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File: TrawlerQuest.jpg (193 KB, 1024x636)
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You are Lieutenant Commander Reynolr, of the Citadel Empire, recently-promoted captain of the CAS Brora (PS-4-917), an armed trawler based in the wretched Kraegsk Archipelago. You were flown in to the primary naval base of the Kraegsk during uncommonly quiet weather, are now onboard the Brora.

Your orders are tied to the nature of the storm-ravaged Kraegsk - north of resource-rich islands and a major naval warzone, the floating wrecks of great warships are carried by the currents to smash against the jagged coasts of the Kraegsk. You are to recover Citadel personnel from wrecks, protect salvage ships, and ensure that the enemy Republic and its craven mercenaries does not gain control of the Kraegsk from their own naval base, at the opposite end of the archipelago. Every month, a convoy of cargo ships picks up scrap that cannot be used or embezzled by the forces of the Kraegsk and takes it back to the naval yards of your homeland - loss of these ships is unacceptable.

Before the Citadel-Republic war, the Kraegsk was inhabited by a series of destitute fishing communities living in the shadow of the ruins of the old Astaeran Empire. Now they are forced into the service of the belligerents, powerless to resist the meager forces allocated to the Kraegsk.

You are glad you were not sent the the great naval battles as a destroyer captain. Whatever the odds of surviving patrol duty in these stormy islands is, it must be superior to that of destroyer captains. A destroyer, admittedly, would be more impressive than your new command, the Brora.
>>
File: 1. CAS Brora.jpg (116 KB, 787x448)
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Brora is 40m in length and 8m in beam, capable of a measly 10 knots in calm seas, which is rarely the case in the Kraegsk. She looks seaworthy, if small, and is reportedly the standard for combat ships in the Kraegsk.

She’s armed with a single 12 pdr. cannon on a pivoting mount on the forecastle, two .303 machines mounted on either side of the bridge, and another .303 machine gun in a canvas-sheathed position on the stern. There are three rusty bolt-action rifles of foreign make stored in the armory closet, and you were issued a personal revolver with your rank.

Brora is undermanned, with 15 crew out of the normal 25 - of them, you only know the name of Master Evans, an elderly local fisherman who has been conscripted to be your guide and adviser in the harsh and unfamiliar Kraegsk.

As to the range, storage, and why there’s a crane bolted to the stern of the ship, you’ll have to ask someone.
>>
File: Kraegsk Map No. 1.jpg (346 KB, 1670x870)
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You review the map of the Kraegsk and your patrol route. The rough center of the archipelago is divided between the floating forts of the Citadel and Republic, anchored to the shallow waters of the sinking volcano. The south is free of emplacements, as the massive warships helpessly drifting in from the north usually far outgun whatever salvaged weapons the forts are armed with.

Your timetable for leaving on patrol are exact. The timetable for returning only specifies the date by which your ship will be considered lost at sea. Despite your unfamiliarity with the region, your crew, and your ship, the timetable schedules you to leave on patrol within an hour.

Your map of Kraegsk has some additional notes about areas under Citadel control, pencilled in by Master Evans earlier. Anything of note that you discover will be added to the map. The patrol route for this sortie is marked by blue - the shaded area is where you are expected to patrol, and the circles are settlements or fortifications where you can seek shelter and repairs. Do not expect the civilians or the fort garrisons to aid you for free. Captains are expected to acquire local currency via personal scrapping.

You may check the map and your location whenever you wish, without wasting the choices at hand. Storms may cause you to lose track of where your ship is in the Kraegsk. Gods help you if you drift outside of the archipelago.
>>
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GAMEPLAY NOTES: Action will be conducted with a mixture of prompts and d10s. Various modifiers for the d10 rolls can exist, and will be explained before any decision is made. For example, during a naval battle, in addition to three range brackets, sailing in a straight line and missing the enemy will give a +1 to your next gun roll as your gunners find their range. If you manage to hit them once, you’ll automatically hit them for every turn afterwards until they maneuver, which messes with their aim modifiers worse than yours, but can take them closer or farther away from your ship - and the same applies to their fire on you. Of course, naval combat will be completely explained before the first naval battle, as will most mechanics.

Rolling a single 1 will not sink the Brora, nor get you killed outside of extreme circumstances. However, make several bad decisions coupled with some poor rolls, and your adventure might become “Survive Getting Shipwrecked On An Island Quest”.
>>
File: scrap bay.jpg (119 KB, 431x555)
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Begin.

The Brora is lying at anchor in Scrap Bay, the only proper naval base of the Citadel in the Kraegsk. The land is flat and stony, a miserable little town clinging to the ground - from what little you’ve heard, ancient storage tunnels are the preferred habitation on this wind-swept island. Around you is the naval base, a mix of new construction and refurbished infrastructure from the ruins. Wharehouses, docks, cranes, defense emplacements, and a gutted lighthouse looming over it all.

From where you can see, at least a three dozen trawlers similar to the Brora lie at anchor. A few hulking patrol cruisers are undergoing a refit at the far end of the Bay, and the convoy of cargo ships that transported you here are taking on scrap at the civilian docks. Fishing vessels and scrap ships dart about, too numerous to count.

You could spend some time finding your crew list, and perhaps go belowdecks to introduce yourself to someone. Alternatively, Master Evans is sulking on the bow, you could ask him some questions about your patrol route and your ship. You could also disembark to the rusting customs house and get a special military newspaper, and learn about what has transpired in the wider War while you were in transit - or, just to be safe, put to sea at once.

>Review the crew list.
>Talk to Master Evans.
>Obtain a newspaper.
>Set out to the sea immediately.
>Something else?
>>
>>1179549
>>Review the crew list.
>>
>>1179549
>Talk to Master Evans.
He's as close an expert as any around these parts, I guess.
>>
>>1179565
>>Review the crew list

It takes a few minutes, but you manage to find the logbook with the crew list inside.

(Writing)
>>
>>1179585
You review the crew list.

Lt./Cmd. Reynolr Billen
Master Joyce Evans
Ensign Molder Redek
Seaman John Pilligree
Seaman Raydl Smith
Seaman Benedict Howards
Engineer 2nd. Class Joseph McKenna
Radioman Abigail Liset
Gunner Jeddard Nedlick
Gunner Tom Haufen
Master Gunner Abraham Yulen
Conscript Greys
Conscript Kenneck
Conscript May
Conscript Drel

Only one engineer? That certainly isn't regulation, and you struggle to understand why you have a radio operator when the Brora clearly doesn't have a radio aerial. Perhaps it's stored below?

You're not happy about the conscripts you're saddled with, either, but untrained bodies are common in the Citadel Military these days.

You only have a enough time before the scheduled departure to do one of the below.

>Go belowdecks and try to find one of the crew.
>Talk to Master Evans.
>Get underway.
>Something else?

(Good lesson, next time I'll wait a little longer to see how the vote goes.)
>>
>>1179645
>>Talk to Master Evans.
>>
>>1179645
>>Talk to Master Evans.
Do we have anyone with medical experience on this voyage?
>>
>>1179667
>>1179671

You decide to speak to Master Evans before the voyage starts.

(Writing)
>>
>>1179686
You exit the bridge, clambering down the forward ladder to the bow. Master Evans is leaning against the bulwark, smoking a pipe and staring out at the Bay.

“Master Evans,” you say, respectfully nodding. He turns, salutes halfheartedly, and stands silent with his arms crossed. “Master Evans,” you say again, “I’ve got a couple of questions for your experience.”

“Right.” he grumbles. “Aren’t we supposed to be under way by now?”

“Not for a half hour.”

“Pity. Before you ask, no, there’s nowhere to get better food and yes, the spray will smother your fancy clothes if you leave the bridge - and by the gods’ lash, you’ll leave the bridge.” His voice is hard and sharp, like a challenge.

“No… actually, I’d like to ask about medical arrangements on this vessel, first. I’ve reviewed the crew list, and besides the lone engineer and useless radio operator, there’s nobody with medical experience. Do we even have a medbay?”

His expression shifts, to what you can’t exactly tell - he seems to be regarding you oddly now. “Medbay? Nope. The mess can serve as a makeshift one. And as for experience, you’re lookin’ at the man who can patch you up.”

“Oh?”

“You don’t live this long in the Kraegsk without learning how to stop someone from bleeding out... come to think of it, I think Seaman Pilligree knows his stuff, I’ve seen him around the Bay. We might’ve crewed the same fishing trawler a few decades ago.”

“What about supplies?”

“Gauze? Canvas works just fine for that. Alcohol, too, and gods help you if you’re gonna take offense to the grease of the Kraegsk onboard this ship.”

“What about antibiotics? Disinfectants?”

“Oh, the stuff that comes in the bottles? Find that in the ruins. Can’t read the language but I could tell you what each color packaging means. Hell - that’s why this little Brora doesn’t sit right with me.”

“Why? Is there a manufacturing defect?”

“Naw, she seems right enough, but she’s new. New ships don’t have a medical locker full of those fancy drugs that’ve been collected from the ruins and wrecks over the years.”

“I see-”

The Bay horn blasts over the water, causing both of you to glance up towards the lighthouse. “Time to go,” Evans says.

“Indeed.” You turn and walk to the bridge. That didn’t go so badly, all things considered. Seems that Evans expected a lot less of you. On the bridge, the ensign greets you - Redek, was it?
>>
File: Master Evans.jpg (32 KB, 245x323)
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Within minutes, the Brora is underway and chugging out of the harbor. On the right, the comparatively massive patrol cruisers pass by your windows. On the left, you can see towering ruins clinging the northern coast that were hidden by the island in Scrap Bay. They’re huge, dwarfing anything in Scrap Bay - a multitude of jagged factories and ships that stretch on into the mist.

>Ask Evans about the patrol cruisers.
>Ask Evans about the ruins on the north of the island.
>Stay silent as you leave the harbor.
>>
(Out for 10-20 minutes. Will return as soon as possible.)
>>
>>1179798
>>Ask Evans about the ruins on the north of the island.
>>
>>1179798
>>Ask Evans about the ruins on the north of the island.
>>
>>1179841
>>1179832
>>Ask Evans about the ruins on the north of the island.

(Writing)
>>
File: the northern ruins.jpg (86 KB, 443x411)
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>>1179929
“Evans,” you say, breaking the silence, “what are those ruins on the island? Wouldn’t it be better for the Citadel base, if not the local town, to be in those huge structures?”

Master Evans, sir. And those ruins, they’ve been abandoned for long before I was born in Scrap Bay. The Old Astaeran Empire, I think - either way, storms usually sweep in from the far north. The island’s at the far north of the archipelago, so it gets hit first and worst with nothing to dampen the blows. It’d be suicide to anchor ships there without the storm locks working, and trust me, we’ll never get ‘em working again.”

“Ah. Astaera must have existed in a calmer time,” you comment.

Evans shakes his head. “Maybe, or they were a bunch of fools. Fools that were that much richer than us,” he gestures in the direction of the ruins, ships with guns bigger than the Brora. “I bet they could afford to replace all the shit that the storms broke.”

You nod, and the bridge is silent until you clear the harbor defenses and the torpedo netting opens for you.

“Requesting heading, sir.” Ensign Redek says, speaking for the first time since he greeted you before.

You should probably follow the patrol schedule for your first voyage in the Kraegsk, and doing anything else will probably make the crew quite suspicious of you. Evans looks like the sort of man who won’t stand idly by and watch mistakes be made, and you don’t have an excuse to go anywhere else.

>Follow the patrol route (Next event at D-4)`
>Head to a write-in grid coordinate
>>
>>1180040
>>Follow the patrol route (Next event at D-4)`
>>
>>1180040
>>Follow the patrol route (Next event at D-4)`
>>
>>1180044
>>1180097
Sbvysek Island looms a few kilometers away, when Master Evans points it out and pronounces the name with baffling ease. An inhabited island, one of the few repair facilities this close to the wreckage-strewn southern coasts. On the horizon, however, is a rising cloud of grey smoke rising from an unseen source.

It’d be good to check in at Sbvysek, and see what exactly the facilities are and what we can count on for our patrol.. Master Evans warns you that until we find some valuable scrap we won’t be able to buy anything beyond basic repairs (the Citadel comes down hard on any settlement that refuses aid to its ships, but everyone including the Citadel garrisons interprets “aid” as the lowest possible level).

On the other hand, that smoke cloud is rising from roughly grid square F-5 by Ensign Redek’s calculation, and that’s directly in our patrol route. The scrapper ships we’re here to protect should be arriving behind us, but Master Evans says that they’re known to sneak ahead of the patrol screen and their competitors to try to find the choicest bits that have washed up. One of them might have run into trouble. Evans also offers the possibility that the smoke might be from a wreck that’s still capable of moving under its own power, though the smoke cloud looks more like an oil fire than engine exhaust.

>Proceed past Sbvysek Island and investigate the smoke cloud on the horizon.
>Stop at Sbyvsek Island and learn what facilities are available.
>Proceed to a write-in grid coordinate.
>Something else?
>>
>>1180167
>>Proceed past Sbvysek Island and investigate the smoke cloud on the horizon.
>>
(Before this continues, I want to ask: is my dialogue format alright so far? If you guys want the conversations broken up a bit more with more agency as to how our commander speaks, say so. The first few conversations are mostly exposition though, so when other characters start dropping in we'll start to see more conversation choices either way. And maybe the update times will decrease from a damned half and hour...)
>>
>>1180167
>>Proceed past Sbvysek Island and investigate the smoke cloud on the horizon.
>>
>>1180167
>Proceed past Sbvysek Island and investigate the smoke cloud on the horizon.
Nah it's fine. We seem like someone competant but relatively inexperienced.
>>
>>1180189
I honestly have very little idea on stepping into the shoes of a ship captain, moreso if it's in a unique world with it's own nuances. So I'm quite unsure about attempting to expand further on what our character would add to a particular conversation, other than some basic stuff.

