一局遊戲的結構Game Structure
骰子規則Dice Rules
- 遊戲使用 六面骰(D6)
- Uses six-sided dice (D6)
- 未修改的 6 = 暴擊命中/暴擊致傷(永遠成功)
- Unmodified 6 = Critical Hit / Critical Wound (always succeeds)
- 未修改的 1 永遠失敗
- Unmodified 1 always fails
- 任何骰子修正上限為 ±1
- Max dice modifier is ±1
- 骰子只能重擲一次
- A die can only be re-rolled once
- 重擲必須在加修正值之前進行
- Re-rolls happen before modifiers are applied
致命傷Mortal Wounds
- 跳過所有護甲豁免和無敵豁免
- Bypass all Armour Saves and Invulnerable Saves
- 直接扣除模型生命值
- Directly reduce the model's wounds
- 「不覺疼痛」仍然有效
- Feel No Pain (FNP) still applies
- 部分技能或武器能造成致命傷
- Some abilities or weapons can inflict mortal wounds
豁免種類Save Types
- 護甲豁免(Sv):受 AP 值影響
- Armour Save (Sv): modified by AP value
- 無敵豁免:忽略 AP,選一種用
- Invulnerable Save: ignores AP, choose one save to use
- 不覺疼痛(Feel No Pain X+):每當模型將失去一個生命值時擲 D6,X+ 則該生命值不失去(對一般傷害與致命傷皆有效)
- Feel No Pain (FNP X+): each time the model would lose a wound, roll a D6 — on X+ that wound is not lost (works against normal damage and mortal wounds)
- 掩體增益(11e):遠程攻擊攻擊方 BS -1(不再加豁免)
- Cover (11e): -1 to attacker's BS vs ranged attacks (no longer a save bonus)
數據卡解讀Reading a Datasheet
指揮階段Command Phase
步驟 1:指揮點Step 1: Command Points (CP)
- 此步驟雙方各獲得 +1 CP(08.02)
- In this step both players gain +1 CP (08.02)
- 你自己與對手回合各有一個指揮階段 → 每戰鬥回合 +2 CP
- A Command phase in your turn and your opponent's → +2 CP per battle round
- CP 用於啟動計謀
- CP is spent to activate Stratagems
步驟 2:震懾Step 2: Battle-shock
達到或低於半員、或目前已處於震懾狀態的單位,必須進行測試。
Units that are at or below half strength, or that are currently battle-shocked, must take a test.
震懾的影響(11e:持續到該單位於之後某個指揮階段通過震懾檢定才解除──不再於下個指揮階段自動消失):
Battle-shock effects (11e: persist until the unit passes a battle-shock roll in a later Command phase — no longer cleared automatically next turn):
移動階段Movement Phase
正常移動Normal Move
一般的移動方式
Standard movement
突進移動Advance
衝刺更遠的距離
Sprint a greater distance
保持靜止Remain Stationary
保持位置
Hold position
後撤Fall Back
脫離近戰交戰範圍
Disengage from Engagement Range
交戰範圍Engagement Range
- 水平 2" 以內 且 垂直 5" 以內
- Within 2" horizontally and 5" vertically
- 在交戰範圍內 = 處於近戰狀態
- Within Engagement Range = in melee
- 正常移動/突進移動不能以此距離結束
- Normal Move / Advance cannot end within this range
- 若回合開始時在交戰範圍,必須後撤或保持靜止
- If within Engagement Range at start of turn, must Fall Back or Remain Stationary
單位凝聚Unit Coherency
- 每個模型須在至少 1 個同隊模型的 2" 水平/5" 垂直內
- Each model must be within 2" horizontal / 5" vertical of at least 1 other model in its unit
- 且須在每個同隊模型的 9" 水平/5" 垂直內
- and within 9" horizontal / 5" vertical of every other model in its unit
- (11e 已取消 10e「7 個以上模型需貼 2 個同隊」的規定)
- (11e removed the 10e "7+ models need 2 coherency partners" rule)
深入打擊Deep Strike
- 單位預備在戰場外
- Unit held in reserve off the battlefield
