Week 37: Downtime
[x] Plan no need to be quiet
-[x] Build 1 Buster Launcher.
-[x] Refit Jagdhund: Replace chest and sensor armor with Jagdarium Plating, and Combat Sabatons with Gyro-Stabilizer feet. Install Buster launcher on Right Thigh.
-[x] Build 3 Quetzalcoatl gunships.
-[x] Research defensive perimeter railway; A rail system that could encircle the city - or at least portions of the city - and allow us at least a limited ability to re-position defenses - such as our Railgun designs - based on where they're needed.
-[x] Research RX-11 Longspear compatibility for the Murasame.
-[x] Research Armor-piercing rounds for our solid-projectile weapons.
-[x] Research the underlying physics of Breach phenomenon (Research the nature of the Breach and the physics behind it in order to get a better understanding of how it works in order to improve our ability to conduct other research that takes advantage of it, including Breachgate and Supercell technology)
-[x] Research improvements to the Heimdal's lockdown system, with intent to make it faster and more efficient.
-[x] Research Dockyards (Looking for an augment focused on Naval units, both building and researching.)
-[x] Research "Vulcan tanks"; a version of the T-100 that mounts Laser Vulcans instead of the standard 120mm cannons.
-[x] Destroy the Kaiju Brains! (select which ones)
--[x] Myrmion Alpha
--[x] Myrmion Beta
-[x] Jagdhund Range Upgrade*20
-[x] Research Cockpit Barrier Armor (basically, a mini barrier shield exclusively protecting the cockpit)
-[x] Continue researching Mobile Pocket Entrance Point.
-[x] Research the possibility of "Mark 0" superheavies.
-[x] Research "Pteranodon" Gunship: An alternative model of the Quetzalcoatl that exchanges the extreme flight endurance for additional firepower, primarily laser-vulcan turrets.
-[x] Research Long-Range Fuel Outfit Modification for Meganeura VTOLs: A cargo modification for the Meganeuras to allow them to use nearly the entirety of their cargo hold to carry extra fuel and refueling equipment, allowing them to increase their flight range and the flight range of other aircraft traveling with them.
-[x] Attempt to recover any remaining available resources from Alaska Shatterdome, including usable Jaeger Parts, Jaeger-based intel, any conventional-scale materials or arms that can be pressed back into service, raw resources, and anything else that might be useful that can be transported back to Neo-Seattle (Free Comm Action)
-[x] Recycle 1 piece of Supercomposite Plate-I.
-[x] Build 3 Meganeuras, 1 Tank squadron, 1 Banshee
With Jagdhund back in action, the jaeger receives a bit of special treatment. More Jagdarium armour is fitted across her, replacing the old material on her chest and some of the ablative armour on her head. In addition, the mighty Buster Launcher is also attached, and folded up behind her right side. The weapon's kind of cumbersome, but it should be a worthwhile investment.

Armour Exchanged! AH-2 Advanced Conpod Armour in inventory! Superalloy installed! "Schwert Gewehr" Buster Launcher installed!

Three of the brand new, obscenely expensive 'Quetzalcoatl' gunships are rolled out to the air force. Fortunately, a few of the older pilots have manned AC-130s before Tod der Jaeger, and quickly crew the very similar vessels.

3 PL-160 'Quetzalcoatl' Gunships constructed!

Rails are built around the DP. Rails for what? Railguns, of course.

And then docks happened.

Defensive Railgun Battery gains the trait "Mobile Rail"!
- Mobile Rail: Provided it has been given adequate warning, a Defensive Railgun Battery may participate in a battle situated up to two Sectors away from it. Shifting a Sector takes 9 rounds.


Adjusting the RX-11 railgun to function onboard the Murasame is a simple task, to say the least. Thanks to including multiple high-density capacitors, the railgun can receive sufficient power to be fired repeatedly-- though each shot drains a capacitor completely dry, leaving the ship with two types of ammo to manage for the weapon.

New variant developed: Murasame Type-RX Anti-Kaiju Destroyer!
Murasame Type-RX Anti-Kaiju Destroyer
3000 Resources
- See Murasame-Class Anti-Kaiju Destroyer
- RX-11 'Longspear' Railgun: 1d10+1 Impact damage. +2 Damage. Range 20/30/-. Hits on 5+. Benefits from Arges.

Refit costs 500 Resources

With kaiju armour becoming thicker and thicker, the old conventional armaments aren't really cutting it anymore. In an effort to find a solution, SW R&D scrambles to develop something more common that can pierce kaiju armour.

Their first result is an improvement to the HE-SR 'Power Shell', by adding a heavy penetrator to the front of the shell, and increasing the propellant to compensate for the added weight.

Their second; a new missile, featuring a dense, tungsten penetrator with twice the armour-cracking potential of the tank shells. Unfortunately, this new missile is slightly less accurate at long ranges, and the heavy penetrator takes up too much space to add any sort of cauterising agent. Perhaps this could be fixed, but any additions may make the missile either too heavy to mount on the helicopter frames, or too heavy to go very far-- so this is the best they have.

Finally is a specialty round for Jagdhund's rifle (or any other M-99 weapons that end up being built). The new AP rounds cost somewhat more to manufacture, and have less explosive potential, but penetrate much deeper and can actually harm the armour plating a bit, thanks to their concussive properties and high velocity. 300 rounds of this new ammunition are built for testing-- though they can certainly be used in combat if need be.

New ammunition for 120mm cannons! HE-SR Power Shell upgraded to HE-AP Power Shell!
- 120mm HE-AP Power Shell: 1d10 Impact damage. +1 Damage. AP 1. Range 15/-/-, Hits on 5+. Cauterizes Wounds. Benefits from Arges.
New ammunition for A-KA-77, A-KA-78-L, Anti-Kaiju Missile Gunboat, Murasame-Class Anti-Kaiju Destroyer, and A: Cracker Missile!
- Cracker Missile: 1d10 Impact damage. +0 Damage. AP 2. Range 15/20/-. Hits on 5+. Does Not Cauterise Wounds. Benefits from Arges.
New ammunition available for M-99 weapons: M-99 AP Magazine!
M-99 AP Magazine
75 Resources
Provides Armour-Piercing ammunition for M-99 series weaponry.
- AP Rounds: Damage Bonus to 1, Armour Penetration to 2. Deals +1 Damage for the purposes of Armour Durability.


3 M-99 AP Magazines manufactured for free!

Breach science is sciency work far beyond the ken of most mere mortals. Fortunately, Breach Tech isn't really most mere mortals. Doesn't mean the council can wrap their heads around it, though.

Um... progress? Semi-success? I don't know.

I am far too mentally drained to even attempt writing up anything complex. Maybe I'll give you stuff after the fight.

