Nod, of course the Brotherhood of Nod shows up yet again.
Of all the Chaos Cults it just had to be the Brotherhood of Nod.
You can't remember how long you've had a personal hatred of them only that you've have it since as long as you can remember and that they've been a constant thorn in your side every single time you try something major.
Hmp.
You'll destroy these new scorpions nests just like you destroyed the first you found.
State of the Smithy Gang
Leader:
Smithy
Smelter: Smelter
Lieutenants
Mack
Bowyer
Yaridovich
Wealth:
15 Metal Ore
2 Hi Tech Goods
Forces:
0 Shyster Swarms Free
6 Aero Swarms
3 Mad Mallet Team
5 Jabit Swarms
Smithy Gang Unit List
Shysters
Aeros
Mad Mallets
Jabits
Controlled Territories
Smithy's Workshop
Buildings/Landmarks
Smelter (Enables Made Machine Construction)
Room 8 Building Slots
Inhabitants
Smithy
Mad Mallets
Ameboids
Other Features
Conveyor: A large Conveyor belt staffed by Mad Mallets adding +1 to each Mad Machine creation roll.
Buildings
Resurrection Engine Phase 1 (1 Slot)
Time Out Corner: A fortified room built to contain Bowyer when he's being bad. (1 Slot)
Immediate North
Buildings/Landmarks
Ramp Upward (
Enables Upper Layer Travel)
Ramp Downward (
Enables Lower Layer Travel)
Room: 4 Building Slots
Inhabitants
1 Shyster Swarm
Buildings
Shooting Range: Stacked with a wide variety of targets this shooting range is the perfect way to keep Bowyer occupied and out of trouble.
Immediate West
Buildings/Landmarks
Ruined Nod Base/Puchinello's Workshop
Room: 8 Building Slots
Inhabitants
2 Shyster Swarms
Puchinello's Forces (Vassal)
Immediate East
Buildings/Landmarks
Mole Town (Vassal)
Inhabitants
Mole Town Population
Junkyard
Buildings/Landmarks
Junkyard
Ramp Upward (
Enables Upper Layer Travel)
Ramp Downward (
Enables Lower Layer Travel)
Room 2 Building Slots
Inhabitants
4 Shyster Swarms
Vassals
Mole Town
Description: A local settlement of mole uplifts that are located near your workshop, they have a friendly disposition and mainly provide support via material goods.
Leadership
Democracy
Garrison
2 Shyster Swarms
Support
15 Metal Ore
Enchanted Pickaxes
Unit List
N/A
Other Traits
Mole Students: Your cute little students they have learned how to enchant normal items to become and even create specialized magical items from scratch. They have a preference for pickaxes when it comes to the latter.
Puchinellos Workshop
Description: A workshop headed by the mad bomber himself and located in an old Nod Base, though mainly focused on military matters Punchinello does tear out the electronics of Nod facilities rebuilt using the bases MCV and sends them you ways. Given how often he blows up said buildings this actually gives you some income in the form of technological goods.
Leadership
Puchinello
Support
2 Hi Tech Goods
Unit List
Bob-Bombs
Bullet Bills
Bill Blasters
Foreign Relations
Mutant Town
Description: A mutant community that you've opened up diplomatic relations with.
Agreements
Embassy Opened
You have 4 actions 1 bombardment action (No viable targets currently), 1 intrigue action, and 1 martial action to distribute as you wish.
Martial
[ ] Scout (Further West, Further North, Lower Layer, Further East): You know nothing about the areas around you base, you should take some time to scout out one of those areas.
DC: ???
[ ] Upper Layer Scouting (Surface Layer, Immediate North, Immediate West, Immediate South, Immediate East): You should do what you can to learn more about the immediate upper layer.
DC: ???
[ ] Lower Layer Scouting (Deepest Layer, Immediate North, Immediate West, Immediate South, Immediate East): You should do what you can to learn more about the immediate upper lower.
DC: ???
[ ] Seize the Shack Town: Hmmmm you've never gone for out and out conquest before…. But in the end power is is the deciding factor and you need more of it.
Cost: At least 1 Shyster Swarm.
DC: ???
[ ] Scavange (Martial): Now that you have a decent hold on the Junkyard you can have some teams examine the place to see if anything of value militarily has fallen down from the upper layers.
Rewards: ???; You can repeat this action.
[ ] Find the Red Nod base (Martial): The Red Nod base has been reported deploying forces with greater technology, you should find and destroy it first.
DC: 50
[ ] Find the Blue Nod Base (Martial): The Blue Nod base has deployed greater numbers of Nod troops in general, it needs to be destroyed before it causes even more hard.
DC: 50
Diplomacy
[ ] Approach the Blue Reavers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50
[ ] Approach the Red Bruisers: You should approach one of the factions in the Shack Town to try and strike up some form of alliance.
DC: 50
[ ] Further Relations: It could be helpful to try and improve your relations with Mutant Town in general.
DC: ???
Stewardship
[ ] Better Support MK 3: An Ounce of prevention is worth a pound of cure. This final upgrade to the workshops supports should make sure that nothing short of you full might will put it at risk of major damage.
Cost: 1 Mad Mallet Team
DC: 60
[ ] Ballistae Battery: A large turret mounted Ballistae capable of firing Aeros at approaching enemies, naturally it'll take some room and some Aeros to act as ammo but the defensive properties should more than make up for it.
