons fall into 2 categories: Meleeweapons and Ranged weapons . The Melee and Ranged symbols are used todistinguish each type . 武器分为两类:近战武器和远程武器。近战和远程符号用于区分武器类型。 Melee weapons bear the Melee symbol . Theyhave a Range 0 value and thus can only be used in the same Zone as the Survivor. They are used with Melee Actions (P . XX) . 近战武器带有近战符号。卡上射程数值为“0”的武器,只能用于攻击和使用者同区域的敌人。详见近战攻击(详见第31页)。 Cattle Prods and Heavy Cutters are Meleeweapons. 电刺棍和重型切割刀是近战武器。 Ranged weapons bear the Ranged symbol .They usually have a Range value of 1 (or more) . They are used with RangedActions (P . 31) . Attacking at Range 0 with a Ranged weapon is still a RangedAction . 远程武器带有远程符号。卡上射程数值最大为“1”或者更远的武器。用于远程攻击(详见第31页)。用远程武器攻击距离为0的目标也算远程攻击。 SMGs and Heavy Shotguns are Ranged weapons. SMG轻机枪和重型散弹枪是远程武器。 AMMO TYPE 弹药类型 Most weapons use solid ammunition or apower source to eliminate Xenos . They have infinite ammo (enjoy!) . However,the type of Ammo influences several game effects . 大部分的武器可以使用固体弹药或者能源来消灭异种。幸存者们有数不清的弹药补给(杀个痛快!)但是,弹药的类型会受到游戏规则的影响。 Weapons with the Bullets symbol use solidammunition of some sort (no matter the caliber) . Bullet-fed weapons cannot beused in exterior Zones . 带有子弹标记的武器使用的是固体弹药(无论枪械口径)。这些使用固体弹药的武器不能用于外部区域。 SMGs and Light Machine Guns use Bullets asammunition. They cannot be used in exterior Zones. SMG冲锋枪和轻型机枪使用子弹作为弹药。所以它们不能在外部区域使用。 NOTE: Prototype weapons do not possesstheir own power source . They may only be used when an Energy Cell Equipmentcard is Attached to them (P . XX) . 注意:那些武器原型无法直接使用。只有得到能量电池装备卡并且装备在武器原型上之后才能使用(详见第23页)。 INVADER – RULES 致命入侵 – 规则 第十五页 Weapons with the Energy symbol use a powersource to function (no matter the battery type) . Energy-fed weapons can beused in any Zone . 带有能量符号的武器使用能源攻击(无论能量电池是什么类型)。能量武器可以在任何区域使用。 Cattle Prods and Chainsaws use Energy as apower source. They can be used anywhere. Prototype weapons are both Ranged andEnergy weapons, and thus allow Ranged Combat in any Zone! But they require anAttached Energy Cell to work. 电刺棍和链锯使用电能作为能源。它们可以在任何地方使用。武器原型不仅是远程武器,而且也是能源武器,因此它们可以在任何区域进行远程战斗!但是它们必须要额外装备能量电池才能使用。 NOISY EQUIPMENT 装备的噪音 Wait, wait, wait! If you pull the trigger,the gunfire will attract more of them to our position! There must be anotherway! – Look me in the eye andtell me you’re not starting to enjoy this. – […] Don’t tell anyone. – Yeah, sure. COME ON,PEOPLE! FIRE AT WILL! – Baraka and Magnus 等等,先等一下,别开枪!如果现在扣动扳机,枪声会吸引更多的异种来这里!一定还有别的办法! –你看着我的眼睛,告诉我你什么时候变成一只小绵羊了。 –(……)别跟任何人提起这件事。 –放心,我当然什么都不会说。现在就拿起你的武器!火力全开! –巴拉卡和玛格努斯 Some Equipment is noisy and produces aNoise token whenever they are used . Noise attracts Xenos! Noise rules are detailed on P . XX . 有些装备在使用过程中会产生噪音。这些噪音会吸引异种! 噪音规则详见第17页。 Equipment bearing the Noise symbol produces a Noise token whenever an Action is spent to use it . Seta Noise token in the Survivor’s Zone . 带有噪音符号的装备在每次使用时都会产生噪音。在幸存者所在的区域设置一个噪音标记。 Equipment bearing the Silent symbol doesn’tproduce a Noise token when used . 带有无声符号的装备在使用时不会产生噪音。 Sledges are silent weapons to kill with.Light Machine Guns produce Noise when firing. Note that their Prototype counterpartis Silent! 电刺棍是无声杀人的利器。轻机枪在射击时会发出噪音。注意那些武器原型不会产生噪音!
