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40K · 核心規則指南40K · Core Rules Guide
11TH EDITION
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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)。每個戰鬥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
▶
✠
近戰階段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)
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
耐傷值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,決定致傷擲骰投法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 — 耐傷W — Wounds耐傷歸零時模型被摧毀Model is destroyed when wounds reach zero
Ld — 領導力Ld — Leadership震懾測試目標值(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.

達到或低於半員 或 已被震懾At/Below Half Strength or Already Battle-shocked (模型數或耐傷值;11e 由「低於」改為「達到或低於」,並對已震懾單位重新檢定)(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 震懾!失敗Battle-shocked! Failed
→
2D6 ≥ Ld 通過,無影響Passed, no effect

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):

⚠ OC 特性視為「-」,無法控制目標
⚠ OC modified to '-', cannot control objectives
⚠ 控制者不能以計謀(Stratagems)指定該單位為目標
⚠ Its controlling player cannot target it with Stratagems
⚠ 不能開始行動(Actions),已開始的行動無法完成
⚠ Cannot start Actions; started Actions cannot be completed
⚠ 後撤須選「狼狽逃亡」:每個模型做危險擲骰,1-2 該單位受 1 致命傷(凶獸/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

突進移動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

後撤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:有序撤離(未受震懾時可選,乾淨脫離、無額外擲骰)或狼狽逃亡(每模型危險擲骰、可穿越敵人;撤後若未受震懾須做震懾檢定)
⚑ 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/突進移動不能以此距離結束
  • Normal Move / Advance cannot end within this range
  • 交戰中的單位在移動階段只能後撤或保持靜止
  • An engaged unit can only Fall Back or Remain Stationary in the Movement phase

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 的單位被選定做普通/突進移動/後撤/衝鋒移動時,可在移動前宣告「起飛」(不宣告則不獲得飛行效益)
  • A unit with FLY may declare it is taking to the skies before making a Normal/Advance/Fall Back/Charge move (no declaration = no flying benefits)
  • 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)
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;例外:交戰中的凶獸/載具仍可被指定為目標,但命中擲骰 −1〔17.03〕。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; exception: an engaged MONSTER/VEHICLE can still be targeted at −1 to Hit [17.03]. 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

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.

4

分組與分配順序(05.03)Create Groups & Allocation Order (05.03)

防禦方先把目標單位分組:每個角色(CHARACTER)模型自成一組,其餘依 W/Sv/無敵豁免相同者同組;再宣告分配順序——含受傷模型的非角色組必須排最前,角色組必須排在所有非角色組之後。

The defender divides the target unit into groups: each CHARACTER model is its own group; other models group by identical W/Sv/InSv. Then declare the allocation order — a non-CHARACTER group with a wounded model must go first, and CHARACTER groups must come after all non-CHARACTER groups.

5

豁免擲骰(Save Roll) 投D6 − AP ≥ SvSave Rolls D6 − AP ≥ Sv

防禦方為每個致傷的攻擊各擲一顆D6(全部一起擲)。減去武器AP後仍大於等於當前分組的Sv、或達到其無敵豁免值(忽略AP),該攻擊即被擋下;未修改的1一定失手。

The defender rolls one D6 per wounding attack (all at once). If the result minus the weapon's AP equals or exceeds the current group's Sv, or matches its Invulnerable Save (ignoring AP), the attack is blocked; an unmodified 1 always inflicts damage.

6

造成傷害(05.04)Inflict Damage (05.04)

由豁免結果最低者開始依序結算:在當前分組中選一個模型(有受傷者優先),未擋下的攻擊使其失去等同武器D值的生命值,歸零即摧毀;該組全滅後才輪到下一組。多餘傷害不會蔓延到其他模型。

Resolve save results from lowest to highest: pick a model in the current allocation group (a wounded model if possible); each unblocked attack removes wounds equal to the weapon's D. A model at 0 wounds is destroyed; the next group only becomes current once this one is wiped out. Excess damage does not spill over.

