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Army men

Battle field
Table Of Contents
Introduction . . . . . . . . . 1

Materials List . . . . . . . . 2

Getting Started . . . . . . . . 3

Soldier Stats . . . . . . . . . 4

Classes and Ranks . . . . . . . .5

Bonus Point Chart . . . . . . . .6

Moments of Valor . . . . . . . . 7

Guts and Glory . . . . . . . . . 8

Z Nation . . . . . . . . . . . . 9

Civilian Core . . . . . . . . . . 10

Zombie Army List . . . . . . . . 11


Terrain Effects . . . . . . . . . 12

Finishing Touches . . . . . . . . 13

Winning . . . . . . . . . . . . . 14

Conclusion . . . . . . . . . . . . 15

Page 1

ARMY MEN
Battlefield
RULES OF
COMBAT
I have decided to rewrite the rules to my original
army man rules game. I have gotten a lot better on
the word program since the original document I
started and have made a few fine tuning points to
some of the rules also. The original is completely
compatible with this version, I just decided that It
was too vague and many of the details had been left
out. The original game was just a bunch of notes
written on some filing cards and some green plastic
army men. It has been several years and It is time to
revisit the original. The purpose of the original game
was I wanted to be able to bring the original army toy
to life with a certain sense of reality and fairness. By
just saying “bang your dead” was just not what I was
looking for. I also wanted a cool miniatures game that
anyone could learn quickly and could pick up and
play with little or no money, experience, or talent. I
was looking for an in depth game that had the feel of
something you would buy in a store, but made from
stuff laying around the house, or you could pick up
for less than $5. You can also go the other way and
spend lots of time and money and make this game
bad ass!

Materials List
The materials needed to play should be few, cheap,
and common. So here It is.
1. Army men: Any toy store worth It’s salt should
have something. Dollar stores are the best place to
look, but the sculpts may disappoint some people.
Sometimes It’s fun to pick up an unopened bag of
two different colors and play what you get at
random.
2. Dice: Both players should have access to at least
one standard six sided dice. You can share if you
want.
3. Pennies or round markers of some sort: These are
used to represent mines, wounds and explosions.
4. Pencil and Paper: use this to keep track of your
forces and statuses of different units.

Optional materials
1. Game board: you can just use a kitchen table, but
this is a little more fun.
2. Terrain: Same as above.
3. Tape measure: You can use the base width of your
figures if you like, but some people are very
particular.
4.One and one half inch grid board: the average base
width of Army men is one and a half inches. So to
resolve movement and range, it can be very helpful
to play on a grid.

Getting Started
The first thing we need to do is get some Army men.

Then, we need to set up the playing field. You can


have a generic setting, or play realistic Historical
battles that have a scenario based on actual battles
fought in real life from any time period. This is where
terrain will play a role in the game. There are many
different ways to set up terrain, but if you don’t have
a pre set scenario, then the best way is to have one
player set the field and the other decide which side
to start from.
Next, we need to establish roles for each man to play.
This is usually assigned based on the type of pose
the figure is in. If the figure has a gun, he will usually
be a riflemen. If he is carrying a radio, he will be a
radioman, and so on. You can by all means mix and
match as long as figures are clearly marked as to
what their role is and your opponent can tell what he
is. All Army men are created equal. Which means
that all men in your army are worth the same
amount. Each man has a role to play, but all have
their part and are just as important as any other.

The next step is to deploy your troops on the battle


field. I like to do a “blind deployment”, which means
that both players cannot see how the other is setting
up his side of the board. In real life, you often don’t
get the chance to see the other guy ahead of time.
The next thing we need to do is determine the battle
field conditions. You will need to roll 3 six sided dice
to determine the base range, movement and health
of all combatants. This will simulate weather, combat
intensity, and random factors of the battle.
For example, a roll of a 2 on the range dice would
simulate low visibility such as night time or heavy
smoke, whereas a roll of 5 or 6 would be a bright
sunny day. A example of a health roll of 2 would
mean that the fight would be very intense and quick,
and a heath roll of 6 would mean a long drawn out
fight to the finish. Once you have established the
range and health rolls be sure to note them on the
stats of all your men.

Once the battlefield is completely set up, and


everyone is happy, both players should roll a six
sided dice(from here on stated as D6). The winner of
the role gets to move his army first. This is called
“Rolling for initiative”. You should roll for initiative at
the beginning of every round of combat. When the
first player begins his turn, he will use all of the men
available before relinquishing control to his
opponent. Each man in a players army can do
several things on his turn listed in the following.

1. Move: each army man can move on his turn when


they wish. Either at the beginning or end of his turn,
but you cannot split up movement points if you have
multiple points. If you have movement points left
over after other actions are taken, you will not be
able to use them. For example, if you have more than
one move point, you can move and shoot, shoot and
move, but you cannot move, shoot, and then move
again. This is called “splitting movement” and It is
illegal.

