Agendas

Agendas offer unique and exciting ways for your units to gain additional Experience points in a Crusade battle. From assassinating key enemy leaders to going on guerrilla recon missions, there are a whole range of different Agendas you can choose from to best suit your Crusade force's narrative. When playing a Great Khan Hunt Crusade mission you can select from the following Agendas.

Some Agendas will award Experience points or tally marks 'each time' an enemy model or unit is destroyed. A model or unit can, if it is resurrected for any reason (i.e. it was destroyed and subsequently returned to the battlefield), potential contribute several Experience points or tally marks to these types of Agendas (assuming it is resurrected and subsequently destroyed several times over).

Enduring Warriors

No resource is more important in war than the warriors that sustain it. Those who live to fight another day live to slay another day.

At the start of the battle, you can select up to three units from your Crusade army that are on the battlefield. For each of those units, at the end of the battle:

  • If that unit is not destroyed, it gains 2XP.
  • If that unit is not Below Half-strength, it gains 1XP.

Headhunter Quest

The White Scars have a proud tradition of hunting down their enemies. Surely whichever side is left without a command structure is doomed to lose this war.

Each time a model from your Crusade army destroys an enemy CHARACTER unit, that model's unit gains 2XP. If the destroyed units contained your opponent's WARLORD, that model's unit gains 4XP instead.


Drive Home The Blade

Few missions are as dangerous as being charged with breaking through the enemy's lines in the face of ferocious opposition. Yet for those who survive and prevail, there are bloody lessons to be learned.

At the end of the battle, you can select up to three units from your Crusade army (excluding AIRCRAFT) that are wholly within 6” of your opponent's battlefield edge. If your opponent does not have a battlefield edge in the mission being played, you can select up to three units from your Crusade army (excluding AIRCRAFT) that are wholly within your opponent's deployment zone instead. Each of those units gain 3XP.


Master Of Prophecy

Those who can decipher the prophecy holds the key to winning this entire conflict. Sites where these truths can be divined are of great strategic importance.

At the end of the battle, select two or more PSYKER units from your Crusade army that are within range of an objective marker. Each of those units gains 2XP and you learn a Clue of the Prophecy.


Dismounters

On a battlefield rife with mounted combatants, equalling the odds is a simple matter of keeping the saddles empty.

Each time a model from your Crusade army destroys an enemy MOUNTED unit, that model's unit gains 1XP (to a maximum of 3XP per unit). If the destroyed unit is a CHARACTER unit, that model's unit gains 1 additional Experience point.


Search The Land

The prophecy states this battlefield holds a clue that unlocks more of its mysteries, yet no answer presents itself. Those who can find the clue may find themselves with greater wisdom.

Units from your Crusade army can perform the following Action:

Search the Land (Action)

Starts: Your Shooting phase.

Units: One or more INFANTRY units from your army, each wholly within a table-quarter that hasn't been searched by your army yet, and at least 3” away from any other table-quarter.

Completes: End of your turn. That table-quarter has now been searched by your army.


At the end of the battle, up to 4 units that completed the Search The Land action gain 1XP for each time it completed the action (to a maximum of 3XP per unit). If at least 3 table-quarters were searched, you learn a Clue of the Prophecy.

Hostile Interrogations

The enemy has priceless intel that could turn the course of this war. The enemy must be captured, and the truth revealed, no matter the cost.

Each time a CHARACTER unit from your Crusade army destroys an enemy unit in the Fight phase it gains 1XP (to a maximum of 3XP per unit). If your Crusade army collectively gains 3XP or more from this agenda, you learn a Clue of the Prophecy.


Giant Slayer

The warrior who can slay the greatest foes of the battlefield is the greatest warrior of all.

At the end of the battle, select a unit from your Crusade army that destroyed one or more enemy MONSTER or VEHICLE units. That unit gains 3XP. If that unit destroyed a TITANIC unit, it gains 4XP instead.


Secure Supplies

The sky is ablaze with warring fleets. The earth rendered dead from tracks and marching boots. Supply lines cannot always be maintained, and where this is the case, munitions and other critical resources must be secured by other means.

At the start of the battle, your opponent must select two different objective markers on the battlefield (if there is no objective markers, one must be placed in the centre of the battlefield, and the other placed by your opponent at least 9” away from any other objective, and at least 12” from the opponent's battlefield edge). At the end of the battle select one unit from your Crusade army within range of each of those objective markers you control. Each of those units gain 3XP.


Arcane Archaeology

A recent discovery has revealed that the Prophecy has been rendered on the ruins on this battlefield, but with key differences that reveal even more of its secrets.

At the start of the battle, your opponent selects 3 Ruins terrain features on the battlefield, these Ruins are Dig Sites (if there are 3 or less Ruins on the battlefield, all of them are Dig Sites. If there are no ruins, your Opponent selects any one Terrain Feature to be a dig site). Units from your Crusade army can perform the following action:

Archeological Dig (Action)

Starts: Your Shooting phase.

Units: One or more INFANTRY units from your army, each within 1” of a different Dig Site.

Completes: Start of your Command phase.


At the end of the battle, select a unit that completed the Archaeological Dig action, that unit gains 4XP. If the action was completed at least 2 times, you learn a Clue of the Prophecy.

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