Below are the full rules presented on one page. For convenience, each section is also available in the dropdown list above.
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 can range from small skirmishes to large-scale conflicts. If you’re new, start with five or six models per side to learn the basics before expanding to full armies. This game is "miniature agnostic" which means anything you can find can work just fine, though we recommend 3D printing your own through sites like HeroForge.com
Though not required, terrain such as ruins, trees, or rocky outcroppings enhances the game’s immersion and strategic depth. You can create your own, purchase pre-made scenery, or use simple placeholders.
Throughout the game, you'll need to measure distances for movement, attacks, and other actions. Players may measure at any time, such as before moving a unit.
Measure distances base to base, from the edge of one model’s base to another.
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.
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 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
Each race in Wonders of Dwethia 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 Wonders of Dwethia represents a battle between two opposing forces, ranging from small skirmishes to massive planetary conflicts.
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 skirmish, 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 5 rounds, score victory points for every model slain on the opponent side.
Hold the Line: Keep your opponent out of your deployment zone. At the end of 5 rounds, reduce your victory points for every model in your deployment zone.
King of the Hill: Keep your opponent out of your objective zone. At the end of 5 rounds, reduce your victory points for every model in your objective zone.
Play Objectives: There are strategic areas throughout the map, perform an action at each one. At the end of 5 rounds score victory points for every objective completed.
Break Their Lines: Move into your opponent's deployment zone. At the enf of 5 rounds, score victory points for every model in their Deployment Zone.
Secondary Missions:
In Dwethia skirmish, 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.
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:
500 points: A casual Starter game for new players or quick matches (about 90 minute game time or less) (played on a 2ft x 2ft board)
1000 points: A standard Skirmish game for experienced players (about a 120 minute game time or more) (played on a 3ft x 3ft board)
2500 points: Large scale war, a battle of armies over a larger battlefield (4+ hours of gameplay) (played on a 4ft x 6ft board)
5000 points or more: A truly epic clash of forces, perhaps each side is even made up of allied factions working together on a common goal. (6-8+ hours of gameplay) (played on a 4ft x 6ft board)
Building your Force
Every unit has a point value based on its power and abilities.
Players must select a faction to determine their core playstyle.
Each faction page has a Composition Chart which details how to build an appropriate force for that faction.
Players must select a religion to determine which elite units they have access to.
Each religion page has an elite unit that may be included in your faction.
Units are created by mixing and matching unit types, and wargear options allowing for deep customization.
Racial Profiles may be added to Heroic units, see Roleplay character creation for details.
Once finalized, units are recorded on Custom Unit Sheets (explained later).
Gather your resource pools: Some units have Destiny, Faith, and Affinity points, these will be gathered into distinct pools which can be represented by counters, tokens, dials, or written down on a spare sheet of paper.
Tally up all of Destiny added by the various units and place them into a Destiny Pool
Tally up all of Faith added by the various units and place them into a Faith Pool
Tally up all of Affinity added by the various units and place them into a Affinity Pool
Once forces are assembled, models are placed on the battlefield. Deployment follows either:
Basic Deployment Rules (standard starting positions), or
Scenario-Specific Rules (if playing a narrative or objective-based mission).
Basic Deployment Rules
Determine Priority: Roll to see which player has priority
Place Terrain: The player with priority will place a piece of terrain on the battlefield, the opponent will then place a terrain piece. Players will alternate placing terrain pieces until there is none remaining.
Select Table Edge: The player with priority will choose which side of the table they will own, their opponent will receive the opposite side.
Place Units: The player with Priority begins to place units wholly within 9" of his table edge (bits of the model may exceed 9" as long as no part of it's base exceeds 9"), he may place as many units as he wishes (minimum one) then play passes to his opponent who may do the same. Play alternates until both players run out of models. If one player runs out of models first, the other player continues to place models until he has placed every model.
Some models have special rules that allow them to be left off the field. Players may identify these units in lieu of placing them on the battlefield.
Scenario-Specific Rules
Scenarios will specify if they use the basic deployment rules or alter them in any way. Scenario-Specific Rules will supersede Basic Deployment Rules.
Starting the Game
Once all 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 skirmish games last 5 turns unless otherwise specified.
Some scenarios have special victory conditions, such as completing an objective or eliminating key units.
Once the game ends, players determine the winner based on scenario 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 Phase
Both sides roll a die to determine priority.
