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.
To begin your skirmishes in Wonders of Dwethia, you will need the following:
You'll need several standard six-sided dice (D6). While 12 will suffice, having at least 24 is recommended for smooth play.
A measuring device marked in inches (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.
Models are equipped with specific base sizes, colors, and are marked. More on this in a later section. Gameplay in conquest will represent battle over an entire planet or continent. This game is "miniature agnostic" which means anything you can find can work just fine, though we recommend 3D printing your own through sites like HeroForge.com
Terrain in Dwethia Conquest will simluate a 5,000 foot view of a table top. Instead of ruins and trees, terrain should be modelled to represent cities, forests, deserts, mountains, and oceans, among many resources that will need to harvested throughout the game, more on that later!
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.
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.
Before a game can be played, you must build a collection of miniatures. It is recommended to start with a small force of around 6 models for a tutorial game, but after that, players are encouraged to build a 100-point starter army.
Base Sizes
most units are placed on 40mm bases
Buildings are placed on 50mm Bases.
Resource Deposits are placed on 50mm Bases.
[Commander] and [Elite] keyword units are placed on 25mm Bases.
Certain epic units will have unique base sizes listed in their profile.
Rim Color
For bases, the rim (the side of the base, not the top) must be painted a specific color to identify the racial profile attached to the unit:
Gold: Old One
Red: Terran
Blue: Sovereign
Green: Orc
Yellow: Geck
Purple: Croc
Silver: Cyborii
Bronze: Borii
Brown: Taurus
Black: Wraith
Base Number
Every unit profile is marked by a number before their name (e.g., 1. Legion). This number must be displayed on the base. Players can be creative and use numbers, dots, Roman numerals, or icons—whatever they choose, as long as the number is clearly identifiable (religious elites are marked with a letter instead of a number).
Models are fun, and many of us love the hobby, but for just getting started or in a pinch, this entire system can actually be played with nothing but colored and numbered bases. none of these rules require actual model line of sight and everything is measured from base to base. To get started, players can purchase, 3D print, or cut out the appropriate bases sizes, color them (see rim color rules below) and number them (see base number rules below), with only the added rules of Faction coloring and A-Z identifying the units based on load out.
Faction Coloring:
When using the Model Apathetic rules, the base size, color, and number clearly identify the rank, profile, and race of each model, however with nothing but bases on the field players might easily confuse their bases with their opponent's. To fix this, the typical racial base coloring still covers the side of the base with the top of the bases colored as follows:
Gold: Empire of Sol
Blue: The Citadel
Red: Bloodpact Anarchists
Green: Black Sun Traders
Purple: Eldritch Cult
Black: Champions of the Void
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 combat.
The higher the number, the better the fighter.
Represents a unit’s ability to detect and aim.
The higher the number, the more accurate the unit is.
Determines how powerfully a unit strikes in combat.
The higher the number, the greater the chance of wounding an enemy.
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.
Most standard troops have 1 wound, while heroes and powerful creatures may have more.
A bonus added to Martial when the unit is in coherency with its allies.
Encourages strategic positioning and teamwork.
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
Represents a units speed across the battlefield
Buildings stat profiles will only show Defense, Wounds, and Integrity as most buildings do not Fight, Shoot, or move. In the rare event a unique building has some of these properties, the profiles for such weapons will be provided under the special rules along with the [Fortress] keyword.
In Dwethia Conquest each army will have a collection of 2 banks where they harvest resources for building units and buying upgrades, these banks are kept track using dice, tokens, or dials.
This holds points converted from minerals harvested from mines and gas deposits across the map, these points may be spent on units, buildings or upgrades that require faith or affinity to be built.
This holds Destiny, Faith, and Affinity generated from Relics across the map, these points may be spent on units, buildings or upgrades that require destiny, faith or affinity to be built.
Each game of Wonders of Dwethia Conquest represents a battle between two opposing forces over a massive planetary conflict.
Before the battle begins, players agree upon a point limit and then each player assembles their army around a chosen main scenario and included secondary missions.
Main Scenario:
In Dwethia Conquest, each player will get to choose what objective they personally wish to accomplish. Each player chooses their own. For a full breakdown on each scenario, check out the Scenario section under campaign play.
Annihilation: Wipe your opponent from the board. At the end of 6 rounds, score victory points for every model slain on the opponent side.
Take the City: Maintain control of a city place in the dead center of the map. At the end of every round score 20 victory points if you hold the city.
Mine the Resources: There are strategic resource areas throughout the map, perform an action at each one to mine the resource. At the end of 5 rounds score victory points for every resource you collected.
