用法:How to use:
這頁整理了四個最常用的流程 ── 回合結構、攻擊序列、衝鋒序列、震懾測試。比完整規則書快 10 倍查閱,第一場邊打邊對照最省腦。
This page consolidates the four flows you reference most during play — round structure, attack sequence, charge sequence and Battle-shock. Use it as a table-side cheatsheet.
Ⅰ
戰鬥回合五階段The Battle Round
玩家 A 走完五階段,玩家 B 再走完五階段,算一回合。 A plays 5 phases, then B plays 5. That's 1 Battle Round.◆
指揮CommandCommand Phase
- 雙方各獲得 1 CP
- Both players gain 1 CP
- 開始階段能力
- Start-of-turn abilities
- 震懾 檢定
- Battle-shock tests
→
移動MovementMovement Phase
- 移動英吋
- Move by M"
- 突進移動 (+D6")
- Advance (+D6")
- 後撤 / 預備隊
- Fall Back / Reserves
✦
射擊ShootingShooting Phase
- 選武器與目標
- Pick weapons + targets
- 執行攻擊序列
- Resolve attack sequence
- 接戰中限[近距離]武器
- Engaged: Close-quarters only
⚔
衝鋒ChargeCharge Phase
- 擲 2D6 衝鋒距離
- Roll 2D6 charge
- 需接觸到敵 ER
- Reach Engagement Range
- 可衝多目標
- Can multi-charge
✕
近戰FightFight Phase
- 衝鋒者先打
- Chargers fight first
- 雙方輪流選單位
- Alternate activating
- 執行攻擊序列
- Resolve attack sequence
Ⅱ
攻擊序列Attack Sequence
射擊與戰鬥皆適用的共通流程。 Shared by both shooting and melee.命中擲骰Hit RollHit Roll
每個攻擊擲 1D6,結果 ≥ 武器的 BS/WS 值算命中 (自然 1 必失敗、自然 6 必成功)。
Roll 1D6 per attack. Success on ≥ BS/WS (natural 1 always fails, natural 6 always succeeds).
+1 / -1 修正+1 / -1 modifiers
重擲 1 / 重擲全部Reroll 1s / all
連擊 / 致命一擊Sustained / Lethal Hits
致傷擲骰Wound RollWound Roll
對比武器的
S 與目標 T,依下表決定需要的點數;擲 1D6 ≥ 目標點數即致傷。
Compare weapon S to target T. Roll 1D6 ≥ the target shown below.
| 比較Compare | 需要Target |
|---|---|
| S ≥ 2×T | 2+ |
| S > T | 3+ |
| S = T | 4+ |
| S < T | 5+ |
| S×2 ≤ T | 6+ |
雙聯 重擲Twin-linked rerolls
反X Y+ 特殊閾值Anti-X Y+ auto-wound
毀滅傷害Devastating Wounds
甲救擲骰Save RollSave Roll
由 防守方 先把目標單位分組(角色各自一組、其餘依 W/Sv/InSv 相同者一組)並宣告分配順序(含已受傷模型的非角色組必須排最前),再為每個致傷擲 1D6 甲救;目標點數 =
Sv + AP (取 InSv 若更佳)。
The defender first divides the target unit into groups (each Character its own group; others grouped by identical W/Sv/InSv) and declares the allocation order (a non-Character group with a wounded model must go first), then rolls 1D6 per wound: target = Sv + AP, use InSv if better.
掩護不影響此步(改為命中 BS −1)Cover not here (now −1 BS on hits)
無敵豁免 無視 APInvuln ignores AP
致命傷 跳過Mortal Wounds skip this
結算傷害Inflict DamageInflict Damage
由 最低的甲救結果開始 逐一結算:在當前分組中選一個模型(有已受傷的模型就必須先選它),該次甲救失敗則此模型受 D 點傷害。
Resolve from the lowest save result upward: pick one model in the current allocation group (a wounded model must be picked if possible). A failed save costs that model D damage.
傷害 + 痛感無效Damage & FNPInflict Damage / Feel No Pain
每點傷害,若目標有 Feel No Pain X+,擲 1D6,X+ 則無傷。剩餘傷害累加到當前模型直到滿
W 死亡 (多餘傷害 不 跳到下一個)。
For each damage point, if the unit has Feel No Pain X+, roll 1D6 — X+ ignores it. Any remaining damage stacks on the current model until its Wounds hit 0. Excess damage does NOT carry to the next model.
