'The Undead' Army List (Army Men PAZCIK)

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The Undead Army List: The Angry Dead: Undead Models Can always re-roll wounds against enemy Undead Models (Skeletons and any model with Zombie in its’ title) in Shooting and Close Combat. Seek the Living: Undead Skeletons and Zombies ALWAYS hit enemy models on a 3+ in Close Combat. In Shooting Zombies and Skeletons ALWAYS hit on a 4+ regardless of other rules. 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 Models are Slow: Unit moves like ALWAYS in terrain, so picks highest of 2D6 when moving and charging. Any exception to this (such as Cavalry) will be included in a unit’s statistics Undead Prehistory- CORE Units: Zombie Cavemen with Clubs: 8pts -T4, W1, I0, A1, S4, 4+ Numb save. Reduces Armour Saves by -2

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This is the complete and updated 'The Undead' Army List with their background, unit costs and special rules for the wargame Army Men PAZCIK

Transcript of 'The Undead' Army List (Army Men PAZCIK)

Page 1: 'The Undead' Army List (Army Men PAZCIK)

The Undead Army List:

The Angry Dead: Undead Models Can always re-roll wounds against enemy Undead Models (Skeletons and any model with Zombie in its’ title) in Shooting and Close Combat.

Seek the Living: Undead Skeletons and Zombies ALWAYS hit enemy models on a 3+ in Close Combat. In Shooting Zombies and Skeletons ALWAYS hit on a 4+ regardless of other rules.

DauntlessALL 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 Models are Slow: Unit moves like ALWAYS in terrain, so picks highest of 2D6 when moving and charging. Any exception to this (such as Cavalry) will be included in a unit’s statistics Undead Prehistory- CORE Units:

Zombie Cavemen with Clubs: 8pts-T4, W1, I0, A1, S4, 4+ Numb save. Reduces Armour Saves by -2

Zombie Cavemen with Axes: 8pts-T4, W1, I0, A1, S4, 4+ Numb Save. Reduces Numb Saves by -2

Zombie Cavemen with Rocks: 8pts-T4, W1, I0, A1, S4, 4+ Numb Save.

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Throws Rocks in Shooting (‘12’, Automatic, S3, Reflex Shots always when charged)

Undead Medieval- CORE Units:

Zombie Knight with Sword- 16pts-T4, W1, I1, A2, S4, 5+ Armour Save, 4+ Numb Save. Can re-roll misses once in Close Combat.

Zombie Knight with Axe- 16pts-T4, W1, I1, A2, S4, 5+ Armour Save, 4+ Numb Save. Reduces Numb Saves by -2

Zombie Knight with Mace- 16pts-T4, W1, I1, A2, S4, 5+ Armour Save, 4+ Numb Save. Reduces Armour Saves by -2

Zombie Knight with Spear- 16pts-T4, W1, I2, A2, S4, 5+ Armour Save, 4+ Numb Save. S5 against Cavalry.

Zombie Crossbowmen- 8pts-T4, W1, I0, A1, S4, 4+ Numb Save. Crossbow (Heavy, ‘24’, S4, reduces Armour Save by -1)

Zombie Bowmen- 8pts-T4, W1, I0, A1, S4, 4+ Numb Save. Armed with Bow.

Undead Skeleton with Sword and Shield- 2pts-T3, W1, I2, A1, S3, 6+ Armour Save, 5+ Numb Save. Can re-roll misses once in Close Combat. Slow, Dauntless, Seek the Living

Undead Skeleton with Mace- 2pts-T3, W1, I2, A1, S3, 5+ Numb Save. Reduces Armour Saves by -2. Slow, Dauntless, Seek the Living

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Undead Skeleton with Spear and Shield- 2pts-T3, W1, I3, A1, S3, 6+ Armour Save, 5+ Numb Save. S4 against Cavalry. Slow, Dauntless, Seek the Living

Undead Skeleton with 2 Axes- 2pts-T3, W1, I2, A2, S3, 5+ Numb Save. Slow, Dauntless, Seek the Living

Undead Skeleton with Bow- 2pts-T3, W1, I2, A1, S3, 5+ Numb Save. Armed with Bow. Slow, Dauntless, Seek the Living

Undead Zombie- 6pts-T4, W1, I0, A1, S4, 4+ Numb Save, Slow, Dauntless. Always hit enemy models on 3+ in Close Combat.

