| DM ShadowBloodmoon |
This one has four UV-16-57 pods with S-5 GP rockets and four AT-6 Spiral Anti-Tank Missiles, plus the 12.7mm DShKa in the front bulb. Smith doesn't have the Vehicle Weapons or Indirect Fire or Guided Weapons Proficiencies, so any weapons you fire will have a penalty, except the guns. Rockets have a massive -12 and the missiles a worse -14 for being untrained.
| Johnny "Razor" Macomb |
Macomb takes the helicopter into a rapid lift and quickly flies off towards the sun. Hoping to gain some benefit by forcing the pursuing craft to fly with the sun directly into their faces.
Outfox: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Add any other bonus or penalties that may apply. I am only adding the strategy and drive bonus at this time. Top mph bonus is huge for open areas. Only advantage for Outfox is Lead.
On Smash my read on it is at the start of the chase the highest altitude one gets smash points equal to lead. Then you can gain smash points by winning the opposed check. You can spend smash points to either decrease lead if you are predator or increase defense if you are prey. If we start with 5 Smash points I will be spending one to increase defense by 4.
| DM ShadowBloodmoon |
I see it, I read it as one plus, not one per Lead, plus etc. I swear I have a different version sometimes... So, this round, yes, you would start with 5 Smash points. Down to 4 now. You are also faster, so since we're in Open Terrain, you get +6 to your Maneuver.
Soviet Helis GoGoGo!: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Wow.. just wow...
Smith opens fire with the 12.7mm gun in the front of the gunship, sending sparks flying out of one of the pursuing craft. He is soon out of range though and before you know it, Mac puts the Hind in a steep climb and the other helicopters can do nothing to keep up. Soon you are alone in the air. You both know you will need to find a place to land though and there will be more aircraft out to find you, and soon. The radio said so...
| DM ShadowBloodmoon |
Smith takes a moment to look at the terrain as best he can in the night and the navigational maps in the cockpit as Mac flies the helicopter away from the airbase. He estimates that if they continue flying East, the will reach the Pakistan border in approximately 1 hour and 15 minutes. That will leave about an hour before dawn.
| Johnny "Razor" Macomb |
All in all that went a hell of a lot smoother than it should have. Mac can't stop from grinning a bit as he brings the helicopter towards a low altitude flying pattern. If we somehow got this to American intel our careers might not be completely over. See if you can't monitor the radio for chatter Smith.
That was a bit of a difference in the opposed checks. 32 to 1. Makes me wish I took a different strategy that gave attack and let Smith blow some Copters from the sky.
| DM ShadowBloodmoon |
Wasn't sure what the full plan was, like if you were just going to fly into Pakistani airspace or what.... sorry. For Smith, the roll would be an Electronics Knowledge check to find the right frequency and then a Bluff/Deception check to pull it off...
| Timothy K Smith |
I would say we would give the wrong info by radio and then once crossing the border try to land at a Pakistani airbase.
Smith turns the radio dial until he finds a Pakistani military frequency that he figures the Russians are monitoring.
Bluff 1d20 ⇒ 17
Electronics 1d20 + 3 ⇒ (13) + 3 = 16 Wisdom or +1 for intelligence
He then says in a Russian accent, "I am flight Lt, flying General Oumerov, we have decided to defyect. I will be coming across de border please be hyelpful. Coming to Peshawar in about 2 hours time. Our crossing point would be Kotal. Spassibo."
I figure we would cross at Parachinar and have the Russians think we are flying to Peshawar near Kotal
| DM ShadowBloodmoon |
In a few minutes, a response comes back. "Copy, Lieutenant, we have you on our radar. Follow your present course, you will be met by two aircraft to escort you in."
So the plan is to fly to Parachinar instead? That will deviate you off course approximately 45 minutes...
| Timothy K Smith |
Smith switching to internal comms, says I cannot remember the name of the Pakistani intelligence contact we have "I think it would be best to land and contact our contact at Pakistani Intelligence. We need to get a lot of information from the General. If we just landed the chopper at a farmhouse we will probably get arrested."
| DM ShadowBloodmoon |
Okay, need Mac to make a Drive (Rotor Wing)/ Maneuver check, DC 15 to see if he can stay below radar and avoid the hills... Smith roll straight Intelligence to see if you can remember his name..., that or dig through several pages of posts...
| DM ShadowBloodmoon |
Mac easily makes his way through the hills, staying just under the ground radar floor. Somewhere out there, two Pakistani aircraft are searching for him...
