The air is filled with thunderous noise, the sound of anti-air cannons from the zeppelin shooting blindly at the Shrikes (it does not turn on its spotlights because they cannot point up very far, and so as not to draw fire from what uninformed Britishers may be below), the sound of the Shrikes firing back, and the sound of the engines of both the zeppelin and the Shrikes.
Your broom is silent, as it always is, but stealth and maneuverability aren't too useful when the Shrikes have you beat in speed, numbers, and firepower. As evidence to this, the zeppelin is now pockmarked with holes and cracks in its armor.
You don't know how much ammunition they have, but they've started to conserve it, only firing on parts other Shrikes have already hit with their cannons. And they rarely firing at you or Doris, even with the machine guns. They prefer to try and ram you out of the sky, as they fly in pairs - one to shoot at the zeppelin, one to charge you like a mad bull, only firing when they're close enough to see you clearly.
The amount of damage you've been doing to them has been tapering off, as well - just a few nicks and holes in non-essential parts - a holed rudder here, a scratch on the swastika there, much as it cheers you up. You're almost tempted to try and cut off a chunk of propeller, if experience hadn't told you that that was a good way to lose an arm. Over the course of five minutes, you only get two more to Doris's none, and five minutes is an eternity in aerial combat.
You narrowly avoid the charge of one Shrike as your machine gun fire bounces off the wing of another, closer to the zeppelin than before, when you hear the tell-tale roar of burning hydrogen. By the darkness of light, the usually invisible flame is a brilliant blue as it spreads outward, and down the length of the zeppelin as more and more of it catches fire.
Panic sets in, which only gets worse as the fire suddenly starts growing
rapidly as the rear section of the zeppelin deflates, and the whole thing fishtails like rear-engined car on an icy road.
Damn the radio silence, you think, as you reach for the radio on your back.
<<What the hell was that?>>
<<Emergency venting,>> says the captain.
<<Not to worry, we still have a full supply of Vril, and we are still flying half a zeppelin. How far until we get to our destination?>>
You do the math in your head, checking the position of the moon to calculate the time.
<<About half an hour.>>
<<
Then we had best get moving,>> he says.
<<Full speed ahead!>>
Even as it falls under the grip of gravity, the zeppelin starts to speed up like a bat out of Hell, its engines glowing with the pale blue light of Vril usage. Its downward acceleration, gentle as it is, is swiftly halted, and it actually starts to
gain altitude from the sheer violence of its acceleration. Its turn slows, but not very well, as the rear is forced into line more by wind pressure than structural integrity.
<<How long until we can call the Spitfires into range?>> asks Doris, before grunting with the effort of swinging her gun around. Due to the lack of explosions, you doubt she hit anything important.
<<Already called them!>> shouts Ethel over the roar of wind - she must have been near a hole.
<<They'll be here in three minutes!>>
Whether they heard, they smelled blood in the water, or they were getting desperate, the Shrikes immediately became far more aggressive. Now they
exclusively try and ram you, using their light machine guns to target the exposed parts of the zeppelin and the steering fins both mid- and stern, not that they seem to be doing much good, as its handling degrades from "Mercedes 770 on a good road" to "Mercedes 770 in Michigan in winter."
They actually try to ram you head-on, aiming to maul you to death with their propellers and the fireball that would result instead of simply snapping your spine in half with their wings. Six of the eight remaining stop firing at the zeppelin entirely to focus on you and Doris, and those that continue to aim at the zeppelin do so with their cannons aimed down its length, at the exposed, flammable innards.
You hear something explode near Ethel on the radio. She swears something in a language you're unfamiliar with but sounds vaguely African.
<<You know it'd be bloody nice to go one night without being SHOT AT.>>
You bite back the retort. You don't have time to pick up the radio, you barely have time to register her complaint. It takes all your focus to just avoid getting killed by rampaging fighter planes. It wouldn't surprise you if these were non-humans, too.
