用法:How to use:
這頁整理了 10e 四個最常用的流程 ── 回合結構、攻擊序列、衝鋒序列、崩潰檢定。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
- 獲得 1 CP
- Gain 1 CP
- 開始階段能力
- Start-of-turn abilities
- 戰鬥震撼 檢定
- Battle-shock tests
→
移動MovementMovement Phase
- 移動英吋
- Move by M"
- 推進 (+D6")
- Advance (+D6")
- 撤退 / 預備隊s
- 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
- 被衝鋒的不能射
- Engaged units can\'t shoot
⚔
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
✕
戰鬥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
重骰 1 / 重骰全部Reroll 1s / all
持續命中 / 致命命中Sustained / Lethal Hits
打傷擲骰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 ≥ 目標點數即打傷。
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 重骰Twin-linked rerolls
反X Y+ 特殊閾值Anti-X Y+ auto-wound
毀滅傷害Devastating Wounds
分配傷害AllocateAllocate Wound
每個未救成功的打傷由 防守方 分配到自己的一個模型,優先選「已受過傷」的那一個直到它死。
Defender allocates each wound to one model of their choice — but must keep allocating to the same model until it dies (no free spillover).
甲救擲骰Save RollSave Roll
擲 1D6;目標點數 =
Sv + AP (取 Inv 若更佳)。失敗則該模型受 D 點傷害。
Roll 1D6 ≥ Sv + AP. Use Inv if better. A failed save costs D damage.
掩護 +1 (上限 3+)Cover +1 (max 3+)
無敵豁免 無視 APInvuln ignores AP
致命 致傷s 跳過Mortal Wounds skip this
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→配→救→損」── 打中、打傷、分配、甲救、損傷五字口訣。
"Hit → Wound → Allocate → Save → Damage". Burn this into muscle memory.
Ⅲ
衝鋒流程Charge Sequence
若未能到達所有宣告目標的 ER,整次衝鋒失敗。 Fail to reach every declared target = the whole charge fails.1
宣告目標Declare targets
:選 12" 內、不在 ER 內的一支或多支敵方單位。
: pick one or more enemy units within 12" and not already in Engagement Range.
2
擲 2D6Roll 2D6
:平均 7。考慮是否用 指揮重擲 或 戰術指令。
: average 7. Consider Command Re-roll or Stratagems here.
3
計算是否可達Can you reach ER?
✓ 可達所有目標:✓ All targets reachable:
進行衝鋒移動 (每模型 ≤ 擲出距離),必須至少 1 模進到每個目標的 ER。
Make the charge move (≤ rolled distance per model). At least one model must end in ER of each declared target.
✗ 無法全部到達:✗ Cannot reach all targets:
整次衝鋒失敗,該單位不移動。
Charge fails entirely — the unit doesn\'t move.
4
對手可發動 火 火力壓制Opponent may Fire Overwatch
:1 CP,攻擊命中 6+。
: 1 CP, all attacks hit on 6+ only.
5
衝鋒成功 → 本回合戰鬥階段先打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 = 1" 水平 + 5" 垂直。衝 9" 機率 ≈ 28%;衝 8" ≈ 42%;衝 7" ≈ 58%;衝 6" ≈ 72%。
Engagement Range = 1" horizontal + 5" vertical. P(charge 9") ≈ 28%; 8" ≈ 42%; 7" ≈ 58%; 6" ≈ 72%.
Ⅳ
崩潰檢定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?
:該單位本回合開始時模型數低於 一半 (Below Half-strength)。
: Any of your units that is Below Half-strength at the start of your Command phase.
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):
該單位該回合:OC 降為 0、無法執行戰術指令、無法執行「捍衛目標」等行動。到下次 Command 階段再重檢。
Until your next Command phase: OC becomes 0, can\'t be used for Stratagems, can\'t perform Actions. Re-test next Command phase.
3
救急:瘋狂無畏 (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 10e 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 in 10th.