Under Flaming Skies — A quest set in the Lost Fleet setting

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Author's Note: Well… After months of talking around here, I've finally jumped and decided to...
1. Ad Astra

Vyslanté

The self is a prison
Location
European Union
Author's Note: Well… After months of talking around here, I've finally jumped and decided to start a Quest, to get some practice writing English (speaking of which, I thank Elephant Parade for his help in telling me what proper English is actually supposed to look like, and Mgbm for his knowledge on proper naval terminology). It's set in the 'verse present in John G. Hemry's Lost Fleet series, but runs parallel to the books. For those not familiar with it, here's The Quickest Recap™ of the situation at the beginning of our quest: for a hundred years the Alliance and the Syndicate Worlds have been at war. The Alliance, thanks to a presumed syndic traitor, is on the verge of launching a large scale attack on the Syndicate capital, their Home system.

UNDER FLAMING SKIES
A LOST FLEET QUEST

...."Baedeker-control, requesting permission to take-off."
...."Shuttle One-Echo-Niner, you are free to go."
...."Copy that, control. Shuttle One-Echo-Niner, ready to go."

....The pilot shuts the radio down with a final crackle. He checks his harness, prompting you to do the same. You can see the runway in front of you through the virtual windshield – it's completely clear. You brace for the acceleration that will soon come. He pushes a lever, you feel pressed against your chair, and in a deafening roar you have left the ground.
It only takes a few moments to reach above the clouds. The engines are quieter now, making only a soft purr that blends in the background noises of the cabin. The pilot takes the occasion to make small talk with you – he seems to have activated the automatic controls for the moment.

...."Say, Captain, what brought you dirtside?" he asks.
...."Ah, well," you begin hesitantly. He is cleared for that kind of knowledge? You decide to answer in a vague fashion. "HQ wanted to see me face-to-face – you know how those things go."
...."True, true," he says in agreement. "I'm just surprised to see new faces over here. Almost all of the warships in the system have been withdrawn – a friend of mine even told me that Unity HQ has been pulling out ships from as far as Wolszczan. I'm telling you, something is is coming. Something big."

....He's right, of course. Admiral Bloch's attack on the Syndic Home star system is imminent, and to create his First Fleet he took as many ships as possible from as many systems as he could, leaving a lot of them without any kind of mobile defenses. That is why you were called here: being only two jumps away from the Syndic world of Calicoe, the Batulii star system managed to keep a small flotilla – and with all the most competent and politically-savvy officers gone to join the attack, the command fell to the… less desirable ones. Not that you could tell the pilot that, with the whole plan still being classified for OPSEC reasons.

...."It sure seems so", you finally settle to say. An awkward silence follows.
...."So, how did you find Batulii?" the pilot begins again, obviously trying to break the lull.
...."It's a nice planet", you answer reflexively. "Of course, I didn't get to see much aside from Baedeker…"
...."A shame, really," he says, shaking his head. "That city has no character at all – just another capital among hundreds of identical ones." You say nothing, happy to let him talk. He seems quite vocal about the subject. "No, if you want to really see what Batulii looks like, you have to go for the mountains. There's this valley in the Northern Range...
* * *

....Glancing at the viewport, you realize that the skies are now entirely black. The trip went faster than what you expected. If not for the harness, you would be floating in the cabin: transfer shuttles are not worth the expense of artificial gravity. The pilot's holo is presenting approach data and new orbital parameters.

...."We'll be there soon," he says, having caught your glimpse. "Just a few maneuvers left."

....And indeed, after some retrograde impulses, one of the specks on the display gets brighter and brighter – until you can finally discern the latticework of the Station, its solar panels gleaming under the sunlight. While far from being the biggest orbital installation you have ever seen (next to Ambaru Station, this is nothing), it is still an amazing sight to behold. Swarms of ships sail around it, from small shuttles not unlike yours to cumbersome freighters readying themselves for months of trip.

....As you close the distance, more and more details become visible: structural beams, antennas, portholes, floodlights, Alliance markings informing you that you were in front of Hyere Station. The pilot and Control exchange a few words, and with a clang that rattles the shuttle's structure, you are there.

...."Well, here we are, Captain," the pilot says pointlessly. "Good luck out there," he adds while you unfasten the harness. He fiddles with the controls, opening the hatch with a short hiss.
...."Thank you," you answer, leaving the craft. "May the living stars smile upon us."