The winner of the roll chooses whether to take the first action in each phase or allow the opponent to act first.
2) Movement Phase
The side with priority moves its models first.
Once movement is complete, the opposing side moves.
Some units may have special rules allowing them to move outside of this phase.
3) Shoot Phase
The side with priority resolves all of its ranged attacks.
The opposing side then resolves all of its ranged attacks.
At the end of this phase, all casualties from ranged attacks are removed from play, meaning every unit gets to shoot 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 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 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.
Once priority has been established, the turn proceeds to the Move Phase. During this phase, each side moves its models 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 all or some of its models first.
Players can choose for their models to remain stationary
Once the priority player has completed all desired movements, the other player moves all their models.
After both sides have moved, 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.
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” 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.
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 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 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).
Once both sides have completed their movement, it’s time for the Shoot Phase. In this phase, models from both sides can shoot their bows, crossbows, or other ranged weapons.
Shoot Order
The player who has Priority resolves all their shooting first, followed by their opponent. A player can shoot with their models in any order.
Different kinds of weapons have varying ranges, some shoot further than others, while some are harder hitting and more dangerous. 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]
This weapon is a Short Bow, 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.
Long Distance: Any Target greater that 12" away receive Cover +1. This will stack with any terrain or cloak based cover.
Saves: Some items such as shields can grant a save from the attack, for ranged attacks units will roll double their save dice unless it is from a [Quick Shot] weapon (this is due to the fact the target can see the shot coming).
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.
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.
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. Do not double save dice against these weapons.
[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 o.
[Blast #] Some weapons cause explosive damage. When a Blast weapon hits a target, roll one wound for each model touching the base 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 target, or touching those who are).
Example: A Blast 1 weapon rolls wounds against each model touching the base of the target. A Blast 2 weapon rolls wounds against those models as well as any models touching their bases.
[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.
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.
Range 3 increases this reach by 1 more base
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.
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.
1. Fight (Default):
Resolve the fight as normal with no changes.
2. Retreat:
The Defender declares a retreat attempt.
The Defender will not roll any attack or wound dice this phase.
During 2.A.2 Determine Attack Roll Value (ARV), the Defender’s Martial (M) is treated as +3 when calculating ARV.
After the Attacker completes all attack and wound rolls and casualties are removed, the Defender may move all surviving models up to 3" away in any direction.
Models must still end this move following normal retreat rules (ending at least 1" away where applicable).
3. Fire Ranged Weapons:
The Defender chooses to make a ranged attack instead of fighting in melee.
The Attacker resolves their attacks as normal.
The Defender does not make melee attack or wound rolls.
Instead, the Defender resolves ranged attacks by following the Rolling Ranged Attacks rules from the Shooting Phase
The Defender’s Perception is reduced by 3 for this attack to represent the chaos of close combat.
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.
After all combat has been resolved, players may choose to retreat any remaining units that survived the fight. The player may choose to move the entire coherent unit up to 3" away from combat, or may select individual units within the coherent unit to move separately, with each moving up to 3" away from combat. All units must end at least 1" away from enemy models. If this is not possible, the unit cannot retreat and must remain locked in combat. The player with Priority moves first, followed by the player without Priority.
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 within melee range 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 of 5 models with Aggression 2 each is stationary while an enemy unit of 3 models retreats.
Each of the 5 models rolls 2 dice for a total of 10 dice.
If 3 of the rolls result in 6+, this causes 3 wounds to the enemy models that are retreating.
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 and any units within coherency and range 3 out of priority order, perhaps attempting to catch a some models attempting to flee. All units moved this way must end their move within coherency of the unit who used this ability. 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.
Together as One!: At any time a unit may spend 1 Destiny to pull all allied models within 3" of him into range 1-3. This represents a hero calling for his allies to group up, perhaps as a shield wall against oncoming arrows.
Affinity is the catchall term for mystical or psychic power found throughout the galaxy. Units with Affinity will have this listed on their profile, along with the powers they can activate using it.
A unit may normally activate only one Affinity power per turn.
If an Affinity power is activated during the Shooting Phase, the unit cannot fire any ranged weapons in that phase.
If the caster is in coherency with enemy units, they may only target those units with their Affinity powers.
Some spellcasters may have special rules allowing them to cast multiple powers per phase. If so, they must:
Declare all powers, their targets, and pay the affinity before any rolls are made.
