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 Mv
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
This number shows how far a unit may move in inches.
Each Unit in Wonders of Dwethia starts with a base set of stats. These are then modified by their Enhancements ans Special Rules, creating a fully customized profile that fits both playstyle and lore.
the wargear page is divided into sections of Armor, Melee, Ranged, Affinity, Stealth, and Blacksun, as well as enhancements.
Each section is divided into numbered subsections. A model's profile will state "Wargear Options" and then list any section of wargear the model has access to and the level the model may access.
Example: Armor 2 means the unit may select any wargear from the Armor section up to the number 2. If this unit wishes to take wargear that is not within that stated range, they must pay double the wargear price.
Each piece of wargear may have special rules related to it, check the wargear page for details.
Units may purchase wargear outside of their Section and Level limit, but thse upgrades cost 2 Extra points per item and may not bypass the "Enhancement Options: Limit 10" (See Below).
the wargear section also has an enhancement section with a list of special abilities and point costs. Each model will state a limit number for enhancements. Units may not spend more than that many points on enhancements.
Example: A unit may have "Enhancement Options: Limit 10" this means the unit may not spend more than 10 points on enhancements.
Underneath the enhancement options and limit, a unit may have a few enhancements specifically posted on the profile. These enhancements do not count against the Enhancement Limit, but must still be purchased for their desired point cost.
Example: A Necromancer may have "Enhancement Options: Limit 300" but below that we see the "Master of Affinity" enhancement for 10 points. This Specific enhancement may be purchased and the Necromancer will still have 300 points to spend on enhancements.
Some units have special rules included with their profile. These are non-optional and their effects have already been included in the point cost of the unit.