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Eldfall Chronicles — Glossary
An alphabetical index of game terms. Bold terms link to their full pages where available. Tied to the Skirmish Rulebook v1.6.
A
- Ability
- An umbrella term for things a model can do (Class, Skill, Trait, Combat Art, Spellcraft, Special).
- Actions
- An Action is what a model performs during its Action Step after moving.
- Activate
- A player spends an Activation Point to activate a model.
- Activated model
- A model that declared Activation.
- Activation
- The spending of an Activation Point of a model and the initiation of an Activation Sequence.
- Active model
- A model in its Active Role.
- Acute Senses
- This model may perform Perceive and Uncover Actions using AG instead of INT.
- Advantage (X)
- Once per Activation Sequence, this model may reroll any number of dice (once) during an Attack Action against a target with the (X) characteristic (Size, Class, Trait, etc.).
- Affinity (Element)
- This model can cast (Element) Spells.
- Alchemist
- Consumables of Alchemists replenish during their Strategic Phase.
- Alive Model
- A model that is neither Dead nor Incapacitated.
- Allied/Friendly Model
- A model that is either in your party or is a model of an ally an allied player (and not of an opponent).
- Archery
- A Combat Art with leveled effects — see page.
- Armor-Piercing
- When making a DMG roll for a Hit with this Trait, add only half the target’s ARM value.
- Armsmaster
- In the Active Role, Armsmasters may gain +1 Strike when performing a Melee Attack.
- Artificer
- During their Strategic Phase, Artificers may select an Enchantment Spell available to them and apply its effect to themselves without performing a roll until their next Strategic Phase.
- Assassin
- Assassins score a Critical Hit on roll results of 1, 2, 3.
- Assassination
- A Combat Art with leveled effects — see page.
- Assist
- Some models can assist their allies with their own set of Items or abilities.
- Attack
- Attack is an Action which an activated or reacting model may declare by targeting one or more enemy models.
B
- Backstab
- During an Attack Action against a target that lacks LoS to this model, this model’s Hits gain +3 PW for that Attack, and one Strike automatically becomes a Hit (it is not included in Confrontation rolls).
- Berserk
- A Combat Art with leveled effects — see page.
- Berserker
- Once per turn, if Berserkers would suffer one or more Wounds as a consequence of Damage Roll(s), they may perform a Toughness roll for every Wound they would suffer.
- Bleed
- If a model suffers at least one Wound with this Trait, it enters Bleeding (State).
- Bleeding
- A model in this State must perform a Toughness roll in its every Strategic Phase.
- Blinded
- A model in this State has no LoS (other than to itself) and cannot perform any Actions other than Assist, Dodge or Nothing.
- Brute
- This model gains +1 STK when using Items with the Two-Handed (Trait) and ignores Two-Handed restrictions.
- Burn (X)
- If a model suffers at least one Wound with this Trait, the attacker may perform X DMG rolls with ARM value 0.
C
- Chain Attack
- Once per Activation Sequence, if another allied model scores a Hit against an enemy within this model’s LoS, this model may perform an unmodified STK 1 Attack against that enemy (before DMG rolls).
- Charm I/II
- An enemy declaring Reaction against this model must first perform an INT roll.
- Civilian
- Civilians have no particular abilities connected to their Class.
- Clairvoyance
- In the Reactive Role, this model may declare a Reaction using Casting Aura Spells to target enemy models within its Awareness without requiring LoS.
- Cleave
- If a model suffers at least one Wound with this Trait, it suffers an additional Wound.
- Climb
- When a model declares Climb, its Speed becomes halved (rounded up).
- Climbing
- This model may perform the Climb Special Movement as Normal Movement, ignoring related Movement penalties.
- Confused
- A model in this State has halved Offense, Defense, Accuracy, Intellect, Agility and Morale.
- Construct
- This model is unaffected by Surprise Attack, Stagger, Vampirism, Mindgame, and Burn.
- Continuous
- An effect with this trait remains in play until the end of the Quest or until removed with a certain other effect, regardless of other imposed time durations (Sorcery, Enchantment, etc.).
- Creature
- Creatures have no particular abilities connected to their Class.
- Crippled
- A model in this State has halved Speed and Agility.
- Crippling
- If a model suffers at least one Wound with this Trait, it must perform a T roll.
- Crouched
- The Hitbox of a Crouched model becomes the size and volume of its base.
D
- Damage
- Wounds dealt to a model.
- Dash
- When performing a Run Special Movement, this model may declare an unmodified STK 1 Melee Attack in its Action Step.
- Dead
- A Dead model’s Hitbox becomes the size and volume of its base.
- Death Blow
- Deathblow or “Coup de ’Grace” is an Action that renders an incapacitated enemy model into the Dead State.
