DM ShadowBloodmoon |
Hmm... guessing Mac is okay with this Strategy (Out of Bounds)..
General Ourumov Act Casual v. Smith's Out of Bounds 7: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Smith spends the first day attempting to go over what he knows of the General's whereabouts, including where they first saw him kill the other Soviet officer. Unfortunately it is extremely difficult to track a helicopter...
Manhunt Lead: 9
Publicity: 0/7
CIA Cannot Operate in Public (-6)
Public Opinion Hate CIA/Americans (-2)/ Used to Scrutiny (-4)
Prey Actions Since Yesterday: N/A
Johnny "Razor" Macomb |
I am ok with out of bounds as a strategy. Out of curiosity how does Smith's Stalker Ability apply "When you fail a Survival or Tactics check with a DC or opponent’s check result up to your class level + 20, you still succeed"
Out of Bounds Support: 1d20 + 6 ⇒ (19) + 6 = 25
Macomb spends the day staking out the supposed location of the General from the vantage point of a nearby park. He has a set of binoculars which he uses to track the area's birds as well as keep an eye on the suggested office location.
DM ShadowBloodmoon |
Hmm... not seeing where that is ruled out in a Manhunt. That basically means that after 7 days, Smith would eventually find him, no roll needed because the General can't beat a 23... The thing is, it could end faster with rolling, so if you guys want to take the slow road, 7 days. Or we can continue rolling the next round..
DM ShadowBloodmoon |
Fair enough... it'll move us along then..
The next week is spent with making your surreptitious entry back into Afghanistan via every means you find available. Once on the trail, Smith never lets up and soon has found that this general has a particular habit of smoking cigarettes with tobacco grown in South America that gives off a distinct smell and others around him have noticed it and can point to places that smell has shown up. On the 7th day, you finally track him down to an airport that doesn't show on any normally available maps, but aircraft have been seen flying in and out of it. What finally gave away its position was an AN-12 Cub loaded down with equipment that flew over a few villages. Some folks in those villages were happy to point you in the right direction.
You've been dodging patrols for a day now and he is in this base, you've seen him through binoculars. The next move is on you...
This could end up as a chase, infiltration, combat, etc. Up to you guys..
Johnny "Razor" Macomb |
Ok I read more about the infiltration dramatic conflict and I don't think it fits with what we want to do here. That's more like if we went deep undercover and tried to join the General's side. I think I am more along the lines of Smith as we try to sneak our way onto the grounds and who knows how it will end up. First I say we stake the place and gather more intel.
DM ShadowBloodmoon |
So after some research, Mac has it right, Infiltration is just not appropriate, so it's going to boil down to a lot of Combined Sneak/Hide and Notice/Awareness or Blend/Stealth and Search/Perception depending on which one you want to make active...
Timothy K Smith |
Smith wearing one of the Russian uniforms, they have collected looks around the perimeter to find a place where they could sneak in.
Awareness 1d20 + 6 ⇒ (12) + 6 = 18
Blend 1d20 ⇒ 14 Not sure what my bonuses would be.. but I figure that I would with my AK try to look like a sentry.
Cultures 1d20 + 4 ⇒ (8) + 4 = 12
DM ShadowBloodmoon |
Well, the difference being that each 'version' lets you decide which is the active skill and which is passive. So for Smith, using Notice/Awareness as his passive, allows him to use Sneak/Hide as full round actions, giving him a 19. For Mac, if that is your Sneak/Hide roll, then you still get a passive Notice/Awareness roll. Technically, on table, I roll those, but you guys have been rolling all your dice, so... I'll roll Mac's Notice/Awareness for now.
Mac Notice/Awareness: 1d20 ⇒ 10
Patrol Awareness: 1d20 + 3 ⇒ (6) + 3 = 9
Range: 6d120 ⇒ (2, 61, 41, 92, 69, 6) = 271
Mac and Smith wait it out and watch the small airfield, getting a rough idea on the number of personnel and equipment involved. They figure that there is approximately 1 full company of Soviet Guards here, as well another hundred ground maintenance crew for the aircraft. You count 6 Mi-8 Hip helicopters, 2 An-12 Cub Cargo Planes and 1 Mi-24 Hind B. This one seems to be General Ourumov's favorite... There are a few jeeps and Gaz-39 troop trucks that drive the patrols around as well...
