Answers from Discord: Difference between revisions
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== Answers from Discord == | == Answers from Discord == | ||
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 | 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 <code><nowiki>{{#lst:Answers from Discord|TermName}}</nowiki></code>. | ||
:''Legend:'' 🟢 '''Official / team''' (designer <code>bubalosoldier</code>, staff <code>meksmaks</code>) · 🔵 '''Community''' (experienced players). Informal answers — the rulebook and official FAQ/Errata are the final authority. | :''Legend:'' 🟢 '''Official / team''' (designer <code>bubalosoldier</code>, staff <code>meksmaks</code>) · 🔵 '''Community''' (experienced players). Informal answers — the rulebook and official FAQ/Errata are the final authority. | ||
| Line 11: | Line 11: | ||
'''Initiative & turn order''' | '''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?<br> | '''Q:''' If a player wins initiative and picks turn order, must they say who goes first immediately, or after deployment?<br> | ||
'''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. | '''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 === | === Movement === | ||
| Line 18: | Line 21: | ||
'''[[Flicker]]''' | '''[[Flicker]]''' | ||
<section begin="Flicker" /> | |||
'''Q:''' What counts as a "Movement" for Flicker?<br> | '''Q:''' What counts as a "Movement" for Flicker?<br> | ||
'''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. | '''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. | ||
| Line 23: | Line 27: | ||
'''Q:''' Can Flicker pass through terrain taller or wider than the model?<br> | '''Q:''' Can Flicker pass through terrain taller or wider than the model?<br> | ||
'''A:''' 🟢 Yes — 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). | '''A:''' 🟢 Yes — 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''' | '''Facing''' | ||
<section begin="Facing" /> | |||
'''Q:''' Can a model change its facing after being hit?<br> | '''Q:''' Can a model change its facing after being hit?<br> | ||
'''A:''' 🟢 Yes — it may turn / adjust line of sight after being hit (rulebook p. 22). | '''A:''' 🟢 Yes — it may turn / adjust line of sight after being hit (rulebook p. 22). | ||
<section end="Facing" /> | |||
=== Attacks & confrontation === | === Attacks & confrontation === | ||
| Line 33: | Line 42: | ||
'''[[Sweep]]''' | '''[[Sweep]]''' | ||
<section begin="Sweep" /> | |||
'''Q:''' How does the Sweep trait work?<br> | '''Q:''' How does the Sweep trait work?<br> | ||
'''A:''' 🔵 Sweep is a trait, not a skill. For every successful attack, every model in the 360° arc within the weapon's range that hasn't dodged takes a hit. | '''A:''' 🔵 Sweep is a trait, not a skill. For every successful attack, every model in the 360° arc within the weapon's range that hasn't dodged takes a hit. | ||
| Line 38: | Line 48: | ||
'''Q:''' Sweep vs a model in confrontation, while a second model within reach [[Dodge|dodges]] successfully and the attacker wins — does the dodging model get hit?<br> | '''Q:''' Sweep vs a model in confrontation, while a second model within reach [[Dodge|dodges]] successfully and the attacker wins — does the dodging model get hit?<br> | ||
'''A:''' 🔵 The dodging model avoids the hit because its Dodge succeeded — unless the hit was a Critical. | '''A:''' 🔵 The dodging model avoids the hit because its Dodge succeeded — unless the hit was a Critical. | ||
<section end="Sweep" /> | |||
'''[[Confrontation]]''' | '''[[Confrontation]]''' | ||
<section begin="Confrontation" /> | |||
'''Q:''' What happens when both models roll the same value on a confrontation roll?<br> | '''Q:''' What happens when both models roll the same value on a confrontation roll?<br> | ||
'''A:''' 🔵 Nothing — the attacks neutralise each other. | '''A:''' 🔵 Nothing — the attacks neutralise each other. | ||
| Line 46: | Line 59: | ||
'''Q:''' Several of my models react with attacks against one active enemy — how does the confrontation work?<br> | '''Q:''' Several of my models react with attacks against one active enemy — how does the confrontation work?<br> | ||
'''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 — except it may try to Dodge everything. | '''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 — except it may try to Dodge everything. | ||
