TEXT: http://spacehulk.barsoom.cc/mirrors/shc/LastStand.ht
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  THE LAST STAND
  Mission One: Alarm call
  Mission Two: The ship's log
  Mission Three: Seek and retrieve
  Mission Four: Regroup
  Playing the Campaign As One Game
  The starship landed on the bleak planet, its rockets dying as it impacted on the broken, twisted surface.
  The huge plume of dust slowly settled to reveal the craft's battered exterior pitted by meteorites, one of
  its engines completely torn away. No lights flickered inside, no generators hummed, no hatches opened.
  The ship seemed dead..
  Throughout the Imperium, there are small outposts of Space Marines. They patrol their area of Imperial space
  and are ready to respond rapidly to defend planets against alien conquest or aid other Imperial forces to quell
  rebellions.
  These outposts can take many forms. Some are concealed within the hollowed-out shells of asteroids. Some
  are starships or space stations in orbit around a sun or one of its planets. Others may be fortresses on
  inhabited planets, usually sited far from the populated lands in vast mountain ranges, or on distant volcanic
  islands, or within the arctic wastes of polar regions. To the local people, the Space Marines may seem
  semi-mystical godlike beings, formidable and hidden from the common eye by the mists of rumour and
  legend.
  In the system of Perdus Magnus, there is an outpost held by the Blood Angels Chapter of Space Marines. It is
  buried beneath the surface of a small harsh planet outermost from the star. Above the base, icy gales whip up
  fine glass-like sand and scour the rocks into strange tortured shapes. The atmosphere contains only gases
  deadly to the human system. During the months-long night, many of these gases cool to liquid and the
  contorted rocky statues rise out of a turgid poisonous sea.
  The garrison is rotated from time to time, staying at the outpost for months, sometimes even years, depending
  on the Chapter's other duties. When the alien starship landed on the planet, the outpost was under the
  command of Captain Barik. Stationed with him were six squads of Space Marines armed with some of the
  Chapter's ancient honour suits of Terminator armour. Their garrison duties were almost over - the relief
  contingent was due any day.
  The outpost scanned the starship for signs of life or of the energy flows that might indicate survivors. There
  was nothing. The craft was completely dead. No man could survive the planet's atmosphere unprotected by a
  power suit without heat, the blood would quickly freeze - the scouring winds would strip the flesh from a
  man's bones. All life aboard, it seemed, had died long ago, the crippled starship landing itself before its
  automatic systems shut down forever. No-one was sent to investigate the derelict ship. There were so many
  preparations for their departure as soon as the relief garrison arrived.
  Two days later the Genestealers attacked.
  
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  Campaign rules
  This campaign uses rules from Space Hulk, Deathwing and Genestealer. Although there are no psychic 
  Genestealer hybrids, there are armed Hybrids in the assault force so the genestealer player uses the expanded 
  Blip set throughout.
  These four missions form a short campaign. The forces and deployment for thelater missions depend on the 
  outcome of the earlier missions. As the Space Marine player you must keep as many of your Space Marines 
  alive as possible otherwise you'll find yourself with too few troops to win the last mission. As the Genestealer
  player you must attempt to stop the Marines from securing entry points to give yourself more options for 
  attacking in the final mission.
  It's worth looking at the last couple of missions before you start playing the campaign so that you know what's
  at stake.
  Once you've played each mission, make sure you record the results of the game. You'll need to refer to these 
  for missions three and four.
  Playing the missions separately
  If you don't want to play the missions as a campaign then you'll have to alter the Space Marine starting forces 
  and the Genestealer deplayments for missions three and four.
  Mission three: use the listed Space Marine force plus one Space Marine with lighting claws and one Space 
  Marine with storm bolter and power glove to represent the forces remaining from mission one.
  Mission four: start with the listed Space Marine forces. For reinforcements, you get Squad Two from the 
  second mission less one Space Marine with storm bolter and power glove, and Squad Five from the third 
  mission, less both the Space Marines with storm bolter and power glove. The Genestealers can use the two 
  marked entry points plus entry point 'A', they can't use entry points 'B' and 'C'.
  The above are just a suggestion - try out the missions using different forces. Or you can ignore the listed 
  forces and use the bidding system from Deathwing to decide the Space Marine starting forces.
  
