Enter the arena. Legends are forged in moments.
Dwethia Heroes is the fast-paced arena combat mode of the Dwethia tabletop system, where powerful champions clash in tactica battles. Command legendary warriors, cunning rogues, arcane spellcasters, and monstrous champions as they fight for glory before the crowds.
Every match is a test of strategy, positioning, and timing. Choose your heroes, master their unique abilities, and outmaneuver your opponents across dynamic battlefields. Whether you're dueling a rival commander, running solo combat scenarios, or staging epic multiplayer clashes, Dwethia Heroes delivers quick, tactical battles where every decision matters.
Built on the flexible Dwethia ruleset, this mode captures the excitement of combat on Arenas, through trenches, upon sprawling scaffolidng while remaining fully compatible with the larger Dwethia universe—where heroes can rise to lead armies, explore dungeons, command starships, and shape the fate of entire worlds.
Step into the arena. Claim your legend.
The rules of Dwethia Heroes 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 battles in Dwethia Heroes, 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.
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 can range from small one on one duels to squad level conflicts. If you’re new, start with one or two models per side to learn the basics before expanding to full squads. 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
Though not required, terrain such as ruins, trees, trenches, scaffolding, intricate buildings or rocky outcroppings enhances the game’s immersion and strategic depth. You can create your own, purchase pre-made scenery, or use simple placeholders. Players are encouraged to clutter the battlfield in Dwethia Heroes more than any other Dwethia system.
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 base of one model to the base of the target model.
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 single hero for a tutorial game, but after that, players are encouraged to build a force of up to 3-6 models around 300 points.
Many players will collect a few factions—why limit yourself to just one? While the models for this game are not tied to any specific supplier, they should match "WYSIWYG," which stands for "What You See Is What You Get." This means that models should accurately represent their true wargear and chosen race.
If a model is stated to have a camo cloak, shield, and hand weapon, that model should be depicted as wearing some sort of cloak, holding any kind of shield, and wielding a one-handed weapon (not a spear, wizard staff, or firearm). This ensures that players can quickly recognize what each model is capable of.
Models must also be crafted to represent specific units within the game. To determine which units you should create, check each faction’s page for a list of skirmish profiles, however in the cast galaxy of Andromeda there are numerous races with a variety of appearance and all factions are fractured and disperate, players should enjoy the freedom of expression to craft their models however suits their desires so long as the model adequately represents their profile and wargear.
Base Sizes
In the world of Dwethia, the size of a base represents a model's zone of control with leaders, monsters, and titans taking up more space in a given area due to their imposing presence. The base profiles featured below are the standard size for each type of unit, though the design rules allow for fluctuation in expression for the dynamic species of Dwethia.
All basic units are placed on 32mm bases
Heroes and religious elites are placed on 40mm bases
Monstrous units are placed on 50mm bases
Titanic units are placed on 100mm bases
This distinction helps to clearly differentiate unit types and their control zones.
Fluctuating Bases: While these are the default sizes, some species with dense gravity might have grown smaller on their world and the basic units might only be on 20mm bases. Perhaps lower gravity led another species to grow taller and their monsters are on 60mm bases. Bases may be square, oval or round as long as their widest dimensions are not beyond the range or below the range. Below are the acceptable ranges for any unit to be modeled on.
Basic Units: 20mm - 32mm
Heroes: 20mm - 40mm
Monster: 40mm - 70mm
Titanic: 90m - 170mm
Base Identification
Every unit profile is marked by a number before their name (e.g., 1. Captain). This number may be displayed on the base along with the letters H,B,M,T or R.
H: Heroes
B: Basic Units
M: Monster
T: Titanic
R: Religious
Exampled: A model with the marking B.1 of the Empire of Sol would be a Preatorian.
This system allows for infinite creativity in model design while maintaining a clear and structured way to identify each model, it is important to stress just how much this world is yours to create and design in. The Roman themed Empire of Sol might have upgraded to a Neo-Renaissance or Gothic Medieval theme over the centuries that their Emperor has been missing. The Citadel in one sector might have abandoned their pristine military dress for cyberpunk flair or the cold and bleak minimalism of Terra's old Soviet unions. The Champions of the Void might have shaped their Wargs from Wolves to Raptors inspired by the Jungle or Orcus, or their Death Knights might have shunned their old Knightly armor for something a bit more modern.