<section end="Confrontation" /> | |||
'''[[Dodge]]''' | '''[[Dodge]]''' | ||
<section begin="Dodge" /> | |||
'''Q:''' Is there such a thing as a critical Dodge roll?<br> | '''Q:''' Is there such a thing as a critical Dodge roll?<br> | ||
'''A:''' 🟢 No. A Dodge only succeeds or fails; rolling a 1 is the same as rolling a 16, and a 1 always succeeds. | '''A:''' 🟢 No. A Dodge only succeeds or fails; rolling a 1 is the same as rolling a 16, and a 1 always succeeds. | ||
| Line 54: | Line 70: | ||
'''Q:''' Is [[Agility]] penalised when dodging without LoS / from the rear arc?<br> | '''Q:''' Is [[Agility]] penalised when dodging without LoS / from the rear arc?<br> | ||
'''A:''' 🟢 Yes — it is halved, but only in Reaction. You may Dodge in the Active role without penalty even without LoS. | '''A:''' 🟢 Yes — it is halved, but only in Reaction. You may Dodge in the Active role without penalty even without LoS. | ||
<section end="Dodge" /> | |||
'''[[Toughness]]''' | '''[[Toughness]]''' | ||
<section begin="Toughness" /> | |||
'''Q:''' Does a high Toughness make 20 a critical on the damage roll? Does Armour act as a modifier?<br> | '''Q:''' Does a high Toughness make 20 a critical on the damage roll? Does Armour act as a modifier?<br> | ||
'''A:''' 🔵 No. Toughness has no crit value — 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. | '''A:''' 🔵 No. Toughness has no crit value — 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''' | '''Modifiers & rolls''' | ||
<section begin="Modifiers" /> | |||
'''Q:''' In what order do modifiers apply, and can an attribute reach 0?<br> | '''Q:''' In what order do modifiers apply, and can an attribute reach 0?<br> | ||
'''A:''' 🔵 Additions/subtractions first, then halving/doubling (halving rounds up). A stat won't reach 0 by halving alone — once [[Agility]] is 1, halving still returns 1. | '''A:''' 🔵 Additions/subtractions first, then halving/doubling (halving rounds up). A stat won't reach 0 by halving alone — once [[Agility]] is 1, halving still returns 1. | ||
<section end="Modifiers" /> | |||
'''Critical Hit''' | '''Critical Hit''' | ||
<section begin="Critical Hit" /> | |||
'''Q:''' Do critical hits apply to ranged attacks?<br> | '''Q:''' Do critical hits apply to ranged attacks?<br> | ||
'''A:''' 🔵 Yes — crits apply to ranged attacks and to spells, not just melee. | '''A:''' 🔵 Yes — crits apply to ranged attacks and to spells, not just melee. | ||
<section end="Critical Hit" /> | |||
'''[[Hit and Retreat]]''' | '''[[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?<br> | '''Q:''' Does Hit and Retreat give two movements plus an attack, and can its [[Sweep]] hit models in the rear arc?<br> | ||
'''A:''' 🟢 Yes. Hit and Retreat cancels the [[Engaged]] state; the Sweep then hits every model within the weapon's reach, including 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]]''' | '''[[Defensive Stance]]''' | ||
<section begin="Defensive Stance" /> | |||
'''Q:''' What does Defensive Stance do?<br> | '''Q:''' What does Defensive Stance do?<br> | ||
'''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]]. | '''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 === | === Engagement & ranged reactions === | ||
| Line 84: | Line 117: | ||
'''[[Engaged]]''' | '''[[Engaged]]''' | ||
<section begin="Engaged" /> | |||
'''Q:''' An enemy moves into base-to-base in my rear arc (no LoS, no [[Vigilance]]) — can I attack back?<br> | '''Q:''' An enemy moves into base-to-base in my rear arc (no LoS, no [[Vigilance]]) — can I attack back?<br> | ||
'''A:''' 🟢 No — 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. | '''A:''' 🟢 No — 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. | ||
| Line 90: | Line 124: | ||
'''A:''' 🔵 No — the Engaged state locks all ranged attacks. | '''A:''' 🔵 No — 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?<br> | '''Q:''' When can a ranged attack be declared in reaction?<br> | ||
'''A:''' 🔵 Whenever the activating model is within the weapon's reach (ranged weapon or spell) and in LoS — 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.) | '''A:''' 🔵 Whenever the activating model is within the weapon's reach (ranged weapon or spell) and in LoS — 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)''' | '''Measuring (Standard mode)''' | ||