Affinity is spent regardless of whether the spell succeeds, fails, or the target is destroyed before the spell resolution.
Some Heroes may have unique Affinity Actions, detailed in their unit profiles, with defined costs, activation phases, and special effects.
Faith represents spiritual strength, unwavering belief, or sheer willpower in the face of supernatural force. It is used to resist Affinity-based powers.
When a unit is targeted by an Affinity power (or is within 24" of the caster), the defending player may attempt to resist using Faith.
Spend 1 Faith point to attempt resistance.
Players alternate spending additional points to modify their rolls:
Each Faith point adds +1 to the defender’s roll.
Each Affinity point adds +1 to the caster’s roll.
Players continue back and forth until one player passes.
Both players roll 1d6 and add their modifiers from Faith and Affinity points 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.
In Dwethia campaigns, players may choose to use their battle to tell a continuous narrative involving the loss and leveling up. Some players may find this rewarding and exciting, other players may find this to be tedious book keeping. As such, these rules exist as an optional upgrade and either player may participate or abstain from this system. As all rewards are based on a point system, players will not imbalance the game through creating veteran or wounded units. As a force can be comprised of many models, players may also choose to only track changes for units they find particular interest in, such as heroes or they may apply the same change to a specific group of models they consider a squad.
War leaves its mark on all who survive it. Some wounds fade with time, but others linger—twisting flesh, shaking resolve, or hardening a warrior into something new. These lasting injuries are known as Scars, and they may hinder a unit… or, in rare cases, reshape them into something stronger.
The tables below determine the consequences of being taken out of action. A unit may suffer anything from minor impairment to permanent loss, both physical and mental.
In some cases, multiple tables may apply (for example, a unit slain by a Hero using an Affinity ability). When this occurs, choose one applicable table to roll on, not both.
Slain to an affinity ability.
Shaken Faith: This unit's faith is shaken by his first hand expieirence with Affinity.
Unit loses 1 Faith if they have any for -1 point to their profile.
Magic Trauma: This unit is gripped by trauma when faced with Affinity.
Unit cannot resist Affinity abilities next game.
Mage Slayer: This unit is hell-bent on revenge.
Unit must attack the nearest model with Affinity next game.
Affintiy Absorbed: This unit was scarred by Affinity.
Unit gains +1 Affinity for +5 points to their profile.
Arcane Obsession: This unit must understand what happened.
Unit learns the spell they were slain by for +5 points to their profile.
Resolved Faith: This is determined to never let this happen again.
Unit gains +1 Faith for +1 point to their profile.
Slain to a Monster in Melee.
Crippling Wound: This unit was badly mauled by the creature.
Unit loses 2" Move for -1 point to their profile.
Terrifying Memory: The horror of the beast lingers in their mind.
Unit suffers -1 Martial when fighting Monsters next game.
Frozen with Fear: The unit hesitates when faced with such creatures again.
Unit must spend a Faith point to engage a Monster next game or cannot attack it.
Vengeful Hunter: This unit seeks revenge against all beasts.
Unit must attack the nearest Monster next game if able.
Hardened Survivor: Surviving the attack has made them tougher.
Unit gains +1 Defense for +1 point to their profile.
Beast Slayer: This unit has furiously studied how to kill monsters.
Unit gains +1 Aggression for +1 point to their profile.
Slain to a Titan in Melee.
Broken Body: This unit was nearly obliterated by overwhelming force.
Unit loses -1 Strength (minimum 1) for -1 points to their profile.
Shellshock: The sheer scale of destruction leaves the unit reeling.
Unit suffers -1 Martial.
Insignificant: Facing such power has shattered their confidence, they no longer trust in formation or allies
Unit suffers -1 Integrity.
Defiant Survivor: The unit refuses to be crushed again.
Unit gains +1 Destiny for +1 point to their profile.
Titan-Bane Instinct: The unit studies how such giants move and strike.
Unit gains +1 Strength for +1 point to their profile.
Marked by the Colossus: The encounter has forever changed them.
Unit gains +1 Wounds for +5 points to their profile.
Slain to a Ranged Attack.
Lasting Injury: The shot struck true and left permanent damage.
Unit loses -1 Defense for -1 point to their profile.
Rattled: The impact has shaken the unit’s focus.
Unit suffers -1 Perception.
