Eldfall Chronicles — Codex
A Skirmish Miniatures Wargame · Core Rules v1.6

Eldfall Chronicles
Skirmish Codex

Warbands of adventurers clash across the fractured world of Calad. This is a browsable reference build of the official core rulebook — every Skill, Trait, State, Class and Environment searchable in one place, alongside the full flow of play from deployment to duel.

112-page rulebook, distilled Search across 140+ rules terms Created by Freecompany d.o.o.
Foreword

Welcome to Calad

Welcome to Eldfall Chronicles, a skirmish game set in the fantastical world of Calad. Here, players lead bands of adventurers on dangerous quests in pursuit of glory, treasure, and their own ambitions. Handpicked individuals from across the realms come together to forge stories of conflict and discovery.

Whether facing one another in tactical skirmishes or joining forces against the game itself, players must rely on skill and cunning to overcome the challenges ahead. Victory belongs not only to the strongest force, but to the player who best adapts to the unfolding battle.

Before each game, players agree on a quest and a point limit, then recruit, equip, and customize their party from a wide range of models and upgrades. Once warbands are assembled and the battlefield prepared, initiative determines the order of deployment and play, and the battle begins.

At the heart of Eldfall Chronicles lies a dynamic system of activations and reactions. As the active player directs their models across the battlefield, opponents can react to their movements, disrupting plans, seizing opportunities, and turning even the simplest maneuver into a tense encounter. Every decision matters, from positioning to choosing when to commit to combat or press on toward an objective.

The rules that follow contain everything needed to play the Eldfall Chronicles skirmish wargame. We encourage you to read through them to familiarize yourself with the game’s unique flow and mechanics before embarking on your first quest.

The adventure does not end on the skirmish battlefield. Be sure to explore the Dungeon Crawl mode of Eldfall Chronicles, where unlikely heroes embark on perilous journeys shaped by player choice. Narrative progression, ancient secrets, and legendary foes await those bold enough to carve their own path through the Chronicles.

Introduction

What is Eldfall Chronicles?

Eldfall Chronicles — Skirmish Miniatures Wargame is a tactical tabletop game focused on small warband battles. Each player commands a compact force of adventurers — typically 3 to 6 models — undertaking quest-driven scenarios.

Rival factions compete for dominance across the world of Calad. Explore their lore, discover their unique playstyles, and choose the one you will lead.

Play competitively, cooperatively, or solo. Monsters, as well as other models, can use Hostile Behavior rules, allowing you to play against the game itself.

The game features dynamic, reactive combat where every action can be answered, keeping both players constantly engaged. Games are fast-paced and balanced, designed for both new and experienced players, with most matches lasting 30–60 minutes.

Battlefields can be set up in any style, though tournament games are typically played on a 3′ × 3′ area.

The Skirmish Wargame is ideal for competitive 1v1 play. Each season features its own leaderboards and evolving competitive Quests.

Core Game Elements

Core Game Elements

A model is an individual entity with its own profile, represented by a miniature or a token on the field. Models represent the individuals and adventurers that have roles or professions in the world of Eldfall Chronicles — each has unique characteristics, pros and cons, skills, weapons, synergies with other party members and fighting styles. Each one is suited to different tasks, excels in different situations, and allows for a different approach.

Models & Model Profiles

A model profile indicates the capabilities of the model it represents — its stats, attributes and abilities. Below is what every field on a profile card means.

  1. Name — the name of the model.
  2. Class — each model is assigned at least one Class, which to an extent defines its role on the field. (See the Classes list.)
  3. Attributes — a model’s default capabilities, also called “stats.” The likelihood of a dice roll’s success is primarily based on the model’s attribute value.
  4. Size — the model’s volume on the field, represented by a corresponding Hitbox. From smallest to largest: Small (S, 25×25mm) < Medium (M, 32×45mm) < Large (L, 40×45mm) < Huge (H, 50×50mm) < Gigantic (G, 60×60mm) < Colossal (C, 80×80mm) < Monstrous/Epic (E, 100×100mm). The Hitbox is cylindrical, the same width as the model’s base and a height defined by its Size — it matters for narrow spaces, elevation and, most importantly, drawing Line of Sight.
  5. Recruitment Cost — the amount of Recruitment Points (RP) a player must spend to recruit the model into a Party.
  6. Limit — how many models of the same profile can be recruited into a single Party.
  7. Traits — passive abilities always in effect while the model is present on the field, applied automatically and unable to be disregarded volitionally. Some Traits have multiple levels (shown with roman numerals) — a higher level automatically grants the effects of all lower levels, and the effects stack. (See the Traits list.)
  8. Skills — optional abilities a model can use and benefit from in certain situations; a model cannot use the same Skill more than once per Activation. Skills can also have stacking levels. (See the Skills list.)
  9. Combat Arts — a form of combat the model has mastered, organized into leveled charts. A model has access to all levels up to its listed level, but may only apply the effect of one level to a single Attack, and may only select one Combat Art at a time if it has access to several.
  10. Spellcraft — access to Spells organized into leveled charts, though a model can only cast Spells of an Element it has Affinity for.
  11. Special — unique abilities specific to that model, displayed directly on its card.
  12. Stratagems — abilities only the Party Leader may use, once per Strategic Phase. Authority Stratagems affect your own models; Subterfuge Stratagems affect enemy models. Unless stated otherwise, a Stratagem’s effect lasts until the player’s next Strategic Phase, and Stratagems have infinite Reach. Models without the same Affiliation as the Leader cannot benefit from that Leader’s Authority Stratagems.
  13. Inventory (X) — the available carrying space for Items; X is the total weight or number of Items the model can carry. Exceeding it makes the model over-encumbered (no Movement or Special Action). Dropped Items become a Cache/Loot token in Base Contact with the model, recoverable via Interact.
  14. Items — grant various abilities. A model may only have one Item equipped per Item Category at a time, and may equip/unequip once per Activation or Reaction. Items are grouped into four categories: Weapons (give an Attack Reach, Power, Strike and other effects), Shields (a passive effect when equipped, or usable to make an Attack instead of a Weapon), Accessories (a passive effect when equipped), and Consumables (discarded after use, only one of the same name usable at a time).
  15. Affiliation — the banner or crest showing which faction(s) the model may be recruited into. Neutral models can join any faction; some models have a split banner allowing recruitment by two factions.
Hint: When in doubt, after a Movement or Action is declared, a player can substitute the selected model with a cut-out Hitbox of the corresponding Size to confirm the validity of Movement, Line of Sight or an Attack.

Weapon & Item Table Examples

NameEffectPWRCHSTKTypeQTYWGT
SwordT1”Melee, Weapon11
Short BowTwo-HandedT0-20”:0 / 21-40”:−6Melee, Ranged12
Staff of Sorceries+1 Strike casting SorceriesAccessory12
Shield−3 to incoming frontal Melee, +3 ARM vs frontal Ranged0”Melee, Shield12
GrapeshotTargetless, PW 12, AoE: Circular L12Equal to user’s Toughness1Ranged, Consumable30

The Sword, for instance, is a Weapon with no particular effect, capable of hitting targets up to 1” away and rolling a number of Strikes equal to the wielder’s Stamina. The Short Bow is Ranged and imposes a −6 Accuracy penalty beyond 20 inches.

Dice Rolls

Whenever a model performs an Action that requires a roll, the player rolls a 20-sided die (D20) and compares the result to the model’s modified attribute.

  • Attribute roll — succeeds if the result is equal to or lower than the modified attribute.
  • Attack roll — a model rolls a number of dice equal to its Strike (STK). Each roll succeeds if it is equal to or lower than the modified attribute used for the Attack, and was not canceled during a Confrontation. Each success generates one Hit, which then requires a Damage roll.
  • Damage roll — roll a number of dice equal to the number of Hits. Each die equal to or lower than the Weapon’s Power (PW) minus the target’s Armor (ARM) causes one Wound.
  • Reroll — some abilities let a player reroll a selected number of dice, completely negating the previous result.
Example: Onitaoshi has AG 10 but suffers a −3 modifier, making her modified AG 7 — she must roll 7 or less to successfully Dodge.

Modifiers

Modifiers alter a model’s attribute and are numbers added to or subtracted from its default value — all applicable bonuses and penalties stack cumulatively, and are applied after an Action is declared but before rolls are made.

If modifiers reduce an attribute to 0, the Action automatically fails (except Damage rolls) — an attribute cannot go below 0. If raised above 20, a roll of 20 becomes a Critical Hit. When halving or doubling, first apply any flat modifiers, then halve or double, rounding up; if an attribute would be both halved and doubled, the two cancel out.

Distance & Measurement

All distances are measured in inches, normally after the relevant Movement, Action or Reaction has been declared. The distance between models is measured in a straight line from the closest points of their Hitboxes; Movement distance is always measured from the same part of the model’s base.

Before the game, players agree on a mode of measuring:

  • Assisted Mode — players may pre-measure any distance.
  • Standard Mode — pre-measuring is limited to a model’s Awareness and the activated model’s Movement distance; AoE templates cannot be pre-placed.
  • Realism Mode — no pre-measuring is allowed at all; measuring must strictly follow the performed Action or Movement.

Base Contact defines a situation where a model’s Hitbox physically touches another model’s Hitbox, a token, or a piece of scenery. A model is always in Base Contact with itself.

Movement, Line of Sight & Reach

There are two kinds of Movement: Normal Movement and Special Movement (see the List of Movement). A player may only voluntarily move or place models on non-vertical surfaces unless declaring Climb or Jump, or using a relevant Ability. A model’s Movement automatically ends if it enters Base Contact with an enemy model, and it may never end its Movement with its Hitbox inside another model’s Hitbox.

While moving, a model can rotate and has 360° Line of Sight, and can move through allied (but not enemy) models. A Ladder — a predetermined set of rungs or holds — can be climbed without declaring the Climb Special Movement. Moving vertically up a ladder or over a surface narrower than the model’s base costs double Movement.

A model’s Hitbox is divided from the top into a Front and Back arc, each 180°. Line of Sight (LoS) exists between two models if an unobstructed straight line can be drawn between points on their Hitboxes; it can be obscured by other models (including allies) or scenery. Unless specified otherwise, a model can only draw LoS from its Front arc.

Awareness is a radius around a model, in inches, equal to its Agility value, measured from the base’s edge — used to determine what a model perceives around it.

Reach (RCH) is the distance at which an Item, Ability or Spell can be used, measured from anywhere on the model’s Hitbox. RCH 0” items can only be used in Base Contact. Ranged Weapons often list multiple RCH intervals, each with its own Accuracy modifier.

Example: A Short Bow with RCH 0–20”:0; 21–40”:−6 is unmodified within 20 inches, suffers −6 between 21 and 40, and cannot hit beyond 40 inches at all.

