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So, to play Army Men PAZCIK you will require the following:
1) 20 – 50 dice recommended
2) Measuring tape (in inches preferably)
3) A table to play on and 2 Players
4) A circle template, 2 inches in diameter for explosions
5) A tear drop shaped template 8 inches in length ending in a circle
6) At least 2 armies of equal size (each model is worth a set amount of points,
for example, a standard Army Man is worth 4 points or 4pts)
Units
Every model is part of a unit and has individual statistics (stats) and may have
special rules as do their weapons, including the following:
Army Men Table of Contents
Army Men PAZCIK Deployment ............................................................................................................. 1
Units ........................................................................................................................................................ 1
Model Statistics .................................................................................................................................... 10
Dodge Saves: ........................................................................................................................................ 11
REINFORCEMENTS PHASE .................................................................................................................... 11
PLAYING IN TEAMS or 3+ PLAYERS: ..................................................................................................... 12
Setting the Scene: The Plastic World (Pachik) ..................................................................................... 12
Portal Reinforcements: ........................................................................................................................ 14
Link Up: ................................................................................................................................................. 14
When can Reinforcements arrive? Can they still shoot with big guns? ............................................. 14
SHIFTING THE BALANCE ....................................................................................................................... 14
Other Ways for Reinforcements to Arrive: ......................................................................................... 15
Canoe Reinforcements: ........................................................................................................................ 15
Raft Reinforcements: ........................................................................................................................... 15
Braaaainnns: ......................................................................................................................................... 15
Placing Undead ‘Braaainnns’ Reinforcements: ................................................................................... 16
Shadow Cages:...................................................................................................................................... 16
Reinforcement Generating Terrain:..................................................................................................... 16
Satellite Dish:........................................................................................................................................ 17
Optional Campaign Rules: .................................................................................................................... 17
MOVEMENT PHASE: ............................................................................................................................. 17
Staying Together within ‘2’: ................................................................................................................. 18
Movement Blocking Terrain: ............................................................................................................... 18
Capture Artillery: .................................................................................................................................. 19
SHOOTING PHASE:................................................................................................................................ 19
Run: ....................................................................................................................................................... 20
Exceptions to 3+ to hit in Shooting: ..................................................................................................... 20
How Shooting is affected by Terrain: .................................................................................................. 20
Terrain which blocks Line of Sight: ...................................................................................................... 21
Firing through Friendly Units: .............................................................................................................. 21
Close Combats block Line of Sight to Shooting: .................................................................................. 21
Firing through Enemy Units: ................................................................................................................ 22
Reflex Shots: ......................................................................................................................................... 22
Order of Shooting: Guess Weapons .................................................................................................... 23
Cannon Grapeshot................................................................................................................................ 24
Removing Dead Models ....................................................................................................................... 24
How Explosive Weapons hit Models ................................................................................................... 25
Explosive Weapons tally their hits in total against the target............................................................ 25
Firing with Flamethrowers ................................................................................................................... 25
SPECIAL RULES ...................................................................................................................................... 26
CLOSE COMBAT PHASE......................................................................................................................... 27
Charging Multiple Units ....................................................................................................................... 27
Failed Charges....................................................................................................................................... 27
Who can attack in Close Combat? ....................................................................................................... 28
Courageous ........................................................................................................................................... 28
Destroying Multiple Units through CCR Rolls...................................................................................... 29
Victory Collision:................................................................................................................................... 29
Throwing Grenades in Close Combat: ................................................................................................. 30
Strength vs Toughness Table: .............................................................................................................. 31
Ranged Weapons and Stats: ................................................................................................................ 31
Army List Building and Balance: .......................................................................................................... 32
Brief Unit Statistics (Unit Stats): .......................................................................................................... 33
Model Limits for Units (Suggested): .................................................................................................... 33
Neutral CORE Units: ............................................................................................................................. 34
Neutral CORE Units: ............................................................................................................................. 34
Neutral Critters:.................................................................................................................................... 35
Neutral Heavy Units: ............................................................................................................................ 38
Designer’s Notes:.................................................................................................................................. 41
How & Why to play Army Men PAZCIK ............................................................................................... 43
Where to from here?............................................................................................................................ 44
Blue Prehistory- CORE Units ................................................................................................................ 45
Blue Medieval- CORE Units .................................................................................................................. 45
Blue Medieval- Specialist Units ........................................................................................................... 47
Blue Exploration- CORE Units .............................................................................................................. 48
Blue Wild West- CORE Units ................................................................................................................ 49
Blue Wild West- Specialist Units .......................................................................................................... 50
Blue Modern- CORE Units .................................................................................................................... 50
Blue Modern- Specialist Units.............................................................................................................. 51
Blue Modern Heavy Units .................................................................................................................... 51
Blue Space- CORE Units ........................................................................................................................ 52
Blue Space- Specialist Units ................................................................................................................. 53
Blue Space- Heavy Units....................................................................................................................... 54
Clay Prehistory- CORE Units ................................................................................................................. 55
Clay Medieval- CORE Units .................................................................................................................. 55
Clay Medieval- Specialist Units ............................................................................................................ 57
Clay Exploration- CORE Units ............................................................................................................... 58
Clay Wild West- CORE Units ................................................................................................................. 59
Clay Wild West- Specialist Units .......................................................................................................... 60
Clay Modern- CORE Units..................................................................................................................... 60
Clay Modern- Specialist Units .............................................................................................................. 61
Clay Modern Heavy Units..................................................................................................................... 61
Clay Space- CORE Units ........................................................................................................................ 62
Clay Space- Specialist Units .................................................................................................................. 63
Clay Space- Heavy Units ....................................................................................................................... 64
Ghoul Army List .................................................................................................................................... 65
Ghoul Prehistory- CORE Units .............................................................................................................. 66
Ghoul Medieval- CORE Units ............................................................................................................... 66
Ghoul Medieval- Specialist Units ......................................................................................................... 67
Ghoul Exploration- CORE Units ............................................................................................................ 68
Ghoul Wild West- CORE Units .............................................................................................................. 69
Ghoul Wild West- Specialist Units ....................................................................................................... 70
Ghoul Plastic War- CORE Units ............................................................................................................ 71
Ghoul Plastic War- Specialist Units ...................................................................................................... 71
Japanese Plastic War- CORE Units ....................................................................................................... 72
Japanese Plastic War- Specialist Units................................................................................................. 72
Ghoul Modern- CORE Units.................................................................................................................. 73
Ghoul Modern- Specialist Units ........................................................................................................... 74
Ghoul Modern Heavy Units ................................................................................................................. 74
Ghoul Space- CORE Units ..................................................................................................................... 75
Ghoul Space- Specialist Units ............................................................................................................... 77
Ghoul Space- Heavy Units .................................................................................................................... 77
