TURN 11
The enemy capital ships continue their arduous reloads. The next formation of enemy ships appears from behind the island. Only, most of the capital ships appear to have turned and are headed parallel to the Invincible, likely retreating due to the loss of their leading ship. They do fire their aft batteries at the Invincible. The ships are the Etsumi Hera (BB), Haruna Hera (BB), Jutara Hera (BC), and Aurantei Hera (BB).
Etsumi Hera's shells all splash the water some distance away.
Haruna Hera scores one hit. It hits the deck above the Fo'c'sle and detonates immediately. It does superficial damage, but otherwise leave the ship fine.
Jutara Hera scores another hit, this time on the armor of the 1st deck. It also detonates on impact, dealing no damage except to the paint.
Aurantei Hera's aftmost turret explodes in a massive fireball, all subsequent rounds being sent awry by the force of the blast. One shell is propelled into the extended armor belt below the waterline below the Fo'c'sle. The shell stops, having embedded itself in the armor.
The encroaching destroyers hold their fire.
The enemy submarine immediately tries to dive once more.
[11] The friendly submarine misses the destroyer that is heading its way with a torpedo.
Stuck with no working guns full of bullets right this second, Ensign Chadwick takes a moment to ponder to himself: Should he be waiting for orders? That seems inefficient. Especially if he had to check other sections to see if there were any orders. Better to just fire upon his own recognizance until someone tells him to stop, surely. Although, well, there's nothing to fire at the moment regardless.
Feeling that shouting to the underlings to work faster would be rude in this context, he sits and glares at the left gun, trying to divine what needs to be done to fix it so he can pass the message on to the GMs working on it. Once the middle gun is ready, if no order has come down to the contrary, he tries again on the Fruant.
You ponder as to whether or not you should be waiting for orders. Then again, fortune favors the bold, right? And you did light the enemy ship on fire. Twice. You sit and ponder the inherent moral pros and cons of waiting for orders. You turn your attention to the left gun. A glare crosses your brow. You attempt a casual divination.
[18+1=19 Vs 13] You gain otherworldly insight into the workings of the gun. You now are aware that the gun's recoil dampeners and elevation gears are jammed. The round's propellent charge is also stuck to the inside. The barrel is slightly out of alignment, but is otherwise fine. You give the news to chief. He has his boys look at those things and they find that you are indeed correct. With the hunting out of the way, they begin emergency repairs on it.
Middle Gun finishes her reload and once more barks forth her fury. [14+2=16 Vs 15] Middle gun's shell hits the Fruant Hera in the fantail, just forward of her naval jack and above the waterline. It appears to not have done anything.
Right gun makes a good stride in her reload and will be ready to fire on your next order.
Congratulations! Assuming you survive this engagement, you will be promoted to LTJG! Keep the fighting going, sir!
Status: Bruised [URA] (Adds 1 Pain (-0 to actions))
Location: #3 Turret 0-02-285
GQ Station: #3 Turret 0-02-285
Loaded Shell: Armor Piercing (200mm of Penetration)
Hits: 4
Misses: 2
Left Gun: [BROKEN][2/4]
Middle Gun: Reloading [0/3]
Right Gun: Loaded AP
Progress to next rank: 5/5
Treat guy with burns
Clean burn wounds
Give some painkillers
Bandage this dude into a mummy
You move on to the burn victim. [4+2=6] You pour salt water onto the burn, causing the man immense pain and worsening the superficial effects of the burns [1/3]. [1+2=Critical Fail] You grab the wrong medication and instead fill the guy's veins with adenosine. His heart instantly stops. He doesn't recover. [17] Luckily, nobody notices that you gave him the wrong medicine. Then again, you don't either until he begins to grow cold to the touch and begins to blue up everywhere. [18+2=20(s)] You apply a liberal amount of bandages and it now looks like he died from his injuries.
Whoops...
Status: Fine
Location: Medical 0-2-143
GQ Location: Medical 0-2-143
Patients Treated: 2 Perfect, 3 Imperfect, 1Botched, 1 Missed, 1 Killed
Progress to next rank: 5/5 (Awarded at the end of the current engagement)
"Any of you guys happen to be powerful wizards? Or maybe priests? I think we're going to need last rights if we're tackling that room."
