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'''Dodge''' is a [[List of Actions|Normal Action]].
'''Dodge''' is a [[Normal Actions|Normal Action]] (and Reaction) in ''Eldfall Chronicles''.


Dodge allows a model to evade an incoming Attack by ignoring its non-Critical Hits and all related effects. The post-Dodge movement at the end of the Resolution Step is optional.
To avoid a potential or an incoming attack, a model may attempt to perform a Dodge.


== How Dodge Works ==
In order to avoid suffering damage successfully, the model must perform a successful Agility roll, using 1 die.


=== Declaration ===
If the Dodge roll is successful, ignore non-critical Hits from the enemy's Attack.
Dodge is declared during the Reaction Step (as a Reaction) or during the Action Step (as an Active Role action).


; Reactive Dodge : Declared when an enemy model targets this model with an Attack. The model performs an AG roll against the attacker's roll. If successful, all non-Critical Hits from that Attack are ignored.
In order to declare Dodge in the Reactive Role, a model must either have Line of Sight towards the activated model, or the currently activated enemy model must be within its Awareness, or both.
; Active Role Dodge : Declared as an action in the model's own activation — e.g. in anticipation of incoming fire. The movement at end of resolution is optional even here.


=== Resolution ===
If a model declares Dodge and did not have LoS at any point during the Active Model's Movement Step, the Dodge must be performed with a halved Agility attribute.
# The Dodge model performs an '''AG roll'''.
# Compare against the attacker's Attack roll result.
# If the Dodge '''succeeds''': all non-Critical Hits from the Attack are ignored, including all related effects (e.g. [[Stagger]], [[Burn (X)|Burn]], [[Knockdown]]).
# If the Dodge '''fails''': the Attack resolves normally.
# At the end of the Resolution Step, the model '''may optionally''' move up to its full SPD. This movement is not compulsory. *(Rulebook 1.6, p.57)*


=== Key Rules ===
When a model declares Dodge, it can do these things at the end of the Resolution Step, even if the roll was unsuccessful:
* Dodge is '''not a [[Confrontation]]''' — it does not cancel the Attack for other targets (e.g. models hit by [[Sweep I/II|Sweep]]).
* move for a distance of its halved Speed value in any direction (rounded up),
* Dodge only protects the '''Dodging model''' — other models under the same AoE or Sweep are still affected.
* enter or cancel the Crouched State.
* A '''Critical Hit''' cannot be negated by Dodge — only non-Critical Hits are ignored.
* Dodge can be declared in the Active Role as a proactive defensive measure; the optional movement can be used purely for repositioning.
* If a model declares Dodge against a [[Shrouded]] enemy that then reveals itself, the model may switch its declared Reaction.
* [[Ward]] functions similarly to Dodge (magical Dodge) — see [[Ward]] for full comparison.


=== Modifiers ===
''Note: A successful Dodge roll may also cancel all States that require a successful Dodge for their cancellation.''
When Dodging without LoS to the attacker, a model's AG is halved — unless the model has [[Acute Senses I]].


== Interactions ==
''A model can fall off the edge of a surface while dodging. In this case, any possible Fall Damage has to be applied.''


=== [[Sweep I/II]] ===
''Declaration of Dodge requires no target, or rather, the target is the model itself.''
Dodge is per-model. If a model successfully Dodges a Sweep attack, only that model ignores the Hit — other models within Sweep range are still affected if the Attack roll succeeds.


=== [[Ward]] ===
== Disengage ==
Ward works as a magical Dodge: it negates non-Critical Hits and all related effects (including [[Burn (X)|Burn]]). Like Dodge, Ward is not a Confrontation and does not cancel the Attack for other targets.
During the Active and/or Reactive turn, when an Engaged (State) model declares a Dodge, it may move out of the enemy model's melee Reach, canceling the Engaged State (even if the roll was unsuccessful).


