army men domaine- all in 1

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Army Men PAZCIK- Domaine Expansion Contents Army Men PAZCIK- Domaine Expansion........................1 Suggested Limits for models in a Unit:...................15 REINFORCEMENTS PHASE:....................................15 Ambush:.................................................. 15 Portal Reinforcements:...................................15 Raft Reinforcements......................................16 MOVEMENT PHASE:..........................................17 Update to Unit Movement affected by Terrain:.............17 Flyers:.................................................. 17 Flyers attacking Units in Defended Obstacles.............17 SPECIAL ATTACKS..........................................18 Fire Attacks............................................. 18 Flame Shot!.............................................. 18 Magical Attacks..........................................18 Death Strike:............................................18 SPECIAL RULES............................................19 Dauntless Update:........................................19 Update to Cavalry Rule...................................19 Weak against Spears:.....................................19 Armed with Pikes.........................................19 -1, -2, -3 or -4 to Armour/Numb Saves:...................20 Ignores Armour Saves:....................................20 Crazed:.................................................. 20 Critters:................................................ 20 Hit and Run.............................................. 20 Diehards................................................. 21 Vehicle/Juggernaut:......................................21 Vehicle Damage Roll:.....................................21 Light Armour:............................................22 Busting a Transport Vehicle:.............................22 Update to Astronaut Zombie Moon Buggy Stats:.............22 Update to Astronaut Shuttle Stats:.......................22 Tank Blast:.............................................. 23 CLOSE COMBAT PHASE:......................................23 Attacking Vehicles/Juggernauts in Close Combat:..........23

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This 688 page document contains ALL of the expansion rules and Army Lists for Army Men- Domaine, a tabletop wargame which can use models from Warhammer Fantasy where available. Army backgrounds are available as available from the Albums section of Army Men PAZCIK. Enjoy =).

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Page 1: Army Men Domaine- All in 1

Army Men PAZCIK- Domaine Expansion

ContentsArmy Men PAZCIK- Domaine Expansion.........................................................................1Suggested Limits for models in a Unit:...............................................................15REINFORCEMENTS PHASE:.......................................................................................15Ambush:..........................................................................................................................15Portal Reinforcements:.............................................................................................15Raft Reinforcements..................................................................................................16MOVEMENT PHASE:....................................................................................................17Update to Unit Movement affected by Terrain:...............................................17Flyers:..............................................................................................................................17Flyers attacking Units in Defended Obstacles.................................................17SPECIAL ATTACKS.......................................................................................................18Fire Attacks....................................................................................................................18Flame Shot!...................................................................................................................18Magical Attacks............................................................................................................18Death Strike:.................................................................................................................18SPECIAL RULES.............................................................................................................19Dauntless Update:......................................................................................................19Update to Cavalry Rule.............................................................................................19Weak against Spears:................................................................................................19Armed with Pikes.........................................................................................................19-1, -2, -3 or -4 to Armour/Numb Saves:..............................................................20Ignores Armour Saves:..............................................................................................20Crazed:............................................................................................................................20Critters:...........................................................................................................................20Hit and Run....................................................................................................................20Diehards.........................................................................................................................21Vehicle/Juggernaut:....................................................................................................21Vehicle Damage Roll:.................................................................................................21Light Armour:................................................................................................................22Busting a Transport Vehicle:...................................................................................22Update to Astronaut Zombie Moon Buggy Stats:...........................................22Update to Astronaut Shuttle Stats:......................................................................22Tank Blast:.....................................................................................................................23CLOSE COMBAT PHASE:............................................................................................23Attacking Vehicles/Juggernauts in Close Combat:..........................................23Run AWAY! Run AWAY!.............................................................................................23Charging Units in Cover, Defenders get I9........................................................24Reflex Shots = Gets them when Charged and not in CC.............................24Reflex Shots: Always 1 shot Maximum per model.........................................24Chariots- The Impact Hits are the Bonus...........................................................25Concerning Artillery: Models with the Artillery Rule......................................25

Page 2: Army Men Domaine- All in 1

Cannon Update: Wounds Caused.........................................................................25Grapeshot Update:.....................................................................................................25Shooting at Artillery with a Cannon.....................................................................25Shooting at Artillery with Blast Weapons...........................................................25Shooting at Artillery with Infantry, Flyers & Cavalry.....................................25Fighting Artillery in Close Combat........................................................................26Commandeering Artillery.........................................................................................26The War for Domaine.................................................................................................26Army Backgrounds.....................................................................................................27Geography of Domaine.............................................................................................27Armies of Domaine: Links........................................................................................29Geography of Pachik- The Plastic World............................................................32Army Men PAZCIK- Links..........................................................................................34Cloven:............................................................................................................................36Cloven Specialist Units:............................................................................................38Cloven Heavy Units:...................................................................................................39Shadow Cloven:...........................................................................................................41Shadow Cloven Core Units:.....................................................................................41Shadow Cloven Specialist Units:...........................................................................42Shadow Cloven Heavy Units:..................................................................................43Clay Cloven:..................................................................................................................45Clay Cloven Core Units:............................................................................................45Clay Cloven Specialist Units:..................................................................................46Clay Cloven Heavy Units:.........................................................................................47Grey Cloven:.................................................................................................................49Maroon Cloven:............................................................................................................53Maroon Cloven Core Units:......................................................................................53Maroon Cloven Specialist Units:............................................................................54Maroon Cloven Heavy Units:...................................................................................55Camelot:.........................................................................................................................57Camelot Core Units:...................................................................................................57Camelot Specialist Units:.........................................................................................58Camelot Heavy Units:................................................................................................59Royalist Camelot:........................................................................................................60Royalist Camelot Core Units:..................................................................................60Royalist Camelot Specialist Units:........................................................................61Blue Camelot:...............................................................................................................62Blue Camelot Specialist Units:...............................................................................63Blue Camelot Heavy Units:......................................................................................63Yellow Camelot:...........................................................................................................65Yellow Camelot Core Units:.....................................................................................65Yellow Camelot Specialist Units:...........................................................................66Yellow Camelot Heavy Units:..................................................................................66Green Camelot:............................................................................................................68Green Camelot Core Units:......................................................................................68Green Camelot Specialist Units:............................................................................69

Page 3: Army Men Domaine- All in 1

Green Camelot Heavy Units:..................................................................................69Red Camelot:................................................................................................................71Red Camelot Core Units:..........................................................................................71Red Camelot Specialist Units:................................................................................72Red Camelot Heavy Units:.......................................................................................72Shadow Camelot:........................................................................................................74Shadow Camelot Core Units:..................................................................................74Shadow Camelot Specialist Units:........................................................................75Shadow Camelot Heavy Units:...............................................................................76Slavers of Babylon:.....................................................................................................77Slavers of Babylon CORE Units:.............................................................................77Slavers of Babylon Specialist Units:.....................................................................78Slavers of Babylon Heavy Units:...........................................................................79Red Slavers of Babylon:............................................................................................81Red Slavers of Babylon CORE Units:....................................................................81Red Slavers of Babylon Specialist Units:............................................................82Red Slavers of Babylon Heavy Units:..................................................................83Shadow Slavers of Babylon:....................................................................................84Shadow Slavers of Babylon CORE Units:............................................................84Shadow Slavers of Babylon Specialist Units:....................................................85Shadow Slavers of Babylon Heavy Units:..........................................................86Elven Pirates.................................................................................................................88Elven Pirates- Core Units:........................................................................................88Elven Pirates- Specialist Units:...............................................................................89Pirate Elf Heavy Units:...............................................................................................90Red Elven Pirates:.......................................................................................................95Red Elven Pirates- Core Units:...............................................................................95Red Elven Pirates- Specialist Units:......................................................................96Red Pirate Elf Heavy Units:......................................................................................96Purple Elven Pirates:..................................................................................................98Purple Elven Pirates- Core Units:..........................................................................98Purple Elven Pirates- Specialist Units:.................................................................99Purple Pirate Elf Heavy Units:...............................................................................100Pink Elven Pirates:....................................................................................................103Pink Elven Pirates- Core Units:.............................................................................103Pink Elven Pirates- Specialist Units:...................................................................104Pink Pirate Elf Heavy Units:...................................................................................105Turq Elven Pirates:....................................................................................................108Turq Elven Pirates- Core Units:............................................................................108Turq Elven Pirates- Specialist Units:..................................................................109Turq Pirate Elf Heavy Units:..................................................................................110Blue Elven Pirates:....................................................................................................113Blue Elven Pirates- Core Units:............................................................................113Blue Elven Pirates- Specialist Units:..................................................................114Blue Pirate Elf Heavy Units:..................................................................................115Shadow Elven Pirates:.............................................................................................118

Page 4: Army Men Domaine- All in 1

Shadow Elven Pirates- Core Units:.....................................................................118Shadow Elven Pirates- Specialist Units:............................................................119Shadow Pirate Elf Heavy Units:............................................................................120Mercenaries for Fame:............................................................................................123Mercenary CORE Units:...........................................................................................123Mercenary Specialist Units:...................................................................................125Mercenary Heavy Units:.........................................................................................128Silver Mercenaries:...................................................................................................131Silver Mercenary CORE Units:..............................................................................131Silver Mercenary Specialist Units:......................................................................132Silver Mercenary Heavy Units:.............................................................................133Shadow Mercenaries:..............................................................................................135Shadow Mercenary CORE Units:..........................................................................135Shadow Mercenary Specialist Units:..................................................................137Shadow Mercenary Heavy Units:........................................................................138Grey Mercenaries:.....................................................................................................140Grey Mercenary CORE Units:................................................................................140Grey Mercenary Specialist Units:........................................................................142Grey Mercenary Heavy Units:...............................................................................143Green Mercenaries:..................................................................................................145Green Mercenary CORE Units:.............................................................................145Green Mercenary Specialist Units:.....................................................................146Green Mercenary Heavy Units:............................................................................148Yellow Mercenaries:.................................................................................................150Yellow Mercenary CORE Units:.............................................................................150Yellow Mercenary Specialist Units:.....................................................................151Yellow Mercenary Heavy Units:...........................................................................153Red Mercenaries:......................................................................................................155Red Mercenary CORE Units:..................................................................................155Red Mercenary Specialist Units:..........................................................................156Red Mercenary Heavy Units:................................................................................158Orange Mercenaries:...............................................................................................159Orange Mercenary CORE Units:...........................................................................159Orange Mercenary Specialist Units:...................................................................160Orange Mercenary Heavy Units:.........................................................................161Maroon Mercenaries:...............................................................................................163Maroon Mercenary CORE Units:...........................................................................163Maroon Mercenary Specialist Units:...................................................................165Maroon Mercenary Heavy Units:.........................................................................166Turq Mercenaries:.....................................................................................................168Turq Mercenary CORE Units:................................................................................168Turq Mercenary Specialist Units:........................................................................169Turq Mercenary Heavy Units:...............................................................................171Blue Mercenaries:.....................................................................................................173Blue Mercenary CORE Units:.................................................................................173Blue Mercenary Specialist Units:.........................................................................174

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Blue Mercenary Heavy Units:...............................................................................176Clay Mercenaries:.....................................................................................................178Clay Mercenary CORE Units:.................................................................................178Clay Mercenary Specialist Units:.........................................................................179Clay Mercenary Heavy Units:...............................................................................181Tan Mercenaries:.......................................................................................................183Tan Mercenary CORE Units:..................................................................................183Tan Mercenary Specialist Units:..........................................................................185Tan Mercenary Heavy Units:.................................................................................186Purple Mercenaries:..................................................................................................188Purple Mercenary CORE Units:.............................................................................188Purple Mercenary Specialist Units:.....................................................................189Purple Mercenary Heavy Units:...........................................................................191Swamp Mercenaries:................................................................................................193Swamp Mercenary CORE Units:...........................................................................194Swamp Mercenary Specialist Units:...................................................................195Swamp Mercenary Heavy Units:.........................................................................197Royalist Mercenaries:..............................................................................................199Royalist Mercenary CORE Units:..........................................................................199Royalist Mercenary Specialist Units:..................................................................200Royalist Mercenary Heavy Units:........................................................................201Mountain Dwarves....................................................................................................202Mountain Dwarf CORE Units:................................................................................203Mountain Dwarf Specialist Units:........................................................................204Mountain Dwarf Heavy Units:...............................................................................207Blue Mountain Dwarves:.........................................................................................211Blue Mountain Dwarf Heavy Units:.....................................................................213Green Mountain Dwarves.......................................................................................217Green Mountain Dwarf CORE Units:...................................................................217Green Mountain Dwarf Specialist Units:...........................................................218Green Mountain Dwarf Heavy Units:.................................................................219Royalist Mountain Dwarves:..................................................................................223Royalist Mountain Dwarf CORE Units:...............................................................223Royalist Mountain Dwarf Heavy Units:..............................................................224Silver Mountain Dwarves:......................................................................................225Silver Mountain Dwarf CORE Units:....................................................................225Silver Mountain Dwarf Specialist Units:............................................................226Silver Mountain Dwarf Heavy Units:..................................................................227Red Mountain Dwarves:..........................................................................................231Red Mountain Dwarf CORE Units:.......................................................................231Red Mountain Dwarf Specialist Units:...............................................................232Red Mountain Dwarf Heavy Units:......................................................................233Purple Mountain Dwarves:.....................................................................................235Purple Mountain Dwarf CORE Units:..................................................................235Purple Mountain Dwarf Specialist Units:..........................................................236Purple Mountain Dwarf Heavy Units:.................................................................237

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Maroon Mountain Dwarves:..................................................................................241Maroon Mountain Dwarf CORE Units:................................................................241Maroon Mountain Dwarf Specialist Units:........................................................243Maroon Mountain Dwarf Heavy Units:...............................................................244Turq Mountain Dwarves:........................................................................................247Turq Mountain Dwarf CORE Units:......................................................................247Turq Mountain Dwarf Specialist Units:..............................................................248Turq Mountain Dwarf Heavy Units:....................................................................249Elven Navy...................................................................................................................253Elven Navy CORE Units:..........................................................................................253Elf Navy Specialist Units:........................................................................................254Elf Navy Heavy Units:..............................................................................................256Red Elf Navy:..............................................................................................................258Red Elven Navy CORE Units:................................................................................258Red Elf Navy Specialist Units:..............................................................................259Red Elf Navy Heavy Units:.....................................................................................260Royalist Elf Sailors:...................................................................................................261Royalist Elven Navy CORE Units:........................................................................261Royalist Elf Navy Specialist Units:......................................................................262Blue Elf Navy:.............................................................................................................263Blue Elf Navy Heavy Units:....................................................................................265Blood Daimons...........................................................................................................267Blood Daimon CORE Units:....................................................................................267Blood Daimon Heavy Units:..................................................................................268Shadow Blood Daimons:.........................................................................................270Shadow Blood Daimon CORE Units:...................................................................270Shadow Blood Daimon Specialist Units:...........................................................271Shadow Blood Daimon Heavy Units:.................................................................271Red Blood Daimons:.................................................................................................273Red Blood Daimon CORE Units:...........................................................................273Maroon Blood Daimons:..........................................................................................274Maroon Blood Daimon CORE Units:....................................................................274Maroon Blood Daimon Specialist Units:............................................................275Maroon Blood Daimon Heavy Units:..................................................................275Cossacks.......................................................................................................................277Cossack CORE Units:................................................................................................277Cossack Specialist Units:........................................................................................278Red Cossacks..............................................................................................................279Red Cossack CORE Units:.......................................................................................279Red Cossack Specialist Units:...............................................................................279Red Cossack Heavy Units:.....................................................................................280Blue Cossacks.............................................................................................................281Blue Cossack CORE Units:.....................................................................................281Blue Cossack Specialist Units:..............................................................................281Blue Cossack Heavy Units:....................................................................................282Maroon Cossacks.......................................................................................................283

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Maroon Cossack CORE Units:...............................................................................283Maroon Cossack Specialist Units:.......................................................................284Maroon Cossack Heavy Units:..............................................................................284Aztec Dinosaurs:........................................................................................................285Aztec Dinosaur CORE Units:..................................................................................285Aztec Dinosaur Specialist Units:..........................................................................286Aztec Dinosaur Heavy Units:................................................................................287Green Aztec Dinosaurs:..........................................................................................293Green Aztec Dinosaur CORE Units:....................................................................293Green Aztec Dinosaur Specialist Units:............................................................294Green Aztec Dinosaur Heavy Units:...................................................................295Blue Aztec Dinosaurs:..............................................................................................299Blue Aztec Dinosaur CORE Units:........................................................................299Blue Aztec Dinosaur Specialist Units:................................................................300Blue Aztec Dinosaur Heavy Units:......................................................................301Red Aztec Dinosaurs:...............................................................................................305Red Aztec Dinosaur CORE Units:.........................................................................305Red Aztec Dinosaur Specialist Units:.................................................................306Red Aztec Dinosaur Heavy Units:.......................................................................306Orange Aztec Dinosaurs:........................................................................................308Orange Aztec Dinosaur CORE Units:..................................................................308Orange Aztec Dinosaur Specialist Units:..........................................................309Orange Aztec Dinosaur Heavy Units:................................................................310Yellow Aztec Dinosaurs:..........................................................................................314Yellow Aztec Dinosaur CORE Units:....................................................................314Yellow Aztec Dinosaur Specialist Units:............................................................315Yellow Aztec Dinosaur Heavy Units:..................................................................316Shadow Aztec Dinosaurs:.......................................................................................320Shadow Aztec Dinosaur CORE Units:.................................................................320Shadow Aztec Dinosaur Specialist Units:.........................................................321Shadow Aztec Dinosaur Heavy Units:...............................................................322Purple Aztec Dinosaurs:..........................................................................................326Purple Aztec Dinosaur CORE Units:....................................................................326Purple Aztec Dinosaur Specialist Units:............................................................327Purple Aztec Dinosaur Heavy Units:..................................................................328Pox Daimons...............................................................................................................332Pox Daimon CORE Units:........................................................................................333Pox Daimon Specialist Units:................................................................................333Pox Daimon Heavy Units:.......................................................................................334Green Pox Daimons:................................................................................................336Green Pox Daimon CORE Units:..........................................................................336Green Pox Daimon Specialist Units:...................................................................336Green Pox Daimon Heavy Units:.........................................................................337Yellow Pox Daimons:................................................................................................338Yellow Pox Daimon CORE Units:..........................................................................338Yellow Pox Daimon Specialist Units:..................................................................338

Page 8: Army Men Domaine- All in 1

Yellow Pox Daimon Heavy Units:........................................................................339Swamp Pox Daimons:..............................................................................................340Swamp Pox Daimon CORE Units:........................................................................340Swamp Pox Daimon Specialist Units:................................................................341Swamp Pox Daimon Heavy Units:.......................................................................341Clay Pox Daimons:....................................................................................................343Clay Pox Daimon CORE Units:..............................................................................343Clay Pox Daimon Specialist Units:......................................................................343Clay Pox Daimon Heavy Units:.............................................................................344Mountain Ogres..........................................................................................................345Mountain Ogre CORE Units:..................................................................................345Mountain Ogre Specialist Units:..........................................................................346Ogre Heavy Units:.....................................................................................................347Green Mountain Ogres (Kobolds):.......................................................................350Red Mountain Ogres.................................................................................................351Blue Mountain Ogres:..............................................................................................352Blue Mountain Ogre CORE Units:........................................................................352Blue Mountain Ogre Specialist Units:................................................................353Blue Ogre Heavy Units:...........................................................................................353Clay Mountain Ogres................................................................................................356Clay Mountain Ogre CORE Units:........................................................................356Clay Mountain Ogre Specialist Units:................................................................357Clay Ogre Heavy Units:...........................................................................................357Grey Mountain Ogres:.............................................................................................360Grey Mountain Ogre CORE Units:.......................................................................360Grey Mountain Ogre Specialist Units:................................................................361Grey Ogre Heavy Units:..........................................................................................361Green Horde:..............................................................................................................364Green Horde CORE Units:......................................................................................364Green Horde Special Units:...................................................................................368Green Horde Heavy Units:.....................................................................................370Blue Horde:..................................................................................................................375Blue Horde CORE Units:..........................................................................................375Blue Horde Special Units:.......................................................................................377Blue Horde Heavy Units:........................................................................................379Shadow Horde:...........................................................................................................383Shadow Horde CORE Units:...................................................................................383Shadow Horde Special Units:................................................................................385Shadow Horde Heavy Units:.................................................................................387The Green Tide:.........................................................................................................390Green Tide CORE Units:..........................................................................................390Green Tide Special Units:.......................................................................................392Green Tide Heavy Units:.........................................................................................394The Yellow Horde:.....................................................................................................397Yellow Horde CORE Units:......................................................................................397Yellow Horde Special Units:...................................................................................399

Page 9: Army Men Domaine- All in 1

Yellow Horde Heavy Units:....................................................................................401The Red Horde:..........................................................................................................404Red Horde CORE Units:...........................................................................................404Red Horde Special Units:........................................................................................406Red Horde Heavy Units:.........................................................................................408Sewer Rats...................................................................................................................409Sewer Rat CORE Units:............................................................................................409Sewer Rat Specialist Units:....................................................................................410Sewer Rat Heavy Units:..........................................................................................414Shadow Sewer Rats:................................................................................................419Shadow Sewer Rat CORE Units:..........................................................................419Shadow Sewer Rat Specialist Units:...................................................................420Shadow Sewer Rat Heavy Units:.........................................................................421Clay Sewer Rats.........................................................................................................426Clay Sewer Rat CORE Units:..................................................................................426Clay Sewer Rat Specialist Units:..........................................................................427Clay Sewer Rat Heavy Units:................................................................................428Red Sewer Rats:........................................................................................................432Red Sewer Rat CORE Units:..................................................................................432Red Sewer Rat Specialist Units:...........................................................................433Red Sewer Rat Heavy Units:.................................................................................434Yellow Sewer Rats.....................................................................................................436Yellow Sewer Rat CORE Units:.............................................................................436Yellow Sewer Rat Specialist Units:.....................................................................437Yellow Sewer Rat Heavy Units:............................................................................438Swamp Sewer Rats...................................................................................................442Swamp Sewer Rat CORE Units:............................................................................442Swamp Sewer Rat Specialist Units:....................................................................443Swamp Sewer Rat Heavy Units:..........................................................................445Purple Sewer Rats:...................................................................................................448Purple Sewer Rat CORE Units:..............................................................................448Purple Sewer Rat Specialist Units:......................................................................449Purple Sewer Rat Heavy Units:............................................................................450Pleasure Daimons.....................................................................................................454Pleasure Daimon CORE Units:..............................................................................454Pleasure Daimon Specialist Units:......................................................................455Pleasure Daimon Heavy Units:.............................................................................455Purple Pleasure Daimons:......................................................................................458Purple Pleasure Daimon CORE Units:................................................................458Purple Pleasure Daimon Specialist Units:........................................................458Purple Pleasure Daimon Heavy Units:...............................................................459Pink Pleasure Daimons............................................................................................461Pink Pleasure Daimon CORE Units:....................................................................461Pink Pleasure Daimon Specialist Units:............................................................461Pink Pleasure Daimon Heavy Units:...................................................................462Tan Pleasure Daimons.............................................................................................464

Page 10: Army Men Domaine- All in 1

Tan Pleasure Daimon CORE Units:.....................................................................464Tan Pleasure Daimon Specialist Units:.............................................................464Tan Pleasure Daimon Heavy Units:....................................................................465Blue Pleasure Daimons...........................................................................................467Blue Pleasure Daimon CORE Units:....................................................................467Blue Pleasure Daimon Specialist Units:............................................................467Blue Pleasure Daimon Heavy Units:..................................................................468German Empire:........................................................................................................470German Empire CORE Units:................................................................................470German Empire Specialist Units:.........................................................................473German Empire Heavy Units:...............................................................................476Royalist Empire:.........................................................................................................482Royalist Empire CORE Units:.................................................................................482Royalist Empire Specialist Units:.........................................................................483Royalist Empire Heavy Units:...............................................................................483Red Empire:.................................................................................................................485Red Empire CORE Units:.........................................................................................485Red Empire Specialist Units:.................................................................................486Red Empire Heavy Units:.......................................................................................487Blue Empire:................................................................................................................488Blue Empire CORE Units:........................................................................................488Blue Empire Specialist Units:................................................................................489Blue Empire Heavy Units:......................................................................................490Yellow Empire:............................................................................................................493Yellow Empire CORE Units:....................................................................................493Yellow Empire Specialist Units:............................................................................494Yellow Empire Heavy Units:..................................................................................495Shadow Empire:.........................................................................................................497Shadow Empire CORE Units:.................................................................................497Shadow Empire Specialist Units:.........................................................................498Shadow Empire Heavy Units:...............................................................................499Green Empire:............................................................................................................502Green Empire CORE Units:....................................................................................502Green Empire Specialist Units:............................................................................503Green Empire Heavy Units:...................................................................................504Purple Empire:............................................................................................................506Purple Empire CORE Units:....................................................................................506Purple Empire Specialist Units:............................................................................507Purple Empire Heavy Units:..................................................................................508Grey Empire:...............................................................................................................511Grey Empire CORE Units:.......................................................................................511Grey Empire Specialist Units:...............................................................................512Grey Empire Heavy Units:......................................................................................513Dead Egyptians..........................................................................................................516Dead Egyptians CORE Units:................................................................................516Dead Egyptian Specialist Units:...........................................................................518

Page 11: Army Men Domaine- All in 1

Dead Egyptian Heavy Units:.................................................................................518Shadow Egyptian Dead:.........................................................................................522Shadow Dead Egyptians CORE Units:...............................................................522Shadow Dead Egyptian Specialist Units:..........................................................523Shadow Dead Egyptian Heavy Units:................................................................524Yellow Egyptian Dead:............................................................................................526Yellow Dead Egyptians CORE Units:..................................................................526Yellow Dead Egyptian Specialist Units:............................................................527Yellow Dead Egyptian Heavy Units:...................................................................528Royalist Egyptian Dead:.........................................................................................530Royalist Dead Egyptians CORE Units:...............................................................531Royalist Dead Egyptian Heavy Units:................................................................531Red Egyptian Dead:.................................................................................................532Red Dead Egyptians CORE Units:.......................................................................532Red Dead Egyptian Specialist Units:..................................................................533Blue Egyptian Dead:................................................................................................534Blue Dead Egyptians CORE Units:......................................................................534Blue Dead Egyptian Heavy Units:.......................................................................536Magic Daimons...........................................................................................................538Magic Daimon CORE Units:...................................................................................538Magic Daimon Heavy Units:..................................................................................539Pink Magic Daimons:................................................................................................541Pink Magic Daimon CORE Units:..........................................................................541Pink Magic Daimon Specialist Units:..................................................................541Pink Magic Daimon Heavy Units:........................................................................542Blue Magic Daimons:...............................................................................................544Blue Magic Daimon CORE Units:.........................................................................544Blue Magic Daimon Specialist Units:.................................................................544Blue Magic Daimon Heavy Units:........................................................................545Tan Magic Daimons..................................................................................................547Tan Magic Daimon CORE Units:...........................................................................547Tan Magic Daimon Specialist Units:...................................................................547Tan Magic Daimon Heavy Units:.........................................................................548Army of Darkness:....................................................................................................550Army of Darkness CORE Units:............................................................................551Army of Darkness Specialist Units:....................................................................553Army of Darkness Heavy Units:...........................................................................556Turq Army of Darkness:..........................................................................................562Turq Army of Darkness CORE Units:..................................................................562Turq Army of Darkness Specialist Units:..........................................................563Turq Army of Darkness Heavy Units:................................................................563Blue Army of Darkness:..........................................................................................566Blue Army of Darkness CORE Units:..................................................................566Blue Army of Darkness Specialist Units:..........................................................567Blue Army of Darkness Heavy Units:.................................................................567Green Army of Darkness:.......................................................................................569

Page 12: Army Men Domaine- All in 1

Green Army of Darkness CORE Units:...............................................................569Green Army of Darkness Heavy Units:.............................................................570Tan Army of Darkness:............................................................................................571Tan Army of Darkness CORE Units:....................................................................571Tan Army of Darkness Specialist Units:............................................................572Tan Army of Darkness Heavy Units:..................................................................572Swamp Army of Darkness:....................................................................................573Swamp Army of Darkness CORE Units:............................................................574Swamp Army of Darkness Specialist Units:....................................................574Swamp Army of Darkness Heavy Units:...........................................................574Royalist Army of Darkness:...................................................................................575Royalist Army of Darkness CORE Units:...........................................................576Royalist Army of Darkness Heavy Units:..........................................................576Purple Army of Darkness:......................................................................................577Purple Army of Darkness CORE Units:..............................................................577Purple Army of Darkness Specialist Units:......................................................579Purple Army of Darkness Heavy Units:.............................................................580Shadow Army of Darkness:...................................................................................581Shadow Army of Darkness CORE Units:...........................................................582Shadow Army of Darkness Specialist Units:...................................................582Shadow Army of Darkness Heavy Units:..........................................................583Red Army of Darkness:...........................................................................................585Red Army of Darkness CORE Units:...................................................................585Red Army of Darkness Specialist Units:...........................................................586Grey Army of Darkness:.........................................................................................587Grey Army of Darkness CORE Units:.................................................................587Grey Army of Darkness Specialist Units:..........................................................588Grey Army of Darkness Heavy Units:................................................................588Death Knights:............................................................................................................589Death Knight CORE Units:......................................................................................589Death Knight Specialist Units:..............................................................................595Death Knight Heavy Units:....................................................................................600Silver Death Knights:...............................................................................................609Silver Death Knight CORE Units:.........................................................................609Silver Death Knight Specialist Units:.................................................................610Silver Death Knight Heavy Units:........................................................................612Shadow Death Knights:...........................................................................................616Shadow Death Knight CORE Units:.....................................................................616Shadow Death Knight Specialist Units:.............................................................618Shadow Death Knight Heavy Units:...................................................................620Red Death Knights:...................................................................................................623Red Death Knight CORE Units:.............................................................................623Red Death Knight Specialist Units:.....................................................................624Red Death Knight Heavy Units:...........................................................................625Blue Death Knights:..................................................................................................626Blue Death Knight CORE Units:............................................................................626

Page 13: Army Men Domaine- All in 1

Blue Death Knight Specialist Units:....................................................................627Blue Death Knight Heavy Units:..........................................................................629Pink Death Knights:..................................................................................................633Pink Death Knight CORE Units:............................................................................633Pink Death Knight Specialist Units:....................................................................634Pink Death Knight Heavy Units:...........................................................................636Fay Elves......................................................................................................................640Fay Elf CORE Units:...................................................................................................640Fay Elf Specialist Units:...........................................................................................642Fay Elf Heavy Units:.................................................................................................643Orange Fay Elves:.....................................................................................................646Orange Fay Elf CORE Units:..................................................................................646Orange Fay Elf Specialist Units:...........................................................................647Orange Fay Elf Heavy Units:.................................................................................647Yellow Fay Elves........................................................................................................649Yellow Fay Elf CORE Units:....................................................................................649Yellow Fay Elf Specialist Units:............................................................................650Yellow Fay Elf Heavy Units:...................................................................................651Red Fay Elves.............................................................................................................653Red Fay Elf CORE Units:.........................................................................................653Red Fay Elf Specialist Units:..................................................................................654Red Fay Elf Heavy Units:........................................................................................655Green Fay Elves:........................................................................................................656Green Fay Elf Specialist Units:.............................................................................657Green Fay Elf Heavy Units:....................................................................................658Grey Fay Elves:..........................................................................................................660Grey Fay Elf CORE Units:........................................................................................660Grey Fay Elf Specialist Units:................................................................................661Grey Fay Elf Heavy Units:......................................................................................662Clay Fay Elves............................................................................................................664Clay Fay Elf CORE Units:.........................................................................................664Clay Fay Elf Specialist Units:.................................................................................665Clay Fay Elf Heavy Units:.......................................................................................666Turq Fay Elves:...........................................................................................................668Turq Fay Elf CORE Units:........................................................................................668Turq Fay Elf Specialist Units:................................................................................669Turq Fay Elf Heavy Units:.......................................................................................670Blue Fay Elves:...........................................................................................................672Blue Fay Elf CORE Units:........................................................................................672Blue Fay Elf Specialist Units:................................................................................673Blue Fay Elf Heavy Units:.......................................................................................674Royalist Fay Elves:....................................................................................................676Royalist Fay Elf Core Units:...................................................................................676Royalist Fay Elf Heavy Units:................................................................................677United Daimon Host.................................................................................................678United Daimon Host CORE Units:........................................................................680

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United Daimon Host Specialist Units:................................................................681United Daimon Host Heavy Units:......................................................................683

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Suggested Limits for models in a Unit:Suggested Limit for Infantry is 30Suggested Limit for 2pt & 3pt Infantry is 40 Suggested Limit for Cavalry is 20Suggested Limit is 3 for Artillery Units

REINFORCEMENTS PHASE:

Ambush: Unit can arrive as Reinforcements in Turns 2 – 5 as Raft Reinforcements would (i.e. from either side but NOT on a Raft), except on a 5-6 they can appear ANY table edge, including behind the enemy lines.

Portal Reinforcements:Blood Daimon, Pox Daimon, Magic Daimon and Pleasure Daimon Units and United Daimon Host Units can arrive as Reinforcements through Portals and can be teleported onto the battlefield within ‘6’ of a friendly Daimon unit. The friendly units act as beacon for the portal technology to focus in on. This is the only default Army Men- Domaine Army which is assumed to have access to Portal Technology.

After each default Army List, it will include PAZCIK Alternatives which will have a colour name before each unit E.g. A Night Banshee becomes a Shadow Night Banshee. It should be noted that the PAZCIK Alternative Army Lists will have less special rules and may have impaired stats in some areas but significantly bolstered in others. This is because the PAZCIK Alternative Armies are assumed to function like the armies of Army Men PAZCIK, as detailed in each Army List (e.g. Royalist Army List, Pink Army List) with access to Portal Reinforcements. See below for more details on how they can use other means which are detailed on Pages 6 – 10 of the Army Men PAZCIK Rulebook.

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Raft ReinforcementsPirate models (Pirates, Pirate Militia, Zombie Pirates AND Elf Pirates, Dauntless Dwarves with Pistols) 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.

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MOVEMENT PHASE:

Update to Unit Movement affected by Terrain: Models that move ‘6’, which is standard, will roll 2D6 when moving through Terrain (Terrain that is NOT Movement Blocking Terrain that is), and pick the highest of these two dice. The same applies to Charging an enemy unit in Cover or with intervening terrain (highest of 2D6). If a unit has Moves ‘9’, it becomes Highest of 2D6+3. If a unit has Moves ‘10’, it becomes Highest of 2D6+4. If a unit has Moves ‘12’, it becomes Highest of 2D6+6. Chariots will not be damaged by terrain in Movement or in Charging, though they may be slowed down like any other unit would. This could result in Reflex Shots if the Charge fails when the enemy unit is in Cover, just as a normal unit would.

Flyers: Can jump over Terrain and/or units but cannot land on them with the exception of Defended Obstacles (Towers, Castle Walls, Buildings, can attack in Close Combat within ‘6’ of a friendly model in base-to-base contact with an enemy Unit rather than within ‘2’ as normal. Flyers have Dodge Saves as they are assumed to be always in the air, swooping down on enemy units below to swipe, claw at and slash them and are temporarily vulnerable to enemy sword swipes, spear thrusts etc.

Flyers attacking Units in Defended ObstaclesFlyers can land on Castle Walls and can ALWAYS attack those manning the walls in Close Combat. Similarly they can land at the top of the Tower and attack the inhabitants. They can also land in the ruins of a Building (or smash through the windows) and attack the Building defenders in Close Combat. Bear in mind that Flyers are always flapping their wings and diving down to claw at and pick up and drop their foes so if they do not all fit when attacking a unit in a

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Defended Obstacle, it does not matter as they will still all attack.

SPECIAL ATTACKS

Fire AttacksCauses 2 wounds if unsaved to targets with ‘Weak against Fire’, ignores their Numb Saves (Trolls) AND can re-roll wounds against models in a Defended Obstacle (Tower or Building, NOT Castle Walls). Fire attacks ignore the Dodge Saves of Tree models (Tree Guardians, Walkers and Giants) in the Fay Elves Army.

Flame Shot!Any attack which uses the ‘9’ teardrop Flamethrower Template automatically ignores Cover Saves.

Magical AttacksDamages units with Spirits rule as normal and ignores their Numb Saves

Death Strike: Ignores Armour and Numb Saves, Deals 2 Wounds to models which have 2 or more Wounds in their profile. Caused by a roll of 6 to Wound in Close Combat

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SPECIAL RULES

Dauntless Update: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 models from the enemy unit/units has weapons that modify their Armour Save AND/OR Numb Save, these wounds that the Dauntless takes will be modified in light of this. Lances cannot be used in this way. For example, 10 Red Knights lose a combat by 3 and take 3 Wounds, easy enough to pass with a 4+ Armour Save but the enemy unit of Blue Miners with 2 Handed Pickaxes reduce Armour Saves by -2 so now the Red Knights will be taking 3 Wounds and saving on a 6

Update to Cavalry Rule (moves as written for the unit (e.g. Slow, ‘6’, ‘9’, ‘10’ or ‘12’) but can Charge ‘12’ in the Close Combat Phase. Also, any model with the Cavalry rule, automatically also has the Weak against Spears rule

Weak against Spears:Models with Spears or Pikes (which count as Spears) have a +1 Strength bonus against these models and the exact Strength of this attack will always be included in their profile. E.g. ‘S5 against Cavalry’

Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

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-1, -2, -3 or -4 to Armour/Numb Saves:Whenever this is included in a unit’s rules, this ALWAYS refers to reducing enemy Armour Saves/Numb Saves mentioned, it NEVER refers to reducing their own Armour Saves or Numb Saves.

Ignores Armour Saves: An attack with this rule also ignores Numb Saves. This is because ignoring pain won’t do much good once an attack is so strong that it starts removing limbs.

Crazed: A unit that is ‘Crazed’ must charge in the Close Combat Phase if there is an enemy unit within range, ideally the closest enemy unit. If the Charge is not in Range, the unit does NOT move. If the enemy unit tested for this Crazed Charge was in Cover, they will get Reflex Shots as normal if allowed. Models who charge further such as Cavalry will have a greater distance to worry about where enemies may place units that are going to hold them up or grind them down.

Critters: Placed on a large base (40mm in diameter if Circular or a 40mm Square) which fits very small models packed onto the base.

Hit and RunModels with ranged weapons (Heavy, Automatic and Fast Firing) are allowed to Run AFTER they have fired in the Shooting Phase)

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DiehardsAll units with this rule can re-roll CCR (Close Combat Resolution) Rolls if they lose Close Combat unless the model has the Dauntless rule included in their unit statistics. If a unit with ‘Diehards’ is part of a combat involving multiple units, they will become the bravest combined unit. For example, 5 Knights of Camelot and 5 Knights of Glastonbury Tor lose a combat by 3, now in this scenario the Knights of Camelot do not have Diehards, but the other Knights do, so these two units, who lost together, now both have Diehards as the ‘Diehards’ inspire their comrades to hang in there or die together. So now they roll 2D6 and can re-roll the result.

Diehards still do a CCR roll even if in combat with a friendly Dauntless unit, as the Dauntless unit will just take wounds depending on how many wounds they lost by and the Diehards could all be destroyed if they don’t roll well enough in their CCR even after their re-roll option.

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)

Vehicle Damage Roll: Roll a D6, on a 3 it will Destroy Weapon and the Vehicle/Juggernaut can no longer fire 1 weapon of your choice. On a 4 it will Immobilize the Vehicle/Juggernaut and it can no longer move in the Movement Phase or Run or perform a Victory Run. On a 5 the Vehicle/Juggernaut will be Destroyed and lose ALL of its remaining wounds and be removed from the table. On a 6 the Vehicle/Juggernaut will go BOOM and causes 1 S4 hit (Fire attack) to ALL models

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within D6 of the Vehicle/Juggernaut, measured from the base of a Juggernaut or the outer hull of a Vehicle.

Light Armour:If a model has this rule, add +1 to your result on your VDR (Vehicle Damage Result) rolls.

Busting a Transport Vehicle:If a Transport Vehicle (in Army Men PAZCIK there is only the Undead Astronaut Zombie Moon Buggy and the Undead Astronaut Shuttle) is Immobilised, then the models aboard the Transport will pop out ‘2’ around the Transport Vehicle and take a S3 hit each. If the Transport Vehicle is Destroyed or goes BOOM, then the models aboard the Transport Vehicle will pop out ‘2’ around it and a S4 hit each.

Update to Astronaut Zombie Moon Buggy Stats: 20ptsIn Army Men- Domaine and Army Men- Plastic Galaxy, an Astronaut Zombie Moon Buggy is T10, W3 and is a Transport Vehicle, holding up to 12 Zombie models and moves ‘12’. When the Zombie models aboard leave the Buggy, they are placed ‘2’ around the Buggy and can Move, Run and Charge as normal. They are now 20pts due to the extra Wounds that they have.

Update to Astronaut Shuttle Stats: 50ptsIn Army Men- Domaine and Army Men- Plastic Galaxy, an Undead Astronaut Shuttle is T12, W3 and is a Transport Vehicle and can fit up to 20 Zombies (any model with ‘Zombie’ in its title. It lands in the Reinforcement Phase but upon arrival of the Shuttle on the table, 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. They are now 50pts due to the extra Wounds and Toughness that they have.

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Tank Blast: This attack will cause 5 wounds for each Unsaved wound against models with ‘Critters’ rule

CLOSE COMBAT PHASE:

Attacking Vehicles/Juggernauts in Close Combat: When attacking a Vehicle/Juggernaut in Close Combat, the Toughness of the Vehicle/Juggernaut is reduced to 10 as the models on the ground clamber onto it, throw grenades down the hatch, wreck the tracks of a Tank or stick a Claymore Mine equivalent onto the back of a Juggernaut. Only Heavy Vehicles are an exception this rule but these will be dealt with in the expansion, ‘Army Men- Plastic Galaxy’ where much bigger Vehicles and Juggernauts roam the galaxy.

Run AWAY! Run AWAY! When fighting a Juggernaut model or another model which has a Toughness so high that your unit cannot damage it, your unit/units engaged in Close Combat with this ‘invincible’ thing have the option of using the Run AWAY! Rule at the end of your Close Combat phase which will destroy your unit and the enemy player can make a Victory Run as normal. The unit/units which ran away using Run AWAY! literally fled the field of battle through Portal technology and make it harder to win, as these models won’t be present when counting points at the end of the battle. However, if playing Optional Campaign Rules (See Page 10 & 11 of Army Men PAZCIK Rulebook), the models in these units that ran away will live to fight in another battle.

Charging Units in Cover, Defenders get I9When Charging an enemy unit in Cover, the enemy unit gets Reflex Shots if allowed if the Charge fails (as stated at the

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bottom of Page 17 of the Army Men PAZCIK Rulebook). However, if the Charge makes it into base-to-base contact, the defenders will get I9 in this initial round of Close Combat UNLESS the enemy unit has the Negates I9 in Cover Rule (Grenadiers, Rat Grenadiers AND Pleasure Daimon Units have this rule).

Reflex Shots = Gets them when Charged and not in CCCC meaning ‘Close Combat’, If a unit has ‘Reflex Shots’ followed by details of the shot (Strength, modifies Armour etc) in its rules, then the unit will ALWAYS get Reflex Shots at 1 Unit per Close Combat Phase when Charged unless already in Close Combat. No unit can fire Reflex Shots at multiple units as Charges are assumed to occur all at the same time.

Reflex Shots: Always 1 shot Maximum per modelUnits with Reflex Shots will get 1 shot each at the MAX unless described differently (for example a Chariot that has multiple Crew with missile weapons so would get 1 Reflex Shot per Crew member. In another example, some models with Heavy Weapons will simply fire their weapon as normal, such as a Sewer Rat Chaingun or others may use their Special Attack as a Reflex Shot such as a Night Banshee’s Ghostly Howl)

Chariots- The Impact Hits are the BonusWhen a Chariot charges, it deals the I8 impact hits first and then the Chariot Crew can attack with +1 Initiative and the beasts pulling the Chariot can also attack at +1 Initiative if their attacks are included in the model rules. Neither Crew nor beasts gain +1 Attack each as this is more than compensated for by the automatic impact hits.

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Concerning Artillery: Models with the Artillery Rule

Cannon Update: Wounds CausedHeavy Cannons now deal D6 wounds if unsaved and Light Cannons deal 2 Wounds if unsaved

Grapeshot Update: 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

Shooting at Artillery with a Cannon*When Shooting at Artillery with a Cannon, resolve wounds against the Artillery.

Shooting at Artillery with Blast WeaponsWhen Shooting at Artillery with Blast Weapons (with a ‘2’ or ‘5’ Blast) resolve hits wherever they lie, this can damage the Crew and/or Artillery

Shooting at Artillery with Infantry, Flyers & CavalryWhen shooting at Artillery with Infantry, Flyers or Cavalry, resolve hits and wounds against the Crew. Crew can be hit by enemy Shooting on a 5+ (4+ for models with Shooting hits like Snipers).

Fighting Artillery in Close CombatWhen engaging Artillery in Close Combat, resolve attacks & wounds against the Crew.

Commandeering ArtilleryIf the Crew of Artillery is slain, the Artillery is removed and assumed to be destroyed. However, if your Army includes models of the same unit, it can be crewed by your own Artillery Crew instead. This is where ‘Optional Campaign

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Rules’ (Army Men PAZCIK v2.0, page 10) become very relevant, as each battle won by your army will gain you all of the surviving Artillery Crew members, so these spare Artillery Crew could be used to replace your own (as Reinforcements) in battle or to take over enemy Artillery who are playing the same Army as you.

For example, a Camelot Army plays against another Camelot Army. The first Camelot Army already won a battle with a Trebuchet present and gained 3 spare Artillery Crew, so when their Pegasus Knight lances the enemy Camelot Trebuchet’s Crew, they summon their spare Artillery Crew (from their previous battle) in their next Turn.