<section begin="Measuring" /> | |||
'''Q:''' How does measuring work in Standard mode?<br> | '''Q:''' How does measuring work in Standard mode?<br> | ||
'''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 — high-SPD/flying models can't pre-measure a full run without declaring it. | '''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 — high-SPD/flying models can't pre-measure a full run without declaring it. | ||
<section end="Measuring" /> | |||
=== Templates & area of effect === | === Templates & area of effect === | ||
| Line 104: | Line 146: | ||
'''[[War Darts]]''' | '''[[War Darts]]''' | ||
<section begin="War Darts" /> | |||
'''Q:''' War Darts / any AoE hitting several models — one damage roll or one per model?<br> | '''Q:''' War Darts / any AoE hitting several models — one damage roll or one per model?<br> | ||
'''A:''' 🔵 One roll to hit, then a separate damage roll for each affected model. | '''A:''' 🔵 One roll to hit, then a separate damage roll for each affected model. | ||
'''Templates''' | <section end="War Darts" /> | ||
'''Templates & AoE''' | |||
<section begin="Templates" /> | |||
'''Q:''' Where can an AoE circle (e.g. Fireball) be placed relative to LoS?<br> | '''Q:''' Where can an AoE circle (e.g. Fireball) be placed relative to LoS?<br> | ||
'''A:''' 🔵 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.) | '''A:''' 🔵 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.) | ||
| Line 114: | Line 160: | ||
'''Q:''' Can a model whose base is larger than the template (e.g. a [[Colossus, Tier IV|Colossus]]) be affected, given the target must be "fully covered"?<br> | '''Q:''' Can a model whose base is larger than the template (e.g. a [[Colossus, Tier IV|Colossus]]) be affected, given the target must be "fully covered"?<br> | ||
'''A:''' ⚠️ Unresolved in-channel — no definitive ruling was given. Flagged for the FAQ / designers. | '''A:''' ⚠️ Unresolved in-channel — no definitive ruling was given. Flagged for the FAQ / designers. | ||
<section end="Templates" /> | |||
=== States & conditions === | === States & conditions === | ||
| Line 119: | Line 167: | ||
'''[[Crouched]]''' | '''[[Crouched]]''' | ||
<section begin="Crouched" /><section begin="Knockdown" /> | |||
'''Q:''' When does Crouched from [[Knockdown]] take effect, and what does it do?<br> | '''Q:''' When does Crouched from [[Knockdown]] take effect, and what does it do?<br> | ||
'''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." | '''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." | ||
| Line 124: | Line 173: | ||
'''Q:''' Does Crouched interact with STK-boosting abilities?<br> | '''Q:''' Does Crouched interact with STK-boosting abilities?<br> | ||
'''A:''' 🔵 Yes — it fixes STK at 1, negating abilities that would raise Strike ([[Sentinel]], [[Fencing]] III, [[Assassination]] III, Armsmaster, etc.). | '''A:''' 🔵 Yes — 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]]''' | '''[[Weakened]]''' | ||
<section begin="Weakened" /> | |||
'''Q:''' What does Weakened do, and how is it different from [[Crippled]]?<br> | '''Q:''' What does Weakened do, and how is it different from [[Crippled]]?<br> | ||
'''A:''' 🔵 Weakened halves [[Toughness]]; Crippled halves [[Awareness]]. They are separate states. | '''A:''' 🔵 Weakened halves [[Toughness]]; Crippled halves [[Awareness]]. They are separate states. | ||
<section end="Weakened" /> | |||
'''[[Poisoned]]''' | '''[[Poisoned]]''' | ||
<section begin="Poisoned" /> | |||
'''Q:''' Does Poison reduce base [[Toughness]] or the final value?<br> | '''Q:''' Does Poison reduce base [[Toughness]] or the final value?<br> | ||
'''A:''' 🟢 It applies to Toughness itself (base value). Example: T8, Poisoned (−6) and Crippled (halved) → (8 − 6) ÷ 2 = 1. | '''A:''' 🟢 It applies to Toughness itself (base value). Example: T8, Poisoned (−6) and Crippled (halved) → (8 − 6) ÷ 2 = 1. | ||
<section end="Poisoned" /> | |||
'''[[Inspiring]]''' | '''[[Inspiring]]''' | ||
<section begin="Inspiring" /> | |||
'''Q:''' Does a trait like Inspiring stay active while a model is [[Incapacitated]]?<br> | '''Q:''' Does a trait like Inspiring stay active while a model is [[Incapacitated]]?<br> | ||
