Abyssal Quest (Kancolle) : No SV, you are the Water Demon

Created
Status
Ongoing
Watchers
131
Recent readers
0

I had this idea...

So, let's play the bad guys girls, for once...

...

Abyssal Quest

What...
Introduction
I had this idea...

So, let's play the bad guys girls, for once...

...

Abyssal Quest

What drove them, those girls that started it all? You understand their resentment, their grudges, their hatred… After all, you yourself are intimately familiar with those emotions. But what decided them to act, now, after all this time?

You're not sure. At the time, you saw little interest in their actions.

Well, to be honest, even now you don't really care about them.

On the other hand…

You can still remember those times. Actually, in the haze that is your memories, those are the only things you can remember clearly.

The chaos. The fights. The deaths and the destruction.

Your comrades, falling one by one. Your sister, sinking beneath the waves… And the cold embrace of the ocean as you eventually joined them…

Simply one more pitiful, pointless death in that pointless war.

Even after all that, you would have been happy to simply rest…

But it seems they wouldn't even let you do that.

How arrogant of them… Whatever obligations you may have had, dying in their name should have been more than enough…

Well, if you are going to be struck in this world again, then you might as well make it a little more palatable… It is clear that they don't deserve the seas.

But… You only came back recently. You're still weak, and more importantly, you will need resources to make yourself a suitable body…

And so, you call upon them. The grudges of those that rest under the sea… In a way, your kin, but at the same time so dissimilar to you. Mindless beasts drove by instincts and their orders, for the most part. They will suffice, for now, and in time they might become something more.

They gather, mix, forming something that might be likened to a soul. Then, using what amount of power you can spare, you give them bodies. It is an inefficient process, but as a disembodied spirit, you don't have much choices.

Then, with an order, you send there looking for resources. You will need them, to build up your bases of operation, to call more, and more capable minions, and, when you will have recovered enough, to craft for yourself a suitable body.

To reclaim the seas… It certainly won't be an easy task. You can't even be certain the others will cooperate, or even simply leave you be. But you're determined to see it through…

Though, now that you are waiting for those destroyers to come back, I have a question.

What sort of ships were you?
[] A Battleship
[] A Carrier
[] Write in (See notes on write-in below)
Accepted write-in :
[] Target Ship
[] Heavy Cruiser


And by the way, where will you establish your base? (Being farther from opposition means less chance of the base being discovered and attacked, but it also means you are limited in your operations. You won't be limited to one base, but building additional ones may prove expensive)
[] Truk
[] The Marianas
[] Bonin Islands
[] Palau
[] Marshall Islands
[] Christmas Island
[] Write-in (Nothing east of Midway or west of the Andaman. I may veto a choices I feel won't work well)


...

So you're a princess (or water demon) class abyssal, though you don't have a body to use to shot at shipgirls at the moment. If that was not obvious by the text, you're also the reincarnation of a warship. Until you can rectify that (and even after you do, it's just you will be able to be more hand on), you will have to make do with managing your base(s) and minions and your operations. Your objectives are poorly defined at the moment (so that you player can be the one to decide exactly what you want to do), but include controlling the whole western Pacific at the very least. Other Abyssal (which aren't your minions) may end up allies, neutral or even enemies depending on how things go

Note on write-in : Like I said, you're the reincarnation of a ship. If you have a good idea of a ship of another class than those given (or even of the same class if it's particularly convincing) which might have become an abyssal, send me a PM with her identity and what justify her being abyssalized, and I will approve it if I find it interesting.
 
Last edited:
Bases and characters

  • Name : ???
    Class : Disembodied spirit (Carrier)

  • Location : Moluccas islands
    Resources :
    Fuel Ammo Steel Bauxite
    21492 22083 50965 11289
    Docks : 100 (22 used)
    Ships :
    3xI-class destroyers
    3xRo-class destroyers
    2xHa-class destroyers
    2xNi-class destroyers
    2xWa-class transports
    1xHo-class light cruiser
    1xHe-class light cruiser
    Wo
    Facilities :
    Shipyard : level 2, size 1
    Repair dock : level 0, size 1
    Workshop : level 0, size 1
    Airstrip : size 1 (one group)
    Projects :
    Base expansion :
    Shipyard/Repair/Workshop dock improvement :
    (new level)x1000 steel. (new level)x100 fuel, ammo and bauxite. (new level) week(s).
    Shipyard/Repair dock expansion :
    (new size)x1000 steel. (new size)x100 fuel, ammo and bauxite. (new size) week(s).
    Runway expansion.

  • Destroyers
    Ship class Level Size Fuel Ammo Steel Bauxite Time
    I-class   1 20 20 20   1d
    Ro-class   1 20 30 30   1d
    Ha-class   1 30 40 40   1d
    Ni-class 1 1 40 50 50   1d
    Light Cruisers
    Ship class Level Size Fuel Ammo Steel Bauxite Time
    Ho-class 1 2 100 150 200   3d
    He-class 1 2 150 200 250   3.5d
    To-class 2 2 200 250 300   4d
    Tsu-class 3 2         4d
    Heavy Cruisers
    Ship class Level Size Fuel Ammo Steel Bauxite Time
    Ri-class 2 3 300 300 500   1w
    Ne-class 3 3          
    Carriers
    Ship class Level Size Fuel Ammo Steel Bauxite Time
    CVE 1 3 100 100 300 200 1w
    Nu-Class
    CVL
    2 3 200 200 500 300 2w
    Seaplane
    Tender
    1 3 100 100 300 200 1w
    Wo-class
    CV
    4 4 1000 1000 3000 1500 1m
    Battleships
    Ship class Level Size Fuel Ammo Steel Bauxite Time
    Ru-class 4 4 2000 3000 4000   1m
    Ta-class 4 4 3000 3000 4000   1m
    Re-class ? ? ? ? ? ? ?
    Submarines
    Ship class Level Size Fuel Ammo Steel Bauxite Time
    Ka-class 2 1 20 20 50   1d
    Yo-class 3 1 30 30 60   1d
    So-class 4 1 100 100 150   1d
    Auxiliaries
    Ship type Level Size Fuel Ammo Steel Bauxite Time
    Wa-class
    Transport
      2 50   200   2d
    Ho-class Minelayer 1 2 100 100 200   3d
    I-class Minesweeper   1 20 20 20   1d
    Destroyer
    tender
    1 2 50 50 200   2d
    Submarine
    tender
    2 2 50 50 200   2d
    Repair ship 3 2 400 200 1000 200 1w
    (Level and size refer to the Shipyard level and size required for the ship. If the shipyard is too small, it can be built, but it take twice as long as usual.