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  LAST STAND
  The Space Marines were expecting nothing. They were preparing to leave the outpost and were scattered
  throughout the underground complex. When the outer defences were breached without warning, there was
  only just time for them to put on their Terminator armour. As the Genestealers broke through into the base
  proper, the artificial atmosphere was sucked out and the planet's own toxic atmosphere seeped in.
  The first Genestealers appeared in one of the main access corridors right next to the Space Marine living 
  quarters. They entered the base via the many service and maintenance tunnels from the surface and broke in
  through the roof of the access corridor.
  It wasn't clear to Captain Barik if this was a feint attack or the main thrust of the Genestealer assault. He 
  couldn't chance committing more Space Marines to this area until he knew the full extent of the enemy
  strength. The single squad cut off in the living quarters would have to try to close the Genestealer break-in on
  their own. They were trapped and fighting for their lives.
  Mission one: Break In
  Objectives
  The Space Marine player is trying to block the Genestealers' entry into the access 
  corridor. The Genestealer player is trying to take control of the living quarters sectino 
  of the complex.
  Forces
  Space Marines
  Squad 1
  One Sergeant with storm bolter and power glove.
  One Space Marine with assault cannon and power glove.
  One Space Marine with Lighting Claws
  Two Space Marines with storm bolters and power gloves.
  Genestealers: The Genestealer player begins with 5 Blips and recieves 1 Blip per turn as reinforcements. The
  Genestealer uses the expanded Blip set. The lettered Blips represent the following Hybrids:
  Non-psyker with bolter
  A.
  Non-psyker with bolt pistol
  B.
  Non-psyker with lasgun
  C.
  Non-psyker with laspistol
  D.
  
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  Non-psyker with plasma gun
  E.
  Non-psyker with heavy bolter
  F.
  Non-psyker with lascannon
  G.
  Non-psyker with autocannon
  H.
  Non-psyker with missile launcher
  I.
  Non-psyker with conversion beamer
  J.
  Deployment
  Space Marines: The Space Marine player places the squad in the marked rooms.
  The Sergeant must start in the center of the room marked with an S on any facing.
  The other Space Marines start one to each rooom marked with an M, placed in the centre of the room on any 
  facing - the Space Marine player chooses which model goes in which room.
  Genestealers: the Genestealers enter play on the square marked with a G. They are coming through a hole in
  the roof. It costs 1 AP to jump through the hole to square G. Genestealers does not have to lurk.
  The Genestealers move first.
  Special Rules
  The Space Marine player can secure the entry area by getting a Space Marine withing one square of square G.
  Victory
  The Space Marine player wins by securing the Genestealer entry point. The Genestealer player wins by killing
  all five Space Marines before the entry point is secured.
  Campaign Rules
  The Space Marine player should record which models, if any, survive the mission.
  The Genestealer player should record whether the entry point is still open.
  
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  LAST STAND
  The second wave of the Genestealer assault came at the opposite end of the outpost. The Genestealers were
  trying to isolate and destroy the base's main generator. This time they not only entered an access corridor but
  came through several points on the perimeter. The Space Marines at this end of the outpost were cut off and
  surrounded.
  But this time, they were better prepared for the Genestealer assault. The vital few minutes between the two
  waves had given them time to set up their position and activate some of the base's own defences - lasers
  positioned in the corridors that fire a high energy pulse whenever something crosses beneath them.
  If the controls to the main generator were destroyed, the outpost's power would shut down. Doors would be
  locked in position, the autofire lasers would stop working and the outpost's distress beacon would no longer
  have the power to send a warning signal to the incoming ship bringing the relief garrison.
  Captain Barik didn't know how close the reinforcements were - had they already heard the distress signal or
  would they arrive too late? If the main generator fell to the invaders, the Space Marines' chances looked poor.
  Mission Two: The Generator
  Objectives
  The Space Marine player must stop the Genestealer player from destroying the 
  generator controls - he must also wipe out the attacking Genestealer force. The 
  Genestealer player has a limited force to take out the generator controls and if 
  possible kill all the Space Marines.
  Forces
  Space Marine: The Space Marine player has 2 squads and 4 autofire weapons (see special rules)
  Squad 2 
  One Sergeant with storm bolter and power glove.
  One Space Marine with flamer and power glove.
  Three Space Marines with storm bolters and power gloves.
  Squad 3
  One Sergeant with storm bolter and power glove.
  One Space Marine with thunder hammer and storm shield.
  Three Space Marines with storm bolters and pover gloves.
  Genestealers: The Genestealer starts with 5 Blips and gets 2 Blips reinforcements for the first 10 turns - after
  that he gets no more reinforcements. The Genestealer uses the expanded Blip set. The lettered Blips represent 
  the following Hybrids:
  
