Skirmish Wargame Errata - Developer Commentary (FEB 2026)

Hi, and welcome to the largest errata for Eldfall Chronicles - Skirmish Wargame to date!

I’m Samo, one of the lead game developers of the Eldfall Chronicles Skirmish Wargame. We’ve been working on this update for quite some time, listening closely to the community, reviewing feedback, and refining the game wherever improvements were needed.

In this commentary, we’ll outline the goals of this update and then dive into the individual changes, explaining why they were made and what they aim to improve. Let’s get started!

Scope and Goal

Our primary objective with this errata was to clean up the ruleset, improve clarity, and ensure smoother gameplay. Many awkward or unclear abilities have been reworded, and we’ve consolidated sections of the rules to make the system more robust and better equipped to handle the wide variety of situations that can arise on the field.

Rebalancing is a secondary focus of this pass. That doesn’t mean there are no balance changes, especially in areas where balance adjustments naturally align with necessary wording updates. In some cases, we also prioritized reducing negative play experiences, occasionally even above strict balance concerns. Wherever possible, we addressed these by introducing or reinforcing counterplay options.

Providing meaningful player choice remains one of our core design principles. We want players to feel they always have options, ways to adapt, respond, and work through challenges. That philosophy should be clearly visible throughout this update.

This update brings the Core Rules to version 1.6, now available as a free digital download (LINK). Note that this update does not invalidate the previous 1.5 rulebook, including the printed editions found in Starter Sets. Version 1.6 is a visual and structural improvement, featuring an updated layout and clarified rules. This will help the ruleset work better in-game, especially for competitive play.

In addition, updated Scheme and Upgrade cards are available for download from the Skirmish Wargame - Core Rules section of the Resources page, here (LINK).

With the scope and goals established, let’s move on to the individual changes!

 

Core Rules (Rulebook)

Inventory
Two changes were made here. First, we clarified that Accessories can be equipped even when a model has both hands full. Second, we prevented players from dropping core Items and passing them to other models. This change protects against unforeseen combinations and abuses.

Attack Rolls
This incorporates the FAQ definitions of Attack Rolls, Successful Attack Rolls, and Hits into the Core Rules.

Modifiers
Clarified what happens when both doubling and halving.

Actions
We further clarified that all Normal Actions may be declared as Reactions unless explicitly disallowed.

AoEs
This is more of a clarification than a change. It explains how AoEs function in three-dimensional space.

Damage and Wounds
This clarifies the interaction between Dead models and taking Wounds, preventing abuse cases where players could “farm” Dead models with certain Spells.

Mana counters
Clarified what happens when a model with Mana counters gets Incapacitated.

Transmutation
A redundant limitation was removed, as the game has outgrown it.

Deployment Zones
Clarified how you can deploy your models.

Reaction
Clarified wording.

Reaction Step
Wording was clarified for precision.

Resolution Phase
This is a significant core change, but one necessary for the longevity of the game. It provides players with more tools to resolve complex situations in ways that benefit them and covers a far greater range of interactions than previously possible.

Recovery Roll
Moved to Rules in General Effect. 

Character and Monster Faction Rules
These rules are now formally written into the Core Rules. 
Note that there are Monster Schemes and Upgrades in the making.

Broken Morale
Clarified wording.

Engaged in Melee
Added the requirement of LoS to remove confusion about engaging through walls.

Dodge
Consolidated wording and removed redundant Dodge timing due to the updated Resolution Phase timing rule.

Dead
Expanded to better define how Dead models behave, including interactions with movement, scoring, and benefiting from effects.

Flying
Flying models can no longer break Line of Sight and are always visible while flying. This offsets their strong mobility with a meaningful drawback.

Incapacitated
Expanded to clarify interactions between Incapacitated and other effects.

Panicked
Corrected wording and clarified interactions with the Engaged State.

Shrouded
Clarified that a model retains Size in the Shrouded state.

Soldier
Added a +3 cap to limit excessive stacking benefits, particularly relevant to Goblin lists.

Charm II
Clarified timing.

Chain Attack
Clarified that a model cannot trigger its own Chain Attack and that Chain Attacks cannot generate further Chain Attacks.

Dash
Limited to Melee Attacks.

Dual Wield
Clarified that both Weapon effects may be applied where applicable.

Finishing Strike/Bleed, Burn, Cleave, Crippling, Frostbite, Stun
All of these were clarified to trigger only once per instance, regardless of the number of Wounds caused.

Backstab
Clarified that the +3 PW bonus is conditional upon LoS.

Foresight
Reworded to function properly within the existing rules framework.

Clairvoyance
Rewritten for clarity, with attacks without LoS limited to Spells with Casting Aura, to prevent unintended interactions (e.g., Tharos shooting through walls).

Elemental Essence
Consolidated wording.

Mindgame
Reworded to function as intended: on-hit effects trigger on Hits; INT rolls replace Damage Rolls only for Spells with PW and Mindgame.

Sweep
Clarified that it works with Melee Spells and that Sweep II does not ignore LoS or pass through walls.

Environments and Mounts
Added into Core Rules for easier reference.

 

Other Documents:

Upgrades

Kassen Buki – Daikyuu Tsukai
We are reducing instances of Ranged Stagger in the game. Combined with the addition of Haze Bomb, this is the first step toward addressing this issue. We will continue monitoring the situation and adjust further if necessary.

Haze Bomb/Smokescreen
Part of our solution to ranged-heavy lists. With a Limit of 2 and decent reliability, we believe it will be an important tool against such strategies.

Lucky Charm
Limit reduced to 1. Three Lucky Charms provided an excessive number of rerolls.

First Aid and Shamanism
Limited which States can be removed.

 

Competitive Play Information – Season 1

Roster Change
The previous 105-point Roster felt too restrictive. Increasing it to 125 points provides greater flexibility and more tools for players to address different situations.

Objectives
Objective size has been consolidated, though representation remains at the TO’s discretion.

Recovery Check, Schemes, Upgrades
These have been removed from this document and moved to their respective files. Recovery Check is now integrated into the core rules. Schemes received a major overhaul and can now all potentially score up to 3 VP. Opportunistic Manipulation was completely redesigned.

Spellbook

Hasten
Added the spell’s end condition to prevent stacking with Artificer.

Ward
Consolidated wording with Dodge for consistency.

Profiles

Taskmage Explorer
Taskmage was by far the most popular miniature across factions. Its cost has been slightly increased to encourage broader list diversity.

Kogetsu, The Cursed Monk
The weapon was not functioning as intended and was reworded accordingly.

Blue Rasetsu, Chiyohime, Reanimation
Added clarification allowing models to cancel the Dead State.

Forgotten Hero
Same as with Daikyuu Tsukai, we are limiting Access to ranged Stagger.

Environments
Clarified how movement-impeding Environments interact with Movement rules.


Conclusion

This has been a substantial update. As you can see, we’ve been busy!

We will keep things fluid for a little while to add any changes that we have missed, so expect minor changes to come through in the coming weeks. We will also update the Guild Hall shortly, and the FAQ in the next couple of weeks, as many entries there are no longer needed. 

Now that we have consolidated the rules, what can we expect from the future?

We are ending Season 1 of competitive play in May 2026 and launching Season 2. With Season 2, there will be a larger overhaul of the quests available as well as a wider rebalance if needed.
From then on, we would like to move to a steady schedule of errata around every 6 months, one at the start of a new competitive season and the other halfway through.

That’s all for today. If you have any questions, comments, or suggestions, we are happy to hear them in our Discord server!

Happy adventuring!
— Samo & The EC Team