'''A:''' 🔵 Yes — only the [[Dead]] state cancels traits and skills; Incapacitation doesn't remove them, and Awareness isn't modified by being Incapacitated. | '''A:''' 🔵 Yes — 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)''' | '''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?<br> | '''Q:''' If an attack Hits but deals no damage, are on-hit and on-damage effects applied?<br> | ||
'''A:''' 🔵 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. | '''A:''' 🔵 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 === | === Reacting to hidden models === | ||
| Line 149: | Line 212: | ||
'''[[Shrouded]]''' | '''[[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?<br> | '''Q:''' Can targetless spells be used in reaction, and can you react to a Shrouded model without Foresight?<br> | ||
'''A:''' 🔵 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]] (360° LoS); even Clairvoyant doesn't beat Stealth. | '''A:''' 🔵 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]] (360° LoS); even Clairvoyant doesn't beat Stealth. | ||
<section end="Vigilance" /><section end="Stealth" /><section end="Shrouded" /> | |||
=== Spells & magic === | === Spells & magic === | ||
| Line 156: | Line 222: | ||
'''[[Affinity]]''' | '''[[Affinity]]''' | ||
<section begin="Affinity" /> | |||
'''Q:''' Does having an Affinity let a model cast spells?<br> | '''Q:''' Does having an Affinity let a model cast spells?<br> | ||
'''A:''' 🟢 No — casting needs both an Affinity and a [[Spellcraft]]. Affinity on its own is usually a vulnerability (and can deny certain interactions). | '''A:''' 🟢 No — 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]]''' | '''[[Mystic]]''' | ||
<section begin="Mystic" /> | |||
'''Q:''' How does a Mystic's casting stat work?<br> | '''Q:''' How does a Mystic's casting stat work?<br> | ||
'''A:''' 🟢 A Mystic uses Morale (M) to cast the spell only — not for damage (damage still uses the normal value, e.g. INT). | '''A:''' 🟢 A Mystic uses Morale (M) to cast the spell only — not for damage (damage still uses the normal value, e.g. INT). | ||
<section end="Mystic" /> | |||
'''[[Enchanting]]''' | '''[[Enchanting]]''' | ||
<section begin="Enchanting" /> | |||
'''Q:''' Are earlier Enchantment effects removed when I cast another enchantment on a different model?<br> | '''Q:''' Are earlier Enchantment effects removed when I cast another enchantment on a different model?<br> | ||
'''A:''' 🔵 No — enchantment effects persist and are removed at the start of the caster's next Strategic Phase (unless stated otherwise). | '''A:''' 🔵 No — enchantment effects persist and are removed at the start of the caster's next Strategic Phase (unless stated otherwise). | ||
<section end="Enchanting" /> | |||
'''[[Electromancy]]''' | '''[[Electromancy]]''' | ||
<section begin="Electromancy" /> | |||
'''Q:''' How do electric spells behave against targets in water, and what type are they?<br> | '''Q:''' How do electric spells behave against targets in water, and what type are they?<br> | ||
'''A:''' 🔵 They deal double damage against a target in an Aquatic environment (e.g. PW 10 → 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 — STK 2 is correct (errata). | '''A:''' 🔵 They deal double damage against a target in an Aquatic environment (e.g. PW 10 → 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 — STK 2 is correct (errata). | ||
<section end="Electromancy" /> | |||
'''[[Ignore Armor]]''' | '''[[Ignore Armor]]''' | ||
<section begin="Ignore Armor" /> | |||
'''Q:''' Which protections stop "Ignore Armor"?<br> | '''Q:''' Which protections stop "Ignore Armor"?<br> | ||
'''A:''' 🔵 [[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, of the Keshobarai|Seigen]] halves all spell damage dealt to him. | '''A:''' 🔵 [[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, of the Keshobarai|Seigen]] halves all spell damage dealt to him. | ||
<section end="Ignore Armor" /> | |||
'''[[Confuse Target]]''' | '''[[Confuse Target]]''' | ||
<section begin="Confuse Target" /> | |||
'''Q:''' Does [[Mindgame]] deal damage — specifically Confuse Target, which has no PW?<br> | '''Q:''' Does [[Mindgame]] deal damage — specifically Confuse Target, which has no PW?<br> | ||
'''A:''' 🔵 No — 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. | '''A:''' 🔵 No — 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]]''' | '''[[Redirect Damage]]''' | ||
