Below are the full rules on one page, but for convenience each section of the rules can be found from the drop down list above.
Before a battle can be fought, you must assemble a collection of starships. It is recommended to begin with a small task force of around 4–6 ships for a tutorial engagement. After that, players are encouraged to build a 1500-point starter fleet.
Many players will command multiple factions—why limit yourself to just one fleet? While ships in this game are not tied to any specific manufacturer, they should follow the principle of “WYSIWYG,” meaning What You See Is What You Get.
Each ship should clearly represent its loadout, systems, and faction identity. If a ship is equipped with cloaking technology, reinforced shields, and kinetic weapons, the model should visually reflect those features—whether through design elements, mounted components, or clear thematic cues.
For example, a vessel equipped with heavy artillery should not be modeled as a sleek interceptor. This ensures that opponents can quickly understand what each ship is capable of during play.
Ships must also be constructed to represent specific classes within the game. To determine which ships to build, consult each faction’s fleet roster. However, within the vast galaxy of Andromeda—where countless civilizations have evolved under wildly different conditions—fleets are fragmented, diverse, and stylistically unique. Players are encouraged to express creativity in their ship designs, so long as each vessel clearly represents its class, role, and equipped systems.
In space combat, a ship’s base represents its shield facing, engagement profile, and maneuvering footprint. Because directional shields and firing arcs are critical to gameplay, base shapes and dimensions are standardized by ship class.
The standard base sizes are as follows:
Fighter-class ships: 30mm square bases
Cruiser-class ships: 60mm × 30mm rectangular bases
Warship-class ships: 100mm × 60mm rectangular bases
These shapes are essential for determining shield facings, firing arcs, and positional interactions during battle.
Due to the immense diversity of ship construction across the galaxy, slight variations in size are permitted. Ship hulls may be more compact or elongated depending on their origin, technology, or environmental conditions.
Each base may fluctuate by up to ±10mm in any dimension (length or width), provided that:
The base remains within its class scale
The base retains a square or rectangular shape
This ensures gameplay consistency while allowing creative freedom in ship design.
Unlike ground-based systems, base shape is mechanically important in space combat due to shield rules and directional gameplay.
All standard ships must use square or rectangular bases
This is required to properly determine facing, shield arcs, and directional effects
However, some unique or massive entities break these conventions:
Certain models (such as massive stations, anomalies, or celestial constructs) may use round bases
These exceptions are always explicitly stated in their unit profile
For example, unique entities like massive installations or cosmic anomalies (such as the Citadel’s orbital stations or Void-born constructs) may operate under special rules that override standard facing mechanics.
The structure of a ship’s base is not just aesthetic—it directly impacts gameplay:
Determines shield facings
Defines weapon arcs and line of fire
Affects movement, positioning, and collision interactions
Maintaining consistent base shapes ensures that all players can quickly and clearly interpret battlefield positioning at a glance.
This system is built to allow maximum creativity in fleet construction while maintaining clarity during gameplay. The galaxy is yours to interpret and design.
The once-Roman-inspired Empire of Sol may have evolved into a Neo-Renaissance armada or adopted gothic voidship aesthetics during the Emperor’s long absence. The Citadel’s fleets might abandon pristine uniformity in favor of cyberpunk augmentation or stark, utilitarian designs reminiscent of ancient Terran regimes. The Champions of the Void may reshape their vessels into haunting, organic horrors—ships that resemble drifting carcasses, spectral entities, or fragments of dead worlds.
What matters most is that each ship remains readable on the battlefield—its role, class, and capabilities immediately recognizable—while still reflecting your unique vision of the galaxy.
The rules of Wonders of Dwethia are designed to be easy to learn, with clear examples throughout. This guide provides everything you need to understand the game quickly, while reference pages ensure smooth gameplay once you're familiar with the mechanics.
To begin your battles in Wonders of Dwethia, you will need the following:
You'll need several standard six-sided dice (D6). While two will suffice, having at least six is recommended for smooth play.
