Find and rescue the captured space marines. A marine must be in the square in front of the cryo tubes
and spend 4 AP to deactivate it.
Prevent the marines from reaching and activating the control panel.
KILL ALL THE MARINES!
Flamers: Using 2nd edition flamer rules with the exception that all flamer counters are removed
at the end of the stealer turn. A square may only be flamed a maximum of 2 times. If the stealer
survives two shots it survives.
There is considerable activity detected above and below this deck.
Each squad gets d3 Command Points. The Captains, Librarian or Chaplain of each squad provides +2
Using "Deathwing" force weapon rules. The Librarian starts with 40 psi points.
The scenario is configured so that with two Genestealer players the board is split in half and each
Stealer player plays against two of the Marine players.
Start with eight blips deployed on the map (4 for each half). They are placed in the rooms at least 6 squares
from the marine deployment .
3 re-enforcement blips per turn (alternating 2/1 for each player) until turn 15 , then 2 per turn after (1 for
each player). Hybrid genestealers will start to emerge at 1 per round after round 12.