Easy as pie. Here is the entire scenario, including fluff, stats, and VP's.
Imperial Sanction—Part I
Peltar Primus, a troubled world for all its plenty. Political strife has spilled over into street violence, and local factions of the Imperial Guard have chosen sides. It is civil war.
However Mankind has a million worlds, and internal strife, even war, is not enough to gain the attention of the Imperial Bureaucracy. Yet a Star Cruiser of the Praetors of Orpheus Space Marine chapter has arrived and is in orbit, monitoring the conflict. On board, the genetically altered and mentally trained post-humans wait for their Librarian to determine if their suspicions are true. If the reports of mad cults and insane savagery, and glimpses of huge figures in ancient armor, are as significant as feared. Perhaps even more to see if humanity on this world is losing its reason, its thin grip on rationality, even its very sanity. For Peltar is a prosperous world, true Terran-class. And it has not suffered an external foe for a thousand years—but it now being tested from within.
"There." Said the Librarian, simply but firmly.
"Psyker located. Target Confirmed. Presence of Warp manifestations expected." The officer then pressed the launch button. "Burn the Heretic!" And with that a single squad of Space Marines was deployed. It was enough to affect the outcome of the civil war. It must be enough to save this planet from Heresy. And it hopefully would be enough to draw out the true foe—the hated Traitor Marines.
This scenario depicts dense urban fighting—all buildings are plascrete, and provide 2D defensive cover dice. This includes the armored walkway.
The way VP's are earned is unit specific:
The rebels. This includes the Cultists and the Traitor Guard. It is led by a low level psyker who has the power of animating the dead. The goal of the rebels is to destabilize the local defense force, take key terrain pieces, and drive the local defenders mad with the power of Chaos. Different units will be able to achieve certain VP's, and these may not be accomplished by a different type of unit. (See VP's below)
Imperial Forces. The goal of the Imperial forces is united. Defend the planet, purge the Heretic, and hold the area.
VP's:
Cultists gain 2 VP for each turn that a squad with the Leader attached spends killing and looting and building with civilians. For each VP earned this way, the Leader is able to create 1 unit of 10x Zombies at the start of the next turn.
Rebel squads earn 1 VP for each loyalist unit reduced below half (by them), and can earn 5 VP's for holding the armored walkway.
Chaos Marines earn 1 VP for each Space Marine killed (no matter by who), and another 1VP if any non-Imperial forces hold the armored walkway at the end of the game. They also earn 1 VP for each Imperial Guard unit that has its morale reduced by the close proximity of the animated Dead.
Imperial Forces earn 4 VP's per Chosen killed, 1 VP for each Khorn Berzerker killed, and 1 VP for each Cultist or Traitor Guard killed. They also earn 5VP's for the death of Psyker.
Stats:
Imperium of Man
Space Marine, Praetors of Orpheus Chapter. D10 Skill, D10 Morale. 2D Armor + Enhanced Toughness: (+3 defensive dice). Sergeant has close combat weapon. Plasma weapon gives -2 Defensive die to target, and negates 1 level of Invulnerable save. Missile Launcher is a 3D weapon even if it moves.
Imperial Guard (loyalist) D8 Skill, D8 Morale. Light Armor (+1 Defensive Dice). Sergeant has Close Combat weapon + pistol. Grenade Launcher gives 2 dice shooting. Flamer is standard flamer rules.
Heavy Bolter team: D8 skill, D8 Morale, Light Armor (+1 Defensive Dice), Weapon Team (+3 dice while fully crewed), 6D8 initial attack dice, always causes suppression.
Forces of Chaos and Disorder
Chosen, Word Bearer Chapter, D12 Skill, D10 Morale, 2D Armor (+3 Defensive Dice), D6 Invulnerable save, Indimidating
Khorne Berzerkers: D8 skill, D10 Morale, 2D Armor (+3 Defensive Dice), Close Combat Weapons, Pistols, Berserker (Voluntary)
Traitor Legion: D8 Skill, D6 Morale, Light Armor, (+1 Defensive Dice)
Cultists: D6 Skill, D8 Morale. No armor (automatic +1 attack dice against them due to TL1 of No armor). Pillagers—may spend a turn in a building marked with civilians to destroy it, enabling the creation of animated dead at that location if the Cultist Leader is present at the start of a turn.
Animated Dead: D6 Skill, No armor, Immune to Morale. Slow. Causes Dread (lowers Morale dice by one step to Loyalist units within 6")