【义释②】无尽杀戮致命入侵基础版中文规则书个人修正版 This is an exterior Zone. 这是一个外部区域。 Delimited by thick walls, this building hasfour room Zones separated by inner walls. 这个建筑被墙壁分隔,由内墙隔成了4个房间区域。 This exterior Zone straddles 2 tiles. It isdelimited by linear markings, walls, and the board’s edge. 这个外部区域横跨两块地图板。它由区域线、墙壁和地图板块边缘分隔开。 This is a room Zone. 这是一个房间区域。 These 2 room Zones are separated by a wallwith an opening. 这两个房间区域由带开口的墙壁分隔开。 This is a corridor Zone, delimited bylinear markings, walls, and the board’s edge. 这是一个走廊区域,由线状痕迹、墙壁和地图板边缘分隔开。 LINE OF SIGHT 视线 Lines of Sight define whether Actors can seeeach other, such as whether a Survivor can see a Xeno across the corridor, fromone room to the next, into a room, etc . 视线决定了角色是否可以看到彼此,例如异种是否可以看到幸存者、幸存者是否可以看到穿过走廊的异种、从一个房间进入到另外一个房间的异种、以及即将进入一个房间的异种等。 In corridors and exterior Zones, Actors seein straight lines that run parallel to the edges of the board . Actors cannotsee diagonally . Their Line of Sight covers as many Zones as the line can passthrough before reaching a wall or the edge of the board . 在走廊和外部区域,角色可以看到平行于地图板边缘的直线。视线不能是斜线。视线会被墙壁阻挡,即在没有墙壁阻挡的情况下可以覆盖到地图板最终结束的地方。 Inside a room, an Actor sees into all theZones that share an opening with the room the Actor currently occupies . Ifthere is an opening, the walls do not block Line of Sight between 2 Zones . AnActor’s Line of Sight is limited, however, to the distance of 1 Zone . 一个角色在房间里时,只能看到通过带开口的墙壁与此房间直接相连的所有房间。 If the Survivor is looking out into acorridor or from a corridor into a room, the Line of Sight can go through any numberof corridor Zones in a straight line, but only 1 Zone into the room . 幸存者如果从房间区域向走廊区域看,或者是从走廊区域向房间区域中看,视线可以到达走廊区域的尽头,但是只能看到带有开口的房间区域的第一个房间区域。 NOTE: Exterior and building Zones areconnected by Airlocks (P. 35), so there's no Line of Sight between them. 注意:室外区域和室内区域通过气闸相连(详见第35页),因此视野无法直接到达。 框中文字 DARK ZONES 黑暗区域 The Searchlight Equipment allows itswielder to trace Lines of Sight to Dark Zones . These are special Zones wheredarkness blocks Lines of Sight . They are not featured in this box, but in Zombicide:Invader expansions . 战术探照灯这件装备允许使用者在黑暗区域中拥有视线。这些是特殊区域,黑暗可以阻挡视线。这些区域并不在本基础中,而是在《无尽杀戮:致命入侵》 的扩展包中。 RULES – ZOMBICIDE 规则 – 无尽杀戮 第十二页 图中文字 Cole stands in a corridor Zone. He can seeevery corridor Zone in straight lines, up to walls and the board’s edges. 科尔站在走廊区域。他可以拥有所有直线的走廊区域的视野,直到遇到墙壁或者地图板边缘。 Lines of Sight go in straight lines. Nodiagonals for Cole! 视线只能是直线的。所以科尔看不到这里! Cole’s Line of Sight goes 1 Zone into theroom. 科尔的视线可以进入这个房间。 Mitsuki stands in a room Zone. She cantrace Lines of Sight 1 Zone away into the other room Zones nearby and into thecorridor Zone, in straight lines. 美月站在一个房间区域。她可以拥有所有直线中的另外一个房间区域和走廊区域的视线。 1 Zone away only: this room Zone is too farfor Mitsuki’s Line of Sight. 美月只能看到一个区域:这个房间区域太远了,美月看不到这里。 Vivian stands in a room Zone. Her Line ofSight goes 1 Zone into the rooms nearby but is cut by full walls (to Magnus)and closed doors (to the corridor). 薇薇安站在一个房间区域。她的视线经过一个区域进入附近的房间,但是她的视线被墙壁(到玛格努斯)和紧闭的门(到走廊)切断。 Magnus can trace Line of Sight from hisroom Zone, through the corridor Zone, and 1 Zone into the opposite room. 