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File: Trawler Quest #2.jpg (312 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. Your presence here is 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've been on patrol for several days, and have managed to sink a Republic raider, save the crew of a scrapper ship, and upgrade your ship at Sbvysek Island. Recently, you've disabled a Republic bombardment ship in the midst of a fierce storm, and have anchored at the leeward side of Rinyak Island to wait out the bad weather. The battered Republic ship has gone aground somewhere on the other side of the island, and you're preparing a landing party.
>>
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Link to the previous thread, where the naval combat system and many of the recurring locations and systems of this quest are introduced and explained:
http://suptg.thisisnotatrueending.com/qstarchive/1179499/

Current 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
Recently added former scrappers:
Gunner Corin Brovats,
Seaman Paul Vedel
Engineer 2nd Class Milin Bryora

Currency on hand:
350 paper credits
35 silver credits

Storage:
10 shells for the deck gun.
65% fuel (enough for 15 more days)

Armament:
2x 12 pdr. deck guns, mounted on the bow and stern.
3x .303 machine guns on the superstructure.

Current location: Rinyak Island.
>>
>>1193605
ITS BACK. I'm so excited
>>
It’s morning, the sky is a bright grey but the seas are still rough. You’re anchored in the shadow of a wrecked warship of unknown type, facing the ruins of Rinyak Island.

Your landing party currently consists of Master Evans, Engineer McKenna, Radiowoman Liset, Seaman Howards, three rifle-armed conscripts/gunners, and Gunner Nedlick hefting the roof .303. You can, of course, make changes to this.

Your equipment consists of the aforementioned weapons, three flashlights, three coils of rope, enough food and water for three days, and your personal revolver.

>Disembark and begin the expedition
>Remain on the ship
>Leave Rinyak Island and head into the stormy seas.
>Something else?
>>
>>1193638
>>Disembark and begin the expedition
Let's go!
>>
>>1193638
>>Disembark and begin the expedition
Is there any reason we didn't anchor next to the beached republic ship?
>>
>>1193638
>Disembark

Aww yiss.
>>
>>1193657
We approached Rinyak from the south, heading downwind in a storm - the enemy ship's bridge was hit during the battle, so whatever control the survivors had wasn't enough to prevent them from smashing headlong into the island. Approaching an island and trying to dock while the wind and waves are beating down on you is a bad idea, so we circled around Rinyak to the leeward side and took shelter from the storm there.
>>
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>>1193661
>>1193657
>>1193647
The earlier you leave, the better. The dock beneath you groans and creaks in the wind, water occasionally spraying your group. In front of you lies a vista of decay: factories, residential blocks, and what appears to be a rail line leading into the central mountain that was either never completed or fell apart in the open air years ago - you can’t tell if the presumable tunnel is intact or not. To your right, towering above you, is the wreck of a large warship - it doesn’t look anything like a Citadel or Republic vessel. It’s clearly been there for many decades, exposed to the waves and the scrappers, and even the secondary guns have been stripped off.

>Head for the ruined factory district
>Head for the residential areas. [this will take you closer to the rail tunnel]
>Head into the hulking, rusted warship to your right.
>>
>>1193735
>>Head for the ruined factory district
see if we can find anything to loot
>>
>>1193735
>Head for the ruined factory district
Thinking this may be the best place to find things we can use for our ship. Possibility of a train on the tracks is tempting though.

>>1193783
That's not the Republic ship we were shooting at earlier, it's an Empire wreck probably. Decades old.
>>
>>1193735
>>Head for the ruined factory district

Which direction is it to get closer to the republic ship.
>>
>>1193752
>>1193786
>>1193787
>Head for the ruined factory district

>>1193787
The Republic ship is roughly on the other side of the island. The island isn't that large, but the ruins make it difficult to move with much speed.
>>
>>1193880
Sorry guys, was taken away from the thread for a while by something unavoidable. Will update as soon as possible
>>
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You head into the factory district, twisted metal surrounding you. Gusts of wind shriek through the alleys and jagged holes in the factory walls. Every door at the ground level is locked and every stairway or ladder upwards has decayed into a death trap.

Eventually, you come to an intersection. A factory with the door busted open sits directly in front of you - to right, farther down, appears to be an entrance to the rail tunnel.

>Continue into the factory
>Head to the rail tunnel.
>Continue further into the factory district.
>Split your party up [some loot, others continue].
>Something else?

(personal shit has been taken care of)
>>
>>1194215
>Head to the rail tunnel.
Way I figure it, the factory is more or less exposed, so it's probably already been scavenged from. The rail tunnel, however...
>>
>>1194215
>head to the rail tunnel
>>
>>1194215
>Head to the rail tunnel.
This is probably a bad idea, but I'm voting for it.

Do we have flashlights?
>>
>>1194215
>>Continue further into the factory district.

Less inclined to scavenge and just want to reach the ship.
>>
>>1194236
Indeed, three of them.

Into the rail tunnel we go!
>>
>>1194215
>>Something else?
Check if there are any mine carts around that can still be rolled into the rail tunnel before proceeding there. Might as well take a "shopping cart" with us so to speak.
>>
>>1194251
I this guys thinking
If there's not anything around we should ask our engineer, if there's anything on the ship that would work
>>
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>>1194251
Good idea, but unfortunately the tunnel isn't for mining.

>>1194287
>>1194251
>>1194249
>>1194246
>>1194236
>>1194233
>>1194230
The elevator to the elevated rail tunnel has broken down long ago, but the emergency ladder inside the elevator shaft is better preserved than the other ladders you've seen so far. At the top of the shaft is the elevator car itself - Engineer McKenna reckons he could ease it down to the ground, in case you find anything large and valuable.

To your surprise, the rail line is actually quite large - it isn't a mining operation, it's a passenger train. It seems insane - Rinyak is barely a kilometer or two across, yet the skeletons of large passenger cars are proof. Perhaps the rail lines led to other islands? The technology, building techniques, materials, and maintenance required to build an advanced rail line between the islands of the Kraegsk is unimaginable.

Inside the tunnel is darkness - flashlights are switched on, and you walk down the debris-clear passageway. At the far end is blinding light - the other end of the island. To either side are tunnels that split off, apparently leading deeper into the mountain, a cave-in, or a shuttered exit - complete, pitch blackness.

>Continue straight ahead, and exit the tunnel on the other, windward side of Rinyak
>Go down the right tunnel
>Go down the left tunnel
>Head back the way you came
>Split up
>Something else?
>>
>>1194362
>Split up
One team goes down the left tunnel, one down the right.
Gunner Nedlick comes with us.
>>
>>1194362

I'm for this >>1194377
>>
>>1194362
>>Continue straight ahead, and exit the tunnel on the other, windward side of Rinyak

Eye on the prize
>>
>>1194377
this >>1194362
>>
>>1194362
>>1194377
I like it
>>
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>>1194401
>>1194387
>>1194386
>>1194377
>>1194377
You split your group up - yourself, McKenna, Nedlick, Liset, and Greys go left, while Howards leads the rest of your group down the right.

You go a hundred paces before reaching the end of the tunnel, a metal door still solidly in place after the decades of neglect. You hear the crash of the surf, and stumble upon an upwards-leading staircase that ends at a broken door - upwards you go, leaving Greys to guard the exit.
>>
File: Rinyak Windward Side.jpg (91 KB, 515x399)
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You reach the end of the stairway and push open the door, to find yourself staring out at the vista of the Kraegsk from the windward side of Rinyak. It's a defence emplacement, built into the side of the mountain on a nearly sheer cliff. A visibly damaged large-caliber coastal gun and its rangefinder are rusting to the left - empty air to the right, where the gun and its mountings have collapsed and fallen down the cliff long ago. In front of you is a gun, similar in size to the deck guns of the Brora - the gun is a total loss, but next to it is a watertight case.

McKenna reaches down, pulling a crowbar from his belt, and the case is soon popped open. Ammunition is inside.

+6 deck gun shells

Additionally, Liset finds a portable rangefinder buried under a pile of rotting cloth and scrap metal - it looks intact.

+1 Astaeran Portable Rangefinder

You look up again, to ruins and the churning sea - and then you notice the faint cloud of smoke. Below you is the Republic bombardment ship, its hull split open on the ramp it ground up on last night. The smoke is coming from a fire lit beside the wreck, and figures stand around it.
>>
You contemplate the Republic survivors for a few moments, before Greys comes racing up the stairway.

"A light!" he says, urgently gesturing down the tunnel he came from. "I saw a light coming down the rail tunnel. Looks like a flashlight, sir."

>Head back down to deal with the light. [leads to additional options]
>Open fire on the Republic crew below you.
>Wait in the defense emplacement, hope that the other group won't blindly run into whoever's in the tunnel.
>Something else?
>>
>>1194527
>>Head back down to deal with the light. [leads to additional options]
ambush them
wait until they pass us/ get behind them and whack them good with a crowbar or something
>>
>>1194527
>Head back down to deal with the light. [leads to additional options]
All but one of the conscripts. Leave that one by the defensive emplacement, to watch the Republic crew.
>>
>>1194527
>Head back down to deal with the light. [leads to additional options]
Let's go see what this is, we can get the rest of our guys and come back and deal with the Republic sailors.
>>
>>1194541
That's a good idea
>>
>>1194541
Will support this.
Just caught up QM, it's a fantastic quest so far.
>>
>>1194527
>>Head back down to deal with the light. [leads to additional options]

>hull split open.

God damn, its gonna be a loss unless we can fix her up.
>>
>>1194568
Split hull man, if her keel is broken she's a total loss
>>
>>1194576

Right, as expected of Minmatar scum.

Amarr Victor.
>>
>>1194586
Oh no you just didn't. A proper Matari would make that wreak into a ship with pieces of other ships. Trust in the Rust
>>
>>1194606
I expect we'll be doing exactly that. Rip plates off that wreck to patch her up.
>>
>>1194527
>>Head back down to deal with the light. [leads to additional options]
>>
>>1194611
>>1194606
>Not wanting to keep on crashing boats on this island until we can restore one of the Astaeran battleships to functionality.
Are you even trying, anons?
>>
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As quietly as possible, you follow Greys down the passageway. Liset and McKenna stay behind, watching the Republic crew - Nedlick with his .303 waits halfway down the stairs, ready for any eventuality.

As you watch, the light in the main tunnel brightens to reveal a human figure holding a flashlight, cautiously walking down the way you came.

You hear a voice - amplified and echoed in the confined space of the tunnels, yet so soft it’s hardly audible. You only noticed it when you and Greys stopped moving.

And true to my brothers and sisters in arms

Not to politicians or despots or the coward scholars clutching at their tomes

For life, and love, waiting for the silent guns

My lily, my dearest, my heartache for home…

>Order Greys to shoot the figure holding the flashlight
>Attempt to sneak up on the figure (3+ on a d6, leads to demanding surrender/knockout)
>Demand surrender from the tunnel
>Wait.
>Something else?
>>
>>1194647
>>Wait.

Prepare to ambush and take prisoner when he comes down this pathway.
>>
>>1194647
I dislike the odds of dice.
>Order Greys to shoot the figure holding the flashlight.
We may as well open fire, too.
>>
>>1194647
>Demand surrender from the tunnel

Mention that we have the .303 pointed at him
>>
>>1194667
>>1194661
>>1194659
Gonna let this discussion play out, that's three diametrically opposed choices.

>>1194564
Thanks, mate!

>>1194622
To succeed where a thousand thousand scrappers have failed
>>
>>1194659
This

Get the drop on them
>>
>>1194647
>Wait.
Knowledge is power, and we'll learn more by shutting up and listening. THis sounds like a song
>>
>>1194647
>>Demand surrender from the tunnel
He could be a friendly not worth opening fire
>>
I guess I'll change my vote to
>Wait.
This way we can see if there are more of them, potential armaments, etc.

>>1194673
>To succeed where a thousand thousand scrappers have failed
So you're saying there's a chance.
>>
Looks like we're waiting. Writing now.
>>
You recognize the voice for what it is - singing.

Not for the Republic and the glorious truths

Freedom from fear did not grace the trenches

My brother, knee-deep in the muddy hell

Where I that wet at sea it’s straight down to hell

To rest, and live freely, and burn at peace…

The voice fades away as the figure moves further down the rail tunnel.

>Sneak up on them to demand surrender/attack/etc (automatic success)
>Wait
>Something else?
>>
>>1194764
>Sneak up on them to demand surrender/attack/etc (automatic success)
Demand surrender.
>>
>>1194764
>Sneak up on them to demand surrender/attack/etc (automatic success)

ok then
>>
>>1194764
If it isn't quite clear, the automatic success is for the sneaking up.
>>
>>1194764
>Sneak up on them to demand surrender/attack/etc (automatic success)
>>
>>1194764
>Sneak up on them to demand surrender/attack/etc (automatic success)

Surrender and disarmament at gunpoint.
>>
Sneaking up it is.

Post soon, I'm experiencing what it's like to be fully aware as your cold symptoms appear and intensify.
>>
>>1194854
>Surrender and disarmament at gunpoint
also east some citrus man
>>
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You make your way up the side passage, pausing at the edge to observe - the figure is ten meters away, the flashlight pointed away from you. You resolve to demand their surrender, but how?

A sudden flashlight from the back would just induce panic, and probably force you to shoot them. Sudden yelling from the back would probably result in the same end.
>>
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>>1194904
You get a flash of inspiration, and reach down to pick up a loose chunk of rock. The figure jumps as the rock strikes the ground a meter in front of them, making a deafening clatter in the the confines of the tunnel.

The figure turns around, wide-eyed. A woman in a Republic-issued coat, clutching a flashlight and a flare gun.

“We have a machine gun, surrend-” you begin to say, stepping out of cover and raising your revolver, when she jerks her left and up and squeezes the trigger.
>>
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>>1194911
You throw yourself behind the corner, the flare filling the tunnel with red light as it shrieks past. Greys looks up to you, motioning with his rifle.