- Demon
- When this model deals a Wound, the target must perform an M roll.
- Dodge
- To avoid a potential or an incoming attack, a model may attempt to perform a Dodge.
- Druid
- Druids gain a +4 Modifier when casting Spells of the Earth element.
- Dual Wield
- A model with this Skill may replace a Shield with a second (Melee) Weapon, as long as both Weapons have RCH 1 or less and lack the Two-Handed Trait.
- Duelist
- The target of this model’s Attack cannot use Combat Arts of level III or lower.
E
- Elemental
- This model is unaffected by the Stagger, Vampirism, and Mindgame Traits, the Charm Skill, and Toxic Environment.
- Elemental Essence (Element)
- This model is unaffected by Effects from (Element) Attacks (it still suffers damage as normal).
- Enchanter
- Enchanters may cast Enchantment- Type Spells on allied models without performing a roll.
- Enemy/Hostile Model
- Describes a model that isn’t an ally or a member of your party; it is the opponent’s/enemy’s/hostile model.
- Engaged
- During the Movement Step when in the Active Role, an Engaged activated model may only declare Idle or Walk.
F
- Familiar
- When a Creature with this Trait is summoned by a Conjuration Spell, the caster gains additional Abilities and Stat Modifiers listed on the creature’s profile.
- Fatigued
- A model in this State cannot regain AP during the Upkeep Phase.
- Fearless
- This model cannot become Panicked (State).
- Fencing
- A Combat Art with leveled effects — see page.
- Finishing Strike
- When this model causes at least one Wound to a target with this Skill, it may immediately make an unmodified STK 1 Attack against the same target, using the same Item or Skill.
- Flicker
- When declaring Movement, this model may ignore obstacles and other models, moving in any direction, even vertically.
- Flight
- The user may enter or cancel the Flying State during its Movement Step.
- Flying
- While in this State, the model:
- Focus
- Spells or Items with this Trait do not require a target when declaring an Attack or Assist.
- Follow-Up
- If an enemy disengages from this model, it may move up to half its SPD toward the disengaged model.
- Foresight
- When this model becomes the target of an Attack in the Reactive Role and did not declare a Reaction during the Reaction Step, it may instead declare a Reaction during the Action Step of the Activation Sequence, after the Active model has…
- Frostbite
- If a model suffers at least one Wound with this Trait, it must perform a single Toughness roll, regardless of the number of Hits.
H
- Hit
- a successful Attack Roll is considered as delivering a Hit to the attacked model.
- Hit and Retreat
- During its Movement Step, this model may cancel (remove) its Engaged (State).
- HP VS Wound
- HP (health points) means the health of a model. Wound is the damage taken from a Hit, which causes the model to lose HP.
I
- Idle
- The model does not move and remains stationary.
- Ignore Armor
- A Hit with this Trait reduces the target’s ARM to 0 for the DMG roll duration.
- Ignore Shield
- Attacks with this Trait ignore the effects of Shields.
- Immobilized
- A model in this State cannot perform any Movement, Special Movement or Special Action.
- Impede
- When this model declares an Attack of Opportunity with a Melee Attack against a non-Engaged model, that model’s Movement ends at the point of the Attack and the target becomes Engaged immediately.
- Incapacitated
- When a model’s HP reaches 0, it becomes Incapacitated and immediately enters the Crouched State.
- Incorporeal
- The PW of a Hit lacking the Spell Type or Burn (Trait) against this model is halved.
- Infiltration
- During the Deployment Phase: I: Deploy this model up to the middle line of your half of the field.
- Inspiring I
- Other allied models within this model’s Awareness and with the same Affiliation gain +6 M.
- Interact
- In order to declare this Action, a model must be in Base Contact with an object described by the Quest.
- Intimidating
- Models in the Panicked (State) with LoS towards this model suffer -6 M.
- Issue a Duel
- A duel is an honorable alternative to a skirmish and to unnecessary bloodshed.
J
- Jump
- In order to reach a higher or lower ground, to reach the surface across the gap, or to reach ground behind an obstacle higher than the model's Hitbox, a model may perform a Jump.
K
- Knockback (X)
- During the Resolution Step, a model Hit with this Trait is moved for X inches away from the attacker.
- Knockdown
- A model that suffers a Hit with this Trait becomes Crouched (State).
L
- Leap
- This model may perform the Jump Special Movement as Normal Movement.
M
- Mage
- When casting a Spell, a Mage may spend an unspent Activation Point to Reroll any number of dice.
- Mana Cost (X)
- To cast a Spell with this Trait, the caster must spend Mana Counters equal to the X value.
- Marksman
- If a Marksman declares Idle during their Movement Step, it gains +4 Accuracy until the end of the Activation Sequence.
- Menacing (X)
- Models with LoS to this model suffer a -2 M modifier for every level of this ability.