玛格努斯的视线可以从他的房间区域一直穿过走廊区域,直到另外一个房间的第一个区域为止。 In exterior Zones, Lines of Sight aretraced in the same way as corridor Zones. 在外部区域时,视线的范围与走廊区域相同。 Jared’s Line of Sight is stopped by thefull wall. 贾里德的视线被完整的墙壁挡住了。 Baraka stands in an Airlock room (P. XX). Linesof Sight cannot be traced through to the exterior Zone. 巴拉卡站在一个气闸室(详见35页)。视线无法看到外面区域。 INVADER – RULES 致命入侵 – 规则 第十三页 MOVEMENT 移动 Actors can move from a Zone to the next aslong as the first Zone shares at least an edge with the destination Zone .Corners do not count . This means Actors cannot make diagonal movements . 在街道上:行动者可以从一个区域移动到另一个区域,只要这个区域与原区域至少共用一条 边(共用一个区域角不算)。这就是说行动者不能斜线移动。 In corridor and exterior Zones, movementfrom one Zone to another has no restrictions . However, Actors must go throughan open door (or opening) to move from a room to a corridor and vice-versa . 在走廊和外部区域:两个区域的移动没有限制。但是行动者如果要进入房间则必须通过一个可以通行的门(或者已经打开的门)才能进行移动,反之亦然。 NOTE: Movement from a room to an exteriorZone is made through an Airlock room (P. XX). 注意:从房间到外部区域移动必须通过气闸室(第35页)。 Inside a room, Actors may move from oneZone to another as long as their Zones are linked by an opening . The positionof a miniature in the Zone and the layout of the walls do not matter as long asthe Zones share an opening . 在建筑物中:只要两个区域之间有开口连接,行动者就可以从一个区域移动到另外一个区域。 但是离开建筑物到街道时,必须通过可以通行的门(或者先打开锁上的门)才可以移动,从街道到建筑物同样如此。 示例图1中文字 Baraka can enter the corridor through thedestroyed door. 巴拉卡可以通过被打开的门进入走廊。 To Move here, Baraka must first open thedoor. 要移动到这里,巴拉卡必须先打开门。 Baraka can go to this Zone through theopening. 巴拉卡可以通过入口直接进入这个区域。 示例图2中文字 To go around this corner, Jared must firstMove here… 想要通过这个拐弯处,贾里德必须先走到这里…… … then here. ……然后再移动到这里。 Jared can’t Move diagonally. 贾里德不能斜线移动。 READING AN EQUIPMENT CARD 装备卡概述 MELEE AND RANGED WEAPONS 近战和远程武器 Why did management store this many weapons?What did they expect? – Strikes, mutiny,pirates, you name it. We’re sitting on a goldmine. Do you need another reasonto store as many weapons as possible? – There’s enough ammo tolast an entire war! – Cole and Vivian 为什么管理层在这里储存了这么多武器?他们在提防什么? –像你所说的一样,他们只是在防止大规模罢工,或者是叛乱跟星际海盗什么的。我们这里可是一个大金矿。难道还能有其他理由来解释这些武器的库存丰盛吗? –这些弹药足够支撑起一场战争了! –科尔和薇薇安 Zombicide: Invader features many differentEquipment cards . The ones your Survivors use to eliminate Xenos have Combatcharacteristics displayed at the bottom: 《无尽杀戮:致命入侵》 有许多风格迥异的装备卡。你的幸存者们用来消灭异种的武器卡的底部会有一些特征描述: RULES –ZOMBICIDE 规则– 无尽杀戮 第十四页 Weapons fall into 2 categories: Meleeweapons and Ranged weapons . The Melee and Ranged symbols are used todistinguish each type . 武器分为两类:近战武器和远程武器。近战和远程符号用于区分武器类型。 Melee weapons bear the Melee symbol . Theyhave a Range 0 value and thus can only be used in the same Zone as the Survivor. They are used with Melee Actions (P . XX) . 近战武器带有近战符号。卡上射程数值为“0”的武器,只能用于攻击和使用者同区域的敌人。详见近战攻击(详见第31页)。 Cattle Prods and Heavy Cutters are Meleeweapons. 电刺棍和重型切割刀是近战武器。 Ranged weapons bear the Ranged symbol .They usually have a Range value of 1 (or more) . They are used with RangedActions (P . 31) . Attacking at Range 0 with a Ranged weapon is still a RangedAction . 远程武器带有远程符号。卡上射程数值最大为“1”或者更远的武器。用于远程攻击(详见第31页)。用远程武器攻击距离为0的目标也算远程攻击。 