=== [[Protective Barrier]] ===
== Dodge Against Multiple Enemy Attacks ==
Protective Barrier negates one specific Hit against the enchanted model — akin to Dodging that one Hit. If a Ricochet chain reaches a model with Protective Barrier, that Hit is negated and the chain stops at that model (no further Ricochet from the negated Hit).
A model declaring Dodge, upon becoming the Attack target of multiple enemy models, must perform an Agility roll against each enemy Attack separately, in order to prevent receiving Hits.


=== [[Charm I/II]] ===
''Example: Models B and C react against the activated Model A by declaring an Attack. Model A declares a Dodge as its Action (its Agility being 13). Models B and C will perform an Attack Roll, each using 1 die (while reacting, their Strike value is 1). Meanwhile, Model A will perform 2 Agility rolls, 1 against Model B and 1 against Model C separately. Against Model B, Model A rolls 8, and against Model C, the model rolls 14, therefore it dodges the Attack of Model B, but suffers the Attack of Model C. Model C must now proceed making a Damage Roll with hopes that it deals a Wound to Model A. As Model A declared Dodge, it may move up to its halved Speed value.''
Charm triggers when an enemy model declares a '''reactive Attack''' against the Charm model. Dodge is not a reactive Attack — Charm does not trigger against Dodge.


=== [[Engaged]] ===
An Engaged model can still declare Dodge as a Reaction.
=== [[Crouched]] ===
A Crouched model can still declare Dodge. Dodge while Crouched follows normal resolution rules.
=== [[Flying]] ===
A Flying model can Dodge melee Attacks targeting it — but recall that a Flying model cannot normally be targeted by Melee Attacks unless it itself declared a Melee Attack (in which case it can be reacted to with a counter-Attack or Dodge).
== Answers from Discord ==
{{#lst:Answers from Discord|Dodge}}
----
<small>''Source: Eldfall Chronicles Rulebook v1.6, p.57. Normal Actions section.''</small>
[[Category:Actions]]
[[Category:Actions]]
 
[[Category:Normal Actions]]

Latest revision as of 07:10, 3 July 2026

Dodge is a Normal Action.

To avoid a potential or an incoming attack, a model may attempt to perform a Dodge.

In order to avoid suffering damage successfully, the model must perform a successful Agility roll, using 1 die.

If the Dodge roll is successful, ignore non-critical Hits from the enemy's Attack.

In order to declare Dodge in the Reactive Role, a model must either have Line of Sight towards the activated model, or the currently activated enemy model must be within its Awareness, or both.

If a model declares Dodge and did not have LoS at any point during the Active Model's Movement Step, the Dodge must be performed with a halved Agility attribute.

When a model declares Dodge, it can do these things at the end of the Resolution Step, even if the roll was unsuccessful:

  • move for a distance of its halved Speed value in any direction (rounded up),
  • enter or cancel the Crouched State.

Note: A successful Dodge roll may also cancel all States that require a successful Dodge for their cancellation.

A model can fall off the edge of a surface while dodging. In this case, any possible Fall Damage has to be applied.

Declaration of Dodge requires no target, or rather, the target is the model itself.

Disengage

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During the Active and/or Reactive turn, when an Engaged (State) model declares a Dodge, it may move out of the enemy model's melee Reach, canceling the Engaged State (even if the roll was unsuccessful).

Dodge Against Multiple Enemy Attacks

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A model declaring Dodge, upon becoming the Attack target of multiple enemy models, must perform an Agility roll against each enemy Attack separately, in order to prevent receiving Hits.

Example: Models B and C react against the activated Model A by declaring an Attack. Model A declares a Dodge as its Action (its Agility being 13). Models B and C will perform an Attack Roll, each using 1 die (while reacting, their Strike value is 1). Meanwhile, Model A will perform 2 Agility rolls, 1 against Model B and 1 against Model C separately. Against Model B, Model A rolls 8, and against Model C, the model rolls 14, therefore it dodges the Attack of Model B, but suffers the Attack of Model C. Model C must now proceed making a Damage Roll with hopes that it deals a Wound to Model A. As Model A declared Dodge, it may move up to its halved Speed value.