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'''Answers from Discord''' — community rules clarifications collected from the official ''Eldfall Chronicles'' Discord, answered by '''Dockel''', '''meksmaks''' and '''BubaSolider'''. These are player/community interpretations, not a substitute for the official rulebook or FAQ.
== Answers from Discord ==
<section begin="Stealth" /><section begin="Clairvoyance" />
 
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.
 
----
----


'''Q:''' Can you use Attack of Opportunity against a model with Stealth that begins its activation outside your Line of Sight?
=== Turn order & deployment ===
 
'''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>
'''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 ===
 
'''[[Flicker]]'''
 
<section begin="Flicker" />
'''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.
 
'''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:''' To target it you need Line of Sight — Stealth I voids even Clairvoyance. With no LoS against an Active model with Stealth, there is no chance to react. If you gain LoS during its movement: Dodge is always possible; Attack of Opportunity is possible only if both LoS and RCH are met at the same time during the Active model's Movement Step; a normal reactive Attack requires LoS to declare and works only if RCH and LoS are met during the Resolution Step. ''(— meksmaks)''
<section end="Flicker" />
<section end="Stealth" /><section end="Clairvoyance" />


<section begin="Fencing" />
'''Facing'''
----
 
<section begin="Facing" />
'''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).


'''Q:''' As a reactive player, does Fencing I (the −3 modifier) work even when I'm out of actions?
<section end="Facing" />


'''A:''' To use Combat Arts you must target an enemy model, which cannot be done without spending an Activation Token. ''(— Dockel)''
=== Attacks & confrontation ===
<section end="Fencing" />


<section begin="Regeneration" /><section begin="Incapacitated" />
'''[[Sweep]]'''
----


'''Q:''' Does Regeneration work while a model is Incapacitated, even if it was granted by an Enchantment?
<section begin="Sweep" />
'''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:''' Skills and Classes don't work while Incapacitated — you must pass the Recovery Roll first. An Enchantment that grants Regeneration only gives the Skill; the model still can't use it while Incapacitated. The Enchantment itself doesn't heal — it grants the Skill, which remains subject to normal conditions. ''(— meksmaks / Dockel)''
'''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>
<section end="Regeneration" /><section end="Incapacitated" />
'''A:''' 🔵 The dodging model avoids the hit because its Dodge succeeded — unless the hit was a Critical.


<section begin="Hit and Retreat" /><section begin="Impede" /><section begin="Engaged" />
<section end="Sweep" />
----


'''Q:''' If I break Engaged with Hit and Retreat, can a model with Impede re-engage me?
'''[[Confrontation]]'''


'''A:''' Yes. As soon as Engaged is dropped via Hit and Retreat, a model with Impede that is in melee RCH can declare an Attack of Opportunity, which — thanks to the Impede ruling — instantly re-applies the Engaged state and stops the model. ''(— Dockel)''
<section begin="Confrontation" />
<section end="Hit and Retreat" /><section end="Impede" /><section end="Engaged" />
'''Q:''' What happens when both models roll the same value on a confrontation roll?<br>
'''A:''' 🔵 Nothing — the attacks neutralise each other.


<section begin="Assassination" />
'''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.


'''Q:''' When is the Assassination IV effect (all crits) applied — before or after the confrontation roll?
<section end="Confrontation" />


'''A:''' After confrontation, because attack rolls become confrontation rolls, which only count as successful if they meet the winning confrontation criteria. ''(— Dockel)''
'''[[Dodge]]'''
<section end="Assassination" />


<section begin="Dodge" />
<section begin="Dodge" />
----
'''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.


'''Q:''' If several models are under an AoE attack and one declares Dodge, is the whole attack cancelled?
'''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:''' Dodge is not a confrontation, so it doesn't cancel the attack. A model that passes its Dodge simply ignores it; others under the template who didn't Dodge are still Hit if the attack succeeded. ''(— Dockel)''
<section end="Dodge" />
<section end="Dodge" />


<section begin="Protector" />
'''[[Toughness]]'''
----
 
<section begin="Toughness" />
'''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.
 
<section end="Toughness" />
 
'''Modifiers & rolls'''
 
<section begin="Modifiers" />
'''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.
 