Attempts at increasing the speed at which the Heimdal can lock down fail-- simple as that. Engineering tried something, and it didn't work.

New Population Augment: Dockworks!
Dockworks (Population)
1100 Resources
One per city. Only in cities with a waterfront. Dockworks provide an automatic 20% discount on all naval craft constructed in any city that they are stationed in.


Wanting something with a little less focus on ammunition capacity, another vehicle is commissioned, to use more lasers. The resulting Type 105 isn't the most original design, being little more than a Type 100 with a redone turret, but it's satisfactory and full of lasers.

New conventional unit available for construction: Type 105 Anti-Kaiju Laser Tank Squadron!
Type 105 Anti-Kaiju Laser Tank Squadron
200 Resources
Based off of the Type 100 Tank, the Type 105 replaces the dual cannons with a Laser Vulcan and high-energy capacitor. The rest of the chassis is mostly the same Type 100s operate in teams of three.

- Move up to 4 units a turn.
- 60mm Laser Vulcan: 2x 1d10 Fire damage. +0 Damage. Range 5/10/15, Hits on 5+. Cauterizes Wounds. Benefits from Arges.


Sadly, without any other options at the moment, K-Science is ordered to destroy the Myrmion secondary brains. Hopefully, minimising them to just Texas's brain will limit their ability to transmit-- but it's hard to say. Needless to say, even if it was a massive threat to security, K-Science is a bit bummed out afterwards.

Secondary Brains (Myrmion Alpha and Myrmion Beta) destroyed!

With the new Buster Launcher implemented, additional targeting software starts to be coded up for the jaeger. It's a little difficult, and will need some supplementary computation systems, but it should offer a 25% increase in aiming capability.

10 successes! 10/25 to Ranged 5! 18/20 reactor points in use!

Wow, I actually really like how the changes to these mechanics turned out here! This felt a lot more balanced, and doesn't mean everything except a nat 1 automatically succeeds.

Decreasing the size of the barrier field to fit the conpod is... ultimately unsuccessful. The field itself is barely understood, and so shaping it is very difficult. Clearly, this'll take more time.

Still no beef on the mobile pocket breach work. The team's actually run into a bit of a struggle-- still, it shouldn't take too long to figure out the problem.

The concept of a 'Mark Zero' is an interesting new concept for sure-- however, it's something that would take far more time than Engineering currently has. The Ultracompact Nuclear Reactors would almost certainly provide enough energy, and the jaegers already show much larger mechanics in action. The main problems, really, are designing the thing, and actually implementing a control scheme. Pre-Brawler jaeger prototypes were meant for one pilot, but the neural load was always too high-- and while the decrease is size may help with this, there'd still be a lot of data to deal with. In order to safely use a single pilot, you'd either need a very intensive control system, or some sort of AI assist (perhaps the GUNDAM OS developed for the jaegers?).

There's progress, but not nearly enough for a final product. Yet.

+1 consumable bonus to Mark Zero Research! Mark Zero Research may be easier if performed by multiple actions, or multiple cities.

Somewhat less than satisfied, some members of the council order a short ranged, laser-based variant of the Quetzal invested into. It has lasers. Yaaaay.

New conventional unit available for purchase: PL-161 'Fafnir' Heavy Gunship!
PL-161 'Fafnir' Heavy Gunship
1500 Resources
Modified from the PL-160 into a shorter ranged and more heavily armed vehicle, the Fafnir Heavy Gunship also swaps out most of its missiles for more lasers, freeing it completely from ammunition concerns-- save its dual nose Vulcans. Its main weapons are a large battery of micro laser vulcans on either side, and a remote, heavier Laser Vulcan turret on either wing.

- Move up to 20 units a turn. Must move at least 5 units a turn.
- May not be built in Military Production Facilities.

- Nose Vulcans: Deals 1 Impact on a 5+. Range 10. May be fired simultaneously with another weapon, even at a different target. Does not benefit from Arges.
- Micro Laser Vulcan Broadside: 3x 1d10 Fire damage. -2 Damage. Range 10/-/-. Hits on 5+. Fire only when dismounted. Cauterises Wounds. Benefits from Arges.
- 30mm Laser Turrets: 1d10 Fire damage. +0 Damage. Range 10/15/-. Hits on 5+. Cauterises Wounds. Benefits from Arges.

- Manoeuvering Thrusters: All Ranged attacks against Fafnirs are at +1 difficulty to-hit.

A new loadout is set up for the Meganeuras; extra large fuel tanks, to allow for the quad-winged craft to act as tankers and endurance flyers.

Alternative Loadout for Meganeura:
- Instead of a conventional Unit, Meganeuras may carry high capacity fuel tanks in their cargo holds, more than doubling their flight duration. This fuel may also be used to refuel other air vehicles, though not in flight.


Unfortunately, by this point all travel to and from Alaska is next to impossible, thanks to the extreme weather conditions.

The spare armour plate from Jagdhund is broken down.

1 Supercomposite Plate-I recycled! +62 Resources!

New things are built.

3 Meganeura squadrons constructed!
1 Tank squadron constructed!
1 Banshee squadron constructed!


And then, the day after Winter Solstice, when the snow is heavy and the sky is cold, all hell breaks loose.

<ALERT! INCOMING, HIGH-ALTITUDE SIGNATURES DETECTED! INBOUND FROM SOUTHERN SECTOR!>
<CLASSIFICATION: UNKNOWN. SIGNATURES NOT WITHIN PARAMETERS OF SERIZAWA SCALE. INCOMPATIBLE READING.>

Scannaaaaaaaaaas!

Also, *exhausted groaning*. I'm not even going to be able to care about this fight for a while, so take your time with the scanning and stuff.
 
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Omake: Devlin feels exquisitely irritated with excessive verbosity
(I'm gonna RP a bit here)

Devlin runs a hand over his face. "It's always this with you lot. Get called out for being overly verbose and respond by using even more words."

"Look, what're we trying to convey here? That we're what's left of the PPDC, we're allied with KRAUN, which is a similar group, we assume from their acronym that they're part of a third such organization, and we're very sorry for shooting down their suspicious planes but we thought they might be the Kaiju's suspicious planes. Now that we're sure they're not kaiju we'd much prefer if we could not shoot each-other, and maybe sit down and talk like reasonable people if they're willing."

He gestures. "There, done, and in two sentences rather than a small essay."

He stares at the other council members, waiting for their rebuttal.
 
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Week 38: Encounter End
[X] Let them go, no use in trying to flog a dead horse.
-[x] But add a sticky note with JERKS written in nice, capital letters to our report on them.
Nobody tries to stop or follow the jaegers. Nobody really wants to. In the wake of their hostility, most attitudes towards these newcomers are miffed, if not actively displeased with them. When the action report is filed, there's a little sticky note attached, with "JERKS" scribbled across it.

