為什麼重要:Why this matters:
10e 地形規則大改,許多從舊版回來的玩家還在用舊思維。「廢墟能不能穿透看到後面?」「障礙物給什麼加成?」──本頁用圖示一次講清楚。
10th edition reworked terrain significantly. Returning players still apply old habits. "Can I see through a Ruin?" "What does an Obstacle actually give me?" — this page settles it with diagrams.
Ⅰ
四種地形分類Four Terrain Categories
廢墟Ruins
RUINS
有結構的破損建築:牆壁、樓層、窗戶。最常見的主力地形。
Structured broken buildings: walls, floors, windows. By far the most common table terrain.
- 視線:LOS: 牆壁阻擋穿透視線;但 步兵/騎乘 可看到同樓層內部或窗/破洞外。Walls block LOS through, but INFANTRY/MOUNTED can see in/out via windows and gaps on the same floor.
- 進入:Entry: 步兵 可垂直穿牆穿樓 (每 1" 垂直 = 1" 移動);載具/怪獸 不能穿牆。INFANTRY traverse walls/floors freely (1" vertical = 1" move). Vehicles/Monsters cannot cross walls.
- 掩護:Cover: 只要目標至少一個模型在內就獲得 +1 Sv (但 3+ 為上限)。If any of the target\'s models are inside, +1 Sv (capped at 3+).
障礙物Obstacles
OBSTACLES
矮牆、沙包、彈坑、殘骸等矮小障礙物。通常比模型矮。
Low walls, sandbags, craters, wreckage. Usually shorter than a model.
- 視線:LOS: 通常不擋視線 (太矮),但 中間 (中間) 可提供掩體判定。Usually don\'t block LOS (too short), but count as intervening for cover.
- 掩護:Cover: 若目標緊靠 障礙物 後方 (≤2"),被射擊時 +1 Sv。If the target is within 2" behind the Obstacle, +1 Sv.
- 穿越:Crossing: 步兵 可越過 (每 1" 垂直 = 1" 移動);載具/怪獸 不能。INFANTRY traverse normally; Vehicles/Monsters cannot cross.
地形區Area Terrain
AREA TERRAIN
樹林、廢鐵堆、灌木叢等有「足跡範圍」但無牆的區域。
Woods, rubble fields, jungles — areas with a footprint but no walls.
- 視線:LOS: 不阻擋穿透視線 (步兵 可透視 區域 地形 看到對面)。Does NOT block LOS — you can see through it normally.
- 掩護:Cover: 若目標模型整個位於 區域 地形 內,+1 Sv。If the target model is wholly within the area, +1 Sv.
- 進入:Entry: 所有單位可自由進出,不扣移動。Any unit can enter and exit freely — no movement penalty.
丘陵 & 實心地形Hills & Solid Terrain
HILLS · CONTAINERS · BLOCKS
丘陵、貨櫃、巨石等實心結構。沒有窗或破洞。
Hills, containers, giant boulders — solid structures with no openings.
- 視線:LOS: 完全阻擋視線 (除非高度允許跨越)。Completely blocks LOS unless you can see over the top.
- 掩護:Cover: 目標在後方 ≤2" 或攻擊穿越此地形時給 +1 Sv。Target within 2" behind, or attack crosses the terrain → +1 Sv.
- 攀爬:Climbing: 多數可頂部攀登 (按垂直 1:1 算);有些套件有 可防守 規則。Can usually be climbed (vertical 1:1). Some kits have Defensible rules.
Ⅱ
視線 三種情境Three LOS Scenarios
穿越廢墟牆壁Through a Ruin wallRuin wall LOS
✗ 無法射擊✗ No LOS
廢墟牆壁完全阻擋穿透視線。Ruin walls fully block LOS through.
廢墟窗戶/破洞Through a windowThrough a window
✓ 可射擊 +掩護✓ LOS + Cover
步兵 可透視窗/破洞。目標獲得 +1 Sv。INFANTRY see through windows. Target gets +1 Sv.
穿越樹林Through woods (Area)Through area terrain
✓ 可射擊✓ LOS
區域 地形 不擋視線。若 B 在林內則 +1 Sv。Area terrain does NOT block LOS. If B is inside it: +1 Sv.
Ⅲ
掩體 (+1 Sv) 觸發條件When Does +1 Cover Trigger?
| 地形類型Terrain Type | 觸發條件Trigger | 加成Benefit |
|---|---|---|
| 廢墟 廢墟Ruins | 目標至少 1 模型在廢墟內At least 1 target model inside | +1 Sv |
| 障礙物 障礙物Obstacles | 目標在障礙物後方 ≤ 2"Target within 2" behind Obstacle | +1 Sv |
| 地形區 區域Area Terrain | 目標整個模型在區內Target model wholly within area | +1 Sv |
| 丘陵/實心 丘陵Hills / Solid | 攻擊穿越此地形或目標在後 ≤ 2"Attack crosses terrain or target within 2" behind | +1 Sv |
上限:Cap:
Cover 最多讓甲救改善到 3+。原本就是 3+ 或更好的單位不會從 Cover 獲益 (但仍可用 Go to Ground 1 CP 強加 +1)。
Cover caps at improving saves to 3+. A model with a 3+ save already gains nothing from Cover (though "Go to Ground" 1 CP can push it further).
Ⅳ
進階地形特徵Advanced Terrain Features
注意:Heads up:
比賽場地通常指定某幾個特徵。新手場可先忽略。
Tournament tables usually designate these explicitly. Casual games can skip them.
可突破 可突破Breachable
步兵/騎乘 可直接穿透這面牆 (把牆當不存在),用於內部走位。INFANTRY/MOUNTED treat the wall as if it isn\'t there — useful for internal repositioning.
可攀爬 可攀爬Scaleable
可垂直攀爬 (垂直 1" = 水平 1"),載具 不行。Can be climbed vertically (1" vertical = 1" horizontal). Vehicles cannot.
可防守 可防守Defensible
在此地形內的單位攻擊時獲得 隱匿 (敵射擊 -1 命中)。Units inside gain Stealth (ranged attacks suffer -1 to hit).
存蔽 存蔽Obscuring
大型特徵,完全阻擋穿越視線 (除非 5" 以上高度模型能看過)。Large feature — fully blocks LOS through it (except for tall models that see over the top, 5"+).
加固 加固Exposed
無法獲得 掩護 (某些特殊地形或屋頂區域)。Model is above/on the terrain and cannot benefit from Cover.
危險 危險 地面Difficult Ground
10e 已移除移動減速機制。只在少數任務或戰役特殊規則才會出現。10e removed movement penalties — only appears in specific missions or campaign rules.
新手桌邊口訣:Quick table mnemonic:
「廢墟擋牆、障礙擋矮、區域只給 掩護、實心全擋」。遇到爭議先對口訣,再翻書。
"Ruins block walls, Obstacles block short, Areas only grant Cover, Solids block everything." Settle 90% of terrain arguments with this mnemonic.