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.
Some units have Destiny Values on their Profile. This section will describe the various ways Destiny may be used. When Destiny is spent on any ability, the destiny value on the profile will be reduced accordingly. At the end of a round, all destiny returns to full.
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 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, each of these abilites may only affect a model once per phase.
Surge: In the movement phase, a unit may spend 1 Destiny at any time to move themselves 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.
Together as One!: At any time a unit may spend 1 Destiny to pull all allied models within 6" 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. All models may be moved up to 3" directly towards the unit using this ability.
Fire on my Signal: During the movement phase a unit may spend 1 Destiny to give all models who remain in coherency with them [Quick Shot] as long as they have not moved this phase and remain immobile.
Release!: During the Shooting phase a unit may spend 1 Destiny to give all models who remain in coherency with them [Quick Shot] but they may only hit on the roll of a natural 6.