....You first thought as you disembark the shuttle is that Hyeres Station did not really change during the few days that you spent on the ground. The mass of civilians lingering around is still staggering for a system that close to the frontline. Quickly catching your eye, though, is a young man wearing the Alliance Navy uniform. His shoulder boards indicate that he is an ensign, but what you notice the most is the sign with your name on it that he's holding.

...."Captain," he greets you. "I was sent by Commander Morvan to escort you to your ship."
...."Thank you, ensign," you answer back. "Is Hyeres Station that complex to navigate?" It sure didn't seem so the first time you were here.
...."Not really," he answers with a shrug. "If you'll care to follow me".

....You do so, following him across a number of cramped passageways and low-ceilinged hatches. The Station is bustling with life, once again surprising you – it is the sort of activity you would expect from an hypernet system, not some random backwater system like this one. Workers, merchants, and a sprinkle of military personnel, all running their daily lives while the Syndic threat looms over them.

....You finally arrive in front of a set of blast doors. Emblazoned on it are the words DOCKING PORT 43, along with a small screen that presents information about the ship docked here.
"After you, Captain," says the ensign as he steps aside. You approach the door, and put your hand on the screen. A few moments later, it takes a green hue. You take your hand off, checking the display.

Captain [write in a name], heavy cruiser [write in a name], commanding officer. Access granted.
 
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Maps
MAPS


(Like for the previous map, distances are at scale, but the size of the dot representing the planets is not)
 
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'Notices a Lost Fleet quest'... 'Notices asking for the name of a heavy cruiser'
'Reaches over to bookshelf holding the Lost Fleet: Beyond the Frontier and the Lost Stars series, as well as the single book I've got of the original series'
'Looks at the names of the destroyed Heavy Cruisers, and sees 'Emerald'. Remembers 'Diamond' was a pretty important heavy cruiser in the original series.'
"Well, I think I've found a name..."

[X] Captain Rachel Ivarsdottir
[X] Heavy Cruiser Sapphire

If anyone else wants to have an idea of what the Alliance calls their Heavy Cruisers, I'll just list of the ones labelled as destroyed in book 5 of the original series and book 4 of the second series. This isn't all the HC names, and not even all the ones destroyed, it's just the ones that I can quickly find and write up as I don't have much time right now.

Book 5, original series (Aka, the story of the First Fleet that was mentioned in this first post, so these names are impossible for us to use.)
Alive: Diamond
Destroyed: Invidious, Cuirass, Crest, War-Coat, Ram, Citadel, Basinet, Sallet, Utap, Vambrace, Fascine, Armet and Gusoku.
Book 4, sequel series (aka, 'might' be available, but probably best to avoid them as there are 36 HC I didn't list that may have been these in the First Fleet in book 5, original series. Well, 36 ones, that along with Diamond are alive...)
Destroyed: Emerald and Hoplon.
 
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So, the setting is something called "Lost Fleet?"
 
Here's a briefing on some of the most important bits:
The war started a 100 years ago, between the Alliance (Democratic interstellar government) and the Syndicated Worlds (Syndics) (Expansionist Corporate Interstellar Government).
Originally the Alliance didn't commit war crimes such as bombarding population centres, even if they had a legitimate target such as a military base in them. This has since changed, most likely due to the degradation of the Military Hierarchy in the Navy, as well as the loss of the crews trained under said Hierarchy. The Syndics being the way they are, they still build their bases in the middle of population centres, the Alliance just no longer cares.
As a follow on, both sides now follow a simple targeting system for enemy systems with their kinetic bombardments. Is it a military site? Then it's a Priority Target. Could it be used to attack against our troops and ships? Then it's a Priority Target. If it's not a Priority Target, it gets to avoid being bombarded from orbit, or the other side of the system, as long as it's not being a problem. This means, yes, using 'Rods from God' to clear out the enemies fortified in a residential area is a common practise. Or maybe you have just been forced out of the system so you want to do as much damage as possible, so you launch a bombardment at their cities, using the Kinetic Bombardment Weapons, which travel fast enough to avoid being intercepted.

