Answers from Discord

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Answers from Discord

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Rules clarifications from the #rule-questions-skirmish channel of the official Eldfall Chronicles Discord (July 2025 – July 2026). Each entry is filed under the game term it concerns and is wrapped in a labeled section, so term pages can pull it with {{#lst:Answers from Discord|TermName}}.

Legend: 🟒 Official / team (designer bubalosoldier, staff meksmaks) Β· πŸ”΅ Community (experienced players). Informal answers β€” the rulebook and official FAQ/Errata are the final authority.

Turn order & deployment

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Initiative & turn order

<section begin="Initiative" /> Q: If a player wins initiative and picks turn order, must they say who goes first immediately, or after deployment?
A: 🟒 Immediately. The winner chooses either who goes first, or the table side + deployment mode; the other player decides the remaining choice. Deployment order follows turn order, so it can't be deferred.

<section end="Initiative" />

Movement

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Flicker

<section begin="Flicker" /> Q: What counts as a "Movement" for Flicker?
A: 🟒 Walk, Dash, Jump or Climb (everything in the Movement Step; even Idle is a Movement). Repositioning from Dodge, Follow-up, Knockback or Hit and Retreat is a move, not a Movement, so it can't trigger Flicker.

Q: Can Flicker pass through terrain taller or wider than the model?
A: 🟒 Yes β€” it moves in any direction, ignoring obstacles, as long as the model ends in a legal position (e.g. through a wall to end behind an enemy, if within range).

<section end="Flicker" />

Facing

<section begin="Facing" /> Q: Can a model change its facing after being hit?
A: 🟒 Yes β€” it may turn / adjust line of sight after being hit (rulebook p. 22).

<section end="Facing" />

Attacks & confrontation

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Sweep

<section begin="Sweep" /> Q: How does the Sweep trait work?
A: πŸ”΅ Sweep is a trait, not a skill. For every successful attack, every model in the 360Β° arc within the weapon's range that hasn't dodged takes a hit.

Q: Sweep vs a model in confrontation, while a second model within reach dodges successfully and the attacker wins β€” does the dodging model get hit?
A: πŸ”΅ The dodging model avoids the hit because its Dodge succeeded β€” unless the hit was a Critical.

<section end="Sweep" />

Confrontation

<section begin="Confrontation" /> Q: What happens when both models roll the same value on a confrontation roll?
A: πŸ”΅ Nothing β€” the attacks neutralise each other.

Q: Several of my models react with attacks against one active enemy β€” how does the confrontation work?
A: 🟒 Only one reacting model resolves a Confrontation with the active model (the one striking it simultaneously). The others perform their attacks normally and the target can't respond to those β€” except it may try to Dodge everything.

<section end="Confrontation" />

Dodge

<section begin="Dodge" /> Q: Is there such a thing as a critical Dodge roll?
A: 🟒 No. A Dodge only succeeds or fails; rolling a 1 is the same as rolling a 16, and a 1 always succeeds.

Q: Is Agility penalised when dodging without LoS / from the rear arc?
A: 🟒 Yes β€” it is halved, but only in Reaction. You may Dodge in the Active role without penalty even without LoS.

<section end="Dodge" />

Toughness

<section begin="Toughness" /> Q: Does a high Toughness make 20 a critical on the damage roll? Does Armour act as a modifier?
A: πŸ”΅ No. Toughness has no crit value β€” you never use it for the Attack Roll, and only Attack Rolls can crit. Fencing affects OFF/DEF/ACC/INT/M, not T. A Power of Attack above 20 isn't a crit; it's just auto-damage against models whose Armour is below the final PW.

<section end="Toughness" />

Modifiers & rolls

<section begin="Modifiers" /> Q: In what order do modifiers apply, and can an attribute reach 0?
A: πŸ”΅ Additions/subtractions first, then halving/doubling (halving rounds up). A stat won't reach 0 by halving alone β€” once Agility is 1, halving still returns 1.

<section end="Modifiers" />

Critical Hit

<section begin="Critical Hit" /> Q: Do critical hits apply to ranged attacks?
A: πŸ”΅ Yes β€” crits apply to ranged attacks and to spells, not just melee.

<section end="Critical Hit" />

Hit and Retreat

<section begin="Hit and Retreat" /> Q: Does Hit and Retreat give two movements plus an attack, and can its Sweep hit models in the rear arc?
A: 🟒 Yes. Hit and Retreat cancels the Engaged state; the Sweep then hits every model within the weapon's reach, including the rear arc.