<section end="Modifiers" />
 
'''Critical Hit'''
 
<section begin="Critical Hit" />
'''Q:''' Do critical hits apply to ranged attacks?<br>
'''A:''' 🔵 Yes — 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?<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.
 
<section end="Hit and Retreat" />
 
'''[[Defensive Stance]]'''
 
<section begin="Defensive Stance" />
'''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]].
 
<section end="Defensive Stance" />
 
=== Engagement & ranged reactions ===
 
'''[[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>
'''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?<br>
'''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>
'''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?<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.
 
<section end="Measuring" />
 
=== Templates & area of effect ===
 
'''[[War Darts]]'''
 
<section begin="War Darts" />
'''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.
 
<section end="War Darts" />
 
'''Templates & AoE'''
 
<section begin="Templates" />
'''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.)
 
'''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.
 
<section end="Templates" />
 
=== States & conditions ===


'''Q:''' Can I use Protector and also declare an Attack or Dodge by spending a second AP in the same reaction?
'''[[Crouched]]'''


'''A:''' Yes, but the order is reversed from what you'd expect. First you declare Dodge or Attack in the Reaction step (even if the Attack RCH condition isn't met yet); then, in the Action step after the Active model declares its Attack, you use Protector. ''(— meksmaks)''
<section begin="Crouched" /><section begin="Knockdown" />
<section end="Protector" />
'''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."


<section begin="Protector" /><section begin="Finishing Strike" />
'''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.).


'''Q:''' Does Protector work against a Finishing Strike, and does the Protector need LoS to the attack's target?
<section end="Knockdown" /><section end="Crouched" />


'''A:''' Finishing Strike can only be used against the Targets of an Attack. If Protector became the new Target and all attacks were redirected onto it, then only Protector is a valid model for Finishing Strike. The Protector does not need LoS to the original target. ''(— Dockel)''
'''[[Weakened]]'''
<section end="Protector" /><section end="Finishing Strike" />


<section begin="Sweep I/II" /><section begin="Finishing Strike" />
<section begin="Weakened" />
----
'''Q:''' What does Weakened do, and how is it different from [[Crippled]]?<br>
'''A:''' 🔵 Weakened halves [[Toughness]]; Crippled halves [[Awareness]]. They are separate states.


'''Q:''' What is the resolution order for an Attack with Sweep?
<section end="Weakened" />


'''A:''' Attack roll(s) → if the Target is Hit, Sweep procs → damage roll(s) on all affected models → if at least one Wound is dealt to the Target, Finishing Strike can be used against the Target (with the possibility of another Sweep). ''(— Dockel)''
'''[[Poisoned]]'''
<section end="Sweep I/II" /><section end="Finishing Strike" />


<section begin="Sweep I/II" /><section begin="Flying" />
<section begin="Poisoned" />
----
'''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.


'''Q:''' Can a Flying model be hit by a melee Sweep, and do models hit by Sweep count as targets?
<section end="Poisoned" />


'''A:''' A Flying model cannot be targeted by a melee attack (unless it chooses to melee attack itself), but it will take a Hit if it is within RCH of a Sweep attack that Hit another target. Per STK there is a single target; models hit by Sweep are not "targets". You can even Sweep Shrouded models if you can hit someone next to them — Sweeps are wide swings that land and don't have to be aimed. ''(— Dockel)''
'''[[Inspiring]]'''
<section end="Sweep I/II" /><section end="Flying" />


<section begin="Sweep I/II" /><section begin="Cleave" />
<section begin="Inspiring" />
----
'''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.


'''Q:''' What's the difference between Sweep and Cleave?
<section end="Inspiring" />


'''A:''' They work on different principles. Sweep is a wide arc attack (roll damage separately for each affected model), while Cleave is a single attack so powerful it deals double damage (one extra Wound as long as at least 1 Wound was dealt). ''(— Dockel)''
'''Effect timing (on hit vs on damage)'''
<section end="Sweep I/II" /><section end="Cleave" />


<section begin="Knockdown" />
<section begin="Effects" />
----
'''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.