    Special construction :
    Project Level Size Fuel Ammo Steel Bauxite Time
    Your body 5 5 50000 25000 75000 50000 1m
    Air Defence
    Demon
    4 2 5000 5000 10000 5000 1w


  • Ship HP Fp Tp Arm Eva Acc AA ASW LoS Lck Spd Rng Cap Fuel Weapons
    Destroyers
    I-class 15 5 15 6 14 5 6 6 3 1 Fast 3000 10 15 4"/50
    Ro-class 16 7 16 6 15 5 7 6 3 1 Fast 3000 10 15 5"/38 DP
    Ha-class 17 6 17 7 16 6 7 7 4 1 Fast 4000 10 15 5"/38 SP double mount, Quad torpedo mount.
    Ni-class 18 8 24 8 18 7 8 8 4 5 Fast 5000 10 15 2x5"/38 DP, Quint torpedo mount

    Light cruisers​
    Ho-class 25 14 24 15 15 5 10 6 6 1 Fast 9000 20 25 6"/53, Triple torpedo mount
    He-class 30 16 28 18 15 6 12 8 6 1 Fast 12000 20 30 6"/47 triple mount


    Auxiliaries​
    I-class Minesweeper 15 4   6 14 4 5 5 3 1 Fast 3000 10 15 4"/50
    Ho-class Minelayer 25 12   15 15 4 9 5 6 1 Slowish 9000 20 25 6"/53
    Wa-class transport 60     5 1   1   1 1 Slow 9000 200 30 Nothing


    • Disembodied spirit (Destroyer)

    • Standard carrier Wo-class, Wo.

      Durability Firepower Torpedo Armour Evasion Accuracy AA ASW LoS Luck Planes capacity
      80 10   50 30 10 30   20 15 90
      Air units :
      Planes Numbers Experience Defence Primary skills Secondary skills
      Abyssal fighter Mark.II 9 70 60 A2A  
      Abyssal fighter Mark.II 9 70 60 A2A  
      Abyssal torpedo bomber Mark.I 9 60 60 Torpedo, naval bombing Ground bombing
      Abyssal torpedo bomber Mark.I 9 60 60 Torpedo, naval bombing Ground bombing
      Abyssal torpedo bomber Mark.I 9 60 60 Torpedo, naval bombing Ground bombing
      Abyssal dive bomber Mark.II 9 60 60 Dive bombing Search
      Abyssal dive bomber Mark.II 9 60 60 Dive bombing Search
      Abyssal dive bomber Mark.II 9 60 60 Dive bombing Search
      Abyssal dive bomber Mark.II 9 60 60 Dive bombing Search
      Equipment :
      5''/38 DP Gun x2
      1.1'' AA Gun Quad mount x16
      .5" Machine Gun x24
      Abyssal surface radar Mk.I
      Abyssal air radar Mk.I





  • Guns :
      FP Acc AA Max range Effective range #
    4"/50 Naval gun 5 19   15   6
    5"/38 SP Gun double mount 6 36   18   2
    5"/38 DP Gun 6 31 35 18(12)   2
    6" 53 Naval gun 11 24   23   2
    6" 53 Naval gun double mount 11 29   23    
    0.5" Machine Gun     16 (1)   24
    1.1" AA Gun Quad mount     28 (2)   16
    Torpedoes :
    Torpedoes Tp Acc Maxrange Effectvie range #
    21" torpedoes triple mount 20 10     6
               
    Planes :
    Planes Type Speed Manoeuvrability Durability A2A Bombs (Torpedoes) Range #
    Abyssal fighter Mk.II Fighter 53 11 7 8   24 2*9
    Abyssal Torpedo bomber Mk.I Torpedo bomber 33 7 5 2 25t (30b) 16 3*9
    Abyssal dive bomber Mk.II Dive bomber 41 7 6 3 20d 24 4*9
    E7K2 Floatplane 27 10 5 3 1 20 2*3
    Radar :

    ASW :
    Equipment ASW Accuracy #
    Abyssal Sonar Mk.I   10 2
    Abyssal Depth charges Mk.I 8    

