CREATING CUSTOM SPECIAL RULES
Some units in Dwethia possess Special Rules that further define their role, playstyle, or narrative identity. These rules go beyond standard wargear and spells, representing unique training, physiology, or abilities such as a Necromancer’s mastery of Affinity, a Sharpshooter’s precision, or a Jacker’s ability to disrupt technology.
To create a Custom Special Rule, follow the guidelines below:
Special Rules are built using the same point logic as Wargear and Spells, but represent passive, triggered, or conditional abilities rather than equipment.
If it modifies stats → use Stat Modification costs
If it grants rerolls or bonuses → treat as Keywords or Effects
If it mimics a spell → build it using Spell rules (without Affinity reduction unless stated)
Every Special Rule should fall into one of the following categories:
Passive
Always active
Example: +1 Defense at all times
Triggered
Activates under a condition
Example: Gain +2 Strength when charging
Activated
Requires player choice (once per round/game)
Example: Reroll all misses once per g
Use the following guidelines:
Stat Bonuses
Cost exactly as normal stat increases
Conditional bonuses reduce cost:
Always active → full cost
Conditional (common trigger) → -1 point
Rare trigger → -2 points
Rerolls
Reroll 1 die → 2 points
Reroll all dice of a type (e.g., misses) → 5 points
Once per game → -3 points
Keywords & Effects
Standard effects (e.g., Light, Arc, etc.) → 1 point
Strong effects (GM discretion) → 2–3 points
Aura Effects (Affecting Other Units)
“All units in coherency” → 3 points (as established)
Strong buffs → increase cost accordingly
Resource Manipulation
Restore or gain Wounds, Destiny, Faith, or Affinity → use existing recovery costs
Per round effects must pay full “average game” cost (5 rounds)
To balance powerful abilities, apply one or more:
Once per Game → -5 points
Once per Round → -2 points
Requires Condition (GM discretion) → -1 to -3 points
Requires specific positioning (coherency, cover, etc.) → -1 point
A unit may not benefit from the same type of Special Rule more than once unless explicitly stated.
Special Rules should not exceed the power level of equivalent point investment in stats or wargear
Sharpshooter
Reroll missed ranged attacks.
Cost: 5 points
Battle Frenzy
Gain +2 Aggression when charging.
Cost: 2 points (4 points base, -2 conditional)
Command Aura
All allied units in coherency gain +1 Martial.
Cost: 3 points
Phase Shift
Once per game, this unit cannot be targeted for one phase.
Cost: 5 points (powerful effect, limited use)
Tech Disruptor
Enemy units within 6" suffer -1 Affinity.
Cost: 3 points
Custom Special Rules should:
Be clear and simple
Be costed fairly using existing systems
Add identity, not complexity
If a rule begins to resemble a weapon or spell, it should instead be built using those systems.