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MHQ Recap

Mar 29th, 2016
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  1. MAVERICK HUNTER QUEST: A RECAP
  2.  
  3. YOU:
  4. You are Anode, part of a contract to supply the Maverick Hunters with two new operatives. Your counterpart, Cathode, specializes in directed energy weaponry and operates as a weapons platform.
  5. Your primary combat capability is in interception and defense. Cathode delivers the lightning. Your job is to take it. To that end you are designed with a reservoir through a number of capacitors that allow you to build a murderous charge through electric attacks. The two of you are designed to complement one another on the field.
  6. Somehow that was lost on Hunter Command, who immediately divided the two of you up. Cathode was shuffled to the 1st Advance unit. You were shuffled into the 4th Overland, the all-terrain specialists. While it's not impossible the two of you will work together again during the many joint operations 1st and 4th lend to, it is by no means going to be common.
  7. You're not sure how you feel about that.
  8.  
  9. STARTING EQUIPMENT:
  10. ASCENT LANCE: Lo-phase beam lance, effectively an upsized saber. From Anodos, the Greek word for “ascend.”
  11. ANODE CYCLERS: Dual chargeless rapid-fire busters.
  12. CONDUIT CAPACITOR: Your special ability. A bank of high-capacity reservoirs to absorb electrical energy and/or redirect it through either your hands or your lance, both close and at range.
  13.  
  14. ----
  15.  
  16. MAIN CAST (in order of appearance):
  17.  
  18. SEASON ONE:
  19. ANODE: You.
  20. HAMMER FROG: Your (former) unit commander, recently resigned from the stress of a job that he always performed admirably but never wanted. Carries a sledge, spits a wrecking ball.
  21. EMERALD: Quartermaster, saber enthusiast, best friend. Worked himself up to A-rank from C. A crate of dynamite stuffed in a shiny green purse. Part of a sibling trio which recently lost one.
  22. CATHODE: Your sister, gun enthusiast. Tornado when solo, hurricane when paired with you. Dating a bat.
  23. SEVEN: Passive-aggressive jerk and Maverick spy, now outed and at large. Tried to kill you by bad intel many times.
  24. INDIA: Double-Ace pilot extraordinaire, grounded by bureaucracy. Second-best friend. Vehicle maven; will kill you one day if you keep wrecking her ride chasers. Resting state: bitter.
  25. SCHWARZHUND: The Black Dog. Ancient quiet badass night-fighter and everyone’s mentor, particularly yours and Emerald’s. Confirmed Maverick, to everyone’s loss.
  26. THE PHILOSOPHERS: Brama, Bisanu, and Shiva. G-class Maverick commanders, former projects of the esteemed Dr. Doppler. Do not engage.
  27.  
  28. SEASON TWO:
  29. HALCYON: Current General of the Maverick Hunters. Old boy from an old boys’ club. Possesses an eminently punchable face.
  30. FIRESTORM GOPHER: Hammer Frog’s replacement. Previous commander of the 4th in Japan. No-nonsense hardass who values you for getting jobs done.
  31. LOS MORTALES: “The Deadly Ones,” eight of the most veteran Maverick Hunters. Ruthlessly lethal, they exist not to save human lives but to kill Mavericks. Halcyon has brought them out of hiding and given them free reign.
  32.  
  33. SUPPORTING CAST (in order of appearance):
  34.  
  35. SEASON ONE:
  36. WELLINGTON: Navigator. Good-natured bantering Brit.
  37. MAX: Barkeep of the on-base officers’ club. Old Axe-Max model. Will kill you if you damage his authentic oak bar.
  38. DASH DODO: Speedy amiable hard-working B-rank superior officer. Former postal mascot. Saved many as his last act.
  39. TANKER TIGERSHARK: S-rank extreme-prejudice (former) teammate. Recently turned Maverick, to nobody’s surprise and everybody’s loss.
  40. CRANKSHAFT: Old-model Gomeister. Vehicle guru. Tenacious bastard. Adopted a human daughter.
  41. CHERNYEE GRACH: Ex-Russian wetwork soldier, current Hunter asset, superficially human. Always up for teaching you how to fight dirty or discussing the morality of your work.
  42. RHODES: (Former) General of the Maverick Hunters. Large. Recently stepped down.
  43. URALMASH URSA: Laconic S-rank Russian bear. Heavy weapons guy. Passing acquaintance brought fully into your unit in Season 2.
  44. THE BRAVELY BROKEN: Susan, Flak, Marx, and Derby: your personal mission-assisting fireteam of four up-armored Steel Berets. Still gaining XP from working with you.
  45. FLARES FIREFLY: Cheerful artillery spotter/support. Full of fireworks. Passing acquaintance brought fully into your unit in Season 2.
  46. WARHEAD WISENT: Professional mobile missile battery and Firefly’s artillery partner. Left an impression, but left your story early, captured alive by Maverick forces.
  47.  
  48. SEASON TWO:
  49. RHO: The female-voiced “replibrain” main computer system of Maverick Hunter Headquarters. Perpetually calm.
  50. SPIDER: Laid-back bounty hunter brought on to supplement Hunter forces. Throws cards.
  51. SOUL FOXFIRE: Expert mercenary hacker, current Hunter asset. Was granted leniency in exchange for fixing a powerful program that she stole and ruined. Insufferable nerd. Not your waifu.
  52. FLASH REZADOR: Blademaster praying mantis of Los Mortales, assigned to your unit. Deadly. Emerald’s rival and hate-mentor in beam saber technique.
  53. TEMPLAR MADILLO: Glyptodont knight with an iambic speech pattern and a top-secret healing ability under his hull. One of Halcyon’s regulation-skirting pet projects. Once saved your life.
  54.  
  55. ----
  56.  
  57. SEASON ONE:
  58.  
  59. MISSION 1: MAVERICK HUNTER QUEST
  60. CHAFF WEASEL: On your very first mission, you hunted a counterintelligence specialist who took over a power plant. He broke your eyes on the first attack. Stone blind, you beat him anyway with a clean lancing. His DNA data was temporarily withheld from you for reasons made clear later.
  61.  
  62. YOU GET:
  63. KINETIC COIL: Passive modification. Charges your capacitors by kinetic impact.
  64.  
  65. MISSION 2: HAVE GUNS, WILL TRAVEL
  66. GUNS WALLABY: An ex-Hunter gunmaster holed up in the Enigma cannon facility with a force of rank-and-file defectors, demonstrating tactics and marksmanship above his posted threat rank. After a mismatched duel, you tapped into an exposed piece of Enigma, funneled the cannon’s power through your capacitors and atomized him.