2. Attack: Each army man, unless otherwise stated,


can attack an enemy within It’s range on It’s turn.

3.Special moves: If a character has a special ability


instead of a regular attack, It may use it on It’s turn
instead of attacking.

4.Overwatch: If an army man is not in range of an


opponent on It’s turn, It can decide to use It’s turn
and go into overwatch. What this basically means is
that the unit will “be on the lookout” for enemy
forces to come his way. So if an enemy comes in
range, he can automatically fire first, even on the
enemies turn, because he is on the alert! In order to
be eligible to use overwatch, the unit cannot move,
attack, or use special abilities this turn.

5.Cover fire: An army man can also elect to lay down


cover fire instead of attacking to wound. What this
will do is your man can target an enemy and fire at It
in order to make that enemy lose It’s turn on the next
round because he has to scramble for cover. This is a
tactical move for some people to support and assist
other units in your company. A cover fire is resolved
just as if It were a normal attack.

6.Dig foxholes: You may choose to allow your men to


dig improvised, fortified positions. This is very time
consuming and may be risky. In order to dig a
foxhole, an army man can stay in one place and use
TWO turns to dig himself a foxhole. A foxhole can
provide one man a defensive cover bonus of +1 to
his defensive dice roll. Bear in mind that you can only
have a max of +3 defense to any dice roll. Men
cannot shoot or move while digging and gain the
bonus at the end of the second turn. Foxholes
become permanent terrain features after being
completed.

Soldier stats
Every soldier has certain abilities that are
represented by statistical data to reflect their fighting
capabilities. Since all army men are worth the same
amount, they get the same amount of points to use
to boost their stats. Each man gets 6 bonus points to
play around with to help them on the battle field. In
the soldier class section is a list of many different
types of soldiers. But you can build your own, with
the bonus points if you wish. Listed below are the
basic statistics of the average soldier before adding
bonuses.

MOVEMENT: Each soldier starts off with a basic


movement determined at the beginning of the game
with a dice roll. A movement amount is one base
length or approximately one and one half inches. If a
soldier has bonus points to his movement score, he
can move an additional 1 and a half inches per bonus
point. So, for example, if the base movement roll was
3, all soldiers can move 4 and a half inches. If a
soldier has a bonus movement of +1 he can move a
total of 6 inches(4 and a half plus a bonus 1 and a
half equals 6).

RANGE: Base range is determined at the beginning


of the game during battlefield setup. Range is
measured in the same way as movement ( inch and a
half increments). Some soldiers do not have ranged
weapons and can only engage in hand to hand
combat. Their attack range is zero inches or within
touch range. We call this close quarters combat or
“CQC”. Some specialized units cannot attack at all,
such as mortar and medic units. As with all stats, the
max range that any individual unit can have is +3.

ATTACK: The base attack skill for most units is D6.


Bonus points can be added to this dice roll to add an
additional point to the dice roll result with a
maximum of +3. So for instance, if a soldier with an
attack bonus of +2, rolls a 4 on his attack roll, you
would add 4+2 for a total of a 6 attack score. Bonus
points added to a soldiers attack score represent
different aspects of that soldiers class (I.E. skill level,
rate of fire). When attacking, unless otherwise
stated, you must target the enemy closest to you.
You cannot shoot past other enemies in order to hit
someone behind them.

DEFENSE: The defensive stat is also represented by


a basic D6 roll. This represents a soldiers ability to
defend himself (I.E. courage, dodge, intuition,
training, ect.) Bonuses can also be added to this
score to help avoid being injured from attacks. ALL
units have a defensive capability. Max of +3 bonus
points.

DAMAGE: This stat represents a soldiers ability to do


damage once an attack has hit the opponent. When
you score a hit against an enemy by winning an
attack roll, you will then roll again to see how much
damage you have caused. Base damage is D6. You
can add bonus points to this score to deal additional
damage if you like up to a max of +3. So if you score
a hit and then roll a 3 for damage and you have a
bonus score of +1, then the opponent would lose 4
total health points from the targeted unit.

Health: Base health (or hit points) are determined at


the beginning of the game, but some soldiers are
more hardy than average, so they can gain additional
bonus health points up to a max of +3. Health
points are taken away when a unit receives damage.
When a unit is reduced to zero hit points, It is
removed from the game.