Green Nation Army List ........................................................................................................................ 78
Green Prehistory- CORE Units.............................................................................................................. 78
Green Medieval- CORE Units ............................................................................................................... 78
Green Medieval- Specialist Units ......................................................................................................... 80
Green Exploration- CORE Units............................................................................................................ 81
Green Wild West- CORE Units.............................................................................................................. 81
Green Wild West- Specialist Units ....................................................................................................... 83
Green Modern- CORE Units ................................................................................................................. 85
Green Modern- Specialist Units ........................................................................................................... 86
Green Modern Heavy Units ................................................................................................................. 86
Green Space- CORE Units ..................................................................................................................... 87
Green Space- Specialist Units .............................................................................................................. 88
Green Space- Heavy Units .................................................................................................................... 89
Grey Prehistory- CORE Units ................................................................................................................ 90
Grey Medieval- CORE Units.................................................................................................................. 90
Grey Medieval- Specialist Units ........................................................................................................... 92
Grey Exploration- CORE Units .............................................................................................................. 94
Grey Wild West- CORE Units ................................................................................................................ 95
Grey Wild West- Specialist Units ......................................................................................................... 96
Grey Plastic War- CORE Units .............................................................................................................. 96
Grey Plastic War- Specialist Units ........................................................................................................ 97
Grey Plastic War- Heavy Units ............................................................................................................. 97
Grey Modern- CORE Units .................................................................................................................... 97
Grey Modern- Specialist Units ............................................................................................................. 99
Grey Modern Heavy Units.................................................................................................................... 99
Grey Space- CORE Units ..................................................................................................................... 100
Grey Space- Specialist Units ............................................................................................................... 101
Grey Space- Heavy Units .................................................................................................................... 102
Maroon Prehistory- CORE Units ........................................................................................................ 103
Maroon Medieval- CORE Units .......................................................................................................... 103
Maroon Medieval- Specialist Units.................................................................................................... 105
Maroon Exploration- CORE Units ...................................................................................................... 106
Maroon Wild West- CORE Units ........................................................................................................ 107
Maroon Wild West- Specialist Units .................................................................................................. 108
Maroon Modern- CORE Units ............................................................................................................ 109
Maroon Modern- Specialist Units ...................................................................................................... 110
Maroon Modern Heavy Units ............................................................................................................ 110
Maroon Space- CORE Units ................................................................................................................ 111
Maroon Space- Specialist Units ......................................................................................................... 112
Maroon Space- Heavy Units............................................................................................................... 113
Orange Prehistory- CORE Units.......................................................................................................... 114
Orange Medieval- CORE Units ........................................................................................................... 114
Orange Medieval- Specialist Units ..................................................................................................... 116
Orange Exploration- CORE Units........................................................................................................ 117
Orange Wild West- CORE Units.......................................................................................................... 118
Orange Wild West- Specialist Units ................................................................................................... 119
Orange Modern- CORE Units ............................................................................................................. 119
Orange Modern- Specialist Units ....................................................................................................... 120
Orange Modern Heavy Units ............................................................................................................. 120
Orange Space- CORE Units ................................................................................................................. 121
Orange Space- Specialist Units .......................................................................................................... 123
Orange Space- Heavy Units ................................................................................................................ 123
Pink Prehistory- CORE Units............................................................................................................... 124
Pink Medieval- CORE Units ................................................................................................................ 124
Pink Medieval- Specialist Units .......................................................................................................... 126
Pink Exploration- CORE Units............................................................................................................. 127
Pink Wild West- CORE Units .............................................................................................................. 128
Pink Wild West- Specialist Units ........................................................................................................ 129
Pink Modern- CORE Units .................................................................................................................. 129
Pink Modern- Specialist Units ............................................................................................................ 130
Pink Modern Heavy Units .................................................................................................................. 130
Pink Space- CORE Units ...................................................................................................................... 131
Pink Space- Specialist Units ............................................................................................................... 132
Pink Space- Heavy Units ..................................................................................................................... 133
Purple Prehistory- CORE Units ........................................................................................................... 134
Purple Medieval- CORE Units............................................................................................................. 134
Purple Medieval- Specialist Units ...................................................................................................... 136
Purple Exploration- CORE Units ......................................................................................................... 137
Purple Wild West- CORE Units ........................................................................................................... 138
Purple Wild West- Specialist Units .................................................................................................... 139
Purple Modern- CORE Units ............................................................................................................... 139
Purple Modern- Specialist Units ........................................................................................................ 140
Purple Modern Heavy Units ............................................................................................................... 140
Purple Space- CORE Units .................................................................................................................. 141
Purple Space- Specialist Units ............................................................................................................ 142
Purple Space- Heavy Units ................................................................................................................. 143
Red Prehistory- CORE Units ............................................................................................................... 144
Red Medieval- CORE Units ................................................................................................................. 144
Red Medieval- Specialist Units .......................................................................................................... 146
Red Exploration- CORE Units ............................................................................................................. 147
Red Wild West- CORE Units ............................................................................................................... 148
Red Wild West- Specialist Units ......................................................................................................... 149
Red Modern- CORE Units ................................................................................................................... 149
Red Modern- Specialist Units............................................................................................................. 150
Red Modern Heavy Units ................................................................................................................... 150
Red Space- CORE Units ....................................................................................................................... 151
Red Space- Specialist Units ................................................................................................................ 153
Red Space- Heavy Units...................................................................................................................... 154
Royalist Prehistory- CORE Units......................................................................................................... 155
Royalist Medieval- CORE Units .......................................................................................................... 155
Royalist Medieval- Specialist Units.................................................................................................... 157
Royalist Exploration- CORE Units....................................................................................................... 158
Royalist Wild West- CORE Units ........................................................................................................ 159
Royalist Wild West- Specialist Units .................................................................................................. 161
Royalist Plastic War- CORE Units ....................................................................................................... 162
Royalist Plastic War- Specialist Units................................................................................................. 162
Royalist Plastic War- Heavy Units ...................................................................................................... 164
Royalist Modern- CORE Units ............................................................................................................ 165
Royalist Modern- Specialist Units ...................................................................................................... 166
Royalist Modern Heavy Units ............................................................................................................ 166
Royalist Space- CORE Units ................................................................................................................ 167
Royalist Space- Specialist Units ......................................................................................................... 168
Royalist Space- Heavy Units ............................................................................................................... 169
Shadow Prehistory- CORE Units ........................................................................................................ 170
Shadow Medieval- CORE Units .......................................................................................................... 170
Shadow Medieval- Specialist Units.................................................................................................... 172
Shadow Exploration- CORE Units....................................................................................................... 173