- 從第2回合開始可加入戰場
- Can arrive from battle round 2 onwards
- 必須水平距離所有敵方單位 8" 以上
- Must be placed more than 8" horizontally from all enemy units
- 可登場於對手部署區內
- May arrive within the opponent's deployment zone
直線移動與轉向Straight-Line Move & Pivot
- 模型以直線移動;遇到障礙或想轉向時可無限次數轉向,之後再繼續直線移動
- Models move in a straight line; they may pivot any number of times to avoid obstacles or change facing, then continue straight
- (11e 變動:模型轉向不再扣除移動吋數;轉向次數沒有限制)
- (11e: pivoting no longer costs movement; unlimited pivots)
飛行(21.03)Flying (21.03)
- 擁有 FLY 的單位選擇普通/突進移動/後撤/衝鋒移動時,須先宣告起飛
- A unit with FLY must declare it is taking off when it makes a Normal/Advance/Fall Back/Charge move
- 起飛後最遠移動距離 −2"
- Maximum move reduced by 2" when taking off
- 飛行中:判定移動吋數時無視垂直距離;可越過任何類型模型(含敵方、凶獸、載具);可水平與垂直穿越所有地形模型
- While flying: ignore vertical distance when measuring; can move over any models (incl. enemy, Monster, Vehicle) and through all terrain horizontally/vertically
- (11e 變動:飛行需宣告起飛才能穿越模型;被包圍時也須宣告起飛才能越過)
- (11e: must declare take-off to move over models, even when surrounded)
穿越模型(03.01/17.01)Moving Through Models (03.01 / 17.01)
- 移動單位時:可穿越友軍模型、可穿越任何底盤塞得下的空間
- When moving: can move through friendly models and any gap the base fits through
- 底盤不能穿越敵方模型、不能跨越戰場邊緣
- A base cannot move over enemy models or across the battlefield edge
- 凶獸/載具做普通或突進移動時,可直接越過友方與敵方的非凶獸/載具模型(仍不可越過其他凶獸/載具)
- Monster/Vehicle on a Normal or Advance move may move over friendly & enemy non-Monster/Vehicle models (still not over other Monsters/Vehicles)
- (11e 變動:移動過程不再受交戰範圍限制,但結束時仍須在外;衝鋒移動同樣可穿越友軍模型)
- (11e: movement is no longer blocked by Engagement Range mid-move, but must end outside it; charge moves can also pass through friendly models)
射擊階段Shooting Phase
選擇目標 須有視線Select Targets REQUIRES LINE OF SIGHT
攻擊者單位中至少一個模型能看見目標、目標在射程內、且目標未交戰(普通射擊不能打陷入近戰的單位;自己交戰中要射擊改用近距離射擊/[CLOSE-QUARTERS]/[PISTOL])。先宣告所有目標再擲骰。
At least one model in the attacking unit must see the target, the target must be within range and unengaged (normal shooting can't target units locked in melee; to shoot while your own unit is engaged, use close-quarters / [CLOSE-QUARTERS] / [PISTOL]). Declare all targets before rolling.
命中擲骰(Hit Roll) 投D6 ≥ BSHit Roll D6 ≥ BS
每次攻擊投一個D6。未修改的6 = 暴擊命中,觸發額外效果。未修改的1永遠失敗。
Roll one D6 per attack. Unmodified 6 = Critical Hit, triggers extra effects. Unmodified 1 always fails.
致傷擲骰(Wound Roll) 投D6,對比S vs TWound Roll D6, S vs T
每次命中投一個D6,參考下方力量vs韌性對照表。未修改的6 = 暴擊致傷。
Roll one D6 per hit, refer to the S vs T table below. Unmodified 6 = Critical Wound.
分配攻擊Allocate Attacks
防禦方選擇哪個模型承受傷害。一次攻擊的所有傷害必須先集中在同一模型,再換下一個。
Defending player chooses which model takes damage. All damage from one attack must be allocated to the same model before moving on.
