Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Fleets%20Of%20GodTwitter: https://twitter.com/Pixel_AnonWhen we last left off, Dauntless discovered not only a large Legion battlefleet flanking the Order's mission space, but after some investigation, a major construction and grouping area in the form of a Dyson 'swarm'. The Legion has been flanking the Order's space since the start, and now Dauntless must get this information home for the Order to stand any chance at defeating the Legion.The Cherenkov flare of re-entry into normal space is relatively minute, and as your sensors clear it seems a sigh of relief is in order. There are no Legion ships picketing the jump point, so you light off your engine at a gentle 1% thrust, turn your camoplating to black hole settings, and leisurely cruise into the system while you and your expert systems scan through everything on passives. After an hour (a solar system is pretty big, after all) your passive visual sensors start picking up signs of a Legion task force transiting through the system- fifty-odd ships, including a single battleship-class, a couple dozen cruiser-classes, and the rest destroyers. They're transiting through on the other side of the system- or they were, as the light from them is 11 hours old and have warped out of the system already. There's no doubt they're reinforcements headed to the front... and are on a least-time course to get there while still staying out of Order space.As you continue cruising and deliberating on what to do, your expert systems flag something strange. As you watch, the battleship explodes! Wait, no, you called it far too soon. It's... splitting in two? No, there's only a single shard... with ice gripping your core, you call up the signature of a Legion destroyer. They match. Quite apart from how gross it is, it's another piece of data that desperately needs to get back to the Order. You've only ever gone up against destroyers and cruisers, so perhaps only battleship-class Legion ships can split like that? There's far too many questions with no answer forthcoming, but either way, you need to make a decision: Should you continue sneaking your way to friendly forces, or follow after this task force? If you're sneaky enough, you might be able to destroy the battleship and get away clean, or at least harry and annoy them.>Aggressive: After them! The more damage you do now, the less forces your Knight-brothers will face.>Defensive: Slow and steady wins the race, your data is too important to risk.
Rolled 22 (1d100)>>1806470>Aggressive: After them! The more damage you do now, the less forces your Knight-brothers will face.
>>1806470>>Aggressive: After them! The more damage you do now, the less forces your Knight-brothers will face.
>>1806470>Aggressive: After them! The more damage you do now, the less forces your Knight-brothers will face.the battleship takes priority, and we should probably leg it after our first try. might as well since we're in stealth right now.
>>1806470>AggressiveYou haven't run away from a fight yet, and you're not going to start now. Your engine plume erupts from your stern as you burn hard to try and catch up with the enemy task force. You also do a quick check of your systems, but everything's in perfect order, as always. You've fabricated enough missiles to refill your stocks, but you might want to think about locating some more material after your next battle. Other than that, your pulse torpedoes and lasers are also in perfect condition. In any ways, it's more of a makeshift activity to keep yourself busy.As you reach the possible turn-over point for the jump point, you need to decide: Should you keep up your speed and go through the jump and into the rear of the enemy guns blazing, or slow down, and scope out the situation before you attack?>Aggressive: Go in as fast and loud as possible. They can't shoot you if you're moving fast enough.>Cautious: Decelerate so you can jump to the next system as quietly as possible, and make plans before you need to make your move.
>>1806576>Cautious: Decelerate so you can jump to the next system as quietly as possible, and make plans before you need to make your move.
>>1806576>>Cautious: Decelerate so you can jump to the next system as quietly as possible, and make plans before you need to make your move.
>>1806576Glad to see you running P.A.
>>1806594Good to be here, Anon.
>>1806576>CautiousWe've done our best work starting from ambushes. It would be nice knowing what that damn battleship did before we whack it.
>>1806604Well our ship is designed as a ambush/scout ship. So it's kinda what we are best at.