Within the next hour, you find yourself in Pakistani airspace and flying as low as you can through the green valleys and treed hills towards Parachinar Airport, a relatively small one at that.
As good as Mac is at avoiding radar, the visual acuity of ground observers still seems to be top notch...
"Attention! Soviet Aircraft! You have entered Pakistani airspace. You are ordered to land immediately. Respond."
| DM ShadowBloodmoon |
There is a long pause and as you close with the airport, you can see several trucks driving towards the helipads. "Copy, pilot. Land at the heliport. You will be escorted in and debriefed upon arrival. Control out."
| Timothy K Smith |
Smith says, "Sure, it is good opportunity to wake him up."
Smith then undoes his seatbelt and then walks back to the see the General still tied up where he had left him.
If General is still unconscious, Smith will start to bruskly hit the man on his cheeks to wake him up and then say this and if he is already up say this "Хорошее утром Генеральный Товарищ! Я надеюсь, что вы хорошо отдохнули.Я хотел бы сообщить вам, что вы сейчас в Пакистане как гости правительства Пакистана и Родезии.
Russian
| DM ShadowBloodmoon |
The layout of the heli doesn't exactly allow you to open a door to the back, especially since Smith is in the gunner's position up front. We will say you used the intercom.
The General is already awake when you check on him, he only laughs at your words.
As you land, the helicopter is surrounded by at least a dozen Pakistani soldiers with FALs all pointed at you. One of them, a Lieutenant from the looks of his uniform, speaks in English, the common tongue of international travel. "Welcome to Pakistan. Surrender your weapons to my soldiers. Then we will take you to be debriefed and processed."
| Timothy K Smith |
Smith to General, "У нас есть девиз Генеральной, «тот, кто смеет, побед». Что-то вроде, если вы не будете принимать риски, вы не пьете шампанское"
Russian
Smith pops the cockpit door and says, "Ok, do not shoot. We come bearing gifts. Please radio Al-Salahar, he will be extremely happy to see us."
Smith then says while giving up his .45 Colt, "This was my grandpa's."
T
| DM ShadowBloodmoon |
The soldiers take your weapons and escort the three of you into the airport terminal, through some back hallways and into a separate room for each of you. The rooms you are in have a simple desk and two chairs. Once seated, the door is locked behind you and you are left alone for a few minutes. Eventually the Lieutenant returns to you and closes the door, though you can see two guards outside. He sits himself down in the chair across from you and leans back, folding his arms across his chest.
"Name?"
| DM ShadowBloodmoon |
| Timothy K Smith |
Smith says, "Lieutenant, I have been working with Director Al-Salahar since those damned commies invaded your neighbor a few months back. I am not sure if you are privvy to what happened at his HQ about a month ago. My colleague and I saved the place from a KGB hit squad. Tell him the Rhodesian says hello. He will know me."
| DM ShadowBloodmoon |
Mac is eventually led into the same room as Smith has been in, lounging around on a cot in a large squad room full of empty cots. You don't see the General anywhere. Before he leaves, an aide runs up to the lieutenant.
"Sir, he is on his way."
"Did you contact him already?"
"No, sir, he radioed just after they arrived."
The lieutenant stiffens up, one of his fists tightening. "Fine. Prepare for his arrival. Dismissed."
"Sir!", the aide salutes and turns away.
Lieutenant Mahsud, as it reads on his nameplate, turns to you. "It seems you do have friends in very high places. Perhaps we can have an arrangement? My superior seems to have forgotten that I exist. A Russian general on his plate would do me a great honor for my career...", he trails off, his eyebrow raising.
| DM ShadowBloodmoon |
Lt. Mahsud thinks for a moment. "I can do this. It will take a couple of hours for Director Al-Salahar to arrive, so you must be quick." He then signals for the guards to go and retrieve the general. When they return, you see that he has been handcuffed as they sit him in a chair. "Do keep him somewhat intact. I want my superior to be impressed that we captured him alive."
The general smiles when the officer says this, but he says nothing.