Tipped off by the DGINN's comment on "casualties", retrieval and salvage crews head out to the wreckage, to look for any hints. Examination reveals the remains of what appear to be AI computer cores. They're certainly not in any working order, having been dashed to pieces by the landings, and further damaged by the fires. If any artificial intelligence resided in the vessels, they would not have survived.

Of course, with the lack of any major combat, nothing has sustained damage-- save the dead scout squadrons. Obviously, there's a funeral.

On a slightly lighter note, however, Ashley's 25th birthday is this week. So that's at least something.

It is now downtime.

Salvage: +750 Resources
Manufacturing: +4500 Resources
Morale Bonus: +1125 Resources

Total Resources to Spend: 45685

Choose your actions, I guess. And feel free to ask if anything is a free action or whatever.

Eh. Not that exciting, but there's not much to say. 2027 will be much more exciting, at least.
 
Week 38: Downtime, Part 1
[X] Plan Recovery Operation
-[X] Contact KRAUN (Free Comm Action)
-[X] Research City-Scale Supercell Power Plant (Free Breach Research)
-[X] Jagdhund Range Upgrade*20 (Free Jaeger Research 1)
-[X] Jagdhund Strength Upgrade*20 (Free Jaeger Research 2)
-[X] Research next-gen Dragonfly-class VTOL scout helicopter (Free Con Research 1)
-[X] Research Sonic/Freeze-based weapons technology for our conventionals (Talk to LostDeviljho for specifics if needed) (Free Con Research 2)
-[X] Research a superheavy compatible Plasma Launchers, using the Dolch Gewehr as a base. (Free Con Research 3)
-[X] Build 4*Scout Helicopter Squadron, 1*VTOL transport Squadron (Free Construction Action)
-[X] Build 1*Dockworks (-1100 R)
-[X] Continue researching Mobile Pocket Entrance Point
-[X] Improve Defenses to 7 (-6500 R)
-[X] Build 4*Defensive Railgun Battery; 1 at NW Sector, 1 at NE Sector, 1 at SW Sector, and 1 at SE Sector. (-10000 R)
-[X] Research refinement to the Wormhole Penetrator for greater weapon effectiveness (Further research to the ABWC 'Breach Buster' to increase the likelihood of success)
-[X] Research ways to block Kaiju mind-reading using the Texas secondary brain.
-[X] Launch "Operation Jaegermeister" (Send an airborne mission to Oblivion Bay for Jaeger recovery - details of which to be voted on separately)
-[X] (Action Reserved for Post-Operation Jaegermeister)
-[X] (Action Reserved for Post-Operation Jaegermeister)
-[X] (Action Reserved for Post-Operation Jaegermeister)

(17600 Resources Spent, 28085 Resources Remain)
With the ranger corps busying themselves with Ashley's birthday, the rest of the city sets to work.

Some bright spark suggests using the research on high Mark Supercells for a different purpose; powering the city and its infrastructure. After all, part of the reason why one design didn't work was that it was just too big, right? But cities don't have to worry about size or mobility, so it wouldn't be any issue!

This idea is quickly latched onto, and designs start being drawn up for a supercell power plant. They just need a place to actually put the damn thing.

New Miscellaneous available for purchase: Supercell Quantum Reaction Plant VI-Ub!
Supercell Quantum Reaction Plant VI-Ub (Mk 3)
18 500 Resources
- May provide Mark 3 power to a single city.
- Can never be mounted on a jaeger.


Operations continue on addressing Jagdhund's aiming ability. After examination of the weather conditions, environmental compensation is incorporated into the new hardware modules-- it won't fully negate the problem of moving and firing, but precision firing in a heavy storm or underwater should be less of an issue.

Additionally, another lab seeks to remedy her relatively light strength. The Jagdarium armour and supercomposite that the jaeger's worn has been on the lighter side of things, and a quick look over her blueprints suggests that she wasn't made for fighting without a weapon in her hand. With carrying capacity reached, and other issues getting close, J-tech gets to work on a solution. In this case, all they really need is to boost her motor to muscle strand ratio, which is currently sitting around 30:1. Lots of progress is made, and it should only take a little bit longer to finalize the details.

20/25 to Ran 5!
11/15 to Str 3!


You guys know you don't have to roll all twenty dice, right? Ten for each should do it next time, especially if you don't use the J-tech labs for it.

Work on designing a replacement for the SH-60 goes very well, to the point where the blueprints are able to be fed into the MPFs before they churn anything out. The new design is mechanically superior to the old version, thanks to the use of an autogyro mechanism and the obvious technological advances that have been made. There aren't any real changes to its loadout, however, though that's due to them being separate from the actual craft.

SH-60 Scout Helicopter squadron upgraded to AG-60 Autogyro Scout squadron!
AG-60 Autogyro Scout squadron
200 Resources
A replacement model, built and designed to succeed and exceed the SH-60 Seahawk that came before it. The AG-60 Dragonfly is an impressive vehicle, capable of rapid movement and sharp turns thanks to the numerous verniers on it and its autogyro nature. They operate in teams of four, and mount a combination of stripped-down 'Kaiju-Buster' Super RPGs and Arges Laser-Targeting Arrays.

- Move up to 20 units a turn.
- Enhanced Manoeuvering Thrusters: All Ranged attacks against Banshees are at +1 difficulty to-hit, +2 if the Dragonfly squadron has moved 10 or more units its previous turn.
- 'Kaiju-Buster'-H Super Micro-Missiles: 1d10 Impact/Fire damage. -2 Damage. Range 5/-/-. Hits on 4+. Three Shots Only. Cauterises Wounds. Benefits from Arges.
- Arges Laser-Targeting Array: 1d10 attack. Hits on 5+. Range 10/15/-. On a successful hit, guided munitions are treated as having gained 1 Ranged against the target. This point of Ranged may be used for accuracy, or Called Shots. Stacks to a bonus of 2 (1 against underwater targets). All bonuses are removed at the end of the round.


One of the conventional research teams is given a rather... conflicting task. "Make a sonic weapon. But also make it a freeze ray." How they're supposed to do both is not explained, nor is what platform to mount it on.

Predictably, they come back with nothing, except a few possibilities for mounting systems. Sonics would be big and bulky, while any 'freeze ray' would likely be too short ranged to work outside a kilometer. A warhead of some sort might works, though that'd be limited in ammo.

Ultimately, it's frustrating, and inconclusive.

With the kaiju getting more and more dangerous, and tech in the superheavy field advancing, some research is done to try and allow them to use what's likely the best weapon available to the city; plasma launchers.