  67. INTERMISSION 1: SEVEN: Your local jerk was responsible for dressing you like a statue of Justice when you were still blind. You defeated his dignity by sending him sliding around Maverick Hunter Headquarters with an assault of industrial lubricant. India recorded the incident, put it through a sepia filter, set it to ragtime music and ran it on a loop throughout HQ.
  68. INTERMISSION 2: MEGA MAN X: A battle sim. You lost.
  69. SIDE-STORY 1: THE BATTLE OF VIENNA: Multiple Hunter units (and major elements of the 4th, though not you) engaged the Maverick air fortress “Skyjammer” over Vienna, which was commanded by the G-class threat Brama, one of the three Philosophers. India sortied with an antique F-14 Tomcat and occupied the entire enemy air fleet, single-handedly demonstrating the merit of continuing manned aircraft.
  70. INTERMISSION 3: THE POND: Somebody poked fun at Emerald and he responded in expected fashion. You had his back in the ensuing barroom brawl. Schwarzhund had both of yours.
  71.  
  72. YOU GET:
  73. BLACKOUT ROCKET: Delayed data from Chaff Weasel. High-yield rocket that explodes into a cloud of conductive sensor-ruining razor flak.
  74. PHASE LANCE: Derived from all that remained of Guns Wallaby. The (fuchsia, not pink) blade of your beam lance leaves a trail that nullifies incoming plasma shots.
  75. RAIKOUSEN: Dash augmentation powered by capacitor charge.
  76. ARREST BUSTER: Your buster arm can couch your beam lance for much greater thrust stability.
  77. MORALE: Something to take your friend’s mind off Vienna.
  78.  
  79. MISSION 3: TO CATCH A PREDATOR
  80. SPIN JAGWIRE: A bloodthirsty psychopath with a huge kill count of humans and reploids hid in a former-industrial slum. He rigged his victims’ living bodies to power his base and self-healing machine, but not before mangling them into heavy bleeding for the sake of “art.” You denied him the death he requested among his art by impaling him against a wall.
  81. INTERMISSION 4: MOVIE NIGHT 1: A stress-relief shopping and museum trip with your sister led to introducing Casablanca to several of your unitmates and taking up a job specialization.
  82.  
  83. YOU GET:
  84. TENSION COIL: Spin Jagwire’s versatile high-tension razor wire.
  85. MISERICORDE: Hi-beam sidearm saber modified from one picked up mid-mission.
  86. JOB SPECIALIZATION: Drills Instructor for the 4th’s infantry.
  87. TRAUMA: What the hell, Jagwire.
  88. MORALE: Team-building by way of classic cinema.
  89. LIEUTENANT FULLMETOOL: An inanimate plush guardian of justice and occupier of your shelf.
  90.  
  91. MISSION 4: THE OLD DOG'S TRICKS
  92. LOCKON BLOODHOUND: An expert tracker and profiler with an elaborate weapon guidance system hid in a decommissioned missile base which turned out to be very active. India assisted you in hitting the facility and, to her surprise and yours, preventing a nuclear launch. You yourself retired Bloodhound with Blackout Rockets and a Raikousen-assisted impalement.
  93. SIDE MISSION 1: BELLWEATHER PLAZA: Maverick forces led by the Philosopher Bisanu occupied the network building that first released news of the Maverick Virus confirmation -- the confirmation case being one Chaff Weasel. You, being a propaganda celebrity for retiring Weasel, assisted X and Schwarzhund in freeing hostages.
  94. SIDE MISSION 2: SAUL STE. MARIE: You tracked one Chernyee Grach, arms dealer and former Russian black-ops agent who looks very much like a human, only to learn he was set up. You protected him from a high-powered Russian death squad and took him into protective custody, but you had to kill some of your human attackers to do it.
  95. INTERMISSION 5: MOVIE NIGHT 2: ELECTRIC BOOGALOO: A sleepover commenced after a much-needed hammering at the bar. You, Emerald, and a new friend Uralmash Ursa brought your siblings. Seven drunk reploids watched Mad Max and had a wonderfully stupid time.
  96.  
  97. YOU GET:
  98. LOCKON HUNTER: Variable-intensity overpenetrating laser derived from Lockon Bloodhound.
  99. EXPANDED VWES: 4-slot Variable Weapon Emulation System.
  100. BUSTER CHARGE: Charge added to busters. A charge releases a burst of shots, not a single blast.
  101. ENHANCED EAS: Near-continuous dash.
  102. A PROMISE MADE: You vandalized Diamond’s drunk-sleeping face with a marker. All that he and Sapphire demanded in apology was that you keep Emerald safe.
  103.  
  104. MISSION 5: CONVOY BEBOP
  105. TUMULT TERRAPIN: An armored turtle made of fists and weapons led a massive truck convoy which you and Emerald boarded (as Crankshaft assisted from the air). Terrapin summarily discarded Emerald and pummeled you half to death. Em turned the tide by crashing a ride chaser into the main vehicle’s cabin. In the finale in the ensuing wreckage, Terrapin took multiple direct Lockon Hunter hits and deep saber stabs to the head before finally expiring.
  106. INTERMISSION 6: CONSEQUENCES: Having trashed multiple ride chasers, you and Emerald avoided India’s wrath by visiting your “family” in Philadelphia. Your moms and dads repaired and upgraded both of you while you watched The Seven Samurai with him. India awaited you at headquarters, but worked out her aggression without murdering you.
  107. INTERMISSION 7: EDUCATION: Schwarzhund taught you about threat classes and dirty fighting. You, him, Em, Grach, and India bonded over sparring and a new toy. Your subordinates learned you recently killed humans.
  108. SIDE-STORY 2: 1ST ADVANCE: Cathode observed a ping-pong match between 1st Unit heavies and then extracted a teammate from the closet where her prankster boyfriend stuck him.
  109. SIDE-STORY 3: GRACH: Some time in the past, Grach busted up an armed street rabble.
  110.  
  111. YOU GET:
  112. TUMULT SHELL: Just one of Tumult Terrapin’s numerous weapons, a projectile haptic energy shield less useful for offense than for deflecting attacks.
  113. WIRE SPOOL: Tension Coil passive upgrade from your parents. Allows partial reclamation and limited mobility.
  114. CODE NAME: Terrapin divulged that the Mavericks call you “Double-A.” (They call Emerald “Little Man.”)
  115. FAMILY PHOTO: The majority of your moms and dads, and you, and Emerald.
  116. CROSSMORE: A “Variable Weapons Platform” ride armor confiscated from Terrapin’s convoy.
  117. REPUTATION: HK, or “human killer.” Not a good mark among the rank and file.
  118.  