Shadow Wild West- CORE Units ........................................................................................................ 174
Shadow Wild West- Specialist Units .................................................................................................. 175
Shadow Modern- Specialist Units ...................................................................................................... 176
Shadow Modern Heavy Units ............................................................................................................ 176
Shadow Space- CORE Units ................................................................................................................ 177
Shadow Space- Specialist Units ......................................................................................................... 178
Shadow Space- Heavy Units ............................................................................................................... 179
Silver Prehistory- CORE Units............................................................................................................. 180
Silver Medieval- CORE Units .............................................................................................................. 180
Silver Medieval- Specialist Units ........................................................................................................ 182
Silver Exploration- CORE Units........................................................................................................... 183
Silver Wild West- CORE Units ............................................................................................................ 184
Silver Wild West- Specialist Units ...................................................................................................... 185
Silver Modern- CORE Units ................................................................................................................ 185
Silver Modern- Specialist Units .......................................................................................................... 186
Silver Modern Heavy Units ................................................................................................................ 186
Silver Space- CORE Units .................................................................................................................... 187
Silver Space- Specialist Units ............................................................................................................. 188
Silver Space- Heavy Units ................................................................................................................... 189
Swamp Prehistory- CORE Units.......................................................................................................... 190
Swamp Medieval- CORE Units ........................................................................................................... 191
Swamp Medieval- Specialist Units..................................................................................................... 193
Swamp Exploration- CORE Units........................................................................................................ 194
Swamp Wild West- CORE Units ......................................................................................................... 195
Swamp Wild West- Specialist Units ................................................................................................... 196
Swamp Modern- CORE Units ............................................................................................................. 196
Swamp Modern- Specialist Units ....................................................................................................... 197
Swamp Modern Heavy Units ............................................................................................................. 198
Swamp Space- CORE Units ................................................................................................................. 198
Swamp Space- Specialist Units .......................................................................................................... 200
Swamp Space- Heavy Units ................................................................................................................ 201
Tan Prehistory- CORE Units ................................................................................................................ 202
Tan Medieval- CORE Units ................................................................................................................. 202
Tan Medieval- Specialist Units ........................................................................................................... 204
Tan Exploration- CORE Units .............................................................................................................. 205
Tan Wild West- CORE Units................................................................................................................ 206
Tan Wild West- Specialist Units ......................................................................................................... 207
Tan Plastic War- Core Units ............................................................................................................... 208
Tan Plastic War- Specialist Units........................................................................................................ 208
Tan Plastic War- Heavy Units ............................................................................................................. 208
Tan Modern- CORE Units ................................................................................................................... 209
Tan Modern- Specialist Units Part 1 .................................................................................................. 209
Tan Modern- Specialist Units Part 2 .................................................................................................. 210
Tan Modern Heavy Units ................................................................................................................... 211
Tan Space- CORE Units ....................................................................................................................... 212
Tan Space- Specialist Units................................................................................................................. 214
Tan Space- Heavy Units ...................................................................................................................... 215
Turq Prehistory- CORE Units .............................................................................................................. 216
Turq Medieval- CORE Units ................................................................................................................ 216
Turq Medieval- Specialist Units ......................................................................................................... 218
Turq Exploration- CORE Units ............................................................................................................ 219
Turq Wild West- CORE Units .............................................................................................................. 220
Turq Wild West- Specialist Units ....................................................................................................... 221
Turq Modern- CORE Units .................................................................................................................. 221
Turq Modern- Specialist Units ........................................................................................................... 222
Turq Modern Heavy Units .................................................................................................................. 222
Turq Space- CORE Units ..................................................................................................................... 223
Turq Space- Specialist Units ............................................................................................................... 225
Turq Space- Heavy Units .................................................................................................................... 226
Undead Prehistory- CORE Units ......................................................................................................... 227
Undead Medieval- CORE Units .......................................................................................................... 228
Undead Medieval- Specialist Units .................................................................................................... 230
Undead Exploration- CORE Units ....................................................................................................... 231
Undead Wild West- CORE Units......................................................................................................... 232
Undead Wild West- Specialist Units .................................................................................................. 233
Undead Modern- CORE Units ............................................................................................................ 233
Undead Modern- Specialist Units ...................................................................................................... 234
Undead Modern Heavy Units ............................................................................................................ 234
Undead Space- CORE Units ................................................................................................................ 235
Undead Space- Specialist Units.......................................................................................................... 236
Undead Space- Heavy Units ............................................................................................................... 237
Vehicle/Juggernaut: ........................................................................................................................... 238
Vehicle Damage Roll: ......................................................................................................................... 238
Busting a Transport Vehicle: .............................................................................................................. 238
Yellow Prehistory- CORE Units........................................................................................................... 239
Yellow Medieval- CORE Units ............................................................................................................ 239
Yellow Medieval- Specialist Units ...................................................................................................... 241
Yellow Exploration- CORE Units......................................................................................................... 242
Yellow Wild West- CORE Units .......................................................................................................... 243
Yellow Wild West- Specialist Units .................................................................................................... 244
Yellow Modern- CORE Units .............................................................................................................. 244
Yellow Modern- Specialist Units ........................................................................................................ 245
Yellow Modern Heavy Units .............................................................................................................. 245
Yellow Space- CORE Units .................................................................................................................. 246
Yellow Space- Specialist Units ........................................................................................................... 247
Yellow Space- Heavy Units ................................................................................................................. 248
Model Statistics
The maximum value of each statistic or ‘stat’ is 10 (except for Vehicles and
Juggernauts which are very tough or thickly armoured):
Initiative (I): used to determine the order of models can attacking in Close
Combat.
Wounds (W): counters of how many Wounds a model can receive before being
removed from the table as a casualty.
Save (e.g. 6+, 5+, 4+, 3+, 2+ or 1+): models who are wounded have ONE chance
to save themselves and prevent a Wound via dice roll and it can be afforded in
different ways: Cover Save, Dodge Save, Numb Save or Armour Save. Each
model can only roll one D6 each in order to Save and prevent a Wound, even
if they have multiple kinds of Saves available (e.g. a 5+ Armour Save and a 4+
Numb Save)
Armour Saves:
An Armour Save of 3+ for example means that a roll of 3 or higher (3, 4, 5 or 6)
will prevent a Wound on that model. So the ‘+’ indicates that you must roll this
result or higher. Armour Saves can be modified or even ignored by some
weapons. For example, Maces are -2 Armour Saves which means that it will
reduce an enemy Armour Save by 2. A model with a 5+ or 6+ Armour Save would
have their Armour Save ignored, but a model with a 3+ Armour Save would have
it reduced to a 5+ Armour Save.
Numb Saves:
A Numb Save of 4+ for example means that on a roll of 4, 5 or 6 it will prevent a
Wound on that model. A Numb Save can be taken instead of an Armour Save if
available. Numb Saves can also be modified or even ignored by some weapons.
For example, Axes are -2 Numb Saves which means that it will reduce an enemy
Numb Save by 2. A model with a 5+ Numb Save would have their Numb Save
ignored, but a model with a 4+ Numb Save would have it reduced to a 6+ Numb
Save.
Dodge Saves:
A Dodge Save of 5+ for example means that on a roll of 5 or 6 it will prevent a
Wound on that model. A Dodge Save is ALWAYS allowed unless a model has a
weapon that ignores them (for example, Fire attacks ignore the Dodge Saves of
Tree Guardians in Army Men: Domaine and the Arm Cannon of a Behemoth from
Army Men: Domaine ignores the Dodge Saves of any ‘Flyers’ models). Dodge
Saves cannot be reduced, but they can be ignored as stated a little earlier, and
represent the model dodging out of the way at the last moment.
Cover Saves:
A Cover Save (of 6+, 5+ or 4+ in most cases) is afforded by being in base contact
(so your models’ bases are touching the terrain piece such a tree, jeep or
barricade) with a piece of terrain classified as Cover. Cover saves are only ever
used to defend against Shooting attacks in the Shooting Phase, not in Close
Combat or against Reflex Shots, as they are assumed to be shot at out in the
open. Cover Saves cannot be reduced, but they can be ignored by some weapons
(like Flamethrowers, Mortars, Catapults). Cover Saves and suggestions of which
terrain could grant them are covered in the Shooting Phase section.
REINFORCEMENTS PHASE
PLAYER TURNS:
Each player resolves Reinforcements, Movement, Shooting and Close Combat
and then passes over to the next player to resolve their Reinforcements,
Movement, Shooting and Close Combat.