Secondary Missions:
In Dwethia Conquest, each player will have access to a set of secondary missions based on their faction. Players should check their faction's missions page for which secondary missions they have access to and select two.
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)
3000 points: A standard Skirmish game for experienced players (about a 120 minute game time or more)
4500 points: Large scale war, a battle of armies over a larger battlefield (4+ hours of gameplay)
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.
Building your Force
Every unit and building 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.
Units are created by mixing and matching races, unit types, and wargear options allowing for deep customization.
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
The map of Dwethia conquest is shaped by the play space, the terrain and the resource nodes.
Play Space: Dwethia Conquest is played on a 3ft x 3ft board.
Divide the map into table quarters.
Each terrain piece has specific keywords that determine its effects (see the Terrain Glossary).
Players can agree upon an equal number of terrain features and take turns placing them one by one in each table quarter.
alternatively players can roll on the map seed rules and place the terrain according to the layout.
Some boards may be custom designed for Dwethia Conquest with terrain features build in, players are encouraged to design this symmetrically and identify all the terrain features with rules before the game begins.
Resource Nodes: Resource Nodes in Dwethia Conquest are unique objective markers for conquest explained in their own section (see Resource Nodes section below).
Based on the point limit set for the battle, lay out the appropriate game space.
Without any terrain on the battlefield players should select opposites sides of the map.
Players will place the following resource nodes, each one must be 6" away from any other resource node:
Each player places 1 Relic on each quadrant of the map for 8 Relics total.
Each player places 1 Mine on each quadrant of the map for 8 Mines total.
Each player places 1 Gas Vein on each quadrant of the map for 8 Gatotal.
Once forces are assembled, models are placed on the battlefield.
Place your Headquarters: In Dwethia Conquest each army has a [Headquarters] bulding identified on their faction page, some units may even have multiple options based on their faction. One of these is chosen and place anywhere on their side of the board within 18" of their table edge.
Place your Starting Force: Each faction has an assortment of [Starting force] units that may be placed during this phase, only 500 points may be played at the start of the game. Any ammount of points less than 500 are stored as points in the player's Requisition Bank.
Starting the Game
Once all starting units are deployed, players both roll to determine priority again. Both players should check for any special abilities that affect the start of the game or modify the first turn.
Gameplay proceeds according to the core rules, starting with the player with priority, players alternating turns to move, attack, and use special abilities. The full details of movement, combat, and actions are explained in later sections.
Standard games last 6 rounds 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 and mission objectives points scored.
Optional: Apply wounds and experience for campaign rewards and level up any models.
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) Priority & Research Phase
Both sides roll a die to determine priority.
The winner chooses whether to act first in each phase or yield Priority to their opponent
Each player may spend resources to unlock Research
Any effects from Research are resolved immediately
2) Movement & Harvest Phase
The side with priority moves its models and harvests all its resources.
Once movement is complete, the opposing side moves and harvests all its resources.
Some units may have special rules allowing them to move outside of this phase.
3) Shoot & Build Phase
The side with priority resolves all of its ranged attacks and builds buildings or units first (buildings and units are placed at the end of the phase).
The opposing side then resolves all of its ranged attacks and builds its buildings or units.
Buildings and units are placed adjacent to any models that built them.
At the end of this phase, all casualties from ranged attacks are removed from play, meaning every unit gets to shoot or build before being removed from play.
Some ranged weaponry will specify when a model is removed from play immediately [Quick Shot]. If this happens, then casualties from these weapons can be removed from play before they have an opportunity to resolve their ranged attacks.
4) 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.
5) End Phase
Any lingering effects (special rules, abilities, etc.) are resolved.
The turn is completed. Start a new turn with Phase 1 – Priority.
The Priority & Research Phase occurs at the start of each turn to determine which player has the initiative for that turn ad what technology they unlock. This phase ensures that players alternate in controlling the flow of the game, especially when determining the sequence of movement, harvesting, building, shooting, and combat.
HOW TO RESOLVE THE PRIORITY & RESEARCH PHASE
1) 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.
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.
2) Research Tech:
Players may now pay for research they can afford.
Players identify which research they will make active
Players pay any costs associated to these technologies from their respective banks.
Those technologies are now active.
Once priority has been established and research unlocked, the turn proceeds to the Movement and Harvest Phase. During this phase, each side may move its models up to their maximum movement allowance as indicated by their profile and Harvest a certain number of points as indicated by their profile. Models do not have to move their full distance—they may move less or remain stationary if the player chooses.
TURN ORDER FOR MOVEMENT & HARVESTING
The side with priority moves and harvests with all or some of its models first.
Models may move, harvest once for this phase, then continue moving.
