Dodge

From Eldfall Chronicles
Revision as of 12:00, 25 June 2026 by Reevol>WikiImport (Term page with Answers from Discord transclusion)
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Dodge is a 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.

How Dodge Works

Declaration

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.
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

  1. The Dodge model performs an AG roll.
  2. Compare against the attacker's Attack roll result.
  3. If the Dodge succeeds: all non-Critical Hits from the Attack are ignored, including all related effects (e.g. Stagger, Burn, Knockdown).
  4. If the Dodge fails: the Attack resolves normally.
  5. 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

  • Dodge is not a Confrontation — it does not cancel the Attack for other targets (e.g. models hit by Sweep).
  • Dodge only protects the Dodging model — other models under the same AoE or Sweep are still affected.
  • 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

When Dodging without LoS to the attacker, a model's AG is halved — unless the model has Acute Senses I.

Interactions

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 works as a magical Dodge: it negates non-Critical Hits and all related effects (including Burn). Like Dodge, Ward is not a Confrontation and does not cancel the Attack for other targets.

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).

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.

An Engaged model can still declare Dodge as a Reaction.

A Crouched model can still declare Dodge. Dodge while Crouched follows normal resolution rules.

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

Q: Is the movement after a successful Dodge mandatory?

A (meksmaks, Feb 2026): No — Rulebook 1.6, p.57 states the model 'can' move at the end of the Resolution Step. The movement is optional.


Q: If I Dodge a Sweep attack, am I protected from the Sweep's other Hits too?

A (deokel, Feb 2026): Dodge is per-model. If you Dodge successfully, only your model ignores the Hit — other models in range of the Sweep are still affected if the Attack succeeds.




Source: Eldfall Chronicles Rulebook v1.6, p.57. Normal Actions section.