DM ShadowBloodmoon |
That's going to require getting closer and a Complex Task, as follows: You have 3-5 Challenges to get inside the wire, depending on your approach. The first challenge is simply getting within range of the fence without being seen. You can do this separately or together, but if you do it together, it is a Team Check and the one with the lowest bonus rolls for both of you. This is a Sneak/Hide check with a DC of 13. If you both succeed, we'll move on to the next challenge. Also, before you make your check, you must make a DC 13 Resolve (Con) check or take 1d6 stress damage...
DM ShadowBloodmoon |
You guys should be at full health by now.
Smith moves as quietly as he can, staying out of range of the patrols and their flashlights. There is rolled barbed wire surrounding the entire facility with three gates, one main for vehicles and two for foot traffic. Next to each gate are two sandbagged machine gun nests. The weapons have flashlights mounted on top to use as makeshift spotlights. The only other light comes from the various buildings, the single runway and the hangar area.
Smith's second check will be a Search/Perception, also DC 13, to notice other details... At this point, the timing is somewhat nebulous, so Mac can roll his first one. Smith 1/0/5, Mac 0/0/5
DM ShadowBloodmoon |
Smith's 2nd Resolve: 1d20 + 1 ⇒ (4) + 1 = 5
Smith Stress Damage: 1d6 ⇒ 2
Smith and Mac each feel the pressure as they get closer to the airfield. Both of them had a mission and they were counting on each other to succeed in order for this whole plan to go off.
Smith can spend his Action Die if he wants to give himself a critical success. Smith's third check will depend on how he wants to get in and approach his target, Mac's 2nd one will be however he wants to cross the fence, either cutting through it with something, going under it, etc.. Remember to roll Resolve for each step.. Smith 2/0/5, Mac 1/0/5
DM ShadowBloodmoon |
No, but you can use it to get an extra success towards completing the goal. The rest will be whether you want to stealth in, bribe your way in, etc. Then there will be the actual knock out, then getting to the heli, presuming Mac can get to it...
Timothy K Smith |
Can I see other feet under the tarp or tent than just the general's. If he is by himself, I will sneak in and knock him out. If he is with others I will pretend there is a radio call for him in the barracks building.
Sneak/or cultures 1d20 ⇒ 13 +5 for sneak, + 4 for cultures
Resolve 1d20 + 1 ⇒ (17) + 1 = 18
DM ShadowBloodmoon |
Smith, absolutely sure of himself now that he was so close to his target, crept into the tent. The general was busy going over some maps on a table made of ammunition crates. Only one light was here so that he could see. For the moment, he was preoccupied with studying the maps, so Smith's entrance went unnoticed.
Alright, 3/0/5 for Smith. Next step is to knock him out. I'm going to call it a Tactics/Ambush roll, DC 16, with the same DC Resolve check. Good luck....Mac? About the heli...
Timothy K Smith |
Smith sneaks in a fluid maneuver, his Gerber's pommel catches the general perfectly and knocks him out without a sound. Smith quickly binds the generals appendages and stuffs a sock in his mouth. All documents are quickly stuffed in his rucksack and he carries the bulky general out of the tent. i may want use an action die
DM ShadowBloodmoon |
General Ourumov is too focused on what he is doing to notice Smith or the end of the knife coming towards him. A muffled whump is all the sound he makes as Smith lowers him slowly. After quickly rifling through the paperwork, Smith lifts the General and makes his way to the helicopter...
Mac finds a spot in the fence where his frame can fit, with a little nudge from his arms to bend some wire out of the way. Once inside, he makes his way towards what appears to be the pilot's tent. He hears at least two pilots conversing over what sounds like a comparison between the Mi-24 and an Mi-8 and how they handle...
Smith 4/0/5, Mac 3/0/5. Going to hold on Smith's next one until Mac catches up. Mac, I need a Resolve roll and a DC 13 of however you want to get the keys from the pilots...