Casting Aura is an area equal to the caster’s Awareness in which some Spells can be cast even without LoS — though the casting attribute then suffers a halving modifier, and such Attacks cannot benefit from Cover.

States & Actions (Overview)

A State represents a condition affecting a model — a model can be in more than one State at a time, though States of the same name cannot stack. See the full List of States.

Models declare either Normal Actions or Special Actions. Normal Actions can be declared in both the Active and Reactive Role (and, unless stated otherwise, all Normal Actions can be declared as a Reaction). To declare a Special Action, a model must first declare Idle during its Movement Step — Special Actions cannot be declared as a Reaction.

RoleMovementAction
ActiveNormal MovementNormal Action
ActiveIdleSpecial Action
ActiveSpecial MovementNothing
ReactiveNormal Action

Activation Points (AP) are a resource generated from a model’s Stamina and spent to activate or react with it. See Playing the Game for the full allocation rules. The Active Player’s models perform the Active Role via Activations; the Reactive Player’s models perform the Reactive Role via Reactions.

Templates & Area of Effect

Some Abilities, Spells or Items have an Area of Effect (AoE). A player places a template over the affected area; it affects all models whose Hitboxes are at least partially covered (the main target must be fully covered). A model hit under multiple templates suffers each effect separately, and may still avoid Hits with a successful Dodge even after a template is placed successfully.

  • Circular (S/L) — the target must be fully covered; also affects models 3” above/below the surface. Requires LoS from the template’s center. Small template: 70mm diameter. Large: 120mm diameter.
  • Spray (S/L) — placed with its narrow end in Base Contact with the attacker; can also affect models up to 5” above or below. Requires LoS from the attacker. Small length: 213mm. Large: 260mm.

Strikes, Hits & Critical Hits

The Strike value (STK) specifies the number of dice rolled for an Action with a given Item, Spell or Ability. In the Reactive Role, a model’s default Strike becomes 1 (unless stated otherwise), and Strike can never be modified below 1. In the Active Role, if Strike is greater than 1, the Active model may distribute its Strikes among multiple targets.

A successful Attack roll delivers a Hit, which requires a Damage roll to become a Wound. A model may rotate and adjust its LoS after suffering a Hit. If a model uses an Ability that places templates and has Strike greater than 1, it may place a number of templates equal to its Strike and distribute them among targets.

A Critical Hit occurs when an Attack roll result is 1. It reduces the target’s Armor to 0 for that Hit only, and automatically beats all opposing Confrontation roll results. If both sides score a Critical Hit, both suffer the Hit.

Confrontation

Confrontation occurs only when two or more opposing models declare an Attack against one another. Confrontation rolls (parrying, blocking, counter-attacking) are made simultaneously; each successful roll negates all enemy rolls with an equal or lower result. Only the model with one or more successful Confrontation rolls higher than the enemy’s wins, dealing damage. After all rolls, the Reactive Player applies any rerolls first, then the Active Player.

Example: Model A (Strike 2, attribute 13) attacks Model B (Strike 1, attribute 12). B rolls an 8; A rolls a 6 and an 11. B’s 8 negates A’s 6, but A’s 11 is higher than B’s 8 and within A’s attribute — so A wins the Confrontation, delivering 1 Hit to B, and B’s Attack is negated.

Damage & Wounds

For every Hit dealt, the attacker performs a Damage roll; a success causes one Wound, costing the target 1 HP. A model cannot suffer more Wounds than its HP. A model whose HP reaches 0 becomes Incapacitated at the end of the Activation Sequence; if an Incapacitated model suffers another Wound, it becomes Dead instead.

Fall Damage — if a model falls from a higher to a lower surface (without using Climb) for a distance greater than its halved Speed, it must perform an Agility roll for every interval of that halved Speed value, suffering a Wound for each failed roll.

Example: A model with Speed 6 falls; it rolls Agility for every 3 inches fallen — a 5” fall requires one roll, a 6” fall requires two.
Core Game Elements

Spells & Magic

Spells are a focused representation of magic. Wielders of magic channel raw mana from the elements or Items and shape it into unique forms known as Spells. Using a Spell is called Casting; the model doing so is the Caster. Unless stated otherwise, the caster uses its Intellect attribute when casting, and must have an Affinity (Element) matching the Spell’s element.

In the Active Role, if a Spell has Strike greater than 1, the Caster may choose multiple targets (except when casting Conjuration Spells). A model can only cast one Spell at a time, and cannot cast Spells while its “both hands full” (e.g. Shield plus Weapon, or two Weapons, or a Two-Handed Weapon equipped).

Mana Counters

Mana Counters represent the energy required for casting Spells, spent to cover the price of Conjuration-type or other powerful Spells. In the Active Role, a Mage can convert Activation Points into Mana Counters 1:1 and place them in a personal pool — Mana Counters are cumulative and do not disappear at the end of the turn.

The 5 Types of Spells

  • Sorcery — short-lasting, destructive effects. Unless stated otherwise, lasts until the end of the Activation Sequence.
  • Healing — short-lasting, restorative effects, castable only in the caster’s Active Role. Lasts until the end of the Activation Sequence unless stated otherwise.
  • Enchantment — extended-duration Spells that bolster or weaken the target, castable only in the Active Role. Lasts until the caster’s next Strategic Phase unless stated otherwise, cannot be prevented with a Dodge, and a model can only be enchanted by one instance of the same-named Enchantment at a time. If the Enchantment’s Power is the ✦ symbol, the enchanted model’s Attacks gain the Spell Type for the duration.
  • Transmutation — permanent Spells that affect the environment, remaining on the field until removed or destroyed. If a Transmutation lists an Armor value, it can be targeted and destroyed with a successful Damage roll.
  • Conjuration — summon a creature to the field under the caster’s command, cast only via the Ritual Special Action. The creature immediately receives AP equal to its Stamina and is treated both as a model and as a Conjuration-Type Spell. Conjuration Spells have a Mana Cost (X) Trait — the caster spends X Mana Counters to cast. Summoned creatures have a Summoning Limit equal to their Tier; a caster cannot cast more Conjuration Spells once the combined Summoning Limit of its creatures on the field equals or exceeds its modified Stamina (though a cast that pushes it over that threshold from below is allowed). During its Strategic Phase, a caster may voluntarily dismiss a summoned creature, removing it instantly. If the caster becomes Incapacitated or Dead, its summoned creatures are removed at the end of the Activation Sequence.
Example: A caster with Stamina 2 that has already summoned two Tier I creatures cannot summon more until the combined Summoning Limit on the field drops below its modified Stamina again.
Playing the Game

Playing the Game

After familiarizing yourself with the core game elements, here is how to set up and run a game — step by step.

Game Setup

Quest Selection

First, select a Quest with the other players. The Quest impacts gameplay by setting the circumstances, goal, end conditions and other variables. The full collection of Quests is available online at eldfall-chronicles.com under “Resources.”

Determine the Game Size

The Game Size defines the amount of Recruitment Points (RP) each player has to assemble and outfit their Party — decided before play begins. Each recruitable model has its own Recruitment Cost.

Hint: The recommended Game Size for starting players is 60 pts (normally 3 models with some spare points for Upgrades). Try larger games too (60–90+ pts). Competitive Play is played at 85 pts.

Creating a Party

A party consists of a group of models belonging to a single player. First choose a Faction, then choose your models — each belongs to a specific Faction shown on its Model Profile. You may enlist models from your chosen Faction plus Neutral models; at least one enlisted model must be affiliated with the selected Faction (or, if you choose the Neutral Faction, you may only enlist Neutral models and purchase only Neutral Upgrades). The number of same-named models cannot exceed their Limit, and a single party may contain up to 10 models. Parties are created in private.

Leader

After assembling your party, assign the status of party Leader to one of its models. As long as the Leader is not Incapacitated or Dead, the controlling player may use Stratagems during their Strategic Phase.

Upgrades

When creating a party, you may purchase Upgrades and assign them to models during Deployment, using any remaining Recruitment Points — the combined point value of party members and Upgrades must not exceed the Game Size. A player may only purchase Neutral Upgrades and Upgrades of their chosen Faction, up to each Upgrade’s specified Limit, and may assign up to one Upgrade per model (never two of the same name). See the full Upgrades reference.

Field Setup

After Quest, Game Size and parties are settled, set up the playing field — any wargaming terrain can be used.

Hint: For standard play, use 3D scenery of varying heights and a 36×36-inch field — this balances ranged and melee combat well for parties of 3 to 5 models. Larger fields favor ranged models; smaller fields favor melee models that can close the distance quickly.

Player Count (Optional)

The core rules are written mainly for two players but apply generally to solo and multiplayer play — see the Solo and Multiplayer supplementary rules online, which are mandatory for tournaments, competitions and other organized play.

Format of Play (Optional)

  • Rivalry — party creation as per the core rules.
  • Guildsworn — you assume the role of an Adventurers’ Guild member; Affiliation doesn’t matter and you may recruit from any Faction, but all models have Limit 1. Authority Stratagems affect all your party members regardless of Affiliation, though this doesn’t extend to an allied player’s party.

Initiative Check & Deployment

After field setup, all players perform an Initiative Check: roll a single die and add the Party Leader’s Morale value. The higher sum wins the initiative and chooses one of the following (the other is left to the other player):

  • Turn order — choose who becomes the 1st Player (Active first). Players deploy in the same order.
  • Deployment position — choose which Deployment Zone to occupy, and whether players deploy their whole party at once or interchangeably, one model at a time. Party lists are revealed after deployment.

Deployment Zones are imaginary belts measured from opposing table edges, commonly 8 inches wide (Quest-dependent). A model can only be deployed where at least half its base fully fits, and may be deployed Crouched, Flying or Mounted. Once all players have deployed, the game begins.

Playing the Game

Game Sequence

A game consists of a number of rounds, each divided into a turn for each player. After both/all turns are complete, the round ends and a new one begins.

The Turn Phase

In the first turn of a round, the 1st Player assumes the Active Role and the 2nd Player (or all others) the Reactive Role; roles then alternate each turn. The Active Player carries out four phases:

PhaseWhat happens
I. Strategic PhaseModels may declare use of applicable Abilities, Items or Stratagems in any order. A Leader’s Stratagems can only be declared here.
II. Upkeep PhaseAll players allocate Activation Points to all eligible models, equal to their Stamina values.
III. Tactical PhaseConsists of multiple Activation Sequences — the Active Player activates models by spending AP; the Reactive Player spends AP to react. Ends when the Active Player has no eligible models left, or chooses to stop.
IV. End PhaseApplicable effects resolve; both players discard unspent Activation Points, then Roles exchange.
You do not have to activate every model, in any particular order, and a model’s Activation Points don’t have to be spent in succession.