Zombie Barbarian with 2 Handed Sword- 8pts-T4, W1, S5, I1, A2, 4+ Numb Save

Zombie Duellist with 2 Swords- 12pts-T4, W2, S4, I2, A2, 4+ Numb Save, Can re-roll misses once in Close Combat

Zombie Elven Ranger- 10pts-T4, W1, S4, I2, A1, 4+ Numb Save, Armed with Bow, Reflex Shots always, Seek the Living.

Shadow Fire Mage with Grey Staff- 12pts-T4, W2, S4, I1, A2, 4+ Numb Save. Close Combat and Shooting attacks are Fire attacks. Fire attacks are S2 against Fire Mages. Fireball (‘18’, S4, Automatic, Fire attack, roll a D6 for each Fire Mage shooting, total the result and divide it by 2 rounding up: this is how many S4 shots you get)

Zombie Lightning Mage with White Staff- 12pts-T4, W2, S4, I1, A2, No Save. Close Combat and Shooting attacks are Electric attacks. Electric attacks are S2 against Lightning Mages. Chain Lightning (‘18’, S4, Automatic, 2 shots, Automatic, for each successful hit, it generates 1

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more S3 Electric attack at the most. Chain Lightning is also used in Close Combat as their Close Combat attacks).

Undead Medieval- SPECIALIST Units:Limit of 50 Mounted Knights, Dwarven Clansmen and Trolls

Mounted Zombie Knight with Sword- 20pts-T5, W1, I1, A2, S4, 4+ Armour Save, 4+ Numb Save. Can re-roll misses once in Close Combat. Cavalry (moves ‘6’ as normal but can Charge ‘12’, this move can only be affected by Movement Blocking Terrain)

Mounted Zombie Knight with Axe- 20pts-T4, W1, I1, A2, S4, 4+ Armour Save, 4+ Numb Save. Reduces Numb Saves by -2, Cavalry (moves ‘6’ as normal but can Charge ‘12’, this move can only be affected by Movement Blocking Terrain) Mounted Zombie Knight with Mace- 20pts-T5, W1, I1, A2, S4, 4+ Armour Save, 4+ Numb Save. Reduces Armour Saves by -2, Cavalry (moves ‘6’ as normal but can Charge ‘12’, this move can only be affected by Movement Blocking Terrain) Zombie Dwarven Clansmen with Warhammer- 20pts-T5, W2, S4, I0, A2, 4+ Armour Save, 4+ Numb Save, Reduces Armour Saves by -2.

Zombie Troll with Big Axe- 22pts-T5, W3, S5, I0, A3, 4+ Numb Save, Dauntless, reduces Armour Saves by -1, Weak against Fire attacks (Fire attacks ignore Shadow Troll Numb Saves)

Undead Exploration- CORE Units:

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Raft ReinforcementsZombie Pirate models (Pirates, Pirate Militia) can arrive as Reinforcements via Raft, which is approximately ‘6’ in length. Roll a D6 and on a 1-2 the Raft model arrives on your left side of the table, on a 3-4 it arrives on your right side of the table, on 5-6 you can choose left or right. In the Reinforcement Phase, when placing the Raft model, place it flat against the table edge but facing the other side of the table 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.

Zombie Pirate with Pistol- 8pts-T4, W1, S4, I2, A2, 4+ Numb Save. Armed with Pistol.

Zombie Pirate Militia Banner Bearer- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save. Armed with Sword and holds Banner.

Zombie Pirate Militia Swordsmen- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save. Can re-roll misses once in Close Combat.

Zombie Pirate Militia Riflemen- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save. Armed with Rifle.

Zombie Pirate Militia: Drunken Sailors- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Pistol OR Gun.Zombie Pirate Militia Swashbucklers- 9pts-T4, W1, S4, I0, A2, 4+ Numb Save. Armed with Pistol AND Hook or Sword

Zombie Pirate Militia Buccaneer with 2 Pistols- 9pts-T4, W1, S4, I0, A2, 4+ Numb Save. Armed with 2 Pistols (2 shots in Shooting Phase)

Zombie Pirate Militia Buccaneer w/ Rifle + Pistol- 9pts

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-T4, W1, S4, I0, A1, 4+ Numb Save. Armed with Rifle, ALWAYS gets Reflex Shots when Charged due to Pistol in holster.