A measuring device marked in inches or centimeters (such as a ruler, measuring stick, or tape measure) is necessary to determine movement and attack ranges.
Keeping track of your warriors’ stats and abilities is crucial. You can use a simple sheet of paper or print a pre-made record sheet. A pen or pencil will also be useful for notes.
Battles can range from small skirmishes to large-scale conflicts. If you’re new, start with five or six models per side to learn the basics before expanding to full armies. This game is "miniature agnostic" which means anything you can find can work just fine, though we recommend 3D printing or crafting your own!
Base Sizes
All units are on bases their profile will specify what base size they should be supplied with.
Though not required, terrain such as asteroids, space stations, or space debris enhances the game’s immersion and strategic depth. You can create your own, purchase pre-made scenery, or use simple placeholders.
Throughout the game, you'll need to measure distances for movement, attacks, and other actions. Players may measure at any time, such as before moving a unit.
Measure distances base to base, from the edge of one model’s base to another.
Games are played using inches.
Dice rolls are the foundation of gameplay, determining success or failure in various actions.
Some rolls require modifiers (e.g., a +1 bonus to a roll of 4 results in a final score of 5).
D6: A standard six-sided die roll.
D3: Roll a D6 and divide by two, rounding up:
Roll 1-2 → Result: 1
Roll 3-4 → Result: 2
Roll 5-6 → Result: 3
Certain abilities allow re-rolls. If granted a re-roll:
Pick up the dice and roll again.
The second result always stands, even if it's worse than the first.
No dice may be re-rolled more than once, regardless of the source.
Each game of Wonders of Dwethia: Cosmic Combat represents a battle between two opposing forces battling in space.
Before the battle begins, players agree upon a point limit and then each player assembles their army:
Point Limits
players can agree to any random number for their point limit, as long as both players agree and the numbers match. Here are some sample point limits according to battle size:
1500 points: A casual Starter game for new players or quick matches (about 90 minute game time or less) (played on a 2ft x 2ft board)
3000 points: A standard Skirmish game for experienced players (about a 120 minute game time or more) (played on a 3ft x 3ft board)
4500 points: Large scale war, a battle of armies over a larger battlefield (4+ hours of gameplay) (played on a 4ft x 6ft board)
6000 points or more: A truly epic clash of forces, perhaps each side is even made up of allied factions working together on a common goal. (6-8+ hours of gameplay) (played on a 4ft x 6ft board)
Building your Force
Every unit has a point value based on its power and abilities.
Players must select a faction to determine their core playstyle.
Each faction page has a Composition Chart which details how to build an appropriate force for that faction.
Players must select a religion to determine which elite units they have access to.
Each religion page has an elite unit that may be included in your faction.
Once finalized, units are recorded on Custom Unit Sheets (explained later).
Gather your resource pools: Some units have Destiny, Faith, and Affinity points, these will be gathered into distinct pools which can be represented by counters, tokens, dials, or written down on a spare sheet of paper.
Tally up all of Destiny added by the various units and place them into a Destiny Pool
Tally up all of Faith added by the various units and place them into a Faith Pool
Tally up all of Affinity added by the various units and place them into a Affinity Pool
Once forces are assembled, models are placed on the battlefield. Deployment follows either:
Basic Deployment Rules (standard starting positions), or
Scenario-Specific Rules (if playing a narrative or objective-based mission).
Gameplay proceeds according to the core rules, with players alternating turns to move, attack, and use special abilities. The full details of movement, combat, and actions are explained in later sections.
Standard skirmish games last 5 turns unless otherwise specified.
Some scenarios have special victory conditions, such as completing an objective or eliminating key units.
Once the game ends, players determine the winner based on scenario objectives or remaining forces.
Every unit in Wonders of Dwethia is defined by a set of characteristics that represent their strengths, weaknesses, and special abilities. These characteristics determine how well they fight, survive, and interact with the battlefield.
A unit’s profile is written in the following format:
M/P S D A W I D/F/A
Each characteristic is explained below:
Certain units share keywords that provide additional rules or interactions. A full breakdown of these can be found in the glossary.