<section end="Hit and Retreat" />

Defensive Stance

<section begin="Defensive Stance" /> Q: What does Defensive Stance do?
A: 🟒 It defaults the model's base STK (as printed on the weapon) to 1 in the Active phase, raising reactive Strike in exchange. It has nothing to do with Sentinel.

<section end="Defensive Stance" />

Engagement & ranged reactions

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Engaged

<section begin="Engaged" /> Q: An enemy moves into base-to-base in my rear arc (no LoS, no Vigilance) β€” can I attack back?
A: 🟒 No β€” you can only Dodge. Engagement is applied at the Resolution step, so without LoS and without an Engaged state you can't declare an attack in reaction.

Q: If A and B are Engaged, can A make a ranged attack against C in reaction?
A: πŸ”΅ No β€” the Engaged state locks all ranged attacks.

<section end="Engaged" />

Ranged attacks

<section begin="Ranged Attacks" /> Q: When can a ranged attack be declared in reaction?
A: πŸ”΅ Whenever the activating model is within the weapon's reach (ranged weapon or spell) and in LoS β€” and as an attack of opportunity if it leaves. (p. 43 Note 2: if the enemy would end within its own melee range, a confrontation happens instead.)

<section end="Ranged Attacks" />

Measuring (Standard mode)

<section begin="Measuring" /> Q: How does measuring work in Standard mode?
A: 🟒 You may measure any time (but not while moving), within your Awareness, and measure your move when you declare a Movement. You must declare the Movement before you gain the distance you can pre-measure with β€” high-SPD/flying models can't pre-measure a full run without declaring it.

<section end="Measuring" />

Templates & area of effect

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War Darts

<section begin="War Darts" /> Q: War Darts / any AoE hitting several models β€” one damage roll or one per model?
A: πŸ”΅ One roll to hit, then a separate damage roll for each affected model.

<section end="War Darts" />

Templates & AoE

<section begin="Templates" /> Q: Where can an AoE circle (e.g. Fireball) be placed relative to LoS?
A: πŸ”΅ You only need the template to fully cover the target point you select, and that point must be in LoS; there's no rule on the point's size. (Cover between the caster and the blast centre is taken into account.)

Q: Can a model whose base is larger than the template (e.g. a Colossus) be affected, given the target must be "fully covered"?
A: ⚠️ Unresolved in-channel β€” no definitive ruling was given. Flagged for the FAQ / designers.

<section end="Templates" />

States & conditions

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Crouched

<section begin="Crouched" /><section begin="Knockdown" /> Q: When does Crouched from Knockdown take effect, and what does it do?
A: 🟒 Applied at the end of the Resolution step. It doesn't immediately benefit the attacker, but a Dodge reaction in that same sequence won't cancel it either. A model activating while Crouched must still stand up in its Movement phase, leaving a window for an attack of opportunity while still Crouched. While Crouched: halved ARM, no Engagement range, fixed STK 1, drops a Rider from a Mount, vulnerable to being "daggered down."

Q: Does Crouched interact with STK-boosting abilities?
A: πŸ”΅ Yes β€” it fixes STK at 1, negating abilities that would raise Strike (Sentinel, Fencing III, Assassination III, Armsmaster, etc.).

<section end="Knockdown" /><section end="Crouched" />

Weakened

<section begin="Weakened" /> Q: What does Weakened do, and how is it different from Crippled?
A: πŸ”΅ Weakened halves Toughness; Crippled halves Awareness. They are separate states.

<section end="Weakened" />

Poisoned

<section begin="Poisoned" /> Q: Does Poison reduce base Toughness or the final value?
A: 🟒 It applies to Toughness itself (base value). Example: T8, Poisoned (βˆ’6) and Crippled (halved) β†’ (8 βˆ’ 6) Γ· 2 = 1.

<section end="Poisoned" />

Inspiring

<section begin="Inspiring" /> Q: Does a trait like Inspiring stay active while a model is Incapacitated?
A: πŸ”΅ Yes β€” only the Dead state cancels traits and skills; Incapacitation doesn't remove them, and Awareness isn't modified by being Incapacitated.

<section end="Inspiring" />

Effect timing (on hit vs on damage)

<section begin="Effects" /> Q: If an attack Hits but deals no damage, are on-hit and on-damage effects applied?
A: πŸ”΅ On-hit effects (e.g. Stagger, Knockdown) apply on the hit; on-damage effects (e.g. Bleed) apply only on a wound. Either way the states come online at the end of the Activation Sequence.