Undead Wild West- CORE Units: Canoe ReinforcementsZombie Indian models, can arrive as Reinforcements via Canoe. Roll a D6 and on a 1-2 the Canoe model arrives on your left side of the table, on a 3-4 it arrives on your right side of the table, on 5-6 you can choose left or right. In the Reinforcement 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.

Zombie Indian Shooters- 8pts-T4, W1, S4, I1, A1, 4+ Numb Save, Armed with Rifles.

Zombie Indian Archers- 8pts-T4, W1, S4, I1, A1, 4+ Numb Save, Armed with Bows

Zombie Indian Spearmen- 8pts-T4, W1, S4, I2, A1, 4+ Numb Save, S4 vs Cavalry

Zombie Indian Bulls with Shotguns- 8pts-T4, W1, S4, I1, A1, 4+ Numb Save, Armed with Shotguns

Zombie Indian Bearmen- 9pts-T4, W1, S4, I1, A2, 4+ Numb Save, Armed with Axes, Swords or Clubs, but none of these reduce Saves.

Zombie Indian Night Hunters- 9pts-T4, W1, S4, I1, A1, 4+ Numb Save, Armed with Hand Axe and crawls on the ground, can re-roll misses once in Close Combat, ignores Terrain when Moving (can even climb over Movement Blocking Terrain)

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Zombie Indian Spear Throwers- 9pts-T4, W1, S4, I1, A2, 4+ Numb Save, Armed with Sword and Shield or Javelin and Shield.

Zombie Cowboy Rifleman- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Rifle

Zombie Cowboy Sheriff with Shotgun- 8pts-T4, W1, S4, I0, A1, 5+ Armour Save, 4+ Numb Save, Armed with Shotgun and wears coat and top hat

Zombie Cowboy Marshal with Shotgun- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Shotgun and wears Cowboy hat

Zombie Cowboy with Pistol- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Pistol (and has hand reaching into the holster of another pistol), ALWAYS gets Reflex Shots when Charged

Zombie Cowboy Deputy- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Pistol and wears no hat, bracing his pistol to fire. Can re-roll misses in Shooting and Close Combat.

Undead Wild West- SPECIALIST Units:Limit of 50 Colonels and 50 Chiefs

Zombie Cowboy Colonels with 2 Pistols- 11pts-T4, W2, S3, I0, A2, 4+ Numb Save, Armed with 2 Pistols (gets 2 shots in Shooting Phase)

Zombie Indian Chief with Gun- 11pts-T4, W2, S4, I1, A2, 4+ Numb Save, Armed with Gun and holds a Bow in the other hand, ALWAYS gets Reflex Shots when Charged

Undead Modern- CORE Units:

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Zombie Machine Gunner- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Machine Gun

Zombie Rifleman- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Rifle

Zombie Police Officer with Baton and Pistol- 9pts-T4, W1, S4, I0, A2, 6+ Armour Save, 4+ Numb Save, Armed with Pistol Zombie Police Officer with Rifle- 8pts-T4, W1, S4, I0, A1, 6+ Armour Save, 4+ Numb Save, Armed with Rifle

Zombie Miners with 2 Handed Pickaxes- 9pts-T4, W1, S5, I0, A1, 4+ Numb Save, Armed with 2H Pickaxe

Zombie Fireman with Fire Axe- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Fire Axe (Reduces Numb Saves by -2)

Zombie SWAT with Assault Rifle- 9pts-T4, W1, S4, I0, A1, 6+ Armour Save, 4+ Numb Save, Armed with Assault Rifles

Zombie Police- Dog Patrol- 11pts, Moves ‘6’, Charges ‘6’-T4, W2, S4, I1, A2, 6+ Armour Save, 4+ Numb Save, Armed with Pistol and a Dog attached by a leash to the Officer, ALWAYS gets Reflex Shots when Charged. Undead Modern- SPECIALIST Units: Limit of 50 Grenadiers, Officers, Commandos and Monsters

Zombie Grenadier- 8pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Grenades

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Zombie Commandos w/ Assault Rifles- 9pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Assault Rifles

Zombie Officer with Pistol- 11pts-T4, W2, S4, I0, A1, 4+ Numb Save, can re-roll misses once in Shooting Phase and Close Combat Phase.

