Affinity is the catchall term for mystical or psychic power found throughout the galaxy. Units with Affinity will have this listed on their profile, along with the powers they can activate using it.
A unit may normally activate only one Affinity power per turn.
If an Affinity power is activated during the Shooting Phase, the unit cannot fire any ranged weapons in that phase.
If the caster is in coherency with enemy units, they may only target those units with their Affinity powers.
Some spellcasters may have special rules allowing them to cast multiple powers per phase. If so, they must:
Declare all powers, their targets, and pay the affinity before any rolls are made.
Affinity is spent regardless of whether the spell succeeds, fails, or the target is destroyed before the spell resolution.
Some Heroes may have unique Affinity Actions, detailed in their unit profiles, with defined costs, activation phases, and special effects.
Faith represents spiritual strength, unwavering belief, or sheer willpower in the face of supernatural force. It is used to resist Affinity-based powers.
When a unit is targeted by an Affinity power (or is within 24" of the caster), the defending player may attempt to resist using Faith.
Spend 1 Faith point to attempt resistance.
Players alternate spending additional points to modify their rolls:
Each Faith point adds +1 to the defender’s roll.
Each Affinity point adds +1 to the caster’s roll.
Players continue back and forth until one player passes.
Both players roll 1d6 and add their modifiers from Faith and Affinity points that they bid.
If the Faith roll is higher, the power is negated and all Affinity spent is lost.
If the Affinity roll equals or exceeds, the power resolves successfully.
After the roll, players may enter a final Destiny bidding phase to try and shift the result:
Destiny points may be spent by either player to add directly to their total roll.
Players take turns spending Destiny one point at a time, each adding +1 to their result.
This continues until both players pass consecutively.
Important: In this context, Destiny may not be used to reroll any dice—only to increase the final result. This is a unique exception to general Destiny rules.
A Necromancer targets a Commissar with the Spell Lightning, spending 2 Affinity.
The Commissar spends 1 Faith to resist, plus 2 more for a +2 bonus.
The Necromancer responds with 2 more Affinity, giving him +4 total.
The bidding ends. They roll:
Commissar: 4 + 2 = 6
Necromancer: 5 + 4 = 9
Destiny Phase Begins:
Commissar spends 4 Destiny → 6 → 10
Necromancer responds with 1 Destiny → 9 → 10
Commissar spends 2 more Destiny → 10 → 12
Necromancer passes
Commissar passes
Final Result: Affinity 10 vs Faith 12 → Spell fails.