WHO GOES FIRST?
At the start of the battle, both players roll a D6 each and the player who scored
the highest (if it is equal then keep rolling until one scores higher than the other)
can decide to have the first turn or to let the other player (or the other highest
scoring player if it is a 3 player game) go first.
For example, if Gerard and Josh both rolled a D6 each and Gerard scored a 3 and
Josh scored a 5, then Josh could choose to have the first turn as he scored
highest and then resolve Reinforcements, Movement, Shooting and Close
Combat. The order of the game would be:
Link Up:
Any unit can join a friendly unit if it can end its move within ‘2’ of the friendly
unit of the same speed. So models that move ‘6’ link up with units that also move
‘6’. Link Up can occur at any point in the game: during the Reinforcements Phase,
Movement, through a Run move in the Shooting Phase or AFTER a Close Combat.
For example, if 1 Machine Gunner survives from his unit and end his move within
‘2’ of another Machine Gunner unit, then he can join this other unit.
When can Reinforcements arrive? Can they still shoot with big guns?
Reinforcements can enter play during Turns 2 – 6, and this can be negotiated
with your opponent. Also, if Reinforcements arrived from the back of your table
edge, they receive a free move of ‘6’ to get onto the table and this does not
count as moving for firing Heavy weapons. Any Reinforcement unit will not
count as moving in any moves they make to get onto the battlefield for the
purposes of shooting with Fast Firing or Heavy weapons.
Canoe Reinforcements:
Indian models, or ‘Indians’ for short, can arrive as Reinforcements via Canoe.
Roll a D6 and on a 1 or 2 the Canoe arrives on your left side of the table, on a 3
or 4 it arrives on your right side of the table, on a 5 or 6 you can choose left or
right. In the Reinforcements Phase when placing the Canoe model, place it flat
against the table edge in a vertical fashion, then place the unit ‘2’ away from the
Canoe, piling out the sides of it. The unit then functions as a normal unit and can
Link Up, Move, Shoot, fight Close Combat etc.
Raft Reinforcements:
Pirate models (Pirates, Pirate Militia and Zombie Pirates) can arrive as
Reinforcements via Raft, which is approximately ‘6’ in length. Roll a D6 and on a
1 or 2 the Canoe arrives on your left side of the table, on a 3 or 4 it arrives on
your right side of the table, on a 5 or 6 you can choose left or right. In the
Reinforcements Phase when placing the Raft model, place it flat against the
table edge so that it protrudes about ‘6’ onto the table. Then place the unit ‘2’
away from the Raft, piling out the front long edge of the model. The unit then
functions as a normal unit and can Link Up, Move, Shoot, fight Close Combat etc.
Braaaainnns:
Undead units arrive by breaking out the ground at a point which has already
been reached by friendly Undead models (see the Astronaut Zombies vs the
Plastic War Royalists on the Army Men PAZCIK page in the Albums section as an
example of this). So if you had 2 Skeleton units and one of them was ‘25’ onto
the table (measured from your side of the table) and the other Skeleton unit was
‘30’ onto the table, then you could place an Undead unit up to ‘30’ onto the
table even if that Skeleton unit at ‘30’ was destroyed. They already set the
marker at this distance the moment that they moved there.
Placing Undead ‘Braaainnns’ Reinforcements:
When an Undead unit arrives in this way, they can place 1 model and then all
the others clumped in around them using the ‘2’ circular blast template. If they
will not fit in this way, place them where they aren’t touching enemy models.
From here, they are allowed to perform 2 different actions: Run OR Charge. If
their Charge contacts an enemy unit, the Undead unit counts as Charging.
Shadow Cages:
The Shadow Army uses their Shadow Cages, which are made out of Black plastic,
much like a space elevator/teleporter of sorts where their Shadow
reinforcements pop up ‘2’ around the Cage, wherever it may lie, and move as
normal. If there isn’t enough room, the Shadow unit is assumed to Charge the
enemy unit to clear them out of way. Shadow Cages also provide a Cover Save
of 6+ for Shadow models. Place up to 3 Shadow Cages on the table at the start
of the battle on your side of the table. This is recommended, but they could
place in any way and in any number that your opponent will agree to. These
Cages act as a beacon for Shadow reinforcements. Shadow units can arrive as
Reinforcements at ANY of the Shadow Cages you desire.
Treasure Chests:
Treasure Chest models, often found with Pirate models, can be owned by a
player at a cost of 80pts each (recommended: assumes generating 10 Pirates
each per Battle). In the Reinforcements Phase, roll a D6 for each Treasure Chest
you own and on a 1 or 2 it generates 1 Pirate, on a 3 or 4 it generates 2 Pirates
and on a 5 or 6 it generates 3 Pirates. This new unit will arrive as Raft
Reinforcements or within ‘3’ of one of your Treasure Chests.
Satellite Dish:
-T7, W1, S0, I0, A0, No Save, 80pts
Satellite Dish models, often found with Astronaut Zombie models, are small,
metallic and silver in colour. Place them on the table at the beginning of table
on your side of the battlefield (recommended, but can be negotiated). They act
as beacons for Undead reinforcements and summons D6 Astronaut Zombies per
turn (in Turns 2 – 5, assumed 20 Astronaut Zombies generated each per battle)
from the Dead Moon during the Reinforcements Phase, whether the Satellite
Dish model is in Close Combat or not. This new unit of Undead Astronaut
Zombies now acts a normal unit (can Link Up, Move, Run, Charge) and is placed
within ‘3’ of the Satellite Dish.
MOVEMENT PHASE:
Defended Obstacles:
Towers, Castle Walls, Wooden Platforms (and other defences you both agree
should be classified in this way like Bunkers or Buildings) are classified as
‘Defended Obstacles’ and can grant Cover Saves and rules to the unit which is
occupying it. Models wishing to enter a Defended Obstacle must move towards
it like terrain (when they are reasonably close enough to make it) and roll 2D6
as normal for Unit Movement affected by Terrain. If the unit can make the
distance, place as many models as will fit on the top to show that the Defended
Obstacle has been occupied. Defended Obstacles can hold 20 models at the
most and all models occupying it can fire their ranged weapons from it.
Wooden Platforms:
Models occupying it have no Cover Save, but gain the ‘Dauntless’ rule in Close
Combat (see Special Rules on page 19), and become Initiative 9 in Close Combat
in the first round of Close Combat. In later rounds of the same Close Combat,
they go back to the normal Initiative value for their unit.
Towers and Castle Walls:
Models occupying either of these have a Cover Save of 4+, the Dauntless Rule in
Close Combat and become Initiative 9 in Close Combat in the first round of Close
Combat. In later rounds of the same Close Combat, they go back to the normal
Initiative value for their unit.
Capture Artillery:
If an Artillery model (Catapult or Cannon) is Charged by an enemy unit and there
are no friendly models within ‘2’, then the Artillery model is captured by the
enemy army. As long as at least 1 of their models is manning the Cannon, it
remains under their control…unless the Cannon (T6, W1 for a Light Cannon or
T8, W1 for a Heavy Cannon) is destroyed somehow: most likely by another
Cannon or something which has high enough Strength to damage it.
