Sabotage

Thanks to the selfless heroism of Sergeant Lorenzo, who suffered such terrible wounds that he almost died, the hulk's archive had been retrieved. Two of the boarding craft, laden with wounded Terminators, had already declamped from the side of the hulk and were slowly turning back to face the mother ship. The third boarding craft was barely half full, the Space Marines on board were waiting for the two last squads. The fourth boarding craft was dark and empty; it had been left clamped to the space hulk as a mark of respect for the dead.

The Blood Angels had to destroy the space hulk. Such a thing was too dangerous to leave drifting through space. Humans, blinded by greed or hungry for forbidden knowledge might try to raid it. Orks or Chaos raiders might board the ship and ride it over the seas of the warp. Or the hulk might be caught by the gravity of a planet and crash there, spelling the doom of a whole world. If Genestealer infestation reached too high a level for the Imperium to suppress, only one option remained: Exterminatus - the destruction of the entire planet.

The Blood Angels' spaceships lacked the firepower to destroy the hulk, and Commander Borgia could not afford to wait for the Gothic class battlecruisers of the Imperial navy. There was one desperate course of action left open to him, they could try to destroy the hulk by sabotaging its decrepit nuclear reactors. If the damping controls were destroyed, the chain reactions within the engines would tear the hulk apart from the inside. Two squads of Blood Angels had been slowly working their way towards the engines and were now within striking distance.

Summary

The Space Marines must destroy the reactor damping controls on the far side of this sector.

Space Marine Objectives

The Space Marines must destroy the damping controls. The controls can be destroyed by two storm bolter hits.

Opposition Forces

Three blips are present at the start of the mission. Two blips will arrive per turn.

Note that the Marines may seal the bulkheads at the Genestealer entry points. If only one entry point remains open, then only one reinforcement blip will arrive per turn. If all the entry points are sealed, the reinforcements stop.

The Genestealers move first.