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

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:突進移動後仍可射擊: 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:暴擊致傷時攻擊流程結束,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:可重擲致傷擲骰: re-roll the Wound Roll
Indirect Fire:可攻擊視線外目標;目標獲得掩護、不可重擲命中,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+ 的致傷擲骰視為暴擊致傷: 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(全為凶獸/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,致傷擲骰 +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],可在交戰中以近距離射擊開火: (11e) functionally identical to [PISTOL]; can fire while engaged via close-quarters shooting
Precision:結算 [精準] 攻擊時,於分配順序步驟(05.03)開始,若目標中有攻擊方可見的角色模型,可選含該角色的分傷組作為當前分傷組——可繞過護衛狙擊角色: while resolving [PRECISION] attacks, at the start of the Allocation Order step (05.03), if a CHARACTER in the target is visible to an attacker, the attacker may make the group containing it the current allocation group — snipes Characters past their bodyguard
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。另外,持有 [近距離]([CLOSE-QUARTERS]/[PISTOL])武器的非凶獸/載具模型,在其他射擊型態下只能在「近距離武器」或「其餘遠程武器」中擇一類開火(24.07)。 🔫 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. Also, a non-MONSTER/VEHICLE model with [CLOSE-QUARTERS]/[PISTOL] weapons using another shooting type must choose either those weapons or its other ranged weapons (24.07).
⚔ 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

宣告衝鋒與擲骰(11.02)Declare Charge & Roll (11.02)

  • 資格:距敵方單位 12" 內、未交戰、本回合未突進/後撤
  • Eligible if within 12" of an enemy, unengaged, and did not Advance / Fall Back this turn
  • 宣告衝鋒後先擲 2D6 —— 結果=本次最大衝鋒距離
  • After declaring, roll 2D6 first — the result is the maximum charge distance
  • 擲完骰才選衝鋒目標:12" 內且在最大距離內的敵方單位(可多個)
  • Then select charge targets: enemy units within 12" and within the maximum distance
  • 移動後必須與所有衝鋒目標交戰(2"/5"),且不得與非目標交戰
  • Must end engaged (2"/5") with all charge targets, and with no non-targets
  • 衝鋒成功的單位每個模型獲得「先攻」直到回合結束
  • Every model in a unit that charged gains Fights First until end of turn

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

擲出 2D6 後,若沒有任何敵方單位可選為衝鋒目標、或無法(不想)完成合法的衝鋒移動,該單位就不移動——衝鋒告吹。

After rolling 2D6, if no enemy unit can be selected as a charge target, or a legal charge move is impossible (or you decline it), the unit does not move — the charge fails.


提示:無修正時擲出 2(雙 1)永遠不夠——宣告衝鋒時你必在交戰範圍(2")之外,2" 內不可能有合法目標。

Tip: without modifiers a roll of 2 (double 1) is never enough — you must be outside Engagement Range (2") to charge, so no legal target can be within 2".

VII
Section 07

近戰階段Fight Phase

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
  • 核心計謀「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

近戰階段的步驟(11e:跟進與重整是全階段步驟,不是逐單位小流程)Fight Phase Steps (11e: Pile In & Consolidate are phase-wide steps)

1

跟進(12.02)— 最多 3"Pile In (12.02) — up to 3"

階段開始後,雙方所有合格單位(交戰中、本回合衝鋒過、或將做超越戰鬥者)各做一次跟進移動,當前回合玩家先全部做完,再換對手。每個移動的模型須更接近最近的跟進目標、能交戰則須交戰;與敵方底盤接觸的模型不能移動。

First, all eligible units of both players (engaged, charged this turn, or making an overrun fight) each make one pile-in move — the active player resolves all of theirs first. Each moved model must end closer to the closest pile-in target, engaged if possible; models in base contact cannot move.

2

戰鬥(12.04) 投D6 ≥ WSFight (12.04) D6 ≥ WS

雙方輪流選單位戰鬥:先解決先攻單位(當前回合玩家先選),再輪流解決其餘單位。被選中的單位以所選近戰武器攻擊:命中→致傷→豁免→傷害,流程同射擊。只有位於交戰範圍(2"/5")內的模型能出手攻擊。

Players alternate selecting units to fight: Fights First units resolve first (active player picks first), then the remaining units. A selected unit attacks with its chosen melee weapon: Hit → Wound → Save → Damage, same as shooting. Only models within Engagement Range (2"/5") can make attacks.

3

重整(12.07)— 最多 3"Consolidate (12.07) — up to 3"

所有戰鬥結算完後,雙方所有本階段合格戰鬥過的單位各可做一次重整移動(當前回合玩家先),依狀態強制選一種模式(12.08):持續重整(已交戰→朝交戰中的敵方並保持交戰)、接戰重整(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)、目標重整(3" 內有目標→移動至該目標範圍內)。

After all fights, every unit of both players that was eligible to fight may make one consolidation move (active player first) 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 → move within range of it).