豁免擲骰(Saving Throw) 投D6 − AP ≥ SvSaving Throw D6 − AP ≥ Sv
防禦方投D6並減去武器AP值,若結果仍大於等於Sv則格擋成功。也可選擇用無敵豁免代替(忽略AP)。
Defender rolls D6 minus weapon AP; if result equals or exceeds Sv, the save is successful. May use Invulnerable Save instead (ignores AP).
造成傷害Inflict Damage
扣除武器D(傷害)值的生命值。模型歸零後被摧毀。多餘傷害不會蔓延到其他模型。
Reduce wounds by the weapon's D (Damage) value. Model is destroyed when wounds reach 0. Excess damage does not spill over to other models.
致傷擲骰 — 力量vs 韌性對照表Wound Roll — Strength (S) vs Toughness (T) Table
| 條件 | 例子 | 需要的點數 |
|---|---|---|
| Condition | Example | Required Roll |
| S ≥ T × 2(力量是韌性的兩倍以上) | S8 vs T4,S10 vs T4 | 2+ |
| S ≥ T × 2 (Strength is double or more) | S8 vs T4, S10 vs T4 | 2+ |
| S > T(力量大於韌性) | S5 vs T4,S7 vs T6 | 3+ |
| S > T (Strength greater than Toughness) | S5 vs T4, S7 vs T6 | 3+ |
| S = T(力量等於韌性) | S4 vs T4,S6 vs T6 | 4+ |
| S = T (Strength equals Toughness) | S4 vs T4, S6 vs T6 | 4+ |
| T > S(韌性大於力量) | S3 vs T4,S5 vs T6 | 5+ |
| T > S (Toughness greater than Strength) | S3 vs T4, S5 vs T6 | 5+ |
| T ≥ S × 2(韌性是力量的兩倍以上) | S3 vs T6,S4 vs T8 | 6+ |
| T ≥ S × 2 (Toughness is double or more) | S3 vs T6, S4 vs T8 | 6+ |
常見武器關鍵字Common Weapon Keywords
同一模型擁有多把武器時When a Model Has Multiple Weapons
[EXTRA ATTACKS] 關鍵字,那把是額外的,可與選定的主近戰武器疊加進行攻擊。手槍可在交戰範圍內使用,但仍屬遠程武器。
⚔ Melee: when a model fights, select one of its melee weapons and make all of its attacks using that weapon's A characteristic. You cannot add the A of multiple melee weapons together. Exception: a weapon with [EXTRA ATTACKS] grants bonus attacks that stack on top of the chosen primary melee weapon. Pistols can fire within Engagement Range but are still ranged weapons.
衝鋒階段Charge Phase
宣告衝鋒Declare Charge
- 目標必須在 12" 以內
- Target must be within 12"
- 投擲 2D6,結果必須 ≥ 到最近目標的距離
- Roll 2D6, result must be ≥ distance to nearest target
- 移動後必須與目標進入交戰範圍(水平2"以內)
- Must end within Engagement Range (2") of a charge target
- 衝鋒成功的單位獲得「先攻」能力
- Units that successfully charge gain Fights First
英勇介入(1–2 CP)Heroic Intervention (1–2 CP)
- 於對手衝鋒階段結束時發動
- Used at the end of your opponent's Charge phase
- 目標:一支距離敵方單位 12" 內的友方未交戰單位(載具須為 CHARACTER 或 WALKER)
- Target: one friendly unengaged unit within 12" of an enemy unit (VEHICLE only if CHARACTER/WALKER)
- 該單位進行一次衝鋒,擲骰前須選模式:
- That unit resolves a charge; before the charge roll, select a mode:
- • 前去防衛 Leap to Defend(1 CP):只能以本階段衝過鋒的敵人為目標
- • Leap to Defend (1 CP): can only target enemy units that charged this phase
- • 投身戰鬥 Into the Fray(2 CP):衝鋒擲骰大於 6 時降為 6,可選 6" 內任意敵方單位
- • Into the Fray (2 CP): a charge roll over 6 becomes 6, but may target any enemy within 6"
衝鋒失敗Failed Charge
若2D6投出的點數小於到目標的距離,衝鋒失敗,單位在衝鋒階段無法移動。
If the 2D6 result is less than the distance to the target, the charge fails and the unit cannot move in the Charge Phase.