Tactical Phase — The Activation Sequence

An Activation Sequence occurs with every Activation during the Tactical Phase, in five steps:

  1. Activation Step — the Active Player activates a model by spending one Activation Point.
  2. Movement Step — the model declares Normal or Special Movement (declaring relevant Skills such as Dash, Climbing, Leap, Flight or Flicker). It may enter or cancel Crouched at the start or end of Movement.
  3. Reaction Step — the Reactive Player declares which of their models react, if any, and what Normal Action each performs. More than one model may react. A model may only target the activated model with a Reaction Attack.
  4. Action Step — the activated model declares a Normal or Special Action.
  5. Resolution Step — modifiers are applied, all necessary rolls performed, and damage/effects/States resolved simultaneously and in Active-Player-chosen order where needed.

Reaction & Attack of Opportunity

In its Reactive Role, a model may declare Reaction and react to an activated model by spending an Activation Point — Reaction can only be a Normal Action, and requires LoS toward the activated model at some point during its Movement (or Awareness suffices for a Dodge without LoS).

Attack of Opportunity — if an activated enemy model moves within Reach mid-Movement, the reactive model may declare Reaction at that point and attempt an Attack against it. If it turns out the model wasn’t actually within Reach, the Attack simply fails — but the reacting model still cannot declare a different Reaction this Sequence. A Ranged Attack of Opportunity can be declared while the activated model is still approaching; if it then declares a Melee Attack, this triggers a Confrontation.

If a reacting model declared Dodge or Perceive and has LoS to an activated enemy that then attacks while Shrouded or Flying, it may change its declaration to an Attack immediately after the enemy’s Action Step.

Resolution Step & a Worked Example

During Resolution, players carry out any Confrontation rolls, models that scored Hits perform Damage rolls, and models that suffered Hits may attempt their own prevention rolls. Wounds and their resulting effects/States are applied last, and simultaneous conflicts are resolved in the Active Player’s chosen order.

Worked example: Mark activates his Ranger Guild-Hunter and Walks into LoS of Anna’s Faris Outrider. During the Reaction Step, Anna spends an AP to declare Dodge with the Outrider. Mark declares an Attack with the Ranger’s Bow. In Resolution, Anna rolls a 14 for Dodge — higher than the Outrider’s AG, so it fails. Mark’s Bow has STK 2; he rolls an 8 and a 17, and one succeeds against the Ranger’s ACC, scoring 1 Hit. He then rolls a Damage die against PW minus the target’s ARM, rolls a 3, and successfully causes a Wound. Even having failed its Dodge, the Faris may still move up to half its SPD. A Wound token is placed, and the Sequence ends.
Playing the Game

Hostiles

Hostiles are models controlled by the game itself, similarly to an AI. They function like any other model, with their own Profile Cards — but their behavior is defined by a Hostile Behavior card describing the patterns/hierarchy the model follows when controlled by the game.

Turn Order of Hostiles

Hostiles perform their Active Role — the Hostiles turn — after all players have finished their turns, regaining Activation Points during every player’s Upkeep Phase. Players regain AP at the start of every Hostiles turn. Hostiles perform their Reaction Step after the Active Player’s Action Step and before the Resolution Step.

When a Hostile declares an Action targeting a model, it must rotate to face the target directly; if it suffers a Hit, it turns directly toward the attacker (except Construct or Undead I models, which turn on Wound instead). Unless specified otherwise, a Hostile moves via the shortest route and ignores tokens (it would not target a Shrouded token, for instance). Hostiles can pre-measure distances even on Realism mode.

The Hostile Turn

  1. Establish Order of Activations — Hostiles activate by Tier marked on their card, lowest first (Tier I is lowest). Ties are broken by higher Morale, then player decision. Same-Tier Hostiles may interleave their Activations, but must exhaust all AP possible before a higher-Tiered Hostile can activate.
  2. Activate Hostiles — the Activation Sequence is the same as for any model, following the “ACTIVE” or “REACTIVE” section of the Hostile’s card as appropriate.
  3. Follow the Hierarchy of Behaviors — each Behavior lists a highlighted condition and a described response. Check condition 1 first; if unmet, check 2, and so on. If none are met, the Hostile does not activate or react. If several targets fit a condition, the model matching the Hostile’s Target Priority most closely becomes the target (or the nearest enemy, if unclear). In the Reactive Role the target can only be the activated model.
Example Hostile card — the Colossus:

Target Priority: always the farthest enemy model that fits the condition.

Active — Movement Step:
1. If Engaged: walk into Base Contact with the engaging model.
2. If an enemy is in LoS within 6” of Reach: use Taunt, then walk to within 1”.
3. If an enemy is in LoS beyond 6” of Reach: use Taunt, then Run toward it, trampling as many enemy models as possible along the way (skipping the Action Step if it ends in Base Contact).
4. If no enemy is in LoS: rotate 180°.

Active — Action Step: if an enemy is within 1”, Melee Attack with “Hack & Thrash” (favoring the lowest-AG target if several qualify).

Reactive:
1. If targeted by a Ranged Spell Attack: Dodge, then move toward the attacker.
2. If targeted by a Melee Attack without LoS or beyond 1”: Dodge, then move toward the attacker.
3. If targeted by an Attack with LoS and Reach to the attacker: Melee Attack with “Hack & Thrash”.
Playing the Game

Rules in General Effect

Advanced Rules

Optional advanced rules that add tactical depth are published online at eldfall-chronicles.com under “Resources,” and expand with future editions of the game.

Broken Morale

If the number of Alive models in a party falls below half its original size, all its models become Panicked until the end of the game (this reverses if the count rises back above half).

Characters

Models with a specific name are Characters and cannot be assigned Upgrades when creating a party.

End of the Game

Different Quests define their own endgame conditions, but universally: the Quest ends automatically if a player begins their turn with all models Incapacitated or Dead, and, unless specified otherwise, the game ends after the last player’s 5th turn. The winner has the most Victory Points (VP); equal totals result in a draw. Unless stated otherwise, the maximum VP obtainable in a single Quest is 10.

Friendly Fire

If a model delivers a Hit that could damage an allied model, that ally must make a Morale roll or become Panicked until its next Strategic Phase.

Monster Factions

Certain Factions (currently the Oni Clans and Goblin Wartribes) are Monster Factions, separate from the civilized ones. They cannot hire Neutral models and may only use Neutral Upgrades and Schemes.

Priority Over the Core Rules

Abilities, Spells, Items, Upgrades, Class-specific abilities, Stratagems and certain effects take priority over the core rules and may override their restrictions — rules stated on cards or within Spells take precedence.

Recovery Check

During its own Strategic Phase, an Incapacitated model may perform a Toughness roll: on success it regains 1 HP and gains the Weakened State; on failure it remains Incapacitated. If it has a non-Engaged allied model in Base Contact, it may reroll this check once.

Reference Lists

List of Movement

Normal Movement can be freely combined with a Normal Action; Special Movement can only be paired with Nothing during the Action Step.

5 entries

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Idle

The model does not move and remains stationary. The player may rotate the miniature and change its Line of Sight.

Walk

The most common type of Movement — the model may move up to its Speed value.

Climb

Speed is halved (rounded up). Climb allows a model to move over an obstacle, vertical surface, or piece of scenery higher than its Hitbox. A model cannot perform any Action other than Nothing while on a vertical surface — doing so causes it to fall and apply Fall Damage. A model may end its Movement on a vertical surface.

Jump

Used to reach higher or lower ground, cross a gap, or clear an obstacle. A model can jump up to half its Speed value, horizontally, vertically, diagonally or parabolically. If the destination exceeds this distance but the model's Hitbox would still reach the target surface, it pulls itself onto the edge; otherwise it falls (applying Fall Damage if necessary).

Run

The model may move a distance of up to its doubled Speed value.

Reference Lists

List of Actions

Normal Actions

Assist

An activated model may declare Assist, targeting itself or one or more allied models — most commonly used to cast support Spells (Enchantments, Heal, Ward, etc.) among allies. The player declares which Skills, Items or Spells the assisting model uses. Unless stated otherwise, LoS is required when targeting other allies. If Strike is greater than 1, up to that many models may be targeted. If assisting with a Spell, the caster rolls INT for each target up to the Spell’s Strike, and only successful rolls grant the effect.

Attack

An activated or reacting model may declare Attack against one or more enemy models — LoS is required unless stated otherwise. The player declares which Skill(s), Combat Art, and Item or Spell will be used (normally only one Item or Spell). The Attack is Melee or Ranged depending on what’s used. In the Active Role, Strike specifies the number of dice; in the Reactive Role it defaults to 1. A roll succeeds if it’s equal to or lower than the used modified attribute (and, where a Confrontation occurs, also higher than the enemy’s rolls). With Strike greater than 1, an Active attacker may distribute Strikes across multiple targets, resolving Confrontation separately with each.

Melee Attack

Performed with a Melee Item or Spell. A model may always choose to fight unarmed instead. Using a Melee Item, a model uses Offense in its Active Role and Defense in its Reactive Role; using a Spell, it uses Intellect (unless stated otherwise). A model with a Shield may instead perform a Shield Bash.

NameEffectsPWRCHSTKType
UnarmedUnkeenT or AG −301Melee
Shield BashKnockback (1), UnkeenT01Melee

Engaged (State) — if a model ends its Movement or a Phase within an enemy Melee Weapon’s Reach and LoS, it becomes Engaged. While Active and Engaged, it may only declare Idle or Walk (moving directly toward the engaging enemy). While Engaged, it may only declare Melee Attack, Assist (self) or Dodge as its Action. It stops being Engaged by leaving Reach, Disengaging via Dodge, or incapacitating/killing/crouching the enemy. An Engaged model automatically has LoS to whoever is Engaging it, but cannot react to models outside its Awareness.

Ranged Attack

Performed with a Ranged Item or Spell — using Accuracy for Items, Intellect for Spells (unless stated otherwise). During Reaction, a Ranged Attack must specify the exact point along the activated model’s visible path where it is shot.

Cover — a Small/Medium/Large model within 1” of scenery taller than its base that at least partially blocks the attacker’s LoS has Cover. Heavy Cover (object both taller and wider than the model) imposes −4 to the Attacker’s roll; Light Cover (smaller or thinner) imposes −2. A Crouched model always has Light Cover. On elevated ground, partial obscuring from perspective grants Light Cover (or Heavy, if standing behind a solid wall).

Ranged Friendly Fire — targeting an enemy in Base Contact with an ally (without an AoE) imposes a stackable −4 to the shooter for every such ally. A roll of 17–20 instead hits one of those allies (defender’s choice if more than one), suffering Friendly Fire.

