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遊戲流程速查卡 Game Flow Cheatsheet

第一場開桌時就開著這頁
Keep this open on your first game
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.

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

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×T2+
S > T3+
S = T4+
S < T5+
S×2 ≤ T6+
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 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.

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%.

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.