Fat Zombie- 10pts -T4, W2, S4, I0, A2, 4+ Numb Save, Armed with severed legs, tennis racquets, bare fists, claws, knives or other weapons of no significance, Slow, Dauntless, Always hits on 3+ Undead Modern- HEAVY Units: Limit of 9 Bazookas OR SWAT with BazookasLimit of 9 Heavy MGs, MortarsLimit of 15 FlamethrowersLimit of 20 Snipers

Zombie Sniper- 9pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Sniper Rifle

Zombie SWAT with Bazooka- 54pts-T4, W1, S4, I0, A1, 6+ Armour Save, 4+ Numb Save, Armed with Bazooka

Zombie Heavy Machine Gun (Heavy MG)- 18pts-T4, W2, S4, I0, A2, 4+ Numb Save, Armed with Heavy MG

Zombie Bazooka- 52pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Bazooka (See Page 20 of the rulebook).

Zombie Flamethrower- 52pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Flamethrower (See Page 20 and 21 of the rulebook).

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Zombie Mortar- 52pts-T4, W1, S4, I0, A1, 4+ Numb Save, Armed with Mortar (See Page 18 of the rulebook).

Undead Space- CORE Units:

Zombie Alien Blaster: 8pts, Moves ‘6’-T4, W1, A1, S4, I1, 4+ Numb save, Armed with Blaster (‘30’, S4, Automatic)

Zombie Alien Brute: 10pts, Moves ‘6’T4, W1, A2, S5, I1, 4+ Numb save, Armed with 2 handed Axe.

Zombie Alien Bomber: 8pts, Moves ‘6’T4, W1, A1, S4, I1, 4+ Numb save, Armed with Grenades, Swift: Can always Move ‘6’ in Run AND Victory Run moves.

Zombie Astronauts with Blasters: 8pts-T4, W1, S4, A1, I1, 6+ Armour Save, 4+ Numb save, Armed with Blasters (‘30’, S4, Automatic)

Zombie Veteran Brawler: 8ptsT4, W1, I1, A2, S4, 6+ Armour save, 4+ Numb save, armed with Bare Fists.

Zombie Veteran Gunner: 8ptsT4, W1, I1, A1, S4, 6+ Armour Save, 4+ Numb save, Armed with Hand Cannon (Heavy, ‘18’, S4, 2 shots, ignores Armour Saves of 5+ and 6+)

Zombie Veteran Ranger: 8pts-T4, W1, I1, A1, S4, 6+ Armour save, 4+ Numb save, Armed w/ Shotgun.

Zombie Veteran Elite: 8pts-T4, W1, A1, S4, I1, 6+ Armour Save, 4+ Numb save, Armed w/ Assault Rifles

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Undead Astronaut Zombies- 6pts-T4, W1, I0, A1, S4, 4+ Numb Save, Slow, Dauntless. Always hit enemy models on 3+ in Close Combat.

Zombie Stunner- 7pts- T3, W2, S3, A2, I3, 4+ Numb Save, Lady armed with Stun Gun (‘12’, S3, Automatic, 1 shot, on a roll of 6 to hit it causes 1 unsaved wound in Shooting or Close Combat, always gets Reflex Shots when charged

Zombie Shock Trooper: 8pts-T4, W1, S4, A2, I1, 6+ Armour Save, 4+ Numb Save, Armed with Electric Baton (each hit generates another S3 attack at most), Electric Attacks are always S2 against Shock Troopers, All Shock Trooper Attacks are Electric.