>Return fire
>The flare gun only has one shot - demand their surrender.
>>
>>1194917
>>march forward and plant pistol in their face

"WE CAN DO THIS THE EASY WAY OR THE REALLY EASY WAY."
>>
>>1194917
>clearly a flare gun only has one shot
>demand their surrender again. from cover.
>>
You tried, now come along quietly or we'll shoot
>>
>>1194928
yes, my dick needs this
>>
>>1194928
Supporting
>>
>>1194917
>>1194928
This is fine.

He tried to be nice.

(Still relatively nice though.)
>>
>>1194917
>The flare gun only has one shot - demand their surrender.
Don't march up to her though, that's just asking to have our teeth kicked in in hand-to-hand.

Btw Scribe Anon, you didn't have to create a new thread. At /qst/, a permasageing thread can stay alive for a week.
>>
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>>1194928
You step out of cover, revolver raised, and aim it at the woman's head.

"We can do this the easy way-" you snarl, "or the really easy way!".

They drop the flash light, then throw the flare gun with shaking hand.

"Don't - please don't " she stammers, and you recognize the singer's voice.

"How many of you?" you demand, still aiming the revolver at her face, "Are you from the bombardment ship?"

"Four! We got stranded here yesterday in the storm -" she pauses, her expression darkening. "Wait, are you from that Citadel ship? The one that shot us?"

You don't answer.

"You - we had no idea you were there! A damned storm, and you killed nine of us! I- I didn't even know... till the ship shuddered... I even mourned the captain..."

>You don't get to ask the questions, or complain.
>Don't moralize this war.
>You think your "captain" would have done anything different if he'd surprised us instead?
>Shut up. I do the talking.
>Something else.
>>
>Reposting without the fucked up formatting

You step out of cover, revolver raised, and aim it at the woman's head.

"We can do this the easy way-" you snarl, [/i]"or the really easy way!"[/i].

They drop the flash light, then throw the flare gun with shaking hand.

"Don't - please don't " she stammers, and you recognize the singer's voice.

"How many of you?" you demand, still aiming the revolver at her face, "Are you from the bombardment ship?"

"Four! We got stranded here yesterday in the storm -" she pauses, her expression darkening. "Wait, are you from that Citadel ship? The one that shot us?"

You don't answer.

"You - we had no idea you were there! A damned storm, and you killed nine of us! I- I didn't even know... till the ship shuddered... I even mourned the captain..."

>You don't get to ask the questions, or complain.
>Don't moralize this war.
>You think your "captain" would have done anything different if he'd surprised us instead?
>Shut up. I do the talking.
>Something else.
>>
>>1195066
>>Something else.

Order our men to tie them up.

"My condolences but this is war. We're all doing our duties.

You'd note I didn't continue to fire when your ship headed towards this island. Theres no reason to indulge in senseless killing.

Will your other shipmate surrender? Do any of you require medical assistance?"
>>
>>1195070
Agree with this
>>
>>1195070
Seconding
>>
>>1195070
well put anon
>>
>>1195070
Supporting
>>
Anybody else noticing that we've killed the captain in all of the ships we've defeated, so far?
>>
>>1195794
Need one more to become a streak.
>>
>>1195794
We keep annihilating the bridges
>>
>>1195794
We need to mount their hats or heads on the mess wall.
>>
>>1195794
The captain always goes down with his ship that's why.
This is how we die [\spoiler]
>>
>>1195070
I support this, maybe add "It's not like I had no reason. You're in Citadel territory with that kind of ship"
>>
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>>1195070
"My condolences to your loss, but this is war. We're all doing our duties, miss," you say.

"Bastard. We didn't do anything to you." she snarls.

"It's not like I had no reason. You're in Citadel territory - my territory - and with a ship like that? 8 inchers are for bombarding towns."

She doesn't answer. From the other side tunnel, the second half of the landing party runs out.

"Howards, tie this lady up," you say, and he begins to secure her hands behind her back with rope. The Republic woman is visibly deflated, staring at the ground.

Something stirs in you. You wonder how easy it'd be to accept the cruelty of war if it was your crew that was killed, and she seems to be more of a conscript than a soldier. "Look," you say, drawing her gaze upwards, "we didn't keep firing on your ship after the gun was disabled and you were trying to make it to this island. There's no reason to indulge in senseless killing out here."

"I thought you'd lost us," she says quietly.

"We followed your ship all the way in, ready to try and rescue any survivors if it sank. My crew's quite good at that - our last practice was with a sinking Republic raider - and the survivors of a civilian scrapper it had attacked."

"I see," she sighs.

"Will your other shipmates surrender?" you continue. "Do any of you require medical assitance?"

"Oh, God, yes - Miller's leg is all torn open, and Jay's-"

She's cut off by a voice yelling from the windward exit of the tunnel.

"Sofia! We saw the flare! Are you okay?" the voice calls.

>Fire on the voice
>Call on them to surrender
>Try to get "Sofia" to explain the situation and get them to surrender
>Hide
>Something else?
>>
>>1196975
"This is Lt. Commander Reynolr of the CAS Brora. Sofia is in our custody and unharmed. You can surrender now, and we'll see about getting some medical assistance for Jay and Miller, or you can try to run or fight and we'll let the chips fall where they may."
>>
>>1196975
>Call on them to surrender
>Try to get "Sofia" to explain the situation and get them to surrender

>>1196982
This also sounds good.
>>
>>1196975
>>1196982
This is good, though we should also mention we have their little bonfire party under our guns just to add additional pressure.

We're in tunnels so if we shout loudly enough, the echos of telling the conscript to fire a warning shot should actually reach him.
>>
>>1196975
>>Try to get "Sofia" to explain the situation and get them to surrender
>>
>>1197075
>>1197060
>>1197036
>>1196982
Gonna wait a few more minutes, then continue the story. Long day tomorrow, gonna call it quits at 10PM EST.
>>
>>1196975
>Call on them to surrender
>Try to get "Sofia" to explain the situation and get them to surrender
>>
>>1197106
Why not combine both.

We call on them to surrender and then have sofia call out to them to show shes fine and for her to tell them to surrender.
>>
"This is Lieutenant Commander Reynolr of the Citadel Armed Ship Brora!" you yell, the words echoing in the tunnel. "Surrender immediately, and you'll be treated fairly under the honor of-"

"Bertrard! Get the MG!" the man at the end of the tunnel interrupts you, calling back to his allies. "Imperials!"

"We've got an MG looking down on you!" you shout, and turn to your left. "Nedlick, get up there with the .303." To your right: "Sofia, is it?"

She nods.

"Tell your mates that it's hopeless. Tell them that you're fine."

She opens her mouth, her face twisting into a glare - but the words die in her throat and instead she nods slowly.

"Okay," she breathes, and turns to the exit. "Pritchard! Pritchard, it's Sofia! I'm fine! They don't want to fight!"

"Sofia? I thought they-"

"Please, no more fighting! There's four of us, and least eight of them"

A figure appears at the end of the tunnel, a weary-looking man in the overalls of the Kraegsk's seamen.

"Miller's not going to take this well," he says as he approaches.

"I know. But we're alive," Sofia sighs.

>Take us to your wounded. We can help.
>What's the status of your ship?
>Something else?
>>
>>1197184
>>Take us to your wounded. We can help.
>>
>>1197184
>Something else?
Since he yelled that warning we need to send someone up top to see what the rest of the Republic sailors are doing before we leave the tunnel. I'm fine with offering to assist their wounded, but we need to approach them cautiously and disarm them first. Maybe march the two we've got out in front of us with their hands up as we make our way to their camp.
>>
>>1197184
>Take us to your wounded. We can help.
>What's the status of your ship?
>>
>>1197184

this
>>1197196
make our captives walk in front of us
>>
>>1197184
>>Take us to your wounded. We can help
>>
Writing.
>>
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You offer assitance - the experienced Pritchard immediately accepts. With the prisoners leading the way, you head to the beached Republic ship. Howards and Greys accompany you with the prisoners - the rest of your party, Nedlick and his .303 included, are watching from the defence emplacement high above.

As you near, a voice calls out - "Stay back! I'm armed!

"This is Lieutenant Commander Reynolr of the Citadel Navy. I'm offering surrender by the practice of the sea to you, prov-"

"Stay back!" the man screams again, his voice coming from the beached ship. "You got Sofia and Pritchard and the Captain and everyone else! You're not getting me!"

"Miller!" Sofia shouts, "I'm okay! They'll take us off this rock-"
>>
>>1197416
ah shit
>>
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Rolled 3 (1d6)

>>1197416
"I always knew you were a traitor!" the man apparently named 'Miller' practically screeches.. "You'd sell out your mother, the Republic, and your mates just to save your own skin!"

You and your crew are already running for the shelter of the ramp wall.

"Wait-" Pritchard begins, as a man hefting a machine gun appears on the deck of the Republic ship.
>>
>>1197416
We need to say something like

"Your men will die on this god forsaken rock if you don't let us help you. This isn't about the war man this is about sailors helping sailors. Now stand down and let us help!"

Or something to that effect
>>
>>1197424
He's gone mad. Take him out if he fires on our prisoners.
>>
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>>1197424
A hail of gunfire follows, the thud of bodies falling to the concrete floor, and then it's over before you can even raise your revolver. Greys is standing on the ladder, cycling the bolt on his rifle, and Howards looks fine.

You climb the ladder, and find a sorry sight. Pritchard and Sofia are lying flat on the ground, in puddles of blood. "Miller" is hanging limply off the side of the Republic ship, his head smashed by a rifle bullet - dully, you take note of Greys's aim.
>>
>>1197460
might as well see if our prisoners are still alive
If so apply first aid
if not grab anything that isn't bolted down, and take note of what is for our crane back at the ship
>>
>>1197470

there's still one prisioner missing, move with caution
>>
>>1197460
fucking hell. I actually wanted to see what those prisoners had to say. I hope they are alive
>>
>>1197460
Your crew rushes over, propping up the prisoners on the side of the ship and trying to help them as best they can. It's no good for Pritchard - a bullet from his mate went through his chest, close to his heart. Sofia was painfully hit in the leg, but Howards is working to staunch the bleeding - her leg is mangled, the bone visible through the mess of cloth and blood, but she might survive. Miller is, of course, extremely dead. Turns out Nedlick had nailed him with a burst from the .303.

Your men are cautious about the fourth Republic crewmember inside the wreck, until Sofia gasps out that the man's unconscious. You doubt anyone in that much pain can lie, and sure enough, Greys finds the fourth crewmember alive but unresponsive in the mess.

It's approximately the early afternoon, the shadows are growing longer.

(Any of the below).
>Loot the Republic ship
>Fashion stretchers for the prisoners
>Head back to the rail tunnel.
>Something else?

(Kind of worried that the impression is that I'm forcing a female character onto the cast, but I had the dice table ready beforehand. Pritchard was gonna be old-seaman bros with Master Evans, RIP)
>>
>>1197474
tourniquet the woman's leg, send a man to bring the ship around so we can loot and so we can transfer the woman without dragging her to the other side of the island
>>
>>1197474
>Fashion stretchers for the prisoners
>Head back to the rail tunnel.
We know the ship is empty now and we need to see if we can save these prisoners. Back to the ship
>>
>>1197474
>Fashion stretchers for the prisoners

And make the uninjured ones carry them back under guard while we investigate the ship
>>
>>1197474
>>Something else?

Send a runner back to the ship, they are to bring the ship around to this side of the island and send out the rowboats.

>Something else?
Go aboard the ship, go to the bridge. Get the battle flag, map and documents.
>>
>>1197474
>>Something else?
Split duties with us and another crew on searching the Republic ship for anything of value, and the rest tending to the wounded.

Here's to hoping the stubborn Miller neglected to torch documents.

>>1197488
>Send a runner back to the ship, they are to bring the ship around to this side of the island and send out the rowboats
And this if we can spare one more crewmember.
>>
>>1197474

are their conditions stable? is they are then loot the ship, if they are not split and half take them back and the other half starts looting
>>
>>1197494

I don't think they're stable enough for the rush back through the tunnels. We have 2 injured and 1 uninjured prisoners. Think we should stay put, bring the ship here and just secure the enemy vessel while we wait for the ship.
>>
>>1197501
Seconding this.
>>
>>1197474

I vote for this >>1197488
>>
File: Rinyak 3.jpg (88 KB, 570x392)
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McKenna and Liset are sent off to the Brora to bring her around Rinyak. The storm has mostly faded, and the waves have died down.

The two remaining prisoners are kept under the attentions of Howards, who occasionally cuts off strips from a blanket found in the Republic ship to use as bandages. The prisoners are gravely injured, but apparently stable - you hope that the Brora gets to your position quickly, before nightfall.

Meanwhile, your other crewmembers search the Republic ship for valuables.

x1 Republic Battle Flag
x1 Republic Map
x1 Ship's Log
x460 paper credits
x20 silver credits
x1 Republic Machine Gun
x1 Republic Barometer
x15 8in. Shells
x10 Type 3 Engine Parts (The Brora has a Type 4 Engine)
x1 Medium Gun Mount
>>
>>1197581
>x10 Type 3 Engine Parts (The Brora has a Type 4 Engine)

Difference between type 3 and type 4?
>>
>>1197590
Type 1: Small, generally used as an outboard motor
Type 2: Larger "outboard" class, generally used on landing craft
Type 3: Standard Republic light vessel engine. Also used by civilian ships.
Type 4: Standard Citadel light vessel engine. Also used by civilian ships.
Type 5: Large, cruiser-grade engine. Robust and efficient, usually used on patrol cruisers.
Type 6: Large, cruiser-grade engine. Emphasis on speed, used on waships south of the Kraegsk.
Type 7: Any sort of propulsion on the largest warships of the Republic and Citadel.
>>
>>1197581
>>1197609

How is the status of the ship then? Can she be made seaworthy?
>>
>>1197581
The sky is darkening when the Brora appears from around the hulking ruins. The rowboat is lowered, and the loot and the people are taken over. "Jay" is still unconscious - Sofia stares blankly ahead, silent. You feel a bit excessive when you follow regulations by assigning a guard to the prisoners.

