Dodge: Difference between revisions

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Imported from EC Skirmish Rulebook 2025 v1.6, pp. 57–58
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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}}
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<small>''Source: Eldfall Chronicles Rulebook v1.6, p.57. Normal Actions section.''</small>
[[Category:Actions]]
[[Category:Actions]]
 
[[Category:Normal Actions]]

Revision as of 00:00, 2 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

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

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.