Solo Tactical Dungeon-Crawling in the World of Dwethia
Dwethia: Dungeons is a grid-based solo adventure set in the dark, mythic universe of Dwethia. Designed for quick setup and deep replayability, this ruleset transforms your RPG or Skirmish heroes into dungeon-delving champions on a 6x6 battlefield of shifting terrain, randomized objectives, and escalating threats.
Whether you're looking to test a favorite character, try out tactical solo play, or explore an endless labyrinth of procedural rooms, Dwethia: Dungeons delivers a focused, strategic experience that rewards clever positioning, resource management, and bold decisions.
Compatible with the Dwethia RPG and Skirmish systems
In Dwethia: Dungeons, you step into the boots of a lone hero, dropped behind enemy lines with nothing but your grit, gear, and will to survive. This isn’t a battle—it’s a mission. Whether you're infiltrating a cursed temple, navigating the wreckage of ancient ruins, sabotaging a high-security enemy base, or escaping from a doomed space station, your hero is up against impossible odds with only one way forward: through.
But every mission needs context. To create your experience, you’ll generate three key components:
Your dungeon run could be set in one of four unique environments. Each one comes with its own thematic quirks and gameplay modifiers.
You may choose your setting or roll a d4 to randomly generate it:
Next, decide why your hero is here. The objective serves as your victory condition, and shapes how you play. Again, you can choose or roll a d4.
Objective Details
Assassination:
- At the final room, roll a d6 to select a random enemy hero unit from the faction list.
- If the number doesn't match a unit, treat the roll as a 1.
- Victory is achieved once that enemy is slain.
Retrieve Data:
- An interface (a desk, console, terminal, etc.) is placed in the final room. (generated like Scatter Terrain)
- Your hero must interact with it and roll a 6 to succeed.
Escape:
- Every door is locked.
- To unlock a door, pass a Perception check.
- Pick the final lock and exit to win.
Sabotage:
- Your hero begins with a package (bomb, artifact, hack chip, etc.).
- An interface (a desk, console, terminal, etc.) is placed in the final room. (generated like Scatter Terrain)
- In the final room, interact with the interface using a Perception check.
- After each melee combat, roll a Perception check:
- On failure, the package is dropped.
- Enemies can pick it up and attempt to flee the map. (On the AI turn the nearest enemy picks up the object, on their next turn they will make a full move towards the door).
- If they escape, you lose.
- If you slay the carrier, spend an action to retrieve it.
Each dungeon consists of a series of connected rooms. Choose how many rooms your run will last, or roll a d4 + 3 for a randomized challenge.
Each new room is generated with new terrain, enemies, and opportunities. The further you go, the higher the danger—and the greater the rewards.
Every dungeon crawl in Dwethia: Dungeons takes place on a procedurally generated 6x6 grid. Each square measures 40mm and represents one unit of space. This grid forms a single room—but that room is just the beginning. (This size fits the standard skirmish miniatures, but the size can be tweaked to be any size if you wish, as long as items fit on the grid).
Through your actions and exploration, the map will unfold into a chain of rooms, with each new room generated on the fly using a simple and dynamic set of rules. The number of rooms determines the length and difficulty of the run.
Roll 1d4 to choose a side of the 6x6 map for the entrance:
- 1 = Top Side
- 2 = Bottom Side
- 3 = Left Side
- 4 = Right Side
Roll 1d6 to select a specific space: Count from left to right or top to bottom.
Example: You roll a 1 (top side) and a 4 → Entrance = The fourth space from the left at the top of the map.
Place the player model on the entrance space.
Roll 1d4 and 1d6 again for the exit.
If it’s the same side as the entrance, mirror it.
Example: You roll a 1 (top side) again, simply treat it as a 3.
Each room in Dwethia: Dungeons is a unique battlefield shaped by its walls, obstacles, and scatter terrain.
The map is always a 6x6 grid of 40mm spaces, with the edges labeled:
Horizontal (top and bottom): Sides 1 and 3
Vertical (left and right): Sides 2 and 4
Rows and columns are numbered 1–6
Walls:
- (1x1), (1x2), (1x3), (2x2)
Barricade:
- (1x3)
Scatter Terrain (e.g. crates, barrels):
- Three pieces of (1x1)
Place walls in this order: 1x1, 1x2, 1x3, 2x2
For each wall:
Roll 1d6 for horizontal and 1d6 for vertical position counting in order from right to left and top to bottom.
Roll 1d4 for orientation: The 2d6 determine the first block of the wall, the 1d4 decides where the rest of the wall sections extend towards.
If the wall would go off-map or over another wall or block a door or section of the map completely, rotate it 90° clockwise until it fits.
If no valid orientation works, reroll.
Place using the same method as walls.
Barricades may block sections—this is allowed.
