TEXT: TM
  Amongst the annals of the Imperium, few warriors have proved their worth as much as the
  Wolf Guard of the Space Wolves Chapter. Devastatingly ferocious in attack, immovably res-
  olute in defence, these savage warriors have broken many foes down the long millennia.
  Like the other Space Marine Chapters, the Space Wolves have had their share of encoun-
  ters with the deadly Genestealers. Perhaps the most memorable action against the vile
  alien invaders was fought between a small force of Wolf Guard who were sent to eradicate
  the threat posed by the Space Hulk Messenger of Woe, which dropped out of warp space
  only a few light years from the Space Wolves’ homeworld of Fenris.
  Wolf Lord Keurl Ironfang commanded the attack, sending his squads of Terminator-
  armoured Wolf Guard into the heart of the Genestealers’ lair. There they battled face-to-face
  with their foes, resolving to destroy each abomination with their storm bolters, heavy
  flamers and assault cannon. There were no cryogenics to shut down, no handy reactors to
  explode, no tricks at all – the aliens would each have to be killed personally, a prospect
  which the battle-hungry veterans actually looked forward to with fevered anticipation. Now
  was a grand opportunity to prove their worth in battle and earn themselves a place at
  Leman Russ’ side at the time of reckoning… Ragnarok.
  The Wolf Guard’s boarding torpedoes slammed into the side of the Messenger of Woe and
  the Terminators stormed out, quickly establishing a bridgehead from which to launch further
  attacks. Progress was good and hundreds of Genestealers fell to the Space Wolves’ assault
  cannon and chainfists. However, a relatively small force of the vile aliens managed to evade
  the fate of their brethren, slipping away into the shadowy depths of the hulk whilst the Wolf
  Guard fiercely battled their way towards them. Eradicating this knot of resistance would be
  the Space Wolves’ main task.
  NEW WEAPON RULES
  Assault cannon: A Wolf Guard armed with an assault cannon rolls 3 fire dice and the jam
  dice each time he fires. Hits and sustained fire hits count on all shots, and if more than one
  kill is scored a second (and even third!) target may be removed as long as it is within two
  squares of the original target and is in normal Line of Sight and Fire Arc of the firer. If a Jam
  is rolled, the assault cannon jams after that burst of fire is resolved and will take 2 APs to
  clear. A Wolf Guard armed with an assault cannon may go onto overwatch by spending 2
  APs as normal.
  Chainfist: A Wolf Guard armed with a chainfist may add +1 to his close assault score when
  attacking, or if he is attacked from the front. If attacked from the side or rear the Wolf Guard
  may not use his chainfist and gains no bonus.
  FANGS OF FENRIS
  
  SPACE MARINES
  FORCES: 2 squads of Wolf Guard – Squad Gunnar and Squad Vulpen (a squad consists
  of 1 Sergeant, 1 Wolf Guard armed with a heavy flamer, 1 Wolf Guard armed with an assault
  cannon and 2 Wolf Guard armed with storm bolters. Two Wolf Guard in each squad are also
  armed with chainfists). The two squads are deployed on the yellow corridors.
  BRIEFING: The Wolf Guard player earns one point for each Genestealer entry area sealed
  by a bulkhead. Follow the normal rules for sealing bulkheads.
  The Wolf Guard move first in this mission.
  GENESTEALERS
  FORCES: The Genestealer player begins the game with one Blip counter in each of the
  rooms. During the game, the Genestealer player receives one reinforcement Blip per turn
  per open entry area. One blip is placed at each open entry area each turn.
  BRIEFING: You must kill all the Wolf Guard before they can seal the entry areas.
  Mission 1
  TRAP THE FOE
  The main problem faced by Wolf Lord Ironfang was the size of the area occupied by the
  Genestealers. Unless he could limit his foes’ freedom of movement, his Wolf Guard could
  spend forever and a day hunting down the aliens and still not catch them all. To counter this,
  he ordered squads Gunnar and Vulpen to cut off the Genestealers’ escape routes by seal-
  ing the bulkheads across their path, trapping the fiends where he could attack them.
  BACKGROUND
  The Wolf Guard must seal the Genestealer entry areas with bulkheads.
  Wolf Guard Terminators get 5 Action Points to spend each turn, instead of 4 APs. The Wolf
  Guards’ AP costs for moving and fighting are the same as for normal Space Marine
  Terminators and they may use Command Points as normal.
  Wolf Guard are very tough – consequently these three missions are also tough! Not only do
  the Wolf Guard have an extra AP each turn, they have specially armed squads, the details
  of which are given in this mission. Also, in this particular campaign the Space Wolves have
  a very simple aim – kill as many Genestealers as possible whilst taking as few losses as
  possible. For these reasons the victory conditions for these missions are slightly different
  from normal. Instead of a “sudden death” victory condition like operating a console, each
  mission allocates points for achieving certain conditions.
  Play each mission through with both players taking it in turn to take command of the Space
  Wolves. Keep a record of the points scored by each player as the Space Wolves com-
  mander – the player with the highest score after playing all three missions wins.
  
