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>Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Fleets%20Of%20God
>Twitter: https://twitter.com/Pixel_Anon
>Pastebin: https://pastebin.com/ucJiX2e6

"We're going back in."

You and Ajax's combined battlegroup are currently decelerating as hard as you dare after escaping the heavily fortified Legion system you just launched an attack on. After trashing their gas mining facilities, your sensors finally managed to work out that you're facing some really heavy metal. You decided that it would be best to rearm and come back for another go. To that end, of course, to need to decelerate. Your extreme speed carried over through the jump, and at current you're flying away from the jump point at about 60 million metres per second- or .2 lightspeed. You spoke for the benefit of Ajax, of course, your stout comrade carrying the heavy ships in your force.

"I was hoping you'd say that." He gives a happy chuckle at the prospect of putting more Legion vessels to the sword.

If you had eyes you'd roll them, but instead you turn your attention to your own ships. With the exception of your fighters, your strategy for a quick raid ensured that none of them have taken significant damage so far. Speaking of, you've got half the fighters you originally left Bastion with, so you'll have to be careful with how you deploy them. The surviving ones are rearming aboard your carriers.

Several nerve-wracking hours later you've come to a stop, and with all sensors alert for Legion ships following you from the jump point, you make your way back towards it. Before you head back, though, you better decide: do you spend precious time in this system allowing your auxiliaries to reload Ajax's missile pods? According to his latest report, he's down to 60% on missile pods, and 80% on his internal magazines. Your ships have hardly used their missiles, though you have lighter missiles without the punch of battleship ones. If you get into a prolonged missile duel, then it could tell. On the other hand, what missile pods he still has loaded will let you do a lot of early damage, and every minute you spend in this system increases the chance of the Legion following you through in the middle of reloading, catching you with your metaphorical pants down.

>Allow your ships the time to reload, just in case.
>You don't have time to wait. Head directly back.

>TF Dauntless
2 BB, 7 BC, 4 CVE, 10 CR, 12 DD, 58 GF, 2 AX

>TF Ajax
16 BB, 14 CR, 4 DD, 2 AX
>>
>>2295185
>>You don't have time to wait. Head directly back.
>>
>>2295185
>Allow your ships the time to reload, just in case.
>>
>>2295185
>>You don't have time to wait. Head directly back.
>>
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>>2295185
>Gotta go fast again

You can't wait. Getting caught by Legion ships coming out of the jump point while your ships are reloading from shuttles hardly bears thinking about. No... you plot a course right back in at a fair clip. Ajax appears to agree with you, because he doesn't raise any concerns. He sends you an updated readiness report, and you check over your ships. Everything's ready. The hours and minutes tick down, your bow tubes waiting for a potential enemy. Nothing comes.

Finally, you're almost at the jump point, precisely aligning the bows of your ships for the precise vector needed to punch through the fabric of the universe. A split second before you translate, local space erupts- a down-jump! You've barely avoided running straight into enemy ships as your battlegroup punches up out of, then back down into normal space light-years away.

Sensors start sweeping local space, and soon you have an updated tactical display.

"Looks like they gathered together in one group or went after us." Ajax remarks thoughtfully. "Alpha's in a pretty good position to intercept us whatever we do."

>Head towards the repair slips. Keep Alpha at as long range as possible for a missile duel.
>Head towards the repair slips. Engage Alpha in a missile duel, but head inwards to eventually engage with lasers.
>Write-in?
>>
>>2295294
>>Head towards the repair slips. Engage Alpha in a missile duel, but head inwards to eventually engage with lasers.
>>
>>2295294
>>Head towards the repair slips. Engage Alpha in a missile duel, but head inwards to eventually engage with lasers.
>>
>>2295294
>Head towards the repair slips. Engage Alpha in a missile duel, but head inwards to eventually engage with lasers.
>>
>>2295294
>Missiles and lasers oh my!

If you can do enough damage to the enemy in a missile duel, it should be relatively safe to close in to finish them off. But how should you use your fighters, if at all?