Death Blow

“Coup de Grace” — against an Incapacitated model in Base Contact, this Action automatically renders it Dead. No roll required.

Dodge

Performed with a single Agility roll. On success, all non-Critical Hits from the triggering Attack are negated. Declaring Dodge in the Reactive Role requires LoS to the activated model, the activated model being within Awareness, or both — without LoS at any point, the roll uses halved Agility. Whether or not the roll succeeds, the model may then move up to its halved Speed and/or enter or cancel Crouched. Disengage — an Engaged model may cancel that State via Dodge (even on a failed roll). Against multiple simultaneous Attackers, a model rolls Dodge separately against each one.

Interact, Nothing, Perceive, Trade

Interact — while in Base Contact with a Quest-defined object, roll the prescribed attribute against it. Nothing — the model does nothing. Perceive — reveal an enemy model, Spell or Item represented by a token (e.g. Shrouded, Intrigue) within Awareness and LoS by succeeding an Intellect roll. Trade — exchange any number of acquired (non-default) Items with an allied model in Base Contact.

Special Actions

Declaring a Special Action first requires declaring Idle during the Movement Step; Special Actions cannot be declared as a Reaction.

Issue a Duel

Only a model from the player’s original party (not summoned creatures or familiars) may issue a Duel; the opposing player may accept or refuse. If accepted, both dueling models’ AP are restored to their default Stamina and the Duel begins — no other model may activate or react while it lasts (interference automatically loses the duel for the interfering side). The Duel ends when one model becomes Incapacitated or Dead, at which point the game ends too. The winner receives 6 VP; a simultaneous double-defeat is a draw, and both sides receive 3 VP (capped by the Quest’s maximum).

Ritual

Immediately casts a Conjuration Spell (no roll required) or certain Spells restricted to the Ritual Action. When summoning, after paying the Mana Cost, place the creature’s miniature and profile card in Base Contact with the caster.

Uncover

By passing a halved Intellect roll, cancels the Hidden State of all enemy models/Items within this model’s Awareness.

Reference Lists

States

A State represents a condition affecting a model. Tokens or markers can be used to track active States at all times.

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Bleeding

A model in this State must perform a Toughness roll in its every Strategic Phase. A failed roll causes the model to suffer a Wound.

Blinded

A model in this State has no LoS (other than to itself) and cannot perform any Actions other than Assist, Dodge or Nothing.

Confused

A model in this State has halved Offense, Defense, Accuracy, Intellect, Agility and Morale.

Crippled

A model in this State has halved Speed and Agility.

Crouched

The Hitbox of a Crouched model becomes the size and volume of its base. Speed and Armor are halved and its Attack Strike value becomes 1. Crouched models cannot make other models Engaged. During the Movement Step, a model in this State may only declare Walk or Idle. In the Active Role, this State may be voluntarily canceled during the model's Movement Step, or canceled with a Dodge.

Dead

A Dead model's Hitbox becomes the size and volume of its base. It cannot receive Activation Points, cannot perform Activations or Reactions, and unless Stated otherwise cannot use or benefit from any Skills, Traits, Upgrades or Items. It is ignored for scoring and Ranged Friendly Fire, and does not obstruct Movement (though a model may not end its Movement on top of a Dead model). It retains its other States and, unless specified otherwise, cannot regain HP.

Engaged

During the Movement Step in the Active Role, an Engaged model may only declare Idle or Walk — and if it Walks, only directly toward the enemy causing the Engaged State. While Engaged, a model may declare only Melee Attack, Assist (targeting itself) or Dodge. A model stops being Engaged when it leaves the enemy's Melee Reach, Disengages with a Dodge, or renders the enemy Incapacitated, Petrified, Crouched or Dead. An Engaged model automatically has LoS to the models causing it to be Engaged, but cannot react against models outside its Awareness.

Fatigued

A model in this State cannot regain AP during the Upkeep Phase. This State is canceled at the beginning of this model's next Strategic Phase.

Flying

While Flying, the model has doubled Speed, Melee Attack Strike 1, may move over scenery/obstacles/models (or end above them), cannot benefit from Cover, always has LoS to and from all models, cannot become or cause Engaged, and cannot voluntarily become Crouched. It cannot be targeted by Melee Attacks except by other Flying models — but if it attacks a non-Flying model in melee, that model may attack back. Flying is canceled automatically if the model becomes Incapacitated, Dead, Immobilized, Petrified or Crouched.

Immobilized

A model in this State cannot perform any Movement, Special Movement or Special Action. It can be canceled with a successful Dodge (performed with Agility or Toughness) — but while it declares this Dodge it cannot move or enter/cancel Crouched unless the Dodge succeeds.

Incapacitated

When a model's HP reaches 0, it becomes Incapacitated and immediately enters Crouched, retaining all other States. It cannot receive Activation Points or perform Activations/Reactions (though it keeps any AP it already had until the End Phase). This State is canceled if the model regains at least 1 HP. An Incapacitated Leader cannot use Stratagems, and an already-Incapacitated model that suffers another Wound automatically becomes Dead. Unless stated otherwise it cannot use or benefit from Skills, Traits, Upgrades or Items, and is ignored for scoring and Ranged Friendly Fire — though it can still be hit by AoEs or Sweep Attacks.

Panicked

A Panicked model must perform a Morale roll at the start of every Activation or Reaction. If it fails in its Active Role, it must Run its full Movement toward the nearest open table edge (if starting Engaged, it instead declares Idle and Dodge). If its Movement would end past the field edge, it is removed from play and counts as a loss. If it fails in its Reactive Role, it may only declare Dodge toward the edge, or Nothing.

Poisoned

A model in this State must perform a Toughness roll with a -6 modifier in its every Strategic Phase. A failed roll causes the model to suffer a Wound.

Shrouded

The model is represented by a Shrouded token and cannot be targeted by Actions other than Perceive (Dodge, having no target, remains valid against it). The State is automatically canceled if the model declares a Normal Action other than Nothing, or a Special Action — attacking while Shrouded reveals the model but grants its Attack the Surprise Attack Trait. The model's identity and profile are secret information while Shrouded, though it retains all Skills, Traits, Size etc. and has 360° LoS.

Slowed

A model in this State has halved SPD.

Weakened

A model in this State has halved Toughness and -1 Stamina.

Reference Lists

Classes

Each model is assigned at least one Class, defining part of its role on the field.

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Alchemist

Consumables of Alchemists replenish during their Strategic Phase. When casting a Transmutation-Type Spell, an Alchemist may Reroll up to 1 failed roll.

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.

Berserker

Once per turn, if Berserkers would suffer one or more Wounds from Damage roll(s), they may perform a Toughness roll for every Wound they would suffer. A successful roll prevents the corresponding damage.

Creature

Creatures have no particular abilities connected to their Class. However, some Quests may add a specific effect to the Creature Class.

Civilian

Civilians have no particular abilities connected to their Class. However, some Quests may add a specific effect to the Civilian Class.

Druid

Druids gain a +4 modifier when casting Spells of the Earth element, and may choose to cast Spells with either their Intellect or Morale value.

Enchanter

Enchanters may cast Enchantment-Type Spells on allied models without performing a roll.

Mage

When casting a Spell, a Mage may spend an unspent Activation Point to Reroll any number of dice. In the Active Role, a Mage can convert Activation Points into Mana Counters (1:1), placed in its personal pool. Mana Counters are cumulative and do not disappear at the end of the turn.

Marksman

If a Marksman declares Idle during its Movement Step, it gains +4 Accuracy until the end of the Activation Sequence.

Mount

Indicates the model can be mounted by a Rider.

Mystic

Mystics must use the Morale value instead of the Intellect value when casting Spells.

Ranger

In the End Phase of the Active Role, Rangers may perform a Normal Movement (this does not provoke a Reaction).

Rider

A Rider can ride a Mount. When mounted, the profile cards of Mount and Rider connect and influence each other (see Mounted Rules).

Rogue

Once per Activation, on at least one successful Hit against the target, a Rogue may perform one AG roll. On success, the Hit gains Knockdown.

Sentinel

In their Reactive Role, Sentinels may gain +1 Strike when performing an Attack.

Sorcerer

In their Active Role, when casting a Sorcery-Type Spell, a Sorcerer may Reroll up to 1 failed roll.

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 Incapacitated or Dead, up to a maximum of +3.

Summoner

A Summoner can start the game with a Tier II or lower creature already summoned in its Awareness (no roll or AP required). A Summoner may share its Mana Counter pool with other Summoners in the party; if the Summoner is Incapacitated, its accumulated Mana Counters are discarded.

Vitalist

Vitalists can cast Healing-Type Spells on allied models that are not Incapacitated or Dead without performing a roll.

Warrior

During their Strategic Phase, a Warrior may shift to a Defensive Stance (marked with a token). A Warrior in Defensive Stance has Strike 1 in its Active Role and retains its default Strike in its Reactive Role. Defensive Stance lasts until the Warrior's next Strategic Phase unless specified otherwise.

Wizard

When casting a Spell of the Elder Element, a Wizard may Reroll up to 1 failed roll.

Reference Lists

Skills

Optional abilities a model can use and benefit from in certain situations. A model cannot use the same Skill more than once per Activation.

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Backstab

During an Attack against a target lacking LoS to this model, this model's Hits gain +3 PW for that Attack and one Strike automatically becomes a Hit (not included in Confrontation rolls). Resolve other Strikes normally — if this model loses the Confrontation, both models may still score successful Hits.

Chain Attack

Once per Activation Sequence, if an 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), choosing one target if several apply. Not an Activation or Reaction, does not consume AP, ignores Ranged Friendly Fire, and cannot generate further Chain Attacks.

Charm I/II

I: An enemy declaring Reaction against this model must first perform an INT roll — on a failed roll it may only declare Nothing until the end of the Activation Sequence. II: On a failed INT roll it must also Walk toward this model for its full SPD (if able) at the end of the Activation Sequence.

Clairvoyance

In the Reactive Role, this model may declare a Reaction using Casting Aura Spells against enemies within its Awareness without requiring LoS, ignoring LoS restrictions from Environments, the Blinded State and Surprise Attack. In the Active Role, it ignores halving modifiers when casting Spells without LoS.

Climbing

This model may perform the Climb Special Movement as Normal Movement, ignoring related Movement penalties. While Climbing, its SPD is not halved.

Dash

When performing a Run Special Movement, this model may declare an unmodified STK 1 Melee Attack in its Action Step.

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. It may reroll one Melee Attack roll and must choose which Weapon's PW and STK apply during an Attack — applying both Weapons' effects if applicable.

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 (choosing one target if several apply).

