Developer Errata Commentary – October 2025

Hi adventurers, Samo here! Today I’d like to give you a peek behind the curtain and walk you through the reasoning behind the latest changes we’ve made to Eldfall Chronicles: Skirmish with the Errata released last week. We’ll look at the mechanics, what has changed, and—most importantly—why these changes were made. So, without further ado, let’s dive in.

 


 

Changes to Mounts

We’ve made two changes to how Mounts function:

  1. Mounted models no longer get to move as a result of Dodging. Their only option now is to dismount.

    To be blunt, this change is aimed at bringing the mounted Slayer Dragoon more in line with other models. As you know, mobility is extremely important in the game, and the Dragoon simply had too much of it. While she still retains strong mobility during her active turn, this change removes almost all of her mobility in reactive turns while mounted. As a result, players will need to be much more deliberate about her positioning at the end of an active turn. We also feel this creates a clear drawback for mounted models in general, which is a design space we’re happy to use in future releases.

  2. Disruptive Effects (such as Stagger and Knockdown) now apply to the Rider’s Size, not the Mount’s.

    This brings Riders closer to our design vision, making them more vulnerable to disruption Effects. It also opens up cinematic gameplay moments—like knocking a Rider out of the saddle—while giving opponents more tools to deal with Mounted models.

Together, these changes tone down Mounted models and create more ways for opponents to interact with them. That’s one of our primary design goals: keeping powerful pieces and strategies in the game, while ensuring players have the tools to counter them.


 


 


Recovery Roll

One of the most common pieces of feedback about the skirmish mode is its deadliness. While lethality is a core principle of our game and what keeps matches fast and intense, it can sometimes push too far—leading to a death spiral with no recovery (pun not intended).

Enter the Recovery Roll.

  • At the start of your Strategic Phase, any Incapacitated models may perform a T roll.

  • On success, the model heals 1 HP and gains the Weakened State.

  • On failure, nothing happens.

  • If you have an ally in base contact, you gain a reroll, improving the odds.

In short, every Incapacitated model now has a chance to get back up—but with halved T and only 1 AP, limiting their effectiveness and reducing the likelihood of multiple recoveries.

On the surface this is simple, but it has deep gameplay implications:

  • For the aggressor, damage is no longer final the moment it’s dealt. Do you focus fire to secure kills with Deathblow, or spread damage and risk opponents recovering? This creates a second layer of tactical decision-making.

  • For the defender, unlucky rolls can sometimes be salvaged later, and careful positioning (e.g. Dodging into base contact) can drastically improve recovery odds—rewarding good movement and foresight.

Changes to First Aid

This ties directly into the updates for First Aid. Long-time readers of Chronicles of Tactica will know I’ve droned on about it—and honestly, I got tired of hearing myself drone on about it too. So, we finally reworked it.

  • First Aid now either:

    • Guarantees success on a Recovery Roll, or

    • Removes States from a model (except Incapacitated or Dead).

Since this is a significant nerf, it now costs 2 PTS and has a Limit of 2. This prevents it from being an automatic inclusion and instead makes it a meaningful strategic choice.

Why Recovery Roll Works

When designing the Recovery Roll, our goal was to reduce lethality without simply increasing HP pools or creating stagnant situations where two models trade blows endlessly. Recovery Roll achieves this: it softens the deadliness while reinforcing the importance of mobility, positioning, and decision-making.

Offering meaningful choices is the heart of our design philosophy, and we believe Recovery Roll adds a significant number of them.

 


 

Concluding Thoughts

That’s all for today! Hopefully you’ll enjoy these changes and the increased choices they bring. And for those of you thinking, “But what about Ranged Stagger?”—don’t worry, we hear you. We’re actively working on a solution, but haven’t yet found one we’re satisfied with. Rest assured, it’s not forgotten.

Until next time—happy adventuring, everyone!