>Use them to whittle down the enemy until you get into missile range (very dangerous).
>Use them once you close into laser range.
>Keep them safe aboard your carriers, just in case.
>>
>>2295338
>Use them once you close into laser range.
>>
>>2295338
>>Use them once you close into laser range.
>>
>>2295338
>>Use them once you close into laser range.
>>
Rolled 2 (1d100)

>>2295338
>Wait until lasers

Alright. Now for those 1d100s. Best of three, as usual.
>>
Rolled 72 (1d100)

>>2295386
>>
Rolled 34 (1d100)

>>2295386
>2
Well at least if we roll a nat 1 it won't be that bad.
>>
Rolled 94 (1d100)

>>2295386
>2
hope that's their roll.
>>
>>2295185
Hi Pixel. Apologies for a bit of derailing but I noticed you utilize flat color circles to represent units and celestrial bodies on your map. I recently ran into a resource with a bunch of icons that you might be able to use, if you wish. I use them in my quest: http://game-icons.net/
>>
>>2295386
>94 vs 2
>tfw you try to step up the threat to your players but they won't stop rolling like gods

"So we'll meet them in kind. Ready pods." You order.

"Aye aye, sir!" You detect a distinct tint of amusement through your link.

As Ajax runs final checks on your ships, you check yours- missile tubes green, laser and graser mounts green, EW systems green, on and on. You also start launching fighters, but keep them close, riding high and low above your formation. You'll use them later- for now, they're more useful working with your destroyers to fend off enemy missiles. You also move your formation around, forming a vertical wall of battle with your battleships in the centre. Battlecruisers hang around the edges, destroyers and cruisers scattered throughout for missile defence. Your carriers and auxiliaries lurk behind the wall, hopefully protected. With preparations complete, you sweat down the hours as your battlegroup aims for the repair slips, and Alpha boosts hard to intercept you. They're not curving in very hard, which means they're certain their missiles can compete with yours, or perhaps their jammers can defeat yours. You'll see.

"Extreme missile range for pods in ten minutes." Ajax's voice cuts through your thoughts. "Fifteen for battleship tubes, maybe twenty to twenty five for everything else. Should I wait?" You think about it for a minute.

"Might as well surprise them. Wait for now."

Thirty minutes tick away to be sure as your ships halt acceleration and Ajax drops his first load of pods. When the time comes, you hit the electronic button, and a tidal wave of missiles erupt. You'd give almost anything to know what the intelligence controlling the Legion vessels thinks when they see one thousand, nine hundred and sixty two- 1962 missiles flying towards them. Well, not that they'd know how many. The upgraded missiles Ajax carries have upgraded EW capabilities, and they throw out jamming interference like there's no tomorrow as they roar across the void. Of course, since you launched from a light-minute out, it takes a minute for the enemy to even see that you've launched. A minute after that, the Legion ships on your display dissolve into radar hash as the EW cruisers in their formation bring their jammers online, and a moment later you pick up the trails of an enemy missile salvo. Thankfully, the enemy doesn't have pods, so there's 'only' around 800 missiles coming back at you. You hand missile defenses over to the expert systems in your screening vessels and fighter squadrons.

Ten minutes after the first salvo, you fire again. Another (almost) 2000 missiles launched into the void. Shortly after, another comes back at you. Looks like the Legion ships have a cycle time of about 14 minutes. Good to know. Neither of your initial salvos have reached their targets until two more salvos are launched into space, but finally the Legion missiles are upon you.

cont.
>>
>>2295534
Maybe a third are lured away by the siren's call of false signals and jamming. Just under half of those remaining are obliterated by the massed energy broadside of your ships, and they're halved again by the far more precise, pinpoint defences of the laser clusters on your screening vessels, and the particle lances of your fighters. Then the rest hit you. Silent plasma shrieks through the void as fusion warheads drive massively overpowered, single-use plasma bolts into your ships. Three battleships, a battlecruiser and a cruiser heave under the assault. The cruiser and battlecruiser, both yours, possess stronger screens than normal, and get off with only cosmetic heat damage. Most of the fire was directed at the three battleships. In total, a laser mount, radar targeting station, and several screen projectors are knocked out or overloaded. Overall, not too bad.