<section begin="Redirect Damage" /> | |||
'''Q:''' How does Redirect Damage resolve?<br> | '''Q:''' How does Redirect Damage resolve?<br> | ||
'''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. | '''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]]''' | '''[[Ward]]''' | ||
<section begin="Ward" /> | |||
'''Q:''' Ward vs Protective Ward, and how does Ward interact with a confrontation?<br> | '''Q:''' Ward vs Protective Ward, and how does Ward interact with a confrontation?<br> | ||
'''A:''' 🔵 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. | '''A:''' 🔵 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 === | === Summoning === | ||
| Line 198: | Line 288: | ||
'''[[Summoner]]''' | '''[[Summoner]]''' | ||
<section begin="Summoner" /> | |||
'''Q:''' What is the summoning limit?<br> | '''Q:''' What is the summoning limit?<br> | ||
'''A:''' 🔵 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 of Conjurations|Vizier]] (Stamina 2) with a [[Golem, Tier II|Golem]] (II) + [[Gargoyle, Tier I|Gargoyle]] (I) is at 3 — no more summons. | '''A:''' 🔵 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 of Conjurations|Vizier]] (Stamina 2) with a [[Golem, Tier II|Golem]] (II) + [[Gargoyle, Tier I|Gargoyle]] (I) is at 3 — no more summons. | ||
| Line 206: | Line 297: | ||
'''Q:''' Does a model keep its Mana when [[Incapacitated]]?<br> | '''Q:''' Does a model keep its Mana when [[Incapacitated]]?<br> | ||
'''A:''' 🟢 Summoners lose their Mana (they share and actively access a common pool); other [[Mage]]s do not. | '''A:''' 🟢 Summoners lose their Mana (they share and actively access a common pool); other [[Mage]]s do not. | ||
<section end="Summoner" /> | |||
=== Classes, skills & upgrades === | === Classes, skills & upgrades === | ||
| Line 211: | Line 304: | ||
'''[[Protector]]''' | '''[[Protector]]''' | ||
<section begin="Protector" /> | |||
'''Q:''' Does Protector require the shortest route to reach the protected model?<br> | '''Q:''' Does Protector require the shortest route to reach the protected model?<br> | ||
'''A:''' 🔵 No — 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. | '''A:''' 🔵 No — 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''' | '''Named characters & upgrades''' | ||
<section begin="Upgrades" /> | |||
'''Q:''' Can named / character models take upgrades?<br> | '''Q:''' Can named / character models take upgrades?<br> | ||
'''A:''' 🔵 They can't be assigned or buy upgrades in the Guildhall, but upgrades can be handed to them mid-game (they have inventory space). | '''A:''' 🔵 They can't be assigned or buy upgrades in the Guildhall, but upgrades can be handed to them mid-game (they have inventory space). | ||
| Line 224: | Line 321: | ||
'''Q:''' The Glyphscribe upgrade — can it add a brand-new weapon?<br> | '''Q:''' The Glyphscribe upgrade — can it add a brand-new weapon?<br> | ||
'''A:''' 🔵 No — 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. | '''A:''' 🔵 No — 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]]''' | '''[[Tactician]]''' | ||
<section begin="Tactician" /> | |||
'''Q:''' Does Tactician with Tactical Expertise deploy 10" forward?<br> | '''Q:''' Does Tactician with Tactical Expertise deploy 10" forward?<br> | ||
'''A:''' 🔵 Yes. | '''A:''' 🔵 Yes. | ||
<section end="Tactician" /> | |||
'''[[Burn]]''' | '''[[Burn]]''' | ||
<section begin="Burn" /> | |||
'''Q:''' How does Burn work?<br> | '''Q:''' How does Burn work?<br> | ||
'''A:''' 🔵 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. | '''A:''' 🔵 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]]''' | '''[[Unstoppable]]''' | ||
<section begin="Unstoppable" /> | |||
'''Q:''' Can Unstoppable be [[Dodge|dodged]]?<br> | '''Q:''' Can Unstoppable be [[Dodge|dodged]]?<br> | ||
'''A:''' 🟢 Yes. (Undead given Unstoppable via the Chiyo stratagem also ignore size requirements.) | '''A:''' 🟢 Yes. (Undead given Unstoppable via the Chiyo stratagem also ignore size requirements.) | ||
<section end="Unstoppable" /> | |||
'''Soldier''' | '''Soldier''' | ||
<section begin="Soldier" /> | |||
'''Q:''' Is there a cap on the Soldier bonus?<br> | '''Q:''' Is there a cap on the Soldier bonus?<br> | ||
'''A:''' 🔵 Yes — capped at a maximum of 3 (errata). | '''A:''' 🔵 Yes — capped at a maximum of 3 (errata). | ||
