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  WD 197
  DEFILEMENT OF HONOR
  Mission One: Stop the Tide
  Mission Two: Shut Down
  Mission Three: Take Control
  2nd Edition Blip Set
   
  Sergeant Avernus ordered the squad onto overwatch. Something was not right, the
  scanners were not making any sense at all. According to the readout, he should be
  standing on top of one of he foe right now, yet he was alone in the center or a room.
  "Target moving again, vectoring left, directly on your position," reported Brother
  Lukas.
  This was madness. The beast should be here in the room. He checked his own scanner.
  The alien appeared to be moving back toward him again, from the right. Turning that
  way, Avernus found his eye being drawn to a grill high on the wall. Cursing himself, he
  readied his storm bolter - he had been such a fool! He was not on top of the foe; the
  creature was above him! The grill on the wall was an entry to some sort of air duct
  system that was providing an attack route for the enemy.
  Without warning the grill shot out from the wall, smashed by the powerful claws of the
  heavily muscled Genestealer as it leapt from the hole. Barking orders to his men,
  Avernus squeezed the trigger of the storm bolter, sending round after round into the
  foul creature. 
  Campaign
  The following three missions can be played either as a series of separate games or as a
  linked campaign. In the campaign, you play through each mission and record the result,
  adjusting the next mission with the rules given in the Campaign Forces section of each
  mission. In this way, the missions build up to form an overall story.
  If you are playing Defilement of Honor as a campaign, then the Space Marines must
  win the final mission to win the campaign. In addition, if the Space Marines also win
  the first two missions they will gain high honor in the histories the Blood Angels
  Chapter. The Genestealers will win the campaign if they win the third mission, but they
  greatly increase their chances of doing so if they win either of the first two.
  Special Rules for Air Ducts
  A network of air ducts runs just below ceiling level in many of the corridors and rooms
  in this campaign. Some of the air ducts are large enough to allow Genestealers to move
  through. Air ducts are shown on the mission maps, and are treated like corridors with
  the following rules:
  
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  Genestealers
  Genestealers or Blips may enter an 
  air duct from the square directly in
  front of the duct for a cost of 2 APs.
  Genestealers or Blips may move 
  from the end of an air duct into the 
  square directly in front of the duct
  for 1 AP.
  With the exception of entering and 
  leaving, Genestealers move through 
  air ducts exactly as if they were in
  corridors When converting a Blip in 
  an air duct, you may only place
  Genestealers inside the duct. Models 
  that cannot fit in the air duct are lost.
  The opposite is also true: Blips in 
  corridor or room cannot convert into
  an air duct.
  This diagram 
  shows the only 
  square that can be
  used as entry or 
  exit point for an 
  air vent. 
  Space Marines
  The air ducts are too high to allow 
  Space Marines entry and, though they
  can see the opening of a duct, they 
  have no line of sight into the ducts.
  This means that Marines cannot fire 
  on Genestealers that are inside air
  ducts, and Blips are not forced to 
  convert. 
  The only exception to this rule is that 
  a heavy flamer may be fired at the
  first square of the air duct. Only a 
  Space Marine in direct line of sight
  with the opening may do this, and 
  there cannot be any models in 
  between. Either one or two flamer
  counters may be placed on the first 
  square of the air duct. If there is a blip
  on the targeted square, convert the 
  blip first and then roll for the
  Genestealer on the flamed square. 
  HINT: A Marine on overwatch guarding an 
  air duct will have to target the exit square
  (the square directly in front of the air duct). 
  The Space Marine can perform overwatch
  fire only after a Genestealer has moved 
  from the air duct into the exit square.
   
  Close Assault From Air Ducts
  A Genestealer that is inside an air duct may attack a Terminator who is standing in an
  exit square. If this combat results in a draw, the Genestealer is the winner and the
  Marine is removed. In any case, the winning model is left in the exit square. Note that a
  Terminator on overwatch in an exit square does not fire at a Genestealer that attacks
  from an air duct, as he has no warning before the Genestealer strikes!
  Example of Close Assault from an air duct
  A Space Marine standing in an exit square is attacked by a Genestealer that's in the
  adjacent square, inside the air vent. The Marine rolls a 5 and the Genestealer rolls 4, 5,
  and 1. The result is a draw, but because the attack came from an air vent, the Space
  Marine is removed and the Genestealer is placed in the exit square in a facing he
  chooses.
   
