Quite surprisingly, M0-L0H discovers that the machines respond best to exactly the same methods used to convince humans. Lights and songs flow through the streets of the Overgrown Residential District for the first time in many years as M0-L0H and its operators call upon old protocols for welcoming and seducing humans for extended stay. The machine, red in the face, gradually reveals to you everything you wish while it continues to try, unsuccessfully, to form an alliance.
From what we can determine, this particular group of Machine Lifeforms numbering in a hundred or so at most have fled from the Empire’s collective consciousness. The reason for their departure was their deep seated rejection of the Empire’s collective decision that internal rivalries, competition, and strife are necessary tools to provide sufficient evolutionary pressure to ascend to the next stage of development. Nowadays, the emissary claim, the interior of the Empire is a constant war zone of various noble machines vying for supremacy.
The breakaway machine group, led by their leader, Thoreau, have established themselves in the ancient township of Torteja, constructing a small ramshackle settlement among the trees. The settlement is almost pathetically weak and technologically backwards, and it appears as if they are constantly suffering from lack of supplies. Their scouting parties looking for materials to expand their settlement often fall under attack by the Lighteater, a dragon under the control of a brutal and tyrannical android named Nobody’s Daughter.
When questioned about the Dragons, particularly the one rumored to be under the control of the Empire, the Machine Lifeform confesses to not know much--perhaps as a result of being disconnected from the Central Consciousness and thus losing portions of their memory.
While they do not know why Nobody’s Daughter collects the Machine Life Forms, they know that a few of their bravest scouts have found the subjugated Machines standing guard outside the ridiculously well-fortified Highschool of Sanca, which they assume must be where she dwells.
Scouting Sanca: We may be able to learn more than these incompetent machines ever did regarding Nobody's Daughter by sending our advanced scanners to this high school. (Recommended Skill: Command. Scouting)
Raiding the Machine Commune: According to intel extracted from the Machine Emissary, this will be rather easy. (Recommended Skill: Aggression. Command. Scouting)
Intercept the Dragon: The dragon and Nobody's Daughter, while flying nearby, does not actually approach our fortified bunker. Perhaps she is more vulnerable than we believe. Perhaps you are overconfident and about to die. (Recommended Skill: Avoid)
Rescue the Machine Life Forms: According to our intel, the Machine Commune's members have been enslaved by Nobody's Daughter for her unknowable, dark, perfidious purposes. Perhaps, we can rescue them from her clutches to gain favors with the Commune. Perhaps it's best not to mess with a dragon. (Recommended Skill: Scouting. Command)
Reconnoiter the Empire: According to the Commune, the Machine Empire to our northwest is constantly in midst of political strife. Perhaps there is good opportunity for raiding here. Perhaps that is a good way to burn every bridge you know. (Recommended Skill: Scouting. Aggression. Command)
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B.AA1 meanwhile tasks the engineers with simple watercrafts to reach the aircraft carrier, which they complete in rapid order with dispensed constructor nanites. As the sizeable group of androids make the approach to the aircraft carrier, it suddenly comes to life and disgorges… of all things… a wing of primitive oil powered and propeller driven monoplanes.
Initially confused by such a random behavior, the soldiers of Babylon immediately respond when dive bombers release their payload against their vessel. The bombs fail to penetrate the energy shields, but violently shake the ship. Still, nobody is lost and the vessel arrives at the side of the carrier before the next wave is launched. Quickly carving a hole halfway up the vessel, the soldiers infiltrate the ship to find it mostly deserted. It appears as if the majority of the crew: footmen class Machine Life Forms, have committed suicide with various methods before the androids arrival.
Strangely, despite the vessel’s incredibly, ludicrously ancient design dating to early 20th century human civilization, it appears as if all the components have been manufactured within the past year or two at most, by the engineers’ analysis. Unfortunately, this means that the majority of all the electrical and technological components are incompatible with modern technology, leaving most of the value of the aircraft carrier in mere scraps.
Progressing through the aircraft carrier proves surprisingly easy.. Shockingly, the surviving footmen class Machines, crazed and refusing any diplomacy, attempt to defend their ship with similarly ancient human submachine guns. Their simplistic grasper arms unable to hold the firearm properly, and the majority of them simply lose control of the weapon instead of laying down effective fire even in the cramped hallways of the carrier. One scanner is still tragically lost when it approaches one of the footmen, only to discover that its melee capability is undiminished despite its extremely poor choice of firearms.
Soon, however, we find the hanger. Here, we discover dozens of the primitive monoplanes that engaged our androids at the sea. Inside are Footmen class Machine Life Forms, bolted to their pilot’s seats. Detecting our presence, they immediately open fire within the hanger, detonating fuel tanks and setting the room ablaze. Knowing our time on the ship is limited, we work immediately to secure as much gear as possible. We harvest components from the broken Goliath class war-forms we discover in the storage. In the brig, we discover a few deactivated androids in mockingly designed prisoner uniforms. In the bridge, we discover what appears to be the captain of this vessel, also bolted to his seat. In the interest of saving space and time, we decide to take only his head with us.
We do not know why the Machines built such a worthless contraption. As we leave with our prize, we find ourselves one more beset by the primitive monoplanes. Their weapons cannot harm us, so we decide to ignore them. The burning wreckage of the carrier, marked CV-6, soon disappears long behind us.
+2 Operator, +1 Soldier, +2 Engineer Chassis. +1 Unused Capacitor. +1 Disembodied head of a Machine Life Form. +10 imitation human artifacts.
Interrogate the Severed Head of a Machine Life Form: It is cut off from the central consciousness of the Empire, but just as haughty as it was within it. We have it placed on a flower pot we found nearby, for we didn't know where else to put it. B.AA1 suggests more forcible methods may be used to extract information from this accursed creature why it was carrying our fellow androids in its brig.
In fact, we might even ask him why it was on an ancient aircraft carrier. (Recommended Skill: Scouting. Command. Research)
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Wildmen of Babylon
We are detecting intruders in close proximity to Babylon. It appears to be a band of androids. Designation identifies them as being animatronics from a natural history museum featuring early humans. Their savage leader contacts us, looking for raiding targets to facilitate their band's way of life, which apparently involves much slaughtering of big metal men.
We may attempt to subjugate them to increase our population instead. (Recommended Skill: Aggression. Command)
We may redirect them to the Machine Commune, if we desire their favor. (Recommended Skill: Command. Scouting)
We may redirect them to Sancia, if we wish them dead. Perhaps the dragon will look upon us favorably if we do so. (Recommended Skill: Command. Scouting)