Flicker

When declaring Movement, this model may ignore obstacles and other models, moving in any direction including vertically, measured as a straight line. It cannot end Movement on another model or in scenery — if ending mid-air, place it underneath and test for Fall Damage. Enemies can react if they had LoS to the start/end positions or if this model moves into their Awareness.

Flight

The user may enter or cancel the Flying State during its Movement Step, and cannot be affected by Fall Damage. A model cannot enter Flying if it is Engaged.

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, after the Active model has declared its Action.

Hit and Retreat

During its Movement Step, this model may cancel its Engaged State. If it declares an Attack in its Activation, it may perform an additional Walk at the end of the Resolution Step.

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.

Infiltration I/II

During the Deployment Phase. I: Deploy this model up to the middle line of your half of the field. II: Deploy this model anywhere outside the opponent's Deployment Zone.

Leap

This model may perform the Jump Special Movement as Normal Movement. While Jumping, its SPD is not halved.

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 ally and become the new target of the Attack.

Regeneration (X)

During its Strategic Phase, this model may regain 1 HP per Skill level and can cancel Bleeding, Weakened and Crippled (States).

Snipe

Strike of an Attack using this ability is 1 and cannot be modified. This model ignores Cover and Ranged Friendly Fire.

Stealth I/II

I: If this model activates or enters an enemy's Awareness, that enemy cannot declare a Reaction unless it has LoS to this model. II: Deploy this model in Shrouded — if no enemy has LoS, it may re-enter Shrouded during its Strategic Phase.

Taunt

Used only during Movement. All enemy models with LoS to, or with this model in their Awareness, must perform an INT roll — on a failed roll the enemy model must declare a Reaction against this model if possible.

Tracking

This model gains +3 to Perceive and Uncover Actions, does not suffer the INT penalty for Uncover, and may reroll one die when performing Perceive.

Reference Lists

Traits

Passive abilities always in effect while a model is present on the field — applied automatically and impossible to disregard volitionally.

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Acute Senses

This model may perform Perceive and Uncover using AG instead of INT. Its Awareness increases by 3 inches. When Dodging without LoS, its AG is not halved.

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 — for example Fire, Water, Profane, etc.

Armor-Piercing

When making a DMG roll for a Hit with this Trait, subtract only half the target's ARM value.

Bleed

If a model suffers at least one Wound with this Trait, it enters the Bleeding State.

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 from an Attack with this Trait, the attacker may make X DMG Rolls using the same PW as the initial Attack and an ARM value of 0. Each successful roll causes a Wound; if this causes the model to become Dead, it is removed from the field.

Cleave

If a model suffers at least one Wound with this Trait, it suffers an additional Wound.

Construct

This model is unaffected by Surprise Attack, Stagger, Vampirism, Mindgame and Burn, and is immune to Charm and Toxic Environment. It cannot become Panicked, Bleeding, Poisoned, Weakened or Confused. Abilities that let attackers regain HP after dealing a Wound don't affect it, and it can't regain HP from Spells/Skills without the Earth Element. If its HP reaches 0, it is removed from the field.

Continuous

An effect with this Trait remains in play until the end of the Quest or until removed by another effect, regardless of other imposed time durations.

Crippling

If a model suffers at least one Wound with this Trait, it must perform a T roll — a failed roll causes it to become Crippled.

Demon

When this model deals a Wound, the target must perform an M roll; on a failure the target becomes Panicked until the end of the turn (automatic on a Critical Hit). This Attack gains +4 against a Panicked target. Does not affect models with the Demon Trait.

Duelist

The target of this model's Attack cannot use Combat Arts of level III or lower.

Elemental

This model is unaffected by Stagger, Vampirism, Mindgame, the Charm Skill, and Toxic Environment. It cannot enter Bleeding, Poisoned or Weakened. If its HP reaches 0, it is removed from the field.

Elemental Essence (Element)

This model is unaffected by effects from (Element) Attacks (still suffers damage normally), and deals (Element) Spell damage with Melee Attacks using Natural Weapons.

Familiar

When a Creature with this Trait is summoned, the caster gains additional Abilities and stat modifiers listed on the creature's profile. If the caster takes damage and would suffer Wounds, the familiar may be removed instead. Familiars have no Summoning Limit, but the caster may control only one of each named creature.

Fearless

This model cannot become Panicked.

Focus

Spells or Items with this Trait do not require a target — the caster/user becomes the center of the effect, affecting models within the caster's Casting Aura.

Frostbite

If a model suffers at least one Wound with this Trait, it performs a single T roll regardless of the number of Hits; a failed roll causes an additional Wound.

Ignore Armor

A Hit with this Trait reduces the target's ARM to 0 for the DMG roll.

Ignore Shield

Attacks with this Trait ignore the effects of Shields.

Incorporeal

The PW of a Hit lacking the Spell Type or Burn against this model is halved. It ignores Environment rules and Movement penalties, can move through obstacles and vertically, cannot end within an obstacle, and cannot become Engaged.

Inspiring I

Other allied models within this model's Awareness and Affiliation gain +6 M.

Intimidating

Panicked models with LoS toward this model suffer -6 M.

Knockback (X)

During the Resolution Step, a model Hit with this Trait is moved X inches away from the attacker (attacker's choice of direction). Does not affect models two or more Sizes larger than the attacker.

Knockdown

A model that suffers a Hit with this Trait becomes Crouched. Does not affect models two or more Sizes larger than the attacker.

Mana Cost (X)

To cast a Spell with this Trait, the caster must spend Mana Counters equal to X.

Menacing (X)

Models with LoS to this model suffer a -2 M modifier per level of this ability.

Mindgame

A Dodge against an Attack with this Trait uses INT instead of AG. If a model suffers a Mindgame Hit with PW, it rolls INT instead of a Damage roll — a failed roll causes damage.

Poison I/II

I (Weak Poison): a model that suffers a Wound with this Trait becomes Weakened until its next Strategic Phase. II (Strong Poison): the model becomes Weakened and Poisoned.

Resistance I/II (X)

I: The PW of a Hit with (X) Type or Trait against this model is halved. II: Hits and effects from an Attack with (X) Type or Trait are negated.

Resourceful I/II

I: This model may receive 1 additional Upgrade. II: This model may receive another additional Upgrade.

Ricochet (X)

When a model is hit by an Attack with this Trait, the nearest enemy within 5" is also hit by the same Attack, up to X times per Activation Sequence, never hitting the same model twice; ties are all affected.

Spellbound (X)

A model or Item with this Trait is enchanted by the Enchantment Spell listed in brackets, remaining active for the entire game.

Stagger

A model that suffers a Hit with this Trait loses 1 AP until the end of the turn. Does not affect models two or more Sizes larger than the attacker.

Strategist

This model can use two Stratagems of different names in its Strategic Phase.

Stun

A model that suffers at least one Wound with this Trait must perform a T roll — a failure causes it to lose all AP until the end of the turn.

Surprise Attack

An Attack with this Trait halves the target's OFF, DEF, ACC, AG and INT until the end of the Activation Sequence.

Survival (X Environment)

This model is unaffected by the named Environment.

Sweep I/II

I: On a successful Attack roll, all models within this model's LoS and Melee RCH suffer a Hit. II: This model's Front arc becomes 360° for the remainder of the Sequence, and all models within Melee RCH and LoS suffer a Hit.

Tactician

The Deployment Zone of the party in which this model is present is extended 5 inches toward the middle of the field.

Targetless

In the Active Role, an Attack with this Trait does not require a model as a target — the target can be any field surface. If the Spell also has Casting Aura and AoE Reach targeting flat ground, the template must be placed wholly within the Casting Aura.

Throwing

An Item with this Trait enables a Ranged Attack with RCH equal to the user's T; STK can be up to the Item's QTY. Using it removes QTY equal to the STK spent, even on failure. If the Attack incapacitates or kills the target, the Item can be recovered from Base Contact.

Trample

When this model declares Run, it can move through any smaller-Size model. Each model it passes through suffers a Hit with Knockdown and PW equal to this model's T (avoidable with a successful Dodge).

Two-Handed

A Weapon with this Trait cannot be used with an equipped Shield or another Weapon.

Undead I

This model cannot be affected by Poisoned, Weakened, Bleeding or Panicked. Spells with the Mindgame Trait cannot target or affect it. Healing-type Divine Spells instead deal a PW 15 Hit. If its HP reaches 0, it becomes Dead.

Unkeen

If a model would suffer a Wound with this Trait, it must first perform a T roll — a failed roll causes the Wound, a successful roll negates it.

Unstoppable

If the target of an Attack with this Trait is a smaller Size, no Confrontation occurs — successful Attack rolls from either model do not block one another.

Unwieldy

When used by a Size Medium or smaller model, STK of this Item can never exceed 1. When Attacking with this Item while not Mounted, the model may reroll one Attack roll once.

Watchful

This model receives double AP in its Reactive Role.

Vigilance

This model is immune to Surprise Attack, has a 360° Front arc, and no Back arc.

Weakening

If this model suffers a Wound with this Trait, it becomes Weakened.

Reference Lists

Combat Arts

Some models have access to leveled Combat Art charts. A model has access to all levels up to its listed level, but may apply only one level’s effect per Attack, and may only use one Combat Art at a time.

Archery

IOverdraw: When using a weapon with two RCH values, the first value's RCH is increased by 6".
IIImpeding Momentum: If hit, the target becomes Slowed (State) until the end of the turn.
IIIStaggering Precision: User's Ranged Attack gains Stagger.
IVQuickdraw: User's Ranged Attack gains +1 STK.

Assassination

IAiming for the Vitals: User's Attack gains +6 PW.
IICunning Precaution: User's Attack gains Poison I Trait.
IIIOverwhelming Assault: User's Attack gains +1 STK.
IVDecisive Blow: In the Active Role, User's successful Attack rolls become Critical Hits.
VDeadly Precision: If a model suffers a Wound by this ability, it automatically dies.

Berserk

IGrapple & Thrash: User's Melee Attack gains Knockdown.
IIOnslaught: User's Melee Attack gains Sweep.
IIILimb Fracture: User's Melee Attack gains Crippling.
IVMortal Wound: User's Melee Attack gains Cleave.

Fencing

IMasterful Parry: Target's Melee Attack suffers -3 modifier.
IIHarsh Riposte: Target's Melee Attack suffers -1 STK (cannot be reduced below 1).
IIISecond Wind: User's Melee Attack gains +1 STK.
IVGrapple & Thrash: User's Melee Attack gains Knockdown.
VStriking the Gaps: User's Melee Attack gains Ignore Armor.
Reference Lists

Environments

Each Environment term gives specific characteristics to a defined area of the battlefield. By mutual agreement, players may assign Environments to individual scenery pieces, parts of the field, or the entire battlefield — multiple Environments can overlap. A model is affected if it is in Base Contact with, or partially within, the area.

