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An Action is what a model performs during its Action Step after moving. Actions are divided into [[Normal Actions]] and [[Special Actions]].
'''Actions''' are declarations made by models during the Activation Sequence. Every Action costs '''1 Activation Point''' (unless stated otherwise). There are two types: '''[[#Normal Actions|Normal Actions]]''' and '''[[#Special Actions|Special Actions]]'''.


''Source: Eldfall Chronicles Rulebook v1.6, p.51–60.''
__TOC__
== Activation Sequence ==
Each time a model is activated, it goes through a fixed sequence of steps:
{| class="wikitable" style="width:100%"
! Step !! Name !! Who Acts !! What Happens
|-
| 1 || Activation Step || Active Player || Spends 1 AP to activate a model. Any relevant Effects trigger immediately.
|-
| 2 || Movement Step || Active Player || Declares Normal or Special Movement. May enter/cancel [[Crouched]] State at start or end of this step.
|-
| 3 || Reaction Step || Reactive Player || Declares Reactions (Normal Actions only) against the Activated model.
|-
| 4 || Action Step || Active Player || Declares a Normal or Special Action.
|-
| 5 || Resolution Step || Both || Applies modifiers, rolls dice, resolves Confrontation, Damage Rolls, Effects, States.
|}
'''Key rule:''' If the Activated model declared '''Run''' (Special Movement) in Step 2, it may only declare '''Nothing''' in Step 4 (Action Step).
== Movements ==
=== Normal Movement ===
{| class="wikitable" style="width:100%"
! Movement !! Distance !! Notes
|-
| '''Idle''' || 0 || The model does not move. May rotate to change Line of Sight direction. Required to declare a Special Action in the Action Step.
|-
| '''Walk''' || Up to SPD || Standard movement in any direction.
|-
| '''Run''' || Up to SPD ×2 || Model may only declare '''Nothing''' as its Action. Triggers Engagement zones as normal.
|}
=== Special Movement ===
'''Important:''' A model that declares any Special Movement may only declare '''Nothing''' in its Action Step.
{| class="wikitable" style="width:100%"
! Movement !! Distance !! Requirement !! Notes
|-
| '''[[Climb]]''' || SPD ÷ 2 (rounded up) || -- || Allows moving over obstacles higher than the model's Hitbox. Model cannot take any Action while on a vertical surface (falls if it tries). May end movement on a vertical surface.
|-
| '''[[Jump]]''' || SPD ÷ 2 (horizontal/vertical/diagonal/parabolic) || — || Allows crossing gaps, reaching elevated ground, clearing obstacles higher than Hitbox. If the gap is too large but the Hitbox reaches the ledge, model is placed at the edge (pulls up). If gap is too large and Hitbox doesn't reach: model falls and takes Fall Damage.
|-
| '''[[Run]]''' || SPD ×2 || — || Model may only declare Nothing as its Action. Some Skills interact with Run (e.g. [[Dash]], [[Trample]]).
|}
== Normal Actions ==
Normal Actions can be declared both in the '''Active Role''' and as a '''Reaction''' (Reactive Role). Each costs 1 AP.
=== Attack ===
An Action targeting one or more '''enemy models'''.
'''Requirements:'''
* LoS to the target (unless stated otherwise, e.g. [[Targetless]]).
* Must declare: target(s), attack type (Melee or Ranged), Item or Spell used, Skills and Combat Arts applied.
* A model may select only '''1 Item or 1 Spell''' per Attack (unless stated otherwise).
'''In Active Role (STK > 1):'''
* May distribute Strikes among multiple targets (up to STK value).
* Confrontation rolls are resolved separately per target.
'''In Reactive Role:'''
* STK is always '''1''' (regardless of Item's STK value).
* Must declare the exact point on the activated model's movement path where a Ranged Attack is aimed.
==== Melee Attack ====