SPECIAL ABILITIES: Certain soldier classes and ranks


have special abilities and attacks that affect other
soldiers around them.
Explosions: Mines, mortars, and grenades all
explode. In order to represent an explosion and the
damage that they inflict, we must set up an
explosion template. Explosions damage the initial
target and any adjacent targets. Any units within one
and a half inches of an explosion, must take a
defensive roll against the explosions attack roll. If
you are using a grid system, you can easily see who
is in the square next to the explosion. You would
count all nine squares. You can also make an
explosion template by making a 3 inch diameter
circle out of cardboard.
Flame throwers: Flame throwers are explained more
in detail below. When rolling for range of a flame
thrower, the flame affects enemy units within a
space two movement spaces wide from the center of
the flame direction.
Pinpoint accuracy: Units with pinpoint accuracy can
target enemy units that are not closest to them.
COMMAND DISTANCE: Leaders and officers have the
ability to affect those around them through their
authority and experience. But soldiers must be within
a certain range to have this ability be effective. We
call this the ”command distance”. Command
distance is within 2 movement spaces of the leader
that has the ability. On a grid, It would be 2 squares
away. Using a ruler, It would be 3 inches away. You
can also use a template. The best thing to use as a
template is an old CD or DVD disc. If you are using a
template, soldiers only need to be partially covered
by the template to be within command distance.
Units that have an ability that utilizes command
distance will always have a CQC attack range. If a
leader has less than 3 soldiers under his command,
he can gain another as long as they are within
command distance. Soldiers cannot benefit from
more than one leader bonus at one time. Leaders
cannot benefit from either their own bonus nor any
other leaders bonuses. You must also have at least
THREE regular troops for every leader with a
command distance at the beginning of the game. So
for instance, if you have 10 leaders on the field at the
start of the game, you must have at least 30 regular
troops also.

Classes and ranks


Below are listed many different types of soldiers. You
can make up your own classes if you like by starting
with the base stats and adding your 6 bonus points.
The following units have already had their bonus
points accounted into their stats. Some changes to
names and special abilities have been made from the
original game. Included are the classes and ranks of
the “Command and Conquer expansion pack” The
changes have made the game play more consistent
and streamlined. Please note that in the chart below
are listed the bonus points only. Base movement,
health, and range have not been included.

Rifleman: Riflemen are all around good troop


choices. They are good at everything, but not great
at anything. They have one bonus point put into
every stat for good measure. When in doubt, put a
rifleman in to get the job done.

Movement: +1 Range: +1
Attack: +1 Defense: +1
Damage +1 Health: +1
Machine gunner: The machine gunner is a heavy
hitter. With extra points in attack and damage, he
can cause some serious damage.

Movement: +1 Range: +2
Attack: +2 Defense: +0
Damage: +1 Health: +0

Sniper: With their long range, a sniper can reach out


and touch someone. With +3 to range, you can set
snipers behind the other ranks for protection. Snipers
also have the special ability to target enemy units
that are not closest to him. So if there is a high value
target that is being protected by his comrades, you
can fire past them and take out the specific target in
mind.

Movement: +1 Range: +3
Attack: +0 Defense: +0
Damage: +1 Health: +0
Special Ability: (Pinpoint accuracy) May target enemy
units not closest to him.

Melee: While melee soldiers cannot use ranged


weapons, they make up for this in their incredible
speed and health. This unit is great when set up in a
special squad to come around an enemies flank and
attack from the inside. They may get taken out, but
they will cause considerable damage before they do.

Movement: +3 Range: CQC


Attack: +0 Defense: +0
Damage: +0 Health: +3

Flame thrower: This unit has a great area of effect.


Keep him protected and he can clear a path through
tough enemy defenses. Flame weapons also IGNORE
ALL DEFENSIVE BONUSES. So keep that in mind and
you will have less trouble with units that are dug in.
To attack with a flame thrower you must first roll a
D6 dice to determine the distance that the flame has
gone. Any unit that is within that distance and 2
movement spaces (aprox. 4 inches) wide will be
attacked by the flame. This is however, limited to the
first 3 units the flame touches. So you can only
attack a maximum of three enemy units with a flame
thrower at a time. Flame thrower attacks cannot be
upgraded with bonus points, so they will use a
straight D6 attack roll.

Movement: +0 Range: D6
Attack: +0 Defense: +0
Damage: +0 Health: +1

Grenadier: Grenadiers use the explosion template


for their attack. Explosions target the initial target
and any other units adjacent to that unit. Grenadiers
can do heavy damage, buy be careful. If you roll a 1
on your range roll, you will drop the grenade directly
in front of you and will have to take a defensive roll
on yourself and any friendly units in range. Grenadier
are a gamble that can literally blow up in your face.

Movement: +1 Range: D6
Attack: Explosion Defense: +0
Damage: +0 Health: +0
Bazooka: the bazooka is the hardest hitting weapon
in the game to date. Hit someone with this weapon
and he probably won’t get up.