By examining the mechanisms of the Dolch Gewehr, R&D thinks they may be able to make a version that superheavies (or the theoretical Mark 0s) could use. They don't have a dedicated blueprint, but the principle is sound. However, they do make it clear that these weapons wouldn't be without their problems; it'd be incredibly impractical/difficult to mount one on an aircraft due to the recoil and weight, they'd take up a lot of space, and they'd probably put great strain on any reactor they draw from. But they'd work.

Superheavy plasma launchers may be easily developed for use by either superheavies or Mark 0s, so long as they are powered by a reactor. These launchers will be bulky, heavy, and draw a lot of power, but will not require conventional ammunition, and will be able to penetrate armour.
Conventional forces may never use plasma beam weapons.


With the scouting division completely gone, there's a hole in the city's forces that needs to be filled. Training is sped up slightly, and four new squads are hurriedly staffed. It's not perfect, but it's all that's available.

4 Autogyro Scout squadrons constructed!
1 VTOL Carrier squadron constructed!


A new set of docks and naval equipment are built, which should make it easier to build the large vessels.

Dockworks constructed!

Finally, the problem of the mobile entry point is solved, thanks to it being reassigned to another, fresher team, who manage to determine the issues and devise some solutions. Modified Breach Gate tech features somewhat prominently, but that's not bad by any means. Now, all that's left should be the damn power issue.

Mobile Pocket Entrance Point finished! Breach storage research 75% completed!

Further defensive measures are added to the city, making sure everything's properly defended. Four large sets of railguns are constructed, each mounted at a point between cardinal directions.

Defense to 7!
4 Defensive Railgun Batteries constructed (NW, NE, SW, SE)!


Work on rectifying the 50% failure rate of the ABWC-1 proves somewhat successful. It's not concrete, but the deflective field can be somewhat pierced, even if the system fails to fool it.

ABWC-1 now deals half damage to Breaches if it rolls a 4.

The effort to block the signals transmitted from the remaining secondary brain goes nowhere. Samples of a variety of materials fail to hamper them, and the neural disruptor only slows some of them. By the end of it, K-science has nothing of use to show.

While that's going on, the council is busying themselves with something else.

<ACTIVATING ANGELNET TRANSMITTER>
<KRAUN HQ LINK ACHIEVED>

Time for the talk thing, whenever you're ready.
 
Operation Jaegermeister: Start
[X] Deployment Plan KnightDisciple Mark 1
-[X] Bring the following:
  1. Megas: Tacit Ronin / Elite Tank
  2. Megas: Jagdhund / Elite Tank
  3. Megas: Hiln / Tank
  4. Megas: Elite Arty / Fuel
  5. Megas: Mortar / Fuel
  6. Megas: SH Free / Fuel
  7. Megas: SH Free / Fuel
  8. Megas: SH Free / Fuel
  9. Megas: SH Free / Mortar
  10. Megas: SH Free / AKB
  11. Jumphawk: AKB
  12. Jumphawk: AKB
  13. Jumphawk: FRS
  14. Jumphawk: FRS
  15. Jumphawk: Free
  16. Jumphawk: Free
  17. Jumphawk: Free
-[X] Also bring all combat-ready Air units; Condors, Scout Autogyros, Banshee and Hellhound Attack Helicopters, Quetz Gunships, all of it.
With everything else finished, the forces set out, ready to begin their mission. It's a great risk, but should they succeed, the rewards will be great.


Hours pass.


At long last, the team manages to reach the Bay, and find a place where most kaiju shouldn't bother. From there, the situation is assessed.

The closest group of easily retrievable and salvageable jaegers is more than 14 kilometers away, but it has most of the ones worth saving. Unfortunately, it's also where the most threatening kaiju seem to be-- aside from the Sword Class, which seems disconcertingly absent.

Other than the multitude of Cat 0 kaiju, which are practically untrackable in these conditions, your scouts have laid out the main threats, of which there are nine.

Lone Cat III Killclaw isn't too far away, and is staying inland. The kaiju sports some very large arms with massive claws, but has a relatively small head and legs. The shaping of its upper body suggests possible reinforcement.

Hanging around the jaeger group are Cat IIIs Hebepran and Rgangon. The duo are raptorian in appearance, with hooked claws instead of hands, and a large pair of shoulder cannons. While rather skinny, they seem pretty fast, and could probably evade attacks easily.

Even closer is a group of three Category II Kaiju; Allong, Ollar, and Billase. They're thickly built, each with a set of blunted horns and nasty claws. Additionally, they're acting with great precision-- not like the Myrmions, but like they're simply a very good team.

There are two very similar Category IV kaiju, codenamed Lora and Mila. Both share the same general features; spinal spikes, four arms, and a fishy tail, but have other minor differences in shape, colour, and texture. Their bodies have odd shaping, similar to Killclaw. While Lora isn't very close to the jaegers, Mila has unfortunately set up shop practically on top of them.

Category V Sword-Class Anaklusmos can't be seen yet, possibly due to interference from the electromagnetic storms and decaying nuclear reactors.

Your forces are up by Berkeley, and all landed-- the closest you can get without attracting kaiju attention. Move closer to begin the Encounter.

From your position:
- The closest group (i.e. 1.5 km or less away from each-other) of salvageable jaegers is 144 units south at its nearest point (Oakland International Airport), however your non-jaeger land units must travel 160 units to reach them, due to the water. This group consists of 5 Jaegers: Lucky Seven, Dingo Amber, Blazer Phantom, Piercer Savage, and Gipsy Danger, with Blazer the closest (3 units inland from the shore), and Dingo the furthest away (distance is 12 units off-shore) (other jaegers are varyingly spaced). The other jaegers will require more effort to reach.
- There are 8 known kaiju that will be in your way: 3 Cat IIIs, 3 Cat IIs, and 2 Cat IVs. Aside from them, there are numerous Cat 0 Kaiju and Anteverse lifeforms that will pose a threat, and offer regular chances of damage to your forces should they be encountered. Due to their numerous nature and the large quantity of cover, it is impossible to track them all. You don't know where the Sword Class is, but it should be somewhere within the area.
- The Cat II group is 50 units south-west, bearing 210 degrees from your position.
- The lone Cat III is 80 units due south-east from your position.
- The pair of Cat IIIs are 110 units south, right before the jaeger group.
- One Cat IV (Lora) is 87 units west, at Treasure Island.
- The other Cat IV (Mila) is right at the jaeger group.
- Anaklusmos is nowhere to be seen.
- Snow-bound Seattle is looking
pretty nice in comparison to this hell-hole.

Because screw maps, I'll just run it like this.
 
