Relay at center. Discoverer (first to 5 Evidence) deploys on one edge; Interceptor on the opposite edge.
Roll the type once. Each round from R2 spawn Normal; from R4 add Elite; from R6 a second Elite. Random edges.
All Broadcast Powers -1 DT while the relay is active.
Defender places 1 objective at center.
Interact within 1" to pick it up (not while Engaged). Carrier: half Move (round down), no Disengage. Carrier OoA or Flees: drop it where it fell, or at the edge if it fled off. Any model can grab it with Interact. Hostiles ignore it.
Carry it off your deployment edge. At game end: holder wins; no holder, most surviving models.
| Payout | Amt |
|---|---|
| Winner | +1 Lead |
| Carrier at victory | +1 Merit |
No markers.
At game end, count models within 3" of board center. Out of Action and Fleeing models do not count. Hostiles ignore the zone.
Side with more models in the zone. Tied: most surviving models on the board.
| Payout | Amt |
|---|---|
| Winner | +1 Lead |
| Winner's count beats the opponent's by 3+ | +1 Lead |
Control: most models within 3" at round start.
Examine: while controlling, Interact within 1", Wits vs 2d6. Success: 1 Lead. Win by triple or more: 1 Evidence + 1 Lead.
Redirect (once per squad per game): while controlling, Wits vs 2d6 at -1 DT. Success: game ends, gain 2 Evidence + all Leads examined. Failure: all future spawns +1 model.
Redirect wins at once. At game end the controller wins: 1 Evidence + Leads examined. Wipeout: a squad with no models left on the board loses 1 Evidence.