Zombie Colonial Marines: 16pts-T4, W1, S4, I1, A1, 4+ Armour Save, 4+ Numb Save, Dauntless, Armed with Riot Gun (‘18’, S4, Fast Fire, 2 shots at ‘12’, ignores Armour Saves of 5+ and 6+), always gets Reflex Shots when charged)

Zombie Colonial Radsuit: 16pts -T4, W1, S4, I4, A2, 4+ Armour Save, 4+ Numb Save, Dauntless, Armed with Fuel Pack hooked up to their flamethrower hose, Radsuit attacks are always Fire Attacks,

Zombie Colonial Heavy Axemen: 16pts -T4, W1, S4, A2, I1, 4+ Armour Save, 4+ Numb Save, Dauntless, Armed with Axes, Reduce Numb Saves by -2.

Undead Space- SPECIALIST Units: Limit of 50 Spacemen, Silencers, Turtle Blasters

Zombie Spacemen: 12pts -T4, W1, S4, A1, I1, 6+ Armour Save, 4+ Numb Save, Armed with Gatling Lasers

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Zombie Turtle Blaster- 12pts-T4, W2, I1, S4, A2, 6+ Armour Save, 4+ Numb Save, Armed with pincers and a turtle shell which opens up into their: Belly Blaster (‘24’, S5, Automatic, 2 shots at ’12’ or less).

Zombie Silencers- 8pts-T4, W1, I0, S4, A1, 4+ Numb, Armed with furry body and Scoped Laser Rifle (Heavy, ‘36’, S5, 1 shot), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units)

Undead Space- HEAVY Units: Limit of 50 Golems, Assault Droids, Cyborg Brawlers

Zombie Alien Golems: 20pts-T5, W3, A2, S5, I0, 4+ Numb Save, Slow, Dauntless, Armed with their Rocky fists, Slow, Dauntless.

Zombie Veteran Cyborg Brawler: 20pts-T5, W2, A2, S5, I0, 5+ Armour save, 4+ Numb Save, Armed with Robotic fists, Slow, Dauntless.

Zombie Assault Droid: 16pts-T4, W1, I0, S4, A2, 3+ Armour Save, 4+ Numb Save, Armed with Dual Combat Shotguns (‘12’, S4, 2 shots, Automatic, can re-roll misses once in Shooting and Close Combat) Always gets Reflex Shots when Charged, Dauntless.

Undead Terrain: Grants 5+ Cover Large SkullsJack ‘O’ LanternsWalls of EyeballsCrashed ShuttleAbandoned Rocket

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Undead TransportsAstronaut Zombie Moon Buggy (10pts): T10, W1 Moves ‘12’, Dumps their unit of 12 at the most out ‘2’ around the vehicle in Movement Phase. Wounded on a 6 by Bazookas (S8) and Light Cannons (S7), and on a 4 by Heavy Cannon (S10)

Shuttle (Transport): 40pts- Toughness 10, Wounds 2 It lands in Reinforcement Phase, can fit up to 20 Zombies (any model with ‘Zombie’ in its title) and cannot store Skeleton units as they would be shattered by the impact of landing. Upon arrival, the unit inside cannot do anything and enemy units can shoot at the Shuttle in their own turn with the following results below. In the next owning Undead player’s turn, the unit pops out ‘2’ in the Reinforcement Phase and then can Move, Run and Charge as normal.

Damaging a Shuttle TransportBazooka Anti-Tank shots (S8) and Light Cannons (S7) will wound the Shuttle on a roll of 6, Heavy Cannons will wound it on a 4+ (S10, will deal 1 wound to it for each even number, so 1-2 = 1 wound, 3-4 = 2 wounds, 5-6 = 3 wounds). If the Shuttle is destroyed, each Zombie model inside will suffer a S4 hit and then the unit will pop out ‘2’ around the Shuttle which CAN result in a charge, so move enemy models back so the new Zombie unit can fit next to the Shuttle Transport.

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Undead Army Background

Skeletons: The Skeletons began to stir when the bodies of plastic soldiers from wars of past ages were not harvested for re-shaping 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.