交戰中的怪獸/載具射擊(11e 已無「Big Guns Never Tire」之名,統一併入近距離射擊規則處理):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

計謀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)。每位玩家同一個計謀每階段只能用一次;且除非另有說明,同一單位每階段只能成為一個計謀的目標。震懾中的單位不能被其控制者的計謀指定為目標。 Both players gain 1 CP each Command phase (one in your turn and one in your opponent's, i.e. +2 per battle round). Each player cannot use the same Stratagem more than once per phase, and unless stated otherwise cannot target the same unit with more than one Stratagem per phase. A battle-shocked unit cannot be targeted by its controller's 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: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).

1 CP
射擊階段Shooting Phase

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.

1 CP
衝鋒階段Charge Phase

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).

1 CP
敵方移動階段結束End of Enemy Movement

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.

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

迅速入場Rapid Ingress

戰略預備中的友方單位(不含 AIRCRAFT)立即進行入場移動(20.04)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(震懾步驟)Command Phase (Battle-shock)

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.

1 CP
近戰階段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: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").

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 震懾 → OC 視為「-」
無法控制任何目標
Battle-shocked → OC is '-'
Cannot control 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,以 勝利點數(VP)總和決勝負:主要任務 45 + 次要任務 45 + 戰鬥就緒塗裝 10 = 上限 100 VP(官方 App「戰團認證 2026-2027」任務包)。每張任務卡的完整計分條件見 任務牌堆速查,計分觀念見 任務與計分入門。 A standard game lasts 5 rounds and is decided on total Victory Points (VP): Primary 45 + Secondary 45 + Battle-ready painting 10 = 100 VP cap (Chapter Approved 2026-2027 pack). See the Mission Deck for every card's scoring conditions.

主要任務 PrimaryPrimary Mission

  • 雙方各選一種「部署傾向」(佔領與堅守/干擾/重要資產/肅清敵人/偵察),交叉對照決定本場主要任務(共 25 張)
  • Both players pick a force disposition; the 5×5 cross-reference sets the primary mission (25 missions)
  • 每戰鬥輪次最多 15 VP,整場上限 45 VP;計分時機與可計分輪次依各張卡而異
  • Up to 15 VP per battle round, capped at 45 VP; timing varies per card
  • 查看全部 25 張主要任務 →
  • All 25 primary missions →

次要任務 SecondarySecondary Missions

  • 分為「戰術(每回合抽)」與「固定(開戰前選定、整場不換)」兩種模式;18 張卡中 4 張可作固定
  • Two modes: Tactical (draw each round) or Fixed (chosen before battle); 4 of the 18 cards are fixed-capable
  • 每戰鬥輪次最多 15 VP,整場上限 45 VP;固定次要每張上限 20 VP
  • Up to 15 VP per battle round, capped at 45 VP; each fixed secondary caps at 20 VP
  • 查看全部 18 張次要任務 →
  • All 18 secondary missions →

任務機變 TwistMission Twists

  • 雙方同意後加入的選配規則,改變戰場條件或對局節奏,本身不計分
  • Optional rules both players agree to; they change battlefield conditions and do not score
  • 戰團認證 2026-2027 共 6 種:鏡像世界、廢墟、通訊混亂、夜間作戰、軍事榮耀、無處可藏
  • Six twists in the Chapter Approved 2026-2027 pack
  • 查看 6 種任務機變 →
  • All 6 twists →
VP 來源總覽:主要 (≤45) + 次要 (≤45) + 戰鬥就緒塗裝 (10) = 最高 100 VP。任務機變(Twist)為雙方同意後加入的選配規則,不另計分;六種機變一併列在 任務牌堆速查。 VP Sources: Primary (≤45) + Secondary (≤45) + Battle-ready painting (10) = up to 100 VP. Mission twists are optional, mutually agreed rules that do not score; all six are listed on the Mission Deck page.
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/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;其餘模型只能水平穿越高度 2" 以下的部分,否則須攀爬或繞行
  • Dense: only INFANTRY/BEASTS/SWARM/MOBILE pass horizontally; other models may only pass sections 2" or less in height, otherwise they climb or go around

可見度:遮擋 / 嚴密 / 隱藏Obscuring / Solid / Hidden

  • 遮擋(Obscuring):所有視線都穿過遮擋地形區(不含雙方模型自身所在者)→ 互不可見
  • Obscuring: if every line of sight crosses an obscuring area (excluding areas either model is in), the models are not visible to each other
  • 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):位於含密集地形的地形區、且本回合與上一回合未做遠程攻擊的步兵/野獸/集群,只對 偵測範圍 15" 內的敵人可見
  • Hidden: INFANTRY/BEASTS/SWARM in a terrain area with dense terrain that made no ranged attacks this or last turn are only visible within 15" detection range