Only two planets have been bombarded so heavily, they basically require terraforming to become habitable again. One Alliance, which was hit first, and one Syndicate, which was hit as reprisal. The only reason more weren't attacked like this is because both sides found it too problematic for logistics to repeat it.
The use of Chemical and Nuclear weaponry is very common on the ground. Nuclear munitions can also be used in boarding actions. Not sure what warheads the naval missiles use, so can't say if they are nuclear or something else like antimatter.

However, there is a massive NO NO that basically all of Humanity (that we know about) (And the Alliance and Syndics aren't all of it, just the by far largest two chunks, with the Alliance near Sol on one border, and the Syndics on the other. The Syndics border the Alliance and 'empty' space on the other... I think 'Empty' Space is coreward, not sure though.) after a Bioweapons program got loose on Europa, and killed the entire colony there centuries, if not millennia ago. The threat of the bioweapon was so strong they enacted a complete quarantine of the colony, you could go down, but you never came up. Said quarantine is still in effect to this very day.
As such, even though both the Syndics and the Alliance hate each other very much, neither side has actually publically worked on, or deployed, a bioweapon.

FTL comes in two forms. The 'Jump Drive' which is the original FTL, that works by going to the edge of the system (inside the Heliopause though) and jumping through 'Jump Points' to a nearby star system/black hole's Jump Points. Range is severely limited as far as humanity is concerned. You don't jump more than about 12 light years and expect to come out the other end... and there's no manoeuvring in Jump Space, so if you miss the target Jump Point, you have to wait until your ship bumps into another one... if it ever does... (Not as far as they are aware)...
Jump Points affect gravity enough that you can't lay a minefield directly on the Jump Point and expect it to last more than 2 or 3 months at most. Unless you constantly move the mines back onto it and refuel them as they expend fuel. At least, I'm pretty sure it's the Jump Point moving the mines, not the Jump Point itself moving...
Jumps between systems takes on average 5-8 days, and the longer you are in Jump Space, the more creeped out everyone on the ship feels.
The 'Hypergate' is basically a really bit Stargate... like several hundred kilometres across. You jump from Hypergate to Hypergate, and the further the gates are apart, the faster you travel a set distance. This means a 100LY journey may be slower than a 300LY journey. (I think it's not that significant of a difference, but I can't say for certain).

The degradation of the Military Hierarchy previously mentioned, on both sides, was caused by a simple factor. Sheer attrition causing recruits (volunteers and conscripts) being rushed through training, or field promoted to officer without any non-on-the-job training. This means 'Strategy and Tactics' aren't exactly taught...
As such, 'official' Alliance tactics is to stay more or less in a group together and rush straight at the enemy. The Syndics for ma box and stay in their position in the box no matter what. This hasn't helped slow the attrition down.
The attrition is such that even battlecruisers and battleships, the two capital ships of both sides, and built to last at most 3 years before they just have every system start to fail. When the Alliance probably has around 200 battleships and battlecruisers relatively evenly split (Just a guess and it's most likely to be on the low side by a fair bit. I believe the First Fleet, once deployed, should have around 150 of both combined, and there's still a enough left behind to not lose much territory before the First Fleet gets back.) that each need to be replaced within 3 years, that kind of tells you just how bad the losses on both sides are. The only non-Pyrrhic Victory is most likely ones where you heavily outnumber the enemy.
Before the war started, ships lasted a century or so, and then they just needed a lengthy shipyard refit and repair before they were good to go for even longer.

Engine Drives aren't reactionless, though very powerful and obey the laws of momentum. Despite this the fact they have an inertial compensator allows some lee-way. Meaning ships can accelerate up to .2c within an hour or two (Maybe 3, it's been a while since I read the series so I'm not remembering the exact details). However, sensors can only deal with targets travelling at an apparent velocity of .2c, which means if you are travelling at .1c and the enemy is travelling directly towards you at .1c, you and they can both hit each other fine. But if they are travelling at .11c, you both are going to miss a lot more, and ever bit higher just makes it much, much worse.

EDIT: Forgot to mention: To go with the war crimes of bombarding civilians, you also have the lovely war crimes of killing prisoners of war... or at least, killing them if you can't be certain you'll have a chance of capturing them and taking them to one of the POW camps. There are also no POW trades... yes, this means it's possible for someone who was captured in the 3rd decade of the war to have had grandchildren in one of the camps... Though no children are mentioned in any of the POW camps in the series. Could just be because Syndics treated their POWs worse than what the Alliance most likely did on average, so no one wanted to have children.