The War for DomaineDomaine is a plastic world, like Pachik: the Plastic World, which is a magical world that mirrors the land masses of our own world, Earth, except that is entirely made out of plastic and the scale of the war for a plastic world is enormous. Imagine for a moment how big the Earth would be to a 1.5 inch plastic soldier, where anything and everything can be melted down into more plastic soldiers, buildings, tanks and fortifications. There a number of portals scattered throughout Domaine which connect to Pachik, but by using these portals for invasions of the Plastic World, they risk plastic armies being sent back through these portals, bolstered by the ranks of the invaders with strange new abilities and constitutions. The Fay Elves still recall with terror the attack of hundreds of Yellow Fay Elf Archers attacking in waves. They did not have the intimate knowledge and affinity with the forest, but they had numbers to spare: an entirely alien method of war.

Army BackgroundsThese can be found in on the Army Men PAZCIK Facebook page in the Albums section of each army, as it will take quite

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some time to gather even a small number of models for each army and colour variant subdivision.

Geography of Domaine

The Americas- Western LandsNorthern USA: Mountain DwarfsCanada: United Daimon Host Alaska: Fay Elves, Magic Daimons Southern USA- Bayou: Pox Daimons, Aztec DinosaursTexas: Sewer RatsMexico: Pleasure Daimons, Blood DaimonsCaribbean Islands: Elf PiratesSouth America: Aztec Dinosaurs

The Continent- EuropeUnited Kingdom: Elf NavySpain: Fay Elves, Cloven France: CamelotGermany: ClovenSwitzerland, Belgium & Holland, Italy: Mercenaries for FameTurkey: Green HordeIran & Iraq, Saudi Arabia: Slavers of BabylonGreece: Mountain OgresUkraine, Eastern Europe: CossacksBaltic Coast: Army of DarknessRussia, The ‘Stan Nations: German Empire

Death Knights: Denmark, Sweden, Norway, Finland, Greenland, Iceland, SvalbardDesert of the Dead- Northern Africa: Dead Egyptians

Neutral TerritoriesAfrican ContinentMadagascar, Indonesia, PNG, PhilippinesIndian SubcontinentAustralia & New ZealandChina, Japan, Korea, Indochina, Mongolia

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Armies of Domaine: LinksThese links are dated 7 November, 2014. Each link will have its own links to the Colour variants of each army (e.g. Red, Blue, Clay, Shadow etc).

Cloven: https://www.facebook.com/media/set/?set=a.414958151982446.1073741871.323288694482726&type=3

Camelothttps://www.facebook.com/media/set/?set=a.430415393770055.1073741872.323288694482726&type=3

Slavers of Babylon: Still on their way, army list still included

Elf Pirateshttps://www.facebook.com/media/set/?set=a.453589211452673.1073741912.323288694482726&type=3

Mercenaries for Fame: Still on their way, army list still included

Mountain Dwarfshttps://www.facebook.com/media/set/?set=a.453588738119387.1073741911.323288694482726&type=3

Elf Navyhttps://www.facebook.com/media/set/?set=a.453589391452655.1073741913.323288694482726&type=3

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Blood Daimonshttps://www.facebook.com/media/set/?set=a.453592054785722.1073741916.323288694482726&type=3

Cossacks: Still on their way, army list still included

Aztec Dinosaurshttps://www.facebook.com/media/set/?set=a.414957818649146.1073741870.323288694482726&type=3

Pox Daimonshttps://www.facebook.com/media/set/?set=a.486675921477335.1073741956.323288694482726&type=3

Mountain Ogreshttps://www.facebook.com/media/set/?set=a.499969930147934.1073741961.323288694482726&type=3

Green Hordehttps://www.facebook.com/media/set/?set=a.499970996814494.1073741963.323288694482726&type=3

Sewer Ratshttps://www.facebook.com/media/set/?set=a.462889023856025.1073741929.323288694482726&type=3

Pleasure Daimons: Still on their way, army list has been included

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German Empirehttps://www.facebook.com/media/set/?set=a.453590031452591.1073741915.323288694482726&type=3

Dead Egyptianshttps://www.facebook.com/media/set/?set=a.453589614785966.1073741914.323288694482726&type=3

Magic Daimons: Still on their way, army list has been included

Army of Darknesshttps://www.facebook.com/media/set/?set=a.499970223481238.1073741962.323288694482726&type=3

Death Knightshttps://www.facebook.com/media/set/?set=a.499972013481059.1073741964.323288694482726&type=3

Fay Elveshttps://www.facebook.com/media/set/?set=a.453588098119451.1073741910.323288694482726&type=3

United Daimon Host: Still on their way, army list has been included

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Geography of Pachik- The Plastic World

The Americas- Western LandsYankee USA: Modern Greens, Blue Union SoldiersCanada: Royalist Musketeers & Blue Riflemen + Indians & CannonsAlaska: Red Riflemen & Cannons, Indians with GunsDeep South USA- Bayou: Grey Confederates, Modern & Medieval Swamps Texas: Cowboys and Indians with GunsMexico: IndiansCaribbean Islands: Pirates, UndeadSouth America: Indians with NO Guns

The Continent- EuropeUnited Kingdom: Royalist Knights & Modern RoyalistsSpain: Orange Knights & Blue KnightsFrance: Modern BluesGermany: Modern TanSwitzerland, Belgium & Holland, Italy: Modern Greys Ukraine, Eastern Europe: Modern & Medieval MaroonTurkey, Greece: Modern TurqsRussia, Mongolia, ‘Stans: Modern Reds, Medieval RedsChina, Japan, Korea, Indochina: Yellow Empire (Medieval, Modern)

Norse Lands: Denmark, Sweden, Norway, Finland, Greenland, Iceland, Svalbard- Medieval Vikings, Barbarians

Plastic Desert- Northern AfricaOrange Pirates, Modern Oranges

Desert of Time- Iran & Iraq, Saudi Arabia:Purple Knights, Modern Purples

Neutral TerritoriesAfrica Continent- Shadow Cavemen and IndiansMadagascar, Indonesia, PNG, Philippines- Pirates, Indians

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Indian Subcontinent- Indians with GunsAustralia & NZ- Shadow Indians with Guns, Modern Royalists

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Army Men PAZCIK- Links

Tan Nationhttps://www.facebook.com/media/set/?set=a.330735207071408.1073741837.323288694482726&type=3

The Undeadhttps://www.facebook.com/media/set/?set=a.330736850404577.1073741839.323288694482726&type=3

Blue Nationhttps://www.facebook.com/media/set/?set=a.330737497071179.1073741842.323288694482726&type=3

Yellow Empirehttps://www.facebook.com/media/set/?set=a.330738787071050.1073741843.323288694482726&type=3

Orange Nationhttps://www.facebook.com/media/set/?set=a.330743317070597.1073741845.323288694482726&type=3

Royalist Kingdomhttps://www.facebook.com/media/set/?set=a.330743603737235.1073741846.323288694482726&type=3

Maroon Nationhttps://www.facebook.com/media/set/?set=a.330744050403857.1073741847.323288694482726&type=3

Red Nation

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https://www.facebook.com/media/set/?set=a.330746450403617.1073741851.323288694482726&type=3Purple Nationhttps://www.facebook.com/media/set/?set=a.330747060403556.1073741852.323288694482726&type=3

Turq Nationhttps://www.facebook.com/media/set/?set=a.330747447070184.1073741853.323288694482726&type=3

Ghoul Armyhttps://www.facebook.com/media/set/?set=a.330745013737094.1073741849.323288694482726&type=3

Grey Nationhttps://www.facebook.com/media/set/?set=a.330739477070981.1073741844.323288694482726&type=3

Silver Armyhttps://www.facebook.com/media/set/?set=a.330744600403802.1073741848.323288694482726&type=3

Shadow Armyhttps://www.facebook.com/media/set/?set=a.330737240404538.1073741841.323288694482726&type=3

Green Nationhttps://www.facebook.com/media/set/?set=a.375928279218767.1073741863.323288694482726&type=3

Clay Army

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https://www.facebook.com/media/set/?set=a.376194195858842.1073741864.323288694482726&type=3

Swamp Nationhttps://www.facebook.com/media/set/?set=a.376196819191913.1073741866.323288694482726&type=3

Pink Army- ‘The Horror’https://www.facebook.com/media/set/?set=a.402770609867867.1073741869.323288694482726&type=3

Cloven:Dividida:Gespalten:

Horde Migration: migració horda:horde migration:When Running in the Shooting Phase, Cloven Units can Run D6 + 2. This does does apply to their colour variant units (e.g. Shadow, Clay, Grey and Maroon).

Cloven Core Units:

Cloven with Twin Axes: 7pts dividida amb eixos bessonsPferdefuß mit zwei AchsenT4, W1, S3, I3, A2, No Save, Ambush, Re-rolls misses

Cloven with Axe and Shield: 7pts fes amb la destral i l'escut Pferdefuß mit Axt und Schild

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T4, W1, S3, I3, A1, 6+ Armour Save, Ambush, -2 to Numb Saves, Re-rolls misses

Cloven with Club and Shield: 7pts dividida amb el club i l'escut Pferdefuß mit Club und SchildT4, W1, S3, I3, A1, 6+ Armour Save, Ambush, -2 to Armour Saves, Re-rolls misses

Brayer with Spear & Shield: 5pts Brayer amb llança i escutBrayer mit Speer und SchildT3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Ambush, Can join Cloven Units with Twin Axes, Re-rolls misses Brayer with Club & Shield: 5pts Brayer amb el club i l'escutBrayer mit Club und SchildT3, W1, S3, I3, A1, 6+ Armour Save, Ambush, -2 to Armour Saves, Can join Cloven Units with Twin Axes, Re-rolls misses

Brayer with Axe & Shield: 5pts Brayer amb la destral i l'escutBrayer mit Axt und SchildT3, W1, S3, I3, A1, 6+ Armour Save, Ambush, -2 to Numb Saves, Can join Cloven Units with Twin Axes, Re-rolls misses

Brayer with Bow: 5pts, Moves ‘9’ Brayer amb arcBrayer mit SchleifeT3, W1, S3, I3, A1, 6+ Dodge Save, Ambush, Reflex Shots (S3), Re-rolls misses in Close Combat, +1 to Cover Saves

Cloven Chariot: 80pts, Moves ‘9’ chariot dividida

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Pferdefuß WagenT4, W4, S3, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge ONLY, The A4 S3 comes from 2 Cloven Crew and Cloven Beasts that pull it and they can re-roll misses

Hoofer: 4pts, Moves ‘9’ Peülla/HufT3, W1, S3, I3, A1, No Save, Ambush, Charges ‘9’, +1 to Cover Saves

Cloven Specialist Units: Limit of 120 Armoured Cloven (4 Units) Limit of 40 Minos with Twin Axes (4 Units) Limit of 40 Minos with 2 Handed Axes (4 Units)Limit of 40 Winged Cloven (4 Units) Limit of 80 Cloven Centaurs (4 Units)

Armoured Cloven with 2 Handed Axe: 9pts dividida blindats amb destral a dues mansPanzer Pferdefuß mit Zweihand- AxtT4, W1, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves, Re-rolls misses

Armoured Cloven with Halberd and Shield: 9pts dividida blindats amb alabarda i escutPanzer Pferdefuß mit Hellebarde und SchildT4, W1, S5, I3, A1, 6+ Armour Save, -1 to Armour Saves, Re-rolls misses

Minos with Twin Axes: 55pts, Moves ‘9’camins amb eixos bessonsMinos mit zwei Achsen

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T4, W3, S5, I4, A5, 6+ Armour Save, Reduces Armour Saves by -1, Weak against Spears, Crazed, Dauntless, Causes 1 I9 S4 hit each on Charge

Minos with 2 Handed Axe: 63pts, Moves ‘9’camins amb dues mans destralMinos mit Zweihand- AxtT4, W3, S7, I0, A4, 6+ Armour Save, Weak against Spears, Crazed, Dauntless, -3 to Armour Saves, Causes 1 I9 S4 hit each on Charge

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Winged Cloven: 9pts, Moves ‘10’dividida alatsgeflügeltT4, W1, S3, I3, A2, 5+ Dodge Save, Flyers (can jump over Terrain and/or units but cannot land on them), Ambush, Re-rolls misses

Cloven Centaur with Spear: 16pts, Moves ‘9’centaure dividida amb llançaPferdefuß Zentaur mit SpeerT4, W1, S4, I2, A2, 4+ Armour Save, Cavalry, S5 -1 to Armour Saves on Charge ONLY, Armed with Throwing Axes (Auto, ‘12’, S4), Reflex Shots (S4), Re-rolls misses in Close Combat

Cloven Heavy Units: Limit of 40 Cloven Boars (2 Units)Limit of 4 Cloven Boar ChariotsLimit of 2 Cloven Giants, Brayer Giants, Flying Toad BeastsLimit of 2 Horned Giants

Cloven Boar: 55pts, Moves ‘9’senglar divididaPferdefuß WildschweinT5, W3, S5, I2, A4, No Save, S6 on Charge, -2 to Armour Saves, Cavalry

Cloven Boar Chariot: 145pts, Moves ‘9’ chariot senglar divididaPferdefuß WildschweinstreitwagenT5, W5, S5, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge ONLY, Ridden by 2 Armoured Cloven w/ 2 Handed Axes (I0 A2 S5 and -2 to Armour Saves in total) who can re-roll misses in Close Combat, The Cloven Boar is the I3 S5 A4 mentioned above and has -2 to Armour Saves in Close CombatCloven Giant with 4 Claws: 275pts, Moves ‘9’

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gegant dividida amb quatre braçosPferdefuß Riese mit vier ArmenT6, W6, S6, I3, A8, No Save, Dauntless, Weak against Spears, -2 to Armour Saves, Devour: I1 Death Strike Attack that succeeds on a 4 – 6, regains 2 Wounds if successful

Brayer Giant with Rock: 275pts, Moves ‘9’gegant Brayer amb gran rocaBrayer Riese mit großen FelsenT5, W5, S6, I3, A5, 5+ Dodge Save, Fire and Electric Attacks are S2 against Brayer Giants, Diehards, Weak against Spears, Dauntless, -2 to Armour Saves

Flying Toad Beast: 275pts, Moves ‘10’volant bèstia gripaufliegend Kröte TierT5, W5, S5, I3, A5, No Save, Flyer, Weak against Spears, Poisoned Attacks, Acidic Blood (When the Flying Toad Beast takes an unsaved wound in Close Combat, it deals a S5 hit that ignores Armour Saves which counts towards wounds dealt), Dauntless, -2 to Armour Saves

Horned Giant: 200pts gegant amb banyesgehörnten RiesenT5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves), Reflex Shots (Big Rock)

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Shadow Cloven: Ombra Dividida:Schatten Gespalten:Painted mainly in Black colours

Seeing Shadows(veru Ombres)(sehen Schatten)Shadow Cloven models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(sense por)(unerschrocken)ALL Shadow Cloven 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 Cloven Core Units:

Shadow Cloven with Twin Axes: 7pts T4, W1, S3, I3, A2, No Save

Shadow Cloven with Axe and Shield: 7pts T4, W1, S3, I3, A1, 6+ Armour Save, -2 to Numb Saves

Shadow Brayer with Spear & Shield: 5pts T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry

Shadow Brayer with Club & Shield: 5pts

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T3, W1, S3, I3, A1, 6+ Armour Save, -2 to Armour Saves

Shadow Brayer with Axe & Shield: 5pts T3, W1, S3, I3, A1, 6+ Armour Save, -2 to Numb Saves

Shadow Brayer with Bow: 5pts, Moves ‘9’ T3, W1, S3, I3, A1, 6+ Dodge Save

Shadow Cloven Chariot: 80pts, Moves ‘9’ T4, W4, S3, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge ONLY, The A4 I3 S3 comes from 2 Cloven Crew and Cloven Beasts that pull it

Shadow Hoofer: 4pts, Moves ‘9’ T3, W1, S3, I3, A1, No Save, Charges ‘9’

Shadow Cloven Specialist Units: Limit of 50 Armoured Cloven with 2H, Armoured Cloven with Halberds, Minos with Twin Axes, Minos with 2 Handed Axes, Winged Cloven AND Cloven Centaurs

Armoured Shadow Cloven with 2 Handed Axe: 9pts T4, W1, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves

Armoured Shadow Cloven with Halberd and Shield: 9pts T4, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves

Shadow Minos w/ Twin Axes: 55pts, Moves ‘9’T4, W3, S5, I4, A5, 6+ Armour Save, Reduces Armour Saves by -1, Weak against Spears, Crazed, Dauntless

Shadow Minos w/ 2 Handed Axe: 63pts, Moves ‘9’T4, W3, S7, I0, A4, 6+ Armour Save, Weak against Spears, Crazed, Dauntless, -3 to Armour Saves

Shadow Winged Cloven: 9pts, Moves ‘10’

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T4, W1, S3, I3, A2, 5+ Dodge Save, Flyers (can jump over Terrain and/or units but cannot land on them)

Shadow Cloven Centaur with Spear: 16pts, Moves ‘9’T4, W1, S4, I2, A2, 4+ Armour Save, 5+ Numb Save, Cavalry, S5 -1 to Armour Saves on Charge ONLY, Armed with Throwing Axes (Auto, ‘12’, S4)

Shadow Cloven Heavy Units: Limit of 50 Cloven BoarsLimit of 4 Cloven Boar ChariotsLimit of 2 Cloven Giants, Brayer Giants, Flying Toad BeastsLimit of 2 Horned Giants

Shadow Cloven Boar: 55pts, Moves ‘9’T5, W3, S5, I2, A4, No Save, S6 on Charge, -2 to Armour Saves, Cavalry

Shadow Cloven Boar Chariot: 145pts, Moves ‘9’ T5, W5, S5, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge ONLY, Ridden by 2 Armoured Cloven w/ 2 Handed Axes (I0 A2 S5 and -2 to Armour Saves in total), The Cloven Boar is the I3 S5 A4 mentioned above and has -2 to Armour Saves

Shadow Cloven Giant with 4 Claws: 275pts, Moves ‘9’ T6, W6, S6, I3, A8, No Save, Dauntless, Weak against Spears, -2 to Armour Saves

Shadow Brayer Giant with Rock: 275pts, Moves ‘9’T5, W5, S6, I3, A5, 5+ Dodge Save, Fire and Electric Attacks are S2 against Brayer Giants, Weak against Spears, Dauntless, -2 to Armour Saves

Shadow Flying Toad Beast: 275pts, Moves ‘10’T5, W5, S5, I3, A5, No Save, Flyer, Weak against Spears, Poisoned Attacks, Dauntless, -2 to Armour Saves

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Shadow Horned Giant: 200pts T5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves)

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Clay Cloven: Argila Dividida:Ton GespaltenPainted in Earthy colours, browns and the colour of un-fired Clay Blast Furnace(d’alt forn)(hochofen)Fire attacks are only S2 against Clay Cloven models

Clay Cloven Core Units:

Clay Cloven with Twin Axes: 7pts T4, W1, S3, I3, A2, 5+ Numb Save

Clay Cloven with Axe and Shield: 7pts T4, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, -2 to Numb Saves

Clay Brayer with Spear & Shield: 5pts T3, W1, S3, I4, A1, 6+ Armour Save, 5+ Numb Save, S4 vs Cavalry

Clay Brayer with Club & Shield: 5pts T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, -2 to Armour Saves

Clay Brayer with Axe & Shield: 5pts T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, -2 to Numb Saves

Clay Brayer with Bow: 5pts, Moves ‘9’ T3, W1, S3, I3, A1, 6+ Dodge Save, 5+ Numb Save Clay Cloven Chariot: 80pts, Moves ‘9’

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T4, W4, S3, I3, A4, 4+ Armour Save, 5+ Numb Save, Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge ONLY, The A4 I3 S3 comes from 2 Cloven Crew and Cloven Beasts that pull it

Clay Hoofer: 4pts, Moves ‘9’ T3, W1, S3, I3, A1, 5+ Numb Save, Charges ‘9’

Clay Cloven Specialist Units: Limit of 50 Armoured Cloven with 2H, Armoured Cloven with Halberds, Minos with Twin Axes, Minos with 2 Handed Axes, Winged Cloven AND Cloven Centaurs

Clay Armoured Cloven with 2 Handed Axe: 9pts, T4, W1, S5, I0, A1, 5+ Armour Save, 5+ Numb Save, -2 to Armour Saves

Clay Armoured Cloven with Halberd and Shield: 9pts T4, W1, S4, I3, A1, 6+ Armour Save, 5+ Numb Save, -1 to Armour Saves

Clay Minos w/ Twin Axes: 55pts, Moves ‘9’T4, W3, S5, I4, A5, 6+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -1, Weak against Spears, Crazed, Dauntless

Clay Minos w/ 2 Handed Axe: 63pts, Moves ‘9’T4, W3, S7, I0, A4, 6+ Armour Save, 5+ Numb Save, Weak against Spears, Crazed, Dauntless, -3 to Armour Saves

Clay Winged Cloven: 9pts, Moves ‘10’T4, W1, S3, I3, A2, 5+ Dodge Save, 5+ Numb Save, Flyers (can jump over Terrain and/or units but cannot land on them)

Clay Cloven Centaur with Spear: 16pts, Moves ‘9’

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T4, W1, S4, I2, A2, 4+ Armour Save, 5+ Numb Save, Cavalry, S5 -1 to Armour Saves on Charge ONLY, Armed with Throwing Axes (Auto, ‘12’, S4)

Clay Cloven Heavy Units: Limit of 50 Cloven BoarsLimit of 4 Cloven Boar ChariotsLimit of 2 Cloven Giants, Brayer Giants, Flying Toad BeastsLimit of 2 Horned Giants

Clay Cloven Boar: 55pts, Moves ‘9’T5, W3, S5, I2, A4, 5+ Numb Save, S6 on Charge, -2 to Armour Saves, Cavalry

Clay Cloven Boar Chariot: 145pts, Moves 9 T5, W5, S5, I3, A4, 4+ Armour Save, 5+ Numb Save, Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge ONLY, Ridden by 2 Armoured Cloven w/ 2 Handed Axes (I0 A2 S5 and -2 to Armour Saves in total), The Cloven Boar is the I3 S5 A4 mentioned above and has -2 to Armour Saves

Clay Cloven Giant with 4 Claws: 275pts, Moves ‘9’ T6, W6, S6, I3, A8, 5+ Numb Save, Dauntless, Weak against Spears, -2 to Armour Saves

Clay Brayer Giant with Rock: 275pts, Moves ‘9’T5, W5, S6, I3, A5, 5+ Dodge Save, Fire and Electric Attacks are S2 against Brayer Giants, Diehards, Weak against Spears, -2 to Armour Saves

Clay Flying Toad Beast: 275pts, Moves ‘10’T5, W5, S5, I3, A5, 5+ Numb Save, Flyer, Weak against Spears, Poisoned Attacks, Dauntless, -2 to Armour Saves

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Clay Horned Giant: 200pts T5, W6, S6, I3, 2D6 Attacks each, 5+ Numb Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves)

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Grey Cloven: Dividida Grisos:Grau Gespalten:Painted in Greys, charcoals and dark grey

Professionals(Professionals)(Profis)Reduces Enemy Save, whichever one they choose, by a further -1 than usual. This will be covered in Grey Cloven Model stats in each case. This rule does NOT apply to Dodge Saves, which cannot be modified.

Grey Cloven Core Units:

Grey Cloven with Twin Axes: 7pts T4, W1, S3, I3, A2, 5+ Armour Save, -1 to Armour Saves

Grey Cloven with Axe and Shield: 7pts T4, W1, S3, I3, A1, 5+ Armour Save, -3 to Numb Saves

Grey Brayer with Spear & Shield: 5pts T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry, -1 to Armour Saves

Grey Brayer with Club & Shield: 5pts T3, W1, S3, I3, A1, 5+ Armour Save, -3 to Armour Saves

Grey Brayer with Axe & Shield: 5pts T3, W1, S3, I3, A1, 5+ Armour Save, -3 to Numb Saves

Grey Brayer with Bow: 5pts, Moves ‘9’ T3, W1, S3, I3, A1, 6+ Dodge Save, -1 to Armour Saves

Grey Cloven Chariot: 80pts, Moves ‘9’

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T4, W4, S3, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2 I8 S5 -3 Armour Save hits on Charge ONLY, The A4 I3 S3 comes from 2 Cloven Crew and Cloven Beasts that pull it and they reduce Armour Saves by -1

Grey Hoofer: 4pts, Moves ‘9’ T3, W1, S3, I3, A1, 5+ Armour Save, Charges ‘9’, -1 to Armour Saves Grey Cloven Specialist Units: Limit of 50 Armoured Cloven with 2H, Armoured Cloven with Halberds, Minos with Twin Axes, Minos with 2 Handed Axes, Winged Cloven AND Cloven Centaurs

Grey Armoured Cloven with 2 Handed Axe: 9pts T4, W1, S5, I0, A1, 5+ Armour Save, -3 to Armour Saves

Grey Armoured Cloven with Halberd: 9pts T4, W1, S4, I3, A1, 5+ Armour Save, -2 to Armour Saves

Grey Minos w/ Twin Axes: 55pts, Moves ‘9’T4, W3, S5, I4, A5, 5+ Armour Save, Reduces Armour Saves by -2, Weak against Spears, Crazed, Dauntless

Grey Minos w/ 2 Handed Axe: 63pts, Moves ‘9’T4, W3, S7, I0, A4, 5+ Armour Save, Weak against Spears, Crazed, Dauntless, -4 to Armour Saves

Grey Winged Cloven: 9pts, Moves ‘10’T4, W1, S3, I3, A2, 5+ Dodge Save, 5+ Armour Save, Flyers (can jump over Terrain and/or units but cannot land on them), -1 to Armour Saves

Grey Cloven Centaur with Spear: 16pts, Moves ‘9’

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T4, W1, S4, I2, A2, 4+ Armour Save, Cavalry, S5 -2 to Armour Saves on Charge ONLY, Armed with Throwing Axes (Auto, ‘12’, S4), -1 to Armour Saves in Shooting, Reflex and Close Combat when NOT Charging

Grey Cloven Heavy Units: Limit of 50 Cloven BoarsLimit of 4 Cloven Boar ChariotsLimit of 2 Cloven Giants, Brayer Giants, Flying Toad BeastsLimit of 2 Horned Giants

Grey Cloven Boar: 55pts, Moves ‘9’T5, W3, S5, I2, A4, 5+ Armour Save, S6 on Charge, -3 to Armour Saves, Cavalry

Grey Cloven Boar Chariot: 145pts, Moves ‘9’ T5, W5, S5, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2 I8 S5 -3 Armour Save hits on Charge ONLY, Ridden by 2 Armoured Cloven w/ 2 Handed Axes (I0 A2 S5 and -2 to Armour Saves in total), The Cloven Boar is the I3 S5 A4 mentioned above and has -3 to Armour Saves

Grey Cloven Giant with 4 Claws: 275pts, Moves ‘9’ T6, W6, S6, I3, A8, 5+ Armour Save, Dauntless, Weak against Spears, -3 to Armour Saves

Grey Brayer Giant with Rock: 275pts, Moves ‘9’T5, W5, S6, I3, A5, 5+ Dodge Save, Fire and Electric Attacks are S2 against Brayer Giants, Diehards, Weak against Spears, -3 to Armour Saves

Grey Flying Toad Beast: 275pts, Moves ‘10’T5, W5, S5, I3, A5, 5+ Armour Save, Flyer, Weak against Spears, Poisoned Attacks, Dauntless, -3 to Armour Saves

Grey Horned Giant: 200pts T5, W6, S6, I3, 2D6 Attacks each, 5+ Armour Save, Dauntless, If beaten OR killed in Close Combat: roll a D6,

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on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-4 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -4 to Armour Saves)

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Maroon Cloven: Granat Dividida:Kastanienbraun Gespalten:Painted in mainly in Maroon and dark reds

Lightning Reflexes(Reflexos de llampec)(Blitzartige Reflexe)Models with ranged weapons (Automatic and Fast Firing) ALWAYS get Reflex Shots when Charged by an enemy unit. This rule will always be included in a unit’s statistics if applicable.

Hit and Run(colpejar i córrer)(hit and run)Models with ranged weapons (Heavy, Automatic and Fast Firing) are allowed to Run AFTER they have fired in the Shooting Phase)

Maroon Cloven Core Units: Maroon Cloven with Twin Axes: 7pts, Moves ‘9’T4, W1, S3, I3, A2, 5+ Armour Save

Maroon Cloven with Twin Axes: 7pts, Moves ‘9’T4, W1, S3, I3, A1, 5+ Armour Save, -2 to Numb Saves

Maroon Brayer with Spear & Shield: 5pts, Moves ‘9’T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, -1 to Armour Saves

Maroon Brayer with Club & Shield: 5pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Armour Save, -2 to Armour Saves

Maroon Brayer with Axe & Shield: 5pts, Moves ‘9’

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T3, W1, S3, I3, A1, 6+ Armour Save, -2 to Numb Saves

Maroon Brayer with Bow: 5pts, Moves ‘9’ T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots (S3), Hit and Run

Maroon Cloven Chariot: 80pts, Moves ‘12’ T4, W4, S3, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge ONLY, The A4 I3 S3 comes from 2 Cloven Crew and Cloven Beasts that pull it

Maroon Hoofer: 4pts, Moves ‘12’ T3, W1, S3, I3, A1, 6+ Armour Save, Charges ‘9’

Maroon Cloven Specialist Units: Limit of 50 Armoured Cloven with 2H, Armoured Cloven with Halberds, Minos with Twin Axes, Minos with 2 Handed Axes, Winged Cloven AND Cloven Centaurs

Maroon Armoured Cloven w/ 2 Handed Axe: 9pts, Moves ‘9’- T4, W1, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves

Maroon Armoured Cloven w/ Halberd: 9pts, Moves ‘9’- T4, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves

Maroon Minos w/ Twin Axes: 55pts, Moves ‘12’T4, W3, S5, I4, A5, 6+ Armour Save, Charges ‘9’, Reduces Armour Saves by -1, Weak against Spears, Crazed, Dauntless

Maroon Minos w/ 2 Handed Axe: 63pts, Moves ‘12’T4, W3, S7, I0, A4, 6+ Armour Save, Charges ‘9’ Weak against Spears, Crazed, Dauntless, -3 to Armour Saves

Maroon Winged Cloven: 9pts, Moves ‘12’

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T4, W1, S3, I3, A2, 5+ Dodge Save, 6+ Armour Save, Flyers (can jump over Terrain and/or units but cannot land on them)

Maroon Cloven Centaur with Spear: 16pts, Moves ‘12’T4, W1, S4, I2, A2, 4+ Armour Save, Cavalry, S5 -2 to Armour Saves on Charge ONLY, Armed with Throwing Axes (Auto, ‘12’, S4), Reflex Shots (S4)

Maroon Cloven Heavy Units: Limit of 50 Cloven BoarsLimit of 4 Cloven Boar ChariotsLimit of 2 Cloven Giants, Brayer Giants, Flying Toad BeastsLimit of 2 Horned Giants

Maroon Cloven Boar: 55pts, Moves ‘12’T5, W3, S5, I2, A4, 6+ Armour Save, S6 on Charge, -2 to Armour Saves, Cavalry

Maroon Cloven Boar Chariot: 145pts, Moves ‘9’ T5, W5, S5, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge ONLY, Ridden by 2 Armoured Cloven w/ 2 Handed Axes (I0 A2 S5 and -2 to Armour Saves in total), The Cloven Boar is the I3 S5 A4 mentioned above and has -2 to Armour Saves

Maroon Cloven Giant with 4 Claws: 275pts, Moves ‘12’ T6, W6, S6, I3, A8, 6+ Armour Save, Dauntless, Weak against Spears, -3 to Armour Saves

Maroon Brayer Giant with Rock: 275pts, Moves ‘12’T5, W5, S6, I3, A5, 5+ Dodge Save, Fire and Electric Attacks are S2 against Brayer Giants, Diehards, Weak against Spears, -2 to Armour Saves

Maroon Flying Toad Beast: 275pts, Moves ‘12’

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T5, W5, S5, I3, A5, 6+ Armour Save, Flyer, Weak against Spears, Poisoned Attacks, Dauntless, -1 to Armour Saves

Maroon Horned Giant: 200pts, Moves ‘9’T5, W6, S6, I3, 2D6 Attacks each, 6+ Armour Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-4 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -4 to Armour Saves), Reflex Shots (Big Rock), Hit and Run

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Camelot:

Camelot Core Units:

Knight of Camelot with Lance & Shield: 16pts chevalier de CamelotT4, W1, S3, I3, A1, 2+ Armour Save, 5+ Dodge Save, Cavalry, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Peasant Knight with Lance & Shield: 15ptspaysan chevalierT4, W1, S3, I3, A1, 2+ Armour Save, 5+ Dodge Save, Cavalry, Crazed (In the Close Combat Phase, they MUST Charge if there is an enemy unit within ‘12’ of them, and they will charge the closest enemy unit), S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Camelot Soldier with Halberd & Shield: 4ptsCamelot soldat avec hallebarde et le bouclier T3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves, Re-rolls misses against ALL Camelot Soldiers

Camelot Soldier with Spear & Shield: 4ptsCamelot soldat avec un harpon et bouclierT3, W1, S3, I4, A1, 5+ Armour Save, S4 against Cavalry, Re-rolls misses against ALL Camelot Soldiers Camelot Archer: 4ptsCamelot ArcherT3, W1, S3, I3, A1, 6+ Armour Save, Reflex Shots (S3), Armed with Composite Bows (Automatic, ‘24’, S3)Camelot Squire Bowman: 5pts, Moves ‘9’Camelot écuyer à l'arc

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T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots (S3), Armed with Composite Bows, +1 to Cover Saves

Camelot Squire Spearman: 5pts, Moves ‘9’Camelot lancier écuyerT3, W1, S3, I4, A1, 6+ Dodge Save, S4 against Cavalry, +1 to Cover Saves

Camelot Specialist Units:Limit of 120 Camelot Monks (4 Units)Limit of 80 Glastonbury Tor Knights (4 Units) Limit of 80 Mounted Squires (4 Units) Limit of 80 Camelot Brigands (4 Units)

Camelot Monk with Sword & Shield: 5ptscamelot moine avec épée et bouclierT3, W1, S3, A1, 5+ Armour Save, Diehards, Re-rolls misses

Knight of Glastonbury Tor w/ 2 Handed Sword: 20ptschevalier de Glastonbury objectif avec l'épée à deux mainsT4, W1, S6, I0, A1, 2+ Armour Save, 5+ Dodge Save, Cavalry, Diehards, -2 to Armour Saves

Mounted Squire with Spear & Shield: 10pts, Moves ‘9’écuyer monté avec la lance et le bouclierT4, W1, S3, I3, A1, 4+ Armour Save, S4 on Charge, Reflex Shots (S3), Armed with Composite Bow, Cavalry

Camelot Brigand with Longbow: 6pts, Moves ‘9’camelot brigand avec arcT3, W1, S3, I3, A1, 6+ Dodge Save, Moves through Woods without penalty, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Longbow (Auto, ‘30’, S3), +1 to Cover Saves

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Camelot Heavy Units:Limit of 40 Knights of the Round (2 Units) Limit of 40 Pegasus Knights (2 Units)Limit of 2 Camelot Trebuchets

Knight of the Round with Lance & Shield: 28ptschevalier de la ronde avec lance et bouclierT4, W1, S4, I5, A2, 2+ Armour Save, 4+ Dodge Save, Cavalry, Dauntless, S6 on first Charge and -2 to Armour Saves, Uses Sword at ALL other times and can re-roll misses: A2 S4 before AND after first Charge, Magical Attacks, +1 to hit Bonus in Close Combat

Camelot Pegasus Knight w/ Lance & Shield: 32ptscamelot pegasus chevalier avec lance et bouclierMoves ‘10’, T4, W2, S4, I4, A1, 2+ Armour Save, 4+ Dodge Save, Cavalry, S6 and -2 to Armour Saves on first Charge ONLY, Also gets A2 S4 from each Pegasus at max Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge (2 attacks come from Pegasus, Flyer (can jump over Terrain and/or units but cannot land on them)

Camelot Trebuchet- 60ptsCamelot trebuchet-T3, W1, S3, I3, A1, 6+ Armour Save (4 Crew)-T7, W1, S0, I0, A0, No Save (Trebuchet). Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast

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Royalist Camelot: Royaliste Camelot:Painted mainly in Whites

Volley Fire(feu volée)Models with ranged weapons (Automatic or Fast Fire) often have the ability to fire 2 shots instead of 1 in the Shooting Phase, even at maximum range. Models who have this will always have it included in the unit’s statistics.

Entrench(retrancher)Models with ranged weapons (Automatic or Fast Fire) often get Reflex Shots whenever charged by an Enemy Unit while in Cover. This will also always be included in the unit’s statistics.

Royalist Camelot Core Units:

Royalist Camelot Archer: 4ptsT3, W1, S3, I3, A1, 6+ Armour Save, Armed with Composite Bows (Automatic, ‘24’, S3), Entrench, Volley Fire (Fires 2 Shots in Shooting Phase)

Royalist Camelot Squire Bowman: 5pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Dodge Save, Armed with Composite Bows, Entrench, Volley Fire (Fires 2 Shots in Shooting Phase)

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Royalist Camelot Specialist Units:Limit of 50 Camelot Mounted Squires, Camelot Brigands

Royalist Mounted Squire with Spear & Shield: 10pts, Moves ‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, S4 on Charge, Armed with Composite Bow, Cavalry, Volley Fire (Fires 2 Shots in Shooting Phase)

Royalist Camelot Brigand with Longbow: 6pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Dodge Save, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Longbow (Auto, ‘30’, S3), Entrench, Volley Fire (Fires 2 Shots in Shooting Phase)

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Blue Camelot: Bleu Camelot:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(téléporteur personnel)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Camelot Core Units:

Blue Knight of Camelot with Lance & Shield: 16pts T4, W1, S3, I3, A1, 2+ Armour Save, 5+ Numb Save, Cavalry, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Blue Peasant Knight with Lance & Shield: 15ptsT4, W1, S3, I3, A1, 2+ Armour Save, 5+ Numb Save, Cavalry, Crazed, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Blue Camelot Soldier with Halberd & Shield: 4ptsT3, W1, S4, I3, A1, 5+ Armour Save, 5+ Numb Save, -1 to Armour Saves

Blue Camelot Soldier with Spear & Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, S4 against Cavalry Blue Camelot Archer: 4ptsT3, W1, S3, I3, A1, 6+ Armour Save, 5+ Armour Save, Armed with Composite Bows (Automatic, ‘24’, S3)

Blue Camelot Squire Bowman: 5pts, Moves ‘9’

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T3, W1, S3, I3, A1, 6+ Dodge Save, 5+ Numb Save

Blue Camelot Squire Spearman: 5pts, Moves ‘9’T3, W1, S3, I4, A1, 6+ Dodge Save, 5+ Numb Save, S4 against Cavalry

Blue Camelot Specialist Units:Limit of 50 Camelot Monks, Glastonbury Tor Knights, Mounted Squires, Camelot Brigands

Blue Camelot Monk with Sword & Shield: 5ptsT3, W1, S3, A1, 5+ Armour Save, 5+ Numb Save, Diehards, Re-rolls misses

Blue Knight of Glastonbury Tor w/ 2 Handed Sword: 20pts- T4, W1, S6, I0, A1, 2+ Armour Save, 5+ Numb Save, Cavalry, Diehards, -2 to Armour Saves

Blue Mounted Squire w/ Spear & Shield: 10pts, Moves ‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, 5+ Numb Save, S4 on Charge, Armed with Composite Bow, Cavalry

Blue Camelot Brigand with Longbow: 6pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Dodge Save, 5+ Numb Save, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Longbow (Auto, ‘30’, S3)

Blue Camelot Heavy Units:Limit of 40 Knights of the Round, Pegasus KnightsLimit of 2 Camelot Trebuchets

Blue Knight of the Round with Lance & Shield: 28ptsT4, W1, S4, I5, A2, 2+ Armour Save, 5+ Numb Save, Cavalry, Dauntless, S6 on first Charge and -2 to Armour Saves, Uses Sword at ALL other times and can re-roll misses: A2 S4 before AND after first Charge, Magical Attacks

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Blue Camelot Pegasus Knight w/ Lance & Shield: 32pts, Moves ‘10’, T4, W2, S4, I4, A1, 2+ Armour Save, 5+ Numb Save, Cavalry, S6 and -2 to Armour Saves on first Charge ONLY, Also gets A2 S4 from each Pegasus at max Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge (2 attacks come from Pegasus, Flyer (can jump over Terrain and/or units but cannot land on them)

Blue Camelot Trebuchet- 60pts,-T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save (4 Crew)-T7, W1, S0, I0, A0, No Save (Trebuchet). Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast

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Yellow Camelot: Jaune Camelot:Painted mainly in Yellow colours of all shades

Two for the Price of One:(deux pour le prix d'un)Yellow Camelot 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 Camelot Core Units:

Yellow Knight of Camelot with Lance & Shield: 16pts T4, W2, S3, I3, A1, 3+ Armour Save, Cavalry, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Yellow Peasant Knight with Lance & Shield: 15ptsT4, W2, S3, I3, A1, 3+ Armour Save, Cavalry, Crazed, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Yellow Camelot Soldier with Halberd & Shield: 4ptsT3, W2, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves

Yellow Camelot Soldier with Spear & Shield: 4ptsT3, W2, S3, I4, A1, 6+ Armour Save, S4 against Cavalry Yellow Camelot Archer: 4ptsT3, W2, S3, I3, A1, No Save, Armed with Composite Bows (Automatic, ‘24’, S3)

Yellow Camelot Squire Bowman: 5pts, Moves ‘9’T3, W2, S3, I3, A1, No Save, Armed with Composite Bows

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Yellow Camelot Squire Spearman: 5pts, Moves ‘9’T3, W2, S3, I4, A1, No Save, S4 against Cavalry

Yellow Camelot Specialist Units:Limit of 50 Camelot Monks, Glastonbury Tor Knights, Mounted Squires, Camelot Brigands

Yellow Camelot Monk with Sword & Shield: 5ptsT3, W2, S3, A1, 6+ Armour Save, Diehards, Re-rolls misses

Yellow Knight of Glastonbury Tor w/ 2 Handed Sword: 20pts- T4, W2, S6, I0, A1, 3+ Armour Save, Cavalry, Diehards, -2 to Armour Saves

Yellow Mounted Squire with Spear & Shield: 10pts, Moves ‘9’- T4, W2, S3, I3, A1, 5+ Armour Save, S4 on Charge, Armed with Composite Bow, Cavalry, Volley Fire (Fires 2 Shots in Shooting Phase)

Yellow Camelot Brigand with Longbow: 6pts, Moves ‘9’T3, W2, S3, I3, A1, No Save, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Longbow (Auto, ‘30’, S3)

Yellow Camelot Heavy Units:Limit of 40 Knights of the Round, Pegasus KnightsLimit of 2 Camelot Trebuchets

Yellow Knight of the Round with Lance & Shield: 28ptsT4, W2, S4, I5, A2, 3+ Armour Save, Cavalry, Dauntless, S6 on first Charge and -2 to Armour Saves, Uses Sword at ALL other times and can re-roll misses: A2 S4 before AND after first Charge, Magical Attacks

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Yellow Camelot Pegasus Knight w/ Lance & Shield: 32pts, Moves ‘10’, T4, W3, S4, I4, A1, 3+ Armour Save, Cavalry, S6 and -2 to Armour Saves on first Charge ONLY, Also gets A2 S4 from each Pegasus at max Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge (2 attacks come from Pegasus, Flyer (can jump over Terrain and/or units but cannot land on them)

Yellow Camelot Trebuchet- 60pts,-T3, W2, S3, I3, A1, No Save (4 Crew)-T7, W2, S0, I0, A0, No Save (Trebuchet). Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast

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Green Camelot: Vert Camelot:Painted mainly in Greens, lighter or darker but distinct from greens of the Swamp Armies

Deadly Accurate(précision mortelle)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.

