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地形與掩體圖解 Terrain & Cover Guide

比骰子判決還常吵的規則
The single most argued rules at the table
為什麼重要:Why this matters: 地形規則大改,許多從舊版回來的玩家還在用舊思維。「廢墟能不能穿透看到後面?」「障礙物給什麼加成?」──本頁用圖示一次講清楚。 reworked terrain significantly. Returning players still apply old habits. "Can I see through a Ruin?" "What does an Obstacle actually give me?" — this page settles it with diagrams.

三種地形分類:Exposed / Light / DenseThree Terrain Categories

廢墟Ruins

RUINS
RUIN
有結構的破損建築:牆壁、樓層、窗戶。最常見的主力地形。 Structured broken buildings: walls, floors, windows. By far the most common table terrain.
  • 分類:Category: 密集 DENSE──同時具備 Solid(堅實):地面層 ≤3" 高的封閉開口(門窗、破洞)無法畫出視線。DENSE — also Solid: LOS cannot be drawn through enclosed gaps 3" or less from ground level (doors, windows, holes).
  • 移動:Move: 步兵/野獸/蟲群/MOBILE 可水平穿越;步兵/野獸/蟲群可垂直攀越。其他模型只能穿越 ≤2" 高的部分,否則須垂直攀爬。INFANTRY/BEASTS/SWARM/MOBILE move horizontally through; INFANTRY/BEASTS/SWARM also vertically. Other models only through sections ≤2" tall, else must climb vertically.
  • 掩護:Cover: 目標整支在地形區內(步兵/野獸/蟲群)或因地形未被完全看見 → 該次遠程攻擊攻擊方 BS −1(不再加豁免、無 3+ 上限)。If the whole target unit is within the terrain area (INFANTRY/BEASTS/SWARM) or not fully visible → that ranged attack gets −1 BS (no longer a save bonus, no 3+ cap).

障礙物Obstacles

OBSTACLES
LOW WALL · CRATER · SANDBAG
矮牆、沙包、彈坑、殘骸等矮小障礙物。通常比模型矮。 Low walls, sandbags, craters, wreckage. Usually shorter than a model.
  • 分類:Category: 輕型 LIGHT──矮牆、路障、雕像等。可提供掩護,但不阻擋移動。LIGHT — barricades, low walls, statuary. Can give cover but won't slow movement.
  • 移動:Move: 所有模型都能水平與垂直自由穿越(不減速)。All models move horizontally and vertically through freely (no penalty).
  • 掩護:Cover: 輕型地形所在的地形區為「遮蔽(Obscuring)」之一;若目標整支因其而未被完全看見 → 攻擊方 BS −1。A terrain area with light features counts as Obscuring; if it leaves the whole target not fully visible → −1 BS.

地形區Area Terrain

AREA TERRAIN
WOODS · JUNGLE · RUBBLE
樹林、廢鐵堆、灌木叢等有「足跡範圍」但無牆的區域。 Woods, rubble fields, jungles — areas with a footprint but no walls.
  • 分類:Category: 樹林通常為密集 DENSE,其地形區屬「遮蔽(Obscuring)」。Woods are usually DENSE; their terrain area is Obscuring.
  • 視線:LOS: 11e 改變:若兩模型之間每條視線都穿過遮蔽地形區(雙方皆不在其內),則彼此不可見。11e change: if every line of sight between two models crosses an obscuring terrain area (that neither is within), they are not visible to each other.
  • 掩護:Cover: 目標整支(步兵/野獸/蟲群)在地形區內,或因其未被完全看見 → 攻擊方 BS −1。Whole target unit (INFANTRY/BEASTS/SWARM) inside, or not fully visible because of it → −1 BS.

丘陵 & 實心地形Hills & Solid Terrain

HILLS · CONTAINERS · BLOCKS
HILL · CARGO CRATE
丘陵、貨櫃、巨石等實心結構。沒有窗或破洞。 Hills, containers, giant boulders — solid structures with no openings.
  • 分類:Category: 貨櫃/巨石等實心結構多為密集 DENSE(具 Solid);彈坑、碎石、鐵絲網則為無遮蔽 EXPOSEDContainers/boulders are usually DENSE (Solid); craters, debris and razorwire are EXPOSED.
  • 無遮蔽:Exposed: EXPOSED 地形只給最低限度掩蔽,可無阻穿越,不提供掩護Exposed terrain offers only scant protection, is traversed without hindrance and gives no cover.
  • 視線:LOS: 密集實心結構以 Solid 規則阻擋地面層視線;高處(>3")仍可畫線。Dense solid structures block ground-level LOS via the Solid rule; LOS can still be drawn above 3".

視線 三種情境Three LOS Scenarios

穿越廢墟牆壁Through a Ruin wallRuin wall LOS

A B WALL
✗ 無法射擊✗ No LOS
廢墟牆壁完全阻擋穿透視線。Ruin walls fully block LOS through.

