Dorktugah continue on his way, he can smell that loot already!
Trulgrom heads off north, why risk the lower deck before you have to? (danger: 2) Turns out the current area is risky enough, as a small group of muties are in the next intersection, apparently arguing about which direction to go. The brand new Mega Armor and all those weapons work so well he ends up not being able to figure out how many there were in the group in the first place. 4 seems reasonable from the number of legs left, but it is hard to be sure. (loot: 6 table: 3,1,1,3,3) In any case, looting goes well, although the results are rather boring. (14 scrap)
((-7 wound bonus means that the suit of armor adds -7 to your wound score from danger rolls. Since this maxes out at -8 it means you are practically invulnerable. EG, if you roll a 5 in a level 5 room you only take a -1 point wound now... Your weapons actually add up to more than a -7 bonus, but only the best weapon and armor counts, hence why I made a note of it.))
Gorrog makes a shokk klaw to go with his armor, after all, sometimes fists just aren't exciting enough, and more zappy stuff is always better. (crafting: 4+3) The result is perfect, just what the dok ordered. ((The chisel is a fluffy hand tool, but your plan will work out anyway at the cost of one more scrap.)) (+1 8 point powered heavy melee weapon with engraved lighting bolts, -2 mechanical parts, -1 wire, -1 leather, -2 handtools (including chisel), -17 scrap)
Deffstalka and MugBreaka (danger: 5) both head down to the lower deck, MugBreaka with a dramatic leap and a loud bang as he lands on a loose deck plate, Deffstalka with much greater discretion. The first room is deserted. (loot: 3,1 table: 3,2,2,3,6:2 skill:0) Turns out discretion is the better part of valour here, as while MugBreaka is admiring the way the plate bangs when he bounces on it, Deffstalka is vacuuming up loot. To be honest the pickings seem slim all around. (Deffstalka: 8 scrap and a rusty old wrench MugBreaka: 2 scrap)
Grimgut (danger: 6, lucky bastard.) heads north, into the unknown. The area shows signs of habitation, but nothing seems to be home. (loot: 3 table: 1,3,4,6,6,1 skill: 1) Hey, if you don't stay home to keep watch you can't complain too loudly if someone takes your stuff, at least that is how orks see it. Grimgut has plenty of fun taking someone's stuff. (8 scrap, various leather scraps, an old multi-tool, a can of green paint)