OK, stab #2.
I've added Hold objectives on the suggestion of Kyrt/Geep. These are, by far, the most complicated and might require some additional clarification. Try to break what I've written.
I renamed Keep to Defend (seemed more accurate).
I've removed Target for now. My thinking being this would be better for a "different types of victory conditions" thread. My initial thought that it would be some unmoving bunker type unit, but there's no reason it couldn't be a specific unit in your army.
objective.
ObjectivesObjectives are often used to make up the victory conditions for a scenario. The Epic Armageddon tournament game rules present a single way in which they can be used, but with a bit of thought (and a few glances at previous editions of Epic) they become much more versatile. The following section outlines some different ways to play with objectives.
Unless stated otherwise, most of these variant objectives are captured and contested in the usual way: objectives are captured if you have a unit within 15cm of it in the end phase and your opponent does not; and objectives are contested if both sides have a unit within 15cm of it in the end phase. Units from broken formations or from formations that have rallied that end phase can not capture or contest objectives. Aircraft which have landed may not capture objectives on the same turn that they land but may immediately contest them.
Note: It’s important to realize that objectives are only evaluated as being captured and contested in the end phase of each turn. An objective is not captured once a formation moves within 15cm of it in the action phase, that is only determined in the end phase of that turn. Similarly, a captured objective does not immediately become contested in the action phase once an opponent’s formation moves within 15cm of it, that would be determined in the end phase of that turn as well.
Take & HoldAs their name implies, your formations must control Take & Hold objectives and remain on them, fending off enemy formations, in order for you to achieve the victory condition.
Take & Hold objectives behave exactly like those in the Epic tournament game rules (see 6.1.4), they are presented here merely for completeness. Take & Hold objectives do not have a "memory"; a Take & Hold objective you have captured on one turn will not be considered captured in the end phase of any subsequent turn if there are no friendly units within 15cm of it.
SeizeSeize objectives are slightly more relaxed than Take & Hold objectives, you merely have to capture Seize objectives at some point during the game to achieve the victory condition. If you feel they can be left undefended you can re-deploy your troops as you see fit.
Seize objectives have a "memory". Any Seize objectives you have captured on one turn will be considered captured on all subsequent turns so long as they have not been captured or contested by your opponent.
DefendDefend objectives are more difficult to control once one player has captured them; your formations must control and remain on them just like Take & Hold objectives to achieve the victory condition. Once captured, however, your opponent will have a much more difficult time trying to wrestle it from your grasp.
Defend objectives cannot be contested once they are captured. A Defend objective you have captured on one turn will remain captured until there are no friendly units within 15cm of it in the end phase of a subsequent turn. Defend objectives do not have a "memory"; a Defend objective you have captured on one turn will not be considered captured in the end phase of any subsequent turn if there are no friendly units within 15cm of it.
??? (What should we call these?)
objectives cannot be contested once they are captured. A

objective you have captured on one turn will remain captured until there are no friendly units within 15cm of it in the end phase of a subsequent turn.

objectives have a "memory". Any

objectives you have captured on one turn will be considered captured on all subsequent turns so long as they have not been captured or contested by your opponent.
RescueRescue objectives are very different from the norm, they can be picked up and moved by your units. In order for you to achieve the victory condition one of your units must be carrying the objective in the end phase.
Rescue objectives cannot be contested and captured in the normal way, instead they may be “picked-up” by a unit that moves over it. From that point on the objective is carried by and moves with that unit. If the unit is destroyed leave the objective where the unit was until another unit moves over it to pick it up. A Rescue objective may not be picked up by a unit in a formation that's making a withdrawal.
CaptureCapture objectives are perhaps the simplest of all the variants listed here, you only need to capture them to achieve the victory condition.
Capture objectives are removed from play once they have been captured.
HoldHold objectives are more difficult to control for both players; before they can be captured you must hold them for a full turn to achieve the victory condition.
Hold objectives are considered held if you have a unit within 15cm of it in the end phase and your opponent does not. They are considered contested if both sides have a unit within 15cm of it in the end phase. Contesting does not remove an opponent’s “held” status on the objective, but it still prevents them from capturing it.
Hold objectives are only considered captured if they are held and you have a unit within 15cm of it in the end phase of a subsequent turn and your opponent does not. The unit must belong to a formation that held the objective in a previous turn, and must not belong to a broken formation or from a formation that has rallied in the end phase.
Hold objectives do not have a "memory"; a Hold objective you have held or captured on one turn will not be considered held or captured in the end phase of any subsequent turn if there are no friendly units within 15cm of it.
Note: Hold objectives require slightly more bookkeeping than the others. You’ll need a way to denote them as “held” by a particular player and a way to denote which formations are eligible to capture them.