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Aquatic — Shallow

Models move at half SPD (2 SPD per inch) and their AG is halved. Burn I is negated; Burn II is reduced to Burn I, Burn III to Burn II. Does not affect Flying models. Lightning/Thunder/Electrification/Electric effects have doubled PW here.

Aquatic — Deep

All effects of Shallow Aquatic apply. Models cannot declare Jump, Attack, Assist or Ritual. Models with ARM greater than 2 must roll AG (with a negative modifier equal to their ARM) at Activation — on failure they drown and are considered Dead.

Dangerous

When a model moves into or touches this Environment, it suffers 1 Wound unless it declares Dodge and passes an AG roll during its Activation. Does not affect Elemental, Construct, Spirit or Undead models, or Flying models.

Dark

A model's LoS is limited to its Awareness. Targeting a model outside half of that Awareness suffers a -3 modifier. Coalition of Thenion models are exempt.

Dense

Melee Attacks with RCH 1+ suffer -1 STK. Ranged Attacks within or through the area suffer -1 STK. Flying or Mounted models cannot enter or remain here.

Difficult

Models move at half SPD (2 SPD per inch). Does not affect models using Flicker or the Flying State.

Forest

Ranged Attacks within or through this Environment suffer -3. LoS cannot be drawn through two or more Forest areas.

Freezing

During the Strategic Phase, a model must perform a T roll (adding ARM as a modifier; Creatures cannot apply ARM) — on a fail it becomes Fatigued. Models with 1+ Wounds must roll again; on a fail they suffer 1 Wound.

Hazy

Ranged Attacks cannot target through the area; from within or into it they suffer a halved Attack modifier. Melee Attacks outside Base Contact suffer -3. Does not affect Flicker users or Flying models.

Managmatic

Spell-Type Attacks by Mage, Sorcerer, Mystic, Vitalist, Enchanter, Summoner or Artificer models gain +2 PW. These models also gain +1 SPD.

Mountainous

Models move at half SPD (2 SPD per inch). Does not affect Flicker users or Flying models.

Profane Miasma

Ranged Attacks from outside cannot target inside; from within, they suffer a halved modifier. Melee Attacks outside Base Contact suffer -3. In the End Phase, any model that was in or touched this Environment suffers a PW 10 Hit with Ignore Armor and Weakening. Does not affect Affinity (Profane) or Elemental Essence (Profane) models.

Sacred Ground

During the Strategic Phase, a model may recover 1 HP or remove one State (Incapacitated models need a successful M roll). Models with Affinity (Profane), Elemental Essence (Profane) or Undead instead suffer 1 Wound on contact and -1 HP each Strategic Phase — becoming Dead if Incapacitated.

Scorching

During the Strategic Phase, models with ARM greater than 1 must perform a T roll with a -ARM modifier — on a fail the model becomes Fatigued.

Swamp

At the start of its Activation, the model must perform an AG roll — on a fail it cannot move.

Toxic

During the Strategic Phase the model must perform a T roll — on a fail it suffers 1 Wound.

Unscalable

Only models with the Climbing Skill can move across this Environment. Does not affect Flicker users or Flying models.

Advanced Rules

Mounted Rules

Mounts are models with the special Class: Mount. A Rider can ride a Mount, linking their profile cards together to form a single mounted model.

Mount & Rider Classes

Mount (Class) — indicates the model can be mounted by a Rider. Rider (Class) — only a model with the Rider Class may use and ride a Mount.

Mounting and Dismounting

A model may mount during its Strategic Phase if no enemy has LoS to it, or by declaring Assist (targeting itself) during its Active Role — the Mount appears instantly on the field. It may dismount during its Strategic Phase, Movement Step, or by declaring Dodge; the Mount is then instantly removed. A model cannot mount while Engaged.

Profile & Attribute Interaction

When mounted, the Mount and Rider are treated as a single model. If an Attribute on the Mount’s profile has a +/−, it modifies the Rider’s Attribute; if it’s a flat number, it replaces the Rider’s. The Rider also gains access to the Mount’s Abilities and Inventory.

Hint: Place the Mount’s card under the Rider’s profile card to keep important information visible.

HP Interaction & Damage

If the Mount provides bonus HP, that HP is lost first when taking Wounds. Once reduced to 0, further damage applies to the Rider’s HP directly — the Mount itself does not become Incapacitated or Dead when its bonus HP is lost, and bonus HP does not reset on dismounting/remounting.

Other Rules

The mounted Rider assumes the Mount’s Size, except for effects that reference Size differences (e.g. Stagger, Knockdown), where the Rider’s default Size is used. A mounted Rider cannot use Items with RCH 0 unless the Weapon Type is Natural (the Mount’s Natural Weapon), and Weapon Strike cannot be increased by Abilities while mounted. Being hit by a Knockdown Attack, or becoming Incapacitated or Dead, automatically dismounts the Rider. A mounted model that declares Dodge may not move during the Resolution Step except to dismount (no additional movement is made upon dismounting). Mounts cannot become Crouched unless stated otherwise.

Inventory & Items

The Rider may trade items with the Mount during the Strategic Phase or while mounted, and Items can be stored in the Mount’s Inventory. If a Quest Item stored there and the Rider dismounts, the Item is placed in Base Contact with the dismounted model.

Recruitment and Costs

When creating a party, players must pay the Mount’s Recruitment Cost to include it — this cost is added to the Rider’s.

Advanced Rules

Setting Up Your Field

The table, or rather the field, may be set up according to the players’ preferences — any terrain can be used, and home-made terrain is encouraged.

For standard play, we recommend 3D scenery (obstacles of different heights and widths) and a field size of 36×36 inches — this provides the best balance between ranged and melee combat for parties of 3 to 5 models.

Different field setups affect gameplay in different ways. The balance between melee and ranged combat is affected by scenery layout, the altitude of scenery pieces, terrain density, and the amount and type of Cover available. You can also choose to apply Environments to your terrain setup — don’t be afraid to experiment with different arrangements.

Army Building

Schemes

Schemes are classified objectives known only to the player who receives them. At the end of the game, all Schemes are revealed and the player receives Victory Points for each completed objective. Each Scheme can only be completed once; if you draw two of the same name, discard one and draw again. To “draw” a Scheme, roll a die and look up the result on the relevant chart.

Every faction has access to these 6 Common Schemes, in addition to 6 Unique Schemes of their own.

Assassination Contract

Receive 3 VP for killing an enemy Leader (rendering it Dead).

Martial Valor

Reveal when your model Incapacitates an enemy model that costs more Recruitment Points; receive 2 VP. If another of your models Incapacitates a costlier model too, score an additional 1 VP.

No Quarter

Receive 1 VP for every Dead enemy model at the end of the game (max 3 VP).

Opportunistic Manipulation

Reveal at the start of your Strategic Phase. Receive 1 VP for each: an enemy not Dead in the enemy Deployment Zone; an enemy not Dead on your half of the field; an ally Incapacitated on the enemy half of the field.

Stand Your Ground

Reveal during your Strategic Phase, discard at the start of your next. Receive 1 VP (max 3) for each model that did not move this round.

Virtuous Commander

Receive 1 VP (max 3) for each of your models Alive at the end of the game.

Unique Schemes available only to Empire of Soga, on top of the 6 Neutral Schemes shared by every faction.

Head Hunt

Receive 1 VP (max 3) for every Deathblow performed against enemy models.

Open Aggression

Reveal during your Strategic Phase, discard during the End Phase; receive 1 VP for every Wound dealt to enemy models this turn (max 3).

Pursuit of Glory

Reveal during your Strategic Phase, discard during the End Phase. Receive 1 VP (max 3) for every Alive party member outside the Awareness of other party members.

Engetsu Formation

Receive 1 VP (max 3) for each party member in your Deployment Zone at the end of the game.

Fierce as Fire, Immovable as a Mountain

Reveal when a model first Wounds an enemy in Reaction; place a token, and another each subsequent time. Score 1 VP per token (max 3).

Stalwart Defender

Receive 3 VP if there are no enemy models in your Deployment Zone at the end of the game.

Draw Chart (roll a d20)

Roll (d20)Scheme
1Opportunistic Manipulation
2Assassination Contract
3-4Virtuous Commander
5-6Martial Valor
7-8No Quarter
9-10Stand Your Ground
11-12Head Hunt
13-14Open Aggression
15-16Pursuit of Glory
17-18Fierce as Fire, Immovable as a Mountain
19Engetsu Formation
20Stalwart Defender

Unique Schemes available only to Coalition of Thenion, on top of the 6 Neutral Schemes shared by every faction.

Unmatched Flanking

Reveal during your Strategic Phase, discard during the End Phase; receive 1 VP for every Attack against an enemy with no LoS to your model before the Resolution Step this turn (max 3).

Leave Unnoticed

Receive 1 VP (max 3) for every party member outside enemy models' LoS at the end of the game.

Cunning Tenacity

Receive 2 VP for every model that did not lose HP throughout the game (max 3).

Breach Their Defenses

Receive 2 VP for every party member in the enemy Deployment Zone (max 3) at the end of the game.

Assassination Contract

Receive 3 VP for killing an enemy Leader (rendering it Dead).

Blood for Blood

Reveal during your Strategic Phase, discard during the End Phase; select a model that suffered a Wound this turn. Receive 3 VP if you Incapacitate the enemy that wounded it.

Draw Chart (roll a d20)

Roll (d20)Scheme
1Opportunistic Manipulation
2Assassination Contract
3-4Virtuous Commander
5-6Martial Valor
7-8No Quarter
9-10Stand Your Ground
11-12Unmatched Flanking
13-14Leave Unnoticed
15-16Cunning Tenacity
17-18Breach Their Defenses
19Assassination Contract
20Blood for Blood

Unique Schemes available only to Helian League, on top of the 6 Neutral Schemes shared by every faction.

Decisive Victory

Receive 3 VP if all of your party members are alive at the end of the game.

Virtuous Commander

Receive 1 VP (max 3) for each of your models Alive at the end of the game.

Relentless Advance

Reveal during your Strategic Phase, discard during the End Phase; receive 1 VP (max 3) for every party member beyond the middle of the field at the end of this turn.

Fierce as Fire, Immovable as a Mountain

Reveal when a model first Wounds an enemy in Reaction; place a token, and another each subsequent time. Score 1 VP per token (max 3).

Peacekeeping Paragon

Receive 1 VP for each enemy model Alive at the end of the game (max 3).

Last Warning

Reveal during your Strategic Phase, discard during the End Phase; if your models do not declare Attack until your next Strategic Phase, receive 3 VP.