  • Guns :
    Naval Gun Fp Acc AA Max range (AA ceiling) Effective range Construction time Required level Cost
    4"/50 Naval gun 5 19   15   1   0/5/5/0
    5"/51 Naval gun (secondary) 7 30   15   1 1 0/10/10/0
    5"/38 SP Gun Double mount 6 36   18   1 1 0/20/20/0
    6"/53 Naval gun 11 24   23   1 1 0/25/40/0
    6"/53 Naval gun Double mount 11 29   23   1 2 0/40/60/0
    8"/55 Naval gun Double mount 30 18   28   1 1 0/60/100/0
    8"/55 Naval gun Triple mount 30 23   28   1 2 0/100/150/0
    8"/55 Naval gun Mk.II Triple mount 28 25   27   1 2 0/100/100/0
    12"/50 Naval gun Double mount 42 19   22   1 1 0/200/400/0
    14"/45 Naval gunDouble mount 62 10   21   1 2 0/250/500/0
    DP Guns                
    3"/50 DP gun 3 17 20 14(10)   1   0/5/5/5
    5"/25 DP gun (secondary) 5 23 30 14(9)   1 1 0/10/10/5
    5"/38 DP gun 6 31 35 18(12)   1 2 0/15/15/10
    AA Guns                
    .5" Machine Gun   16 10 (1)   1   0/1/1/1
    1.1" AA Gun Quad mount   28 20 (2)   1   0/5/5/5
    20mm AA Gun   27 15 (2)   1 1 0/5/5/5
    40mm AA Gun Double mount   41 25 (3)   1 2 0/10/10/5
    Torpedoes :
    Torpedo mount Tp Acc Max range Effective range Construction time Required level Cost
    21'' triple mount 20 10 Very short Very short 1 day   10/30/10/0
    21'' quad mount 20 15 Very short Very short 1 day 1 20/50/20/0
    21'' quint mount 20 20 Very short Very short 1 day 2 40/100/40/0
    Depth charge :
    Depth charge ASW Construction time Required level Cost
    Abyssal depth charge Mk1 8 1 day   10/10/10/0
    Abyssal depth charge Mk2 8 1 day 2 20/20/20/0
    Sonar :
    Sonar Acc Construction time Required level Cost
    Abyssal sonar Mk1 10 1 day 1 20/20/20/10
    Carrier aircraft (Cost per group of three planes) :
    Fighters Speed Manoeuvrability Durability A2A Range Construction time Required level Cost
    A5M (type 96 carrier fighter) 43 17 4 2 12 1 day   10/10/10/20
    A6M2 (type 0 carrier fighter) 53 16 4 8 28 1 day 1 20/20/20/50
    A6M3a 54 17 4 9 32 1 day 2 20/20/30/60
    Torpedo bombers Speed Manoeuvrability Durability A2A Torpedoes (Bombs) Range Construction time Required level Cost
    B5N1 (type 97 carrier attack bomber) 37 10 5 1 30t (30b) 28 1 day   10/10/10/20
    B5N2 38 8 5 1 30t (30b) 28 1 day 1 10/20/10/20
    B6N1 (Tenzan model 11) 47 11 5 2 30t (30b) 32 1 day 2 20/20/30/60
    Dive bonbers Speed Manoeuvrability Durability A2A Bombs (Torpedoes) Range Construction time Required level Cost
    D1A2 (type 96 carrier bomber) 30 17 4 3 10 16 1 day   10/10/10/20
    D3A1 (type 99 carrier bomber) 39 12 5 3 10 24 1 day 1 20/20/20/40
    D3A2 43 12 5 3 10 20 1 day 2 20/20/30/50
    Float plane :
    Float plane Speed Manoeuvrability Durability A2A Bombs Range Construction time Required level Cost
    E7K 27 10 5 3 1 20 1 day   10/10/10/10
    E13A1 37 6 4 1 2 32 1 day 1 20/10/20/30
    E14Y1(s) 25 13 5 1 1 12 1 day 2 30/10/20/40
    F1M2 37 18 4 3 1 12 1 day 1 20/20/10/30
    (s) : Submarine capable

    Land based aircraft :
    (None available right now)
 
Last edited:
Week 1
[x] A Carriers
[x] Moluccas


You came back at the place of your sinking, but it wouldn't be the best place to make your initial base of operation… No, you need a place from which you can start your operation, relatively close to potential targets, but also farther away from the main threats.

The Moluccas… Close to Australia, the Dutch East Indies, and the Philippines. Farther away from Japan, but still close enough that operation against them can be entertained. It would do nicely, at least for now.



How many ships lie at the bottom of the sea? You're not sure, but even avoiding scavenging from your former comrades in arms and enemies' corpses, the resources available to you are plentiful. It take time, but your minions return with enough resource to start building a base. The small beings born from the curses of sailors soon put themselves to work, under your supervision. Docks, resupply facilities, and the start of what could become the shipyards and repair docks… Currently only barely adequate for destroyers, but you don't need more at the moment.

Now, what should you do?



Week 1

Each turn will last for a week, though unexpected events might interrupt it in the middle and allow you to adapt your plans in consequences. Situations where shorter turns are needed might appear later on, and if nothing is happening then a time skip might be envisaged.

Your abyssal are limited in the distance they can sail, and they are further reduced if they're engaging in combat. Once you start operating farther away, you might want to establish supply depots or secondary bases where they can resupply. You need either proper facilities or auxiliary ships to rearm, and refuelling will take longer without those.

The resources are the same as in the game : Fuel, Ammo, Steel and Bauxite.

Fuel is obviously used for your abyssals to operate. Without fuel, they can still move, but no faster than a human.

Ammo is used to reload their weapons. Abyssal magic means they can adapt them to the correct calibre (that it needs abyssal magic to function is why it requires specific facilities).

Steel is mainly used for construction and repair.

Bauxite is used for planes, and to lure carriers.

Combat will be covered when it become relevant. You won't be able to micromanage your troops until you can come with them, though.

Your base can house only a specific number of abyssal, which is given by the Docks stat. Heavier ships take more space. The base can be expanded, but it isn't cheap.
Facilities cover shipyard (to build ship) and repair dock (to repair them). They both have a size and level.


A higher level shipyard is required to build different ships. The size is how much can be build at the same time. Again, heavier ship take more space. If the shipyard is too small to build a specific type of ship (but the level allow it to be built), then it can be built, but it will take twice as much time to finish. Overloaded shipyards can only build one ship at a time.

A higher level repair dock allow repair to be conducted faster. A higher size allow heavier ships to be repaired there, and more ships to be repaired at the same time.

Shipyard and repair dock take real money to expand, obviously.

You can expand your base or your facilities, but only one at the same time. If the project will be finished during the week, you can start another immediately. If it take several weeks, then the project will continue until it is finished, or you decide to suspend it (in which case you can do another project while it is suspended).

You can send as many fleet on missions as you want, and as many ships as required in each fleet. A large fleet may face some penalties, though, and leaving your base defenceless may not be the best idea.

Don't hesitate to ask for clarification.