Astronaut Zombies: They originate from the ‘Dead Moon’, known once as the Plastic Moon where colonists from the Plastic World discovered ancient plastic men there which came to life in the caves and craters of the Dead Moon and consumed the colonists and gained access to their buggies, satellite dishes, shuttles and rockets. They know use buggies as transports, shuttles for inter-planetary invasions, satellite dishes for teleporting more Astronaut Zombies from the Dead Moon onto a given world. Their Rockets are used to bombard the enemy from afar. The Undead have one simple straightforward goal: to seek out the living, wherever in the Plastic Galaxy they might be, and to make them join the Ever-growing Army of the Undead and find their eternal rest there. It is only when the noise and stench of the living is completely gone that the Undead can ever sleep, returning to the ground once more. The Skeletons serve as a legion of infantry, reliable and obedient as they were in life, with an array of weapons sometimes lacked by the Undead. Wherever Zombies roam, Skeletons can be sure to follow soon afterwards. The bite of a Zombie of any kind is deadly; it infects the victim with a disease for which there is no cure, and within a few hours it will become a Zombie. Even though the Undead are very dead, they can still be affected by the radiation of the Ghouls as it literally changes their plastic into a Fluorescent Green and makes them into Ghouls, alive again for the purpose of spreading the Ghoul mutation. There is no point in retraining the

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Undead on Zany, nor is there much good in fielding Undead of other colours against the Undead Army. The Undead Army will break them open with the ease that they track down the Shadows despite their elusive and beguiling appearance. The Undead have use for counterfeit Zombies and Skeletons of other colours and will infect them in the usual way, which causes the paint covering their plastic to erode and fade as all Undead have lost their paint. Over time, the skin of a fresh Zombie will changed colour to a pale White, Grey, Green, Flesh or even Pink sometimes. The Grey Nation would love to get their hands on some Astronaut Zombies to fight for them and disrupt the other Nations but Astronaut Zombies already look Grey enough, faded Grey after their paint chipped and faded. But, alas, the Undead still control the Dead Moon which was once colonised by the Grey Nation and will never yield their Mould to the Greys.

An Undead BattleA Yellow Army of fresh recruits armed with Rifles and Machine Guns, 100 of each and a second wave in reserve if need be, was marching along a path through a plastic forest in an ordered imperial march. The recruits spent the night at a nearby Cemetery, staying up in the hope of destroying some of the living dead and bringing back their plastic for the Empire and some Skeletons and Zombies into the Emperor’s service. This was to be their most challenging test yet, a test of their courage, loyalty and determination. Sure enough, in the early hours of the morning, the dead began to rise from their graves in droves. 50 pink skinned Zombies burst forth from the ground, still wearing tattered old clothes and thoroughly disturbed by these trespassers. They let out load groans and dragged their carcasses over to the Riflemen and ran at them in their own time. The Yellow Riflemen opened fire upon them and dropped several Zombies but it was not enough. The Zombies pulled down and chomped the Riflemen where they stood, desperately trying to defend themselves with Rifle butts and close range shots. The Zombies continued their onslaught with the remaining Riflemen, who continued firing into them as they

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were trained to. The Riflemen reserves also weighed in from the black metal graveyard fence, shooting the Zombies in the back and the backs of their heads. The Machine Gunners entered the Graveyard to assist the Riflemen in hand-to-hand combat but from nowhere, showers of arrows rained down on them from behind, courtesy of 100 Skeleton Archers. A horde of 100 Skeletons with Twin Axes and Swords and Shields advancing slowly towards the Machine Gunners, losing many to their concentrated Machine Gun fire. The Skeletons and Machine Gunners clashed and many were slain on both sides, with the Yellows having no protection against the axes and sword strikes and the Skeletons blocking with shields and repairing their dead comrades wherever possible. The remainder of the Zombies closed in on the Yellow Machine Gunners and all of them were struck down and devoured. The Riflemen reinforcements traded shots with the Skeleton Archers but were coming off worse and the Riflemen teleported in Machine Gunner reinforcements nearby to cover their rear. The Zombies and Skeletons moved in on the Yellow Machine Gunners from the three sides and lost many in the attack. The Zombies kept getting back up and the Yellows simply didn’t. There were not many Undead left still standing, 15 Zombies, 40 Skeleton Archers and 25 Skeletons with Swords and Twin Axes. The Undead feasted upon the Yellow soldiers until the evening and many more Zombies and Skeletons were made that day. The Pink skinned Zombies were so hungry that they tore off all the skin of some the Yellow corpses until there was nothing left but their bone coloured plastic skeletons. The Undead could not return to rest in their graves knowing that the living Yellow plastic men could return for their fallen and left the comfort of the Cemetery in search of the living.