Draw Chart (roll a d20)

Roll (d20)Scheme
1Opportunistic Manipulation
2Assassination Contract
3-4Virtuous Commander
5-6Martial Valor
7-8No Quarter
9-10Stand Your Ground
11-12Decisive Victory
13-14Virtuous Commander
15-16Last Warning
17-18Fierce as Fire, Immovable as a Mountain
19Relentless Advance
20Peacekeeping Paragon

Unique Schemes available only to Sand Kingdoms, on top of the 6 Neutral Schemes shared by every faction.

Stalwart Defender

Receive 3 VP if there are no enemy models in your Deployment Zone at the end of the game.

Appear Weak When You Are Strong

Receive 1 VP for every Wound dealt to enemy models with Melee Attack (max 3).

Unhindered Expedition

Reveal during your Strategic Phase, discard during the End Phase. Receive 2 VP if you have 3 models outside your Deployment Zone (excluding summons) at end of turn, +1 VP if at least one is in the opponent's zone.

Strength in Numbers

Receive 2 VP if you have more Alive models (including summons) than your opponent at the end of the game; +1 VP if at least twice as many.

Steadfast Expansion

Receive 1 VP (max 3) for every party member beyond the middle of the field at the end of the game (not counting summoned creatures).

Stand Your Ground

Reveal during your Strategic Phase, discard at the start of your next. Receive 1 VP (max 3) for each model that did not move this round.

Draw Chart (roll a d20)

Roll (d20)Scheme
1Opportunistic Manipulation
2Assassination Contract
3-4Virtuous Commander
5-6Martial Valor
7-8No Quarter
9-10Stand Your Ground
11-12Stand Your Ground
13-14Appear Weak When You Are Strong
15-16Unhindered Expedition
17-18Strength in Numbers
19Steadfast Expansion
20Stalwart Defender
Army Building

Upgrades

Upgrades are purchased with remaining Recruitment Points when creating a party and assigned to models during Deployment — up to their listed Limit, and one Upgrade per model. Quest-Specific Upgrades take on properties described in their related Quest.

Pouch
1 pt · Limit: —

Model's Inventory is increased by 2. The model may receive another Upgrade.

Additional Protection
1 pt · Limit: —

The model receives +2 ARM, −2 AG.

Utility Tool
1 pt · Limit: —

The model receives a Dagger (Throwing, +1 Strike vs Crouched targets; PW T−3, RCH 0, Melee/Ranged Weapon, QTY 1, WGT 0).

First Aid
2 pts · Limit: 2

When a model within Awareness would perform a Recovery Check, you may discard this Upgrade so it automatically succeeds — or discard it during the Strategic Phase to remove all States except Engaged, Crouched, Flying or Shrouded from an Alive model within Awareness.

Imported Casting Amplifier
4 pts · Limit: 1

The model receives a Casting Amplifier: +4 RCH when casting Spells (Accessory, QTY 1, WGT 0).

Imported Crossbow
5 pts · Limit: 1

The model receives a Crossbow: Two-Handed, PW 13, RCH 0-24: +3 / 25-48: −3, STK 1, Ranged Weapon, QTY 1, WGT 2.

Camaraderie
5 pts · Limit: 3

A Neutral or Semi-Neutral model with this Upgrade can benefit from Authority Stratagems of its Party Leader.

King of the Battlefield
2 pts · Limit: —

The model receives a Spear (Throwing, PW T, RCH 2, Ranged Weapon, QTY 1, WGT 2).

Smokescreen
2 pts · Limit: 2

The model receives a Haze Bomb — Targetless, reroll up to 1 failed roll, AoE becomes Hazy Environment until the user's next Strategic Phase (PW 0, RCH Circular L, STK 1, Ranged Consumable, QTY 1, WGT 0).

Expedition Leader
5 pts · Limit: —

Grants two Stratagems: Advance! (Authority) — all models gain +1 SPD. Back to Back (Authority) — all models gain Vigilance.

Raid Leader
4 pts · Limit: —

Grants two Stratagems: Formation Spearhead (Authority) — target model gains Dash. Rallying Command (Authority) — all models gain Fearless.

Traveling Duelist
3 pts · Limit: 2

Only a Warrior may benefit. Grants the Duelist Trait: the target of this model's Attack cannot use Combat Arts of level III or lower.

Seasoned Combatant
2 pts · Limit: —

The model receives the Fearless Trait.

Bujutsu Expertise
3 pts · Limit: 2

The model gains the Armsmaster Class and Fencing I Combat Art (or the next rank, if it already has Fencing).

Kyujutsu Expertise
3 pts · Limit: 2

The model gains the Marksman Class and Archery I Combat Art (or the next rank, if it already has Archery).

Lucky Charm
3 pts · Limit: 1

During its Strategic Phase, this model generates 1 Luck counter (max 3). Spend a Luck counter to reroll one die, or force an enemy attacking it to reroll one Damage roll.

Kassen Buki: Yari-tsukai
2 pts · Limit: —

Warrior only. Replaces the Primary Weapon with a Lance (Two-Handed, Throwing, PW T+2, RCH 2, STK 1, Melee Weapon, QTY 1, WGT 2). Costs only 1 pt if the primary weapon is already a Spear.

Kassen Buki: Nagamaki-tsukai
2 pts · Limit: —

Warrior only. Replaces the Primary Weapon with a Longhilted Sword (Sweep I, Two-Handed, Bleed, PW T+2, RCH 1, STK 1, Melee Weapon, QTY 1, WGT 2).

Kassen Buki: Daikyuu-tsukai
3 pts · Limit: —

Warrior only. Replaces the Primary Weapon with a War Bow (Two-Handed, Stun, PW T+4, RCH 0-24:0 / 25-48:−6, STK 1, Ranged Weapon, QTY 1, WGT 2). Costs only 2 pts if the primary weapon is already a Short Bow.

Kassen Buki: Kanabou-tsukai
3 pts · Limit: —

Warrior only. Replaces the Primary Weapon with a Heavy Bludgeon (Two-Handed, Armor-Piercing, Stagger, Stun, PW T+4, RCH 1, STK 1, Melee Weapon, QTY 1, WGT 3).

Traveling Duelist
3 pts · Limit: 2

Warrior only. Grants the Duelist Trait: the enemy in combat with this model cannot use Combat Arts of level III or below.

Seasoned Combatant
2 pts · Limit: —

The model receives the Fearless Trait.

Poisoned Weapons
2 pts · Limit: —

The model receives Poison I (or the next level, if it already has Poison). I: a Wound inflicts Weakened until its next Strategic Phase. II: the Wound inflicts Weakened and Poisoned.

Muffled Movement
2 pts · Limit: —

The model receives Stealth I: it does not provoke Reaction when activating within an enemy's Awareness if that enemy has no LoS to it.

Climbing Expertise
2 pts · Limit: —

The model receives the Climbing Skill: it may perform Climb as Normal Movement, ignoring penalties, without halving its SPD.

Fangs of Tiamat
2 pts · Limit: —

The model receives War Darts — Targetless, Bleeding, +3 ACC when used (PW 8, RCH T / AoE Circular L, STK 1, Ranged Consumable, QTY 1, WGT 1).

Concealed Approach
3 pts · Limit: 1

The model can begin the game Shrouded.

Devotion: Tiamat
1 pt · Limit: —

The model receives +1 T (and +1 OFF if a Warrior or Rogue). Cannot be assigned to a model with the Demon Trait.

Devotion: Anras
1 pt · Limit: —

The model receives +1 DEF (+2 DEF instead if it has the Duelist Trait). Cannot be assigned to a model with the Demon Trait.

Devotion: Paimon
2 pts · Limit: —

The model receives +1 INT. When purchased, reduce the cost of all other Upgrades by 1 (minimum 1). Cannot be assigned to a model with the Demon Trait.

Tactical Expertise
3 pts · Limit: 1

The model receives the Tactician Trait: the Deployment Zone of the party in which it is present is extended by 5 inches.

Seasoned Combatant
2 pts · Limit: —

The model receives the Fearless Trait.

Companion of Hairon
2 pts · Limit: 2

Soldier only. When using the Soldier Class ability, the model also counts itself toward receiving its +1 OFF, DEF, ACC, INT, M bonus.

Gift of Longevity
1 pt · Limit: —

The model receives +1 INT.

Adept Shaper
3 pts · Limit: 2

The model gains access to the next level of one of its selected Spellcrafts.

Glyphscribe: Reduce Weight
3 pts · Limit: —

Choose one: Inscribed Item — a Weapon or Shield's WGT is reduced by 1 and its Strike increased by 1; or Inscribed Armor — the model gains +1 AG, +1 SPD and its Inventory increases by 1.

Glyphscribe: Hyperia's Providence
3 pts · Limit: —

If targeted by a Melee Attack, the attacker must make an AG roll or suffer −1 Strike (min 1). If the upgraded model has a Shield equipped, it additionally imposes −3 to frontal Ranged Attacks.

Expeditionary Tactics: Double Time
3 pts · Limit: 1

Remove this Upgrade during the Initiative Check to add +6 to your result.

Expeditionary Tactics: Surge Order
3 pts · Limit: 1

Remove this Upgrade during the Strategic Phase; up to 3 Helian League party members may each perform one Movement (Walk, Climb or Jump) without provoking a Reaction.

Mana Catalyst
1 pt · Limit: —

You may change one of the model's default Affinities to one of: Affinity (Fire), Affinity (Water), Affinity (Earth), Affinity (Air).

Elemental Lineage
4 pts · Limit: 2

The model receives one of: Affinity (Fire), Affinity (Water), Affinity (Earth), Affinity (Air).

Arcane Tome
4 pts · Limit: —

The model gains access to the next level of one of its selected Spellcrafts.

Flying Carpet
4 pts · Limit: 1

Size Medium or smaller. The model receives a Flying Carpet, granting the Flight Skill (Accessory, QTY 1, WGT 0).

Conjured Retinue
3 pts · Limit: 1

Tier I and II creatures summoned by the upgraded model receive the Soldier Class.

Personal Guard
3 pts · Limit: —

During Deployment, assign this Upgrade to a summoned creature; it receives the Sentinel Class but may not fully leave the model's Awareness. If the creature is removed, you may return this Upgrade and re-assign it to another summoned creature.

Casting Amplifier
2 pts · Limit: —

The model receives a Casting Amplifier: +4 RCH when casting Spells (Accessory, QTY 1, WGT 0).

Play

Sample Quests

Four example Quests from the rulebook. The full collection of PvP, co-op and campaign Quests is available online at eldfall-chronicles.com under “Resources.”

Open Hostilities

While the four great factions are currently at peace, Calad is no stranger to skirmishes and covert engagements between rivals vying for power.

