You are in command over the Imperial Japanese Battleship Hyuga, starting at the very beginning of December 1941. Due to the will of players and that of the dice, history may go quite differently from what we know. For all intents and purposes, this is a wargame. It is incredibly important that you check the Pastebin link to familiarize yourself with the relatively simple dice mechanics, and to check it somewhat often as I may modify or add new mechanics as time goes on.
>Pastebin: http://pastebin.com/GFBJkDYz
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Last time on Hyuga Quest, the Second Naval Battle of Guadalcanal began.
The American battleship is preparing to fire. And you, of course, must fire again.
>Roll 3d100
Rolled 85, 60, 22 = 167 (3d100)
>>902346
Rolled 68, 39, 79 = 186 (3d100)
>>902346
Rolled 15, 21, 36 = 72 (3d100)
>>902346
There here roll is for the enemy
Rolled 94, 93, 35, 90, 18, 39 = 369 (6d100)
>>902605
Die 1-3 are the original BB target, Medium range.
Die 4-6 are for the newcomer BB, Short range.
>>902613
This is gonna hurt...
>>902605
>>902613
You take fifteen hits from the enemy battleship, and Kirishima takes eight from the other.
The shells penetrate your armor and rip apart the secondary battery, as well as slowing you down to 20 knots when some hit your boilers.
(Torpedo evasion DC is now 18)
The further battleship is on its last legs. One last set of salvos should put her down.
However, the enemy both appear to have more powerful guns.
Your survival depends on your crew and their gunnery.
(Range medium)
>Roll 3d100
Rolled 85, 6, 60 = 151 (3d100)
>>902726
Rolled 57, 72, 99 = 228 (3d100)
>>902726
Rolled 72, 2, 44, 70, 99, 39 = 326 (6d100)
>>902726
Rolled 86, 40, 10 = 136 (3d100)
>>902726
>>902726
>>902795
You take seven more hits, and Kirishima takes fifteen.
Fires are starting onboard both Kirishima and your ship.
Your guns fire again, landing nineteen hits. The battleship you were targeting has now begin to capsize.
(USS South Dakota, sunk)
However, the remaining battleship is still able to wreak havoc on you and the other battleships, and is likely just as hard to put down as the other one was.
You are faced with an important choice...
>Continue as you have been
>Hold off the battleship and allow Kirishima and Hiei to flee, or at least buy some time
>Call for a full retreat (May not be successful, enemy outspeeds you, but not the Kongo class)
>>902881
>Continue as you have been
We cannot let the enemy Battleship get back to port. Sink it.
>>902881
>Hold off the battleship and allow Kirishima and Hiei to flee, or at least buy some time
>>902881
>Hold off the battleship and allow Kirishima and Hiei to flee, or at least buy some time
>>902881
Roll 3d100
Rolled 49, 42, 55 = 146 (3d100)
>>903082
Rolled 20, 21, 92 = 133 (3d100)
>>903082
Rolled 43, 58, 14 = 115 (3d100)
>>903082
Rolled 86, 55, 71 = 212 (3d100)
>>903082
Rolled 89, 35, 47 = 171 (3d100)
>>903236
Rolled 8, 12, 6 = 26 (3d100)
>>903236
FIRE FOR RAMPAGE.
Rolled 51, 11, 88 = 150 (3d100)
>>903236
Rolled 13, 68, 15 = 96 (3d100)
>>903236
>>903236
The enemy scores three more hits on you, and it appears luck is on your side.
You land nine hits on the enemy battleship, which manages to start a fire.
>To be continued
>>903651
Thanks for running.