This represents a Hero’s ability to perform heroic feats. When a dice is rolled on behalf of a Hero to resolve the effect of something it has done, its score can be adjusted by expending Destiny. Destiny can also be used to perform heroic actions as described later.
Each point of Destiny that is expended can be used to adjust the dice score up or down by one. For example, a unit can expend two points of Destiny to turn the score into 7.
A player does not have to decide to use their Destiny until the dice has been rolled, or until both sides have rolled in the case of a roll to see who wins a fight. This means a player can always ensure the result they want, as long as they have enough Destiny points left.
If two opposing Heroes are fighting and both wish to use Destiny to win, both players may choose to spend Destiny, going back and forth with one another, starting with the player who has priority.
Player one opts to spend 2 points of Destiny to alter his fight roll.
Player two responds by spending 1 point.
Player one can spend more if any Destiny remains, and the back-and-forth continues.
When rolling to determine the effect of a successful strike or missile hit, two rolls are sometimes required to inflict a wound (e.g., 6/4+). In this case, the Destiny bonus is added to both rolls. A Destiny point expended on the first roll automatically adds to the second roll.
It is important to remember that a Hero can only use Destiny to affect their own dice rolls – not those of other characters, whether friend or foe. In a multiple combat, it is therefore necessary to roll separately for a Hero's attacks or use distinctly colored dice to differentiate their rolls from those of other warriors. Destiny is never used to affect random 50/50 rolls, such as deciding if a model can be seen, making a Spotting roll, rolling for objects in the way of a shot, or rolling for hitting a barrier when fighting a defending enemy.
Also, Destiny cannot be used to affect the Priority roll made at the start of each turn unless a Hero has a special ability that allows for this.
Special Actions & Abilities
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 out of priority order, perhaps attempting to catch a ship attempting to flee. 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.