* Uses '''Offense''' attribute (Active Role) or '''Defense''' attribute (Reactive Role).
* Requires a Melee Weapon or a Melee-Type Spell within Reach.
* Model may always attack '''Unarmed''' (PW: T or AG−3, RCH: 0, STK: 1, Unkeen Trait).
* Model with a Shield may perform a '''Shield Bash''' (PW: T, RCH: 0, STK: 1, Knockback 1, Unkeen).
* Spell Melee Attacks use '''Intellect''' (unless stated otherwise).
'''Confrontation:''' If both models target each other with Melee Attacks, Confrontation rolls are made — each model's Attack Roll must be lower than its attribute AND higher than the opponent's roll to succeed.
==== Ranged Attack ====
* Uses '''Accuracy''' attribute (Items) or '''Intellect''' attribute (Spells).
* Requires LoS at the declared point of attack.
* '''Friendly Fire:''' −4 stackable modifier per allied model in Base Contact with the target. Roll of 17–20 hits an allied model instead.
* '''Cover:''' Models within 1" of appropriate scenery may have Light Cover (−2 to attacker) or Heavy Cover (−4 to attacker).
==== Spell Attack ====
Spells are cast as either Attack or Assist Actions depending on the target:
* Targeting an '''enemy''' → '''Attack'''
* Targeting an '''ally''' or self → '''Assist'''
'''Requirements to cast Spells:'''
* Caster must have the correct [[Affinity (Element)|Affinity]] for the Spell's Element.
* Caster must not have '''both hands full''' (e.g. Shield + Weapon prevents casting).
* Only '''1 Spell per Activation''' (unless stated otherwise).
* Uses '''Intellect''' for the casting roll (unless stated otherwise).
* [[Mystic]] Class uses '''Morale''' instead of Intellect.
'''Spell Types:'''
{| class="wikitable" style="width:100%"
! Type !! Duration !! Role !! Notes
|-
| '''Sorcery''' || Until end of Activation Sequence || Active or Reactive || Destructive, short-lasting effects. Delivered as Attack.
|-
| '''Healing''' || Until end of Activation Sequence || Active only || Restorative effects. Cast only in Active Role.
|-
| '''Enchantment''' || Until caster's next Strategic Phase || Active only || Bolsters or weakens the target. Cannot be Dodged. Max 1 Enchantment of same name per model. If PW = ✯: target's Attacks gain the Spell type.
|-
| '''Conjuration''' || Permanent (until caster dies) || Active only (via [[Ritual]]) || Summons a creature. Requires Mana Cost. Creature is removed when caster becomes Incapacitated/Dead.
|-
| '''Transmutation''' || Permanent || Active only || Affects the environment. Remains on the field until removed or destroyed.
|}
==== Area of Effect (AoE) Attacks ====
{| class="wikitable" style="width:100%"
! Template Type !! Coverage !! Height !! Notes
|-
| '''Circular S''' (d=70mm) || Target must be fully covered || ±3" above/below center || LoS required between AoE center and each affected model.
|-
| '''Circular L''' (d=120mm) || Target must be fully covered || ±3" above/below center || LoS required between AoE center and each affected model.
|-
| '''Spray S''' (213mm) || Target must be fully covered || ±5" above/below attacker || Narrow end at attacker's base. LoS required attacker → each model.
|-
| '''Spray L''' (260mm) || Target must be fully covered || ±5" above/below attacker || Narrow end at attacker's base. LoS required attacker → each model.
|}
'''AoE rules:'''
* The '''main target''' must be fully covered by the template.
* All models whose Hitboxes are at least '''partially covered''' are affected.
* A model covered by '''multiple templates''' suffers each template's effect separately.
* A model may Dodge an AoE even after the template is successfully placed.
* If the main target wins Confrontation against the caster: the AoE is '''fully nullified''' and the template is not placed.