Maybe injecting some thoughts or personal perspective on the MC's decision options based on his own background/experience up to this point would flesh him out a bit more? Gives an idea about his personality. Like for example, even though Evans mentioned that the nearby port would probably only provide the barest of aid, would Reynolr instead give a thought to using the time there to drill the crew in using the ship's equipment?

As it is, he is rather close to a blank-slate, which is rather okay for giving players plenty of freedom for injecting their own interpretation on the character they're playing and adding attachment to him, and thus guaranteeing a stable player base.

On the other hand, it might take a while for a tangible personality to stick which would probably happen after some decisions in-game influence the character's outlook. Dunno if any of these would help with your writing though.
>>
>>1180167
>>Proceed past Sbvysek Island and investigate the smoke cloud on the horizon.
>>
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>>1180179
>>1180212
Sbvysek Island recedes into the distance as you near the smoke cloud. It's your job? Citadel personnel might be in danger? Proving yourself in front of your new crew? You can't quite answer why, and perhaps don't want to.

The entire bridge crew is straining through spyglasses, watching the smoke get clearer yet the source still maddeningly hidden by the waves. Finally, Ensign Redek exits the bridge and pulls himself up the ladder to the roof.

"It's the Republic!" he calls, and a chill races down your spine. A minute later, your own spyglass confirms the sight. A small ship flying the blue flag of the Republic is circling a scrapper, pumping shells from its single forward cannon into the hull of the doomed vessel. The scrapper is listing heavily, burning fiercely, figures leaping from its sides.

"Hell," Master Evans observes, "they're in our territory and they know it. They're not robbing our scrapper, they're just sinking the poor bastard."

"How long can you survive if your ship sinks in open water?" you ask.

"A day, if you can find yourself a bit of floating debris. A lot less in a storm, or if they decide to machine-gun the survivors..." Evans trails off.

Ensign Redek drops down from the roof, taking his place at the wheel again. "Sir, what do we do?" he asks.

>Clear the decks for action, call up the gunners, and move to engage the Republic gunboat.
>Turn back for Sbvysek Island, to try and find help.
>Turn back for Sbvysek Island, to avoid the confrontation.
>Something else?
>>
>>1180333
(Thanks for the input! The advice on personal thoughts/perspective sounds good, I'll try to put that in. I'm planning on more than a few moments for Reynolr to reflect on himself, but finding that balance between having a compelling character and the players developing their MC through their own choices is hard. Either way, first time QMing and I'm learning with every post. Will be eating dinner soon, hopefully will get one more post in before that.)
>>
>>1180357
>>Clear the decks for action, call up the gunners, and move to engage the Republic gunboat.
Looks like it's a trial by fire now.
>>
>>1180357
>Clear the decks for action, call up the gunners, and move to engage the Republic gunboat.
time it so what its gun is facing as far away from us as possible when we get in range.

>Why
if they're doing it directly on our patrol, we were going to face them at some point. And judging from the lack of supplies and crew, we're the only ones who will give a shit.
>>
>>1180357
>Clear the decks for action, call up the gunners, and move to engage the Republic gunboat.
>>
>>1180357
>Clear the decks for action, call up the gunners, and move to engage the Republic gunboat.
How far can the front gun pivot round?
>>
Apologies everyone, eating dinner. Battle rules will be posted immediately after.
>>
NAVAL BATTLE GAMEPLAY

Naval battles are divided into three posts - the d10s and their modifiers, the summary of what has happened with a map of the action that shows how far away the combatants are, and a narrative description of the battle and the characters’ reactions with the prompts for the next moves.

Your ship’s distance from the enemy is based around THREE distances - simply LONG, MEDIUM, and CLOSE. This will affect the accuracy of your guns and ability to disengage.

Every turn, your ship can FIRE and/or MANEUVER.

Your ship may maneuver TOWARDS the enemy, AWAY from the enemy, or STRAIGHT AHEAD.

Your ship may fire without penalty when moving towards the enemy, will fire with increasing accuracy when moving in a straight line, and may not fire when moving away.

When your ship fires, the base accuracy is a 10 scores a hit at LONG distance. Modifiers are the way you consistently land hits.
>>
File: gunnery.jpg (85 KB, 585x330)
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MODIFIERS TO GUNNERY:

For every distance closer than LONG, you add +1 to your roll. A ship at MEDIUM distance will no other modifiers will score a hit on a 9 or 10.

If you travel in a STRAIGHT LINE and fire, but miss, you add +1 to your roll on the next turn providing you are still travelling in a straight line. This modifier does stack, representing your gunners finding their range to the target.

If you score a HIT on the enemy, you roll on the damage chart - additionally, every shot fired afterwards will automatically hit, until the enemy MANEUVERS away or towards you to return your roll to its normal modifiers.

Maneuvering away from the enemy will erase your modifier from travelling in a straight line.

Other modifiers can be found, purchased, or gained by crew experience, but that doesn’t factor in yet.

A ship that maneuvers away from the LONG distance will escape the engagement. Battle damage will impede the ability for ships to escape.

Machine guns may be fired at CLOSE range. They hit on a flat 6+, cause limited damage, and cannot score hits below the waterline.
>>
DAMAGE

When a ship receives a hit, a d10 is rolled.

On a 1, the hit is scored below the waterline.
On a 2-3, the hit is scored on the center of the ship.
On a 4-5, the hit is scored on the stern.
On a 6-7, the hit is scored on the bow.
On a 8-10, the shot grazes the ship, shoots away a superficial piece of equipment, barely misses, etc. This still makes every shot after automatically hit as described above.

A secret table decides what happens - equipment or crew may be damaged. Hits below the waterline are the only ones that can gravely and immediately affect a ship’s survival, as they can damage the engines and flood the ship.

Different caliber guns modify the damage table. For this battle, both ships have a similarly small gun.

Enemy ships may surrender if heavily damaged or outmatched. Their surrender may or may not be authentic.
>>
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The battle begins.

The gunners are on deck. All three are manning the forward 12 pdr. and other crew can man the machine guns if you get close.

The enemy ship is surprised by your approach. They will not fire for one turn.

It will take a 10 to hit the enemy ship. You are currently travelling in a straight line.

>Open Fire? Yes/No
>Maneuver? Away/Towards/Straight Line
>>
>>1180596
A couple of question: What position are we and the enemy gunship in relation to the stricken vessel?

Does belching smoke affect the enemy gunnery's accuracy, if it is available for use?
>>
>>1180610
We are at a long distance away. The sinking scrapper is on the other side of the enemy ship, and the smoke is drifting south and away from the battle. Enemy gunnery will not be affected by the smoke.
>>
>>1180596
>Maneuver in a Straight Line
>As soon as the enemy ship deviates from circling the scrapper, Open Fire
>>
>>1180596
>Open Fire
>Straight Line
>>
>>1180596
>>1180619
Thanks for answering Scribe.

>Maneuver Towards
>Open Fire
Draw the attention of their gun away from the scrapper towards us instead.

Inwardly optimistic that they're vultures that only prey on defenseless ships and will back off if confronted. Nothing ever goes as expected of course.
>>
>>1180634
>>1180646
>Open Fire
>Straight Line
>>
>>1180653
(Sorry mate, outvoted. I need to wait longer before making decisions, though.)
>>
Rolled 1 (1d10)

Master Gunner Yulen bellows, and the gun fires.
>>
Rolled 7 (1d10)

>>1180596
>Yes.
>Towards.

I assume we'll have to get some scrap and stop by a place such as Sbvysek to see about upgrades?
>>
>>1180714
Sorry, forgot to say that rolls are done by me. And yes, scrap or valuable equipment is the currency of the Kraegsk.

"For the love of the gods," Master Evans growls, cursing under his breath.

Your gunners are showing how rusty they are. The shot goes wide, throwing up a column of water closer to the scrapper than the enemy ship. Through your scope, you can see their gun swiveling around to a new threat, and they don't seem to be shying away from confrontation.

Your next shot will strike on a 9+ thanks to the +1 from moving in a straight line. That shot was so awful, your gunners can hardly do anything but improve their aim.

The enemy will hit on a 10.

>Fire again?
>Disengage (move away), Straight Line, or Move Towards?
>>
>>1180722
>Fire again.
>Straight line.
>>
>>1180722
>Fire again?
>Straight Line
>>
>>1180722
>Straight Line
>fire
>>
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Rolled 5 (1d10)

>>1180738
>>1180759
>>1180782
Your gunners fire again.
>>
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Rolled 2 (1d10)

A flash from the enemy vessel, the shock of the impact outpacing the ugly thump of the discharge that echoes across the water.
>>
hey op, just want to say that this is exactly the kind of quest I've been wanting to follow (naval, salvaging shit to use, combat)
>>
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>>1180849
>>1180863
Your second shot is significantly closer to the mark, and you can faintly hear a cheer going up from the stricken scrapper. Perhaps they thought you were a Republic ship with your first shot, but now there's no mistaking it.

Or maybe they're just happy that someone else is getting shot at now.

Your almost miss noticing the enemy shot, turning around just in time to see the water settling a hundred meters behind your ship. A poor shot, for sure, but they've got nowhere to go but up.

>Fire again?
>Disengage and move away, Straight Line, or Move Towards
>>
>>1180933
>We'll fire 'till the barrel melts, dammit!
>Maintain heading!
>>
>>1180933
>Fire again
>Straight Line
>>
>>1180933
>Fire
>Straight Line
We can only fuck up so many times
>>
>>1180933
Maybe we should queue these up in shots of 3.
>Fire
>Fire
>Fire
>Straight Line
>>
Rolled 7 (1d10)

>>1180986
>>1180971
>>1180958
You watch your gunners furiously ram another shell into the gun, stripping off their coats in the cold spray as they work. "We'll fire till the barrel melts, dammit![/i]" Master Gunner Yulen roars, gripping the trigger.

>>1181009
That makes sense, as these are light guns. Light guns fire three times, medium guns fire twice, and the rare heavy guns fire once. And maneuvering decreases your rate of fire as your men fight for balance on the pitching decks.
>>
Rolled 3 (1d10)

The enemy vessel returns the shot.
>>
>>1181036
So close...

>>1181045
...at least they're worse.
>>
>>1181036
>>1181045
(Your last shot would have hit on an 8+, rip)
The bridge crew curses as one as your shell throws up water onto the enemy's deck. Their return fire is barely more accurate than their last shot, throwing up water well away from your ship.

Your next shell will hit on a 7+. The next enemy shell will hit on an 8+. Both ships are undamaged.

(I like the sound of that multiple-shot idea, but we'll finish this battle with the initial rules. Makes it tense, at least.)

>Fire yet again.
>Turn away, straight line, turn towards.
>>
>>1181119
>Fire again
>Straight Line
>>
>>1181119
>We can do better than that, lads!
>Straight.
>>
>>1181119
>>Fire yet again.
>>
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Rolled 9 (1d10)

>>1181135
>>1181137
>>1181180
Shouting recklessly, the gunners load and fire again. You're scraping away the paint off the window frame with how tightly you're gripping it.
>>
Do we know how our ships generally compare? Our ship is a slow son of a bitch, but if our opponent is slower or more lightly armed perhaps we could weave in and out of range.
>>
Rolled 4 (1d10)

The enemy ship fires, maintaining a straight course. They're as committed as you are.
>>
>>1181223
With that hit? I don't think so.
>>
>>1181223
Our ship is undercrewed and has a crane on it, I don't think we'll be weaving anytime soon.
>>
Rolled 8 (1d10)

Your crew erupts into cheers as a shot finally strikes the enemy ship.

[/b](Rolling for damage)[/b]
>>
>>1181252
The shot blasts away a small rowboat lashed to the stern of the enemy ship. They don't look damaged, but your gunners have found the range. The enemy may not have noticed that they were struck, at least immediately.

Your next shot will automatically hit. The next enemy shot will hit on a 7+.

>Fire again?
>Turn away, straight line, or turn towards them.
>>
>>1181296
No need to maneuver, we've got first hit, so much the better if the enemy doesn't know they've been ranged. Straight line, fire away.
>>
>>1181296
>We've got you now.
>Stay the course.
>>
>>1181296
>Fire away
>>
>>1181296
>Fire
>>
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Rolled 1 (1d10)

>>1181310
>>1181323
>>1181326
>>1181329
(This is for the enemy shot)

Your gunners deliver another shot, and the enemy returns it. You train your eyes on the enemy ship - you know your own gunners have got them perfectly ranged.
>>
Rolled 8 (1d10)

>>1181349
The enemy shot is horribly aimed, the worst of the entire battle. Your gunners are getting better as they get warmed up - it seems the enemy gunners are degrading. You look away from the distant plume of water, to see what your shot did to the enemy ship.
>>
>>1181373
I mean, if we got rid of all their rowboats, that would still be bad for them.
>>
>>1181373
Your shot appears to have dealt superficial damage, and the other rowboat is blasted into the water. You don't know if the enemy has noticed yet, but they're not turning.

Your shot will hit automatically. Their shot will hit on a 6+.