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  Non-psyker with bolter
  A.
  Non-psyker with bolt pistol
  B.
  Non-psyker with lasgun
  C.
  Non-psyker with laspistol
  D.
  Non-psyker with plasma gun
  E.
  Non-psyker with heavy bolter
  F.
  Non-psyker with lascannon
  G.
  Non-psyker with autocannon
  H.
  Non-psyker with missile launcher
  I.
  Non-psyker with conversion beamer
  J.
  Deployment
  Space Marines: The Space Marine player first places all the rubble and crate counters anywhere on the
  board. He then places the four autofire counters (see special rules).
  The control panel is placed on square C - this large room is the main generator room.
  Finally the Space Marine player places his models anywhere on the board, on any facing and set on overwatch
  if he wants.
  Genestealers The Genestealer player places one starting Blip at each of the five entry areas. The
  reinforcements can come on at any entry area. Remember to use the rules for mandatory lurking if a Space 
  Marine is placed near an entry area.
  The Genestealers move first.
  Special Rules
  Autofire weapons: The four autofire weapons are laser guns which can be attached to the deiling and will fire 
  automatically on any lifeform passing directly beneath them.
  The Space Marine player can place the four counters on the board in any corridor sections (not rooms, 
  junctions or turns).
  Any model passing over the counter is fired on by the laser. Roll a single dice. A genestealer or a Space 
  Marine is killed on a roll of 6 - a Genestealer Hybrid is killed on a roll of 4.
  If the controlpanel is destroyed, all the lasers stop firing and the counters are removed.
  An unconverted Blip cannod be moved over an autofire counter - it must stop its move or convert before 
  moving. A Blip cannot be converted so that a model is placed on the counter.
  Self-Destruct: Neither the thunder hammer nor the flamer can self-destruct in the main generator room. The
  flamer cannot be fired into or out of the room.
  Control panel: The control panel is destroyed by a Genestealer reaching one of the three squares adjascent to
  it and spending 1 AP to attack it. A roll of 5 or better on any of the Genestealers three attack dice wrecks the 
  control panel.
  At this point, all the doors will be locked onto their current position for the rest of the campaign - if they're 
  closed they must be attacked to get past. Be sure to make a note of this for mission four. (Mission three takes 
  
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  place at hte same time as this mission and the doors open and close as normal).
  Victory
  The Space Marine player wins by killing all the Genestealers without the control panel being destroyed. The
  Genestealer player wins if the control panel is destroyed and all the Space Marines are killed - he may claim 
  partial victory if the control panel is destroyed even though some Space Marines survive.
  Campaign Rules
  The Space Marine player should record which models, if any, survive the mission.
  The Genestealer player should record whether the control panel was destroyed and whether all the Space 
  Marines were killed.
  
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  LAST STAND
  Mission Three: The Chapel
  While the main generator was under attack, the chapel was also stormed. Genestealers 
  broke in at four points on the perimeter accessed by tunnels from the surface. Captain
  Barik had pulled his Space Marines out of this area when the generator was assaulted,
  but realised he would have to hold this flank ff they were to stand any chance.
  He ordered two squads to return to the chapel and purge it of the alien defilement. 
  This was not only a tactical decision, although holding this flank was vital. It would
  be a shameful dishonour to allow the Genestealers to destroy the precious Chapter
  relics that were stored in the chapel. Here were held memento mori of some of the
  Chapter's heroes and of the great victories fought by garrisons from this outpost.
  If the Space Marines were to survive, then the Chapter relics would survive with them 
  and their honour would be upheld. Their prayers were to the Emperor and their
  thoughts were of the Chapter's heroes as they advanced to retake the flank.
  Objectives
  The Space Marine player is attempting to purge the chapel and secure all the 
  Genestealer entry areas. The Genestealer player must stop this from happening.
  Forces
  Space Marines: The Space Marine player receives two squads as detailsed below plus any survivors of
  Squad 1 from the first mission.
  Squad 4
  One Sergeant with storm bolter and power sword.
  One Space Marine with flamer and power glove.
  One Space Marine with storm bolter and chain fist.
  Two Space Marines with storm bolters and power gloves.
  Squad 5 
  One sergeant with storm bolter and power glove.
  One Space Marine with assault cannon (one reload) and power glove.
  One Space Marine with lighting claws.
  Two Space Marines with storm bolters and power gloves.
  Genestealers: The Genestealer player starts the game with 4 Blips and receives 2 Blips per turn as 
  reinforcements. The Genestealer uses the expanded Blip set. The lettered Blips represent the following
  Hybrids:
  Non-psyker with bolter
  A.
  Non-psyker with bolt pistol
  B.
  