>>1806576>Cautious: Decelerate so you can jump to the next system as quietly as possible, and make plans before you need to make your move.sneaky
>>1806576>CautiousA not-insignificant part of you wants to continue rushing forward, to go in and put the enemy to the sword, but cold logic wins out. There's no reason to get yourself dead by not being careful. With that in mind, the rest of the day is spent decelerating into the lonely orbit the jump point inhabits around the system primary. After checking the vector data from the enemy task force to make sure there's a star in the way, and slowing far enough to be stealthy but still maintaining enough speed to vacate the jump point quickish, you drift into the roughly spherical patch of space where the laws of reality cease to function. A second later, you're gone.A dozen of light years away, your sensors slowly clear and immediately go into brown alert. The jump point is heavily picketed, and if you'd gone in at anything but real slow you would've been picked up in an instant. A cruiser and several destroyers ping space with radar and lidar, but your camplates drink them in and soon you're in and away. You continue into the system on a purely ballistic course, and turn your attention to... well, it's a lot more than just the task force. This system appears to be a major staging point for the Legion. One of the planets is naught but a dead mass of those ant-like drone, but the rest is teeming with life. Your attention is directed to a large station of some sort. It's orbiting the local primary, and is the centre of heavy patrols by Legion destroyers, which even from this distance you're picking up the edge of a scattered radar ping from. Perhaps Order raiding destroyers have been proven to be more of a nuisance than you thought. With that happy thought, you examine the station: a flattened cylinder several kilometers in length. It has the same kind of almost-organic, lumpy look as the rest of the Legion ships, but you hardly care about that. What's most interesting is that no less than three battleships are docked to it, as well as five cruisers! The task force you followed is here too, slowly cruising down the gravity well towards the station, and have already reached the outer shell of pickets. >Aggressive: Try to sneak in to launch an attack.>Neutral: Stay in-system, wait and watch. Perhaps an opportunity will present itself.>Cautious: There's too many ships here to do anything. Continue on your way back to friendly lines.(Write-ins welcome for the nature of an attack, if any!)
>>1806723>Aggressive: Try to sneak in to launch an attack.
>>1806723>>Cautious: There's too many ships here to do anything. Continue on your way back to friendly lines.
>>1806723>aggressiveThe station isn't moving, right? Can we accelerate for a jump point and launch a missle salvo from range once we're too fast to chase?
>>1806737Technically the station is moving because it's in an orbit, but is is a predicable one, yes.
>>1806723>AggressiveLooks like you're going to be attacking the station.But how are you going to do it?>Long-range missile strike>Close-range torpedo barrage>Other (write-in)
>>1806835>Close-range torpedo barrage
>>1806835>Long-range missile strikeWITH GODS RIGHTEOUS FURY I STRILE TE!
>>1806835>>Long-range missile strike
>>1806835>>Close-range torpedo barrage
Jeez, look at that tie. I'll wait another ~10 mins then roll a tiebreaker.
>>1806835>Long-range missile strike
>>1806895Missile strike it is, then! Please roll me a 1d100, best of three.
Rolled 20 (1d100)>>1806898
Rolled 40 (1d100)>>1806898Rolling
Rolled 72 (1d100)>>1806898
Rolled 25 (1d100)>>1806898>72Rolling...
>>1806915You examine the orbital mechanics of the pickets and the task force you followed in, and decide the easiest and safest course of action would be to launch missiles. After all, stations and the like make bad defences compared to ships simply because they can't move like ships can. So you get to work drawing up a firing solution, and task each of the 30 missiles in your broadside tubes' autoloaders for a slightly different target. This is the kind of long-range ambush your missiles were built for, after all!With the firing solution plotted, your thrusters guide you onto a heading to the next jump point, and your drive kicks off at just 5% thrust to nudge you onto the new heading, and gradually gather up Delta-V. Everybody in the system is going to see you launch, especially the pickets at the jump point you're heading to. You'll deal with that when you get to it, though. Instead, you pass time watching the Legion ships at... rest, you suppose. The cruisers docked at the station approach the incoming taskforce. They are ignored by the battleships and cruisers, but get mobbed by the destroyers, which approach them from all sides and nestle up against them. You watch with vague disgust and fascination, reminded of a pig sow feeding its litter. The battleships and cruisers of the incoming task force dock with the station, while the docked battleships start to drift away from the station, escorts gathering around them. You suspect they will soon head out towards the front.The ideal time to launch your missiles comes, and you cut acceleration, thrusters burning to get your tubes on target. After one final quick check of calculations, you start to empty your tubes. The missiles are clutched by the magrails, and flung out into space. Their motors cut in, and a moment later their mass reduction devices activate, sending them rocketing forward. You put three into space, then six, then nine, and so on, until all thirty are out into the black. Barely noticing of the automatic autoloaders chattering in the depths of your hull, you check the missile telemetry one last time before they reach .5 light and communication starts to become... difficult. Pushing the station from your mind, since there's nothing else you can do, you kick up the power of your drive a little and start to plot out the next jump you'll have to take. Everything's going well, and you're within ten light seconds of the jump point when the black lights up with new contacts! A dozen, no, at least eighteen new contacts coming through the jump point. You start to take your drive offline and go into deep stealth when your expert systems note something- all of the incoming vessels are heavily damaged. There are large hull rents and craters mostly, and you assume that they must be returning from some battle. You suspect that anything lighter is fixed in the field, while any heavier damage means they're destroyed. cont.