'''Q:''' A model shows "Knockdown X", but the rules have no X value for Knockdown. What's correct?
<section end="Effects" />


'''A:''' The description should simply read Knockdown — the "X" belongs to the Fencing IV combat art. Treat it as plain Knockdown. ''(— meksmaks)''
=== Reacting to hidden models ===
<section end="Knockdown" />


<section begin="Knockdown" />
'''[[Shrouded]]'''
----


'''Q:''' If I hit my Target (A1) and also hit A2/A3 with the same attack, do they all get Knockdown?
<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>
'''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:''' They are Hit by the attack, but only the Target (A1) is Hit with Knockdown. With a Targetless weapon you can't apply Knockdown at all, since you'd be "tripping" the point used for Targetless rather than a model. ''(— Dockel)''
<section end="Vigilance" /><section end="Stealth" /><section end="Shrouded" />
<section end="Knockdown" />


<section begin="Impede" />
=== Spells & magic ===
----


'''Q:''' Can Impede be triggered just by declaring intent to attack?
'''[[Affinity]]'''


'''A:''' No. For Impede, "the point of Attack" means the attack must actually be happening — Impede can't be procced by merely announcing intent. ''(— Dockel)''
<section begin="Affinity" />
<section end="Impede" />
'''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).


<section begin="Assist" /><section begin="Ward" />
<section end="Affinity" />
----


'''Q:''' In reaction, can I cast a spell to heal myself or an ally instead of acting against the opponent?
'''[[Mystic]]'''


'''A:''' If the spell is not an Enchantment or Healing type, you can perform a reactive Assist on an allied model with it. Ward, for example, is a valid Assist in reaction, while Enchantments can't be cast in reaction due to the Active-role casting limitation. ''(— Dockel)''
<section begin="Mystic" />
<section end="Assist" /><section end="Ward" />
'''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).


<section begin="Hit and Retreat" /><section begin="Engaged" />
<section end="Mystic" />
----


'''Q:''' How does Hit and Retreat work when a model is engaged by two enemies?
'''[[Enchanting]]'''


'''A:''' Activate the model with Hit and Retreat → declare the skill to break Engaged and move freely (enemies can still declare Attacks of Opportunity here) → perform Movement → Reactions → Action → if your Action was an Attack, you may then perform a Normal Movement → if you end outside the enemies' melee reach, Engaged is not applied at the end of the Resolution Phase. ''(— Dockel)''
<section begin="Enchanting" />
<section end="Hit and Retreat" /><section end="Engaged" />
'''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).


<section begin="Vigilance" /><section begin="Surprise Attack" />
<section end="Enchanting" />
----


'''Q:''' Does a Sentinel with Vigilance see in all directions and resist Surprise Attack?
'''[[Electromancy]]'''


'''A:''' Yes — Vigilance grants 360° awareness and immunity to Surprise Attack, and it keeps STK 2 on reactive shots. To shut it down, engage it in melee first so it can't make ranged attacks and its LoS is limited to its Awareness. ''(— meksmaks)''
<section begin="Electromancy" />
<section end="Vigilance" /><section end="Surprise Attack" />
'''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).


<section begin="Protector" /><section begin="Engaged" />
<section end="Electromancy" />
----


'''Q:''' Can an Engaged model use Protector to move out of engagement?
'''[[Ignore Armor]]'''


'''A:''' Yes. Being Engaged only affects the Declaration of Movement. With Protector you don't Declare Movement, so you can break the Engaged state that way. SPD is used for Movements; Protector isn't performing Walk or Run, so a model with a target within half its SPD can simply appear next to it in a legal spot. ''(— Dockel)''
<section begin="Ignore Armor" />
<section end="Protector" /><section end="Engaged" />
'''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.


<section begin="Targetless" />
<section end="Ignore Armor" />
----


'''Q:''' Does placing a Targetless template (e.g., Haze Bombs) require a successful ACC roll?
'''[[Confuse Target]]'''


'''A:''' Yes — in the Active role it's a Targetless action, but it's still an attack/assist that requires an ACC roll (plus any reroll). ''(— meksmaks)''
<section begin="Confuse Target" />
<section end="Targetless" />
'''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.


