
Back to the misadventures of our poor ambassador in "the Diplomatic Rescue"; I was getting in a rut with this story, so I decided the Auxiliaries had managed to capture the diplomat and taken her to their somewhat dingy, low budget hideout…

Col. Lawrence had stationed his team around the buildings to cover likely attacks from the Royal Navy Air Service Police…

Col. Lawrence had of course made sure he was in the safest location with the Ambassador, guarded by Seaman Dundas. They are considered to be in the small room of the building to the back of the picture, as shown in the finely drawn schematic diagram below.

However, it turns out the rescue was not to be carried out by the RNAS Police…
Instead, the Ambassador’s home government had called in a few diplomatic favours, and engaged the elite Württembergische Düsenjäger.*

Capt. Bonlanden and Sgt. Stetten land to the north of Lawrence’s headquarters, much to the Consternation of Matron Fox.
Meanwhile Lt. Plattenhardt and Sgt Harthausen land on some cargo by Col. Lawrence’s front door. To prevent the Düsenjäger from all landing in the same place, nabbing the ambassador and flying off, the rules say anyone attempting the ‘Main Plot Point”; rescuing the Ambassador, has to have control of another “plot point”, marked by a Yellow X.
[img width=375height=500]https://korschtal.wordpress.com/wp-content/uploads/2024/11/2024_11_18_rescue_the_diplomat_04_11a-1.jpg[/img]
Also, the Düsenjäger aim for a landing target, but their jetpacks are a bit unreliable and may land them anywhere within 8cm of this; direction and accuracy depend on a die roll. It’s a way of making sure they don’t get it all their own way.

Seeing the Düsenjäger arrive, ‘Commandant’ Allen rushes to the radio to call for assistance, when suddenly there is the roar of an aeroplane engine, as the Düsenjäger’s backup arrives at the scene…

For once, it really looks like the good guys may win, but a couple of cards and a few dice rolls send things going the other way again. Col. Lawrence sends Dundas out to stop anyone entering the building.
Meanwhile, Lt. Gunning and Matron Fox manage to pin down Capt. Bonlanden and Sgt. Stetten at the rear of the building. The dice rolls are terrible, meaning they are caught in the crossfire and unable to assist their comrades…

Meanwhile, Seaman Dunning, scores a lucky shot, taking down the exposed Sgt. Harthausen…

Lt. Plattenhardt Helps his wounded comrade to safety, as the pilot still looks for a safe opportunity to land the plane. Will the Düsenjäger be able to get the diplomat on the plane? Will Col. Lawrence dare to step foot outside the headquarters? Find out in the next thrilling instalment of “Rescue the Diplomat”
*
And not, as the Elder Son insists on calling them: “Steampunk Mandalorians”