Total loot from Rinyak:

x1 Astaeran Range Finder
x6 12. Pdr. shells
x1 Republic Battle Flag
x1 Republic Map
x1 Ship's Log
x460 paper credits
x20 silver credits
x1 Republic Machine Gun
x1 Republic Barometer
x15 8in. Shells
x10 Type 3 Engine Parts (The Brora has a Type 4 Engine)
x1 Medium Gun Mount


>Head back to Sbvysek to dispense with what you've found.
>Continue to patrol your assigned patrol areas.
>Take a moment to review the seized Republic documents.
>Interrogate Sofia
>Something else?
>>
>>1197617
If it's too much of a hassle we can sell its location to the Commandant in Sbvysek
>>
>>1197617
Unfortunately, the ship's integrity is compromised beyond the ability of McKenna to repair it, according to his own words, and pulling it off the ramp would only damage it further.
>>
>>1197620
>>Take a moment to review the seized Republic documents
>>
>>1197620
>continue to patrol your assigned patrol areas
We've a job to do.
>>
>>1197620
>>Something else?
Have Mister Mckenna cut away abit of the enemy ship. We'll inscribe her name on it and hang it the mess.

We'll keep a running tally of our collected victories.

>Head back to Sbvysek to dispense with what you've found.

Prisoners need to be send for better medical care and the location of a mostly intact ship needs to be submitted asap so that it can be salvaged and put into Imperial use before it can be recovered.

In the meantime, we personally should
>Take a moment to review the seized Republic documents.

during the trip back.
>>
>>1197620
>Take a moment to review the seized Republic documents.
>Interrogate Sofia
Maybe we can break from patrol and return to sbvysek to get the prisoners treated if they can't last long on the ocean. THere's no set time to return, just a date for when we're considered missing. We return briefly, then set out for the patrol again
>>
>>1197620
>Head back to Sbvysek to dispense with what you've found.
And, if we can,
>Take a moment to review the seized Republic documents.
While en route.
>>
>>1197620
>>Take a moment to review the seized Republic documents.
>>Something else?
We could head for D-6 (>>1179525) and try to drop the injured prisoners on any of the forts there so that we still somewhat fulfill our patrol mission.
>>
>>1197620
>Head back to Sbvysek to dispense with what you've found.
We need to get these injured people off of our ship, we don't even have a medical bay. Plus our stores will be smaller. We can review the documents on the way back and decide if we want to withhold them from the Commandant.

When we do get back, we should just refuel, re-arm if needed, drop the prisoners off, and leave. If it doesn't take too long maybe see if we can pick up a few more rifles or other small arms.
>>
>>1197620
>>Take a moment to review the seized Republic documents.
then
>>Head back to Sbvysek to dispense with what you've found.
Interrogate the prisoners on the way back to the shipyard
>>
>>1197662

We did get that republic machine gun so thats a new weapon already. Hell we can probably leave it in the bridge so we can jurry rig and fire it out the window or something.
>>
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You decide to head back for Sbvysek, but check up on the Republic documents first.

You open up the map.
>>
>>1197676
>bombardment sectors
ah shit
we have to warn them of an impending raid
>>
>>1197676

Christ, this ship was going to bombard sbvysek.

We really hit it out of the park with this one.
>>
>>1197676
You read the Republic log book. Apparently the writer didn't believe in writing dates.

MANGONEL-CLASS RNS-34-MGL-342-4-C

No. 1 - Departed Port Liberty

No. 2 - Passed Bittel Island

No. 3 - Reached Staging Area

No. 4 - Bombardment Force No. 2 fully accounted for. Screening Force No. 1 reportedly missing a ship, the Mcoul.

No. 5 - Departed for target, following accorded schedule

No. 6 - Storm on the horizon. Force No. 2 is splitting up to avoid collision. Flagship of Rear Admiral Drekasl, Light Patrol Cruiser Inviolable Rights signalling to rendezvous at grid sector F-4.

No.7 - Under fir-

>Continue to Sbvysek
>Interrogate Sofia for any possible information
>Something else?
>>
>>1197701
>>Interrogate Sofia for any possible information
This is huge
>>
>>1197701
>>Continue to Sbvysek
>>Interrogate Sofia for any possible information

Tell Mckenna to put everything we can into those engines, we MUST reach sbvysek before the enemy reaches. As straight a path as possible, bypassing F-4.

Spread the word to the crew about what we've found and that they will need to prepare themselves for fleet combat.
>>
>>1197701
>>Interrogate Sofia for any possible information
>>
>>1197701
>>1197711
This
>>
>>1197706
This on the way to
>>Continue to Sbvysek
>>
>>1197701
>Interrogate Sofia for any possible information
>Continue to Sbvysek
With the caveat that we should probably avoid grid F-4 since it's a Light Patrol Cruiser that might still be lurking there.
>>
Oh yeah, since we have no radio, we might need to prepare lights, signal flares, or flags (whichever is available) once we're in visual range of Sbvysek.
>>
>>1197738

We have a signalling lamp. We can probably signal to them that this is an emergency and they need to get their commander down to meet us at the docks as we're entering the military section
>>
>>1197742
Yeah, that seems about the best we can do to relay the warning.

The only alternative I can think of is to set course for one of the forts in D-7, hope that they have a radio, and make contact with Sbvysek from there. But it might be a longshot.
>>
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An immense wave of dread chills you as you put down the log book. You must warn Sbvysek in time for a force to be assembled. Whatever force the Republic is sending won't stop when a bombardment ship goes missing in a storm, and apparently the coastal gun at Sbvysek doesn't deter them.

McKenna and Bryora are in the engine room, coaxing an incredible effort from the loudly protesting machines. You manage to reach 12 knots as you prepare to go down to Sofia, and find out what sorts of ships besides the flagship they're sending.

Before you go down the ladder, Ensign Redek hands you a spyglass. "Sir, you need to see this." he says quietly, urgently.

You look through it. The Inviolable Rights] is at the southern end of F-4, steaming in the company of at least two smaller ships - one appears to be a bombardment ship, and the other a trawler. The presence of other ships is evident from the smoke clouds they're sending up.

You go belowdecks with urgency.
>>
>>1197777

Fuck me, we can't fight that.
>>
>>1197787
I really wish we had a radio right about now.
>>
>>1197777

Fuck that, we'll die
we can't take that on in a fair fight, how about we use our fancy new rangefinder and try to golden BB that sucker with all of out experienced gunners while we haul ass to port?
>>
>>1197777
also we should [i]really[i] get a radio if we survive this
>>
>>1197777

Picture analysis:
5 columns of smoke total.

Light Cruiser flagship Inviolable Rights, Weaponary: You are already ded

1 Bombardment ship, looks like a single 8 inch on the front again.
1 Trawler with weapon mounts both on front and back. Looks like an analog for the Boroa. Probably means a crew thats been at it for a while.

2 other ships unknown.
>>
>>1197794
>>1197792
>>1197787

Golden BB is tempting- but what if we just signal them, let them know we have Republican wounded?

REPUBLICAN WOUNDED ON BOARD
(Stop)
URGENT CARE NECESSARY
(Stop)
MAKING FULL STEAM TO SBVYSEK
(Stop)
DO NOT ENGAGE.
>>
>>1197777
Holy shit
Wwait, did the bombardment ship we blow have a radio?
>>
>>1197806
I don't think they see us yet.
>>
>>1197806

No!

They would not care, an Imperial ship is best sent to the bottom, they would definitely say.

Announcing we're going to their target means they'd fuck us up terribly so that they can achieve tactical surprise. No signally, just keep going.
>>
>>1197806
haha you honestly think that they'll throw away all that planning and surprise to save a couple of grunts?
>>
>>1197806
They won't go for it as they need to maintain opsec, and I doubt we'll be able to sink the light cruiser. We just need to get to somewhere with a radio first. Or a fleet.
>>
>>1197819
Nah, it's literally a floating gun platform. It's not meant to operate on its own, only got separated by the storm, and I bet we were damn close to the rest of them when we engaged it and just got lucky we didn't run into them.
>>
With the current positioning and speed of the ships, Evans estimates that the Brora will arrive at Sbvysek before the Republic flotilla does. Unfortunately, he can't give a guess as to how much time we'll have.

With this on your mind, you head down to Sofia.
>>
>>1197839
>>1197836
I really think it'll give us a few extra moments to turn tail and get out, yes. Killing your own men- even "a couple grunts," is not good for morale, especially with such an egalitarian esprit du corps.

>>1197831
Toss it out when they see us, then. Wait until recognition is certain.
>>
>>1197846
Scribe, how do we put to use the barometer and the range finder and what effects do they confer?
>>
>>1197845
(Quite right, my good man. I actually thought you guys would choose to go south to shelter instead of off to Rinyak when the storm hit, and the Involiable Rights was scheduled to pass by in the dark storm in an intimidating fashion, not giving any fucks about the rough waves. Improvisation, though, was what followed, and here we are!)
>>
>>1197857
We do this right we'll be a local war hero just after our first cruise.
>>
>>1197851
Hell at this point it would be useful to throw out any rope, nets or other such garbage and hope it entangles their prop as we run.

That large scrapper is gonna get fucked up if it doesn't run. maybe put some 8 inchers on her
>>
>>1197855
Barometers really only measure atmospheric pressure and most of the time they are unreliable at best so it probably wont help with combat unfortunately.

Well that's what they were like when i worked on the trawlers
>>
>>1197855
The barometer will sometimes give you forewarning of storms, while the Astaeran Rangefinder is totally useless - even if you found a working Astaeran gun emplacement, the electronic (and perhaps even more advanced) connections are simply beyond the understanding of your crew. Some high up Citadel experts might have a chance, but it's highly unlikely that they';; ever be seen in the Kraegsk.
>>
>>1197851
Absolutely not, because they could just as soon say it was a trick and blow us up. I am sure that cruiser's guns can hit us before they even get in range of ours. We just need to fucking book it. If we didn't have the gun emplacements and stuff on our boat I'd say we should lower our colors and change out of our military garb, then pretend to run away in another direction and double back.
>>
>>1197777
Welp, that's plenty intimidating. Direct combat is obviously out of the question.

>>1197869
I am considering measures that has a ghost of a chance in delaying their operation, though it would compromise our role as a messenger delivering the warning.

Maybe we can lash the 8inch ammo on some flotsam and detonate it within the vicinity of their ships? Of course, we're gonna have to factor in weather, waves, and if we can actually get ahead of their fleet, among other things.
>>
>>1197882
Aw pity.

Well at least its something that might help the war effort in a much higher tech theatre.

If we sell it to the military, odds are it'll make its way back up the chain where someone might be able to use it?
>>
>>1197900
Been considering that. Not sure if our gunners are even adept enough at dismantling munitions to create improvised explosives but if they can, we might be able to effect improvised mines.

It'll also have the added advantage of reducing the weight of the ship, maybe giving us another knot of speed.

Wonder if the crew will understand an order to dump all non-essential items overboard to reduce weight.

Maybe even dump some fuel.
>>
>>1197900
Detonate it with what? Ammo doesn't set off That easy ya know. Need something to strike the primer. And thats if the charge is self contained. I'm not sure what we could do at this point.
>>
>>1197890
This. No point in trying to interact or fuck with the light cruiser. Those guns are probably instant death. And I have doubts any half-cocked plan (like lobbing valuable 8inch shells into the ocean) we can figure out will slow them down much if at all.

Actually, looking at the light cruiser, one of its dual-barrel turrets is positioned weirdly. The bow is raised pretty high up, suggesting the forward double-barrel gun can't fire, well, forwards. Or does it have guns in that mess on its side?
>>
You cling on to the hope that the Citadel forces around Sbvysek are enough to turn away the Republic flotilla. There's no proof for or against it - there were at least two other trawler-type ships in the harbor when you departed quite recently, and there might be others in the vicinity. The present, however, beckons.

Sofia is in the mess, alone - you passed Conscript Greys rushing upwards earlier, he’s probably taking a look through the spyglass at the Inviolable Rights. Leaving the prisoner alone is a breach of protocol, but when you take a look at her, you can understand. She doesn’t look harmless, exactly… she looks empty.

Sofia’s head turns to face you as you enter, but she’s not looking at you.

“Sofia.” you say, and she jumps a little. “Sofia, I have some questions.”

“Yes,” she slurs.

“You know how I told you that the type of ship you were on can’t possibly be up to any good in our territory?”

“Oh, yes.” her voice is more coherent, and the way she winces at your words gives you the impression she’s been thinking over what you said for a while now.

“Well,” you continue, “your friends are steaming up in a little fleet to Sbvysek, a little settlement that’s scheduled to get shot to hell.”

“Ah. So that’s why the cruiser and all those other ships were there.” she mutters.

“Yes. And I need you to tell what kinds of ships are heading to kill the civilians under my protection.” you say, taking off your officer’s cap.

She looks at you with absolute weariness. “What, and help you kill my people better?”

>We’re talking about civilians versus soldiers here, Sofia. Do you think my little ship can kill a fleet like that?
>You’re already a traitor, Millers said so himself. There’s nothing to lose - in fact, you could be a hero after this.
>Please, Sofia. You could help save lives.
>There are thousands of civilians on Sbvysek, and only hundreds in your fleet. They intend to raze it all!
>Something else.
>>
>>1197914
We got ten knots at best when we first got the ship.That we have 12 knots now with all the weight of the salvage is a miracle itself. The engineers definitely earned their pay. Dumping fuel could work though. Honestly it might be better off to inject it into the stacks to create a smokescreen though
>>
>>1197924
Correct, the high bow on the patrol cruisers is for the winter storms - incredibly fierce, the shoddy manufacturing of what they send to the Kraegsk requires inelegant solutions. The mess on the side is an artistic failure and represents two secondary guns - roughly similar to our deck guns.

