This campaign round concludes Phase 1 of our campaign: The gods are manifesting, and players define their god's appereance and manifestation.
These campaign mechanics are relevant for your games:
You can worship a god during games and get their blessing
You can get extra Campaign Victory Points for achieving a challenge
The outcome of round 2 will have an impact on the next campaign phase (outlook)
During your game, you can spend an activation with a unit, idle and worship one of the three gods. If you do so...
You will get a specific buff for that unit
You will contribute your Campaign Victory Points to that God
You will get extra Campaign Victory Points for winning (Challenge)
Please see the three available tributes in the pictures below.
These additional rules apply, for clarification:
You can only worship one God per game. If you are awarded any points, you will contribute to that God.
You can only use the tribute once on a unit with Tough(3) or higher, or twice on units without Tough(x)
You can earn Campaign Victory Points by achieving one of the following two challenges:
Worship a God and win the game
Win against one of the current Champions of the three Gods
In round 2, you will be awarded 1 extra Campaign Victory Point (CVP). Extra CVP Points don't stack
Use above mentioned tributes to worship a specific God
Worship once (unit with Tough(3) or higher) or twice (every other unit), then win the game
If you don't win, you don't get extra Campaign Victory Points
We curently have these three champions on the campaign
Lenard (for Vaelthar)
Amira (for Myrrha)
Pascal (for Gorm)
If you win against a champion, you are awarded with an extra Campaign Victory Point
The God with the most Campaign Victory Points, will be the most influencial God in Campaign Phase 2. As a consequence, that God will have an impact on all players!
Based on the most powerful God, the following extra action will be unlocked in future campaign rounds:
Covering Fire for Vaelthar
When taking a Covering Fire action, the unit takes a Hold action, but when shooting only hits on unmodified rolls of 6. Then, roll one die per hit, and if you roll at least one 4+, then the target must take a morale test (regardless of casualties). All hits are then discarded as misses.
Stealth Move for Myrrha
When taking a Stealth Move action, the unit takes an Advance action, but may not shoot, and enemies shooting at it get -1 to their hit rolls until its next activation.
Heavy Charge for Gorm
When taking a Heavy Charge action, the unit takes a Charge action to charge a target that is beteen 3'' and 6'' away, and gets +1 to hit in melee.