Movement: +0 Range: +1
Attack: +2 Defense: +0
Damage: +3 Health: +0

Medic: The medic is the only soldier in the game


that can heal others of their wounds. They come with
high health so don’t be afraid to get him up on the
front lines where he is needed most. It is a good idea
to paint a red cross on his helmet to designate his
status.

Movement: +3 Range: CQC


Attack: +0 (Heal) Defense: +0
Damage: N/A Health: +3
Minesweepers: Mine sweepers are a must have for
any defensive force. Each mine sweeper can have up
to 3 mines on the battlefield at any given time. If you
have 3 mines down and one blows up, then the
minesweeper is free to place a new one. You can
place up to 3 mines before the game starts. As the
game progresses and mines are blown up or defused,
the minesweeper can place another under his
detector. Also, if you need to clear a minefield, send
in your minesweeper without worry of getting blown
up. A minesweeper can defuse mines by simply
placing his detector over them and declaring that the
mine has been defused. The owner of the mine picks
up the defused mine and removes It from play. When
a normal soldier enters a minefield, he must check to
see if he sets one off every time he makes a move.
Whenever a unit moves on or adjacent to a mine, he
must roll a dice. On a roll of 1, the mine explodes and
attacks anyone within It’s range. Minesweepers on
both sides do not need to roll, and can move freely.
Normal units can attack and shoot as normal while in
a minefield as long as they DO NOT MOVE.

Movement: +1 Range: N/A


Attack: Explosion Defense: +0
Damage: +0 Health: +0
Radioman/Mortar: These two units are listed
together because they work as a team. One cannot
complete It’s mission without the other. A radioman
goes to the front lines of the battle and calls in the
co-ordinates of enemy positions back to the mortar
launchers. Mortar launchers stay in the back of the
field and wait for co-ordinate to be called in. Mortars
can be launched into any place on the battlefield as
long as the radioman is within range to see It. A
radioman has a range of +3. To call in an attack,
place an explosion marker on the location within the
radioman’s range. On the mortar launcher turn,
launch the mortar and explode it in that location.
This seems unstoppable and unfair at first, but this
strategy does have a weakness. If you lose all of
either type of troop, It renders the other useless. Is
you have no radiomen to call in, then the mortars will
fall silent. If you lose all your mortars, then the
radiomen will have no attacks. The good news is that
one radioman can call in co-ordinates for all your
mortars, but they have to attack the same spot
seeing as how the radioman can only call in one
location per turn. Also, one mortar can attack several
different targets called in by multiple radiomen, as
long as it is only one attack per turn. So make sure to
keep your radiomen well protected as he has no
attack of his own and other troops are depending on
him. Make sure to spread your mortar positions out
somewhat so they do not get overrun and rendered
useless. Also note that mortars CAN NOT MOVE. They
are stationary during the entire game.

Radioman
Movement: +2 Range: +3
Attack: N/A Defense: +0
Damage: N/A Health: +1

Mortar:
Movement: None Range: Any
Attack: Explosion Defense: +0
Damage: +0 Health: +0

Recon: Recon soldiers are the guys with the


binoculars. I bet you thought they were good for
nothing, but that’s not the case in this game. Recon
lets other soldiers know where the enemy is. They
keep track of enemy movements and let the others
know if they are on target or not. If a friendly soldier
is within command distance(two movement spaces)
of a recon unit, then he can re roll a bad attack roll.
Up to three units within “command distance” can
take advantage of this benefit. You can only re roll
once per attack. You can’t just re roll until you get the
result you want.

Movement: +0 Range: CQC


Attack: +0 Defense: +0
Damage: +0 Health: +0

Special Ability: Up to 3 soldier within command


distance can re roll attack dice rolls.

Assassin: Assassins are very similar to snipers. The


difference is that assassins actively seek out their
targets whereas snipers lie in wait for their targets to
come to them. As with the sniper, assassins can
target enemy units that are not closest to him. Since
they are more aggressive, they get a higher attack
than the sniper.

Movement: +1 Range: +3
Attack: +1 Defense: +0
Damage: +0 Health: +0

Special Ability: (Pinpoint accuracy) May target enemy


units not closest to him.
Sergeant: Every fire team needs a sergeant in there
ranks. Sergeants inspire their men to do heroic things
and reminds them of their training. A sergeant gives
up to 3 men within his command distance (aprox. 6
inch diameter) a +1 to their attack roll. A sergeant is
only armed with a pistol, so he can only attack
adjacent targets within CQC range.

Movement: +1 Range: CQC


Attack: +0 Defense: +0
Damage: +1 Health: +1

Special Ability: Up to 3 soldier within command


distance gain an attack bonus of +1.

Lieutenant: Lieutenants are good tacticians and are


useful in defensive situations. Lieutenants give up to
3 soldiers within command distance the ability to re
roll a defensive roll once per turn. When using
lieutenants, make sure to paint a rank designation on
them somewhere.