SHOOTING PHASE:
Pre-Measuring:
When declaring any of the following: a Run move, Shooting in the Shooting
Phase or declaring a Charge in the Close Combat Phase, you must declare this
action FIRST before measuring the distance between your unit and the enemy
unit. To measure first is called ‘Pre-Measuring’ and is strongly discouraged (it
could help ease in new players at first), as guessing first before declaring any of
these adds a lot more challenge and player judgement in this tabletop wargame.
3+ to hit in Shooting:
The default to hit roll in Shooting is 3+ (with some exceptions noted below) and
this can be reduced by specific units and make it 4+, 5+ or a 6 to hit when
shooting at that unit. General exceptions to the rule of ‘3+ to hit in Shooting are
noted below:
Snipers: Models with ‘Sniper’ in their unit title or ‘Shooting hits like Snipers’ gain
a +1 to hit bonus when Shooting at enemy units, and will hit normal units on a
2+ and Shadow units on a 3+ when shooting at them.
Cover Saves:
A cover save is afforded by a unit having half or more of its models inside a
terrain piece or having their bases touching it (like a barricade or a forest for
example). Cover Saves are taken in the Shooting Phase and not relevant in Close
Combat.
5+ Cover Saves:
Assumed default Cover Save unless it seems considerably more substantial. Also
a good default is the target is obscured in some way and hard to see:
Examples of standard 5+ Cover:
Jungle/Forest Trees/Vegetation, Empty Gun Emplacements, Tank Traps,
Abandoned Vehicles, Sandbag Barricades, Trains, Low Walls, Rock Mounds,
Overturned Rockets, Siege Shields (wooden)
4+ Cover Saves:
Castle Walls, Towers, Bunkers
Terrain which blocks Line of Sight:
Ruined Walls or Tall Walls
Towers, Castle Walls
Mountains, Tanks
Train Tracks:
Grants no Cover Save, but still counts as moving through terrain when your units
are climbing over it.
Reflex Shots:
A unit with ‘Reflex Shots’ followed by a Strength value or lists a weapon/special
attack in brackets, e.g. (S3 or Big Club) has a Reflex Shot attack, which means
that the unit will be able to fire 1 shot each (unless stated otherwise) and may
not ever re-roll misses in this kind of attack. Reflex Shots cannot be taken if your
unit is already in Close Combat as your unit is too busy fighting for their lives. If
your unit is Charged by more than 1 enemy unit, you can only fire Reflex Shots
at one unit at the most.
Cannonball Bounce
Roll a D6 and add 2 inches to this (D6 + ‘2’), this is how far the Cannon Ball will
bounce through models, friend or foe. Models will be wounded on a roll of 2+ in
almost all cases depending on their Toughness value and this can result in the
‘Stronger Than’ rule (see page 19 for Special Rules). Any model in the path of a
Cannon Ball Bounce cannot take Armour Saves, Cover Saves or Numb Saves
against this, but can take Dodge Saves if available.
Cannon Grapeshot
Grapeshot (S4 Flamethrower ‘9’ teardrop template, can be used against
charging enemy units as Reflex Shot if it did not Misfire that turn and it is NOT
already in Close Combat). Cannons can take their Reflex Shot called Cannon
Grapeshot from the point where the enemy unit began their charge (so if their
unit was ‘3’ away, take the shot at them from ‘3’ away). But if the enemy unit
charged from further away than the Flamethrower template (this could happen
if charged by Cavalry who charge ‘12’), place the ‘9’ tear drop template AFTER
the enemy unit is in base-to-base contact with the Cannon model’s unit.
If a Cannon rolled a ‘1’ to shoot, it also cannot fire Grapeshot.
Stronger than:
If a model suffers an unsaved wound by an attack which is at least double the
target model’s Toughness (e.g. T3 takes an unsaved wound from a S7 attack),
then the model is removed immediately regardless of extra Wounds.
Reflex Shot:
1 shot from each model with a ranged weapon (except Mortar, Bazooka, Hand-
Cannon, Heavy Machine Gun or any ranged weapon designated as ‘Heavy’).
Reflex Shots are taken at the normal accuracy of the model firing (e.g. 3+ by
default, 4+ for Undead Skeleton Archers or Zombies).
Dauntless:
If this unit is defeated in Close Combat, they receive 1 wound (which can be
saved if available) for each wound that they lost by, but the Dauntless unit will
not be destroyed via CCR (Close Combat Resolution). If the enemy unit or units
that defeated them in Close Combat have close combat attacks which can affect
the saves of the Dauntless unit (e.g. -2 to Numb Saves would be really useful in
dealing Dauntless wounds to Zombie with 4+ Numb Saves), these will all stack
together. Therefore, a Dauntless model with an Armour Save and a Numb Save
could find itself very vulnerable to multiple enemy units with Armour and Numb
Save reducing weaponry.
Slow:
The unit moves like it is ALWAYS in terrain (unless stated otherwise in the unit
rules) and picks the highest of 2D6 when moving in the Movement Phase and in
Charging. Run moves and Victory Run moves are not affected. Also, they do not
count as having Moved for the purpose of shooting with Fast Fire weapons. They
cannot Charge in the same turn unless they have ‘Run and Gun’.
Dogged:
The unit is allowed to Move and shoot with all weapons, including Heavy
weapons.
For each unit a player owns, there is a step-by-step process to follow in the Close
Combat Phase for the sake of running the battle smoothly:
1) Charge
2) Defenders React
3) Resolve attacks in order of Initiative
4) Calculate number of unsaved Wounds on each side
5) Close Combat Resolution roll (CCR)
6) Victory Run – done across the Table AFTER all CCR finished
7) Defenders get Reflex Shots (if available)
2) Defenders React
When Charged by an enemy unit, your unit must move up to ‘6’ in order to get
as many models into base-to-base contact with the enemy unit as possible, even
if that means surrounding a unit or placing them around the other side of it if
there is a big clump of them. This cannot be used to begin new Close Combats
that the Defender unit was not already participating in.
Failed Charges
If the unit does not make it into base-to-base contact with even 1 enemy
model from the intended enemy unit, the Charge has failed, and the Charging
unit will NOT move, even if the enemy unit is in Cover. See the page 15 for
‘Reflex Shots when an Enemy Unit Charging…fails’
Who can attack in Close Combat?
Models who are in base-to-base contact or within ‘2’ of a friendly model who is
in base-to-base contact are allowed to attack in Close Combat. Grenades are the
only exception to this and will attack if within ‘6’ of a friendly model in base-to-
base contact they are participating in. Grenades cannot attack in a Close Combat
that they are not involved in, as this would constitute shooting into Close
Combat.
Courageous
If the losing side scores 12 on the 2D6, the unit is Courageous and will not be
destroyed and the Combat will continue with both sides moving up to ‘6’ to put
as many models into base-to-base contact as possible in this combat.
Destroying Multiple Units through CCR Rolls
If there are multiple units in the same combat, then the units will combine their
unsaved wounds dealt and face annihilation all together if they collectively lose
the combat. So 1 unit can destroy 2 or more enemy units they have engaged in
close combat if those 2+ units lose the combat. This could get messy with
Dauntless units mixed with other non-Dauntless units, so remove the defeated
units which were not Dauntless first, then resolve wounds against the Dauntless
unit as written (by how many wounds they lost the Close Combat by).