提示:衝鋒是有風險的!先確認距離再決定是否衝鋒。
Tip: Charges are risky! Check the distance before deciding to charge.
近戰階段Fight Phase
步驟 1 — 先攻Step 1 — Fights First
- 本回合成功衝鋒的單位
- Units that successfully charged this turn
- 具有「先攻(Fights First)」特殊規則的單位
- Units with the Fights First ability
步驟 2 — 其餘單位Step 2 — Remaining Units
- 先攻步驟由當前回合玩家先選,雙方輪流
- The Fights First step starts with the active player, then alternates
- 其餘近戰步驟接續雙方輪流選擇單位
- The Remaining Combats step then continues alternating
- 核心指令「反攻 Counteroffensive」(15.12,2CP)仍保留:敵方單位結算攻擊後,可讓我方一個合格單位獲得先攻並成為下一個選擇的單位
- The "Counteroffensive" core stratagem (15.12, 2CP) is retained: after an enemy unit resolves its attacks, give one eligible friendly unit Fights First and select it next
每次戰鬥的順序Sequence for Each Fight
跟進— 最多 3"Pile In — up to 3"
將模型向最近的敵方模型移動最多3英吋,必須保持單位凝聚,可繞過友軍模型。
Move models up to 3" towards the closest enemy model. Must maintain Unit Coherency. May move around friendly models.
進行近戰攻擊 投D6 ≥ WSMake Melee Attacks D6 ≥ WS
在交戰範圍(2"/5")內的模型進行攻擊。命中→致傷→豁免→傷害,流程同射擊。在2"內有友軍在交戰範圍的模型也可攻擊。
Models within Engagement Range (2"/5") make attacks. Hit → Wound → Save → Damage, same as shooting. Models within 2" of a friendly model in Engagement Range can also attack.
重整— 最多 3"Consolidate — up to 3"
攻擊後最多移動 3",依狀態強制選一種模式(12.08):持續(已交戰→朝交戰中的敵方並保持交戰)、接戰(3" 內有敵→朝其移動並可進入交戰、可把尚未參戰的敵方單位拉進戰鬥)、佔點(3" 內有目標→朝該地形目標移動)。
After attacking, move up to 3" and must pick a mode (12.08): Ongoing (engaged → toward an engaged enemy, stay engaged), Engaging (within 3" of an enemy → move toward/into engagement; can pull a not-yet-fought enemy unit into the fight), or Objective (within 3" of an objective → toward that terrain objective).
計謀Stratagems
指揮重擲Command Re-roll
在做出下列其一後立即使用,重擲該擲骰:突進移動、衝鋒、傷害、危險(Hazard)、命中、豁免、致傷,或決定武器攻擊次數的擲骰。多顆同擲時選一顆重擲(衝鋒擲骰須全部重擲)。
Just after one of these rolls, re-roll it: Advance, Charge, Damage, Hazard, Hit, Save, Wound, or a roll to determine the number of attacks. If rolling several dice, re-roll one (charge rolls must be re-rolled in full).
炸藥Explosives
目標一個未交戰、可射擊且本回合未突進移動的 EXPLOSIVES/GRENADES 單位:選其一個模型,再選該模型 8" 內可見且未交戰的敵方單位,投 6D6,每個 4+ 造成 1 致命傷。
Target one unengaged EXPLOSIVES/GRENADES unit able to shoot that didn't Advance: pick a model, pick an unengaged enemy unit within 8" and visible to it, roll 6D6 — each 4+ inflicts 1 mortal wound.
粉碎衝擊Crushing Impact
友方 MONSTER/VEHICLE 完成衝鋒移動後:選一個與之交戰的敵方單位、再選己方一個交戰中的模型,投等同該模型 T 值的 D6——每個 1 己方受 1 致命傷、每個 5+ 敵方受 1 致命傷(每單位上限 6)。
After a friendly MONSTER/VEHICLE ends a charge: pick an engaged enemy unit and one of your engaged models, roll D6 equal to that model's T — each 1 wounds your unit, each 5+ wounds the enemy (max 6 mortal wounds).
