戰錘 40,000WARHAMMER 40,000

Warhammer 40,000 · 核心規則指南Warhammer 40,000 · Core Rules Guide
11TH EDITION
Section 01

一局遊戲的結構Game Structure

遊戲通常進行 5個戰鬥回合。每個回合兩位玩家各執行一次完整的回合(開始步驟+5個階段+結束步驟)。每個回合都由同一位玩家先手,由你所玩的任務決定是哪一方(通常於部署後擲骰決定)。 The game usually lasts 5 battle rounds. Each round, both players take a full turn (a Start-of-Turn step, 5 phases, and an End-of-Turn step). The same player takes the first turn every round — your mission determines which player (commonly via a roll-off after deployment).
指揮階段Command Phase
Command Phase
移動階段Movement Phase
Movement Phase
射擊階段Shooting Phase
Shooting Phase
衝鋒階段Charge Phase
Charge Phase
戰鬥階段Fight Phase
Fight Phase

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/暴擊傷口(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

致命傷害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
  • 「不屈之軀」仍然有效
  • Feel No Pain (FNP) still applies
  • 部分技能或武器能造成致命傷害
  • 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
  • 不屈之軀(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)
  • 掩護加成(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)
II
Section 02

數據卡解讀Reading a Datasheet

SPACE MARINE TACTICAL SQUAD
Infantry · Battleline
M
6"
移動距離Move
T
4
韌性Toughness
Sv
3+
護甲豁免Armour Save
W
2
傷口值Wounds
Ld
6+
領導力Leadership
OC
2
目標控制Objective Control
M — 移動M — Move正常移動時可移動的最大英吋數Max inches the unit can move in a Normal Move
T — 韌性T — Toughness對比攻擊者力量,決定傷口擲骰投法Compared to attacker's Strength to determine Wound Roll
Sv — 護甲豁免Sv — Armour Save投D6等於或超過此值則格擋傷害Roll D6 equal to or above this value to block damage
W — 傷口W — Wounds傷口歸零時模型被消滅Model is destroyed when wounds reach zero
Ld — 領導力Ld — Leadership戰鬥震撼測試目標值(2D6 vs Ld)Target value for Battle-shock tests (2D6 vs Ld)
OC — 目標控制OC — Objective Control爭奪目標時貢獻的控制數值Control value contributed when contesting objectives
武器數值:武器還有 Range(射程)、A(攻擊次數)、BS/WS(命中值)、S(力量)、AP(穿甲值)、D(傷害值)及特殊關鍵字。 Weapon Stats: Weapons also have Range, A (Attacks), BS/WS (Ballistic/Weapon Skill), S (Strength), AP (Armour Penetration), D (Damage), and special keywords.
Section 03

指揮階段Command Phase

指揮階段 — 每回合開始Command Phase — Start of Each Turn

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 用於啟動戰略指令
  • CP is spent to activate Stratagems

步驟 2:戰鬥震撼Step 2: Battle-shock

達到或低於半員、或目前已處於戰鬥震撼狀態的單位,必須進行測試。

Units that are at or below half strength, or that are currently battle-shocked, must take a test.

達到或低於半員 或 已被震撼At/Below Half Strength or Already Battle-shocked (模型數或傷口值;11e 由「低於」改為「達到或低於」,並對已震撼單位重新檢定)(models or wounds; 11e changed "below" to "at or below", and re-tests already battle-shocked units)
投擲 2D6Roll 2D6 對比 Ld 值vs Ld value
2D6 < Ld 戰鬥震撼!失敗Battle-shocked! Failed
2D6 ≥ Ld 通過,無影響Passed, no effect

戰鬥震撼的影響(11e:持續到該單位於之後某個指揮階段通過戰鬥震撼檢定才解除──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):

⚠ OC值降至 0,無法爭奪目標
⚠ OC reduced to 0, cannot contest objectives
⚠ 無法受益於戰略指令(Stratagems)
⚠ Cannot benefit from Stratagems
⚠ 後撤須選「拚死脫離」:每個模型做危險擲骰,1-2 該單位受 1 致命傷(怪物/載具 3)
⚠ Fall Back must use Desperate Escape: hazard roll per model; 1-2 = 1 mortal wound (3 for Monsters/Vehicles)
IV
Section 04

移動階段Movement Phase

移動階段 — 選擇單位逐一移動Movement Phase — Move Units One at a Time

正常移動Normal Move

最多 M"Up to M"

