I modified the debug build to not abort on failures (like the standard build).
It crashed when G.O.D opened fire, the last few messages were:
WARNING: "Too many ship classes before 'TS Capital'; maximum is 130, so only the first 130 will be used" at ship/ship.cpp:3036
WARNING: "Trying to add a bitmap that does not exist in stars.tbl!" at starfield/starfield.cpp:3109
WARNING: "Failed to add starfield bitmap 'neb_grene4' to the mission!" at starfield/starfield.cpp:3454
WARNING: "EFF: Unable to load all frames for 'narndebris01-glow.eff', stopping at #53" at bmpman/bmpman.cpp:1810
WARNING: "EFF: Unable to load all frames for 'ea-debris01-glow.eff', stopping at #53" at bmpman/bmpman.cpp:1810
WARNING: "EFF: Unable to load all frames for 'narndebris01-glow.eff', stopping at #53" at bmpman/bmpman.cpp:1810
WARNING: "Ship is not a support ship!" at parse/sexp.cpp:13427
Segmentation fault (core dumped)
I just started looking at the code today, so I don't know much about it.
It looks like there's a ship used, which wasn't loaded.
Maybe this is because of the ship class limit? If so, the mission should work fine with an Inferno build (I haven't tested, because I don't want to restart the campaign again).
One time I disabled some subsystems of G.O.D. and the mission ended fine, too.