Movement: +0 Range: CQC


Attack: +0 Defense: +0
Damage: +0 Health: +0

Special Ability: Up to 3 soldiers within command


distance May re-roll defense rolls.
Major: Majors have the most experience on the
battlefield and are very hardy. He can give up to 3
units withpn his command distance an extra point of
health as long as he is alive.
Movement: +0 Range: CQC
Attack: +0 Defense: +1
Damage: +0 Health: +1

General: The highest ranking unit in the army is the


General. He also has the most powerful tactical
advantage of all classes of soldier. While individually
weak, he has the ability to use his many years of
tactical experience to give an extra point to your
initiative roll. The ability to increase your odds of
going first cannot be under estimated. You may only
have one General in your army.
Movement: +0 Range: CQC
Attack: +0 Defense: +0
Damage: +0 Health: +0

Special Ability: Can add an additional point to


initiative rolls at the beginning of each round.
Bonus points chart
R a n k / C la s s M o ve R a n g e A tta c k D e ffe n s e D a m a g e H e a lt h S p e c ia l A b ilit ie s

R ifl e m a n 1 1 1 1 1 1 w e ll ro u n d e d

M a c h in e g u n n e r 1 2 2 0 1 0 h ig h a tta c k

S n ip e r 1 3 0 0 1 0 c a n ta rg e t e n e m y n o t c lo s e s t to h im

M e le e 3 C Q C 0 0 0 3 h ig h h e a lt h

F la m e th ro w e r 0 D 6 0 0 0 1 c a n a tta c k 3 a d j. ta rg e ts

G re n a d ie r 1 D 6 e x p lo s io n 0 0 0 s e e e x p lo s io n ru le s

B a z o o k a 0 1 2 0 3 0 h ig h d a m a g e

M e d ic 3 C Q C 0 0 0 3 h e a ls in s t e a d o f d a m a g e

M in e s w e e p e r 1 N /A e x p lo s io n 0 0 0 p la c e a n d d e fu s e m in e s

R a d io m a n 2 3 N /A 0 N /A 1 c a lls in m o rt a r c o o rd in a t e s

M o rta r N o n e a n y e x p lo s io n 0 0 0 a tta c k s ra d io m a n s c o o rd in a t e s

R e c o n 0 C Q C 0 0 0 0 3 a d j. u n it s c a n re ro ll a t t a c k s

A s s a s in 1 3 1 0 0 0 c a n ta rg e t e n e m y n o t c lo s e s t to h im

S e rg e a n t 1 C Q C 0 0 1 1 3 a d j. u n it s g e t p lu s 1 a tta c k

L ie u t e n a n t 0 C Q C 0 0 0 0 3 a d j. u n it s c a n r e r o l l d e fe n s e

C o m m a n d e r 1 C Q C 0 1 0 1 3 a d j. u n it s g e t p lu s 1 h e a lt h

G e n e ra l 0 C Q C 0 0 0 0 p lu s 1 to in it ia t ive ro lls (1 p e r a rm y )

Moments of valor

This is an optional advanced set of rules to play


the army men miniature battles game with that
allows you to play one time use power cards.
The power cards allow soldiers to perform feats
of valor and become heroes on the battlefield.

Using power cards


At the beginning of the game, when you roll for
range, health, and movement, you will make
an additional roll to see how many power cards
you can draw from your pool of cards. Each
player gets the same amount of cards. You can
make power cards with a pen, markers, and
blank index cards. Power cards may only be
used once per game. The following is a list of
cards. Each player should have his own set of
cards and they should all be the same as your
opponent.

1. Feeling Lucky: Re-roll any dice roll any time,


for any reason.

2. For the good of the many: One soldier can


jump on a grenade to save his buddies. If he
beats the attack roll, he survives.

3. Booby trap: When a soldier looses all his


health points, replace him with a land mine at
his last location.

4. Go the extra mile: double the movement of


one soldier.

5. Double Down: One soldier can attack twice


on his turn.

6. Just a flesh wound: When a soldier looses all


his life points, he may still take one more turn
before being removed from play.
7. Broken arrow: Any leader can attack all
enemies within his command distance at once.

8. Ricochet: Play this card before rolling for


damage. Any damage points left over will be
taken away from the next closest enemy
soldier.

Guts and Glory


Army List By Nation
In the Guts and Glory chapter, you will be able
to use power cards that are specific to the
nation of the army that you are using. You can
decide with your opponent whether to use
them in addition to the normal power cards, or
whether to roll for them mixed in with the
others. There are also suggested color
schemes to go with different nationalities.

