In a remote part of PMR-21. A small research base was founded by Omni-corp, a subsidiary of Sanada. The location was chosen for it's appearent lack of neighbours and prying eyes, so that whatever research was being performed would stay secret. But when the weekly check-in with the local HQ didn't come through, people in high places started to worry.
A call was made to the mother company, the Sanada Mega-corp. Their assessment was that the critical research was not to end up in the wrong hands and fearing another spectacle like the earlier attack on a Union base, they decided to send in the Grey Wolves.
The order was given, and Greyson and his team suited up and got ready to get the critical data-drives out of the facility.
The stats for the different forces were:
Armed with an assault rifle and pistol.
Armed with a plasma rifle and pistol.
Wild Bill (gunslinger trait)
Armed with 2x Man-stopper pistols
Armed with a LMG and a pistol.
Armed with an assault rifle and pistol.
Grayson was a hero character, while the others all carried one stimpack each for increased survivability.
All the wolves also carried demo-charges, in case they needed to destroy any of the evidence they couldn't carry.
The Swarm drones
Tr 7no ranged weapons, 2 cc weapons pen 4
The Swarm crawlers
Tr 7Tail spikes (count as assault rifle), 2 cc weapons pen 4
The Swarm Xeno Alpha
Bio acid gun (counts as incinerator), cc weapon pen 4
The Xeno Alpha is built with a monster template for a base, and the crawlers were made from the standard swarm profile, but given a ranged attack as well. The Swarm will roll to activate as normal, but beginning with no forces on the table.
Instead, each time they won a roll, if there was no swarm unit on the battlefield that hadn't already been activated, one was generated using a d10 and a d6. The d10 was rolled only to see if the Xeno Alpha would appear this time, and if not, the d6 indicated the number of drones in the unit. I limited the Swarm to 3 activations to give the Wolves a chance.
I didn't observe point-values in this game, since the Swarm was going to spawn new units most turns.
The Wolves had til the end of turn 6 to complete their objective.
The scene as the wolves arrive:
The wolves, getting ready to enter the compound.
Moving up cautiously, they approach the gates.
Some crawlers creep along the outer edge of the wall, getting ready to attack.
The start of turn 2.
Start of turn 3.
More fire from Farley kills another drone, creating an opening for Grayson.
Slipping into the compound, Grayson finished off the stunned drones.
In the end, both the drone and Bill goes out of action.
Pope smokes a few more bugs with his plasma.
Start of turn 4.
Another swarm of drones appear, 6 in number! They assault Pope, but he manages to activate his stimpack and fall back behind the wall.
Slowly, withering fire brings down 1, then 2 drones. At the same time, the Alpha is driven back, his wounds causing him to fall back behind the nest.
The start of turn 5. Time is running out, and the wolves know it!
Finally some luck when Booth moves up to help Grayson, he finds the drive in no time!
Start of turn 6, the last chance to blow the compound, now that the data is safely in hand.
Once everybody is safely out of the blast-zone, the explosives are triggered, taking the compound and swarm nest with it.
The remaining wolves at the end of turn 6.
The lone Alpha, out for blood.
A win for the Gray Wolves!
The swarm was an interesting type of unit, and having something like 30 of them facing you down is a terrifying idea. The scenario worked out fine I think, partly due to lucky rolls from the wolves. A few low initiative rolls could easily have seen them swamped by the entrance, luckily it turned out more interesting than that.
Having planned a terrain-workshop with a friend this week, I'm hoping to share a few more terrain pieces along with some test paints of some units for what could be my next 6mm sci-fi army.
Til next time!