  119. MISSION 6: ON A SNOWY EVENING
  120. WINTER WOLFSPIDER: You sought an infiltration specialist in a dense Alaskan forest, with no requisitions available to you but rabbit mechaniloids. A harrowing approach cornered Wolfspider in a derelict mine. He bite-injected your armor with liquid nitrogen and promised to “wear you,” but he deliberately tore himself apart on the T. Coils you used to snare him. His death triggered an avalanche.
  121. SIDE-STORY 4: LIEUTENANT FULLMETOOL’S BEST DAY EVER: A down-time adventure around headquarters from the POV of your plush comrade.
  122. SIDE-STORY 5: REPRIMAND: India explained herself to her old CO regarding space station vandalism.
  123. INTERMISSION 8: SUSPICION: Your live capture attempt of a Maverick with a deadman’s switch earned you official scrutiny. You started to think your bad luck wasn’t your fault. Schwarz pondered how everyone would die, but promised to look into your concerns, and then left on a secret mission.
  124. INTERMISSION 9: MOVIE NIGHT 3: ASK ME ANYTHING: The gang watched movies in your quarters, but you couldn’t get into it with betrayal weighing on your mind. You and Em ducked out to get your upgrades; you and Grach talked over coffee. Grach’s handler set up a forum account for you to discuss your “HK” tag with your soldiers. On Frog’s orders, you spoke with a psychiatrist.
  125. INTERMISSION 10: CAREFUL OUT THERE: You attended a briefing in which Frog made clear that the Mavericks were getting organized in a big way. Your forum appearance earned you two new subordinates. You and Dodo then took the Crossmore for a patrol in Vienna, which was still recovering from the Skyjammer.
  126.  
  127. YOU GET:
  128. FLASH FREEZE MISERICORDE: Wolfspider’s DNA wasn’t very compatible with yours, but your misericorde gained a primary envelope of contained liquid nitrogen for severe thermal shock with the hi-beam.
  129. FLAK AND SUSAN: Two Steel Beret infantry men who requested attachment to your command. Flak was enthused about the prospect. Susan -- don’t ask about the name -- wasn’t.
  130. PARANOIA: You’ve almost died an awful lot lately. Once is accident, twice is coincidence, three times is enemy action. Wolfspider makes four.
  131.  
  132. MISSION 7: WHERE EAGLES DARE
  133. SOLSTRIKE SAETOS: You led elements from nine units to attack the Himalayas fortress of a Maverick regional commander. You split your forces to clear a tunnel being dug toward base camp while you and your portion cleared the fort. Saetos then appeared, single-handedly destroyed your camp and most of your allies with miniature suns and UV lasers, and killed you with a mesosphere piledriver.
  134. You got better, thanks to Schwarzhund pulling rank for an emergency beamout. Barely half an hour postmortem, you and those who remained finished off the enemy soldiers -- at which point Saetos called you out for a duel. You obliged the S-class at your base camp, and when he took to the air, your allies grounded him and blew out the completed tunnel.
  135. Your duel concluded in a hole flooded with UV spotlights. Even with his lasers visible and his mobility reduced, Saetos was a terror. You successfully rent his armor and dumped your capacitor charge into his chest, but even that wasn’t enough. Saetos knocked you out, and in defiance of incoming reinforcements, self-destructed.
  136. INTERMISSION 11: ARE YOU THE BRAIN SPECIALIST: You awoke with two replacement limbs and a beeping in your head. The beeps turned out to be a signal: Saetos headbutted a perfect single-use copy of his DNA data into you. You were briefly suspended and disarmed after getting it removed, during which time you and your best friends got roaring drunk and watched Pacific Rim.
  137. INTERMISSION 12: THE BRAVELY BROKEN: You thanked your subordinates and established a squad to take with you on missions. You went home and your many parents apologized for not doing more, as parents do, while upgrading you. You then tested your new toys with your friends.
  138. SIDE-STORY 6: NON-CANON CHRISTMAS 1: Schwarzhund bought presents for some people, sparred with others, and drank with others still.
  139.  
  140. YOU GET:
  141. MORTALITY: You gained, and spent, an extra life. Don’t expect it to happen again.
  142. BEAM FLAMBARD: Emerald gave you his giant fiery two-handed hi-beam. He also loaned you his sword.
  143. THE BRAVELY BROKEN: Susan, Flak, Marx, and Y (née Derby): your personal fireteam of four up-armored Steel Berets.
  144. KINETIC COIL MK.2: Your parents made your K.Coils more compact and efficient.
  145. PHASESHIFT SHIELDING: Reactive energy shielding, at a cost of reduced capacitor charge rate.
  146. FAST ZIPLINE: Passive Tension Coil upgrade. Full Batman.
  147. BUSTER TUNING: 3-level charge with 2-burst fire rate.
  148. E-BATTERY: Single-use instant 25% capacitor charge.
  149.  
  150. MISSION 8: BLOOD IN THE WATER
  151. SPLASHDOWN SKIPJACK: A B-class tuna had been launching torpedoes at shipyards and civilian liners. The 6th Unit and your hardcore unit-mate Tanker Tigershark aided your approach. After destroying torpedoes at extreme range and navigating a minefield, you cornered and quickly bested Skipjack. Skipjack emphatically surrendered, but Tanker gruesomely tore him apart over your protests.
  152.  
  153. YOU GET:
  154. HIGHBALL SKIPPER: Very fast bouncing grenades. Can skip over water or, underwater, serve as depth charges.
  155. INTERNET FAMOUS: A video of your Lockon Hunter skills went viral (in the good way).
  156.  
  157. MISSION 9: UNLIMITED
  158. SHIVA: Zero himself called for a multi-unit op on a production facility base operated by the Philosophers. After a dynamic entry, you and Emerald encountered the Philosopher Shiva and managed to escape, leaving him to Zero. While Zero fought him to a draw, you retired a reanimated Chaff Weasel and soon learned there were other revived Mavericks around.
  159. ROUTE SPLIT: Flares Firefly took down enemy aircraft and pummeled a bird into scrap. Emerald borrowed Anode’s lance, took down an ex-17th melee specialist and rescued several captives before disappearing deeper into the base. Warhead Wisent strolled through foes and lava until Tumult Terrapin II hit him with everything. Wisent withstood him, retired him, and knocked a door down.
  160. SIDE-STORY 7: NON-CANON CHRISTMAS 2: Maverick Hunter Commander General Rhodes did paperwork about some trouble-making Hunters. (Anode and Emerald were written up for an incident involving a Nativity scene and an exploded Baby Jesus.)