In general, guys, this discussion is just amazing. Any QM would kill for players like you. The main action will most likely be scheduled for tomorrow, though, as I'm sleeping soon.
>>
>>1197930
>We’re talking about civilians versus soldiers here, Sofia. Do you think my little ship can kill a fleet like that?
>Something else.
"Sbvysek is only a small repair and fueling station that takes on prisoners and salvage and has little strategic importance. Why are they attacking there at all and not one of the seaforts?"
>>
>>1197930
>Something else.
"There are lives at stake here, Sofia. A ship like mine- there's no way we can take on that fleet. I'm not asking you to help me kill anyone. I am asking you to help me save thousands of civilian lives. And Republican lives, as well. Do you think the Citadel can let this raid go unanswered? If we let them level that settlement, there will be hell to pay. You may not like me, but surely you cannot hate those who are caught in the middle of this horrid war."
>>
>>1197930
>We’re talking about civilians versus soldiers here, Sofia. Do you think my little ship can kill a fleet like that?
>>
File: northern patrol ship.jpg (74 KB, 600x600)
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For clarification, here's a drawing of mine from a while go that heavily resembles the Inviolable Rights. It's not an exact replica - the superstructure is a great deal cleaner on the IR and the gun placement is off, but it's a good visualization of a standard light patrol cruiser nonetheless.
>>
>>1197930
>We're talking about civilians versus soldiers here, Sofia. Do you think my little ship can kill a fleet like that?
>>
>>1197930
>>Something else.
"Sofia. I don't know if you're a conscript or a volunteer in the Republican Navy. What I do know, is that ultimately you are a soldier, the same as me.

That we will fight and kill each other is inevitable. Those are the rules of the game, regardless of whether we play it willingly or not. What is not inevitable is the wanton slaughter of civilian populations. If it was attacking a military installation, I would understand and not press you too far but this... this is different. Sofia, what I ask is for you to help me make sure those good folk doing their best to stay out of the war not be ravaged in fire and shot."
>>
>>1197951
That's pretty neato. Looks like even on this class of vessel, that ramshackle aesthetic is still dominant. Really adds flavor and immersion to the atmosphere of this world and the quest as a whole.
>>
>>1197951
Whoa. Just got introduced to this quest, still reading the first thread. Loving it so far. You do your own art? That's amazing.
>>
>>1197931
Aye. If we get through this, patrol schedule be can get fucked. 1 day shore leave for everyone.

Won't the increased smoke make it more likely we'll get spotted?
>>
>>1197930
>We’re talking about civilians versus soldiers here, Sofia. Do you think my little ship can kill a fleet like that?

This is okay too >>1197959 I think we could incorporate the two
>>
>>1197930
>Something else.
>"Sbvysek is only a small repair and fueling station that takes on prisoners and salvage and has little strategic importance. Why are they attacking there at all and not one of the seaforts?"
>There are Republic prisoners on Sbvysek, Sofia. Are you fine if I do nothing and let those men I spared die?
>>
>>1197951
That section just aft of the bow looks rather low. Not good for rougher seas I take it?
>>
>>1198001
Actually it is of major strategic importance to this region.

Sbvysek is a FOB with ship repair/refit/refueling capability. It's presence vastly increases the striking range and capacity of our ships while affording safe harbour for damage ships which don't need to make the big trek home to Scrap Bay.

They kill Sbvysek, they begin bottling us up and can use it as their own base for sorties against the main citadel port.
>>
Well, looks there's enough quantity of excellent material here. Writing.

(Will end this session at roughly 11:30 EST)
>>
>>1198019
I see we missed 10pm. Quest get too exciting?
>>
That was an anti-war song she was singing. How did it go?
>>
“Sofia. Please, listen to me. I don't know if you're a conscript or a volunteer in the Republican Navy. What I do know, is that ultimately you are a soldier, the same as me.”

“That we will fight and kill each other is inevitable. Those are the rules of the game, regardless of whether we play it willingly or not. What is not inevitable is the wanton slaughter of civilian populations. If it was attacking a military installation, I would understand and not press you too far but this... this is different. Sofia, what I ask is for you to help me make sure those good folk doing their best to stay out of the war not be ravaged in fire and shot."

“Look, I'm not asking you to help me kill anyone. I am asking you to help me save thousands of civilian lives. And Republican lives, as well. Do you think the Citadel can let this raid go unanswered? If we let them level that settlement, there will be hell to pay. You may not like me, but surely you cannot hate those who are caught in the middle of this horrid war."

There’s a heavy silence after your speech, and even you seem a little surprised at your words. The only sounds are the roaring engine and the constant groaning of the Brora moving past flank speed.

“Okay.” Sofia finally speaks, sounding on the verge tears. “When you put it like that… I don’t have a choice, do I?”

You don’t answer.

“Okay. There’s six - well, five ships. The patrol cruiser, as you know. The Rear Admiral is a very, very ambitious man. There’s another bombardment ship… a trawler, they looked very tough. A small raiding ship, and a munitions ship. I was supposed to help transfer shells from that munitions ship to my ship. That’s all. That’s all they’re sending. This ‘Sbvysek’ - it’s supposed to be a critical base, or something.”

She’s not wrong, but you shake your head anyway. “Sofia, I looked at your map. After you were finished with Sbvysek, your route took you to a little settlement on the leeward side of the southern island chain. You think a place like that has any importance to this war? It’s killing Citadel for the sake of them being Citadel.”

“Okay.” she says, sinking back against the wall. “Okay. Go ahead. I guess I should tell you good luck, since I’m stuck on this ship.”

“Alright. For what it’s worth, I’m sorry about your friends. I wish there were other ways to this, but it’s war.”

You turn for the door. “And - whoever you are -” Sofia calls after you.

“Yes?”

“Thank you. There are far worse men among the Republic than you.”

You nod, almost smile, and head back up to the bridge. You put your officer's cap squarely back on your head.

Sbvysek looms in the distance.
>>
>>1198058
Well, here's to our first larger scale engagement. We got any prayers?
>>
>>1198073
In rust we trust?
>>
>>1198003
I think it's meant to have water just roll over the deck as the ship bounces up and down, and the sloped parts on the side are to keep the ship stable, I don't know if ballast is the right term or not. I may be totally wrong though. The forward guns can't fire straight ahead because of the high bow so the sides are lower, which makes the ship lighter and saves money.

>>1198058
Looking forward to what's next!
>>
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>>1198058
You approach Sbvysek, frantically signalling the garrison with your light. Master Evans points out an odd ship in the harbor - only slightly smaller than a cruiser, yet covered in light-caliber guns. Evans guesses its the newest fit of insanity from the Scrap Bay shipwrights, and Redek guesses that it might be an antiaircraft ship. Redek's theory sounds plausible, but none of you can explain why anyone would need an antiaircraft ship like that in the Kraegsk, where the greatest danger from planes is likely to be one, two if the Gods want you dead, float scouts dropping torpedoes.

>Dock at the Garrison docks and tell the Commandant everything.
>Keep going past Sbvysek and flee.
>Something else?
>>
>>1198058
>1 Light Cruiser
>1 Bombardment Ship
>1 Trawler
>1 Raiding Ship
>1 Munition Ship

Scribe, whats the difference between a trawler and a raider? Especially since the last ship we sank was a raider but our ships are essentially retrofitted trawlers.

>>1198102
Useful to know. Abit of a blind spot we can use to hide, maybe.
>>
>>1198108
>Dock at the Garrison docks and tell the Commandant everything
Signal him to meet us at the docks.
>>
>>1198108
>>Dock at the Garrison docks and tell the Commandant everything.

Have the seamen and conscripts spread the word around of the fleet sighted coming here. That'll rouse the crews faster abit.
>>
>>1198108
>Dock at the Garrison docks and tell the Commandant everything.
Unload our wounded while we're at it and deliver the map, as well. Then back to the ship, quick as we can.
Oh hey, I had forgotten about Sbvysek's coastal defense gun.
>>
>>1198108
>>Dock at the Garrison docks and tell the Commandant everything.


hey commandant have your gun manned RIGHT THE FUCK NOW
>>
>>1198108
>Dock at the Garrison docks and tell the Commandant everything.
>Something else?
Maybe keep Sofia on board. We could get lucky and need the help of an extra pair of hands while battle is raging.

Though meight need to drop the off to get the wounds patched up. Maybe ask to impress them into service later. Better on a ship than some shit hole of a POW camp
>>
>>1198108
>>Dock at the Garrison docks and tell the Commandant everything.
>>
>>1198128
Shes fairly injured and we're gonna go into a battle against a foe which outguns us badly.

I think we should offload the two and ask the base commander to hold them in a cell and not process them yet so that we can come back and properly deal with them later?
>>
You leap off the Brora as it rams into the dock, wrecking the tires used to cushion normal dockings. Half your crew is making the jump behind you, racing to the Cube and the dockyards to spread the news of the incoming fleet.

The Commandant is waiting for you at the garrison entrance. "We got your message requesting my presence. What's the matter?" he asks.

You respond by shoving the map and the logbook into his hands, catching your breath, and then explain everything you've seen and know.

By the end of it, the Commandant's normally lazy face is rigidly serious, and his men are running up the metal path to the coastal gun. "Quick thinking, my boy," he says. "take your ship out to sea. Commodore Rilin in that anti-aircraft ship will take command of our forces - you know how to read signal flags, do you not?"

You nod.

"Good. I'll get a radio for you after if we survive this. We've got, what, your ship, the anti-aircraft cruiser, two trawlers from that big scrapper... and I'll send a boarding party over to force that scrapper out. She's got a couple of AA cannons. I'll notify Dockmaster Ryza to load up your ship with as many shells as you can carry, too. We'll fight them in front of the coastal gun, and we'll win."

"They might just turn around if they see all of this arrayed against them," you offer.

"No," the Commandant shakes his head, if their Admiral is as eager as your prisoner says he is, he'll attack. Odds are still in his favor. I'll raise hell with Command, but I know there aren't any heavy ships in the area."

"Very good, sir." you say, and rush back to your ship.

+24 12 pdr. shells. Your ship now has 40/40 shells in storage.

>Head out to join the Citadel ships frantically maneuvering into position in front of the Cube.
>Drop off prisoners [will take additional time, may effect the battle]
>Flee
>Something else.
>>
>>1198192
hmm
>>
>>1198192
>Head out to join the Citadel ships frantically maneuvering into position in front of the Cube.
Sorry Sofia, no time I'm afraid.
>>
>>1198192
>Head out to join the Citadel ships frantically maneuvering into position in front of the Cube.
>>
>>1198192
>>Head out to join the Citadel ships frantically maneuvering into position in front of the Cube.
>>
>>1198192
>drop off prisoners
This first, but have the crew not assisting in prisoner transfer have the ship ready, guns trained at the sea, ready to go when we return. And besides if we're supposed to be restocked with all the munitions we can fit, we have time to hand the prisoners off.
>>
>>1198192
>Head out to join the Citadel ships frantically maneuvering into position in front of the Cube.

Goddammit, I was convinced after what anon said, but now this. I really hope Sofia and Mr. Shotthrutheheart and Mr.Cantwakeup survive this
>>
>>1198192
>>Head out to join the Citadel ships frantically maneuvering into position in front of the Cube.
>>
>>1198227
Oh wait, this is true, can we do this Scribe?
>>
>>1198192
>>Drop off prisoners [will take additional time, may effect the battle]
literally drop them off on the pier, they aren't going anywhere in their condition- sucking chest wound and broken leg
it shouldn't take any time compared to walking them up to the garrison and they'll be in less danger then they would be on the ship
>>
>>1198192
>Drop off prisoners [will take additional time, may effect the battle]
They're stable, not well.
>>
>>1198192
>>1198227
>>1198246

These.
>>
We were ordered to take our ship out, we shouldn't deviate from that to drop off a few prisoners. If they die, they die. It's war. I don't know about pushing them out of the dock, while that seems practical we may get in trouble for it with the Commandant.
>>
>>1198268
>"I'll notify Dockmaster Ryza to load up your ship with as many shells as you can carry, too."
This implies we'll still be on port for as long as it takes for the shells to be loaded.
More shells in our hold = more shells we can throw at them.
So we can get a couple of guys not loading shells to get the prisoners ashore, maybe get the port guards to hand them off to, and then we can go join the fleet.
Rushing off = less shells = less effective.
And besides, getting the prisoners off is fitting with our character so far. We're not heartless sociopaths, we're soldiers. Our orders are
>"take your ship out to sea. Commodore Rilin in that anti-aircraft ship will take command of our forces."
It did not specify how soon, although yes, as soon as possible would be good, but we could do more things while we're getting resupplied.
>>
>>1198228
Shotthroughthehearts dead and you're to blame.

I think we can just dump cant walk and cant wake up on the pier. They're not going anywhere.
>>
Very well, I phrased that poorly and you guys were quick to identify that. Sofia and Jay are taken off the ship, and put into the trust of Dockmaster Ryza as she evacuates the population of Sbvysek into the mining tunnels.
>>
>>1198324
Thanks scribe.
>>
File: Defenders of Sbvysek.jpg (141 KB, 927x563)
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With the shells loaded and the prisoners relatively safe, the Brora swings out of dock and out to sea. The gunners are on deck, the machine guns fully manned by the seaman, and the engine running smoothly - you form up with your the Citadel ships, and watch the smoke cloud from the Republic flotilla grow larger on the horizon.

Signal flags are hoisted from the CNS Extirpate - CLOSE WITH THE ENEMY, KEEP FORMATION, and PREPARE FOR CLOSE-IN COMBAT. Evans says that a ship like the Extirpate, covered in AA cannons and 5 inchers, wants to get as close as possible.