Green Camelot Core Units:

Green Knight of Camelot with Lance & Shield: 16pts T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Green Peasant Knight with Lance & Shield: 15ptsT4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, Crazed, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Green Camelot Soldier with Halberd & Shield: 4ptsT3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves

Green Camelot Soldier with Spear & Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, S4 against Cavalry

Green Camelot Archer: 4ptsT3, W1, S3, I3, A1, 6+ Armour Save, Armed with Composite Bows (Automatic, ‘24’, S3)

Green Camelot Squire Bowman: 5pts, Moves ‘9’

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T3, W1, S3, I3, A1, 6+ Dodge Save, Armed with Composite Bows

Green Camelot Squire Spearman: 5pts, Moves ‘9’T3, W1, S3, I4, A1, 6+ Dodge Save, S4 against Cavalry

Green Camelot Specialist Units:Limit of 50 Camelot Monks, Glastonbury Tor Knights, Mounted Squires, Camelot Brigands

Green Camelot Monk with Sword & Shield: 5ptsT3, W1, S3, A1, 5+ Armour Save, Diehards, Re-rolls misses

Green Knight of Glastonbury Tor w/ 2 Handed Sword: 20pts- T4, W1, S6, I0, A1, 2+ Armour Save, Cavalry, Diehards, -2 to Armour Saves

Green Mounted Squire with Spear & Shield: 10pts, Moves ‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, S4 on Charge, Armed with Composite Bow, Cavalry, Volley Fire (Fires 2 Shots in Shooting Phase)

Green Camelot Brigand with Longbow: 6pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Dodge Save, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Longbow (Auto, ‘30’, S3)

Green Camelot Heavy Units:Limit of 40 Knights of the Round, Pegasus KnightsLimit of 2 Camelot Trebuchets

Green Knight of the Round with Lance & Shield: 28ptsT4, W1, S4, I5, A2, 2+ Armour Save, Cavalry, Dauntless, S6 on first Charge and -2 to Armour Saves, Uses Sword at ALL other times and can re-roll misses: A2 S4 before AND after first Charge, Magical Attacks

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Green Camelot Pegasus Knight w/ Lance & Shield: 32pts, Moves ‘10’, T4, W2, S4, I4, A1, 2+ Armour Save, Cavalry, S6 and -2 to Armour Saves on first Charge ONLY, Also gets A2 S4 from each Pegasus at max Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge (2 attacks come from Pegasus, Flyer (can jump over Terrain and/or units but cannot land on them)

Green Camelot Trebuchet- 60pts,-T3, W1, S3, I3, A1, 6+ Armour Save (4 Crew)-T7, W1, S0, I0, A0, No Save (Trebuchet). Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast

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Red Camelot: Rouge Camelot:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(l'armée rouge)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Camelot Core Units:

Red Knight of Camelot with Lance & Shield: 14pts T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Red Peasant Knight with Lance & Shield: 13ptsT4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, Crazed, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Red Camelot Soldier with Halberd & Shield: 2ptsT3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves

Red Camelot Soldier with Spear & Shield: 2ptsT3, W1, S3, I4, A1, 5+ Armour Save, S4 against Cavalry

Red Camelot Archer: 2ptsT3, W1, S3, I3, A1, 6+ Armour Save, Armed with Composite Bows (Automatic, ‘24’, S3)

Red Camelot Squire Bowman: 3pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Dodge Save, Armed with Composite Bows

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Red Camelot Squire Spearman: 3pts, Moves ‘9’T3, W1, S3, I4, A1, 6+ Dodge Save, S4 against Cavalry

Red Camelot Specialist Units:Limit of 50 Camelot Monks, Glastonbury Tor Knights, Mounted Squires, Camelot Brigands

Red Camelot Monk with Sword & Shield: 3ptsT3, W1, S3, A1, 5+ Armour Save, Diehards, Re-rolls misses

Red Knight of Glastonbury Tor w/ 2 Handed Sword: 18pts- T4, W1, S6, I0, A1, 2+ Armour Save, Cavalry, Diehards, -2 to Armour Saves

Red Mounted Squire with Spear & Shield: 8pts, Moves ‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, S4 on Charge, Armed with Composite Bow, Cavalry, Volley Fire (Fires 2 Shots in Shooting Phase)

Red Camelot Brigand with Longbow: 4pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Dodge Save, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Longbow (Auto, ‘30’, S3)

Red Camelot Heavy Units:Limit of 40 Knights of the Round, Pegasus KnightsLimit of 2 Camelot Trebuchets

Red Knight of the Round with Lance & Shield: 26ptsT4, W1, S4, I5, A2, 2+ Armour Save, Cavalry, Dauntless, S6 on first Charge and -2 to Armour Saves, Uses Sword at ALL other times and can re-roll misses: A2 S4 before AND after first Charge, Magical AttacksRed Camelot Pegasus Knight w/ Lance & Shield: 30pts, Moves ‘10’, T4, W2, S4, I4, A1, 2+ Armour Save, Cavalry, S6 and -2 to Armour Saves on first Charge ONLY, Also gets A2 S4 from each Pegasus at max Uses Sword at ALL other

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times and can re-roll misses: A3 S4 before AND after first Charge (2 attacks come from Pegasus, Flyer (can jump over Terrain and/or units but cannot land on them)

Red Camelot Trebuchet- 52pts-T3, W1, S3, I3, A1, 6+ Armour Save (4 Crew)-T7, W1, S0, I0, A0, No Save (Trebuchet). Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast

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Shadow Camelot: Ombre Camelot:Painted mainly in Black colours

Seeing Shadows(vois les Ombres)Shadow Camelot models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Intrépide)ALL Shadow Camelot 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 Camelot Core Units:

Shadow Knight of Camelot with Lance & Shield: 16pts T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Shadow Peasant Knight with Lance & Shield: 15ptsT4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, Crazed, S5 and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Shadow Camelot Soldier with Halberd & Shield: 4ptsT3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves

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Shadow Camelot Soldier with Spear & Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, S4 against Cavalry

Shadow Camelot Archer: 4ptsT3, W1, S3, I3, A1, 6+ Armour Save, Armed with Composite Bows (Automatic, ‘24’, S3)

Shadow Camelot Squire Bowman: 5pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Dodge Save, Armed with Composite Bows

Shadow Camelot Squire Spearman: 5pts, Moves ‘9’T3, W1, S3, I4, A1, 6+ Dodge Save, S4 against Cavalry

Shadow Camelot Specialist Units:Limit of 50 Camelot Monks, Glastonbury Tor Knights, Mounted Squires, Camelot Brigands

Shadow Camelot Monk with Sword & Shield: 5ptsT3, W1, S3, A1, 5+ Armour Save, Diehards, Re-rolls misses

Shadow Knight of Glastonbury Tor w/ 2 Handed Sword: 20pts- T4, W1, S6, I0, A1, 2+ Armour Save, Cavalry, -2 to Armour Saves

Shadow Mounted Squire with Spear & Shield: 10pts, Moves ‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, S4 on Charge, Armed with Composite Bow, Cavalry, Volley Fire (Fires 2 Shots in Shooting Phase)

Shadow Camelot Brigand with Longbow: 6pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Dodge Save, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Longbow (Auto, ‘30’, S3)

Shadow Camelot Heavy Units:Limit of 40 Knights of the Round, Pegasus Knights

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Limit of 2 Camelot Trebuchets

Shadow Knight of the Round with Lance & Shield: 28pts- T4, W1, S4, I5, A2, 2+ Armour Save, Cavalry, S6 on first Charge and -2 to Armour Saves, Uses Sword at ALL other times and can re-roll misses: A2 S4 before AND after first Charge, Magical Attacks

Shadow Camelot Pegasus Knight w/ Lance & Shield: 32pts, Moves ‘10’, T4, W2, S4, I4, A1, 2+ Armour Save, Cavalry, S6 and -2 to Armour Saves on first Charge ONLY, Also gets A2 S4 from each Pegasus at max Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge (2 attacks come from Pegasus, Flyer (can jump over Terrain and/or units but cannot land on them)

Shadow Camelot Trebuchet- 60pts,-T3, W1, S3, I3, A1, 6+ Armour Save (4 Crew)-T7, W1, S0, I0, A0, No Save (Trebuchet). Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast

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Slavers of Babylon:Kudüsü köleci

Slavers of Babylon CORE Units: Slaver Dwarf with 2 Handed Axe: 10ptsiki elle balta ile salyaT4, W1, S5, I0, A1, 4+ Armour Save, Slow, Diehards, -2 to Armour Saves, Re-rolls misses against Slaver Dwarf units with 2 Handed Axes OR Blunderbusses of all types

Slaver Dwarf with Blunderbuss: 12ptsBlunderbuss ile köleci cüceT4, W1, S3, I2, A1, 5+ Armour Save, Blunderbuss (Heavy, ‘12’, S4, -1 to Armour, 3 shots each) Reflex Shots (S4, 1 shot each, -1 to Armour), Slow, Diehards

Norker with Axe & Shield: 4ptsbalta ve kalkan ile norkerT3, W1, S3, I2, A1, 5+ Armour Save, Reduces Numb Saves by -2, Re-rolls misses against Norker units of all types

Norker with Bow: 3ptsyay ile norkerT3, W1, S3, I2, A1, 6+ Armour Save, Reflex Shots (S3)

Norker on Wolf w/ Bow: 10pts, Moves ‘9’yay ile kurt norkerT4, W1, S3, I2, A2, 5+ Armour Save, Reflex Shots (S3)

Norker on Wolf w/ Axe & Shield: 10pts, Move ‘9’balta ve kalkan ile kurt norkerT4, W1, S3, I2, A2, 4+ Armour Save, Reduces Numb Saves by -2, Re-rolls misses against Norker units of all types

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Slavers of Babylon Specialist Units: Limit of 60 Slave Orcs with Cleavers (2 Units),Limit of 60 Slave Orcs with Spears (2 Units) Limit of 60 Slave Orcs with 2 Blades (2 Units) Limit of 60 Slave Orcs with Composite Bows (2 Units)Limit of 80 Slave Kobolds with Spears (2 Units)Limit of 80 Slave Kobolds with Bows (2 Units)Limit of 120 Norker Lurkers (4 Units)Limit of 30 Slave Alter Orcs (1 Unit)

Slave Orc with Cleaver and Shield: 8ptsbalta ve kalkan ile köle OrkT4, W1, S4, I2, A1, 5+ Armour Save

Slave Orc with Spear and Shield: 8ptsmızrak ve kalkan ile köle OrkT4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Slave Orc with 2 Blades: 7ptsiki bıçaklı köle OrcT4, W1, S3, I2, A2, 6+ Armour Save

Slave Orc with Composite Bow & Cleaver: 8ptsKompozit yay ve satırla köle OrkT4, W1, S4, I2, A1, 6+ Armour Save, Reflex Shots (S3) Slave Kobold with Spear & Shield: 2ptsmızrak ve kalkan ile köle KoboldT3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Slave Kobold with Bow: 2ptsköle yay ile KoboldT3, W1, S3, I2, A1, No Armour Save, Reflex Shots (S3), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Limit of 1 Unit of Slave Alter Orcs with Twin Axes: 8ptsköle ikiz eksenleri ile Ork değiştirmek

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T4, W1, S4, I2, A2, 5+ Armour Save

Norker Lurker w/ Twin Blades: 6ptsikiz bıçaklı norker LurkerT3, W1, S3, I2, A2, 5+ Armour Save, Re-rolls misses, Poisoned Attacks

Slavers of Babylon Heavy Units: Limit of 6 Norker Ballistae (3 Units)Limit of 2 Slaver Rocket LaunchersLimit of 2 Slaver QuakesLimit of 2 Slaver Dwarf Daimon CannonsLimit of 40 Slaver Centaurs w/ 2 Handed Axes (2 Units)Limit of 40 Slaver Centaurs with Twin Axes (2 Units)

Norker Ballista: 32pts, 1 – 2 per Unitnorker ballista-T3, W1, S3, A1, I2, 6+ Armour Save (2 Norker Crew)-T7, W1, S0, A0, I0, No Save (Bolt Thrower), Artillery Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models) Slaver Rocket Launcher: 80ptsköleci roketatar-T4, W1, S3, I2, A1, 5+ Armour Save (2 Slaver Dwarf Crew)-T7, W1, S0, A0, I0, No Save (Rocket Launcher) Guess ’12 – 48’, S5, ‘2’ circle blast, -2 to Armour Saves, deals 2 wounds if Unsaved. Pick a unit, guess a range and the ‘2’ blast will land at that range. See page 18 for ‘Firing a Catapult’, Slow, Diehards, ArtillerySlaver Centaur with 2 Handed Axe: 36ptsiki elle balta ile salya centaurT4, W2, S6, I0, A2, 5+ Armour Save, -2 to Armour Saves, Cavalry, Diehards, Causes 2 I9 S4 hits on Charge ONLY

Slaver Centaur with Twin Axes: 30ptsikiz eksenleri ile salya centaur

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T4, W2, S4, I3, A3, 5+ Armour Save, Cavalry, Diehards, Causes 2 I9 S4 hits on Charge ONLY

Slaver Quake: 100ptsköleci deprem-T4, W1, S3, I2, A1, 5+ Armour Save (2 Slaver Dwarf Crew)-T7, W1, S0, A0, I0, No Save (Quake), Slow, Diehards, Quake: Guess ‘12’ to ‘48’, ‘2’ blast, S7, deals 2 wounds if unsaved, -3 to Armour, See page 18 & 19 (Firing a Catapult), any unit/units hit by the Quake is unable to Move, Shoot, fire Reflex Shots or Run in their next Turn, Artillery

Slaver Dwarf Daimon Cannon: 200ptsköleci cüce daimon topT4, W1, S3, I2, A1, 5+ Armour Save (3 Slaver Dwarf Crew)T6, W5, S5, I1, A5, No Save (Daimon Cannon) Dauntless, Slow, Weak against Spears, Crazed, Artillery, Armed with Daimon Cannon, (Heavy, Magical, Guess ’12’ – ‘48’, S5, -2 to Armour Saves, ‘5’ Blast), See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Catapult), Daimon Cannon reduces Armour Saves by -2 in Close Combat

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Red Slavers of Babylon: babylon kırmızı köleci:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(Kızıl Ordu)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Slavers of Babylon CORE Units: Red Slaver Dwarf with 2 Handed Axe: 8ptsT4, W1, S5, I0, A1, 4+ Armour Save, Slow, Diehards, -2 to Armour Saves

Red Slaver Dwarf with Blunderbuss: 10ptsT4, W1, S3, I2, A1, 5+ Armour Save, Blunderbuss (Heavy, ‘12’, S4, -1 to Armour, 3 shots each) Slow, Diehards

Red Norker with Axe & Shield: 2ptsT3, W1, S3, I2, A1, 5+ Armour Save, Reduces Numb Saves by -2

Red Norker with Bow: 2ptsT3, W1, S3, I2, A1, 6+ Dodge Save

Red Norker on Wolf w/ Bow: 8pts, Moves ‘9’T4, W1, S3, I2, A2, 5+ Armour Save

Red Norker on Wolf w/ Axe & Shield: 8pts, Move ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, Reduces Numb Saves by -2

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Red Slavers of Babylon Specialist Units: Limit of 50 Slave Orcs with Cleavers, Orcs with Spears, Orcs with 2 Blades, Orcs with Composite Bows, Kobolds with Bows, Limit of 50 Norker Lurkers, Limit of 30 Slave Alter Orcs (1 Unit)

Red Slave Orc with Cleaver and Shield: 6ptsT4, W1, S4, I2, A1, 5+ Armour Save

Red Slave Orc with Spear and Shield: 6ptsT4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Red Slave Orc with 2 Blades: 5ptsT4, W1, S3, I2, A2, 6+ Armour Save

Red Slave Orc with Composite Bow & Cleaver: 6ptsT4, W1, S4, I2, A1, 6+ Armour Save Red Slave Kobold with Spear & Shield: 2ptsT3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Red Slave Kobold with Bow: 2ptsT3, W1, S3, I2, A1, 6+ Dodge Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Red Slave Alter Orc with Twin Axes: 6ptsT4, W1, S4, I2, A2, 5+ Armour Save

Red Norker Lurker w/ Twin Blades: 4ptsT3, W1, S3, I2, A2, 5+ Armour Save, Re-rolls misses, Poisoned Attacks

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Red Slavers of Babylon Heavy Units: Limit of 6 Norker BallistaeLimit of 2 Slaver Rocket LaunchersLimit of 2 Slaver QuakesLimit of 2 Slaver Dwarf Daimon CannonsLimit of 40 Slaver Centaurs with 2 Handed Axes, Slaver Centaurs with Twin Axes

Red Slaver Centaur with 2 Handed Axe: 34ptsT4, W2, S6, I0, A2, 5+ Armour Save, -2 to Armour Saves, Cavalry, Diehards

Red Slaver Centaur with Twin Axes: 28ptsT4, W2, S4, I3, A3, 5+ Armour Save, Cavalry, Diehards

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Shadow Slavers of Babylon: Kudüsü köle gölge:Painted mainly in Black colours

Seeing Shadows(gölgeler görmek)Shadow Slavers of Babylon models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Yılmaz)ALL Shadow Slavers of Babylon 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 Slavers of Babylon CORE Units: Shadow Slaver Dwarf with 2 Handed Axe: 10ptsT4, W1, S5, I0, A1, 4+ Armour Save, Slow, -2 to Armour Saves

Shadow Slaver Dwarf with Blunderbuss: 12ptsT4, W1, S3, I2, A1, 5+ Armour Save, Blunderbuss (Heavy, ‘12’, S4, -1 to Armour, 3 shots each), Slow

Shadow Norker with Axe & Shield: 4ptsT3, W1, S3, I2, A1, 5+ Armour Save, Reduces Numb Saves by -2

Shadow Norker with Bow: 3pts

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T3, W1, S3, I2, A1, 6+ Armour Save

Shadow Norker on Wolf w/ Bow: 10pts, Moves ‘9’T4, W1, S3, I2, A2, 5+ Armour Save

Shadow Norker on Wolf w/ Axe & Shield: 10pts, Move ‘9’- T4, W1, S3, I2, A2, 4+ Armour Save, Reduces Numb Saves by -2

Shadow Slavers of Babylon Specialist Units: Limit of 50 Slave Orcs with Cleavers, Orcs with Spears, Orcs with 2 Blades, Orcs with Composite Bows, Kobolds with Bows, Limit of 50 Norker Lurkers, Limit of 30 Slave Alter Orcs (1 Unit)

Slave Shadow Orc with Cleaver and Shield: 8ptsT4, W1, S4, I2, A1, 5+ Armour Save

Slave Shadow Orc with Spear and Shield: 8ptsT4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Slave Shadow Orc with 2 Blades: 7ptsT4, W1, S3, I2, A2, 6+ Armour Save

Slave Shadow Orc with Composite Bow & Cleaver: 8ptsT4, W1, S4, I2, A1, 6+ Armour Save Slave Shadow Kobold with Spear & Shield: 2ptsT3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Slave Shadow Kobold with Bow: 2pts T3, W1, S3, I2, A1, No Armour Save, Has -1 to Hit penalty in Shooting, Reflex Shots and Close Combat always

Slave Shadow Alter Orc with Twin Axes: 8ptsT4, W1, S4, I2, A2, 5+ Armour Save

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Shadow Norker Lurker w/ Twin Blades: 6ptsT3, W1, S3, I2, A2, 5+ Armour Save, Re-rolls misses, Poisoned Attacks

Shadow Slavers of Babylon Heavy Units: Limit of 6 Norker Ballistae Limit of 2 Slaver Rocket LaunchersLimit of 2 Slaver QuakesLimit of 2 Slaver Dwarf Daimon CannonsLimit of 40 Slaver Centaurs w/ 2 Handed Axes, Slaver Centaurs with Twin Axes

Shadow Norker Ballista: 32pts-T3, W1, S3, A1, I2, 6+ Armour Save (2 Norker Crew)-T7, W1, S0, A0, I0, No Save (Bolt Thrower), Artillery Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models) Shadow Slaver Rocket Launcher: 80pts-T4, W1, S3, I2, A1, 5+ Armour Save (2 Slaver Dwarf Crew)-T7, W1, S0, A0, I0, No Save (Rocket Launcher) Guess ’12 – 48’, S5, ‘2’ circle blast, -2 to Armour Saves, deals 2 wounds if Unsaved. Pick a unit, guess a range and the ‘2’ blast will land at that range. See page 18 for ‘Firing a Catapult’, Slow, Artillery

Shadow Slaver Centaur with 2 Handed Axe: 36ptsT4, W2, S6, I0, A2, 5+ Armour Save, -2 to Armour Saves, Cavalry

Shadow Slaver Centaur with Twin Axes: 30ptsT4, W2, S4, I3, A3, 5+ Armour Save, Cavalry

Shadow Slaver Quake: 100pts-T4, W1, S3, I2, A1, 5+ Armour Save (2 Slaver Dwarf Crew)-T7, W1, S0, A0, I0, No Save (Quake), Slow, Quake: Guess ‘12’ to ‘48’, ‘2’ blast, S7, deals 2 wounds if unsaved, -3 to

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Armour, See page 18 & 19 (Firing a Catapult), any unit/units hit by the Quake is unable to Move, Shoot, fire Reflex Shots or Run in their next Turn, Artillery

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Elven PiratesFarfade Pirat

Elven Speed: (vitès farfade)When Running (Shooting Phase or Victory Run) ALL Elven Pirate units can move D6+2

Elven Pirates- Core Units:Temple Elf with Twin Daggers: 8pts, Moves ‘9’farfade tanp ak dag jimoT3, W1, S3, I6, A3, No Save, Crazed, Dauntless, Poisoned Attacks, Re-rolls misses

Pirate Elf Spearman: 7ptsbato SPEARMAN farfadeT3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, Re-rolls misses, Can join Pirate Elf Multi-Crossbowmen units, can attack within ‘3’ of friendly Pirate Elf models in base-to-base contact in Close Combat

Pirate Elf with Multi-Crossbow: 8ptsbato farfade ak milti-bonbeT3, W1, S3, I5, A1, 6+ Armour Save, Armed with Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves) Reflex Shots (S3, 1 shot, -1 to Armour), Shooting hits like Snipers, Re-rolls misses in Close Combat, Can join Pirate Elf Spearmen units

Pirate Elf Swordsman: 6ptsbato epe farfadeT3, W1, S3, I5, A1, 5+ Armour Save, Re-rolls misses

Pirate Elf Raider with Twin Blades: 9pts

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bato raider farfade ak lam jimoT3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Hand-Bows (Auto, ‘8’, S3, 1 shot), Reflex Shots from Hand-Bows (S3), Re-rolls misses in Close Combat, Shooting hits like Snipers, Pirate Elf Rider with Spear: 12pts, Moves ‘9’bato kavalye farfade ak frennT4, W1, S3, I5, A1, 5+ Armour Save, Armed with Multi-Crossbows, Reflex Shots (S3, -1 to Armour), Cavalry, Dogged, Shooting hits like Snipers, Re-rolls misses in Close Combat

Winged Screeching Woman: 7pts, Moves ‘10’zèl fanm sire atèT3, W1, S3, I5, A2, 5+ Dodge Save, Flyers, Ambush, +1 to Wound against Winged Screeching Woman units (1 fails)

Elven Pirates- Specialist Units:Limit of 80 Golden Pirate Elves (4 Units) Limit of 80 Elf Guards (4 Units) Limit of 80 Elf Knights (4 Units) Limit of 80 Cloaked Pirate Elves with Multi-Crossbows (4 Units), Limit of 80 Cloaked Elves with Twin Blades (4 Units)

Golden Pirate Elf with 2 Handed Sword: 12ptslò farfade bato ak de-men nepeT3, W1, S6, I5, A1, 5+ Armour Save, Re-rolls misses, -2 to Armour Saves, Deals 2 Wounds if unsaved, +1 to hit Bonus in Close Combat

Pirate Elf Guard with Halberd: 12ptsbato gad palè farfade ak albardT3, W1, S4, I6, A2, 5+ Armour Save, Reduces Armour Saves by -1, Diehards, Re-rolls misses, +1 to hit Bonus in Close Combat

Pirate Elf Knight with Lance & Shield: 22pts

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bato chevalye farfade ak Lance ak plak pwotèjT4, W1, S4, I6, A1, 2+ Armour Save, S6 I7 A2 -2 to Armour Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge, +1 to hit Bonus in Close Combat

Cloaked Pirate Elf with Multi-Crossbow: 11ptsrad farfade bato ak milti- bonbeMoves ‘9’- T3, W1, S3, I5, A1, 5+ Dodge Save, Dogged, Ambush, Re-rolls misses in Close Combat, +1 to Cover Saves, +1 to hit Bonus in Close Combat, Shooting hits like Snipers,

Cloaked Pirate Elf with Twin Blades: 10pts, Moves ‘9’rad farfade bato ak lam jimoT3, W1, S3, I5, A2, 5+ Dodge Save, Ambush, Re-rolls misses, +1 to Cover Saves, +1 to hit Bonus in Close Combat

Pirate Elf Heavy Units:Limit of 15 Elite Pirate Elves (1 Unit)Limit of 40 Venom Sword Riders (8 Units)Limit of 2 Elf Fire HydrasLimit of 2 Elf Sea HydrasLimit of 4 Elf Medusae (2 can be on Mirror Shrines)Limit of 4 Elven Assassins (can join units which are NOT Cavalry or Flyers)Limit of 40 Masked Gladiator Elves with Whips (4 Units)Limit of 4 Elf Scythed ChariotsLimit of 4 Elf Harpoon ChariotsLimit of 4 Multi-BallistaeLimit of 1 Pirate Elf Cauldron

Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’

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elit èlf bato ak milti- bonbeT3, W1, S3, I9, A1, 4+ Dodge Save, Re-rolls misses in Close Combat, Dogged, Ambush, Armed with Multi-Crossbows, Reflex Shots (S3, 1 shot, -1 to Armour) Shooting hits like Snipers, Poisoned Attacks, +1 to Cover Saves

Venom Sword Rider with Scimitar: 16pts, Moves ‘9’'venen nepe' kavalye ak simtèrT4, W1, S4, I6, A3, 4+ Dodge Save, 6+ Armour Save, Cavalry, Crazed, Dauntless, Re-rolls misses in Close Combat, Poisoned Attacks, Joy Riders: they do NOT get their 4+ Dodge Saves against Pleasure Daimon units, or Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their name; they get a 6+ Armour Save instead for being mounted, +1 to hit Bonus in Close Combat

Pirate Elf Fire Hydra: 175pts, Moves ‘9’bato farfade hydra difeT5, W5, S5, I2, A7, 4+ Armour Save, 4+ Numb Save, Armed with Flamethrower, Reduces Armour Saves by -3, Weak against Spears, Re-rolls misses

Pirate Elf Sea Hydra: 160pts, Moves ‘9’bato farfade hydra lanmèT5, W5, S7, I4, A5, 4+ Armour Save, Poisoned Attacks, Terror of the Deep (rolls 3D6 in CCR, whether victorious or beaten in Close Combat, and pick the highest 2), Reduces Armour Saves by -3, Weak against Spears, Re-rolls misses, Living Storm (if the Sea Hydra hits with all its attacks, after re-rolls, it can deal another D6 S7 -3 to Armour Saves attacks which cannot generate more attacks), +1 to Wound against Hydra units but a 1 always fails

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Elven Medusa: 90pts, Moves ‘9’farfade meduzT4, W3, S4, I6, A4, 5+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I6), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Dauntless, +1 to hit Bonus in Close Combat, Shooting hits like Snipers, Reflex Shots (Stony Gaze, 1 shot)

Elven Medusa on Mirror Shrine: 175pts, Moves ‘9’meduz farfade sou glas chapelT6, W5, S4, I6, A4, 5+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I6), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Dauntless, +1 to hit Bonus in Close Combat, Shooting hits like Snipers, Reflex Shots (Stony Gaze, 1 shot)Deals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Guarded by 2 Temple Elf Priestesses with Long Spears with S3 I7, A4 in total who can re-roll misses in Close Combat and are S4 against Cavalry

Elven Assassin with Twin Blades: 100pts, Can Move ‘9’bato asasen farfade ak lam jimoT3, W2, S4, I10, A4, 4+ Dodge Save, Armed with a Pair of Assassin Hand-Bows (Auto, S3, 4 shots, ‘8’, -1 to Armour Saves), Dauntless, Re-rolls misses in Shooting AND Close Combat, +2 to Cover Saves, +1 to hit Bonus in Close Combat, Shooting hits like Snipers, Poisoned Attacks, +1 to wound in Close Combat and 1 will still fail; Death Strike (on a 5 or 6 due to +1 bonus to wound), Can be placed in an

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infantry unit (i.e. not Cavalry or Flyers) and revealed when this unit is in Close Combat. Therefore he can be revealed in an opponent’s Close Combat phase if desired, but if the unit concealing him is destroyed, he is assumed to escape but cannot be deployed during this battle.

Masked Gladiator Elf with Whip and Shield: 15ptsmaske farfade belwèr ak fwèt ak plak pwotèjMoves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, Re-rolls misses, +1 to hit Bonus in Close Combat, Armed with Whips (can attack within ‘3’ of friendly units in base-to-base contact in Close Combat), +1 to wound in Close Combat (1 still fails).

Pirate Elf Scythed Chariot: 100pts, Moves ‘9’bato farfade scythed chaT5, W4, S4, I6, A4, 3+ Armour Save, Cavalry, Re-rolls misses, D6+2 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Armed with 2 Multi-Crossbows, Shooting hits like Snipers, Dogged, Re-rolls misses in Close Combat, the I6 S4 A4 comes from the 2 Dino Beasts pulling the Chariot, Dino Beasts have +1 to Wound against Pirate Elf units but a 1 will still fail

Pirate Elf Harpoon Chariot: 150pts, Moves ‘9’bato farfade arpone chaT4, W4, S3, I5, A4, 5+ Armour Save, Cavalry, Re-rolls misses, D6 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Armed with Mobile Harpoon (Heavy, S7, ‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but 3 wounds to models with T4 or higher and W3 or more),*Alternatively they can fire their 2 Multi Crossbows, Shooting hits like Snipers, Dogged, Re-rolls misses in Close Combat, Reflex Shots (2 Shots, S3 -1 to Armour Saves from 2 Multi-Crossbows) the I5 S3 A4 comes from the 2 Whip Elves driving the Chariot, who can attack within ‘3’ of friendly units in base-to-base contact in Close Combat due their long Whips, Mobile Harpoon has +1 to Wound against Pirate Elf units but a 1 still fails.

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Pirate Elf Multi-Ballista: 70pts, 1 – 2 per Unitbato farfade milti- balist-T3, W1, S3, I5, A1, 6+ Armour Save (2 Pirate Elf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Ballista) Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Shooting hits like Snipers, Re-rolls misses in Close Combat

Pirate Elf Cauldron: 110ptsbato chodyè farfadeT3, W1, S3, A4, I6, 4+ Dodge Save, Poisoned Attacks, Crazed, Dauntless, Artillery, Guarded by 3 Temple Elf Priestesses with S3 A4, I6 above. Cauldron cannot be destroyed BUT if all 3 of the Temple Elf Priestesses are slain, the Cauldron is removed. However, if there are 3 Temple Elves in the enemy army, they can take control of the Cauldron (See Commandeering Artillery) and will become I6 A4 S3 and have a 4+ Dodge Save as the Cauldron supercharges them.

Bloody Mess: Pirate Elf Units within gain ‘12’ of Cauldron of Blood gain Diehards rule, During Close Combat, the Cauldron grants 1 unit of Temple Elves within ‘24’ the Deathstrike rule for that Close Combat phase. This unit could also be the Pirate Elf Cauldron itself.

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Red Elven Pirates:Wouj Bato Farfade:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(Lame a Wouj)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Elven Pirates- Core Units:Red Temple Elf with Twin Daggers: 6pts, Moves ‘9’T3, W1, S3, I6, A3, No Save, Crazed, Dauntless, Poisoned Attacks

Red Pirate Elf Spearman: 5ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, can attack within ‘3’ of friendly Pirate Elf models in base-to-base contact in Close Combat

Red Pirate Elf with Multi-Crossbow: 6ptsT3, W1, S3, I5, A1, 6+ Armour Save, Armed with Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves) Shooting hits like Snipers

Red Pirate Elf Swordsman: 4ptsT3, W1, S3, I5, A1, 5+ Armour Save, Re-rolls misses

Red Pirate Elf Raider with Twin Blades: 7pts, T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Hand-Bows (Auto, ‘8’, S3, 1 shot), Shooting hits like Snipers Red Pirate Elf Rider with Spear: 10pts, Moves ‘9’T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Multi-Crossbows, Cavalry, Dogged, Shooting hits like Snipers,Red Winged Screeching Woman: 5pts, Moves ‘10’

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T3, W1, S3, I5, A2, 5+ Dodge Save, Flyers

Red Elven Pirates- Specialist Units:Limit of 50 Golden Pirate Elves, Elf Guards, Elf Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked Elves with Twin Blades

Red Golden Pirate Elf with 2 Handed Sword: 10ptsT3, W1, S6, I0, A1, 5+ Armour Save, -2 to Armour Saves, Deals 2 Wounds if unsaved

Red Pirate Elf Guard with Halberd: 10ptsT3, W1, S4, I6, A2, 5+ Armour Save, Reduces Armour Saves by -1, Diehards

Red Pirate Elf Knight with Lance & Shield: 20ptsT4, W1, S4, I6, A1, 2+ Armour Save, S6 I7 A2 -2 to Armour Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge

Red Cloaked Pirate Elf with Multi-Crossbow: 9pts, Moves ‘9’- T3, W1, S3, I5, A1, 5+ Dodge Save, Dogged

Red Cloaked Pirate Elf with Twin Blades: 8pts, Moves ‘9’T3, W1, S3, I5, A2, 5+ Dodge Save

Red Pirate Elf Heavy Units:Limit of 15 Elite Pirate Elves (1 Unit)Limit of 40 Venom Sword RidersLimit of 40 Masked Gladiator Elves with Whips

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Red Elite Pirate Elf w/ Multi-Crossbow: 16pts, Moves ‘9’T3, W1, S3, I9, A1, 4+ Dodge Save, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Red Venom Sword Rider with Scimitar: 14pts, Moves ‘9’T4, W1, S4, I6, A3, 4+ Dodge Save, 6+ Armour Save, Cavalry, Crazed, Dauntless, Re-rolls misses in Close Combat, Poisoned Attacks, Joy Riders: they do NOT get their 4+ Dodge Saves against Pleasure Daimon units, or Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their name; they get a 6+ Armour Save instead for being mounted

Red Masked Gladiator Elf with Whip and Shield: 13pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, Armed with Whips (can attack within ‘3’ of friendly units in base-to-base contact in Close Combat), +1 to wound in Close Combat (1 still fails).

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Purple Elven Pirates:Vyolèt Bato Farfade:Painted mainly in all shades of Purple

Sands of Time(grenn sab nan tan)Purple Elf Pirate Models can re-roll misses once in Shooting and Close Combat. Guess weapons (Cannons, Mortars) and Bazookas are an exception to this rule. Any model which cannot re-roll misses will have this included in their stats and, as always, Reflex Shots cannot ever re-roll misses

Purple Elven Pirates- Core Units:Purple Temple Elf with Twin Daggers: 8pts, Moves ‘9’T3, W1, S3, I6, A3, 5+ Dodge Save, Crazed, Dauntless, Poisoned Attacks, Re-rolls misses

Purple Pirate Elf Spearman: 7ptsT3, W1, S3, I6, A1, 5+ Dodge Save, S4 vs Cavalry, Re-rolls misses, can attack within ‘3’ of friendly Pirate Elf models in base-to-base contact in Close Combat

Purple Pirate Elf with Multi-Crossbow: 8ptsT3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves) Reflex Shots (S3, 1 shot, -1 to Armour), Shooting hits like Snipers, Re-rolls misses

Purple Pirate Elf Swordsman: 6ptsT3, W1, S3, I5, A1, 5+ Dodge Save, Re-rolls misses

Purple Pirate Elf Raider with Twin Blades: 9pts, T3, W1, S3, I5, A2, 4+ Dodge Save, Armed with Hand-Bows (Auto, ‘8’, S3, 1 shot), Re-rolls misses, Shooting hits like Snipers,

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Purple Pirate Elf Rider with Spear: 12pts, Moves ‘9’T4, W1, S3, I5, A1, 5+ Dodge Save, Armed with Multi-Crossbows, Cavalry, Dogged, Shooting hits like Snipers, Re-rolls misses

Purple Winged Screeching Woman: 7pts, Moves ‘10’T3, W1, S3, I5, A2, 4+ Dodge Save, Flyers, Re-rolls misses

Purple Elven Pirates- Specialist Units:Limit of 50 Golden Pirate Elves, Elf Guards, Elf Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked Elves with Twin Blades

Purple Golden Pirate Elf with 2 Handed Sword: 12ptsT3, W1, S6, I0, A1, 5+ Dodge Save, Re-rolls misses, -2 to Armour Saves, Deals 2 Wounds if unsaved

Purple Pirate Elf Guard with Halberd: 12ptsT3, W1, S4, I6, A2, 5+ Dodge Save, Reduces Armour Saves by -1, Diehards, Re-rolls misses

Purple Pirate Elf Knight with Lance & Shield: 22ptsT4, W1, S4, I6, A1, 2+ Armour Save, 5+ Dodge Save, S6 I7 A2 -2 to Armour Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge

Purple Cloaked Pirate Elf with Multi-Crossbow: 11pts, Moves ‘9’- T3, W1, S3, I5, A1, 4+ Dodge Save, Dogged, Re-rolls misses, Shooting hits like Snipers,

Purple Cloaked Pirate Elf with Twin Blades: 10pts, Moves ‘9’- T3, W1, S3, I5, A2, 4+ Dodge Save, Re-rolls misses

Purple Pirate Elf Heavy Units:Limit of 1 Elite Pirate Elf Unit (15 Elite Pirate Elves at MAX)

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Limit of 40 Venom Sword RidersLimit of 2 Elf Fire HydrasLimit of 2 Elf Sea HydrasLimit of 4 Elf Medusae (2 can be on Mirror Shrines)Limit of 40 Masked Gladiator Elves with WhipsLimit of 4 Elf Scythed ChariotsLimit of 4 Elf Harpoon ChariotsLimit of 4 Multi-Ballistae

Purple Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’-T3, W1, S3, I9, A1, 4+ Dodge Save, Re-rolls misses, Dogged, Ambush, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Purple Venom Sword Rider with Scimitar: 16pts, Moves ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry, Crazed, Dauntless, Re-rolls misses in Close Combat, Poisoned Attacks, Joy Riders: they do NOT get their 4+ Dodge Saves against Pleasure Daimon units, or Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their name; they get a 5+ Dodge Save instead for being Purple.

Purple Pirate Elf Fire Hydra: 175pts, Moves ‘9’T5, W5, S5, I2, A7, 4+ Armour Save, 4+ Numb Save, 5+ Dodge Save, Armed with Flamethrower, Reduces Armour Saves by -3, Weak against Spears, Re-rolls misses

Purple Pirate Elf Sea Hydra: 160pts, Moves ‘9’T5, W5, S7, I4, A5, 4+ Armour Save, 5+ Dodge Save, Poisoned Attacks, Terror of the Deep (rolls 3D6 in CCR, whether victorious or beaten in Close Combat, and pick the highest 2), Reduces Armour Saves by -3, Weak against Spears, Re-rolls misses

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Purple Elven Medusa: 90pts, Moves ‘9’T4, W3, S4, I6, A4, 4+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I6), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits like Snipers

Purple Elven Medusa on Mirror Shrine: 175pts, Moves ‘9’T6, W5, S4, I6, A4, 4+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I6), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits like Snipers, Deals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Guarded by 2 Temple Elf Priestesses with Long Spears with S3 I7, A4 in total who can re-roll misses in Close Combat and are S4 against Cavalry

Purple Masked Gladiator Elf with Whip and Shield: 15pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, Re-rolls misses, Armed with Whips (can attack within ‘3’ of friendly units in base-to-base contact in Close Combat), +1 to wound in Close Combat (1 can be re-rolled).

Purple Pirate Elf Scythed Chariot: 100pts, Moves ‘9’T5, W4, S4, I6, A4, 3+ Armour Save, 5+ Dodge Save, Cavalry, Re-rolls misses, D6+2 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Armed with 2 Multi-Crossbows, Shooting hits like Snipers, Dogged, Re-rolls misses, the I6 S4 A4 comes from the 2 Dino Beasts pulling the Chariot

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Purple Pirate Elf Harpoon Chariot: 150pts, Moves ‘9’T4, W4, S3, I5, A4, 5+ Dodge Save, 5 Cavalry, Re-rolls misses, D6 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Armed with Mobile Harpoon (Heavy, S7, ‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but 3 wounds to models with T4 or higher and W3 or more), *Alternatively they can fire their 2 Multi Crossbows, Shooting hits like Snipers, Dogged, Re-rolls misses in Shooting AND Close Combat, the I5 S3 A4 comes from the 2 Whip Elves driving the Chariot, who can attack within ‘3’ of friendly units in base-to-base contact in Close Combat due their long Whips.

Purple Pirate Elf Multi-Ballista: 70pts-T3, W1, S3, I5, A1, 5+ Dodge Save (2 Pirate Elf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Ballista) Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Shooting hits like Snipers, Re-rolls misses

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Pink Elven Pirates:Woz Bato Farfade:Painted in shades of pink and spread throughout all models

Horrors from Outer Space(laterè soti nan espas)Pink Units have enhanced close combat statistics (Initiative and Attacks) and they pay a higher points cost to accommodate this. Also, they NEVER receive an Initiative or Attack Bonus when Charging; they already have it included in their stats! When declaring a Charge, Pink units must always charge the closest enemy unit.

Pink Elven Pirates- Core Units:

Pink Temple Elf with Twin Daggers: 10pts, Moves ‘9’T3, W1, S3, I7, A4, 5+ Numb Save, Crazed, Dauntless, Poisoned Attacks

Pink Pirate Elf Spearman: 9ptsT3, W1, S3, I7, A2, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, can attack within ‘3’ of friendly Pirate Elf models in base-to-base contact in Close Combat

Pink Pirate Elf with Multi-Crossbow: 10ptsT3, W1, S3, I6, A2, 6+ Armour Save, 5+ Numb Save, Armed with Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves) Shooting hits like Snipers

Pink Pirate Elf Swordsman: 8ptsT3, W1, S3, I6, A2, 5+ Armour Save, 5+ Numb Save, Re-rolls misses

Pink Pirate Elf Raider with Twin Blades: 11pts,

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T3, W1, S3, I6, A3, 5+ Dodge Save, Armed with Hand-Bows (Auto, ‘8’, S3, 1 shot), Reflex Shots from Hand-Bows (S3), Shooting hits like Snipers, Pink Winged Screeching Woman: 9pts, Moves ‘10’T3, W1, S3, I6, A3, 5+ Dodge Save, 5+ Numb Save, Flyers

Pink Pirate Elf Rider with Spear: 14pts, Moves ‘9’T4, W1, S3, I6, A2, 5+ Armour Save, 5+ Numb Save, Armed with Multi-Crossbows, Cavalry, Dogged, Shooting hits like Snipers

Pink Elven Pirates- Specialist Units:Limit of 50 Golden Pirate Elves, Elf Guards, Elf Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked Elves with Twin Blades

Pink Golden Pirate Elf with 2 Handed Sword: 14ptsT3, W1, S6, I1, A2, 5+ Armour Save, 5+ Numb Save, -2 to Armour Saves, Deals 2 Wounds if unsaved

Pink Pirate Elf Guard with Halberd: 14ptsT3, W1, S4, I7, A3, 5+ Armour Save, 5+ Numb Save Reduces Armour Saves by -1, Diehards

Pink Pirate Elf Knight with Lance & Shield: 24ptsT4, W1, S4, I7, A2, 2+ Armour Save, S6 I7 A2 -2 to Armour Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge

Pink Cloaked Pirate Elf with Multi-Crossbow: 13ptsT3, W1, S3, I6, A2, 5+ Dodge Save, Dogged, Shooting hits like Snipers,

Pink Cloaked Pirate Elf with Twin Blades: 12ptsT3, W1, S3, I6, A3, 5+ Dodge Save

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Pink Pirate Elf Heavy Units:Limit of 1 Elite Pirate Elf Unit (15 Elite Pirate Elves at MAX)Limit of 40 Venom Sword RidersLimit of 2 Elf Fire HydrasLimit of 2 Elf Sea HydrasLimit of 4 Elf Medusae (2 can be on Mirror Shrines)Limit of 40 Masked Gladiator Elves with WhipsLimit of 4 Elf Scythed ChariotsLimit of 4 Elf Harpoon ChariotsLimit of 4 Multi-Ballistae

Pink Elite Pirate Elf w/ Multi-Crossbow: 20pts, Moves ‘9’T3, W1, S3, I9, A2, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Pink Venom Sword Rider with Scimitar: 18pts, Moves ‘9’T4, W1, S4, I7, A4, 4+ Dodge Save, 5+ Numb Save, Cavalry, Crazed, Dauntless, Re-rolls misses in Close Combat, Poisoned Attacks, Joy Riders: they do NOT get their 4+ Dodge Saves against Pleasure Daimon units, or Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their name; they get a 5+ Numb Save instead for being Pink

Pink Pirate Elf Fire Hydra: 177pts, Moves ‘9’T5, W5, S5, I3, A8, 4+ Armour Save, 4+ Numb Save, Armed with Flamethrower, Reduces Armour Saves by -3, Weak against Spears

Pink Pirate Elf Sea Hydra: 162pts, Moves ‘9’T5, W5, S7, I5, A6, 4+ Armour Save, 5+ Numb Save, Poisoned Attacks, Terror of the Deep (rolls 3D6 in CCR, whether victorious or beaten in Close Combat, and pick the highest 2), Reduces Armour Saves by -3, Weak against Spears

Pink Elven Medusa: 92pts, Moves ‘9’

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T4, W3, S4, I7, A5, 5+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I7), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits like Snipers

Pink Elven Medusa on Mirror Shrine: 177pts, Moves ‘9’T6, W5, S4, I7, A5, 5+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I7), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits like SnipersDeals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Guarded by 2 Temple Elf Priestesses with Long Spears with S3 I8, A6 in total who are S4 against Cavalry

Pink Masked Gladiator Elf with Whip and Shield: 17pts, Moves ‘9’- T3, W1, S3, I7, A4, 4+ Dodge Save, Armed with Whips (can attack within ‘3’ of friendly units in base-to-base contact in Close Combat), +1 to wound in Close Combat (1 still fails).

Pink Pirate Elf Scythed Chariot: 102pts, Moves ‘9’T5, W4, S4, I6, A4, 3+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Armed with 2 Multi-Crossbows, Shooting hits like Snipers, Dogged, the I6 S4 A4 comes from the 2 Dino Beasts pulling the Chariot

Pink Pirate Elf Harpoon Chariot: 152pts, Moves ‘9’T4, W4, S3, I6, A6, 5+ Armour Save, 5+ Numb Save, Cavalry, D6 I8 S5 -2 Armour Save hits on Charge ONLY

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then fights as normal, Armed with Mobile Harpoon (Heavy, S7, ‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but 3 wounds to models with T4 or higher and W3 or more),*Alternatively they can fire their 2 Multi Crossbows, Shooting hits like Snipers, Dogged, the I6 S3 A6 comes from the 2 Whip Elves driving the Chariot, who can attack within ‘3’ of friendly units in base-to-base contact in Close Combat due their long Whips.