DM ShadowBloodmoon |
I'm back! The heli is a short jog from the tent, maybe 20 yards total. Mac being Mac, he can use his Piloting as a Synergy bonus to a Security/Hotwire check if that's how you want to go about it.
Johnny "Razor" Macomb |
Plan was to ambush the two pilots and then try to grab a key.
Not very good a hotwiring but it remains an option if Plan A fails.
Mac creeps around the tent laying down a tripwire. He then moves back about 15' feet. He readies himself with his knife to make a quick slit of the throats of the men as the hopefully come out and trip over the placed trap.
Ambush: 1d20 + 7 ⇒ (11) + 7 = 18
Resolve: 1d20 + 6 ⇒ (15) + 6 = 21
DM ShadowBloodmoon |
Alrighty, let's get things moving..
Mac places his trap carefully and one of the pilots comes out and starts to work his way around the tent, unzipping his flight suit. He fails to see the thin wire and isn't able to catch himself as he falls forward. Mac is able to catch him and make sure he never makes another sound again. The key to the Mi-24 is in his pocket...
Mac 4/0/5, Smith 4/0/5, okay guys, last run to the Heli, probably Stealth or Athletics, your choice..
Johnny "Razor" Macomb |
Mac drags the body of the Russian Pilot out of view of the doorway and then with the keys in hand sprints to the Mi-24 closest to the general's tent.
Athletics(ManeuverCheck: 1d20 + 7 ⇒ (14) + 7 = 21
Resolve: 1d20 + 6 ⇒ (10) + 6 = 16
Once reaching the helicopter Mac will begin frantically getting familiar with the gauges and flight controls. He will also start performing anything that will get the helicopter closer to departure without drawing attention. As soon as he sees Smith and the general he will start up the helicopter waiting for them before lifting into air but readying the craft until they are safely on board.
DM ShadowBloodmoon |
Mac is almost surprised as Smith slumps the limp form of General Ourumov in the cargo area of the Hind. After a bit of fiddling, he manages to find the main engine startup sequence while Smith ties up their captive. Once the engine starts revving up, their stealth is lost and the camp comes to life.
You catch sight of the other pilot pointing at your helicopter and shouting while some of the guards ready their weapons and start to open fire. Russian assault rifle rounds plink off the side of the Hind and even the glass of the cockpit. If anything can be said about Russian equipment, it's built to last.
As you start to lift off, you see other pilots running to their Mi-8s and starting to spin them up...
Chase incoming... Mac can use the Helicopter, Gunship stats... Starting Lead 5, Open Terrain...
Johnny "Razor" Macomb |
Let's wait and see a bit to hear the response from Shadow. I may be taking a strategy to improve your attack roll. I think that bonus is probably high. Do you have proficiency in vehicle weapons? If not the error range for the weapon increases by 2. Don't think it matters with your roll above but could if you roll low, less than 5. Your bonus should be 2 + your DEX bonus. -2 for being beyond 250ft. Hope that helps. I think we may need to work together to take the pursuers down but let me know if you want to shoot them down or just fly away.
DM ShadowBloodmoon |
As of yet, Mac doesn't know the full capabilities of an Mi-24D Hind D. This particular one is an upgrade of the current model designed in 1973 and even the CIA doesn't have all the info at this point. (For us weapon nerds, you are actually flying an Mi-24V Hind E, which has AT-6s instead of AT-2s mounted..., also slight changes in avionics, etc..) The Mi-8s however are older. Mac has seen those in action, as has Smith. Average top speed at empty weight is approximately 150kts, but it can't maintain that speed for long, especially if it is loaded. The Mi-24 you are in has a bigger engine, but it is also a larger aircraft... As for Smash points, for the first round, since you took off first, I will award you the Smash points, you get 1 to start with. The Chase itself dictates who gets them later, based on rolls and positions...
Timothy K Smith |
Do we have the S5 rockets as well. I was thinking that smith would have opened up on the other helicopters as they took off because it would cover their escape. Well unloading some of the heavier weapons at Soviet personnel could only help us escape. So GM, what would you like me to roll?