Corner deployments.
4 static objectives near the centre (black stars), control by having only your guys within 2" in end phase = 1 victory point.
5 mobile objectives, one in each deployment zone and one in the centre. Held by one of your guys in your deployment zone in end phase = 1 victory point.
Single action to pick up/drop/pass on a mobile objective. If someone gets passed an objective then they lose their ready token if they have one (i.e. no bucket chaining across the map).
No bottle rolls. No tunnels/vents.
Fixed number of turns or first to X points?
Starting tactics cards by gang ratings per GW2.
2 sides with lowest victory points total draw a tactics card at the start of each round.
Everyone out of recovery before the match?
Rewards:
4,3,2,1 rep based on final standings.
1 bonus xp for bringing a mobile objective back to your deployment zone (not including the one that starts there).
1 bonus xp for holding a static objective that was held by another gang last turn.
3,2,1,0 bonus xp for winning leader based on final standings.
Winner gets +1 turf and an automatic special territory, 2nd place gets +1 turf.
VP x 10 = creds.