After checking the damage, you turn your attention to the results of your strike upon the Legion. You ensured that the EW cruisers were priority targets, and your missiles with their singularly focused, idiot-savant brains followed your orders to the letter. The overall jamming is far less pronounced, and several enemy battleship appear to be trailing debris. It's hard to tell what other results you've had, and that sets the tone for the rest of the missile duel. Incoming damage starts to add up, though never anything really significant. The enemy seems to be focusing on your battleships, which spares your lighter screening vessels to focus their full attention on missiles not even aimed at them. You lose very little anti-missile capability as the hours go on, which is far less than you can say for the Legion. Again and again, a tidal wave of missiles smash over their formation, wearing away their ability to stop you. Eventually, you take out all of their EW cruisers and your missiles become much more effective. By the time you get to within laser range of a single light second, the enemy has taken significant casualties, though Ajax has burnt through his entire stock of pods, and you're down to half magazines.

>TF Dauntless
2 BB, 7 BC, 4 CVE, 10 CR, 12 DD, 58 GF, 2 AX
>TF Ajax
16 BB, 14 CR, 4 DD, 2 AX
>Legion Alpha Force
10 BB, 9 CR, 14 DD

"That'll be fun." Ajax comments as you ready for a laser fusillade, the first thing either of you have spoken that wasn't related to targeting priorities or incoming missiles since the duel has started. Still, you can't disagree.

The first massed broadside of lasers flies at the speed of light, at the same distance as between Old Earth and its moon. Many of your strikes miss, but it gives you useful targeting data, and then the range closes to wherein it's impossible to miss, and the plasma starts coming in. Your lighter screen pulls in tight behind your heavier capitals as your fighters lance in from above and below with nuke-tipped fury.

cont.
>>
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>>2295588
Nuclear explosions ripple through the enemy formation, scrambling their targeting sensors as your fighters make a high-speed pass, pivoting on their axis as they fly by to snap off shots with their spinal particle lances. Apparently stunned, plasma fire slacking, your capital ships step up the attack, focus fire the Legion battleships with laser fire as your screen wipes out the lighter vessels.

All at once, the enemy breaks, desperately trying to curve away on a course that will take them dangerously close to the system primary. By the time they get out of easy range of your lasers, there are only remnants left.

"Dauntless, Beta is making a break for it." Ajax brings your attention to the small force of Legion vessels apparently left to picket the repair slips. They're running straight for the jump point which will let them flee to Legion-controlled space. "If they get away, they might bring Legion ships back here sooner than we'd like."

>Run them down with your fighters.
>Run them down with your screening vessels.
>Run them down with all your ships.
>Leave them, and focus on the repair slips. You won't be here long.

Oops, that should be 48 GF, not 58.

>>2295476
Much obliged! I'll take a look and consider it, though since I'm only using paint, circles are a lot easier to draw.
>>
>>2295606
I personally use InkScape because it is free and allows to use layers. I just add a layer per faction and in my case building/unit and a layer for background(map).
>>
>>2295606

>Leave them, and focus on the repair slips. You won't be here long.

Take care of our objective and GTFO. We can head back to the Bastion and report the likely reinforcements; a fresh group can deal with them.
>>
>>2295606
>>Run them down with your fighters.
They've got the best acceleration, and can be spared if something happens while they're away.
>>
>>2295606
>>Run them down with your fighters.
>>
>>2295606
Looks like a tie. I'll wait like ten minutes then roll.
>>
>>2295751
Looks like 2:1 for running them down.
>>
Rolled 99 (1d100)

>>2295754
Wait, yeah, I didn't check poster ID. My bad!

>Let slip the fighters

Yeah roll those 1d100s to see how well you do.
>>
Rolled 73 (1d100)

>>2295774
uh
>>
Rolled 25 (1d100)

>>2295774
Well that's nice.
>>
Rolled 63 (1d100)

>>2295774
>>
Rolled 13 (1d100)

>>2295774
>>
Rolled 39 (1d100)

>>2295774
>>
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>>2295774
>>2295774
>73 vs 99
oh shit man

With a thought, your fighters whip around their drive singularities and race after the fleeing ships. They've got a half-load of missiles, but that should be enough. If the Legion ships maintain accel, then your fighters should be able to intercept them. Still, there's nothing else you can do, so you concentrate on the repair slips. The Legion has expanded heavily in this system, and two of the rocky planets have substantial industry around them, with a halo of repair and what appear to be building slips surrounding them. The amount of industry required to ring even a small world is immense, and somewhat impressive. Both of them have large defensive stations orbiting, but a volley of missiles finishes it off without a problem. Soon, nukes are detonating against and near the lightly-armoured slips, blowing them apart in flame and radiation. Almost all the slips are full, and dozens of ships are destroyed along with the industry.