- Mindgame
- A Dodge against an Attack with this Trait uses INT instead of AG.
- Model
- A model is an individual entity which has its own profile and is represented by a miniature or a token on the field. Players “employ” models into their Parties.
- Modified (attribute)
- when various Abilities, Items, Spells etc. modify attributes, the attribute that has been modified is called “modified attribute”. Modifiers are numbers that are added to or subtracted from the model’s default attribute value. Modifiers can also double or halve attribute values.
- Movement
- Movement is the repositioning of a model on the field during its Movement Step.
- Mystic
- Mystics must use the Morale value instead of the Intellect value when casting Spells.
N
- Normal Actions
- Normal Actions are the standard actions available to most models.
- Normal Movement
- Normal Movement is the default form of movement.
- Nothing
- The model does nothing.
P
- Panicked
- A Panicked model must perform a Morale roll at the beginning of its every Activation or Reaction.
- Party
- The group of models a player has under their control.
- Passive Effect
- A continuous effect.
- Perceive
- Some models or Spells have abilities that prevent other players from clearly seeing what they truly are.
- Player
- A person playing the game.
- Poison I/II
- WEAK POISON; If a model suffers a Wound with this Trait, it becomes Weakened until its next Strategic Phase.
- Poisoned
- A model in this State must perform a Toughness roll with a -6 modifier in its every Strategic Phase.
- Protector
- When an ally within 1/2 SPD is targeted by an Attack during this model’s Reactive Role, this model may spend 1 AP to move into Base Contact with the the ally and become the new target of the Attack.
R
- Ranger
- In the End Phase of the Active Role, Rangers may perform a Normal Movement (note: this does not provoke Reaction from the Reactive Player).
- React
- To spend an Activation Point and declare Reaction against an activated model.
- Reacting model
- A model that declared Reaction.
- Reactive model
- A model in its Reactive Role.
- Regeneration
- During its Strategic Phase, this model may regain 1 HP per Skill level and can cancel Bleeding, Weakened, and Crippled (States).
- Resistance I/II (X)
- The PW of a Hit with (X) Type or Trait against this model is halved.
- Resourceful I/II
- This model may receive 1 additional Upgrade.
- Ricochet (X)
- When a model is hit by an Attack with this Trait, the nearest enemy model within 5” is also hit by the same Attack.
- Ritual
- By declaring Ritual, a model can immediately cast a Conjuration Spell (without any roll required) or some Spells that can only be cast with the Ritual Action.
- Rogue
- Once per Activation, on at least one successful Hit against the target, a Rogue may perform one AG roll.
- Run
- The model may move a distance of up to its doubled Speed value.
S
- Secret/Private Information
- Information that does not need to be disclosed to other players.
- Sentinel
- In their Reactive Role, Sentinels may gain +1 Strike when performing an Attack.
- Sequence
- Abbreviation for Activation Sequence (see page 41). One Activation Sequence consists of an Active model activating, performing a Movement, getting reacted to by the Reactive models, performing an Action and resolving the situation.
- Shrouded
- While a model is in this State, it is represented on the field by a Shrouded token.
- Slowed
- A model in this State has halved SPD.
- Snipe
- STK of an Attack using this ability is 1 and cannot be modified.
- Soga
- This faction will allow the commander to quickly bridge the gap to the opponent and in most cases, this is advised as most models of the Empire excel in close combat. Beware of Ranged Attacks and plan your advance around these. Use the advantages of the weapons with longer reach such as polearms or greatswords and the variety of combat arts of the models. THE COALITION OF THENION Thenrin are not familiar with the concept of professional standing armies, which reflects in their play. The coalition’s fighters are the fastest and most mobile, excelling at roguish and guerrilla tactics. They should allow their commander to engage the enemy from multiple directions, and employ all sorts of cunning and stealth against them. Take note, however, that thenian parties are not particularly resilient, which should be taken into account when devising the strategies and tactics.
- Soldier
- Soldiers gain +1 Offense, +1 Defense, +1 Accuracy, +1 Intellect, and +1 Morale for each other Soldier from the same Party within their Awareness that is not in the Incapacitated or Dead State, up to a maximum of +3.
- Sorcerer
- In their Active Role, when casting a Sorcery-Type Spell, a Sorcerer may Reroll up to 1 failed roll.
- Special Actions
- Special Actions are situational actions with their own conditions.
- Special Movement
- Special Movement covers movement types beyond the default.
- Spellbound (X)
- A model or Item with this Trait is enchanted by the Enchantment Spell listed in brackets.
- Spellcasting
- Another word for Casting Spells.
- Spellcraft
- Knowledge of magic and Spells.
- Stagger
- A model that suffers a Hit with this Trait loses 1 Activation Point (until the end of the turn).
