Dodge
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
- 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, 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
- 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.