"One down, one to go." Ajax chuckles. As he works on firing solutions for the next one, you turn your attention back to your fighters. They've caught up with the fleeing ships, but the plasma fire they're throwing out to the rear is immense. Whatever that weird inertia-less drive they use, it lets them mount stern weaponry, unlike Order ships that use antimatter drive plumes. Right now, they're putting those to good use, gradually burning down your fighters. In response, they launch the rest of their missiles, firing their particle lances. A couple of the cruisers are destroyed, another damaged, and several of the destroyers are damaged too. Unfortunately, you lose nine fighters, a resource you can scant afford to throw away.

>Pull your fighters back before the jump point fort can fire on them too, wipe out the rest of the repair slips and bug out.
>Press the attack, no matter how many it takes, so you can stick around and ambush the other Legion ships that followed you through the jump.


>TF Dauntless
2 BB, 7 BC, 4 CVE, 10 CR, 12 DD, 39 GF, 2 AX
>TF Ajax
16 BB, 14 CR, 4 DD, 2 AX

Sorry, having a lot of trouble actually posting.
>>
>>2295941
>Pull your fighters back before the jump point fort can fire on them too, wipe out the rest of the repair slips and bug out.
Too risky now.
>>
>>2295941
>>Press the attack, no matter how many it takes, so you can stick around and ambush the other Legion ships that followed you through the jump.
>>
>>2295941
>>Pull your fighters back before the jump point fort can fire on them too, wipe out the rest of the repair slips and bug out.
>>
>Press the attack, no matter how many it takes, so you can stick around and ambush the other Legion ships that followed you through the jump.
>>
>>2295941
>>Pull your fighters back before the jump point fort can fire on them too, wipe out the rest of the repair slips and bug out.
>>
>>2295941
>Bug out

You hurriedly order your fighters to pull back, but in the time delay it takes to get to them, a few more are destroyed in return for another enemy destroyer. Still, soon the rest are on their way back. As a stream of nukes obliterate the rest of the repair slips, annihilating whatever worth this system had as a staging area for assaults on your Order.

Shortly after, the light from Legion reinforcements reaches you- the ships that tried to follow you, now left way behind in your dust. They have no way of catching you as you and Ajax boost for the jump point heading back to Legion space. Long-range missiles take care of the fort there, too, and you disappear from the system as soon as you can.

--

I'm still tired and not quite 100% from being sick, so I'm gonna head to bed. What I'll do is try and post a few times over the course of tomorrow, and resume for proper posting at the same time as today. See you guys then!
>>
>>2296110
get better soon faggot.
>>
>>2296110
Thanks for running!
>>
>>2296110
Before I continue, I actually meant 'back to Order space', I was too tired to catch it last night.

Ships erupt in flashes of light as they translate back down into normal space. Screening ships splay out around capitals as your ships form up, decelerating to a nice, safe cruising speed instead of your headlong sprint from the mission area. The much slower speed allows your ships to affect repairs- although none have been destroyed or critically damaged, with your fighters having taken the worst, most of them have some kind of damage. Laser mounts have been smashed, missile tubes jammed with hull debris, radar and lidar units with their sensitive equipment blinded, requiring calibration.

"Nothing that will need a slip." Ajax informs you, when you ask after his status. "Maybe a week with some spare parts."

You're not so sure how long it'll take to get your fighters back up to full strength, or if there'll be shipments arriving from the Chapterhouse to help boost your carrier's production. Hopefully. The calm interlude of cruising through back to Bastion is a welcome one, though as you start to decelerate towards Bastion's jump point you suddenly get a laser comm out of nowhere. With mild trepidation, you answer it, setting up a link with an AI you've never met before.

"Paladin Cabot." They introduce themselves, and memory clicks- the first of the reinforcements from the Order of Tyr's star. Strangely enough, whereas all the AIs you've met before have been what you'd call neutral or masculine, this one has a distinctly... feminine presence. "I've been sent by the Abbot to wait for you. How did the mission go?"