  161. SIDE-STORY 8: NON-CANON CHRISTMAS 3: Susan and Flak got a gift for a promoted comrade. Titanic hellhound Aegis Garm and tiny frog Morpheus "Madhouse" Crucifer managed to calm Tanker Tigershark after he had some eggnog.
  162. HAPPY BIRTHDAY: You, Anode once again, re-retired Winter Wolfspider and linked up with your sister. You learned of the base’s true threat, the replibrain Limited, and were sent to destroy its power core. You and Cathode did what you were made for and took down its guard, a G-class sniper (later retconned to a strong S). You unloaded your charge and destroyed the core -- at which point Dr. Doppler himself ripped your Conduit Capacitor from your living chest.
  163.  
  164. YOU GET:
  165. HARDSHIP: There will be a great deal of it on the road ahead.
  166.  
  167. ----
  168.  
  169. SEASON TWO:
  170.  
  171. INTERMISSION 13: HISTORICAL FLASHBACKS: The first Maverick. The resignation and repurposing of Los Mortales. Emerald’s first test. Schwarzhund’s motivation and purpose. Aegis Garm’s sacrifice. Crankshaft’s confiscated toy. 2nd Recon’s personnel choices. Overclock Conda’s recovery. Sigma’s hopes for the future.
  172.  
  173. MISSION 10: DOPPLER EFFECT
  174. MAVERICK HUNTER HEADQUARTERS: Cathode’s CO pulled her and you out of Doppler’s clutches just as Doppler’s forces attacked HQ. Decisions made in the Intermission 15 flashbacks echoed in the present; all told, it could have gone much worse. Tanker went Maverick and Dodo made a heroic distraction run against him, saving many. Seven, a Maverick spy the whole time, blew India in half and destroyed the Crossmore.
  175. You, Anode, picked up the pieces and regrouped with Emerald, Grach, and India. You broke off to find Frog in the main HQ tower, where you saved Wellington from traitors and saved X himself from Mac. You soon retired Mac and got in contact with Frog just as the attack wound down. Frog succumbed to stress and sadness and told you he would resign.
  176. INTERMISSION 14: AFTERMATH: An after-action report confirmed that the attack reduced your unit to one-third strength. You caught up with your friends and learned that India spent her remaining Hero-of-Vienna money on buying your new capacitor. A bounty hunter named Spider entered the stage.
  177. INTERMISSION 15: THE MEMORIAL: Rhodes hosted an official memorial for the fallen, unit by unit, before resigning his post to a white knight snob. Frog introduced you to your new unit boss and distributed medals. You attended a private service for Diamond with Emerald and Sapphire and returned to action alongside new unitmates Flares Firefly and Uralmash Ursa.
  178.  
  179. YOU GET:
  180. CONDUIT CAPACITOR MK.2: A replacement Conduit Capacitor with refined throttle control.
  181. SAETOS JUMPJET: Two years and twenty-two threads later, Saetos’s high-quality DNA went into a weaponized mobility backpack. A tertiary dash on the ground or double-jump in the air can wreathe you in flame for a destructive tackle, but with a 30-second cooldown.
  182.  
  183. MISSION 11: VIXEN VEXATION
  184. SOUL FOXFIRE: A mercenary hacker with DNA projection tricks took over a Cyberspace research station and tried to hack Rho. You pursued her through a funhouse of traps, harassment, and variously-complete sims of three of your retired Mavericks -- as well as Emerald. You swallowed your rage and bested her, accepting her surrender.
  185. You learned that Foxfire stole “Project Yeouiju,” a personal-WEAPON-ability evolver, and broke it in such a way that only she could repair it. Until she fixes it, she will remain in Hunter custody, an unconventional ally.
  186. INTERMISSION 16: THE DEADLY ONE: You briefly met Flash Rezador, one of Los Mortales, and Max gave you the broad strokes of their backstory. The Pond was renamed in Dodo’s honor. Emerald drilled you and your fireteam on not getting hit. Grach aided in rebuilding the 10th Unit. The war continued, and would develop according to your decisions.
  187.  
  188. YOU GET:
  189. OPAL: Optical Precision Algorithmic Lockon, a passive upgrade. Delivers enhanced data and tracking to ID possible traps and deceptive sensor info.
  190. E-BATTERY: Single-use instant 25% capacitor charge. Replaced the one you previously spent.
  191.  
  192. MISSION 12: WRENT ASUNDER
  193. HURRICANE WREN: You hunted a melee force of nature, a relapsed viral Maverick tearing a swath through France. After great hardship on the approach, you held her with Tension Coils for twelve seconds before she broke your arm. Stillwater Phasian of the 7th risked her life to give you a clear shot, but it wasn't enough; Wren closed to kill you, but you fought her to a retreat in an extreme slow-motion moment of clarity.
  194. Your subsequent difficult decisions exchanged lives and equipment for damage against Wren, but successfully led to her being grounded, whereupon you finished the job. She returned to sanity in her last moments and requested execution. You obliged, as kindly as you could.
  195. INTERMISSION 17: HAMMER'S TIME: Foxfire annoyed you until you took her to the Dodo. Emerald and India vented about their respective Very Bad Days. You left Foxfire in India's care and trained with your squad until it was time for Frog's farewell party. Rafts of political luminaries attended to wish him well; for your part, you sang on stage as an opener for Em's solo act. Frog confided to you that he always thought you were one of the good ones.
  196.  
  197. YOU GET:
  198. HURRICANE BOMB: Alias "Wrenade," Hurricane Wren's DNA data meshed with Splashdown Skipjack's stock weapon. Launches a fast grenade that unleashes a whirling ceratanium storm as it spins through the air, creating a sharp "wind shuriken" effect with a final explosion on impact. Instantly one of your highest-damage weapons.
  199. PROSSER P68A COMPRESSOR: Passive buster upgrade. Amplifies each shot's shear against energy shielding.
  200. E-BATTERY: Single-use instant 25% capacitor charge. Replaced the one you previously spent.
  201. FRENCH GRATITUDE: Your assistance in ending the living disaster won't be forgotten.
  202. SQUAD GETS:
  203. BLACKOUT BAZOOKA: Equipped by Flak. A Slaved Data Weapon equipped with your Blackout Rocket data.
  204. LOCKON RIFLE: Equipped by Susan. A Slaved Data Weapon equipped with your Lockon Hunter data.
  205. PERSONAL SHIELD x2: Equipped by Marx and Derby. Solid hand-held shields.
  206. MODULAR ARMOR KIT x4: Equipped by all members. Ablative body armor.
  207.  
  208. MISSION 13: TUNNEL VISION
  209. DISRUPTOR SABOMOLE: You took your squad into the fortified tunnels of a major harassment to the German army, a former civilian excavator. He himself seemed to lure you, but you forged your own path through a grinder mini-boss and discovered surprising intel: Sabomole was being coerced. The Mavericks were holding his human crew "hostage."