Represents a unit’s skill in Boarding Action Combat.
The higher the number, the better the crew is at fighting.
Represents a ship's ability to detect and aim.
The lower the number, the more accurate the unit is.
Determines how powerfully a unit strikes in ramming maneuvers.
(see Ramming Maneuvers in Movement Phase Rules)
Measures a unit’s resilience against attacks.
The higher the number, the harder it is to wound the unit.
The number of attacks a unit can make in a single combat round.
Higher values represent more aggressive or well-trained combatants.
The number of hits a unit can take before being removed from play.
This is the hull integrity of the ship. The higher the number the stronger the hull. It is used for ramming maneuvers (see Ramming Maneuvers in Movement Phase Rules)
Points that can be spent on rerolling dice.
Often limited and used for crucial moments.
The unit’s resistance to Affinity powers (magical or supernatural effects).
Higher values indicate greater resilience to spells and enchantments.
Represents a unit’s magical ability to spend on spell-like effects.
Used for casting, enchanting, or manipulating reality.
Can also be used to resist Affinity
Before the battle begins, players must set up their forces on the battlefield. This section outlines the standard deployment rules for your game, including board size, deployment zones, and specific deployment restrictions.
Board Size
The typical board size for games is 3' x 3' or 4' x 6', with a 3' x 3' board recommended for smaller, quicker skirmishes and 4' x 6' for larger battles. Be sure to use a board size that suits the number of units in play and the size of the battle you wish to have.
Deployment and Terrain
Players may place terrain features on the battlefield as agreed upon before deployment. When deploying units, consider the placement of terrain, as it may provide cover and influence your strategic decisions. Units must be able to fit within their deployment zone without being obstructed by terrain features unless they have special rules for disregarding terrain.
Deployment Zones
Each player is allocated a deployment zone, which is 9 inches from their respective table edge. The deployment zone represents the area where your units can begin the game. It’s important that all units are placed entirely within this zone unless they have special rules that allow them to deploy outside of it.
Deployment Order
Roll for Priority: both players roll a dice to determine which side has priority to deploy. Each player rolls a single die, and the higher roll wins.
If Player 1 rolls higher, Player 1 has priority and will select their table edge then deploy one of their models first.
If Player 2 rolls higher, Player 2 has priority and will select their table edge then deploy one of their models first.
In the case of a tie, players re-roll until a winner is determined.
Players alternate deploying units, beginning with the player who has Priority. Units must be placed within their respective deployment zones. The player with Priority places the first unit, and then players continue alternating until all units are deployed.
If both players have a unit with the same ability or rule that allows them to deploy in a particular way (e.g., units that can deploy outside the standard zone or at specific points of interest), these units are deployed after all other units have been placed, following the same alternating method.
Deployment Restrictions
Units that are classified as having special deployment types may have rules that allow them to deploy outside of the standard 9-inch zone or at specific points of interest on the map. Be sure to check the unit profiles for deployment exceptions.
Characters and Heroes are subject to the same deployment rules as other units unless otherwise specified in their special rules.
Reserved Units
Some units may be placed off the table at the start of the game, represented as being in reserve. These units will enter the game at a later time, typically at the beginning of a subsequent turn or as specified by their abilities. The rules for this type of deployment will be outlined in their respective unit profiles.
Special Deployment Rules
Some units may have unique deployment abilities, such as the ability to teleport, or start off the battlefield. These rules will be clearly stated in the unit’s profile and should be followed when placing those units at the start of the game.
Starting the Game
Once all units are deployed, the game begins with the first player’s turn. Both players should check for any special abilities that affect the start of the game or modify the first turn.
The game is divided into turns, during which models move, attack, and use abilities. Each turn follows a structured sequence to ensure smooth gameplay.
Every battle has two opposing sides, each controlling a force of models.
Each side may be controlled by one or more players.
Large games may include multiple players managing different portions of an army.
Each turn consists of five phases, resolved in the following order:
1. Order Phase
Both sides will hand out a number of order tokens face down to each ship in their armada.
