📄 messages.properties
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GameOptionsInfo.option.maxtech_round_damage.displayableName=MaxTech damage per roundGameOptionsInfo.option.maxtech_round_damage.description=If checked, units will have +1 to their piloting skill roll for every 20 damage taken, not just the first damage. Also, BTH is altered by weight class. Lights get +1 to BTH where as assaults get -2. Mediums and heavies are in between.GameOptionsInfo.option.maxtech_prone_fire.displayableName=MaxTech firing while proneGameOptionsInfo.option.maxtech_prone_fire.description=If checked, mechs that are prone can fire if they are missing one arm. Standard rules disallow firing when prone and missing an arm. All weapons are +1 BTH and weapons mounted in propping arm can not be fired.GameOptionsInfo.option.maxtech_target_modifiers.displayableName=MaxTech target movement modifiersGameOptionsInfo.option.maxtech_target_modifiers.description=If checked, the target movement modifiers table is enhanced by 3 additional steps (14-18 hexes => +5, 19-24 hexes => +6 25+ hexes => +7.GameOptionsInfo.option.maxtech_leg_damage.displayableName=MaxTech Leg Damage RuleGameOptionsInfo.option.maxtech_leg_damage.description=If checked, hip criticals are cummulative with other damage to legs, but reduce movement by 2 instead of halving. Destroying both hips does not reduce MPs to zero.GameOptionsInfo.option.maxtech_fire.displayableName=MaxTech Fire/Smoke RulesGameOptionsInfo.option.maxtech_fire.description=If checked, fires create smoke that drifts and dissipates, instead of remaining static. In addition, smoke is split into light and heavy varieties.GameOptionsInfo.option.maxtech_range.displayableName=MaxTech Extreme Range RulesGameOptionsInfo.option.maxtech_range.description=If checked, Weapons have an extreme range bracket past their long range distance.GameOptionsInfo.option.maxtech_LOS1.displayableName=MaxTech Diagramming Line of Sight RulesGameOptionsInfo.option.maxtech_LOS1.description=If checked, LOS will be calculated using the Diagramming LOS rules from MaxTech revised, page 22GameOptionsInfo.option.maxtech_altdmg.displayableName=MaxTech Altered Energy Weapons DamageGameOptionsInfo.option.maxtech_altdmg.description=If checked, the damage inflicted by energy weapons (Laser, Flamer, PPC) is altered as follows: Half damage (rounded up) at extreme range, -1 damage at long range, +1 damage at range <= 1. Defaults to false.GameOptionsInfo.option.maxtech_mslhitpen.displayableName=MaxTech Missile Hit PenaltiesGameOptionsInfo.option.maxtech_mslhitpen.description=If checked, apply the following penalties to the roll to determine number of missiles hit: +1 (Range <= 1 hex); 0 (Short range); -1 (Medium range); -2 (Long and Extreme range). Does not apply to Streak SRMs. If the roll is increased above 12, all missiles hit. If the roll is reduced below 2, only 1 missile hits.GameOptionsInfo.option.maxtech_ppc_inhibitors.displayableName=MaxTech PPC Field Inhibitor DisengageGameOptionsInfo.option.maxtech_ppc_inhibitors.description=If checked, the field inhibitor of a PPC can be disengaged to disregard the minimum range modifiers. However, after each shot, there is a chance that the PPC is destroyed in the process and the IS of the PPC's location takes 10 points of damage. The chance for this depends on range, roll 2d6 to avoid on: 3+ for >=3 hex range; 6+ for 2 hex range and 10+ for 1 hex range. Defaults to off.GameOptionsInfo.option.maxtech_charge_damage.displayableName=MaxTech Charge DamageGameOptionsInfo.option.maxtech_charge_damage.description=If checked, the attacker in a charge will receive damage proportional to the distance of the charge. Defaults to off.GameOptionsInfo.option.maxtech_glancing_blows.displayableName=MaxTech Glancing BlowsGameOptionsInfo.option.maxtech_glancing_blows.description=If checked, attacks that roll for to-hit and roll exactly the target number required deal only reduced damage: Normal attacks deal only half damage, while missile attacks get a -2 for the roll on the # of missiles roll. If the roll is reduced below 2, only 1 missile hits. Additionally, if a glancing blow deals a critical hit, apply a -2 modifier to the check. Attacks that do not roll for attack (Falling damage, ...), attacks that deal no damage (TAG), and Streak SRMs are unaffected. Defaults to false.GameOptionsInfo.option.maxtech_burst.displayableName=MaxTech Burst Fire MGsGameOptionsInfo.option.maxtech_burst.description=If checked, MGs may use burst fire rules: They inflict 1D6 of damage, create an equal amount of heat and use triple the amount of ammunition. Click the 'Configure Unit' button to configure MGs. Defaults to false.GameOptionsInfo.option.maxtech_heat.displayableName=MaxTech Expanded Heat ScaleGameOptionsInfo.option.maxtech_heat.description=If checked, the heat scale is expanded as shown in MaxTech revised, pg. 27, and the Avoiding Shutdown rule on the same page is used.\n\nDefaults to false.GameOptionsInfo.option.maxtech_mulekicks.displayableName=MaxTech Quad MulekicksGameOptionsInfo.option.maxtech_mulekicks.description=If checked, quad Meks may make mule kicks on units in any of the 3 rear hexes. These deal normal kicking damage, but are made with +1 to-hit penalty.