Setup
Standard Deployment: 8” Deployment Zones.
Results
1–4 VP scaling with the Recruitment Cost of enemies rendered Incapacitated or Dead, plus 1 VP for the enemy Leader specifically.

Quest Rules — Schemes: before the Initiative Check, each player receives 1 Scheme card. Draw 2 and choose 1 if the Leader has INT 13 or less; draw 3 if INT 14–15; draw 4 if INT 16+.

Awaiting Reinforcements

Skirmishes over newly discovered ruins are not uncommon, as various factions compete to be the first to explore them. Hold out a while longer — reinforcements are on their way!

Setup
One Obelisk Objective Marker at the center of the field. Standard Deployment: 8” zones.
Results
1 VP per round for having a model within 6” of the Obelisk, plus VP for having the “Stronger Presence” (highest total Recruitment Points of Alive models) in range.

Quest Rules: the same Scheme draw as above, plus a 1st Round Ceasefire — no VP scored in Round 1, and a −4 VP penalty for attacking or damaging enemies that round (summoned models excepted). No Morale Loss — Broken Morale is ignored during this Quest.

Toxic Infestation

The ancient taint never lingers — it spreads, corrupting the very elements that shape the land. Curseridden vines rapidly consume the earth, choking forests and giving rise to aberrations. Ordinary blades cannot cut the accursed growth; it must be severed through arcane means.

Setup
2 Toxic Vine markers in opposite corners; Corner Deployment (9” zones) in the remaining corners.
Results
1 VP per defeat of the Avatar of the Infestation; 1 VP per round for each Toxic Vine you control.

Toxic Vines: Interact + spend 1 Mana to take control of a marker (or revert it to Neutral). Controlled markers move 5” toward the center each round-end, then revert to Neutral. The area within 2” of a marker is Toxic Environment. At the start of Round 2, a Tier III Hostile (the Avatar) spawns at the center with Survival (Toxic) — wounding it within 6” grants 1 Mana.

Treasure Hunt

Whether a lord or a common adventurer, one can always benefit from more coin.

Setup
2 Intrigue Tokens at mid-field, each concealing a Cache Token. Standard Deployment: 8” zones.
Results
1 VP for unlocking a Cache; 2 VP for holding a Treasure at game end; 3 VP for carrying one off the field.

Treasure: reveal the Intrigue Token via Perceive (or automatic Base Contact) to expose a Sigil Token over the Cache. Unlock the Cache with a successful AG Interact roll (Rogue/Ranger/Alchemist get +3). Sigils trigger a random PW 14 Spell (rolled on a d20 chart) when touched, from Round 2 onward. The Quest ends once both Treasures leave the field, or when a Broken Morale party's Strategic Phase resolves.

Play

Useful Tips

  • If unsure which models to start with, a balanced 3-model, sub-60pt starter roster exists for each faction — see the rulebook’s starter lists, or just try a few. Competitive Play is run at 85 pts.
  • Sticking with one Faction while learning helps you understand its synergies — useful even when facing that Faction later. But try them all at your own pace to find your favorite play-style.
  • Pay special attention to the Engaged State — it can lock down ranged models, leaving them unable to perform a Ranged Attack.
  • Use the Reach advantage: an enemy without Reach cannot fight back.
  • Stand in Base Contact with an enemy to protect yourself — other ranged enemies risk hitting their own ally if they shoot at you.
  • Dodge is useful not just for escaping, but for closing distance or engaging enemies outright.
  • Don’t forget your Stratagems and Class abilities.
  • When allying with another player, their models become allies — some Skills (like Chain Attack) can benefit them too, though Authority Stratagems only extend to allies sharing the Leader’s Affiliation. You can still react to an ally’s Activations, which is handy for repositioning.
  • Remember you can always Duel — especially if winning one would turn the tide of the battle.
  • If your party feels like it’s missing something against the opponent’s build, look into Upgrades for a counter-combo.
  • Pay attention to a Quest’s Rewards and Penalties when planning strategy — fighting is not always the best path to victory.
Appendix

Glossary

Definitions for the game’s core vocabulary — useful shorthand once you already know the rules above.

33 entries

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Ability

An umbrella term for things a model can do (Class, Skill, Trait, Combat Art, Spellcraft, Special).

Activation

The spending of an Activation Point of a model and the initiation of an Activation Sequence.

Activation Sequence

One Activation Sequence consists of an Active model activating, performing a Movement, getting reacted to by Reactive models, performing an Action, and resolving the situation.

Activate

A player spends an Activation Point to activate a model.

Activated model

A model that declared Activation.

Active model

A model in its Active Role.

Allied/Friendly Model

A model that is either in your party or is a model of an ally (and not of an opponent).

Alive Model

A model that is neither Dead nor Incapacitated.

Away

When a model moves away from an object, the distance between the model and the object must continuously increase.

Damage

Wounds dealt to a model.

Directly Toward

When a model moves directly toward an object, it must move along the shortest possible path between itself and the object.

Enemy/Hostile Model

Describes a model that isn't an ally or party member — the opponent's/enemy's/hostile model.

Hit

A successful Attack Roll is considered as delivering a Hit to the attacked model.

HP vs Wound

HP (Health Points): the health of a model, representing how many Wounds it can withstand before becoming Incapacitated. A Wound is the Damage a model takes from a Hit.

Model

An individual entity with its own profile, represented by a miniature or a token on the field. Players recruit models into their Parties.

Modified (attribute)

When Abilities, Items, Spells etc. modify an attribute, the resulting attribute is called "modified". Modifiers are numbers added to or subtracted from the default value, and can also double or halve it.

Party

The group of models a player has under their control.

Passive Effect

A continuous effect.

Player

A person playing the game.

React

To spend an Activation Point and declare Reaction against an activated model.

Reactive model

A model in its Reactive Role.

Reacting model

A model that declared Reaction.

Secret/Private Information

Information that does not need to be disclosed to other players.

Spellcasting

Another word for Casting Spells.

Spellcraft

Knowledge of magic and Spells.

Strike

The number of rolls a model can perform when targeting a foe or an ally with the Attack or Assist Actions. The roll itself is often also called a Strike.

Target

The model that is targeted.

To declare

To irrevocably commit to something — e.g. declaring an Attack means the model will perform it no matter what, and this cannot be changed afterward.

To target

To designate a certain model (or sometimes terrain) as the target, often of an Attack or other Action.

Toward

When a model moves toward an object, the distance between the model and the object must continuously decrease.

Value (attribute value)

The number representing a stat found on a model's profile.

Wearer

The model with an equipped Item in question.

(X)

A variable found in some abilities and effects. Throughout the ability's text, X is substituted with a word (commonly a number, Trait, Size, Type, etc.) found in the brackets on the model's profile.

Appendix

Major Factions & Play-Styles

A quick primer on each faction’s identity and how they tend to play on the table.

Empire of Soga

The Empire boasts the best military equipment, which will delight any commander. Its 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 — sturdy enough to face almost anything head-on. This makes the faction the most straightforward in its play-style, though it truly shines under a capable commander. Because the Empire has the least magical support, its commander should stay wary of unusual magical shenanigans.

Tips on Playing the Empire of Soga

This faction lets you quickly bridge the gap to the opponent — usually advisable, since most Empire models excel in close combat. Beware of Ranged Attacks and plan your advance around them; use weapons with longer Reach such as polearms or greatswords, and lean on the variety of Combat Arts available.

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 — letting their commander engage from multiple directions with cunning and stealth. Take note, however, that Thenrin parties are not particularly resilient, so plan your tactics accordingly.

Tips on Playing the Coalition of Thenion

Most Coalition models excel at ambushing and guerrilla tactics. Take advantage of abilities that conceal your models, such as Stealth. Models are very mobile and quick — use them to strike from range or close combat and retreat to safety, but remember that most are scarcely clad and not very resilient to attacks.

Sand Kingdoms

The Kingdoms are home to the most prominent arcanists (magic users) in Calad. The power and damage yield of these casters can be momentous, so even a lone arcanist should be taken seriously. Those who can summon and conjure creatures prove vital party members, taking the brunt of the enemy’s force. While their models are very powerful, they lack armor and resilience — knowing your models, their Spells, and how to keep the party safe is crucial to success.

Tips on Playing the Sand Kingdoms

Magic offers plenty of variety. Some models can summon creatures for protection and offense — protect your summoner at all times, as they offer numerical superiority. Review all the Spells your models carry; they can turn the tide in a pinch.

Helian League

The Helian League is, regarding its play-style, the most balanced of the four factions. It boasts proficient magic users, martial prodigies, and quality gear. Its models share a form of synergy that can overcome any opponent if used correctly, making parties powerful and versatile — though this can change if the number of models under your command starts to dwindle.

Tips on Playing the Helian League

Models of the Helian League should stick together, employ synergies (like the Chain Attack Skill), and remain preferably in mid-ranged combat. Take advantage of healing Spells, the Protector ability, and powerful offensive Spells like Smite.

Neutral Models

Mercenaries, otherwise known as Neutral models, can be recruited into any party regardless of Faction.

Appendix

What Next?

Visit the Eldfall Chronicles webpage and social media to learn more — eldfall-chronicles.com.

Webpage & Online Resources

The webpage extends the game itself: the store, blogs, lore, tutorials, the gallery and more. The “Resources” section holds free Quests, model profiles, cards, abilities, and the latest versions of all game documents — including print-ready files and, eventually, localized translations. Join the newsletter for news and special offers.

Guild Hall

A free companion app for accessing rules, unit profiles and updates on the go.

Competitive Play

The Skirmish Wargame is built for competitive 1v1 play. Each season features its own leaderboards and evolving competitive Quests, played at 85 pts.

Organized Play Rules

Eldfall Chronicles is a living rulebook — while the core rules stay stable, complimentary documents are frequently added and expanded. Printed materials may not always reflect the latest content; the newest Errata and Organized Play Rules are published online.

How to Expand the Skirmish

Larger Expansions introduce new gameplay options, while Reinforcement Packs add additional models and tactical flexibility to your warbands.

Guildmaster Program

Dedicated players or store representatives interested in hosting events can become Guildmasters — the official community leaders of Eldfall Chronicles — and enjoy a range of associated benefits.

Dungeon Crawl

Eldfall Chronicles – Dungeon Crawl is a narrative-driven tabletop experience where small groups of characters venture into perilous locations, overcome monsters, solve quests, and progress through evolving stories with real agency. It emphasizes cooperative and solo storytelling with campaign progression and character development — a perfect entry point into tactical dungeon-crawlers, combining rich lore, exploration and dynamic combat.

Unofficial reference build · Eldfall Chronicles © Freecompany d.o.o.