Each player rolls 6 dice and count the amount of singles they have. A single is a die with a score that does not match the score on any other dice in that player’s roll. The player with the most singles win the initiative. Roll off if both players are tied for singles.
Group remaining dice into doubles, triples and quads. These are called ability dice and are used to activate powerful abilities in the combat phase.
Wyrd dice represents the tactical cunning of leaders, the dynamic rhythm of combat, strokes of luck, and the inherent weirdness of Mordheim directly influencing the battlefield.
Each player receives 1 Wyrd Dice. Starting with the player with initiative, wyrd dice can be used to add another single, improve a single into a double or a double into a triple (and so on). Set the value of the wyrd dice to the same value of the ability dice being improved.
Wyrd dice can be saved for another battle round, and multiple wyrd dice can be used in the same battle round, but ability dice can only be improved once (you cannot turn a double into a quad).
<aside> <img src="/icons/sword_gray.svg" alt="/icons/sword_gray.svg" width="40px" /> Channeling Some fighters possess the rare ability to channel magic or pray for divine favour. If a warband contains a fighter with the Wizard or Priest keyword, the controlling player may roll a dice. If the roll is greater than the number of the current battle round, the player receives 1 additional Wyrd dice. On a roll of 1, the channeling fighter cannot use any abilities from their spell book for the duration of the battle round.
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At the end of this step, if the amount of singles has changed in any way, re-assign the initiative. Roll off if both players are tied for singles.
Once wyrd dice has been applied and initiative has been determined, the remaining singles are turned into Reaction Dice. Reaction Dice and can be used to activate Reactions in the combat phase. Any reaction dice or ability dice that remain at the end of each battle round are discarded.