Pink Pirate Elf Multi-Ballista: 72pts-T3, W1, S3, I6, A2, 6+ Armour Save, 5+ Numb Save (2 Pirate Elf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Ballista) Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models) Shooting hits like Snipers

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Turq Elven Pirates:Turq Bato Farfade:Painted mainly in shades of Turquoise

Dauntless(Dauntless)ALL Turq Elf Pirate 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 Elven Pirates- Core Units:

Turq Temple Elf with Twin Daggers: 8pts, Moves ‘12’T3, W1, S3, I6, A3, 6+ Dodge Save, Crazed, Poisoned Attacks

Turq Pirate Elf Spearman: 7pts, Moves ‘9’T3, W1, S3, I6, A1, 6+ Dodge Save, 5+ Armour Save, S4 vs Cavalry, can attack within ‘3’ of friendly Pirate Elf models in base-to-base contact in Close Combat

Turq Pirate Elf with Multi-Crossbow: 8pts, Moves ‘9’T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves) Shooting hits like Snipers

Turq Pirate Elf Swordsman: 6pts, Moves ‘9’T3, W1, S3, I5, A1, 6+ Dodge Save, 5+ Armour Save, Re-rolls misses

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Turq Pirate Elf Raider with Twin Blades: 9pts, Moves ‘9’T3, W1, S3, I5, A2, 4+ Dodge Save, Armed with Hand-Bows (Auto, ‘8’, S3, 1 shot), Shooting hits like Snipers, Reflex Shots from Hand-Bows (S3)

Turq Pirate Elf Rider with Spear: 12pts, Moves ‘12’T4, W1, S3, I5, A1, 6+ Dodge Save, 5+ Armour Save, Armed with Multi-Crossbows, Cavalry, Dogged, Shooting hits like Snipers

Turq Winged Screeching Woman: 7pts, Moves ‘12’T3, W1, S3, I5, A2, 4+ Dodge Save, Flyers

Turq Elven Pirates- Specialist Units:Limit of 50 Golden Pirate Elves, Elf Guards, Elf Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked Elves with Twin Blades

Turq Golden Pirate Elf with 2 Handed Sword: 12pts, Moves ‘9’- T3, W1, S6, I0, A1, 6+ Dodge Save, 5+ Armour Save, -2 to Armour Saves, Deals 2 Wounds if unsaved

Turq Pirate Elf Guard with Halberd: 12pts, Moves ‘9’T3, W1, S4, I6, A2, 6+ Dodge Save, 5+ Armour Save, Reduces Armour Saves by -1

Turq Pirate Elf Knight with Lance & Shield: 22pts, Moves ‘9’- T4, W1, S4, I6, A1, 3+ Armour Save, S6 I7 A2 -2 to Armour Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge

Turq Cloaked Pirate Elf with Multi-Crossbow: 11ptsT3, W1, S3, I5, A1, 4+ Dodge Save, Dogged, Shooting hits like Snipers,

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Turq Cloaked Pirate Elf with Twin Blades: 10ptsT3, W1, S3, I5, A2, 4+ Dodge Save

Turq Pirate Elf Heavy Units:Limit of 1 Elite Pirate Elf Unit (15 Elite Pirate Elves at MAX)Limit of 40 Venom Sword RidersLimit of 2 Elf Fire HydrasLimit of 2 Elf Sea HydrasLimit of 4 Elf Medusae (2 can be on Mirror Shrines)Limit of 40 Masked Gladiator Elves with WhipsLimit of 4 Elf Scythed ChariotsLimit of 4 Elf Harpoon ChariotsLimit of 4 Multi-Ballistae

Turq Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘12’- T3, W1, S3, I9, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Turq Venom Sword Rider with Scimitar: 18pts, Moves ‘12’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry, Crazed, Re-rolls misses in Close Combat, Poisoned Attacks, Joy Riders: they do NOT get their 4+ Dodge Saves against Pleasure Daimon units, or Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their name; they get a 5+ Numb Save instead for being Pink

Turq Pirate Elf Fire Hydra: 175pts, Moves ‘12’T5, W5, S5, I2, A7, 4+ Armour Save, 4+ Numb Save, Armed with Flamethrower, Reduces Armour Saves by -3, Weak against Spears

Turq Pirate Elf Sea Hydra: 160pts, Moves ‘12’T5, W5, S7, I4, A5, 4+ Armour Save, Poisoned Attacks, Terror of the Deep (rolls 3D6 in CCR, whether victorious or beaten in Close Combat, and pick the highest 2), Reduces Armour Saves by -3, Weak against Spears

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Turq Elven Medusa: 90pts, Moves ‘12’T4, W3, S4, I6, A4, 4+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I6), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Shooting hits like Snipers

Turq Elven Medusa on Mirror Shrine: 175pts, Moves ‘12’T6, W5, S4, I6, A4, 4+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I6), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Shooting hits like SnipersDeals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Guarded by 2 Temple Elf Priestesses with Long Spears with S3 I8, A6 in total who are S4 against Cavalry

Turq Masked Gladiator Elf with Whip and Shield: 15pts, Moves ‘12’- T3, W1, S3, I6, A3, 4+ Dodge Save, Armed with Whips (can attack within ‘3’ of friendly units in base-to-base contact in Close Combat), +1 to wound in Close Combat (1 still fails).

Turq Pirate Elf Scythed Chariot: 100pts, Moves ‘12’T5, W4, S4, I6, A4, 3+ Armour Save, 6+ Dodge Save, Cavalry, D6+2 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Armed with 2 Multi-Crossbows, Shooting hits like Snipers, Dogged, the I6 S4 A4 comes from the 2 Dino Beasts pulling the Chariot

Turq Pirate Elf Harpoon Chariot: 150pts, Moves ‘12’

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T4, W4, S3, I5, A4, 5+ Armour Save, 6+ Dodge Save, Cavalry, D6 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Armed with Mobile Harpoon (Heavy, S7, ‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but 3 wounds to models with T4 or higher and W3 or more),*Alternatively they can fire their 2 Multi Crossbows, Shooting hits like Snipers, Dogged, the I5 S3 A4 comes from the 2 Whip Elves driving the Chariot, who can attack within ‘3’ of friendly units in base-to-base contact in Close Combat due their long Whips.

Turq Pirate Elf Multi-Ballista: 70pts, Moves ‘9’-T3, W1, S3, I5, A1, 6+ Dodge Save (2 Pirate Elf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Ballista) Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models) Shooting hits like Snipers

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Blue Elven Pirates:Ble Bato Farfade:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(teleporteur pèsonèl)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Elven Pirates- Core Units:

Blue Temple Elf with Twin Daggers: 8pts, Moves ‘9’T3, W1, S3, I6, A3, 5+ Numb Save, Crazed, Dauntless, Poisoned Attacks

Blue Pirate Elf Spearman: 7ptsT3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, can attack within ‘3’ of friendly Pirate Elf models in base-to-base contact in Close Combat

Blue Pirate Elf with Multi-Crossbow: 8ptsT3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save, Armed with Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves) Shooting hits like Snipers

Blue Pirate Elf Swordsman: 6ptsT3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, Re-rolls misses

Blue Pirate Elf Raider with Twin Blades: 9pts, T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Hand-Bows (Auto, ‘8’, S3, 1 shot), Reflex Shots from Hand-Bows (S3), Shooting hits like Snipers,

Blue Pirate Elf Rider with Spear: 12pts, Moves ‘9’

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T4, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, Armed with Multi-Crossbows, Cavalry, Dogged, Shooting hits like Snipers

Blue Winged Screeching Woman: 7pts, Moves ‘10’T3, W1, S3, I5, A2, 5+ Dodge Save, 5+ Numb Save, Flyers

Blue Elven Pirates- Specialist Units:Limit of 50 Golden Pirate Elves, Elf Guards, Elf Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked Elves with Twin Blades

Blue Golden Pirate Elf with 2 Handed Sword: 12ptsT3, W1, S6, I0, A1, 5+ Armour Save, 5+ Numb Save, -2 to Armour Saves, Deals 2 Wounds if unsaved

Blue Pirate Elf Guard with Halberd: 12ptsT3, W1, S4, I6, A2, 5+ Armour Save, 5+ Numb Save Reduces Armour Saves by -1, Diehards

Blue Pirate Elf Knight with Lance & Shield: 22ptsT4, W1, S4, I6, A1, 2+ Armour Save, 5+ Numb Save, S6 I7 A2 -2 to Armour Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge

Blue Cloaked Pirate Elf with Multi-Crossbow: 11ptsT3, W1, S3, I5, A1, 5+ Dodge Save, Dogged, Shooting hits like Snipers,

Blue Cloaked Pirate Elf with Twin Blades: 10ptsT3, W1, S3, I5, A2, 5+ Dodge Save

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Blue Pirate Elf Heavy Units:Limit of 1 Elite Pirate Elf Unit (15 Elite Pirate Elves at MAX)Limit of 40 Venom Sword RidersLimit of 2 Elf Fire HydrasLimit of 2 Elf Sea HydrasLimit of 4 Elf Medusae (2 can be on Mirror Shrines)Limit of 40 Masked Gladiator Elves with WhipsLimit of 4 Elf Scythed ChariotsLimit of 4 Elf Harpoon ChariotsLimit of 4 Multi-Ballistae

Blue Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’T3, W1, S3, I9, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Blue Venom Sword Rider with Scimitar: 18pts, Moves ‘9’T4, W1, S4, I6, A3, 4+ Dodge Save, 5+ Numb Save, Cavalry, Crazed, Dauntless, Re-rolls misses in Close Combat, Poisoned Attacks, Joy Riders: they do NOT get their 4+ Dodge Saves against Pleasure Daimon units, or Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their name; they get a 5+ Numb Save instead for being Pink

Blue Pirate Elf Fire Hydra: 175pts, Moves ‘9’T5, W5, S5, I2, A7, 4+ Armour Save, 4+ Numb Save, Armed with Flamethrower, Reduces Armour Saves by -3, Weak against Spears

Blue Pirate Elf Sea Hydra: 160pts, Moves ‘9’T5, W5, S7, I4, A5, 4+ Armour Save, 5+ Numb Save, Poisoned Attacks, Terror of the Deep (rolls 3D6 in CCR, whether victorious or beaten in Close Combat, and pick the highest 2), Reduces Armour Saves by -3, Weak against Spears

Blue Elven Medusa: 90pts, Moves ‘9’T4, W3, S4, I6, A4, 5+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are

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wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I6), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits like Snipers

Blue Elven Medusa on Mirror Shrine: 175pts, Moves ‘9’T6, W5, S4, I6, A4, 5+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I6), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits like SnipersDeals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Guarded by 2 Temple Elf Priestesses with Long Spears with S3 I8, A6 in total who are S4 against Cavalry

Blue Masked Gladiator Elf with Whip and Shield: 15pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, Armed with Whips (can attack within ‘3’ of friendly units in base-to-base contact in Close Combat), +1 to wound in Close Combat (1 still fails).

Blue Pirate Elf Scythed Chariot: 100pts, Moves ‘9’T5, W4, S4, I6, A4, 3+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Armed with 2 Multi-Crossbows, Shooting hits like Snipers, Dogged, the I6 S4 A4 comes from the 2 Dino Beasts pulling the Chariot

Blue Pirate Elf Harpoon Chariot: 150pts, Moves ‘9’T4, W4, S3, I5, A4, 5+ Armour Save, 5+ Numb Save, Cavalry, D6 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Armed with Mobile Harpoon (Heavy,

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S7, ‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but 3 wounds to models with T4 or higher and W3 or more),*Alternatively they can fire their 2 Multi Crossbows, Shooting hits like Snipers, Dogged, the I5 S3 A4 comes from the 2 Whip Elves driving the Chariot, who can attack within ‘3’ of friendly units in base-to-base contact in Close Combat due their long Whips.

Blue Pirate Elf Multi-Ballista: 70pts-T3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save (2 Pirate Elf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Ballista) Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models) Shooting hits like Snipers

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Shadow Elven Pirates: Lon Braj Bato Farfade:Painted mainly in Black colours

Seeing Shadows(wè lonbraj)Shadow Elven Pirate models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Dauntless)ALL Shadow Elven Pirate 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 Elven Pirates- Core Units:

Shadow Temple Elf with Twin Daggers: 8pts, Moves ‘9’- T3, W1, S3, I6, A3, No Save, Crazed, Poisoned Attacks

Shadow Pirate Elf Spearman: 7ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, can attack within ‘3’ of friendly Pirate Elf models in base-to-base contact in Close Combat

Shadow Pirate Elf with Multi-Crossbow: 8ptsT3, W1, S3, I5, A1, 6+ Armour Save, Armed with Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves) Shooting hits like Snipers

Shadow Pirate Elf Swordsman: 6pts

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T3, W1, S3, I5, A1, 5+ Armour Save, Re-rolls misses

Shadow Pirate Elf Raider with Twin Blades: 9pts, T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Hand-Bows (Auto, ‘8’, S3, 1 shot), Reflex Shots from Hand-Bows (S3), Shooting hits like Snipers,

Shadow Pirate Elf Rider with Spear: 12pts, Moves ‘9’T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Multi-Crossbows, Cavalry, Dogged, Shooting hits like Snipers

Winged Screeching Shadow Woman: 7pts, Moves ‘10’T3, W1, S3, I5, A2, 5+ Dodge Save, Flyers

Shadow Elven Pirates- Specialist Units:Limit of 50 Golden Pirate Elves, Elf Guards, Elf Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked Elves with Twin Blades

Golden Shadow Pirate Elf with 2 Handed Sword: 12ptsT3, W1, S6, I0, A1, 5+ Armour Save, -2 to Armour Saves, Deals 2 Wounds if unsaved

Shadow Pirate Elf Guard with Halberd: 12ptsT3, W1, S4, I6, A2, 5+ Armour Save, Reduces Armour Saves by -1

Shadow Pirate Elf Knight with Lance & Shield: 22ptsT4, W1, S4, I6, A1, 2+ Armour Save, S6 I7 A2 -2 to Armour Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses Sword at ALL other times and can re-roll misses: A3 S4 before AND after first Charge

Cloaked Shadow Pirate Elf with Multi-Crossbow: 11ptsT3, W1, S3, I5, A1, 5+ Dodge Save, Dogged, Shooting hits like Snipers, Cloaked Shadow Pirate Elf with Twin Blades: 10ptsT3, W1, S3, I5, A2, 5+ Dodge Save

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Shadow Pirate Elf Heavy Units:Limit of 1 Elite Pirate Elf Unit (15 Elite Pirate Elves at MAX)Limit of 40 Venom Sword RidersLimit of 2 Elf Fire HydrasLimit of 2 Elf Sea HydrasLimit of 4 Elf Medusae (2 can be on Mirror Shrines)Limit of 40 Masked Gladiator Elves with WhipsLimit of 4 Elf Scythed ChariotsLimit of 4 Elf Harpoon ChariotsLimit of 4 Multi-Ballistae

Elite Shadow Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I9, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Shadow Venom Sword Rider with Scimitar: 18pts, Moves ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, 6+ Armour Save, Cavalry, Crazed, Re-rolls misses in Close Combat, Poisoned Attacks, Joy Riders: they do NOT get their 4+ Dodge Saves against Pleasure Daimon units, or Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their name; they get a 6+ Armour Save for being mounted

Shadow Pirate Elf Fire Hydra: 175pts, Moves ‘9’T5, W5, S5, I2, A7, 4+ Armour Save, 4+ Numb Save, Armed with Flamethrower, Reduces Armour Saves by -3, Weak against Spears

Shadow Pirate Elf Sea Hydra: 160pts, Moves ‘9’T5, W5, S7, I4, A5, 4+ Armour Save, Poisoned Attacks, Reduces Armour Saves by -3, Weak against Spears, Living Storm (if the Sea Hydra hits with all its attacks, after re-rolls, it can deal another D6 S7 -3 to Armour Saves attacks which cannot generate more attacks)

Elven Shadow Medusa: 90pts, Moves ‘9’

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T4, W3, S4, I6, A4, 5+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I6), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Shooting hits like Snipers

Elven Shadow Medusa on Mirror Shrine: 175pts, Moves ‘9’- T6, W5, S4, I6, A4, 5+ Dodge Save, Armed with Stony Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less are wounded on a 3+, 4 shots, Death Strike, Ignores Armour Saves, can be used in Close Combat instead of normal attacks at I6), Also armed with a Long Spear (S5 against Cavalry, can strike within ‘3’ of friendly models in base-to-base contact in Close Combat) Weak against Spears, Re-rolls misses, Crazed, Shooting hits like SnipersDeals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Guarded by 2 Temple Elf Priestesses with Long Spears with S3 I8, A6 in total who are S4 against Cavalry

Masked Shadow Gladiator Elf with Whip and Shield: 15pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, Armed with Whips (can attack within ‘3’ of friendly units in base-to-base contact in Close Combat), +1 to wound in Close Combat (1 still fails).

Shadow Pirate Elf Scythed Chariot: 100pts, Moves ‘9’T5, W4, S4, I6, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal, Armed with 2 Multi-Crossbows, Shooting hits like Snipers, Dogged, the I6 S4 A4 comes from the 2 Dino Beasts pulling the Chariot

Shadow Pirate Elf Harpoon Chariot: 150pts, Moves ‘9’T4, W4, S3, I5, A4, 5+ Armour Save, Cavalry, D6 I8 S5 -2 Armour Save hits on Charge ONLY then fights as normal,

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Armed with Mobile Harpoon (Heavy, S7, ‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but 3 wounds to models with T4 or higher and W3 or more),*Alternatively they can fire their 2 Multi Crossbows, Shooting hits like Snipers, Dogged, the I5 S3 A4 comes from the 2 Whip Elves driving the Chariot, who can attack within ‘3’ of friendly units in base-to-base contact in Close Combat due their long Whips.

Shadow Pirate Elf Multi-Ballista: 70pts-T3, W1, S3, I5, A1, 6+ Armour Save (2 Pirate Elf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Ballista) Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models) Shooting hits like Snipers

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Mercenaries for Fame:Mercenari di Fama:

Champions of Capua: Mercenaries for Fame units with this rule re-roll Wounds against coloured Mercenaries for Fame units (Silver, Shadow, Grey, Green, Yellow, Red, Orange, Maroon, Turq, Blue, Clay, Tan, Purple, Swamp and Royalist) in Close Combat

Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves)

Mercenary HEROIC Units (Compulsory):

1 Treasurer & Bodyguard: 16pts + 5pts per Bodyguardun tesoriere e guardia del corpo-T4, W2, S4, I5, A3, 4+ Armour Save (Treasurer)-T3, W1, S5, I4, A1, 5+ Armour Save (Bodyguard)Treasurer armed with Mace & Shield (-2 to Armour Saves); Bodyguard can be 5 – 20 Models and have Halberds and Shields: -1 to enemy Armour Saves in Close Combat, Champions of Capua

Mercenary CORE Units: Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’cavaliere del deserto con scimitarra e scudo / pala ve kalkanı ile çöl biniciT4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls misses, Champions of Capua

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Mercenary Knight w/ Lance & Shield: 19ptscavaliere mercenario con lancia e scudoT4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Diehards, Champions of Capua

Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’duellante mercenario con due spadeT3, W1, S3, I4, A2, 5+ Dodge Save, Re-rolls misses in Close Combat, Armed with Throwing Knives (Auto, ‘12’, S3), Reflex Shots (S3), +1 to Cover Saves, Champions of Capua

Mercenary Crossbowman with Pavise: 9ptsbalestriere mercenario con PaveseT3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows, Reflex Shots (S4, -1 to Armour Saves)

Mercenary Sailor Crossbowman: 8pts, Moves ‘9’mercenario marinaio balestriereT3, W1, S3, I3, A1, 6+ Armour Save, Armed with Crossbows, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Reflex Shots (S4, -1 to Armour Saves)

Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’mercenario Avelengo con arco compositoT2, W1, S2, I5, A1, 6+ Dodge Save, Armed with Composite Bows, Reflex Shots (S3), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Moves through Woods without penalty, +1 to Cover Saves

Conquistador Pikeman: 9ptsPikeman conquistador / conquistador piqueroT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows, Follows normal rules for Reflex Shots, Champions of Capua

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Italian Pikeman in Animal Fur: 8ptsPikeman italiana in pelliccia animaleT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Dauntless, Champions of Capua

Greek Hoplite with Pike: 6ptsoplita greco con luccio / Élli bnas oplíti bs me toúrnaT3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Champions of Capua

Mercenary Heavy Pikeman: 7ptsmercenario Pikeman pesanteT3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Champions of Capua

Mercenary Specialist Units:Limit of 120 Warrior Women (4 Units) Limit of 120 Savage Norsemen (4 Units) Limit of 50 Mercenary Ogres (4 Units) Limit of 120 Dauntless Dwarves with Pistols (4 Units) Limit of 80 Steppe Norkers (4 Units)Limit of 120 Armoured Orcs with Crossbows (4 Units) Limit of 120 Dead Legionnaires (4 Units) Limit of 80 Aztec Lizards on Horned Beasts (4 Units) Limit of 60 Elite Pirate Elves (4 Units)

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Warrior Woman with Macanas: 8ptsdonna guerriero con macanas / Mulher guerreira com macanasT3, W1, S4, I3, A2, 5+ Dodge Save, Moves through Woods & Jungles without penalty, Ambush, Armed with Macanas (-2 to Armour Saves), 4+ Cover Save in Woods/Jungles

Savage Norseman with Axe and Shield: 9ptsNorvegese selvagge con ascia e scudo vill Norseman med øks og skjoldT3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes (Reduces Numb Saves by -2), +1 to hit Bonus on Charge, Crazed, Dauntless

Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’orco mercenario con il club e asciaplatenik ogre avanturist so klubot i sekiraT4, W3, S4, I2, A4, 5+ Armour Save, I9 S4 impact Hit on Charge only, Weak against Spears, Reduces Enemy Armour Saves by -1 in Close Combat

Dauntless Dwarf with 2 Dwarven Pistols: 12ptsnano intrepido con due pistole nanicorrach Dauntless gyda dau pistolau corrachT4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Reflex Shots (S4, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Die, Beast: each Dauntless Dwarf that suffers an unsaved wound can make 1 attack at I1 before being removed Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’elite elfo pirata con multi- balestraelit èlf bato ak milti- bonbeT3, W1, S3, I9, A1, 4+ Dodge Save, Re-rolls misses in Close Combat, Dogged, Ambush, Armed with Multi-Crossbows, Reflex Shots (S3, -1 Armour) Shooting hits like Snipers,

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Poisoned Attacks, Limit of 5 – 15 Elite Pirate Elves in Army, +1 to Cover Saves, +1 to hit Bonus in Close Combat

Steppe Norker on Wolf: 11pts, Moves ‘9’norker steppa sul lupo / kurt Bozkır norkerT4, W1, S3, I3, A2, 4+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge, Reflex Shots (S3)

Armoured Orc with Crossbow: 9ptsorco armato con balestra / arbaletle zırhlı orcT4, W1, S4, A1, I2, 5+ Armour Save, Armed with Crossbows, Reflex Shots (S4, -1 to Armour)

Dead Legionnaire: 4pts legionario mortoT3, W1, S3, I2, A1, 5+ Armour Save, represented by Skeletons with Swords & Shields, Seek the Living, Slow, Dauntless, Angry Dead, Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat, Champions of Capua

Aztec Gecko on Horned Beast w/ Spear & Shield: geco azteco sulla bestia cornuto con lancia e scudogecko asteca em besta com chifres com lança e escudo12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry, Diehards

Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp Beasts (2 Units)Limit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + Druid (2 Units in Total)Limit of 4 Mobile Light Cannons (Each is a separate unit)

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Da Vinci’s Flying Crossbowman: 10pts, Moves ‘10’Volare balestriere di Da VinciT3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Ambush, Hit and Run

Dwarven Axe Catapult: 200ptsnani ascia catapulta / corrach catapwlt bwyell-T4, W1, S3, A2, I2, 5+ Numb Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) and re-rolls misses against Green Horde models, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Dauntless, Slow, Bearded Fury: S4 on Charge, Artillery

2 Giants of the Mist: 500pts (also incl. Druid Handler)due giganti della nebbie / kaksi jättiläistäsumunT6, W6, S7, I3, 2D6 Attacks each, No Save, Dauntless, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves), Re-rolls misses against Giants of the Mist units

Swamp Beast of the Mist: 24ptspalude bestia della nebbia / suolla petosumuT5, W4, S5, I1, A3, 4+ Numb Save, Dauntless, Slow, -1 to Armour Saves, Re-rolls misses against Swamp Beast units

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Mobile Light Cannon: 72ptsmobili cannone leggero-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery

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Silver Mercenaries:Mercenari Argento:Painted in various shades of Silver and/or gold

Armoured(Corrazato)Silver Models all have an Armour Save of at least 4+; this will always be included in the unit’s statistics.

Silver Mercenary CORE Units: Silver Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’- T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Re-rolls misses

Silver Mercenary Knight w/ Lance & Shield: 17ptsT4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Silver Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’- T3, W1, S3, I4, A2, 4+ Armour Save, Armed with Throwing Knives (Auto, ‘12’, S3)

Silver Mercenary Crossbowman with Pavise: 9ptsT3, W1, S3, I3, A1, 2+ Armour Save, Armed with Crossbows

Silver Mercenary Sailor Crossbowman: 8pts, Moves ‘9’T3, W1, S3, I3, A1, 4+ Armour Save, Armed with Crossbows, Shooting hits like Snipers

Silver Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’- T2, W1, S2, I5, A1, 4+ Armour Save, Armed with Composite Bows, Shooting hits like Snipers Silver Conquistador Pikeman: 9pts

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T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows

Silver Italian Pikeman in Animal Fur: 8ptsT3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes, Dauntless

Silver Greek Hoplite with Pike: 6ptsT3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes

Silver Mercenary Heavy Pikeman: 7ptsT3, W1, S3, I5, A1, 3+ Armour Save, S4 vs Cavalry, Armed with Pikes

Silver Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Silver Warrior Woman with Macanas: 8ptsT3, W1, S4, I3, A2, 4+ Armour Save, Armed with Macanas (-2 to Armour Saves)

Silver Savage Norseman with Axe and Shield: 9ptsT3, W1, S4, I4, A2, 4+ Armour Save, Armed with Axes (Reduces Numb Saves by -2), Crazed, Dauntless

Silver Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’- T4, W3, S4, I2, A4, 4+ Armour Save, Weak against Spears

Silver Dauntless Dwarf with 2 Dwarven Pistols: 12pts

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T4, W1, S4, I2, A2, 4+ Armour Save, Slow, Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also Silver Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I6, A1, 4+ Armour Save Save, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks, Limit of 5 – 15 Elite Pirate Elves in Army

Silver Steppe Norker on Wolf: 11pts, Moves ‘6’T4, W1, S3, I2, A2, 3+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge

Silver Armoured Orc with Crossbow: 9ptsT4, W1, S4, A1, I2, 4+ Armour Save, Armed with Crossbows

Silver Dead Legionnaire: 4pts T3, W1, S3, I2, A1, 4+ Armour Save, represented by Skeletons with Swords & Shields, Slow, Dauntless, Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

Silver Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘6’, T3, W1, S3, I5, A2, 2+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

Silver Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + Druid (2 Units in Total)Limit of 4 Mobile Light Cannons (Each is a separate unit)

Da Vinci’s Flying Silver Crossbowman: 10pts, Moves ‘10’

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T3, W1, S3, I3, A1, 4+ Armour Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers

Silver Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, 4+ Armour Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, 4+ Armour Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness)Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Dauntless, Slow, Artillery 2 Silver Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, 4+ Armour Save, Dauntless, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves)

Silver Swamp Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 4+ Armour Save, Dauntless, Slow, -1 to Armour Saves

Silver Mobile Light Cannon: 72pts-T3, W1, S3, I2, A1, 4+ Armour Save (3 Crew)-T4, W3, S0, I0, A0, 4+ Armour Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery

Shadow Mercenaries: Mercenario Ombra:

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Painted mainly in Black colours

Seeing Shadows(Vedende de Ombra)Shadow Mercenary models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Intrepido)ALL Shadow Mercenary 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 Mercenary CORE Units:Shadow Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls misses

Shadow Mercenary Knight w/ Lances & Shields: 19ptsT4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Shadow Mercenary Duellist w/ Twin Swords: 7pts, Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3)

Shadow Mercenary Crossbowman with Pavise: 9ptsT3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows

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Shadow Mercenary Sailor Crossbowman: 8pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Crossbows, Shooting hits like Snipers

Shadow Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’- T2, W1, S2, I5, A1, No Save, Armed with Composite Bows, Shooting hits like Snipers

Shadow Conquistador Pikeman: 9ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows

Shadow Italian Pikeman in Animal Fur: 8ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Shadow Greek Hoplite with Pike: 6ptsT3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Shadow Mercenary Heavy Pikeman: 7ptsT3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

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Shadow Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Shadow Warrior Woman with Macanas: 8ptsT3, W1, S4, I3, A2, 5+ Dodge Save, Armed with Macanas (-2 to Armour Saves)

Shadow Savage Norseman with Axe and Shield: 9ptsT3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes (Reduces Numb Saves by -2) Crazed

Shadow Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears

Shadow Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also Shadow Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Shadow Steppe Norker on Wolf: 11pts, Moves ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge

Shadow Armoured Orc with Crossbow: 9ptsT4, W1, S4, A1, I2, 5+ Armour Save, Armed with Crossbows

Dead Shadow Legionnaire: 4pts

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T3, W1, S3, I2, A1, 5+ Armour Save, represented by Skeletons with Swords & Shields, Slow, Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

Shadow Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

Shadow Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Shadow Crossbowman: 10pts, Moves ‘10’- T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers

Shadow Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness), Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Slow, Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers), Artillery

2 Shadow Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, No Save, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both

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Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves)

Shadow Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 4+ Numb Save, Slow, -1 to Armour Saves

Shadow Mobile Light Cannon: 72pts-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers)

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Grey Mercenaries: Mercenario Grigio:Painted in Greys, charcoals and dark grey

Professionals(Professionisti)Reduces Enemy Save, whichever one they choose, by a further -1 than usual. This will be covered in Grey Mercenaries Model stats in each case. This rule does NOT apply to Dodge Saves, which cannot be modified.

Grey Mercenary CORE Units:Grey Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls misses, -1 to Armour Saves

Grey Mercenary Knight w/ Lance & Shield: 19ptsT4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge AND -1 to Armour Saves

Grey Duellist with Twin Swords: 7pts, Moves ‘9’T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3), -1 to Armour Saves in Close Combat

Grey Mercenary Crossbowman with Pavise: 9ptsT3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows (-2 to Armour Saves in Shooting)

Grey Mercenary Sailor Crossbowman: 8pts, Moves ‘9’T3, W1, S3, I3, A1, 5+ Armour Save, Armed with Crossbows (-2 to Armour Saves in Shooting), Shooting hits like Snipers

Grey Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’- T2, W1, S2, I5, A1, 5+ Armour Save, Armed with

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Composite Bows, Shooting hits like Snipers, -1 to Armour Saves in Shooting

Grey Conquistador Pikeman: 9ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -2 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Also armed with Crossbows

Grey Italian Pikeman in Animal Fur: 8ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -2 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Dauntless

Grey Greek Hoplite with Pike: 6ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -2 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Grey Mercenary Heavy Pikeman: 7ptsT3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -2 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

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Grey Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Grey Warrior Woman with Macanas: 8ptsT3, W1, S4, I3, A2, 5+ Dodge Save, Armed with Macanas (-3 to Armour Saves)

Grey Savage Norseman with Axe and Shield: 9ptsT3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes (Reduces Numb Saves by -3) Crazed, Dauntless

Grey Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears, -1 to Armour Saves

Grey Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -2 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless Grey Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows (-2 to Armour Saves in Shooting), Shooting hits like Snipers, Poisoned Attacks

Grey Steppe Norker on Wolf: 11pts, Moves ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge, -1 to Armour Saves in Close Combat

Grey Armoured Orc with Crossbow: 9ptsT4, W1, S4, A1, I2, 5+ Armour Save, Armed with Crossbows (-2 to Armour Saves in Shooting)

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Grey Dead Legionnaire: 4pts T3, W1, S3, I2, A1, 5+ Armour Save, -1 to Armour Saves, represented by Skeletons with Swords & Shields, Slow, Dauntless Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

Grey Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, -1 to Armour Saves, Poisoned Attacks, Cavalry

Grey Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Grey Crossbowman: 10pts, Moves ‘10’- T3, W1, S3, I3, A1, 5+ Armour Save, 5+ Dodge Save, Armed with Crossbows (-2 to Armour Saves in Shooting), Dogged, Flyers, Shooting hits like Snipers,

Grey Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, 5+ Armour Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, 5+ Armour Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness), Axe Catapult (Heavy, ‘48’, S4, -2 to Armour Saves, fires 4D6 shots), Slow, Dauntless, Artillery

2 Grey Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Armour Save, Dauntless, If beaten/killed in Close Combat: roll a D6 for

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each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-4 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -4 to Armour Saves)

Grey Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 4+ Numb Save, Slow, -2 to Armour Saves

Grey Mobile Light Cannon: 72pts-T3, W1, S3, I2, A1, 5+ Armour Save (3 Crew)-T4, W3, S0, I0, A0, 5+ Armour Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, -1 to Armour Saves, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery

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Green Mercenaries: Mercenario Verde:Painted mainly in Greens, lighter or darker but distinct from greens of the Swamp Armies

Deadly Accurate(Mortale Accurata)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.

Green Mercenary CORE Units:Green Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls misses

Green Mercenary Knight w/ Lance & Shield: 19ptsT4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Green Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3)

Green Mercenary Crossbowman with Pavise: 9ptsT3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows

Green Mercenary Sailor Crossbowman: 8pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Crossbows, Shooting hits like Snipers

Green Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’- T2, W1, S2, I5, A1, No Save, Armed with Composite Bows, Shooting hits like Snipers

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Green Conquistador Pikeman: 9ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows

Green Italian Pikeman in Animal Fur: 8ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Dauntless

Green Greek Hoplite with Pike: 6ptsT3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Green Mercenary Heavy Pikeman: 7ptsT3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Green Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves Green Warrior Woman with Macanas: 8ptsT3, W1, S4, I3, A2, 5+ Dodge Save, they are armed with Macanas (-2 to Armour Saves)

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Green Savage Norseman with Axe and Shield: 9ptsT3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes (Reduces Numb Saves by -2) Crazed, Dauntless

Green Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears

Green Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless Green Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Green Steppe Norker on Wolf: 11pts, Moves ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge

Green Armoured Orc with Crossbow: 9ptsT4, W1, S4, A1, I2, 5+ Armour Save, Armed with Crossbows

Green Dead Legionnaire: 4pts T3, W1, S3, I2, A1, 5+ Armour Save, represented by Skeletons with Swords & Shields, Slow, Dauntless Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

Green Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

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Green Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Green Crossbowman: 10pts, Moves ‘10’- T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers

Green Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness), Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Slow, Dauntless, Artillery

2 Green Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, No Save, Dauntless, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves)

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Green Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 4+ Numb Save, Slow, -1 to Armour Saves

Green Mobile Light Cannon: 72pts-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery

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Yellow Mercenaries: Mercenario Giallo:Painted mainly in Yellow colours of all shades

Two for the Price of One:(Due al prezzo di Uno)Yellow Mercenary 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 Mercenary CORE Units:Yellow Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’- T4, W2, S3, I4, A1, 6+ Armour Save, Cavalry, Re-rolls misses

Yellow Mercenary Knight w/ Lance & Shield: 19ptsT4, W2, S4, I3, A1, 2+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Yellow Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’- T3, W2, S3, I4, A2, 6+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3)

Yellow Mercenary Crossbowman with Pavise: 9ptsT3, W2, S3, I3, A1, 4+ Armour Save, Armed with Crossbows

Yellow Mercenary Sailor Crossbowman: 8pts, Moves ‘9’T3, W2, S3, I3, A1, No Save, Armed with Crossbows, Shooting hits like Snipers

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Yellow Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’- T2, W2, S2, I5, A1, No Save, Armed with Composite Bows, Shooting hits like Snipers

Yellow Conquistador Pikeman: 9ptsT3, W2, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows

Yellow Italian Pikeman in Animal Fur: 8ptsT3, W2, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Dauntless

Yellow Greek Hoplite with Pike: 6ptsT3, W2, S3, I5, A1, No Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Yellow Mercenary Heavy Pikeman: 7ptsT3, W2, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Yellow Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Yellow Warrior Woman with Macanas: 8pts

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T3, W2, S4, I3, A2, 6+ Dodge Save, they are armed with Macanas (-2 to Armour Saves)

Yellow Savage Norseman with Axe and Shield: 9ptsT3, W2, S4, I4, A2, 6+ Armour Save, Armed with Axes (Reduces Numb Saves by -2) Crazed, Dauntless

Yellow Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’- T4, W4, S4, I2, A4, 6+ Armour Save, Weak against Spears

Yellow Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W2, S4, I2, A2, 6+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless Yellow Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W2, S3, I6, A1, 5+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Yellow Steppe Norker on Wolf: 11pts, Moves ‘9’T4, W2, S3, I2, A2, 5+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge

Yellow Armoured Orc with Crossbow: 9ptsT4, W2, S4, A1, I2, 6+ Armour Save, Armed with Crossbows

Yellow Dead Legionnaire: 4pts T3, W2, S3, I2, A1, 6+ Armour Save, represented by Skeletons with Swords & Shields, Slow, Dauntless Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close CombatYellow Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W2, S3, I5, A2, 4+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

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Yellow Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Yellow Crossbowman: 10pts, Moves ‘10’- T3, W2, S3, I3, A1, 6+ Dodge Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers

Yellow Dwarven Axe Catapult: 200pts-T4, W2, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)-T7, W2, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness), Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Slow, Dauntless, Artillery

2 Yellow Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W7, S7, I3, 2D6 Attacks each, No Save, Dauntless, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves)

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Yellow Beast of the Mist: 24ptsT5, W5, S5, I1, A3, 5+ Numb Save, Slow, -1 to Armour Saves

Yellow Mobile Light Cannon: 72pts-T3, W2, S3, I2, A1, No Save (3 Crew)-T4, W4, S0, I0, A0, No Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery

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Red Mercenaries: Mercenario Rosso:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(L’esercito Rosso)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Mercenary CORE Units:Red Desert Rider with Scimitar & Shield: 7pts, Moves ‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls misses

Red Mercenary Knight w/ Lance & Shield: 17ptsT4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Red Mercenary Duellist with Twin Swords: 5pts, Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3)

Red Mercenary Crossbowman with Pavises: 7ptsT3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows

Red Mercenary Sailor Crossbowman: 6pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Crossbows, Shooting hits like Snipers

Red Mercenary Halfling w/ Composite Bow: 3pts, Move ‘9’- T2, W1, S2, I5, A1, No Save, Armed with Composite Bows, Shooting hits like Snipers

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Red Conquistador Pikeman: 7ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows

Red Italian Pikeman in Animal Fur: 6ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Dauntless

Red Greek Hoplite with Pike: 4ptsT3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Red Mercenary Heavy Pikeman: 5ptsT3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Red Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

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Red Warrior Woman with Macanas: 6ptsT3, W1, S4, I3, A2, 5+ Dodge Save, they are armed with Macanas (-2 to Armour Saves)

Red Savage Norseman with Axe and Shield: 7ptsT3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes (Reduces Numb Saves by -2) Crazed, Dauntless

Red Mercenary Ogre with Club & Axe: 30pts, Moves ‘9’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears

Red Dauntless Dwarf with 2 Dwarven Pistols: 10pts- T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless Red Elite Pirate Elf w/ Multi-Crossbow: 16pts, Moves ‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Red Steppe Norker on Wolf: 9pts, Moves ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge

Red Armoured Orc with Crossbow: 7ptsT4, W1, S4, A1, I2, 5+ Armour Save, Armed with Crossbows

Red Dead Legionnaire: 2pts T3, W1, S3, I2, A1, 5+ Armour Save, represented by Skeletons with Swords & Shields, Slow, Dauntless Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close CombatRed Aztec Gecko on Horned Beast w/ Spear & Shield: 10pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

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Red Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp Beasts

Da Vinci’s Flying Red Crossbowman: 8pts, Moves ‘10’- T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers

Red Beast of the Mist: 22ptsT5, W4, S5, I1, A3, 4+ Numb Save, Slow, -1 to Armour Saves

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Orange Mercenaries: Mercenario Arancione:Painted mainly in shades of Orange

Diehards(Irriducibili)All Orange models can re-roll CCR (Close Combat Resolution) Rolls if they lose Close Combat unless the model has the Dauntless rule included in their unit statistics.

Orange Mercenary CORE Units:Orange Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls misses

Orange Mercenary Knight w/ Lance & Shield: 19ptsT4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Orange Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3)

Orange Mercenary Crossbowman with Pavise: 9ptsT3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows

Orange Mercenary Sailor Crossbowman: 8pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Crossbows, Shooting hits like Snipers

Orange Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’- T2, W1, S2, I5, A1, 6+ Armour Save, Armed with Composite Bows, Shooting hits like Snipers

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Orange Conquistador Pikeman: 9ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows

Orange Greek Hoplite with Pike: 6ptsT3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Orange Mercenary Heavy Pikeman: 7ptsT3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Orange Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Orange Warrior Woman with Macanas: 8ptsT3, W1, S4, I3, A2, 5+ Dodge Save, they are armed with Macanas (-2 to Armour Saves)

Orange Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears

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Orange Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Orange Steppe Norker on Wolf: 11pts, Moves ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge

Orange Armoured Orc with Crossbow: 9ptsT4, W1, S4, A1, I2, 5+ Armour Save, Armed with Crossbows

Orange Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

Orange Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Orange Crossbowman: 10pts, Moves ‘10’- T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Dodge Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers

Orange Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 4+ Numb Save, Slow, -1 to Armour Saves

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Orange Mobile Light Cannon: 72pts-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery

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Maroon Mercenaries: Mercenario MarronePainted in mainly in Maroon and dark reds

Lightning Reflexes(Riflessi Fulminei)Models with ranged weapons (Automatic and Fast Firing) ALWAYS get Reflex Shots when Charged by an enemy unit. This rule will always be included in a unit’s statistics if applicable.

