Director of Logistics

**Preceded by:**

None

Vice President

“*In the bustling world of sales, time is money. Wasting time is wasting money. That's where he comes in - ensuring every delivery is smooth, and making your day rough. Keep an eye on his pocket watch, which packs a nasty surprise.*”
―*The Cogs Volume 2*, Lullaby Library
The **Director of Logistics** is a special Cog on the Sellbot corporate ladder, acting as the final boss in the Sellbot Aerodrome that each party of four Toons must defeat.

The Director of Logistics is a stout, heavily built Cog whose defining feature is a maroon armored suit, rendering it immune to most Gags. It carries a large gold pocket watch which it throws at Toons. In addition, it is immune to Lure Gags.

## Appearances

The Director of Logistics always appears at the last stage of either the Standard or Express Aerodrome for each party of four. He will chide the player on wasting his time before engaging in a battle at the final stage.

The NPC Toon in the Aerodrome, Claudia Skies, will warn the Toon that the Director is wearing "the latest in anti-Toon technology", a Gag-Resistant Suit. The Toon will have to lure the Director towards large water cannons designed to wash the blimps to weaken the suit before attacking it.

If the party leader uses a Challenge Ticket before entering the battle, the Director of Logistics becomes tougher to take down, and deals more damage. This is denoted by the Director gaining a strong purple glow, and the pocket watch / longcase clock taking on a purplish hue and electrified appearance.

## Battle

The Director of Logistics has several Cog Attacks to employ against Toons. These attacks are more potent in the Express Aerodrome than the Standard Aerodrome. The Director of Logistics will also deal more damage depending on the Variable Difficulty rating of all eight Toons in the Aerodrome, averaged out.

The Director of Logistics has the following health pool ranges, depending on Variable Difficulty:

* **Standard Aerodrome**: 1,800 - 2,300 HP
* **Express Aerodrome**: 2,500 - 3,000 HP

As the Director is wearing a Gag-Resistant Suit, Toons will have to lure the Director towards large water cannons designed to wash the blimps to weaken the suit before attacking it. Once the Director is hit by the Water Cannon, it will be stunned for 1 turn and take 80 damage, and will have a debuff for 2 turns making it vulnerable to all Gags except Lure.

Note: all values for Challenge Ticket runs are placed in bold.

### Passives

* **Double Time**: Has two components.
	+ Passively, the Director can use a second attack with Out of Time or Batter Up if Toons are in range.
	+ The Director can also use an Action Turn to overcharge itself at the start of the turn, allowing it to attack twice with any attack. Doing so overheats it in the next turn and stuns it for 1T, making it vulnerable to damage.
		- The Director glows red when this happens.
		- If the Director is hit with a Water Cannon while it glows red, it is stunned for an additional turn, and also takes 50% increased damage from all Gags.
* **Oil Spill**: The Director now leaks oil wherever it walks. The oil has the same effect as the Oil Sprockets: Toons will slip across the entire Oil puddle, and will be coated in Oil, slowing their movement to 2 Squares per turn.
* **Time Is Money (CT only)**: For each turn that the Director is not stunned, its damage output increases by 2 from all of its attacks. This stacks indefinitely.

### Phase 2

When the Director has < 50% health, it opens up an elaborate set of mechanisms in its pocket watch to reveal a longcase clock, which it can use to batter at Toons for increased damage, or stun Toons.

New Attacks in Phase 2
Swings at Toons up to 2 Squares away, in a 180 degree arc, for a large amount of damage per hit, and knocking them back 2 Squares per hit.
The Director will telegraph this by raising its clock up.

If a Challenge Ticket is used, the Director can use Batter Up on a stunned Toon a second time for half damage, dealing a total of 36 + 18 = 54 damage, and now gains the ability to rapidly dash to the side if Toons' Gags miss.

### AI Behavior

* Up to 4 Square movement range, always moves in a straight line
	+ After Phase 2, the Director is more likely to leap up to 3 Squares away from a Water Cannon after being hit once.
* Never walks into Traps deliberately
* Highly aggressive. Will rush Toons or get in range as much as possible.
* Will usually target the last Toon that has attacked it
	+ Will use Quake to close the distance between Toons that are too far away
	+ Will attack the nearest Toon if no Toons have attacked it for ~2 turns.

## Rewards

Defeating the Director of Logistics will yield a large amount of Merits, depending on two factors: the time taken to defeat the Director, and whether the team completed the Sellbot Aerodrome first or second, compared to the other team they are working against.

The Director starts with a base amount of Merits given. The winning team gets the full amount, while the losing team only gets 75% of the Merits the winning team does. From the 7th turn and onwards, the amount of Merits rewarded is reduced by 2.5% per turn (to a minimum of 50% after 27 turns).