<section end="Soldier" /> | |||
'''[[Slayer Dragoon]]''' | '''[[Slayer Dragoon]]''' | ||
<section begin="Slayer Dragoon" /> | |||
'''Q:''' If wounded while mounted and then dismounting, does the wound carry over? Can it be healed?<br> | '''Q:''' If wounded while mounted and then dismounting, does the wound carry over? Can it be healed?<br> | ||
'''A:''' 🔵 The wound is tied to the mount — she can be healed while mounted, and while unmounted there's nothing to heal. | '''A:''' 🔵 The wound is tied to the mount — she can be healed while mounted, and while unmounted there's nothing to heal. | ||
<section end="Slayer Dragoon" /> | |||
'''[[Expeditionary Hierophant]]''' | '''[[Expeditionary Hierophant]]''' | ||
<section begin="Expeditionary Hierophant" /> | |||
'''Q:''' Does the Hierophant's Nursing aura target any model or Helian League only?<br> | '''Q:''' Does the Hierophant's Nursing aura target any model or Helian League only?<br> | ||
'''A:''' 🔵 Helian League models only — unless they have the [[Camaraderie]] upgrade. | '''A:''' 🔵 Helian League models only — unless they have the [[Camaraderie]] upgrade. | ||
<section end="Expeditionary Hierophant" /> | |||
=== Scenarios & scoring === | === Scenarios & scoring === | ||
| Line 259: | Line 376: | ||
'''Game end & victory''' | '''Game end & victory''' | ||
<section begin="Victory" /> | |||
'''Q:''' Does tabling the enemy win the game?<br> | '''Q:''' Does tabling the enemy win the game?<br> | ||
'''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 — a tabled player can still win. | '''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 — a tabled player can still win. | ||
| Line 264: | Line 382: | ||
'''Q:''' Does leaving the board while carrying objectives count as possessing them for scoring?<br> | '''Q:''' Does leaving the board while carrying objectives count as possessing them for scoring?<br> | ||
'''A:''' 🟢 Yes — but only if the scenario allows you to leave the board. | '''A:''' 🟢 Yes — but only if the scenario allows you to leave the board. | ||
<section end="Victory" /> | |||
'''Recovery''' | '''Recovery''' | ||
<section begin="Recovery" /> | |||
'''Q:''' How does the Recovery roll interact with the game-end rule?<br> | '''Q:''' How does the Recovery roll interact with the game-end rule?<br> | ||
'''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. | '''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]]''' | '''[[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)?<br> | '''Q:''' What is the Broken Morale threshold (the rulebook says "less than half," but the 4-model example treats 2 down as broken)?<br> | ||
'''A:''' 🔵 The rulebook wording is corrected in the V1.5 FAQ — follow the example (for a team of 4, being 2 down triggers Broken Morale). Broken Morale can also end the game in some scenarios. | '''A:''' 🔵 The rulebook wording is corrected in the V1.5 FAQ — 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''' | '''Quarter War''' | ||
<section begin="Quarter War" /> | |||
'''Q:''' How does scoring work in Quarter War?<br> | '''Q:''' How does scoring work in Quarter War?<br> | ||
'''A:''' 🔵 No scoring in Round 1, and a model must not be [[Incapacitated]] or [[Dead]] to count for scoring. | '''A:''' 🔵 No scoring in Round 1, and a model must not be [[Incapacitated]] or [[Dead]] to count for scoring. | ||
| Line 282: | Line 409: | ||
'''Q:''' Do Upgrades count for zone control / "stronger presence"?<br> | '''Q:''' Do Upgrades count for zone control / "stronger presence"?<br> | ||
'''A:''' 🔵 No — those scenarios specify "do not include Upgrades," so use base model cost. The [[Slayer Dragoon]]'s mount ([[Lupus Rex|Lupus]]) is merged with the model for points. | '''A:''' 🔵 No — those scenarios specify "do not include Upgrades," so use base model cost. The [[Slayer Dragoon]]'s mount ([[Lupus Rex|Lupus]]) is merged with the model for points. | ||
<section end="Quarter War" /> | |||
'''Schemes''' | '''Schemes''' | ||
<section begin="Schemes" /> | |||
'''Q:''' Which scheme table do Goblins and Oni use?<br> | '''Q:''' Which scheme table do Goblins and Oni use?<br> | ||
'''A:''' 🟢 The first half of any scheme table (results 1–10). | '''A:''' 🟢 The first half of any scheme table (results 1–10). | ||
