戰錘 40,000WARHAMMER 40,000

Warhammer 40,000 · 第十版核心規則指南Warhammer 40,000 · 10th Edition Core Rules Guide
10TH EDITION
Section 01

一局遊戲的結構Game Structure

遊戲共進行 5個戰鬥回合。每個回合兩位玩家各執行一次完整的回合(5個階段),先手由投擲決定。 The game lasts 5 battle rounds. Each round, both players take a full turn (5 phases each). First turn is determined by a roll-off.
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+):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
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)

  • 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.

單位損失過半Unit Below Half Strength (模型數或傷口值)(models or wounds)
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(持續到你下個指揮階段開始):

Battle-shock effects (last until the start of your next Command Phase):

⚠ 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
⚠ 撤退時,每個模型投D6,1-2則被消滅
⚠ When Falling Back, roll D6 per model; 1-2 = destroyed
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

✓ Heavy 武器射擊 +1 命中
✓ Heavy weapons get +1 to Hit
✓ 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
✗ 戰鬥震撼單位需進行絕望逃脫測試
✗ Battle-shocked units must take Desperate Escape tests

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
  • 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
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,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.

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:若單位保持靜止,命中擲骰 +1: +1 to Hit if the unit Remained Stationary
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:暴擊命中直接造成傷口: Critical Hits automatically wound (skip Wound Roll)
Devastating Wounds:暴擊傷口的傷害直接轉為致命傷害: Critical Wounds deal mortal wounds instead of normal damage
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:可重擲所有失敗的傷口擲骰: re-roll all failed Wound Rolls
Indirect Fire:可攻擊視線外目標(-1命中,目標獲得掩護): can target units out of line of sight (-1 to Hit, target gains cover)
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,X+ 傷口擲骰視為暴擊: Wound Rolls of X+ are Critical Wounds against units with that keyword
Hazardous:射擊後每把此武器投D6,1則受3點致命傷害: after firing, roll D6 per weapon; on a 1, bearer suffers 3 mortal wounds
Melta X:在射程一半內,傷害擲骰結果 +X: +X to Damage roll 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
Precision:暴擊命中(6)時,攻擊者可指定攻擊依附的角色模型: on a Critical Hit (6), attacker can target an attached Character
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(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.

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

  • 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

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(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.

3

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).

大型怪獸和載具(Big Guns Never Tire):在交戰範圍內仍可進行射擊,但命中擲骰 −1。 Big Guns Never Tire: Monsters and Vehicles can still shoot while within Engagement Range, but at -1 to Hit.
VIII
Section 08

戰略指令Stratagems

每個戰鬥回合雙方各獲得 1 CP。每個戰略指令在同一階段內只能使用一次。戰鬥震撼的單位無法受益於戰略指令。 Both players gain 1 CP per battle round. Each Stratagem can only be used once per phase. Battle-shocked units cannot benefit from Stratagems.
1 CP
任何階段Any Phase

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.

2 CP
戰鬥階段Fight Phase

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).

1 CP
射擊階段Shooting Phase

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.

1 CP
衝鋒階段Charge Phase

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.

1 CP
敵方移動/衝鋒階段Enemy Movement / Charge Phase

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.

1 CP
敵方射擊階段Enemy Shooting Phase

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.

1 CP
敵方射擊階段Enemy Shooting 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.

1 CP
敵方移動階段Enemy Movement 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).

1 CP
指揮階段Command Phase

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.

1 CP
戰鬥階段Fight Phase

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.

IX
Section 09

目標控制Objective Control

← 3" →
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:目標標記 3" 水平範圍內(5" 垂直)的模型OC值總和必須嚴格大於對手的OC總和才能控制目標。相等時為爭奪狀態,雙方都不控制。 Control Rules: The total OC of models within 3" horizontally (5" vertically) of an objective marker must be strictly greater than the opponent's total OC to control it. If equal, the objective is contested and neither player controls it.
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

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 1" / 5"
目標控制範圍Objective Control Range 3" / 5"
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"
深空突降最小距離Deep Strike Min. Distance 9"
戰鬥震撼骰Battle-shock Roll 2D6 vs Ld
絕望逃脫失敗Desperate Escape Fail D6 結果 1-2D6 result 1-2
骰子修正上限Max Dice Modifier ±1
單位凝聚(2-6模型)Coherency (2-6 models) 2" (≥1 友軍)2" (≥1 friendly)
單位凝聚(7+模型)Coherency (7+ models) 2" (≥2 友軍)2" (≥2 friendly)
掩護加成Cover Bonus 護甲豁免 +1Armour Save +1
深空突降可登場Deep Strike Available 第 2 回合起From Round 2

常見特殊規則速覽Common Special Rules

Lone Operative:只有在12"內的單位才能以遠程攻擊指定此模型: only units within 12" can target this model with ranged attacks
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(距敵方部署區9"+): can deploy anywhere on the battlefield before the game starts (9"+ from enemy deployment zone)
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:戰鬥階段一開始先於其他單位戰鬥(衝鋒成功也獲得此效果): fights at the start of the Fight Phase before other units (units that charged also gain this)
隱匿(隱匿)Stealth:所有遠程攻擊命中擲骰 −1: -1 to Hit Rolls for all ranged attacks targeting this unit
精準(精準)Precision:近戰暴擊傷口可指定依附的英雄,多餘傷口傳回單位: on a Critical Wound in melee, can allocate attacks to an attached Character; excess wounds spill back to the unit