The Shadow of Old Transgressions (Homeworld/Mass Effect Crossover Quest)

[X] Plan: Fortress Irune
-[X] Iuno: Stop the Taiidan from leaving
-[X] Aurora: Work on the fleet
--[X] Design a Bombardment Ship (Logistics) -[X] Laverna: Work on the fleet
--[X] Design a Mobile Defensive Generator (High Energy)
-[X] Valerius: Work on the fleet
--[X] Design a Mobile Defensive Generator (High Energy)
 
[X] Plan Geas
-[X] (Iuno) Stop the Taiidan from leaving
-[X] (Laverna) Coordinate with your flicker allies
-[X] (Aurora) Hack the Bentusi Archives for a Cruiser schematic (Engineering)
-[X] (Valerius) Hack the Bentusi Archives for a Cruiser schematic (Engineering)
 
Well the vote tally has gone a little bonkers for some reason, but it looks like Fortress Irune is winning. I'll close the vote tomorrow and try to get the post up then.
 

Scheduled vote count started by Arcanestomper on Oct 6, 2022 at 10:14 PM, finished with 11 posts and 7 votes.
 
Turn 4.9 The Siege of Irune

Aethon Cluster

System Aru
Irune Inner System


Iuno contacts the Taiidan fleet admiral and has a long discussion about the wraiths, their threat, and the likelihood they will attack Irune. She shows him an in depth analysis of all your battles so far and your sensor data of the wraith flagship from the megalith system.

It takes quite a bit of persuasion to get the admiral to agree to stay. He does, after all, have orders to the contrary, and the Taiidan are very strict with their military hierarchy. As much as it might seem ill advised for them to leave from your perspective you do know that the admiral is putting his career on the line for this.

While she is busy talking with the Taiidan, Laverna, Aurora, and you are experiencing time at a much faster rate. With no need to slow down to converse with a flicker race you have each overclocked your minds to get as much subjective time as possible before the Wraiths attack.

You spend nearly a month designing and developing two separate drone ships. The first are the modified shepherds which Aurora reconfigured to launch fighter sized cruise missiles. There isn't much else that needs to be done for the frigates so Aurora spends most of her time working on the missiles themselves ensuring that they have the optimum ratio of armor, drives, and warhead. Aurora decides to call the new design Slingers.

You and Laverna meanwhile pool your efforts to develop a ship with defensive fields so that you are not the only one on the battlefield that can protect your allies. After some deliberation the pair of you decide to use the jury rigged shield pods as a base since they are already equipped with fields. They don't need to resupply fighters however so you remove the fuel tanks and docking pads entirely and replace them with even more field generators. You name the new design the Buckler class.

The overall result is as tough as you, but lacks your additional repair capabilities. Unfortunately you also lack sufficient element zero to modify these new ships with the mass effectors, but you Laverna applies her experience with drone fighters to finetune their maneuvering software, while you install a few extra field modules on both the Bucklers and the Slingers. As a last modification the Shepherd destroyers have been modified to launch Dervish corvettes instead of acolytes or cherubs. You did attempt to install a defensive field on the Dervishes, but it took too much power away from their weapons. You'll need to consider the problem of corvette sized defensive fields later.

In real time Aurora's fabrication facilities work over time to churn out as many bucklers and slingers as possible. Five pairs of the ships are built in a matter of days, and since the wraiths still haven't shown up Aurora salvages some abandoned stations to produce three additional bucklers. One for her, one for Aurora, and one for the Marduk. It is assumed that the Raawan will be sticking with you. Since Laverna was not able to modify the two flicker frigates you have used your last reserves of element zero to outfit them with mass effector fields so that they can keep up with you even without Unbound reflexes.

The Taiidan meanwhile are getting antsy at the continued absence of a Wraith invasion fleet. So in one sense it is fortunate that you feel the hyperspace disruptions that herald a wraith capital ship. You would gladly have taken the embarrassment of being wrong in this case however.

It's also concerning that you can feel the disruption at all. The Aru system, like most developed systems, is covered in an array of gravity inhibitors that keep anyone from jumping directly into the inner system. For you to feel the jangling clashing of hyperspace from this far away does not bode well.