<section end="Schemes" /> | |||
'''Treasure Hunt''' | '''Treasure Hunt''' | ||
<section begin="Treasure Hunt" /> | |||
'''Q:''' Is interacting with a sigil + dodging its spell the only way to remove it?<br> | '''Q:''' Is interacting with a sigil + dodging its spell the only way to remove it?<br> | ||
'''A:''' 🔵 No — you can also push an enemy model onto the sigil. | '''A:''' 🔵 No — you can also push an enemy model onto the sigil. | ||
<section end="Treasure Hunt" /> | |||
=== Errata & FAQ status === | === Errata & FAQ status === | ||
| Line 298: | Line 433: | ||
* [[Electromancy]] STK corrected to 2; Soldier bonus capped at 3. 🟢🔵 | * [[Electromancy]] STK corrected to 2; Soldier bonus capped at 3. 🟢🔵 | ||
* [[Charm]]/reaction wording and [[Affinity]] vs [[Spellcraft]] wording queued for a future FAQ pass. 🟢 | * [[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 | * The Guildhall app overrides printed cards for point costs, but can lag behind — the rulebook and FAQ are the final authority. 🟢 | ||
---- | ---- | ||
Latest revision as of 08:49, 30 July 2026
Answers from Discord
[edit | edit source]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, staffmeksmaks) · 🔵 Community (experienced players). Informal answers — the rulebook and official FAQ/Errata are the final authority.
Turn order & deployment
[edit | edit source]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
[edit | edit source]<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 — 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 — it may turn / adjust line of sight after being hit (rulebook p. 22).
<section end="Facing" />
Attacks & confrontation
[edit | edit source]<section begin="Sweep" />
Q: How does the Sweep trait work?
A: 🔵 Sweep is a trait, not a skill. For every successful attack, every model in the 360° 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 — does the dodging model get hit?
A: 🔵 The dodging model avoids the hit because its Dodge succeeded — unless the hit was a Critical.
<section end="Sweep" />
<section begin="Confrontation" />
Q: What happens when both models roll the same value on a confrontation roll?
A: 🔵 Nothing — the attacks neutralise each other.
Q: Several of my models react with attacks against one active enemy — 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 — except it may try to Dodge everything.
<section end="Confrontation" />
<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 — it is halved, but only in Reaction. You may Dodge in the Active role without penalty even without LoS.
<section end="Dodge" />
<section begin="Toughness" />
Q: Does a high Toughness make 20 a critical on the damage roll? Does Armour act as a modifier?
A: 🔵 No. Toughness has no crit value — 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: 🔵 Additions/subtractions first, then halving/doubling (halving rounds up). A stat won't reach 0 by halving alone — 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: 🔵 Yes — crits apply to ranged attacks and to spells, not just melee.
<section end="Critical Hit" />
<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" />
<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
[edit | edit source]<section begin="Engaged" />
Q: An enemy moves into base-to-base in my rear arc (no LoS, no Vigilance) — can I attack back?
A: 🟢 No — 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: 🔵 No — 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: 🔵 Whenever the activating model is within the weapon's reach (ranged weapon or spell) and in LoS — 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 — high-SPD/flying models can't pre-measure a full run without declaring it.
<section end="Measuring" />
Templates & area of effect
[edit | edit source]<section begin="War Darts" />
Q: War Darts / any AoE hitting several models — one damage roll or one per model?
A: 🔵 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: 🔵 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 — no definitive ruling was given. Flagged for the FAQ / designers.
<section end="Templates" />
States & conditions
[edit | edit source]<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: 🔵 Yes — it fixes STK at 1, negating abilities that would raise Strike (Sentinel, Fencing III, Assassination III, Armsmaster, etc.).