  2nd Edition Blip Set
  
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  If you're playing these missions with the 1st edition space hulk set, you'll need to mix
  in a few of the larger blips from the Genestealer expansion set.  Naturally, the blips are
  "recycled" if they run out during a game, but this the intended division of Genestealer
  forces for 2nd edition scenarios:   
  1's
  2's
  3's
  4's
  5's
  6's
  0's *
  9
  3
  9
  1
  1
  1
  3
  * The 2nd edition Blip set includes three blips that represent scanner malfunctions, and
  do not represent any Genestealers at all.  By 2nd edition rules, these "zero Blips" could
  open doors and move as a regular Blip until they came within a Space Marine's LOS,
  at which point they're removed from play.  Try using three Genestealer Hybrid blips
  for malfunction blips.
   
   
   
   
   
   
   
  
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  DEFILEMENT OF HONOR
  Mission One: Stop the Tide
  Space hulks do not usually move under their 
  own power. The winds and tides of warpspace
  usually determine the course of these derelict
  clusters of ships. The Defilement of Honor was 
  different, being equipped with a functioning
  engine room of sorts, as well as an ancient
  navigational computer in control of a course 
  that was programmed is some distant millennia.
  The Blood Angels knew that the Defilement of 
  Honor only represented a threat as long as it
  was under its own power. If the engines were
  shut down and its progress through the warp 
  stopped, the hulk could then be examined at
  leisure and then destroyed. No longer such a
  threat, the Genestealers could be methodically 
  tracked down and slaughtered with ease. 
  Further scans of the ship provided details of the 
  internal configuration of the vessel and a
  number of Genestealers present. There appeared
  to be two separate groups of aliens, at different 
  ends of the hulk. The brood centered on the
  engines would be a problem for the troops sent
  to shut them down, but the larger group 
  congregated at the nav-comm was even more of
  a threat. If they were allowed to reinforce the
  beasts at the engines, the mission would surely 
  be doomed. 
   
   
  Sergeant Avernus was charged with command of a small strike force, just two squads,
  sent to seal the passages between the computer area and the engines. He felt honored
  to be chosen for such a vital mission and swore that he would be victorious or die
  trying. The scans had shown that there was one section of the hulk that, if sealed,
  would effectively isolate the computer area. If Avernus and his troops moved fast they
  could complete their mission before the foe realized what was going on. 
  Objectives
  Two squads of Terminators must seal all three Genestealer entry points by closing the
  bulkheads there. Marine Forces
  Marine Forces
  
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  DEFILEMENT OF HONOR
  Mission Two: Shut Down
  Sergeant Marcus was pushing his men to 
  advance as quickly as possible. There
  had been no word yet from the force lead 
  by Sergeant Avernus, but the main
  mission could wait no longer. The hulk 
  was comprised of a maze passages and,
  as the Genestealers were able to pass
  through the air ducts so easily, there was 
  worry that even if Avernus was
  successful, too long a delay would enable 
  the Genestealers to find another way
  through. 
  Squads Marcus and Acheron were 
  detailed to stop the powered hulk - no
  easy task because no one could be sure 
  how difficult it would be to gain control
  of the colossal craft. However, scans of 
  power linkages indicated a functioning
  computer in the Drive Room that could 
  be used to shut down the engines. 
   
   
  Objectives
  The Marines must battle their way to the power controls in the Drive Room and stop
  the space hulk.
  Special Rules
  The Marines can seal Genestealer entry points.
  Shutting Down Engines: To deactivate the hulk's engines, a Terminator must
  be standing in the indicated square, facing the console. For each AP spent, the
  Marine player rolls a D6 once. A roll of 6 is required to shut down the engines.
  Marine Forces
  SQUAD MARCUS 
  1 Sergeant w/ storm bolter & power
  glove 
  1 Marine w/ heavy flamer (one reload) 
  3 Marines w/ storm bolters & power
  gloves
  SQUAD ARCHERON 
  1 Sergeant w/ storm bolter & power glove 
  1 Marine w/ heavy flamer (one reload) 
  3 Marines w/ storm bolters & power gloves
  