They all respond no, except the man behind you. He begins to pray for your safety. With that, you give direction to the scared engineering sailors who are a part of this team. [15+1=16] The pluggers make serious progress plugging the splinter holes with sawed wood and braces. (1/3) [1+1=Critical Fail] The bracing team doesn't just do poorly in their job, but they actively open more holes than the plugging team just fixed. (0/3) [7+1=8] The electricians are having some difficulties getting the loose wiring under control. (0/3) [14+1=15] Dewatering, unlike the bracing and electrical teams does a good job with getting the flooding under some semblance of control. (1/3). The ammo begins to be passed forward. [16+1=17] Good progress gets made.
Status: God's Gaze (Critical Fails do not lead to instant death as long as an ordained priest prays every turn)
Location: compartment
GQ Station: Wherever Needed (Currently Dewatering Team Lead (Kinda))
Dewatering: (1/3)
Plugging: (0/3) ((-1 from Bracing team fucking up))
Bracing: (0/3)
Ammo: (1/3)
Electrical Isolation: Not set
Look and see what gun needs a man and be the man they need!
You quickly jump onto the gun just ahead of you. You quickly load the next round. The gun shifts slightly. [11 Vs 11] The gun jolts as it fires. The round slams home in the bow of the sub. Before you can react, the entire front of the sub literally explodes. You appear to have hit a torpedo. The sub sinks below the surface, leaking a thick black oil that sits on the surface. Several seconds later, there's a massive surge of bubbles and oil. One man surfaces and treads water, coughing and sputtering in the oil slicked water.
Status: Fine
Location: Under #2 Turret 2-7-100
GQ Station: #1 Magazine 8-0-90
Till Next Rank: 2/5 ((Forgot to add the successful fetching of ammo))
You sit and wait. Letting the crew take matters into their own hands. Turrets number 1 and 4 load and fire on the Fruant Hera. All shots miss and two guns are disabled by mechanical trouble.
One plucky secondary manages to sink the enemy sub in one hit. The rest of the secondaries open on the destroyers.
[1][1][1] Several guns malfunction, either injuring those using them or damaging the gun.
[3][3][4][7][7][9][12 Vs 16][14 Vs 18] A large number just straight up miss.
[19 Vs 18][20 Vs 17][18 Vs 15][17 Vs 14][14 Vs 14][20 Vs 13][13 Vs 11][10 Vs 10][12 Vs 10] The rest do hit the destroyers.
Two hit the DD3, one amidships just below the waterline and the other hits just below the forward gun. A massive gout of steam gushes from the engineroom amidships. The forward smokestack starts belching black smoke and flames. The forward battery goes up as the ammo in the forward magazine detonates. It takes the majority of the ship's Bow off and heavily damages the superstructure. She begins to sink.
Two hit DD2, one just outboard of her forward battery, and the other hits the Fo'c'sle. Smoke rises from the hit to her forward battery.
Three hit DD5, one in her Fo'c'sle at the waterline, the other two just under her aft battery.
Two hit DD4, one amidships in her superstructure and the other detonating on the deck outboard of her forward battery.
Your targets are as follows:
- Dobrist Hera at 82P Degrees at 29800 Yards
- Fruant Hera at 86P Degrees at 29500 Yards
- Alamatsu Hera at 85P Degrees at 29450 Yards (SINKING: 4/5)
- DD-4 at 96P Degrees at 28930 Yards
- DD-3 at 80P Degrees at 28755 Yards (SINKING: 5/5)
- DD-1 at 85P Degrees at 28550 Yards
- DD-2 at 104P Degrees at 28330Yards
- DD-5 at 70P Degrees at 28150 Yards
Status: Caffeinated (+1 to mental)(3/3)
Tobacco (-1 to pain)
Blessed (+1 to all actions until further wounded)
Location: Central Rangefinder 0-07-112
GQ Station: Central Rangefinder 0-07-112
Successful Commanding Turns: 2
#1 Turret: Reloading (2/3)
#2 Turret: Reloading (0/3)
#3 Turret: Reloading (1/3)
#4 Turret: Reloading (0/3)
#5 Turret: Reloading (2/3)
To Next Rank: 3/10