<section end="Knockdown" /><section end="Crouched" />
<section begin="Weakened" />
Q: What does Weakened do, and how is it different from Crippled?
A: 🔵 Weakened halves Toughness; Crippled halves Awareness. They are separate states.
<section end="Weakened" />
<section begin="Poisoned" />
Q: Does Poison reduce base Toughness or the final value?
A: 🟢 It applies to Toughness itself (base value). Example: T8, Poisoned (−6) and Crippled (halved) → (8 − 6) ÷ 2 = 1.
<section end="Poisoned" />
<section begin="Inspiring" />
Q: Does a trait like Inspiring stay active while a model is Incapacitated?
A: 🔵 Yes — 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: 🔵 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
[edit | edit source]<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: 🔵 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 (360° LoS); even Clairvoyant doesn't beat Stealth.
<section end="Vigilance" /><section end="Stealth" /><section end="Shrouded" />
Spells & magic
[edit | edit source]<section begin="Affinity" />
Q: Does having an Affinity let a model cast spells?
A: 🟢 No — casting needs both an Affinity and a Spellcraft. Affinity on its own is usually a vulnerability (and can deny certain interactions).
<section end="Affinity" />
<section begin="Mystic" />
Q: How does a Mystic's casting stat work?
A: 🟢 A Mystic uses Morale (M) to cast the spell only — not for damage (damage still uses the normal value, e.g. INT).
<section end="Mystic" />
<section begin="Enchanting" />
Q: Are earlier Enchantment effects removed when I cast another enchantment on a different model?
A: 🔵 No — enchantment effects persist and are removed at the start of the caster's next Strategic Phase (unless stated otherwise).
<section end="Enchanting" />
<section begin="Electromancy" />
Q: How do electric spells behave against targets in water, and what type are they?
A: 🔵 They deal double damage against a target in an Aquatic environment (e.g. PW 10 → 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 — STK 2 is correct (errata).
<section end="Electromancy" />
<section begin="Ignore Armor" />
Q: Which protections stop "Ignore Armor"?
A: 🔵 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" />
<section begin="Confuse Target" />
Q: Does Mindgame deal damage — specifically Confuse Target, which has no PW?
A: 🔵 No — 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" />
<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" />
<section begin="Ward" />
Q: Ward vs Protective Ward, and how does Ward interact with a confrontation?
A: 🔵 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
[edit | edit source]<section begin="Summoner" />
Q: What is the summoning limit?
A: 🔵 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 — no more summons.
Q: Can the summoning limit be exceeded?
A: 🟢 Yes — 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
[edit | edit source]<section begin="Protector" />
Q: Does Protector require the shortest route to reach the protected model?
A: 🔵 No — 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: 🔵 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 — put the second copy on a different model.
Q: The Glyphscribe upgrade — can it add a brand-new weapon?
A: 🔵 No — 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" />
<section begin="Tactician" />
Q: Does Tactician with Tactical Expertise deploy 10" forward?
A: 🔵 Yes.
<section end="Tactician" />
<section begin="Burn" />
Q: How does Burn work?
A: 🔵 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" />
<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: 🔵 Yes — capped at a maximum of 3 (errata).
<section end="Soldier" />
<section begin="Slayer Dragoon" />
Q: If wounded while mounted and then dismounting, does the wound carry over? Can it be healed?
A: 🔵 The wound is tied to the mount — she can be healed while mounted, and while unmounted there's nothing to heal.
<section end="Slayer Dragoon" />
<section begin="Expeditionary Hierophant" />
Q: Does the Hierophant's Nursing aura target any model or Helian League only?
A: 🔵 Helian League models only — unless they have the Camaraderie upgrade.
<section end="Expeditionary Hierophant" />
Scenarios & scoring
[edit | edit source]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 — a tabled player can still win.
Q: Does leaving the board while carrying objectives count as possessing them for scoring?
A: 🟢 Yes — 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" />
<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: 🔵 The rulebook wording is corrected in the V1.5 FAQ — 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: 🔵 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: 🔵 No — 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: 🔵 No — you can also push an enemy model onto the sigil.
<section end="Treasure Hunt" />
Errata & FAQ status
[edit | edit source]- 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. 🟢🔵
- 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 — the rulebook and FAQ are the final authority. 🟢
- Compiled from the #rule-questions-skirmish Discord export. Official (🟢) answers take precedence over community (🔵) answers where they overlap.