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 (linked to its article).
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.
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'''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 ===
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'''[[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.
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'''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 ===
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'''[[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.
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'''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.
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'''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.
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'''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 ===
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'''[[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.
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'''A:''' 🔵 No — the Engaged state locks all ranged attacks.
'''A:''' 🔵 No — the Engaged state locks all ranged attacks.


'''Ranged reactions'''
<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 ===
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'''[[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.)
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'''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 ===
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'''[[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."
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'''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 ===
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'''[[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 ===
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'''[[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 current rules — the rulebook and FAQ are the final authority. 🟢
* The Guildhall app overrides printed cards for point costs, but can lag behind — the rulebook and FAQ are the final authority. 🟢


----
----

Revision as of 08:03, 30 July 2026

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 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

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

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

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

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

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

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

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

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

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

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

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

  • 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.