Players may climb or move through them with penalties or rules for cover.
Place each piece using the same random roll system.
If the space is already occupied move it to the next free square in this order:
1. Left
2. Right
3. Up
4. Down
- If all adjacent squares are taken, reroll.
Each room introduces threats that scale as you go deeper. Enemies are drawn from a faction list and placed using the rules below.
Before you can start generating enemies you need to select which faction you are fighting against, you can choose the faction yourself or randomize using the rules below:
Roll 1d6, and choose your enemy faction (if it's your own faction are you a traitor or are they!?)
Roll 1d4, then add the current room number.
Example: Room 3 → Roll d4 = 2 → Spawn 5 enemies
For each enemy:
Determine Type
- Roll 1d6 minus ½ of the room number (rounded down):
- Result of 2+ = Basic Unit
- 1 or less = Hero Unit
Select a Unit
- Roll 1d6 to determine unit profile.
- If the number is too high, treat it as a 1.
- Named Heroes are never generated, treat these results as a 1.
- All generated units have the default wargear and the first ranged weapon mentioned (if any) on their wargear profile.
Do not add any racial profiles
- These are nameless enemies, they aren't special enough for further customization!
- If you wish to make the game more advanced, roll 1d10 and consult the list below
Old One
Terran
Sovereign
Cyborii
Borii
Orc
Geck
Croc
Taurus
Wraith
For each enemy: Roll 2d6 and follow the same rules for scatter terrain placement.
Once all enemies are placed, your room is ready for action!
During the Player Activation Phase, the player may take two actions per turn. They may choose from the following list and repeat actions if desired:
Move up to their full distance
Melee Attack
Ranged Attack
Duck Into Cover
Use a Special Ability or cast a Spell
Interact With an Object
A hero may move up to their full Move stat in spaces.
Moving over a barricade costs 2 spaces of movement per space.
Diagonal movement is not allowed, and units cannot pass through walls (even if they are wraiths).
Focus: A player may give up his entire move to fous, this will grant them -1 to their perception for the turn (perception can never go below 2).
Defensive move: Any model with a shield may move half its distance to lower its save by 1.
Example: a Legionaire with a shield moves defensively giving it a 4+ save instead of a 5+ save.
Stealth Move: Any model with a cloak may move half its distance to increase the perception of any attacker by 1.
Example: a hunter makes a stealth move causing a black sun pirate to hit it on a 6+ instead of a 5+.
Heroes adjacent to an enemy may make a melee attack.
Weapons with Range 2 or 3 treat those distances as "adjacent" for melee attacks (they may not strike through walls, but can attack over scatter terrain or the barricade).
To resolve a melee attack:
Aggression Roll
Compare Attacker's Martial Stat to Defender's Martial Stat to determine the success number.
If the defender is adjacent to an ally, they may add their Integrity to their Martial.
If the attacker is beside or behind scatter terrain or a barricade, they may also add their Integrity to their Martial.
Equal = Hit on 4+
Attacker > Defender = 3+
Attacker < Defender = 5+
If the Attacker's Martial is double or higher than Defender's = 2+
If the Defender's Martial is double or higher than Attacker's = 6+
Attacker rolls a number of dice equal to their Aggression stat.
Defender rolls a number of dice equal to their own Aggression stat.
For every die the attacker meets the success, they earn one wound roll.
Wound Roll
Compare the attacker’s Strength to the defender’s Defense:
Equal = wound on 4+
Strength > Defense = 3+
Strength < Defense = 5+
Double Strength = 2+
Double Defense = 6+
If the defender is behind scatter terrain or a barricade, they gain +1 Defense.
Wound Resolution
If the wound roll is successful, reduce the defender’s Wounds by 1.
If the defender reaches 0 Wounds, they are slain and removed from the map.
If the target has wargear that grants a Save, they may roll to ignore the wound:
If the roll equals or exceeds the Save, the wound is ignored.
The player may spend 1 Destiny to roll 1d6: on a 4+, the wound is ignored.
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.
Cover: A target in cover can reduce the perception of the shooter. Check the Duck into Cover rules for details.
Saves: Some items such as shields can grant a save from the attack.
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.
This is an attempt to hide or prepare for defense.
The player must be adjacent to scatter terrain or a barricade.
When ducking into cover:
Ranged Attack Defense: subtract the player’s Integrity to the enemy’s Perception stat when resolving ranged attacks against them.
Sneak Attack Setup: If the player has ducked into cover and attacks an enemy later:
Before a melee or ranged attack is resolved, the enemy must roll a Perception Check (Follow Ranged Attack Calculation).
If they fail, the player gets a Sneak Attack:
Add the player’s Integrity to their Strength for any roll that would cause a wound.