<section begin="Charm I/II" />
<section end="Confuse Target" />
----


'''Q:''' How does Charm interact with a model's reaction?
'''[[Redirect Damage]]'''


'''A:''' The first part of Charm happens during the Reaction step. If you target a Charm II model with an Attack as a reaction and fail the INT roll, your reaction changes to Nothing. Targetless reactions like Dodge don't trigger Charm. ''(— meksmaks)''
<section begin="Redirect Damage" />
<section end="Charm I/II" />
'''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.


<section begin="Summoner" /><section begin="Targetless" /><section begin="Dispel Magic" />
<section end="Redirect Damage" />
----


'''Q:''' How do you remove a summoned creature with Dispel?
'''[[Ward]]'''


'''A:''' Dispel must be cast as an Attack to remove a Summon, so it must target the creature (you can't use Targetless). Just as it can be Dodged, it can also be avoided with a Ward. ''(— meksmaks)''
<section begin="Ward" />
<section end="Summoner" /><section end="Targetless" /><section end="Dispel Magic" />
'''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.


<section begin="Throwing" />
<section end="Ward" />
----


'''Q:''' How do STK and Quantity interact for Consumables versus Throwing weapons?
=== Summoning ===


'''A:''' Consumables — X STK uses a single Quantity. Throwing — X STK uses X Quantity (e.g., throwing 2 daggers uses both). ''(— Dockel)''
'''[[Summoner]]'''
<section end="Throwing" />


<section begin="Attack" />
<section begin="Summoner" />
----
'''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.


'''Q:''' Is Attack of Opportunity available in the Active role?
'''Q:''' Can the summoning limit be exceeded?<br>
'''A:''' 🟢 Yes — the Vizier's Temporary Bind stratagem sets one summon's contribution to 0, letting you exceed the limit by one.


'''A:''' No — Attack of Opportunity is a Reaction; it isn't used in the Active role. ''(— meksmaks)''
'''Q:''' Does a model keep its Mana when [[Incapacitated]]?<br>
<section end="Attack" />
'''A:''' 🟢 Summoners lose their Mana (they share and actively access a common pool); other [[Mage]]s do not.


<section begin="Attack" />
<section end="Summoner" />
----


'''Q:''' My model is attacked and attacks back, while other enemies also attack it. Who participates in the confrontation?
=== Classes, skills & upgrades ===


'''A:''' Confrontation occurs only between two models that are targeting each other. Other attacks simply go through. A successful Attack Roll is one that has already passed (wasn't cancelled by) the confrontation. ''(— meksmaks / Dockel)''
'''[[Protector]]'''
<section end="Attack" />


<section begin="Sorcerer" /><section begin="Wizard" />
<section begin="Protector" />
----
'''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.


'''Q:''' Does the Sorcerer/Wizard reroll let you reroll a failed damage roll?
<section end="Protector" />


'''A:''' No. Casting a spell means rolling for the spell to happen, so the reroll applies only to the casting roll (to hit / to perform the Assist) — Mage, Sorcerer and Wizard do not allow rerolling damage rolls. ''(— meksmaks)''
'''Named characters & upgrades'''
<section end="Sorcerer" /><section end="Wizard" />


<section begin="Panicked" /><section begin="Engaged" />
<section begin="Upgrades" />
----
'''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).


'''Q:''' How do Panicked and Engaged interact for forced movement?
'''Q:''' Do same-named (Roman-numeral) upgrades stack on one model?<br>
'''A:''' 🟢 No — put the second copy on a different model.


'''A:''' Engaged takes priority — while Engaged you may only move directly toward the engaging model. That's why a Panicked model that fails its Morale check while Engaged has to Dodge instead. ''(— Dockel)''
'''Q:''' The Glyphscribe upgrade — can it add a brand-new weapon?<br>
<section end="Panicked" /><section end="Engaged" />
'''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 begin="Flying" />
<section end="Upgrades" />
----


'''Q:''' Can a model enter the Flying state at the start of its movement and cancel it at the end of the same movement?
'''[[Tactician]]'''


'''A:''' No — it works like Crouched (rulebook p.41): the model may either enter OR cancel the Flying state during the Movement Step, not both. You can do it once per Activation sequence. ''(— meksmaks / Dockel)''
<section begin="Tactician" />
<section end="Flying" />
'''Q:''' Does Tactician with Tactical Expertise deploy 10" forward?<br>
'''A:''' 🔵 Yes.


