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+):失敗豁免後再投,X+ 則無效化傷口
- Feel No Pain (FNP X+): roll after a failed save, X+ negates the wound
- 掩護加成:遠程攻擊護甲豁免 +1
- Cover bonus: +1 to Armour Save vs ranged attacks
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)
- 雙方各獲得 +1 CP
- Both players gain +1 CP
- 每個戰鬥回合從其他來源最多再獲得 +1 CP
- Max +1 CP from other sources 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
損失超過一半模型的單位,必須進行測試。
Units that have lost more than half their models (or remaining wounds) must take a test.
戰鬥震撼的影響(持續到你下個指揮階段開始):
Battle-shock effects (last until the start of your next Command Phase):
移動階段Movement Phase
正常移動Normal Move
一般的移動方式
Standard movement
推進Advance
衝刺更遠的距離
Sprint a greater distance
保持靜止Remain Stationary
保持位置
Hold position
撤退Fall Back
脫離近戰交戰範圍
Disengage from Engagement Range
交戰範圍Engagement Range
- 水平 1" 以內 且 垂直 5" 以內
- Within 1" 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
- 2–6 個模型:每個模型必須在至少1個友軍模型的 2"/5" 內
- 2–6 models: each model must be within 2"/5" of at least 1 friendly model
- 7+ 個模型:每個模型必須在至少2個友軍模型的 2"/5" 內
- 7+ models: each model must be within 2"/5" of at least 2 friendly models
深空突降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
- 必須距離所有敵方模型 9" 以上
- Must be placed more than 9" from all enemy 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,且目標不在你的交戰範圍內(手槍除外)。先宣告所有目標再擲骰。
At least one model in the attacking unit must see the target, and the target must not be within your Engagement Range (except 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.
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.
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
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(1"以內)
- Must end within Engagement Range (1") 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
英雄介入(2 CP)Heroic Intervention (2 CP)
- 敵方單位完成衝鋒移動後啟動
- Activated after an enemy unit ends a Charge move
- 指定一支距離該敵方單位 6" 內、且符合衝鋒資格的友方單位,立刻向其發動衝鋒
- Pick one friendly unit within 6" of that enemy unit that would be eligible to charge it; that unit immediately declares a charge against it
- 該衝鋒不獲得「先制攻擊」加成
- That unit does NOT gain the Fights First bonus from charging
- 載具不能使用,但步行機(WALKER)可以
- Vehicles cannot use this — except WALKERs
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.
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
- 非主動玩家先選擇一個單位
- Non-active player picks a unit first
- 雙方輪流選擇單位進行戰鬥
- Players alternate picking units to fight
- 可使用「Counter-offensive (2CP)」插隊
- Counter-offensive (2CP) can interrupt the sequence
每次戰鬥的順序Sequence for Each Fight
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.
進行近戰攻擊 投D6 ≥ WSMake Melee Attacks D6 ≥ WS
在交戰範圍(1"/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 (1"/5") make attacks. Hit → Wound → Save → Damage, same as shooting. Models within 2" of a friendly model in Engagement Range can also attack.
鞏固— 最多 3"Consolidate — up to 3"
攻擊後,將模型向最近的敵方模型移動最多3英吋(若沒有敵人可朝目標標記移動)。
After attacking, move models up to 3" towards the closest enemy model (or towards an objective marker if no enemies are nearby).
戰略指令Stratagems
指揮重擲Command Re-roll
重擲一個命中擲骰、傷口擲骰、傷害擲骰、豁免擲骰、推進擲骰、衝鋒擲骰或絕望逃脫測試。
Re-roll one Hit Roll, Wound Roll, Damage Roll, Saving Throw, Advance Roll, Charge Roll, or Desperate Escape test.
反攻Counter-offensive
敵方單位戰鬥完畢後,立即插入一個己方單位進行戰鬥(不等輪到你選擇)。
After an enemy unit has fought, immediately fight with one of your units next (out of sequence).
手榴彈Grenade
一個有手榴彈關鍵字的單位:投6D6,每個4+造成1個致命傷害。
A unit with the GRENADES keyword rolls 6D6; each 4+ inflicts 1 mortal wound.
坦克衝擊Tank Shock
載具衝鋒後,對衝鋒目標中每個模型投D6,5+造成1個致命傷害。
After a Vehicle charges, roll D6 for each model in the target unit; 5+ inflicts 1 mortal wound.
火力壓制Fire Overwatch
敵方移動或宣告衝鋒時,一個友方單位立即射擊。注意:命中擲骰只有未修改的6才算命中。
When an enemy moves or declares a charge, one friendly unit fires immediately. Note: only unmodified 6s count as hits.
趴下Go to Ground
一個步兵單位獲得6+無敵豁免,並享有掩護加成,抵禦此階段所有攻擊。
One Infantry unit gains a 6+ Invulnerable Save and the Benefit of Cover against all attacks this phase.
煙幕Smokescreen
敵方選擇目標後,一個有煙霧關鍵字的單位獲得掩護加成和隱匿直到此階段結束。
After the enemy selects targets, one unit with the SMOKE keyword gains cover and Stealth until the end of the phase.
快速插入Rapid Ingress
在戰略預備隊中的單位立即作為增援登場(通常要等到己方回合才能登場)。
A unit in Strategic Reserves arrives immediately as reinforcements (normally must wait until your turn).
瘋狂英勇Insane Bravery
一個單位自動通過其戰鬥震撼測試。整場遊戲只能使用一次。
One unit automatically passes its Battle-shock test. Can only be used once per game.
史詩挑戰Epic Challenge
一個英雄模型的所有近戰攻擊獲得「精準」,可指定攻擊依附的英雄。
One Character's melee attacks gain Precision, allowing them to target an attached Character.
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
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、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.