\n\nDefaults to false.GameOptionsInfo.option.maxtech_partial_cover.displayableName=MaxTech Partial CoverGameOptionsInfo.option.maxtech_partial_cover.description=If checked, partial cover gives +1 to hit instead of +3, however it uses the normal hit table instead of punch table (leg hits do 0 damage as the cover absorbs the hit).\n\nDefaults to false.GameOptionsInfo.option.quad_hit_location.displayableName=Quad/Prone hit location tableGameOptionsInfo.option.quad_hit_location.description=If checked, a special table is used for determining hit location to a quad mech or prone biped.\nQuads also have incoming side arcs the same as vehicles.\nWith this enabled, a quad's front legs are treated more like legs than arms.GameOptionsInfo.option.hull_down.displayableName=Hull DownGameOptionsInfo.option.hull_down.description=If checked, quad mechs and vehicles may go hull down for additional coverGameOptionsInfo.option.vehicle_fires.displayableName=Vehicle FiresGameOptionsInfo.option.vehicle_fires.description=If checked, vehicles on fire use the rules from MaxTech, instead of rolling to avoid flaming deathGameOptionsInfo.option.paratroopers.displayableName=ParatroopersGameOptionsInfo.option.paratroopers.description=If checked, infantry can deploy using assault drop rules (assault drop must also be enabled). GameOptionsInfo.option.ba_criticals.displayableName=BA Critical hitsGameOptionsInfo.option.ba_criticals.description=If checked, battle armour suffer a critical hit on a location roll of 6. Critical hits instantly kill a trooper, but if the rerolled trooper is already dead or not present, then the hit has no effect. GameOptionsInfo.option.maxtech_mechanized_ba.displayableName=MaxTech mechanized BAGameOptionsInfo.option.maxtech_mechanized_ba.description=If checked, each battle armour occupies a specific location when riding a mech. Only that suit will protect the mech from damage, and if the location is destroyed, riding troopers on that location also die.GameOptionsInfo.option.maxtech_bap.displayableName=MaxTech Beagle Active ProbesGameOptionsInfo.option.maxtech_bap.description=If checked, Beagle Active Probes function according to MaxTech rules.GameOptionsInfo.option.maxtech_artillery.displayableName=MaxTech ArtilleryGameOptionsInfo.option.maxtech_artillery.description=If checked, Artillery is improved as described in MaxTech.GameOptionsInfo.option.maxtech_eccm.displayableName=MaxTech ECCMGameOptionsInfo.option.maxtech_eccm.description=If checked, Units with ECM will be able to switch to ECCM mode.GameOptionsInfo.option.maxtech_dig_in.displayableName=MaxTech Dig In (infantry)GameOptionsInfo.option.maxtech_dig_in.description=If checked, Infantry can spend a turn digging in to get a defensive bonus and avoid double damage in clear hexes, but with restricted firing arc.GameOptionsInfo.option.maxtech_new_physicals.displayableName=MaxTech new physicalsGameOptionsInfo.option.maxtech_new_physicals.description=If checked, the new types of physical attack from MaxTech can be used.GameOptionsInfo.option.maxtech_infantry_damage.displayableName=MaxTech infantry damageGameOptionsInfo.option.maxtech_infantry_damage.description=If checked, infantry take reduced damage from single target weapons (non pulse lasers, gauss, PPC, punch, kick, hatchet)GameOptionsInfo.option.maxtech_hotload.displayableName=MaxTech Hot-LoadingGameOptionsInfo.option.maxtech_hotload.description=If checked, player will beable to hot load ammo for LRM's and ATM's on thier Meks and Vehicles.GameOptionsInfo.option.maxtech_rapid_ac.displayableName=MaxTech Rapidfire AutocannonsGameOptionsInfo.option.maxtech_rapid_ac.description=If checked Standard and Light Autocannons may fire as an Ultra Autocannons with an increased risk of jams and a chacne of explosion.GameOptionsInfo.group.ruleBreakers.displayableName=Optional Rules (unofficial)GameOptionsInfo.option.no_tac.displayableName=No through-armor criticalsGameOptionsInfo.option.no_tac.description=If checked, rolls of '2' on hit location will only result in a torso hit, and no critical roll. Only applies to mechs. Supercedes the floating criticals option.\n\nUnchecked by default.GameOptionsInfo.option.no_immobile_vehicles.displayableName=Vehicles not immobilized by critsGameOptionsInfo.option.no_immobile_vehicles.description=If checked, vehicles with a drive or engine hit will not be counted as 'immobile' for purposes of determining to-hit numbers.\n\nUnchecked by default.GameOptionsInfo.option.vehicles_can_eject.displayableName=Vehicles can be abandonedGameOptionsInfo.option.vehicles_can_eject.description=If checked, vehicle crews can leave their unit (effectively removing it from the game).\n\nUnchecked by default.GameOptionsInfo.option.inf_move_even.displayableName=Infantry don't count for movement initiativeGameOptionsInfo.option.inf_move_even.description=If checked, Infantry units no longer count towards the initiative for the player's team in the movement phase, unless that team has no other units. Instead, their moves are distributed 'evenly' throughout the turn. The move order of Meks and Vehicles ignores the presence of Infantry. The order of the fire phase is unaffected.