<section end="Effects" />

Reacting to hidden models

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Shrouded

<section begin="Shrouded" /><section begin="Stealth" /><section begin="Vigilance" /> Q: Can targetless spells be used in reaction, and can you react to a Shrouded model without Foresight?
A: πŸ”΅ Targetless spells can't be used in reaction. You can react to a Shrouded model via Dodge or Perceive if you can see its token; Perceive requires it within your Awareness. Against Stealth I with no LoS you can't react unless you have Vigilance (360Β° LoS); even Clairvoyant doesn't beat Stealth.

<section end="Vigilance" /><section end="Stealth" /><section end="Shrouded" />

Spells & magic

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Affinity

<section begin="Affinity" /> Q: Does having an Affinity let a model cast spells?
A: 🟒 No β€” casting needs both an Affinity and a Spellcraft. Affinity on its own is usually a vulnerability (and can deny certain interactions).

<section end="Affinity" />

Mystic

<section begin="Mystic" /> Q: How does a Mystic's casting stat work?
A: 🟒 A Mystic uses Morale (M) to cast the spell only β€” not for damage (damage still uses the normal value, e.g. INT).

<section end="Mystic" />

Enchanting

<section begin="Enchanting" /> Q: Are earlier Enchantment effects removed when I cast another enchantment on a different model?
A: πŸ”΅ No β€” enchantment effects persist and are removed at the start of the caster's next Strategic Phase (unless stated otherwise).

<section end="Enchanting" />

Electromancy

<section begin="Electromancy" /> Q: How do electric spells behave against targets in water, and what type are they?
A: πŸ”΅ They deal double damage against a target in an Aquatic environment (e.g. PW 10 β†’ 20); with Ignore Armor that's effectively an auto-wound unless the target is protected by an enchantment. Everlasting Rains' attacks are sorceries, as all offensive spells are; the Electromancy STK discrepancy is an error β€” STK 2 is correct (errata).

<section end="Electromancy" />

Ignore Armor

<section begin="Ignore Armor" /> Q: Which protections stop "Ignore Armor"?
A: πŸ”΅ Arcane Shield nullifies the Ignore Armor rule of criticals (not a spell's inherent Ignore Armor). Warding Barrier and Protective Barrier protect against essentially everything. Seigen halves all spell damage dealt to him.

<section end="Ignore Armor" />

Confuse Target

<section begin="Confuse Target" /> Q: Does Mindgame deal damage β€” specifically Confuse Target, which has no PW?
A: πŸ”΅ No β€” Confuse Target deals no damage (confirmed as not intended to). A spell can only deal damage with a PW value; the Mindgame wording exists because some Mindgame spells do have PW.

<section end="Confuse Target" />

Redirect Damage

<section begin="Redirect Damage" /> Q: How does Redirect Damage resolve?
A: 🟒 It is not an enchantment; it's almost always a reactive attack against an activated enemy. If the Redirecting (reactive) model wins the confrontation, the opponent landed no successful Attack Rolls (negated by your Redirect roll); if it loses, the spell doesn't come into effect at all.

<section end="Redirect Damage" />

Ward

<section begin="Ward" /> Q: Ward vs Protective Ward, and how does Ward interact with a confrontation?
A: πŸ”΅ Protective Ward (Helian) is an Enchantment; Ward (Sand Kingdoms) is a sorcery usable as an Assist to help a targeted model. In a confrontation the roll resolves first: if the warded side wins, non-critical attacks against it are negated; if it loses, the Ward does nothing.

<section end="Ward" />

Summoning

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Summoner

<section begin="Summoner" /> Q: What is the summoning limit?
A: πŸ”΅ You may summon more creatures as long as the sum of the Tiers of all currently summoned creatures is less than the Summoner's Stamina. Example: a Vizier (Stamina 2) with a Golem (II) + Gargoyle (I) is at 3 β€” no more summons.

Q: Can the summoning limit be exceeded?
A: 🟒 Yes β€” the Vizier's Temporary Bind stratagem sets one summon's contribution to 0, letting you exceed the limit by one.

Q: Does a model keep its Mana when Incapacitated?
A: 🟒 Summoners lose their Mana (they share and actively access a common pool); other Mages do not.

<section end="Summoner" />

Classes, skills & upgrades

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Protector

<section begin="Protector" /> Q: Does Protector require the shortest route to reach the protected model?
A: πŸ”΅ No β€” place the protecting model anywhere it ends base-to-base, and you may exceed half SPD in distance moved. Half SPD is only the condition to use the skill.

<section end="Protector" />

Named characters & upgrades

<section begin="Upgrades" /> Q: Can named / character models take upgrades?
A: πŸ”΅ They can't be assigned or buy upgrades in the Guildhall, but upgrades can be handed to them mid-game (they have inventory space).

