Reactions
\ Reactions allow the Reactive Player to respond to the Activated model's actions by spending Activation Points. A Reaction can only be a Normal Action.
Source: Eldfall Chronicles Rulebook v1.6, p.41–43.
Core Rules
Who Can React
- Only models in the Reactive Role can declare Reactions.
- A reacting model must spend 1 Activation Point to declare a Reaction.
- A model may only target the Activated model with its Reaction — never another model.
- More than one reactive model can react against the same Activated model in a single Activation Sequence.
When to Declare
Reactions are declared during the Reaction Step (Step 3 of the Activation Sequence):
- The Reactive Player declares which models react and against which Activated model.
- Each reacting model declares its Normal Action.
- If the Reaction is an Attack, the Reactive Player must also declare: the type of attack (Melee or Ranged), which Items, Skills, or Combat Arts are used.
LoS Requirement
- A Reaction normally requires Line of Sight towards the Activated model at any point during its Movement.
- Exception — Dodge: A model may declare Dodge even without LoS, as long as the Activated model is within its Awareness.
- Exception — Dodge without LoS: If the reacting model never had LoS during the Movement Step, the Dodge must be performed with halved Agility.
Available Reactions (Normal Actions)
| Reaction | Requires LoS? | Requires Awareness? | Notes |
|---|---|---|---|
| Attack (Melee) | Yes | — | Target must be within Melee RCH. Triggers Confrontation if Active model also attacks. |
| Attack (Ranged) | Yes | — | Must specify exact point on movement path where the attack is targeted. |
| Dodge | No (Awareness only) | Yes | AG roll. No LoS needed if target within Awareness — but AG is halved if LoS was never established. |
| Assist (self only) | — | — | When Engaged, a model may only Assist itself. |
| Perceive | Yes | Within Awareness | INT roll to reveal a Shrouded or Hidden token. |
| Nothing | — | — | The model spends 1 AP but does nothing. Mandatory when unable to react. |
| Interact | — | Base Contact | Model must be in Base Contact with the quest object. |
| Trade | — | Base Contact | Exchange Items with an ally in Base Contact. |
Attack of Opportunity
A special form of reactive Attack declared during the Activated model's Movement Step (before it ends), rather than in the Reaction Step.
When to Declare
If the Activated model moves within the Reach of a reactive model's Melee Weapon, the reactive model may declare an Attack of Opportunity at that point along the movement path.
- Declare the Attack of Opportunity at the moment the Activated model enters your Reach.
- Then measure Reach to confirm — if the model is not within Reach, the Attack does not apply.
- If the Activated model is within Reach, the Attack proceeds.
Note (Assisted/Standard measuring mode): The Reactive Player may measure before declaring.
Note (Realism mode): The Reactive Player must declare before measuring.
Restrictions
- A Ranged Attack of Opportunity is also valid while the enemy is moving toward you.
- If an Attack of Opportunity is declared (even if it fails), the model cannot declare a different Reaction in the same Activation Sequence.
- All attack modifiers (Cover, RCH, etc.) still apply to Attacks of Opportunity.
Reaction Against Shrouded or Flying Models
If a reacting model has declared Dodge or Perceive and the Activated model:
...the reacting model may change its Dodge/Perceive declaration to an Attack immediately after the Activated model's Action Step.
Restrictions by State
| State | Can React? | Allowed Reactions | Restrictions |
|---|---|---|---|
| Engaged | Yes | Melee Attack, Dodge, Assist (self only) | Cannot use Ranged Attack while Engaged. Cannot react against models outside Awareness. |
| Crouched | Yes | Any Normal Action | Normal restrictions apply; STK is 1. |
| Flying | Yes | Any Normal Action | LoS to all models always established; cannot Engage/be Engaged. |
| Shrouded | Yes | Dodge (no target required) | Cannot be targeted by Actions other than Perceive. Dodge is valid as it has no target. |
| Blinded | Yes | Assist, Dodge, Nothing only | No LoS — cannot declare Attack or Perceive. |
| Panicked | Yes | Dodge (toward field edge) or Nothing only | On a failed M roll in Reactive Role: may only Dodge toward nearest field edge or Nothing. |
| Immobilized | Yes | Dodge (using AG or T), Nothing | Cannot perform Movement after Dodge. Dodge may be performed with AG or T. |
| Incapacitated | No | — | Cannot perform Activations or Reactions. |
| Dead | No | — | Cannot perform Activations or Reactions. |
| Confused | Yes | Any Normal Action | All stats halved (OFF, DEF, ACC, AG, INT, M). |
| Weakened | Yes | Any Normal Action | T halved, −1 Stamina. |
| Slowed | Yes | Any Normal Action | SPD halved (affects Dodge movement distance). |
| Fatigued | Yes | Any Normal Action | Cannot regain AP during Upkeep Phase. |
| Bleeding | Yes | Any Normal Action | Must perform T roll each Strategic Phase (not Reaction step). |
| Poisoned | Yes | Any Normal Action | Must perform T−6 roll each Strategic Phase (not Reaction step). |
| Crippled | Yes | Any Normal Action | SPD and AG halved. |
Notes
- A reactive model cannot react against models outside its Awareness, even when Engaged.
- When both Active and Reactive models declare Dodge simultaneously, the Active player chooses the resolution order.
- Foresight allows a model that did not declare a Reaction in the Reaction Step to declare one during the Action Step instead, after the Active model has declared its Action.