USA: The USA is by far the


most common nation used in plastic army men
games. The USA benefits from It’s vast
rescores of manpower and material.
Primary Color: Olive green
Secondary Color: Brown
Accent Color: Yellow or gold

Supply drop: Chang any three soldiers on the


field to another weapon type.

Field promotion: Promote any three soldiers to


any type leader with a command distance.

British soldiers are known for being self


Britain:

reliant and stubborn in the face of overwhelming odds.


Primary Color: Light Green
Secondary Color: Tan
Accent Color: Blue

Stiff upper lip: 1 Grenade blast damage is


halved for all targets.

Never give up: Up to three foxholes can be dug


in one turn.
France: While not very effective
in a straight on fight, the French excel at
subversive guerrilla warfare.

Primary Color: Brown


Secondary Color: Grey
Accent Color: Yellow

Viva La Resistance!: Remove (1D6) soldiers and


replace them with (2 per) civilians behind
enemy lines.

Sabotage: Place an explosion anywhere on the


field you wish and detonate It.

Germany:Germany’s technological advancements


were far ahead of the pack in the beginning of the war.

Primary Color: Light Grey


Secondary Color: Dark Grey
Accent Color: Black

Stuka dive bomber: Attack any unit on the field


with no bonus added to the attack or damage
roll.

Awful 88’s: Select five enemy soldiers to loose


their next turn from shock and awe.
Soviet Block: The Soviet
Union is a culmination of many different
countries under one roof. Whether they like It
or not.

Primary Color: Grey


Secondary Color: Green
Accent Color: Red

Acceptable Losses: Remove 2 soldiers from


your army in order to remove any enemy
soldier of your choosing.

Elite Sniper: Permanently add +1 attack and


+1 damage to any sniper or assassin.

Japan: The Japanese army is


manically faithful and will follow any orders
given to them.

Primary Color: Tan


Secondary Color: Black
Accent Color: Red

Kamikaze: Select a soldier and attack any


enemy soldier on the field using his bonus
attack and damage points. The soldier is
removed from play after his attack.

Banzai!: Roll 2 dice (2d6). That many soldiers


get double movement this turn.

China: hat the Chinese lack in


recourses, they more than make up for in
manpower.

Primary Color: Tan


Secondary Color: Brown
Accent Color: Gold

Strength in Numbers: Remove (1d6) regular


troops and replace them with 2 untrained
soldier per ones removed. Untrained soldiers
have no bonus points, but can attack at range
determined at the beginning of the game (base
range).

The Art of War: Attack with the sun in their


eyes. (1d6) enemy soldiers loose 1 point of
range on their next turn.
Vietnam: The Vietnamese
army is tenacious and patient. Waiting for the
enemy to make a mistake.

Primary Color: Black


Secondary Color: Tan
Accent Color: Red

Spider Hole: Place 1 soldier anywhere behind


enemy controlled territory.

Tunnel rats: Move up to 3 soldier anywhere you


wish within your controlled territory.

Z Nation
Playing Zombies with Army Men
I have had many requests for zombie rules for
this game and I have come around to adding
them in. The only other request I get a lot of is
for vehicles. Vehicles are just too restricting to
do within the constraints of this games
mechanics. But zombies I can do.
In this chapter of the rules we will be going
over stats and rules for adding zombies,
civilians, and rapid response teams into the
game. We will also be going over splitting up
points and basic zombie behavior. Many
zombie outbreaks occur in urban areas near
civilian populations. Several nations can take
advantage of using civilians to supplement
their ranks. Zombies and civilians are similar in
the fact that they have NO BONUS POINTS to
take advantage of. The difference is that
civilians can take advantage of basic health
points and range determined at the beginning
of the game.

Splitting Points
Since civilians and zombies cannot take
advantage of bonus points and are very limited
in other areas as well, they are not worth as
much as a regularly trained soldier. Since
soldiers are worth one point a piece, then we
must be able to place several civilian or zombie
units per point. Regular civilians are worth 2
per point, and zombies are worth 3 per point.
So for every point you use to build your army,
you can place 1 soldier, 2 civilians, or 3
zombies. There are some civilians and zombies
that are properly trained and equipped as well
as any soldier on the battlefield and are worth
a full point a piece. Civilians may be used in
some armies and soldiers may be called in to
assist local law enforcement with zombie
outbreaks, but zombies may not be used in a
regular army. They may only be in their own
army.

Universal Zombie Warning


System
Most nations have come together to establish a
universal warning system to show the present
status of towns and cities that have been
affected by zombie outbreaks through a
system of flags displayed below.

All Clear: This flag is a green circle with a white


background. This flag is displayed to show that the area is safe and free of any zombies. The area has either
not been affected or has been cleared of all zombies. You move about freely, but remain cautious.
Area compromised: This
flag wit a white x and black background
indicates that zombies are present, but there
are still survivors that need to be evacuated
and first responders are in the area dealing
with the situation. There may be pockets of
safe areas, but always be on the lookout. Just
remember to check before shooting the place
up or throwing that grenade.