>Fire yet again
>Turn away/Straight/Turn towards

First response decides it, given that shots will automatically hit.
>>
>>1181416
>Hit something useful, men!
>S T R A I G H T.
>>
>>1181416
>Fire
>Straight
>>
Rolled 2 (1d10)

>>1181416
(This is for the enemy fire)
>>
>>1181416
>Fire
>>
Rolled 1 (1d10)

>>1181416
Your shot strikes home. You strain your eyes through the spyglass, breathless with anticipation.
>>
>>1181465
finally
>>
Rolled 1 (1d10)

>>1181465
(Rolling on the secret damage table. The lower the better, though everything's pretty devastating under the waterline.)
>>
>>1181507
did we blow up the sinking scrapper too?
>>
>>1181507
I am both frightened and aroused.
>>
>>1181507
I sort of hope it didn't just explode, damaging the thing just enough to capture it would surely be a nice prize.
>>
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>>1181507
>Rolled 1 (1d10)
>The lower the better
>>
>>1181529
No, the scrapper hasn't sunk yet.

>>1181507
(Excerpt from the secret waterline damage table: "1-3: All of the Above").

The results of your third hit are immediately apparent. For an instant you think that you've barely missed them, the shell striking right in front of their hull - then you see a flash of flame blowing a door out and into the sea, an internal explosion!

You brace for the return fire, but it's quickly clear that the battle is over. The Republic gunboat is dead in the water and listing heavily, far quicker than the foundering scrapper behind it. As you watch, the blue flag of the Republic goes down and what appears to be a white bed sheet is hoisted in its place.

The gun crew is cheering and hollering, pounding each other on the back.

"That wasn't a smart victory, but damn straight it's a victory," Master Evans says, shaking your head. Ensign Redek has been eagerly relaying the details of the fight down the speaking tubes to the crew belowdeck, and you can hear their excitement.

You've won this fight, though it isn't clear if the enemy ship is sinking or not. Either way, the scrapper certainly is and the enemy has surrendered. You could make certain that the enemy sinks, but you can imagine your crew wouldn't be thrilled about that. You will, however, pass the enemy ship before you reach the scrapper, so you'll make your decision on what to do to both ships there if you want to close the distance.
>Finish off the enemy ship, or cease fire.
>Head towards the two stricken ships, or leave the scene.
>Something else?

(Good job, gentlemen)
>>
>>1181699
>Head towards the two stricken ships
>>
>>1181699
>Head towards the two stricken ships, or leave the scene.
Check on the scrapper first then pick up any drowning enemy crewmen I guess. Surely there is a standard procedure for this shit. POW, drop them at a nearby port, slavery?
>>
Head for the ships.

See if either ship is on fire; I wouldn't want to be towing a ship that might be blown sky high by its magazine going off.
>>
>>1181699
If the laws of war/regional customs permit it, and we gave reason to suspect foul play, then:
>Rake the vessel with machine gun fire as we pass.
Otherwise:
Cease fire.

In either case,
>Head towards the two stricken vessels.
>>
>>1181699
>>Head towards the two stricken ships
have the crew continue to train the cannon on them just incase they try anything, and rescue the survivors from the scrapper
after that send over a boarding party to the republic ship and take it as a prise
>>
>>1181699
>>Head towards the two stricken ships
Guns trained on the enemy ship, but ignore them and head for the scrapper.
>>
>>1181752
>>1181758
>>1181783
>>1181794
You head for the two ships. As you approach, you notice that that the scrapper is still burning fiercely - nearly under the water, in fact. The gunboat isn't burning, as its ammunition appears to have exploded earlier, but it's definitely settling in the water.

As you near the gunboat, you half expect gunshots to ring out, but they never come. Instead, there's about a half dozen Republic crew on the deck, and two more laid out flat - wounded, probably. Both their rowboats have been shot away, and they're gesturing desperately towards you.

Looking over the gunboat, you can see that the inside of the ship is definitely ruined, but the outer works look intact. The light gun bolted onto the bow is merely abandoned, and the bridge is only marred by shattered glass.

Evans reminds you that you have a rowboat of your own on the Brora, but he seems more interested in the plight of the scrapper - she's nearly through, only her small superstructure, funnels, and crane are visible above the water. What looks like a half-dozen crew are clinging to those, and a few more are treading water.

You have several options, and can name the order by which they're done.

>Drop your rowboat off the side for the Republic sailors vs. Don't do anything.
>Head to the scrapper to rescue survivors and perhaps salvage what you can vs. Stop at the gunboat to take prisoners and see what you can loot, and perhaps board it to secure loot.

You ask Master Evans what the local attitude on prisoners is.

"Depends on the captain," he shrugs. "I've been with decent men, and with bastards. No one knows what happens out here 'cept your crew." he says, and his tone lets you know what kind of captain he prefers.

(Will be gone for ~15 minutes. I have to say, guys, I'm overwhelmed by this decently positive response to my first quest, seems like it's actually coming together fairly well!)
>>
>>1181941
>Drop you rowboat
>Rescue survivors
We can loot what we can of both ships after.
>>
>>1181941
>Head to the scrapper to rescue survivors and perhaps salvage what you can
>The republic sailors can wait until we're well and sure there's nothing left to save of the scrapper.

what do you guys think of taking their wounded, and leaving them our rowboat?
>>
>>1181941
Signal to the gunboat to remain where they are for now. Steam over to the sunken ship and rescue the crew there and salvage what you can first- not like the republic people are going anywhere quickly.

I suppose at this point it may be topical to ask a senior crewman what sort of crane we have bolted to us, in case we want to snatch anything off the ship when it sinks.
>>
>>1181941
Seconding >>1181977. Rescue the scrapper's crew, take the Republican wounded, leave them the robot, then loot everything not nailed down. Use the crane to loot everything else.
>>
>>1181941


Yeah I can agree with this >>1182012, definitely want to try and get their deck gun with the crane.

I am a little hesitant to pick up their wounded, as I'm not sure we can properly care for them. Also I don't know if dropping them off at that nearby town is going to cost us anything, is there a naval base there? We can give it a shot though.
>>
>>1181941
Send our rowboat out for survivors while we loot the gun from the republic ship
then head out and collect the survivors
then go back to capture the POWs
>>
A question, going forward- once we have closed to Close range, can the crew be equipped with small arms that will affect the enemy vessel? No waterline hits and hits on a 6+?
>>
>>1182052
>>1182012
>>1182011
>>1181977
>>1181973
>Pick up the wounded of the Republic crew and drop off our rowboat for the rest, then head to the scrapper to rescue survivors and salvage anything we can. Double back to the gunboat, and loot anything and everything.

Back, writing!
>>
>>1182105
I was under the impression that we were going to the scrapper first, then coming back and getting the gunboat's wounded.
>>
>>1182103
Yes, though the rifles that the Brora is currently packing won't do anything to a ship. The ship is armed with three .303 machine guns for anti-aircraft duty, and those can fire on surface targets at Close range - they always hit on a 5+ with no modifiers, can't inflict waterline hits, and their damage tables are less effective than real guns. Hits to the center - the superstructure, usually - can be pretty effective though, since you'd be raking the enemy bridge.
>>
>>1182130
>anti-aircraft duty
oh, so aircraft are a thing in this setting?
>>
>>1181941
>Don't do anything.
Won't we need our rowboat to help people in the scrapper? Or at least it will make it much easier.
>Head to the scrapper to rescue survivors and perhaps salvage what you can
And then go back to the gunship afterward to check for survivors.

>his tone lets you know what kind of captain he prefers.
Well ... which one is it? I don't think his tone really came through here. Apart from calling them decent and not decent. But he might be a proud bastard or hae a hateboner for the republic so I'm not going to make assumptions.
>>
>>1182130
and I take it they're light MG's rather than heavy watercooled maxim style MG's ?
>>
>>1182138
Yeah it said we were flown into the naval base at the beginning. I don't think it's jets, though, based on the other stuff from the setting. .303 may be a reference to the Vickers, which was used in WWI and II, along with some later conflicts. I am guessing we are in an early 20th century sort of setting, but this ruined empire may have had a higher level of technology. I think the ruins are skyscrapers.
>>
>>1182117
Ah, I thought we were picking up their wounded as a sort of "you'd better not shoot us in the back" insurance while we do our business with the scrapper, then head back and loot the gunboat/pick up the POWs.

Alright, let's get a deciding vote in for the ultimate decision.

>Go to the scrapper first and pick up survivors, then head back to the gunboat and deal with it and the people on it.

>Throw the rowboat out for the Republic crew, potentially pick up their wounded, then do the same routine as above, scrapper then looting the gunboat.

>Scrapper first and leave the gunboat to its fate.

Prime looting target through all this is, apparently, the deck gun.

>>1182145
Correct. The setting is a lot of a WWI and a little bit of WW2.

>>1182138
Yes. Crude but often terribly oversized and armored, though planes in the Kraegsk are not exactly top of the shelf.

>>1182143
Yeah, that's an awkward sentence for Evans, thanks for pointing it out. The topic will be revisited.
>>
>>1182182
>Throw the rowboat out for the Republic crew, potentially pick up their wounded, then do the same routine as above, scrapper then looting the gunboat.
>>
>>1182182
>Go to the scrapper first and pick up survivors, then head back to the gunboat and deal with it and the people on it.
They might be a bit bitter at us but fuckem.
>>
>>1182182
>Go to the scrapper first and pick up survivors, then head back to the gunboat and deal with it and the people on it.

Do we have a megaphone or some sort of signaling mechanism? As we pass the gunboat we should fire a shot across their bow or a burst of machine gun into the water or something and instruct them to remain where they are and prepare to be boarded.
>>
>>1182234
Or get everyone to line up and moon them as we pass.
>>
>>1182182
>>Throw the rowboat out for the Republic crew, potentially pick up their wounded, then do the same routine as above, scrapper then looting the gunboat.

They're not going anywhere in a rowboat.

Perhaps have a corpsman volunteer go with the boat to assist injuries.
>>
>>1182182
>Go to the scrapper first and pick up survivors, then head back to the gunboat and deal with it and the people on it
>>
>>1182202
>>1182204
>>1182234
>>1182338
>>1182342
Scrapper first gunboat after wins. Writing.
>>
>>1182338
Wont the rowboot come in useful in fetching floaters at the scrapper though?
>>
>>1182413

We would probably have more than one rowboat.
>>
>>1182413
They can probably swim for it, and we'll have nets we can throw over the side or something. If they'll freeze to death in the water, we may need to use the rowboat or get creative with the crane.
>>
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“We’re taking the survivors off that scrapper first,” you say, and the bridge crew nods.

“Looks like she’ll be under by the time we get there,” Evans observes. “What’re we going to do with the Republic crew?”

The Brora is passing said gunboat now, slightly lower in the water than the last time you looked. The crew is still there, staring at you expectantly.

You open the bridge door and step out onto the catwalk, pausing at the doorway. “We’ll get back to them,” you say, and motion for one of the gunners to climb the ladder to you.

“Gunner Nedlick, sir,” he salutes, smiling broadly. “Hell of a fight, wasn’t it?”

“It was. I want you to take that .303 and put a burst next to the enemy. Let them know we expect them to stay right where they are.”

“Aye, sir.”

You head back into the bridge as the .303 machine gun mounted on the bridge catwalk fires into the water, eliciting screams from the Republic crew. Hopefully they got the message.

Another minute and you’re at the scrapper, barely any part of the superstructure above the waves now. Most of the crew is in the water, but they cheer your arrival as two of your crew who you can’t identify manhandle the rowboat off the deck and into the water. Another throws a knotted rope into the water, and starts pulling in the survivors.

Evans walks up to you as you oversee the rescue effort from the foredeck. “Sir, looks like that Republic gunboat is sinking pretty slowly. We might be able to take the deck off of it.”

“Excellent-” you say, pausing when you realize Evans has more to say.

“We’ll have to be quick, though. One of us needs to go down to the engine room and get Engineer McKenna and his tools to get the gun loose. The crane’ll be fine, but we need him topside as quick as we can. Either way, I’ve got Ensign Redek fetching the rifles for when we have to approach the enemy - I know you've got your revolver, sir, but all the better to intimidate them.”

A simple decision. You look back to the Republic gunboat - the crew is still on the deck, staring at you.

>Send Evans down to fetch Engineer McKenna (Meet the scrapper crew [short])
>Go belowdecks and get Engineer McKenna (Meet Engineer McKenna [short])
>>
>>1182564
>>Send Evans down to fetch Engineer McKenna (Meet the scrapper crew [short])

They need to know who they owe their lives to.
>>
>>1182564
>Go belowdecks and get Engineer McKenna (Meet Engineer McKenna [short])
We didn't get a chance to meet our engineer before. Now would be a good time to do so.
>>
>>1182564
>Send Evans down to fetch Engineer McKenna (Meet the scrapper crew [short])

We need to stay on deck while this is going on
>>
>>1182564
>>Send Evans down to fetch Engineer McKenna (Meet the scrapper crew [short])

In the interest of morale and whatnot.

Loving the artwork, Scribe. You're a good one.
>>
>>1182615
>>1182607
>>1182589
>>1182587
>Send Evans down to fetch Engineer McKenna (Meet the scrapper crew [short])

You can meet the Engineer later - a captain's place is on the deck, and it's your subordinate's job to put the pieces in place.

Writing

>>1182615
That means a lot, man. My artwork isn't top tier by any standards but the haphazard quick-as-you-can demands of quests seem to fit it okay..
>>
>>1182686

FYI scribe.

https://en.wikipedia.org/wiki/Striking_the_colors

>It was and is an offense to continue to fight after striking one's colours, and an offense to continue to fire on an enemy after she has struck her colours, unless she indicates by some other action, such as continuing to fire or seeking to escape, that he has not truly surrendered.
>>
>>1182724
Indeed, thanks anon. The reality of the harsh industrial setting means surrender isn't always as clean as the ideal, but that's a good article to keep mind. Something stirs in me whenever I read stories of the rigid honor that German surface raiders observed in the opening years of WW2. Langsdorff's tale will always be on my all time favorites.
>>
You crew quickly brings the scrappers aboard - five men and three women, shivering as they’re led down belowdecks to warm up in the mess. They look at you with gratitude as they pass, but they’re mostly grieving over their lost livelihood and mourning over their lost shipmates.

