A combat team could take the vault, but casualties would likely be high.  The Imperial Guard might be able to take the position with a good enough leader.  (90%+ casualties, of course, but that's life in the guard)  I'd say the mass combat rules would work for resolving the clearing of the station.<br/><br/>Your ship has 80 elite armsmen aboard and 900 ordinary armsmen.<br/><br/>In mass combat, they have the following statistics:<br/><br/>Elite:<br/>Strength 8, Power 5, Morale 95  Attack: 4d10+5, Armor: 10<br/><br/>Regular:<br/>Strength 90, Power 3, Morale 80  Attack: 4d10+3, Armor: 6<br/><br/><br/>In personal combat, they have the following statistics:<br/><br/><br/>Elite Armsman<br/><br/>BS: 40  WS: 35  S: 30  Ag: 40  T: 33   Int: 31  Per: 39  WP: 30  Fel: 35<br/>Wounds: 14<br/><br/>Skills: Awareness, Common Lore (War), Concealment, Dodge, Forbidden Lore (Xenos), Inquiry, Literacy, Scholastic Lore (Tactica Imperialis), Scrutiny, Silent Move, Speak Language (Low Gothic)<br/>Talents: Basic Weapon Training (Las, SP), Pistol Weapon Training (Las, SP), Melee Weapon Training (Primitive), Exotic Weapon Training (Splinter Rifle)<br/>Armor: Synskin, (AP 2 all, +10 to concealment and silent move) Refractor Field (Protection Rating 30)<br/>Weapons: Splinter Rifle (range 80m, RoF S/3/5, Dam 1d10+2 R, Pen 3, Clip 200 Toxic), Laspistol (range 30m, RoF S/-/-, Dam 1d10+2 E, Pen 0, Clip 30, reliable), Mono-Sword (Damage 1d10+4 R, Pen 2, Balanced)<br/>Gear: Preysense Goggles, 3 Blind Grenades, 3 Krak Grenades, respirator, void suit<br/><br/><br/>Armsman<br/><br/>BS: 35  WS: 25  S: 30  Ag: 35  T: 28   Int: 30  Per: 34  WP: 30  Fel: 30<br/>Wounds: 10<br/><br/>Skills: Awareness, Common Lore (War), Literacy, Scrutiny, Speak Language (Low Gothic)<br/>Talents: Basic Weapon Training (SP), Pistol Training (SP), Melee Weapon Training (Primitive)<br/>Armor: Flak Coat (head 2, all others 3)<br/>Weapons: Autogun  (range 90m, RoF S/3/10, Damage 1d10+3 I, Pen 0, Clip 30), Stub Revolver (range 30m, RoF S/-/-, Damage 1d10+3 I, Pen 0, Clip 6), Bayonet (Dam 1d10+3, Pen 0), Club (Dam 1d10+3, pen 0)<br/>Gear: 3 Frag Grenades, Respirator<br/>