Once all order are issued players will flip their tokens to reveal the orders issued
2. Priority Phase
Both sides roll a die to determine priority.
The winner of the roll chooses whether to take the first action in each phase or allow the opponent to act first.
3. Movement Phase
Any Shield Tokens activate and players choose which direction their shields are facing.
The side with priority moves its models first.
Once movement is complete, the opposing side moves.
Some units may have special rules allowing them to move outside of this phase.
4. Shoot Phase
The side with priority resolves all of its ranged attacks.
The opposing side then resolves all of its ranged attacks.
At the end of this phase, all casualties from ranged attacks are removed from play, meaning every unit get's to shoot before being removed from play.
Some ranged weaponry will specify when a model is removed from play immediately. If this happens, then casualties from these weapons can be removed from play before they have an opportunity to resolve their ranged attacks.
5. Close Combat Phase
Melee combat is resolved for all engaged units.
The side with priority chooses the order of combat resolution.
Models removed in this phase take effect immediately.
6. End Phase
Any lingering effects (morale tests, ongoing abilities, etc.) are resolved.
The turn is completed. Start a new turn with Phase 1 – Orders.
The Order Phase occurs at the start of each round to determine which actions the various ships will be taking. This phase represents the fleet commanders handing out orders to his armada. Ships aren't as mobile as troops, as such each ship can only perform two actions per round based on their orders issued.
WHAT ARE THE ORDER TOKENS?:
Order tokens come as 4 different types:
Shield: At the start of the movement phase, all shield tokens activate. Shield tokens will have an arrow and players will orient the token to show which side of the model is protected (front, left, right, rear). If a ship is issued two shield tokens, they can either choose two different directions for each token, or they can receive +1 to their save if the same direction is chosen twice. If a ship does not have shields, it cannot be issued a shield token, if one is issued in error, then that ship simply loses an action that turn as they were confused by the command.
Move: All ships with movement tokens will either move forward 1" then rotate up to 180 90 degrees, or move up to their full distance forward. If a ship is issued two movement tokens then it may perform both of these actions or one of them twice. If a ship is moved into another ship, a ramming action will take place.
Fire: All ships with Fire Tokens will shoot a number of times equal to their order tokens.
Boarding action: Ships with boarding action tokens will move up to half their move distance into base to base contact with an enemy ship within range. Close combat will then ensue. If a ship is ineligible for boarding actions (such as having a zero for their aggressor stat) or no valid targets are within range, then that ship simply loses an action that turn as they were confused by the command.
HOW TO ISSUE ORDERS:
Hand out the tokens
Simultaneously, players will place two tokens face down at the base of every ship they own.
Flip Tokens
Once both players are satisfied with their choices, they will both flip over their tokens revealing their orders.
The Priority Phase occurs after the order phase of each turn to determine which player has the initiative for that turn. This phase ensures that players alternate in controlling the flow of the game, especially when determining the sequence of movement, shooting, and combat.
HOW TO RESOLVE THE PRIORITY PHASE
Roll for Priority:
At the beginning of each turn, both players roll a dice to determine which side has priority for that turn. Each player rolls a single die, and the higher roll wins.
If Player 1 rolls higher, Player 1 has priority and will move all their models first.
If Player 2 rolls higher, Player 2 has priority and will move all their models first.
In the case of a tie, players re-roll until a winner is determined.
Effect of Special Abilities:
Some special abilities or effects from units, factions, or terrain may alter the result of the priority roll. This could allow either or both players to re-roll, or to add or subtract from their respective rolls. Be sure to refer to specific rules or abilities for any modifiers that might apply to the Priority Phase.
After Determining Priority:
The player who wins the priority roll will take their turn first, moving all their models before the opposing player. Once the first player completes their moves, the second player will move their models. The same sequence applies to the shooting and fighting phases, where the player with priority takes their actions first.
Effect of Priority on the Game:
Priority not only decides the order of movement but also influences the order in which shooting and close combat are resolved. For example, a player with priority will shoot first, allowing them to potentially eliminate models before their opponent has a chance to respond. Similarly, during the fight phase, the player with priority can choose which combats to resolve first.