You manage to catch one just as it's pulling away from the zeppelin. The fire started by its mine shells set off another cell of hydrogen, which the zeppelin's captain swiftly vents out in a gout of blue fire. The zeppelin sags even more, and its ascent slows to a crawl, stops, and slowly reverses as the drag of more than half an empty airship starts to take its toll. The engines howl, and you can practically
feel their strain, but it's not going to be enough - the zeppelin
will be in for a hard landing.
The zeppelin's siren wails as it rolls over onto its side in an attempt to minimize damage to the more important underside. This strains the rear even more, and you can see the cracks form in its structure. It holds still, but the moment it hits the ground, the whole thing is going to be torn in half.
Instead of abandoning the chase in their victory, though, the Shrikes continue to attack the zeppelin. They're clearly here in opposition to you finding anything on board, because instead of shooting at the zeppelin's exposed skeleton, they continue to aim for the hydrogen cells.
You pursue your quarry down, down, almost to the ground level, and out of the corner of your eye you spot Ethel abandoning ship on board one of the carpets with her puppets firing at almost anything that moves. Seconds later, you see the other teams doing the same, their carpets overladen with German crew members as they slowly fall behind the zeppelin while maintaining a (roughly) similar heading. Neither open fire on the Shrikes, and with their lights doused the Shrikes are none the wiser that they're even there.
The Shrike you're tailing
snaps to the side and aims itself towards Ethel, uncaring of the storm of .45 caliber fire being sent its way and only dodging once she opens up with the M2. This pushes the carpet to the side and towards the earth, and her corrections and re-corrections make her aim sloppy. Still, the Shrike barrel rolls to avoid it, and you're forced to do the same as you don't really want a face full of Ma Deuce right now.
You open up briefly with your own gun just as you both rocket over Ethel's head, only to hold fire just as quickly as you are both forced to dodge a falling chunk of zeppelin.
You lose sight of it as you come out from under the zeppelin's shadow.
You look to your left, and see nothing but Midlands at night.
You look to your right, and see nothing but Midlands at night and bits of German airship.
You look up, and scream as you see the Shrike dive straight for you...
...only to be blasted away by a storm of .303 and 20mm Hispanio. Its wreck flies under you, and a Spitfire wags its wings as it flies past.
<<This is Flying Officer Heath. You're clear, SOE, and tell your new friends that they owe me a whole bloody night of uninterrupted sleep for this!>> says the Spitfire who apparently saved you as he flies off to chase yet another Shrike.
The remaining German planes abscond from the region, clearly deciding that a squadron of sleep-deprived Spitfires is too much trouble at the current time. You don't need the radio to hear the cheers of your comrades-in-arms.
...
The zeppelin's captain eventually manages to land the craft on its side, a substantial (but not excessive) distance outside Ternhill, and you all manage to land within brisk walking distance of it. You, Ethel, and Doris sit around one of the few intact radios from the zeppelin itself, now sitting outside and powered by a car from RAF Ternhill.
<<Well, while the damage is certainly the worst we've seen so far,>> says a man on the other side, who is apparently one of M's many, many orderlies,
<<the intel your group provided put a significant dent in the Luftwaffe's zeppelin fleets, a far bigger one than we could have delivered without it. M is impressed, he seems to think Goering must be right steamed over losing so many zeppelins.>>
Ethel, who as the de jure commander is the one listening in and speaking to, nods. "Not to mention all the intel we
will get from all these prisoners. Once they surrendered, we only lost..." -she looks around- "-a dozen, maybe a baker's dozen, mostly on the landing. But, as the captain said, there's no safe way to land half an airship."
<<Speaking of half an airship... I must admit, I did tell M that what was left was fairly intact. Is that true?>>
Ethel looks almost affronted. She opens her mouth to speak, puffs up her chest, and-
BOOM.
She whips her head around, looking at the growing fireball of what was left of the zeppelin, ducking down as bits of fabric, wood, leather, steel, and things you don't really want to think about rain down.
"Good question."
Part 2/3