The Altitude System
THE ALTITUDE SYSTEM: (At long last)

The following text details the use and specifics of the Altitude System within the Pacific Rim version of Hardboiled.

Flight Rules (for Reference):
Can take off as a move action or as a 2 Advantage Point Grappling move provided its durability limit has not been exceeded. When airborne, double base Agility for movement purposes only. Movement may be executed vertically, instead of only horizontally, and may influence your ability to fight or be fought. Grounded characters may not make Charges or Melee Attacks against a Flying character, no matter their Altitude. Ranged Attacks from the ground are at +1 difficulty to hit the target if it moves while flying, though a hit may knock the creature out of control. Each time a Flying character takes a Strike while flying, take a toughness test (6). If the test is passed, they keep control, if failed, they immediately crash 1d5 units away in a random direction and takes Blunt Damage equal to 1d10+(character's highest base AV, minus their base Agility). If they would land on someone, both characters take Blunt Damage equal to 2x 1d10+(character's highest base AV), are knocked Prone and immediately become locked in a Grapple. See the Altitude System for more information.

(Altitude Value) Units Above Ground:
(A1600) 8000 (LEO/max value of Altitude System)
(A200) 1000 (Space)
(A13+)65+
(A12) 60
(A11) 55
(A10) 50
(A09) 45
(A08) 40
(A07) 35
(A06) 30
(A05) 25
(A04) 20
(A03) 15
(A02) 10
(A01) 5
(AC*) (see below)
(A00) 0
(D01) -5
(D02) -10
(D03) -15
(D04+) -20+

Explanation of Key Altitudes:
A00: Altitude 0. This Altitude comprises ground level, no matter its actual elevation, as well as the surface of any body of water. Unless in the latter, or possessing some burrowing ability, this is as low as a unit can go.

AC: Not a 'true' Altitude value, this is the maximum height for Conventional fliers. While Altitude 0 units cannot attack AC units in Melee, they also do not suffer any penalties for their Ranged attacks (as would happen against A01 units). A01 units may attempt to Melee AC units, and may move into AC as a Free Action instead of changing their Altitude. By default, AC is also the Altitude in which a unit counts as being airborne.

A200: The edge of space. This is the upper limits of the atmosphere.

A1600: Low-Earth Orbit. Beyond this point, the Altitude System does not function, instead replaced with the Zero-G Combat System (still in progress).

D01: The first level below the surface, D01 encompasses all space between a depth of 500 meters and the surface. If you are in a bay, river, or lake, and you are underwater, you are at D01.

Changing Altitude (Aerial):
By default, a Jaeger will operate at Altitude 0-- ground level. If a jaeger is lifted to Altitude 1 or higher (e.g. by a flying kaiju), and does not have some method of keeping aloft (e.g. the Allegorica Flight System), it will begin to fall through the air, until it hits the ground.

All normal K-Scale units (discounting extremely light or flying ones) will fall through air at a rate of 4 Altitudes per round, or 20 units a round. Upon hitting the ground, they will-- unless they have slowed their fall-- immediately suffer Blunt damage equal to 1d10, plus their highest base AV, plus half the Altitudes they fell, minus their base Agility. This damage then may be reduced by the unit's Armour on whatever location is hit. For every 6 Altitudes fallen, add +1 Hit Location/Dice to the falling damage.

Damage: A/d10+AV+D-Agi Blunt
N =Altitudes fallen/6, round down to a minimum of 1.
AV = Highest base Armour Value, ignoring Resiliences.
D = Altitudes fallen/2, round down to a minimum of 0.
Agi = Base Agility score.

In order to increase aerial Altitude, a K-Scale unit must have some method of providing lift and thrust. Should this requirement be fulfilled, it may voluntarily gain Altitude. To gain Altitude in the air is similar to most movement; every 5 Units traveled vertically will increase or decrease the unit's Altitude by 1 after it has taken off. Units that need to move a certain amount do not count changes in Altitude towards their minimum, unless the change is negative.

If an airborne unit is Stunned, Incapacitated, Paralysed, defeated, or otherwise disabled, they will instantly begin to fall, and suffer the appropriate damage if they can't recover in time. However, flight-capable units fall more slowly, only travelling 2 Altitudes per round.

Aerial Combat and Movement:
Fighting in the air is very difficult for most units. Part of this is due to the nature of Altitude. For every Altitude that one unit is above another, their distance is treated as +5 further away for the purpose of all attack ranges. This rule also applies for units below another, but only counts every two Altitudes as a +5 in the distance. Melee attacks may only be conducted by Engaged units on the same Altitude level as each other. However, Charges are not as limited. When airborne, a Charge may only be made against a unit on the same Altitude as the one Charging, or against a unit on a different Altitude (a Descending or Ascending Charge). When moving in the air, horizontal movement must be resolved before any changes in Altitude.

An Aerial Descending Charge is a specialised Charge variant only available when targeting another unit at a lower Altitude than you and when you are flying. This is mostly executed as a normal Charge (attack bonus on a success)-- however, you gain a physical damage bonus equivalent to the downwards distance traveled, minus your minimum successful charge distance (either 4, or 2+Agi, whichever is higher), and the opponent is treated as Prone for any secondary effects that would benefit you. After resolving the AD Charge, both units immediately drop 2 Altitudes, treating them as falling. If the Charge fails to connect, the opponent may not counter-charge, but you are immediately considered Stunned, and begin to fall.

Aerial Grappling:
Grappling during flight is generally a rapid, brutally lethal affair that should only be attempted by those who are insanely lucky, or perhaps just insane. Nevertheless, if you become part of it, there are special rules that must be used.

If a flying character takes off or otherwise starts a Grapple in AC, they are treated as being at AC. Grappling at AC is close enough to ground-based Grappling that not much needs to be considered. As long as one or more of the participants is capable of flying and remains able to do so, the grapple conducts as normal. However, if no members of the Grapple are able to sustain flight at any point, they immediately crash, taking 1d10 Blunt each and falling prone. If a non-flying member of the Grapple uses the Disengage action, they automatically fall as well, but do not fall Prone.

AC-level characters that can fly may use the Drop (AC) Action to fling their opponent into the dirt, the Shift Balance Action to move about the battlefield, or the Increase Altitude (Minor) Action to move to High-Altitude Grappling, but are otherwise restricted to normal stuff. These moves are as follows:

1 Advantage Point actions:
- Shift Balance: Stagger the Grapple one way or another while you fly. You may move the Grapple a number of units equal to your (unmodified) Agility in any horizontal direction of your choice. Unlike most other Grappling moves here, this may be used by flightless characters. However, Shift Balance may only be used by one participant per turn.