  210. You came upon his handler, Ink Stylist, in an old energen survey site. Stylist's optical camo made engagement difficult, especially once he ordered Sabomole to fight you. Two Mavericks at once might have doomed your squad, but you convinced your supposed target to switch sides. Stylist fled, and with the site beginning to collapse, Sabomole dug you to safety and surrendered to Hunter custody.
  211. INTERMISSION 18: MAVERICK HUNTER SIDEQUEST: After a debriefing with Gopher and an intelligence agent named Dossier, you met up with Susan at the bar and encountered Dash Dodo's elderly designer. The cryptic messages you had received between missions began to make sense. Afterward you met Templar Madillo, an iambic-pentameter-speaking glyptodont recently assigned to the 4th from Halcyon's Weissritter, and showed him around the base. Your tour led to Conda's old room, where an overlooked message suggested a location worth investigating later.
  212. INTERMISSION 19: PREP TIME: You learned that Gopher went to bat for you at the United Nations, which was upset at the cost of taking down Wren. You then settled into planning for your next mission, and learned of the stakes from your target's quarantined sister.
  213.  
  214. YOU GET:
  215. MASS SHRIVER: Utilizing adapted coilgun technology and research from Sabomole's arms, you can channel bursts of electrical energy into your arm muscles for a brief, intense burst of physical strength, with commensurate increase in melee damage or lifting ability.
  216. *[DELAYED PURCHASE ORDER]* SAETOS JUMPJET "BLUESHIFT": Turns the fiery exhaust and aura of your tertiary dash into an ionized wreath of plasma. Higher speed, higher force on impact, higher damage. Will be available after the next mission.
  217. SAETOS JUMPJET OPTIMIZATION: Small increase in distance traveled, and unlocks future upgrades.
  218. E-BATTERY: Single-use instant 25% capacitor charge. Replaced the one you previously spent.
  219. GERMAN GRATITUDE: Beer not included.
  220. NOTORIETY: Sabomole claims that the Mavericks now call you "Livewire," an upgrade from "Double-A."
  221. SQUAD GETS:
  222. EMERGENCY ACCELERATION SYSTEM (EAS): A dash system for Marx, ideally the first of four for the whole squad.
  223.  
  224. MISSION 14: IVORY TOWER
  225. BARRAGE MORTARPHANT: A bomb-raining elephant commanded an Algerian mesa and three satellite bases which you, with Hunter assets including Disruptor Sabomole, aimed to clear. Halfway through, you encountered Collide, a devastating melee beetle who had you totally outclassed. You called for a heavy plasma strike, but Collide endured it, leaving you to hide in the traumatized Sabomole’s incomplete tunnel while Mortarphant bombarded your position. For three hours.
  226. After the rain cleared, Templar Madillo arrived to restore your health with his top-secret healing ability. Topped off, you forged ahead, and found that Mortarphant was much less of a terror in close range. You hammered her shields until they gave, then freeze-carved her armor and dash-burned straight through her. Her parting shot destroyed the mesa, but you escaped intact.
  227. INTERMISSION 20: EMERALD SPAR: While talking with Emerald, you at last expressed your concern about his suicidal workaholism. He thanked you for not writing off his skills, then invited you to fight him in sim space – where it became clear that he was training you to kill him if he ever went Maverick. You agreed to do it, on condition that he finally upgrade himself; he agreed that he would, but only on the day that you can beat him consistently.
  228.  
  229. YOU GET:
  230. SHELL DRIVER: Mortarphant’s favorite toy, a high-powered explosive shell that can be charged for extreme range. When a shell is socketed in your buster, it can also serve as an explosive punch with extreme recoil on both you and your target; when paired with the Mass Shriver in such a maneuver, your target absorbs all the recoil.
  231. SAETOS INLINE AIR INTAKES: Modifications to Anode’s chassis will allow two front-mount vents and the beginning of an airflow system, improving the cycle time between jump-jet uses and cooldown.
  232. MISERICORDE INLINED COMPONENTS: Redesigns your flash-freeze knife as a more effective melee weapon without compromising the effectiveness of the AP properties when the reservoir is available.
  233. TUMULT SHELL “SNAPPER”: Improves the density (and thus endurance) of Tumult Shell, and causes it to shatter when expired, releasing explosive compressed energy from impacts taken in transit.
  234. HUMILITY: Collide demonstrated in no uncertain terms that you have a long way to go yet as a Hunter.
  235. SKILL: Emerald hammered some good fighting lessons into you. Stay alive long enough to use them.
  236.  
  237. MISSION 15: NOT CONSTANTINOPLE
  238. THERE MIGHT BE GIANTS: You stole a too-brief chat with Cathode from the relentless timetable of war before attending a strategy meeting. No sooner did you escape to the bar than the alarms sounded: the Mavericks were on their way to Istanbul, a city wracked by anti-reploid election riots. You tore through multiple giant CF-0 mechaniloids while Emerald and other allies worked their way through the city.
  239. WHO CAN SAY: After encountering Seven and felling an ice-quake brawler, you met up with Emerald in City Hall to extract the Turkish President-Elect Kangawa. Up in the anti-reploid politician’s office, he attempted to kill you with a room full of cameras watching. As you maneuvered to safety, you witnessed Schwarzhund emerging from the darkness and killing Kangawa before the eyes of the world. Emerald went ballistic and you tried to assist, but Schwarz summarily discarded you, staked Emerald to the ground and walked away, his mission complete.
  240. INTERMISSION 21: WORLD RECORD?: A streamer went for a speedrun of Maverick Hunter Quest Season One. It took longer than anticipated, but much ridiculous fun was had.
  241.  
  242. YOU GET:
  243. PERSPECTIVE: You may have prevailed as well as possible, but Istanbul drove the point home: the Mavericks are taking on the world and winning. And now Schwarzhund is on their side.
  244. CANDEMIR CATALOG: A grateful Turkish arms manufacturer gave you a whopping 100,000 zenny and free reign to buy from their inventory at cost. You spent the gift on:
  245. • BILGELIK 919 “KUŞATMA” TRACKER: Reads buster shot impacts to detect shield frequencies, weaknesses, and resonance; calculates with repeat fire to output optimized charged shots for bigger damage.
  246. • EJDERHA ZA6 “PULLU” SHIELD SUPPLEMENT: Two cells of a shield boost which fully ablates minor hits and partially ablates larger hits. Either cell can be burnt out by serious hits and major damage. Upgrading this component requires replacing it, but the existing system could be reapplied to a Bravely Broken squadmate.