Hit and Run(Mordi i Fuggi)Models with ranged weapons (Heavy, Automatic and Fast Firing) are allowed to Run AFTER they have fired in the Shooting Phase)

Maroon Mercenary CORE Units:

Maroon Desert Rider with Scimitar & Shield: 9pts, Moves ‘12’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls misses

Maroon Mercenary Knight w/ Lance & Shield: 19pts, Moves ‘9’- T4, W1, S4, I3, A1, 2+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Maroon Mercenary Duellist with Twin Swords: 7pts, Moves ‘12’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3), Reflex Shots (S3), Hit and Run

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Maroon Mercenary Crossbowman with Pavise: 9pts, Moves ‘9’- T3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows, Hit and Run, Reflex Shots (S4)

Maroon Mercenary Sailor Crossbowman: 8pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Crossbows, Shooting hits like Snipers, Hit and Run, Reflex Shots (S4)

Maroon Mercenary Halfling w/ Composite Bow: 5pts, Moves ‘12’- T2, W1, S2, I5, A1, 6+ Armour Save, Armed with Composite Bows, Shooting hits like Snipers, Reflex Shots (S3), Hit and Run

Maroon Conquistador Pikeman: 9pts, Moves ‘9’T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows, Hit and Run, Reflex Shots (S4)

Maroon Italian Pikeman in Animal Fur: 8pts, Moves ‘9’T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Dauntless

Maroon Greek Hoplite with Pike: 6pts, Moves ‘9’T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Maroon Mercenary Heavy Pikeman: 7pts, Moves ‘9’T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’

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of a friendly model in base-to-base contact rather than within ‘2’)

Maroon Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Maroon Warrior Woman with Macanas: 8pts, Moves ‘9’T3, W1, S4, I3, A2, 5+ Dodge Save, Armed with Macanas (-2 to Armour Saves)

Maroon Savage Norseman with Axe and Shield: 9pts, Moves ‘9’, T3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes (Reduces Numb Saves by -2) Crazed, Dauntless

Maroon Mercenary Ogre with Club & Axe: 32pts, Moves ‘12’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears

Maroon Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless, Reflex Shots (S4 -1 to Armour Saves), Hit and Run Maroon Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘12’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Reflex Shots (1 shot, S3, -1 to Armour Saves) Shooting hits like Snipers, Poisoned Attacks, Hit and Run

Maroon Steppe Norker on Wolf: 11pts, Moves ‘12’T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge, Reflex Shots (S3), Hit and Run

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Maroon Armoured Orc with Crossbow: 9pts, Moves ‘9’T4, W1, S4, A1, I2, 5+ Armour Save, Armed with Crossbows, Reflex Shots (S4, -1 to Armour Saves), Hit and Run

Maroon Dead Legionnaire: 4pts T3, W1, S3, I2, A1, 5+ Armour Save, represented by Skeletons with Swords & Shields, Dauntless Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

Maroon Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘12’, T3, W1, S3, I5, A2, 4+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

Maroon Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Maroon Crossbowman: 10pts, Moves ‘12’- T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Dodge Save, Armed with Crossbows, Reflex Shots (S4, -1 to Armour Saves), Dogged, Flyers, Shooting hits like Snipers, Hit and Run

Maroon Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, 6+ Armour Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness),

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Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Dauntless, Artillery, Hit and Run

2 Maroon Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, 6+ Armour Save, Moves ‘9’ Dauntless, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves), Reflex Shots (1 Big Rock per Giant), Hit and Run

Maroon Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 4+ Numb Save, -1 to Armour Saves

Maroon Mobile Light Cannon: 72pts, Moves ‘9’-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery, Hit and Run

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Turq Mercenaries: Mercenario Turq:Painted mainly in shades of Turquoise

Dauntless(Intrepido)ALL Turq Mercenary 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 Mercenary CORE Units:

Turq Desert rider with Scimitar & Shield: 9pts, Moves ‘12’- T4, W1, S3, I4, A1, 5+ Armour Save, 6+ Dodge Save, Cavalry, Re-rolls misses

Turq Mercenary Knight w/ Lance & Shield: 19pts, Moves ‘9’- T4, W1, S4, I3, A1, 2+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Turq Mercenary Duellist with Twin Swords: 7pts, Moves ‘12’- T3, W1, S3, I4, A2, 4+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3)

Turq Mercenary Crossbowman with Pavise: 9pts, Moves ‘9’- T3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows

Turq Mercenary Sailor Crossbowman: 8pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Crossbows, Shooting hits like Snipers

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Turq Mercenary Halfling w/ Composite Bow: 5pts, Moves ‘12’- T2, W1, S2, I5, A1, 6+ Dodge Save, Armed with Composite Bows, Shooting hits like Snipers

Turq Conquistador Pikeman: 9pts, Moves ‘9’T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows

Turq Italian Pikeman in Animal Fur: 8pts, Moves ‘9’T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Turq Greek Hoplite with Pike: 6pts, Moves ‘9’T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Turq Mercenary Heavy Pikeman: 7pts, Moves ‘9’T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed with Pikes(Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Turq Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves Turq Warrior Woman with Macanas: 8pts, Moves ‘9’

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T3, W1, S4, I3, A2, 4+ Dodge Save, they are armed with Macanas (-2 to Armour Saves)

Turq Savage Norseman with Axe and Shield: 9pts, Moves ‘9’, T3, W1, S4, I4, A2, 5+ Armour Save, 6+ Dodge Save, Armed with Axes (Reduces Numb Saves by -2) Crazed

Turq Mercenary Ogre with Club & Axe: 32pts, Moves ‘12’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears

Turq Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also Turq Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘12’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Turq Steppe Norker on Wolf: 11pts, Moves ‘12’T4, W1, S3, I2, A2, 4+ Armour Save, 6+ Dodge Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge

Turq Armoured Orc with Crossbow: 9pts, Moves ‘9’T4, W1, S4, A1, I2, 5+ Armour Save, Armed with Crossbows

Turq Dead Legionnaire: 4pts T3, W1, S3, I2, A1, 5+ Armour Save, represented by Skeletons with Swords & Shields Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

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Turq Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘12’, T3, W1, S3, I5, A2, 4+ Armour Save, 6+ Dodge Save, S4 on Charge, Poisoned Attacks, Cavalry

Turq Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Turq Crossbowman: 10pts, Moves ‘12’- T3, W1, S3, I3, A1, 6+ Armour Save, 4+ Dodge Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers

Turq Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, 6+ Armour Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness), Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Artillery

2 Turq Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, 6+ Armour Save, Moves ‘9’ If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves)

Turq Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 4+ Numb Save, -1 to Armour Saves

Turq Mobile Light Cannon: 72pts, Moves ‘9’

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-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery

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Blue Mercenaries: Mercenario Blu:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(Teletransporto Personale)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Mercenary CORE Units:Blue Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, Cavalry, Re-rolls misses

Blue Mercenary Knight w/ Lance & Shield: 19ptsT4, W1, S4, I3, A1, 1+ Armour Save, 5+ Numb Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Blue Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3)

Blue Mercenary Crossbowman with Pavise: 9ptsT3, W1, S3, I3, A1, 3+ Armour Save, 5+ Numb Save, Armed with Crossbows

Blue Mercenary Sailor Crossbowman: 8pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, Armed with Crossbows, Shooting hits like Snipers

Blue Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’- T2, W1, S2, I5, A1, 5+ Numb Save, Armed with Composite Bows, Shooting hits like SnipersBlue Conquistador Pikeman: 9pts

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T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows

Blue Italian Pikeman in Animal Fur: 8ptsT3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’, Dauntless

Blue Greek Hoplite with Pike: 6ptsT3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’

Blue Mercenary Heavy Pikeman: 7ptsT3, W1, S3, I5, A1, 4+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’

Blue Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Blue Warrior Woman with Macanas: 8ptsT3, W1, S4, I3, A2, 5+ Dodge Save, they are armed with Macanas (-2 to Armour Saves) Blue Savage Norseman with Axe and Shield: 9pts

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T3, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save, Armed with Axes (Reduces Numb Saves by -2) Crazed, Dauntless Blue Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’- T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak against Spears

Blue Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 4+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless Blue Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Blue Steppe Norker on Wolf: 11pts, Moves ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, 5+ Numb Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge

Blue Armoured Orc with Crossbow: 9ptsT4, W1, S4, A1, I2, 5+ Armour Save, 5+ Numb Save, Armed with Crossbows

Blue Dead Legionnaire: 4pts T3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save, represented by Skeletons with Swords & Shields, Slow, Dauntless Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

Blue Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+ Numb Save, S4 on Charge, Poisoned Attacks, Cavalry

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Blue Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Blue Crossbowman: 10pts, Moves ‘10’- T3, W1, S3, I3, A1, 5+ Dodge Save, 5+ Numb Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers Blue Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, 4+ Numb Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness), Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Slow, Dauntless, Artillery

2 Blue Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Numb Save, Dauntless, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves)

Blue Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 3+ Numb Save, Slow, -1 to Armour Saves

Blue Mobile Light Cannon: 72pts-T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Crew)

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-T4, W3, S0, I0, A0, 6+ Armour Save, 5+ Numb Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery

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Clay Mercenaries: Mercenario Argilla:Painted in Earthy colours, browns and the colour of un-fired Clay Blast Furnace(Altoforno)Fire attacks are only S2 against Clay Mercenary models

Clay Mercenary CORE Units:Clay Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, Cavalry, Re-rolls misses

Clay Mercenary Knight w/ Lance & Shield: 19ptsT4, W1, S4, I3, A1, 1+ Armour Save, 5+ Numb Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Clay Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3)

Clay Mercenary Crossbowman with Pavise: 9ptsT3, W1, S3, I3, A1, 3+ Armour Save, 5+ Numb Save, Armed with Crossbows

Clay Mercenary Sailor Crossbowman: 8pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, Armed with Crossbows, Shooting hits like Snipers

Clay Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’- T2, W1, S2, I5, A1, 5+ Numb Save, Armed with Composite Bows, Shooting hits like SnipersClay Conquistador Pikeman: 9pts

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T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows

Clay Italian Pikeman in Animal Fur: 8ptsT3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Dauntless

Clay Greek Hoplite with Pike: 6ptsT3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Clay Mercenary Heavy Pikeman: 7ptsT3, W1, S3, I5, A1, 4+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Clay Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Clay Warrior Woman with Macanas: 8ptsT3, W1, S4, I3, A2, 5+ Dodge Save, Armed with Macanas (-2 to Armour Saves) Clay Savage Norseman with Axe and Shield: 9pts

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T3, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save, Armed with Axes (Reduces Numb Saves by -2) Crazed, Dauntless Clay Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’- T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak against Spears

Clay Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 4+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless Clay Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks Clay Steppe Norker on Wolf: 11pts, Moves ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge Clay Armoured Orc with Crossbow: 9ptsT4, W1, S4, A1, I2, 5+ Armour Save, 5+ Numb Save, Armed with Crossbows

Clay Dead Legionnaire: 4pts T3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save, represented by Skeletons with Swords & Shields, Slow, Dauntless Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

Clay Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+ Numb Save, S4 on Charge, Poisoned Attacks, Cavalry

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Clay Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Clay Crossbowman: 10pts, Moves ‘10’- T3, W1, S3, I3, A1, 5+ Dodge Save, 5+ Numb Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers Clay Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, 4+ Numb Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness), Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Slow, Dauntless, Artillery 2 Clay Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Numb Save, Dauntless, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves)

Clay Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 3+ Numb Save, Slow, -1 to Armour Saves

Clay Mobile Light Cannon: 72pts-T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Crew)-T4, W3, S0, I0, A0, 6+ Armour Save, 5+ Numb Save (Cannon & Horseman)

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Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery

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Tan Mercenaries: Mercenario Abbronzatura:Painted mainly in the colour Tan

Tan Reinforcements: Paratroopers(Paracuditisti)Tan Mercenary Reinforcements arrive as a ‘2’ circular blast template with the unit clumped into this small circle as much as possible. Nominate a location for the unit to arrive and then choose a direction and roll 2D6 and the unit will scatter this far away. If the unit touches a piece of terrain or a model (friendly or enemy), then each model in the unit rolls a D6. On the result of a ‘1’ then the model takes 1 unsaved wound automatically. Once the unit has been placed, it then functions as normal and can Link-Up Move, Shoot/Run, Charge.

Tan Mercenary CORE Units:Tan Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’- T4, W1, S3, I4, A1, 5+ Dodge Save, Cavalry, Re-rolls misses

Tan Mercenary Knight w/ Lance & Shield: 19ptsT4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Tan Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’- T3, W1, S3, I4, A2, 4+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3)

Tan Mercenary Crossbowman with Pavise: 9ptsT3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows

Tan Mercenary Sailor Crossbowman: 8pts, Moves ‘9’

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T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows, Shooting hits like Snipers

Tan Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’- T2, W1, S2, I5, A1, 5+ Dodge Save, Armed with Composite Bows, Shooting hits like Snipers Tan Conquistador Pikeman: 9ptsT3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows

Tan Italian Pikeman in Animal Fur: 8ptsT3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Dauntless Tan Greek Hoplite with Pike: 6ptsT3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

Tan Mercenary Heavy Pikeman: 7ptsT3, W1, S3, I5, A1, 4+ Armour Save, 5+ Dodge Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’)

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Tan Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves Tan Warrior Woman with Macanas: 8ptsT3, W1, S4, I3, A2, 4+ Dodge Save, Armed with Macanas (-2 to Armour Saves)

Tan Savage Norseman with Axe and Shield: 9ptsT3, W1, S4, I4, A2, 5+ Dodge Save, Armed with Axes (Reduces Numb Saves by -2) Crazed, Dauntless Tan Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’- T4, W3, S4, I2, A4, 5+ Dodge Save, Weak against Spears

Tan Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless Tan Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I6, A1, 3+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks

Tan Steppe Norker on Wolf: 11pts, Moves ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, 5+ Dodge Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge

Tan Armoured Orc with Crossbow: 9ptsT4, W1, S4, A1, I2, 5+ Dodge Save, Armed with Crossbows

Tan Dead Legionnaire: 4pts T3, W1, S3, I2, A1, 5+ Armour Save, represented by Skeletons with Swords & Shields, Slow, Dauntless

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Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

Tan Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+ Dodge Save, S4 on Charge, Poisoned Attacks, Cavalry

Tan Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Tan Crossbowman: 10pts, Moves ‘10’- T3, W1, S3, I3, A1, 4+ Dodge Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers

Tan Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness), Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Slow, Dauntless, Artillery

2 Tan Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Dodge Save, Dauntless, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves)

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Tan Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 4+ Numb Save, Slow, -1 to Armour Saves

Tan Mobile Light Cannon: 72pts-T3, W1, S3, I2, A1, 5+ Dodge Save (3 Crew)-T4, W3, S0, I0, A0, 5+ Dodge Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery

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Purple Mercenaries: Mercenario Porpora:Painted mainly in all shades of Purple

Sands of Time(Sabbie del Tempo)Purple Mercenary Models can re-roll misses once in Shooting and Close Combat. Guess weapons (Cannons, Mortars) and Bazookas are an exception to this rule. Any model which cannot re-roll misses will have this included in their stats and, as always, Reflex Shots cannot ever re-roll misses

Purple Mercenary CORE Units:Purple Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’- T4, W1, S3, I4, A1, 5+ Dodge Save, Cavalry, Re-rolls misses

Purple Mercenary Knight w/ Lance & Shield: 19ptsT4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and -2 to Armour Saves and re-rolls misses on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Purple Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’- T3, W1, S3, I4, A2, 4+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3), Re-rolls misses in Shooting AND Close Combat

Purple Mercenary Crossbowman with Pavise: 9ptsT3, W1, S3, I3, A1, 3+ Armour Save, 5+ Dodge Save, Armed with Crossbows, Re-rolls misses in Shooting AND Close Combat

Purple Mercenary Sailor Crossbowman: 8pts, Moves ‘9’

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T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows, Shooting hits like Snipers, Re-rolls misses in Shooting AND Close Combat

Purple Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’- T2, W1, S2, I5, A1, 5+ Dodge Save, Armed with Composite Bows, Shooting hits like Snipers, Re-rolls misses in Shooting AND Close Combat Purple Conquistador Pikeman: 9ptsT3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows, Re-rolls misses in Shooting AND Close Combat

Purple Italian Pikeman in Animal Fur: 8ptsT3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed with Pikes, Dauntless, Re-rolls misses Purple Greek Hoplite with Pike: 6ptsT3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed with Pikes, Re-rolls misses

Purple Mercenary Heavy Pikeman: 7ptsT3, W1, S3, I5, A1, 4+ Armour Save, 5+ Dodge Save, S4 vs Cavalry, Armed with Pikes, Re-rolls misses

Purple Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Purple Warrior Woman with Macanas: 8pts

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T3, W1, S4, I3, A2, 4+ Dodge Save, they are armed with Macanas (-2 to Armour Saves), Re-rolls misses

Purple Savage Norseman with Axe and Shield: 9ptsT3, W1, S4, I4, A2, 5+ Dodge Save, Armed with Axes (Reduces Numb Saves by -2) Crazed, Dauntless, Re-rolls misses

Purple Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’- T4, W3, S4, I2, A4, 5+ Dodge Save, Weak against Spears, Re-rolls misses

Purple Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless, Re-rolls misses in Shooting AND Close Combat Purple Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I6, A1, 3+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks, Re-rolls misses in Shooting AND Close Combat

Purple Steppe Norker on Wolf: 11pts, Moves ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, 5+ Dodge Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge, Re-rolls misses in Shooting AND Close Combat

Purple Armoured Orc with Crossbow: 9ptsT4, W1, S4, A1, I2, 5+ Dodge Save, Armed with Crossbows, Re-rolls misses in Shooting AND Close Combat

Purple Dead Legionnaire: 4pts T3, W1, S3, I2, A1, 5+ Armour Save, represented by Skeletons with Swords & Shields, Slow, Dauntless Dead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit

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immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

Purple Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+ Dodge Save, S4 on Charge, Poisoned Attacks, Cavalry, Re-rolls misses

Purple Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Purple Crossbowman: 10pts, Moves ‘10’- T3, W1, S3, I3, A1, 4+ Dodge Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers, Re-rolls misses in Shooting AND Close Combat

Purple Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness), Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Slow, Dauntless, Artillery, Re-rolls misses in Shooting AND Close Combat

2 Purple Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Dodge Save, Dauntless, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big

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Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves), Re-rolls misses in Shooting and Close Combat

Purple Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 4+ Numb Save, Slow, Re-rolls misses, -1 to Armour Saves

Purple Mobile Light Cannon: 72pts-T3, W1, S3, I2, A1, 5+ Dodge Save (3 Crew)-T4, W3, S0, I0, A0, 5+ Dodge Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Dogged, Artillery, Crew & Horseman re-rolls misses

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Swamp Mercenaries:Mercenario Palude: Painted mainly in Sea Greens, Hookers Green and lightly painted off-Greens distinct from greens of the Green Armies

Slow:(Lento)All Swamp units move like ALWAYS 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 or units that move ‘9’)

Uninhibited:(Disinibito)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.

Dogged: (Accanito)Unit is allowed to move and shoot with all weapons, including Heavy weapons. This applies to ALL Swamp Sewer Rat models with ranged weapons.

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Swamp Mercenary CORE Units:

Swamp Desert Rider with Scimitar & Shield: 9pts, Moves ‘6’- T4, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, Cavalry, Re-rolls misses, Uninhibited

Swamp Mercenary Knights w/ Lances & Shields: 19ptsT4, W1, S4, I3, A1, 1+ Armour Save, 5+ Numb Save, Uninhibited, Cavalry (Charges ‘9’), S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge

Swamp Mercenary Duellists with Twin Swords: 7pts, Moves ‘6’- T3, W1, S3, I4, A2, 5+ Numb Save, Armed with Throwing Knives (Auto, ‘12’, S3), Uninhibited

Swamp Mercenary Crossbowmen with Pavises: 9ptsT3, W1, S3, I3, A1, 3+ Armour Save, 5+ Numb Save, Armed with Crossbows, Slow, Dogged

Swamp Mercenary Sailor Crossbowmen: 8pts, Moves ‘6’T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, Armed with Crossbows, Shooting hits like Snipers, Dogged

Swamp Mercenary Halflings w/ Composite Bows: 5pts, Move ‘6’- T2, W1, S2, I5, A1, 5+ Numb Save, Armed with Composite Bows, Shooting hits like Snipers Swamp Conquistador Pikemen: 9ptsT3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows, Slow, Dogged, Uninhibited

Swamp Italian Pikemen in Animal Furs: 8pts

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T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Dauntless, Slow, Uninhibited

Swamp Greek Hoplites with Pikes: 6ptsT3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Slow, Uninhibited

Swamp Mercenary Heavy Pikemen: 7ptsT3, W1, S3, I5, A1, 4+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’), Slow, Uninhibited

Swamp Mercenary Specialist Units:Limit of 50 Warrior Women, Savage Norsemen, Mercenary Ogres, Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Dead Legionnaires, Aztec Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Swamp Warrior Women with Macanas: 8ptsT3, W1, S4, I3, A2, 5+ Numb Save, Armed with Macanas (-2 to Armour Saves), Slow, Uninhibited

Swamp Savage Norsemen with Axes and Shields: 9ptsT3, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save, Armed with Axes (Reduces Numb Saves by -2) Crazed, Dauntless, Slow, Uninhibited Swamp Mercenary Ogres with Clubs & Axes: 32pts, Moves ‘6’- T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak against Spears, Uninhibited

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Swamp Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 4+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless, Uninhibited Swamp Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘6’- T3, W1, S3, I6, A1, 5+ Numb Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks, Uninhibited Swamp Steppe Norkers on Wolves: 11pts, Moves ‘6’T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Uninhibited, Armed with Composite Bow and Spear, S4 on Charge Swamp Armoured Orcs with Crossbows: 9ptsT4, W1, S4, A1, I2, 5+ Armour Save, 5+ Numb Save, Armed with Crossbows, Slow, Dogged, Uninhibited

Swamp Dead Legionnaire: 4pts T3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save, represented by Skeletons with Swords & Shields, Slow, Dauntless, UninhibitedDead Legion: Creates 1 Skeleton with Sword & Shield for every Infantry or Cavalry model destroyed by this unit in Close Combat: these new Skeletons join the unit immediately and can attack in the next Close Combat Phase, Re-rolls misses in Close Combat

Swamp Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘6’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+ Numb Save, S4 on Charge, Poisoned Attacks, Cavalry, Uninhibited

Swamp Mercenary Heavy Units:Limit of 40 Flying Crossbowmen, Swamp BeastsLimit of 2 Dwarven Axe CatapultsLimit of 4 Giants of the Mist + 2 Druids

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Limit of 4 Mobile Light Cannons Da Vinci’s Flying Swamp Crossbowmen: 10pts, Moves ‘10’- T3, W1, S3, I3, A1, 5+ Numb Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers Swamp Dwarven Axe Catapult: 200pts-T4, W1, S3, I2, A2, 5+ Numb Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness), Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Slow, Dauntless, Artillery, Dogged, if the Axe Catapult is destroyed then the remaining Crew become Uninhibited 2 Swamp Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Numb Save, Dauntless, Slow, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves), Uninhibited

Swamp Beast of the Mist: 24ptsT5, W4, S5, I1, A3, 3+ Numb Save, Slow, Uninhibited, -1 to Armour Saves

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Swamp Mobile Light Cannon: 72pts-T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Crew)-T4, W3, S0, I0, A0, 6+ Armour Save, 5+ Numb Save (Cannon & Horseman)Light Cannon = Guess up to ‘48’, S7, Ignores Armour & Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light Cannon), Slow, Dogged, Artillery; if the Cannon is destroyed then the remaining Crew become Uninhibited

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Royalist Mercenaries:Mercenario Monarchico: Painted mainly in Whites

Volley Fire(Raffica di Fuoco)Models with ranged weapons (Automatic or Fast Fire) often have the ability to fire 2 shots instead of 1 in the Shooting Phase, even at maximum range. Models who have this will always have it included in the unit’s statistics.

Entrench(Trincerare)Models with ranged weapons (Automatic or Fast Fire) often get Reflex Shots whenever charged by an Enemy Unit while in Cover. This will also always be included in the unit’s stats.

Royalist Mercenary CORE Units:

Royalist Mercenary Duellists with Twin Swords: 7pts, Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Throwing Knives (Auto, ‘12’, S3), Volley Fire (Fires 2 Shots in Shooting Phase), Entrench

Royalist Mercenary Crossbowmen with Pavises: 9ptsT3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows, Volley Fire (Fires 2 Shots in Shooting Phase), Entrench

Royalist Mercenary Sailor Crossbowmen: 8pts, Moves ‘9’T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Crossbows, Shooting hits like Snipers, Volley Fire (Fires 2 Shots in Shooting Phase), Entrench

Royalist Mercenary Halflings w/ Composite Bows: 5pts, Move ‘9’- T2, W1, S2, I5, A1, 6+ Armour Save, Armed with

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Composite Bows, Shooting hits like Snipers, Volley Fire (Fires 2 Shots in Shooting Phase), Entrench

Royalist Conquistador Pikemen: 9ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against Cavalry and Ogres, they can attack when within ‘4’ of a friendly model in base-to-base contact rather than within ‘2’) Also armed with Crossbows, Volley Fire (Fires 2 Shots in Shooting Phase), Entrench

Royalist Mercenary Specialist Units:Limit of 50 Dauntless Dwarves with Pistols, Steppe Norkers, Armoured Orcs with Crossbows, Limit of 15 Elite Pirate Elves

Royalist Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Dauntless, Entrench, Volley Fire (fires 3 shots each in Shooting Phase) Royalist Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with Multi-Crossbows, Shooting hits like Snipers, Poisoned Attacks, Entrench, Volley Fire (Fires 3 shots each in Shooting Phase)

Royalist Steppe Norkers on Wolves: 11pts, Moves ‘9’T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with Composite Bow and Spear, S4 on Charge, Volley Fire (Fires 2 Shots in Shooting Phase), Entrench

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Royalist Armoured Orcs with Crossbows: 9ptsT4, W1, S4, A1, I2, 5+ Armour Save, Armed with Crossbows, Volley Fire (Fires 2 Shots in Shooting Phase), Entrench

Royalist Mercenary Heavy Units:Limit of 40 Flying CrossbowmenLimit of 4 Giants of the Mist + 2 Druids

Da Vinci’s Flying Royalist Crossbowmen: 10pts, Moves ‘10’- T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows, Dogged, Flyers, Shooting hits like Snipers, Volley Fire (Fires 2 Shots in Shooting Phase)

2 Royalist Giants of the Mist: 500pts (also incl. Druid Handler)- T6, W6, S7, I3, 2D6 Attacks each, 6+ Armour Save, Dauntless, If beaten/killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten it/killed it, Both Giants are armed with Giant Clubs (-3 to Armour Saves in Close Combat), Druid Handler with Sickle increased their Strength from 6 to 7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves), Rock Volley (each Giant throws 2 Big Rocks each in Shooting Phase), Entrench

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Mountain DwarvesGorrach Mynydd

Ancestral Hatred: (Casineb Teulol)Mountain Dwarf units (not including Green, Blue, Royalist, Silver, Red, Purple, Maroon or Turq) re-rolls misses against Green Horde units

Sturdy: (Cadarn)All Mountain Dwarf units (including Colour units: Blue, Green, Royalist, Silver, Maroon, Turq, Purple and Red) with 2 Handed weapons are I1 rather than the usual I0 as they are very strong for their height and build but do NOT get I2 on the Charge.

Bearded Fury: (Ilid Barfog)Mountain Dwarf units with this rule get +1 Strength when they charge, and the resulting Armour Save modifiers (e.g. -1, -2) will always be included.

Wall of Steel: (Wall o Ddur)Mountain Dwarf units with this rule have a 5+ Dodge Save in Close Combat ONLY from fighting defensively behind their shields which cover much of their stocky bodies.

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Mountain Dwarf CORE Units:

Mountain Dwarf with Axe & Shield: 9ptscorrach mynydd gyda bwyell a tharianT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S4 on Charge, Wall of SteelMountain Dwarf with Mace & Shield: 9ptscorrach mynydd gyda byrllsyg a tharianT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S4 on Charge, Wall of Steel

Mountain Dwarf with 2 Handed Axe: 10ptscorrach mynydd gyda bwyell dwy lawT4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S6 on Charge and -3 to Armour Saves

Mountain Dwarf with Dwarven Handgun: 11ptscorrach mynydd gyda handgun corrachT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces Armour Saves by -1), Also has Shield (included in Armour Save), Shooting hits like Snipers, Reflex Shots (S4, -1 to Armour), Bearded Fury: S4 on Charge, Wall of Steel

Mountain Dwarf with Crossbow & Shield: 9ptscorrach mynydd gyda bwa croes a tharianT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Reflex Shots (S4, -1 to Armour Saves), Bearded Fury: S4 on Charge, Wall of Steel

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Drunken Mountain Dwarf: 9ptsgorrach mynydd meddwT4, W1, S3, I2, A1, 5+ Numb Save, Slow, Diehards, Dogged, Armed with Crossbows, Reflex Shots (S4, -1 to Armour Saves), Bearded Fury: S4 on Charge

Ancient Mountain Dwarf with Axe & Shield: 11ptscorrach mynydd hynafol gyda bwyell a tharianT4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1 to hit Bonus in Close Combat, -2 to Numb Saves, Bearded Fury: S5 on Charge and -1 to Armour Saves, Wall of Steel

Ancient Mountain Dwarf with Sword & Shield: 10ptscorrach mynydd hynafol gyda chleddyf a tharianT4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1 to hit Bonus in Close Combat, Re-rolls misses, Bearded Fury: S5 on Charge and -1 to Armour Saves, Wall of Steel

Ancient Mountain Dwarf with Mace & Shield: 11ptscorrach mynydd hynafol gyda byrllsyg a tharianT4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1 to hit Bonus in Close Combat, -2 to Armour Saves, Bearded Fury: S5 on Charge and -3 to Armour Saves, Wall of Steel Ancient Mountain Dwarf w/ 2 Handed Axe: 13ptscorrach mynydd hynafol gyda bwyell dwy lawT4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also has Shield (included in Armour Save), +1 to hit Bonus in Close Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge and -4 to Armour Saves, Wall of Steel

Mountain Dwarf Specialist Units:Limit of 80 Dwarven Royal Guards with Hammers (4 Units) Limit of 120 Dauntless Dwarves with Twin Axes (4 Units)Limit of 80 Mountain Dwarf Miners (4 Units) Limit of 80 Steel Dwarves with Axes (4 Units)Dwarven Royal Guard w/ 2 Handed Hammer: 14pts

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gard brenhinol corrach gyda morthwyl dwy lawT4, W1, S6, I1, A2, 4+ Armour Save, Slow, Dauntless, Reduces Armour Saves by -3, +1 to hit Bonus in Close Combat, Bearded Fury: S7 on Charge and -4 to Armour Saves, Wall of Steel

Dauntless Dwarf with Twin Axes: 11ptscorrach Dauntless gyda echelinau dau welyT4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat, Bearded Fury: S4 on Charge, Die, beast: each Dauntless Dwarf that suffers an unsaved wound can make 1 attack at I1 before being removed

Dauntless Dwarf Veteran with 2H Axe: 16ptshynafol corrach Dauntless gyda bwyell dwy lawT4, W1, S6, I1, A2, No Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S6 or S7 vs their Toughness) in Close Combat in Close Combat, -3 to Armour Saves, +1 to hit Bonus in Close Combat, Bearded Fury: S7 on Charge and -4 to Armour Saves, Die, beast: each Dauntless Dwarf Veteran that suffers an unsaved wound can make 1 attack at I1 before being removed

Mountain Dwarf Miner with 2 Handed Pickaxe: 11ptsmynydd glöwr dwarfv gyda gaib dwy lawT4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards, Can arrive via Ambush OR as Braaainns reinforcements, -2 to Armour Saves, Also armed with Grenades which can be used as Reflex Shots (S4, auto-hits), Bearded Fury: S6 on Charge and -3 to Armour Saves

Steel Dwarf with Axe & Shield: 13ptscorrach dur gyda bwyell a tharianT4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2, +1 to hit Bonus in Close

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Combat, Bearded Fury: S5 on Charge and -1 to Armour Saves, Wall of Steel

Steel Dwarf with Mace & Shield: 13ptscorrach dur gyda byrllysg a tharianT4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, Reduces Armour Saves Saves by -2, +1 to hit Bonus in Close Combat, Bearded Fury: S5 on Charge and -3 to Armour Saves, Wall of Steel

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Mountain Dwarf Heavy Units:Limit of 2 Dwarven Axe Catapults, Dwarven Heavy InfernosLimit of 30 Dauntless Dwarves with Pistols (1 Unit)Limit of 4 Dwarven Cannons, 4 Dwarven Catapults Limit of 8 Dwarven Ballistae (4 Units of 1 – 2 Ballistae)Limit of 6 Dwarven Flying Machines, Dwarven Multi-CannonsLimit of 60 Elite Dwarf Scouts (2 Units)Limit of 60 Steel Dwarfs with Infernos (2 Units)Limit of 2 Dwarven Bombing Machines

Dwarven Axe Catapult: 200ptscatapwlt bwyell corrach-T4, W1, S3, A2, I2, 5+ Numb Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX in Close Combat (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) and re-rolls misses against Green Horde models, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Dauntless, Slow, Bearded Fury: S4 on Charge, Artillery Dauntless Dwarf with 2 Dwarven Pistols: 12ptscorrach Dauntless gyda dau pistolau corrachT4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Reflex Shots (S4, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Die, beast: each Dauntless Dwarf Veteran that suffers an unsaved wound can make 1 attack at I1 before being removed

Dwarven Cannon: 120ptscanon corrach-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon), Can Guess twice and choose one due to Dwarven Engineering, Slow, Diehards, Artillery

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Dwarf Multi-Cannon: 125ptsaml anon corrach-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Cannon) Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves), Slow, Diehards, Artillery, Shooting hits like Snipers Dwarven Ballista: 45pts, 1 – 2 in Unitballista corrachT4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)T7, W1, S0, A0, I0, No Save (Ballista)Shooting hits like Snipers, Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Slow, Diehards, Artillery

Dwarven Catapult: 80ptscatapwlt corrachT4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)T7, W1, S0, I0, A0, No Save (Dwarven Catapult)Slow, Diehards, Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast, Can Guess twice and choose one due to Dwarven Engineering

Dwarven Flying Machine: 80pts, Moves ‘10’peiriant hedfan corrachT5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save, Flyer, Ambush, Armed with either Centrifugal Gun (Auto, ‘9’ teardrop Flamethrower template, S3, -1 to Armour Saves) and uses this in Close Combat also, Hit and Run, Reflex Shots (Centrifugal Gun), OR can be armed with Flame Nozzle (Auto, ‘9’ teardrop Flamethrower template, S4, Fire attacks), uses this in Close Combat also and as Reflex Shots

Crazy Pilot: When the Flying Machine loses its last wound in Close Combat, place a ‘5’ blast template over it and any model touched by it will suffer a S4 hit. However, if the Flying Machine was destroyed at any other time, then the

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Pilot will fly it 4D6 inches towards the unit that removed its last wound and detonate when it reaches base-to-base contact with it or where the 4D6 ends if it falls short of the target.

Dwarven Heavy Inferno: 140ptsinferno trwm corrach-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Inferno)Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower Template, S5, -3 to Armour Saves, Fire attacks, Deals 2 Wounds if unsaved, Can alternatively use Inferno Launcher (Up to ‘12’, does NOT need line of sight to target, Auto, place the ‘9’ teardrop template from where it lands within ’12’ range, S5, -3 to Armour Saves, deals 2 wounds if unsaved), roll a D6 before firing Inferno Launcher, on a 1 the Dwarven Heavy Inferno explodes and its crew die with it. Slow, Diehards, Artillery, Grapeshot (Heavy Inferno)

Elite Dwarf Scout with Crossbow & 2 Handed Axe: sgowtiaid corrach elitaidd gyda bwyell bwa croes a dwy law17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Ambush, Reflex Shots (S4, -1 to Armour Saves), Reduces Armour Saves by -3, +1 to hit bonus in Close Combat, Shooting hits like Snipers, Bearded Fury: S7 on Charge and -4 to Armour Saves, Wall of Steel, Dwarf Brew: roll 2D6 at the start of the game, before either player moves their units, and the result will affect your Dwarf Scout Veteran Units for the battle, on a result of 2 they can use Fire attacks in Close Combat (S4, I2 but I3 on Charge) as an alternative, on a 12 they become T5, on any other result they are Dauntless

Steel Dwarf with Light Inferno: 15ptscorrach dur gyda Inferno golauT4, W1, S4, I2, A1, 4+ Armour Save, 6+ Dodge Save, Slow, Diehards, +1 to hit Bonus in Close Combat, Bearded Fury: S5 on Charge and -1 to Armour Saves, Armed with Light

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Inferno (Auto, ‘18’, S5, -2 to Armour Saves), Reflex Shots (Light Inferno), Fire attacks are S2 against them

Dwarven Bombing Machine: 125pts, Moves ‘10’peiriant bomio corrachT5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save, Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to Armour Saves) Hit and Run, Reflex Shots (Buzz Gun), Cluster Bomber: Can drop bombs in the Shooting phase on an enemy unit that is NOT in Close Combat as normal that the Bombing Machine moved over in the Movement or Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast template, -1 to Armour Saves, deals 2 wounds if unsaved; after resolving the first bomb, place a ‘2’ circular blast connected to the first bomb area which is S3 -1 to Armour Saves and deals 2 wounds if unsaved.

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Blue Mountain Dwarves:Gorrach Mynydd Glas:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(Teleporter Personol)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Bearded Fury: Blue Mountain Dwarf units with this rule get +1 Strength when they charge, and the resulting Armour Save modifiers (e.g. -1, -2) will always be included.

Blue Mountain Dwarf CORE Units:

Blue Mountain Dwarf with Axe & Shield: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, 5+ Numb Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Blue Mountain Dwarf with Hammer & Shield: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, 5+ Numb Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

Blue Mountain Dwarf with 2 Handed Axe: 10ptsT4, W1, S5, I0, A1, 5+ Armour Save, 5+ Numb Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S6 on Charge and -3 to Armour Saves

Blue Mountain Dwarf with Dwarven Handgun: 10ptsT4, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save, Slow, Diehards, Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces Armour Saves by -1), Shooting hits like Snipers, Bearded Fury: S4 on Charge

Drunken Blue Mountain Dwarf: 9pts

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T4, W1, S3, I2, A1, 4+ Numb Save, Slow, Diehards, Dogged, Armed with Crossbows, Bearded Fury: S4 on Charge

Ancient Blue Mountain Dwarf with Axe & Shield: 11ptsT4, W1, S4, I2, A1, 4+ Armour Save, 5+ Numb Save, Slow, Diehards, -2 to Numb Saves, Bearded Fury: S5 on Charge and -1 to Armour Saves

Ancient Blue Mountain Dwarf with Hammer & Shield: 11pts- T4, W1, S4, I2, A1, 4+ Armour Save, 5+ Numb Save, Slow, Diehards, -2 to Armour Saves, Bearded Fury: S5 on Charge and -3 to Armour Saves

Ancient Blue Mountain Dwarf w/ 2 Handed Axe: 13ptsT4, W1, S6, I1, A1, 4+ Armour Save, 5+ Numb Save, Slow, Diehards, -3 to Armour Saves, Also has Shield (included in Armour Save), Bearded Fury: S7 on Charge and -4 to Armour Saves Blue Mountain Dwarf Specialist Units:Limit of 50 Dwarven Royal Guards, Dauntless Dwarfs with Twin Axes, Dauntless Dwarf Veterans with 2H Axes, Mountain Dwarf Miners, Steel Dwarves with Axes, Steel Dwarves with Hammers

Blue Dwarven Royal Guard w/ 2 Handed Hammer: 13pts- T4, W1, S6, I1, A2, 4+ Armour Save, 5+ Numb Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S7 on Charge and -4 to Armour Saves

Dauntless Blue Dwarf with Twin Axes: 10ptsT4, W1, S3, I2, A2, 5+ Numb Save, Slow, Dauntless, Always Wounds on 4+ in Close Combat at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat, Bearded Fury: S4 on Charge

Blue Dauntless Dwarf Veteran with 2H Axe: 15pts

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T4, W1, S6, I1, A2, 5+ Numb Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S6 or S7 vs their Toughness) in Close Combat in Close Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge and -4 to Armour Saves

Blue Mountain Dwarf Miner w/ 2H Pickaxe: 10ptsT4, W1, S5, I1, A1, 5+ Armour Save, 5+ Numb Save, Slow, Diehards, -2 to Armour Saves, Arrives as Braaainns reinforcements, Bearded Fury: S6 on Charge and -3 to Armour Saves

Blue Steel Dwarf with Axe & Shield: 12ptsT4, W1, S4, I2, A1, 3+ Armour Save, 5+ Numb Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S5 on Charge and -1 to Armour Saves

Blue Steel Dwarf with Hammer & Shield: 12ptsT4, W1, S4, I2, A1, 3+ Armour Save, 5+ Numb Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S5 on Charge and -3 to Armour Saves

Blue Mountain Dwarf Heavy Units:Limit of 2 Dwarven Axe Catapults, Dwarven Heavy InfernosLimit of 30 Dauntless Dwarves with Pistols (1 Unit)Limit of 4 Dwarven Cannons, 4 Dwarven Catapults Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-CannonsLimit of 6 Dwarven Flying MachinesLimit of 50 Elite Dwarf ScoutsLimit of 50 Steel Dwarfs with InfernosLimit of 2 Dwarven Bombing Machines

Blue Dwarven Axe Catapult: 200pts-T4, W1, S3, A2, I2, 5+ Numb Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX (Vehicles/Juggernauts are damaged as

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normal: S3 or S4 vs their Toughness) in Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Dauntless, Slow, Bearded Fury: S4 on Charge, Artillery Blue Dauntless Blue Dwarf with 2 Dwarven Pistols: 12pts- T4, W1, S4, I2, A2, 4+ Numb Save, Slow, Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also

Blue Dwarven Cannon: 100pts-T4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon) Slow, Diehards, Artillery

Blue Dwarf Multi-Cannon: 125pts-T4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Cannon)Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves), Slow, Diehards, Artillery Blue Dwarven Ballista: 45ptsT4, W1, S3, A1, I2, 6+ Armour Save, 5+ Numb Save (3 Dwarf Crew)T7, W1, S0, A0, I0, No Save (Ballista)Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Slow, Diehards, Artillery

Blue Dwarven Catapult: 80ptsT4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Dwarf Crew)T7, W1, S0, I0, A0, No Save (Dwarven Catapult)

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Slow, Diehards, Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast

Blue Dwarven Flying Machine: 80pts, Moves ‘10’T5, W3, S4, I2, A2, 5+ Dodge Save, 4+ Armour Save, 5+ Numb Save, Flyer, Armed with either Centrifugal Gun (Auto, ‘9’ teardrop Flamethrower template, S3, -1 to Armour Saves) and uses this in Close Combat also OR armed with Flame Nozzle (Auto, ‘9’ teardrop Flamethrower template, S4, Fire attacks), also uses this in Close Combat, Hit and Run

Blue Dwarven Heavy Inferno: 140pts-T4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Inferno)Slow, Diehards, Artillery, Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower Template, Fire attacks, S5, -3 to Armour Saves, Deals 2 Wounds if unsaved, Grapeshot (Heavy Inferno)

Blue Elite Dwarf Scout with Crossbow & 2 Handed Axe: 17pts- T4, W1, S6, I1, A1, 4+ Armour Save, 5+ Numb Save, Slow, Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in Close Combat, Shooting hits like Snipers, Bearded Fury: S7 on Charge and -4 to Armour Saves, also armed with Throwing Axes (Auto, ‘12’, S4)

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Blue Steel Dwarf with Light Inferno: 15ptsT4, W1, S4, I2, A1, 4+ Armour Save, 5+ Numb Save, Slow, Diehards, Bearded Fury: S5 on Charge and -1 to Armour Saves, Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour Saves), Reflex Shots (Light Inferno), Fire attacks are S2 against them

Blue Dwarven Bombing Machine: 125pts, Moves ‘10’T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save, 5+ Numb Save, Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to Armour Saves), Hit and Run Cluster Bomber: Can drop bombs in the Shooting phase on an enemy unit that is NOT in Close Combat as normal that the Bombing Machine moved over in the Movement or Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast template, -1 to Armour Saves, deals 2 wounds if unsaved; after resolving the first bomb, place a ‘2’ circular blast connected to the first bomb area which is S3 -1 to Armour Saves and deals 2 wounds if unsaved.

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Green Mountain DwarvesGorrach Mynydd GwyrddPainted mainly in Greens, lighter or darker but distinct from greens of the Swamp Armies

Deadly Accurate(Marwol Gywir)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.

Bearded Fury: Green Mountain Dwarf units with this rule get +1 Strength when they charge, and the resulting Armour Save modifiers (e.g. -1, -2) will always be included.

Green Mountain Dwarf CORE Units:

Green Mountain Dwarf with Axe & Shield: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Green Mountain Dwarf with Hammer & Shield: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

Green Mountain Dwarf with 2 Handed Axe: 10ptsT4, W1, S5, I0, A1, 5+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S6 on Charge and -3 to Armour Saves

Green Mountain Dwarf with Dwarven Handgun: 10ptsT4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards, Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces Armour Saves by -1), Shooting hits like Snipers, Bearded Fury: S4 on Charge

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Drunken Green Mountain Dwarf: 9ptsT4, W1, S3, I2, A1, 5+ Numb Save, Slow, Diehards, Dogged, Armed with Crossbows, Bearded Fury: S4 on Charge

Ancient Green Mountain Dwarf w/ Axe & Shield: 11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, -2 to Numb Saves, Bearded Fury: S5 on Charge and -1 to Armour Saves Ancient Green Mountain Dwarf w/ Hammer & Shield: 11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, -2 to Armour Saves, Bearded Fury: S5 on Charge and -3 to Armour Saves

Ancient Green Mountain Dwarf w/ 2 Handed Axe: 13pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also has Shield (included in Armour Save), Bearded Fury: S7 on Charge and -4 to Armour Saves

Green Mountain Dwarf Specialist Units:Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with Twin Axes, Dauntless Dwarf Veterans with 2H Axes, Mountain Dwarf Miners, Steel Dwarves with Axes, Steel Dwarves with Hammers

Green Dwarven Royal Guard w/ 2 Handed Hammer: 13pts- T4, W1, S6, I1, A2, 4+ Armour Save, Slow, Diehards, Reduces Armour Saves by -3, Bearded Fury: S7 on Charge and -4 to Armour Saves

Dauntless Green Dwarf with Twin Axes: 10ptsT4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat, Bearded Fury: S4 on Charge

Green Dauntless Dwarf Veteran with 2H Axe: 15pts

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T4, W1, S6, I1, A2, No Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S6 or S7 vs their Toughness) in Close Combat in Close Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge and -4 to Armour Saves

Green Mountain Dwarf Miner w/ 2H Pickaxe: 10ptsT4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards, Arrives as Braaainns reinforcements, -2 to Armour Saves, Bearded Fury: S6 on Charge and -3 to Armour Saves

Green Steel Dwarf with Axe & Shield: 12ptsT4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S5 on Charge and -1 to Armour Saves

Green Steel Dwarf with Hammer & Shield: 12ptsT4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S5 on Charge and -3 to Armour Saves

Green Mountain Dwarf Heavy Units:Limit of 2 Dwarven Axe Catapults, Dwarven Heavy InfernosLimit of 30 Dauntless Dwarves with Pistols (1 Unit)Limit of 4 Dwarven Cannons, 4 Dwarven Catapults Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-CannonsLimit of 6 Dwarven Flying MachinesLimit of 50 Elite Dwarf ScoutsLimit of 50 Steel Dwarfs with InfernosLimit of 2 Dwarven Bombing Machines

Green Dwarven Axe Catapult: 200pts-T4, W1, S3, A2, I2, No Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat in

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Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Dauntless, Slow, Artillery

Dauntless Green Dwarf with 2 Dwarven Pistols: 12ptsT4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also

Green Dwarven Cannon: 100pts-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon) Slow, Diehards, Artillery

Green Dwarf Multi-Cannon: 125pts-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Cannon)Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves), Slow, Diehards, Artillery

Green Dwarven Ballista: 45ptsT4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)T7, W1, S0, A0, I0, No Save (Ballista)Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Slow, Diehards, Artillery

Green Dwarven Catapult: 80ptsT4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)T7, W1, S0, I0, A0, No Save (Dwarven Catapult)Slow, Diehards, Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast

Green Dwarven Flying Machine: 80pts, Moves ‘10’T5, W3, S4, I2, A2, 5+ Dodge Save, 4+ Armour Save, Flyer, Armed with either Centrifugal Gun (Auto, ‘9’ teardrop

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Flamethrower template, S3, -1 to Armour Saves) and uses this in Close Combat also OR armed with Flame Nozzle (Auto, ‘9’ teardrop Flamethrower template, S4, Fire attacks), also uses this in Close Combat, Hit and Run

Green Dwarven Heavy Inferno: 140pts-T4, W1, S3, I2, A1, 6+ Armour Save, (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Inferno)Slow, Diehards, Artillery, Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower Template, Fire attacks, S5, -3 to Armour Saves, Deals 2 Wounds if unsaved, Grapeshot (Heavy Inferno)

Green Elite Dwarf Scout with Crossbow & 2 Handed Axe: 17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in Close Combat, Shooting hits like Snipers, Bearded Fury: S7 on Charge and -4 to Armour Saves, also armed with Throwing Axes (Auto, ‘12’, S4)

Green Steel Dwarf with Light Inferno: 15ptsT4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, Bearded Fury: S5 on Charge and -1 to Armour Saves, Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour Saves), Reflex Shots (Light Inferno), Fire attacks are S2 against them

Green Dwarven Bombing Machine: 125pts, Moves ‘10’T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save, Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to Armour Saves), Hit and Run Cluster Bomber: Can drop bombs in the Shooting phase on an enemy unit that is NOT in Close Combat as normal that the Bombing Machine moved over in the Movement or Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast template, -1 to Armour Saves, deals 2 wounds if unsaved; after resolving the first bomb, place a ‘2’ circular blast connected to the first bomb area which is S3 -1 to Armour Saves and deals 2 wounds if unsaved.

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Royalist Mountain Dwarves: Gorrach Mynydd Brenin:Painted mainly in Whites

Volley Fire(tân foli)Models with ranged weapons (Automatic or Fast Fire) often have the ability to fire 2 shots instead of 1 in the Shooting Phase, even at maximum range. Models who have this will always have it included in the unit’s statistics.