This section will cover the conversion of special rules and spells for Dwethia: Dungeons. If a special ability or spell is not covered here then it is unchanged for Dwethia: Dungeons. Some spells may no longer make sense for this game system, in such cases those spells or abilities cannot be used.
Special Abilities:
The Citadel:
Commissar's "Stand and Fight!": Commissars may spend 1 point of faith when wounded, on a 4+ ignore that wound.
Blacksun Traders:
Rain Fire!: This rule is ignored in Dwethia: Dungeons.
I Am The Captain Now!: This rule is ignored in Dwethia: Dungeons.
Eldritch Cult:
Masters of Affinity: This unit will always cast an Affinity spell when making a ranged attack.
Champions of the Void:
Masters of Affinity: This unit will always cast an Affinity spell when making a ranged attack.
Aimless: This rule is ignored in Dwethia: Dungeons.
Slave to Their Master: This rule is ignored in Dwethia: Dungeons.
Spells:
Many spells are unchanged. When it comes to range, in the tight quarters, all spells are in range and it never needs to be measured. If the game map is ever altered with homerules, simply half the range and use that number for range in spaces.
Root: Units affected by this spell are are unable to take the move action on their next activation.
Cloak: Units affected cannot be spotted or targeted with ranged attacks.
This action covers tasks like opening doors, planting or retrieving items, or accessing terminals.
Takes 1 action to open the exit door.
Other interactions are defined within the Objective Rules (such as hacking, sabotage, retrieval).
After the player finishes their Activation Phase, the Enemy AI Phase begins.
Enemies activate one at a time, following this pattern:
Start from the top-left of the map and proceed left to right, top to bottom.
Each enemy is resolved fully before moving to the next.
Draw a straight line from any point on the enemy’s space to the any point on player’s space.
If no walls or obstructions block the path, the enemy has line of sight.
Ignore other enemies when checking line of sight.
If the Enemy does not have line of sight move to Step 3.
If the Player ducked into cover follow this step to check and see if he is successfully hiding.
If no: The enemy acts according to Enemy Spotted rules.
If yes: The enemy must first pass a Perception Check: (natural 6's always hit)
Roll 1d6. If the result is ≥ the enemy’s Perception, they spot the player.
Success: Proceed with Enemy Spotted rules.
Fail: Proceed with Patrol rules.
If the enemy does not spot the player, they will either Patrol or Lookout.
Roll 1d4:
If the result is less than the enemy’s Aggression, the enemy Patrols.
Otherwise, the enemy Looks Out.
Patrol:
Roll 1d4 to determine which side of the map and the Enemy moves up to their full Move in that direction.
If they run into a wall or scatter terrain, stop moving.
They will move through allied spaces with no penalty but cannot stop in an allied square.
If they run into the player roll an automatic melee attack, but the enemy will always lose ties as they are caught by surprise.
Lookout:
Enemy stays in place, scanning for threats.
If the enemy can see the player or passes the Perception Check:
The Enemy Has No Ranged Attack:
Move the enemy their full distance toward the player and make a melee attack
If adjacent, make a Melee Attack.
The Enemy Has a Ranged Attack:
Roll 1d4:
If the result is less than Enemy Aggression, the enemy moves toward the player.
If the enemy is already adjacent to the player: make a Melee Attack instead.
If the result is Greater than Enemy Aggression:
If adjacent to the player: retreat.
Roll 1d4 for direction and move full distance that way, roll 1d6, on a 4+ the player makes a free melee attack.
If not adjacent: make a Ranged Attack.
If the enemy has Affinity they will always prefer that over any ranged weapon, roll 1d6 and resolve a spell attack instead of a weapon:
Blast
Lightning
Cloak
Root
- 6. Faction Spell (see below)
Faction Spells:
Eldritch Cult
5. Terror
6. Cosmic Horror
Champions of the Void
5. Summon Horde (Charge: 1)
6. Corrupt
If the enemy cannot afford the selected spell:
Use Blast instead.
If they cannot cast Blast, use their ranged weapon.
If they have no ranged weapon, treat them as having no ranged attack.
To resolve a ranged attack:
Roll 1d6. If the result is equal to or greater than the attacker’s Perception, the attack is successful.
Wound Roll: Compare the weapon’s Strength to the enemy’s Defense, using the same wound chart as above.
If line of sight passes over scatter terrain or the barricade, add the target’s Integrity to their Defense.
This section will cover the conversion of wargear for Dwethia: Dungeons. If a piece of wargear is not covered here then it is unchanged for Dwethia: Dungeons. Some wargaer may no longer make sense for this game system, in such cases that wargear is ignored.
Camo Cloak: +1 to enemy perception checks
Invisibility Cloak: +2 the enemy perception checks
Quick Shot: The bearer of this weapon may fire once for free when slain, only hitting on a 6+.
Keywords [Arc], and [Light] are ignored in Dwethia: Dungeons.