一般的移動方式

Standard movement

✓ 可射擊
✓ Can Shoot
✓ 可衝鋒
✓ Can Charge
✗ 不能在近戰範圍內結束移動
✗ Cannot end within Engagement Range

推進Advance

M + D6"

衝刺更遠的距離

Sprint a greater distance

✗ 不能射擊(Assault 武器除外)
✗ Cannot Shoot (except Assault weapons)
✗ 不能衝鋒
✗ Cannot Charge

保持靜止Remain Stationary

0"

保持位置

Hold position

✓ 滿足 Heavy 武器 +1 命中(11e:移動 ≤3" 亦符合,非僅限靜止)
✓ Qualifies for Heavy +1 to Hit (11e: moving ≤3" also qualifies, not only when stationary)
✓ 可衝鋒
✓ Can Charge

撤退Fall Back

最多 M"Up to M"

脫離近戰交戰範圍

Disengage from Engagement Range

✗ 不能射擊
✗ Cannot Shoot
✗ 不能衝鋒
✗ Cannot Charge
⚑ 須選後撤模式:有序撤退(未受震撼時可選,乾淨脫離、無額外擲骰)或拚死脫離(每模型危險擲骰、可穿越敵人;撤後若未受震撼須做戰鬥震撼檢定)
⚑ Choose mode: Ordered Retreat (if not shocked; clean, no extra rolls) or Desperate Escape (hazard roll per model, may move through enemies; battle-shock roll after if not already shocked)

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/推進不能以此距離結束
  • Normal Move / Advance cannot end within this range
  • 若回合開始時在交戰範圍,必須撤退或保持靜止
  • 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)

深擊Deep Strike

  • 單位預備在戰場外
  • Unit held in reserve off the battlefield
  • 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
V
Section 05

射擊階段Shooting Phase

射擊階段 — 攻擊順序Shooting Phase — Attack Sequence
1

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身射擊/[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.

2

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.

3

傷口擲骰(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 = 暴擊傷口。

Roll one D6 per hit, refer to the S vs T table below. Unmodified 6 = Critical Wound.

4

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.

5

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).

6

造成傷害Inflict Damage

扣除武器D(傷害)值的生命值。模型歸零後被消滅。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.

傷口擲骰 — 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

Heavy:於射擊階段,若持有者單位未交戰、本回合未登場、且沒有任何模型移動超過 3",命中擲骰 +1(11e 由「保持靜止」放寬為可移動 3"): in your Shooting phase, +1 to Hit if the unit is unengaged, was not set up this turn, and no model moved more than 3" (11e loosened from Remain Stationary to a 3" move)
Assault:推進後仍可射擊: can fire after Advancing
Rapid Fire X:在射程一半內額外獲得 X 次攻擊: +X extra attacks at half range
Blast:目標每5個模型額外+1次攻擊: +1 attack per 5 models in target unit
Torrent:自動命中,無需投命中擲骰: automatically hits, no Hit Roll needed
Pistol:可在交戰範圍內使用: can be used within Engagement Range
Lethal Hits:暴擊命中時可選擇自動致傷(11e 改為可選): on a Critical Hit you may choose to auto-wound (optional in 11e)
Devastating Wounds:暴擊傷口時攻擊流程結束,目標改受等同傷害值(D)的致命傷(每次暴擊最多傷及一個模型): on a Critical Wound the attack sequence ends and the target suffers mortal wounds equal to the weapon's D (max one model per critical wound)
Sustained Hits X:每次暴擊命中額外獲得 X 次命中: each Critical Hit scores X extra hits
Twin-Linked:可重擲傷口擲骰: re-roll the Wound Roll
Indirect Fire:可攻擊視線外目標;目標獲得掩護、不可重骰命中,未修改 1–5 失敗(僅 6 命中);若本回合保持靜止且目標被友軍看見則改為 1–3 失敗: can target units out of line of sight; target gains cover, no re-roll to Hit, unmodified 1–5 fails (only 6 hits); if the unit stayed stationary and the target is visible to a friendly unit, 1–3 fails instead
Ignores Cover:目標無法受益於掩護: target cannot benefit from cover
Anti-[關鍵字][keyword] X+:對指定關鍵字,未修正 X+ 的傷口擲骰視為暴擊傷口: unmodified Wound Rolls of X+ score Critical Wounds against units with that keyword
Hazardous:射擊/戰鬥後,依此武器數量做危險擲骰,每次 1–2 失敗→單位受 1 致命傷(全為怪物/載具則 3): after shooting/fighting, make a hazard roll per weapon; each 1–2 fails → unit suffers 1 mortal wound (3 if all Monster/Vehicle)
Melta X:在射程一半內,傷害值 +X: +X to the Damage characteristic at half range
Lance:衝鋒成功的回合中,傷口擲骰 +1: +1 to Wound Roll on a turn the bearer charged
Cleave X:(11e 新增)若此武器全部攻擊只指定單一目標,目標單位每滿 5 個模型額外 +X 顆攻擊骰: (new in 11e) if all this weapon's attacks target a single unit, add X attack dice for every 5 models in the target unit
Close-Quarters:(11e)等同 [PISTOL],可在交戰中以近身射擊開火: (11e) functionally identical to [PISTOL]; can fire while engaged via close-quarters shooting
Precision:每次成功打傷依附 (Attached) 單位時,若攻擊者可見其角色模型,可選擇將該次攻擊改分配給該角色: each time an attack successfully wounds an Attached unit, if a Character in that unit is visible to the attacker, the attack can be allocated to that Character instead
One Shot:此武器每場遊戲只能使用一次: this weapon can only be fired once per game
Extra Attacks:額外攻擊次數,不取代其他近戰武器的攻擊: bonus attacks that do not replace attacks from other melee weapons

