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 access 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.
When Affinity is used, it will lower the affinity stat on the profile for the round. All affinity values will return to their default values at the start of the priority phase.
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 or target of a spell), the defending player may attempt to resist using Faith.
The Defender selects which unit will be resisting the power.
The Defender then adds any Affinity they wish to spend as well as their Faith Stat this becomes the Resistance Value.
If the Defender allocates Affinity to the Resistance Value subtract that Affinity from their Affinity stat for the round.
The Attacking player will need to attempt to cast the spell.
The Attacker rolls 1D6 and the spell will succeed on a 6+ if it was resisted or a 4+ if it was not resisted.
The Attacker may spend X Affinity before rolling to create a Casting Value of X.
If the Casting Value is higher than the Resistance Value, the Spell Succeeds on a 3+
If the Casting Value is Double or more than the Resistance Value, the Spell Succeeds on a 2+
If the Resistance Value is higher than the Casting Value, the Spell Succeeds on a 5+
If the Resistance Value is Double or more than the Casting Value, the Spell Succeeds on a 6+
Destiny May be used to reroll the die.
Some special rules will allow units to spend faith, for such abilities lower the faith value as if it were affinity (see rules above).