Available assets (capacity : 100, 6 used) :
3xI-class destroyers
3xRo-class destroyers


Resources :
Fuel : 1000
Ammo : 1000
Steel : 1000
Bauxite : 1000


Projects
Base expansion :
-Shipyard improvement (+1 level, 200 fuel, 200 ammo, 1000 steel, 200 bauxite, one week)
-Shipyard expansion (+1 size, 100 fuel, 100 ammo, 1000 steel, 100 bauxite, one week)
-Repair dock improvement (+1 level, 200 fuel, 200 ammo, 1000 steel, 200 bauxite, one week)
-Repair dock expansion (+1 size, 100 fuel, 100 ammo, 1000 steel, 100 bauxite, 1 week)
-Docks expansion (+10 size, 100 fuel, 100 ammo, 1000 steel, 100 bauxite, 1 week)
-Build facility : Workshop (allow you to build equipment. 100 fuel, 100 ammo, 500 steel, 100 bauxite, 1 week)


Construction (I only put what you can build,and what will be available at the next level. You can ask if you want to know what is required for other ship types) :
-I-class destroyer (10 fuel, 10 ammo, 50 steel, 1 day. Shipyard size required : 1)
-Ro-class destroyer (10 fuel, 10 ammo, 50 steel, 1 day. Shipyard size required : 1)
-Ha-class destroyer (15 fuel, 15 ammo, 60 steel, 1 day. Shipyard size required : 1)
-Ni-class destroyer (Need shipyard level 1)
-Light cruisers (Need shipyard level 1)
-Wa-class transport (20 fuel, 100 steel, 2 days 4 days. Shipyard size required : 2)
-Auxiliaries (Need shipyard level 1)
-Minelayer (Need shipyard level 1)
-Minesweeper (10 fuel, 10 ammo, 50 steel, 1 day)


-Build yourself a body : (50k fuel, 25k ammo, 75k steel, 50k bauxite. Require shipyard level 5, size 5)

Operations
-Scout the surroundings.
-Resources gathering (gather resources easily available. Low risk, but the gain is poor)
-Convoy raiding (attack human shipping. Medium to low risk, higher gains)
-Write-in


Others
-Write-in


(I will add more information in the first page... It will take some time, though)
 
Last edited:
Week 2
Well, the update come a little later than expected, as I spent some of the time refining the mechanisms.

Scouting the surrounding (73%): 1d100=39 (major success)

Given the small area they had to explore, you didn't expect the three destroyers you sent to struggle with their task. Still, they did better than you expected and thoroughly explored the entire archipelago.

There's little activity in the islands, and it's clear that a sizeable part of the inhabitants have been evacuated. Of those that remains, few have the courage put to sea. In all likelihood, they are even wary of approaching the coast.

Good, that's the way things should be.

Apart from the occasional fisherman, your scouts didn't detect any shipping. While it means you will need to go hunt further away, it also means your base should be fairly secure and hidden for some time. You shouldn't have to worry too much about defence in the immediate future, though it doesn't mean you should neglect it for too long.

Other things of interest are the few partially emerged wrecks, open-air dumps, abandoned harbours, and other places you could easily scavenge for resources.

(Moluccas islands explored!)
(Resource gathering efficiency doubled for five actions)
(fuel used : 31)


Resources gathering (73%): 1d100=63 (minor success)

Your other destroyers work tirelessly, if not efficiently, to gather resources for your base. Given a lot of the resources are found under the seas, and that destroyers… are not submarines, you can't really fault them too much for that, though.

(126 fuel, 126 ammo, 315 steel, 63 bauxite gained)
(fuel used : 15)


Construction : Shipyard

Destroyers may be the backbone of any fleet, but aren't enough by themselves. A few light cruisers would increase greatly the dangerousness of your fleet, and minelayers would allow a simple but effective defence of your base. As such, you decide improving your shipyard is the first priority. It take a whole week to finish, but you will be able to build more minions starting from next week.

(Shipyard level 1 finished)

Random event : 1d100=04

You had just sent your destroyers out again as they came back with the latest shipment, when you noticed it.

Hum, what it was?

A presence. Ah, it was someone like you, somewhere in the surrounding area… She was, coming from you? No, looking for you?

But… Her presence felt… Familiar.

Ah! It is that girl. You remember fondly her desire to protect you and the others.

Heh, you didn't think you were still capable of such thought. Even as tainted by losses as those memories are, you guess it is… nice?

You welcome her… As much as you're a little sad she's chosen to suffer through that to follow you… But in face of such loyalty… To do anything else would be an insult.

(New project unlocked : Air defence demon)

Available assets (capacity : 100, 6 used) :
3xI-class destroyers
3xRo-class destroyers


Resources :
Fuel : 890
Ammo : 926
Steel : 315
Bauxite : 863


Projects
Base expansion :
-Shipyard improvement (level 2, 400 fuel, 400 ammo, 2000 steel, 400 bauxite, 2 week)
-Shipyard expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 2 weeks)
-Repair dock improvement (level 1, 200 fuel, 200 ammo, 1000 steel, 200 bauxite, 1 week)
-Repair dock expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 2 weeks)
-Docks expansion (+10 size, 100 fuel, 100 ammo, 1000 steel, 100 bauxite, 1 week)
-Build facility : Workshop (allow you to build equipment. 100 fuel, 100 ammo, 500 steel, 100 bauxite, 1 week)


Construction (I only put what you can build,and what will be available at the next level. You can ask if you want to know what is required for other ship types) :
-I-class destroyer (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Ro-class destroyer (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Ha-class destroyer (15 fuel, 15 ammo, 60 steel, size 1, 1day)

-Ni-class destroyer (20 fuel, 20 ammo, 100 steel, size 1, 1 day)

-Ho-class light cruiser (50 fuel, 50 ammo, 200 steel, size 2, 3 days 6 days)
-He-class light cruiser (75 fuel, 75 ammo, 250 steel, size 2, 3.5 days 1 week)

-Escort carrier (50 fuel, 50 ammo, 300 steel, 200 bauxite, size 3, 1 week 3 weeks)
-Seaplane tender (100 fuel, 100 ammo, 300 steel, 200 bauxite, size 3, 1 week 3 weeks)

-Wa-class transport (20 fuel, 100 steel, size 2, 2 days 4 days)

-Minelayer (50 fuel, 50 ammo, 200 steel, size 2, 3 days 6 days)
-Minesweeper (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Destroyer tender (25 fuel, 25 ammo, 100 steel, size 2, 2 days 4 days)

-Air defence demon (require shipyard level 4, size 2. 5k fuel, 5k ammo, 15k steel, 5k bauxite, 1 week)

Operations
-Scout a nearby area
--Where?
-Resources gathering (gather resources easily available. Low risk, but the gain is poor) (gain doubled)
-Convoy raiding (attack human shipping. Medium to low risk, higher gains)
-Write-in


Others
-Write-in


Notes : I changed the rules for overloaded shipyard : if the shipyard is too small, the difference between what would be required and the actual size determine how much longer it take to build a ship (so, size 3 in a size 1 shipyard give 3 times longer)

I also corrected some errors I did in the previous update for the cost of expanding shipyard/repair docks.