2 Advantage Point actions:
- Drop (AC): Gravity is a bitch. You release your grip on your opponent and fling them down towards the ground. Immediately forfeit all remaining AP and Disengage from the Grapple. The opponent suffers 2d10 Blunt, and is both Stunned and knocked Prone on A00 from the forceful fall. You remain at AC.
- Increase Altitude (Minor): Fly higher and higher in the sky. You and all other members of the grapple rise to A01, remaining in the grapple and changing to High-Altitude Grappling.

High-Altitude Grappling:
Grappling above AC is where the real danger lies. Not only must you contend with the normal threat of falling, you can't even rely on passive flight to keep you stable, and must actively control your position to avoid plummeting to earth! Unless the Maintain Flight, Increase Altitude, or Controlled Descent Action is used every round the Grapple is in effect, both participants immediately Fall as one Engagement at the end of said round, at either -2 Altitude/round (if both participants can fly) or -3 Altitude/round (if only one can). If only one participant can fly, but is rendered unable to do so, both Fall at the standard nonflying rate.

1 Advantage Point actions:
- Shift Balance: Stagger the Grapple one way or another while you fly. You may move the Grapple a number of units equal to your Agility in any horizontal direction of your choice. Unlike most other Grappling moves here, this may be used by flightless characters. However, Shift Balance may only be used by one participant per turn.
- Disengage: Disengage may only be safely used by characters that can fly, and only if the one Disengaging and the opponent are both capable of flight. Both participants remain on their current Altitude, and the action may be interrupted as normal (a successful melee passing attack may re-establish the Grapple). If the one Disengaging cannot fly, they immediately start to Fall, and do not get a passing attack. Idiot.
- Diving Crash: Using some quick maneuvering, force your foe to take the brunt of a rough landing. While Falling (either due to the rules above, or the Binding Hold Action below), make an Opposed Strength or Dexterity Test with your opponent (both contestants choose which stat they use). On a failure, nothing happens. On a success, you swing the enemy underneath you until the next round or until they use the Diving Crash Action on you, whichever comes sooner. If during this time, the Grapple would crash into the ground, you suffer 1d10+Agility less damage, and the enemy suffers that same 1d10 result more in damage (ignoring the bonus from your Agility). Unlike most other Grappling moves here, this may be used by flightless characters.

2 Advantage Points actions:
- Maintain Flight: Stabilize yourself in midair to avoid falling. You and all members of the Grapple do not fall or rise any amount of Altitude this round, but are still capable of some horizontal motion. Maintain Flight, Increase Altitude, and Controlled Descent are mutually exclusive actions, and cannot be used on the same turn.
- Increase Altitude (Minor): Fly higher and higher in the sky. You and all other members of the grapple rise one Altitude, remaining in the grapple. Increase Altitude (Minor) may not be used multiple times in the same turn, even if you would have sufficient AP to pay for it. Maintain Flight, Increase Altitude, and Controlled Descent are mutually exclusive actions, and cannot be used on the same turn.
- Drop (HA): Gravity is a bitch. You release your grip on your opponent and fling them downwards, allowing them to fall from the sky. Immediately forfeit all remaining Advantage Points and Disengage with the enemy. If they have no method of sustaining flight, they automatically begin to Fall, as detailed in Changing Altitude (Aerial). If they can fly, they must test Agility (Difficulty 15) to recover on their current Altitude, or Fall for one round before recovering (assuming they haven't hit the ground already).
- Binding Hold: Disable the flying abilities of all in the group, causing you both to plummet. Make an Opposed Strength Test with your opponent. If you succeed, the Grapple immediately begins to Fall as detailed above, as all contestants lose access to the Maintain Flight, Increase Altitude, and Controlled Descent Actions until the start of the next Grapple turn. If the enemy breaks the Hold, they gain the use of those Actions, but must still use them to stop the Fall if they desire.

3 Advantage Point actions:
- Controlled Descent: It's not easy, but somehow you can get this mess lower without falling uncontrollably. You and all members of the grapple decrease your Altitude by one, remaining in the Grapple. If this brings you to A01, you may choose to drop into AC Grappling. Controlled Descent may be used multiple times in the same turn, as long as you have sufficient AP to pay for it. Maintain Flight, Increase Altitude, and Controlled Descent are mutually exclusive actions, and cannot be used on the same turn.
- Touchdown: Land on the ground, so you don't have to worry about falling. If you are at A01, you and your opponent drop to A00, taking no damage and losing the High-Altitude Grappling options until you take off again.

4 Advantage Point actions:
- Increase Altitude (Major): All power to thrusters and wings! As Increase Altitude (Minor), except the Grapple rises two Altitudes instead. Increase Altitude (Major) may not be used multiple times in the same turn, even if you would have sufficient AP to pay for it. Maintain Flight, Increase Altitude, and Controlled Descent are mutually exclusive actions, and cannot be used on the same turn.

Changing Altitude (Depth):
In the water, the Altitude system is a far greater boon to the Kaiju and other organic life-- though it only gets a good use in the deeper parts of the ocean. Any K-Scale unit designed in part to operate well in the water (kaiju, some superheavies) is fully capable of changing its Altitude voluntarily, in exactly the same way as a flight-capable unit would change it Altitude in the air. Similarly, these units will normally stay at whichever Altitude they wish, as long as they are living and cognizant. If defeated, Stunned, Incapacitated, or otherwise paralysed, they will begin to sink at the rate of 1 Altitude per round (5 units).

Heavier K-Scale units (e.g. jaegers) do not have this advantage, and most will automatically sink 2 Altitude per round until they hit something or otherwise stop their 'fall', unless they make a conscious effort to tread water or swim. As a Free Action, they may make a Strength (5) test to tread water, and can move about on the same Depth level for that round without sinking. On a failed test, they may still move horizontally, but they will sink afterwards. If they want to Run, they must make a second Strength (7) test after their basic move action has been resolved. Similarly, they require a Strength (7) test to rise in Depth (on a 5-6, they stay afloat, but do not rise-- otherwise, they sink as normal). If the unit has a dedicated or otherwise appropriate means of propulsion, they do not have to make tests to move. This may be subject to the whims of the GM.

Units that sink underwater never suffer fall damage.

Past a certain depth, negative effects may occur to certain units.

Aquatic Combat and Movement:
Fighting underwater is significantly easier than fighting in the air, thanks to the threat of falling damage being a nonissue. Additionally, Charges may be made against any unit in range, be they at the same Depth, a lower Depth, or a higher Depth. However, some method of dedicated propulsion is needed to preform a Charge (or, failing that, a Strength (7) test). The special Aerial Descending Charge may not be made when the charger is underwater, but they are still viable if the target is underwater (thus, a flying character may execute an ADC against a swimming target).