同一模型擁有多把武器時When a Model Has Multiple Weapons

🔫 遠程武器:射擊階段可以用所有裝備的遠程武器開火(每把都打)。但若一把武器列出多個檔位(武器名以「—」分開、前段相同,例如「嚎變漩渦 — 爆炸/光束/洪流」),則該武器每次只能擇一檔位使用。 🔫 Ranged: in the Shooting phase a model fires with all of its ranged weapons. If a single weapon has multiple profiles (entries sharing a name prefix separated by an em-dash, e.g. "Howling Vortex — Blast / Beam / Torrent"), select only one profile per shooting attack with that weapon.
⚔ 近戰武器:每次戰鬥時選擇一把近戰武器,以該武器標示的 A 值進行所有攻擊。不能把多把近戰武器的 A 加在一起一起打。例外:若某把武器有 [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.
Section 06

衝鋒階段Charge Phase

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「先制攻擊」能力
  • Units that successfully charge gain Fights First

英勇介入(1–2 CP)Heroic Intervention (1–2 CP)

  • 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:
  •  • 挺身防衛 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
  •  • 投身戰局 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.

VII
Section 07

戰鬥階段Fight Phase

戰鬥階段Fight Phase

步驟 1 — 先制攻擊Step 1 — Fights First

  • 本回合成功衝鋒的單位
  • Units that successfully charged this turn
  • 具有「先制攻擊(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

  • 先制攻擊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
  • 其餘戰鬥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:敵方單位解算攻擊後,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

1

擠近— 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.

2

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→傷口→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.

3

固守— 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).

交戰中的怪獸/載具射擊(11e 已無「Big Guns Never Tire」之名,統一併入近身射擊規則處理):交戰中的 MONSTER/VEHICLE 仍可射擊(含交戰中的敵方單位),但每次攻擊命中 −1(以 [CLOSE-QUARTERS] 武器打交戰目標則不減);[BLAST] 武器仍不能指定交戰中的單位。 Engaged Monster/Vehicle shooting (11e drops the "Big Guns Never Tire" name; now folded into close-quarters shooting): an engaged MONSTER/VEHICLE may still shoot (including the unit it's engaged with) at −1 to Hit (no penalty for a [CLOSE-QUARTERS] weapon vs the engaged unit); [BLAST] weapons still cannot target a unit it is engaged with.
VIII
Section 08

戰略指令Stratagems

每個指揮階段雙方各獲得 1 CP(你自己與對手回合各一次,等於每戰鬥回合 +2)。同一個戰略指令在同一階段內、對同一單位只能使用一次。戰鬥震撼的單位無法受益於戰略指令。 Both players gain 1 CP each Command phase (one in your turn and one in your opponent's, i.e. +2 per battle round). The same Stratagem can only be used once per phase on a given unit. Battle-shocked units cannot benefit from Stratagems.
1 CP
任何階段Any Phase

指揮重擲Command Re-roll

在做出下列其一後立即使用,重擲該擲骰:推進、衝鋒、傷害、危險(Hazard)、命中、豁免、傷口,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).

