Operation Typhoon- SpyCraft2 (Inactive)

Game Master Shadow Bloodmoon

CIA SAD operations in 1980's Afghanistan during the Soviet occupation

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Male Caucasian Scout 3 Snoop 1

Tracking 1d20 + 11 ⇒ (4) + 11 = 15


Savage Rifts RotRwT

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


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

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.


Savage Rifts RotRwT

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..


Male Caucasian Scout 3 Snoop 1

Unless the agency wants us to go Oscar Mike before then, I am cool with the 7 days.


Savage Rifts RotRwT

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..


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Smith I confess I doubted you but here we are. Target confirmed on the premises. Now to infiltrate the base.
Infiltration is my vote over a head on assault. If it fails and the target flees maybe we can do a chase.


Male Caucasian Scout 3 Snoop 1

I agree... How do you want to do it? Uniforms through the front gate or cut our way in with wirecutters?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

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.


Male Caucasian Scout 3 Snoop 1

I had this GUns of Navarone thing in my head where drive up to make a delivery. Grab him and then drive away. I like the idea of sitting on the place to do some more rekke.


Savage Rifts RotRwT

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...


Male Caucasian Scout 3 Snoop 1

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


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Mac is posted in a tree nearby keeping an eye on through his rifle's scope. He is trying to stay as hidden as possible.

Blend: 1d20 + 3 ⇒ (5) + 3 = 8

Well that roll stunk but it was also mistagged that would be a hide not a blend.


Savage Rifts RotRwT

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...


Male Caucasian Scout 3 Snoop 1

Did I find a weak point on the wire so we can go in?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Aww snap a helicopter going to finally use that rotary wing drive focus. Look mom I stole a Russian Helicopter.


Savage Rifts RotRwT

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...


Male Caucasian Scout 3 Snoop 1

What kind of wire do they have... is it barbed, razor or electrical? What is the interval of the sentries? Is there a spotlight? Obviously, we would need to get closer to probe for mines. Is there a sewer?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Wrong questions at this point Smith. The real question is do you want to try to do this together or by yourself. You are better at sneaking than Razor. BTW should Mac be full of VP, DM?


Male Caucasian Scout 3 Snoop 1

I need you to steal the helicopter. How about you go in after me by a couple of minutes? I can possibly grab the general while you steal the helicopter.

Constitution check 1d20 + 1 ⇒ (17) + 1 = 18
Sneak 1d20 + 5 ⇒ (12) + 5 = 17


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

I like the idea and if we die trying then we go out in style.


Male Caucasian Scout 3 Snoop 1

Grabbing a Hind Helo in 1980 would have been getting a DIM the moh of the CIA.


Savage Rifts RotRwT

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


Male Caucasian Scout 3 Snoop 1

Search 1d20 + 3 ⇒ (20) + 3 = 23


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Macomb waits from his perch to see Smith make his canvassing perimeter journey. He then hops down and proceeds to make his way to the fence.
Sneak: 1d20 + 3 ⇒ (15) + 3 = 18
Resolve: 1d20 + 6 ⇒ (5) + 6 = 11
Stress: 1d6 ⇒ 3


Savage Rifts RotRwT

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:
Not only do you see what is described above, but you also notice some cargo crates with tarps are not crates at all, but SA-8 multi-barrel surface to air missile launchers. You also notices that the insignias some of the soldiers are wearing are not Soviet 5th Guards, but a different unit, one you have trouble identifying. You also are able to identify exactly which tent the General is in, as you spot him walking to it just as you duck out of sight from a spotlight.

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


Male Caucasian Scout 3 Snoop 1

Can I use my crit to get the drop on him and cold cock him, knock him out with either the butt of my rifle or the pommel of my knife?


Savage Rifts RotRwT

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...


Male Caucasian Scout 3 Snoop 1

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


Savage Rifts RotRwT

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...


Male Caucasian Scout 3 Snoop 1

Ambush1d20 ⇒ 20
Resolve 1d20 + 1 ⇒ (10) + 1 = 11

1d6 ⇒ 4


Male Caucasian Scout 3 Snoop 1

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


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

As Mac approached the tall barrier fence he looks for some spot where he could bend the fence up and squeeze through underneath it.
D20forSqueeze: 1d20 ⇒ 13 not sure the skill Acrobatics? +7
Resolve: 1d20 + 6 ⇒ (3) + 6 = 9
Stress: 1d6 ⇒ 2


Savage Rifts RotRwT

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...


Male Caucasian Scout 3 Snoop 1

Grab the Hind Mi-24! I know the US Army required keys after 1974 but the Russias... hmmm


Male Caucasian Scout 3 Snoop 1

Couldn't he hotwire it?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

How close is the helicopter to this tent? I am thinking of laying an ambush by calling out to the two of them after putting a tripline in place. What are the chances of me knowing how to got word a helicopter?


Savage Rifts RotRwT

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.


Male Caucasian Scout 3 Snoop 1

Are you going to hotwire it or try to steal the keys?


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

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


Savage Rifts RotRwT

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..


Male Caucasian Scout 3 Snoop 1

Sneak 1d20 + 5 ⇒ (17) + 5 = 22
Resolve 1d20 + 1 ⇒ (16) + 1 = 17

Smith makes his way to the closest Hind Helicopter and ties the general in a hogtie fashion and ties him into the aircraft where it is almost impossible for him to escape.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

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.


Male Caucasian Scout 3 Snoop 1

Smith makes sure the general is tied into the chopper as to not allow him to untie himself, hogtying.(both arms and legs tied together and tied to the interior of the helicopter.

And then he jumps into the gunner's seat, preparing to see what the main cannon can do.


Savage Rifts RotRwT

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...


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

Some questions about this upcoming chase. Do Mac and Smith have Smash points? Would Mac know who has the top mph his vehicle or the pursuing aircraft?


Male Caucasian Scout 3 Snoop 1

Smith thumbs the joystick and brings the massive 12.7mm main guns into play 1d20 + 8 ⇒ (12) + 8 = 20 with a full automatic firing at helicopters. I do not know the damage and I am guessing about the plus to my attack roll.


Male Irish American Soldier 2/ Wheelman 2 38/38 V 16 W

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.


Savage Rifts RotRwT

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...


Male Caucasian Scout 3 Snoop 1

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?

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