P-WAY (FR-93)=>P-WAY (FR-24)[/center]
Get distracted, look for boarders and try to fight them with magic electroshock hands.
You forget that you were gonna go to the rep locker and go sprinting down the P-way, arriving at a 3 way cocked T junction. The tac number above the door you just came through reads 2-24-1-L. The P-way ends in a quick acting water-tight door to the Fo'c'sle. The side door is to the FWD Magazine [20] As you arrive in this P-way, there's a loud clang in the Fo'c'sle. There's a loud mechanical whining in the Magazine.
[CHN 2][CHN=1][20] You concentrate on your hands. Focusing on drawing the excess static of your body to your hands. After a moment of nothing, a small spark jumps between your pinky and ring finger. Then another, then all of your fingers have sparks jumping back and forth. After another moment, you whole hand begins to arc powerful electrical charges.
[+5 EXP]
Status: Electric Hands (+3 Damage to unarmed attack)
Health: 10/10
Rank: O-1
Level: 1 (5/100)
Inventory: Left Pocket: Empty
Right pocket: Empty
Breast Pocket: Empty
Right Hand: Empty
Left Hand: Empty
Back: Empty
Clothes: Grey Jumper with Khaki Belt and boots.
#2RC (#2FCR=>#2FPR)
Well that is one problem solved! For me at least. Looks like everyone else is still having major problems.
Nathan shuffles down to the lower level, on the lookout for anyone who looks salty enough to know where the things he needs to get to actually are. Or a map.
Heading down the stairs, to the Feed Pump Room, you're presented with 8 large steam driven pumps, only one of which is actually running. A swearing MMN2 is neck deep in the nearest pump, trying to reach a lever in it, while a MMNFN quickly running about shutting more valves, while a especially crusty MMN3 is placing the rest of the turbines in a quick starting lineup. The saltiest man there, is quite possibly that MMN3. You approach him and ask where the Fire pump is at.
He looks at you like you're an idiot, before remembering that you're brand new. "Fuckin' nubs... In Generatah Lowah Level, against the FWD Bulkhid. The 'ductor's also there, so git on it, nub. Coulda fuckin' looked at th' fuckin' book. Whadda they fuckin' teach ya guys in powah school, these days?!" With that he returns to his machine lineups. Generators is just to the STBD side, just past the doorway. A dull metal clunk can be heard throughout the plant, followed by the order from Maneuvering:
"RIG THE PROPULSION PLANT TO REPEL BOARDERS"
Status: LL-Bruise RA-Scratch WB-Air Armor (+1 to Armor Rating)
Health: 9/10
Rank: E-1
Level: 1 (10/100)
Inventory: Left Pocket: 9/16 Wrench
Right pocket: Empty
Breast Pocket: Empty
Right Hand: Empty
Left Hand: Empty
Back: Empty
Clothes: Grey Jumper with black Belt, boots (magnetic) and a blue dixie cup cover.
7a Fire Pump: Running
7b Fire Pump: Running
Eductor: Running. Suction: Unknown
P-Way (2-96-4-Q)=>Personnel (Admin) (2-90-0-S)
Make sure my air supply is on then go with Fire Team 3 and help fight the fires, while also trying not to get burned or crushed by beams.
Checking your tank levels, you advance until the heat becomes obnoxious. There's burning lagging everywhere. EVERYWHERE!!! You yell at the leader that you see the fire. You are handed the nozzle to the nearest hose, which was behind you. After the team lays the hose out, the plugman has the order to charge the plug. As he does, the hose inflates and stiffens with over a hundred psi of seawater fills the hose. The leader points you to the fire. "Advance with High V Fog." Right. High V Fog. That's... Uh... [SMT 1][SMT=1][AUTOPASS]. This one! You place the nozzle discharge in the correct position and pull the bale back. The pressure is more than you were expecting [MGT 2][MGT=0][19] Nothing you couldn't handle, though. Now, to actually fight the fire...
There's a large hotspot on the right side bulkhead, another on the ceiling ten feet further away, another on the port bulkhead about 15 feet behind that, and four smaller hotspots on the deck scattered about.
[+10 EXP]
Status: RA-Scratched
Health: 13/15
Rank: O-1
Level: 1 (10/100)
Inventory: Left Pocket: Empty
Right pocket: Empty
Breast Pocket: Empty
Right Hand: NOZZLE
Left Hand: NOZZLE
Back: SCBA (On air (15/15)
Clothes: Grey Jumper with Khaki Belt, Boots, Flash Hood, and Flash Gloves.