SMGs and Heavy Shotguns are Ranged weapons. SMG轻机枪和重型散弹枪是远程武器。 AMMO TYPE 弹药类型 Most weapons use solid ammunition or apower source to eliminate Xenos . They have infinite ammo (enjoy!) . However,the type of Ammo influences several game effects . 大部分的武器可以使用固体弹药或者能源来消灭异种。幸存者们有数不清的弹药补给(杀个痛快!)但是,弹药的类型会受到游戏规则的影响。 Weapons with the Bullets symbol use solidammunition of some sort (no matter the caliber) . Bullet-fed weapons cannot beused in exterior Zones . 带有子弹标记的武器使用的是固体弹药(无论枪械口径)。这些使用固体弹药的武器不能用于外部区域。 SMGs and Light Machine Guns use Bullets asammunition. They cannot be used in exterior Zones. SMG冲锋枪和轻型机枪使用子弹作为弹药。所以它们不能在外部区域使用。 NOTE: Prototype weapons do not possesstheir own power source . They may only be used when an Energy Cell Equipmentcard is Attached to them (P . XX) . 注意:那些武器原型无法直接使用。只有得到能量电池装备卡并且装备在武器原型上之后才能使用(详见第23页)。 INVADER – RULES 致命入侵 – 规则 第十五页 Weapons with the Energy symbol use a powersource to function (no matter the battery type) . Energy-fed weapons can beused in any Zone . 带有能量符号的武器使用能源攻击(无论能量电池是什么类型)。能量武器可以在任何区域使用。 Cattle Prods and Chainsaws use Energy as apower source. They can be used anywhere. Prototype weapons are both Ranged andEnergy weapons, and thus allow Ranged Combat in any Zone! But they require anAttached Energy Cell to work. 电刺棍和链锯使用电能作为能源。它们可以在任何地方使用。武器原型不仅是远程武器,而且也是能源武器,因此它们可以在任何区域进行远程战斗!但是它们必须要额外装备能量电池才能使用。 NOISY EQUIPMENT 装备的噪音 Wait, wait, wait! If you pull the trigger,the gunfire will attract more of them to our position! There must be anotherway! – Look me in the eye andtell me you’re not starting to enjoy this. – […] Don’t tell anyone. – Yeah, sure. COME ON,PEOPLE! FIRE AT WILL! – Baraka and Magnus 等等,先等一下,别开枪!如果现在扣动扳机,枪声会吸引更多的异种来这里!一定还有别的办法! –你看着我的眼睛,告诉我你什么时候变成一只小绵羊了。 –(……)别跟任何人提起这件事。 –放心,我当然什么都不会说。现在就拿起你的武器!火力全开! –巴拉卡和玛格努斯 Some Equipment is noisy and produces aNoise token whenever they are used . Noise attracts Xenos! Noise rules are detailed on P . XX . 有些装备在使用过程中会产生噪音。这些噪音会吸引异种! 噪音规则详见第17页。 Equipment bearing the Noise symbol produces a Noise token whenever an Action is spent to use it . Seta Noise token in the Survivor’s Zone . 带有噪音符号的装备在每次使用时都会产生噪音。在幸存者所在的区域设置一个噪音标记。 Equipment bearing the Silent symbol doesn’tproduce a Noise token when used . 带有无声符号的装备在使用时不会产生噪音。 Sledges are silent weapons to kill with.Light Machine Guns produce Noise when firing. Note that their Prototype counterpartis Silent! 电刺棍是无声杀人的利器。轻机枪在射击时会发出噪音。注意那些武器原型不会产生噪音!
【义释】无尽杀戮致命入侵基础版中文规则书个人修正版 在离火大佬翻译的官方中文版基础上加以修订,仅代表个人校对和对歧义的理解,不代表官方意见。
【宿守】(转帖)OL最常见实用结算问题总结 原文链接:http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fclub.sanguosha.com%2Fthread-355970-1-1.html&urlrefer=080d6f01437f2717fd2c54d8c175a8eb 导言: 随着OL武将数量的日益扩增,武将与武将之间的技能关系也趋向复杂。目前市面上已经有规则集整合的电子书,但内容繁多,而且有的术语对于普通玩家来说十分不友好。笔者相信很多玩家应该没有时间也没有耐心去仔细读,其实笔者也一样,并没有完全读过里面的所有内容。但目前OL的玩法里面,只要你能够明白规则集里面最核心的部分,你就已经能够解释大部分武将技能为何会有这样的效果,以及预测某两个武将之间的技能问题。笔者的这一篇文章,并不意图传递整个规则集的所有内容,但求用接近白话易于理解的文字,来帮助广大玩家学习最为精华的部分。需要强调的是,笔者也不是什么专家,所用的描述都来源于自己的总结,稍有不规范之处也请谅解。 2018.2.8:请有疑问的杀友暂且留言,囿于现实工作,笔者目前没有时间仔细回复,望理解。 2018.2.20:收到玩家的反馈,有关技能时机点方面,笔者的总结有部分疏漏和错误,主要在“使用牌时”之前还有两个时机点没有指出,将在近几天更新,谢谢。
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