The Inviolable Rights fires a single shot that splashes into the sea a hundred meters ahead of your ships - a challenge, by the rules of the sea. The anti-aircraft cruiser CNS Extirpate, two guard ships, and the large scrapper are by your side as the battle looms.
>>
>>1198349
Aw hell. Here we go. In Rust We Trust
>>
File: ship contrast 1.jpg (205 KB, 900x600)
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H Y P E

Well, that concludes tonight's session. The Battle of Sbvysek will be joined tomorrow at 5:30 EST! I'm humbled and gratified at the players that have decided to spend some of their time on this quest, and there's still plenty of story to be told! Unless, of course, an 8incher puts a shell through the bridge. Hopefully that won't happen. Till next time!

>>1198116
Trawlers are generally more seaworthy and longer ranged, but slower. There really isn't much distinction - the armament is frequently extremely similar if not the same, and if the Brora was tooling around off Port Liberty the Republic would probably call her a raider. Still, as Sofia demonstrates, there's some difference in Republic eyes - often the split comes down to what job the particular ship is assigned to frequently.

>>1198036
Indeed, I had to end it on a high note!

>>1198050
You mean, the full song? That's more just an introduction to the character. Throw down bits of personality and worldbuilding with characters that survive on a dice roll, and expand it later. If we and her survive the battle, Sofia's probably not done with her role in this quest.


Now here, have an old sketch of a scene from the Southern battles - far, far away from the gritty neglect of the Kraegsk.
>>
>>1198386

Thanks for running scribe. So hype. This is great.
>>
>>1198386
Another great session scribe, the work you've put into the planning really shows. Your art is top notch too. Thanks!
>>
>>1198386
>Two turrets with two large barrels each.
>At least six MG's.
>Three guns like the Brora's.
>Scratch that- four guns like the Brora's.
Hahahahahahahahaha
Holy fucking shit.
>>
>>1198386
I like the mystery of the ruins and the atmosphere a lot. Are any of these islands wooded or are they all just heaps of rock out in the ocean?
>>
>>1198386
Thanks for the run scribe, I'm so hype for tomorrow. Thats a nice picture, the lady must be strong to row out all that way by herself.
You got any way to keep in touch for announcements or notifications? Like a twitter or discord?
>>
>>1198386
>>1198402
Making a discord would be nice, you can notify us when you are starting up again.
>>
>>1198402
twitter would be better. discord has the problem of game discussion being locked in and insular rather than being in the thread.
>>
>>1198386
>old sketch of a scene from the Southern battles
wait, you ran a previous quest?
>>
So this upcoming battle, lets define our objectives abit here to make strategy clear.

Our objective is to deny and make the enemy fleet unable or unwilling to begin sustained bombardment of Sbvysek.

To that end, 3 ships are critical. The bombardment ship, the light cruiser and the ammo ship. The two former ships will be required for the bombardment, the latter for the ammo for sustained fire.

Slightly iffy if the light cruiser has the weaponary for the bombardment mission but we should assume that it does. Still, we should move to engage the bombardment ship first while the trawlers engage the 2 raiders.

Once that big gun platform is silenced, we can choose whether to move in to support our fellow small ships or to help engage the cruiser.
>>
>>1198478
Well, first likely target should be the ammo carrier. It has the key to the bombardment as well as make a nice boom. But we'll have to ask the commodore for permission before breaking formation to chase it. That and it's probably the last ship in teh fleet
>>
>>1198478
>>1198484
Reminder the the Inviolable Rights is the only ship we don't really have a hard counter to. If we knock that out first, routing the rest of the fleet should prove a relatively simple affair.
>>
>>1198484

Ammo carrier is critical in sustained operations but now its fairly useless.

The Rear Admiral is not going to be a fool, prior to battle, all shells will definitely be topped up. They're not going to effect a resupply operation in the middle of a fleet battle.

If things are going badly, then yes we should go for the ammo carrier. At least even if we lose, the loss of that one ship will mean they can't sustain their bombardment of the port for long.
>>
>>1198493

And so that means taking out that ship will take quite abit of time.

All the while the smaller raiders and bombardment ship will be hitting us. Big ships can actually be fairly vulnerable to alot of small ships if they are not properly screened by small ships of their own. This is the weakness of their fleet in which we actually outnumber their small craft. And the CNS Extirpate is actually supremely well kitted for rapidly eviscerating smaller ships.

Eliminate the bombardment ship (with it that dangerous cannon that can sink our larger ships) then perhaps take out the raiders. We can then focus fire on the cruiser and we can force them to diffuse their firepower or just stick to one side of the ship and make them unable to bring the weapons on one side to bear.
>>
>>1198493
The only gun that can put a dent in the cruiser is probably the coastal gun. If we want to take on the cruiser our best and likely only bet is to damage its rudder and make it an easy target.

I wonder how much can the cruiser's guns depress. Maybe we can get into a blind zone if we come close enough.
>>
>>1198733
If we come close enough...
why don't we just lob bombs from our deck? Or just hit them with our swor- er, bayonets?
>>
>>1198797
We don't have bayonets. We're poor bayonet-deprived conscripts. We can never experience the glory of a bayonet charge against a narmored cruiser; the higher-ups have hogged all of it.
>>
>>1198733
>>1198797

*gasps*
If we do a boarding party we might be able to take the undamaged ship. I think the main target for us should be the lone bombardment ship. Because it's 8 in fun can reek havoc on us and the anti-air ship.
>>
>>1198806
We could always become the bayonet

https://m.youtube.com/watch?v=bZBAJee3JK8
>>
>>1198811
We have no armoured prow.

Also it'll be a waste of our 12 pounders, considering that we're the only trawler with front and rear cannons.
>>
>>1198386
I just read up from the beginning, this quest look interesting.

>>1198496
I also think that the ammo carrier will only be needed in the long run. It's very difficult to resupply a ship during a fight and both the bombardment ship and the cruiser will be able to do lots of damage before they need to resupply, so they have to be taken out first.

I can't decide whether to attack the bombardment ship (one hit will sink us, but it has only the one gun) or the cruiser (would probably need multiple hits, but is better equipped to fight us) or the small ships (they seem to be similar to us) first.
>>
>>1198807
GENIUS
Well, as long as we relay that to the commander beforehand. "Yo chief we might try something stupid and unpredictable, and could maybe even sink that cruiser, here's how"
>>
>>1198818

It is certainly a possible path.

I also must point out at close range, that 8 inch gun will have a 6+ to hit on us. Base.

I do not think we have enough time to effect such a boarding action. Best to just unload into them and move to another target once dead or defanged.
>>
>>1198822
well, if we manage to take their gunnery crew out, we could theoretically board it and aim it at the cruiser, for at least 1 shot before the cruiser notices and sinks the ship.
We'll be gambling with lives, indeed, but the reward - cruiser possibly hit, and it'll be balls awesome - is high.
>>
>>1198826

1) We'll be starting from long range and closing and so the enemy will have chances to shoot back.
2) This assumes they stay still and not move about to open the distance or even attempt to move away from our boarding attempt.
3) Our guys are not trained on the gun. How are they going to be immediately able to fire it without any training.

The risk are stupid high and the gain not worth. Just shoot it dead normally, move to next target.
>>
>>1198386
Finally caught up on this, and I gotta say it's a pretty neato quest so far, I hope it continues to improve from here on out. It's actually got me hankering to run one of my two nautically inclined quest ideas.

>>1198478
As for ideas for the battle, as the Brora's effectively an overgunned and underengined Motor Gun Boat, we pose very little threat to even the somewhat goofy CL equivalent that Patrol Cruisers seem to be. Particularly seeing as our shell type isn't defined, so is probably just your garden variety uncapped HE, good for pummeling unarmoured trawlers without overpenetration being a concern, but mostly only useful at very close range against even a CL, and primarily then when aimed high for the superstructure and deck. Consequently, the focus for us should be on the bombardment ship, the two raiders and then the ammunition ship, while trying to stay well clear of the CL. Hopefully once its escorts are destroyed it will have to quit the battle for fear of torpedoes, running out of ammunition, damage from the coastal emplacement etc.

Also, gun and stack smoke will become a problem very quickly in a large but slow moving engagement, so we should endeavour to stay to the windward side of the Republic ships (that is the wind blowing towards us from their positions, which will make it hard for them to spot their fall of shot while making it easier for us), even if that means leaving the path to the Cube ostensibly open. Though much of that will be at the discretion of the Commodore, rather than up to us.
>>
>>1198807
Cosidering how that 8incher is set though, it might have piss poor depression and be ineffective at close range.
>>
Not sure about anyone else, but I would like to return to Rinyak island eventually for the purpose of an expedition/salvaging. Looks like there's still alot of good metal to cut up there and even though many people have probably picked over the ruins before, I want to know if there are any books left on that island
>>
>>1199121
There's still that fresh wreck on G-7 to comb over, remember. The archipelago in general seems to be full of potentially lucrative spots like Rinyak- ones that we haven't discovered, yet.
>>
>>1199121
I think there will be better opportunities to find stuff on the larger islands. We might not even be able to read an Astaeran book if we found one since we can't even figure out how to work a relatively simple machine like a rangefinder. That's assuming we can find any paper at all since it's been either decades or centuries since Astaera fell and the weather here seems pretty wet and shitty-- not conducive to the preservation of things like paper. Maybe there's underground vaults or other sealed off areas, though.

Finding old artifacts is cool and I am definitely into learning more about the Astaeran Empire, but if we want usable salvage we need to look on the southern sides of the big islands, like G3-7. However, I'm not even sure if we have the necessary tools to do things like cut sheet metal or disassemble and pack large pieces of machinery.
>>
>>1199147
I'm up for finding the destroyer if nobody else is looking for it.

A torpedo mount on the lower deck could give us a real power boost at close range
>>
You speak with Master Evans in terse, hushed tones as the fleets maneauver towards each other. He says the CNS Extirpate, by its signal flags, armament, and 'southern insanity', is almost certainly going to try and rush forwards into close range and devastate the enemy with its quick-firing guns. Certainly, the enemy ships might concentrate their fire on the Extirpate - and if the crew of the large scrapper is particularly dutiful, they might follow the Extirpate in presenting an obvious target.

To hang back and fire, charge forward behind cover, or flank?

(Notes: rolls for the other ships won't be conducted in the thread, it'd take forever. Descriptions of the various ship movements and actions will be posted.)

>>1198453
Nope, this is my first. It's more that when this universe was in a vague planning stage, that was a drawing I made set in it - and with the ludicrous number of guns on that warship, it's a scene from the southern battlefields.

>>1198944
There are more 'proper' CLs in this universe, but they're typically found south of the Kraegsk.

>>1198398
They're heaps of rock. If our adventures ever take us beyond the map, we might find vegetation, though...

>>1198391
Well, to be honest, it's mostly improv and throwing in enough random details to expand later on into plot points, but it seems to be working out decently well.

>>1198402
That's a good idea. I'll look into it.
>>
>>1199438
I vote we try to flank them and get into a position where we can use both of our 12pdrs. What about the orders we got to "stay in formation" though? Because if moving to flank is disobeying orders we might need to just follow these idiots into the lion's mouth.
>>
>>1199464
Eh, we could always say we misread the signal. Naval battles ate full of confusion.
>>
>>1199464
>>1199518
Screening for the Extirpate might be smart. We'll see more incoming fire, but we'll also be immune to being surrounded. If we focus down each ship one at a time, we may acquire the edge we need to come out of this victorious.
>>
>>1199518
That excuse only has a chance of working if we actually win the battle.

>>1199607
Yeah maybe. I don't want to impose too much on Scribe but a picture or battle grid would be fantastic
>>
>>1199438
No name qm
>>
>>1199438
I think it would be best to follow the charge forward. The scrapper and the cruiser are the bigger targets and what they are going to focus on. And we have a surprise that the Republicans won't expect. A second 12pdr that I want to eventually bring around to have some fun authority on those targets
>>
>>1199438
> There are more 'proper' CLs in this universe, but they're typically found south of the Kraegsk.
Yeah, I figured, was just more expecting PCs to be more like a Konigsberg-class (that's the 1915 one) or the Royal Navy's C-Class Cruisers but with smaller powerplants and more living space/supplies instead. Basically a slower cruiser with excellent sea-keeping, something both those classes were renowned for. Not that it's in any way a dealbreaker that they are what they are.
>>
The Republic flotilla makes a hard turn, displaying full broadsides - the Extirpate continues straight on, the rest of the fleet following. The Brora is in the Extirpate's wake.

All enemy ships save for the munitions ship and an escorting raider are at LONG distance from all friendly ships.

>Fire all available guns? [only front deck gun unmasked, currently.]
>Fire at WHO?
>Go CLOSER
>Turn, STRAIGHT LINE
>Turn AWAY and RUN
>Something else?
>>
>>1199738
Looked those up - those are some beautiful ships. PC appearence is more derived from the flavor of the universe - shoddy manufacturing and inelegant solutions for ships built in or for the remote battlefields, but a C-class cruiser would have made more sense for this. Ah well.

Note for the battle: Rolls for the other ships that don't directly affect the Brora will not be done on the thread. It'll be a lot quicker and less confusing.
>>
>>1199742
>Fire at the Bombardment Ship
>Go closer

>Something else
Say something encouraging to our crew, perhaps?
>>
>>1199742
>Target Bombardment Ship
>Go CLOSER
>>
>>1199742
>Go CLOSER
All ahead full! For *Head of State* and Country lads! Stay close to the other two trawlers in the process, we want to be massing our admittedly meager firepower once we close range.