警戒射擊Fire Overwatch
目標一個友方未交戰單位(不含 TITANIC),以「快速射擊」射擊:只能選 24" 內一個可見目標、僅未修改的 6 命中、不可重擲。
Target one unengaged friendly unit (not TITANIC); it shoots using Snap Shooting — one visible target within 24", hits only on unmodified 6, no re-rolls.
煙幕Smokescreen
目標一個友方 SMOKE 單位。直到此階段結束,攻擊指向該 SMOKE 單位、或因該 SMOKE 單位而未被完全看見的單位時,目標獲得掩護(攻擊方 BS −1)。
Target one friendly SMOKE unit. Until end of phase, attacks against that unit — or against a unit not fully visible because of it — give the target the benefit of cover (−1 BS).
迅速入場Rapid Ingress
戰略預備中的友方單位(不含 AIRCRAFT)立即進行 ingress 移動登場。第一戰鬥回合不可使用。
A friendly unit in Strategic Reserves (not AIRCRAFT) makes an ingress move immediately. Cannot be used during the first battle round.
瘋狂之勇Insane Bravery
在做震懾檢定前使用,目標單位的該次檢定自動成功。整場遊戲只能使用一次。
Used before a Battle-shock roll; that roll is automatically successful. Can only be used once per battle.
史詩挑戰Epic Challenge
友方 CHARACTER 單位被選擇戰鬥後,選其一個 CHARACTER 模型,其近戰武器在本階段獲得 [PRECISION](精準)。
After a friendly CHARACTER unit is selected to fight, one CHARACTER model's melee weapons gain [PRECISION] until end of phase.
英勇介入Heroic Intervention
目標一個距敵方單位 12" 內的友方未交戰單位(載具須為 CHARACTER/WALKER),進行一次衝鋒;擲骰前選模式:前去防衛(1 CP,只能衝本階段衝過鋒的敵人)/投身戰鬥(2 CP,衝鋒擲骰大於 6 時降為 6,可衝 6" 內任意敵方單位)。
Target one unengaged friendly unit within 12" of an enemy (VEHICLE only if CHARACTER/WALKER); resolve a charge. Pick a mode: Leap to Defend (1 CP, only units that charged this phase) or Into the Fray (2 CP, charge roll over 6 becomes 6, may target any enemy within 6").
目標控制Objective Control
藍方 > 紅方 → 藍方持有目標 OC 4 (Blue) vs OC 1 (Red)
Blue > Red → Blue holds objective
雙方都無法獲得分數 Equal OC = objective is contested
Neither player scores
無法爭奪任何目標 Battle-shocked → OC = 0
Cannot contest any objectives
(例外「Objectives Not Within a Terrain Area」,核心規則附錄:若目標點不在地形區,改用 40mm 標記,模型在標記 水平 3"/垂直 5" 內才算範圍內。) Control Rules (11e Terrain Objectives): In 11e most objectives are terrain objectives — the objective is a terrain area, and a model is within range of it while it is within that terrain area (no more "within 3" of a marker"; measure to the closest part of the area). At the end of each phase and turn, each player sums the OC of their models within range; the player with the higher level of control controls it. If equal and not secured, neither player controls it.
(Exception — "Objectives Not Within a Terrain Area", core rules appendix: if an objective point is not on a terrain area, use a 40mm marker; a model is in range while within 3" horizontal / 5" vertical of it.)