Once priority has been established, the turn proceeds to the Move Phase. During this phase, each side moves its models 1" forward unless they have a move order or are locked in a boarding action.
Move Action: They will move up to their maximum movement allowance as indicated by their profile, or move 1" forward then rotate up to 90 degrees in any direction. Models do not have to move their full distance—they may move less or remain stationary if the player chooses, though it is worth noting that in Cosmic Combat some units might have special movement rules, always check the movement rules before moving your units.
Locked in Boarding Action: Units within 1" of eachother that have at least 1 Agressor stat are considered locked in a boarding action. These models do not move the 1" minimum in the movement phase.
TURN ORDER FOR MOVEMENT
Both players activate all shield tokens
The side with priority moves all its models first.
Once the first side has completed all movement, the other side moves all its models.
After both sides have moved, the game proceeds to the Ranged Attack Phase.
Both players will orient their shield tokens, pointing the arrow in the direction indicating Front, Right, Left or Rear.
If any shot can draw a line to the indicated side of the model, that unit will receive a saving throw against ranged attacks.
Players may move their models in any order they choose.
Use a measuring tape or ruler to determine movement distances.
Most models must move in a straight line; they cannot move in curves and cannot exceed their movement allowance.
If a model wants to move backward it may only move a quarter of its movement unless it has the [Fighter] keyword.
Models with the [Fighter] keyword can move in any direction they choose and do not have to move in a straight line.
MOVEMENT RESTRICTIONS
Models cannot move through other models (whether friendly or enemy). Gaps must be at least as wide as a model’s base for another model to pass through.
Control Zone Rule: A model may not move within 1” (2 cm) of any unit unless it is declaring a boarding action, and you cannot board a friendly unit.
If for any reason a friendly model moves into the control zone of another friendly model, both must make a Ramming Maneuver roll. (see Ramming Maneuver Rules below).
Boarding Action: To engage in boarding action a unit must have been issued a boarding action token and have an aggressor stat of at least 1, a model that performs a boarding action must move upto half its movement into base contact with an enemy otherwise the action fails. Once engaged, neither model may move further during this phase.
Some units cannot be boarded, such as small fighters. These models may not move into the control zone of an enemy units unless they are making a ramming maneuver. (see Ramming Maneuver Rules below).
No unit may declare a boarding action against two models. You can only board one model at a time.
If a model would move into base to base contact with any model and it does not have a boarding action token, then a ramming maneuver is performed instead.
Facing: Models may only be rotated during the movement action.
Leaving the Battlefield: Models cannot leave the battlefield unless retreating due to special rules or scenario objectives. If a models minimum 1" movement would send it off the battlefield, the unit is counted as destroyed by the opponent.
After the Movement Phase, any model that did not take a move action, but was locked in a boarding action the previous turn, while an enemy model or models took a move action to move may make an Opportunity Attack.
Aggressor Roll:
For each model that remained stationary, roll 1 die for every point of Aggressors the model has, or for every model within boarding actions that has Aggressors.
Hit Roll:
Compare the Martial Value (M) of the attacking and moving models using the following chart:
If Martial Values are equal, the Wound roll is made on a 4+.
If the Martial Value is higher than the opponent, the Wound roll is made on a 3+.
If the Martial Value is lower than the opponent, the Wound roll is made on a 5+.
If the Martial Value is double or higher than the opponent, the Wound roll is made on a 2+.
If the Martial Value is half or lower than the opponent, the Wound roll is made on a 6+.
Each die that meets or exceeds the required value becomes a successful Wound.
Example:
2 models with Aggressors 2 each remain stationary while an enemy unit of 1 model retreats.
Each of the 2 models rolls 2 dice for a total of 4 dice.
If 2 of the rolls meet the required wound roll value, the retreating player will then take 2 wounds.
A Ramming Maneuver occurs whenever a ship collides with another model, either intentionally or accidentally.
Intentional Ramming: A player must declare a Ramming Maneuver before moving their ship into another model.