>>1199753
Yeah, the Cs were some pretty ships, and in general the Royal Navy's stable might be good inspiration for ships tooling around Kraegsk, because they tended to emphasise sea-keeping to a far greater extent than other nations particular during the inter-war period and WW2. As for shoddy construction and what not, you can always take the Star Wars approach, and just greeble your World War surplus up until it looks suitably shoddy.
>>
>>1199742
>Fire all available guns
>Fire at WHO?
The trawler
>Go CLOSER
>Something else?
The way it looks like our fleet will turn to port to work the broadside after we close range, so turn the aft gun to the starboard side
>>
>>1199785
>>1199742
I'll back this.
>>
Rolled 8 (1d10)

The Brora shudders as the forward gun fires. You anxiously peer through the spyglass, wincing as both fleets erupt in flashes and smoke.
>>
>>1199742
>Fire at Bombardment Ship
>CLOSER
The bombardment ship will do serious damage to the big ships in our flotilla, by my guess.
We eliminate it first, then our big ships only really need to worry about the enemy light cruiser.
>>
>>1199742
>>Fire at Bombardment Ship
>>CLOSER
>>
Your shot barely misses, showering the enemy bombardment ship with water.

The air is filled with shrieking shells, splashes of water erupting all around you like someone throwing a handful of pebbles into water. The enemy aim seems poor - a heavy shot from the Inviolable Rights strikes the Extirpate, but it impacts at an angle on the armored port bulge and bounces harmlessly off. Through your spyglass, you can see the Inviolable Rights take a hit on the stern, one flash and then another - the rear turret rests at an odd angle, unmoving.

Your allies continue to go full ahead - the enemy appears to be focusing their fire on the Extirpate, but you can't be sure how long that will last.

(Dayum, those were some good rolls)
>Fire at [target]
>Move CLOSER, STRAIGHT LINE, or AWAY.

(NOTE: When ships get closer than CLOSE range, shots hit on a 3+.)
>>
>>1199848
>Fire on the Bombardment ship again
>CLOSER
And I think close range is about as close as we want to get. After that we should go in a straight line and use both our cannons.
>>
>>1199848
>Fire at Bombardment ship again
>Move CLOSER

Hey, boarding and capturing the Extripate would be possible if they lost both turrets
>>
>>1199848
This >>1199854
>>
>>1199848
>Move CLOSER
Bombardment ship
>>
>>1199848
>Fire at the Bombardment Ship
>Go CLOSER.

Hopefully the IR gets defanged, soon.
>>
>>1199848
>Fire on the Bombardment ship again
>CLOSER
>>
>>1199848
So. How much can the cruiser's guns depress? How many turrets is on its stern? Is another vessel covering its stern? Because it looks like the cruiser has just became vulnerable to a called shot at the rudder.

For now,
>Fire at the Bombardment Ship
>Go CLOSER, aiming to pass astern of the cruiser
>>
>>1199848
>Fire on the Bombardment ship again
>CLOSER

>>1199868
It's still got secondaries and a large, probably well enough armed crew. It's likely if they do strike the colours it'd be as the Commodore's prize anyway, not ours.
>>
File: The Extirpate Closes.jpg (49 KB, 389x411)
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Rolled 4 (1d10)

The Extirpate continues to close - one of the guard ship is dutifully following, while the scrapper and the other guard ship makes a hard turn to port, trying to get behind the Republic flotilla. You decide to follow the flankers.

As you close, however, you fire again.
>>
>>1199892
shhhhh don't ruin my dream.
Bysides if it takes any damage to the propeller, rudder, or engines it will be dead in the water. Forcing them to surrender or be boarded
>>
Rolled 5 (1d10)

The enemy flotilla is turning away, with the exception of the Inviolable Rights, which stubbornly pours fire into the oncoming Extirpate. As the enemy flotilla turns, the enemy trawler fires a shot from its rear deck gun at the Brora.
>>
What size do you think the cruisers guns are? I'd expect 6 inch guns at most, especially if they're using twin turrets
>>
>>1199906
The shot barely misses, the bridge crew cursing as one.

As you watch, shells splash around the Inviolable Rights or bounce off its armor - one shot seems to penetrate, smoke pouring out of the enemy cruiser's bow portholes. The guns are still firing, however, and you wince as a full broadside from the Inviolable Rights ripples over the Extirpate - a large-caliber shell devestates the superstructure, knocking the raised brdige perilously askew. Other shots savage the stern and wreck the rear crane, and wipe out the crew of one of the bow 5 inchers.

(A map of the action and options will be in the next post.)
>>
>>1199969
Probably 6-inchers, but given it's only got 4 of them in turrets, my time with Rule the Waves makes me want to say they're 8 inchers with 6 inch secondaries along either side.
>>
>>1199978
We're gonna need to start pumping shots into teh IR. Need to cover the fleet commander
>>
>>1200001
only so much we can quickly to to that cruiser. The flagships doing her part as a damage sponge right now. Lets quickly wreck those small ships.
>>
File: Battle Map No.1.jpg (43 KB, 450x475)
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>>1199978
Most of the enemy flotilla is turning away.

One gunboat that was guarding the munitions ship is closing to CLOSE range.

The Inviolable Rights is heading STRAIGHT AHEAD, and will be at MEDIUM range if we go straight.

The raider and trawler turning away will be at MEDIUM range.

The munitions ship will be at MEDIUM range.

Alternatively, we can turn closer to the Inviolable Rights and move to CLOSE range with her.

>Fire at [target]
>Take the current path STRAIGHT (left path on the map)
>Close with the IR (right path on the map)

(All this dice rolling is sucking up time pretty thoroughly)
>>
>>1200052
MAP CORRECTION: Ignore that the map says we will be CLOSE to the IR. If we take the left path, we will be at MEDIUM range from the Inviolable Rights.
>>
>>1200052

Which ship is the bombardment ship?
>>
>>1200052
>Fire at IR's rudder
>Take the current path STRAIGHT (left path on the map)
>>
>>1200052
>Take the current path STRAIGHT
>Fire at the close range gunboat.
The bombardment ship is a non issue while it's sailing away from us, on account of its bow gun mount.
>>
>>1200052
>Fire forward gun at gunboat
>Fire rear gun at IR
>STRAIGHT AHEAD
>>
>>1200052

This >>1200078
>>
>>1200052
>Fire at the Gunboat
>Take the current path STRAIGHT
>>
>>1200078
We cannot specifically target enemy ship components. Ship damage is done by a random table.
>>
>>1200073
One of the ones sailing away.

Gonna start rolling soon - perhaps a dip in art as I try to move this along.
>>
>>1200052
>Take the current path STRAIGHT (left path on the map)
>Fire at IR
>>
>>1200052
Close range with the gunboat at first. Then turn right to.present broadside. Fire at the gunboat
>>
Rolled 7, 5 = 12 (2d10)

You continue your path, the scrapper and a guard boat in your wake - the enemy gunboat is uncomfortably close, trying to protect the munitions ship.

Every gun on your ship opens fire on the gunboat - the two deck guns lead the broadside.
>>
Rolled 6, 4, 4 = 14 (3d10)

>>1200144
You score a hit! Before you can see the effects of your fire, your machine guns open up. (1d10 each, hit on a 5+)
>>
Rolled 7, 8 = 15 (2d10)

>>1200151
The enemy gunboat fires at you - first its deck gun, then a mounted machine gun.
>>
Rolled 8, 8 = 16 (2d10)

>>1200165
The impacts rattle the ship - you jump at the unfamiliar shock. (first deck gun, then machine gun).
>>
Rolled 9, 9 = 18 (2d10)

>>1200170
Miraculously, both shots leave your ship practically unscathed - a hole in the funnel appears, belching smoke, and the machine gun bullets hiss through the air a few meters away from the bridge. Either way, the enemy deck gun has found the range, and it'll hit you next turn - but the same goes for one of your deck guns.

You observe the damage to the enemy ship. (deck gun first, then machine gun.)

(I'm frantically rolling in the background for the larger battle , but as they don't affect the Brora they won't interrupt this duel yet.
>>
>>1200178
Take that rowboats!
>>
Rolled 2, 5 = 7 (2d10)

>>1200178
The fire poured out by the Brora and the gunboat into each other fails to score any significant damage - behind you, the scrapper has turned its twin bow anti-aircraft cannons on the gunboat.
>>
Rolled 3 (1d10)

>>1200186
A burst from one of the cannons slams into the gunboat, the rounds whistling over your head.
>>
Both the enemies guns have our range now. I think for the next turn, if it is not already wrecked, we need to pull back to medium-range to increase the distance to reset
>>
Rolled 8 (1d10)

A hit, on the center mass of the gunboat! There's not much superstructure to hit, but you watch breathlessly as the sparks and smoke clear away.
>>
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>>1200207
You see a Republic sailor get hit, pitching backwards off the ship in a red mist.

Now you have three options-

>STRAIGHT LINE [Both you and the gunboat have each other's range, will keep ships at CLOSE distance]
>TURN AWAY [Shots will no longer hit automatically. You will only be able to fire with your rear gun at the gunboat.]
>TURN CLOSER [Shots will not automatically hit, but shots will hit on a 3+. Will take you to POINT BLANK range]
>>
>>1200227
>>TURN AWAY [Shots will no longer hit automatically. You will only be able to fire with your rear gun at the gunboat.]

I don't want to risk getting closer, we know they already have their range
>>
>>1200227
>TURN CLOSER [Shots will not automatically hit, but shots will hit on a 3+. Will take you to POINT BLANK range]
Set up for the machine guns
>>
>>1200227

>Med range or POINT BLANK range

Oh boy.

>>TURN CLOSER [Shots will not automatically hit, but shots will hit on a 3+. Will take you to POINT BLANK range]

Turn to our crew. "Gentlemen, if we do survive this, it has been an honour serving with you, even for so short a time."
>>
>>1200227
>TURN CLOSER [Shots will not automatically hit, but shots will hit on a 3+. Will take you to POINT BLANK range]
We've nearly twice their firepower, so a point blank slugging match should favour us heavily.
>>
>>1200255
Sorry, not nearly, more than.
>>
>>1200227
>>TURN CLOSER [Shots will not automatically hit, but shots will hit on a 3+. Will take you to POINT BLANK range]
Tell the crew to break out the rifles if they haven't already.
>>
>>1200263
This is a good idea.

Conscript Greys should get one of those rifles.
>>
>>1200227
By my count it was 4:3 for firing at IR last time, but whatever

>TURN CLOSER
>Order the machineguns to fire at the gunnery crews
I take it gun shields are not standard equipment.
>>
>>1200227

Oh hey.

Our fleet has actually managed to split the enemy's in two. We can actually focus fire on the IR for a turn or two while the bombardment ship and its escort will take some time to turn back into the fight.

Ammo carrier is directly heading out of the fight.
>>
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Rolled 1, 2, 4, 7, 6 = 20 (5d10)

(Furiously calculating out the larger battle at every spare moment, jesus)

You turn to the bridge crew. "Gentlemen, if we do survive this, it has been an honour serving with you, even for so short a time."

You turn hard to starboard, bringing the Brora into point blank range, firing all the while.

(First two dice are the deck guns, the rest are the machine guns)
>>
>>1200292
I'm super glad I suggested we get gunshields fitted in the first thread
>>
>>1200343

>1,2

Fuckin hell
>>
Rolled 8, 2 = 10 (2d10)

The enemy returns the fire.

(same order).
>>
>>1200343
>First two dice are the deck guns
Das a waterline and center?
>>
>>1200343
>Hit on 3+
>Roll 1 and 2
>Of course
>>
>>1200356

No... Thats the roll to hit on a 3+...
>>
Rolled 9, 5 = 14 (2d10)

>>1200354
The enemy's deck gun scores a hit, the Brora groaning in protest. Amazingly, the machine misses.

(First for where it hits, second for effect)
>>
>>1200343
>4, 7, 6
wait, didn't we also have the republic MG?
>>
>>1200356
That's a miss and a miss. Our MGs picked up the slack though. I wouldn't be surprised if we end up killing most of their crew.

>>1200361
>it goes high
Phew?
>>
>>1200359
>>1200365
My bad. I was looking at the dmg table instead of the gunnery on another page.
>>
Rolled 4, 8, 7 = 19 (3d10)

>>1200361
It seems incredible, but at point-blank range both your deck guns have missed, and theirs have succeeded in punching another hole in your long-suffering funnel. Your machine gunners, however, are not so thrown off by the radical maneuvering - a fusillade of bullets strike the gunboat.
>>
>>1200365

Aye it did.

Phew.

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.
>>
>>1200370

>Bow

KILL THEIR GUN CREEWWWW
>>
Rolled 2, 9 = 11 (2d10)

>>1200370
Rounds impact the center and bow of the ship.
>>
>>1200370
WE GOT THE LIFEBOATS TOO!!
>>
Rolled 10, 1 = 11 (2d10)

>>1200379
Rounds plink off the bow, missing the gun crew, but the elevated bridge is brutally raked. Splotches of red appear on the windows - the gunboat abruptly stops its turn, heading straight ahead.

Rounds from the scrapper come flying in.
>>
>>1200386

AYE.

3 for 3.

Thats a 3rd bridge destroyed.
>>
Rolled 7, 1 = 8 (2d10)

>>1200386
More hits on the suffering gunboat.
>>
>>1200394
that and the lifeboats are starting to become our brand.
>be a mechanic at the cube, see shipwreck being towed in.
>from the look of it you know that it went against the Brora
>you're getting short on lifeboats and will have to order a new batch to be delivered.
>>
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>>1200395
The gunboat is a floating charnel house - you watch as the scrapper's fire tears through the gun crew, viscerally clear at this range. Ensign Redek gags, and there are no cheers from the gunners this time.

The Republic gunboat is sailing blindly ahead, defanged, past the guard boat and scrapper in your wake.

>Rejoin the main battle.
>Pour fire into the gunboat and finish it.
>Chase after the munitions ship as it flees from the battle.
>>
>>1200417

It's sort of hilarious.

And we need to salvage some armour plating to armour our bridge. Too many red splotches on windows.
>>
>>1200425
>>Rejoin the main battle.