任務計分Missions & Scoring
主要任務 PrimaryPrimary Mission
- 回合結束時依目標點控制狀況計分
- Score at end of each Battle Round based on objective control
- 通常每回合最多 15 VP,整場上限 50 VP
- Typically up to 15 VP per round, capped at 50 VP
- 第一回合主要任務 不得分
- No Primary VP scored on Round 1
次要任務 SecondarySecondary Missions
- 每回合手上持有最多 2 張任務卡
- Hold up to 2 active mission cards each round
- 分為「Tactical(每回合抽)」與「Fixed(開局選定 2 張)」兩種模式
- Two modes: Tactical (draw each round) or Fixed (pick 2 at game start)
- 每張通常 3–5 VP,整場上限 50 VP
- Each card typically scores 3–5 VP, capped at 50 VP
挑戰任務 GambitGambit (Comeback Wager)
- 於 第 5 回合指揮階段宣告,且僅在主要任務分數落後對手時可用
- Declared in your Round 5 Command phase, only if you trail the opponent on Primary VP
- 宣告該回合放棄主要任務分數
- You forfeit Primary scoring for that round
- 達成條件 → +20 VP;失敗 → 0 分
- If achieved: +20 VP; if failed: 0 VP
- 常見條件:控制全場目標點、摧毀所有 Monster/Vehicle、敵方無單位在你部署區外…等
- Typical conditions: hold every objective; destroy all enemy Monsters/Vehicles; no enemy models outside your deployment zone, etc.
第十一版核心規則重點11th Edition Core Rules
掩護(Benefit of Cover)Benefit of Cover
- 受掩護時改為攻擊方 BS −1(等同命中 −1)
- Cover now worsens the attacker's BS by 1 (a −1 to hit)
- 不再是「護甲豁免 +1」,故高 AP 無法抵銷掩護
- No longer a save bonus, so high AP can't cancel cover
- 步兵/野獸/集群在地形區內,或非完全可見時獲得掩護
- Gained by INFANTRY/BEASTS/SWARM in a terrain area, or when not fully visible
致命一擊 [LETHAL HITS][LETHAL HITS]
- 暴擊命中時「可選擇」自動致傷(不再強制)
- A critical hit may optionally auto-wound (no longer mandatory)
- 放棄自動致傷可保留觸發 [DEVASTATING WOUNDS] 的機會
- Declining preserves the chance to trigger [DEVASTATING WOUNDS]
新武器能力 [CLEAVE]New: [CLEAVE]
- [CLEAVE X]:全部攻擊只指定單一目標時生效
- [CLEAVE X]: applies only if all attacks target a single unit
- 目標每 5 個模型額外獲得 X 顆攻擊骰(近戰版 [BLAST])
- +X attack dice per 5 models in the target (a melee [BLAST])
地形三類別Terrain Categories
- 暴露 / 輕型 / 密集(Exposed / Light / Dense)取代舊特性制
- Exposed / Light / Dense replace the old terrain-traits system
- 所有模型可穿越 暴露/輕型
- All models can move through Exposed/Light terrain
- 密集:僅 步兵/野獸/集群/MOBILE 可水平穿越;其餘須繞行或攀爬
- Dense: only INFANTRY/BEASTS/SWARM/MOBILE pass horizontally; others go around or climb
可見度:遮擋 / 嚴密 / 隱藏Obscuring / Solid / Hidden
- 遮擋(Obscuring):視線全程穿過遮擋地形區 → 互不可見
- Obscuring: lines of sight crossing obscuring areas block visibility
- 嚴密(Solid):距地面 ≤3" 的封閉開口(門窗彈孔)無法畫視線
- Solid: no LoS through enclosed gaps ≤3" from ground (doors/windows)
- 隱藏(Hidden):密集地形內、未射擊的步兵只對 偵測範圍 15" 內敵人可見
- Hidden: non-firing infantry in dense terrain are only visible within 15" detection range
突進移動(Surge Move)Surge Move
- 全新移動類型,由特定規則觸發
- A new move type, triggered by specific rules
- 需未受震懾、未交戰、本階段未移動
- Must be un-shocked, unengaged, and not yet moved this phase
- 朝最近的敵方單位突進並盡量交戰
- Surges toward and into the closest enemy unit