7 Fires: 2 Lvl 3, 1 Lvl 2, and 4 Lvl 1. STBD P-Way erupting flames.
#1ER=>#4a SA
Well shit.
Call a MAIDS report up to DCC about the flooding in the compartment while pondering the meaning of the #2 maneuvering watch's words. After this is done, find random bits to plug the breach with until the damage control team arrives.
You report the flooding to Maneuvering in the standard MAIDS report. At present moment, you're the man in charge. Assistance is definitely needed. There doesn't appear to be any injured personnel. Damage is presently limited to the hull, as far as you know. Status of the casualty is uncontrolled. Maneuvering calls over the Plant announcing circuit:
Flooding, Flooding, Flooding. Flooding in #4 Shaft Alley.
[9] There isn't much in the space to plug the hole in the hull. However, you do find a bucket and some tape. Asking around, the DC bag is down in the flooded out SALL, which is now under 4 and a half feet of water. You still have 15 feet to work with for space in the compartment before the flooding gets out of hand and floods out the diesel. The hole is approximately 4 feet below your level and a foot from the deck edge. The flooding continues, but slows slightly as something crunches into the side of the hull. You now have plenty of time. Except, you don't as Maneuvering puts out the Rig to repel boarders call, not 10 seconds later.
Status: Chest-Injured
Health: 12/15
Rank: O-2
Level: 1 (10/100)
Inventory: Left Pocket: Empty
Right pocket: Empty
Breast Pocket: Empty
Right Hand: Empty
Left Hand: Empty
Back: Empty
Clothes: Grey Jumper with Khaki Belt and boots.
1ft hole in STBD Bulkhead 4 foot below deckplate level. Water level is 12 feet and slowly rising. Compartment full in 10 turns. Ship's Buoyancy if compartment lost: 90%
Gun Deck
? Goes back to his post, and makes himself useful.
((I'm gonna assume you mean you're gonna shoot the boarding parties inbound.))
Upon leaving the Armory with your weaponry, you spot several small boats moving in. You crack a smile and run to the nearest gun emplacement and load up your Rifle. The boats are moderately armored from the front and seem to have armored tubes on the fronts that look ominously like torpedoes. The superstructure is open to the air, but there's only a small portion of the Coxswain's head showing on each. [SMT 4][SMT=1][15] You take the first shot, making a Picasso piece out of the closest Coxswain's skull, the explosive bullet throwing skull fragments like a grenade. [SMT 4][SMT=1][6] Your second shot explodes against the armor, drawing the ire of the coxswain of the next craft.
The first craft knocks uselessly against the center of the ship, the second crashing into the ship not thirty feet. The third crashes into the Fo'c'sle. The fourth and fifth will touch in less than a minute. The sixth is quite a ways away, probably gonna take a while to actually get to ramming speed.
Your action inspires the enlisted to acquire their own arms from the armory. Several running out with rifles of their own. several small teams carrying .50s and one madman carrying 2 missile launchers and a couple missiles for each. Some man their secondaries. More man their AA as a dozen planes fly over.
ENEMY AIR CONTACTS! GUN QUARTERS, GUN QUARTERS! ANTI AIR CREWS, MAN ANTI AIRCRAFT POSTIONS!
[+25 EXP]
Status: RA-???
Health: 10/10
Rank: O-1
Level: 1 (30/100)
Inventory: Left Pocket: Rifle Magazine [20/20], Combat knife
Right pocket: Handful of Shotgun Shells [10/10]
Breast Pocket: Empty
Chest: Pistol+Holster (+1 Magazine within Holster) [7/7]
Right Hand: Rifle [18/20]
Left Hand: Rifle (Off hand)
Back: Shotgun [5/5]
Clothes: Grey Jumper with Khaki Belt, boots and a combination cover.
Craft 1: No Pen at Amidship. Full minus Coxswain.
Craft 2: Pen at Amidship. Full.
Craft 3: Contact at Fo'c'sle. Full.
Craft 4: Crash at FWD in 1 turn. Full.
Craft 5: Crash at AFT in 1 turn. Full.
Craft 6: Crash in 3 turns. Full.