Gun Shy: The unit is wary of incoming fire.
Unit must move to any cover terrain and spend 1 Faith point to move out of it next game.
Return Fire: The unit is eager to strike back.
Unit must target the nearest enemy with a ranged weapon next game if able.
Battle Hardened: The unit has learned to respect ranged fire.
Unit gains a camo cloak if they do not possess one for +5 points.
Sharpened Aim: The experience has honed their awareness.
Unit gains +1 Perception for +1 point to their profile.
Slain to a Hero Unit.
Outclassed: The unit was utterly outmatched by superior skill.
Unit suffers -1 Martial for -1 point to their profile.
Humiliated: The defeat weighs heavily on their confidence.
Unit suffers -1 Integrity for -1 point to their profile.
Hesitation: The unit second-guesses themselves against leaders.
Unit suffers -1 for -1 point to their profile.
Proving Ground: The unit is determined to redeem themselves.
Unit must attack any Hero within 12" next game if able.
Studied Technique: The unit has learned from the encounter.
Unit gains +1 Martial for +1 point to their profile.
Inspired Rivalry: The clash has ignited a drive to improve.
Unit gains +1 Destiny for +1 point to their profile.
Slain to a Black Sun Weapon.
Atomized Scar: The weapon left unnatural damage that never fully heals.
Unit loses -1 Defense for -1 point to their profile.
Lingering Radiation: The unit’s body struggles against residual energy.
Unit suffers -1 Strength for -1 point to their profile.
Dread of the Forbidden: The unit fears these outlawed weapons.
Unit must lose a point of Faith when shot at by a black sun weapon next game.
Marked by the Black Sun: The unit is forever changed by forbidden energies.
Unit suffers -1 Faith but gains +1 Affinity for +4points to their profile.
Vow of Retribution: The unit despises those who wield such weapons.
Unit must attack the nearest enemy equipped with a Black Sun weapon next game if able.
Touched by Cataclysm: Exposure has hardened the unit beyond normal limits.
Unit gains +1 Defense for +1 point to their profile.
Slain by specific circumstances.
While under the effect of Corruption Spell: This unit has died and joined the legions of the champions of the void.
While under the effect of the Cosmic Horror Spell: This unit loses all faith points reducing it's points by 1 point per Faith lost.
Zombie Slain by the Lighting Spell: This unit loses the zombie profile and gains the wraith profile increasing the points by +8.
Slain by a Strength 8+ weapon while only having 1 wound on their profile: This unit has died.
Any Bloodpact Anarchist Hero or Basic Unit that would die: This unit may instead be transformed into a Reforged, paying the point upgrade and keeping all other upgrades.
In the crucible of war, not all outcomes are marked by suffering. Some acts echo across the battlefield—feats of courage, skill, or sheer defiance that elevate a warrior beyond their peers. Whether slaying a towering beast, striking down a hero, unleashing devastating Affinity, or securing a decisive objective, such moments are remembered.
The tables below represent these moments of Glory. When a unit achieves a significant feat, roll on the appropriate table to determine how the experience shapes them. Unlike Scars, these results are often beneficial, though some may carry burdens of pride, obsession, or expectation.
If multiple Glory conditions are met (such as slaying a Hero with Affinity), choose one table to roll on, not both.
Slayed a Hero with 3+ Affinity.
Shaken but Victorious: The unit survived the ordeal, but the experience lingers.
Unit gains +1 Faith for +1 point to their profile.
Arcane Insight: Witnessing the flow of Affinity grants fleeting understanding.
Unit gains +1 Affinity for +5 points to their profile.
Mage Breaker: The unit has learned how to disrupt spellcasters.
Unit gains +1 Martial for +1 points to their profile.
Hardened Will: Facing raw Affinity has strengthened their resolve.
Unit gains +1 Destiny for +1 point to their profile.
Arcane Acceptance: The unit instinctively adopts magical forces.
Unit gains +1 Affinity and 1 spell from the unit they killed for +10 points to their profile.
Ascendant Slayer: The unit grows stronger from the victory.
Unit gains +1 to any stat which follows the RPG character advancement rules.
Slayed a Monster.
Blooded: The unit has tasted victory over a savage foe.
Unit gains +1 Strength for +1 point to their profile.
Trophy Taker: The unit claims a grisly prize.
Unit gains +1 Destiny for +1 point to their profile.