* The '''caster/user does not suffer''' their own AoE.
=== Assist ===
An Action targeting '''allied models or self''' with Items, Skills, or Spells.
* LoS required to the target ally (unless stated otherwise).
* Must declare: target(s), Skill/Item/Spell used.
* STK determines number of targets (same as Attack).
* In '''Reactive Role''': may target other allied models or self.
* '''While [[Engaged]]:''' may only Assist '''self'''.
=== Death Blow ===
Renders an '''Incapacitated''' enemy model into the [[Dead]] State.
* Must be in '''Base Contact''' with the target Incapacitated model.
* '''No roll required''' — automatic success.
* Cannot be declared against non-Incapacitated models.
=== Dodge ===
Attempts to avoid an incoming Attack.
* Perform an '''AG roll''' (1 die). On success: all non-Critical Hits from the Attack are ignored.
* In Reactive Role: requires LoS to Activated model OR Activated model within Awareness.
* Without LoS at any point during the Movement Step: AG is '''halved'''.
* Against multiple attackers: separate AG roll for each.
'''After Dodge resolution (regardless of success):'''
* May move up to '''SPD ÷ 2''' (rounded up) in any direction.
* May enter or cancel the [[Crouched]] State.
'''Disengage:''' An [[Engaged]] model that declares Dodge may move out of the enemy's Melee Reach, canceling the Engaged State — '''even if the Dodge roll fails'''.
'''Note:''' Dodge has no target (the target is the model itself). A successful Dodge also cancels States that require a successful Dodge to remove (e.g. [[Immobilized]]).
=== Interact ===
Interacts with a quest object. Must be in '''Base Contact''' with the object described by the Quest. May require a roll using the attribute prescribed by the Quest.
=== Nothing ===
The model does nothing. Required when:
* The model declared '''Run''' or any '''Special Movement''' in the Movement Step.
* The model has no other valid Action to declare.
* A [[Panicked]] model fails its M roll in Reactive Role (can only choose Nothing or Dodge toward edge).
=== Perceive ===
Reveals a hidden enemy model, Spell, or Item represented by a token.
* Target must be within the model's '''[[Awareness]]'''.
* Requires '''LoS''' to the token (unless stated otherwise).
* Roll: '''INT roll''' to reveal. On success: the Shrouded/Hidden token is replaced by the actual model/item.
=== Trade ===
Exchanges Items between allied models in Base Contact.
* Both models must be in '''Base Contact'''.
* May exchange any number of '''acquired Items''' (not default profile Items).
== Special Actions ==
'''Requirement:''' To declare a Special Action, the model must first declare '''Idle''' during its Movement Step.
=== Issue a Duel ===
Challenges an enemy model to a one-on-one duel. Ends the normal game flow for all other models.
* Only original party members can Issue a Duel (not summoned creatures/familiars).
* Opposing player may '''accept''' or '''refuse'''.
* If accepted: both dueling models' AP are restored to their Stamina value. No other models may activate or react during the duel.
* Duel ends when one model becomes Incapacitated or Dead.
** Winner receives '''6 VP'''. Draw: both receive 3 VP.
** If a non-dueling model interferes (e.g. Chain Attack): that side '''automatically loses'''.
* Summoners may summon creatures to assist during a duel. Models already summoned by the dueling model may fight alongside it.
* Stratagems can be used during a duel.
=== Ritual ===
Casts a '''Conjuration Spell''' immediately without a roll, or other Spells that specifically require the Ritual Action.
* Model must declare '''Idle''' in Movement Step.
* After paying the Mana Cost, the summoned creature's miniature is placed in '''Base Contact''' with the caster.
