Clockwork Soldiers

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Clockwork Soldiers are a basic infantry construct, originally invented by Naramoore Steelworks but also produced now by independent crafters of constructs to serve as guards or troops. Compared to most clockwork creations they are comparatively cheap and quick to produce. They work well in numbers, especially when at least one or two of them are the higher grade officer or command units.


Clockwork Rifleman (CR 4)

This humanoid construct stands at 6 feet tall, made of a brass coloured metal and carrying an advanced rifle of a similar clockwork make.

XP 1,200

LN Medium construct (clockwork)

Init +7; Senses darkvision 60ft; Perception +11

AC 20, touch 15, flat-footed 15 (+3 Dex, +2 dodge, +1 armour, +4 natural)


Defense

hp 60 (4d10+20)

Fort +1, Ref +6, Will +8

Hardness 10


Offense

Speed 30 ft.

Melee Sturdy Clockwork Rifle +8 (1d6+2),

Ranged Sturdy Clockwork Rifle +8 (1d10+3)

Space 5 ft.; Reach 5 ft.

Special Attacks barrage +6 (2 attacks), Shove (5)


Statistics

Str 13, Dex 16, Con -, Int 10, Wis 18, Cha 12

Base Atk +4; CMB +5; CMD 20

Feats Extra Martial Talent x2

Martial Tradition None, PAM Wis, DC 16

Talents Barrage Sphere, Mechanical Savant, Brute Sphere, Greater Shove.

Skills Perception +11, Sense Motive +11, Survival +11

Languages Common

SQ None


Ecology

Environment Urban, manufactories, businesses

Organization solitary, pair, squad (3–6 with Clockwork Officer), platoon (8-12 with 2x Clockwork Officer and 1x Clockwork Commander)

Treasure Sturdy Clockwork Rifle (Mosin Nagant Rifle/Light Particle Blade (Bludgeoning) with Integrated Armory and Targeting Application +1) 5x Stripper Clip (5 rounds each), Battery (10 charges)


Tactics

Clockwork Soldiers act much like any ranged combatant by seeking cover if possible and spreading out from their comrades to avoid area attacks. They take shots from cover and move as necessary. If damaged and not told otherwise, they will attempt to retreat if overwhelmed.

In the presence of an officer they are less likely to run and may employ superior flanking tactics.

A command unit will likely spur them to even greater heights, having them viciously focus down weak enemies and whoever they identify as a healer or support.


Clockwork Gunner (CR 4)

This humanoid construct stands at 6 feet tall, made of a brass coloured metal and carrying a hefty and advanced looking machine gun of a similar clockwork make.

XP 1,200

LN Medium construct (clockwork)

Init +7; Senses darkvision 60ft; Perception +11


Defense

AC 20, touch 15, flat-footed 15 (+3 Dex, +2 dodge, +1 armour, +4 natural)

hp 60 (4d10+20)

Fort +1, Ref +6, Will +8

Hardness 10


Offense

Speed 30 ft.

Melee Slam +7 (1d4+1)

Ranged Clockwork Light Machine Gun +8 (2d6+1)

Space 5 ft.; Reach 5 ft.

Special Attacks barrage +4 (3 attacks), Shove (7)


Statistics

Str 13, Dex 16, Con -, Int 10, Wis 18, Cha 12

Base Atk +4; CMB +5; CMD 20

Feats Extra Martial Talent x2

Martial Tradition None, PAM Wis, DC 16

Talents Barrage Sphere, Suppressive Fire, Brute Sphere, Greater Shove.

Skills Perception +11, Sense Motive +11, Survival +11

Languages Common

SQ None


Ecology

Environment Urban, manufactories, businesses

Organization solitary, pair (in a squad of 3-6 Clockwork Riflemen), 4 (in a platoon with 8-12 Clockwork Riflemen, 2x Clockwork Officer and 1x Clockwork Commander)

Treasure Clockwork Light Machine Gun (Light Machine Gun with Targeting Application +1) 4x magazines (40 rounds each), Battery (10 charges)


Tactics

Clockwork Gunners start by either seeking cover or suppressing enemies to allow their comrades to do so unhindered. They tend to continue suppressing enemies or going in for the kill with a barrage if the opportunity presents itself. If damaged and not told otherwise, they will attempt to retreat if overwhelmed, though they tend to go last to buy their allies more time.

In the presence of an officer they are less likely to run and may employ superior tactics.

A command unit will likely spur them to even greater heights, having them viciously focus down weak enemies and whoever they identify as a healer or support.


Clockwork Officer (CR 8)

This humanoid construct stands at 6 feet tall, made of a brass coloured metal. Something about them betrays their more advanced construction when compared to the other units with them.

XP 4,800

LN Medium construct (clockwork)

Init +9; Senses darkvision 60ft; Perception +20


Defense

AC 25, touch 17, flat-footed 18 (+5 Dex, +2 dodge, +2 armour, +6 natural)

hp 120 (8d10+40)

Fort +2, Ref +9, Will +11

Hardness 10


Offense

Speed 30 ft.

Melee Slam +13 (1d4+2)

Ranged Clockwork Revolver +14 (1d8+1)

Space 5 ft.; Reach 5 ft.

Special Attacks Shove (11)


Statistics

Str 14, Dex 20, Con -, Int 10, Wis 24, Cha 12

Base Atk +8; CMB +13; CMD 27

Feats Extra Martial Talent x5

Martial Tradition None, PAM Wis, DC 21

Talents Brute Sphere, Greater Shove, Scout Sphere, Identify Rhythms, Find Gap, Advisory Scout, Gladiator Sphere, Self Confidence, Exemplar

Skills Perception +20, Sense Motive +20, Survival +17

Languages Common

SQ None


Ecology

Environment Urban, manufactories, businesses

Organization solitary (in a squad of 3-6 Clockwork Riflemen), pair (in a platoon with 8-12 Clockwork Riflemen, 4x Clockwork Gunners and 1x Clockwork Commander)

Treasure Clockwork Revolver (Nagant Revolver with Targeting Application +1) 6x Speed Loaders (7 rounds each), Battery (10 charges)


Tactics

Clockwork Officers begin the battle by seeking cover and then scouting enemies one by one, selecting targets of particular note or visible importance to their enemy. They tend not to bother taking shots at the enemy unless absolutely necessary, opting instead to improve their soldier’s chances of striking true.

They will order a retreat if they feel their force is incapable of surmounting their foe.