1 CP
射擊階段Shooting Phase

爆裂物Explosives

目標一個未交戰、可射擊且本回合未推進的 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.

1 CP
衝鋒階段Charge Phase

輾壓衝擊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).

1 CP
敵方移動階段結束End of Enemy Movement

火力壓制Fire Overwatch

目標一個友方未交戰單位(不含 TITANIC),以「機警射擊」射擊:只能選 24" 內一個可見目標、僅未修改的 6 命中、不可重骰。

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.

1 CP
敵方射擊階段開始Start of Enemy Shooting

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).

1 CP
敵方移動階段結束End of Enemy Movement

快速插入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.

1 CP
指揮階段(戰鬥震撼步驟)Command Phase (Battle-shock)

瘋狂英勇Insane Bravery

在做戰鬥震撼檢定前使用,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.

1 CP
戰鬥階段Fight Phase

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.

1–2 CP
敵方衝鋒階段結束End of Enemy Charge

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:挺身防衛(1 CP,只能衝本階段衝過鋒的敵人)/投身戰局(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").

IX
Section 09

目標控制Objective Control

地形目標區Terrain area
OC2
OC2
OC1
藍方控制Blue Controls OC 4(藍)vs OC 1(紅)
藍方 > 紅方 → 藍方持有目標
OC 4 (Blue) vs OC 1 (Red)
Blue > Red → Blue holds objective
無人控制Contested OC 相等時目標被爭奪
雙方都無法獲得分數
Equal OC = objective is contested
Neither player scores
失去控制Lost Control 戰鬥震撼 → OC = 0
無法爭奪任何目標
Battle-shocked → OC = 0
Cannot contest any objectives
控制規則(11e 地形目標):11e 的目標多為地形目標(Terrain Objective)──目標即一塊地形區,模型只要位於該地形區內就算在其範圍內(不再用「距標記 3" 」量距;量距取地形區最近點)。每階段與每回合結束時,雙方把範圍內所有模型的 OC 加總,控制值較高的一方控制該目標;相等且未被「確保」時,雙方都不控制。
(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.)
確保目標(Secured):某些規則可讓目標被你的軍隊「確保」。被確保的目標即使你已沒有任何單位在範圍內,仍維持由你控制,直到對手在某階段結束時的控制值高於你為止。 Secured Objectives: Some rules let your army secure an objective. A secured objective stays under your control even when you no longer have any units within range, until your opponent's level of control over it is greater than yours at the end of a phase.
X
Section 10

任務計分Missions & Scoring

一場標準對戰共 5 回合,每回合可從三類來源得分。最終以 勝利點數(VP)總和決勝負,上限約 100 VP A standard game lasts 5 rounds; you score from three sources each round. Total Victory Points (VP) determine the winner, capped at roughly 100 VP.

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)

  • 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、消滅所有 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.
VP 來源總覽:主要 (≤50) + 次要 (≤50) = 最高 100 VP;Gambit 達成時可在第 5 回合一次拿下 20 VP,是落後方逆轉的最後手段。 VP Sources: Primary (≤50) + Secondary (≤50) = up to 100 VP; a successful Gambit grants a single +20 VP swing in Round 5 — the trailing player's last chance to flip the game.
XI
Section 11 · 11TH EDITION

第十一版核心規則重點11th Edition Core Rules

以下整理第十一版相對第十版的核心規則更動與全新機制。完整的「之前 / 現在」前後對照請見 改版差異 頁面。 The core rules changes and new systems introduced in the 11th edition. For a full before/after comparison, see the What's New page.

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/蟲群在地形區內,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

致命命中 [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/蟲群/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:遮蔽 / 堅實 / 隱蔽Obscuring / Solid / Hidden

  • 遮蔽(Obscuring):視線全程穿過遮蔽地形區 → 互不可見
  • Obscuring: lines of sight crossing obscuring areas block visibility
  • 堅實(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)
  • 隱蔽(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
  • 需未受戰鬥震撼、未交戰、本階段未移動
  • Must be un-shocked, unengaged, and not yet moved this phase
  • 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

  • 有序撤退(未受震撼時可選):乾淨脫離,無額外擲骰
  • Ordered Retreat (if not shocked): clean fall back, no extra rolls
  • 拚死脫離(受震撼時強制,或為穿越敵人而選):每模型做危險擲骰、可穿越敵人;撤後若未受震撼還須做一次戰鬥震撼檢定
  • 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

