Turn 4
Turn 4
You feel a lot better now that you've utterly annihilated the local Brotherhood of Nod presence
Hopefully that will be the last you here of the Brotherhood for a while.
Chaos Cults in general are bad news but the Brotherhood of Nod is heavily armed to the point that they don't need the same mystical backing the other ones typically depend on.
Beyond that, establishing contact with the village is a boon albeit a minor one, at least you don't need to worry about attacks from that angle under most circumstances.
Stat of the Smithy Gang
Leader: Smithy
Smelter: Smelter
Lieutenants
Mack
Wealth: N/A
Forces:
3 Shyster Swarms
1 Mad Mallet Team
Controlled Territories
Smithy's Workshop
Buildings Landmarks
Smelter (Enables Made Machine Construction)
Room 8 Building Slots
Inhabitants
Smithy
Mad Mallets
Ameboids
Immediate North
Buildings/Landmarks
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room: 4 Building Slots
Inhabitants
1 Shyster Swarm
You have 4 actions and 1 martial action to distribute as you wish.
Martial
[ ] Scout (West, Upper Layer, 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: ???
[ ] Secure the Ruined Nod Base: The Ruined Nod Base is going to be a magnet for savangers and other pests if you don't put something in place to guard it, so you shall. All the ruined buildings are great places to hide sadly so you will need to put in more machinepower than normal.
Cost: 2 Shyster Swarms
DC: 20
[ ] 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: ???
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
[ ] Negotiation Some Space: Alternatively instead of taking a side in… whatever the mutant towns scuffles are you could instead see if they'd be willing to let you station a Shyster or two in a small building to act as a… diplomat of sorts.
DC: 60
Stewardship
[ ] Better Support: Alright, you admit it. You have a tendency to... shake things up when sufficiently angered, and THAT has the - unfortunate - potential to bring down tons of metal on everyone's head.. Some effort should be made towards reinforcing the supports before you actually get that angry.
Cost: 1 Mad Mallet Team
DC: 50
[ ] Conveyor: A conveyor belt meant to help the Mad Mallets do their work as they finish up the final touches on Made Machines. With this you could create even more weapons when you have a team of Mad Mallets helping you out.
Cost 1 Mad Mallet Machine.
Learning/Occult
[ ] Project Aero: A…. smile design of your the Aero pattern while not capable of magic in its own right is a good conductor of it that can used to transfer a great many magical effects onto a target… but thats the only solidly good thing about them. The upside is they can at least hold objects to make for a basic work force and are so cheap to make that using them as actual ammo is a legitimate strategy.
DC: 20
[ ] Project Jabit: You… you…. You honestly can't remember why you made these things or what they are for…. Still they have a powerful self destruct that can take down many enemies….. Even if they are harder to make than the Aeros.
DC: 40
[ ] 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: ???
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.
You feel a lot better now that you've utterly annihilated the local Brotherhood of Nod presence
Hopefully that will be the last you here of the Brotherhood for a while.
Chaos Cults in general are bad news but the Brotherhood of Nod is heavily armed to the point that they don't need the same mystical backing the other ones typically depend on.
Beyond that, establishing contact with the village is a boon albeit a minor one, at least you don't need to worry about attacks from that angle under most circumstances.
Stat of the Smithy Gang
Leader: Smithy
Smelter: Smelter
Lieutenants
Mack
Wealth: N/A
Forces:
3 Shyster Swarms
1 Mad Mallet Team
Controlled Territories
Smithy's Workshop
Buildings Landmarks
Smelter (Enables Made Machine Construction)
Room 8 Building Slots
Inhabitants
Smithy
Mad Mallets
Ameboids
Immediate North
Buildings/Landmarks
Ramp Upward (Enables Upper Layer Travel)
Ramp Downward (Enables Lower Layer Travel)
Room: 4 Building Slots
Inhabitants
1 Shyster Swarm
You have 4 actions and 1 martial action to distribute as you wish.
Martial
[ ] Scout (West, Upper Layer, 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: ???
[ ] Secure the Ruined Nod Base: The Ruined Nod Base is going to be a magnet for savangers and other pests if you don't put something in place to guard it, so you shall. All the ruined buildings are great places to hide sadly so you will need to put in more machinepower than normal.
Cost: 2 Shyster Swarms
DC: 20
[ ] 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: ???
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
[ ] Negotiation Some Space: Alternatively instead of taking a side in… whatever the mutant towns scuffles are you could instead see if they'd be willing to let you station a Shyster or two in a small building to act as a… diplomat of sorts.
DC: 60
Stewardship
[ ] Better Support: Alright, you admit it. You have a tendency to... shake things up when sufficiently angered, and THAT has the - unfortunate - potential to bring down tons of metal on everyone's head.. Some effort should be made towards reinforcing the supports before you actually get that angry.
Cost: 1 Mad Mallet Team
DC: 50
[ ] Conveyor: A conveyor belt meant to help the Mad Mallets do their work as they finish up the final touches on Made Machines. With this you could create even more weapons when you have a team of Mad Mallets helping you out.
Cost 1 Mad Mallet Machine.
Learning/Occult
[ ] Project Aero: A…. smile design of your the Aero pattern while not capable of magic in its own right is a good conductor of it that can used to transfer a great many magical effects onto a target… but thats the only solidly good thing about them. The upside is they can at least hold objects to make for a basic work force and are so cheap to make that using them as actual ammo is a legitimate strategy.
DC: 20
[ ] Project Jabit: You… you…. You honestly can't remember why you made these things or what they are for…. Still they have a powerful self destruct that can take down many enemies….. Even if they are harder to make than the Aeros.
DC: 40
[ ] 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: ???
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.