And indeed the first quantum gate to open is massive and seems to last for eternity as kilometer after kilometer of bluish blach armor slides out of it. The wraith flagship has arrived. By comparison you almost don't notice the smaller carriers and missile cruisers sliding out of their own gates.



Irune has an automated defense network guarding the outer inhibitor arrays. You don't think it will take long for the Wraiths to break it, but it gives you some time to decide on a course of action. You know the mercenaries are not eager to fight again. They'll be staying in orbit of Irune to provide a last ditch defense.

The Taiidan meanwhile are planning to jump to the other side of the inhibitor array and gather data on the wraith's capabilities before engaging.

What is your own stance?

[ ] Be Aggressive
Jump right up to the line and support the defensive installations in the fight with the Wraiths. This would be a good opportunity to have your Slingers fire salvos from relatively safety. The downside is that if the defensive line breaks earlier than you anticipate you could be caught unsupported.

[ ] Be Cautious
Follow the example of the Taiidan and analyze how the Wraiths deal with the defensive line. You'll be well positioned to deal with them once they do, as well as being able to coordinate with the Taiidan.

[ ] Attempt Trickery
It might be a good idea to try and thin the Wraith fleet a bit. You know the Wraiths prioritize your own destruction. So jump to a different area of the inhibitor array and cross it in an attempt to lure some of the wraith carriers to your position. Then destroy them with Buckler cruise missile bombardment.
 
[X] Attempt Trickery

Thinning the enemy fleet sounds like a good idea, since I don't fancy facing the flagship if it still has its full complement of (very heavy) escorts...
 
... Crap. I really didn't wanna be the deciding vote here but I might be unless another voter shows up. 😅

Both using trickery and hitting the Wraiths as hard as possible as soon as possible feel like valid strategies, but I'd be more comfortable with the latter if Ulysses was back on his metaphorical feet. The way things look now, unless the dice gods are in our favor, he's out of action until this attack is resolved one way or another.

On the other hand, the longer this battle runs, the more time the Wraiths have to adapt to our newest tricks or reveal something really, really unpleasant. It's an admittedly slim possibility, but hitting them hard and fast might be enough to make them blink and consider going for easier, less-defended prey. They're predators after all, and most predators really don't care for unpleasant surprises. Unless wounded, sick and/or starving, most predators will back off and reconsider when they get unpleasantly surprised by something they thought was prey/food rather than risk injury.

What's tipping my opinion is the thought that we really should support the Volus and Taiidan as much as we can, rather than use them as bait to learn more about the enemy.

Well... We shouldn't use the Volus like that. If it were just the Taiidan...

... I'm going to stop right there before I start sounding too much like my avatar.

[X] Be Aggressive
 
Scheduled vote count started by Arcanestomper on Oct 9, 2022 at 11:21 PM, finished with 10 posts and 9 votes.
Arcanestomper threw 1 20-faced dice. Reason: Valerius Performance Total: 9
9 9
Arcanestomper threw 1 20-faced dice. Reason: Slinger Performance Total: 9
9 9
Arcanestomper threw 1 20-faced dice. Reason: Aurora Performance Total: 3
3 3
Arcanestomper threw 1 20-faced dice. Reason: Laverna Performance Total: 18
18 18
Arcanestomper threw 1 20-faced dice. Reason: Shepherd Performance Total: 3
3 3
Arcanestomper threw 1 20-faced dice. Reason: Volus Performance Total: 8
8 8
Arcanestomper threw 1 20-faced dice. Reason: Buckler Performance Total: 4
4 4
 
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Turn 4.10 Breaching the Sphere

Aethon Cluster

System Aru
Irune Perimeter Defenses

You decide it would be better to support the Irune defensive installations while you can. It makes sense because while the Vol clan are not much for fighting they are very wealthy, and more than willing to spend that wealth in their own defense.

The Irune defensive perimeter is composed of millions of sentry states. Each one is nearly a kilometer long and being immobile have plenty of room for both a plethora of weapons and very thick armor. They make up for their lack of technological prowess, by your standards, with sheer quantity. And they are doing a decent job of fighting the Wraiths.

So you jump behind the line of defense stations. You don't intend to advance past it so you've left the Raawan and Marduk back at Irune along with Iuno and Aurora. It's just you and Laverna who have come to fight, but you're not alone. You're accompanied by a whole flotilla of drone ships. Slingers, bucklers, shepherds all fighting in their first major battle. You are actually a little excited to see how they perform.