Every unit in Dwethia Heroes 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 Heroes 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.
Some models may have negative Integrity, such as large machines or rampaging beasts, this negative number is subtracted from the Martial of itself and any ally touching its base.
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 unit's speed in combat, the higher the number the father they travel on their turn.
In Dwethia Heroes, all movement is translated from inches to space. So a unit with 6" will move 6 spaces.
Each race in Wonders ofDwethia starts with a base set of stats. These are then modified by their class and faction, creating a fully customized profile that fits both playstyle and lore.
Each game of Dwethia Heroes represents a battle between two opposing forces, ranging from a single duel to a small battle between elite forces.
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:
60 points: A casual Starter game for new players or quick matches (about 45 minute game time or less) played on a 2 foot x 2 foot map.
150 points: A standard game for experienced players (about a 90 minute game time or more) played on a 3 foot by 3 foot map.
300 points: A battle of elites over a larger battlefield (3+ hours of gameplay) played on a 4 foot by 4 foot map.
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.
Units are created by mixing and matching wargear, races, and unit types, 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, unlike Skirmishes these will not be gathered into army-wide resource pools. Instead create distinct pools for each character which can be represented by counters, tokens, dials, or written down on a spare sheet of paper.
Dwethia Heroes is meant to be played over a cluttered and claustraphobic battlefield, terrain is encouraged to be tall, complex, and layered. Players can take turns setting up terrain then roll off to determine who picks their side first, or they can set up a narrative battle with a compelling story letting the narrative dictate where each faction starts.
After terrain is set up, place 4 objective markers in each table quarter having each player place the objective marker on the sides opposite of them.
Once forces are assembled, models are placed beside the battlefield and each model will enter into the deployment zone when activated.
Basic Deployment Rules: Each player selects an opposite table edge, rolling off if they cannot agree.
OR
Scenario-Specific Rules (if playing a narrative mission).
Players will select 5 secret objectives from the list below.
Record them secretly on a piece of paperand seal it.
When you belive your objectives are completed, ask your opponent to open your sealed objectives.
If all your objectives are completed, you win the game, otherwise keep playing with your secret objectives publicly known.
Grilled or Extra Crispy?: Slay an enemy model with a spell or Black Sun weapon.
Crows Nest: Slay an enemy while on a higher elevation than them.
Hands Off!: Slay an enemy within 6" of an objective marker.
Victory or Death: Your squad kills 2 models after your leader dies.
Covert Operations: A model has been on all 4 objectives.
Death and Glory: A friendly model is slain within 6" of an objective marker.
Explosives: Slay a model with a grenade.
King of the Hill: Slay a model while within 6" of the center.
Let Them Come!: Slay a model within 6" of your deployment zone.
Hold the Line!: Slay a model within 6" of their deployment zone.
No Escape: A friendly model dies within 3" of the enemy table edge.
Hunter: A friendly model slays two enemy models.
Revenge: Slay a model that slays a friendly model.
Reaper: A friendly model wounds three enemy models.
Risky Maneuvers: Slay a model while outnumbered in coherency.
Espionage: A model stays near an objective marker for 2 turns without taking any actions.
In the Trenches: A model wounds 2 models at a higher elevation than it.
East to West: A model touches two opposite ends of the board.
Lambs to the Slaughter: All your models die.
Corruption: Successfully cast the Corrupt spell on an enemy model.
Bulwark: Make 3 successful saves on one model.
Master of Affinity: Successfully cast 3 spells.
Summoner's War: Summon 3 units into the game.
Ghost: Your opponent attacks a model with Cover 5.
Leap of Faith: A friendly model moves from the highest point of the map to the lowest point of the map in 1 turn.
Starting the Game
Once all players are ready, players both roll to determine priority. Both players should check for any special abilities that affect the start of the game or modify the first turn.
Gameplay proceeds according to Dwethia Heroes rules, starting with the player with priority, players alternating turns to move, attack, and use special abilities with one hero before passing their turn. The full details of movement, combat, and actions are explained in later sections.
Standard Dwethia Heroes games last until all of the enemy force is defeated or all of a players secret objectives are completed.
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 secret objectives, points scored or remaining forces.
It is highly reccomended to keep track of your squad over multiple games and consult the Scars and Glory table after a battle.