6) Victory Run (done AFTER all CCR on the battlefield are resolved)
The victorious unit in the Close Combat and can then perform a Victory Run
which is D6 inches and not slowed by terrain (which is not movement blocking
that is). This can be used to Link-Up, and this Run can also bring them into close
combat with 1 more enemy units and counts as Charging and follows rules for
Charging (must contact at least 1 enemy model in base-to-base contact). Victory
Runs are only resolved after all Close Combat Resolution Rolls have been carried
out. Put a marker next to the units which need to perform Victory Runs to help
remember this if you need to. It can be useful to place a coloured marker next
to units who have charged through a Victory Run to remember that both sides
charged each other, or that they have Charged and cannot be shot at.
Victory Collision:
It is important to resolve all Victory Runs at the end of all CCR across the table,
primarily to allow this rule to be fairly straightforward as victorious units clash
head on. This will prevent new units entering a combat which should have
finished before they arrived. If two units on a Victory Run charge towards each
other and would make it into base-to-base contact, then this is a Victory Collision
and both sides count as Charging and receive the +1 Attack and +1 Initiative
bonus.
Heavy = can Move OR Fire, but not both. The Dogged rule is the only exception
to this.
Fast Fire = Fires 2 shots at ‘12’ and cannot and Charge in same turn. The Run
and Gun rule is the only exception.
Bazooka- Heavy, Range: ‘48’, S4 Anti-Personnel ‘2’ blast OR Anti-Tank shot (S8,
No blast, ignores Numb and Armour Saves
Sniper Rifle- Heavy, 1 shot, ‘30’, always wounds on a roll of 4+ due to Scope
regardless of Toughness. Hits on 2+ but hits Shadow Units on 3+. Cannot wound
Vehicles (Moon Buggy, Shuttle Transport) or Terrain of any kind.
Bow = Automatic, ‘18’, S3, can choose Fire arrows instead, as can any Bows (like
Composite Bows, Longbows): counts as Fire attacks, which some models are
weak against)
Rifle = Fast Fire, ‘24’, ‘12’ if unit moves, 2 shots if enemy unit is within ‘12’ in
Shooting phase.
Machine Gun = Fast Fire, ‘18’, S3, ‘12’ if unit moves, 2 shots if enemy unit is
within ‘12’ in Shooting Phase
Heavy Machine Gun (Heavy MG) = Heavy, S4, 3 shots, ‘36’, can re-roll 1 miss for
each Heavy MG model due to the assume Ammo Feeder
Mortar = Guess ’12 – 48’, S4, ‘2’ circle blast, Ignores Cover
Saves. Pick a unit, guess a range and the ‘2’ blast will land at that range. See page
16 for ‘Firing a Mortar’
Heavy Cannon = Guess ‘12’ to ‘60’, S10, Grapeshot: S4, ‘9’ teardrop
Flamethrower template. See page 16 & 17 (Firing a Heavy Cannon)
Light Cannon = Guess ‘12’ to ‘48’, S7, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 16 & 17 (Firing a Light Cannon)
Hand Cannon = Heavy, ‘18’, S4, 2 shots, Ignores 5+ and 6+ Armour Saves
These limits are suggested and can be negotiated with your opponent and were
designed to ensure that battles are carried primarily by the Core infantry and
cavalry rather than by elite specialist units or big guns that blow everything to
bits from afar.
CORE:
72 Machine Gunners = 288pts
63 Riflemen = 252pts
17 Firemen = 68pts
Specialists:
50 Grenadiers = 250pts
Heavy:
3 Bazookas = 144pts
Ninja: 14pts
-T3, W1, A3, S3, I6, 3+ Dodge Save, can re-roll Run move, Ignores ALL
terrain when moving including Movement Blocking Terrain, Shuriken (‘12’,
S3, 1 shot, Automatic), Always gets Reflex Shots when Charged.
Scorpions- 12pts
-T4, W3, S3, I3, A3, 4+ Armour Save. Attacks are Poisoned (any hit on a
roll of 6 will automatically wound its target, cannot wound vehicles (Moon
Buggy, Shuttle Transport) or Terrain of any kind in this way). Can arrive as
Reinforcements in ‘Braaaiinnnns’ way mentioned on Page 8 and 9, Weak
against Clubs, Maces and Hammers (+1 Strength against Scorpions)
Cockroaches- 12pts
-T4, W2, S4, I3, A2, 5+ Numb Save, Fire attacks and Maces, Clubs and
Hammers have a +1 to Strength bonus against Cockroaches (Knights with
Maces would be S5 against them, as would Fire Mages for example)
Yellow Frogs- 8pts, Moves ‘9’
-T3, W2, S3, I4, A2, No Save, Attacks are Poisoned (any hit on a roll of 6
will automatically wound its target, cannot wound vehicles (Moon Buggy,
Shuttle Transport) or Terrain of any kind in this way), Tongues (can Attack
within ‘3’ of friendly units in base-to-base contact in Close Combat, +1 to
hit against Flyers), Climbers: ignores Terrain when moving, even
Movement Blocking Terrain.
Grapeshot of BOOM!
When choosing to fire ‘Grapeshot’ with your Cannon in the Shooting Phase, roll
a D6. On a 1, it counts as a Misfire and will not fire Grapeshot: it will immediately
result in a Detonate the Cannon!, except that the Cannon explodes where it is
standing, no models will move into base-to-base contact with the Cannon or its
crew but some may die.
Irradiated:
If a Heavy Cannon crewed by Ghoul models is Detonated OR rolls a ‘1’ when
attempting to fire Grapeshot in the Shooting Phase: For each unsaved wound
received by a unit in the S8 ‘D6 Blast Radius’ explosion, the Heavy Cannon will
deal 1 Poisoned Strength 3 Attack against the affected unit. Ghoul units are
immune to this rule and it will not affect them. (E.g. A Ghoul Heavy Cannon is
detonated, catching 5 Mercenary Pirates and 2 Ghoul Pirates in the explosion.
Two units have been hit and the Ghouls will ignore it. If the Mercenary Pirates
take any unsaved Wounds on a 2+ (S8 vs T4), they will take 1 Poisoned S3 Attack,
which will hit them as they normally would in Close Combat (i.e. 3+ for normal
units, 4+ for Shadows) and will automatically Wound them on a 6 to hit.
Deadly Accurate:
A Heavy Cannon crewed by Green models can re-roll all failed to Wound rolls in
the Shooting Phase, including the Cannonball bounce and Grapeshot. This does
NOT include Reflex Shots (Grapeshot).
Professionals:
A Heavy Cannon crewed Grey models will reduce enemy Armour Saves, by a
further -1 than usual. Going by the Grapeshot Update from Army Men Domaine
Heavy Cannon: S4, -1 to Armour Saves, Can be fired instead of normal Cannon
balls, Light Cannon: S3, -1 to Armour Saves, can be fired instead of normal
Cannon balls, Grey Heavy Cannons have Grapeshot: S4 -2 to Armour Saves.
Grey Light Cannons have Grapeshot: S3 -2 to Armour Saves.
Dogged:
All Swamp units with this rule can Move in the Movement Phase and still shoot
with Heavy Weapons in the Shooting Phase. Heavy Cannons crewed by Swamp
models can Move and fire a Cannonball or Grapeshot in the Shooting Phase.