To go with this, there's a tradition on both sides of fighting to the death. Including counter-boarding to overload the warship of the winning side which tried to board your wrecked ship. Not sure how common this is though... Just not abnormal to certain degrees.

Okay... maybe I've gone a bit overboard... Can anyone tell I really like the series? :p
 
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GODDAMN IT!

I just memorized it. And forgot everything important I just spend the past 4 HOURS memorizing.

Gakfbsidbdjzhsjz€]¥]€|+\!&;&1'alah€>£_€]+*!|>+]!!kkn&¥7&$)7!!!!!!!
 
Okay... maybe I've gone a bit overboard... Can anyone tell I really like the series? :p
My my, I'll have to be extra-careful to not disappoint you then :p

At least, I'm pretty sure it's the Jump Point moving the mines, not the Jump Point itself moving...
I think it's the opposite, actually: jump points are fixed wrt to a star (since IIRC they depend on the star itself and its stellar neighborhood) whereas mines are subject to standard gravity on standard orbits, meaning that they're moving wrt to the jump point.
 
Doesn't really matter I suppose as mechanically it amounts to the same thing. Minefields can be placed on a Jump Point, just don't expect them to be actually on the Jump Point after a few weeks, and after a few months, they are far enough from the Jump Point that they no longer are any real threat to warships traversing that Jump Point.

We could look it up in the books if we really wanted too, but I've got enough things on my plate, and remember the books well enough, that I'm not currently feeling like it's worth rereading them... and I've got a vague feeling that it's probably in one of the 5 Original series books I'm missing... or the first book in the sequel series that I'm also missing... Though that's easily solved by the local library :p

Only a vague feeling, and it's not a very certain one at that, so I may be wrong...
 
Doesn't really matter I suppose as mechanically it amounts to the same thing. Minefields can be placed on a Jump Point, just don't expect them to be actually on the Jump Point after a few weeks, and after a few months, they are far enough from the Jump Point that they no longer are any real threat to warships traversing that Jump Point.

We could look it up in the books if we really wanted too, but I've got enough things on my plate, and remember the books well enough, that I'm not currently feeling like it's worth rereading them... and I've got a vague feeling that it's probably in one of the 5 Original series books I'm missing... or the first book in the sequel series that I'm also missing... Though that's easily solved by the local library :p

Only a vague feeling, and it's not a very certain one at that, so I may be wrong...
Yeah, the justification is not that important — only that minefields are hard to use :p
 
Not so much 'Hard to Use' as limited areas that it's effective to use them. From what I remember from the books, they seem to be used when you know the enemy will be travelling a certain path, or to deter pursuit.

By which I mean, the best three places are in front of a Hypergate you know the enemy will be coming out of, and that your guys won't be (Easy as each sides Hypergates need a different key to work), Not on, but surrounding, a Jump Point you know the enemy will be coming through, or laid behind your warships as you run away/retreat/tactical repositioning from the enemy so anyone following right behind you has a surprise...

There's also laying a field between a Jump Point and a planet that you know will be coming under attack, but that has disadvantageous in the long run, so it's only done when they are reasonably sure someone's going to be coming through soon enough that the orbital paths won't move everything out of position.
 
Not so much 'Hard to Use' as limited areas that it's effective to use them. From what I remember from the books, they seem to be used when you know the enemy will be travelling a certain path, or to deter pursuit.

By which I mean, the best three places are in front of a Hypergate you know the enemy will be coming out of, and that your guys won't be (Easy as each sides Hypergates need a different key to work), Not on, but surrounding, a Jump Point you know the enemy will be coming through, or laid behind your warships as you run away/retreat/tactical repositioning from the enemy so anyone following right behind you has a surprise...

There's also laying a field between a Jump Point and a planet that you know will be coming under attack, but that has disadvantageous in the long run, so it's only done when they are reasonably sure someone's going to be coming through soon enough that the orbital paths won't move everything out of position.
Yes, that's what I mean by "hard to use". You cannot just say "well we'll just mine the point", you have to think a bit more about when and where you need it ^_^
 
No Pirates of the Caribbean!

Captain Jack Harkness. There, much better.
 
[X] Captain Rachel Ivarsdottir
[X] Heavy Cruiser Lance


A'right, let's give it a whirl.
 