Accidental Ramming: If a collision happens unintentionally—such as from an opponent moving a ship backward or due to miscalculated movement—it still counts as a Ramming Maneuver.
Resolving a Ramming Maneuver
Check the Integrity stat of both ships involved.
Each ship rolls one D6 and adds their strength stat.
If the result equals or exceeds that ship's Integrity score, it suffers 1 wound.
Different types of terrain affect movement speed and interactions.
Each terrain piece has specific keywords that determine its effects (see the Terrain Glossary).
Once both sides have completed their movement, it’s time for the Shoot Phase. In this phase, models from both sides can shoot their bows, crossbows, or other ranged weapons.
Shoot Order
The player who has Priority resolves all their shooting first, followed by the other player. A player can shoot with their models in any order.
Different kinds of weapons have varying ranges, some shoot further than others, while some are harder hitting and more dangerous. Refer to their wargear profile for strength, range, and any movement penalties.
Can It See?a
To determine whether a model can shoot, check if it can see the target. This is done by drawing a straight line between the model and its target. Use a ruler, string, or tape measure to draw this line. If any terrain, non-target models, or other obstructions are in the way, then the shot is blocked (See In The Way Rules below).
Certain terrain types may disallow shots to anything behind them or may provide cover (see terrain glossary).
In Dwethia Skirmish, scoring a wound from a ranged weapon requires a ranged attack roll by comparing the Perception of the shooter and the Strength of their weapon to the Defense of the target.
Add the shooters Perception to the strength of the attack (for ranged, this is the strength of the projectile weapon from its wargear profile or the strength of the spell listed) and compare this to the target’s defense.
If the Strength of the attack is less than the defense of the target, the wound roll is made on a 3+.
If the Strength is double or higher, the wound roll is made on a 2+.
If the Strength is less than half of the defense of the target, the wound roll is made on a 5+.
If the Strength is half or lower, the wound roll is made on a 6+.
If Strength and Defense are equal, the wound roll is made on a 4+.
Special Rules:
Some special rules may cause a successful Hit roll to be modified or negated. Check any relevant special rules or abilities and resolve them before determining whether to move on to the wound roll.
Behemoth: If the Defense of the target is Triple the Strength of the weapon then no roll can be made.
If the attack is a spell, this rule does not apply.
Cover: A target in cover can reduce the perception of the shooter. Check the terrain rules for details.
Long Distance: Any Target greater that 12" away receive Cover +1. This will stack with any terrain or cloak based cover.
Saves: Some items such as shields can grant a save from the attack.
Ignore Wounds: Some models may ignore wounds through special rules, follow these rules as stated. Repeat this process until no more models with applicable special rules remain in the fight, at which point any remaining wounds are distributed as normal.
If a model has 1 Wound in its characteristic profile, it is slain if it suffers a wound. A slain model is then removed from the game as a casualty at the end of both players' shooting phases.
If the shot fails to inflict a wound, the target remains unharmed.
Multiple Shots:
Some ships have multiple weapons, they can shoot more than once in the Shooting phase. If a ship has multiple weapons, all shots must be resolved before moving on to shoot with another model. The player can shoot at the same target or change targets with each shot.
Multiple Wounds:
Many Ships have more than 1 Wound. If a model has multiple wounds, record its current Wounds value. For example, a model with 2 Wounds will take two hits to be slain, and so on. When the model loses its last wound, it is removed from the tabletop according to the rules of the phase.
Some models must give up some of their permitted movement to shoot in the Shoot phase:
Half Movement Penalty:
If a model moves further than half of its maximum move distance, it cannot shoot that turn. For example, a model with a 6" move cannot shoot if it moves further than 3".
Full Movement Penalty:
Some weapons require the model to give up its entire movement to shoot. A model cannot move and then shoot in the following phase if it has such a weapon.
No Movement Penalty:
Some weapons have no movement penalty, meaning the model can move its entire permitted distance and still shoot.