  247. • CANDEMIR ROBERTSON ANTI-LASER FRIT: An industrial product, this patterned coating diffuses lasers, reducing their damage. Wears down with impacts and won’t last forever, but a worthwhile defense and economical way to approach laser weapons. Does leave vulnerable areas that can’t be fritted.
  248. • RÜZGAR U6 AILIERON: Improves turning and control with jetpack-based flight.
  249. • BIRDAL I05 “KÖPEKBALIĞI” TARGETING POINTER: Compensates for water when targeting aim, both within and above the waves.
  250. • EJDERHA A9 “PENÇE” THROWING KNIVES: Two simple spheres which, upon interacting with a shield frequency, project a hi-beam through its own surface to stab perpendicular to the discharge. Single-use, but a terrible surprise for the unaware.
  251. • EJDERHA A17 “YILDIZ” ANTI-ROBOT FLARE: This throwable single-use flare emits pattern of high- and low-frequency light that interferes with optics but does not harm humans at low exposures. Can hover during activation.
  252.  
  253. [SEE YOU NEXT MISSION . . . ]
  254.  
  255. ----
  256.  
  257. REMAINING ASSIGNED ROSTER:
  258.  
  259. STELLAR ATLANTICA (Class unknown; unassessed)
  260. A former singer, Stellar Atlantica has begun attacking concert halls and theaters she once played at, killing several hundred civilians. During her latest attack, she struck an optical laser technologies forum at one of these former venues, and kidnapped a renowned expert in the field on one of his rare public appearances. She has since retreated to an undersea concert hall off the shore of Malta, one her builders had specially ordered for her shows. The entire complex is built around her and her ability to integrate into its fiber optic displays. Attempts for further intel on her design or capabilities have been rejected by her builders at LDM Productions, citing "proprietary information."
  261. Atlantica's behavior since going maverick has been consistent in its violence. Her purpose in taking a captive alive is unknown, but his insight into optical laser weaponry could be a very useful asset -- or a very dangerous one, in the wrong hands.
  262. While you were busy with Soul Foxfire, the Maverick navy increased, making an approach to her concert hall more dangerous.
  263. While you were busy with Barrage Mortarphant, the Maverick navy increased again. Additionally, unknown materials were shipped from the concert hall to Glacier Gibbon’s outpost.
  264. While you were busy in Istanbul, many of Atlantica’s fans held a vigil for who she was.
  265. KNOWN WEAPONRY: N/A. Atlantica was a performer who used fiber-optics and cyberspace integrated interface.
  266. AVAILABLE SUPPORT: Currently unavailable -- 6th Marine is engaged with Broadside Yamatoad within the theater of operations.
  267.  
  268. GLACIER GIBBON (A-class)
  269. The 4th Overland satellite outpost in Greenland has been radio silent for days now. Investigating was a low priority until the base began broadcasting signals on a known Maverick frequency. Glacier Gibbon is now assumed hostile. Retaking this base has lower strategic priority, but search and seizure will leave one less vulnerability -- and they may have been conducting operations here for weeks or even months.
  270. Gibbon is a stealth and polar environment expert, preferring to attack with hit-and-run and misdirection. He is a dominant attacker at range, and is possessed of a great many ways to ensure he stays at his ideal distances.
  271. While you were busy with Barrage Mortarphant, Norway lost contact with an Arctic patrol. Additionally, unknown materials were shipped from Stellar Atlantica’s concert hall to Gibbon’s outpost.
  272. While you were busy in Istanbul, a laser pulse near the Arctic Circle knocked out a major satellite, causing a severe communications disruption in the Pacific Northwest.
  273. KNOWN WEAPONRY: Snow Blind, Glace Laser. Glacier Gibbon is capable of variable-setting cryomer compound bursts, and possesses a powerful ultraviolet laser weapon tuned for use at extreme range, nearly invisible in his preferred environs.
  274. AVAILABLE SUPPORT: 12th Polar
  275.  
  276. GRAVEREND MOLOCH (A-class)
  277. A new maverick, seemingly purpose-built, has begun a campaign of terror along the United States west coast.
  278. Moloch is a relative unknown, only becoming active approximately one month ago, and only beginning his attacks in earnest in time with the raid on MHHQ. Survivor accounts have described him as brutal and erratic, seeking carnage and destruction for its own sake. He has evaded capture in the wake of repeated activity.
  279. While you were busy with Soul Foxfire, he collapsed an entire apartment building (housing a prominent scientist and his family) and disappeared from radar.
  280. While you were busy with Hurricane Wren, the Hunters struggled to aid in the civilian evacuation of his known locations.
  281. While you were busy with Disruptor Sabomole, six Hunters went MIA in his area of operation.
  282. While you were busy with Barrage Mortarphant, it was learned that Moloch’s Hunter-hunting operations supported a massive Maverick investment in the Pacific Northwest.
  283. While you were busy in Istanbul, a laser pulse near the Arctic Circle knocked out a major satellite, causing a severe communications disruption in the Pacific Northwest. Additionally, Maverick gangs have increased their operations across the American West Coast under Moloch’s lead.
  284. KNOWN WEAPONRY: Earthrend Spike. Designed to shift earth and rock, this weapon is capable of both punching through heavy armor and causing grievous injury to the systems beneath.
  285. AVAILABLE SUPPORT: 1st Advance, 3rd Deploy
  286.  
  287. BROADSIDE YAMATOAD (S-class)
  288. Little is known about the English military-built Broadside Yamatoad, who went Maverick immediately after being armed as a naval officer. He is rated with S-graded weaponry and this assessment matches what combat data we have.
  289. Maverick forces have seized a Libyan shipyard and begun production on a naval armada at an astounding rate. Local forces sent against him reported heavy artillery support from over-the-horizon guns, backed by a heavy mechaniloid force that has thus far repelled all attempts to retake the shipyard. This location is of high strategic importance, as denying the facilities to the enemy also allows us to produce more ships within the area of operation for several maverick threats. Capturing the shipyard without damage to the automated production facilities is a priority objective.
  290. While you were busy with Soul Foxfire, the Maverick navy increased.
  291. With the defeat of Barrage Mortarphant, Yamatoad has lost his artillery support, thereby opening the Libyan combat theater to ground forces.
  292. While you were busy with Barrage Mortarphant, the Maverick navy increased and began shelling Sicily.
  293. KNOWN WEAPONRY: N/A
  294. AVAILABLE SUPPORT: 6th Marine (advisory), 8th Armored
  295.  
  296. ----
  297.  
  298. AT LARGE:
  299. - SCHWARZHUND (S-class): The Black Dog. Last seen in Istanbul, having murdered the Turkish President-Elect before the eyes of the world.
