Skip to main content
Version: Balance Patch Preview

The Architect of Fate

The Architect of Fate weaves destiny as a tapestry of lies, chance, and inevitability. Those who serve are granted glimpses of the future - but never the whole truth.

The Architect of Fate Update

Gameplay Changes

  • The Architect of Fate now uses the new Favour of the Gods system based around Fate Dice.
  • Leader Bonus changed:
    • previously gained a temporary random psychic power each battle
    • now becomes an Unsanctioned Psyker and learns a power as normal
  • Fate Dice have been reworked:
    • Angered: your opponent decides when your Fate Die is used
    • Watching: Fate Dice work normally
    • Pleased: roll 2 Fate Dice each round and choose which one to keep
  • Gang Drawback has changed significantly:
    • fighters now become subject to the Insane condition if:
      • a Wyrd Power fails
      • a ranged attack is declared but the target is out of range
      • a Charge fails to bring the fighter into Engagement
    • this ignores any immunity to Insanity
  • Tzaangors are now recruited while the gods are Watching or Pleased.
  • Dark Bargain has changed:
    • if the pact is broken, the fighter must re-roll all successful rolls for the rest of the battle

Patron Bonus

Leader Bonus: Becomes an Unsanctioned Psyker and learns a Psychic Power as normal.
Spawn Bonus: 4+ Save

Gang Drawback – Best Laid Plans:
Fighters become subject to the Insane condition if any of the following occur during their activation (ignoring any immunities):

  • A Wyrd Power fails to manifest (failed Willpower test, is dispelled, or the target is out of range)
  • A ranged attack is declared but cannot be resolved because the target is out of range
  • A Charge action fails to bring the fighter into Engagement with the target

Every plan unravels eventually.


Fate Dice

At the start of each round, before rolling for Priority, roll 1D6 and set it aside as your Fate Die.

At any point during that round, before you make a roll, you may replace one dice with the Fate Die. The Fate Die is then discarded.

If unused, the Fate Die is discarded at the end of the round.


The Gods’ Favour

The Gods Are Angered:
Your opponent chooses when your Fate Die is used.

  • In multiplayer battles, randomly determine which opponent controls the Fate Die each round.

The Gods Are Watching:
You may use your Fate Die once per round as normal.

The Gods Are Pleased:
At the start of each round, roll 2 Fate Dice and choose one to use as your Fate Die for that round.


Cultist

If the gang’s Favour Level is Watching or Pleased, it may recruit Tzaangors.

Tzaangor

Tzaangor (Prospect)55 Credits
MWSBSSTWIALdClWilInt
4"4+4+4414+19+7+7+8+

Special Rules: Gang Fighter (Prospect), Arcane Potential

Special Rules

Arcane Potential: Tzaangors may learn Psychic powers as if they were a Primary skill.
They do not gain the Unsanctioned Psyker rule until they learn their first power.

Skill Access
AgilityBrawnCombatCunningFerocityLeadershipSavantShootingWyrd
PrimarySecondarySecondaryPrimaryPrimary

Dark Bargain

Dark Prophecy: Once per round, this fighter may re-roll a single dice they have rolled.

Pact Requirement: Each time this ability is used, the re-rolled dice must not fail.

If this pact is broken, fate turns against them. For the rest of the battle, this fighter must re-roll all successful rolls.


Cursed Spawning

A fighter created through Cursed Spawning gains the Acolyte rule:

Acolyte: This fighter gains D3 random Psychic Powers for the battle (you choose the discipline).
They suffer Perils of the Warp on any double when manifesting powers.


Forbidden Summoning

Twisting Nightmare

Twisting Nightmare
MWSBSSTWIALdClWilInt
5"5+3+3424+29+6+5+5+

Special Rules: Warp Entity, Blue Fire
Skills: Trick Shot, Mental Mastery
Equipment: Displacer Field

Special Rules

Blue Fire: This fighter counts as being equipped with a Boltgun with Blaze and a 2+ Ammo check.


Ascension

A fighter granted Ascension gains Power Overwhelming:

Power Overwhelming:
This fighter learns all Wyrd Powers from the main disciplines and gains their associated abilities.

They must successfully manifest at least one power each round.
If they do not, they suffer Perils of the Warp in the End phase.


The future is not fixed, only those too blind to see its threads believe it is.