A scrapper identifying himself as the executive officer walks up and introduces himself to you - Uriah Millos, a balding man in his forties, nursing bruises from the sinking. He doesn’t have much to say, and nothing to offer you - he knows they weren’t supposed to be ahead of the patrol screen, and they paid the price for it.

The scrapper ship is a total loss, slipping completely under the waves just as the last survivors are brought aboard. One of your crew hauls a fat coil of glistening copper wire aboard, and you notice the scrapper captain eyeing it regretfully. One of the seamen - Smith or Howards, you can’t tell - operates the crane and brings the rowboat back onboard.

On to the Republic gunboat, still above the waves.

As your ship executes its paifully large turning circle, you assemble nine of your crew on the foredeck.

“Who here can use a rifle?” you ask, and immediately shake your head when the gunners raise their hands. “No, I need you to man the machine guns. Keep the Republic honest, as honest as they can ever be.”

The seaman in their overalls decline, but your conscripts eventually confirm that they’ve been taught how to use a rifle - hell, it’s just about the only thing they know how to do on this ship. Conscripts Kenneck and Mayden will guard the prisoners, while Conscript Drel accompanies you onto the gunboat with the Engineer.

>Continue the salvage and prisoner-taking operation, while prioritizing the deck cannon.
>Something else?

(I'll be going to bed after the salvage and boarding bit is complete, it's a decent place to pause)
>>
>>1182879
>>Continue the salvage and prisoner-taking operation, while prioritizing the deck cannon.

Make it known to the crew that unless fired upon, they are not to open fire first. We will be doing this in accordance with the rules of war.
>>
>>1182907
Supporting
>>
>>1182879
Supporting this >>1182907
>>
>>1182879
Supporting this fella. >>1182907
>>
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>>1182907
The Brora draws alongside the foundering Republic gunboat, the crew of both ships quietly staring at each other - it’s probably for the best that the scrapper crew isn’t topside to look at the folks that sunk their livelihood and killed their friends.

It’s your moment. You step forward, cupping your hands around your mouth to amplify your voice. “Republic sailors!” you call, “We’re here to take you prisoner and deliver you to the nearest Citadel settlement, by the rules of war and the laws of the sea! Don’t fight, and you’ll be treated fairly. Understand?”

A few nods. They all look the same, overcoats and bandages - none of them are dressed like a captain. Either the Republic Navy is more egalitarian than you give them credit for, or their captain’s dead. No matter.

The seaman of your crew, under the watchful eyes of your armed conscripts, begin to help the Republic crew aboard - there’s a half dozen of them, plus two wounded that are being gingerly lifted over the bulwark of the Brora. With Engineer McKenna and Conscript Drel following you and your revolver in your hand, you leap from the deck of your ship to the Republic gunboat. The metal beneath shudders, groaning from the water presumably rushing into hold.


McKenna quickly gets to work on their deck gun, laboring with a wrench at the bolts holding it in place. Seaman Howards is swivelling the crane over and above the Republic deck gun. Conscript Drel clutches his rifle warily, staring at the blackened door to the superstructure.

“Wait here,” you tell Conscript Drel, and make for the door, intending to see if there’s anything in the bridge.
>>
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You step into the darkness of the Republic gunboat, revolver in hand. The acrid stench of gunpowder and blood greets you, and you gingerly step over a bloodied corpse frozen in the act of pulling himself up the ladder from belowdecks. The roaring of water rushing in and smashing aside everything belowdecks is deafening - you step away from the downwards ladder and climb up the ladder to the bridge.

Inside is a mess - glass litters the floor from the smashed windows, and indeed the body of the Republic captain lies propped against the wheel, his neck soaked with red from where shrapnel must have sliced him open. Scattered around him are papers and folders - you scoop up as many as you can. “Operations Logbook” sounds promising, as does the map of the Kraegsk and the folder marked ‘crew pay that you find.

The Republic gunboat shudders violently - you leave the bridge with your loot under your arm, and step out onto the catwalk to see your crew wrapping up the unbolted deck gun in chains and securing it to the crane. The Republic crew is sitting on the stern of the Brora, under the guard of the conscripts and Gunner Nedlick on the stern .303. A successful start to your patrol, and now for the journey back - you’ll have to be fast if you want to still provide cover for the scrappers that are following the schedule, unlike the one whose crew you just rescued.

>Set course for Sbvysek to refit your ship with your loot, and discharge your new passengers.
>Remain in the area and continue your patrol route [you will face food shortages within a week.]
>Something else?
>>
LOOT:
1x Light Deck Gun (12 pdr. equivalent). No mountings on your ship to bolt it to and operate it, and a lack of trained gunners.
1x Copper Coil: probably worth something to the settlers. Looks new.
1x Operations Logbook
1x Republic Map of the Kraegsk
1050x Paper Credits and 70x Silver Credits from the Republic pay envelope. You’re not sure what that will get you.
1x Republic Battle Flag

SURVIVORS RESCUED:
8x scrappers: they’re staying in the crowded mess.
8x Republic crew (2x wounded): They’re being kept under guard in the stern cargo hold.
>>
(And with that, my first QM session is completed. Thanks for participating everyone - I'm honestly surprised by how well this appears to have gone - especially the battle mechanics, which weren't a total failure. I'll see you tomorrow in this thread, and the adventures of the Brora will continue!)
>>
>>1183243

How long is our patrol supposed to last?

or are there any port of calls along our patrol area.
>>
>>1183243
>Set course for Sbvysek to refit your ship with your loot, and discharge your new passengers
These delays happen.

>especially the battle mechanics, which weren't a total failure
Pretty sure we just spammed the primary attack button the whole fight.
>>
>>1183267
Ah, I never actually specified how long it is. Our first patrol is anywhere from 2-4 weeks - after two weeks, at least, scrapper losses in our sector won't really affect our reputation or status. Two days passed during this session - I'll start mentioning the date from now on, and you can always check by bringing up the map.

As for ports of call, look at the map that was posted earlier - the blue shaded area is our patrol area, and the blue circles around islands and forts are ports of call where we can find repairs, places to offload people and loot, information, communication with Command, etc.

>>1183279
Yeah, it might've gotten more tactical if they'd managed to land a hit, or we hadn't one-shotted them with those godly rolls - then we'd have had to start maneuvering and shit. Till next time, I guess.
>>
>>1183283
Ah alright. Thanks.

>>1183243
>>Set course for Sbvysek to refit your ship with your loot, and discharge your new passengers.
>>Something else?
Interview the prisoners for their details, try to tease out any intel we can.

Also go through the operations logbook and their map.
>>
>>1183243
>Set course for Sbvysek to refit your ship with your loot, and discharge your new passengers.

I think we have to go back, because if we run into more trouble while we've got all these people on the ship there's no telling what could happen.

Looking at the map, can we go back along the marked route, then cut across the open ocean to link back up with the latter shaded portion of the patrol route? Are those waters more treacherous or something?
>>
>>1183243
>Set course for Sbvysek to refit your ship with your loot, and discharge your new passengers.
we should report on whatever we find in the logbook anyway.
>>
>>1183243
>>Set course for Sbvysek to refit your ship with your loot, and discharge your new passengers.
That blue highlighted island on sector F-4 seems closer to where we are currently though, which does pique my interest. It might offer a faster alternative, if we want to maintain a better coordination with the other scrappers later. Dunno if it would be developed enough compared to Sbvysek for our ship to conduct its business though.

>Something else?
Fill out the Captain's log/after action report of the incident on the way to the nearest friendly port.

And yeah, we probably need to start drilling the crew if they have no experience or is rusty with using the ship's equipment and weapons, especially the conscripts.

As an aside, glad to see this quest is getting some healthy responses with some of discussion regarding a variety of stuff. Also looking forward to any adjustments you might make to the mechanics.
>>
>>1183243
>Set course for Sbvysek to refit your ship with your loot, and discharge your new passengers.
>Something else?

On the journey to the fort give the copper coil to the setters, its the least we can do after their ship sank.

A few things with the prisoners:
1. Have our crew check them for weapons
2. Have Evans tend to the 2 wounded
3. Personally interview/interrogate one of them
>>
>>1184543
>G5ov
>>1183996
>>1183315
>>1183303
>>1183298
>>1183279
Setting course for Sbvysek, you retire to the bridge to review the seized documents. The map is a vague mirror of your own, and the logbook is undamaged.

You look over the map.
>>
>>1184794
You read the logbook.

Republic Logbook No.213-03-2-Kraegsk
5.03 - 0700 Departed from Port Liberty.
5.04 - 1250 Arrived a rendevous with raiding group (No. 4)
5.04 - 1700 Patrolled area while light patrol cruiser INVIOLABLE RIGHTS scrapped a heavy-cruiser sized wreck at grid sector H-10
5.06 - 1500 Arrived at staging area, split off into assigned sectors
5.07 - 1230 Arrived at 1st assigned sector
5.07 - 1250 Sighted what appeared to be a fresh wreck at G-7, on the western face of Bittel Island. Wreck appeared to be a standard medium torpedo destroyer. Allegiance unknown, no survivors spotted onboard. Will scrap when travel to the next patrol area near the volcano.
5.07 - 1400 Scrapper sighted on the horizon. Moving to interdict.
5.07 - 1450 Scrapper engaged.
5.07 - 1530 Scrapper is burning.
5.07 - 1540 Citadel ship firing on us. Engaging.
>>
hey scribeanon I just realized what your quest reminded me of
>>
When I started reading combat rules my first thought was Ring of Red.
>>
Sbvysek is on the horizon, the main settlement on the western side barely visible in the gathering gloom. The prisoners are under a rotating watch by the conscripts in the stern cargo hold, and the scrappers are crowding the mess. Evans is treating the wounded prisoners.

As twilight darkens the sky, Seaman Smith is setting out crates on the foredeck. The sea is relatively calm and the mess is crowded with scrappers, so dinner's being served on the deck. Supposedly Smith and Gunner Haufen are the two cooks of the crew, and you can smell the aroma of a rich broth being crafted belowdecks for the thirty-something people that are on your ship.

It's been a long day, and you're nearly through with it - you could join your crew out on the deck, to eat and celebrate the day's victory. You haven't seen even half of them at the same time, to say nothing of actually talking to them.

On the other hand, you've been meaning to interrogate a Republic prisoner before you hand them over to whatever garrison is at Sbvysek. Their captain is dead, but one of them might be able to fill in the details of the log book and the map.

>Eat dinner on the foredeck with your crew
>Head down to the stern cargo bay with a conscript guard to select a prisoner for interrogation
>Check up on the scrappers
>Stay in the bridge, alone.
>Something else?
>>
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>>1184832
Interesting! Can't say as I recognize that film.
>>1184845
Just looked up what Ring of Red is, and yes, the similarities are immediately striking.


Note: Pace of updates will speed up as the night wears on (EST). People are still getting off of work and such, it's a monday.)
>>
>>1184902
>>Eat dinner on the foredeck with your crew
>>
>>1184912
sorry, American language version
https://youtu.be/R1aBzXQYUCg?t=11123

Even has the same armament, a deck gun and 2 .303 lewis guns
>>
>>1184980
In ~30 minutes (18:45), that becomes our choice.

>>1184988
Shit, I remember that movie now! I've definitely seen this, a couple years before - gonna take another look at it now.
>>
>>1184902
>Eat dinner on the foredeck with your crew
>>
>>1184902
>Head down to the stern cargo bay with a conscript guard to select a prisoner for interrogation
>>
>>1184902
>eat with the men

Is G7 outside of what our superiors would have told us is firmly Citadel controlled?
We should consider checking in on that torpedo ship (if it seems safe to do so) once we've done our 2 weeks.
>>
>>1184902
>>Eat dinner on the foredeck with your crew
Also, we should think of having the conscripts teach themselves how to operate the captured gun
since no one has training on it, might as well have the people with no skills gain some
>>
>>1184902
>Eat dinner on the foredeck with your crew

I am enjoying this quest immensely OP, good work. It's reminding me of Sunless Sea a little, ever played it?
>>
>>1185287
We don't have anywhere to mount the gun on our ship, unfortunately.
But we should train the conscripts, as either gunners or marines anyway. Or failing that, try to turn them into regular old seamen.
>>
>>1184980
>>1185203
>>1185211
>>1185218
>>1185287
>>1185298
>Eat dinner on the foredeck with your crew

Writing, drawing.

>>1185218
Well, the lines are a little loose. Technically we fought and sunk that gunboat in the Citadel half of the Kraegsk, but as you can see from the Republic map, raiding parties will venture into the other's territory fairly often. The only real boundaries are the fort chains to the north, and the gun ranges of the bigger settlements.

>>1185298
Thanks, and while I've never played it I've spent at least an hour trawling through its wiki, the setting really appealed to me. Come to think of it, a lot of unconscious inspiration from the Zee is making its way into this quest.
>>
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>>1185308
we could put it where the rear lewis gun mount is
it seems to be on the same kind of platform as the foredeck
>>
>>1185355
That's a good point.
We should definitely look into converting it into a position for our new 12 pounder.
>>
>>1185355
Yeah that's what I was thinking. He's right that we can't train anyone on it now, as I doubt we have the tools to make the modifications at sea.
>>
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>>1185324
The enemy can wait - you can’t pass up the opportunity to finally meet most of you crew. The gunners are all there, the seamen as well - Engineer McKenna and Radioman - well, radiowoman - Liset are standing with the gunners and listening raptly to the account of the battle. You make your way down the ladder and to the crate, eagerly chomping down on the offered broth - you didn’t notice have famished you are before you had a steaming bowl of food in front of you.