後撤模式Fall-Back Modes
- 有序撤離(未受震懾時可選):乾淨脫離,無額外擲骰
- Ordered Retreat (if not shocked): clean fall back, no extra rolls
- 狼狽逃亡(受震懾時強制,或為穿越敵人而選):每模型做危險擲骰、可穿越敵人;撤後若未受震懾還須做一次震懾檢定
- Desperate Escape (forced if shocked, or chosen to pass through enemies): hazard roll per model, can move through enemies; then a battle-shock roll after if not already shocked
新關鍵字New Keywords
- MOBILE:可像步兵般水平穿越密集地形
- MOBILE: passes horizontally through dense terrain like infantry
- FRAME:無基底大型模型,量距以模型最近點計
- FRAME: baseless large models measured to closest point
- SUPER-HEAVY WALKER:可踏過模型、移動中可暫獲 MOBILE
- SUPER-HEAVY WALKER: strides over models, may gain MOBILE mid-move
射擊類型與近距離射擊Shooting Types
- 正式分四型:普通 / 突擊 / 近距離 / 曲射
- Four types: Normal / Assault / Close-quarters / Indirect
- [PISTOL] → [CLOSE-QUARTERS](規則相同,逐步汰換舊名)
- [PISTOL] → [CLOSE-QUARTERS] (identical rules, old name phased out)
- 持有近距離武器者可對交戰中的敵人開火
- Close-quarters weapons can fire at engaged enemies
超越戰鬥 & 重整模式Overrun & Consolidation
- 超越戰鬥(Overrun):單位目前未交戰、或近戰步驟開始時未交戰但階段中變為交戰者,可額外跟進一次再攻擊
- Overrun Fight: a unit that is unengaged, or was unengaged at the step's start but became engaged during the phase, can pile in once more & fight
- 重整三模式:持續 / 接戰 / 目標
- Three consolidation modes: Ongoing / Engaging / Objective
- 接戰重整可拉新敵方單位參戰
- Engaging consolidation can drag new units into the fight
凶獸/載具:撞擊Monsters / Vehicles
- 新核心計謀 Crushing Impact(衝鋒後輾壓)
- New core stratagem Crushing Impact (ram after charging)
- 擲等同 T 值的骰子:1 自傷、5+ 傷敵(每單位上限 6 致命傷)
- Roll dice equal to T: 1s hurt self, 5+ hurt the enemy (max 6 MW)
脫離模式 & 支援單位Disembark & Support
- 脫離三模式:快速 / 戰術 / 戰鬥(戰術可脫離後再移動;戰鬥 6" 但受震懾)
- Disembark: Rapid / Tactical / Combat (Tactical lets the unit then move; Combat 6" but shocked)
- 新增 SUPPORT:護衛單位可同時附 一個領袖 + 一個輔助
- New SUPPORT: a bodyguard can take one Leader AND one Support
- 飛行器必須進戰略預備,對手回合末須收回
- AIRCRAFT must start in reserves and return there each opponent turn
通用機制General Mechanics
- 危險擲骰(Hazard):1–2 受 1 致命傷(凶獸/載具 3);[HAZARDOUS]、狼狽逃亡、戰鬥脫離共用
- Hazard roll: 1–2 = 1 MW (3 for Monsters/Vehicles); shared by [HAZARDOUS], Desperate Escape, Combat Disembark
- 震懾:達到或低於半員或已被震懾即需檢定;不再自動解除,須通過檢定才恢復
- Battle-shock triggers at or below half-strength (or if already shocked); no longer auto-clears — must pass a roll to recover
- 俯射:≥3" 高處或 TOWERING 在 12" 內,對含地面層目標 BS +1(AIRCRAFT 發動/為目標時無效)
- Plunging Fire: from ≥3" height or TOWERING within 12" → +1 BS vs ground-level targets (no effect by/vs AIRCRAFT)
目標:地形目標Terrain Objectives
- 目標多為地形目標:模型位於地形區內即算範圍內(不再用「標記 3" 圈」)
- Objectives are mostly terrain objectives: a model is in range while within the terrain area (no more "3" of a marker")
- 確保(Secured)成核心:被確保的目標即使離開範圍仍維持控制,直到對手控制值反超
