"Alright. Scan for ground targets; you'll be buddy-lasing for the flight. I'll keep eyes out so if we get splashed, it at least won't be a surprise."
You note her brief acknowledgement as you bring the radar up on your left MFD, hitting the transmit button. "Two, Three, Ghost will be lasing targets for you; coordinate on this freq. Four, self-lase and see if you can't find a FAC with eyes on the frontline; One will run CAP as best able. Queries?"
Negatives roll in, and shortly thereafter Ghost is chattering away, guiding the flight's two targeting pod-less aircraft onto whatever it is she's found to shoot at. You focus your attentions on the radar display, glancing up intermittently to scan the sky as you run north-south racetracks over the city; flicking an eye towards your watch every couple of minutes.
The sense of foreboding hanging over you only intensifies as your self-imposed timer on-station ticks down, the steady back-and-forth of the scan line only displaying the three pips of the flight making their runs; Nand, his bombs depleted, tucks in on your right some ten minutes in; Tallboy and MacDowell linking up shortly before the thirty-minute mark, their own air-to-mud expended (and most of Tallboy's gun rounds besides).
One eye still glued to the suspiciously-blank radar display, you prod the radio panel, bringing up the airfield controller (such as he is). "Albany tower, Knight five-one, off-station. Exiting north as fragged. Sorry to leave you hanging."
A few moments' pause, and the radioman's voice comes back;
"Knight five-one, Albany, copy all. We'll give the bad guys a kick in the teeth for you, out."
Leading your not-so-merry band northwards, you can't shake the (increasingly pressing) sense that something is about to go Very Wrong - but the threat receiver is clear, save for the intermittent pings off Citadel's monster radar and infrequent ground-based search sets. Your constant glances to your six reveal nothing - which only ratchets the tension up.
In retrospect, it was
probably the fact that you were riding a knife edge that let you respond more or less instantly to Ghost's sudden shout of "Break left!", yanking your Superbug into a sharp turn; flickers of light dancing across the console as Ghost punches out flares. A quick glance shows Tallboy somehow still with you, trailing; Nand and McDowell nowhere to be seen.
The tell-tale glow of afterburners above indicates the source of the threat; swearing internally, you pull the nose up - the airframe shaking alarmingly as you haul some 40 degrees alpha, punching off a 'winder with a clipped "Fox two!", and watching without surprise as it chases a flare - detonating close enough to, you hope, convince the bad guy to kindly fuck off.
Now out of airspeed, the nose dumps itself downwards, leaving you to punch the throttles up to the stops as you crane your neck, scanning for - and finding - Tallboy's Fulcrum as he tangles with another hostile, flares erupting from the plane's tail as he snap-rolls away from an incoming 'winder - some of your luck apparently rubbing off, as it whiffs cleanly. Glancing at the RWR - still clear, the assholes have their radars off - you pull into a power climb, trusting Ghost to be the eyes in the back of your head as you angle in towards Tallboy's playmate. "Two, come left and I'll have a shot." you call, feeling detached.
Tallboy doesn't reply, merely swinging his bird around and dropping his dance partner neatly into your sights - your "Fox two!" chases your remaining AIM-9 into the night - the target apparently not spotting it, given the lack of flares or evasive as the missile plows into the F-16 and reduces it to a fireball.
"Splash one." you note, rolling into a gentle turn to scan your surroundings. "Three, Four, sitrep?"
"Four here, tangling with a Viper, low over the river." McDowell grunts back - inverting, it takes you a brief moment to spot the afterburner trails below.
Pulling into a dive, you bore-sight the trailing aircraft, achieving lock impressively quickly. "Raygun raygun."
"Clean!" Four responds, a brace of flares dropping from his plane; target thus confirmed, you punch off an AMRAAM, the missile tracking cleanly - if the F-16 below launches any chaff, you don't spot it, and a few moments later the distinctive flash of an ejection seat shortly precedes the fireball of a second Viper disintegrating.
"Splash two. Echo three, sitrep?"
A few long moments of silence until Tallboy returns;
"Lead, Two, no contacts. Can't raise Three on Guard or backup channels. Four, did he pack his survival radio?"
"Uncertain." McDowell responds shortly.
"I put one with everyone's kit but didn't see if he grabbed it before we scrambled."
You wing around in a large circle, alternating your gaze between the radar display and outside the canopy - no contacts, visual or sensor, make themselves known. Switching to Citadel's channel, you hit your transmitter. "Citadel, Knight five-one, friendly aircraft down just west of-" you glance at the map "-Queensbury. Are any CSAR assets available to assist?"
A long pause fills the airwaves before the controller responds.
"Knight five-one, Citadel, negative on CSAR. Will pass the location to friendly ground assets. Is the location under threat?"
"Negative to the best of our knowledge, Citadel. Should Knight five hold CAP over this location?"
Another pause.
"Negative, Knight five-one. Take heading one-zero-two for Manchester - a flight of friendly whirlybirds have volunteered to search for your downed pilot."
You consider this briefly - without his radio, the chances of your own flight finding Nand are significantly less than the chances of a pack of helos finding him - which aren't good chances in the first place. Sighing mentally, you key your radio. "Affirm, one-zero-two for Manchester."
You silently lead the flight onto the specified heading, the sky just barely starting to lighten as you touch down at Manchester's (formerly-civil) airport; too distracted to really ponder the sheer number of aircraft present, most with the distinctive roundel indicating mercenary units.
<><><>
You're more resigned than anything to discover that nobody present has the faintest clue where Bunny or Ambassador are - to say nothing of the two wayward members of Foxtrot flight. Beaker is turned up in fairly short order, indicating the evacuees from Northampton were indeed brought here - which raises alarming questions about the rest of your little detachment, questions you reflexively shove into the 'for later' bin.
"They're briefing group leaders as they arrive - building next to the tower, there." a harried Beaker explains, standing next to Bunny's fighter - having apparently taken it along during evacuation. "Some big Thing they were planning for a couple months down the road, which got accelerated due to… events."
"Events, indeed." you grouse, nodding your thanks as you make your way towards the ad-hoc briefing room, ruminating.
[] Include Beaker in the next op - you're less than happy about being down to three, and with most of the group MIA, you'd rather keep the remainder somewhat coherent and organized.
[] Ask Beaker to remain here - her ability to fly from point A to point B isn't necessarily indicative of combat prowess, after all.
Additional;
[] Ask around - there's a whole blob of merc units here, and twinning your flight with another small unit will help everyone's survival chances.
[] Hold off - you'd rather not risk a tangled chain of command in the middle of
any fight, nevermind a 'big Thing'.
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>this thread is more than 8 months old
[screaming begins again]
but yeah the Encounter Dice kinda have it out for you lot, Tallboy came within Way Too Close of getting splashed as well on this one