<section begin="Crouched" />
<section end="Tactician" />
----


'''Q:''' What does being Crouched do?
'''[[Burn]]'''


'''A:''' Crouched halves ARM, caps STK at 1, disables Engaging the enemy, dismounts Riders, cancels Flying, halves SPD, and grants Light Cover. You may enter or cancel Crouched at the start or end of the Movement Step (rulebook p.41). ''(— meksmaks)''
<section begin="Burn" />
<section end="Crouched" />
'''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.


<section begin="Interact" />
<section end="Burn" />
----


'''Q:''' Can Interact be declared as a Reaction?
'''[[Unstoppable]]'''


'''A:''' Yes. Reaction only limits targeting enemies to the Activated model; otherwise you can Interact (e.g., with Magic Stones), Trade, or Perceive an Intrigue, as long as the scenario allows it. You cannot Death Blow, since a downed enemy can't be the activated model. ''(— Dockel)''
<section begin="Unstoppable" />
<section end="Interact" />
'''Q:''' Can Unstoppable be [[Dodge|dodged]]?<br>
'''A:''' 🟢 Yes. (Undead given Unstoppable via the Chiyo stratagem also ignore size requirements.)


<section begin="Burn (X)" />
<section end="Unstoppable" />
----


'''Q:''' How does Burn deal its damage?
'''Soldier'''


'''A:''' Burn only triggers if the initial attack dealt at least 1 Wound. You then roll additional Burns based on the Burn (X) value, against the attack's PW and ignoring the target's ARM — these are extra rolls, not auto-wounds. ''(— Dockel / meksmaks)''
<section begin="Soldier" />
<section end="Burn (X)" />
'''Q:''' Is there a cap on the Soldier bonus?<br>
'''A:''' 🔵 Yes — capped at a maximum of 3 (errata).


<section begin="Duelist" />
<section end="Soldier" />
----


'''Q:''' Does Duelist stop everyone from using Combat Arts I–III, or only the targeted model?
'''[[Slayer Dragoon]]'''


'''A:''' A model targeted by Duelist cannot use its I–III Combat Arts; if it declared such a Combat Art in reaction and is then targeted by Duelist, that Combat Art's effect is voided. Level IV is unaffected. ''(— Dockel)''
<section begin="Slayer Dragoon" />
<section end="Duelist" />
'''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.


<section begin="Finishing Strike" />
<section end="Slayer Dragoon" />
----


'''Q:''' How many times can Finishing Strike trigger per activation?
'''[[Expeditionary Hierophant]]'''


'''A:''' Only once per activation sequence — "a Wound" happens only a single time. ''(— Dockel)''
<section begin="Expeditionary Hierophant" />
<section end="Finishing Strike" />
'''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.


<section begin="Chain Attack" />
<section end="Expeditionary Hierophant" />
----


'''Q:''' When does Chain Attack trigger?
=== Scenarios & scoring ===


'''A:''' Chain Attack requires a successful Hit made by another friendly model, and it is rolled on the Hit, not on the Damage/Wound. ''(— Dockel)''
'''Game end & victory'''
<section end="Chain Attack" />


<section begin="Berserker" />
<section begin="Victory" />
----
'''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.


'''Q:''' If several models wound a Berserker in the same activation sequence, can it ignore all the wounds?
'''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 — Berserker can nullify all simultaneous damage rolls, even from different attackers (multiple reactions, Chain Attacks, etc.). The Berserker roll happens when the model is to suffer a Wound (after the damage rolls); effects like Cleave, Burn and Finishing Strike occur on Wounding, so if Berserker negates the wounding damage, those effects don't apply either. ''(— Dockel / meksmaks)''
<section end="Victory" />
<section end="Berserker" />