\n\nMutually exclusive with "multiple Infantry for every Mek or Vehicle".\n\nUnchecked by default.GameOptionsInfo.option.inf_deploy_even.displayableName=Infantry don't count for deployment initiativeGameOptionsInfo.option.inf_deploy_even.description=If checked, Infantry units no longer count towards the initiative for the player's team in the deployment phase, unless that team has no other units. Instead, their deployments are distributed 'evenly' throughout the turn. The deployment order of Meks and Vehicles ignores the presence of Infantry.\n\nThe above option, "Infantry move after Meks and Vehicles" must also be checked to use this option.\n\nUnchecked by default.GameOptionsInfo.option.inf_move_later.displayableName=Infantry moves after that players other unitsGameOptionsInfo.option.inf_move_later.description=If checked, each player must move all their other units before they move their Infantry. If "Protomechs move after that team's other units" is also checked, then Infantry and Protomechs are lumped together into the same category.\n\nMutually exclusive with "multiple Infantry for every Mek or Vehicle" and "Infantry don't count for movement initiative".\n\nUnchecked by default.GameOptionsInfo.option.inf_move_multi.displayableName=move multiple Infantry for every Mek or VehicleGameOptionsInfo.option.inf_move_multi.description=If checked, multiple infantry units will have to move in place of a single Mek or Vehicle. Set the number per mech in the appropriate Game Option. If there are less than above units remaining, they all must move. The move order includes the presence of Infantry.\n\nMutually exclusive with "Infantry move after Meks and Vehicles".\n\nUnchecked by default.GameOptionsInfo.option.protos_move_even.displayableName=Protomechs don't count for movement initiativeGameOptionsInfo.option.protos_move_even.description=If checked, Protomech units no longer count towards the initiative for the player's team in the movement phase, unless that team has no other units. Instead, their moves are distributed 'evenly' throughout the turn. The move order of Meks and Vehicles ignores the presence of Protomechs. The order of the fire phase is unaffected.\n\nMutually exclusive with "multiple Protomechs for every Mek or Vehicle".\n\nUnchecked by default.GameOptionsInfo.option.protos_deploy_even.displayableName=Protomechs don't count for deployment initiativeGameOptionsInfo.option.protos_deploy_even.description=If checked, Protomech units no longer count towards the initiative for the player's team in the deployment phase, unless that team has no other units. Instead, their deployments are distributed 'evenly' throughout the turn. The deployment order of Meks and Vehicles ignores the presence of Protomechs.\n\nThe above option, "Protomechs move after Meks and Vehicles" must also be checked to use this option.\n\nUnchecked by default.GameOptionsInfo.option.protos_move_later.displayableName=Protomechs move after that players other unitsGameOptionsInfo.option.protos_move_later.description=If checked, each player must move all their other units before they move their Protomechs. If "Protomechs moves after that team's other units" is also checked, then Infantry and Protomechs are lumped together into the same category.\n\nMutually exclusive with "multiple Protomechs for every Mek or Vehicle" and "Protomechs don't count for movement initiative".\n\nUnchecked by default.GameOptionsInfo.option.protos_move_multi.displayableName=move multiple Protomechs for every Mek or VehicleGameOptionsInfo.option.protos_move_multi.description=If checked, multiple protomechs will have to move in place of a single Mek or Vehicle. Set the number per mech in the appropriate Game Option. If there are less than above specified protos remaining, they all must move. The move order includes the presence of Protomechs.\n\nMutually exclusive with "Protomechs move after Meks and Vehicles".\n\nUnchecked by default.GameOptionsInfo.option.inf_proto_move_multi.displayableName=number of Infantry/Protomech to move per MekGameOptionsInfo.option.inf_proto_move_multi.description=The number of Infantry units/Protomechs that have to move for every Mek or Vehicle, if the inf_move_multi or the protos_move_multi option is selected.\n\nDefault of 3.GameOptionsInfo.option.blind_drop.displayableName=Blind DropGameOptionsInfo.option.blind_drop.description=If checked, the configuration of a Mech won't be shown in the Chatroom to your opponents.GameOptionsInfo.option.real_blind_drop.displayableName=Real Blind DropGameOptionsInfo.option.real_blind_drop.description=If checked, only own units are displayed. Defaults to false.GameOptionsInfo.option.visibility.displayableName=VisibilityGameOptionsInfo.option.visibility.description=The distance that a unit can see when double-blind rules are in effect. A setting of 999 is equivalent to unlimited visibility. This value has no effect unless the double blind option is also enabled.
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