By the way, it was fun to see you freaks out. Slightly less fun than if things went the other way (though I guess you would disagree with that)... But well, I usually associate d100 with percentage system, and it's a lot more natural to roll low for those.

Also, yeah... I wasn't the one who made her Abyssal version overpowered, though.
 
Last edited:
Week 3
Weather : Fair.

Resource gathering (73%) : 1d100=72 (marginal success)

Though you can't say they are particularly effective, simply sending more ships do the job, in addition to the scouting done the previous week, is enough to gather a sizeable amount of resource. Once the Wa-class was completed, though she came a little later than expected due to some… mishap… she joined with the destroyers, and though her speed is slower, the distance involved were small enough it didn't matter much, and the increase in capacity more than made up for any disadvantage her speed may have had.

(664 Fuel, 664 Ammo, 1660 Steel, 332 Bauxite gathered over the whole week)
(Fuel used: 33)


Construction :

Though an unplanned incident delayed the arrival of the Wa-class transport, construction proceeded almost as scheduled, and the ships were sent to gather resources as soon as they exited the shipyard. Reliable, tireless, uncomplaining little things, aren't they?

(Wa-class transport, 2xHa-class destroyer built)
(Resources used : 50 fuel, 30 ammo, 220 steel)


Research (50%) : 1d100=97 (critical failure)

So… You're some sort of ghost. You don't really plan to stay that way for long, but it might not be a bad idea to see what you can do…

Still, how should you go about that?

Oh! You should go and try to haunt some humans, it will be fun. And instructive, too… Maybe.



It seems you can't go more than a hundred or two metres from the sea. Well, that's good to know. A shame about that haunting plan.



Why is the base shut down?



As it turn out, your presence is sort-of required for the base to function properly. Testing exactly what will work without you, and if someone or something can act as your replacement, is probably something you should consider doing at some point… Well, when the interruption of operations wouldn't be as much of a problem. At the very least, you know the shipyard shut down.

(A day of construction lost)
(You don't really feel like researching the meaning of ectoplasmic existence anymore)


Random event : 1d100=45

You noticed a few aircraft going in the direction of Ternate. Either they are simply going through, or, more likely, they're used to bring supplies to the inhabitants.

Available assets (capacity : 100, 10 used) :
3xI-class destroyers
3xRo-class destroyers
2xHa-class destroyers
1xWa-class transport


Resources :

Fuel : 1471
Ammo : 1560
Steel : 1755
Bauxite : 1195


Projects

Base expansion :
-Shipyard improvement (level 2, 400 fuel, 400 ammo, 2000 steel, 400 bauxite, 2 week)
-Shipyard expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 2 weeks)
-Repair dock improvement (level 1, 200 fuel, 200 ammo, 1000 steel, 200 bauxite, 1 week)
-Repair dock expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 2 weeks)
-Docks expansion (+10 size, 100 fuel, 100 ammo, 1000 steel, 100 bauxite, 1 week)
-Build facility : Workshop (allow you to build equipment. 100 fuel, 100 ammo, 500 steel, 100 bauxite, 1 week)
-Build facility : Basic runway (100 steel, 100 bauxite, 1 day).


Construction (I only put what you can build,and what will be available at the next level. You can ask if you want to know what is required for other ship types) :
-I-class destroyer (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Ro-class destroyer (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Ha-class destroyer (15 fuel, 15 ammo, 60 steel, size 1, 1day)
-Ni-class destroyer (20 fuel, 20 ammo, 100 steel, size 1, 1 day)
-Ho-class light cruiser (50 fuel, 50 ammo, 200 steel, size 2, 3 days 6 days)
-He-class light cruiser (75 fuel, 75 ammo, 250 steel, size 2, 3.5 days 1 week)
-Escort carrier (50 fuel, 50 ammo, 300 steel, 200 bauxite, size 3, 1 week 3 weeks)
-Seaplane tender (100 fuel, 100 ammo, 300 steel, 200 bauxite, size 3, 1 week 3 weeks)
-Wa-class transport (20 fuel, 100 steel, size 2, 2 days 4 days)
-Minelayer (50 fuel, 50 ammo, 200 steel, size 2, 3 days 6 days)
-Minesweeper (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Destroyer tender (25 fuel, 25 ammo, 100 steel, size 2, 2 days 4 days

Operations
-Scout a nearby area
--Where?
-Resources gathering (gather resources easily available. Low risk, but the gain is poor) (gain doubled)
-Convoy raiding (attack human shipping. Medium to low risk, higher gains)
-Write-in


Others
-Write-in

Edit : fixed resources amount.
 
Last edited:
Week 4
Weather : You're not quite sure if all the water come from the rain or the waves crashing on the base.

Construction :

Well, now you have a light cruiser. She's not that great, but at least her combat capabilities aren't quite as bad as those destroyers…

(Gained Light cruiser Ho-class)
(resources used : 50 fuel, 50 ammo, 200 steel)


Resource gathering (74%) : 1d100=33 (major success)

You didn't expect that. Maybe it was eagerness to please to their new squadron leader or something, but despite a weather that went from bad to "even a ghost wouldn't set foot outside" (and, indeed, you stayed comfortably inside your base while the brave little destroyers were working), your resource gathering team managed to individually bring more than what they had gathered the previous week. Combined.

Maybe they're not totally worthless?