Entrench(Entrench)Models with ranged weapons (Automatic or Fast Fire) often get Reflex Shots whenever charged by an Enemy Unit while in Cover. This will also always be included in the unit’s statistics.

Bearded Fury: Royalist Mountain Dwarf units with this rule get +1 Strength when they charge, and the resulting Armour Save modifiers (e.g. -1, -2) will always be included.

Royalist Mountain Dwarf CORE Units:

Royalist Mountain Dwarf with Dwarven Handgun : 10ptsT4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards, Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces Armour Saves by -1), Shooting hits like Snipers, Bearded Fury: S4 on Charge, Bearded Fury: S4 on Charge, Entrench, Volley Fire (Fires 2 Shots in Shooting Phase)

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Royalist Mountain Dwarf with Crossbow & Shield : 9ptsT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Bearded Fury: S4 on Charge, Entrench, Volley Fire (Fires 2 Shots in Shooting Phase)

Royalist Mountain Dwarf Heavy Units:Limit of 30 Dauntless Dwarves with Pistols (1 Unit)Limit of 50 Elite Dwarf ScoutsLimit of 50 Steel Dwarfs with Infernos

Dauntless Royalist Dwarf with 2 Dwarven Pistols: 12ptsT4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Entrench, Volley Fire (Fires 3 Shots in Shooting Phase)

Royalist Elite Dwarf Scout with Crossbow & 2 Handed Axe : 17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in Close Combat, Shooting hits like Snipers, Bearded Fury: S7 on Charge and -4 to Armour Saves, also armed with Throwing Axes (Auto, ‘12’, S4), Entrench, Volley Fire (fires 2 shots in Shooting Phase for Throwing Axes OR Crossbow)

Royalist Steel Dwarf with Light Inferno : 15ptsT4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, Bearded Fury: S5 on Charge and -1 to Armour Saves, Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour Saves), Reflex Shots (Light Inferno), Fire attacks are S2 against them, Entrench, Volley Fire (fires 2 shots in Shooting Phase)

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Silver Mountain Dwarves:Gorrach Mynydd Arian:Painted in various shades of Silver and/or gold

Armoured(Arfog)Silver Models all have an Armour Save of at least 4+; this will always be included in the unit’s statistics.

Bearded Fury: Silver Mountain Dwarf units with this rule get +1 Strength when they charge, and the resulting Armour Save modifiers (e.g. -1, -2) will always be included.

Silver Mountain Dwarf CORE Units:

Silver Mountain Dwarf with Axe & Shield: 8ptsT4, W1, S3, I2, A1, 3+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Silver Mountain Dwarf with Hammer & Shield: 8ptsT4, W1, S3, I2, A1, 3+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

Silver Mountain Dwarf with 2 Handed Axe: 10ptsT4, W1, S5, I0, A1, 4+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S6 on Charge and -3 to Armour Saves

Silver Mountain Dwarf with Dwarven Handgun: 10ptsT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces Armour Saves by -1), Shooting hits like Snipers, Bearded Fury: S4 on Charge

Drunken Silver Mountain Dwarf: 9pts

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T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Dogged, Armed with Crossbows, Bearded Fury: S4 on Charge

Ancient Silver Mountain Dwarf w/ Axe & Shield: 11pts- T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, -2 to Numb Saves, Bearded Fury: S5 on Charge and -1 to Armour Saves Ancient Silver Mountain Dwarf w/ Hammer & Shield: 11pts- T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, -2 to Armour Saves, Bearded Fury: S5 on Charge and -3 to Armour Saves

Ancient Silver Mountain Dwarf w/ 2 Handed Axe: 13pts- T4, W1, S6, I1, A1, 3+ Armour Save, Slow, Diehards, Also has Shield (included in Armour Save), Bearded Fury: S7 on Charge and -4 to Armour Saves

Silver Mountain Dwarf Specialist Units:Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with Twin Axes, Dauntless Dwarf Veterans with 2H Axes, Mountain Dwarf Miners, Steel Dwarves with Axes, Steel Dwarves with Hammers

Silver Dwarven Royal Guard w/ 2 Handed Hammer: 13pts- T4, W1, S6, I1, A2, 3+ Armour Save, Slow, Diehards, Reduces Armour Saves by -3, Bearded Fury: S7 on Charge and -4 to Armour Saves

Dauntless Silver Dwarf with Twin Axes: 10ptsT4, W1, S3, I2, A2, 4+ Armour Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat, Bearded Fury: S4 on ChargeSilver Dauntless Dwarf Veteran with 2H Axe: 15ptsT4, W1, S6, I1, A2, 4+ Armour Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are

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damaged as normal: S6 or S7 vs their Toughness) in Close Combat in Close Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge and -4 to Armour Saves

Silver Mountain Dwarf Miner w/ 2H Pickaxe: 10ptsT4, W1, S5, I1, A1, 4+ Armour Save, Slow, Diehards, Arrives as Braaainns reinforcements, -2 to Armour Saves, Bearded Fury: S6 on Charge and -3 to Armour Saves

Silver Steel Dwarf with Axe & Shield: 12ptsT4, W1, S4, I2, A1, 2+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S5 on Charge and -1 to Armour Saves

Silver Steel Dwarf with Hammer & Shield: 12ptsT4, W1, S4, I2, A1, 2+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S5 on Charge and -3 to Armour Saves

Silver Mountain Dwarf Heavy Units:Limit of 2 Dwarven Axe Catapults, Dwarven Heavy InfernosLimit of 30 Dauntless Dwarves with Pistols (1 Unit)Limit of 4 Dwarven Cannons, 4 Dwarven Catapults Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-CannonsLimit of 6 Dwarven Flying MachinesLimit of 50 Elite Dwarf ScoutsLimit of 50 Steel Dwarfs with InfernosLimit of 2 Dwarven Bombing Machines

Silver Dwarven Axe Catapult: 200pts-T4, W1, S3, A2, I2, 4+ Armour Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat in Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Dauntless, Slow, Artillery

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Dauntless Silver Dwarf with 2 Dwarven Pistols: 12ptsT4, W1, S4, I2, A2, 4+ Armour Save, Slow, Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also

Silver Dwarven Cannon: 100pts-T4, W1, S3, I2, A1, 4+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon) Slow, Diehards, Artillery

Silver Dwarf Multi-Cannon: 125pts-T4, W1, S3, I2, A1, 4+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Cannon)Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves), Slow, Diehards, Artillery

Silver Dwarven Ballista: 45ptsT4, W1, S3, A1, I2, 4+ Armour Save (3 Dwarf Crew)T7, W1, S0, A0, I0, No Save (Ballista)Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Slow, Diehards, Artillery

Silver Dwarven Catapult: 80ptsT4, W1, S3, I2, A1, 4+ Armour Save (3 Dwarf Crew)T7, W1, S0, I0, A0, No Save (Dwarven Catapult)Slow, Diehards, Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blastSilver Dwarven Flying Machine: 80pts, Moves ‘10’T5, W3, S4, I2, A2, 3+ Armour Save, Flyer, Armed with either Centrifugal Gun (Auto, ‘9’ teardrop Flamethrower template, S3, -1 to Armour Saves) and uses this in Close Combat also OR armed with Flame Nozzle (Auto, ‘9’

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teardrop Flamethrower template, S4, Fire attacks), also uses this in Close Combat, Hit and Run

Silver Dwarven Heavy Inferno: 140pts-T4, W1, S3, I2, A1, 4+ Armour Save, (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Inferno)Slow, Diehards, Artillery, Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower Template, Fire attacks, S5, -3 to Armour Saves, Deals 2 Wounds if unsaved, Grapeshot (Heavy Inferno)

Silver Elite Dwarf Scout with Crossbow & 2 Handed Axe: 17pts- T4, W1, S6, I1, A1, 3+ Armour Save, Slow, Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in Close Combat, Shooting hits like Snipers, Bearded Fury: S7 on Charge and -4 to Armour Saves, also armed with Throwing Axes (Auto, ‘12’, S4)

Silver Steel Dwarf with Light Inferno: 15ptsT4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, Bearded Fury: S5 on Charge and -1 to Armour Saves, Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour Saves), Reflex Shots (Light Inferno), Fire attacks are S2 against them

Silver Dwarven Bombing Machine: 125pts, Moves ‘10’T5, W3, S4, I2, A2, 3+ Armour Save, Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to Armour Saves), Hit and Run Cluster Bomber: Can drop bombs in the Shooting phase on an enemy unit that is NOT in Close Combat as normal that the Bombing Machine moved over in the Movement or Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast template, -1 to Armour Saves, deals 2 wounds if unsaved; after resolving the first bomb, place a ‘2’ circular blast connected to the first bomb area which is S3 -1 to Armour Saves and deals 2 wounds if unsaved.

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Red Mountain Dwarves: Gorrach Mynydd CochPainted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(Y Fyddin Coch)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Bearded Fury: Red Mountain Dwarf units with this rule get +1 Strength when they charge, and the resulting Armour Save modifiers (e.g. -1, -2) will always be included.

Red Mountain Dwarf CORE Units:

Red Mountain Dwarf with Axe & Shield: 6ptsT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Red Mountain Dwarf with Hammer & Shield: 6ptsT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

Red Mountain Dwarf with 2 Handed Axe: 8ptsT4, W1, S5, I0, A1, 5+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S6 on Charge and -3 to Armour Saves

Red Mountain Dwarf with Dwarven Handgun: 8ptsT4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards, Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces Armour Saves by -1), Shooting hits like Snipers, Bearded Fury: S4 on Charge

Drunken Red Mountain Dwarf: 7pts

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T4, W1, S3, I2, A1, 5+ Numb Save, Slow, Diehards, Dogged, Armed with Crossbows, Bearded Fury: S4 on Charge

Ancient Red Mountain Dwarf w/ Axe & Shield: 9pts- T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, -2 to Numb Saves, Bearded Fury: S5 on Charge and -1 to Armour Saves Ancient Red Mountain Dwarf w/ Hammer & Shield: 9pts- T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, -2 to Armour Saves, Bearded Fury: S5 on Charge and -3 to Armour Saves

Ancient Red Mountain Dwarf w/ 2 Handed Axe: 11pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also has Shield (included in Armour Save), Bearded Fury: S7 on Charge and -4 to Armour Saves

Red Mountain Dwarf Specialist Units:Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with Twin Axes, Dauntless Dwarf Veterans with 2H Axes, Mountain Dwarf Miners, Steel Dwarves with Axes, Steel Dwarves with Hammers

Red Dwarven Royal Guard w/ 2 Handed Hammer: 11pts- T4, W1, S6, I1, A2, 4+ Armour Save, Slow, Diehards, Reduces Armour Saves by -3, Bearded Fury: S7 on Charge and -4 to Armour Saves

Dauntless Red Dwarf with Twin Axes: 8ptsT4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat, Bearded Fury: S4 on Charge

Red Dauntless Dwarf Veteran with 2H Axe: 13pts

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T4, W1, S6, I1, A2, No Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S6 or S7 vs their Toughness) in Close Combat in Close Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge and -4 to Armour Saves

Red Mountain Dwarf Miner w/ 2H Pickaxe: 8ptsT4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards, Arrives as Braaainns reinforcements, -2 to Armour Saves, Bearded Fury: S6 on Charge and -3 to Armour Saves

Red Steel Dwarf with Axe & Shield: 10ptsT4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S5 on Charge and -1 to Armour Saves

Red Steel Dwarf with Hammer & Shield: 10ptsT4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S5 on Charge and -3 to Armour Saves

Red Mountain Dwarf Heavy Units:Limit of 30 Dauntless Dwarves with Pistols (1 Unit)Limit of 50 Elite Dwarf ScoutsLimit of 50 Steel Dwarfs with Infernos

Dauntless Red Dwarf with 2 Dwarven Pistols: 10ptsT4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also

Red Elite Dwarf Scout with Crossbow & 2 Handed Axe: 15pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in Close Combat, Shooting hits like Snipers, Bearded Fury: S7 on Charge and -4 to Armour Saves, also armed with Throwing Axes (Auto, ‘12’, S4)

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Red Steel Dwarf with Light Inferno: 13ptsT4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, Bearded Fury: S5 on Charge and -1 to Armour Saves, Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour Saves), Reflex Shots (Light Inferno), Fire attacks are S2 against them

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Purple Mountain Dwarves: Gorrach Mynydd Porffor:Painted mainly in all shades of Purple

Sands of Time(Tywod o Amser)Purple Mountain Dwarf Models can re-roll misses once in Shooting and Close Combat. Guess weapons (Cannons, Mortars) and Bazookas are an exception to this rule. Any model which cannot re-roll misses will have this included in their stats and, as always, Reflex Shots cannot ever re-roll misses

Bearded Fury: Purple Mountain Dwarf units with this rule get +1 Strength when they charge, and the resulting Armour Save modifiers (e.g. -1, -2) will always be included.

Purple Mountain Dwarf CORE Units:

Purple Mountain Dwarf with Axe & Shield: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Purple Mountain Dwarf with Hammer & Shield: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

Purple Mountain Dwarf with 2 Handed Axe: 10ptsT4, W1, S5, I0, A1, 5+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S6 on Charge and -3 to Armour Saves

Purple Mountain Dwarf with Dwarven Handgun: 10ptsT4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards, Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces

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Armour Saves by -1), Shooting hits like Snipers, Bearded Fury: S4 on Charge

Drunken Purple Mountain Dwarf: 9ptsT4, W1, S3, I2, A1, 5+ Dodge Save, Slow, Diehards, Dogged, Armed with Crossbows, Bearded Fury: S4 on Charge

Ancient Purple Mountain Dwarf w/ Axe & Shield: 11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, -2 to Numb Saves, Bearded Fury: S5 on Charge and -1 to Armour Saves Ancient Purple Mountain Dwarf w/ Hammer & Shield: 11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, -2 to Armour Saves, Bearded Fury: S5 on Charge and -3 to Armour Saves

Ancient Purple Mountain Dwarf w/ 2 Handed Axe: 13pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also has Shield (included in Armour Save), Bearded Fury: S7 on Charge and -4 to Armour Saves

Purple Mountain Dwarf Specialist Units:Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with Twin Axes, Dauntless Dwarf Veterans with 2H Axes, Mountain Dwarf Miners, Steel Dwarves with Axes, Steel Dwarves with Hammers

Purple Dwarven Royal Guard w/ 2 Handed Hammer: 13pts- T4, W1, S6, I1, A2, 4+ Armour Save, Slow, Diehards, Reduces Armour Saves by -3, Bearded Fury: S7 on Charge and -4 to Armour Saves

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Dauntless Purple Dwarf with Twin Axes: 10ptsT4, W1, S3, I2, A2, 5+ Dodge Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat, Bearded Fury: S4 on Charge

Purple Dauntless Dwarf Veteran with 2H Axe: 15ptsT4, W1, S6, I1, A2, 5+ Dodge Save, Slow, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S6 or S7 vs their Toughness) in Close Combat in Close Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge and -4 to Armour Saves

Purple Mountain Dwarf Miner w/ 2H Pickaxe: 10ptsT4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards, Arrives as Braaainns reinforcements, -2 to Armour Saves, Bearded Fury: S6 on Charge and -3 to Armour Saves

Purple Steel Dwarf with Axe & Shield: 12ptsT4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2, Bearded Fury: S5 on Charge and -1 to Armour Saves

Purple Steel Dwarf with Hammer & Shield: 12ptsT4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, Reduces Armour Saves by -2, Bearded Fury: S5 on Charge and -3 to Armour Saves

Purple Mountain Dwarf Heavy Units:Limit of 2 Dwarven Axe Catapults, Dwarven Heavy InfernosLimit of 30 Dauntless Dwarves with Pistols (1 Unit)Limit of 4 Dwarven Cannons, 4 Dwarven Catapults Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-CannonsLimit of 6 Dwarven Flying MachinesLimit of 50 Elite Dwarf ScoutsLimit of 50 Steel Dwarfs with InfernosLimit of 2 Dwarven Bombing MachinesPurple Dwarven Axe Catapult: 200pts

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-T4, W1, S3, A2, I2, 5+ Dodge Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat in Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Dauntless, Slow, Artillery

Dauntless Purple Dwarf with 2 Dwarven Pistols: 12ptsT4, W1, S4, I2, A2, 5+ Dodge Save, Slow, Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also

Purple Dwarven Cannon: 100pts-T4, W1, S3, I2, A1, 5+ Dodge Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon) Slow, Diehards, Artillery

Purple Dwarf Multi-Cannon: 125pts-T4, W1, S3, I2, A1, 5+ Dodge Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Cannon)Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves), Slow, Diehards, Artillery

Purple Dwarven Ballista: 45ptsT4, W1, S3, A1, I2, 5+ Dodge Save (3 Dwarf Crew)T7, W1, S0, A0, I0, No Save (Ballista)Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Slow, Diehards, Artillery

Purple Dwarven Catapult: 85ptsT4, W1, S3, I2, A1, 5+ Dodge Save (3 Dwarf Crew)T7, W1, S0, I0, A0, No Save (Dwarven Catapult)

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Slow, Diehards, Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast

Purple Dwarven Flying Machine: 80pts, Moves ‘10’T5, W3, S4, I2, A2, 4+ Dodge Save, 4+ Armour Save, Flyer, Armed with either Centrifugal Gun (Auto, ‘9’ teardrop Flamethrower template, S3, -1 to Armour Saves) and uses this in Close Combat also OR armed with Flame Nozzle (Auto, ‘9’ teardrop Flamethrower template, S4, Fire attacks), also uses this in Close Combat, Hit and Run

Purple Dwarven Heavy Inferno: 140pts-T4, W1, S3, I2, A1, 5+ Dodge Save, (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Inferno)Slow, Diehards, Artillery, Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower Template, Fire attacks, S5, -3 to Armour Saves, Deals 2 Wounds if unsaved, Grapeshot (Heavy Inferno)

Purple Elite Dwarf Scout with Crossbow & 2 Handed Axe: 17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in Close Combat, Shooting hits like Snipers, Bearded Fury: S7 on Charge and -4 to Armour Saves, also armed with Throwing Axes (Auto, ‘12’, S4)

Purple Steel Dwarf with Light Inferno: 15ptsT4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, Bearded Fury: S5 on Charge and -1 to Armour Saves, Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour Saves), Reflex Shots (Light Inferno), Fire attacks are S2 against them

Purple Dwarven Bombing Machine: 125pts, Moves ‘10’

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T5, W3, S4, I2, A2, 4+ Armour Save, 4+ Dodge Save, Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to Armour Saves), Hit and Run Cluster Bomber: Can drop bombs in the Shooting phase on an enemy unit that is NOT in Close Combat as normal that the Bombing Machine moved over in the Movement or Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast template, -1 to Armour Saves, deals 2 wounds if unsaved; after resolving the first bomb, place a ‘2’ circular blast connected to the first bomb area which is S3 -1 to Armour Saves and deals 2 wounds if unsaved.

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Maroon Mountain Dwarves: Gorrach Mynydd Marwn:Painted in mainly in Maroon and dark reds

Lightning Reflexes(atgyrchau melt)Models with ranged weapons (Automatic and Fast Firing) ALWAYS get Reflex Shots when Charged by an enemy unit. This rule will always be included in a unit’s statistics if applicable.

Hit and Run(taro a rhedeg)Models with ranged weapons (Heavy, Automatic and Fast Firing) are allowed to Run AFTER they have fired in the Shooting Phase)

Bearded Fury: Maroon Mountain Dwarf units with this rule get +1 Strength when they charge, and the resulting Armour Save modifiers (e.g. -1, -2) will always be included.

Maroon Mountain Dwarf CORE Units:

Maroon Mountain Dwarf with Axe & Shield: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, Diehards, Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Maroon Mountain Dwarf with Hammer & Shield: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, Diehards, Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

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Maroon Mountain Dwarf with 2 Handed Axe: 10ptsT4, W1, S5, I0, A1, 5+ Armour Save, Diehards, Reduces Armour Saves by -2, Bearded Fury: S6 on Charge and -3 to Armour Saves

Maroon Mountain Dwarf with Dwarven Handgun: 10ptsT4, W1, S3, I2, A1, 5+ Armour Save, Diehards, Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces Armour Saves by -1), Shooting hits like Snipers, Bearded Fury: S4 on Charge, Reflex Shots (S4, -1 to Armour Saves), Hit and Run

Drunken Maroon Mountain Dwarf: 9ptsT4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save, Diehards, Dogged, Armed with Crossbows, Bearded Fury: S4 on Charge, Reflex Shots (S4, -1 to Armour Saves), Hit and Run

Ancient Maroon Mountain Dwarf w/ Axe & Shield: 11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Diehards, -2 to Numb Saves, Bearded Fury: S5 on Charge and -1 to Armour Saves Ancient Maroon Mountain Dwarf w/ Hammer & Shield: 11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Diehards, -2 to Armour Saves, Bearded Fury: S5 on Charge and -3 to Armour Saves

Ancient Maroon Mountain Dwarf w/ 2 Handed Axe: 13pts- T4, W1, S6, I1, A1, 4+ Armour Save, Diehards, Also has Shield (included in Armour Save), Bearded Fury: S7 on Charge and -4 to Armour Saves

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Maroon Mountain Dwarf Specialist Units:Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with Twin Axes, Dauntless Dwarf Veterans with 2H Axes, Mountain Dwarf Miners, Steel Dwarves with Axes, Steel Dwarves with Hammers

Maroon Dwarven Royal Guard w/ 2 Handed Hammer: 13pts- T4, W1, S6, I1, A2, 4+ Armour Save, Diehards, Reduces Armour Saves by -3, Bearded Fury: S7 on Charge and -4 to Armour Saves

Dauntless Maroon Dwarf with Twin Axes: 10ptsT4, W1, S3, I2, A2, 6+ Armour Save, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat, Bearded Fury: S4 on Charge

Maroon Dauntless Dwarf Veteran with 2H Axe: 15ptsT4, W1, S6, I1, A2, 6+ Armour Save, Dauntless, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S6 or S7 vs their Toughness) in Close Combat in Close Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge and -4 to Armour Saves

Maroon Mountain Dwarf Miner w/ 2H Pickaxe: 10ptsT4, W1, S5, I1, A1, 5+ Armour Save, Diehards, Arrives as Braaainns reinforcements, -2 to Armour Saves, Bearded Fury: S6 on Charge and -3 to Armour Saves

Maroon Steel Dwarf with Axe & Shield: 12ptsT4, W1, S4, I2, A1, 3+ Armour Save, Diehards, Reduces Numb Saves by -2, Bearded Fury: S5 on Charge and -1 to Armour Saves

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Maroon Steel Dwarf with Hammer & Shield: 12ptsT4, W1, S4, I2, A1, 3+ Armour Save, Diehards, Reduces Armour Saves by -2, Bearded Fury: S5 on Charge and -3 to Armour Saves

Maroon Mountain Dwarf Heavy Units:Limit of 2 Dwarven Axe Catapults, Dwarven Heavy InfernosLimit of 30 Dauntless Dwarves with Pistols (1 Unit)Limit of 4 Dwarven Cannons, 4 Dwarven Catapults Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-CannonsLimit of 6 Dwarven Flying MachinesLimit of 50 Elite Dwarf ScoutsLimit of 50 Steel Dwarfs with InfernosLimit of 2 Dwarven Bombing Machines

Maroon Dwarven Axe Catapult: 200pts-T4, W1, S3, A2, I2, 6+ Armour Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat in Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Dauntless, Artillery, Hit and Run

Dauntless Maroon Dwarf with 2 Dwarven Pistols: 12ptsT4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save, Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also, Hit and Run, Reflex Shots (S4, -1 to Armour Saves)

Maroon Dwarven Cannon: 100pts-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon) Diehards, Artillery, Hit and Run

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Maroon Dwarf Multi-Cannon: 125pts-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Cannon)Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves), Diehards, Artillery, Hit and Run

Maroon Dwarven Ballista: 45ptsT4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)T7, W1, S0, A0, I0, No Save (Ballista)Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Diehards, Artillery, Hit and Run

Maroon Dwarven Catapult: 80ptsT4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)T7, W1, S0, I0, A0, No Save (Dwarven Catapult)Diehards, Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast, Hit and Run

Maroon Dwarven Flying Machine: 80pts, Moves ‘12’T5, W3, S4, I2, A2, 5+ Dodge Save, 4+ Armour Save, Flyer, Armed with either Centrifugal Gun (Auto, ‘9’ teardrop Flamethrower template, S3, -1 to Armour Saves) and uses this in Close Combat also OR armed with Flame Nozzle (Auto, ‘9’ teardrop Flamethrower template, S4, Fire attacks), also uses this in Close Combat, Hit and Run

Maroon Dwarven Heavy Inferno: 140pts-T4, W1, S3, I2, A1, 6+ Armour Save, (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Inferno)Diehards, Artillery, Hit and RunHeavy Inferno: Automatic, ‘9’ teardrop Flamethrower Template, Fire attacks, S5, -3 to Armour Saves, Deals 2 Wounds if unsaved, Grapeshot (Heavy Inferno),

Maroon Elite Dwarf Scout with Crossbow & 2 Handed Axe: 17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Diehards,

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Ambush, -3 to Armour Saves, +1 to hit bonus in Close Combat, Shooting hits like Snipers, Bearded Fury: S7 on Charge and -4 to Armour Saves, also armed with Throwing Axes (Auto, ‘12’, S4), Hit and Run, Reflex Shots (either Throwing Axes OR Crossbows)

Maroon Steel Dwarf with Light Inferno: 15ptsT4, W1, S4, I2, A1, 4+ Armour Save, Diehards, Bearded Fury: S5 on Charge and -1 to Armour Saves, Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour Saves), Reflex Shots (Light Inferno), Hit and Run, Fire attacks are S2 against them

Maroon Dwarven Bombing Machine: 125pts, Moves ‘12’T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save, Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to Armour Saves), Hit and Run Cluster Bomber: Can drop bombs in the Shooting phase on an enemy unit that is NOT in Close Combat as normal that the Bombing Machine moved over in the Movement or Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast template, -1 to Armour Saves, deals 2 wounds if unsaved; after resolving the first bomb, place a ‘2’ circular blast connected to the first bomb area which is S3 -1 to Armour Saves and deals 2 wounds if unsaved.

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Turq Mountain Dwarves: Gorrach Mynydd Turq:Painted mainly in shades of Turquoise

Dauntless(Dauntless)ALL Turq Mountain Dwarf 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)

Bearded Fury: Turq Mountain Dwarf units with this rule get +1 Strength when they charge, and the resulting Armour Save modifiers (e.g. -1, -2) will always be included.

Turq Mountain Dwarf CORE Units:

Turq Mountain Dwarf with Axe & Shield: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Turq Mountain Dwarf with Hammer & Shield: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

Turq Mountain Dwarf with 2 Handed Axe: 10ptsT4, W1, S5, I0, A1, 5+ Armour Save, Reduces Armour Saves by -2, Bearded Fury: S6 on Charge and -3 to Armour Saves

Turq Mountain Dwarf with Dwarven Handgun: 10ptsT4, W1, S3, I2, A1, 5+ Armour Save, Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces Armour Saves by -1), Shooting hits like Snipers, Bearded Fury: S4 on ChargeDrunken Turq Mountain Dwarf: 9pts

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T4, W1, S3, I2, A1, 6+ Dodge Save, 5+ Numb Save, Dogged, Armed with Crossbows, Bearded Fury: S4 on Charge

Ancient Turq Mountain Dwarf w/ Axe & Shield: 11pts- T4, W1, S4, I2, A1, 4+ Armour Save, -2 to Numb Saves, Bearded Fury: S5 on Charge and -1 to Armour Saves Ancient Turq Mountain Dwarf w/ Hammer & Shield: 11pts- T4, W1, S4, I2, A1, 4+ Armour Save, -2 to Armour Saves, Bearded Fury: S5 on Charge and -3 to Armour Saves

Ancient Turq Mountain Dwarf w/ 2 Handed Axe: 13pts- T4, W1, S6, I1, A1, 4+ Armour Save, Also has Shield (included in Armour Save), Bearded Fury: S7 on Charge and -4 to Armour Saves

Turq Mountain Dwarf Specialist Units:Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with Twin Axes, Dauntless Dwarf Veterans with 2H Axes, Mountain Dwarf Miners, Steel Dwarves with Axes, Steel Dwarves with Hammers

Turq Dwarven Royal Guard w/ 2 Handed Hammer: 13pts- T4, W1, S6, I1, A2, 4+ Armour Save, Reduces Armour Saves by -3, Bearded Fury: S7 on Charge and -4 to Armour Saves

Dauntless Turq Dwarf with Twin Axes: 10ptsT4, W1, S3, I2, A2, 6+ Dodge Save, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat, Bearded Fury: S4 on Charge

Dauntless Turq Dwarf Veteran with 2H Axe: 15ptsT4, W1, S6, I1, A2, 6+ Dodge Save, Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S6

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or S7 vs their Toughness) in Close Combat in Close Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge and -4 to Armour Saves

Turq Mountain Dwarf Miner w/ 2H Pickaxe: 10ptsT4, W1, S5, I1, A1, 5+ Armour Save, Arrives as Braaainns reinforcements, -2 to Armour Saves, Bearded Fury: S6 on Charge and -3 to Armour Saves

Turq Steel Dwarf with Axe & Shield: 12ptsT4, W1, S4, I2, A1, 3+ Armour Save, Reduces Numb Saves by -2, Bearded Fury: S5 on Charge and -1 to Armour Saves

Turq Steel Dwarf with Hammer & Shield: 12ptsT4, W1, S4, I2, A1, 3+ Armour Save, Reduces Armour Saves by -2, Bearded Fury: S5 on Charge and -3 to Armour Saves

Turq Mountain Dwarf Heavy Units:Limit of 2 Dwarven Axe Catapults, Dwarven Heavy InfernosLimit of 30 Dauntless Dwarves with Pistols (1 Unit)Limit of 4 Dwarven Cannons, 4 Dwarven Catapults Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-CannonsLimit of 6 Dwarven Flying MachinesLimit of 50 Elite Dwarf ScoutsLimit of 50 Steel Dwarfs with InfernosLimit of 2 Dwarven Bombing Machines

Turq Dwarven Axe Catapult: 200pts-T4, W1, S3, A2, I2, 6+ Dodge Save (3 Dauntless Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Axe Catapult)Dauntless Dwarves armed with Twin Axes and Always wound on 4+ at the MAX (Vehicles/Juggernauts are damaged as normal: S3 or S4 vs their Toughness) in Close Combat in Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots), Artillery

Dauntless Turq Dwarf with 2 Dwarven Pistols: 12pts

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T4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Uses Dwarven Pistols as their Close Combat Attacks also

Turq Dwarven Cannon: 100pts-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon), Artillery

Turq Dwarf Multi-Cannon: 125pts-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Multi-Cannon)Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves), Artillery

Turq Dwarven Ballista: 45ptsT4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)T7, W1, S0, A0, I0, No Save (Ballista)Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Artillery

Turq Dwarven Catapult: 85ptsT4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)T7, W1, S0, I0, A0, No Save (Dwarven Catapult)Artillery, Firing a Mortar/Catapult (see Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast

Turq Dwarven Flying Machine: 80pts, Moves ‘12’T5, W3, S4, I2, A2, 4+ Dodge Save, 4+ Armour Save, Flyer, Armed with either Centrifugal Gun (Auto, ‘9’ teardrop Flamethrower template, S3, -1 to Armour Saves) and uses this in Close Combat also OR armed with Flame Nozzle (Auto, ‘9’ teardrop Flamethrower template, S4, Fire attacks), also uses this in Close Combat, Hit and Run

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Turq Dwarven Heavy Inferno: 140pts-T4, W1, S3, I2, A1, 6+ Armour Save, (3 Dwarf Crew)-T7, W1, S0, I0, A0, No Save (Inferno)Artillery, Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower Template, Fire attacks, S5, -3 to Armour Saves, Deals 2 Wounds if unsaved, Grapeshot (Heavy Inferno)

Turq Elite Dwarf Scout with Crossbow & 2 Handed Axe: 17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Ambush, -3 to Armour Saves, +1 to hit bonus in Close Combat, Shooting hits like Snipers, Bearded Fury: S7 on Charge and -4 to Armour Saves, also armed with Throwing Axes (Auto, ‘12’, S4)

Turq Steel Dwarf with Light Inferno: 15ptsT4, W1, S4, I2, A1, 4+ Armour Save, Bearded Fury: S5 on Charge and -1 to Armour Saves, Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour Saves), Reflex Shots (Light Inferno), Fire attacks are S2 against them

Turq Dwarven Bombing Machine: 125pts, Moves ‘12’T5, W3, S4, I2, A2, 4+ Armour Save, 4+ Dodge Save, Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to Armour Saves), Hit and Run Cluster Bomber: Can drop bombs in the Shooting phase on an enemy unit that is NOT in Close Combat as normal that the Bombing Machine moved over in the Movement or Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast template, -1 to Armour Saves, deals 2 wounds if unsaved; after resolving the first bomb, place a ‘2’ circular blast connected to the first bomb area which is S3 -1 to Armour Saves and deals 2 wounds if unsaved.

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Elven NavyHaltia Laivasto

Elven Speed: (Haltia Nopeus)When Running (Shooting Phase or Victory Run), Elven Navy Units (not including colour variants: Red, Blue or Royalist) can Run D6+2

Grenades strike before Elf Navy:(kranaatit iskeä ennen tonttu laivasto)Elf Navy Units cannot be I10 even when Charging as only models with Grenades (Grenadiers, Alien Bombers) can reach this Initiative by throwing Grenades at their foes as they charge towards them

Elven Navy CORE Units:

Elf Sailor with Spear & Shield: 6ptstonttu merimies keihäs ja kilpi:T3, W1, S3, I9, A1, 5+ Armour Save, S4 vs Cavalry, can attack within ‘3’ of friendly Elf Navy models in base-to-base contact in Close Combat

Elf Sailor with Sword & Shield: 6ptstonttu merimies miekka ja kilpi:T3, W1, S3, I9, A1, 5+ Armour Save, Re-rolls misses

Elf Sailor Archer: 7ptstonttu merimies jousimies:T3, W1, S3, I9, A1, 6+ Armour Save, Armed with Long Bow (Auto, ‘30’, S3), Reflex Shots (S3), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units)

Elven Continental Marine: 8ptstonttu Manner meren:

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T3, W1, S3, I9, A1, 5+ Armour Save, S4 vs Cavalry,Armed with Composite Bow, Reflex Shots (S3), Shooting hits like Snipers, Can attack within ‘3’ of friendly Elf Navy models in base-to-base contact in Close Combat

Naval Elf Heavy Cavalry with Lance & Shield: 18ptsmerivoimien tonttu raskaan ratsuväen kanssa lance ja kilpi:T4, W1, S3, I9, A1, 2+ Armour Save, Cavalry, S5 A2 I9 on first Charge ONLY and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Naval Elf Hunter Cavalry with Spear: 11pts, Moves ‘9’merivoimien tonttu metsästäjä ratsuväen keihäs:T4, W1, S3, I9, A1, 4+ Armour Save, Cavalry, S4 on Charge, Armed with Composite Bow, Reflex Shots (S3), Shooting hits like Snipers

Elf Navy Specialist Units: Limit of 80 Elf Scouts (4 Units)Limit of 60 Royal Guardians with Fire Bows (2 Units)Limit of 60 Royal Guardians with Spears (2 Units)Limit of 80 Mithril Elf Knights (4 Units)Limit of 80 Golden Elf Sailors with Halberds (4 Units)Limit of 80 Plumed Elf Sailors with 2H Axes (4 Units)Limit of 80 Naval Elf Swordsmen with 2H Swords (4 Units)

Naval Elf Scout with Long Bow: 9pts, Moves ‘9’merivoimien tonttu Scout longbow:T3, W1, S3, I9, A1, 5+ Dodge Save, Armed with Long Bow, Reflex Shots (S3), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Ambush, Re-rolls misses against Elf Pirate Units in Close Combat, +1 to Cover Saves, +1 to hit Bonus in Close Combat

Royal Guardian Elf with Fire Bow: 9pts

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Royal huoltaja tonttu tulella keula:T3, W1, S3, I9, A1, 6+ Armour Save, Armed with Fire Bow (Automatic, ‘24’, S4, Magical, Fire attack) Reflex Shots (S4, Fire), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), +1 to hit Bonus in Close Combat

Royal Guardian Elf with Spear: 9ptsRoyal huoltaja tonttu keihäs:T3, W1, S3, I9, A1, 5+ Armour Save, S4 against Cavalry, Armed with Composite Bows, Reflex Shots (S3), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Dauntless, Can attack within ‘3’ of friendly Elf Navy models in base-to-base contact in Close Combat, +1 to hit Bonus in Close Combat

Mithril Elf Knight with Lance & Shield: 30ptsmithril tonttu ritari lance ja kilpi:T4, W1, S4, I9, A2, 1+ Armour Save, 6+ Dodge Save, Cavalry, S6 A3 I9 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S4 before AND after first Charge, Fire attacks are S2 against Mithril Elf Knights, +1 to hit Bonus in Close Combat

Golden Elf Sailor with Halberd: 14ptskultainen tonttu merimies pertuska:T3, W1, S4, I9, A1, 4+ Dodge Save, -1 to Armour Saves, +1 to hit Bonus in Close Combat, Diehards

Plumed Elf Sailor with 2 Handed Axe: 13ptssulkakoristeinen tonttu merimies kahden käden kirves:T3, W1, S6, I6, A1, 4+ Dodge Save, Moves through Woods without penalty, Diehards, -2 to enemy Armour Saves, +1 to hit Bonus in Close Combat Naval Elf Swordsman with 2 Handed Sword: 13ptsmerivoimien tonttu miekkamies kanssa kahden käden miekka:

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T3, W1, S5, I6, A2, 5+ Dodge Save, -2 to enemy Armour Saves, +1 to hit Bonus in Close Combat

Elf Navy Heavy Units: Limit of 4 Eagle Patrol, Naval Elf Ballistae, Lion ChariotsLimit of 2 Fire Birds, Ice Birds Limit of 12 Horse Chariots (4 Units)Limit of 20 Eagles of War (2 Units)

Elven Continental Eagle Patrol: 95pts, Moves ‘10’Tonttu Manner kotka patrol:T4, W4, S3, I9, A3, 4+ Dodge Save, Flyer, Cavalry, D6 I9 S5 -2 to Armour Save hits on Charge ONLY then fights as normal, Eagle is A2 I4 S4 in Close Combat

Naval Elf Ballista: 70ptsmerivoimien tonttu Ballista:-T3, W1, S3, A1, I9, 6+ Armour Save (3 Elf Sailor Crew)-T7, W1, S0, A0, I0, No Save (Ballista) Bolt Volley (Heavy, S4, 6 shots, -2 to Armour Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Shooting hits like Snipers

Naval Elf Horse Chariot: 70pts, Moves ‘9’, 1-3 per Unitmerivoimien tonttu hevonen vaunuihinsa:T4, W4, S3, I8, A4, 5+ Armour Save, D6 I9 S5 -2 Armour Save hits on Charge ONLY then fights as normal, the S3 A4 I9 comes from 2 Elf Sailors and 2 Horses, Armed with 2 Longbows, Shooting hits like Snipers, Reflex Shots (S3) Naval Elf Lion Chariot: 120pts, Moves ‘9’merivoimien tonttu leijona vaunuihinsa:-T4, W4, S5, I4, A4, 4+ Armour Save Deals D6 I8 S5 -2 Armour Save Impact hits on Charge ONLY then fights as normal; The 2 Plumed Elf Sailors with 2 Handed Axes aboard get S5 A2 I6 -2 to Armour Saves

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Naval Elf Fire Bird: 225pts, Moves ‘10’merivoimien tonttu palo lintu:T5, W5, S5, I4, A4, 5+ Dodge Save, Fire attacks, Flyer, Fire attacks are S2 against this unit, Weak against Spears, Fire Breath: Auto, ‘9’ teardrop Flamethrower template, S4, -1 to Armour Saves, Fire attack, Can be used in Close Combat instead of its normal attacks, +1 to hit Bonus in Close Combat

Naval Elf Ice Bird: 240pts, Moves ‘10’merivoimien tonttu jää lintu:T6, W5, S6, I3, A4, 5+ Dodge Save, Magical attacks, Flyer, Weak against Spears, Ice Breath: Auto, ‘9’ teardrop Flamethrower template, S4, -2 to Armour Saves, temporarily reduces affected unit’s Initiative to 0, Can also be used in Close Combat instead of its normal attacks, +1 to hit Bonus in Close Combat Naval Elf Eagle of War: 25pts each, Moves ‘10’merivoimien tonttu kotka sodan:T4, W3, S4, I9, A2, 5+ Dodge Save, Flyer, S5 on Charge, Weak against Spears, Reduces Armour Saves by -1, +1 to hit Bonus in Close Combat

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Red Elf Navy: Punainen Tonttu Laivasto:

Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red ArmyPuna-armejanRed Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Elven Navy CORE Units:

Red Elf Sailor with Spear & Shield: 4ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, can attack within ‘3’ of friendly Elf Navy models in base-to-base contact in Close Combat

Red Elf Sailor with Sword & Shield: 4ptsT3, W1, S3, I5, A1, 5+ Armour Save, Re-rolls misses

Red Elf Sailor Archer: 5ptsT3, W1, S3, I5, A1, 6+ Armour Save, Armed with Long Bow (Auto, ‘30’, S3), Shooting hits like Snipers

Red Elven Continental Marine: 6ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry,Armed with Composite Bow, Shooting hits like Snipers, Can attack within ‘3’ of friendly Elf Navy models in base-to-base contact in Close Combat

Red Naval Elf Heavy Cavalry w/ Lance & Shield: 16ptsT4, W1, S3, I5, A1, 2+ Armour Save, Cavalry, S5 A2 I9 on first Charge ONLY and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

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Red Naval Elf Hunter Cavalry w/ Spear: 9pts, Moves ‘9’T4, W1, S3, I5, A1, 4+ Armour Save, Cavalry, S4 on Charge, Armed with Composite Bow, Shooting hits like Snipers

Red Elf Navy Specialist Units: Limit of 50 Elf Scouts, Mithril Elf Knights, Golden Sailors with Halberds, Plumed Sailors with 2H Axes, Naval Elf Swordsmen with 2 Handed Swords, Royal Guardians with Fire Bows, Royal Guardians with Spears

Red Naval Elf Scout with Long Bow: 7pts, Moves ‘9’T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Long Bow, Shooting hits like Snipers

Red Royal Guardian Elf with Fire Bow: 7ptsT3, W1, S3, I5, A1, 6+ Armour Save, Armed with Fire Bow (Automatic, ‘24’, S4, Magical, Fire attack), Shooting hits like Snipers

Red Royal Guardian Elf with Spear: 7ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 against Cavalry, Armed with Composite Bows, Shooting hits like Snipers

Red Mithril Elf Knight with Lance & Shield: 28ptsT4, W1, S4, I6, A2, 1+ Armour Save, 6+ Dodge Save, Cavalry, S6 A3 I9 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S4 before AND after first Charge, Fire attacks are S2 against Mithril Elf Knights

Red Golden Elf Sailor with Halberd: 12ptsT3, W1, S4, I6, A1, 4+ Dodge Save, -1 to Armour Saves Red Plumed Elf Sailor with 2 Handed Axe: 11ptsT3, W1, S6, I5, A1, 4+ Dodge Save, Diehards, -2 to enemy Armour Saves

Red Naval Elf Swordsman with 2 Handed Sword: 11pts

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T3, W1, S5, I5, A2, 5+ Dodge Save, -2 to enemy Armour Saves

Red Elf Navy Heavy Units: Limit of 20 Eagles of War (2 Units)

Red Naval Elf Eagle of War: 23pts each, Moves ‘10’T4, W3, S4, I9, A2, 5+ Dodge Save, Flyer, S5 on Charge, Weak against Spears, Reduces Armour Saves by -1

Royalist Elf Sailors: Kuningasmielinen Tonttu Laivasto:Painted mainly in Whites

Volley Fire

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(Volley tulipalo)Models with ranged weapons (Automatic or Fast Fire) often have the ability to fire 2 shots instead of 1 in the Shooting Phase, even at maximum range. Models who have this will always have it included in the unit’s statistics.

Entrench(Juurruttaa)Models with ranged weapons (Automatic or Fast Fire) often get Reflex Shots whenever charged by an Enemy Unit while in Cover. This will also always be included in the unit’s stats.