Signal to the scrapper to form up and move to gang up on the IR.

Its isolated from her escorts now and they will need time to rejoin the battle.
>>
>>1200425
>>Rejoin the main battle.
>>
>>1200425
>Rejoin the main battle
We can go after the floating hulk later. I think there are a trawler and a bombardment ship we still need to deal with.

Just how much of a madhouse Kraegsk is is starting to hit me.
>>
>>1200425
>Rejoin the main battle.
Head off the bombard and gunboat before they can move to assist the IR.
>>
Starting to cook some macaroni and cheese, taking a break from drawing momentarily.

>>1200437
Madhouse in what way?
>>
>>1200425
>>Rejoin the main battle.
A quick prayer for the sailors, try to see the name of the ship.
>Focus people, this isn't over.
>>
>>1200425
>>Rejoin the main battle.
time to take out the big boy
>>
>>1200438

We're sort of out of position to chase after the bombardment ship. We'll have to slow down and cross the IR's bow to even begin chasing after those two small ships. Probably will take a few turns to even move into range. ref: >>1200227
>>
>>1200451
Taking a slightly circuitous route is fine, and crossing the bow of the IR is actually the safest place to be due to its inability to fire forwards. The important thing is not letting their fleet regroup and consolidate, if we keep them seperate and let the rest of our ships pummel the IR into submission the rest will have to either quit the field or probably be sunk.
>>
>>1200446
>madhouse in what way
Like two opposing militaries stripping a company of soldiers of everything but clothes and boots, handing out pen knives, shoving them in a large factory complex, and telling them to kill all the enemy soldiers.
Cue grimy soldier-hobo knife fights.

>>1200470
This. The IR won't be able to turn us into scrap if we're infront of its bow. At least not easily, anyway. We should be able to pump cannon fire into it from in front of it with some impunity, too.
But this is just bonus to us taking out our opposite numbers.
>>
>>1200470

It is a safe place from fire. Not so safe if the IR decides to just cut us in two which is more likely if we have to slow down to turn in time. If we continue at flank, we'd probably cross the path of IR after it has gone ahead.

Also, the raider and the bombardment ship will be coming up on the starboard side of our flagship which is well kitted to kill small ships. If we just go after the two of them, we'll be outgunned since that last raider is one with 2 deckguns. We sighted one when we caught sight of the enemy fleet.
>>
>>1200477
>Like two opposing militaries stripping a company of soldiers of everything but clothes and boots, handing out pen knives, shoving them in a large factory complex, and telling them to kill all the enemy soldiers.Cue grimy soldier-hobo knife fights.
fuckin' poetry man
>>1200425
Take a potshot or two at the munitions boat with whatever gun we aren't bringing to bear at whatever we decide to shoot at
>>
>>1200447
A prayer huh.

Oh dear God(s?), look upon your foolish creations. They bleed from spite and violence. Yet they still call for your help. Have the seas be calm, the wind light. Keep the creatures away, and the men safe. Deliver them to safety in this red sea. In Rust we Trust.
>>
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You leave the battered gunboat behind, and involuntarily take a deep breath when you look in front of you - the Inviolable Rights and Extirpate are circling wearily, pouring fire into each other. They look like demons, flames erupting from superstructure fires, their armor and guns chipped and broken, yet they battle on.

A black haze hangs over the whole scene - evidently, they've been at it for quite some time now. In the distance, the Republic raider is burning, huge splashes going up around it, and you guess that it's been devastated by the coastal gun's fire. There's no sign of the trawler in the smoke, and for that matter, no sign of the brave Citadel guard boat that was escorting the Extirpate - you can only assume it was sunk in the fury of the slugfest in front of you.

You are at MEDIUM distance from the two cruisers, and LONG range from the fleeing munitions ship. The raider is out of range.

You look behind you - the scrapper is staying by the battered gunboat, lowering lifeboats with its cranes - the guard boat is signalling that it will follow you.

>Head towards the dueling cruisers.
>Chase the munitions ship.
>Something else.
>>
>>1200597
>>Head towards the dueling cruisers.

Oh boy, here we go. Try to approach from the same side as the Extirpate so they can't bring their untouched guns on the other side into play.
>>
>>1200597
>head towards the dueling cruisers
>fire everything
I guess we gotta help our buddy take out the enemy light cruiser.
>>
>>1200597
>Head towards the dueling cruisers.
The others are no factor. Time to go for the head
>>
>>1200597
>>Head towards the dueling cruisers.
>>
>>1200597

Also. Appendum to >>1200616

>Something else
Signal to the scrapper to try and chase down the munitions boat after it has gotten its crew onboard the gunboat.
>>
>>1200597
>Head towards the dueling cruisers.
Hold fire until we get to Close range, our 3 inch guns won't be very much use at long range anyway, and we should try not to waste shells. Plus with all the smoke and confusion of the battle they may not notice our approach.
>>
>>1200634

We've got plenty of shells and we're at med range. We might get lucky and nail the bridge. (Again).
>>
>>1200597
>Head towards the dueling cruisers.

Fire with everything we have
>>
Rolled 1, 8, 4, 9 = 22 (4d10)

>>1200597

You steer the Brora directly towards the burning leviathans, praying feverishly to any of the Gods that might be listening on this grey, miserable day. You also take the time to discuss the plight of the two cruisers with Master Evans.

The Involiable Rights is terribly damaged. Nearly the entirety of her superstructure is wreathed in flames and smoke, and her bridge, while armored, has been penetrated in several locations. Her rear turret is knocked out, and so is one of her secondary guns. Her forward turret is still firing - you see a crowd of Republic sailors pulling on chains to keep the turret pointed at the Expirtate as the two ships slowly circle each other. AA guns are firing too, but you can't tell if the flashes mark and operating gun or the impacts of the Expirtate's fire. Master Evans says there's a good chance that the port side's gun crews have rushed over to replace causalities on the battered starboard side.

The Expirtate is certainly faring no better. At least half of her side guns, secondaries and AA, have been torn apart by point-blank fire, and only two of the light bow guns are still firing. She's burning too, if not quite as fiercely, but her raised bridge is split in two and the Commodore is surely either dead or incapacitated.

You fire your front deck gun, and your machine guns.
>>
Rolled 9, 9 = 18 (2d10)

>>1200691
Two bursts from the machine guns hit.
>>
>>1200701
However, your gunfire is swallowed up by the writhing giant and appears to have little effect - most of it hit the superstructure and the flames, and nobody's still alive in there.

You're now at CLOSE range. Due to the size of the cruiser, shots will hit on a 5+. If you continue to close, they will hit on a 2+.

>STRAIGHT LINE [Continue to pour fire into the IR].
>Continue to CLOSE [Will put you in between the crossfire of the cruisers]
>Attempt to flank around to the port side of the IR
>Back off
>Something else?
>>
>>1200713
>>STRAIGHT LINE [Continue to pour fire into the IR].

This is good. We need to bring our rear gun into play.
>>
>>1200713
>Continue to CLOSE [Will put you in between the crossfire of the cruisers]
we need to get in quickly
>>
>>1200713
>STRAIGHT LINE [Continue to pour fire into the IR].
>>
>>1200713
>>1200719
>>1200717
>>1200713

Addendum, you will be able to close further if you go to the other side of the IR.

Also, STRAIGHT LINE will turn you to port, forming a third piece on the revolving wheel that the combatants are circling around on.
>>
>>1200713
>Continue to CLOSE [Will put you in between the crossfire of the cruisers]
>>
>>1200691
>you see a crowd of Republic sailors pulling on chains to keep the turret pointed at the Expirtate
throw everything we have at those sailors and take away their ability to use their turret
>>
>>1200735
>>1200728
Oh shit yeah, continue to close but from the other side
>>
>>1200713
>STRAIGHT LINE [Continue to pour fire into the IR].

Do not get between two big guys.
>>
>>1200713
>>>STRAIGHT LINE [Continue to pour fire into the IR].
>>
>>1200735
Going into the crossfire is a horrible idea. We're likely to be shot by our own ship
>>
>>1200741
I'm thinking some may have been rushed from the other side but there might be other gun crews still at their stations along with alot of untouched guns. We might as well help demolish the ship from this side.
>>
>>1200749
Attacking the stern would be preferable
>>
>>1200751

It would be safer for us, yes. But ultimately, our safety is dependent on our flagship being seaworthy since they'll tank all the shots. From the stern, we can't hit the bow guns and those crews there. If we can keep our flagship alive, the IR will continue to fire at it and not at us.
>>
Rolled 3, 7, 3, 7, 5 = 25 (5d10)

The Brora turns to port, nearly in the wake of the Inviolable Rights. Your guns fire steadily, the rear gun unmasked.

>>1200738
It is perhaps cruel, but crueler is how that turret is still killing Citadel sailors. Your order your gunners to aim for the bow.

[shots that are not waterline/bow hits or misses will have a 50% chance of striking the bow instead. This is only possible because the Inviolable Rights is such a huge target]

Deck guns fire, and then the machine guns follow. [Shots hit on a 5+, machine guns on a 3+, again because the IR is huge and close].
>>
Rolled 8, 5, 4 = 17 (3d10)

>>1200784
One of the deck guns strikes home - two bursts from the machine guns ripple across the decks of the Inviolable Rights.
>>
>>1200788

>3,7,5

Shouldn't that be all 3 machine gun shots hitting.
>>
Rolled 4, 2, 5 = 11 (3d6)

>>1200791
Correct, I forgot my own rules. Thanks!

>>1200788
The deck gun smashes into a lifeboat lashed to the rear funnel, splitting it in two. The machine guns, on the other hand... [4+ to hit the bow]
>>
Rolled 2, 7, 1 = 10 (3d10)

>>1200797
The first two bursts hit the bow - the last one strikes the stern of the IR.
>>
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You've got a pretty fantastic quest there, man. So here's fanart.
>>
>>1200830

Oh man, thats awesome.
>>
>>1200806
A full burst lands among the Republic sailors, a half dozen men and women sprawled out on the blood-soaked deck in an instant. Another burst hits the turret, splinters and ricochets causing more casualties.

The last burst drills into the deck below the enemy's crane - you don't know what it did, but it must have hurt.

Then you see it. The Involiable Rights has straightened out its course, heading straight ahead and past the Extirpate towards Sbvysek. You hit the emergency bridge, or emergency steering controls, or something of that nature.

[Note: The only reason why a machine gun is able to so greviously affect a cruiser is because of how shot up it already is. Shooting up the stern and getting a critical 1 wouldn't normally do much, but the bridge is inoperable and the superstructure is burning. Heavy damage means getting hit in some areas is basically ignored - for example, any shots hitting the IR's center - but other areas are hit all the harder...)

>Fire again
>STRAIGHT LINE, keep pouring fire into her.
>Attempt to flank around to the port side.
>Attempt to make your way to the CNS Extirpate to render aid.
>Attempt to close with the stern of the IR and demand surrender (the ship's guns are still firing, though the turrets are fully inoperable)

Master Evans says that the coastal gun of Sbvysek will surely fire on the Inviolable Rights if it's travelling in a straight line, farther away from Citadel ships.
>>
>>1200839
>>Fire again
>>STRAIGHT LINE, keep pouring fire into her.
>>
>>1200797
>The deck gun smashes into a lifeboat
goddamnit
... we should start painting the silhouettes of the ships we sunk somewhere, along with the rowboats we keep obliterating
>>
>>1200839
>STRAIGHT LINE
>KEEP SHOOTING
>>
>>1200830
Hooooly fucking shit that's actually the Brora, my god that's incredible. I can't believe that you've actually gone and done that up for this quest! Strange mix of envy and inadequacy and joy right now, man, that's better than everything in both threads combined. Thank you so much, mate.
>>
>>1200839
>Fire again
>STRAIGHT LINE, keep pouring fire into her.
We should shift our fire to the centre/waterline and hope to strike its coal bunkers.
>>
>>1200850

For every victory, we paint a rowboat
>>
>>1200839
>>Attempt to close with the stern of the IR
I just had a crazy Idea
Why don't we shoot everything that moves and send over a boarding party?

if unfeasible keep pouring fire into it
>>
>>1200839
>STRAIGHT LINE, keep pouring fire into her.
Need to push our advantage.
>>
>>1200839
>>1200866

That is a decent idea.

Lets focus fire on the Stern. Wreck her machinery and leave her dead in the water.
>>
>>1200839
>FULL SPEED RAM
>>
>>1200830
This is great!

>>1200866
Not sure we have the manpower to board something like that. They are shot to shit, but there may be dozens of them still inside. Marines too. Not sure about crew complements for these specifically, but I'd expect even a light cruiser to be crewed by hundreds of sailors, maybe a thousand. This is a big fuckin ship.
>>
Looks like we've got the choices of:
>Straight line, still shooting into the stern [You have a good shot from behind, as patrol cruisers are unarmored from that direction.
>Closing and boarding.
>FULL SPEED RAM

Make yer choices, lads.

>>1200830
I still can't get over this existing.
>>
>>1200893
>>Straight line, still shooting into the stern [You have a good shot from behind, as patrol cruisers are unarmored from that direction.

Leave her dead in the water
>>
>>1200900
This.
>>
>>1200893
>>Straight line, still shooting into the stern [You have a good shot from behind, as patrol cruisers are unarmored from that direction.
>>
>>1200893
>Straight line, still shooting into the stern [You have a good shot from behind, as patrol cruisers are unarmored from that direction.
This is good.

>>1200830
This is really neat, did you use a WW1 picture as reference? It's the little touches like the waving crew that really sell it. Top stuff anon.

>>1200892
Most Light Cruisers of the 1900-10s had between 300-400 crewmembers. A patrol cruiser likely has fewer because of it's role but I'd be very surprised if it was less than 250 officers and men, and at least a squad of marines.
>>
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It looks like we're shooting into their stern.