“Good fight, sir,” Master Gunner Yulen comments. “My boys are finally getting up to speed - those rowboats gave us a good bit ‘a practice!”

“Aye. I see someone got the blue battle flag,” you say.

“Aye,” he nods, “A conscript did, but on my orders. Battle flags are a currency of their own around here. That’s how the garrisons take you seriously - only Kraegsk ships will do, since the Republic issues special flags for their ships here.”

“I can’t just give someone a flag and get a gun, can I?” you ask.

“Not quite, but you might be able to get one installed,” Yulen says, “any rich prick that bought themselves a command can waltz into a harbor and shove a wad of credits into the dockmaster’s hand, but those salty bastards aren’t gonna waste mountings and bracings for a rookie that’ll send the equipment straight to the bottom of the Kraegsk. Flags help with that. Word of mouth, too.”

“Ah. Useful to know.” you say.

“And, of course,” Gunner Nedlick says, “feels ta good to save ‘em, even if they brought it on themselves,” he says.

“So, captain, what do you think of the Kraegsk?” Liset asks.

“Alright, so far,” you say. “Haven’t seen any of those fabled storms yet.”

“Oh, you will,” Seaman Howards cuts in. “And damned if you’ll forget it. Just listen to Evans and you won’t kill us.”

“That’s what everything ends up being, isn’t it?” you say, half to yourself, and turn to Liset. “And if you don’t mind me asking, what do you do on this ship? I don’t see a radio aerial.”

“No, you’re right. Paperwork fluke. Kenna’s taught me some things about the engine, and I help him.”

“And not just with the engine,” Seaman Howards mumbles loudly, and most of the crew laughs.

You find the time passes quickly in their company, and by the end of your bowl of broth, you get the impression that the crew would be able to say your name.

A short time later, you pull up to the Cube of Sbvysek.
>>
>>1185369
>>1185355
>>1185366
It might be easier to find a new ship with the appropriate mount than to overhaul the Brora. I've no complaints with her for now, and the crane has certainly made itself useful, but most vessels don't take well to having things like gun emplacements bolted on after construction.

If there's some sort of called shot system in place, then finding a larger vessel with the appropriate trappings and raking its superstructure with the .303's might be a better way to secure an upgrade.
>>
>>1185460
Yeah you're right, I was thinking about that myself. We'll see what an expert (or the closest thing to it in Sbvysek) has to say as far as whether the Brora can take it.
>>
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>>1185436
Evans says that the Cube is a shell built up around the skeleton of an old Astaeran Empire mining station. Sbvysek’s most wretched denizens are said to live in those mineshafts, trying to scrape out any minerals that have been overlooked over the centuries. The other use for the tunnels is the rail line that runs to the factories on the northern end of the island - you passed them on the way to the battle, you remember, and most of the smokestacks were actually belching out smoke.

The dockyard is spread out below and around the support pillars of the Cube, cranes and makeshift warehouses built into the rock. The dockmaster’s building features prominently above the mostly empty wharfs, though a fairly large scrapper - over three times the size of the Brora lies at anchor, accompanied by two gunboats flying the black Citadel flag. You wonder about those ships - as far as you know, assignments are by patrol area, not to specific ships.

A scrapper that big would be able to pay off a simple trawler, though, you imagine. Every facet of the Citadel military deals with corruption in some shape or form, and the Kraegsk certainly is lacking in oversight.

Back to the Cube - there are ladders up into the main body of the structure, where voices and metal clatter can be heard, though it looks like the platforms built up around the ladders are toll booths of some kind. The entrance to the garrison, a metal path leading up to the single large caliber coastal gun emplaced high above the Cube, is also nearby.

>Dock at the dockyard, and speak to the dockmaster about refits. [Will open the upgrade menu]
>Dock at the ladders [pay a credit toll, open the various merchant options of the Cube]
>Dock at the garrison entrance. [Speak to the garrison commander about local rules about prizes, refits, prisoners, and captured ships.] [Contact Command and relay news of your victory]

Additionally, you may select items or crew to carry with/accompany you to wherever you visit. You will automatically take your credits.
>Republic Light Ship Battle Flag
>Bowl of Broth
>Revolver
>Write-in Crew [different crew may give different options to interactions]
>>
>>1185509
>Dock at the garrison entrance. [Speak to the garrison commander about local rules about prizes, refits, prisoners, and captured ships.] [Contact Command and relay news of your victory]

>Flag
>Engineer
>Radio crew
>One shooty guy

is the broth a figure of speech for something?
>>
>>1185509
>Dock at the garrison entrance. [Speak to the garrison commander about local rules about prizes, refits, prisoners, and captured ships.] [Contact Command and relay news of your victory]

I'm guessing we'll need to take the flag if we want to prove our victory. We can take Evans with us
>>
>>1185537
https://en.wikipedia.org/wiki/Broth
It's a rough mixture of liquid and meat/vegetables. Where I live, broth/chowder is ingrained in the maritime culture.
>>
>>1185554
I think he was confused as to why we would take a bowl of broth with us when we left the ship, which I sort of am as well
>>
>>1185554
no, I mean, is it important whether we bring food? Why is it in the list?
>>
>>1185509
>Dock at the dockyard.
>Bring the flag.
>The revolver too, why not.
>And Master Yulen.
>>
>>1185509
Action:
>>Dock at the garrison entrance. [Speak to the garrison commander about local rules about prizes, refits, prisoners, and captured ships.] [Contact Command and relay news of your victory]

Items:
>>Republic Light Ship Battle Flag
>>Revolver

Crew:
>>Master Evans
>>Engineer McKenna
>>Whoever got the flag
>>
>>1185566
>>1185567
I was honestly wondering what other things we actually have bring. That was sort of the joke choice, but I should have seen that it would just cause confusion

In other news, I'm finding myself uncontrollably listening to sea shanties when I'm running this quest.
>>
>>1185599
>sort of the joke choice
oh, gotcha. I thought maybe there was some obscure naval tradition or something where you have to trade broths.
>>
>>1185599
>I'm finding myself uncontrollably listening to sea shanties when I'm running this quest.
Maybe we should bring someone with a harmonica while we're at it.

Also a joke suggestion. Or is it?
>>
>>1185509

>Dock at garrison entrance
Items
>Bring Battle Flag and Revolver
Crew
>Master Evans and Engineer Mckenna
>>
>>1185509
don't we also have copper wire we looted from the scrapper?
>>
We should make a copy of the map and the logbook for our own purposes before submitting the lot to naval intelligence.
>>
>>1185707
Yeah I think we can probably trade that to someone, maybe not to the commandant of the base or whatever though. Once we get rid of these prisoners we can see about shopping/upgrading the ship.

>>1185720
That's a good idea
>>
>>1185509
we should bring the papers we captured as well
>>
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You dock at the Garrison entrance, and the gates slowly open to your Citadel flag - and open quite a bit faster when Gunner Howards waves around the Republic flag. You bring the flag and your revolver as you make your way up the ladders and to the metal path, Master Evans and Engineer McKenna at your side.

You have the the Republic battle flag, your revolver, and the Republic logbook and map. You arrive at the gun and the buildings around it, and make for the radio tower, to contact Command.

Command knows of your victory.

You try to relay the information on the map over the static-filled radio, but you're not sure that the person on the other end understood you. No matter, you can talk with the garrison commandant first.
>>
>>1185782
The Garrison Commandant is waiting in one of the two ramshackle buildings in the shadow of the coastal gun. He greets you, congratulating you on your victory - and gets down to business. You walk away from the conversation knowing quite a bit more about the limits of your authority are in the Kraegsk, at least in the southern scrapping fields.

“Prizes,” you begin. “What’s the rules on capturing enemy vessels?”

“There’s a few. Enemy warships, if you manage to capture one relatively intact, should be handed over to the nearest garrison. We can either pay you then, or you can file the relevant paperwork and radio Command, and you’ll see the ship flying the Citadel banner a month later. Civilian ships can technically be brought in to port to properly divide the profits between the Citadel and yourself, but-” he leans closer for the effect, “nobody does that. Just get your due. Ships are the finest currency in the Kraegsk, and civilians will always be willing to pay or do a hell of a lot to get their hands on a way off their miserable island.”

“And -” the Commandant continues, “captains that capture civilian ships have been known to crew ‘em themselves and set up little settlements of their own for profit. Not permitted, of course, but you won’t get sacked if you get caught, not like if you were hoarding warships. Hell, our superiors are in the same business, every single one of ‘em. I am, too, but that’s expected of an outer garrison commander.” he laughs.

“Of course,” the Commandant adds, “acquire yourself a reputation, and you might be able to gain the issuance of a ship certification. Bumps you up in rank, brevet-style, and puts in the queue for the next larger ship that comes off the ways - or reclamation yards - of Scrap Bay. Of course, you could always skip the line by capturing or salvaging your own ship… but that’s a long way off for a man with a single victory.”

“Alright. What about the prisoners I’ve got? Eight of them, plus eight scrappers who need a new ship.”

Commandant shrugs. “We’ve got a prison here, and they can work in the factories on the north end of Sbvysek till a Citadel resupply ship picks ‘em up. I’d hate to be the scrappers, though, Sbvysek ain’t a place you want to get marooned. Assume that anyone on a civilian ship dodged the conscriptors for the Citadel Navy, but some of ‘em might be tempted if the only other option is the damned Cube.”

“So. Prizes and commands are fairly complicated - what about refits?”

The Commandant shrugs. “Fine. Just don’t sink your ship, or steal stuff that people will notice. Long as you help keep the scrappers operatin’ out of my island safe, and don’t bully the dockmasters into doing shit for free - it won’t work, by the way - you’re good in my book.”

Your prisoners have been transferred to the Garrison of Sbvysek Island.
>>
>>1185816
“Now, I found these things -” you bring out the map and the logbook. “What can I do with them?”

“You mean, what can you get for them? If they’re really Republic documents, and only a day old, I’ll… tell ya what, I’ll give ya a favor from the dockmaster for each. What’re ya looking at me like that for? Can’t send a map to Command over the radio, and by the time ya get back ta Scrap Bay the information’ll be useless. I can coordinate with the Citadel vessels in the area.”

“I haven’t even told you what’s on these, and you haven’t even seen them-”

The Commandant waves his hand dismissively. “Doesn’t matter. Everything has a price.”

You consider the options. The Map shows the dispositions of the Republic raiding force - or at least the one that the gunboat belonged to. The logbook, you remember, has the location of a destroyer’s wreck - the Commandant seems to be many things, but a scrupulous man he is not. Hell, he even freely admitted to running an illegal salvaging operation…

>Share the Map with the Commandant
>Share the Logbook with the Commandant

For each choice, you will receive a “favor from the dockmaster”. Evans says that such a favor is useful for wrangling choice parts and fittings out of the dockmaster, and it carries the Commandant’s implicit authority - not all-powerful, but influential.
>>
>>1185822
>>Share the Map with the Commandant
>>Share the Logbook with the Commandant

Favours can we kept.

We can refuel and stock and be out to go and scrap that wreck ourselves.
>>
>>1185822

Btw, scribe, what is bittel and rinyak?

Republican settlements?
>>
>>1185822
>Share the Map with the Commandant
>Share the Logbook with the Commandant

I think it makes sense to share the Map with the raider locations. And I'm not sure we have time to go off and salvage the destroyer since we're supposed to be following a patrol schedule.

Why don't we see if we can use our copper wire and one of the favors to get a radio for our ship?
>>
>>1185822
>>Share the Map with the Commandant
>>Share the Logbook with the Commandant
we've got a patrol to catch up on.
>>
>>1185848

I think we should try and go and grab that destroyer. We are a trawler and if we can get it operational, it'll be a big jump. The other raiders have moved to their sectors and the local ships will be coordinated to intercept the enemies in the area anyways.
>>
>>1185919
Do we have enough crew to run it? We're at 15/25 for the trawler after all.
>>
>>1185840
Bittel and Rinyak are just the names of islands that were close enough to the patrol area to be relevant to the Republic gunboat. The map doesn't say if there are indeed settlements on either island.

>>1185919
Mind that the log describes the destroyer as a wreck - it's a floating tomb that drifted to the Kraegsk from the great battles in the south. It most likely is inoperable and/or smashed up on the rocks.
>>
>>1185920
Perhaps we could hire on the scrappers? They do seem to find themselves rather short on work, all of a sudden...
>>
>>1185920
>>1185929

Ah. Nvm then. But still that wreck lies on regular Republic patrol routes that they have just recently patrolled. Best we scrap it right under their noses for war materiale.
>>
>>1185933
We might be able to conscript them, I don't think we have enough money to pay them out of our own pocket as contractors, though. We'd also need to take on additional food and water. We should try to get some more small arms and another rowboat, or even one with a little motor, to use for boarding stuff.
>>
>>1185929
Official request as to whether or not we can hire the civilian scrappers. We have a radiowoman, so gender evidently isn't an issue. Seconding sharing both the logbook and the map, with the proviso that we are provided with a copy during our next check in. Also, we should at least swing by the destroyer to see if it's dilapidated.
>>
>>1185955
Well, what we really need to see is if there's any torpedoes on it, and we can probably scrap enough metal from the rig to rig up some sort of rail system or tube to launch them from.
>>
>>1185822
>>Share the Map with the Commandant
keep the destroyer to ourselves, we can pry what we can from it later
>>1185920
has a point, can we get a few more conscripts on our crew?
>>
>>1185933
That's an excellent idea, and you'll certainly get the opportunity to manage the crew once you return from the Garrison - seems that the consensus is give the Commandant everything, so,

Writing

>>1185943
You ask Evans about the differences between ships.