Royalist Elven Navy CORE Units:

Royalist Elf Sailor Archer: 7ptsT3, W1, S3, I5, A1, 6+ Armour Save, Armed with Long Bow (Auto, ‘30’, S3), Shooting hits like Snipers, Volley Fire (2 Shots in Shooting Phase), Entrench

Royalist Elven Continental Marine: 8ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry,Armed with Composite Bow, Shooting hits like Snipers, Volley Fire (2 Shots in Shooting Phase), Entrench

Royalist Naval Elf Hunter Cavalry with Spear: 11pts, Moves ‘9’- T4, W1, S3, I5, A1, 4+ Armour Save, Cavalry, S4 on Charge, Armed with Composite Bow, Volley Fire (2 Shots in Shooting Phase)

Royalist Elf Navy Specialist Units: Limit of 50 Elf Scouts, Royal Guardians with Fire Bows, Royal Guardians with Spears

Royalist Naval Elf Scout with Long Bow: 9pts, Moves ‘9’

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T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Long Bow, Shooting hits like Snipers, Volley Fire (2 Shots in Shooting Phase), Entrench

Royalist Royal Guardian Elf with Fire Bow: 9ptsT3, W1, S3, I5, A1, 6+ Armour Save, Armed with Fire Bow (Automatic, ‘24’, S4, Magical, Fire attack), Shooting hits like Snipers, Volley Fire (2 Shots in Shooting Phase), Entrench

Royalist Royal Guardian Elf with Spear: 9ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 against Cavalry, Armed with Composite Bows, Shooting hits like Snipers, Volley Fire (2 Shots in Shooting Phase), Entrench

Blue Elf Navy:Sininen Tonttu Laivasto:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters

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(Sininen vahvistuksia : henkilökohtainen teleporters)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Elven Navy CORE Units:

Blue Elf Sailor with Spear & Shield: 6ptsT3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry

Blue Elf Sailor with Sword & Shield: 4ptsT3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, Re-rolls misses

Blue Elf Sailor Archer: 7ptsT3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save, Armed with Long Bow (Auto, ‘30’, S3), Shooting hits like Snipers

Elven Continental Marine: 8ptsT3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Armed with Composite Bow, Shooting hits like Snipers

Blue Naval Elf Heavy Cavalry w/ Lance & Shield: 18ptsT4, W1, S3, I5, A1, 2+ Armour Save, 5+ Numb Save, Cavalry, S5 A2 I6 on first Charge ONLY and -2 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge

Blue Naval Elf Hunter Cavalry with Spear: 11pts, Moves ‘9’- T4, W1, S3, I5, A1, 4+ Armour Save, 5+ Numb Save, Cavalry, S4 on Charge, Armed with Composite Bow Blue Elf Navy Specialist Units: Limit of 50 Elf Scouts, Mithril Elf Knight, Golden Sailor with Halberd, Plumed Sailor with 2H Axe, Naval Elf Swordsman with 2 Handed Sword, Royal Guardians with Fire Bows, Royal Guardians with Spears

Blue Naval Elf Scout with Long Bow: 9pts, Moves ‘9’

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T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Long Bow, Shooting hits like Snipers

Blue Royal Guardian Elf with Fire Bow: 9ptsT3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save, Armed with Fire Bow (Automatic, ‘24’, S4, Magical, Fire attack), Shooting hits like Snipers

Blue Royal Guardian Elf with Spear: 9ptsT3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 against Cavalry, Armed with Composite Bows, Shooting hits like Snipers

Blue Mithril Elf Knight with Lance & Shield: 30ptsT4, W1, S4, I6, A2, 1+ Armour Save, 5+ Numb Save, Cavalry, S6 A3 I7 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S4 before AND after first Charge, Fire attacks are S2 against Mithril Elf Knights

Blue Golden Elf Sailor with Halberd: 14ptsT3, W1, S4, I6, A1, 4+ Dodge Save, -1 to Armour Saves

Blue Plumed Elf Sailor with 2 Handed Axe: 13ptsT3, W1, S6, I5, A1, 4+ Dodge Save, Diehards, -2 to enemy Armour Saves

Blue Naval Elf Swordsman w/ 2 Handed Sword: 13ptsT3, W1, S5, I5, A2, 5+ Dodge Save, -2 to enemy Armour Saves

Blue Elf Navy Heavy Units: Limit of 4 Eagle Patrol, Naval Elf Ballistae, Lion ChariotsLimit of 2 Fire Birds, Ice Birds Limit of 12 Horse Chariots (4 Units)Limit of 20 Eagles of War (2 Units)

Blue Elven Continental Eagle Patrol: 95pts, Moves ‘10’

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T4, W4, S3, I5, A3, 4+ Dodge Save, 5+ Numb Save, Flyer, Cavalry, D6 I9 S5 -2 to Armour Save hits on Charge ONLY then fights as normal, Eagle is A2 I4 S4 in Close Combat

Blue Naval Elf Ballista: 70pts-T3, W1, S3, A1, I5, 6+ Armour Save, 5+ Numb Save (3 Elf Sailor Crew)-T7, W1, S0, A0, I0, No Save (Ballista) Bolt Volley (Heavy, S4, 6 shots, -2 to Armour Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Shooting hits like Snipers

Blue Naval Elf Horse Chariot: 70pts, Moves ‘9’, T4, W4, S3, I5, A4, 5+ Armour Save, 5+ Numb Save, D6 I9 S5 -2 Armour Save hits on Charge ONLY then fights as normal, the S3 A4 I5 comes from 2 Elf Sailors and 2 Horses, Armed with 2 Longbows, Shooting hits like Snipers Blue Naval Elf Lion Chariot: 120pts, Moves ‘9’-T4, W4, S5, I4, A4, 4+ Armour Save, 5+ Numb Save, Deals D6 I8 S5 -2 Armour Save Impact hits on Charge ONLY then fights as normal; The 2 Plumed Elf Sailors with 2 Handed Axes aboard get S5 A2 I5 -2 to Armour Saves Blue Naval Elf Fire Bird: 225pts, Moves ‘10’T5, W5, S5, I4, A4, 5+ Dodge Save, 5+ Numb Save, Fire attacks, Flyer, Fire attacks are S2 against this unit, Weak against Spears, Fire Breath: Auto, ‘9’ teardrop Flamethrower template, S4, -1 to Armour Saves, Fire attack, Can be used in Close Combat instead of its normal attacks

Blue Naval Elf Ice Bird: 240pts, Moves ‘10’T6, W5, S6, I3, A4, 5+ Dodge Save, 5+ Numb Save, Magical attacks, Flyer, Weak against Spears, Ice Breath: Auto, ‘9’ teardrop Flamethrower template, S4, -2 to Armour Saves, temporarily reduces affected unit’s Initiative to 0, Can also be used in Close Combat instead of its normal attacks

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Blue Naval Elf Eagle of War: 25pts each, Moves ‘10’T4, W3, S4, I4, A2, 5+ Dodge Save, 5+ Numb Save, Flyer, S5 on Charge, Weak against Spears, Reduces Armour Saves by -1

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Blood DaimonsSanguinem Daemones

Portal Reinforcements:Quaerere supplementum:Blood Daimon Units can arrive as Reinforcements through Portals and can be teleported onto the battlefield within ‘6’ of a friendly Blood Daimon unit. The friendly units act as beacon for the portal technology to focus in on.

Enemy of the Hedonist:Hostis Hedonist:Blood Daimon Units re-roll misses against Pleasure Daimon Units in Close Combat.

Not from around Here: Unde et hic per circuitum:Blood Daimon Units have Magical Attacks.

Blood Daimon CORE Units:Blood Daimon with 2 Handed Sword: 10ptscum sanguine, daemone duo manibus Gladius:T3, W1, S4, I4, A1, 5+ Dodge Save, Electric and Fire attacks are S2 against them, Reduces Armour Saves by -3, Dauntless, S5 on Charge ONLY, +1 to hit Bonus in Close Combat

Blood Daimon Specialist Units:Limit of 60 Winged Tormenters, Blood Daimon Hounds

Tormenter Blood Daimon: 12ptsadflictator sanguine daemone:Moves ‘10’- T4, W2, S4, I4, A2, 5+ Dodge Save, Flyer, DauntlessBlood Daimon Hound: 15ptssanguine daemone canem:

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Moves ‘9’- T4, W2, S4, I4, A2, 4+ Dodge Save, Cavalry, Electric and Fire attacks are S2 against them, Dauntless, Ambush, S5 on Charge ONLY, +1 to hit Bonus in Close Combat

Blood Daimon Heavy Units:Limit of 1 Winged Daimon OverlordLimit of 2 Winged Blood Daimon Princes of SlaughterLimit of 2 Butcher Behemoths, Blood Daimon CannonsLimit of 32 Blood Daimon Heavy CavalryLimit of 4 Blood Daimon Chariots

Winged Blood Daimon Overlord: 250ptssanguinis ille daemon imperitor: Moves ‘12’- T6, W5, S6, I9, A7, 3+ Dodge Save, 3+ Armour Save, Armed with Giant Axe (Ignores Armour & Numb Save) and Giant Whip (Auto, ‘8’ S6, 1 shot, Ignores Armour & Numb), Reflex Shots (Giant Whip), Flyer, Weak against Spears, Dauntless, Always hits on 2+ in Close Combat no matter what, Executioner’s Axe: Winged Blood Daimon Overlord will destroy any Infantry, Cavalry or Flyer model on a roll of 6 to Wound (unless it has a Dodge Save)

Winged Daimon Prince of Slaughter: 200ptsalata sanguine, daemone princeps occisionis:Moves ‘10’- T5, W4, S6, I8, A6, 3+ Armour Save, 5+ Dodge Save, Armed with Giant Sword: Ignores Armour and Numb Saves in Close Combat, Flyer, Weak against Spears, Dauntless, S7 on Charge ONLY, +1 to Hit Bonus in Close Combat

Blood Daimon Chariot: 160ptssanguine daemone currum:Moves ‘9’- T5, W5, S4, I4, A3, 4+ Dodge Save, Cavalry, D6 I8 S6 -2 to Armour Save Impact hits on Charge ONLY then fights as normal; The 3 Blood Daimon Riders will Reduce Armour Saves by -3 as normal AND are S5 I5 A6 on the Charge in total and S4 I4 A3 at all other times

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Blood Daimon Heavy Cavalry: 45ptssanguine daemone locat:T4, W3, S5, I4, A3, 3+ Armour Save, 4+ Dodge Save, Cavalry, Electric and Fire attacks are S2 against them, Dauntless, Reduces Armour Saves by -3, S6 on Charge ONLY, Brass Rhino Mount causes 2 I9 S5 hits each on Charge ONLY, +1 to hit Bonus in Close Combat

Blood Daimon Cannon: 125ptssanguine daemone tormento:-T3, W1, S4, I4, A1, 5+ Dodge Save (2 Blood Daimon Crew)-T12, W3, S0, I0, A0, 5+ Dodge Save (Cannon)Light Armour, Artillery, Dauntless, Armed with Blood Daimon Cannon (Heavy ‘36’, S8, -2 to Armour Saves, ‘5’ Blast, Ignores Cover, pins the unit down and they lose the I9 in Cover rule if in Cover and Charged in Close Combat that turn), the 2 Blood Daimon Crew Reduces Armour Saves by -3, S5 on Charge ONLY, Electric and Fire attacks are S2 against them)

Butcher Behemoth with Sword and Claw: 160ptscum gladio, et in sublime erigere, ungula carnificis:T13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour Saves, S7 on Charge ONLY, Dauntless, Dogged, Re-rolls misses, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves)

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Shadow Blood Daimons:Umbra Sanguinem Daemones:Painted mainly in Black colours

Seeing Shadows(Videns Tenebras)Shadow Blood Daimon models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Intrepidus)ALL Shadow Blood Daimon 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)

Not from around Here: Shadow Blood Daimon Units have Magical Attacks

Shadow Blood Daimon CORE Units:Shadow Blood Daimon with 2 Handed Sword: 10ptsT3, W1, S4, I4, A1, 6+ Dodge Save, Electric and Fire attacks are S2 against them, Reduces Armour Saves by -3, S5 on Charge ONLY

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Shadow Blood Daimon Specialist Units:Limit of 60 Winged Tormenters, Blood Daimon Hounds

Shadow Tormenter Blood Daimon: 12pts, Moves ‘10’T4, W2, S4, I4, A2, 6+ Dodge Save, Flyer

Shadow Blood Daimon Hound: 15pts, Moves ‘9’T4, W2, S4, I4, A2, 5+ Dodge Save, Cavalry, Electric and Fire attacks are S2 against them, Dauntless, S5 on Charge ONLY

Shadow Blood Daimon Heavy Units:Limit of 1 Winged Daimon OverlordLimit of 2 Winged Blood Daimon Princes of SlaughterLimit of 2 Butcher BehemothsLimit of 32 Blood Daimon Heavy CavalryLimit of 4 Blood Daimon Chariots

Shadow Winged Blood Daimon Overlord: 250pts, Moves ‘12’- T6, W5, S6, I9, A7, 4+ Dodge Save, 3+ Armour Save, Armed with Giant Axe (Ignores Armour & Numb Saves) and Giant Whip (Auto, ‘8’ S6, 1 shot, Ignores Armour & Numb), Flyer, Weak against Spears, Dauntless, +1 to hit Bonus in Close Combat

Shadow Winged Daimon Prince of Slaughter: 200pts, Moves ‘10’- T5, W4, S6, I8, A6, 3+ Armour Save, 6+ Dodge Save, Armed with Giant Sword: Ignores Armour and Numb Saves in Close Combat, Flyer, Weak against Spears, Dauntless, S7 on Charge ONLY

Shadow Blood Daimon Chariot: 160pts, Moves ‘9’T5, W5, S4, I4, A3, 5+ Dodge Save, Cavalry, D6 I8 S6 -2 to Armour Save Impact hits on Charge ONLY then fights as normal; The 3 Blood Daimon Riders will Reduce Armour Saves by -3 as normal AND are S5 I5 A6 on the Charge in total and S4 I4 A3 at all other times

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Shadow Blood Daimon Heavy Cavalry: 45ptsT4, W3, S5, I4, A3, 3+ Armour Save, 5+ Dodge Save, Cavalry, Electric and Fire attacks are S2 against them, Dauntless, Reduces Armour Saves by -3, S6 on Charge ONLY

Shadow Blood Daimon Cannon: 125pts-T3, W1, S4, I4, A1, 6+ Dodge Save (2 Blood Daimon Crew)-T12, W3, S0, I0, A0, 6+ Dodge Save (Cannon)Light Armour, Artillery, Dauntless, Armed with Blood Daimon Cannon (Heavy ‘36’, S8, -2 to Armour Saves, ‘5’ Blast, Ignores Cover, pins the unit down and they lose the I9 in Cover rule if in Cover and Charged in Close Combat that turn), the 2 Blood Daimon Crew Reduces Armour Saves by -3, S5 on Charge ONLY, Electric and Fire attacks are S2 against them

Shadow Butcher Behemoth w/ Sword and Claw: 160ptsT13, W4, S6, I1, A4, 6+ Dodge Save, Ignores Armour Saves, S7 on Charge ONLY, Dauntless, Dogged, Re-rolls misses, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves

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Red Blood Daimons:Rubrum Sanguines Daemones:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(Rubrum Exercitus)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Not from around Here: Red Blood Daimon Units have Magical Attacks

DauntlessALL Red Blood Daimon 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)

Red Blood Daimon CORE Units:

Red Blood Daimon with 2 Handed Sword: 8ptsT3, W1, S4, I4, A1, 6+ Dodge Save, Electric and Fire attacks are S2 against them, Reduces Armour Saves by -3, S5 on Charge ONLY

Red Tormenter Blood Daimon: 10pts, Moves ‘10’T4, W2, S4, I4, A2, 6+ Dodge Save, Flyer

Red Blood Daimon Hound: 13pts, Moves ‘9’T4, W2, S4, I4, A2, 5+ Dodge Save, Cavalry, Electric and Fire attacks are S2 against them, Dauntless, S5 on Charge ONLY

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Maroon Blood Daimons:Maroon Sanguines Daemones:Painted in mainly in Maroon and dark reds

Lightning Reflexes(Fulgur 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 in a unit’s statistics if applicable.

Hit and Run(et currunt)Models with ranged weapons (Heavy, Automatic and Fast Firing) are allowed to Run AFTER they have fired in the Shooting Phase)

DauntlessALL Maroon Blood Daimon 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)

Not from around Here: Maroon Blood Daimon Units have Magical Attacks

Maroon Blood Daimon CORE Units:Maroon Blood Daimon with 2 Handed Sword: 10pts, Moves ‘9’, T3, W1, S4, I4, A1, 6+ Dodge Save, Electric and Fire attacks are S2 against them, Reduces Armour Saves by -3, S5 on Charge ONLY

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Maroon Blood Daimon Specialist Units:Limit of 60 Winged Tormenters, Blood Daimon Hounds

Maroon Tormenter Blood Daimon: 12pts, Moves ‘12’T4, W2, S4, I4, A2, 6+ Dodge Save, Flyer

Maroon Blood Daimon Hound: 15pts, Moves ‘12’T4, W2, S4, I4, A2, 5+ Dodge Save, Cavalry, Electric and Fire attacks are S2 against them, Dauntless, S5 on Charge ONLY

Maroon Blood Daimon Heavy Units:Limit of 1 Winged Daimon OverlordLimit of 2 Winged Blood Daimon Princes of SlaughterLimit of 2 Butcher Behemoths, Blood Daimon CannonsLimit of 32 Blood Daimon Heavy CavalryLimit of 4 Blood Daimon Chariots

Maroon Winged Blood Daimon Overlord: 250pts, Moves ‘12’- T6, W5, S6, I9, A7, 4+ Dodge Save, 3+ Armour Save, Armed with Giant Axe (Ignores Armour & Numb Saves) and Giant Whip (Auto, ‘8’ S6, 1 shot, Ignores Armour & Numb), Reflex Shots (Giant Whip), Flyer, Weak against Spears, Dauntless, +1 to hit Bonus in Close Combat, Runs D6 + 2 in Shooting Phase, Hit and Run

Maroon Winged Daimon Prince of Slaughter: 200pts, Moves ‘12’- T5, W4, S6, I8, A6, 3+ Armour Save, 6+ Dodge Save, Armed with Giant Sword: Ignores Armour and Numb Saves in Close Combat, Flyer, Weak against Spears, Dauntless, S7 on Charge ONLY

Maroon Blood Daimon Chariot: 160pts, Moves ‘12’T5, W5, S4, I4, A3, 5+ Dodge Save, Cavalry, D6 I8 S6 -2 to Armour Save Impact hits on Charge ONLY then fights as normal; The 3 Blood Daimon Riders will

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Reduce Armour Saves by -3 as normal AND are S5 I5 A6 on the Charge in total and S4 I4 A3 at all other times

Maroon Blood Daimon Heavy Cavalry: 45pts, Moves ‘9’T4, W3, S5, I4, A3, 4+ Armour Save, 5+ Dodge Save, Cavalry, Electric and Fire attacks are S2 against them, Dauntless, Reduces Armour Saves by -3, S6 on Charge ONLY

Maroon Blood Daimon Cannon: 125pts, Moves ‘9’-T3, W1, S4, I4, A1, 6+ Dodge Save (2 Blood Daimon Crew)-T12, W3, S0, I0, A0, 6+ Dodge Save (Cannon)Light Armour, Artillery, Dauntless, Armed with Blood Daimon Cannon (Heavy ‘36’, S8, -2 to Armour Saves, ‘5’ Blast, Ignores Cover, pins the unit down and they lose the I9 in Cover rule if in Cover and Charged in Close Combat that turn), the 2 Blood Daimon Crew Reduces Armour Saves by -3, S5 on Charge ONLY, Electric and Fire attacks are S2 against them, Hit and Run

Maroon Butcher Behemoth w/ Sword and Claw: 160pts, Moves ‘9’- T13, W4, S6, I1, A4, 6+ Dodge Save, Ignores Armour Saves, S7 on Charge ONLY, Dauntless, Dogged, Re-rolls misses, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves, Reflex Shots (Arm Cannon: 1 shot) Hit and Run

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CossacksKozaky ( козаки)

Ravages of War:(Руйнівні війни Ruynivni viyny)Cossack Units (not including colour variants: Red, Blue, Maroon) re-roll misses against Death Knight Units, Blood Daimon Units, Pox Daimon Units, Magic Daimon Units AND Pleasure Daimon Units in Close Combat

Cossack CORE Units:

Cossack with 2 Handed Axe & Composite Bow: 5ptsКозак з дворучним сокирою і композитного лукаKozak z dvoruchnym sokyroyu i kompozytnoho lukaT3, W1, S5, I0, A1, No Save, Diehards, Armed with Composite Bows, Reflex Shots (S3), -2 to Armour Saves in Close Combat

Cossack Horse Archer: 10pts, Moves ‘9’козак коня лучник kozak konya luchnykT4, W1, S3, I3, A1, 6+ Dodge Save, Cavalry, Diehards, Armed with Composite Bows, Reflex Shots (S3), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Hit and Run

Polish Winged Lancer: 17pts, Moves ‘9’Польський крилатий професії Polʹsʹkyy krylatyy profesiyiT4, W1, S3, I3, A1, 3+ Armour Save, Cavalry, Diehards, S5 and -2 to Armour Saves on the Charge ONLY

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Cossack Specialist Units:Limit of 80 Zapho Knights (4 Units)

Zapho Knight with Lance: 21pts, Moves ‘9’Запорізька лицар зі списом Zaporizʹka lytsar zi spysomT4, W1, S4, I3, A1, 3+ Armour Save, Cavalry, Dauntless, S6 and -2 to Armour Saves on the Charge ONLY Cossack Heavy Units:Limit of 40 Cossack Bear Riders (2 Units)

Cossack Bear Rider with Lance & Shield: 40ptsКозак ведмідь вершник зі списом і щитом Kozak vedmidʹ vershnyk zi spysom i shchytomT4, W3, S4, I4, A1, 3+ Armour Save, Cavalry, Diehards, Weak against Fire, Rider S6 -2 to Armour Saves on Charge, Bear is S4 A3 I4 and Causes 2 I9 S4 hits each on Charge ONLY

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Red CossacksChervonyy Kozak (червоний)Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(Червона Армія Chervona Armiya)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Cossack CORE Units:Red Cossack with 2 Handed Axe & Composite Bow: 3pts- T3, W1, S5, I0, A1, No Save, Diehards, Armed with Composite Bows, -2 to Armour Saves in Close Combat

Red Cossack Horse Archer: 8pts, Moves ‘9’T4, W1, S3, I3, A1, 6+ Dodge Save, Cavalry, Diehards, Armed with Composite Bows, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units)

Red Polish Winged Lancer: 15pts, Moves ‘9’T4, W1, S3, I3, A1, 3+ Armour Save, Cavalry, Diehards, S5 and -2 to Armour Saves on the Charge ONLY

Red Cossack Specialist Units:Limit of 50 Zapho Knights

Red Zapho Knight with Lance: 19pts, Moves ‘9’T4, W1, S4, I3, A1, 3+ Armour Save, Cavalry, Dauntless, S6 and -2 to Armour Saves on the Charge ONLY

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Red Cossack Heavy Units:Limit of 40 Cossack Bear Riders

Red Cossack Bear Rider with Lance & Shield: 38ptsT4, W3, S4, I4, A1, 3+ Armour Save, Cavalry, Diehards, Weak against Fire, Rider S6 -2 to Armour Saves on Charge, Bear is S4 A3 I4

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Blue Cossacks

Syniy Kozak (синій козак)Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(персональний телепорт personalʹnyy teleport)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Cossack CORE Units:

Blue Cossack with 2 Handed Axe & Composite Bow: 5pts- T3, W1, S5, I0, A1, 5+ Numb Save, Diehards, Armed with Composite Bows, -2 to Armour Saves in Close Combat

Blue Cossack Horse Archer: 10pts, Moves ‘9’T4, W1, S3, I3, A1, 6+ Dodge Save, 5+ Numb Save, Cavalry, Diehards, Armed with Composite Bows, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units)

Blue Polish Winged Lancer: 17pts, Moves ‘9’T4, W1, S3, I3, A1, 3+ Armour Save, 5+ Numb Save, Cavalry, Diehards, S5 and -2 to Armour Saves on the Charge ONLY

Blue Cossack Specialist Units:Limit of 50 Zapho Knights

Blue Zapho Knight with Lance: 21pts, Moves ‘9’T4, W1, S4, I3, A1, 3+ Armour Save, 5+ Numb Save, Cavalry, Dauntless, S6 and -2 to Armour Saves on the Charge ONLY

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Blue Cossack Heavy Units:Limit of 40 Cossack Bear Riders

Blue Cossack Bear Rider with Lance & Shield: 40ptsT4, W3, S4, I4, A1, 3+ Armour Save, 5+ Numb Save, Cavalry, Diehards, Weak against Fire, Rider S6 -2 to Armour Saves on Charge, Bear is S4 A3 I4

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Maroon CossacksBordovyy Kozak бордовий козакPainted in mainly in Maroon and dark reds Lightning Reflexes(рефлекси блискавки refleksy blyskavky)Models with ranged weapons (Automatic and Fast Firing) ALWAYS get Reflex Shots when Charged by an enemy unit. This rule will always be included in a unit’s statistics if applicable.

Hit and Run(вдарити і втекти vdaryty i vtekty)Models with ranged weapons (Heavy, Automatic and Fast Firing) are allowed to Run AFTER they have fired in the Shooting Phase)

Maroon Cossack CORE Units:

Maroon Cossack with 2 Handed Axe & Composite Bow: 5pts, Moves ‘9’- T3, W1, S5, I0, A1, 6+ Armour Save, Diehards, Armed with Composite Bows, Reflex Shots (S3), -2 to Armour Saves in Close Combat, Hit and Run

Maroon Cossack Horse Archer: 10pts, Moves ‘12’T4, W1, S3, I3, A1, 6+ Dodge Save, Cavalry, Diehards, Armed with Composite Bows, Reflex Shots (S3), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Hit and Run

Maroon Polish Winged Lancer: 17pts, Moves ‘12’T4, W1, S3, I3, A1, 4+ Armour Save, Cavalry, Diehards, S5 and -2 to Armour Saves on the Charge ONLY

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Maroon Cossack Specialist Units:Limit of 50 Zapho Knights

Maroon Zapho Knight with Lance: 21pts, Moves ‘12’T4, W1, S4, I3, A1, 4+ Armour Save, Cavalry, Dauntless, S6 and -2 to Armour Saves on the Charge ONLY

Maroon Cossack Heavy Units:Limit of 40 Cossack Bear Riders

Maroon Cossack Bear Rider w/ Lance & Shield: 40pts, Moves ‘9’- T4, W3, S4, I4, A1, 4+ Armour Save, Cavalry, Diehards, Weak against Fire, Rider S6 -2 to Armour Saves on Charge, Bear is S4 A3 I4

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Aztec Dinosaurs: Dinossauros Asteca:

Aztec Dinosaur CORE Units:

Aztec Gecko with Dart Gun: 4pts, Moves ‘9’gecko asteca com arma de dardosT2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun (Auto, ‘12’, 2 Shots, S3, Poisoned), Reflex Shots (S3), Diehards, Poisoned Attacks, +1 to Cover Saves, -1 to hit penalty in Close Combat, Water Dwellers (Enemy units have -1 to hit against them in Shooting when the unit is in water features like marshes, rivers or swamps)

Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’gecko asteca com dardo e escudoT2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins (Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks, Diehards, +1 to Cover Saves, Water Dwellers

Aztec Gecko with Bow: 4pts, Moves ‘9’ gecko Aztec com arcoT2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Bows, Reflex Shots (S3), Poisoned Attacks, Diehards, +1 to Cover Saves, -1 to hit penalty in Close Combat, Water Dwellers

Aztec Gecko with Cudgel & Shield: 4pts, Moves ‘9’gecko asteca com bastão e escudoT2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks, Reduces Armour Saves by -1, Diehards, +1 to Cover Saves, Water Dwellers

Jaguar Lizard with Mace & Shield: 10ptsjaguar lagarto com mace e escudoT4, W1, S4, I2, A2, 4+ Armour Save, Reduces Armour Saves by -2, Diehards, Savage Bite (on a 6 to wound in Close

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Combat, it generates 1 more attack at the MAX, so a maximum of 3 more attacks per Jaguar Lizard on the charge)

Jaguar Lizard with Spear & Shield: 10ptsjaguar lagarto com lança e escudoT4, W1, S4, I3, A2, 4+ Armour Save, S5 vs Cavalry, Diehards, Savage Bite

Aztec Dinosaur Specialist Units: Limit of 36 Jungle Snake Bases (6 Units)Limit of 40 Stealth Geckos (4 Units) Limit of 80 Mounted Jaguar Lizards with Spears (4 Units),Limit of 80 Mounted Jaguar Lizards with Maces (4 Units)Limit of 80 Jaguar Temple Lizards (4 Units)

Jungle Snakes: 15pts per Base, 1 – 6 Bases per Unitcobras da selvaT2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks, Dauntless, Suffers double Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could also come from exploding Terrain), Gets +1 to their Cover Save when in Cover, Water Dwellers

Stealth Gecko with Dart Gun: 8pts, Moves ‘9’gecko discrição com arma de dardosT2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks, Ambush, Diehards, Shooting hits like Snipers, +1 to Cover Saves, Water Dwellers

Jaguar Lizard on Horned Beast with Spear: 32ptsjaguar lagarto na besta com chifres com lançaT5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to Armour Saves on Charge ONLY, Cavalry, Diehards, Horned Beast is also S4 A2 I2, Rider has Savage Bite (maximum of 3 extra attacks on the charge) Jaguar Lizard on Horned Beast with Mace: 32pts

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jaguar lagarto na besta com chifres com maçaT5, W1, S4, I2, A2, 2+ Armour Save, Cavalry, Reduces Armour Saves by -2, Diehards, Horned Beast is also S4 A2 I2 and does NOT Reduce Armour Saves, Rider has Savage Bite (maximum of 3 extra attacks on the charge)

Jaguar Temple Lizard with Halberd: 13ptsjaguar lagarto templo com alabardaT4, W1, S5, I3, A2, 3+ Armour Save, Reduces Armour Saves by -1, Diehards, Savage Bite (maximum of 3 more attacks per Temple Lizard on the charge)

Aztec Dinosaur Heavy Units: Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)Limit of 40 Crocodile Beasts (4 Units) Limit of 4 Triceratops & Aztec Gecko PlatformsLimit of 2 Sun Triceratops & Sun PlatformsLimit of 6 Thorny Devils (3 Units), 6 Acid Lizards (3 Units), 6 Fire Lizards (3 Units)Limit of 40 Pterodactyl Riders with Bows (4 Units)Limit of 40 Pterodactyl Riders with Javelins (4 Units)Limit of 40 Pterodactyl Riders with Slings (4 Units)Limit of 40 Pterosaur Riders with Spears (4 Units)Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake CharmersLimit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-Rex without riders)Limit of 2 Gecko Priests on Spinosaurs

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Aztec Gecko on Horned Beast w/ Spear & Shield: gecko asteca em besta com chifres com lança e escudo12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry, Diehards

Crocodile Beast with 2 Handed Club: 55pts, Moves ‘9’besta crocodilo com clube de duas mãosT4, W3, S7, I0, A3, 4+ Armour Save, Can join Aztec Gecko units on foot AND attack in Close Combat if within ‘3’ of an Aztec Gecko in base-to-base contact with an enemy unit, Diehards, Reduces Armour Saves by -3, Savage Bite (maximum of 4 extra attacks per Crocodile Beast on charge), Weak against Spears, Water Dwellers

Triceratops & Aztec Gecko Platform: 245ptstriceratops e plataforma gecko astecaT6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S7 -3 to Armour Save hits on Charge ONLY which causes 2 wounds if unsaved, Weak against Spears, Triceratops reduces Enemy Armour Saves by -1 in Close Combat, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks, Reflex Shots (S3, 5 shots due to 5 Gecko Crew, Poisoned)

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5, deals 2 wounds if Unsaved, Ignores Armour Saves, Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots, Poisoned)

Sun Triceratops & Sun Platform: 300ptstriceratops sol e plataforma de solT6, W6, S6, I2, A4, 3+ Armour Save, 6+ Dodge Save, Weak against Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on Charge ONLY which causes 2 wounds if unsaved, Sun Triceratops reduces Enemy Armour Saves by -2 in Close Combat, the 5 Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks, Reflex Shots (S3, 5 shots due to 5 Gecko Crew, Poisoned), Sun Platform is operated by Gecko Priest with mask (Auto,

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Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire attacks to ALL enemy units within range),

Thorny Devil & 3 Aztec Geckos: 40pts per team, espinhoso diabo e três lagartixas astecaMoves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Barbs (Auto, ‘18’, S4, D6+2 shots), Can fire Barbs as Reflex Shot, -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks AND can be slain AFTER the Thorny Devil/Devils have all been destroyed Acid Lizard & 3 Aztec Geckos: 50pts per team, Moves ‘9’lagarto ácido e três lagartixas astecaT4, W3, S5, I4, A2, 5+ Dodge Save, Acid Breath (Auto, ‘9’ teardrop Flamethrower Template, S3, -3 to Armour Saves), Reflex Shots (Acid Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed

Fire Lizard & 3 Aztec Geckos: 40pts per team, Moves ‘9’lagarto de fogo e três lagartixas astecaT4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath (Auto, ‘9’ teardrop Flamethrower Template, S4, Fire attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in Close Combat3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed

Aztec Gecko on Pterodactyl w/ Javelin: 10pts, gecko asteca em pterodáctilo com dardoMoves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each), Poisoned Attacks, Hit and Run, Diehards, Jungle Nests (Can move through Woods and Jungles without penalty)

Aztec Geckos on Pterodactyl w/ Bow: 11pts, Moves ‘10’

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gecko asteca em pterodáctilo com arcoT4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each), Poisoned Attacks, Hit and Run, Diehards, Armed with Bows (fires 2 shots in Shooting Phase due to 2 Riders), Jungle Nests

Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves ‘10’gecko asteca em pterodáctilo com estilingue T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack), Poisoned Attacks in Close Combat, Hit and Run, Diehards, Armed with Fire Sling (Auto, ‘9’, 1 shot, S4, Fire attacks), Jungle Nests

Aztec Gecko on Pterosaur w/ Spear: 20pts, Moves ‘10’gecko asteca em pterossauro com lançaT4, W2, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks, Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge), -1 to Armour Saves, has Death Strike, Savage Bite (generates on a 5 to hit ONLY: maximum of 8 extra attacks per Pterosaur on the charge)

‘Fused Lizard’ & Sun Laser Platform: 150pts‘Lagarto fundido’ eo sol plataforma de laserT5, W4, S4, I0, A3, 2+ Armour Save, Weak against Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A3 I4 S3 Poisoned Attacks, Reflex Shots (S3, 3 shots due to 3 Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at Initiative 0 which Ignore Armour Saves and can be used instead of its Close Combat attacks), Snake Magnet (In your Reinforcements phase, for each unit of Jungle Snakes within ‘6’ receives +1 base of Jungle Snakes) Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals 2D6 hits, -2 to Armour Saves, Magical, Fire attacks) OR Snake Charmer; and the ‘Fused Lizard’ has a massive horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6 shots, can

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even be used in Close Combat; has a range of ‘4’ if directed at ALL enemy units within range ‘4’ as an alternative)

Lizard General on T-Rex with Mace: 360pts, Moves ‘9’geral lagarto na tiranossauro rex com maçaT5, W5, S7, I3, A5, 3+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed), Lizard General is T5 W3 S5 A5 I3 3+ Armour Save -3 to Armour Saves, +1 to hit Bonus in Close Combat and is NOT Crazed but has Diehards and Savage Bite (maximum of 6 extra attacks on the charge); Enemy units can target either the Lizard General or the T-Rex at any time, and any attacks with a template (teardrop or Blast) will hit both the Lizard General AND the T-Rex. If the T-Rex is slain then the Lizard General is placed on the table (in Close Combat if the T-Rex was slain there) and can be represented by a Jaguar Lizard with a Mace and Shield if available.

Tyrannosaurus-Rex (without rider): 220pts, Moves ‘9’tiranossauro rex (sem piloto)T5, W5, S7, I3, A5, 3+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed)

Gecko Priest on Spinosaur: 200ptsgecko sacerdote em SpinosaurusT5, W5, S5, I2, A3, 3+ Armour Save, Cavalry, Reduces Armour Saves by -1, Water Dwellers, Poisoned Attacks, Savage Bite (maximum of 4 extra attacks on the charge), Jungle Feast (Can be used in Close Combat ONLY: ALL units with Savage Bite, including the Spinosaur itself, in the same Close Combat as the Spinosaur get their extra attacks on a 5 or 6), Also armed with Acid Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2 wounds if unsaved), Reflex Shots (Acid Phlegm)

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Green Aztec Dinosaurs: Dinossauros Asteca Verde:Painted mainly in Greens, lighter or darker but distinct from greens of the Swamp Armies

Deadly Accurate(Mortal Precisa)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.

Green Aztec Dinosaur CORE Units: Green Aztec Gecko with Dart Gun: 4pts, Moves ‘9’T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun (Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks, -1 to hit penalty in Close Combat

Green Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins (Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Green Aztec Gecko with Bow: 4pts, Moves ‘9’ T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Bows Poisoned Attacks, -1 to hit penalty in Close Combat

Green Aztec Gecko with Cudgel & Shield: 4pts, Moves ‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks, Reduces Armour Saves by -1

Green Jaguar Lizard with Mace & Shield: 10ptsT4, W1, S4, I2, A2, 4+ Armour Save, Reduces Armour Saves by -2

Green Jaguar Lizard with Spear & Shield: 10ptsT4, W1, S4, I3, A2, 4+ Armour Save, S5 vs Cavalry

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Green Aztec Dinosaur Specialist Units: Limit of 36 Jungle Snake BasesLimit of 40 Stealth GeckosLimit of 50 Mounted Jaguar Lizards with Spears, Mounted Jaguar Lizards with Maces, Jaguar Temple Lizards

Green Jungle Snakes: 15pts per BaseT2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks, Dauntless, Suffers double Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could also come from exploding Terrain), Gets +1 to their Cover Save when in Cover

Green Stealth Gecko with Dart Gun: 8pts, Moves ‘9’T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks, Shooting hits like Snipers

Green Jaguar Lizard on Horned Beast with Spear: 32pts- T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to Armour Saves on Charge ONLY, Cavalry, Horned Beast is also S4 A2 I2 Green Jaguar Lizard on Horned Beast with Mace: 32pts T5, W1, S4, I2, A2, 2+ Armour Save, Cavalry, Reduces Armour Saves by -2, Horned Beast is also S4 A2 I2 and does NOT Reduce Armour Saves

Green Jaguar Temple Lizard with Halberd: 13ptsT4, W1, S5, I3, A2, 3+ Armour Save, Reduces Armour Saves by -1

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Green Aztec Dinosaur Heavy Units: Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)Limit of 40 Crocodile BeastsLimit of 4 Triceratops & Aztec Gecko PlatformsLimit of 2 Sun Triceratops & Sun PlatformsLimit of 40 Pterodactyl Riders with Bows Limit of 40 Pterodactyl Riders with Javelins Limit of 40 Pterodactyl Riders with SlingsLimit of 40 Pterosaur Riders with SpearsLimit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27 Geckos), 9 Fire Lizards (27 Geckos)Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake CharmersLimit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-Rex without riders)Limit of 2 Gecko Priests on Spinosaurs

Green Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

Green Crocodile Beast with 2 Handed Club: 55pts, Moves ‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, Reduces Armour Saves by -3

Green Triceratops & Aztec Gecko Platform: 215ptsT6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Triceratops reduces Enemy Armour Saves by -2 in Close Combat, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5, deals 2 wounds if Unsaved, Ignores Armour Saves, Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots, Poisoned)

Green Sun Triceratops & Sun Platform: 300pts

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T6, W6, S6, I2, A4, 3+ Armour Save, Weak against Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on Charge ONLY which causes 2 wounds if unsaved, Sun Triceratops reduces Enemy Armour Saves by -2 in Close Combat, the 5 Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks, Sun Platform is operated by Gecko Priest with mask (Auto, Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire attacks to ALL enemy units within range)

Green Aztec Gecko on Pterodactyl w/ Javelin: 10pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, when allowed to use Reflex Shots- S4 Rocks: deals 2 S4 hits each, Poisoned Attacks

Green Aztec Gecko on Pterodactyl w/ Bow: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each), Poisoned Attacks, Armed with Bows (2 shots each in Shooting Phase due to 2 Riders)

Green Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack), Poisoned Attacks in Close Combat, Armed with Fire Sling (Auto, ‘9’, 1 shot, S4, Fire attacks)

Green Aztec Gecko on Pterosaur w/ Spear: 20pts, Moves ‘10’- T4, W2, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks, Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge), -1 to Armour Saves, has Death Strike

Green Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’ T4, W3, S5, I4, A2, 5+ Dodge Save, Barbs (Auto, ‘12’, S4, D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks AND can

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be slain AFTER the Thorny Devil/Devils have all been destroyed, (3 Aztec Geckos per Thorny Devil) Green Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’T4, W3, S5, I4, A2, 5+ Dodge Save, Acid Breath (Auto, ‘9’ teardrop Flamethrower Template, S3, -3 to Armour Saves, Reflex Shots (Acid Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed (3 Aztec Geckos per Acid Lizard)

Green Fire Lizard & 3 Aztec Geckos: 40pts per team, Moves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath (Auto, ‘9’ teardrop Flamethrower Template, S4, Fire attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed, (3 Aztec Geckos per Fire Lizard)

Green ‘Fused Lizard’ & Sun Laser Platform: 150ptsT5, W4, S4, I0, A3, 2+ Armour Save, Weak against Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A3 I4 S3 Poisoned Attacks, when allowed Reflex Shots: S3, 3 shots due to 3 Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at Initiative 0 which Ignore Armour Saves and can be used instead of its Close Combat attacks), Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals 2D6 hits, -2 to Armour Saves, Magical, Fire attacks) OR Snake Charmer; and the ‘Fused Lizard’ has a massive horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6 shots, can even be used in Close Combat; has a range of ‘4’ if directed at ALL enemy units within range ‘4’ as an alternative; also gains: Snake Magnet (In your Reinforcements phase, for each unit of Jungle Snakes within ‘6’ receives +1 base of Jungle Snakes)

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Green Lizard General on T-Rex with Mace: 360pts, Moves ‘9’- T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed), Lizard General is T5 W3 S5 A5 I3 3+ Armour Save -3 to Armour Saves, +1 to hit Bonus in Close Combat and is NOT Crazed); Enemy units can target either the Lizard General or the T-Rex at any time, and any attacks with a template (teardrop or Blast) will hit both the Lizard General AND the T-Rex. If the T-Rex is slain then the Lizard General is placed on the table (in Close Combat if the T-Rex was slain there) and can be represented by a Jaguar Lizard with a Mace and Shield if available.

Green Tyrannosaurus-Rex (without rider): 220pts, T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed)

Green Gecko Priest on Spinosaur: 200ptsT5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Reduces Armour Saves by -1, Poisoned Attacks, Armed with Acid Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2 wounds if unsaved), Reflex Shots (Acid Phlegm), Sun Beacon (Missile attacks with ‘Sun’ in their description can be channelled through the Gecko Priest, even if the unit with ‘Sun’ attack is in Close Combat)

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Blue Aztec Dinosaurs: Dinossauros Asteca Azul:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(teletransportador pessoal)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Aztec Dinosaur CORE Units: Blue Aztec Gecko with Dart Gun: 4pts, Moves ‘9’T2, W1, S3, I4, A1, 6+ Dodge Save, 5+ Numb Save, Armed with Dart Gun (Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks

Blue Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins (Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Blue Aztec Gecko with Bow: 4pts, Moves ‘9’ T2, W1, S3, I4, A1, 6+ Dodge Save, 5+ Numb Save, Armed with Bows, Poisoned Attacks

Blue Aztec Gecko with Cudgel & Shield: 4pts, Moves ‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks, Reduces Armour Saves by -1

Blue Jaguar Lizard with Mace & Shield: 10ptsT4, W1, S4, I2, A2, 4+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -2

Blue Jaguar Lizard with Spear & Shield: 10ptsT4, W1, S4, I3, A2, 4+ Armour Save, 5+ Numb Save, S5 vs Cavalry

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Blue Aztec Dinosaur Specialist Units: Limit of 36 Jungle Snake BasesLimit of 40 Stealth GeckosLimit of 50 Mounted Jaguar Lizards with Spears, Mounted Jaguar Lizards with Maces, Jaguar Temple Lizards

Blue Jungle Snakes: 15pts per BaseT2, W5, S2, I1, A5, 6+ Dodge Save, 5+ Numb Save, Poisoned Attacks, Dauntless, Suffers double Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could also come from exploding Terrain), Gets +1 to their Cover Save when in Cover

Blue Stealth Gecko with Dart Gun: 8pts, Moves ‘9’T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks, Shooting hits like Snipers

Blue Jaguar Lizard on Horned Beast with Spear: 32pts- T5, W1, S4, I2, A2, 2+ Armour Save, 5+ Numb Save, S5 -1 to Armour Saves on Charge ONLY, Cavalry, Horned Beast is also S4 A2 I2 Blue Jaguar Lizard on Horned Beast with Mace: 32pts T5, W1, S4, I2, A2, 2+ Armour Save, 5+ Numb Save, Cavalry, Reduces Armour Saves by -2, Horned Beast is also S4 A2 I2 and does NOT Reduce Armour Saves

Blue Jaguar Temple Lizard with Halberd: 13ptsT4, W1, S5, I3, A2, 3+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -1

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Blue Aztec Dinosaur Heavy Units: Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)Limit of 40 Crocodile BeastsLimit of 4 Triceratops & Aztec Gecko PlatformsLimit of 2 Sun Triceratops & Sun PlatformsLimit of 40 Pterodactyl Riders with Bows Limit of 40 Pterodactyl Riders with Javelins Limit of 40 Pterodactyl Riders with SlingsLimit of 40 Pterosaur Riders with SpearsLimit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27 Geckos), 9 Fire Lizards (27 Geckos)Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake CharmersLimit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-Rex without riders)Limit of 2 Gecko Priests on Spinosaurs

Blue Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+ Numb Save, S4 on Charge, Poisoned Attacks, Cavalry

Blue Crocodile Beast with 2 Handed Club: 55pts, Moves ‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -3

Blue Triceratops & Aztec Gecko Platform: 215ptsT6, W5, S5, I2, A4, 3+ Armour Save, 5+ Numb Save, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Triceratops reduces Enemy Armour Saves by -2 in Close Combat, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5, deals 2 wounds if Unsaved, Ignores Armour Saves, Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots, Poisoned)

Blue Sun Triceratops & Sun Platform: 300pts

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T6, W6, S6, I2, A4, 3+ Armour Save, 5+ Numb Save, Weak against Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on Charge ONLY which causes 2 wounds if unsaved, Sun Triceratops reduces Enemy Armour Saves by -2 in Close Combat, the 5 Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks, Sun Platform is operated by Gecko Priest with mask (Auto, Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire attacks to ALL enemy units within range)

Blue Aztec Gecko on Pterodactyl w/ Javelin: 10pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, 5+ Numb Save, Flyers, Cavalry, when allowed to use Reflex Shots- S4 Rocks: deals 2 S4 hits each, Poisoned Attacks

Blue Aztec Gecko on Pterodactyl w/ 2 Bows: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, 5+ Numb Save, Armed with Bows (fires 2 shots in Shooting Phase due to 2 Riders) Flyers, Cavalry, when allowed to use Reflex Shots- S4 Rocks: deals 2 S4 hits each, Poisoned Attacks

Blue Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, 5+ Numb Save, Flyers, Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack), Poisoned Attacks in Close Combat, Armed with Fire Sling (Auto, ‘9’, 1 shot, S4, Fire attacks)

Blue Aztec Gecko on Pterosaur w/ Spear: 20pts, Moves ‘10’- T4, W2, S3, I4, A2, 5+ Dodge Save, 5+ Numb Save, Flyers, Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks, Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge), -1 to Armour Saves, has Death Strike

Blue Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’ T4, W3, S5, I4, A2, 5+ Dodge Save, Barbs (Auto, ‘12’, S4, D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks AND can

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be slain AFTER the Thorny Devil/Devils have all been destroyed (3 Aztec Geckos per Thorny Devil) Blue Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’T4, W3, S5, I4, A2, 5+ Dodge Save, Acid Breath (Auto, ‘9’ teardrop Flamethrower Template, S3, -3 to Armour Saves, Reflex Shots (Acid Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed (3 Aztec Geckos per Acid Lizard)

Blue Fire Lizard & 3 Aztec Geckos: 40pts per team, Moves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath (Auto, ‘9’ teardrop Flamethrower Template, S4, Fire attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed, (3 Aztec Geckos per Fire Lizard)

Blue ‘Fused Lizard’ & Sun Laser Platform: 150ptsT5, W4, S4, I0, A3, 2+ Armour Save, 5+ Numb Save, Weak against Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A3 I4 S3 Poisoned Attacks, when allowed Reflex Shots: S3, 3 shots due to 3 Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at Initiative 0 which Ignore Armour Saves and can be used instead of its Close Combat attacks), Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals 2D6 hits, -2 to Armour Saves, Magical, Fire attacks) OR Snake Charmer; and the ‘Fused Lizard’ has a massive horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6 shots, can even be used in Close Combat; has a range of ‘4’ if directed at ALL enemy units within range ‘4’ as an alternative; also gains: Snake Magnet (In your Reinforcements phase, for each unit of Jungle Snakes within ‘6’ receives +1 base of Jungle Snakes)

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Blue Lizard General on T-Rex with Mace: 360pts, Moves ‘9’- T5, W5, S7, I3, A5, 4+ Armour Save, 5+ Numb Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed), Lizard General is T5 W3 S5 A5 I3 3+ Armour Save, 5+ Numb Save, -3 to Armour Saves, +1 to hit Bonus in Close Combat and is NOT Crazed); Enemy units can target either the Lizard General or the T-Rex at any time, and any attacks with a template (teardrop or Blast) will hit both the Lizard General AND the T-Rex. If the T-Rex is slain then the Lizard General is placed on the table (in Close Combat if the T-Rex was slain there) and can be represented by a Jaguar Lizard with a Mace and Shield if available.