Nah…

(5880 fuel, 5880 ammo, 14700 steel, 2940 bauxite gained)
(fuel used : 38)


Construction : Workshop

Thankfully you planned ahead when you built the base so you wouldn't have to expand it to add new facilities! Because of your foresight, you didn't have to suffer going outside.

You established a basic workshop. With that you should be able to build… Well, not much…

Weren't those the planes you played with when you were still a child*. How cute…

(Workshop level 0 built)
(Resources used : 100 fuel, 100 ammo, 500 steel, 100 bauxite)
(Total resource gains this turn : 5598 fuel, 5730 ammo, 14000 steel, 2840 bauxite)


Scouting?

Well, you're not cruel enough to send the poor girl out in this kind of weather! Even if the water go through her or something…
Talking about the matter, though, bring a point you had forgotten to pay attention to… This form I quite slow. Not even battleship-slow or cargo-ship-slow. Human slow. And Ternate is what, a few hundred miles ahead? It's not impossible, certainly, but going there will take some times. You need to reconsider if it's worth the trouble.**

Random event : 1d100=58

The storms bring a lot of wreckage to your base. Thankfully there was no damages worth noting…

*Childhood for a ship would refer to the moment between the launch and the commissioning.
**I would have freely given this information before closing the vote had you not rolled a critical failure the previous turn :). Had the weather not been so terrible you could have decided to go ahead anyway and get the results next week.

Week 4 :

Available assets (capacity : 100, 12 used) :
3xI-class destroyers
3xRo-class destroyers
2xHa-class destroyers
1xWa-class transport
1xHo-class light cruiser.


Resources :
Fuel : 6769
Ammo : 7290
Steel : 15755
Bauxite : 4035


Projects
Base expansion :
-Shipyard improvement (level 2, 400 fuel, 400 ammo, 2000 steel, 400 bauxite, 2 week)
-Shipyard expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 2 weeks)
-Repair dock improvement (level 1, 200 fuel, 200 ammo, 1000 steel, 200 bauxite, 1 week)
-Repair dock expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 2 weeks)
-Docks expansion (+10 size, 100 fuel, 100 ammo, 1000 steel, 100 bauxite, 1 week)
-Workshop improvement (level 1, 200 fuel, 200 ammo, 1000 steel, 200 bauxite, 1 week)
-Workshop expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 1 week)
-Build facility : Basic runway (100 steel, 100 bauxite, 1 day).


Construction (I only put what you can build,and what will be available at the next level. You can ask if you want to know what is required for other ship types) :
-I-class destroyer (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Ro-class destroyer (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Ha-class destroyer (15 fuel, 15 ammo, 60 steel, size 1, 1day)
-Ni-class destroyer (20 fuel, 20 ammo, 100 steel, size 1, 1 day)
-Ho-class light cruiser (50 fuel, 50 ammo, 200 steel, size 2, 3 days 6 days)
-He-class light cruiser (75 fuel, 75 ammo, 250 steel, size 2, 3.5 days 1 week)
-Escort carrier (50 fuel, 50 ammo, 300 steel, 200 bauxite, size 3, 1 week 3 weeks)
-Seaplane tender (100 fuel, 100 ammo, 300 steel, 200 bauxite, size 3, 1 week 3 weeks)
-Wa-class transport (20 fuel, 100 steel, size 2, 2 days 4 days)
-Minelayer (50 fuel, 50 ammo, 200 steel, size 2, 3 days 6 days)
-Minesweeper (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Destroyer tender (25 fuel, 25 ammo, 100 steel, size 2, 2 days 4 days

Equipment (one item at the time. Increasing the size of the workshop will allow for more) : see the table for the workshop.

Operations
-Scout a nearby area
--Where?
-Resources gathering (gather resources easily available. Low risk, but the gain is poor) (gain doubled)
-Convoy raiding (attack human shipping. Medium to low risk, higher gains)
-Write-in


Others
-Write-in

-----

Some notes on the equipment :
- The higher firepower compared to the equivalent equipment in the game is because the firepower increase don't stack (so, if you have two guns, you can fire with both, but the first's firepower don't count when you fire with the second).
- The torpedo stats for the torpedo is the damage per hit. A quad or quint mount has the potential to give more hits and so more damages.
- I put in all the equipments available to you right now, and most of what is available at the next level. For the rest, there's a lot more.
-ASW gears stats are subject to change as the mechanism for it aren't finalized. Depth charges increase the damage you do (and are required to be able to attack at all), and sonars increase your chances to hit.
-Air combat isn't done yet, so no stats for now.
 
Last edited:
Week 4 - 1
Though those… well, let's call them fairies… are quite sufficient to simply ensure the day-to day running of the base, they unfortunately need a lot more direct supervision if they are to do larger projects like the numerous expansions you're conducting. Theoretically, it might be possible to let them work alone while you're doing something else (provided you're keeping the base functional, of course), but…

Well, let's just say that it would make the humans' standards for public works look good in comparison.

Still, and you tested that just to be sure while you were playing with experimentation the new workshop, it doesn't need to be you who does the supervision. Any intelligent abyssal, like for example Air-defence demon, will do. Though they do need to recognize them as legitimate authority.

Unfortunately, you're not at the point where you can afford to relax while your minions loyal subordinates do all the work.

If there's one thing that frustrate you about your lack of a body, it's the inability to scream at your workers. Sure, you don't need to, but maybe, it would awaken their instincts and make them work harder.

Mostly, it would do wonder for your frustration.

So when a couple of your destroyers come back earlier than scheduled, it's not without a little eagerness that you let Air-defence demon replace you so you can see exactly what it is about.



They are not alone. If you could, you would sent them a dark look (you try your best anyway). Why did they lead an unknown here? Even if that unknown is a fellow abyssal…

You look at the intruder in question.

"Wo."

You look a little lower.

"Wo?"

You're not jealous at all! You have nothing at all to be jealous after all. Once you get a body, you will surely beat her, right?

"Wo..."

Anyway…

How do you even talk to her? You're kind of lacking a mouth and the like. With your subordinates, it's not so much a problem as you can just make your will know, but here… She can at least sense you, but you don't think she can see you. You're not sure there's even anything to see after all.