>Boast
>Neutral
>Polite
>>
>>2297710
>Neutral
Staging area was completely destroyed along with a majority of the forces stationed there though some managed to flee.
>>
>>2297710
>Neutral
Strike weapons in the form of missiles and fighters seems to work very well for us. Probably because we maintained range, but I wish we had a bit more escorts and carriers for better missile defence. Maybe dedicated EW ships too.
Our tactics so far with ajax may be resource intensive but I love how we've been wrecking enemies before they get close.
>>
>>2297710
>Neutral
>Polite
>>
>>2297710
>>Neutral
>>Polite
>>
>>2297734
To be fair, it's mostly because Ajax has maxed out the missile tree and invested heavily in battleships, though your focus on lighter ships helped blunt enemy attacks. If you'd had one of the other options, it probably wouldn't have gone quite as well. Your fighters are actually quite effective at anti-missile duties, too.

Also, I was going to post like three hours ago but then I got dragged out into town.

>>2297710
>Neutral

"Well. All mission targets destroyed." You get a sense that... she? is a little surprised by your succinctness.

"Excellent." Friendly IFFs are starting to pop up on your sensors, and using their location data you're able to pick out the black forms of ships in deep stealth by the way they eclipse the stars. A shoal of the small ships you noticed back in Bastion. "The humans led another strike on a Legion fleet massing for an assault, and the Abbot thinks that we've got them reeling for now. Anyway, I'll follow you through after making sure you're not followed."

"Much obliged." Ajax drawls, suddenly breaking into the link.

"Yeah, thanks." You hurriedly follow up, and turn your concentration to the not-inconsiderable jump calculations. A few hours later, your motley battlegroup translates into normal space at Bastion's jump point, the same one you left from. After passing the automated IFF checks from the forts and exchanging greetings with the Knight-brothers on sentry duty - Rubin is nowhere to be seen - you align your bows on Bastion station.

---

"Dauntless. Ajax." Abbot Darius greets you with politeness if not with warmth as soon as you're in easy communication range. "Good work with your mission. That wasn't their only staging point, but it was their main one, and it'll take months to build up even a small amount of the repair capability they had there. While you were busy, Admiral Weston and several of our Knight-brothers met an entire Legion fleet trying to flank Bastion, and defeated them, though with moderate losses. Things are looking up, so I'm giving both of you a week to repair and re-arm before I'm sending you back out. Oh, and Dauntless, we've recently received a shipment of grav-fighters from the Chapterhouse. I've earmarked as many of them as I can spare for you." The Abbot pauses a moment. "Is there anything else?"

>Ask a question (write-in)
>Proceed to timeskip.
>>
>>2297924
>>Proceed to timeskip.
>>
>>2297924
Anything useful from our guest or those votes we recovered? Any more contacts with other orders?
>>
>>2297967
Which guest? Votes?
>>
>>2298045
The guy who told us about the mad AI
>>
>>2297924

"What about Temeraire? Heard anything about him?" You ask.

"As far as I know, he's helping Flavius. Not sure what they're doing, exactly." Ah. That'll probably be the 'warp drive', you guess. "Is there anything else?" When you answer in the negative, he continues. "I;ll be assigning you both to patrols. Requisition any slips or materials you need to effect repairs."

The Abbot cuts the feed, and a few moments later both you and Ajax receive patrol orders, relieving two of the knight-brothers in the system to take their turn assaulting the enemy. After taking on supplies, you get to it.

Overall, it's quite a boring week, but you got several things done. First you:

>Sorted out upgrades.
>Requisitioned new ships.
>Caught up with somebody (who?).
>>
>>2298299
Upgrades
>>
>>2298299
>>Sorted out upgrades.
>>
>>2298299
>Requisitioned new ships.
>Sorted out upgrades.
>Caught up with somebody (who?).
Rubin
>>
>>2298299
>>Sorted out upgrades.
>>
>>2298299
>Upgrades!

Hopefully you know the drill by now. Pick a single upgrade, and check the pastebin for the ones you have already.

>Offence Tier 1
Plasma turrets: Made from reverse-engineered Legion technology, these dorsal turrets are capable of absolutely shredding through armour. However, they have atrocious range, less than half a light-second, which brings you into range of the similar weapons aboard the Legion ships. Affects capital ships.
Charged Particle Broadside: These highly experimental energy mounts theorised by human researchers from Olympus replace your lasers and grasers. They have a similar range, but hit substantially harder and should do far more damage to the strange laser-drinking hull material of the enemy. However, the power drain is substantial and as such can only be mounted on larger ships. Affects all capital ships.
Bolt-on missile pods: With the new missile pods, Flavius is able to construct a 'flatpack' design that can be bolted onto your dorsal and ventral hull. They have slightly bigger missiles than your own broadside, and each side can be either flushed for a single massive salvo, or used to thicken your own salvos. Affects battleships, battlecruisers, and cruisers.

