TURN 9
The planes halt their attack runs, having to deal with Denkolesian fighter support. Cantolian fighters will likely be on their way to deal with the interlopers. The ship's AA still blazes, damaging planes left right and center. The Alamatsu Hera continues to steam ahead, beginning a turn towards the Invincible. The Fruant Hera and Dobrist Hera both fire ranging shots. One detonates forward against the Fo'c'sle. The other flies past the ship.
The Dobrist Hera fires another ranging shot. HIT! The shell detonates outside the hull. The Dobrist fires her full salvo of 8 guns. There's an explosion on the deck of the Dobrist. Most of the shells splash the water around the Invincible. One hits, though it ricochets off the hull and down to Davy Jones' Locker.
The Fruant Hera opens up a full salvo of most of the remaining guns. One gun fails to fire. Of the guns to fire, only one hits. An explosion rocks the ship as it detonates inside the hull.
More shoots, more fire. Whenever the shells get here. If they don't get here, try a litany of speed up the fucking elevators instead.
An explosion roars just outside the turret. [9] You are staggered and the rest of the turret's crew is also similarly rattled.
Another explosion occurs in the ship! [17] You are mostly unaffected by it.
You await the loading of the next shell. As though finally sensing that the battle is on right gun decides to send the next round up to the power piston. The propellent gets loaded after that and the breech is closed. Not wanting to deal with bullshit loading times, you say an incantation to speed things up. [12+1=13 vs 13] You manage to ensure that even if the elevators don't act snappily, they will at least be faster than the turn of the next century. The middle gun loads as well makes ready to fire again. [2/3] The left gun still needs a moment to think. You get the order to fire at will at Alamatsu Hera.
[4][1+1=2 vs 18] Instead of sending fire from right gun to the enemy, you instead accidentally ignite the propellent. Right gun fires with a thump, the shell splashing a couple hundred yards away. The gun was fired before it was properly locked, knocking it out of commission until it can be fixed.
[19][18+1=19 vs 18] You once more superheat the middle round with your fury. It flies true and straight. It hits the Fantail of the Alamatsu Hera, on the very last bit of decking. Jets of smoke and flames erupt from inside the battlecruiser's fantail. At least one flaming sailor is seen jumping overboard in an attempt to put out the flames.
The phone crackles to life as an announcement from the bridge comes down. "#3 Turret. Bridge. From Central Rangefinder: 'Good shit, boys. Keep that fire going!'" The order then goes out to the rest of the ship to open fire. You witness the magazine detonations on the Alamatsu Hera.
Status: Bruised [URA] (Adds 1 Pain (-0 to actions))
Location: #3 Turret 0-02-285
GQ Station: #3 Turret 0-02-285
Turret Angle: 50P
Loaded Shell: Armor Piercing (200mm of Penetration)
Hits: 3
Misses: 2
Left Gun: [BROKEN][0/8]
Middle Gun: 0/3
Right Gun: 2/3
Progress to next rank: 3/5
Wait for next patients, hopefully non that will die the instant i touch them
You wait. And you wait. Another group enters. Three sailors, all injured in some form or fashion.
- One with a broken arm, compound fracture
- One with serious burns
- One with a hastily bandaged midsection.
((I'd like to see more detailed treatment attempts for this group. Even if it's not quite right (like packing sand into the wounds or some shit like that)))
Status: Fine
Location: Medical 0-2-143
GQ Location: Medical 0-2-143
Patients Treated: 2 Perfect, 2 Imperfect, 1Botched, 1 Missed
Progress to next rank: 4/5 (Awarded at the end of the current engagement)
Question the decisions that led me to this point.
First step is investigation, is there anything that might get me killed nearby? Live wires? Unexploded ordnance?
[9] There's an explosion up topside. You are staggered, but otherwise fine.
[17] You've never quite considered yourself a truly lucky man. However. You hear a shell punch through the hull and detonate just under the room forward of you. You are left fine, as are the rest of the educting team.
You do some quick investigation. [5+1=6] You notice that the next room is flooding, but the room you're in is not. You also notice that you have an eductor. Your search for potential live wires goes about as well as the room investigation. As does the hunt for UXO.
[17] Luckily, someone on your team knows what he's doing as the accessman knocks on the wall with a dogging wrench and determines that the next compartment has five feet of standing water in it.
Status: Fine
Location: Compartment 3-6-263
GQ Station: Wherever Needed (Currently Dewatering team lead.)
Go to the second battery and ready the ammo carrier.
You give a nod to chief and then run off to load the ammo for the secondary battery. As per ship's doctrine, you load 75% HE and 25% AP. You then step aboard the elevator and get elevated up to the secondary gun battery on the port side. The guns are manned and all the gunners are standing silently waiting for the order to sink a small ship. There's 34 secondary guns down here on this deck, 17 per side. Several of the guns have crew members missing. Your job of bringing ammo to the deck is complete. Once it gets depleted, you'll need to go back down to get it refilled.
Status: Fine
Location: Port Secondary Battery
GQ Station: #1 Magazine 8-0-90
Send my regards via the phone talker to the sorcerers in Turret #3 and then open full broadside on the Hera. Might as well make sure she goes down, we can focus on the other larger ships afterwards.
You send down your regards to #3 Turret. You order the full broadside while you still can. The guns roar their defiance to be killed by the Cantolian dogs. #4 Turret experiences a misfire and needs to be reloaded. There are six hits!
[20] One hits the aftmost turret dead on. Initially nothing happens. Then an earth shattering boom occurs. The ship leaps up before cracking and splitting. Her stern, having just been severed slides soundlessly into the ocean.
[16] The next penetrates the lower superstructure. A few seconds later black smoke issues from the hole and several hatches.
[16] The next one penetrates just outboard and forward of the previous at the waterline. No other damage reported from that shot.
[15] The next one hits the enemy Fo'c'sle, but does not penetrate.
[16] The next one hits just outboard of #1 Gun on the starboard side. It appears to do no damage.
[17] The last one hits just outboard and port of #2 Gun. Another earth shattering explosion occurs as you hit her forward magazine as well.
The Alamatsu Hera begins to sink, her crew starting to abandon ship.
Your targets are as follows:
- Dobrist Hera at 82P Degrees at 30000 Yards
- Fruant Hera at 86P Degrees at 29800 Yards
- Alamatsu Hera at 85P Degrees at 29950 Yards (SINKING)
- DD-4 at 96P Degrees at 29430 Yards
- DD-3 at 80P Degrees at 29255 Yards
- DD-1 at 85P Degrees at 29050 Yards
- DD-2 at 104P Degrees at 28830Yards
- DD-5 at 70P Degrees at 28650 Yards
Status: Puncture [ULL] (+2 Pain (-1 to all actions until treated))
Location: Central Rangefinder 0-07-112
GQ Station: Central Rangefinder 0-07-112
Successful Commanding Turns: 3
Ships Sunk on Your Command: 1
#1 Turret: Reloading
#2 Turret: Reloading
#3 Turret: Reloading
#4 Turret: Reloading
#5 Turret: Reloading
To Next Rank: 4/10
((God damn you rolled too well. If the enemy keeps rolling like shit, you might not have much of a fight left.))