0
0 Items Selected

No products in the cart.

Free Shipping Australia Wide On Orders Over $100

0
0 Items Selected

No products in the cart.

All miniatures are crafted use a unique custom resin blend that combines Phrozen Aqua 8K and Phrozen TR300 RPG resin to achieve maximum sharpness whilst enhancing durability. 

Clockwork Simulacrums (3)

$13.00

Medium Sized Models (Three Variants) – 25mm Bases

Approx 40mm height 

The Clockwork Simulacrums are artificial soldiers designed to mimic human combatants—but with no fear, fatigue, or mercy. These three unique units operate in eerie synchrony, each programmed for a distinct form of warfare: one wields explosive devices with reckless precision, another carries a thunderous great hammer for close-quarters devastation, and the third strikes with calculated elegance, brandishing a blade with duelist-level skill.

Clockwork Simulacrums are precision-crafted war machines forged by ancient artificer guilds to serve as expendable soldiers, bodyguards, and saboteurs. Though lacking true sentience, their advanced programming and modular designs allow for tactical specialization. Each unit is tuned for a specific battlefield role—and when deployed in a trio, they operate with eerie synchronicity, like an orchestra of destruction.

CAMPAIGN INTEGRATION STARTERS

  • Runaway Programs:

    • A wealthy collector offers a high bounty for the return of three escaped Clockwork Simulacrums. The party is hired to track and subdue them—but quickly learns that the machines are not simply malfunctioning: they are protecting something. The party must decide whether to complete the contract or uncover the deeper purpose behind their actions.

  • Simulacrum Showdown:

    • A city on the edge of a technological revolution is rocked by a string of calculated attacks on its arcane power grid. Investigations lead to the three Simulacrums—each targeting critical infrastructure with brutal efficiency. The party must intercept them before the city goes dark, confronting each bot’s unique combat strategy in a race against time.

  • Trial of the Three:

    • Deep within an abandoned clockwork testing arena, the party discovers the dormant Simulacrums. Upon activation, the machines mistake the adventurers for combatants in a war-game simulation. To escape, the party must face all three in strategic combat scenarios, utilizing the environment and learning to counter their specialized fighting styles.

  • The Last Directive:

    • A war-era AI awakens beneath a ruined fortress, sending out a recall signal to the last remaining Clockwork Simulacrums. The machines begin converging on the location to fulfill their final protocol: “Rebuild Command Core.” The party is caught between factions—one seeking to stop the machines, and another wanting to harness their ancient tech. Whether as allies, enemies, or neutral tools, the Simulacrums’ return could shift the balance of power.

ShopD&DDnD minisClockwork Simulacrums (3)