  300. - TANKER TIGERSHARK (S-class): Last seen in Istanbul in the company of, and taking orders from, Broadside Yamatoad.
  301. - SHIVA (G-class): Actively tracked by MHHQ; whereabouts vary.
  302. - Two new G-class Mavericks operating under Doppler; intel unavailable.
  303. - SEVEN (A-class): Last seen in Istanbul leading a terror attack with a few subordinates.
  304. - EVICTION (class unknown): Short reploid with an odd spatial displacement ability, apparently capable of teleporting foes over short distances. Takes orders from Seven.
  305. - INK STYLIST (class unknown, presumed A or greater): Cuttlefish Maverick with multiple abilities and a lance shaped like a fountain pen; existence made known in the Disruptor Sabomole mission. Declared himself "PHANTOM Number Three," suggesting at least two others of comparable threat.
  306. - COLLIDE (class unknown, presumed S): Heavily armored beetle Maverick with devastating melee strength who shrugged off, among other things, heavy plasma artillery. Existence made known in the Barrage Mortarphant mission; presumed PHANTOM due to cloaking ability.
  307.  
  308. ----
  309.  
  310. //signal trace fail
  311.  
  312. Someone is sending cryptic warnings between missions . . .
  313.  
  314. MISSION 9: UNLIMITED
  315. I1020//signal trace fail
  316. THERE WILL BE A GREAT DEAL OF HARDSHIP ON THE ROAD AHEAD.
  317. WATCH FOR MY WARNING. MORE LIVES THAN YOUR OWN ARE AT STAKE. THEY WILL NOT ALL SURVIVE WITHOUT YOU.
  318. •N•L•T•
  319.  
  320. MISSION 10: DOPPLER EFFECT
  321. I0520//signal trace fail
  322. IN THIS TIME OF MISTRUST, MANY WILL DIE ALONE. YOU WILL NEED ALLIES. FIND THOSE YOU CAN TRUST. PROTECT THEM, AND THEY WILL SAVE YOU.
  323. THE SLEDGE. THE RIDER. THE FORTUNATE. THE RUNNER. THE KNIGHT. THE SLAYER. THE SERPENT. THE PEACOCK. THE GHOST. THE LANCER.
  324. >THE GHOST
  325. ...
  326. ACKNOWLEDGED.
  327. WHEN NEXT I CONTACT YOU, YOU WILL KNOW THEM.
  328.  
  329. MISSION 11: VIXEN VEXATION
  330. I0521//signal trace fail
  331. THE BLACK DOG IS LOST TO YOU, AND HIS STORY HAS RUN ITS COURSE.
  332. IN ALL THINGS, HE LAID THE SEED OF HIS OWN DEMISE.
  333. PITY HIM NOT, FOR HE KNEW LONG BEFORE YOU LIVED WHERE HIS PATH LED.
  334. >A new background mission has been unlocked!
  335.  
  336. MISSION 12: WRENT ASUNDER
  337. I4203//signal trace fail
  338. >THE SERPENT
  339. THOUGH GONE TO US, THE SERPENT MAY AID YOU ONE LAST TIME, WHERE HE WAS COILED.
  340. >THE SLEDGE. THE RIDER. THE FORTUNATE. THE RUNNER. THE KNIGHT. THE SLAYER. THE PEACOCK. THE LANCER.
  341.  
  342. MISSION 13: TUNNEL VISION
  343. I0130//signal trace fail
  344. >THE RUNNER
  345. SOMEONE DEAR TO HIM IS IN THE BAR.
  346. BID YOUR PAST FAREWELL, AND THINK ON IT NO LONGER.
  347. >THE SLEDGE. THE RIDER. THE FORTUNATE. THE KNIGHT. THE SLAYER. THE PEACOCK. THE LANCER.
  348.  
  349. MISSION 14: IVORY TOWER
  350. I4115//signal trace fail
  351. >THE SLEDGE.
  352. THE REFORGED HAMMER WILL NOT BREAK TWICE.
  353. BE THEIR SWORD, AND EIGHT WILL BE YOUR ARMOR.
  354. >THE RIDER. THE FORTUNATE. THE KNIGHT. THE SLAYER. THE PEACOCK. THE LANCER.
  355.  
  356. MISSION 15: NOT CONSTANTINOPLE
  357.  
  358. I0126//signal trace fail
  359. THE FORTUNATE MAKES HIS OWN LUCK, TRUSTING NOTHING MORE THAN HIS SKILL.
  360. THE CHEATER COUNTS CARDS AND SEES EVERY HAND. DO NOT CALL HIS BLUFF, CHANGE THE GAME.
  361.  
  362. ----
  363.  
  364. RECORD OF DOPPLER WAR
  365. The war has progressed . . .
  366.  
  367. MISSION 11: VIXEN VEXATION
  368. - In conjunction with the 17th Elite Unit, the 1st Advance has breached Doppler's line at Barcelona.
  369. - Priority: 2nd Recon has identified two new G-Class mavericks operating under Doppler and is tracking their movements.
  370. - Hurricane Wren has shifted approximately 55 kilometers east, fighting all the while.
  371. - Maverick mercenary "Hopeless" was retired earlier today in Paraguay. Hunter operative unavailable for comment.
  372. - 6th Marine have sustained additional personnel losses after a surprise attack on Christmas Harbor by Hunter traitor Drop Gull.
  373. - The maverick surface fleet off Malta has grown.
  374. - The intrusion attempts on Rho have ceased.
  375. - Seismic scans indicate Disruptor Sabomole's tunnel network has expanded.
  376. - Graverend Moloch has disappeared from the radar. Recon is investigating for clues of his location before he attacks again.
  377. - The formal vote to install a new Maverick Hunter Commander has passed, and we welcome General Halcyon to his post.
  378.  
  379. MISSION 12: WRENT ASUNDER
  380. - Hunters struggling on US West Coast
  381. - Critical energen fields recaptured by 17th Commander X
  382. - Fighting nears WPRC borders
  383. - 0 Unit Commander Zero retires Philosopher lieutenant Javelit Whitestride
  384. - Abidjan imposes curfew in wake of Maverick crime spree.
  385. - Researchers dispute "Maverick Virus" theory
  386. - Maverick Hunters 9th Rangers forces ambushed in Borneo
  387. - Defiant Doppler broadcasts message declaring "war of pure purpose"
  388. - Vladivostok's children present wreath honoring "Zelenyy Geroy"
  389. - Flaminglow admits Doppler airstrip "won't be taken from the sky"
  390. - Popular performer Stellar Atlantica still missing
  391. - Reploid engineering community mourns loss of prominent Californian scientist and family
  392. - Deadly Maverick put down by Hunters, armed forces in France
  393. - Tensions rise at Paris Panel
  394. - Strike against Urbis Caelestis repelled
  395. - Halcyon promotes "great leap forward" in military Reploid design
  396.  