Note: If the model moves through difficult terrain, it must still give up half of its remaining move to shoot. For example, if a model with a 6" move moves over terrain that reduces its movement by half (3"), and it has a weapon with a half-penalty, its movement would be further reduced to 1.5" if it wishes to shoot.
When selecting a target within Coherency, the player controlling the unit may choose which unit is the target of the attack. This can represent units using tactics such as a shield bearer raising a shield to protect an ally.
Models engaged in hand-to-hand combat cannot shoot in the same phase. They are already busy with melee attacks during the Fight phase.
Some factions may not allow shooting at enemies already engaged in close combat, even if the shot is clear. Some factions may allow players to attempt this risky shot at the risk of hitting an ally. Always check faction rules for specific limitations or permissions.
Missed Shot: If the shot misses, it flies wide and causes no harm.
Friendly Fire: If the shot hits, roll a dice to determine which side of the combat is hit:
On a 1, 2, or 3, the shot hits a friendly model.
On a 4, 5, or 6, the shot hits the intended target.
If the shot hits a friendly model, and there are two or more of the model's warriors in coherency, you must choose which model takes the wound.
If a model or object is in the way of the shooter’s line of sight, it could block the shot or deflect it.
Obstructions:
If the view is partially obscured by another model or terrain, there is a chance the shot will hit the obstruction instead of the target.
Rolling for Hits:
First, roll to see if a hit is scored. If the shot misses, it flies wide.
If a hit is scored, roll again for the first object in the way:
On a 1, 2, or 3, the shot hits the obstruction.
On a 4, 5, or 6, the shot misses the obstruction and continues towards the target.
Friendly Models in the Way:
Some factions cannot shoot at a target if another allied model is in the way. Some factions, however, can shoot even if another allied model is in the way.
A model shooting from behind cover is allowed to shoot so long as it can see over or around the cover. The model must be touching the cover and it's terrain keyword must allow shooting from Cover (see Terrain Glossary).
If a model is shooting from behind a friendly model, it isn’t considered to be in the way of the shot as long as the shooter is in coherency of the friendly model.
Before resolving combat, players must identify which models or groups of models are involved in a boarding action which causes a fight.
Fight Criteria: Any two opposing models that are within 1" of each other are considered to be in a fight. It is possible for multiple allies to board one enemy unit.
The player with Priority chooses which fight to resolve first, and the opponent then chooses the next. The process alternates between players until all fights have been resolved.
The player who selects the fight is considered the Attacker.
The opposing player is considered the Defender.
Gather Attack Dice
Each player rolls a number of dice equal to their model's Aggressors stat on their profile.
In a scenario where multiple models are involved in a boarding action, each player will combine all Aggressors values from participating models into a single dice pool.
Determine Attack Roll Value (ARV)
Identify the model with the highest Martial Value (M) among the attacking models.
Identify the model with the highest Martial Value (M) among the defending models.
Compare these values to determine the required roll for each side.
Determine Hit Roll Requirement
Compare the Martial Value (M) of the attacker and defender using the following chart:
If Martial Values are equal, the attack roll is made on a 4+.
If the Martial Value is higher than the opponent, the attack roll is made on a 3+.
If the Martial Value is lower than the opponent, the attack roll is made on a 5+.
If the Martial Value is double or higher than the opponent, the attack roll is made on a 2+.
If the Martial Value is half or lower than the opponent, the attack roll is made on a 6+.
Both players roll their attack dice simultaneously using their respective required values.
Each die that meets or exceeds the required value counts as a successful Wound.
Some units have special traits or wargear that allow them to ignore wounds, referred to as Saves, in boarding actions, these saves do not apply as these saves represent energy shields possessed by the ships and do not apply in this level of combat.
In a scenario where one model fights multiple models, all participating models on each side combine their Aggressors into a single dice pool.
Use the highest Martial Value (M) on each side to determine hit rolls.
Use the highest Strength Value (S) on the attacking side and the highest Defense Value (D) on the defending side to resolve wounds.
The player controlling the attacking models may allocate wounds to any enemy models engaged in the boarding action.