Q: Do same-named (Roman-numeral) upgrades stack on one model?
A: 🟒 No β€” put the second copy on a different model.

Q: The Glyphscribe upgrade β€” can it add a brand-new weapon?
A: πŸ”΅ No β€” per the card the weapon must already be in the model's inventory (re-selecting adds a quantity). The Guildhall letting you add a new one is a code quirk; follow the card.

<section end="Upgrades" />

Tactician

<section begin="Tactician" /> Q: Does Tactician with Tactical Expertise deploy 10" forward?
A: πŸ”΅ Yes.

<section end="Tactician" />

Burn

<section begin="Burn" /> Q: How does Burn work?
A: πŸ”΅ First deal a Wound through normal means (past Armour). Then, for each X of Burn, roll additional Wound(s) ignoring Armour. If the first Wound fails, Burn doesn't trigger.

<section end="Burn" />

Unstoppable

<section begin="Unstoppable" /> Q: Can Unstoppable be dodged?
A: 🟒 Yes. (Undead given Unstoppable via the Chiyo stratagem also ignore size requirements.)

<section end="Unstoppable" />

Soldier

<section begin="Soldier" /> Q: Is there a cap on the Soldier bonus?
A: πŸ”΅ Yes β€” capped at a maximum of 3 (errata).

<section end="Soldier" />

Slayer Dragoon

<section begin="Slayer Dragoon" /> Q: If wounded while mounted and then dismounting, does the wound carry over? Can it be healed?
A: πŸ”΅ The wound is tied to the mount β€” she can be healed while mounted, and while unmounted there's nothing to heal.

<section end="Slayer Dragoon" />

Expeditionary Hierophant

<section begin="Expeditionary Hierophant" /> Q: Does the Hierophant's Nursing aura target any model or Helian League only?
A: πŸ”΅ Helian League models only β€” unless they have the Camaraderie upgrade.

<section end="Expeditionary Hierophant" />

Scenarios & scoring

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Game end & victory

<section begin="Victory" /> Q: Does tabling the enemy win the game?
A: 🟒 No, not on its own. The game ends when a player would start their turn with no models on the table that aren't Incapacitated or Dead, but victory is decided by objectives/scoring β€” a tabled player can still win.

Q: Does leaving the board while carrying objectives count as possessing them for scoring?
A: 🟒 Yes β€” but only if the scenario allows you to leave the board.

<section end="Victory" />

Recovery

<section begin="Recovery" /> Q: How does the Recovery roll interact with the game-end rule?
A: 🟒 A Recovery check was added by errata: Incapacitated models may roll at the start of their turn to get up (on success, heal 1 HP and gain Weakened; reroll if an ally is in base contact). The game-end timing will be amended to account for this.

<section end="Recovery" />

Broken Morale

<section begin="Broken Morale" /> Q: What is the Broken Morale threshold (the rulebook says "less than half," but the 4-model example treats 2 down as broken)?
A: πŸ”΅ The rulebook wording is corrected in the V1.5 FAQ β€” follow the example (for a team of 4, being 2 down triggers Broken Morale). Broken Morale can also end the game in some scenarios.

<section end="Broken Morale" />

Quarter War

<section begin="Quarter War" /> Q: How does scoring work in Quarter War?
A: πŸ”΅ No scoring in Round 1, and a model must not be Incapacitated or Dead to count for scoring.

Q: Do Upgrades count for zone control / "stronger presence"?
A: πŸ”΅ No β€” those scenarios specify "do not include Upgrades," so use base model cost. The Slayer Dragoon's mount (Lupus) is merged with the model for points.

<section end="Quarter War" />

Schemes

<section begin="Schemes" /> Q: Which scheme table do Goblins and Oni use?
A: 🟒 The first half of any scheme table (results 1–10).

<section end="Schemes" />

Treasure Hunt

<section begin="Treasure Hunt" /> Q: Is interacting with a sigil + dodging its spell the only way to remove it?
A: πŸ”΅ No β€” you can also push an enemy model onto the sigil.

<section end="Treasure Hunt" />

Errata & FAQ status

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  • Recovery check added to the core rules (Incapacitated models can self-recover); game-end timing to be amended. 🟒
  • Electromancy STK corrected to 2; Soldier bonus capped at 3. πŸŸ’πŸ”΅
  • Charm/reaction wording and Affinity vs Spellcraft wording queued for a future FAQ pass. 🟒
  • The Guildhall app overrides printed cards for point costs, but can lag behind β€” the rulebook and FAQ are the final authority. 🟒

Compiled from the #rule-questions-skirmish Discord export. Official (🟒) answers take precedence over community (πŸ”΅) answers where they overlap.