[X] Captain Matthew Farragut
[X] Heavy Cruiser Sapphire

Mized up historical naval names are best.
 
2. Towards command
Captain Rachel Ívarsdóttir, heavy cruiser Sapphire, commanding officer. Access granted.

....You smile as the doors, having confirmed your identity, open. The gangway is clear, brightly lit, and you can see the ship in itself at the end of it. You advance, the ensign following your steps. An almost indiscernible line marks the contour of the hatch. You activate the unsealing mechanism, releasing a sharp whistle when the heavy door slides aside.

....The compartment thus revealed is cramped (as anything aboard a warship, of course) but orderly. Another uniformed man awaits inside, wearing a commander's stripes and an overjoyed look.

...."Captain Ívarsdóttir!" he greets you, "welcome aboard Sapphire!"
...."Commander Morvan, I presume. Happy to be here."
...."The pleasure is mine, Captain." He waves to your escort. "That will be all, ensign."
...."Yes, sir," he answers, soon leaving the room.
...."So, Captain," he says, once again facing you, still widely smiling, "might I interest you in giving you a tour of the ship?"
...."Indeed." You follow him through yet another hatch – mostly out of politeness: it's not as if it were your first time on board a heavy cruiser.

....The first place he takes you to is the well deck. As with all ships, it is the largest compartment; the small number of personnel present is only making it appear bigger. A handful of small crafts is parked in it, sleek shapes denoting the atmospheric-capable ones. Morvan guides you to one of the best looking shuttles. A sailor is tending to it.

...."Ah, Fitzmorris !" the Commander says, sounding as if he just met a long-lost friend. "Why don't you show the Captain our latest dotation?"
...."Eh, o.. I mean, yes sir," answers the man after a brief instant of uncertainty. "So, uh… This is one of the new heavy duty transfer shuttle," he says while pointing the vehicle with some kind of tool. "Right out of the assembly lines."
...."And we got one before First Fleet?" you ask, astonished. Given how Admiral Bloch played every card he had in order to get all the newer ships, low priority systems getting 'out of the assembly lines' matériel seems a tad intriguing.
...."It was… refused for active service at first inspection", admits Fitzmorris.
....Of course. You sigh mentally.
...."A few days of retrofit made it perfectly spaceworthy," hastily clarifies Morvan.
...."We've seen to that ourselves," says the petty officer with just a hint of pride. "Are you familiar with this model?", he asks you.
....You are, obviously. Knowing what you will work with is part of your job. Yet, his eagerness to inform you is nice to see. You decide to humor him.
...."Only with the general characteristics."
...."So… beside its standard rating of twenty-four passengers, it can be rearranged to deploy a strike team and their gear in any atmospheric condition – including hard vacuum. It packs enough fuel to hop from the ship to any planet in the system and back. It can also be repurposed as a pure cargo carrier. The versatility is a nice improvement on the previous model" He hesitates a few moments, searching for any other useful data to give you. "We only have this one. Actually, I think it's the only one in a… five jumps radius."
...."I see," you answer simply. "Thank you."
...."Yes, yes, thanks you." Morvan is (as always, you start to presume), keeping a joyous tone. "Shall we go, Captain ?"
...."After you, Commander".

....The passageway you step into is moderately busy; not enough to hinder your advance, but still sufficient to force sailors to step aside in order to make way for the Commander and you. The walls are uniformly grey, the monotony of the corridor only being broken by the periodic airtight door or the occasional piping. Here and there, your guide points at hatches – indicating the position of the officers' mess, the various leisure areas, the sanitary installations, the engineering department, the emergency evacuation modules, and the ancestral compartment. Morvan tries to maintain a decent conversation as you're progressing through the massive ship and its steep stairs, but quickly stops: the ventilation whirr, the distant hum of the engines, and the general background noise from dozens of people passing near you prevents any kind of real talk.

....The silent respite offered by the main elevator is a welcomed one.
...."No music here?" you remark idly.
...."Ah, no." Morvan's answer takes you by surprise. You did not mean to say that aloud. "There was some initially, just like at HQ, but we shut it off. Everyone quickly got bored of it," he explains.
...."Indeed. It's no wonder that the people there are all crazy!"
...."Ah!," answers the Commander in a laugh. "I've even heard rumors claiming that they were still using the same tune since even before the war."
...."I've heard that rumor too. The Girl from Ipanema, they call it."
...."Never heard of a system called Ipanema."
...."Me neither."