射擊類型與近身射擊Shooting Types

  • 正式分四型:普通 / 突擊 / 近身 / 間接
  • 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)
  • 持有近身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 & 固守模式Overrun & Consolidation

  • 超越戰鬥(Overrun):單位目前未交戰、或戰鬥步驟開始時未交戰但階段中變為交戰者,可額外擠近一次再攻擊
  • 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
  • 固守三模式:持續 / 接戰 / 目標
  • Three consolidation modes: Ongoing / Engaging / Objective
  • 接戰固守可拉新敵方單位參戰
  • Engaging consolidation can drag new units into the fight

怪物/載具:撞擊Monsters / Vehicles

  • 新核心戰術指令 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)

下車模式 & 支援單位Disembark & Support

  • 下車三模式:快速 / 戰術 / 戰鬥(戰術可下車後再移動;戰鬥 6" 但受震撼)
  • 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 + 一個支援
  • 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(怪物/載具 3);[HAZARDOUS]、拚死脫離、戰鬥下車共用
  • Hazard roll: 1–2 = 1 MW (3 for Monsters/Vehicles); shared by [HAZARDOUS], Desperate Escape, Combat Disembark
  • 戰鬥震撼:達到或低於半員或已被震撼即需檢定;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
  • 登高射擊:≥3" 高處 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
XII
Section 12

速查表Quick Reference

戰鬥回合數Battle Rounds 5 回合5 Rounds
每回合獲得 CPCP per Turn 各 +1 CP+1 CP each
交戰範圍Engagement Range 2" / 5"
目標控制範圍Objective Control Range 地形區內In terrain area
衝鋒宣告範圍Charge Declaration Range 12"
衝鋒擲骰Charge Roll 2D6
火力壓制 命中Overwatch Hits 未修改的 6Unmodified 6
擠近/鞏固距離Pile In / Consolidate 3"
深擊最小距離Deep Strike Min. Distance 8"
戰鬥震撼骰Battle-shock Roll 2D6 vs Ld
絕望逃脫(危險擲骰)Desperate Escape (Hazard) 每模型 D6,1-2 → 1 致命傷D6 per model, 1-2 → 1 MW
骰子修正上限Max Dice Modifier ±1
單位凝聚Unit Coherency 2" (≥1 同隊) + 9" (全隊)2" (≥1 other) + 9" (all)
掩護加成Cover Bonus 攻擊方 BS −1Attacker BS −1
深擊可登場Deep Strike Available 第 2 回合起From Round 2

常見特殊規則速覽Common Special Rules

Lone Operative:未加入附屬單位時,此單位對 12" 外的敵方模型不可見(11e 改為可見度限制);亦不能被 12" 外的 [INDIRECT FIRE] 指定: unless in an attached unit, this unit is not visible to enemy models beyond 12" (11e is a visibility rule); also can't be targeted by [INDIRECT FIRE] from beyond 12"
領袖(領袖)Leader:開局附加至友方護衛單位,護衛消滅前攻擊無法指定領袖: attached to a friendly Bodyguard unit at deployment; attacks cannot target the Leader until the Bodyguard is destroyed
滲透者(滲透者)Infiltrators:開局前可部署在任意位置(水平距敵方部署區與所有敵方單位 8"+): can deploy anywhere on the battlefield before the game starts (more than 8" horizontally from enemy deployment zone and all enemy units)
Scouts X:第一回合開始前可進行最多X"的正常移動: can make a Normal Move of up to X" before the first turn
Deadly Demise X:模型被消滅時投D6,6則對6"內所有單位造成X個致命傷害: when destroyed, roll D6; on a 6, inflict X mortal wounds on all units within 6"
Fights First:若單位每個模型都有此能力,於戰鬥階段的「先攻」步驟出手: if every model in the unit has this ability, the unit fights in the Fights First step
隱匿(隱匿)Stealth:單位全員具此能力時,遠程攻擊此單位視為目標獲得掩護(攻擊方 BS −1);11e 改以掩護實作,會被 [IGNORES COVER] 抵銷: if every model has it, ranged attacks targeting this unit get the benefit of cover (−1 BS); 11e implements it as cover, so [IGNORES COVER] negates it
精準(精準)Precision:每次成功打傷依附 (Attached) 單位時,若可見其角色模型,可改將該次攻擊分配給該角色(射擊與近戰皆適用): each time an attack successfully wounds an Attached unit, if a Character in that unit is visible to the attacker, the attack can be allocated to that Character instead (works for both ranged and melee)