>Defence Tier 2
Counter-missile canisters: To thicken up your anti-missile defenses, two tubes in each broadside are instead loaded with canisters that contain 4 small, overpowered missiles that carry a warhead of compressed lead granules. When they reach attack range of enemy missiles, they detonate, throwing up a wall of deadly shrapnel to shred or prematurely detonate the enemy warhead. Unlike regular missiles, they are designed to be fired in a constant stream take out as many enemy missiles as possible. Affects screening ships.
Towed defensive array: Essentially a small defensive system the size of a frigate that can be put on tow of a ship, carrying nothing but advanced sensors and point defence laser clusters. However, it somewhat limits a ship's acceleration, and severely limits maneuverability. It can be dropped, but only two are carried per mission. Capital ships only.
Upgraded ECM: A relatively simple upgrade, each ship's ECM suite is enhanced to make it a harder target. This includes ship-board suite upgrades, but also the installation of improved drone decoys and jammers. Affects all ships.

cont.
>>
>>2298393
>Sensors Tier 1
Grav-pulse Recon Drones: Experimental drones fitted with a directional grav pulse emitter that effectively enables FTL recon capability within a system. However, the drones are quite large and ungainly, with only limited stealth. Moreover, their rate of transmission is extremely limited without further upgrades. All capital ships carry 2 drones each.
Grav sensors: After discovering Legion ships use some sort of drive that changes the gravity in the immediate vicinity of the ship to propel themselves, Flavius created grav sensors small enough to fit into capital ships. Passively increases Legion ship detection and lock-on. Affects capital ships.
Tachyon ping: Similar to the active sonar ping of ancient history, a tachyon projector is fitted to the bow of the vessel. When fired, these tachyons bounce off whatever they hit, giving a real-time glimpse at a system. However, it is relatively easy to trace back to the projecting vessel. Projector affects your ship, all ships can detect.

>Support Tier 3- All upgrades unlocked!
>>
>>2298393
>Charged Particle Broadside
>>
>>2298393
>Counter-missile canisters
>>
>>2298393
>Charged Particle Broadside
Having a mixed build of long and close range weapon upgrades would allow us to be more adaptable to more combat situations.
If we get ambushed or jump on top of a legion fleet, having our close range capital ship weapons pack a serious punch would help out tremendously.
>>
>>2298400
Counter-missile canisters
>>
>>2298400
Alright, looks like a tie. I'll wait a little longer then roll it.
>>
Rolled 1 (1d2)

>>2298544
Well then, odds for defense, evens for offense.
>>
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>>2298610
>Counter-missile canisters

Thankfully, the new missiles recently shipped from the Chapterhouse require no actual retooling of your ships. They're simply loaded into the magazines of your destroyers and cruisers- eliminating two tubes from each broadside, perhaps, but greatly improving your long range missile defence.

However, during that same shipment, a large convoy also arrived- reinforcements, almost a hundred ships in total, as well as a shipment of grav-fighters to bring your complement back up to full. Since you and Ajax are the knight-brothers on close patrol, you got first picks. Unfortunately, the Order is being pushed so hard that even first picks aren't actually as great as you'd like.

>Choose up to two reinforcements!
Star carrier (1) with fighter complement (1 available)
Escort carrier division (2) with fighter complement (1 available)
Battleship division (2) (2 available)
Battlecruiser division (3) (2 available)
Cruiser squadron (6) (1 available)
Destroyer flotilla (8) (1 available)
>>
>>2298679
Star carrier (1) with fighter complement (1 available)
Escort carrier division (2) with fighter complement (1 available)
>>
>>2298679
>Escort carrier division (2) with fighter complement (1 available)
>Battlecruiser division (3) (2 available)
>>
>>2298679
>Star carrier (1) with fighter complement (1 available)
>Escort carrier division (2) with fighter complement (1 available)
>>
>>2298679
>Star Carrier
>Escort carrier division

Since fighters seem to be your thing, you decide to do ahead and get some more.