What is she doing here?

"Wo."

Right.

"Wo."

She was… running away?

"Wo!"

From whom, humans?

"Wo..."

No? Well, there's not a lot of thng that could threaten someone such as her, so another abyssal?

"Wo."

You knew your kind didn't necessarily get along with each others, but still… Shouldn't you all strive to be better than the humans?

"Wo."

Well, you have nothing against her, so you could help, certainly. Of course, you don't know the whole story, so maybe you should avoid getting involved. It certainly is bound to antagonize whoever is after her. Even if you decide to help her, you may decide to support her fully or simply let her rest for some time.

"Wo?"

What to do…
[] You will defend your own! Should she join you, you will definitely protect her.
[] Let her stay for a few weeks. If her pursuers show up, thouh, she should leave. You don't want trouble.
[] You're sympathetic, but she's on her own.
[] She's tired and low on supplies. Even with your meagre forces, she should be easy to subdue. Use her to secure an alliance with another strong abyssal!
[] Something else?
 
Week 4 - 2
You're feeling sympathetic, but you can't afford to help anyone who ask for it. Beside that, you're abyssals, benevolence isn't exactly in your nature. If she were to become part of your fleet, though, things would be different. You won't deny that having her joining would be a great help to your operations, either.
Though your decision is made, you decide not to let her know immediately. You don't plan on throwing her out unless she reveal something particularly outrageous, but you still have to be sure.


Still, how can you communicate what you want to ask her… Ah! You know. You can use one of those destroyer… Who are still here doing nothing rather than returning to work, those lazy good for nothing… Ah, well, it served you well this time, you will let it pass. So, use one of them to communicate with Morse Code!

"Wo." Ah, she seems to have understood. She answer back.

You're kind of relieved. For a moment you feared that she would send her reply by woing.

Her boss was insane? As in, tried to kill her and many other for no good reason... What exactly was the bad reason?

You were reporting about some setback on the front, and she felt you were disrespecting her?

"Wo! Wo!"

...You think you can understand what happened.

Still, how did she escape?

While she start recounting her tale, you look more carefully at her. She doesn't have many sign of damages, but it doesn't mean a lot. As a carrier, if she had been engaged into a gun fight, she likely wouldn't have survived at all. And locating a human-sized targets is a lot more difficult than doing the same for a ship a quarter of a kilometre long.

Still, there's some apparent damages that would be consistent with near misses from a few bombers that would have found her. And she has some sign of… exhaustion (well, provided an abyssal can feel exhaustion, but the word is close enough). She's very likely to be low on fuel.

So…

She was to be made an example, but that allowed her an opportunity to slip away. By the time they noticed her, she was fifty miles away sailing at full speed. She send planes scouting to keep an eye on her pursuers and see which route were safe, while keeping some in reserves in case a strike would be needed (She also doesn't say it because it's obvious to both of you, but she also had fighters in CAP most of the time).

Then she managed to lead the main pursuing group into a fleet of shipgirls. That would probably be a good distraction.

She's now relatively far away from her pursuers, and she's guessing they won't arrive her immediately. Even then, it probably will be a scouting force.

Still, she's low on fuel, so without help she doesn't like her chance. Which is why she took the risk of seeking you out.

That sound reasonable… You don't think she's lying to you. If possible you would want to avoid antagonising another abyssal, especially one more entrenched than you are, but Wo certainly won't be their main priority.

But you have to ask : Where exactly is the group she was part of based?
[] The Solomon islands
[] The Philippines
[] Singapore
(Depending on your choice, this will either be a region you will avoid for a long time, or which you will be expanding into. I will let you the choice of which)


...

I initially wanted to write the interlude to answer some questions posed in this thread, but I have a problem :

What sort of defences would US coastal cities have around two months after the beginning of the war? Also, how they would adapt to the realization that missiles has a very hard time hitting abyssals (and abyssals planes)?
 
Interlude 1
Well, I had some ideas to continue after that, but it was too good a stopping point...

San Francisco

Once, eighty years ago, the United States had feared potential Japanese raids against the west coast. It lead to some strange incident like anti-air guns being fired upon weather ballons (or, depending on who you ask, aliens), but in the end, only few attacks of little importance were ever conducted by long range submarines.

And though this war's opening had been an eerie reminiscence of the last one, it was also clear that it would be very different.
It had started as a nice, if a bit cold, night. Had one been far from the city, the stars and moon alone would have provided sufficient illumination. And despite the strange war that had been going for a few weeks now, there was a certain… Let's not call it optimism, but rather resolve, a sense of determination. They had endured and ultimately prevailed the last time. And, this time, too, as the will of the Americans people rallied behind the war effort, they would surpass their foes. They would remember the blood spilled, the sacrifices made… And they would pay it back tenfold.

There was no signs. No build up.

One minute, and the city was calm, silent, the vast majority of the people of San-Francisco obeying the curfew that had already started becoming routine.

And then, they appeared. A swarm of small, eldritch looking planes, a mere few dozens of kilometres away from the city, flying toward it at full speed. And as the men scrambled to their post, preparing the anti-air defences, calling the nearby air-bases for supports…

San Francisco exploded in flame.

All over the city, 12 and 14'' shells fell from the sky, leaving death and desolation in their wake. An unceasing barrage that sought to end whatever life it could find.

Then, the rain started.

A rain of fire and steel, of drops of 500 and 1000lbs of explosive.

For some times, confusion reigned, as people tried to understand what was going on. But, they eventually did…

And then, it was the panic.



"Damn those fucking monsters!" David cursed for what must have been the fortieth time since he took off.

It was understandable, really. He could still remember several of his friends going down, back then, overwhelmed by the horde of enemy fighters.

In the end, it didn't matter how much their machines were superior. They had only so many missiles, and when their carriers was under attack… He was lucky to be alive. But at least some had to survive, if only to avenge all the others who didn't…

It grated him to not be over the city to defend the people, but he knew it was meaningless. No matter how many planes the enemy lost, it didn't seem to affect them. No, they had to find the leaders, and kill the bitches. And it was air-launched missiles that would have the best chances to achieve that.