  397. MISSION 13: TUNNEL VISION
  398. - Known Doppler agent Shaktalwar Obfusca escapes custody
  399. - Six hunters declared MIA on US West Coast
  400. - “Hero of Vienna” maverick hunter makes public statement on next-generation aircraft
  401. - Several failed hunts being re-assessed for outside interference by unknown parties
  402. - German border declared secure; underground attacker subdued
  403. - Breaking: 2nd Recon returning reports of maverick production infantry with VWES systems
  404. - Hunter Commander advocates for “standing Reploid military force”
  405. - Data trawl uncovers "significant sabotage" from defectors in days leading up to assault on MHHQ
  406. - Tanko Oguntade presses for pan-African cooperation in face of Doppler threat
  407. - AU Security Commissioner Zimba undergoing repairs after Shiva-led assault on Addis Ababa
  408. - India electorate refuses PM Shinde resignation in latest polls
  409. - Hunter HQ denies existence of unidentified G-class threat
  410. - South Korea files with UN over classified ‘intellectual property’ claim
  411.  
  412. MISSION 14: IVORY TOWER
  413. - Commander X uncovers “significant” armor technology afield
  414. - Doppler space forces have expelled Hunter operations from L5
  415. - Pacific Northwest in the grips of a “Maverick Renaissance”
  416. - Al Magest claims "big victories" to come in Turkish election
  417. - "Ultimate Reploid" project encounters difficulties
  418. - Fleet massing off Malta expands, begins shelling Sicily
  419. - WPRC offers Shenzhou protection, membership to Vietnam
  420. - Hawaii Tectonic Control destroyed in attack by Shiva's forces
  421. - Norway loses contact with Arctic patrol
  422. - Peru claims no knowledge of armed force that confronted Hunter squad
  423. - Russian ambassador gifts Cossack archive to UN in lauded peace gesture
  424. - Stalemate with Mavericks in Kashmiri standoff continues
  425. - Material transit detected from submerged concert hall to occupied Overland base
  426. - Krieg Euler in recovery after assault on known Philosopher outpost
  427.  
  428. MISSION 15: NOT CONSTANTINOPLE
  429. • Satellite downing freezes communications
  430. • The northwestern United States is experiencing a severe communications disruption after a major routing satellite was blasted out of its orbit by a laser pulse originating from near the Arctic Circle. Portions of Western Canada and some of the Pacific Interlink have also been impacted.
  431.  
  432. • Iquique to remain closed: international evaluators
  433. • UN investigators have negotiated with Chile to keep the free port of Iquique closed until further notice, amid concerns that contraband materials are being trafficked through Brazil. Investigators refused to discuss the identity of the traffickers or which parties might be involved, but Maverick Hunters from MHHQ Americas have been dispatched to the city.
  434.  
  435. • Celion says reasons for optimism as 6th Marine makes gains
  436. • Commander Berg Celion spoke today about a string of successful operations by the Maverick Hunters 6th Marine. In the wake of the naval struggle in the Sea of Marmara, Doppler-aligned naval forces have fallen back to concentrate around a few major bases. While Celion refused to discuss the possibility of a move against any of these naval fortresses at this time, he expressed optimism about the broader strategic scenario with the retreat of Maverick forces from Pacific islands, the Strait of Gibraltar, the Panama Canal, and Sri Lanka.
  437.  
  438. • Maverick gang sparks uproar in Vancouver
  439. • High-profile kidnappings and terrorist attacks have spread across the city of Vancouver, believed by Hunter experts to be the work of a gang of production model Mavericks armed with special weaponry who have been traced from California and Washington. Local law enforcement has imposed transport restrictions while awaiting further Hunter support and has released an image of the figure believed to be at the head of the gang, an unknown lizard Reploid.
  440.  
  441. • "Ultimate Reploid" project nearing completion - but why two?
  442. • The team behind Halcyon's ambitious "Ultimate Reploid" project have introduced their prototype, but questions loom about whether the project's cost overruns and controversial WARDEN protocol have produced a runaway success or a questionable boondoggle.
  443.  
  444. • Halcyon presents prototype "Ultimate Reploid," to join 5th Division
  445. • The prototype Ultimate Reploid, a female dubbed Iris, has been slated to join the 5th Communications Division of the Maverick Hunters as a navigator. "Commander Halcyon has positioned Iris to learn from our most experienced Hunters," reads the press release from Hunter Command, "before transitioning to her ultimate combat role as part of the 17th."
  446.  
  447. • 17th Elite Unit’s Karin promoted to Special A ranking
  448. • Major Karin, a longtime fixture as the highest-rated A-rank maverick hunter, has cleared her latest test and has officially been re-appraised and rated at Special A, taking her place among the Blackcoats. Though Command has not yet officially designated the highest ranking A to take her place, speculation is already growing, with 14th as a favorite for the distinction.
  449.  
  450. • DEN protocols begin on first production of next-generation infantry model
  451. • Crystal Labs has announced that it has been awarded a coveted contract for a new line of production infantry. Citing cost efficiency, “focused direction,” and proven field results for the win, stock in the Massachusetts firm rose 16% overnight with the announcement, on the heels of a brief but intense bidding war.
  452.  
  453. • Maverick retreat from major coastal offensives
  454. • In the wake of the repelled assault on Istanbul, maverick naval forces are concentrating around several strongpoints, indicating a defensive shift. Several contested battlegrounds have now been ceded to local and Maverick Hunter forces, relaxing a deathgrip on several critical international shipping lanes. Unfortunately, those remaining enemy bases are more fiercely defended than ever, and with nearby advantageous staging points in shambles, it will be some time before they can be pried free.
  455.  
  456. • Footage confirms multiple Maverick abductions in Turkey
  457. • Grim news out of embattled Istanbul corroborates testimony from eyewitnesses on the ground, with video documentation of mavericks aiding Reploid evacuation during the race riots in the wake of Al Magest’s surprise victory in the elections. At this time no refugees recorded seeking shelter with the mavericks have yet been found, suggesting they were taken offsite during the maverick retreat. 16th R&D has reviewed the data and their preliminary findings are that these refugees are to be infected and recruited.
  458. • >COL. GOPHER: Our old friend Seven took a personal hand in this. After he threw all his officers into the mix, he filled that CF-1 of his with “rescues.” We’re guessing as many as 20 per CF-1 that made it out… and a lot made it out.
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