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.