迸發移動(Surge Move)Surge Move

  • 全新移動類型,由特定規則觸發(21.02,勿與「突進移動 Advance」混淆)
  • A new move type, triggered by specific rules (21.02; not to be confused with Advance)
  • 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
  • 朝最近的敵方單位迸發並盡量交戰
  • 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)
  • 2026-08 新增特殊脫離:強襲(18.06)/突擊(18.07)脫離移動,只由特定規則觸發(見下方術語卡)
  • 2026-08 adds special disembarks: 18.06 / 18.07 disembark moves, triggered only by specific rules (see the term card below)
  • 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
規則關鍵字/術語定義──以下術語常被核心計謀引用,附第十一版規則編號方便對照。 Rule keywords & terms — frequently referenced by core stratagems; 11th-edition rule numbers included for cross-reference.

[精準](24.28)[Precision] (24.28)

  • 以 [精準] 武器攻擊、在分配順序步驟開始時(05.03),若目標單位有可見的角色模型,主動玩家可選一個含該可見角色模型的分傷組
  • 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(含英勇介入的衝鋒)、反攻計謀等效果
  • Granted by a successful charge (including a Heroic Intervention charge), the Counteroffensive stratagem, 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)

強襲/突擊脫離移動(18.06/18.07)Special Disembark Moves (18.06/18.07)

  • 2026-08 更新新增的兩種脫離用移動類型:不能主動選用,僅在特定規則允許時取代一般脫離移動
  • Two disembark move types added in the 2026-08 update: never freely chosen — they replace the regular disembark move only when a specific rule allows it
  • 強襲脫離移動(18.06):規則允許「自本回合做過正常移動的運輸工具脫離後宣告衝鋒」時改用;該運輸工具本階段不得做過突進/後撤移動
  • 18.06: used when a rule allows charging after disembarking from a Transport that made a Normal move this turn; that Transport must not have Advanced / Fallen Back this phase
  • 突擊脫離移動(18.07):規則允許「自本回合做過突進移動的運輸工具脫離」時改用;開始時已交戰的模型須保持交戰,尚未近戰的交戰敵方單位由對手逐一選擇近戰
  • 18.07: used when a rule allows disembarking from a Transport that Advanced this turn; models engaged at the start must remain engaged, and engaged enemy units that have not fought are then selected to fight one by one
  • 共同條件:搭乘於戰場上的運輸工具、非本階段才登乘;模型依擺設(03.02)放在部署距離 3" 內
  • Both require being embarked in a Transport on the battlefield that the unit did not embark within this phase; set up (03.02) wholly within a 3" deployment distance
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
警戒射擊 命中Overwatch Hits 未修改的 6Unmodified 6
跟進/重整距離Pile In / Consolidate 3"
深入打擊最小距離Deep Strike Min. Distance 8"
震懾骰Battle-shock Roll 2D6 vs Ld
狼狽逃亡(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)
掩體增益Cover Bonus 攻擊方 BS −1Attacker BS −1
深入打擊可登場Deep Strike Available 第 2 回合起From Round 2

常見特殊規則速覽Common Special Rules

Lone Operative:未加入聯合單位時,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(Leader)Leader:戰鬥開始前的「召集軍隊」步驟附加至友方護衛單位、合為聯合單位;除非另有規定,每個護衛只能附一個領袖+一個輔助(Support): attached to a friendly Bodyguard unit in the Muster Armies step to form an attached unit; unless stated otherwise, each Bodyguard can take one Leader and one Support
滲透者(Infiltrators)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:結算戰前能力步驟三選一——自戰略預備隊改部署於己方部署區內/進行一次最多 X" 的斥候移動(24.32)/全員搭乘完全在己方部署區內的專用運輸工具時,由該運輸工具進行斥候移動: in the Resolve Pre-battle Abilities step, choose one — redeploy from strategic reserves wholly within your deployment zone / make a scout move of up to X" (24.32) / if embarked in a DEDICATED TRANSPORT wholly within your deployment zone, that transport makes the scout move
Deadly Demise X:模型被摧毀時投D6,6則對6"內所有單位造成X個致命傷: 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,於近戰階段的「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(Stealth)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(Precision)Precision:結算 [精準] 武器攻擊、於分配順序步驟(05.03)開始時,若目標中有可見的角色模型,主動玩家可選含該角色的分傷組作為當前分傷組(直到攻擊結算完或該組被摧毀)——可繞過護衛狙擊角色: while resolving [PRECISION] attacks, at the start of the Allocation Order step (05.03), if a visible CHARACTER is in the target, the attacker may make the allocation group containing it the current group (until the attacks resolve or that group is destroyed) — snipes Characters past their bodyguard