Wednesday, August 5, 2009

AGRONA CAMPAIGN OBJECTIVES


There are EIGHT OBJECTIVES on the planet Agrona. Each time players get together to play (doesn't have to be on Monday nights), pick an Objective and play a game. The player who wins the game also wins the objective for their team. Each objective adds a stratagem that your team can use during the final Apocalypse battle. After all eight objectives have been fought over, we play one big Apocalypse game. That game represents both sides coming together to duke it out over the final prize. Obviously, the side who has one the most objectives will have the bigger advantage during the final fight. If your team has one all 8 objectives, then they get to go into the final battle with 8 extra free stratagems!

Here are the rules for fighting over each objective:

1.) Agree on a point total. You may play a campaign game with any army list between 1,000 to 1,850 points. You do not have to stick to one list during the whole campaign. You may change lists every time you play if you wish. So long as they're are still legal of course. :) Your opponent is allowed to look at your list any time after you pick your game's objective, style of play and mission.

2.) The Imperial Player chooses an Objective for the game:
Due to winning the Agrona initial planet assault games (the first two Apocalypse games), Imperial Forces have won the ability to choose where they fight.

3.) Both pick the style of play. Either Regular (main rulebook missions), Cities of Death, or Planet Strike. Due to the nature of all three styles of play, both players must agree on this. No quiz or rolling dice. Would suck to force a guy, who doesn't have a variety of models for his army, to engage in a battle where he cannot tweak his list to compensate/adapt.


4.) Choose a Mission & Play Style. Both players pick a mission, if you disagree, randomly roll for one. If an objective has anything under Special Conditions, then you must play using those restrictions written. Winner of the mission gains the objective for his side. Any battles that end in a tie mean that the objective goes to no one. Both Imperial and Chaos players must play another game for that objective again.

5.) Report on who won. Tell Cundo or I who won the objective so we can record the progress of the campaign.

Okay, now that you know the rules about fighting over objectives, here is the list of the objectives:

CAMPAIGN OBJECTIVES

Objective 1 - North Point Communications Array
In the cold and windy north mountains lies a large complex dedicated to controlling communications from the ground to the network of satellites in low orbit.
Special Conditions: None. Choose style of play and missions as normal.
Reward: Winner receives the "Jammers" Support Assets Stratagem (p.189 Apocalypse book). Also, the side that has this objective also is immune to the "Jammers" and "Disruptor Beacons" stratagems.

Objective 2 - Bloodstone Island Missile Defense Base
Near the southwestern coastline, Bloodstone Island's military base has weathered the passage of time well. Their stockpile of long range missiles are still in operational condition.
Special Conditions: None. Choose style of play and missions as normal.
Reward: Winner receives the "Scheduled Bombardment" Support Assets Stratagem (p.189 Apocalypse book), except the barrage is STR 9, AP2.

Objective 3 - Archeotech Find: Omni Shield Generator
Agrona's colony must thrived during the Imperium's golden era. Found within one of the larger cities is a large device of lost technology, the Omni Shield Generator.
Special Conditions: Players must play the Seize Ground Mission in the main rulebook. (the d3+2 objectives are various vital components to the Omni Shield Generator)
Reward: Winner receives "Shield Generator" Front Line Assets Stratagem (p.188 Apocalypse book), except the distance is 8" from shield marker and the save is a 3+ invulnerable.

