Tricksy, tricksy. James is giving up on the sub. He's going to jump away from the Earth Spirit in dramatic fashion to the south, and pat down the woman for extra mags, any grenades that she may be carrying, and her link, if he can find it. Then he's going to spend the next pass grabbing the Desert Strike and ordering the Air Spirit to make him fly. He'll want to go up over the canopy and then some, probably 150 m or so, and then use Tracking to start tailing the air boat. On his way up. he'll snap a few photos of the immediate vicinity with his cyber eyes, and once he's up a ways, he'll repeat the process trying to get some landmarks -- which should be plenty difficult in a swamp -- in view.
He's also going to be very weary of another Air Spirit being Summoned and sent after him, so let's throw in a Perception Test.
I have: INT (9) + Perception (6) + Visual Spec (2) + Specifically Looking (3) = 20 dice.
Perception + Specifically Looking + Visual:
20d6t5 3Sub Par rolling, but an Air Spirit won't have much options for taking a stealthy approach. Let's hope the magician on board doesn't see much use for a Spirit that can't hit him.
For Tracking I have: INT (9) + Tracking (2) = 11 dice.
Tracking:
11d6t5 2That's fairly decent, I think. Still sub par, but an audio imprint shouldn't be too difficult to detect.
Once he's up beyond 100 meters of the sub, James will reboot his link.
Do you want any rolls for taking photos? I mostly see this being used to help James get back to the location of the fire fight, should he choose to try to save any of the contraband, even if it's just for identification if he strikes out with the air boat.