Models with the [Harvest X] keyword will harvest X ammount of points per resource node.
Players can choose for their models to remain stationary
Once the priority player has completed all desired movements and harvesting, the other player moves and harvests with all their models.
After both sides have moved and harvested, the game proceeds to the Shooting Phase.
Players may move their models in any order they choose.
Use a measuring tape or ruler to determine movement distances.
Models do not have to move in a straight line; they can move in curves or any path as long as they do not exceed their movement allowance.
Models may move, harvest once for this phase, then continue moving.
MOVEMENT RESTRICTIONS
Models cannot move through enemy models (Friendly models will gladly step aside but no models can end their movement with overlapping bases).
Engagement Rule: A model may not move within 1/2” of an enemy unless it intends to Engage the enemy.
Engaged: Once engaged, neither model may move further during this phase. (To engage in melee combat, a model must move into base contact with an enemy.)
Facing: Models may be rotated freely at any time during the game. Rotating does not count as movement.
Leaving the Battlefield: Models cannot leave the battlefield unless retreating due to special rules or scenario objectives.
Models with the [Harvest X] keyword will harvest X ammount of points per resource node.
Each resource node yields as certain type of resource point.
Gas Nodes and Mines Yield requisition points which are spent on Requisition [R] Points for models.
Reliquaries need to be returned to a player's [Headquarters] or [Temple] and every Harvest phase they [Harvest X] Aether [A] points where X is determined by the Head Quarters.
[Temple] Some buildings may receive a reliquiary as well and may harvest more Aether [A] Points.
[Mine] Some buildings may be built in coherency with Resource Deposits and [Harvest X] Requisition [R] Points every harvest phase.
Aether Points are spent to unlock special units who have Destiny, Faith, or Affinity.
Some buildings will naturally generate resources every turn during the harvest phase, these will specifcy what they do in their special rules.
Coherency represents the organizational structure of a unit and how closely its models are grouped together during the movement phase. Maintaining coherency allows models within a unit to stay coordinated, benefiting from increased effectiveness in combat, leadership, and other factors.
WHEN COHERENCY APPLIES
Coherency Range: A model is considered to be in coherency with another model or group of models if it is within 1 inch of that model horizontally or 6" vertically. Models that are within this range are assumed to be working together in a coordinated manner and will gain certain benefits (or deficits) during the game.
Unit Benefits/Deficits from Coherency:
Martial Value Enhancement: If a model moves within 1 inch of another model or a group of models in the same unit, they gain the benefits of Coherency. The Integrity value of the models in coherency is added to their Martial value. This represents the unit's improved coordination and effectiveness in combat as a result of staying together.
Other Benefits/Deficits: Depending on core rules or any special rules that apply, maintaining coherency might grant additional benefits or impose certain deficits. For example, some units may gain bonuses to defense, Martial, or special abilities if they remain in coherency, while others may have specific penalties or restrictions if they are out of coherency.
Negative Integrity: Some units don't work well with others, they will suffer from negative Martial abilities while within coherency with others. The whole group will have their Martial Abilities reduced by the greatest negative within the coherent units. (This will be explained further in the fight phase rules).
Maintaining Coherency:
During the movement portion of the phase, players must ensure that their models are within coherency if they wish to benefit from coherency. If a model is moved too far from the unit and no longer remains within 1 inch of any other model in the same unit, it may lose the benefits of coherency for the rest of the turn.
In some cases, special rules or abilities may allow models to maintain coherency even if they are slightly further apart or offer other strategic advantages when forming a cohesive unit.
Special Coherency Rules: Certain factions, abilities, or terrain may modify the coherency rules. For example, a unit with a special leader or a specific terrain feature might have a larger coherency range or different rules regarding how they interact with other models. Always check the relevant rules for any specific abilities that could affect coherency.
Different types of terrain affect movement speed and interactions.
Each terrain piece has specific keywords that determine its effects (see the Terrain Glossary).
Gas Veins will have green rimmed bases and are modeled on a 50mm base.
Mines will have gold rimmed bases and are modeled on a 50mm base.
Relics will have blue rimmed bases and are modeled on a 25mm base.
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 & Build Order
The player who has Priority resolves all their shooting and building first, followed by their opponent. A player can shoot and build with their models in any order, however models cannot shoot and build, they must pick one or the other.
Building Buildings and Units
In Dwethia Conquest players begin with one building and a few models. They must utilize these limited resources to build up their presence on the map and their military strength!
Identify which units will be building during this phase, these units will not be able to shoot this phase unless they have the [Fortress] keyword.
Select what the unit will be building and pay the associated recources.
At the end of the phase, before models are removed from shooting, place all built units or buildings within coherency of the model.