Cost: 1 Aero Swarm, 1 Building Slot in the location build per Battery.
[ ] Secret Project Resurrection Engine Part 3: Having to manually rebuild every one of you Made Machine lieutenants every single time one of them gets killed is going to become a pain. Now that you have the foundation down it's time to introduce the power source and forge generator.
Requirements: 10 Metal, DC reduces by 10 for every 5 metal ore the smithy gang has over the minimum (Note: Requirements are not subtracted from stats/ect unlike costs, they just represent the access to resources needed to do something)
DC: 80
Learning/Occult
[ ] Ameboid Research: The Ameboids that lurk near your home are curious mutants, they haven't bothered you all that much but you have seen them get into skirmishes with the many other mutants in this place, perhaps you should learn more about these creatures.
DC: ???
[ ] Aero Mass Production: Aero's are... to put it bluntly expendable and while you can make great swarms of them at once the fact that you still have to manually have to create them like other Made Machines is going to be a pain down the line. You should put steps into correcting that.
DC: 50
Results: Unlocks Aero factory secret project.
[ ] Scavange (Learning): Now that you have a decent hold on the Junkyard you can have some teams examine the place to see if anything of scientific value has fallen down from the upper layers.
Rewards: ???, this action is repeatable.
[ ] ???" Yaridovich's shapeshifting abilities are impressive… you think you could make some dedicated infiltrators if you found a way to slim it down onto a cheaper platform.
DC: ???
Reward: ???
[ ] Project AXEM: This… this is a more complicated project despite requiring less work per mad-machine. The idea is to create a team of five Made Machines capable of working together for a greater affect…. Hopefully they'll be less quirky that the others.
DC: 60
Reward: Axem Rangers unlocked.
Notes: Axem Rangers will not be any less quirky than the other Made Machine bosses.
Intrigue
[ ] Find the Red Nod base (Intrigue): The Red Nod base has been reported deploying forces with greater technology, you should find and destroy it first.
DC: 50
[ ] Find the Blue Nod Base (Intrigue): The Blue Nod base has deployed greater numbers of Nod troops in general, it needs to be destroyed before it causes even more hard.
DC: 50
Personal Actions
[ ] Build Shysters: The Shysters so far make up the bulk of available dedicated combatants under your commander, you should take some time to build more of them.
DC: N/A
Gains: 1d2 Shyster Swarms+1 with the addition of a Mad Mallet team.
[ ] Build Areos: The fact that the things are supposed to be used as ammunition means that you can expect to go through a great deal of them in times of trouble. You'd best get ahead of that issue.
DC: N/A
Gains: 2d4 Aero Swarms,+2 with the addition of a Mad Mallet team.
[ ] Build Mad Mallets: If you want to keep expansion you will need to expand your work force.
DC: N/A
Gains: Gain 1d2 Mad Mallet teams,+1 with the addition of a Mad Mallet Team.
[ ] Build Jabits: These Warhead like Made Machines attack by exploding, much like Bob-bombs actually…. You just realized that two of the three initial Made Machine blueprints function as ammo and improvised explosives respectively…. You don't quite remember why….
Especially perplexing given most Made Machines are hand crafted.
DC: N/A
Gains: Gain 1d6+1 Jabit Swarms, +1 with the addition of a Mad Mallet Team.
Vassal Actions
[ ] Banzi Bill Blaster: An advanced version of the Bill Blaster built to fire the far more powerful and destructive 'Banzi Bills'.
DC: 80
Results: Banzi Bill Blaster added to Puchinello's Workshop unit list.
[ ] Missile Bills: A variant of the Bullet Bill with superior tracking capabilities and a red paint job.
DC: 60
Results: Missles Bills added to Punchinellos Workshop unit list.
[ ] Chuckya: A variant of a bob-bomb that oddly enough doesn't exploed but instead throws enemies or sometimes throws other bob-bombs at enemies. You are pretty sure Puchinello wants to make them because he likes purple as opposed to any practical reasons however.
DC 60
Results: Chuckya added to Puchinello's Workshop unit list.
[ ] Microbomb: Smaller, easier to produce Bob-bombs. Not as powerful of course but quantity does have a quality of its own.
DC: 40
Results: Microbomb added to Puchinello's Workshop unit list.
[ ] Mezzo Bomb: A bigger version of a Bob-bomb the Mezzo Bomb can do a lot of damage if it goes off… good thing you keep Punchinello's workshop far away from yours.
DC: 60
Results: Mezzo Bomb added to Puchinello's workshop unit list.
[ ] King Bomb: Not to be confuseed with another huge Bob-bomb that Puchinello has saw fit to regal you with tails of the King Bomb is a massive explosive capable of damaging even exceptionally powerful foes.
DC: 90 (Does not lower with failures)
Results: King Bomb added to Puchinello's workshop unit list.
[ ] More Mole Students: Some of the Moles in Mole Town have potential in magic and have shown some interest in your work… you could always take some as temporary apprentices.
DC: ???
Results: Increases the number of mole students in Mole Town.
[ ] High Learning: The Mole in Mole Town have proven to be eager learners, you should see if some of them have the aptitude to learn more advanced skills.
DC: ???
Results: ???