The game is divided into turns, during which a model will 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 Phase
Both sides roll a die to determine priority.
The winner of the roll chooses whether to take the first turn or to allow the opponent to act first.
2) Hero Selection
The player who's turn it is will select one model who has not yet activated and proceed through the remaining phases with that model.
Players should have a separate character sheet for each of their models, when a model activates it should have an activation token placed upon it to help players keep track of which models have activated.
If the player has no more models to activate, his opponent will continue to take turns with his models until every model has had a turn, then the next round will begin by clearing all activation tokens.
3) Movement Phase
The activated model may move up to his full distance.
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+.
4) Shoot Phase
The activated model may shoot any ranged weaponry or spells they possess.
At the end of this phase, all casualties from ranged attacks are removed from play.
Some ranged weaponry have the tag [Quick Shot]. If a model with one of these weapons is slain, it may make a ranged attack with this weapon before they are removed from play.
5) Close Combat Phase
The activated model makes a melee attack.
6) End Phase
Play passes to the other player, do not proceed to phase 7 yet.
If the player has no more models to activate, his opponent will activate one more hero then proceed to step 7.
Players with more models than their opponent may not be able to activate all their models in a single round.
7) End Round
Any lingering effects (special rules, abilities, etc.) are resolved.
Clear all activation tokens
The turn is completed. Start a new turn with Phase 1 – Priority.
The Priority Phase occurs at the start 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
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 choose whether or not to select a hero first.
If Player 2 rolls higher, Player 2 has priority and will choose whether or not to select a hero 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.
Once priority has been established, the turn proceeds to the Move Phase. During this phase, the active player moves their hero up to their maximum movement allowance 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
The side with priority moves its hero first.
Players can choose for their models to remain stationary
The game proceeds to the Shooting Phase.
Players may move their activated mode.
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.
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+.
Moving up an incline: Any model that wishes to move up an incline so steep that its model may not rest on incline may ignore any height of 1" rounded down to the inch, otherwise they will treat the incline as difficult terrain. If they cannot reach the top of the incline then this is impassable terrain to them.
Example: an assassin has a movement of 8" and wants to climb one of two buildings, one is 4" high the other is 5" high. As difficult terrain is is half movement he can only climb the 4" building.
Moving across a gap: Model's may ignore a gap of 2" rounded down to the inch, otherwise they will treat the gap as difficult terrain. If they cannot reach the other side of the gap then this is impassable terrain to them.
Example: An Alpha has two routes towards enemies, one is 4" and the other is 2". Since the Alpha only has a movement of 6" it can only take the 2" route.
MOVEMENT RESTRICTIONS
Models cannot move through enemy models (Friendly models will gladly step aside but no models can end their movement on the same space of another unit).
Engagement Rule: A model may not move next to an enemy space 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 a space next to an enemy space).
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.
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 in a space next to that model. 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 coherency 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 Move 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 coherency 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 (any inches are translated to spaced for Dwethia Heroes).
Different types of terrain affect movement speed and interactions.
Each terrain piece has specific keywords that determine its effects (see the Terrain Glossary).
Once a model has moved it’s time for the Shoot Phase. In this phase, the model can shoot their bows, crossbows, or other ranged weapons.
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 Bow: 24", Strength 2, No penalty [Arc]
Reminder that in Dwethia Heroes all inches are translated to spaces, so a bow with 24" range has a range of 24 spaces.
This weapon is a Short Bow, with Strength of 2 when considering the ranged attack 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, 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 space 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).
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 terrain rules for details.
Saves: Some items such as shields can grant a save from the attack.
Long Distance: Any Target greater that 12" away receive Cover +1. This will stack with any terrain or cloak based cover.
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.
If a slain model has a [Quick Shot] weapon, they make take their free shot before being removed.
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, 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 spaces.
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 spaces), and it has a weapon with a half-penalty, its movement would be further reduced to 2 (1.5 rounded up) if it wishes to shoot.
Shooting and Coherency
When selecting a target that is within Coherency of allied models, 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.
Shooters in Combat
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 weapons may alter this rule with special rules such as the [Light] keyword.
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.
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 and the attacker must now roll a wound 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 takes the wound.
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.
Subtract 1 from the perception 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. The model must be touching the cover and it's 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 while possessing a Quick Shot weapon, it may make a shot before it is removed from play.