"Well, sir, that torpedo destroyer the log talks about - that's a pure warship. Huge crew, bristling with weapons, terrible range. I mean - a hundred-eighty men on a ship that's not much larger than our trawler? Madness. High Command sent us a torpedo destroyer once, we split the crew off to man different ships and stripped the destroyer of its guns and torpedo tubes. Damn good supply run by High Command, though they never sent us another destroyer.

In comparison, though, the patrol cruisers - hell, logbook mentioned a light one - are bigger than our ship, better armed, but less razor focused on armament and speed. They can weather a storm pretty well, though, and whenever some fool garrison commander's got it in his mind to try and take and hold territory, patrol cruisers provide the staying power and punch needed.

>>1185970
>>1185955
You absolutely can hire them - remember what the Commandant said about how shitty their prospects are without a ship on Sbvysek. They might have useful skills, too.

Garrison commander favors can help with recruiting, too, and there's always mercenaries hanging around settlements if you need some particular, if expensive, skills.
>>
>>1185988
Countermand the writing part, seems like the discussion on the destroyer is still going.
>>
>>1186001

I think the only discussion is whether we should go out and try to scrap it, thats all. We're still handing the logbook over.
>>
>>1186014
On third review, agreed. Finishing the writing now.
>>
>>1185988
So we know it's a wreck, we know similar vessels have lots of supplies, and we know that the supplies those similar vessels carry have the potential to be incredibly valuable.

Looking at the Republic map, there aren't any raider groups scheduled to interfere with our scrappers. They ought to be more or less safe, for the moment. I doubt we're the only ship in the screen. Besides, G-7 is pretty close to what they have marked as a staging area- that might be useful in and of itself.
>>
>>1186040

They are actually. The red area with RNS MCOUL and RNS MORTA overlap with our lower blue shaded patrol area. One of them is probably the Light cruiser but if the local ships are coordinated against them, there shouldn't be too many problems.
>>
>>1186108
Writing nearly finished, but the logbook listed the light cruiser as the Inviolable Rights. The location of that vessel is unknown. The gunboat we sunk may have been the Mcoul or the Morta, but we don't quite know.
>>
>>1186146
No name on the logbook?

if not we should ask one of the prisoners.
>>
>>1186159
Logbook was titled Republic Logbook No.213-03-2-Kraegsk - the official designation, although clearly the Republic crews refer to ships by their names on the maps and in everyday usage.
>>
>>1186207
God save us from serial numbers.
>>
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You hand over both the map and the logbook to the Commandant. He looks over them briefly, then looks up at you with a strange glint in his eye.

“I believe that you’re not a stupid man, Lieutenant Reynolr,” he says, glancing down at the logbook again. “And you know what you’re giving me.”

“Yes, sir,” is all you can say.

“Well. Very good. I’ll make good use of these, and I’ll notify command of the raiding group - driving them off would be a feather in my cap, and I’ll make sure a feather in yours.”

The Commandant scrawls a message onto a slip of paper, and signs it. “Two favors,” he says. “Good luck, Lieutenant. You seem like a good captain to be acquinted with, and I promise you, Sbvysek has no rivals for facilities close to the scrapping fields of the south."

>Head down to the dockyard [Refit]
>Head into the Cube from the Garrison entrance [miscellaneous merchants, mercenaries, no cost of entry through the Garrison entrance]
>Head back to the ship [deal with scrappers and/or leave]
>Something else?
>>
>>1186272
>>Head down to the dockyard [Refit]
>>Something else?
Send someone to check with the prisoners what the name of the ship was. (I just wanna know so we can paint the name as a kill on our boat)

How is refueling and restocking of supplies handled?
>>
>>1186272
>Head down to the dockyard [Refit]
12pdr gun on the Brora when?
>>
>>1186272
>Head down to the dockyard [Refit]

I vote we head to the dockyard and get any work that needs to be done started so we can get out of here faster. We can deal with the scrappers after that.
>>
>>1186272
>>Head into the Cube from the Garrison entrance [miscellaneous merchants, mercenaries, no cost of entry through the Garrison entrance]
pawn off that copper wire and see what we can get for the republic credits
>>1186302
>12pdr gun on the Brora when?
we already have a 12pdr, we captured a 12pdr /equivalent/ from the republic partolboat
it probably doesn't use the same shells as our does
>>
>>1186378

Considering the state of the logistics in this area, I bet we have shells somewhere and the republic has shells for our guns.
>>
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You make your way to the docks, and manage to find out what's for sale that the stock managers are willing to admit to.

Your ship's armament:
1x 12 Pdr. gun with mount Size: SMALL
3x .303 machine guns with mounts Size: VERY SMALL

Your ship currently has 4 mounting locations. Two VERY SMALL mountings on either side of the bridge, and two SMALL mountings on the bow and stern.

The dockyard has available:

2x VERY SMALL .303 machine guns
1x MEDIUM 8 in. gun
2x VERY SMALL mounts
2x SMALL mounts

Refits from VERY SMALL to MEDIUM sizes can be done at this dockyard, for a price.

>Write-in what is to be purchased/installed, and go see the dockmaster to haggle for a price
>Do nothing, and return to the ship.
>>
>>1186502
Forgot to add:

You currently have a SMALL 12 pdr. gun in your storage.
>>
>>1186502
>Place the 12pdr equivalent on the rear .303's mount. We can afford to lose some anti-air.
>Inquire as to the specifics of the weaponry available at the dock- that cannon seems to be rather hefty, and I'm curious.
>>
>>1186502

We got the 12 pounder off the enemy boat ourselves, can we replace the stern machine gun with the 12 pounder ourselves?
>>
>>1186502
Ah, don't mind me here >>1186546 Just saw the gun specific mounting.

I'll support >>1186543
>>
>>1186502
>Install looted 12pdr on the small, rear mounting point
>Inquire about any comms radio that can be installed as well
Could be available in the other shops, but it doesn't hurt to ask
>>
>>1186502
Let's put our salvaged 12 pdr. where the .303 is at the stern. Also, can we get a very small mount to put right at the edge of the stern, like a tripod bolted into the deck with a gun shield on it? We don't have any machine-gun cover on our stern, which we might need for things other than aircraft.

Also inquire about getting a radio.
>>
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>>1186502
>Place the 12pdr equivalent on the rear .303's mount. We can afford to lose some anti-air.
Could we also take the extra lewis gun and set it up on the same pedestal as another one?
>>
>>1186597
Wait nevermind, I realized that would put it right on the stern it would be in front of the 12 pdr. But we should see about getting a machine-gun emplacement somewhere to cover the stern of the ship
>>
>>1186601

We could.

Or since its just a machine gun, we could just keep it loose and use it for general shooting.

A small machine gun that can be brought on shore parties or just generally lugged about to aim in any general direction from the ship.
>>
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>>1186502
also see if we can get some scrap metal to weld on as gun shields, every bit helps

do we have cutting torches and such already?
>>
>>1186604
>>1186502
Why not just buy a very small mount and put it on the highest point, on top of the bridge? I mean, its a full 360 degrees mang.
>>
>>1186624
You'd have to shoot around the smokestack and you may not be able to angle the gun to hit something in the water right up next to the ship from up on top of the bridge. It would be fine for shooting at aircraft, but I am thinking about repelling boarders or stuff that gets close.
>>
General agreement has been reached on replacing the stern .303 with the 12. pdr. You seek out the dockmaster to haggle.

Writing.
>>
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You meet the dockmaster, a bitter-looking woman named Ryza who stinks of whiskey. She seems sober enough at the moment, however, and her expression softens somewhat at seeing the Republic flag in Evans’ hands.

Negotiations are swift, given the reputation of settlement service.

To purchase a mount for the 2nd 12pdr and install it on the stern will be expensive. At least 2/3rds of your Republic paper credits and half of the silver credits to pay off the workers and dockmaster Ryza, respectively. In addition, you have to promise to advertise the dockyard to your stranded scrappers - good labor is surprisingly hard to come by on Sbvysek.

[700/1050 paper credits and 35/70 silver credits spent]

To install gun shields will cost 150 paper credits and 5 silver credits apiece. They will reduce the likelihood of VERY SMALL and SMALL hits from disabling your gun crews.

Additionally, your ammunition reserves are at 6/40 (you only started with 10). To resupply 10 shells for your deck gun(s?) will cost 150 paper credits and 5 silver credits.

Your fuel levels are at 70%, and are estimated to be at 20% after patrolling. Filling up your fuel bunkers will cost 200 paper credits.

The coil of copper coil is worth 150 paper credits.

>Install the 12 Pdr. on the stern [700/1050 paper credits and 35/70 silver credits spent]
>Install gun shields on the deck guns [150 paper/5 silver apiece].
>Resupply # of shells [10 shells = 150 paper credits and 5 silver credits]
>Fill fuel tanks [200 paper credits]
>[sell copper coil for 150 paper credits]
>Attempt to use the Commandant’s favors on one of the options.

(Note: Credits are an abstraction of trading materials, too, in the case of the copper coil. If this system is too autistic, say so and I'll make some adjustments.)
>>
>>1186882
>Resupply # of shells [10 shells = 150 paper credits and 5 silver credits]
>[sell copper coil for 150 paper credits]
resupply our shells and see if they have anything for the republic gun
>Attempt to use the Commandant’s favors on one of the options.
try to get them to install the mount for a favor
>Install the 12 Pdr. on the stern

also, since the MG mounts are pretty much a steel rod with a ball joint on them, could we move the one we're taking off the stern to another position?
>>
>>1186882
Use the favors for the 12pdr, sell the copper coil, pay for the shields, ammo and fuel with money.
>>
>>1186932
I will second this and just add

2
>Install gun shields on the deck guns [150 paper/5 silver apiece].
>>
>>1186882
>[sell copper coil for 150 paper credits]
>Resupply 10 shells

use the favor to get a discount on
>Install the 12 Pdr. on the stern [700/1050 paper credits and 35/70 silver credits spent]
>>
>>1186969
>>1186962
>>1186956
>>1186932
Favor on the guns, sell the copper coil, resupply 10 shells and install guns shields. Writing.
>>
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>>1187034
You hand over the written favors from the Commandant. Dockmaster Ryza looks them over, then holds them up to the lamp light - a watermark is clearly visible in the paper.

“Alright,” she nods, “one favor is a warning, two is an endorsement. Looks like you’ve been pegged by the Commandant, for better or for worse.Tell you what…”

[You install the 12 Pdr. on the stern mount for 400 credits and 20 silver credits. You use your favors.]

Additionally, you get some minor refits and resupply done.
[+10 SMALL shells for 150 paper credits and 5 silver credits.]
[sell the copper coil for +150 paper credits]
[purchase two gun shields for 300 paper credits and 10 silver credits].
[temporarily install the stern .303 on the roof of the bridge using McKenna’s supplies for no cost]

Your current funds are 350 paper credits and 35 silver credits. Your ship has 14 shells.

>Purchase more things.
>Head back to the ship.
>Head to the Cube to view other merchants, although your funds are quite low.
>>
>>1187150
Back to the ship. We'll give the scrappers the choice of working for the dockmaster or sailing with us.
>>
>>1187150

We used both favours? Damn. Thats ex.

>Head back to the ship.

How long can our bunkerage last? Enough for the rest of the patrol?
>>
>>1187168
This
>>
>>1187150
>Head back to the ship.
>>
>>1187150
>>Head back to the ship.
>>
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>>1187168
>>1187175
>>1187176
>>1187206
You board your ship as the dockyard crew swarms over the stern, installing the mounting in a flurry of activity. There's till the matter of the scrappers to settle - you're even more undermanned than before, and they've got few options.

Conscript Kenneck greets you as you go belowdecks. "Sorry, sir," he says sheepishly, "two of them jumped ship while you were gone. The rest of them don't seem so eager to sign themselves on to Sbvysek."

Too bad, but Kenneck has a frequently-repeated point about Sbvysek. You speak to the scrappers, and they listen to your offer intently.
>>
Rolled 2 (1d6)

>>1187245
You give them the choice between the dockyards and the Brora.
>>
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>>1187255
Forgot to say, +1 to the result because of how bleak Sbvysek looks.

Three of the scrappers accept your offer to join the crew. Ensign Redek takes down their names and their skills and enter them into the crew list.

Gunner Corin Brovats, 28, veteran of the CNS Redel Myocra. Familiar with gunnery.
Seaman Paul Vedel 35, native of the Kraegsk. Been going to sea since the age of 15, a man of long experience.
Engineer 2nd Class Milin Bryora, 29, native of the Kraegsk and the former engineer on the scrapper.

You shake your head. This kind of talent is evading Citadel service, while barely trained conscripts are the bulk of what the supply ships bring to Scrap Bay.
>>
>>1187296

Shake the hands of those leaving, wish them well.

Greet those joining our crew and welcome them aboard.
>>
>>1187309
You shake the hands of those leaving, wishing them well in the employment of Miss Ryza. To your new crew, you give them a hearty welcome. Engineer Bryora wanders off to the engine room to meet Engineer McKenna and Radiowoman Liset, Seaman Vedel heads to the forward bunks while producing a deck of cards and some credits, and Gunner Brovats waits in the mess at your request
.
>>1187296
You now have 18 crew. Night has fallen, and Master Evans recommends that you set out at dawn.