Fights are resolved one at a time following the alternating selection process described above.
Destiny represents a unit's power to shape fate and turn the tide in pivotal moments. It is a limited resource that can be spent to re-roll dice or perform special actions, as described below.
Using Destiny for Re-Rolls
Destiny may be spent to re-roll any dice, unless otherwise restricted by specific rules.
You may spend multiple points of Destiny at once to re-roll multiple dice in a single action.
All dice to be re-rolled must be declared before any re-rolls are made.
Example: A unit rolls 2 dice in combat. The controlling player may spend 2 Destiny to re-roll both dice at once.
A die that has already been re-rolled cannot be re-rolled again, even if additional Destiny is available.
Destiny in Conflict (Opposing Players)
If both players wish to spend Destiny during the same resolution:
The player with priority resolves their Destiny re-rolls first.
The non-priority player may then choose to use Destiny after seeing the new result.
Limits on Destiny Use
Destiny can be used to re-roll any die unless:
The roll is a Faith/Affinity Resistance Roll (see next section) – Destiny cannot re-roll these, but instead adds bonuses to the roll.
The roll is the Priority Roll at the start of the round – Destiny cannot affect this unless specifically permitted by a Hero’s ability.
Some units or factions will have unique special actions that require Destiny to activate.
These actions are detailed in the unit's special rules or faction rules.
The action will specify:
How much Destiny must be spent.
What effect it creates.
Which phase the action can be used in.
Example: A unit may spend 1 Destiny during the Movement Phase to reposition a friendly unit within 6".
Affinity is the catchall term for mystical or psychic power found throughout the galaxy. Units with Affinity will have this listed on their profile, along with the powers they can activate using it.
A unit may normally activate only one Affinity power per turn.
If an Affinity power is activated during the Shooting Phase, the unit cannot fire any ranged weapons in that phase.
If the caster is in coherency with enemy units, they may only target those units with their Affinity powers.
Some spellcasters may have special rules allowing them to cast multiple powers per phase. If so, they must:
Declare all powers, their targets, and pay the affinity before any rolls are made.
Affinity is spent regardless of whether the spell succeeds, fails, or the target is destroyed before the spell resolution.
Some Heroes may have unique Affinity Actions, detailed in their unit profiles, with defined costs, activation phases, and special effects.
Faith represents spiritual strength, unwavering belief, or sheer willpower in the face of supernatural force. It is used to resist Affinity-based powers.
When a unit is targeted by an Affinity power (or is within 24" of the caster), the defending player may attempt to resist using Faith.
Spend 1 Faith point to attempt resistance.
Players alternate spending additional points to modify their rolls:
Each Faith point adds +1 to the defender’s roll.
Each Affinity point adds +1 to the caster’s roll.
Players continue back and forth until one player passes.
Both players roll 1d6 and add their modifiers from Faith and Affinity points.
If the Faith roll is higher, the power is negated and all Affinity spent is lost.
If the Affinity roll equals or exceeds, the power resolves successfully.
After the roll, players may enter a final Destiny bidding phase to try and shift the result:
Destiny points may be spent by either player to add directly to their total roll.
Players take turns spending Destiny one point at a time, each adding +1 to their result.
This continues until both players pass consecutively.
Important: In this context, Destiny may not be used to reroll any dice—only to increase the final result. This is a unique exception to general Destiny rules.
A Blue Sun targets a Comrade-class with the Spell Lightning, spending 2 Affinity.
The Comrade-class spends 1 Faith to resist, plus 2 more for a +2 bonus.
The Blue Sun responds with 2 more Affinity, giving him +4 total.
The bidding ends. They roll:
Comrade-class: 4 + 2 = 6
Blue Sun: 5 + 4 = 9
Destiny Phase Begins:
Comrade-class spends 1 Destiny → 6 → 7
Blue Sun responds with 1 Destiny → 9 → 10
Comrade-class spends 2 more Destiny → 7 → 9
Blue Sun passes
Comrade-class passes
Final Result: Affinity 10 vs Faith 9 → Spell succeeds