(Winning Team)
**(From Turn 7 and onwards)**
(Losing Team)
 Express Aerodrome

## Strategy

### General Strategy

* The Director of Logistics is a very tough enemy to deal against without adequate Gags.
	+ Toons are advised to be prepared with adequate Gag Restocks, or to restock their Gags using Gag Barrels in the Control Rooms before the final battle.
	+ ToonTools and Gear targeting most Cogs are completely ineffective against the Director.
	+ By Phase 2, Toons are also advised to have at least 40/56/**90** Laff at all times, to survive a full attack and stun combo.
	+ The Director of Logistics is immune to Lure Gags at all times, even when stunned.
	+ While the Director of Logistics is vulnerable to Trap Gags after being hit by a Water Cannon, the window in which it can be damaged by such Gags is very short - during the time it recovers from a Water Cannon stun, and when it moves into a Trap Gag.
* Despite its size, the Director is a very fast moving Cog, and can catch up to fleeing Toons very quickly with its Quake ability.
	+ Injured Toons are advised to stay away from the Director and operate the Cannons instead.
	+ The Director is a very aggressive Cog, and will rush towards the nearest Toon or the last Toon to attack it.
* Stunned Toons can recover instantly when Toon-Up is used.
* The Director's suit makes it impossible to damage the Director until it is lured towards a Water Cannon.
	+ Each battle should have 1 or 2 Toons aggroing the Director, and the other 2 stationed near a Water Cannon.
	+ Aggro-ing Toons should stand slightly away from Toons on a Water Cannon, as the Quake ability could knock a Toon off the Cannon entirely.
	+ Be careful not to miss with the Water Cannon, as it takes about 2 turns to recharge.
		- This also prevents the Director from being "chain-stunned" by the same Water Cannon.
* Despite being stunned, the Water Cannon debuff allows Toons to damage the Director for an additional turn after the stun wears off. Use this to your advantage, but keep a safe distance in case the Director rears up for another attack.
* The damage caused by the Water Cannon makes it possible to defeat the Director without using any Gags, however this is not recommended as it takes an excessively long time.
* If you use a Challenge Ticket before the fight, you're in for a very bad time.

### Strategy against specific attacks

* Try to stay at least 3 squares away from the Director of Logistics so that you are out of range of its **Out Of Time** and **Batter Up** attacks, which will be the main ways that the Director attacks without warning and deals heavy damage.
	+ This also means that Bonk Gags are not recommended in general, even when the Director is stunned, as there is little time for Toons to put sufficient distance between themselves and the Director.
* Try also not to stand exactly 4 squares away from the Director of Logistics in any direction, as the Director can use **Quake** to land directly on top of you.
* If a Toon is hit with Time Bomb, it is the top priority of the nearest Toon to rush towards that Toon and distribute the damage equally.
	+ It is possible, but rare, for the Director to use Time Bomb together with Double Time to hit two Toons with Time Bomb. If so, each Toon should have a different Toon near them to distribute the damage dealt as far as possible.

## Dialogue

### General Taunts

* "Thanks to you, my delivery was 32 seconds late."
* "Time is money, Toons. And you've just wasted my money."
 **Defeating a Toon** | * Case closed.
* Come back when you have a stronger case against me.
* I owed you no duty of care.
* I rest my case.
* Motion dismissed.
* That is my out-of-court settlement to you.
* You can't handle the truth!
* You get nothing. You lose! Good day, sir!
* You just got served!

### Battle Taunts

**No Water Cannon debuff**
* "I thank the Techbot research division for this impervious suit."
* "I've survived worse than this to earn my directorship!"
* "Not even a scratch!"
* "Now what did you think was going to happen?"
* "This is a senseless waste of time and resources."
* "You can't put a dent on superior Cog designs, Toon!"
* "You think you can stop a Director with tiny little Gags?"
 **Hit by a Water Cannon** | * "Do you know who I am, Toon?"
* "I do not have time for this!"
* "I'll have a word with the Techbots about this!"
* "I should have invested in the waterproof alloy upgrade."
* "So these are what the Toons refer to as 'Squirt Gags'. Absolutely foul."
* "Stop wasting my time!"
* "This assault and battery is uncalled for!"
* "Water you doing?"
* "You have no right to vandalise company property!"
* "Your resistance is inefficient. I demand you stop at once."
 **Using any Ranged Attack** | * "A small price to pay to stop you for good."
* "Caution: Falling objects!"
* "I have plenty more where that came from, Toon!"
* "Mind your head!"
* "My advice: seek cover and stay there."
* "My logistics will blot out the sun!"
* "Special delivery!"
* "Watch your head!"
* "We live to deliver."
* "You look like you're in need of a resupply!"
 **Using Melee Attack**
**(Out Of Time)**
* "I'll start the chain reaction towards your defeat."
* "This'll slow you down for good."
* "Time stops for no Toon!"
* "Watch ... and learn!"
* "Watch me pulverize you lot into a pulp!"
* "Watch your back."
 **Using Melee Attack**
**(Batter Up)**
* "And it's one, two, three strikes, you're out!"
* "Batter up!"
* "I'm going to make you suffer a crushing defeat!"
* "Stunning, isn't it?"
* "The clock stops here, Toon!"
* "Three strikes; you're out, Toon!"
* "You might experience some turbulence."
 **Using Time Bomb** | * Any last words?
* I'd say your prayers if I were you.
* I'll destroy you faster than you can say "Blast!"
* Our latest product is really the bomb.
* This battle is going to go up in smoke for you.
* This will be a blast.
* Time to go sad, Toon!
* Time to say goodbye.
 **Using Double Time** | * Let's pick up the pace.
* Let's speed things up.
* Time to get moving.
* Time's a wasting. Let's get moving.
 **Stunned after using Double Time** | * Hold up - \*pant\* - I need to catch my breath.
* I really need to - \*pant\* - work on my fitness.
* It's been awhile since I - \*pant\* - exerted myself.
* Really should have - \*pant\* - lost some weight.
* That was - \*pant\* - more exhausting than I thought.
* Time - \*pant\* - out!
* Wait, let's - \*pant\* - take a minute here.

## Trivia

* The Director of Logistics is one of the two "Director"-typed Cogs to appear, the other being the Director of Ambush Marketing.
	+ It is unclear at which point in the Cog hierarchy the Director of Logistics exists, except that it reports directly to the Vice President. It is therefore presumed to outrank a Mr. Hollywood, as there is only (presumably) one Director of Logistics.
	+ Unlike the Director of Ambush Marketing, the Director of Logistics is clearly a Sellbot.