Designer’s Notes:
The Real World (our world, Earth) which the Army Men have ventured into since
they discovered the first portals on the Plastic World and collect plastic from, is
extremely dangerous for Army Men. It is not easy being in a world of giant
people and animals compared when you’re a tiny One and a Half (‘1.5’) inch
figure and they can’t know that you are alive. After all, Army Men are made out
of ‘lifeless’ plastic. It is possible for plastic to be blown to bits and unusable but
even melted plastic is good for something. So Army Men will continue venturing
into the Real World and will no doubt encounter resistance from Giant Rats,
Cockroaches and other nasties in order to harvest more plastic and maybe even
find Moulds which no other Colour has access to yet.
Skeletons:
The Skeletons began to stir when the bodies of plastic soldiers from wars of past
ages were not harvested for reshaping into new plastic soldiers and withered
away to almost nothing. Their knowledge of battle remained and they have
begun to awake and prepare for war again against the living of Plastic World.
The Pirates:
They are raiding seafarers who plunder coastal settlements and operate out of
a port fortress. It is heavily defended by Heavy Cannons and short Pirate Militia.
The Pirates constantly fight each other on islands and elsewhere for loot,
treasure chests and usually on the run from the forces of law and order: The
Royalist Navy with its regiment after regiment of Musketeers.
Usually when I played this game I end the battle when all of the other models
are destroyed but you could end it at Turn 6 if you wanted. There are lots of little
flags & mounds to put them in that come with Army Men and these could be
used as objective markers. Whoever has 1 friendly unit within ‘3’ of an objective
can claim it, unless there is an enemy unit within ‘3’ as well, then it is contested
only counts for half.
This game is meant to be expansive. I started out with a few $2 bags of Yellow
and Orange plastic Army Men from a discount store at the Sunshine Coast and
developed the rules and background and music over the course of that year and
ever since then. I added new units to keep balance in the game and make units
competitive by changing their stats and adding terrain and a points system to
the game changed it quite a LOT. But my point is this: come up with new units
yourselves and come up with stats, rules and backgrounds for them. It’s fun and
will keep the game interesting and the same goes for terrain rules. The only
limits to it are the horizons of your creativity.
The way that I have balanced Army Men PAZCIK is internally and by period. So
what that means is that each army is designed to fight in a certain period against
other armies of its same time. Some units are terrific for killing the Undead due
to their reduction of Numb saves but probably not great against normal models
or ones with Armour. To this end, the Cowboys and Indians have been
playtested together, as have the Pirates with each other, and the Veterans and
Modern Army Men armies. The only army in 2013 playtesting to cross over the
periods is the Undead and they have been balanced to fight armies of all periods.
The army of 66 Fat Zombies managed to wipe the floor with just about every
army they encountered until they were held off by the Modern Yellows, who
could replace their Core units once each per battle in that period.
Now that I’ve been journeying with Army Men PAZCIK for almost 5 years and for
over 3 years for Army Men Domaine, I have reached a point where I want to
release it on a large scale and see what people think of it when they play. This
will be aided by some visits to local friends of mine and eventually embarking
upon road trips across Australia to spread the love and fun of playing Army Men
and see what comes of it.
Blue Nation Army List:
Blue reinforcements:
Reinforcements of the Blue Nation can be teleported onto the battlefield within
‘12’ of a friendly unit in the Reinforcements Phase, as they have uncovered
personal teleporter technology from their travels in Plastic Space.
Blue Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements. See
the Army Men PAZCIK Rulebook for details of this.
Blast Furnace:
Fire attacks are only S2 against Clay models.
Clay Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements. See
the Army Men PAZCIK Rulebook for details of this.
Poisoned Attacks:
All Ghoul models have Close Combat attacks that are Poisoned (any hit on a roll
of 6 will automatically wound its target, but CANNOT wound vehicles like Moon
Buggies, Shuttle Transports etc or Daimon Behemoths in this way). Any Ghoul
with Fire Attacks or Electric Attacks will always be an exception to this rule.
Mutagenic Guns:
Any Ghoul model with a weapon with ‘Myuta’ in its description has Poisoned
attacks (see above) but for Shooting attacks and Reflex Shots as well. Myuta
weapons have the same rules and statistics as the original weapon in all other
respects (e.g. how many shots, Fast Firing or Automatic etc).
Irradiated:
For each unsaved wound received by a Ghoul unit in Close Combat, it will deal 1
Poisoned Strength 3 Attack against the enemy unit that dealt the unsaved
wound/wounds. Enemy models which suffer unsaved wounds in this way will
contribute to the Ghoul wounds dealt in Close Combat, and could cause a CCR
roll for the defeated enemy unit/units (so if you wounded 3 models in this way,
this would add 3 to the Ghoul player’s Wounds tally and could force them to roll
2D6 to try and save their unit from destruction).
Dauntless:
ALL Ghoul models have the Dauntless rule. If this unit is defeated in Close
Combat, they receive 1 wound (which can be saved if available) for each wound
that they lost by, but the Dauntless unit will not be destroyed via CCR (Close
Combat Resolution).
Living Mutations:
All Ghoul models are alive and hence cannot include Undead models (Zombies,
Skeletons) of any kind.
Ghoul Prehistory- CORE Units
Deadly Accurate:
ALL Green models can re-roll all failed to Wound rolls in the Shooting Phase and
Close Combat Phase. This does NOT include Reflex Shots.
Professionals:
Grey models reduce enemy Saves, whichever one is stated in their unit statistics,
by a further -1 than usual. This will always be covered in the statistics of a Grey
model and it will not include Dodge Saves, as they cannot be modified.
Lightning Reflexes
Models with ranged weapons (Automatic and Fast Firing) ALWAYS get Reflex
Shots when Charged by an enemy unit. This rule will always be included where
applicable.
Rifle Training
Models with Rifles can always fire up to ‘24’ even if they moved in the
Movement Phase and can fire 2 shots at up to ‘12’ as normal for Fast Firing
weapons.
Maroon Fire Mage with Grey Staff- 8pts each, Moves ‘9’
-T3, W2, S4, I4, A2, 6+ Armour Save, Close Combat and Shooting are Fire attacks
(Magical), Fire attacks are Strength 2 against Fire Mages, Fireball (Auto, ‘18’, S4,
roll a D6 for each unit: divide result by 2 rounding up to calculate how many
Strength 4 Shots (1-2 = 1, 3-4 = 2, 5-6 = 3), Lightning Reflexes, Hit and Run
Maroon Lightning Mage with White Staff- 8pts each, Moves ‘9’
-T3, W2, S4, I4, A2, 6+ Armour Save, Close Combat and Shooting are Electric
attacks (Magical), Electric attacks are Strength 2 against Lightning Mages, Chain
Lightning (Auto, ‘18’, S4, 2 shots, for each successful hit 1 S3 Electric attack is
generated at the most. Also used in Close Combat and can generate up to 3
Strength 3 attacks each if charging and all 3 attacks hit), Lightning Reflexes, Hit
and Run
Maroon Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements.
See the Army Men PAZCIK Rulebook for details of this.