* The summoned creature immediately receives AP equal to its Stamina.
* Creatures summoned by a caster are removed from the field when the caster becomes Incapacitated or Dead.
* Summoning Limit = creature's Tier. Total Summoning Limit of all summoned creatures on the field cannot exceed the caster's modified Stamina.
=== Uncover ===
Reveals '''all''' Hidden models or Items within the model's Awareness simultaneously.
* Roll: '''INT ÷ 2 (halved)''' roll. On success: all Hidden tokens within Awareness are revealed.
* Differs from [[#Perceive|Perceive]]: Uncover targets everything in Awareness at once; Perceive targets a specific token with full INT.
== Action Availability by Situation ==
=== By Role ===
{| class="wikitable" style="width:100%"
! Action !! Active Role !! Reactive Role !! Notes
|-
| Melee Attack || ✓ || ✓ || Reactive STK = 1. Requires Melee Weapon in Reach.
|-
| Ranged Attack || ✓ || ✓ || Reactive STK = 1. Must declare point on movement path.
|-
| Spell Attack || ✓ || ✓ || Reactive STK = 1. [[Enchantment]] Spells: Active Role only.
|-
| Assist || ✓ || ✓ || Reactive: may target other allies. Engaged: self only.
|-
| Dodge || ✓ || ✓ || Reactive: needs LoS or Awareness. Halved AG without LoS.
|-
| Perceive || ✓ || ✓ || Target within Awareness.
|-
| Interact || ✓ || ✓ || Must be in Base Contact with quest object.
|-
| Trade || ✓ || ✗ || Active Role only (not a valid Reaction).
|-
| Nothing || ✓ || ✓ || Always available.
|-
| Death Blow || ✓ || ✗ || Active Role only. No roll needed.
|-
| Issue a Duel || ✓ || ✗ || Special Action. Active Role only.
|-
| Ritual || ✓ || ✗ || Special Action. Requires Idle movement.
|-
| Uncover || ✓ || ✗ || Special Action. Requires Idle movement.
|}
=== By State ===
{| class="wikitable" style="width:100%"
! State !! Allowed Actions !! Forbidden Actions
|-
| [[Engaged]] || Melee Attack, Assist (self only), Dodge || Ranged Attack, Interact, Trade, Perceive (against non-Activated model)
|-
| [[Crouched]] || All (STK capped at 1) || —
|-
| [[Blinded]] || Assist (self), Dodge, Nothing || Attack (no LoS), Perceive (no LoS), Interact, Trade
|-
| [[Immobilized]] || Dodge (AG or T), Nothing || All other Actions; also cannot move after Dodge unless successful
|-
| [[Incapacitated]] || — || All Actions and Reactions
|-
| [[Dead]] || — || All Actions and Reactions
|-
| [[Panicked]] (failed M roll, Reactive) || Dodge (toward edge), Nothing || All other Reactions
|-
| [[Panicked]] (failed M roll, Active) || Forced Run toward edge || No other Actions/Movements
|-
| [[Flying]] || All (Melee STK = 1) || Engage others; become Crouched voluntarily
|-
| [[Shrouded]] || Nothing, Dodge, Attack (reveals self + Surprise Attack) || Be targeted by Actions other than Perceive
|}
=== Run / Special Movement Restriction ===
{| class="wikitable" style="width:100%"
! Movement Declared !! Allowed Actions !! Forbidden Actions
|-
| Walk || All Normal Actions || —
|-
| Idle || All Normal Actions + '''Special Actions''' (Ritual, Duel, Uncover) || —
|-
| Run || Nothing only || All other Actions
|-
| Climb || Nothing only || All other Actions
|-
| Jump || Nothing only || All other Actions
|}
== Recovery Check ==
During its own '''Strategic Phase''', an [[Incapacitated]] model may attempt a '''T roll''':
* '''Success:''' Regains 1 HP and gains the [[Weakened]] State. Incapacitated State is canceled.
* '''Failure:''' Remains Incapacitated.
'''Reroll:''' If an allied model is in Base Contact with the Incapacitated model, and '''neither model is Engaged''', the Incapacitated model may '''reroll''' the Recovery Check once.
----
<small>''Source: Eldfall Chronicles Rulebook v1.6, p.38–60.''</small>
[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 20:05, 25 June 2026

