Showing posts with label Soft Automatons. Show all posts
Showing posts with label Soft Automatons. Show all posts

Monday, June 26, 2017

Straw Troopers

My life has been so short that I really know nothing whatever. I was only made day before yesterday. What happened in the world before that time is all unknown to me...


Strohtruppen (Straw Troopers)
[also referred to as Mulltruppen (Junk-Troops)]
No. Enc.: 3d6
Alignment: Neutral
Movement: 120' (40'0
Armor Class: 6
Hit Dice: 2
Attacks: 1
Damage: 1d6 (Weapon)
Save: F4
Morale: 12

Strohtruppen, or Straw Troopers, are soft automatons constructed from the uniforms of the fallen, captured regimental banners, bloody bandages, blanket-rolls and then packed with straw, moss, rags, more bloody bandages, tent flaps and anything else that can be scrounged. They are equipped with whatever weapons are to be found, usually pole-arms, bayonets, broken rifles, make-shift clubs and the like. No one expects them to do anything except follow whatever orders they receive without question or hesitation, no matter the danger or the stupidity. They have no true intelligence and can only carry out the simplest of commands and then only if they are delivered at high volume, as these things tend to be hard of hearing. They also cannot see much farther than 200', though they can see as clearly in the dark as they do in the daylight. In addition they are unaffected by Hold, Charm, Sleep, ESP, most forms of glamer or illusion and Fear effects. There are rumors that a specialized form of Hold spell has been developed by the Franzikan Military College, but if this sort of thing does exist, it is not in open circulation at this time.

Straw Troopers are so very similar to the crude Fodder Golems and Corn Dollies crafted by farm communities in the Low Lands that most scholars agree that these things are essentially the militarized, modernized versions of those more humble, rustic forms of soft automatons.


Commandant Zulmer of the the Wall Guard has come under intense criticism for allegedly approving a plan to bolster the units along the Inner Ramparts with an unverified number of Strohtruppen and salvaged Fyters. Some of the most scathing condemnation has come from the ultra-conservative Black Rose Coalition who control nearly a third of the Security Council. Representatives of the Black Rose demand that instead of resorting to such inhuman things as Straw Troopers to reinforce the ranks of the seriously depleted Wall Guard units, that they instead return to the time-honored practice of utilizing undead soldiers...

Soft Automata include Fodder Golems, Bannerbearers, Leatherim, Corn Dollies, Teerkinder, and others. They lack the inherent toughness of traditional automata and are most often employed in a short-term, disposable manner.

Source of Inspiration: The Scarecrow from The Wonderful Wizard of Oz, as seen through the lens of Mr. Frazer's The Golden Bough, with a touch of Arthur Machen: "...it is my belief that an awful lore is not yet dead."

Wednesday, October 29, 2014

Torchbearer (Tactical Automaton)

My life has been so short that I really know nothing whatever. I was only made day before yesterday. What happened in the world before that time is all unknown to me...


Torchbearer (Fackelträger)
No. Enc.: 1d4
Alignment: Neutral
Movement: 120' (40'0
Armor Class: 5
Hit Dice: 4
Attacks: 1
Damage: 4d6 (burst of flame)
Save: F6
Morale: 12

Torchbearers are a type of Straw Trooper, packed with dry straw and coated with pitch, tar or creosote scraped from chimneys or any other flammable substances right at hand. These soft-automatons are held together by old belts, knotted cords and bits of twine or cast-off bits of rope. They resemble Stretcher-Bearers, Stick-Men and Scarecrows but are far less sturdy and intended to be destroyed in the course of carrying out their suicidal incendiary attack upon designated targets.

Originally raised in desperation, they are equipped with hooded lanterns, miner lamps or long-hafted torches -- whatever is readily available -- and sent in the direction of the enemy forces to set fire to their stores, baggage trains and ammunition depots. Cheap and effective, they have been used to break sieges, burn down recalcitrant villages, to spoil croplands behind retreating armies and a multitude of atrocities both large and small.

They hear nothing and have no true intelligence. Once their torch is lit, they run at full speed in a straight line toward whatever they are pointed at and do their best to set fire to everything they come into contact with along the way. They can 'see' clearly up to 300' in most conditions, having no difficulty moving through Black Smoke or clouds of fighting gas. In addition they are unaffected by Hold, Charm, Sleep, ESP, most forms of glamer or illusion and Fear effects. Only clerics focused on combating machines, constructs and automata can attempt to Turn these things but do so as though they were 6 HD monsters.

A typical Torchbearer remains viable for 1d4 Turns per HD and cannot be healed, repaired or recovered. When their time is up, or they reach their intended target, they burst into flames causing 4d6 damage in a 10' radius.


Commandant Zulmer of the the Wall Guard has come under intense criticism for allegedly approving a plan to bolster the units along the Inner Ramparts with an unverified number of Strohtruppen and salvaged Fyters. Some of the most scathing condemnation has come from the ultra-conservative Black Rose Coalition who control nearly a third of the Security Council. Representatives of the Black Rose demand that instead of resorting to such inhuman things as Straw Troopers to reinforce the ranks of the seriously depleted Wall Guard units, that they instead return to the time-honored practice of utilizing undead soldiers...

Source of Inspiration: Torchbearers are pretty much a version of the Scarecrow from The Wonderful Wizard of Oz, as seen through the distorting lens of Arthur Machen: "...it is my belief that an awful lore is not yet dead." They are the product of an awful lore taught primarily to the Umheimlich Korps and a select few other special units of the Imperial Pruztian Army during the time of the First Pruztian Occupation of Wermspittle, when it was still considered a state secret. After the withdrawal of Pruztian forces, prior to the Second Occupation, a number of training manuals detailing the Pruztian methods of crafting these, and several similar soft-automata, were seized upon by freedom fighters and agents of the Academy effectively ending the Pruztian monopoly on such things.