廢墟窗戶/破洞Through a windowThrough a window

A B
✓ 可射擊 +掩護✓ LOS + Cover
窗/破洞須高於地面 3" 才能畫線(Solid)。可見時目標獲得掩護 → 攻擊方 BS −1。A window/gap must be more than 3" above ground to draw LOS (Solid). When visible, target gets cover → −1 BS.

穿越樹林Through woods (Area)Through area terrain

A B
△ 可能被遮蔽△ May be obscured
11e:樹林(密集)所在地形區為遮蔽。若視線穿過且雙方都不在林內 → 不可見;B 整支在林內 → 攻擊方 BS −1。11e: woods (dense) form an obscuring area. If LOS crosses it and neither model is inside → not visible; if B's unit is inside → −1 BS.

掩護(−1 BS)觸發條件When Does Cover (−1 BS) Trigger?

11e 核心改動:Core 11e change: 掩護不再是「+1 豁免」,而是讓該次遠程攻擊的攻擊方 BS 變差 1(等同命中 −1)。沒有 3+ 上限,高 AP 也無法抵銷掩護。條件:目標單位的「每一個」模型都須符合下列之一。 Cover is no longer +1 save — it worsens the attacker's BS by 1 (a −1 to hit). No 3+ cap, and high AP cannot cancel it. Every model in the target unit must meet one of the conditions below.
條件(每個模型)Condition (each model) 說明Detail 效果Effect
在地形區內Within a terrain area 模型具 步兵/野獸/蟲群 關鍵字,且位於地形區內Model is INFANTRY/BEASTS/SWARM and within a terrain area −1 BS
未被完全看見Not fully visible 因中間的地形特徵/遮蔽地形區,使攻擊方無法完全看見Not fully visible due to intervening terrain features and/or obscuring terrain areas −1 BS
沒有上限:No cap: 因為改成命中減值,不存在「最多 3+」的概念;對任何豁免值的單位都一樣有效。 Because it is a hit penalty now, there is no "caps at 3+" — it works the same regardless of the target's save.

四種可見度規則Four Visibility Rules

注意:Heads up: 11e 把 10e 的可突破/可攀爬/可防守等特徵改寫為「分類(Exposed/Light/Dense)+可見度規則」。地形影響可見度時,依下列四條判定。 11e replaces the old Breachable/Scaleable/Defensible traits with "categories + visibility rules". When terrain affects visibility, these four rules decide it.

掩護 Benefit of CoverBenefit of Cover (13.08)

目標每個模型都在地形區內(步兵/野獸/蟲群)或未被完全看見時,該次遠程攻擊攻擊方 BS −1When every model is within a terrain area (INFANTRY/BEASTS/SWARM) or not fully visible, the ranged attack gets −1 BS.

隱蔽 HiddenHidden (13.09)

步兵/野獸/蟲群位於含密集地形的地形區內,且本回合與上回合都未做遠程攻擊 → 只有在其偵測範圍(預設 15")內的敵方模型才看得見它。INFANTRY/BEASTS/SWARM inside a terrain area with dense features, that didn't shoot this turn or last turn → only visible to enemies within its detection range (15" by default).

遮蔽 ObscuringObscuring (13.10)

含輕型或密集地形的地形區為遮蔽區。若兩模型之間每條視線都穿過遮蔽區(雙方皆不在其內),則彼此不可見Terrain areas with light or dense features are obscuring. If every line of sight between two models crosses obscuring areas (neither model within), they are not visible to each other.

堅實 SolidSolid (13.11)

密集地形具 Solid:距地面 3" 以內的封閉開口(門、窗、彈孔)無法畫出視線;高於 3" 處則可正常畫線。Dense terrain has Solid: LOS cannot be drawn through enclosed gaps 3" or less from ground level (doors, windows, holes); above 3" it can.

無遮蔽 ExposedExposed (13.03)

彈坑、鐵絲網、散落殘骸等。可無阻穿越,不提供掩護Craters, razorwire, scattered debris. Traversed without hindrance and gives no cover.

移動 MovementMovement (13.06)

密集地形:步兵/野獸/蟲群/MOBILE 可水平穿越;其他模型僅能穿越 ≤2" 高的部分,否則須垂直攀爬,且不能穿過天花板/地板。Dense: INFANTRY/BEASTS/SWARM/MOBILE move through horizontally; other models only through sections ≤2" tall, else must climb, and cannot pass through ceilings/floors.

新手桌邊口訣:Quick table mnemonic: 「分類看移動(Exposed/Light/Dense)、可見度看四規則(掩護/隱蔽/遮蔽/堅實)、掩護是命中 −1 不是加豁免」。遇到爭議先對口訣,再翻書。 "Category sets movement (Exposed/Light/Dense); visibility runs on four rules (Cover/Hidden/Obscuring/Solid); cover is −1 to hit, not a save bonus." Settle most terrain arguments with this.