set up: normal initiative and deployment rulesmission roulette: after the initiative/deployment roll (and before any modelsare placed on the table), both commanders make two secret rolls on the missionroulette table below to determine their Primary and Secondary objectives. d6 roll:*1 - advance*2 - blockade*3 - degrade*4 - triangulate*5 - assessment*6 - collect(1) advance1 vp for having none of your army in your deployment zone at game end1 vp for at least 1/2 of your army starting points cost across the center line atgame end1 vp for having one or more of your models in the enemy deployment zone at game end(2) blockade1 vp for having no enemy models in your deployment zone at game end1 vp for having no enemy models across the center line at game end1 vp for not going into retreat(3) degrade1 vp for LT kill1 vp for killing the highest point cost enemy model on the table, including camo markers1 vp for killing a specialist (doctor, hacker, or engineer). only 1 vp is awardedregardless of the number of specialists killed. if the enemy army list does notinclude one of the above specialists, then an HI, TAG, or REM can provide thisvp(4) triangulate1 vp for each deployed orbital artillery beacon within 10" of a table corner. maximumof 3 vps available. only one can be deployed in your own deployment zone, the other two must be deployed in the enemy deployment zone. orbital artillery beacons: all models in your army carry one of thesebeacons. they are treated exactly like mines in every respect with these exceptions: they do not explode nor can they be destroyed. deploying a beacon isdone exactly like deploying a mine.(5) assessment1 vp for 'mapping' the enemy deployment zone1 vp for having had LoF to 50% of the enemy army list (number of models, not cost)by game end (round up). or:2 vps for having had LoF to every enemy model by game endmapping: a short skill requiring a normal wip roll. it can be ARO'd but cannot be used as an ARO. the model making this roll must be inside the enemydeployment zone to use the skill.(6) collect1 vp for each cube/document acquired from an unconcious/dead enemy model, maximumof 3. one cube or document per unconcious/dead enemy model. (documents are onall enemy models that do not have cubes). removing a cube or document from anenemy model is a short skill requiring a normal wip roll. it can be ARO'd butcannot be done as an ARO.game length: 4 turns. missions are revealed at game end and vps are then calculated.