Furthermore, unless the fight is taking place on the bottom of a body of water, opponents cannot really be knocked Prone. Instead, a successful Slam or other effect that would knock a target Prone inflicts a -2 penalty for one round instead, as they are knocked off balance and tumble about disoriented. During this time, they are still treated as Prone by other combatants for the purpose of any abilities that may trigger against a Prone target.

Aside from that, it operates on the same rules as aerial combat.

Aquatic Grappling:
Grappling underwater is

(In progress)

This system is still in progress. Also, I haven't tested it yet.
 
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Week 38: Downtime, Part 2
[X] Plan Networking
-[X] Repair Tacit Ronin (-400 R)
-[X] Scan for Kaiju!
-[X] Send Scout Teams out towards the Midwest US to attempt to make contact with and establish preliminary relations with the Great Lakes Alliance that KRAUN mentioned.
Repairs to Ronin are carried out as soon as possible, and with the usual efficiency expected from the technical department.

Tacit Ronin has been fully repaired!

Meanwhile, two other searching missions are called for. The first is a comprehensive sweep of the area, in search of any kaiju signatures hanging around. With the comparatively new systems available, and some assistance from people who've seen these things, quite a few key results pop up on the list.

First off is a kaiju to the far North of Seattle, somewhere in Canada-- codename "Boreas". Reports of this monster are somewhat scarce, but generally describe it as flying. Scanners also indicate unusual weather patterns around its location.

The next one is to the West, close to where Reikon had been. The kaiju, referred to as "Sickletongue", is one of a few kaiju seen to deliberately hunt down and eat people who show up nearby. It's also noted as being rather quick, and thinly built.

Third is codename "Tara", a Cat III to the southeast of the city. The terrain around the kaiju has been noticeably altered; trees and soil torn up, piles of earth built, and the appearance of Anteverse vegetation in the area. Curiously, Tara itself doesn't seem to have any odd readings.

The final key signature is the only one lacking eyewitnesses. Codename "Rime" is noted to be spending long amounts of time underwater, and rarely coming ashore. The creature is low in toxicity, but it's also fairly large.

New Anteverse Activity within Territory!
- SE-27-001-H, "Boreas", Category IV. Location: far North. May be to affect the atmosphere to an unknown extent.
- SE-27-002-H, "Sickletongue", Category II. Location: West. Lithe and fast, eats people.
- SE-27-003-H, "Tara", Category III. Location: Southeast. Noted for extensive modification of the terrain in its area.
- SE-27-004-H, "Rime", Category III. Location: West. Spends most of its time underwater.


While the sweep is going on, the Condor Flight Team is sent out again, this time to the East. It's going to be a long trip, so every one of the planes is loaded up with as much spare fuel as they can take. Bright and early in the morning, they leave, off on their mission to make contact with the "Great Lakes Alliance" mentioned by KRAUN.

Results on this will come next week.

Thus concludes the remaining time.

<ALERT: INCOMING KAIJU SIGNATURES DETECTED!>
<DOUBLE EVENT!>
<CLASSIFICATION: CATEGORY IV, CATEGORY IV!>


Ah, these two are fun. @AzureGhidorah, you're probably gonna recognise them a little.

Too bad you don't have an Absolute Zero Cannon to save you.
 
Week 39: Combat End
Needless to say, it is not a good day in Neo-Seattle. Even without footage, the panic of the city's military forces during the fight was made perfectly clear to everyone... and there's no way of completely hiding the white jaeger as it's brought back to safety, even with the barriers that are being set up to prevent civilian access. Worry and horror are in the air, and for good reason.

Morale drops to Uneasy. Current penalty: -10% Manufacturing.

Even from a casual glance, it's clear that Tacit Ronin has suffered. The jaeger's head has been torn apart, its neck limp and broken. Less than a quarter of the support infrastructure remains, and the whole control matrix will have to be replaced. Still, at least machines can be fixed.

Humans, however, aren't quite as durable-- as the rescue team soon finds out.

Tacit Ronin's repairs will require an action, 750 Resources, and new conpod armour.
Jagdhund does not need any repairs.

News of the pilots-- or what's left of them-- takes some time to reach the council.

To put it plainly, there's nothing that can be done for Maria. She was dead the instant the conpod collapsed, impaled by several of the kaiju's teeth before everything else hit. It's not a pretty sight.

Pilot Maria Vinerra has been killed in action.

With Ashley, however... there's a chance. Despite the odds, she's still alive-- if only just. The combination of system feedback and the kaiju have left her comatose for now, and heavily injured. Reports aren't finalized just yet, but... well, even if she manages to recover, it's doubtful she'd be able to have a normal life again, let alone pilot a jaeger.

Pilot Ashley Langley is out of action indefinitely, and cannot (currently) pilot.
Tacit Ronin has permanently lost its "Lightning Strike" perk due to brain damage.


Then again... with everything that's happened...

Perhaps it's for her best that Ashley hasn't woken up yet.

It is now downtime.

Kaiju stats:
SE-27-001
Neunauge
Class: Category IV Kaiju
The kaiju is an awful mix of cephalopod and salamander, with a long, somewhat flattened body covered in slime. Each of its limbs ends in a multitude of barbed, cartilaginous fingers, while its two tails are long and rubbery. The kaiju's head features a lipless, needle-toothed mouth, and two bands of bristling antennae that take the place of eyes.

Stats:
HtH: 3
Ran: 0
Str: 4
Tou: 6
Agi: 4
Dex: 4

Structure:
Dura: 10
Stru: 18

Perks:
- Category IV: Has all the following rules:
-- Flat stun immunity
-- Universal, unbreakable AV of 1 on all locations
-- +5 to all the instant death thresholds
- High Blood Pressure: Whenever Neunauge takes damage in melee combat from a successful attack (that deals Ongoing), immediately inflict 2d5 Acid to whoever made that attack on a random location. In a grapple, this increases to 3d5.
- Slippery: Ignores passing attacks. Submission and Choke holds deal 1 less Strike than normal to Neunauge. If Neunauge successfully Dodges in a Grapple, it gains +2 to its next grapple roll.
- Blindsense: All attacks that would hit the Eyes instead hit the Head. Immune to Eye damage. Never needs to make Dexterity rolls to determine location in water.
- Sneaky: On a turn when no enemy has line-of-sight with Nenauge, but its position is known, Nenauge may test Dexterity (DC:9). On a success, the kaiju becomes indistinct and impossible to pinpoint until the enemy succeeds on an identical Dex test.