<section begin="Dodge" />
'''Recovery'''
----


'''Q:''' Is the movement after a Dodge mandatory?
<section begin="Recovery" />
'''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:''' No — the Dodge section (rulebook 1.6, p.57) states the model CAN move at the end of the Resolution Step; the movement is optional. ''(— meksmaks)''
<section end="Recovery" />
<section end="Dodge" />


<section begin="Targetless" /><section begin="Shrouded" />
'''[[Broken Morale]]'''
----


'''Q:''' Can you affect a Shrouded model with a Targetless AoE spell?
<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>
'''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:''' You're not targeting the model, but you can target a visible point nearby thanks to the Targetless rule, and a Shrouded model under the template will be affected. ''(— Dockel)''
<section end="Broken Morale" />
<section end="Targetless" /><section end="Shrouded" />


<section begin="Targetless" />
'''Quarter War'''
----


'''Q:''' Can the Targetless trait be used in reaction?
<section begin="Quarter War" />
'''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 — Targetless applies only during the Active role. When Dodging you are targeting yourself; AoE templates can still be positioned in reaction, but without the Targetless benefit. ''(— Dockel)''
'''Q:''' Do Upgrades count for zone control / "stronger presence"?<br>
<section end="Targetless" />
'''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 begin="Dash" /><section begin="Hit and Retreat" />
<section end="Quarter War" />
----


'''Q:''' How does Dash enable Hit and Retreat?
'''Schemes'''


'''A:''' Dash lets a model declare a special, limited (unmodified, 1 STK) melee Attack Action on top of declaring the Special Movement Run — which is normally not allowed. That declared Attack is what Hit and Retreat needs to function. ''(— meksmaks / Dockel)''
<section begin="Schemes" />
<section end="Dash" /><section end="Hit and Retreat" />
'''Q:''' Which scheme table do Goblins and Oni use?<br>
'''A:''' 🟢 The first half of any scheme table (results 1–10).


<section begin="Shrouded" /><section begin="Perceive" />
<section end="Schemes" />
----


'''Q:''' Can I declare an Attack against a Shrouded enemy?
'''Treasure Hunt'''


'''A:''' No. The Shrouded state restricts targeting the model with any action other than Perceive (it also can't be assisted or enchanted by friendly models), so you can't declare an Attack on it. If you declared Dodge or Perceive against a Shrouded model and it reveals itself, you may switch your Reaction. ''(— Dockel)''
<section begin="Treasure Hunt" />
<section end="Shrouded" /><section end="Perceive" />
'''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.


<section begin="Summoner" />
<section end="Treasure Hunt" />
----


'''Q:''' Can a model raised by Chiyohime's Deathweaving Fan summon a tier 3+ creature even after she becomes Incapacitated or Dead?
=== Errata & FAQ status ===


'''A:''' The Fan grants the ability; it still functions as a conjuration spell, so all conjuration restrictions still apply — it is simply a different source of the spell. ''(— BubaSolider)''
* Recovery check added to the core rules ([[Incapacitated]] models can self-recover); game-end timing to be amended. 🟢
<section end="Summoner" />
* [[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. 🟢


----
----
<small>''Source: Eldfall Chronicles community Discord.''</small>
 
[[Category:Rules]]
:''Compiled from the #rule-questions-skirmish Discord export. Official (🟢) answers take precedence over community (🔵) answers where they overlap.''
 
[[Category:Answers from Discord]]



Latest revision as of 08:49, 30 July 2026

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) · 🔵 Community (experienced players). Informal answers — 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 — 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

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Sweep

<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" />

Confrontation

<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" />

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 — 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: 🔵 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" />

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) — 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

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War Darts

<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

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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: 🔵 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

<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" />

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 (−6) and Crippled (halved) → (8 − 6) ÷ 2 = 1.

<section end="Poisoned" />

Inspiring

<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

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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: 🔵 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

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Affinity

<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" />

Mystic

<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" />

Enchanting

<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" />

Electromancy

<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" />

Ignore Armor

<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" />

Confuse Target

<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" />

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: 🔵 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: 🔵 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

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Protector

<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" />

Tactician

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

<section end="Tactician" />

Burn

<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" />

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: 🔵 Yes — 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: 🔵 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

<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

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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 — 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" />

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: 🔵 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

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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. 🟢🔵
  • 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.