The prisoners are released, but not before you get the name of their ship - the RNS Mcoul. That's one of the two names listed on the map.

Before you go to bed, you must make arrangements for the new deck gun. You now have three competent gunners and Master Gunner Yulen on your crew Shall you...

Assign the new Gunner Brovats to the stern gun with two untrained crew (Conscripts or Seamen). Your bow gun will have a positive modifier to its accuracy from the cumulative experience of its gunners, but your stern gun will suffer a negative modifier to its reload speed from its inexperienced crew - it must roll a 4+ on a D6 before it can fire, as the untrained gunners stumble around and screw up the process.

Or,

Assign two experienced gunners and one untrained gunner to both deck guns. Both guns will operate at normal efficiency during the next battle.

>1st option
>2nd option
>>
>>1187342
>2nd option
>>
>>1187342
Let's take the second option.
>>
>>1187342
>>2nd option

But have the untrained crewmen drill together on the rear gun under supervision when nothing is going on.
>>
>>1187342
>>1st option
If we're in the position where we can use both guns then we'll be presenting a bigger target
basically backup duty since or main tactic seems to be charging head on at our target to get +1 modifiers and present a smaller target, duelist style
>>
>>1187342
>2nd option
>>
>>1187365
>>1187369
>>1187358
>>1187362
>>1187385

2nd option looks to take it, will wait for a few more minutes for any more votes. Additionally, if a day passes without combat, the untrained guys will be sufficiently proficient at loading that they won't impart a negative modifier if they have someone experienced to aim the gun.
>>
>>1187389

Wait, if thats all it takes, once a day has passed we can reshuffle our gun crews?
>>
>>1187398
Absolutely, the negatives are simply from the untrained gunners have little idea of how to load the guns. Drill it relentlessly into them under Yulen's harsh gaze, and they'll be sufficiently competent.
>>
>>1187415

Right, then I'd suggest keeping option 2 for a day, once the conscripts are trained, shift to option 1.
>>
>>1187419
I'm fine with that
>>
You dole out assignments - even division until Conscript Greys, Conscript Drel, and Conscript Kenneck can load a gun properly.

The day has ended. You pass the night at anchor.

(A quiet session, but great for ironing out how port calls are going to go - that took a long longer than it should, I feel. Going to bed now, expect this quest to go live at ~6PM EST tomorrow - well, later today, technically. However, at 10AM I will check the quest and send the Brora off to its next adventure. So...)

>Write-in grid coordinate to travel to/patrol around the next day.
>>
(Also, from Wednesday to Saturday I'll be going on a bonding trip with a parent - I'll certainly have wifi at the hotel and I'll update this quest at night, but there won't be any 4-5 hr. long periods of updates like the last two nights. Thanks for reading and participating, and till next time!)
>>
>>1187462

Thanks for running.

I say return to F-5 for now.
>>
>>1187473
Thanks bossman.
>>
>>1187462
F-5 would be great to go to/patrol.
>>
>>1187473
be sure to archive this stuff
>>
>>1187462
Thanks for running! Looking forward to more. I also vote for F-5
>>
>>1187473
I can't wait till next time. I'll vote e6 for patrol
>>
>>1187462 #

>>E6
we should continue our patrol.
>>
>>1187462

Ignore
>>1188325 vote i missread the map i vote for
>>F5
>>
>>1188325
>>1187872
>>1187572
>>1187536
>>1187515
A day at F-5, then a day at E-6. Course plotted, the Brora swings out of its berth at Sbvysek and into the wretched sea.

(messed up schedule, going to work right fuckin' now)
>>
>>1188691
>>1187564
I got ya senpai
>>
>>1189821
http://suptg.thisisnotatrueending.com/qstarchive/1179499/
>>
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>>1189821
Thanks, man!

>>1188691
The Brora fights through worsening conditions to F-5 - you can hardly recognize the battlefield as rain smothers the bridge windows, and the conscripts struggle to go through loading procedures on the pitching decks. The Brora is a sturdy ship and the choppy waves are little real threat, but it’s an uncomfortable reminder of how quickly bad weather can roll in. In the eternally grey skies, churning and raging all around, it’s hard to spot an incoming storm.

Master Evans says this storm could easily get worse - you're making headway, but that could easily change. You curse the vagaries of fate - a delay of a few hours, and you'd be sitting in Sbvysek, waiting out the storm.
>>
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>>1190441
There have been no ships sighted so far, and it's midday. You review your map, to check and adjust your course.

Heading to E-6 might not be a good idea in the worsening conditions - it's completely open water, with no islands to shelter behind. If you're caught out there in a bad storm, you'll have to fight at a disadvantage.

The wind and the waves are coming in from the south.

>Continue to E-6
>Head south to G-5, directly into the waves, heading for the ruins, Probably the safest option.
>Head for F-6, attempting to make headway into your patrol route while finding shelter.
>Attempt to make it back to Sbyvsek.
>Write-in coordinate
>>
>>1190468
>Head for F-6, attempting to make headway into your patrol route while finding shelter.
Aw yiss. Trawler quest.
>>
>>1190468
>>Head for F-6, attempting to make headway into your patrol route while finding shelter.

There's also a chance the other enemy patrol ship might be taking refuge there, based on their map with patrol routes. >>1184794
>>
>>1190468
>>Head for F-6, attempting to make headway into your patrol route while finding shelter.

Based on the enemy map, we should try to make our way to D-8 where the republic ships were supposed to try and intercept smugglers.
>>
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Rolled 7 (1d10)

>>1190531
>>1190519
>>1190514
What did the Republic map call it? Rinyak? You select that island for your destination, and the Brora maneuvers to be nearly perpendicular with the waves. You've got to get there before the storm worsens, if it does, else you'll be driven out into open waters.
>>
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>>1190610
The storm worsens, but the Brora can handle the waves - for now. You can hardly see fifty meters in front of you through the mist and rain, the deck violently rolling and pitching under your boots. You strain your eyes for any sight of Rinyak Island - you need to get on the leeward side of Rinyak, and find a place to dock.
>>
>>1190647
Through the window, you suddenly spot a glimmering light off your starboard side - whether it is a hundred meters away, or a thousand, you can’t tell. You image you can see the outline of a ship within the glow, but you can’t be sure - it might be Republic, a scrapper, a smuggler, or a ghost ship like the ones that Seaman Howards was telling stories about at last night’s meal, you think in a moment of brevity.

>Try to beat your way towards the light [it’s upwind, so sailing into the waves will not endanger you.
>Ignore the light, and continue on your estimated course to Rinyak. Getting into a fight in this weather could easily be fatal.
>>
>>1190679
>>Try to beat your way towards the light [it’s upwind, so sailing into the waves will not endanger you.
>>
>>1190679
>>Try to beat your way towards the light [it’s upwind, so sailing into the waves will not endanger you.
>>
>>1190679
>Ignore the light, and continue on your estimated course to Rinyak. Getting into a fight in this weather could easily be fatal.

It's tempting to go to that light, but I say we head for the leeward side of the island.
>>
Rolled 4 (1d6)

>>1190688
>>1190692
>>1190732
You sail towards the light, hoping it's a scrapper in distress.
>>
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>>1190781
It becomes increasingly clear that the light is simply a searchlight - you see the outline of a ship, and moments later, the blue flag of the Republic.

Master Evans curses sharply as he looks over the approaching ship with a spyglass - “That’s a bombardment ship!” he explains, “a trawler with a goddamned 8 incher bolted on to the front. What the hell is one of them doing in Citadel territory?”

“Can we engage it?” you ask breathlessly.

“Hell, it’s up to no good - those things are meant to blast apart shore defenses on a budget, not raid scrappers -” Evans pauses as the Brora shudders violently - “but one of those shells could sink us, if they hit below the waterline in this weather!”

“Are they ready to fight?”

“Gun’s forward, but I can’t tell - they know they’re in Citadel waters!”

An enemy BOMBARDMENT SHIP has appeared at CLOSE RANGE.

The enemy ship may be unprepared. It has a 50% chance of not firing on the first turn.

The base roll required for a hit at CLOSE RANGE is an 8+.

The MEDIUM STORM gives a -2 modifier to gunnery.

In a STORM, you are more likely to lose crew overboard if the enemy lands a hit on your bow or stern and waterline hits are extremely deadly.

RINYAK ISLAND is visible off the port side, a couple hundred meters away. Ruins are visible, silhouetted in the churning grey.


>ENGAGE the enemy ship at CLOSE RANGE with all guns (two .303s and two deck guns).
>Pull away and make for Rinyak Island
>>
>>1190899
>ENGAGE the enemy ship at CLOSE RANGE with all guns (two .303s and two deck guns).
Well, we have to fight them now, not running away and getting a shell up our ass. Plus we might surprise them.
>>
>>1190899
>ENGAGE the enemy ship at CLOSE RANGE with all guns (two .303s and two deck guns).
>>
>>1190899

We still have not been noticed yet right?

Can we sneak up on their stern? Go into their rear arc so they'll have to unshadow their forward gun to even begin firing.
>>
>>1190899
>ENGAGE the enemy ship at CLOSE RANGE with all guns (two .303s and two deck guns).
YOUR GUN IS HUGE. THAT MEANS YOU HAVE HUGE GUTS.

Also, seconding the suggestion to get behind them.
>>
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Rolled 4 (1d6)

>>1190930
>>1190926
>>1190914
You resolve to engage the enemy - a sharp turn starboard, straight into the wind, attempts to place you behind the enemy's 8in. gun.

>>1190930
(That's one of the good ideas I mentioned that would provide the advantage: 5/6 chance of success)
>>
>>1190980

Also redistribute the crew so our best crews are on our forward guns.
>>
>>1190991
That sounds a bit risky. The bow of a ship pitches about the most in a storm, there's no need to risk the entirety of our more experienced crew.
>>
>>1191002

We need the plus one to make sure we score a hit to continue hitting them hard. If we're in their rear arc, only our front gun can fire anyways.
>>
>>1191002
Yeah I am inclined to agree, we're about to execute a sharp turn during a storm.
>>
>>1191007
>Only our front gun can fire anyway.
What about our .303's? We are in close range, after all.
>>
>>1191013
303s are not going to sink a ship.
>>
>>1191018
No but they can kill crew if we get lucky
>>
>>1191018
But they do score hits, there are an awful lot of them, and they can deal quite a bit of damage if they nail the superstructure.
>>
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Rolled 2, 3 = 5 (2d10)

>>1190980
The Brora has successfully cut behind the enemy vessel, presenting a full broadside to the enemy as your shift your rudder to turn to port and circle around them. As you are heading directly into the waves, you are slightly more stable - the STORM negative modifier is reduced to -1.

Your gunners run out to their posts, evenly distributed - seamen man the .303s. Your little ship flashes and roars as it unloads a broadside into the Republic ship.

The deck guns fire slightly before the .303s.
>>
Rolled 3, 2, 4, 6, 3, 1 = 19 (6d6)

>>1191044
Your 12 pdrs miss, throwing up columns of water that are instantly swallowed up by the storm's fury - your gunners are clearly unused to the decks being this unstable.

Your .303s open up.
>>
>>1191061

A lot of noise, for little evident result - sparks fly from the enemy ship but no significant hits are scored by the .303s.

>Fire again
>Continue circling to try and keep behind the enemy ship [d6, margin needed will increase by 1 every turn - 3+ this turn, does not count as a "straight line" for increasing accuracy"].
>Break off and try to disappear into the waves.
>>
>>1191079
>>Fire again
>>Continue circling to try and keep behind the enemy ship [d6, margin needed will increase by 1 every turn - 3+ this turn, does not count as a "straight line" for increasing accuracy"].
no reason we can't do both, right?
>>
>>1191079

Will we get a plus 2 or plus 1 to hit with our main guns?
>>
>>1191061
Will be gone for about 7 minutes - and actually, one of the .303s (the roll of 6) DID hit, since machine guns hit on 5+ and we're in close range. I'll do the damage table, and get back to your choices!
>>
>>1191085

Fire again means we go into proper SOTL combat, meaning they have a chance to hit us.
>>
>>1191079
Current breakdown of stats:

Brora:
Storm -1, due to current heading.
Base roll required to hit: 8+
Straight line (possibly): +1

Bombardment Ship"
Storm -2, due to current heading.
Base roll required to hit: 8+

Going by the numbers, maintaining our current heading and firing again benefits us.
So, that being said:
>Fire again.
>>
>>1191103
This.
>>
>>1191079
>>Fire again
Need to try and end this quickly
>>
>>1191103

It is very luck based and a single hit can be devastating for us.

I say we try keeping in their stern once more if we can. If we can even score a hit, we can move into straight line combat hitting them automatically.

>>1191079
>>Continue circling to try and keep behind the enemy ship [d6, margin needed will increase by 1 every turn - 3+ this turn, does not count as a "straight line" for increasing accuracy"].
>>
>>1191079
>Fire again
>Straight Line
>>
Is the Brora's hull steel or wood?
>>
>>1191125
A single hit can be devastating, yes, but my reasoning is that this tips the odds in our favor more reliably, if that makes sense.

It's a 2/3 chance that we gain the bonus of them not firing on us.

If we continue straight, we will always gain a +1 due to maintaining our heading, and reduce the STORM modifier by 1 for the same reason. That effectively doubles our chances of hitting alone. Not to mention that we scored an attack with the .303's- if we continue straight, at least that gun will continue to deal damage until they turn away from us, at which point we can swerve into their rear arc again.
>>
Rolled 1 (1d6)

>>1191127
>>1191125
>>1191116
>>1191112
>>1191103
>>1191096
It's do or die. The enemy ship starts to turn, trying to bring its 8 in. gun around to fire - the Brora lurches to the side to counter their move, engines hammering below you.