Actions are declarations made by models during the Activation Sequence. Every Action costs 1 Activation Point (unless stated otherwise). There are two types: Normal Actions and Special Actions.

Source: Eldfall Chronicles Rulebook v1.6, p.51–60.

Activation Sequence

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Each time a model is activated, it goes through a fixed sequence of steps:

Step Name Who Acts What Happens
1 Activation Step Active Player Spends 1 AP to activate a model. Any relevant Effects trigger immediately.
2 Movement Step Active Player Declares Normal or Special Movement. May enter/cancel Crouched State at start or end of this step.
3 Reaction Step Reactive Player Declares Reactions (Normal Actions only) against the Activated model.
4 Action Step Active Player Declares a Normal or Special Action.
5 Resolution Step Both Applies modifiers, rolls dice, resolves Confrontation, Damage Rolls, Effects, States.

Key rule: If the Activated model declared Run (Special Movement) in Step 2, it may only declare Nothing in Step 4 (Action Step).

Movements

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Normal Movement

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Movement Distance Notes
Idle 0 The model does not move. May rotate to change Line of Sight direction. Required to declare a Special Action in the Action Step.
Walk Up to SPD Standard movement in any direction.
Run Up to SPD ×2 Model may only declare Nothing as its Action. Triggers Engagement zones as normal.

Special Movement

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Important: A model that declares any Special Movement may only declare Nothing in its Action Step.

Movement Distance Requirement Notes
Climb SPD ÷ 2 (rounded up) -- Allows moving over obstacles higher than the model's Hitbox. Model cannot take any Action while on a vertical surface (falls if it tries). May end movement on a vertical surface.
Jump SPD ÷ 2 (horizontal/vertical/diagonal/parabolic) Allows crossing gaps, reaching elevated ground, clearing obstacles higher than Hitbox. If the gap is too large but the Hitbox reaches the ledge, model is placed at the edge (pulls up). If gap is too large and Hitbox doesn't reach: model falls and takes Fall Damage.
Run SPD ×2 Model may only declare Nothing as its Action. Some Skills interact with Run (e.g. Dash, Trample).

Normal Actions

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Normal Actions can be declared both in the Active Role and as a Reaction (Reactive Role). Each costs 1 AP.

Attack

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An Action targeting one or more enemy models.

Requirements:

  • LoS to the target (unless stated otherwise, e.g. Targetless).
  • Must declare: target(s), attack type (Melee or Ranged), Item or Spell used, Skills and Combat Arts applied.
  • A model may select only 1 Item or 1 Spell per Attack (unless stated otherwise).

In Active Role (STK > 1):

  • May distribute Strikes among multiple targets (up to STK value).
  • Confrontation rolls are resolved separately per target.

In Reactive Role:

  • STK is always 1 (regardless of Item's STK value).
  • Must declare the exact point on the activated model's movement path where a Ranged Attack is aimed.

Melee Attack

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  • Uses Offense attribute (Active Role) or Defense attribute (Reactive Role).
  • Requires a Melee Weapon or a Melee-Type Spell within Reach.
  • Model may always attack Unarmed (PW: T or AG−3, RCH: 0, STK: 1, Unkeen Trait).
  • Model with a Shield may perform a Shield Bash (PW: T, RCH: 0, STK: 1, Knockback 1, Unkeen).
  • Spell Melee Attacks use Intellect (unless stated otherwise).

Confrontation: If both models target each other with Melee Attacks, Confrontation rolls are made — each model's Attack Roll must be lower than its attribute AND higher than the opponent's roll to succeed.

Ranged Attack

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  • Uses Accuracy attribute (Items) or Intellect attribute (Spells).
  • Requires LoS at the declared point of attack.
  • Friendly Fire: −4 stackable modifier per allied model in Base Contact with the target. Roll of 17–20 hits an allied model instead.
  • Cover: Models within 1" of appropriate scenery may have Light Cover (−2 to attacker) or Heavy Cover (−4 to attacker).

Spell Attack

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Spells are cast as either Attack or Assist Actions depending on the target:

  • Targeting an enemyAttack
  • Targeting an ally or self → Assist

Requirements to cast Spells:

  • Caster must have the correct Affinity for the Spell's Element.
  • Caster must not have both hands full (e.g. Shield + Weapon prevents casting).
  • Only 1 Spell per Activation (unless stated otherwise).
  • Uses Intellect for the casting roll (unless stated otherwise).
  • Mystic Class uses Morale instead of Intellect.