If a model is slain by [Quick Shot] before the end of the phase, the models it built are not placed and the resources spent on those models are lost.
Different kinds of weapons have varying ranges, some shoot further than others, while some are harder hitting and more dangerous. Wargear profiles for ranged weapon are displayed in the following format: Name: Range", Strength, Movement Penalty, Special Rule Keywords.
Example: Short Bows: 12", Strength 2, No penalty [Arc]
This unit has Short Bows, with Strength of 2 when considering the wound roll, this weapon allows for full movement, and it uses the [Arc] special rules according to the keyword.
We will explain what each of these mean in the relevant sections below.
2) Can It See?
To determine if a model can shoot, draw a straight line from any point on its base to any point on the target’s base. You can use a ruler, string, or tape measure to do this.
If there is at least one clear line between the shooter and the target that doesn’t cross any terrain, model bases (not the model itself), or other non-model obstructions, the shot may be taken without penalty.
If no clear line can be drawn without crossing over terrain or these other obstructions, then refer to the In the Way rules.
If a model is raised by terrain to a height of over 3", it may ignore all model bases when determining if anything is In the Way. Terrain and other non-model obstructions are still considered as normal.
If a model's base is touching a terrain piece, it may ignore that specific terrain piece when determining whether anything is In the Way.
Some terrain may completely block line of sight or provide cover depending on its type (see the Terrain Glossary for details).
3) Rolling Ranged Attacks
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.
Saves: Some items such as shields can grant a save from the attack.
Shield: If a target of a shot has a shield or is within coherency and range 2 of an ally with a shield, the target may their integrity to their defense for the ranged attack roll comparison.
Ignore Wounds: Some models, such as Champions of the void, 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 Ranged Weapons:
Some models may have multiple ranged weapons. They can only shoot with one weapon in the shooting phase unless some special rule would allow for shooting with an extra weapon.
Multiple Shots:
Some Heroes can shoot more than once in the Shooting phase. If a Hero has multiple shots, 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:
Heroes and larger creatures may 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.
Moving & Shooting
Some weapons require that 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.
Shooters in Combat
Models engaged in combat can shoot in the same phase, but only at the unit they are engaged with, in Dwethia Conquest a single unit represents an entire army waging war over a battlefield between the bases.
Targets in Combat
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 shot at the risk of hitting an ally (this count's as In the Way see rules below). Always check faction rules for specific limitations or permissions.
Roll a dice to determine which side of the combat is hit:
On a 1, 2, or 3, the shot hits a friendly model and the attacker must now roll against their own models.
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 is the target.
In the Way!
If a model or object is in the way of the shooter’s line of sight, it could block the shot or deflect it. 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, reduce the perception of the attack by 1 for each object in the way.
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.
Shooting from Cover
A model shooting from behind cover is allowed to shoot so long as it can see over or around the cover or is touching the terrain feature that provides cover however the model must be touching the cover and its terrain keyword must allow shooting from Cover (see Terrain Glossary).
Shooting from Behind Friends
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.
Advanced Shooting Rules
Some shooting weapons have special key words that indicate they follow special rules that break the established shooting rules.
[Quick Shot] These weapons fire faster than arrows and other standard projectiles and when they hit, they kill instantly. When a model is slain from a wound caused by a Quick Shot weapon, remove that model even if it hasn't had a chance to shoot in the shooting phase.
[Arc] Some weapons can lob their projectiles further by sacrificing accuracy. Weapons with the Arc key word can double their range, they no longer require line of sight on the target. However the Perception for these shots is always treated as 0.
[Fortress] Thiese units can shoot and build during the Shoot & Build Phase.
[Commander] These units cannot be targeted by any attack while in coherency with another unit.
Fight Criteria: Any two opposing models that are within 1" of each other are considered to be in a fight.
Coherency: If any models are in coherency with models engaged in a fight, these models are also considered part of the same combat.
Range 2 includes all models whose bases are directly touching a model that is in the fight or touching a base that is touching a model in the fight.
The player with priority selects the first fight to resolve. Then, the player without priority selects another unresolved fight. Players alternate choosing unresolved fights until all eligible fights have been resolved.
The player who selects the fight is considered the Attacker.
The opposing player is considered the Defender.
Fight Participation:
A model may only participate in one fight per fight phase.
If a model is eligible to join multiple fights (i.e., within Range 2 of multiple engagements), the controlling player must choose one fight for it to participate in.
2.A) Roll for Attack:
1. Gather attack dice
Each player will gather a number of dice equal to their models' Aggression value. Players must assemble this collection of dice according to the following criteria:
Engagement: Gather 1 dice for every point of aggression among the models within 1" of an opposing model in this fight.