  Bulkhead
  Door
  The two
  squads of
  Space Marines
  deploy on
  these  shaded
  corridors
  Purple arrows
  mark the
  Genestealer
  entry areas
  Mission 1
  TRAP THE FOE
  
  SPACE MARINES
  FORCES: 2 squads of Wolf Guard – Squad Grendel and Squad Loki (a squad consists of
  1 Sergeant, 1 Wolf Guard armed with a heavy flamer, 1 Wolf Guard armed with an assault
  cannon and 2 Wolf Guard armed with storm bolters. Two Wolf Guard in each squad are also
  armed with chainfists). The two squads may be deployed anywhere on the map, split as you
  want, and may start the game on overwatch if you wish.
  BRIEFING: The Wolf Guard player earns points for the length of time he manages to hold
  out. You score one point if there are Wolf Guard still alive at the end of turn 10, two points
  at the end of turn 14 and three points at the end of turn 18.
  GENESTEALERS
  FORCES: The Genestealer player gains three reinforcement blips per turn, which may be
  placed at any of the Genestealer entry areas marked on the map. The Genestealers are
  never forced to lurk, even if there is a Wolf Guard within 6 squares. Terminators standing on
  entry point squares may be attacked in close combat straight away by Genestealers enter-
  ing at that point, with no chance to fire on overwatch.
  BRIEFING: The Genestealers are trying to kill all the Wolf Guard as quickly as possible.
  The Genestealers move first in this mission.
  As squads Gunnar and Vulpen sealed off the Genestealers’ line of retreat, squads Grendel
  and Loki pressed forward, pushing the Genestealers before them. Then disaster happened.
  The Space Wolves’ preliminary scans had failed to pick up a large concentration of
  Genestealers lurking near a shattered engine room. Perhaps the additional radiation shield-
  ing had cloaked them from the scans of the Space Wolves’ battle cruiser.
  Whatever the reason, the two squads found themselves heading straight for a large con-
  centration of Genestealers who suddenly turned and launched a counter-attack. Wave after
  wave of the fiends poured towards the doomed Wolf Guard.
  Ironfang dispatched more squads to counter this threat, but squads Loki and Grendel would
  have to hold up the Genestealers for as long as possible. If they could sell their lives dear-
  ly enough the valiant Wolf Guard could keep the Genestealers in one place. Then their bat-
  tle-brothers would be able to catch them and slaughter the foe wholesale. Checking their
  weapons, the Wolf Guard picked their defensive positions and prepared to take as many of
  the abominations with them as possible.
  BACKGROUND
  The Space Wolves are trying to hold out as long as possible to allow the rest of the force to
  get into position.
  Mission 2
  COUNTER-ATTACK
  
  Mission 2
  COUNTER-ATTACK
  Purple arrows
  AND purple
  diamonds mark
  the
  Genestealer
  entry areas
  
  SPACE MARINES
  FORCES: 2 squads of Wolf Guard – Squad Aenir and Squad Vanir (a squad consists of 1
  Sergeant, 1 Wolf Guard armed with a heavy flamer, 1 Wolf Guard armed with an assault
  cannon and 2 Wolf Guard armed with storm bolters. Two Wolf Guard in each squad are also
  armed with chainfists). The two squads are deployed on the yellow corridors.
  BRIEFING: The Wolf Guard player earns points for the number of Terminators left alive after
  the Genestealers have been wiped out. You score one point for every Wolf Guard model left
  alive.
  The Wolf Guard move first in this mission.
  GENESTEALERS
  FORCES: The Genestealer player begins the game with the full blip set. Randomly place 1
  blip on each of the four “dead ends”, 2 in each of the rooms and the rest anywhere on the
  board as long as they are not within 10 squares of a Wolf Guard. These blips are placed
  after the Wolf Guard have set up.
  BRIEFING: The Genestealers want to kill as many Wolf Guard as possible before they are
  wiped out.
  Wave after wave of clawed monstrosities poured through the cramped tunnels, intent on
  rending apart the Terminator armoured Wolf Guard. The staccato pounding of storm bolter
  and assault cannon fire became a constant drone and the death toll amongst the aliens
  reached astronomical proportions. Losses amongst the veteran Space Wolves were light
  and the comm-net echoed with vicious laughter as they destroyed their foes.
  Only one section of the Messenger of Woe remained to be cleansed. The Wolf Guard
  moved in relentlessly until only a small pocket of resistance held out. Squads Aenir and
  Vanir faced this last-ditch attempt at survival. Implacably they advanced with their weapons
  blazing, until finally the Genestealers could flee no more.
  The destruction of the Genestealers was virtually assured, everything now was a matter of
  honour. Sergeant Aenir, field commander of the small force, wanted to lose as few warriors
  as possible. Every Space Wolf lost to the Genestealers now would be a total waste.
  BACKGROUND
  The Wolf Guard must take as few casualties as possible while they destroy the remnants of
  the Genestealers.
  Mission 3
  ANNIHILATE!
  
  Mission 3
  ANNIHILATE!
  The two squads of
  Space Marines
  deploy on all of the
  shaded corridors
  
SOURCE: textdata/thevault/Warhammer/40k/Space Hulk/Space Hulk - Extras/1998 09 - White Dwarf 200 (2e) - Fangs of Fenris Campaign.pdf