Maroon Pirate Militia Banner Bearer with Sword- 3pts, Moves ‘9’
-T3, W1, S3, I3, A1, 6+ Dodge Save
Maroon Pirate Militia Drunken Sailor with Gun- 4pts, Moves ‘9’
-T3, W1, S3, I3, A1, 5+ Numb Save, 6+ Armour Save, Armed with Gun, Lightning
Reflexes, Hit and Run
Maroon Pirate Militia Drunken Sailor with Pistol- 4pts, Moves ‘9’
-T3, W1, S3, I3, A1, 5+ Numb Save, 6+ Armour Save, Armed with Pistol, Lightning
Reflexes, Hit and Run
Maroon Police Officer with Baton and Pistol- 4pts, Moves ‘9’
-T3, W1, S3, I3, A2, 5+ Armour Save, Armed with Pistol, Lightning Reflexes, Hit
and Run
Maroon Veterans with Heavy Machine Gun (Heavy MG)- 18pts, Moves ‘9’
-T4, W2, S4, I3, A2, 5+ Armour Save, Armed with Heavy MG, Hit and Run
Diehards:
All Orange models can re-roll CCR (Close Combat Resolution Rolls) if they lose a
Close Combat unless the unit has the Dauntless rule included in their statistics.
Orange Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements.
See the Army Men PAZCIK Rulebook for details of this.
Pink Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements. See
the Army Men PAZCIK Rulebook for details of this.
Sands of Time
Purple models can re-roll misses once in Shooting and Close Combat. Guess
weapons (Cannons, Mortars, Catapults) and Bazookas are an exception to this
rule.
Purple Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements.
See the Army Men PAZCIK Rulebook for details of this.
Red Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements. See
the Army Men PAZCIK Rulebook for details of this.
Volley Fire:
Models with ranged weapons (Automatic or Fast Fire) often have the ability to
fire 2 shots each in the Shooting Phase rather than 1 in the Shooting Phase.
Models who have this rule will always have this included in their unit statistics.
Entrench:
Models with ranged weapons (Automatic or Fast Fire) often get Reflex Shots
when charged by an enemy unit while they are in Cover. Models who have this
rule will always have this included in their unit statistics.
Plastic War Caramel Royalist Heavy Machine Gun (Heavy MG)- 14pts
-T3, W2, S3, I3, A2, 6+ Armour Save, Armed with Heavy MG, Entrench, (S3 shot
from Pistol: 2 shots each if model still has W2 left, hits on 3+ by default)
Plastic War Blue Royalist Heavy Machine Gun (Heavy MG)- 16pts
-T3, W2, S3, I3, A2, 5+ Numb Save, Armed with Heavy MG, Entrench, (S3 shot
from Pistol: 2 shots each if model still has W2 left, hits on 3+ by default)
Royalist Modern- CORE Units
Seeing Shadows:
Shadow models, unless stated otherwise, are always hit by enemy models on a
4+ in Shooting and Close Combat (3+ in Shooting by those with ‘Shooting hits
like Snipers’). However, Undead units (Skeletons and Zombies) will always hit
them on a 3+ in Close Combat.
Dauntless:
ALL Shadow models have the Dauntless rule. If this unit is defeated in Close
Combat, they receive 1 wound (which can be saved if available) for each wound
that they lost by, but the Dauntless unit will not be destroyed via CCR (Close
Combat Resolution).
Shadow Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements.
See the Army Men PAZCIK Rulebook for details of this.
Armoured:
Silver models always have an Armour Save of at least 4+ and this will always be
included in a model’s statistics.
Silver Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements.
See the Army Men PAZCIK Rulebook for details of this.
Slow:
All Swamp units with this rule have move like they are ALWAYS moving in Terrain
and can pick the highest of 2D6 when Moving and Charging. Any exceptions to
this rule will be included in the model’s statistics (e.g. Cavalry)
Dogged:
All Swamp units with this rule can Move in the Movement Phase and still shoot
with Heavy Weapons in the Shooting Phase. This rule will always be included in
a model’s statistics.
Uninhibited:
If a Swamp unit with this rule is fired upon by an enemy unit in the Shooting
Phase, roll a D6. On a roll of 4+ that Swamp unit will move D6 towards the unit
which fired upon it, around friendly and enemy units and terrain if need be. If
the Swamp unit contacts the enemy unit in this way, it will count as Charging.
Also, this move can be used to Link-Up with another Swamp unit if it definitely
will not reach the enemy unit who fired at them AND ends its move within ‘2’ of
this friendly unit as normal.
Swamp Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements.
See the Army Men PAZCIK Rulebook for details of this.
Tan Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements. See
the Army Men PAZCIK Rulebook for details of this.
Dauntless
ALL Turq models have the Dauntless rule. If this unit is defeated in Close Combat,
they receive 1 wound (which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR (Close Combat
Resolution).
Turq Lightning Mage with White Staff- 8pts each, Moves ‘9’
-T3, W2, S4, I4, A2, 6+ Dodge Save, Close Combat and Shooting are Electric
attacks (Magical), Electric attacks are Strength 2 against Lightning Mages, Chain
Lightning (Auto, ‘18’, S4, 2 shots, for each successful hit 1 S3 Electric attack is
generated at the most. Also used in Close Combat and can generate up to 3
Strength 3 attacks each if charging and all 3 attacks hit)
Turq Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements.
See the Army Men PAZCIK Rulebook for details of this.
Turq Pirate Militia Banner Bearer with Sword- 3pts, Moves ‘9’
-T3, W1, S3, I3, A1, 5+ Dodge Save
Turq Pirate Militia Drunken Sailor with Gun- 4pts, Moves ‘9’
-T3, W1, S3, I3, A1, 5+ Numb Save, 6+ Dodge Save, Armed with Gun
Turq Pirate Militia Drunken Sailor with Pistol- 4pts, Moves ‘9’
-T3, W1, S3, I3, A1, 5+ Numb Save, 6+ Dodge Save, Armed with Pistol
Turq Police Officer with Baton and Pistol- 4pts, Moves ‘9’
-T3, W1, S3, I3, A2, 6+ Dodge Save, 5+ Armour Save, Armed with Pistol
Dauntless:
ALL Undead models have the Dauntless rule. If this unit is defeated in Close
Combat, they receive 1 wound (which can be saved if available) for each wound
that they lost by, but the Dauntless unit will not be destroyed via CCR (Close
Combat Resolution).
Slow:
All Undead units with this rule have move like they are ALWAYS moving in
Terrain and can pick the highest of 2D6 when Moving and Charging. Any
exceptions to this rule will be included in the model’s statistics (e.g. Cavalry)
Undead, Dead Egyptian, Army of Darkness and Living Dead units are immune to
Drain Life. Necromancers will strike at I3 S3 A2 at these models in Close Combat
(A3 on a Charge as normal), attacking with their Daggers.
Undead Exploration- CORE Units
Undead Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements.
See the Army Men PAZCIK Rulebook for details of this.
Vehicle/Juggernaut:
When attempting to wound a model with this rule, add D6 to the Strength of
your attack. If it matches the Toughness of the Vehicle or Juggernaut then it will
score a wound on it. However, if the Strength of your attack is even 1 higher
than the Vehicle/Juggernaut Toughness, then you can make a Vehicle Damage
Roll (VDR)
Two for the Price of One: Yellow Empire models all have enhanced durability, in
the form of extra Wounds on their profile and, as a consequence of this, have
reduced Saves where relevant (-1). This will be always be included in the rules
and stats for a unit.
Yellow Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements.
See the Army Men PAZCIK Rulebook for details of this.