[Arc] Some weapons can lob their projectiles further by sacrificing accuracy. Weapons with the Arc key word can triple their range, they no longer require line of sight on the target. However the Perception for these shots is always treated as 6.
[Blast #] Some weapons cause explosive damage. When a Blast weapon hits a target, roll one wound for each model touching the space of the target, extending outward in rows up to the number specified. If the defending player has any shields within the affected unit, they may roll saves for all the wounds, as the affected models huddle behind their shielded ally for cover!
The target chosen by the attacker is the center of the explosion, and this target does not change. However, the defender may assign saves to any affected models within Range 2 (models touching the space of the target, or touching those who are touching spaces of the models touching the space of the target).
Example: A Blast 1 weapon rolls wounds against each model touching the space of the target. A Blast 2 weapon rolls wounds against those models as well as any models touching their spaces.
[Light] Light weapons can be shot in the shooting phase and still allow units to fight in the subsequent fight phase. Light weapons can also be fired while their bearers are engaged in combat.
When a unit begins its activation within range of or engaged with an opponent it has a few choices to make before simply rolling the dice, they may pick one of the following actions:
1. Retreat:
The unit declares a retreat attempt.
This model will not roll any attack or wound dice this phase.
when this model retreats the engaged model will make an opportunity attack at -3 martial (see rules below).
After the opponent makes the opportunity attack, the active model may move all up to 3" away in any direction.
Models must still end this move following normal retreat rules (ending at least 1" away where applicable).
2. Fire Ranged Weapons:
The model chooses to make a ranged attack instead of fighting in melee.
The model resolves ranged attacks by following the Rolling Ranged Attacks rules from the Shooting Phase
The model's Perception is reduced by 3 for this attack to represent the chaos of close combat.
3. Fight (Default):
Resolve the fight as normal with the following rules:
Melee Target Criteria: Any opposing model that is within range.
Some melee weapons may have range 2 or 3. This means enemies within 2 or 3 inches or within 1-2 bases are considered within range.
Cannot reach: If terrain is ever in the way of a model with reach fitting its base into combat, it may reach up to 2 or 3 inches based on its reach value.
Coherency: If any group of models are in coherency and range 2 with models engaged in a fight, these models are also contributing the highest integrity of the 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.
These models will modify their Marial skill by the integrity of these models. (See coherency and integrity rules).
The Unit who's making the attack is considered the Attacker.
The opposing player is considered the Defender.
1. Roll for Attack
The active model rolls a number of dice equal to their model’s Aggression value.
Example: A model with Aggression 2 rolls 2 dice.
2. Determine Attack Roll Value (ARV).
The 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 if the model is within coherency of an ally.
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+
Compare the Strength of the attacker (which is the Strength of the model plus the Strength of the weapon) to the Defense of the target defender.
Use the following rules for wound rolls:
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 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+.
Some units have special traits or wargear that allow them to ignore wounds, referred to as Saves. When a wound is inflicted, the unit must roll a die and compare the result to their Save value. If the result meets or exceeds the Save value, the wound is avoided.
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.
After all combat has been resolved, players may choose to retreat any remaining unit that survived the fight. The player may choose to move the entire coherent unit up to 3 spaces away from combat, or may select individual units within the coherent unit to move separately, with each moving up to 3 spaces away from combat. All units must end at least 1"\ space away from enemy models. If this is not possible, the unit cannot retreat and must remain locked in combat. The attacking unit makes a retreat move first (if they choose), followed by the defending unit.
After retreat moves are completed, any unit that remained stationary while an enemy retreated from range may make an Opportunity Attack.
Opportunity Attack:
After the Retreat Phase, any model that remained stationary while an enemy model or models retreated may make an Opportunity Attack.
Aggression Roll: For each model that remained stationary, roll 1 die for every point of Aggression the model has.
Wound Roll: For each die that rolls a 6+, the retreating model(s) take a wound.
Example:
A unit's attack did not go well and it decides to retreat back towards an ally. It moves 3 spaces back. It was within range of 2 enemy units each with 3 aggression. They roll 6d6 and any 6+ causes a wound on the retreating 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.
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 Hero may spend 1 Destiny during the Movement Phase to reposition a friendly unit within 6 spaces.
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 10 spaces 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 targets a Commissar 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.