Area completely
overrun: If you see this flag with a red x on
a black background, you are in the wrong place
at the wrong time. This area has been
completely evacuated and anyone remaining is
considered lost. Don’t expect any
reinforcements or rescue operations. One
would consider to move quickly, shoot first and
ask questions later.

Civilian Core
The following is a list of the different types of
civilians and power cards you can play
associated with civilians.

Basic civilian: This civilian is your average


everyday person on the street. They have no
training or special abilities. They have just
found themselves in a situation that they must
deal with as best as possible. Other than the
regular civilian core, China and France can use
civilians in their armies under certain
conditions.

Movement: +0 Range: +0
Attack: +0 Defense: +0
Damage: +0 Health: +0

Riot Police
Riot police are part of the civilian population
and can be used as part of the effort to control
a civilian area that is not under control of any
military force. Riot Police are worth a full point
to play since they have special abilities and
training.

Police officer with shotgun: A police officer


armed with a shotgun can attack 2 targets at
once provided they are within 3 movement
points and a 90 degree arc of the direction the
officer is facing. You may want to make a
template with a 4 and a half inch radius in the
shape of a quarter circle.

Movement: +1 Range: 3x 90 degrees


Attack: +0 Damage: +0
Defense: +1 Health: +0
Special ability: Shotgun

Police officer with assault rifle: A police officer


armed with an assault rifle may attack twice
during his turn. Either at the same target twice,
Or two separate targets.

Movement: +1 Range: +0
Attack: +0 Damage: +0
Defense: +1 Health: +0
Special ability: Assault rifle

SWAT Team member: SWAT team members are


specially trained to navigate their way through
urban areas and difficult terrain. They do not
suffer from any negative effects of terrain.
They may move freely through hindering
terrain, negate any defensive bonuses of
targets using cover. They can easily jump over
fences and barbed wire, as well as target
enemy hiding behind low walls and in buildings
without negative effects.

Movement: +1 Range: +0
Attack: 0 Damage: +0
Defense: +1 Health: +0
Special ability: Urban Combat

Civilian Power Cards

Don’t Taze Me Bro!: Police can attack targets


with Tazers causing them to loose D6 turns.

Deputize: Promote any regular civilian into any


type Police Officer.

Zombie Army
According to zombie lore, zombie are infected
humans that are not in control of their normal
everyday operations. There are many different
ideas as to how zombies ought to act and how
they got here, but that is completely up to you
how you want you zombie army to be. This is
just a rules guideline for the statistical data to
use them in the game. Zombies have very low
stats and are plentiful in number, therefore
they are worth 3 per point. For every point your
army is worth, you can field 3 regular zombies.
There are some more powerful zombies that
are worth a full point that will be discussed
later. Regular zombies have no bonus points,
can only make CQC attacks, and only have 1
health point. Since zombies don’t use bonus
points, they make straight D6 rolls for Attacks,
Defense, and Damage. Movement is standard
and determined at the start of the game just
like any other army and will match the
standard movement of the opposing army.
Zombies can move about freely and take
advantage of cover and use tactics. However, if
they are attacked by anyone and survive, they
must target and move toward that unit
unrelentingly, unless attacked by someone
else. If a zombie takes damage from a flame
weapon, they do not take damage right away.
When hit with flame weapons, zombies can
continue to play for a full round until he is able
to take his turn. They are now considered to be
on fire and will do 1 health point of damage to
anyone within CQC distance of him with no
defensive roll. If other zombies are within that
distance they will be set on fire if they are
unable to move out of they way within one full
round. After one full round of being on fire, they
will eventually burn out and are then removed
from play.

Effects of Zombie
Infection
People and creatures become zombies by
coming into contact with an infected specimen.
Whenever a person or soldier engages in
combat with a zombie and receives a wounding
blow by a zombie, they must roll a D6 to
determine if they have become infected. On a
roll of 1 or2 the wounded unit has become
infected with the zombie virus. They will loose
a health point every round of combat until they
reach zero points. On the next round of
combat, they become a zombie as well. If a
soldier looses all health points during a zombie
attack and rolls a 1 or 2, then they are
immediately turned into a zombie and control
of that unit goes to the player controlling the
zombies. Soldiers that have become zombies
loose all of their bonuses and special abilities.
If a defending player rolls a 3 or higher on an
infection roll, then they take normal damage
and do not suffer ant ill effects of the virus.
Zombie Stats
Basic Zombie:
Movement: +0 Range: CQC
Attack: +0 Damage: +0
Defense: +0 Health: 1 point
only

Special abilities:
Infection: After a successful attack, a defending
player must roll an infection roll. On a 1 or 2
the target becomes infected with the zombie
virus.