Objective 4 - Orbital Defense Satellite "Emperor's Light" Control Center
Hidden among the many other satellites in Agrona's low orbit is the "Emperor's Light". A control center nestled in the frozen arctic region commands this powerful laser.
Special Conditions: The terrain is a featureless plain of snow and ice. Players play Capture & Control or Annihilation (main rulebook mission), any Deployment, no terrain at all on the whole board.
Reward: Winner receives "Emperor's Light" Campaign Strategem. During the Apocalypse game, a player picks one spot on the battlefield (does not have to be centered on an enemy model, but cannot be centered on a friendly model). Then, an intense beam of energy from the sky shoots down and hits the marked spot. "Emperor's Light" is
Strength 10, AP 1. The beam hits without deviation if within LOS of any friendly HQ model. If it isn't in LOS, then roll deviation dice plus 2d6 inches (no modifier for ballistic skill). After the beam has hit, roll a deviation dice. Whatever direction is rolled, the beam scorches across the terrain 10" in that direction. The beam is one inch wide. Any model that comes into contact of the beam as it moves is hit. If a direct hit is rolled on the deviation dice, the player gets to choose the direction. After beam is done moving, it stops and disappears. Place laserburn terrain along path of "Emperor's Light" beam.

Objective 5 - Archeotech Find: Mammoth Teleport Platform
Another wondrous find on Agrona, a hidden complex holds a large teleporting platform of a size that rivals any of its brothers on Mars.
Special Conditions: None. Choose style of play and missions as normal.
Reward: Teleport as many models that fit within a 6" radius circle, 10" high, off the battlefield and then back onto the battlefied on the following turn (as if deep striking in from reserve. All models that were teleported arrive at the same time on following turn. Pick one model as the center model, roll for deep strike deviation for that one model. After that model is placed, put down the remaining models that were teleported within a 6" radius of that center model in any way you choose. If center model suffers from deep strike mishap, it is destroyed but the other models teleport down normally around the location it was destroyed.

Objective 6 -Treasury of the Royal Palace
Within the capitol city lies a large magnificient palace. Although much of the upper levels are now ruins, deep below the foundations of the palace lies a special vault. Upon discovering the vault's treasures, you see that the old royal family kept many priceless artifacts from the legendary crusades that forged the Imperium.
Special Condtions: Players must play Cities of Death, Planet Strike or a regular game where one third of the table is ruind buildings type terrain.
Reward: For the final Apocalypse battle, equip up to five HQ or Elite unit models with Relic Blades (Current Space Marine Codex version).

Objective 7 - Xenos Tech: Gem of Eternity
As various xenos ruins in the mist shrouded east are examined, a cysteal gem of dazzling beauty is found. Upon mental command, it projects an dazzling energy field around the person wielding it.
Special Conditions: Any mission, but during the entire game a mysterious mist covers the entire battlefield. Use Night Fight rules during all turns.
Reward: the Gem of Eternity is a piece of Wargear that can be given to any HQ model. The model with the gem has a 2+ invulnerability save. The model using the gem must hold it in one of his hands. Therefore, if the model has a boltpistol and power sword, he has to drop one in order to hold the Gem of Eternity and benefit from it's effects. This may result in models losing an attack or some models not being able to wield two handed weapons.

Objective 8 - Xenos Tech: Hand of Fate
To the west of the capitol city, deep in the jungles, lies another location of Xenos ruins. Within, you find another curious artifact. A large humanoid crystal statue with a glowing hand. Your adepts remove the hand for further investigation.
Special Conditions: Regular missions from main rulebook except that the terrain is 50% woods/jungle pieces.
Reward: Unlike the Gem of Eternity, the Hand of Fate is too large to be wielded as wargear. Instead, your adepts keep it securely somewhere off the battlefield and bring it in to activate it when you call for it. Once during the Apocalypse battle, during any phase (your own or your opponent's), you can invoke the power of the Hand of Fate. This power allows you to re-play an entire phase of a turn, of your choice for any one unit (a phase during your turn or your opponent's, any phase: movement, shooting, or assault).

If the unit chosen for Hand of Fate is in an assault against the enemy, and the assault phase is the phase chosen to be re-played, the opponent involved in the assault must replay it as well. This may even include multiple units. Assaults are the only way this power can effect multiple units. They must all be in the same assault together for the Hand of Fate to effect them all.

Remember, you can even pick an enemy unit during one of their own phases. If, for example, an enemy unit has a great phase of shooting that kills too many of your own troops, you can invoke the power of the Hand of Fate and make that unit replay its entire shooting phase.

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