"That's a lot of fighters you've got there." Ajax comments, the next time you pass each other on patrol.

>TF Dauntless
1 CV, 2 BB, 7 BC, 6 CVE, 10 CR, 12 DD, 204 GF, 2 AX

Would you like to shift your command to your new star carrier, or keep it in your battlecruiser?

>Move it
>Keep it
>>
>>2298793
>Move it
>>
>>2298793
>Keep it
>>
>>2298793
>>Move it
>>
>>2298793
>Keep it
>>
>>2298793
>Move it

It takes a day to integrate the star carrier into your battlegroup and bring it up to full combat readiness. It takes only an hour or two for your core to be shuttled across from your old, trusty battlecruiser mount to your new carrier. As your core plugs in and comes online, your presence floods the circuits of your new body. Laser mounts swivel and track as you test them, an improved tactical display showing your ships and far-flung combat space patrols. It's a real shame you don't have some method of monitoring your fighters in real-time. Anyway.

You spend the rest of the week putting your new ships and fighters through their paces, making sure they're good and ready. By the end, you're good and bored. Ajax talks to you a bit when possible, but patrolling is pretty lonely. Finally though, the Abbot calls you back to Bastion station.

"Right, I don't have long." He starts as soon as the greetings are out of the way. "I have some missions I need doing here, but I also have a favour to ask of you, instead. If you want to get back to the fight, then don't worry, and I won't hold it again you. What will it be?"

>You want to take the fight to the Legion.
>You don't really mind, what's this favour?
>>
>>2298905
Oops. Sorry anon, I was already finishing up the post and forgot to check for new votes.
>>
>>2298922
>>You don't really mind, what's this favour?
>>
>>2298922
>You don't really mind, what's this favour?
>>2298927
It's fine.
>>
>>2298922
>>You don't really mind, what's this favour?
>>
>>2298922
>What's the favour?

You consider it for a moment, but it can't hurt. "Sure, what do you need?"

"It turns out that the humans from Olympus have scared up a second fleet. That's all well and good- I've met Admiral Weston, he seems capable, so I'm sure whoever they've chosen to lead this one is solid. Unfortunately, reading between the lines of this message the Grandmaster sent me, none of the crews or command staff in this second fleet have any kind of combat experience. All their A-team is in the first fleet."

As he speaks, data gets squirted to your systems- forwarded information. Almost thirty ships actually, a substantial force. A mixture of their destroyers and cruisers with a couple of new-build battlecruisers, each about a third less in tonnage than what you'd consider each.

"So what do you need me to do?" You ask.

"I need you to take them on a nice, easy mission to get them some combat experience. I also need you to actually let them do something on this mission, but also do your best to not let them come to any harm. Making them stay out of the way while you do all the work won't actually help." The Abbot lets you take it in for a few moments. "So. Do you think you can handle it? You'll probably need to be relatively diplomatic."

>Sure, shouldn't be a problem.
>Probably not something you'd be suited for.
>Ask additional questions before making a decision (write-in).
>>
>>2299048
>Sure, shouldn't be a problem.
>>
>>2299048
>>Sure, shouldn't be a problem.
>>
>>2299048
>>Ask additional questions before making a decision (write-in).
Why can't they port over some talent from their first fleet? Its important to get them trained and lead by experienced people.
>>
>>2299048
>>Sure, shouldn't be a problem.
>>
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>>2299048
>Sure, what could go wrong?

"Doesn't sound too hard." You remark confidently. The Abbot chuckles quietly.

"Famous last words, I'd think." His tone switches quickly- back to business. "They're not going to be here for a few days, so make sure your ships are stocked up by then. I'll be sending you on what looks like a milk run, but I'll give you hard data when the humans arrive. Good luck, Dauntless. I hope you won't need it, but..."

"I appreciate it." You sign off, and start drawing up a list of the supplies you'll need. Helping humans get combat experience, but trying to protect them enough so that none of them get hurt? Sounds easy enough...
>>
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I was planning to do a little longer, but I'm still pretty tired and this is a good stopping point.

I hope you all enjoyed!

Next week: Dauntless and the Second Olympus Fleet fight the Legion!
>>
If what I think is gonna happen will happen, we should try the long range thing again if possible. Dirty missiles should help both offensively and defensively if we use it right.




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