FWD MAGAZINE
Let's see. I have 18" shells and electric hands. Time to become a railgun.
Quickly look for a couple metal poles or equivalent that I can use to extend my "rails" past my arms alone. Then, prepare to fire by adjusting my electric hands so that they're polarized, allowing me to send a spark from one side to the other and back at the elbow. Nestle one of these small 5" shells between my forearms for a test run, and then demand that the source of the noise outside identify itself or I start shooting.
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[17] You find a couple sections of moveable tracks for the rounds to be moved to the elevators. Said tracks are bolted to a roller cart, but are otherwise not connected to anything. Figuring they're made of ferromagnetic materials, you wheel them to face the P-way just behind the door. [SMT 3][SMT=2][3] [CHN 1][CHN=1][AUTOPASS] You further control your newfound electric power to make it easier to arc between your hands, but you can't quite figure out how to make a railgun. Instead you figure that touching the rounds to the rails would cause and explosion. But that doesn't stop you from blustering.
"IDENTIFY YOURSELF OR I START SHOOTING!" You hear all noise on the other side of the wall cease, [SMT 2][SMT=2][AUTOPASS] followed by an obviously Bratavian man say "We're uh... From ... repair div. May I come in?"
[+10 EXP]
Status: Electric Hands (+3 Damage to unarmed attack)
Health: 10/10
Rank: O-1
Level: 1 (15/100)
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 (Generators LL)
I'm pretty sure I can think of something to survive underwater, so random gurgling doesn't bother me!
Unless it ruins the thing I'm working on. Then everyone including me is probably super dead. So lets hope everything here is waterproof.
Secure the fire pumps and the eductor! What is that joke my brother said? Ask the army to secure a building and they surround it with fortifications. Ask the Marines to secure a building and they kick down the door and shoot everyone. Ask the Air-force to secure a building and they take out a lease.
Ask the Navy to secure a building and they....lock the door and turn off the lights!
...That probably isn't what I'm supposed to do here.
Though I guess that would help keep the boarders out.
Take a look at the Eductor to see if it is doing it suctioning thing right.
Looking at the pumps, you can see that they're definitely running. The motor controllers have two lights each. All are lit. The top reads 'Pump Ready', the bottom reads 'Running'. There's three buttons on each controller, the top reads 'EMERGENCY RUN', The middle reads 'STOP', and the bottom reads 'RUN'. There's a small rotating dial with 3 positions on both: Remote, LOC-REM, Local, it is presently in LOC-REM on both. There's a sign on each that reads: WARNING! IF SECUREING LOCALLY, CHECK SUCTION VALVES HAVE SHUT AUTOMATICALLY. IF NOT, OPERATE SUCTION VALVES BY HAND.
The eductor's plaque reads: IN ORDER TO START: CHECK OPEN DISCHARGE, OPEN FIREMAIN, OPEN SUCTION
IN ORDER TO SECURE: SHUT SUCTION, THEN SHUT FIREMAIN.
There's a light board on the bulkhead just above the eductor's Firemain valve. There's 4 lights with buttons below and only one is lit. The layout is the basic RC layout. The present suction is right below you. The gurgling gets louder.
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: Generators
Personnel (Admin) (2-90-0-S)
Try aiming at the bottom of the fires this time and continue to fight them while also trying to not get burned.
You aim at the base of the same fire. [VIG 2][VIG=1][10] You maintain control of the firehose ((It's gonna get harder to old the hose as time wears on, I'll let you decide when you want to swap with the person behind you)). That specific fire appears to be losing size and heat.
Status: RA-Scratched
Health: 13/15
Rank: O-1
Level: 1 (20/100)
Inventory: Left Pocket: Empty
Right pocket: Empty
Breast Pocket: Empty
Right Hand: NOZZLE
Left Hand: NOZZLE
Back: SCBA (On air (14/15)
Clothes: Grey Jumper with Khaki Belt, Boots, Flash Hood, and Flash Gloves.
7 Fires: 1 Lvl 3, 2 Lvl 2, and 4 Lvl 1. STBD P-Way erupting flames.
#1ER=>#4a SA
Give an exasperated sigh.
"GM2, what the hell do you think a fire hose is gonna do to a boarder? Are there no guns in here?"
If anyone is eager to use firearms it's a gunner's mate. Wrangle the GMs and assemble a ragtag security detail to protect the diesel at all costs. If no guns are found in the magazine or the machinery spaces, take the detail to the armory.
Giving an exaggerated, exasperated sigh, you inquire about the guns. "We got guns sir, but ship's doctrine states to use whatever's lying around if you can't get your hands on guns. There weren't quite enough for all of us to have guns. Right Johnny?"
"Right!"
"Well who does have them?" You ask.
"Arnold, Gimmaro, Juan, Macdonald, and Monty. The rest of us have various instruments to use as blunt objects or me and my fire hose." To emphasize, the other members heave up their weapons. You figure you're pretty lucky to not have been brained just now with that fire extinguisher one of them is carrying or shot by the others.. All in all, there's one rifle, two shotguns, an SMG, and a pistol accompanied by five others wielding large wrenches, a sledgehammer, a fire extinguisher, a lagging knife, and a loading rail.
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 14 turns. Ship's Buoyancy if compartment lost: 90%
Gun Deck (FR-117)
? Repeates what he did last turn, blasting boarders and their ships with fire and then cleaning up with water.
[CHN 7][CHN=2][13] You can't quite get all the ships with this spell, but you definitely get #4 and #5.
BOOM Ships 4 and 5 ignite in flames. Ship 4 detonates after the fuel catches fire. Ship 5 has its fire burn for several moments before being put out.
[CHN 5][CHN=2][17] The incoming wave hits all of the ships. Ship 1 is dashed away from the Invincible, losing a handful of men to the chilly water. Ship 2 has her penetrating gangway snapped off, slicing one sailor asunder, and pushing the ship away, taking a couple of sailors to the waves. Ship 3 is lightly jostled. Ship 4, despite detonation was still floating. Until the wave crashed over the side that is. There was no way anyone was still alive, but this ensures it. Ship 5 is swamped, taking several men to Davy Jones's Locker. Ship 6 is largely unaffected.
[+30 EXP]
Status: RA-???
Health: 10/10
Rank: O-1
Level: 2 (20/130) [+1 Skill point]
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: Floating outside Amidship. 20/30
Craft 2: Floating outside Amidship. 25/30
Craft 3: Pen at Fo'c'sle. 24/30
Craft 4: SUNK
Craft 5: 1b Shaft Alley 3/30
Craft 6: Crash in 1 turns. 20/30