....You musings are cut short by the elevator rattling to a stop. The doors open to a small anteroom, where a Marine is guarding a reinforced hatch. He greets you with that peculiar hand gesture of theirs, before letting you go inside.

....The Combat Information Center. The Operations Room. Or, as it is more often called thanks to traditions whose justifications had been lost in time, the Bridge. The semicircular area laying before you is the nerve center of the ship — the helm, the plotting room, the sensor terminals, the firing controls, all present in what was the brain of your command. A dozen consoles are positioned in two rows, circling a holographic display. At one end of this amphitheater, slightly raised in order to see both the display and the crew stations, stand two armchairs. The central one bears the letters CO on its back, while XO is inscribed on the second.

....Once, long before the war, commanding a task force would have gotten you a flagbridge – and a captain for your flagship. But with the ever growing casualties, the pressing need for new officers, for new ships, for more resources… You'll have to do without such fanciness and command both the Sapphire and the flotilla from here. Morvan, being your Executive Officer, will make sure the internal matters of the ship are kept under control.

....Morvan lets you pass in front of him. All eyes are fixed on you as you progress towards what will be — is! — your command seat. A hand on the back of the armchair, you look at your crew. They're expecting something; something that you don't really like. A speech. You contain a new sigh…

[ ] ...and press one of the buttons on the armrest, readying yourself to make a speech to the crew.
- [ ] an optimist one?
- [ ] an aggressive one?
- [ ] a dutiful one?
- [ ] Write-in?

[ ] …and directly sit in the chair, sparing only a brief introduction of yourself before telling the crew to go back to their jobs.



 
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[X] ...and press one of the buttons on the armrest, readying yourself to make a speech to the crew.
- [X] a dutiful one?
 
[X] ...and press one of the buttons on the armrest, readying yourself to make a speech to the crew.
- [X] a dutiful one?

Also, just so anyone who's not aware what this bit means:
where a Marine is guarding a reinforced hatch. He greets you with that peculiar hand gesture of theirs
That's the Marine giving the CO of the Sapphire a salute. Both the Navy and the Marines (as well as the Army and the 'Air Force'(For want of remembering what it's actually called. Basically non-FTL capable space ships) though we don't really know much about these two)) I believe gave salutes before the war... but well, whereas the Marines kept the tradition... Remember how I said that the Navy's military hierarchy, as well as their traditions, have severely suffered from the war? Yeah, the Navy no longer saluting is just another sign of that...

I like how you add a bit of story to how there seems to be no difference between shuttles in the First Fleet, and yet here there is... And why that difference is...

One of the few models not being taken by the First Fleet, because it had to be repaired...
 
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[x] ...and press one of the buttons on the armrest, readying yourself to make a speech to the crew.
- [x] an optimist one?
 
[X] ...and press one of the buttons on the armrest, readying yourself to make a speech to the crew.
- [X] a dutiful one?
 
Fuckin FINALLY! It's the perfect setting for a quest.
[X]...and press one of the buttons on the armrest, readying yourself to make a speech to the crew.
[X] a dutiful one.
I'm pretty sure that a dutiful speech would be expected, knowing what I do about the series.
 
3. Hasshin!
....You contain a new sigh, and press one of the buttons on the armrest, readying yourself to make a speech to the crew. A few crystalline notes echo across the ship.

...."Sailors of the Sapphire," you begin. "this is Captain Ívarsdóttir. I am, as of now, your commanding officer. It is a privilege for me to be here today.
....For a hundred years, our ancestors fended the Syndics off, protecting our worlds and the Alliance's cherished ideals of individual freedom and justice. It is thus our most important duty to continue that mission and protect our families and our loved ones. Sapphire has been since her commission an integral part of that shield against the Syndicate's perfidy, and I am honored to be part of her proud history and to join her distinguished crew. Ours is a neverending yet glorious task, one that our fellow compatriots entrusted us to carry, one I am confident that every man and woman of the Fleet will do their best to perform.
.... I do not know what trials and tribulations await us in the future, but what I do know is that as long as we act with courage and bravery we will prevail and honour our ancestors. The Alliance expects us to do our duty, and by the living stars our duty we will do."