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  Non-psyker with lasgun
  C.
  Non-psyker with laspistol
  D.
  Non-psyker with plasma gun
  E.
  Non-psyker with heavy bolter
  F.
  Non-psyker with lascannon
  G.
  Non-psyker with autocannon
  H.
  Non-psyker with missile launcher
  I.
  Non-psyker with conversion beamer
  J.
  The Genestealer player may choose to use ambush counters.
  Deployment
  Space Marines: The Space Marine player deploys all his models in the marked area.
  Genestealers: The Genestealer player places one starting Blip at each of the four entry areas. The
  reinforcements can come on at any entry area.
  Special Rules
  If the Genestealer destroyed the control panel in mission two, all the doors are locked and must be attacked to
  pass through.
  Space Marine reinforcements If the Space Marine player had any models left from Squad 1 at the end or the
  first mission they are called to join the attack. They arrive at Space Marine deployment area at the beginning
  of the Space Marine player's third turn.
  If the Space Marine with the assault cannon survived, he is fully loaded and has a reload. However as the 
  canon has already fired it counts as being overheated and may explode from the beginning of this mission.
  Sequring areas The Space Marine player is trying to secure the Genestealer entry areas. Once two areas have
  been secured, the Genestealer player recieves just one reinforcement per turn.
  Victory
  The Space Marine player wins by securing all entry areas and killing all the Genestealers in ply. He gets a 
  partial victory if the entry areas are secured but all the Space Marines are killed.
  The Genestealer player wins if all the Space Marines are killed and at least one entry area is still open.
  Campaign rules
  The Space Marine player should record which models, if any, survive.
  The Genestealer player should record whether any entry areas are still open.
  
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  LAST STAND
  The outpost's communications had been cut early in the assault by Genestealers on the surface. Now they
  could only transmit within the base. But they were able to receive faint signals from outside. Although the
  messages were too distorted by static for decoding, it was obvious that the relief garrison had arrived and was
  attempting to communicate with the outpost.
  Had the distress signal been received? Did the reinforcements know that the base was under attack by
  Genestealers or were they about to walk into a trap? Captain Barik had to believe that his brother Marines
  knew they were in danger. The only hope was to hold out until the reinforcements arrived. If they ever
  arrived.
  Captain Barik ordered his men to retreat to the outpost's central core. So far this area was safe. But before the
  Space Marines could regroup, the Genestealers launched their fimal assault and broke through into the core. It
  wouldn't be long before their weight of numbers told against the few surviving Space Marines.
  It was a race against time. Could the Space Marines hold out until the relief garrison arrived from the surface?
  Mission Four: The Last Stand
  Objectives
  The Space Marine player is attempting to hold control of as many of the rooms 
  in the central core as possible. The Genestealer player is attempting to take 
  over the base before the relief garrison arrives.
  Forces
  Space Marines: The Space Marine player gets the models listed below plus any survivors from the previous
  misisons (see special rules).
  Squad 6
  One Captain with storm bolter, power sword and power glove with grenade launcher.
  One Sergeant with storm bolter and power glove.
  One Space Marine with flamer and power glove.
  One Space Marine with thunder hammer and storm shield.
  One Space Marine with storm bolter and power fist.
  