Spell Types:

Type Duration Role Notes
Sorcery Until end of Activation Sequence Active or Reactive Destructive, short-lasting effects. Delivered as Attack.
Healing Until end of Activation Sequence Active only Restorative effects. Cast only in Active Role.
Enchantment Until caster's next Strategic Phase Active only Bolsters or weakens the target. Cannot be Dodged. Max 1 Enchantment of same name per model. If PW = ✯: target's Attacks gain the Spell type.
Conjuration Permanent (until caster dies) Active only (via Ritual) Summons a creature. Requires Mana Cost. Creature is removed when caster becomes Incapacitated/Dead.
Transmutation Permanent Active only Affects the environment. Remains on the field until removed or destroyed.

Area of Effect (AoE) Attacks

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Template Type Coverage Height Notes
Circular S (d=70mm) Target must be fully covered ±3" above/below center LoS required between AoE center and each affected model.
Circular L (d=120mm) Target must be fully covered ±3" above/below center LoS required between AoE center and each affected model.
Spray S (213mm) Target must be fully covered ±5" above/below attacker Narrow end at attacker's base. LoS required attacker → each model.
Spray L (260mm) Target must be fully covered ±5" above/below attacker Narrow end at attacker's base. LoS required attacker → each model.

AoE rules:

  • The main target must be fully covered by the template.
  • All models whose Hitboxes are at least partially covered are affected.
  • A model covered by multiple templates suffers each template's effect separately.
  • A model may Dodge an AoE even after the template is successfully placed.
  • If the main target wins Confrontation against the caster: the AoE is fully nullified and the template is not placed.
  • The caster/user does not suffer their own AoE.

Assist

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An Action targeting allied models or self with Items, Skills, or Spells.

  • LoS required to the target ally (unless stated otherwise).
  • Must declare: target(s), Skill/Item/Spell used.
  • STK determines number of targets (same as Attack).
  • In Reactive Role: may target other allied models or self.
  • While Engaged: may only Assist self.

Death Blow

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Renders an Incapacitated enemy model into the Dead State.

  • Must be in Base Contact with the target Incapacitated model.
  • No roll required — automatic success.
  • Cannot be declared against non-Incapacitated models.

Dodge

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Attempts to avoid an incoming Attack.

  • Perform an AG roll (1 die). On success: all non-Critical Hits from the Attack are ignored.
  • In Reactive Role: requires LoS to Activated model OR Activated model within Awareness.
  • Without LoS at any point during the Movement Step: AG is halved.
  • Against multiple attackers: separate AG roll for each.

After Dodge resolution (regardless of success):

  • May move up to SPD ÷ 2 (rounded up) in any direction.
  • May enter or cancel the Crouched State.

Disengage: An Engaged model that declares Dodge may move out of the enemy's Melee Reach, canceling the Engaged State — even if the Dodge roll fails.

Note: Dodge has no target (the target is the model itself). A successful Dodge also cancels States that require a successful Dodge to remove (e.g. Immobilized).

Interact

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Interacts with a quest object. Must be in Base Contact with the object described by the Quest. May require a roll using the attribute prescribed by the Quest.

Nothing

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The model does nothing. Required when:

  • The model declared Run or any Special Movement in the Movement Step.
  • The model has no other valid Action to declare.
  • A Panicked model fails its M roll in Reactive Role (can only choose Nothing or Dodge toward edge).

Perceive

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Reveals a hidden enemy model, Spell, or Item represented by a token.

  • Target must be within the model's Awareness.
  • Requires LoS to the token (unless stated otherwise).
  • Roll: INT roll to reveal. On success: the Shrouded/Hidden token is replaced by the actual model/item.

Trade

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Exchanges Items between allied models in Base Contact.

  • Both models must be in Base Contact.
  • May exchange any number of acquired Items (not default profile Items).

Special Actions

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Requirement: To declare a Special Action, the model must first declare Idle during its Movement Step.

