Scarecrows

Written by:Aaron Basham

Scarecrows are 10 foot tall creatures that are driven by steam and made from wood, brass, bone, iron, stone, and a whole lot of other things. They are the mindless servants of their Lord Carl, who claims to be from the future and that he wants to go back. The Scarecrow inhabit what was once the northern plains of the dominion and have somehow transformed it into the dark, barren, and rocky place it is today and their main base is a large fortress know as "The Black Forge". The armies march so that they may gather resources to build more of them and to build the "Time Portal".

Infantry

Slaves

-Slaves are humans who fight in the armies of Carl. They are poorly organized cowards, but, they are still a threat when numbers are on there side.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts	N
4”	5plus	4plus	3	2	1	1	3	2	80	20

Type:infantry

rules:SHEITE!, cohort

equipment:dagger

command points:1

upgrades:may take a champion for 15pts.May take prods for 80pts.

Warriors

-warriors are the core scarecrows and they are the weakest ones ever made. However, that is not saying much, as they can easily kill a man.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts	N
4”	3plus	3plus	4	4	1	2	3	3	120	10

Type:infantry

Rules:automaton

Equipment:claws

command points:2

upgrades: fire fist(20ts)

Protectors

-Protectors are the most infamous class of Scarecrows. They are the ones that haunt people's nightmares for years.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts	N
5”	3plus	3plus	5	5	2	2	3	3	150	9

Type:monster

rules:automatons, fear

Equipment:claws

command points:3

Elite core

Barrel Rollers

-Barrel Rollers are the only cavalry type unit that the scarecrows have. However, that doesn't mean they are ineffective.

M	Cs	SS	P	Ar	L	At	Sp	Co	Pts	N
8”	3plus	3plus	4	4	1	2	3	3	160	10

Type:mounted

rules:automatons

equipment:claws, prod

command points:2

Hawks

-Hawks are the flying unit of the scarecrows. They are little more then barrel rollers with rockets.

M	Cs	SS	P	Ar	L	At	Sp	Co	Pts	N
8”	3plus	3plus	4	4	1	2	3	3	220	10

Type:mounted

rules:automatons, fly

equipment:claws, prod

command points:2

War Machines

Reapers

-Reapers are the most unusual type of scarecrow because in place of their normal claw the have a device known as a guillotine.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts	N
5”	3plus	3plus	5	5	2	1	2	3	60	1

Type:Monster

rules:automatons,loner

equipment:Claws, guillotine

command points:3

Shocker

-A shocker is an unusual Scarecrow that fully uses the power of a prod on an almost apocalyptic scale.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts	N
5”	3plus	3plus	5	5	2	1	2	3	50	1

Type:Monster

rules:automatons,loner

equipment:Claws, Shock cannon

command points:3

Crate

-A crate is the only noteworthy ship in the scarecrow arsenal. It is only noteworthy because it can carry their troops around.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts	N
4”	5plus	3plus	3	3	3	1	1	3	65	1

Type:ship

crew:5 slaves

Rules:Loner, transport

equipment:prod

command points: 3

upgrades:may exchange the transport spc. rule for a zap cannon for 10pts.

Leaders

Skar

-Skar is the only scarecrow who has any noteworthy marks: several bullet holes and a scar that has disabled his right eye. He inspires more fear and is almost twice as strong as any other scarecrow.

M	Cs	SS	P	Ar	L	At	Sp	Co	Pts	N
5”	2plus	2plus	8	8	3	5	5	3	170	1

Type:monster

rules:automatons, horror, unique, accurate

Equipment:claws, prod

command points: 4

Leader

-A leader ,as its name suggests, is the lead scarecrow in an army. They lead in an unerring silence.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts	N
5”	2plus	3plus	6	6	3	3	3	3	90	1

Type:monster

rules:automatons, terror, loner

Equipment:claws, prods

command points:3

upgrades:May take a zap cannon for 10pts or a guillotine for 25pts.

Caster

-A caster is a scarecrow with the proper attachments that allows it to use some basic spells.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts	N
5”	3plus	3plus	5	5	2	2	3	3	110	1

Type:monster

rules:automatons, fear, loner, caster(blast, glare)

Equipment:claws

command points:3

Task Master

-A task master is a slave who has proven himself worthy of leading a scarecrow army into battle. They are often to stubborn for their own good.

M	Cs	Ss	P	Ar	L	At	Sp	Co	Pts	N
4”	3plus	3plus	3	4	2	2	3	5	75	1

Type:infantry

rules:loner, inspiring, not one step

equipment:sword, heavy armor, prod

command points:2

Scarecrow Equipment, rules, and magic

These are objects which are unique to the scarecrow armies.

-Ranged

Name	range	P	rules
prod	6”	-	Poisoned(5+), move and shoot
guillotine	24”	8	D6 wounds
Zap cannon	24”	3	2d6 shots

-weapons and other

name	effect
Fire fist	May re-roll any roll of 1 when wounding in close combat

-Magic

name	range	effect	roll
glare	12”	Target unit causes terror until your next stand by phase.	5plus

-Special Rules

name	effect
SHEITE!	Slaves are not the bravest(or best) fighters in the world. As such any unit that is fighting them in close combat causes fear.

-Command

name	pts	effect
obey	2	The unit autocratically passes all Co related items this turn with no side effects. May not be used by slaves or slave drivers.