Beast Fighter: The unit has learned how monsters move and strike.
Unit gains +1 Martial for +1 point to their profile.
Hardened Hide: The unit adapts to withstand brutal attacks.
Unit gains +1 Defense for +1 points to their profile.
Hunter’s Instinct: The unit develops a keen sense for tracking and killing beasts.
Unit gains +1 Perception for +1 points to their profile.
Apex Hunter: The kill marks the unit as a true predator.
Unit gains +1 to any stat which follows the RPG character advancement rules.
Slayed a Titan.
Unbelievable Feat: The unit can scarcely believe what they’ve done.
Upgrade unit to a hero profile within your faction paying for the point upgrades.
Colossus Breaker: The unit has learned how to bring down giants.
Unit gains +2 Strength for +2 points to their profile.
Steeled by Scale: Facing such enormity has reshaped their resolve.
Unit gains +1 Faith for +1 point to their profile.
Battlefield Legend: Allies rally behind the one who felled a titan.
Unit gains +1 Integrity for +1 points to their profile.
Titan Slayer: The unit’s skill has risen to meet legendary threats.
Unit gains +2 Martial for +2 points to their profile.
Mythic Ascension: The unit’s deed echoes beyond the battlefield.
Unit gains +5 points to spend which follows the RPG character advancement rules.
Unit picked as your MVP after winning a game.
Recognized: The unit earns the respect of their allies.
Unit gains +1 Integrity for +1 point to their profile.
Confidence Boost: Success breeds self-belief.
Unit gains +1 Martial for +1 points to their profile.
Tactical Awareness: The unit begins to see the flow of battle more clearly.
Unit gains +1 Perception for +2 points to their profile.
Driven by Glory: The taste of victory fuels their ambition.
Unit gains +1 Destiny for +1 point to their profile.
Rising Legend: The unit’s name spreads among the ranks.
Unit gains +1 to any stat which follows the RPG character advancement rules.
Battlefield Promotion: Unit was promoted after the battle.
Upgrade unit to a hero profile within your faction paying for the point upgrades.
Slayed a Hero Unit.
Proving Strike: The unit has proven they can fell a leader.
Unit gains +1 Martial for +1 point to their profile.
Rising Confidence: The victory steels their resolve.
Unit gains +1 Defense for +1 point to their profile.
Battlefield Presence: Allies take notice of their deed.
Unit gains +1 Integrity for +1 point to their profile.
Driven Challenger: The unit seeks greater foes.
Unit gains +1 Destiny for +1 point to their profile.
Tactical Growth: The unit learns from fighting elite opponents.
Unit gains +1 Perception for +1 point to their profile.
Hero Killer: The unit thrives when facing powerful enemies.
Unit gains +1 to any stat which follows the RPG character advancement rules.
Victories in specific circumstances.
Slayed a Blacksun Captain in Melee: This unit may take 1 wargear from the captain even if they aren't usually allowed to wield it, paying points for it as usual.
Slayed a hero with a Spellbook, Talisman or Staff: This unit may take the spellbook, talisman, staff or learn 1 spell the Hero knew even if they aren't usally allowed access to these items, paying points for it as usual.
Any Bloodpact Hero or Basic Unit that killed a Unit with Affinity 6+ affinity: This unit is transformed into a Profane, paying the point upgrade and keeping all other upgrades.
Any Bloodpact Hero or Basic Unit that is Identified as the MVP after winning a game: This unit may be transformed into a Mutant, paying the point upgrade and keeping all other upgrades.
Any Champion of the Void Walker or Thrall that is Identified as the MVP after winning a game: This unit may be transformed into an Alpha, paying the point upgrade and keeping all other upgrades.
Any Champion of the Void Voidborn that is Identified as the MVP after winning a game: This unit may be transformed into a Death Knight or Necromancer, paying the point upgrade and keeping all other upgrades.
Any Orc or Geck that is part of an Orc Assault that kills an Old One or Wraith: This unit may be transformed into a God Eater, paying the point upgrade and keeping all other upgrades.
Any Black Sun Basic Unit identified as the MVP after winning a game: This unit may be transformed into a First Mate, paying the point upgrade and keeping all other upgrades.
Any Black Sun Pirate using the "I am the Cpatain Now" Rule: The Captain may be counted as dead and this unit is transformed into a Captain, paying the point upgrade and keeping all other upgrades.