- Stealth
- If this model activates or enters an enemy’s Awareness, that enemy cannot declare a Reaction unless it has LoS to this model.
- Strategist
- This model can use two Stratagems of different names in its Strategic Phase.
- Strike
- The number of rolls a model can perform when targeting either a foe or an ally with the Attack or Assist Actions. Oftentimes, when performing an Attack/Assist, the roll itself can also be called a Strike.
- Stun
- A model that suffers at least one Wound with this Trait must perform a T roll.
- Summoner
- A Summoner can start the game with a Tier II or lower summoned creature in its Awareness area, which could be brought to the field by one of the Conjuration Spells available to them (with no roll nor spending of an Activation Point requi…
- Surprise Attack
- An Attack with this Trait halves the target model’s OFF, DEF, ACC, AG, and INT until the end of the Activation Sequence.
- Survival (X Environment)
- This model is unaffected by the X Environment.
- Sweep I/II
- On a successful Attack roll, all models within this model’s LoS and Melee RCH suffer a Hit.
T
- Tactician
- The Deployment Zone of the party in which this model is present is extended for 5 inches (towards the middle of the field).
- Target
- The model that is targeted.
- Targetless
- In the Active Role, an Attack with this Trait does not require a model as a target.
- Taunt
- This Skill can only be used during Movement.
- Thenion
- Most models of the Coalition excel at ambushing and guerrilla tactics. Take advantage of the various abilities that can help conceal your models from the enemy, such as Stealth. The models are very mobile and quick; they can be used to Attack from long or close combat and quickly retreat to safety. Take clad and are not very resilient to attacks.
- Throwing
- An Item with this Trait enables a Ranged Attack with RCH equal to the user’s T.
- Tipson Playing Coalitionof
- Tipson Playingthe Empireof
- Todeclare
- To irrevocably commit or decide something. (For example, to declare an Attack means that the model will perform an Attack no matter what. This cannot be changed after the declaration was clearly set.)
- Totarget
- To designate a certain model to be the taget (often of an Attack or other Action). Sometimes a part of terrain or scenery can be targeted instead of a model.
- Tracking
- This model gains +3 to Perceive and Uncover (Actions).
- Trade
- A model performing this Action can exchange any number of Items in its Inventory with the allied model, if they are in Base Contact.
- Trample
- When this model declares Run, it can move through any model of smaller Size.
- Two-Handed
- A Weapon with this Trait cannot be used with an equipped Shield or another Weapon.
U
- Uncover
- By passing a halved Intellect roll, the Hidden State of all enemy models or Items within this model’s Awareness is canceled.
- Undead
- This model cannot be affected by Poisoned, Weakened, Bleeding, or Panicked (States).
- Unkeen
- If a model would suffer a Wound with this Trait, it must first perform a T roll.
- Unstoppable
- If the target of an Attack Action is smaller, Confrontation does not occur.
- Unwieldy
- When used by a Size: Medium or a smaller model, STK of this Item can never exceed 1.
V
- Value (attributevalue)
- the number that represents something, commonly a stat (statistic) found in the profiles.
- Vigilance
- This model is immune to the Surprise Attack Trait, has a 360° Front arc, and no Back arc.
- Vitalist
- Vitalists can cast Healing-Type Spells on allied models that are not in the Incapacitated or Dead State without having to perform a roll.
W
- Walk
- This is the most common type of Movement.
- Warrior
- During their Strategic Phase, a Warrior may shift to a Defensive Stance; the player indicates this by placing a Defensive Stance token next to the model.
- Watchful
- This model receives double AP in its Reactive Role.
- Weakened
- A model in this State has halved Toughness, and -1 Stamina.
- Weakening
- If this model suffers a Wound with this Trait, it becomes Weakened (State).
- Wearer
- The model with an equipped Item in question. (X) A variable, that can be found with some abilities and Effects. Throughout the text of a certain ability or Effect, the X is substituted with a word (commonly a number, Trait, Size, Type, etc.) found in the brackets of that ability on the model’s profile. FACTIONS & THEIR PLAY-STYLES THE EMPIRE OF SOGA The Empire boasts the best military equipment, which will delight any commander. The Empire’s warriors and combatants are widely known for their martial prowess, and are heavily trained in physical combat. Their widely-available armor makes them the most resilient of the four dominant factions; they are sturdy enough to face mostly anything quite head-on. Because of this, the faction is the most straightforward in its playstyle, however, it truly shines under a capable command. Because the Empire’s models have the least magical support, their commander might have to be careful of some more unusual magical shenanigans.
- Wizard
- When casting a Spell of the Elder Element, a Wizard may Reroll up to 1 failed roll.
Source: Eldfall Chronicles Rulebook v1.6, p. 98.