>>1200942
You recall the statistics for ship types that you learned in the Academy - an equivalent Citadel light patrol cruiser's complement would number some 40 marines and 225 officers and sailors. You know that the Republic generally crews their ships with fewer jackbooted marines and more proletariat crew - such is their egalitarian philosophy - but whatever the exact numbers are, even with a hundred casualties the Inviolable Rights is packed with battle-mad crew.

>>1200830
If you don't mind me asking, what drawing program did you use? That makes me want to finally really try to break out from my cartoony style.
>>
>>1200893
Straight line, still shooting into the stern [You have a good shot from behind, as patrol cruisers are unarmored from that direction.
>>
>>1200426
why not an armored conning tower or something? we stay on the bridge for good visibility, move to conning tower when we are in combat
>>
>>1200893
>Straight line, still shooting into the stern [You have a good shot from behind, as patrol cruisers are unarmored from that direction.

Back. That's great art, but don't knock your own man,they were fantastic and really added to your quest
>>
>>1201009
We'd probably reach the same conclusion most officers did in real life with regards to armoured conning towers. The worse visibility and statistically low chance of a shell striking the bridge (4chan dice aside) meant basically nobody used the things, and the additional weight, especially so high up was just a hassle design wise.

Plus it would really risk overburdening the Brora and/or making us dangerously top-heavy, which would be a very poor condition to be in in a region this prone to rough seas.
>>
Rolled 4, 4, 4, 1, 8 = 21 (5d10)

You menaeuver the Brora directly behind the stricken Republic cruiser, angled so as to present every gun.

You fire, deck guns first and machine guns after, aiming for the stern.

[shots hit on the same values as before. Additionally, all "bow" hits will strike the stern, as we literally cannot hit the bow. Center strikes have a 50% chance of hitting the stern instead.

>>1201028
Indeed. The only reason that the Inviolable Rights's armored bridge was penetrated was because the Extirpate's 5 inchers are meant for AA work, and thus can angle up to hit the bridge from close range. Think the Atlanta at Guadalcanal.
>>
Rolled 1, 6 = 7 (2d10)

>>1201037
Two bursts of machine gun fire hit - the deck guns aimed for the waterline, but the shells lost too much velocity in the water.
>>
>>1201037

If its straight line, shouldn't our rear gun hit automatically and we have the +1 to hit, making the front gun hit on a +4?
>>
Rolled 10 (1d102)

>>1201042
The bursts strike true, riddling the stern - one cluster of hits appears to be at or slightly below the waterline.

(waterline first, then usual stern)
>>
>>1201044
oh shite, you're right. You disregard everything that you saw and thought about in regards to the deck guns in the last ten seconds of firing, because you were totally wrong.

(first dice is for the affect of the stern machine gun - forgot to say 2d10. Next two dice are effects of the deck guns.)

(This many dice rolls in the past four hours. including the behind-the-scenes ones while we were dueling the gunboat has fried my head, jesus.)
>>
Rolled 4, 2, 5 = 11 (3d10)

>>1201067
And then I forgot to roll the dice.
>>
>>1201067

Hang in there scribe, it'll be ok~
>>
Rolled 11 (1d12)

>>1201078
The other machine burst manages to strike true - the effect is not immediately apparent.

Both deck guns, in fact, manage to hit the stern and waterline.

(waterline/stern)
>>
Rolled 10, 1 = 11 (2d10)

>>1201094
Shite, I added the 2 to the d10, not the 1 in 1d10. Rerolling.
>>
>>1201028
now that i think about it you're probably right, but it would probably be better to get a new ship than to armor the Brora's bridge, since it presents the same weight problems and the armor would also reduce the visibility on the bridge
>>
>>1201116

If we can capture this cruiser, we'll have 2 cruisers and a commodore who may or may not be dead.

We actually might have a shot at a cruiser command when its fixed.
>>
>>1201126
cruiser sounds good, but there's something about the Brora that makes me want to stick with her. First ship is best ship
>>
>>1201139

She is a great little scrapper that has made our early career already. But good captains get promoted upwards very quickly, just saying. Matter of time after this fight that we'll be in line for a cruiser command.
>>
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>>1201103
(A 10 on the waterline table is literally "engine damage", RIP)

The shots are devastating. The Inviolable Rights is slowing down, completely helpless. You glance behind you - the Republic trawler and munitions ship are receding into the afternoon haze, and the Extirpate is dead in the water and listing, surrounded by the surviving Citadel ships as they bring out towing lines.

Your gunners are nearly finished reloading when two things happen. A huge column of water is thrown up fifty meters off the port side of the IR - fire from the coastal gun! Either they don't see you, or they assume that the IR will cover you from friendly fire.

The second thing is a man in a Republic coat appearing on the stern of the Inviolable Rights, frantically waving a white shirt.

"I doubt their highest ranking officer is a sailor second class, even after all that punishment." Master Evans says, and you're inclined to agree. Still, someone on that ship wants to parley. He's shouting, his words lost in the distance between the ships.

>Sail the Brora closer to the IR, to hear what the man has to say.
>Drop back and fire off flares to stop the coastal gun from firing [Evans warns you they might conveniently "miss" the flares.]
>Continue firing.
>Something else?
>>
>>1201178
>Something else?
Turn on the light gun and signal flags, tell them to strike their colors and surrender or be sunk.
>>
>>1201178
Also
>close to a safe range and prep the flares, but don't fire them off till the ship strikes their colors.
>>
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>>1201116
Those are my thoughts too, but I think the chances of anything good washing into our laps are pretty low for the moment.

Personally I'm hoping for something along the lines of a River-class Frigate, or really any of the sloops, corvettes, frigates or DEs from the interwar-WW2 period, though technologically scaled back to fit in more with the 1900-20ish setting Scribe seems to have. Small, very good seakeeping and range and plenty of room for crew accommodation, along with a lot of firepower for their size, but low speeds and little armour compared to a true warship. Basically ideal for tooling around the archipelago though.

>>1201172
Actually, Navies tend to be the slowest service arm to progress through and being in command of a ship for multiple years is expected, though admittedly that is because irl there aren't as many ships around/being sunk even in the large wars as in this one.

>>1201178
This, basically >>1201189
>>
>>1201189

It's a good idea but I'm not sure if they can reply... well they don't need to reply. They just need to haul down their battle flag.

>>1201178
>>1201189
I'll support this.
>>
>>1201178
>>Sail the Brora closer to the IR, to hear what the man has to say.
>Something else?
Signal IR to strike her colors first
>>
>>1201201
Actually, after all that you think they have a battle flag left?
>>
>>1201178
>Sail the Brora closer to the IR, to hear what the man has to say.
all the other stuff and send up flares for the costal gun as well
>>
>>1201178

Hmmm

>Something else?
Signal to Extirpate. Have them radio the coastal gun to cease fire for now. That big ship should have a radio.
>>
>>1201219
You'd be surprised how tenacious a ship's ensign can be. The Bismarck's for example survived its absolute curbstomping and the subsequent scuttling by its crew, and was still flying when the ship sunk.
>>
>>1201178
>Drop back and fire off flares to stop the coastal gun from firing [Evans warns you they might conveniently "miss" the flares.]
I think that gun is gonna fire again, who knows what they can see with all the smoke already in the air.
>>
>>1201201
Try pre-dreadnaught and dreadnaught era ships.
>>
Firing flares, you move closer to the stern of the IR, leaving the bridge to walk out to the bow. The gunners salute you, covered in gunsmoke and burns from carelessness around the gun - but alive.

"Thank the Gods!" the man on the stern cries out when he realizes you can hear him.

"Tell your captain to surrender the ship!" you yell. "You'll be sunk if you don't immediately haul down the colors!"

"What? No, damn you, I want to surrender! All my mates want to surrender! It's the damned Admiral that won't let us surrender!"

You stand there, unsure of what to do. A loud crash echoes from the bow of the Inviolable Rights, the coastal gun scoring a hit - it drives the man on the stern into a near frenzy.

"Alright, alright! Whoever you are - if you give me a gun, I'll put a stop to this! Please, damned near half the crew is dead! I'll do it!" he screams, his voice pleading.

"The guns won't stop firing till your flag is hauled down." you tell him.

"Well, I can't take down the flag, too! Some fanatic's gonna find it and kill me and haul it back up! The stern commander wants to surrender, if I can get rid of the Admiral we can radio you!"

>You can toss the Admiral's flag over to my ship, if you need to hide it. [give him a rifle]
>Luck of war, mate. I'm sorry to hear that the Republic is that insane at the top. [back away]
>Something else?
>>
>>1201278
>>You can toss the Admiral's flag over to my ship, if you need to hide it. [give him a rifle]

"I expect it back later, sailor."
>>
>>1201278
>>Luck of war, mate. I'm sorry to hear that the Republic is that insane at the top. [back away]
Fuck this, get out of here.
>>
>>1201278
>>You can toss the Admiral's flag over to my ship, if you need to hide it. [give him a rifle]

hurry up, take too long and we'll sink you
>>
>>1201278
>You can toss the Admiral's flag over to my ship, if you need to hide it. [give him a rifle]
>>
>>1201278
>You can toss the Admiral's flag over to my ship, if you need to hide it. [give him a rifle]
>Something else?
"Then you best find a group of your mates to haul down the flag, that gun won't care that I'm here and will keep shooting till that flag goes down or you do!"
>>
>>1201278
>>You can toss the Admiral's flag over to my ship, if you need to hide it. [give him a rifle]
hell, give him our pistol
HELL, give him our Republic MG that we captured when Greys domed that guy
>>
>>1201278
>>You can toss the Admiral's flag over to my ship, if you need to hide it. [give him a rifle]

"I expect it back later, sailor."
.303 is a nice bit of backup yes?
>>
>>1201278
by the way scribe you write a great quest, this is the first time in the while i've kept refreshing the page for the next update
>>
>>1201278
>You can toss the Admiral's flag over to my ship, if you need to hide it. [give him a rifle]
How could this possibly go wrong.

>>1201264
1900-1920 is the dreadnought era, well technically it's 1906-1924, but it's a close enough approximation of it. Problem is there were few frigate/sloop designs from the time suitable for operating in a place like Kraegsk because that kind of ship didn't match the doctrinal/strategic requirements of most navies. Though a couple of the DDs of the era would be somewhat suitable here, like the River-class.
>>
"Alright, but I expect it back later, sailor!" you yell, as he catches the captured Republic machine gun - the one that killed Pritchard. Fairly ironic, how that MG keeps getting used by Republic personnel to kill Republic personnel. Ought to give it the Citadel Empire Medal of Service, or something.

You wait. Another shell from the coastal gun smashes into the Inviolable Rights, the screams of metal and men loud in your ears.

>>1201337
Damn, thanks man! From /qtg/ I expected one or two disinterested, jaded players, not the incredible bunch that I find myself with.
>>
>>1201374
/qtg/? shit man, I found it by chance and passed it to some buds on discord. I'm more of an akun guy myself
>>
>>1201374
Unfortunately, /qtg/'s kind of a dumpster fire these days (more than it was initially anyway), and really reflects the worst of the board. Most of the good 'old guard' QMs have abandoned it or returned to lurking so discussion is generally lacking and its rare to get worthwhile feedback on things anymore from those experienced in the medium.
>>
>>1200830
I', looking at this and thinking, "Hell, we could put fishing nets on the side and catch extra rations to eat and sell."
>>
>>1201374
A few minutes later, a glittering tangle of cloth is thrown over the stern of the Inviolable Rights, and lands on your boat. A blood-splattered Republic MG follows it down.

The man appears over the stern again, looking terribly haunted - he stares at you for a few seconds, before running off without a word.

The coastal gun stops firing, and the scrapper makes its way to the IR and begins taking on prisoners. It's over. The Battle of Sbvysek is won by the Citadel Empire.

You know the Commandant, yourself, and whoever's in charge of the Extirpate now are all going to have a row over who gets what credit and how, but for now, you can only sit on the bow ladder and thank the Gods. None of your crew injured - the funnel merely damaged.

Visions of Republic sailors exploding into mists of red and dropping off the sides of their ships dance sickeningly in front of your eyes - then a hand on your shoulder, Master Evans, pulling you up. He's shaking your hand, congradulating you on the victory, and there's no sadness on his face.

END OF SESSION

Thanks, guys, for another great session! I have a LOT I need to refine about large-scale, multi-ship battles, but I hope it worked out alright, and at least didn't disappoint the hype from yesterday. Either way, I need a break to actually do some school work I need to catch up on, so I'll probably be running the quest tomorrow at 8:00-8:30 PM EST to cover the aftermath of the Battle of Sbvysek. Till next time!

No points for guessing (>>1200830 ) what the next thread's cover art is going to be.
>>
>>1201477
Very fun tonight, thanks for running! Looking forward to more.
>>
>>1201477
Thanks for running boss, good session.
>>
>>1201477

Thanks for running scribe. Was fun.
>>
Rolled 9 (1d100)

>>1201477
Thanks for the run qm.

Fucking hell, that flag looks nice, not sure if I wanna hand it over for a favor or hand it on a wall. By all rights the Extirpate gets to claim teh kill on teh cruiser, she did much of the work on it, but we get that gunboat and some credit for dealing the final blow on the IR.

Also, you think about that twitter or discord? If ya need help with it, I'm sure any of us would lend you a hand.
>>
>>1201520

Kill on that gunboat, credit for bringing the warning about the attack and credit for admiral kill. It WAS our gun. heh.
>>
>>1201477
thanks for running Scribe.

also thats a fancy flag
>>
>>1201477
Thank you for running Scribe! Your quest has a lot of charm, I'm eager to read more.
>>
>>1201477
Thank you for running scribe.

See you tomorrow
>>
Archive is up!

http://suptg.thisisnotatrueending.com/qstarchive/1193605/
>>
>>1203758
guess we are moving to a new thread then?
>>
>>1201477
Aftermath will occur at about 9-9:30. Personal stuff cropped up.




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