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  One Space Marine with storm bolter and power glove.
  Genestealers: The Genestealer player starts with 10 Blips and gets 2 Blips reinforcements for the first 12
  turns - after that he gets no more reinforcements. The Genestealer uses the expanded Blip set. The lettered 
  Blips represent the following Hybrids:
  Non-psyker with bolter
  A.
  Non-psyker with bolt pistol
  B.
  Non-psyker with lasgun
  C.
  Non-psyker with laspistol
  D.
  Non-psyker with plasma gun
  E.
  Non-psyker with heavy bolter
  F.
  Non-psyker with lascannon
  G.
  Non-psyker with autocannon
  H.
  Non-psyker with missile launcher
  I.
  Non-psyker with conversion beamer
  J.
  Deployment
  Space Marines: The Space Marine player places one Space Marine anywhere in each of the marked rooms
  on any facing and set on overwatch if he wants.
  Genestealers: The Genestealers enter play at either of the two marked areas. They may also be able to enter
  from the three lettered access corridors according to the following conditions:
  Entry point A: Genestealers can enter here if the entry point in mission one was not secured.
  Entry point B: Genestealers can enter here if all the Space Marines in mission two were killed.
  Entry point C: Genestealers can enter here if any of the entry points in mission three remained open.
  The Genestealers move first.
  Special Rules
  Game turns: Keep track of the game turns. The total game lasts for 15 turns but there are several important
  events during the game:
  Turn 4 - any surviving Space Marines from the earlier missions arrive at the core (see reinforcements below)
  Turn 13 - the relief garrison arrives and no more Genestealer reinforcements enter the complex.
  Turn 14 - the Genestealer player wins if all the Space Marines in the complex are dead.
  Turn 15 - the first reinforcements from the relief garrosion start entering the complex and the game ends.
  Space Marine reinforcements: If the Space Marine player had any survivors at the end of mission two or
  three, these troops arrive at the start of Space Marine player's third turn.
  Flamers are fully loaded. Assault cannon are fully loaded and have one reload - they are overheated and may 
  explode from the start of the game.
  
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  Survivors from mission two come on at entry point B, survivors from mission three come on at entry point C.
  Doors: If the control panel was destroyed in mission two, the players may remove some of the doors from the
  complex representing that they were locked open.
  The Genestealer player first removes up to three doors, and then the Space Marine player removes up to three 
  doors.
  All the other doors are locked closed and must be attacked to pass through.
  Victory
  There are five possible outcomes to the game.
  Total Space Marine victory - the Space Marines kill all the Genestealers before turn 15.
  Partial Space Marine victory - there are still Genestealers in the complex at the start of turn 15 but there are 
  Space Marines in at least three rooms.
  Draw - there are still Space Marines alive at the start of turn 15 but they occupy less than three rooms.
  Partial Genestealer victory - the Genestealer have taken over the whole complex by the start of turn 14 and 
  there are no surviving Space Marines.
  Total Genestealer victory - the Genestealers have totally wiped out the Space Marines by the start of turn
  12.
  
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  THE LAST STAND
  Playing the Campaign As One Game
  We've included a map of the entire complex. If you've got 
  access to several sets of Space Hulk and its expansions, you 
  could lay out the whole complex at once and play an epic 
  game using the entire board. We won't give you any proper 
  rules for doing this, but here's some guidelines - feel free to 
  experiment with these and have some fun with different 
  setups. You may find that you have to come up with some 
  special rules to cover a few odd situations - if you can't agree 
  on a special rule roll a dice to see who's right.
  We've found it's best to play really big games with several 
  players on each side. Set u pall the Space Marines as 
  indicated in the separate missions - ignore all references to 
  reinforcements. The Genestealer move first and can use all 
  the entrypoints except the three special from mission four 
  (treat the entry point at the top of mission two as being a 
  hole in the roof like in mission one).
  The relief garrison arrives anywhen after turn 15 on the roll 
  of a 6 at the start of the Space Marine payer's turn - after this
  there are no more Genestealer reiforcements but play the 
  game out until one or the other side has no forces left. 
  Whoever ends the game with some of their troops alive 
  wins!
  
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SOURCE: textdata/thevault/Warhammer/40k/Space Hulk/Space Hulk - Extras/1991 05 - White Dwarf 137 - Last Stand Campaign (web print).pdf