Immediately the slingers begin volley firing quantum cruise missiles towards the Wraith flagship. If you can destroy the rest of the battle it will be significantly easier. Meanwhile Laverna and the Shepherd begin launching waves of Acolytes and Cherubs. You watch as a swarm of missiles and strike fighters crosses the defensive wall and into the battle zone.

The carriers have been launching their own fighters to pound down the sentry stations. They aren't much of a threat on their own, but they've been shielding the wraith's cruise missiles and you can see them in your sensors getting closer and closer to the sentry station that seems to be the focus of the attack.

Fortunately your reinforcements quickly turn the tide. The battle begins pushing back towards the carriers. Or more accurately towards the flagship. Unfortunately the wraiths are quick to target your missiles, which makes sense since they originated the tactic. Several carriers move in to intercept and are able to easily shoot down the missiles with their railguns. You actually wonder about that a bit. The carriers are clearly built to be able to function as battleships, but they never seem to actually close with you. They only engage targets that come to them.

Well you can ponder that little tidbit after the battle. In the meantime you and Laverna take personal control of several missiles and deftly weave them in an evasive pattern. Little by little you dance them closer dodging railgun fire until you are able to detonate them right on top of one of the carriers. It lists to the side and Laverna follows up with twin missile strikes that finish off the wounded beast. A great success and a vindication of the missile concept.

Unfortunately your cheer is short lived. You read a massive energy surge from the wraith flagship. It's enormous for you to be able to sense it from so far away. Then it fires. A blinding red beam sweeps across the battlefield destroying missiles and fighters from both sides. But the main target is the sentry platform.

Surprisingly the platform survives. It's armor is nearly scoured away, and it isn't firing anymore. But it is intact. You expected more from the flagship. Then the platform begins firing once more, and this time it isn't at the wraiths. It's shooting at your flotilla. And unfortunately your drones aren't quite up to the task of dealing with a hostile that is still broadcasting as a friendly.

The bucklers don't activate their fields in time and take several punishing hits. Though at least the shepherds and slingers are still protected.

Now you have a problem. You've managed to destroy one carrier, which is not an inconsiderable feat, there were only five of them on your sensors right now. But all your forces on the outside of the defensive perimeter have been destroyed, and you now have a subverted sentry platform you'll need to get past if you want to attack the wraiths again.

They meanwhile have started to work on the a different platform. It's still firing at them, but there is now a hole in the Volus defensive wall. One that the wraiths can exploit. And while you don't know how long the flagship will take to recharge that subversion weapon you have to assume it will be soon.

What do you do?

[ ] Keep at it
You can destroy this sentry platform quickly enough you think. It's immobile after all and an easy target for your slingers. Then you can get back to work firing at the wraith fleet. With admittedly nothing between you and them if they decide to come after you.

[ ] Relocate
There's no reason you need to destroy this sentry platform. You can move behind one that is still friendly and keep shooting at the wraith fleet. The only problem is that you are fairly sure that the subverted platform will start shooting at its neighbors.

[ ] Fall Back
You can recognize a losing fight when you see one. Fall back to the Taiidan fleet and at least try to persuade them to join in the fight. Now that the flagship has revealed its primary weapon they should have plenty of information to have chosen tactics.
 
Well now, there's that infection beam that I've been expecting and dreading, and it is every bit as creepy-scary as I remember.

However.

From all appearances, just like in canon, that sucker has a very distinctive charging period before it can fire, and yeah it did annihilate a lot of drones but those are expendable and easily replaced. That carrier that we just took out? Not so much!

[X] Relocate

That subverted/infected sentry platform could easily become a problem, but even if we don't take it out I suspect that the other platforms will pound it into scrap metal in fairly short order, and the Volus built a LOT of those platforms. This feels like an opportune moment to pick a new platform to hunker down behind, then rinse and repeat. We might be able to take down or at least mangle another carrier.

On the other hand, some of our drone ships have taken some damage. Fortunately, none of the damaged ships are the Shepards. On the other hand, I don't like their chances if we have to insert them into the defensive line if too many sentry platforms get infected or destroyed.
 
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