(3+)
>>
Rolled 5 (1d10)

>>1191150
(shit, should've let the discussion play out longer!)
The enemy ship catches a lucky wave, and you find yourself staring down the barrel of the 8 in. forward gun - and then a flash.
>>
Rolled 10, 9 = 19 (2d10)

>>1191160
The massive shell plows into a wave in front of the Brora, and you breath a sigh of relief as your gunners yell at each other, their guns, and then fire.

The deck guns are again the first to fire, trying to provide flashes or splashes for the .303s to zero in on.
>>
>>1191179

Fucking sweet.
>>
>>1191179
Double hits! The crew's roars of triumph briefly challenge the shrieking winds, crashing waves, and chattering machine guns!

Before you can ascertain the damage to the enemy ship from your deck guns, the .303s rake them with a fusillade of lead.
>>
Rolled 1, 2, 6, 2, 6, 3 = 20 (6d6)

>>1191191
And then the machine guns actually fired.
>>
>>1191061
>>1191202
>>1191179
>Five hits.
>Two turns.
>Unscathed.

How can the Republic even compete?
>>
>>1191213

I hope that 8 inch survives. I want it on our boat.
>>
Rolled 2, 7 = 9 (2d10)

>>1191179
The two shells from your deck guns smash into the enemy ship.

(On a 1, the hit is scored below the waterline.
On a 2-3, the hit is scored on the center of the ship.
On a 4-5, the hit is scored on the stern.
On a 6-7, the hit is scored on the bow.
On a 8-10, the shot grazes the ship, shoots away a superficial piece of equipment, barely misses, etc.)]/b]
>>
>>1191219
>Rolled 2, 7
so, we hit them amidships and we hit the 8"?
>>
>>1191219
>On a 6-7, the hit is scored on the bow.

goodbye 8 incher, barely knew ye.
>>
Rolled 3, 1 = 4 (2d10)

>>1191235
You'd have to hit the bow to effect the 8", unfortunately.

>>1191219
One of your shots hit dead center, weakening the structure of the ship - and another strikes the bow!

On the sekrit damage tables, 1st dice is bow and 2nd is center. Lower the better.

(Trying to upload the "hits" image is failing, I'll just post the numbers here)
>>
>>1191279
And now we see if "better" means "deals more damage" or "follows the player's wishes."
>>
>>1191279

Max Rekt.
>>
>>1191279
>Those rolls.
Well then.
>>
>>1191279
>You'd have to hit the bow to effect the 8", unfortunately.
>and another strikes the bow!
?
>>
Rolled 9, 10, 2 = 21 (3d10)

>>1191279
Not sure what you mean by the player's wishes, I've got prewritten tables here, but the combo of the bow getting wrecked and the center getting wrecked harder is going to hurt no matter what.

>>1191202
Three machine gun bursts strike the enemy ship at the same time, though the deck guns' shots appear to be devastating to the lightly armored ship.
>>
>>1191316
And I'd misread my own table and forgotten that a 7 wasn't actually a miss. Corrected that in time for the damage rolls, though.
>>
>>1191322
It keeps happening.
>>
>>1191322
More rowboats?
>>
Rolled 1 (1d6)

>>1191322
A rowboat is riddled with holes, and the next burst snaps its ropes and sends it over the side - the last burst strikes home into the superstructure.
>>
>>1191359

Bridge shot?
>>
>>1191359
Petitioning to change our ship's name to 'Rowboat's Bane'.
>>
>>1191368
I'd wait for one more battle before doing that.
>>
A man-made wave of sparks and flashes rolls over the Republic ship, riddling it with holes. You personally spot several of the enemy's gun crew dropping off the side and into the churning waters, the gun visibly damaged - the windows on their bridge look shattered, shrapnel and bullet holes riddling the meager superstructure, and the rangefinder mounted to the top of the bridge is clearly broken.

The Republic ship has hauled down its battle flag - however, it's evidently still trying to make its way to Rinyak Island. The hull and engine seem to be undamaged, so it's possible the surviving crew are attempting to get to safety - to sit still and count casualties in this storm would be utter suicide.

>Finish off the enemy ship
or
>Let it try to make it to Rinyak

The Brora's heading:
>Travel downwind to the shelter of Rinyak.
>Turn south to the islands there
>Write-in coordinate?

(every attempt to upload the relevant drawing is getting an Error: Upload failed. I haven't changed my drawing tool, fire type, or any other methods - gonna restart my computer)
>>
The enemy ship.
>>
>>1191452
(Apologies, that attempt to post the drawing failed extra hard)
>>
>>1191452
It's probably 4chan related, some other threads over in other boards have problems too.

Proof: tried to upload a file to this post too, but it failed.
>>
>>1191446
follow it and fire shots across its bow until it stops
send over a boarding party and force it under tow back to sbvysek
>>
>>1191459
Could you put them on imgur and include a link, maybe?

>Finish off the enemy ship.
>Travel downwind towards Rinyak- but try and keep an eye on the vessel. We want to come back and at least claim the battle flag.
>>
>>1191446
>>Let it try to make it to Rinyak
The Brora's heading:
Follow them and make sure they don't lose power/people on the way there? Since we don't have a radio we can't even call in for a ship to grab them as soon as the storm abate.

Guess this will be the next upgrade once we find a place selling one.
>>
>>1191446
>>Let it try to make it to Rinyak
>The Brora's heading:
>>Travel downwind to the shelter of Rinyak.

Follow the ship and have it under guns.

Light signal to them to not do anything stupid and they will live.
>>
>>1191446
Well, this is an interesting situation. They've struck their colors, but whether they are trying to escape or simply moving to a safe place to surrender is a matter of interpretation.

We need to follow them into shelter and stick as close as we can. If necessary we rake them with the machine guns the whole way. No deck guns though, we'll see if we can capture the hull. Assuming they don't sink it on the way in.
>>
The bombardment ship:
http://i.imgur.com/UhpmAyw.jpg

>>1191474
>>1191472
>>1191471
>>1191463
>>1191461
Heading to Rinyak - three different choices on the fate of the enemy ship, but it appears the "follow them" side has it as of now.

Also, I'll be sleeping soon - long day tomorrow, though I might not be going on that trip after all - and this little segment is neatly wrapping up. No matter what eventually happens to the bombardment ship, tomorrow's probably gonna be the fun adventure of exploring Astaeran Empire ruins.

>>1191504
Master Evans seems to think that the enemy's trying to beach themselves on Rinyak, or get close enough to abandon ship and make for shore - remember, we're in the middle of a reasonably fierce storm.
>>
>>1191446
Can we signal them with a deck light to make for Rinyak and prepare to be boarded?
>>
>>1191519
Well, I yield to Evans' judgment, is he familiar with this area at all? I am thinking we might be able to convince them to abandon ship if we start shooting at them again, but I'd like to do it at the right time so we have a good chance at capturing the hull.
>>
>>1191519
>Literally a shack on a tripod with a massive gun bolted to the front.
>And we damaged the gun.

Shadow it to Rinyak, order them to surrender. If they do, obtain prisoners and loot. If they don't, shoot them, then obtain prisoners and loot.
>>
>>1191446
>Let them try to make it to Rinyak
>Travel downwind to the shelter of Rinyak.
>>
>>1191520

I wonder if signalling to them if they require assistance would be met better. if they don't think we're trying to kill them all off, they might surrender the ship proper.
>>
>>1191576
Actually yeah I agree with this.

Offer to take them under tow and steam to Rinyak
>>
>>1191576
Yup, this is good. Change to this.
>>
>>1191446
>Let it try to make it to Rinyak
They're finished no matter what. We don't need to send them to the bottom.
Plus, if we get a reputation for NOT being a bloodthirsty maniac among the enemy, I think the odds of us surviving our own ship being shot out from under us, or us surviving being captured are likely to go up.
>Travel downwind to the shelter of Rinyak.
Follow them in, I guess? We should try to signal to them to surrender or give up, and let us assist them as gentlemen in warfare.
So basically this: >>1191576

Speaking of gentlemanly conduct: In-setting how is that viewed? Or what are the rules of war? I'm sure something was pointed out, but it'd be nice to have a primer on what maritime law is like in this setting.
>>
>>1191621
I can't find the specific Evans quote, but the isolation of the Kraegsk lends itself to a lot of leeway. Reputation is important, and a good reputation is useful for the exact reasons you described.

As for maritime law, I'll write some excerpts up. To be immediately relevant, though, the general practice in the Kraegsk is of rendering aid when possible, stemming from again the isolation and the pervasive sense that the Citadel, Republic, and civilians are in equally dire straights in small, outdated vessels. In the great southern battlefields, rendering aid is usually fairly impossible with submarines and planes about.

Although, it's worth noting that in the Kraegsk, less virtuous habits can be freely practiced. Some of the more "elite" captains and garrisons often make their opponents disappear, to save themselves the trouble or out of bloodthirstiness.

>>1191621
>>1191616
>>1191608
>>1191576
It appears this line of thinking takes it.
>>
(sorry guys, fell asleep without meaning to. Just woke up, hammered this out, and back to bed I go.)

You give the cease-fire order, and turn for Rinyak. For a while, you run parallel to the battered Republic ship as it struggles through the waves apparently without someone experienced at the helm - or what’s left of the helm. Figures dart back and forth across the debris-strewn decks, but there’s no response as Evans attempts to signal them with a light. To get closer would be dangerous in these seas - you eventually content yourself with shadowing the bombardment ship as it nears Rinyak.

You make a gradual turn to travel a wide circle around Rinyak to the leeward side, but the Republic ship continues blithely onwards. The ruins of factories, towers, and naval facilities pack the coast - finally, the Republic ship seems to be steering, towards a sizable concrete ramp that’s cracked down the middle, going straight into the seas. As you watch, the Republic ship hurls itself onto and up the ramp, the shriek of metal on concrete audible even from a hundred yards away.

There’s little that can be done with them now. The Brora proceeds without incident to the leeward side, where you anchor her inside a relatively calm patch of seas, secured against a rusting wharf.

The night passes and the storm abates somewhat, but by morning the sky is still a dark grey and the waves in the open waters around you are rough.

>Get under way, and fight your way through the rough seas to Sbvysek/write-in coordinate.
Or
>Go ashore to Rinyak to wait out the storm, and explore the ruins/potentially find the beached Republic ship.
>Landing party would consist of Evans, one of the Engineers, Radiowoman Liset, a Seaman, three rifle-armed conscripts/gunners, and Gunner Nedlick hefting the roof .303. You can, of course, make changes to this.
Or
>Something else?

Gameplay notes: A crippling volley preempted this mechanic, but during the sea battle today I was keeping track of the structural integrity of the combatants.
As >>1191542 pointed out, the bombardment ship is literally a shack with a rangefinder and a big gun - she's a light ship that was cut up to fit the 8 in. gun, so a few good but not devastating hits would put her at severe risk in the stresses of a storm. Storms bring their own risks to naval combat, and the threat of your ship breaking up under your feet is one of them.
>>
>>1191882
>Go ashore, get that flag, get prisoners, get loot
Don't miss out on the opportunities, fellas.
>>
>>1191882
>>Go ashore to Rinyak to wait out the storm, and explore the ruins/potentially find the beached Republic ship.
>>Landing party would consist of Evans, one of the Engineers, Radiowoman Liset, a Seaman, three rifle-armed conscripts/gunners, and Gunner Nedlick hefting the roof .303. You can, of course, make changes to this.
>>
>>1191882
>Go ashore to Rinyak to wait out the storm, and explore the ruins/potentially find the beached Republic ship.
>Landing party would consist of Evans, one of the Engineers, Radiowoman Liset, a Seaman, three rifle-armed conscripts/gunners, and Gunner Nedlick hefting the roof .303.
>>
>>1191882
>Go ashore to Rinyak to wait out the storm, and explore the ruins/potentially find the beached Republic ship.
>>
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>>1191960
test test; image embargo seems to have lifted.
>>
>>1191882
>>Go ashore to Rinyak to wait out the storm, and explore the ruins/potentially find the beached Republic ship.
>>Landing party would consist of Evans, one of the Engineers, Radiowoman Liset, a Seaman, three rifle-armed conscripts/gunners, and Gunner Nedlick hefting the roof .303. You can, of course, make changes to this.

We should also take our pistol
>>
Go ashore, loot, but carefully and pre-plan.
>>
>>1191882
>>Go ashore to Rinyak to wait out the storm, and explore the ruins/potentially find the beached Republic ship.
we should also be prepared to loot all of the 8" shells off the beached ship, those things are probably worth a pretty penny
>>
I'm completely unfamiliar with how this board operates, but isn't that threads permasage after 72 hours? In that case, I'll just start Trawler Quest #2 in an hour
>>
>>1193282
>but isn't that threads permasage after 72 hours
nope, they stop bumping after a certain number of replies
>>
>>1193289
Both actually, they stop bumping up upon reaching 72h or 750 or so replies, whichever comes first.
>>
I would suggest we bring a white cloth as well. If the rules of war are as developed, then if we have to, we can use it as a request to parley. Just gives us another option to potentially use.
>>
>>1193575
Just be careful not to be perfidious
Remember what happened to CAS Albion.
>>
Just caught up QM. This is amazing
>>
>>1193282
You don't have to start a new thread even if this one is in permasage. With the /qst/'s speed a sageing thread can remain live for a week.




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