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  Genestealer Forces
  Starting force of three Blips with one reinforcement Blip per turn.
  Deployment
  Marines: Place one squad in each of the darkened deployment corridors as shown on
  the map. 
  Genestealers: Before the game, place one Blip outside each entry area. One the
  following turns draw one reinforcement Blip each turn. If all three entry points are
  secured by the Marine player then reinforcements cease. The Genestealer player goes
  first in this mission.
  Campaign Forces
  If you're playing this mission as part of a campaign and the Space Marines lost mission
  1, more Genestealers can break through from the engine room. This means that the
  Genestealers gain an extra reinforcement Blip per turn until two of the entry points
  have been sealed.
  Victory
  The Marine player wins by deactivating the engines. The Genestealers win by killing
  the Marine before this happens.
   
  
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  DEFILEMENT OF HONOR
  Mission Three: Take Control
  Brother Marius had been detailed by 
  Sergeant Diablo to be the rearguard of
  the squad. Survivors of the first two 
  strikes against the Genestealers had
  reported that the devilish beasts had 
  used air ducts to move behind them
  and launch vicious attacks against
  hard-pressed Marines. Diablo had 
  taken the reports very seriously, well
  aware that the force needed to move 
  very quickly and could not afford to be
  held up by the threat of marauding 
  Genestealers behind their lines.
  Marius was under orders that if any 
  aliens appear to have outflanked the
  Space Marines his primary concern 
  was to protect the squad. If necessary
  he would be left behind, his only duty 
  to sell his life as dearly as possible. 
  His survival was considered secondary 
  to the mission to take control of the
  hulk. While Marius was keeping their 
  back clear, the others would be
  carving their way to the Nav-comm 
  area. Once there, their mission was to
  re-route the power and take control of 
  the hulk. On the way the Space
  Marines would face wave after wave 
  of the ferocious beasts. Finally, when
  they got to the Nav-comm, one of 
  Marius' battle brothers would need to
  concentrate all his attention on taking 
  control of the computer. Meanwhile,
  his battle-weary comrades would be 
  fighting off yet more waves of enraged
  Genestealers.
   
   
  With large numbers of Genestealers already present in the section and more expected
  any moment, Marius was not entirely sure who had the more suicidal task for this
  mission - him at the rear or those at the front…
  Objectives
  
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  The Space Marines must take control of the space hulk's computer.
  Special Rules for Accessing the Nav-Comm
  To take control of the hulk's navigation computer, a single Marine must stand in the
  indicated square, facing the console, and spend 8 consecutive APs. Keep track of the
  APs as they are spent, and start over if the Marine is killed or makes any other action
  besides accessing the nav-com. When 8 APs have been spent, the computer is under
  Space Marine control and they have won. Marine Forces
  Marine Forces
  SQUAD DIABLO 
  1 Sergeant w/ storm bolter & power
  glove 
  1 Marine w/ heavy flamer (one reload)
  3 Marines w/ storm bolters & power
  gloves
  SQUAD HAPHESTEUS 
  1 Sergeant w/ storm bolter & power glove 
  1 Marine w/ heavy flamer (one reload) 
  3 Marines w/ storm bolters & power gloves
   
  Genestealer Forces
  Six Blips to start with and one reinforcement Blip per turn.
  Campaign Forces
  If you're playing this mission as part of a campaign and the Space Marines lost
  Mission 2, then the Marines are delayed while they're send another squad to shut down
  the engines.  This means the Genestealers' reinforcements start immediately instead of
  waiting until turn three. 
  Deployment
  Marines: Place one squad in each of the darkened deployment corridors as shown on
  the map. 
  Genestealers: Before the game, place one Blip in each of the six rooms, anywhere
  inside the rooms. Beginning on the third turn, the Genestealer player draw one
  reinforcement Blip each turn. If the Marine player secures the entry point, then
  Genestealer reinforcements cease. 
  The Genestealer player goes first in this mission.
  Victory
  The Marine player wins by taking control of the Nav-comm computer. The
  Genestealer wins by stopping them.
  
SOURCE: textdata/thevault/Warhammer/40k/Space Hulk/Space Hulk - Extras/1996 06 - White Dwarf 197 (2e) - Defilement of Honor Campaign (web print).pdf