TEXT: http://spacehulk.barsoom.cc/mirrors/shc/EscapeTowardsTheLight.htm
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  ESCAPE TOWARDS THE LIGHT
  Mission created by Kortex, see Space Hulk Arsenal
  Translated with kind help from Babelfish
  + + Hardly a few hours after the appearance of an unidentified Hulk, Psykers
  of the Emperor confirmed the presence of a significant number of Genestealers
  on board, perhaps even of a Magus. Two squadrons of Marines in Terminator
  armour were immediately charged to destroy the infested Hulk by sabotaging
  its propulsion system. After calculation of the space co-ordinates, they are
  teleported on board, but in the wrong place! In order to continue their mission,
  it essential that they are Re-teleported on board their vessel, then again
  teleported back to the Hulk in initially intended position. Fortunately, the
  scanners indicate that a teleportation room is near their current position. They
  must get there at any cost...
  Objectives
  At least 5 Marines must teleport back to on board their vessel by using one of
  the teleportation pods located in the room shown on the map. Genestealers must
  at all costs prevent the Marines from achieving their goal, and must thus
  eliminate at least 6 Marines.
  Forces
  Marines:
  Squad A
  Captain (Storm Bolter, Power Sword, Power Glove, Grenade Launcher)
  Psyker Marine - Level 4 (Storm Bolter, Force Axe) 
  Marine with Flamer 
  Marine with Lighting Claws
  Marine with Storm Bolter 
  Squad B
  Sergeant (Storm Bolter)
  Psyker Marine - Level 4 (Storm Bolter, Force Axe)
  Marine with Assaultgun
  Marine with Chainsaw
  Marine with Storm Bolter 
  Stealers:
  All psykers are of the 3rd level. Stealers receive 2 blips in reinforcement per turn. All the additional blips are
  used in this mission, and the blips marked with a letter are converted according the table.
  Psyker with Autocannon
  A.
  
  http://spacehulk.barsoom.cc/mirrors/shc/EscapeTowardsTheLight.htm
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  Psyker with Conversion Beamer 
  B.
  Psyker with Missile Launcher
  C.
  Non-Psyker with Autocannon
  D.
  Non-Psyker with Conversion Beamer
  E.
  Non-Psyker with Missile Launcher
  F.
  Psyker with basic or close-combat weapon 
  G.
  Psyker with basic or close-combat weapon 
  H.
  Psyker with basic or close-combat weapon 
  I.
  Psyker with basic or close-combat weapon 
  J.
  Special Rules
  Both players use psychic cards. 
  The Marine player can secure areas, and the stealer player can use ambush counters if he wish.
  
SOURCE: textdata/thevault/Warhammer/40k/Space Hulk/Space Hulk - Extras/fan Mission - Escape Towards the Light.pdf