- Secured is now core: stays yours even after you leave, until the enemy out-controls it
- 例外:目標若不在地形區,改用 40mm 標記、水平 3"/垂直 5"
- Exception: objectives not on terrain use a 40mm marker, 3"/5"
凝聚 & 重型武器Coherency & [HEAVY]
- 單位凝聚:取消 10e「7+ 模型需貼 2 個同隊」,現在不論大小只需貼 1 個(且 9" 內涵蓋全隊)
- Coherency: the 10e "7+ models need 2 partners" rule is gone — all units need just 1 (and within 9" of every model)
- [HEAVY]:由「保持靜止」放寬為可移動最多 3"仍享命中 +1
- [HEAVY]: loosened from Remain Stationary to moving up to 3" and still +1 to hit
[精準](24.28)[Precision] (24.28)
- 以 [精準] 武器攻擊、在分配傷害步驟開始時(05.03),若目標單位有可見的人物模型,主動玩家可選一個含該可見人物模型的分傷組
- When attacking with a [Precision] weapon, at the start of the Allocate step (05.03), if a Character model in the target is visible, the attacker may pick a damage pool containing that Character
- 選定後,直到該次攻擊結算前、或該人物分傷組被摧毀前(先到者),該人物分傷組即為本次分傷組
- Once chosen, that Character becomes the damage pool until the attack resolves or the Character is destroyed
- 效果:可繞過 Attached 護衛,把傷害狙到附隨的角色身上(史詩挑戰即賦予此能力)
- Effect: snipes an Attached Character past its bodyguard (granted by Epic Challenge)
快速射擊(Snap Shooting)Snap Shooting
- 由特定規則授權的射擊(如警戒射擊)
- A shooting attack authorised by a specific rule (e.g. Fire Overwatch)
- 只能以一個己方單位 24" 內可見的合法敵方單位為目標
- May only target one legal enemy unit visible within 24"
- 每次攻擊僅未修正命中骰為 6 才成功(無視 BS 與任何修正);不可重擲命中骰
- Hits only on an unmodified 6 (ignoring BS and all modifiers); no re-rolls to Hit
- 射擊後直到階段結束,該單位不能合法開始行動
- After shooting, the unit cannot be selected to act until end of phase
先攻(24.13)Fights First (24.13)
- 擁有先攻的單位在近戰階段的「先攻」步驟先行戰鬥,先於沒有此能力的單位
- A unit with Fights First fights in the Fights First step, ahead of units without it
- 來源:衝鋒成功的單位、反攻、突入戰陣等效果
- Granted by a successful charge, Counteroffensive, Into the Fray, etc.
衝鋒移動(11.04)Charge Move (11.04)
- 最大衝鋒距離 = 衝鋒骰(2D6)。宣告衝鋒後,移動前先選 12" 內且在最大衝鋒距離內的敵方單位為衝鋒目標
- Max charge distance = the charge roll (2D6). After declaring, pick enemy units within 12" and within max distance as charge targets
- 移動時:每個模型須結束在更接近衝鋒目標處;能在 1" 內/能交戰則必須這麼做
- While moving: each model must end closer to a target; must end within 1" / in engagement if able
- 移動後:須與所有衝鋒目標交戰、不得與非目標交戰;直到回合結束,每個模型擁有先攻(24.13)
- After: must be engaged with all targets, not with non-targets; every model gains Fights First (24.13) until end of turn
入場移動(20.04)Ingress Move (20.04)
- 設置距離 6"。位於戰略預備隊的單位,依設置單位(03.02)放上場
- Set-up distance 6". A Strategic Reserves unit is placed via Set Up Unit (03.02)
- 須完整位於戰場邊緣 6" 內、且距所有敵方單位水平 8" 外;第三戰鬥輪前不得放在敵方部署區內
- Must be wholly within 6" of a battlefield edge and 8"+ horizontally from all enemies; not in the enemy deployment zone before round 3
- 設置後直到下一個衝鋒階段前不能再移動(迅速入場、預備隊登場皆用此移動)
- Cannot move again until its next Charge phase (used by Rapid Ingress & reserve arrivals)