Range: Gather 1 dice for every point of aggression among the models within melee range of an opposing model in this fight.
Example: Some units and weapons have range 1, 2, or 3 such as spears and pikes, or the special ability of zombies and siege golems. Check your unit profiles for any of these special abilities and weapons then add dice equal to their aggression value.
Special Abilities: Check any special abilities that might apply due to any spell or special circumstance according to army or unit rules, add dice as specified by any of these abilities.
2. Determine Attack Roll Value (ARV).
Both the defender and attacker will make their own attack rolls, attempting to score hits on their opponent. In order to determine the Attack Roll Value (ARV) players must do the following:
Identify which model among the attacker and defender has the highest Martial Value (M) on their profile. This becomes the ARV.
Identify which model among the attacker and defender has the Highest Integrity Value (I) on their profile, add this to the ARV.
Identify which model among the attacker and defender has the lowest negative Integrity Value (I) on their profile, subtract this from the ARV.
Determine the number to meet or exceed on all attack dice by using the following chart:
If the highest ARV Value is:
If the ARV of the attack is less than the ARV of the target, the attack roll is made on a 3+.
If the ARV is double or higher, the attack roll is made on a 2+.
If the ARV is less than half the ARV of the target, the attack roll is made on a 5+.
If the ARV is half or lower, the attack roll is made on a 6+.
If ARV is equal on both sides, the attack roll is made on a 4+.
Example: An attacker with a ARV of 5 is fighting a defender with a ARV of 4. The attacker will need 3+ while the defender will need a 5+
1. Gather Wound dice
Each player will gather all the Attack dice that successfully met or exceeded the ARV, discarding the rest.
2. Determine Wound Roll Value (WRV).
Both the defender and attacker will make their own wound rolls, attempting to damage their opponent. In order to determine the Wound Roll Value (WRV) players must do the following:
Identify which model among the attacker and defender has the highest Strength Value (S) on their profile. This becomes the WRV.
Identify which model among the attacker and defender has the highest Defense Value (D) on their profile. This becomes the Defense Target (DT).
Determine the number to meet or exceed on all wound dice by using the following chart:
Compare WRV to DT
If the WRV of the attack is less than the DT of the target, the wound roll is made on a 3+.
If the WRV is double or higher, the wound roll is made on a 2+.
If the WRV is less than half the defense of the target, the wound roll is made on a 5+.
If the WRV is half or lower, the wound roll is made on a 6+.
If WRV and DT are equal, the wound roll is made on a 4+.
Roll Saves: Roll these saves by picking one of the opponent's successful wound dice, and roll that dice to meet or exceed the model's save value. If the save fails, remove a wound from that model, removing the model if it has no more wounds remaining. Repeat this process until no more models with saves remain in the fight, at which point any remaining wounds are distributed as normal.
Ignore Wounds: Some models, such as Champions of the void, 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.
[Commander] These units cannot be targeted by any attack while in coherency with another unit.
Destiny represents a Hero’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 and did not receive favorable results. The controlling player may procalim that they will spend 2 Destiny to re-roll both dice at once.
A die that has 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.
There are default Destiny actions that all heroes have access to and some units or factions will have unique special actions that require Destiny to activate.
These actions are detailed here and 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 Hero may spend 1 Destiny during the Movement Phase to reposition a friendly unit within 6".
The following abilities are available to all heroes in Dwethia Skirmish:
Surge: In the movement phase, a unit may spend 1 Destiny at any time to move themself out of priority order. Perhaps attempting to catch a some models attempting to flee. If an opposing unit activates a surge action in response, then both players will wager destiny until one side is higher, otherwise roll a1d6 on a 4+ the unit without priority wins.
Heroic Resolve: At any time a unit may spend 1 Destiny at any time to roll 1d6, on a 4+ they ignore a wound. They may continue to spend Destiny this way to ignore the same wound until they run out of Destiny.
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 12" 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 that they bid.
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 Necromancer's Walker Horse targets a Commissar's Platoon with the Spell Lightning, spending 2 Affinity.
The Commissar spends 1 Faith to resist, plus 2 more for a +2 bonus.
The Necromancer responds with 2 more Affinity, giving him +4 total.
The bidding ends. They roll:
Commissar: 4 + 2 = 6
Necromancer: 5 + 4 = 9
Destiny Phase Begins:
Commissar spends 4 Destiny → 6 → 10
Necromancer responds with 1 Destiny → 9 → 10
Commissar spends 2 more Destiny → 10 → 12
Necromancer passes
Commissar passes
Final Result: Affinity 10 vs Faith 12 → Spell fails.