....And with that final declaration, you sit in your chair, quickly followed by Morvan in his. The sailors manning the CIC look satisfied by your words, determined to accomplish their mission. The usual quietness reigning in the command center finds its place again after a few cheers, the background breeze of the ventilation systems and the occasional word from the technicians making for a focused and diligent ambiance.

....Morvan seems to be consulting upkeep reports. You look them up too, checking that the chandling of your ship is running along smoothly. If everything goes as planned, Sapphire will be ready to leave port in a couple hours. You decide to use that time to familiarise yourself with her — even if you know what that class of heavy cruisers is supposed to look like, no two ships are exactly the same.

....You summon an annotated holo of the vessel on your console, her shark-like silhouette appearing in front of you. The weapons ports — hell lances, grapeshot launchers, missiles silos — are clearly marked, along with the shield generators and the sensor suites. The propulsion units can be used at nominal power. Nothing out of the ordinary, no hasty reparation having moved an antenna or left a ill-hidden scar. This ship has apparently never suffered from any kind of intense battle damage. Her previous CO must have been talented, or a coward. You check their name on the fleet network, learning that he has been called to serve as XO on the scout battleship Exemplar. Talented, then. Well, you will have to try to be as good as he was.

....Your inquiries reveal nothing that you did not already knew. The ship resembles the scores of heavy cruisers in service in the Alliance Navy — albeit in a better state than some that you knew, thanks to having been tightly run before. A good asset in your hands. With that sorted out, you check the other ships that will be (that are!) under your command.

....One heavy cruiser, Gemstone-class as yours. Three light cruisers, Cataphract-class. Six destroyers, older models from assorted types. A grand total of eleven ships, only two jumps away from the Syndics. You know it's supposed to be a calm sector with no recorded attack in the last six months (come to think of it, that must be some kind of record for that part of space. If anything, it might explain the high number of civilians that you saw on Hyeres Station), but you cannot help but feel uneasy at the smallness of your flotilla. Damn Admiral Bloch and his plans. Well, no sense wasting time by staying inactive.

...."How long before our replenishment is complete ?" you ask your supply officer.
...."Not that much," he answer after verifying some data on his dashboard. "We'll be ready by 1800."
...."Excellent."

....A quick look at your clock informs you that you still have a few hours before you. Hurry up and wait, motto of the armed forces since the dawn of humankind. A few strokes on the commands make your display present a cut-out view of the deck you're on. As Morvan told you, your stateroom is near the Bridge. Previsible but still welcome. Time to pay it a visit. You stand up.

...."You have the watch, Commander."
...."Aye aye, Ma'am, I have the watch."

....The Marine is still there, guarding the door. Who thought that assigning someone to stand in front of a door deep inside the ship was an efficient use of resources? You nonetheless leave the small anteroom, taking the elevator (and its soft ambient music) to go on another tour of the ship — Morvan was seemingly so happy to guide you the first time around that you did not have any leeway to actually check the sailors and the general mood.

....Your small investigation informs you that while some of the crew feel that your speech was, as far as speeches went, a good one, the most common feeling is boredom. With the War being the source of fleet engagements quite frequently, being relegated to such a tranquil system is both a blessing and curse — and while your crew does not seem eager to find death, they loath that inactivity. They want to bring honor to their ancestors, to destroy the Syndics and make Black Jack proud. You share some words of reassurance, knowing that you cannot really do anything concerning that situation. Your orders are to defend Batulii, not to jump to Xawin (or, living stars forbid, to Calicoe) and attack the Syndics.
Your wanderings finally take you back to the main deck, in front of the hatch to your stateroom. While you appreciate the fact that someone took the time to add your name to the plaque bolted to door, you're sort of reluctant to actually enter and address the mountain of paperwork that goes with commanding a ship.

....Alas, such things are part of the burden of command. You enter the not-so-insignificant compartment (there are advantages for being the CO, after all), noting the presence of a desk with a small lamp and a computer, a chair to go with it, a closet, and, hidden from direct view by a curtain, a bed. Bringing some life to the ensemble is a large picture of a starfield – exactly what one would expect in a naval officer room.

[ ] Starscapes are too unoriginal. You fiddle a few moment with the diorama controls, changing its display [to what?]
[ ] You like it as it is.


....You switch the computer on and are greeted by a litany of messages. You sigh again, and start tackling the minutiae of running ships.
* * *
....You're back on the Bridge at exactly 1800.