Weapons:
Fangs
Built-in Melee Weapon
Attack Dice: 1d10-1
Armour Penetration: 4
Grappling Bonus: +0
Damage Type: Edged, Acid
Damage Bonus: Strength+2

Hook-Laden Fingers x4
Built-in Melee Weapons
Attack Dice: 2x 1d10+2
Parry Dice: 2d5+3
Block Dice: 1d5
Armour Penetration: 0
Grappling Bonus: +2
Damage Type: Blunt
Damage Bonus: Dexterity
Special:
Full Body Strike: Ignore the first instance where this attack would suffer a one-handed penalty.

Tentacle Tails x2
Built-in Melee Weapons
Attack Dice: 1d10+1
Parry Dice: 1d5
Block Dice: 1d10
Armour Penetration: 0
Grappling Bonus: +4
Damage Type: Blunt
Damage Bonus: Strength+2
Special:
On a successful hit, Neunauge may automatically attempt to start a grapple. Maintaining a hold with the Tails costs no Advantage Points.

Armour:
Rubbery Skin
Coverage: All
Armor Value: 3/1
Resilience: All, +1 Blunt
Durability: 12

Slippery Slime
Coverage: All
Armor Value: 1/-
Resilience: Fire, Electric
Durability: 9
SE-27-002
Kaizoku
Class: Category IV Kaiju
Kaizoku is a large, quadrupedal beast, with a boxy head and shiny black eyes. Its mouth is large, and filled with rows of needle like teeth, while two pointed horns extend from its nose.

Stats:
HtH: 3
Ran: 2
Str: 4
Tou: 9
Agi: 2
Dex: 1

Structure:
Dura: 17
Stru: 22

Perks:
- Category IV: Has all the following rules:
-- Flat stun immunity
-- Universal, unbreakable AV of 1 on all locations
-- +5 to all the instant death thresholds
- Regeneration: As a Long Action, Kaizoku may heal a number of its wounds by spending Regen Points. Kaizoku's Regen Points are equivalent to its Toughness x2 (18), and automatically refresh after 3 rounds.
Regen Points may be spent as follows:
-- 1 Strike: 1 Regen Point
-- 1 Minor Wound: 2 Regen Points
-- 1 Major Wound: 5 Regen Points
-- 1 Destruction Wound: 8 Regen Points
-- 1 Piece of Armour: 1 Regen Point
- Freezing Core: Automatically heals 1 Ongoing per round. Rolls +2 for Ongoing. Never catches on fire.

Weapons:
Needle Teeth
Built-in Melee Weapon
Attack Dice: 1d10+2
Armour Penetration: 2
Grappling Bonus: +0
Damage Type: Edged, Ice
Damage Bonus: Strength

Forefeet x2
Built-in Melee Weapons
Attack Dice: 1d10-1
Parry Dice: 1d5
Block Dice: 1d10+2
Armour Penetration: 0
Grappling Bonus: +0
Damage Type: Blunt
Damage Bonus: 2

Chill Breath
Built-in Ranged Carbine Weapon
Attack Dice: 1d10+3
Armour Penetration: 0
Damage Type: Ice
Damage Bonus: 4
Radius: 3
Range: 6/12

Armour:
Frozen Skin
Coverage: All but Eyes
Armor Value: 4/2
Resilience: All, +1 Impact, +1 Blunt, -2 Fire
Durability: 12

Gnarled Growths
Coverage: Hands, Arms, Feet, Ankles, Spine, Neck, Head
Armor Value: 1/-
Resilience: All
Durability: 5

Category IV Kaiju killed: +10000 Resources
Salvage Facility Bonus: +3000 Resources
Quick Kill Bonus: +1000 Resources
Manufacturing: +4500 Resources
Morale Penalty: -450 Resources

Total Resources to Spend: 54185

Free Actions:
[ ] Kaiju:
-[ ] Clean up the contamination (-1610 Resources)
-[ ] Don't clean up the contamination (environmental damage)
[ ] KRAUN Data Packet: (which I forgot you had)
-[ ] Review the packet's contents.
-[ ] Put it off until later.
[ ] Scout Team: (they're coming back this week)
-[ ] Review their report as soon as they return.
-[ ] Review their report later.

Make your plan, and roll 1d10 for Ashley's recovery (Even when she gets better, you're going to need some serious advances in biotechnology or prosthetics if you want to get her back as a viable pilot).
 
Omake: Maria's Funeral
"Maria Vinerra deserved better. She did not deserve to be slain by an inhuman monster from an unknown beyond. In honesty, we all probably deserve better. Better than the world has thrown at us. Better to be driven to the brink by monsters from another realm of existence. None of us deserve the state of world that we are currently living in."

"But the world rarely gives us what we deserve. Rarely is it that we have a future laid out for us that takes us down a path that is fitting to the lives we have lived. None of us, no matter how much we may try, ultimately choose our paths in life. In the end, each of us must look at the life that we have received, and make our own choices about how to use the time that has been given to us."

"Maria Vinerra chose to look at a world in which we all deserve better, and in the end, she chose to be better. Along with her sister Ashley and the support of every brave man and woman who dared to aid in the defense of one of the few remaining beacons of human civilization, Maria willingly stepped out onto the front lines to look oblivion in the eye so that she might punch it in the face."

"While her death was tragic, we should not remember the final moments of her life beyond what is necessary to prevent others from sharing her face and to remember that she gave the ultimate sacrifice. Rather, we should remember her for the woman she was, and for the bravery and heroism she displayed every time she choose to step into a Jaeger and in the line of danger that we might all live to see another day. And another day after that. And that we might continue to live another day in the hopes that one day, she, her loved ones, and everyone she put herself in harms way to protect might wake up in a world where her services as a Jaeger pilot would no longer be needed."

"Maria's death is tragic, another casualty of this war that none of us asked for, that none of us saw coming, that none of us did anything to deserve. But while her death – much like the death of all who have fallen prey to the Kaiju threat – is a tragedy that should not have happened, let it not drive us to sadness and despair. Let us morn her passing, yes, but let her life prove an inspiration to us all. Let us remember Maria and the sacrifice she made, and may we fight on that her death not be one in vain. And let us continue to be inspired by her life, let us continue to be driven by her service, and let us fight on in her name and the name of all who have fallen in this war."

"Maria Vinerra may no longer be with us in body. She is someone we will never be able to replace, and the hole she has left in the heart of us all will never truly be filled. For some, this hole will far greater and far more painful than it will be for others. But as long as we remember her, as long as we endure, as long as we refuse to let our enemy drive us from our world, she will always be with us in spirit. And I believe that spirit is something we can all use to continue to push on so long as we let it."

"Maria Vinerra, we salute you in your service your dedication to the cause. You may never have the opportunity to see a world free of the monsters you looked in the face and fought on against, but God willing, your death will not be in vain, but serve to ensure that those you leave behind will have an opportunity to live to see a world wrongfully denied to you."
 
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