Starting an Interrogation Challenge here... starting Lead is 7... you are also on a two hour time limit.. choose your strategies wisely.
| Timothy K Smith |
I am just going to write this in English because my Cyrrillic keyboard is broken :( but Smith is speaking in Russian.
Smith walks over to the General and says, "You know general, I know the SU generally does not care about its people but to liquidate your own soldiers in a warzone, is a bit extreme, no?"
| DM ShadowBloodmoon |
Extreme perhaps, but necessary. He was a leak in the pipe. Leak sealed." He grins. "Perhaps you will not be so leaky."
Whichever Strategy you choose, decide who is lead and who is helping for your Coop roll...
| DM ShadowBloodmoon |
We'll call it Bad Cop for this round. I'm not seeing where Smith has a +3 for Intimidate though... However, his Cap is 20 if he has Intimidate somewhere, which I don't see. That said, his roll means that Mac needs a 10 to help him, which with your +9 Intimidate is not a problem. The cap would still be 20 however.
General Ourumov Resolve Waiting Game: 1d20 + 5 ⇒ (7) + 5 = 12
You guys win by 8, that's 3 Lead if you want or Stress, your choice. 1hr 45 minutes remain.
"My organization would not be interested in someone so willing to just hand over a prime target like myself to just anyone. That ship has sailed, comrade."
| Johnny "Razor" Macomb |
I took the +3 from his 16 wisdom. Intimidate can use strength if it is a physical type of intimidation or wisdom if it more mental.
As for advantages we need to put any into Lead there isn't time to go the stress route.
I think your organization will be very interested in the fact that such a prime target was so easily captured by just two regular Joes. They must be wondering what secrets you are spilling General Ourumov.
We have a dossier on this General. What family members or attachments does it mention?
| Timothy K Smith |
Man, it ate my post yesterday.
Smith says, "You think waiting will save you. We know who you are and your family. The city of ... and names... isn't it? Your organization would kill to get the two of us working for it, I mean we have easily thwarted it on numerous occasions with very minimal effort on our own. The idea to kidnap you was ours. We crossed the border, found some informants broke into you compound and stole one of the most prized pieces of hardware on a whim. In about an hour, my friend and I will be released given a medal and then we will cross the Friendship Bridge in the USSR and wreak havoc. So as to not mince words, in essence, you tell us the information we want to know or we will hunt down your family. Both of us speak fluent Russian and we will find them."
1d20 + 3 ⇒ (12) + 3 = 15
| DM ShadowBloodmoon |
Got it, I was looking at the wrong sheet at the time...
Mac recalls that the dossier on General Arkady Ourumov mentions that he is married with no children. His wife lives in Novosibirsk with his mother. They have been married 22 years. Other than that, it lists no living relatives.
The general only shakes his head. "Threaten me all you wish, they already have my family. I tell you anything about them, they die and I watch. It is a simple arrangement. You want to know them? Join me then. I will take you to them, but first you will have to get me out of here."
Waiting... penalty for threatening family: 1d20 + 5 - 2 ⇒ (19) + 5 - 2 = 22
Lead returns to 6, 1 hr. 30 minutes remain.
| Johnny "Razor" Macomb |
Not to be rules lawyer but Waiting Game doesn't have Lead as advantage it has Stress or Pause. So I think lead is still where it was 5. And you have two advantages to spend on Stress or Pause. Pause would really hurt us as I read it burns 2 times the round so 30 minutes. Also my support check won't matter here either as it only add +2 correct?
| DM ShadowBloodmoon |
Oh, you're right... oops.. Still at 4 actually. You guys got 3 Leads earlier, down from 7 is 4. I did calculate your +2 bonus, so there was a difference of 5. That gave him 2 Advantages this round. That gives him two Pauses of 15 minutes each, so we're at 1 hr. then...
| Timothy K Smith |
Mac did not roll an assistance to my second thing, which could have cut it down.
Smith says, "Well I do not join organizations blindly. If we were interested in joining up with you I would need more information than just your word. You have already changed your tune about this invitation twice. So I cannot even come close to believing you are not just lying to avoid a Pakistani prison and torture. Your Gulags are bad but their prisons are on a whole other level. So, you can try to convince us on the justness and point of your organization or rot."
1d20 + 3 ⇒ (9) + 3 = 12