關鍵記憶:Mnemonic:
「打→傷→救→配→損」── 打中、致傷、甲救、分配、損傷五字口訣(11 版改為先擲甲救、再逐一分配結算)。
"Hit → Wound → Save → Allocate → Damage". 11e rolls saves first, then allocates and resolves.
Ⅲ
衝鋒流程Charge Sequence
衝鋒移動後必須與所有衝鋒目標接戰,否則衝鋒失敗、單位不移動。 After the charge move you must be engaged with every charge target, or the charge fails and the unit stays put.1
宣告衝鋒Declare a charge
:選一個 12" 內有敵方單位、未接戰、且本回合未突進移動/有序撤離的我方單位。
: pick a friendly unit within 12" of an enemy that is unengaged and did not Advance or Fall Back this turn.
2
擲 2D6Roll 2D6
:結果 = 衝鋒移動的最大距離,平均 7。考慮是否用 指揮重擲 或 計謀。
: the result is the maximum charge distance, average 7. Consider Command Re-roll or Stratagems here.
3
選定衝鋒目標Select charge targets
:(11 版改為擲骰後才選目標)從 12" 內且在擲出距離內的敵方單位中選一支或多支作為衝鋒目標。
: (11e selects targets after the roll) pick one or more enemy units within 12" and within the rolled distance.
✓ 可與所有目標接戰:✓ Can engage every target:
進行衝鋒移動 (每模型 ≤ 擲出距離、須更靠近目標),移動後必須與所有衝鋒目標接戰,且不得與非目標的敵方單位接戰。
Make the charge move (≤ rolled distance per model, each ending closer to a target). You must end engaged with every charge target and with no non-target enemy unit.
✗ 無法做到:✗ Cannot:
衝鋒失敗,該單位不移動。
Charge fails — the unit doesn\'t move.
4
衝鋒階段結束時,對手可發動 英勇介入At the end of the phase, opponent may Heroically Intervene
:1 CP,為一個單位結算一次衝鋒反制。(警戒射擊已改在移動階段結束時使用)
: 1 CP, resolve a counter-charge. (Overwatch now happens at the end of the Movement phase.)
5
衝鋒成功 → 本回合近戰階段先打Charge success → Fights First this turn
(戰鬥後不再保留先打優先)。
(priority lasts only this Fight phase).
關鍵距離:Key distances:
ER = 2" 水平 + 5" 垂直。衝 9" 機率 ≈ 28%;衝 8" ≈ 42%;衝 7" ≈ 58%;衝 6" ≈ 72%。
Engagement Range = 2" horizontal + 5" vertical. P(charge 9") ≈ 28%; 8" ≈ 42%; 7" ≈ 58%; 6" ≈ 72%.
Ⅳ
震懾測試Battle-shock Test
回合開始 (指揮 階段) 執行。 Performed in your Command phase.1
誰需要檢定?Who tests?
:你的單位達到或低於半員(at or below Half-strength),或目前已處於震懾狀態者。(11e 由「低於」改為「達到或低於」,並對已震懾單位重新檢定以嘗試恢復)
: Any of your units that is at or below Half-strength, or that is currently battle-shocked. (11e changed "below" to "at or below", and re-tests already-shocked units to try to recover.)
2
擲 2D6 + 修正Roll 2D6 + modifiers
,需 ≥ 該單位的 Ld 值 才通過。
, must equal or beat the unit\'s Ld.
✓ 通過:✓ Pass:
沒事,正常行動。
Nothing happens — act normally.
✗ 失敗 (震懾):✗ Fail (Shaken):
該單位:OC 視同 0(改為「-」)、不能成為我方計謀的目標、無法開始行動、有序撤離不可選——退場只能走「狼狽逃亡」(每模型進行一次危險擲骰)。11e 不會自動解除──須在之後的指揮階段通過震懾檢定才能脫離。
That unit: OC becomes 0 ('-'), can\'t be targeted by your own Stratagems, can\'t start Actions, must use Desperate Escape to Fall Back (a hazard roll per model). In 11e it does not clear automatically — the unit must pass a battle-shock roll in a later Command phase to recover.
3
救急:瘋狂之勇 (1 CP)Escape hatch: Insane Bravery (1 CP)
── 自動通過該次檢定。
— auto-pass that one test.
戰術要點:Tactical note:
OC 歸零 = 你那隊兵即使站在目標上也 不算控制。這是計分壓力的主要來源之一。
OC 0 = your unit no longer contests the objective, even while physically standing on it. A major scoring lever.