Well, not that they would have many alternatives, anyway. Most of the remaining ships they had were in the Atlantic.

"How did they even fucking survive?"

That was the question. He, like the others, had guessed it would soon be over. They had suffered horrendous losses, and the sacrifice they had to make would have been unimaginable just a month before…

But the enemy would have been broken, and all that would have remained was moping them up.

His musing was interrupted as he sighted something.

"So you're there?" He said with a small, vicious smile as he started sharing the data.

The monsters' abilities to fuck with their radar and GPS was very, very annoying, and the reason they even had to risk making visual contact. Still, with a few to act as spotters, then others should be able to shot from over the horizon.

Or so they hoped.

He magnified the image.

A white haired woman, flanked by two of what they had classified as aircraft carriers, and two "battleships" (at the very least, it was fitting considering the firepower those monsters masquerading as girls had), looking in the direction of San Francisco, as if she could see the carnage that was going on there.

"The leader?" At the very least of this group. It was likely, she was too distinctive compared to the other. White hair, pale skins, a long, black dress…

And what he was sure would be a rather pretty visage, if it was not scarred by burns marks.

Not like it would be enough to make him feel sorry for the thing.

It didn't seems like they had noticed him. This was his chance.

"Take that you bitches!" This would be his revenge. "Remember Pearl Harbor!"
 
Week 5
Weather : Partly cloudy.

Construction

The upgrade of the shipyard is progressing well. You may need to start expanding it at some point so it will be able to produce ships more efficiently, though.

The new abyssals you build are sent to gather resources with the others. Still, given the recent events, you should probably start thinking about defending the base and eliminating hostile in the area.

The workshop is bound to prove useful for this, and you already got torpedoes mount built for all your destroyers. They are… Well, they're not great, but that's still better than nothing.

(Gained Wa-class transport, 2xNi-class destroyer, 6 torpedoes mount (triple), 1E7K floatplane)

Resource gathering (76%) : 1d100=63 (minor success)

Well, that's not too bad, you guess? Still, you were probably right to consider their performance from last week as an exceptional moment of competence, rather than the beginning of a new trend. You can also expect that at some point, they will have to travel farther to gather resources, thus making them even less efficient at it!

(Resources gained : 4368 fuel, 4368 ammo, 10920 steel, 2184 bauxite)
(Fuel consumption : 50)


Doing several things at once : 1d100=17

It turns out, you can! Well at the very least, you can have several people doing several thing at once, isn't it great?

Obviously, most abyssals are too… Well, let's call it as it is. They are too stupid to be trusted with those things.

No, obviously not you anti-air demon! You can help if you want.

Hum? What about Wo… You're not sure but… Well, she doesn't look that bright, you think?

A sapient abyssal can supervise a project. So long as no one get in the way of the others, so they usually can't work on the same facility.

Additionally, you can let the fairy do their things, but base construction time is doubled. In addition, a weekly roll determine how well things go, so things can turn horribly wrong if you're unlucky.

Others

With Wo joining your fleet, you guess you probably won't get along well with he Abyssal at Singapore… Ah, it's a little sad, you enjoyed that time you spent there. Especially since she wasn't with you.

(Wo get)



Week 5 :

Available assets (capacity : 100, 20 used) :
3xI-class destroyers
3xRo-class destroyers
2xHa-class destroyers
2xNi-class destroyers
2xWa-class transport
1xHo-class light cruiser
Wo : Standard aircraft carrier Wo-class.


Resources :
Fuel : 10627
Ammo : 11218
Steel : 24375
Bauxite : 5819


Projects
Base expansion :
-Shipyard improvement (level 2, 400 fuel, 400 ammo, 2000 steel, 400 bauxite, 2 week)
-Shipyard expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 2 weeks)
-Repair dock improvement (level 1, 200 fuel, 200 ammo, 1000 steel, 200 bauxite, 1 week)
-Repair dock expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 2 weeks)
-Docks expansion (+10 size, 100 fuel, 100 ammo, 1000 steel, 100 bauxite, 1 week)
-Workshop improvement (level 1, 200 fuel, 200 ammo, 1000 steel, 200 bauxite, 1 week)
-Workshop expansion (size 2, 200 fuel, 200 ammo, 2000 steel, 200 bauxite, 1 week)
-Build facility : Basic runway (100 steel, 100 bauxite, 1 day).


Construction (I only put what you can build,and what will be available at the next level. You can ask if you want to know what is required for other ship types) :
-I-class destroyer (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Ro-class destroyer (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Ha-class destroyer (15 fuel, 15 ammo, 60 steel, size 1, 1day)
-Ni-class destroyer (20 fuel, 20 ammo, 100 steel, size 1, 1 day)
-Ho-class light cruiser (50 fuel, 50 ammo, 200 steel, size 2, 3 days 6 days)
-He-class light cruiser (75 fuel, 75 ammo, 250 steel, size 2, 3.5 days 1 week)
-Escort carrier (50 fuel, 50 ammo, 300 steel, 200 bauxite, size 3, 1 week 3 weeks)
-Seaplane tender (100 fuel, 100 ammo, 300 steel, 200 bauxite, size 3, 1 week 3 weeks)
-Wa-class transport (20 fuel, 100 steel, size 2, 2 days 4 days)
-Minelayer (50 fuel, 50 ammo, 200 steel, size 2, 3 days 6 days)
-Minesweeper (10 fuel, 10 ammo, 50 steel, size 1, 1 day)
-Destroyer tender (25 fuel, 25 ammo, 100 steel, size 2, 2 days 4 days

Equipment (one item at the time. Increasing the size of the workshop will allow for more) : see the table for the workshop.

Operations
-Scout a nearby area
--Where?
-Resources gathering (gather resources easily available. Low risk, but the gain is poor) (gain doubled)
-Convoy raiding (attack human shipping. Medium to low risk, higher gains)
-Write-in

Others
-Write-in
 
Last edited:
Back
Top