Hi folks.
I've not done any background for this, but I will flesh it out once I get the mission to my liking.
This is a mission where the TDA marines must escort a techmarine specialist to a reactor control room to turn off the cooling system and destroy the hulk.
Forces.
SPACE MARINES
The Space marine player has the following.
1 TDA Sergeant armed with Storm bolter and power sword.
1 TDA Marine armed with Heavy flamer and power fist.
3 TDA Marines armed with storm bolter and power fist.
The Marines also use a power armoured techmarine specialist in this mission.
A tech marine has four action points and may move in the same way as a TDA marine, he may also move sideways for 1AP.
He is armed with a storm bolter and servo arm. The servo arm can destroy doors like a chainfist, but is too bulky to help in close combat aboard a space hulk. Therefore the Techmarine rolls 1d6-1 in CC.
GENESTEALERS.
The Genestealer player starts with one blip, and recieves two reinforcement blips per turn. The broodlord may not be used in this mission.
OBJECTIVES.
The Space marines must get the techmarine specialist to the square marked X, this is the reactor control terminal. once there, the Techmarine must spend ten action points over no more that 3 turns to deactivate the coolant system. He may take no other actions while doing this. The Marines must then evacuate via the ladder in the central room.
If the Techmarine is killed before deacitvating the coolant system, the genstealers win.
If all the marines are killed but the coolant system has been deactivated, the game is a draw.
If the Marines deactivate the coolant system, and evacuate at least one marine, they have won.

All comments and ciriticism are welcome!
EDIT:
Current changes.
Use Gideon instead of Lorenzo.
Use Assault cannon in place of flamer.
Use Chainfist on one storm bolter marine.
Techmarine only spends 8 actions to deactivate coolant systems.
Let me know how you get on!