>>1807016Even if these ships are damaged, however, they may still be able to detect you. You do still have a broadside of missiles, as well as your pulse torpedoes. There's nothing heavier than a cruiser, so if you blow through them at high speed with weapons blazing, you might be able to not only get through, but cause a lot of damage. On the other hand, there'll still be the jump picket ships to contend with, numbering just a single cruiser and five destroyers. Either option has risks, honestly.>Aggressive: Attempt to blow through the damaged ships and wipe out most of the picket so you can escape.>Cautious: Attempt to sneak past both groups, though the picket will likely be on guard due to your missile launches.
>>1807027>AggressiveLet's fuck em up.
>>1807027>Aggressive: Attempt to blow through the damaged ships and wipe out most of the picket so you can escape.
>>1807027>>Aggressive: Attempt to blow through the damaged ships and wipe out most of the picket so you can escape.
>>1807027Aggressive it is! Give me some 1d100s.
Rolled 92 (1d100)>>1807080
Rolled 7 (1d100)>>1807080
Rolled 15 (1d100)>>1807080
Rolled 98 (1d100)>>1807080Rolling
>>1807082>92The time has come
>>1807080>92"And thus God spake, and the Earth trembled."
>>1807139Sneaking could work, possibly, but after your missile launch against the station, the pickets are no doubt on alert and you're going to have to cut close to the damaged ships as it is. You start tracking targets with passives and assigning them missiles- you'll have to fire as you go past and hope for the best, really. The picket ships you'll be able to attack with your pulse torpedoes, so with your magnetic shields you should be able to get through without harm. Hopefully.It all kicks off when your engines ramp up to full thrust, and you flip your camplates to white knight settings, turning yourself into a dazzlingly white beacon in the black. As you hull leaps forward, your broadside tubes starts dumping missiles into space. You're forced to fire off-bore, which ruins their initial speed boost, but they more than make up for it as they strike forth with the fury of God himself. You murmur a small prayer to yourself, but it seems that many of the damaged ships cannot even fire back, let alone put up proper resistance. Destruction ripples through the damaged ships, sending them tumbling in shattered wrecks, and you feel a measure of satisfaction at denying the enemy the opportunity to put them back into action.Ten light seconds is a pretty big distance, however, and the picket ships are more than ready to face you after the destruction of their brethren. You can practically feel their fury reaching across the void like a physical force, but it's probably just your overactive imagination. But their plasma bolts definitely aren't your imagine, and your thrusters flare alongside your whirring gyroscopes to keep adjusting you just enough that they miss. Within five light-seconds gives you a 95% lock, however, and you let fly with your pulse torpedoes. Tiny, devilish little specks of hell are flung through the intervening space, glowing brightly on your tactical sensors. Three of the picket destroyers simply disappear in a violent conflagration, and the cruiser splits in twain. That leaves just two destroyers to face you down as you lock into your terminal approach of the jump point, and one of them scores a hit, bleeding through your mag shields and scraping a few millimetres off your hull plating. You really need to recommend some kind of spinal laser to Flavius, a small, distracted part of your mind notes. But then you flash between them, and defiantly lash out at one with your broadside lasers as you go past. You have no time to even register whether you hit because in that same instant you hit the jump point, and punch out of normal space.
>>1807207As I mentioned on my twitter, I need to end a little early tonight. If nothing else changes, I'll be trying to run extra long tomorrow, however, possibly from 5 or 6pm GMT. Check my twitter for when we go live again, and I hope you all enjoyed!
>>1807215Tnaks for running
>>1807215Thanks for thw run see you tomorow.