Zombie Leader: Certain zombies have more


intelligence than others and are able to
command and direct other zombies to do their
bidding. These are zombie leaders. They cost a
full point to use and are able to command up to
6 zombies at a time. They also have a limited
number of bonus points to spend. Zombies
under their leadership gain an additional point
to their movement making them much quicker
and can reach their targets faster. Of course
they must be within the leaders command
distance which is a standard 6 inch diameter.
You must have a minimum of 3 points of basic
zombies ( 9 zombies) for each leader in your
army.
Zombie Leaders stats:
Movement: +1 Range: CQC
Attack:+0 Damage: +0
Defense: +1 Health: Base health +2

Special abilities: Can give up to 6 basic


zombies +1 movement within command
distance.

Zombie Army Power Cards


Radioactive Zombie: 1 zombie becomes
radioactive and will give any living creature
within CQC distance 1 point of radioactive
damage per round of combat. Effects of
radiation are not permanent and will wear off if
moved away from affected zombie. When
zombie is removed from play, replace him with
a radiation marker, and that spot remains
radioactive for the rest of the game.

Exploding Zombie!: When this zombie is


successfully attacked, he explodes and attacks
as if It were any other explosion in the game.
Effects of terrain
There are many different ways that terrain
features on the battlefield effect the way the
game is played. Soldiers can hide behind walls
or in buildings. They can dig foxholes or set up
on the top of a hill. In this chapter, we will be
going over different ways that terrain affects
game play.
Before we begin, always bear in mind that stats
for individual soldiers may never be more than
+3. Any bonuses that exceed this amount
should be ignored.

Blocking terrain: Walls, buildings, and any other


solid structures hat completely prevent enemy
units from seeing you are considered blocking
terrain. Blocking terrain protects all units
positioned behind It. Enemy units cannot target
units behind blocking terrain.

Cover: Low walls, foxholes, and heavily wooded


areas are considered cover. Cover is anything
that can partially protect or hide soldiers in
combat. Cover grants the benefit of +1 to
defense.
Hindering terrain: Fences, barbed wire, bushes,
and chasms are considered hindering terrain.
This type of terrain cannot be moved over and
must be moved around. It does not however
have any beneficial bonus capabilities.

Elevated terrain: Hilltops, rooftops and second


story buildings are considered elevated terrain.
For the purpose of the game, every floor of a
building or rise of a hill will be considered a
level of elevation. It costs 1 additional point of
movement for every elevation traveled up or
down. Elevation gives the advantage of +1
range to ranged weapons for the first elevation
higher than the target. After one elevation
level, the range is reduced by 1 point for every
difference in elevation. Units shooting up
towards targets at a higher elevation do not
suffer range points for the first elevation. Units
cannot CQC attack adjacent units at a different
elevation.

Buildings: Buildings are a unique challenge as


to whether they are considered blocking or
cover terrain. Buildings are only considered
blocking terrain if neither party can target each
other. If either party can target the other then
It is assumed that the other can as well and the
unit within the building gains a +1 defense of
covered terrain. If both combatants are in two
different buildings, then they both benefit. If
they are within the same building, then no one
benefits.

Winning
So, how do we win the game. Well, that’s the easy
part. All you have to do is get your opponent to
surrender or retreat from battle. Or you can also set
up scenario objectives. As a general of your army,
you have the power to end the battle any time you
wish. If you are receiving heavy casualties, and it is
only a matter of time before defeat is inevitable, it
may be a good idea to end the game so you can
spend more time on a new game with a different
strategy. Or you can be a tyrant and make your army
fight to the very last man. It’s entirely up to you
when to end the battle. Don’t allow your opponent to
keep you in the battle needlessly so he can gloat
over the overwhelming casualty rate. This is a game
of tactics. The more you play the better you will get.
There are many types of troop choices for you to use.
Some are more useful for certain situations than
others. Resist the urge to use every troop choice all
at once.

Finishing touches
There are many quick, cheap, and easy ways to take
your game to the next level. In this section I want to
show some cool optional stuff you can do.
Barbed wire: You can make some really nice looking
barbed wire with some small, single stranded wire
wrapped around a medium diameter spool. Barbed
wire restricts movement in the game but you can
shoot right through it.

Forest moss: Moss and lichen can be found around


the yard and looks great as a forest.

Toothpicks: Toothpicks make great pieces of terrain.


You can build fences and tank obstacles with them.
Pie plates: You can make great craters and foxholes
with a simple aluminum foil pie plate.
1.

2.
3.

The end
Thank you for reading my rules for plastic army men.
I hope you enjoyed them as much as I do and that
they will help you in many battles to come.
Thanks
Franz Braatz

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