...."Captain," your supply officer says as soon as you enter, "our replenishment and refueling are complete."
...."Perfect," you answer as you sit in your chair, satisfied by his promptness. "Is everyone back on board?"
...."Indeed," answer Morvan, still in the seat on your left. "The last person to board was Sensor Technician Beaumont, at 1743."
...."Perfect," you repeat involuntarily. A press on your armrest let you once again be heard throughout all the ship. "This is the Captain speaking. All personnel, prepare for launch."

....The Bridge's assiduous atmosphere is now gone, replaced by a frenzy of activity as the crew ready itself and the ship for the imminent departure. Shouting above the ambient commotion, the different department heads report as their subordinates transfer the information.

...."All crew, accounted for and ready!"
...."All hatches secured; all compartments, ready for maneuver!
...."Sensors, reporting green on all boards!"
...."Energy cells at 100 percent!"
...."Engines, full power available!"
...."All supply lines disconnected!"
...."We have take-off authorization from Hyeres Station!"
...."Captain," summarize Morvan, "we are ready to go."

....You inhale.

...."Let's go, Sapphire."

....A chorus of "Aye, aye" answers you. The undocking indicators shift to green on your console — as if the sudden jerk that shook the ship was not enough to tell that you just left the station.

...."Helm, take us to a synchronous orbit. Inclination one five point six, ascending node nine six point eight," you order.
...."Aye Ma'am. Synchronous orbit, inclination one five point six, ascending node nine six point eight," acknowledges the helmsman. "Duration of burn estimated to fifty-one seconds."

....As he executes the maneuver, you can hear the propulsion units roaring to life. The holographic display plots the change in orbit as it happens, the small dot figuring the ship almost invisible against the massive shape of the planet. Exactly fifty-one seconds later, the noise lessens, returning to the low-intensity grumble familiar to all sailors.

...."New orbit achieved, Captain," he confirms.
...."Thank you, Kharil," you answer after sending a quick glance to your screen to check his name.

....You increase the scale of the main hologram so that it includes not only Batulii-actual, but the entire Batulii system. Numerous tags are sprinkled athwart the display, denoting placement of various installations, both civilian and military. The ten other ships under your command are clearly labeled with a blue symbol, as are the jump points.

....The main body of the system, a F9V white-yellow star, is circled by five planets. The first one is a scorching pegasid, a giant ball of gas a mere half light-minute away from its parent — utterly unexploitable.
....The second is at four light-minutes; an airless rock boasting a few automated mines and domed cities, drawing a sparse civilian traffic.
....Batulii itself is eight-and-three-quarter light-minutes from the star. Your display notes two moons of intermediate size (likely captured asteroids) and a myriad of artificial satellites — up to and including Hyeres Station.
....Next comes another gas giant, in a more mundane fifty light-minutes orbit. Like most planets of its size, it has a multitude of moons and moonlets. Their mineral wealth, combined with the gas extraction operations running on the giant itself, make it the biggest concentration of ships in the system.
....The last planet is a small iceball of little value, four light-hours from the primary. Its orbit occasionally takes it near one of the jump point, but it's currently not at this time of its revolution — and won't be for the better part of forty years.

....Three jump points connect the system to its neighbors, forming an approximate equilateral triangle with a radius of five light-hours. Phas and Cyrathe are deeper in Alliance territory, while Xawin acts as a battle-scarred no-man's-land buffer between you and Calicoe.

....Your ships are scattered across the system. Each jump point is guarded by a destroyer, ready to transfer and warn the others systems in case of a Syndic incursion. Another destroyer monitors the traffic above the second planet. A small task force composed of the other heavy cruiser, two of the light cruisers, and one destroyer patrols the satellite system of the gas giant. The remaining ships are apparently on a parking orbit around one of Batulii's moons.

....You ponder the options that are now open to you, the large tridimensional picture making for a stunning display.

[ ] Leave the ships as they are.
[ ] Recall all your forces, and reform around the flag.
[ ] Order a new disposition for the ships [write-in].



A/N: Finally! I apologize for the delay — writing that speech was way harder than what I had planned... and I'm still not entirely happy with it. Anyway, thanks to @Balduran for his help with proofreading this update. Interesting side note: this is what the commander's stateroom aboard the IRL Saphir looks like.
 
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