Issue a Duel

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Challenges an enemy model to a one-on-one duel. Ends the normal game flow for all other models.

  • Only original party members can Issue a Duel (not summoned creatures/familiars).
  • Opposing player may accept or refuse.
  • If accepted: both dueling models' AP are restored to their Stamina value. No other models may activate or react during the duel.
  • Duel ends when one model becomes Incapacitated or Dead.
    • Winner receives 6 VP. Draw: both receive 3 VP.
    • If a non-dueling model interferes (e.g. Chain Attack): that side automatically loses.
  • Summoners may summon creatures to assist during a duel. Models already summoned by the dueling model may fight alongside it.
  • Stratagems can be used during a duel.

Ritual

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Casts a Conjuration Spell immediately without a roll, or other Spells that specifically require the Ritual Action.

  • Model must declare Idle in Movement Step.
  • After paying the Mana Cost, the summoned creature's miniature is placed in Base Contact with the caster.
  • The summoned creature immediately receives AP equal to its Stamina.
  • Creatures summoned by a caster are removed from the field when the caster becomes Incapacitated or Dead.
  • Summoning Limit = creature's Tier. Total Summoning Limit of all summoned creatures on the field cannot exceed the caster's modified Stamina.

Uncover

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Reveals all Hidden models or Items within the model's Awareness simultaneously.

  • Roll: INT ÷ 2 (halved) roll. On success: all Hidden tokens within Awareness are revealed.
  • Differs from Perceive: Uncover targets everything in Awareness at once; Perceive targets a specific token with full INT.

Action Availability by Situation

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By Role

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Action Active Role Reactive Role Notes
Melee Attack Reactive STK = 1. Requires Melee Weapon in Reach.
Ranged Attack Reactive STK = 1. Must declare point on movement path.
Spell Attack Reactive STK = 1. Enchantment Spells: Active Role only.
Assist Reactive: may target other allies. Engaged: self only.
Dodge Reactive: needs LoS or Awareness. Halved AG without LoS.
Perceive Target within Awareness.
Interact Must be in Base Contact with quest object.
Trade Active Role only (not a valid Reaction).
Nothing Always available.
Death Blow Active Role only. No roll needed.
Issue a Duel Special Action. Active Role only.
Ritual Special Action. Requires Idle movement.
Uncover Special Action. Requires Idle movement.

By State

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State Allowed Actions Forbidden Actions
Engaged Melee Attack, Assist (self only), Dodge Ranged Attack, Interact, Trade, Perceive (against non-Activated model)
Crouched All (STK capped at 1)
Blinded Assist (self), Dodge, Nothing Attack (no LoS), Perceive (no LoS), Interact, Trade
Immobilized Dodge (AG or T), Nothing All other Actions; also cannot move after Dodge unless successful
Incapacitated All Actions and Reactions
Dead All Actions and Reactions
Panicked (failed M roll, Reactive) Dodge (toward edge), Nothing All other Reactions
Panicked (failed M roll, Active) Forced Run toward edge No other Actions/Movements
Flying All (Melee STK = 1) Engage others; become Crouched voluntarily
Shrouded Nothing, Dodge, Attack (reveals self + Surprise Attack) Be targeted by Actions other than Perceive

Run / Special Movement Restriction

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Movement Declared Allowed Actions Forbidden Actions
Walk All Normal Actions
Idle All Normal Actions + Special Actions (Ritual, Duel, Uncover)
Run Nothing only All other Actions
Climb Nothing only All other Actions
Jump Nothing only All other Actions

Recovery Check

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During its own Strategic Phase, an Incapacitated model may attempt a T roll:

  • Success: Regains 1 HP and gains the Weakened State. Incapacitated State is canceled.
  • Failure: Remains Incapacitated.

Reroll: If an allied model is in Base Contact with the Incapacitated model, and neither model is Engaged, the Incapacitated model may reroll the Recovery Check once.


Source: Eldfall Chronicles Rulebook v1.6, p.38–60.