Blue Tyrannosaurus-Rex (without rider): 220pts, T5, W5, S7, I3, A5, 4+ Armour Save, 5+ Numb Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed)

Blue Gecko Priest on Spinosaur: 200ptsT5, W5, S5, I2, A3, 4+ Armour Save, 5+ Numb Save, Cavalry, Reduces Armour Saves by -1, Poisoned Attacks, Armed with Acid Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2 wounds if unsaved), Reflex Shots (Acid Phlegm), Sun Beacon (Missile attacks with ‘Sun’ in their description can be channelled through the Gecko Priest, even if the unit with ‘Sun’ attack is in Close Combat)

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Red Aztec Dinosaurs: Dinossauros Asteca Vermehlo:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(O exército Vermelho)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Aztec Dinosaur CORE Units: Red Aztec Gecko with Dart Gun: 2pts, Moves ‘9’T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun (Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks

Red Aztec Gecko w/ Javelin & Shield: 2pts, Moves ‘9’T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins (Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Red Aztec Gecko with Bow: 2pts, Moves ‘9’ T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Bows Poisoned Attacks

Red Aztec Gecko with Cudgel & Shield: 2pts, Moves ‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks, Reduces Armour Saves by -1

Red Jaguar Lizard with Mace & Shield: 8ptsT4, W1, S4, I2, A2, 4+ Armour Save, Reduces Armour Saves by -2

Red Jaguar Lizard with Spear & Shield: 8ptsT4, W1, S4, I3, A2, 4+ Armour Save, S5 vs Cavalry

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Red Aztec Dinosaur Specialist Units: Limit of 36 Jungle Snake BasesLimit of 40 Stealth GeckosLimit of 50 Jaguar Temple Lizards

Red Jungle Snakes: 13pts per BaseT2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks, Dauntless, Suffers double Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could also come from exploding Terrain), Gets +1 to their Cover Save when in Cover

Red Stealth Gecko with Dart Gun: 6pts, Moves ‘9’T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks, Shooting hits like Snipers

Red Jaguar Temple Lizard with Halberd: 11ptsT4, W1, S5, I3, A2, 3+ Armour Save, Reduces Armour Saves by -1

Red Aztec Dinosaur Heavy Units: Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)Limit of 40 Pterodactyl Riders with Bows Limit of 40 Pterodactyl Riders with Javelins Limit of 40 Pterodactyl Riders with SlingsLimit of 40 Pterosaur Riders with Spears

Red Aztec Gecko on Horned Beast w/ Spear & Shield: 10pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

Red Aztec Gecko on Pterodactyl w/ Javelin: 8pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Poisoned Attacks, when allowed to use Reflex Shots- S4 Rocks: deals 2 S4 hits each

Red Aztec Gecko on Pterodactyl w/ Bow: 9pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry,

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Armed with Bows (2 Shots each in Shooting Phase due to 2 Riders) Poisoned Attacks, when allowed to use Reflex Shots- S4 Rocks: deals 2 S4 hits each

Red Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack), Poisoned Attacks in Close Combat, Armed with Fire Sling (Auto, ‘9’, 1 shot, S4, Fire attacks)

Red Aztec Gecko on Pterosaur w/ Spear: 18pts, Moves ‘10’- T4, W2, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks, Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge), -1 to Armour Saves, has Death Strike

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Orange Aztec Dinosaurs: Dinossauros Asteca Laranja:Painted mainly in shades of Orange

Diehards(Obstinado)All Orange models can re-roll CCR (Close Combat Resolution) Rolls if they lose Close Combat unless the model has the Dauntless rule included in their unit statistics.

Orange Aztec Dinosaur CORE Units: Orange Aztec Gecko with Dart Gun: 4pts, Moves ‘9’T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun (Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks

Orange Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins (Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Orange Aztec Gecko with Bow: 4pts, Moves ‘9’ T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Bows Poisoned Attacks

Orange Aztec Gecko with Cudgel & Shield: 4pts, Moves ‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks, Reduces Armour Saves by -1

Orange Jaguar Lizard with Mace & Shield: 10ptsT4, W1, S4, I2, A2, 4+ Armour Save, Reduces Armour Saves by -2

Orange Jaguar Lizard with Spear & Shield: 10ptsT4, W1, S4, I3, A2, 4+ Armour Save, S5 vs Cavalry

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Orange Aztec Dinosaur Specialist Units: Limit of 36 Jungle Snake BasesLimit of 40 Stealth GeckosLimit of 50 Mounted Jaguar Lizards with Spears, Mounted Jaguar Lizards with Maces, Jaguar Temple Lizards

Orange Jungle Snakes: 15pts per BaseT2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks, Dauntless, Suffers double Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could also come from exploding Terrain), Gets +1 to their Cover Save when in Cover

Orange Stealth Gecko with Dart Gun: 8pts, Moves ‘9’T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks, Shooting hits like Snipers

Orange Jaguar Lizard on Horned Beast with Spear: 32pts- T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to Armour Saves on Charge ONLY, Cavalry, Horned Beast is also S4 A2 I2 Orange Jaguar Lizard on Horned Beast with Mace: 32pts- T5, W1, S4, I2, A2, 2+ Armour Save, Cavalry, Reduces Armour Saves by -2, Horned Beast is also S4 A2 I2 and does NOT Reduce Armour Saves

Orange Jaguar Temple Lizard with Halberd: 13ptsT4, W1, S5, I3, A2, 3+ Armour Save, Reduces Armour Saves by -1

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Orange Aztec Dinosaur Heavy Units: Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)Limit of 40 Crocodile BeastsLimit of 4 Triceratops & Aztec Gecko PlatformsLimit of 2 Sun Triceratops & Sun PlatformsLimit of 40 Pterodactyl Riders with Bows Limit of 40 Pterodactyl Riders with Javelins Limit of 40 Pterodactyl Riders with SlingsLimit of 40 Pterosaur Riders with SpearsLimit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27 Geckos), 9 Fire Lizards (27 Geckos)Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake CharmersLimit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-Rex without riders)Limit of 2 Gecko Priests on Spinosaurs

Orange Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

Orange Crocodile Beast with 2 Handed Club: 55pts, Moves ‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, Reduces Armour Saves by -3

Orange Triceratops & Aztec Gecko Platform: 215ptsT6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Triceratops reduces Enemy Armour Saves by -2 in Close Combat, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5, deals 2 wounds if Unsaved, Ignores Armour Saves, Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots, Poisoned)

Orange Sun Triceratops & Sun Platform: 300pts

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T6, W6, S6, I2, A4, 3+ Armour Save, Weak against Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on Charge ONLY which causes 2 wounds if unsaved, Sun Triceratops reduces Enemy Armour Saves by -2 in Close Combat, the 5 Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks, Sun Platform is operated by Gecko Priest with mask (Auto, Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire attacks to ALL enemy units within range)

Orange Aztec Gecko on Pterodactyl w/ Javelin: 10pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Poisoned Attacks, when allowed to use Reflex Shots- S4 Rocks: deals 2 S4 hits each

Orange Aztec Gecko on Pterodactyl w/ Bow: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Armed with Bows (2 Shots each in Shooting Phase due to 2 Riders), Poisoned Attacks, when allowed to use Reflex Shots- S4 Rocks: deals 2 S4 hits each

Orange Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack), Poisoned Attacks in Close Combat, Armed with Fire Sling (Auto, ‘9’, 1 shot, S4, Fire attacks)

Orange Aztec Gecko on Pterosaur w/ Spear: 20pts, Moves ‘10’- T4, W2, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks, Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge), -1 to Armour Saves, has Death Strike

Orange Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’ T4, W3, S5, I4, A2, 5+ Dodge Save, Barbs (Auto, ‘12’, S4, D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks AND can

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be slain AFTER the Thorny Devil/Devils have all been destroyed, (3 Aztec Geckos per Thorny Devil) Orange Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’T4, W3, S5, I4, A2, 5+ Dodge Save, Acid Breath (Auto, ‘9’ teardrop Flamethrower Template, S3, -3 to Armour Saves, Reflex Shots (Acid Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed (3 Aztec Geckos per Acid Lizard)

Orange Fire Lizard & 3 Aztec Geckos: 40pts per team, Moves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath (Auto, ‘9’ teardrop Flamethrower Template, S4, Fire attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed, (3 Aztec Geckos per Fire Lizard)

Orange ‘Fused Lizard’ & Sun Laser Platform: 150ptsT5, W4, S4, I0, A3, 2+ Armour Save, Weak against Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A3 I4 S3 Poisoned Attacks, when allowed Reflex Shots: S3, 3 shots due to 3 Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at Initiative 0 which Ignore Armour Saves and can be used instead of its Close Combat attacks), Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals 2D6 hits, -2 to Armour Saves, Magical, Fire attacks) OR Snake Charmer; and the ‘Fused Lizard’ has a massive horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6 shots, can even be used in Close Combat; has a range of ‘4’ if directed at ALL enemy units within range ‘4’ as an alternative; also gains: Snake Magnet (In your Reinforcements phase, for each unit of Jungle Snakes within ‘6’ receives +1 base of Jungle Snakes)

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Orange Lizard General on T-Rex with Mace: 360pts, Moves ‘9’- T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed), Lizard General is T5 W3 S5 A5 I3 3+ Armour Save -3 to Armour Saves, +1 to hit Bonus in Close Combat and is NOT Crazed); Enemy units can target either the Lizard General or the T-Rex at any time, and any attacks with a template (teardrop or Blast) will hit both the Lizard General AND the T-Rex. If the T-Rex is slain then the Lizard General is placed on the table (in Close Combat if the T-Rex was slain there) and can be represented by a Jaguar Lizard with a Mace and Shield if available.

Orange Tyrannosaurus-Rex (without rider): 220pts, T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed)

Orange Gecko Priest on Spinosaur: 200ptsT5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Reduces Armour Saves by -1, Poisoned Attacks, Armed with Acid Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2 wounds if unsaved), Reflex Shots (Acid Phlegm), Sun Beacon (Missile attacks with ‘Sun’ in their description can be channelled through the Gecko Priest, even if the unit with ‘Sun’ attack is in Close Combat)

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Yellow Aztec Dinosaurs: Dinossauros Asteca Amarelo:Painted mainly in Yellow colours of all shades

Two for the Price of One:(dois pelo preço de um)Yellow Aztec Dinosaur 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 Aztec Dinosaur CORE Units: Yellow Aztec Gecko with Dart Gun: 4pts, Moves ‘9’T2, W2, S3, I4, A1, No Save, Armed with Dart Gun (Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks, -1 to hit penalty in Close Combat

Yellow Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’T2, W2, S3, I4, A1, 6+ Dodge Save, Armed with Javelins (Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Yellow Aztec Gecko with Bow: 4pts, Moves ‘9’ T2, W2, S3, I4, A1, No Save, Armed with Bows Poisoned Attacks, -1 to hit penalty in Close Combat

Yellow Aztec Gecko with Cudgel & Shield: 4pts, Moves ‘9’- T2, W2, S3, I4, A1, 6+ Dodge Save, Poisoned Attacks, Reduces Armour Saves by -1

Yellow Jaguar Lizard with Mace & Shield: 10ptsT4, W2, S4, I2, A2, 5+ Armour Save, Reduces Armour Saves by -2

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Yellow Jaguar Lizard with Spear & Shield: 10ptsT4, W1, S4, I3, A2, 5+ Armour Save, S5 vs Cavalry

Yellow Aztec Dinosaur Specialist Units: Limit of 36 Jungle Snake BasesLimit of 40 Stealth GeckosLimit of 50 Mounted Jaguar Lizards with Spears, Mounted Jaguar Lizards with Maces, Jaguar Temple Lizards

Yellow Jungle Snakes: 15pts per BaseT2, W6, S2, I1, A5, No Save, Poisoned Attacks, Dauntless, Suffers double Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could also come from exploding Terrain), Gets +1 to their Cover Save when in Cover

Yellow Stealth Gecko with Dart Gun: 8pts, Moves ‘9’T2, W2, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks, Shooting hits like Snipers

Yellow Jaguar Lizard on Horned Beast with Spear: 32pts- T5, W2, S4, I2, A2, 3+ Armour Save, S5 -1 to Armour Saves on Charge ONLY, Cavalry, Horned Beast is also S4 A2 I2 Yellow Jaguar Lizard on Horned Beast with Mace: 32pts- T5, W2, S4, I2, A2, 3+ Armour Save, Cavalry, Reduces Armour Saves by -2, Horned Beast is also S4 A2 I2 and does NOT Reduce Armour Saves

Yellow Jaguar Temple Lizard with Halberd: 13ptsT4, W2, S5, I3, A2, 4+ Armour Save, Reduces Armour Saves by -1

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Yellow Aztec Dinosaur Heavy Units: Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)Limit of 40 Crocodile BeastsLimit of 4 Triceratops & Aztec Gecko PlatformsLimit of 2 Sun Triceratops & Sun PlatformsLimit of 40 Pterodactyl Riders with Bows Limit of 40 Pterodactyl Riders with Javelins Limit of 40 Pterodactyl Riders with SlingsLimit of 40 Pterosaur Riders with SpearsLimit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27 Geckos), 9 Fire Lizards (27 Geckos)Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake CharmersLimit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-Rex without riders)Limit of 2 Gecko Priests on Spinosaurs

Yellow Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W2, S3, I5, A2, 4+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

Yellow Crocodile Beast with 2 Handed Club: 55pts, Moves ‘9’- T4, W4, S7, I0, A3, 5+ Armour Save, Reduces Armour Saves by -3

Yellow Triceratops & Aztec Gecko Platform: 215ptsT6, W6, S5, I2, A4, 4+ Armour Save, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Triceratops reduces Enemy Armour Saves by -2 in Close Combat, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5, deals 2 wounds if Unsaved, Ignores Armour Saves, Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots, Poisoned)

Yellow Sun Triceratops & Sun Platform: 300pts

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T6, W7, S6, I2, A4, 4+ Armour Save, Weak against Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on Charge ONLY which causes 2 wounds if unsaved, Sun Triceratops reduces Enemy Armour Saves by -2 in Close Combat, the 5 Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks, Sun Platform is operated by Gecko Priest with mask (Auto, Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire attacks to ALL enemy units within range)

Yellow Aztec Gecko on Pterodactyl w/ Javelin: 10pts, Moves ‘10’- T4, W2, S3, I4, A2, 6+ Dodge Save, Flyers, Cavalry, when allowed to use Reflex Shots- S4 Rocks: deals 2 S4 hits each, Poisoned Attacks

Yellow Aztec Gecko on Pterodactyl w/ Bow: 11pts, Moves ‘10’- T4, W2, S3, I4, A2, 6+ Dodge Save, Flyers, Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each), Poisoned Attacks, Armed with Bows (2 shots each in Shooting Phase due to 2 Riders)

Yellow Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves ‘10’- T4, W2, S3, I4, A2, 6+ Dodge Save, Flyers, Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack), Poisoned Attacks in Close Combat, Armed with Fire Sling (Auto, ‘9’, 1 shot, S4, Fire attacks)

Yellow Aztec Gecko on Pterosaur w/ Spear: 20pts, Moves ‘10’- T4, W3, S3, I4, A2, 6+ Dodge Save, Flyers, Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks, Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge), -1 to Armour Saves, has Death Strike

Yellow Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’ T4, W4, S5, I4, A2, 6+ Dodge Save, Barbs (Auto, ‘12’, S4, D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W2, S3, I5, A1, 6+ Dodge with Poisoned Attacks AND can

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be slain AFTER the Thorny Devil/Devils have all been destroyed, (3 Aztec Geckos per Thorny Devil) Yellow Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’T4, W4, S5, I4, A2, 6+ Dodge Save, Acid Breath (Auto, ‘9’ teardrop Flamethrower Template, S3, -3 to Armour Saves, Reflex Shots (Acid Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W2, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed (3 Aztec Geckos per Acid Lizard)

Yellow Fire Lizard & 3 Aztec Geckos: 40pts per team, Moves ‘9’- T4, W4, S5, I4, A2, 6+ Dodge Save, Fire Breath (Auto, ‘9’ teardrop Flamethrower Template, S4, Fire attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W2, S3, I5, A1, 6+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed, (3 Aztec Geckos per Fire Lizard)

Yellow ‘Fused Lizard’ & Sun Laser Platform: 150ptsT5, W5, S4, I0, A3, 3+ Armour Save, Weak against Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A3 I4 S3 Poisoned Attacks, when allowed Reflex Shots: S3, 3 shots due to 3 Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at Initiative 0 which Ignore Armour Saves and can be used instead of its Close Combat attacks), Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals 2D6 hits, -2 to Armour Saves, Magical, Fire attacks) OR Snake Charmer; and the ‘Fused Lizard’ has a massive horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6 shots, can even be used in Close Combat; has a range of ‘4’ if directed at ALL enemy units within range ‘4’ as an alternative; also gains: Snake Magnet (In your Reinforcements phase, for each unit of Jungle Snakes within ‘6’ receives +1 base of Jungle Snakes)

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Yellow Lizard General on T-Rex with Mace: 360pts, Moves ‘9’- T5, W6, S7, I3, A5, 5+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed), Lizard General is also T5, W3 S5 A5 I3 4+ Armour Save -3 to Armour Saves, +1 to hit Bonus in Close Combat and is NOT Crazed); Enemy units can target either the Lizard General or the T-Rex at any time, and any attacks with a template (teardrop or Blast) will hit both the Lizard General AND the T-Rex. If the T-Rex is slain then the Lizard General is placed on the table (in Close Combat if the T-Rex was slain there) and can be represented by a Jaguar Lizard with a Mace and Shield if available.

Yellow Tyrannosaurus-Rex (without rider): 220pts, T5, W6, S7, I3, A5, 5+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed)

Yellow Gecko Priest on Spinosaur: 200ptsT5, W6, S5, I2, A3, 5+ Armour Save, Cavalry, Reduces Armour Saves by -1, Poisoned Attacks, Armed with Acid Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2 wounds if unsaved), Reflex Shots (Acid Phlegm), Sun Beacon (Missile attacks with ‘Sun’ in their description can be channelled through the Gecko Priest, even if the unit with ‘Sun’ attack is in Close Combat)

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Shadow Aztec Dinosaurs: Dinossauros Astec Sombra:Painted mainly in Black colours

Seeing Shadows(Vendo Sombras)Shadow Aztec Dinosaur models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Destemido)ALL Shadow Aztec Dinosaur 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 Aztec Dinosaur CORE Units: Shadow Aztec Gecko with Dart Gun: 4pts, Moves ‘9’T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun (Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks, -1 to hit penalty in Close Combat

Shadow Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins (Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Shadow Aztec Gecko with Bow: 4pts, Moves ‘9’ T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Bows Poisoned Attacks, -1 to hit penalty in Close Combat

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Shadow Aztec Gecko with Cudgel & Shield: 4pts, Moves ‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks, Reduces Armour Saves by -1

Shadow Jaguar Lizard with Mace & Shield: 10ptsT4, W1, S4, I2, A2, 4+ Armour Save, Reduces Armour Saves by -2

Shadow Jaguar Lizard with Spear & Shield: 10ptsT4, W1, S4, I3, A2, 4+ Armour Save, S5 vs Cavalry

Shadow Aztec Dinosaur Specialist Units: Limit of 36 Jungle Snake BasesLimit of 40 Stealth GeckosLimit of 50 Mounted Jaguar Lizards with Spears, Mounted Jaguar Lizards with Maces, Jaguar Temple Lizards

Shadow Jungle Snakes: 15pts per BaseT2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks, Suffers double Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could also come from exploding Terrain), Gets +1 to their Cover Save when in Cover

Shadow Stealth Gecko with Dart Gun: 8pts, Moves ‘9’T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks, Shooting hits like Snipers

Shadow Jaguar Lizard on Horned Beast with Spear: 32pts- T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to Armour Saves on Charge ONLY, Cavalry, Horned Beast is also S4 A2 I2 Shadow Jaguar Lizard on Horned Beast with Mace: 32pts- T5, W1, S4, I2, A2, 2+ Armour Save, Cavalry, Reduces Armour Saves by -2, Horned Beast is also S4 A2 I2 and does NOT Reduce Armour Saves

Shadow Jaguar Temple Lizard with Halberd: 13pts

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T4, W1, S5, I3, A2, 3+ Armour Save, Reduces Armour Saves by -1

Shadow Aztec Dinosaur Heavy Units: Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)Limit of 40 Crocodile BeastsLimit of 4 Triceratops & Aztec Gecko PlatformsLimit of 2 Sun Triceratops & Sun PlatformsLimit of 40 Pterodactyl Riders with Bows Limit of 40 Pterodactyl Riders with Javelins Limit of 40 Pterodactyl Riders with SlingsLimit of 40 Pterosaur Riders with SpearsLimit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27 Geckos), 9 Fire Lizards (27 Geckos)Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake CharmersLimit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-Rex without riders)Limit of 2 Gecko Priests on Spinosaurs

Shadow Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4 on Charge, Poisoned Attacks, Cavalry

Shadow Crocodile Beast with 2 Handed Club: 55pts, Moves ‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, Reduces Armour Saves by -3

Shadow Triceratops & Aztec Gecko Platform: 215ptsT6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Triceratops reduces Enemy Armour Saves by -2 in Close Combat, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5, deals 2 wounds if Unsaved, Ignores Armour Saves, Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots, Poisoned)

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Shadow Sun Triceratops & Sun Platform: 300ptsT6, W6, S6, I2, A4, 3+ Armour Save, Weak against Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on Charge ONLY which causes 2 wounds if unsaved, Sun Triceratops reduces Enemy Armour Saves by -2 in Close Combat, the 5 Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks, Sun Platform is operated by Gecko Priest with mask (Auto, Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire attacks to ALL enemy units within range)

Shadow Aztec Gecko on Pterodactyl w/ Javelin: 10pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, when allowed to use Reflex Shots- S4 Rocks: deals 2 S4 hits each, Poisoned Attacks

Shadow Aztec Gecko on Pterodactyl w/ Bow: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each), Poisoned Attacks, Armed with Bows (2 shots each in Shooting Phase due to 2 Riders)

Shadow Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack), Poisoned Attacks in Close Combat, Armed with Fire Sling (Auto, ‘9’, 1 shot, S4, Fire attacks)

Shadow Aztec Gecko on Pterosaur w/ Spear: 20pts, Moves ‘10’- T4, W2, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge), -1 to Armour Saves, has Death StrikeShadow Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Barbs (Auto, ‘12’, S4, D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks AND

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can be slain AFTER the Thorny Devil/Devils have all been destroyed, (3 Aztec Geckos per Thorny Devil) Shadow Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’T4, W3, S5, I4, A2, 5+ Dodge Save, Acid Breath (Auto, ‘9’ teardrop Flamethrower Template, S3, -3 to Armour Saves, Reflex Shots (Acid Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed (3 Aztec Geckos per Acid Lizard)

Shadow Fire Lizard & 3 Aztec Geckos: 40pts per team, Moves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath (Auto, ‘9’ teardrop Flamethrower Template, S4, Fire attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed, (3 Aztec Geckos per Fire Lizard)

Shadow ‘Fused Lizard’ & Sun Laser Platform: 150ptsT5, W4, S4, I0, A3, 2+ Armour Save, Weak against Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A3 I4 S3 Poisoned Attacks, when allowed Reflex Shots: S3, 3 shots due to 3 Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at Initiative 0 which Ignore Armour Saves and can be used instead of its Close Combat attacks), Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals 2D6 hits, -2 to Armour Saves, Magical, Fire attacks) OR Snake Charmer; and the ‘Fused Lizard’ has a massive horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6 shots, can even be used in Close Combat; has a range of ‘4’ if directed at ALL enemy units within range ‘4’ as an alternative; also gains: Snake Magnet (In your Reinforcements phase, for each unit of Jungle Snakes within ‘6’ receives +1 base of Jungle Snakes)

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Shadow Lizard General on T-Rex with Mace: 360pts, Moves ‘9’- T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Crazed), Lizard General is T5 W3 S5 A5 I3 3+ Armour Save -3 to Armour Saves, +1 to hit Bonus in Close Combat and is NOT Crazed); Enemy units can target either the Lizard General or the T-Rex at any time, and any attacks with a template (teardrop or Blast) will hit both the Lizard General AND the T-Rex. If the T-Rex is slain then the Lizard General is placed on the table (in Close Combat if the T-Rex was slain there) and can be represented by a Jaguar Lizard with a Mace and Shield if available.

Shadow Tyrannosaurus-Rex (without rider): 220pts, T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Crazed)

Shadow Gecko Priest on Spinosaur: 200ptsT5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Reduces Armour Saves by -1, Poisoned Attacks, Armed with Acid Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2 wounds if unsaved), Reflex Shots (Acid Phlegm), Sun Beacon (Missile attacks with ‘Sun’ in their description can be channelled through the Gecko Priest, even if the unit with ‘Sun’ attack is in Close Combat)

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Purple Aztec Dinosaurs: Dinossauros Asteca Roxo:Painted mainly in all shades of Purple

Sands of Time(Areias do Tempo)Purple Aztec Dinosaur Models can re-roll misses once in Shooting and Close Combat. Guess weapons (Cannons, Mortars) and Bazookas are an exception to this rule. Any model which cannot re-roll misses will have this included in their stats and, as always, Reflex Shots cannot ever re-roll misses.

Purple Aztec Dinosaur CORE Units: Purple Aztec Gecko with Dart Gun: 4pts, Moves ‘9’T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Dart Gun (Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks, -1 to hit penalty in Close Combat

Purple Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’T2, W1, S3, I4, A1, 4+ Dodge Save, Armed with Javelins (Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Purple Aztec Gecko with Bow: 4pts, Moves ‘9’ T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Bows Poisoned Attacks, -1 to hit penalty in Close Combat

Purple Aztec Gecko with Cudgel & Shield: 4pts, Moves ‘9’- T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks, Reduces Armour Saves by -1

Purple Jaguar Lizard with Mace & Shield: 10ptsT4, W1, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save, Reduces Armour Saves by -2

Purple Jaguar Lizard with Spear & Shield: 10pts

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T4, W1, S4, I3, A2, 4+ Armour Save, 5+ Dodge Save, S5 vs Cavalry

Purple Aztec Dinosaur Specialist Units: Limit of 36 Jungle Snake BasesLimit of 40 Stealth GeckosLimit of 50 Mounted Jaguar Lizards with Spears, Mounted Jaguar Lizards with Maces, Jaguar Temple Lizards

Purple Jungle Snakes: 15pts per BaseT2, W5, S2, I1, A5, 5+ Dodge Save, Poisoned Attacks, Dauntless, Suffers double Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could also come from exploding Terrain), Gets +1 to their Cover Save when in Cover

Purple Stealth Gecko with Dart Gun: 8pts, Moves ‘9’T2, W1, S3, I4, A1, 3+ Dodge Save, Poisoned Attacks, Shooting hits like Snipers

Purple Jaguar Lizard on Horned Beast with Spear: 32pts- T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to Armour Saves on Charge ONLY, Cavalry, Horned Beast is also S4 A2 I2 Purple Jaguar Lizard on Horned Beast with Mace: 32pts- T5, W1, S4, I2, A2, 2+ Armour Save, Cavalry, Reduces Armour Saves by -2, Horned Beast is also S4 A2 I2 and does NOT Reduce Armour Saves

Purple Jaguar Temple Lizard with Halberd: 13ptsT4, W1, S5, I3, A2, 3+ Armour Save, 5+ Dodge Save, Reduces Armour Saves by -1

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Purple Aztec Dinosaur Heavy Units: Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)Limit of 40 Crocodile BeastsLimit of 4 Triceratops & Aztec Gecko PlatformsLimit of 2 Sun Triceratops & Sun PlatformsLimit of 40 Pterodactyl Riders with Bows Limit of 40 Pterodactyl Riders with Javelins Limit of 40 Pterodactyl Riders with SlingsLimit of 40 Pterosaur Riders with SpearsLimit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27 Geckos), 9 Fire Lizards (27 Geckos)Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake CharmersLimit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-Rex without riders)Limit of 2 Gecko Priests on Spinosaurs

Purple Aztec Gecko on Horned Beast w/ Spear & Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+ Dodge Save, S4 on Charge, Poisoned Attacks, Cavalry

Purple Crocodile Beast with 2 Handed Club: 55pts, Moves ‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, 5+ Dodge Save, Reduces Armour Saves by -3

Purple Triceratops & Aztec Gecko Platform: 215ptsT6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Triceratops reduces Enemy Armour Saves by -2 in Close Combat, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5, deals 2 wounds if Unsaved, Ignores Armour Saves, Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots, Poisoned)

Purple Sun Triceratops & Sun Platform: 300pts

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T6, W6, S6, I2, A4, 3+ Armour Save, Weak against Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on Charge ONLY which causes 2 wounds if unsaved, Sun Triceratops reduces Enemy Armour Saves by -2 in Close Combat, the 5 Aztec Geckos will throw their Javelins in Close Combat have a combined total of A5 I4 S3 Poisoned Attacks, Sun Platform is operated by Gecko Priest with mask (Auto, Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire attacks to ALL enemy units within range)

Purple Aztec Gecko on Pterodactyl w/ Javelin: 10pts, Moves ‘10’- T4, W1, S3, I4, A2, 4+ Dodge Save, Flyers, Cavalry, when allowed to use Reflex Shots- S4 Rocks: deals 2 S4 hits each, Poisoned Attacks

Purple Aztec Gecko on Pterodactyl w/ Bow: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 4+ Dodge Save, Flyers, Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each), Poisoned Attacks, Armed with Bows (2 shots each in Shooting Phase due to 2 Riders)

Purple Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves ‘10’- T4, W1, S3, I4, A2, 4+ Dodge Save, Flyers, Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack), Poisoned Attacks in Close Combat, Armed with Fire Sling (Auto, ‘9’, 1 shot, S4, Fire attacks)

Purple Aztec Gecko on Pterosaur w/ Spear: 20pts, Moves ‘10’- T4, W2, S3, I4, A2, 4+ Dodge Save, Flyers, Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks, Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge), -1 to Armour Saves, has Death Strike

Purple Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’ T4, W3, S5, I4, A2, 4+ Dodge Save, Barbs (Auto, ‘12’, S4, D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks AND can

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be slain AFTER the Thorny Devil/Devils have all been destroyed, (3 Aztec Geckos per Thorny Devil)

Purple Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’T4, W3, S5, I4, A2, 4+ Dodge Save, Acid Breath (Auto, ‘9’ teardrop Flamethrower Template, S3, -3 to Armour Saves, Reflex Shots (Acid Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed (3 Aztec Geckos per Acid Lizard)

Purple Fire Lizard & 3 Aztec Geckos: 40pts per team, Moves ‘9’- T4, W3, S5, I4, A2, 4+ Dodge Save, Fire Breath (Auto, ‘9’ teardrop Flamethrower Template, S4, Fire attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in Close Combat; 3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND can be slain AFTER the Acid Lizard/Lizards have all been destroyed, (3 Aztec Geckos per Fire Lizard)

Purple ‘Fused Lizard’ & Sun Laser Platform: 150ptsT5, W4, S4, I0, A3, 2+ Armour Save, Weak against Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY, Aztec Geckos will throw their Javelins in Close Combat have a combined total of A3 I4 S3 Poisoned Attacks, when allowed Reflex Shots: S3, 3 shots due to 3 Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at Initiative 0 which Ignore Armour Saves and can be used instead of its Close Combat attacks), Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals 2D6 hits, -2 to Armour Saves, Magical, Fire attacks) OR Snake Charmer; and the ‘Fused Lizard’ has a massive horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6 shots, can even be used in Close Combat; has a range of ‘4’ if directed at ALL enemy units within range ‘4’ as an alternative; also gains: Snake Magnet (In your Reinforcements phase, for each unit of Jungle Snakes within ‘6’ receives +1 base of Jungle Snakes)

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Purple Lizard General on T-Rex with Mace: 360pts, Moves ‘9’- T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed), Lizard General is T5 W3 S5 A5 I3 3+ Armour Save -3 to Armour Saves, +1 to hit Bonus in Close Combat and is NOT Crazed); Enemy units can target either the Lizard General or the T-Rex at any time, and any attacks with a template (teardrop or Blast) will hit both the Lizard General AND the T-Rex. If the T-Rex is slain then the Lizard General is placed on the table (in Close Combat if the T-Rex was slain there) and can be represented by a Jaguar Lizard with a Mace and Shield if available (who will have a 5+ Dodge Save as he will be on foot).

Purple Tyrannosaurus-Rex (without rider): 220pts, T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if unsaved, Dauntless, Crazed)

Purple Gecko Priest on Spinosaur: 200ptsT5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Reduces Armour Saves by -1, Poisoned Attacks, Armed with Acid Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2 wounds if unsaved), Reflex Shots (Acid Phlegm), Sun Beacon (Missile attacks with ‘Sun’ in their description can be channelled through the Gecko Priest, even if the unit with ‘Sun’ attack is in Close Combat)

Pox DaimonsPokke Daimon

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Portal Reinforcements:(portal versterkings)Pox Daimon Reinforcements can arrive through Portals and can be teleported onto the battlefield within ‘6’ of a friendly Pox Daimon unit. The friendly units act as beacon for the portal technology to focus in on.

Enemy of the Illusionist:(vyand van die illusive)Pox Daimon Units can re-roll misses against Magic Daimon Units in Close Combat

Not from around Here: (nie van hier rond)Pox Daimon Units have Magical Attacks

Plague of Flies:(plaag van vlieë)Pox Daimon models (not including colour variants: Green, Yellow, Swamp and Clay) are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+), works exactly like Seeing Shadows

Always Wounds on 4+ at the most: Altyd wonde aan 4+ op die meesThis rule does NOT apply when attacking Vehicles or Juggernauts.

Pox Daimon CORE Units: Pox Daimon with Filthy Sword: 9ptspokke daimon met vuil sward

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T4, W1, S4, I2, A2, 5+ Dodge Save, 4+ Numb Save, Dauntless, Slow, Always Wounds on 4+ at the most

Daimon Children of Pox: 15pts per Basedaimon kinders van pokkeT3, W4, S3, I3, A4, 5+ Dodge Save, Poisoned Attacks, Dauntless, Slow, Ambush, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Pox Daimon Specialist Units:Limit of 24 Pox Daimons on Giant WaspsLimit of 60 Tormenters of Disease

Tormenter Daimon of Disease: 8pts, Moves ‘10’tormenter daimon van die siekteT4, W1, S4, I4, A1, 5+ Dodge Save, 4+ Numb Save, Flyer, Slow, Dauntless

Pox Daimon on Giant Wasp: 42pts, Moves ‘12’pokke daimon op reuse perdebyT5, W3, S4, I2, A4, 5+ Dodge Save, 4+ Numb Save, Flyer, Cavalry, Dauntless, Charges ‘9’, Always Wounds on 4+ at the most

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Pox Daimon Heavy Units:Limit of 1 Pox Daimon OverlordLimit of 2 Pox Daimon Princes, Diseased BehemothsLimit of 28 Pox Daimons on Slug Beasts, Slug Beasts

Pox Daimon Overlord w/ Giant Filthy Sword: 190ptspokke daimon oorheerser met reuse vuil swaard T7, W6, S6, I4, A5, 3+ Numb Save, 4+ Dodge Save, Slow, Dauntless, Weak against Spears, Always wounds on 4+ at the MAX, Ignores Armour Saves & Numb Saves in Close Combat

Daimon Prince of Disease: 160ptsdaimon vors van die siekteT6, W4, S6, I8, A5, 5+ Dodge Save, 4+ Numb Save, Moves ‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves in Close Combat, Weak against Spears, Dauntless, +1 to Hit Bonus in Close Combat

Pox Daimon on Slug Beast: 52pts, Moves ‘6’pokke daimon op slak dierT5, W4, S4, I2, A6, 3+ Numb Save, 5+ Dodge Save, Dauntless, Charges ‘9’, Weak against Spears, Always Wounds on 4+ at the most, (A6 includes attacks from Pox Daimon), Slug Beast causes 2 I9 S4 hits each on Charge ONLY

Pox Slug Beast: 40ptspokke slak dierT5, W4, S4, I2, A4, 3+ Numb Save, 5+ Dodge Save Dauntless, Slow, Weak against Spears, Always Wounds on 4+ at the most

Diseased Behemoth with Claws: 180ptssiek seekoei met kloueT13, W4, S6, I1, A4, 5+ Dodge Save, 4+ Numb Save, Ignores Armour Saves, Slow, Dogged, Dauntless, Armed with Arm

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Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball (Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)

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Green Pox Daimons:Groen Pokke Daimons:Painted mainly in Greens, lighter or darker but distinct from greens of the Swamp Armies

Deadly Accurate(Dodelike Akkurate)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.

Not from around Here: Green Pox Daimon Units have Magical Attacks

Green Pox Daimon CORE Units: Green Pox Daimon with Filthy Sword: 9ptsT4, W1, S4, I2, A2, 6+ Dodge Save, 5+ Numb Save, Dauntless, Slow, Poisoned Attacks

Green Daimon Children of Pox: 15pts per BaseT3, W4, S3, I3, A4, 6+ Dodge Save, Poisoned Attacks, Dauntless, Slow, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Green Pox Daimon Specialist Units:Limit of 24 Pox Daimons on Giant WaspsLimit of 60 Tormenters of Disease

Green Tormenter Daimon of Disease: 8pts, Moves ‘10’T4, W1, S4, I4, A1, 6+ Dodge Save, 5+ Numb Save, Flyer, Slow, Dauntless

Green Pox Daimon on Giant Wasp: 42pts, Moves ‘12’

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T5, W3, S4, I2, A4, 6+ Dodge Save, 5+ Numb Save, Flyer, Cavalry, Dauntless, Charges ‘9’, Poisoned Attacks

Green Pox Daimon Heavy Units:Limit of 1 Pox Daimon OverlordLimit of 2 Pox Daimon Princes, Diseased BehemothsLimit of 28 Pox Daimons on Slug Beasts, Slug Beasts

Green Pox Daimon Overlord w/ Giant Filthy Sword: 190pts- T7, W6, S6, I4, A5, 4+ Numb Save, 5+ Dodge Save, Slow, Dauntless, Weak against Spears, Poisoned Attacks, Ignores Armour Saves & Numb Saves in Close Combat

Green Daimon Prince of Disease: 160ptsT6, W4, S6, I8, A5, 6+ Dodge Save, 5+ Numb Save, Moves ‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves in Close Combat, Weak against Spears, Dauntless

Green Daimon on Slug Beast: 52pts, Moves ‘6’T5, W4, S4, I2, A6, 4+ Numb Save, 6+ Dodge Save, Dauntless, Charges ‘9’, Weak against Spears, Poisoned Attacks, (A6 includes attacks from Pox Daimon) Green Pox Slug Beast: 40ptsT5, W4, S4, I2, A4, 4+ Numb Save, 6+ Dodge Save Dauntless, Slow, Weak against Spears, Poisoned Attacks

Green Diseased Behemoth with Claws: 180ptsT13, W4, S6, I1, A4, 6+ Dodge Save, 5+ Numb Save, Ignores Armour Saves, Slow, Dogged, Dauntless, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball (Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)

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Yellow Pox Daimons:Geel Pokke Daimons:Painted mainly in Yellow colours of all shades

Two for the Price of One:(twee vir die prys van een)Yellow Pox Daimon 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.

Not from around Here: Yellow Pox Daimon Units have Magical Attacks

Yellow Pox Daimon CORE Units: Yellow Pox Daimon with Filthy Sword: 9ptsT4, W2, S4, I2, A2, 6+ Dodge Save, 5+ Numb Save, Dauntless, Slow, Poisoned Attacks

Yellow Daimon Children of Pox: 15pts per BaseT3, W5, S3, I3, A4, 6+ Dodge Save, Poisoned Attacks, Dauntless, Slow, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Yellow Pox Daimon Specialist Units:Limit of 24 Pox Daimons on Giant WaspsLimit of 60 Tormenters of Disease

Yellow Tormenter Daimon of Disease: 8pts, Moves ‘10’T4, W2, S4, I4, A1, 6+ Dodge Save, 5+ Numb Save, Flyer, Slow, DauntlessYellow Pox Daimon on Giant Wasp: 42pts, Moves ‘12’

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T5, W4, S4, I2, A4, 6+ Dodge Save, 5+ Numb Save, Flyer, Cavalry, Dauntless, Charges ‘9’, Poisoned Attacks

Yellow Pox Daimon Heavy Units:Limit of 1 Pox Daimon OverlordLimit of 2 Pox Daimon Princes, Diseased BehemothsLimit of 28 Pox Daimons on Slug Beasts, Slug Beasts

Yellow Pox Daimon Overlord w/ Giant Filthy Sword: 190pts- T7, W7, S6, I4, A5, 4+ Numb Save, 5+ Dodge Save, Slow, Dauntless, Weak against Spears, Poisoned Attacks, Ignores Armour Saves & Numb Saves in Close Combat

Yellow Daimon Prince of Disease: 160ptsT6, W5, S6, I8, A5, 6+ Dodge Save, 5+ Numb Save, Moves ‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves in Close Combat, Weak against Spears, Dauntless

Yellow Daimon on Slug Beast: 52pts, Moves ‘6’T5, W5, S4, I2, A6, 6+ Dodge Save, 4+ Numb Save, Dauntless, Charges ‘9’, Weak against Spears, Poisoned Attacks, (A6 includes attacks from Pox Daimon) Yellow Pox Slug Beast: 40ptsT5, W5, S4, I2, A4, 6+ Dodge Save, 4+ Numb Save, Dauntless, Slow, Weak against Spears, Poisoned Attacks

Yellow Diseased Behemoth with Claws: 180ptsT12, W5, S6, I1, A4, 6+ Dodge Save, 5+ Numb Save, Ignores Armour Saves, Slow, Dogged, Dauntless, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball (Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)

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Swamp Pox Daimons:Moeras Pokke Daimons:Painted mainly in Sea Greens, Hookers Green and lightly painted off-Greens distinct from greens of the Green Armies

Slow: (Stadig)All Swamp units move like ALWAYS 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)

Uninhibited:(Ongeremd)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.

Not from around Here: Swamp Pox Daimon Units have Magical Attacks

Swamp Pox Daimon CORE Units:Swamp Pox Daimon with Filthy Sword: 9ptsT4, W1, S4, I2, A2, 6+ Dodge Save, 4+ Numb Save, Dauntless, Slow, Uninhibited, Poisoned Attacks

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Swamp Daimon Children of Pox: 15pts per BaseT3, W4, S3, I3, A4, 6+ Dodge Save, 5+ Numb Save, Poisoned Attacks, Dauntless, Slow, Uninhibited, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Swamp Pox Daimon Specialist Units:Limit of 24 Pox Daimons on Giant WaspsLimit of 60 Tormenters of Disease

Swamp Tormenter Daimon of Disease: 8pts, Moves ‘10’T4, W1, S4, I4, A1, 6+ Dodge Save, 4+ Numb Save, Flyer, Slow, Dauntless, Uninhibited

Swamp Pox Daimon on Giant Wasp: 42pts, Moves ‘12’T5, W3, S4, I2, A4, 6+ Dodge Save, 4+ Numb Save, Flyer, Cavalry, Dauntless, Uninhibited, Charges ‘9’, Poisoned Attacks

Swamp Pox Daimon Heavy Units:Limit of 1 Pox Daimon OverlordLimit of 2 Pox Daimon Princes, Diseased BehemothsLimit of 28 Pox Daimons on Slug Beasts, Slug Beasts

Swamp Pox Daimon Overlord w/ Giant Filthy Sword: 190pts- T7, W6, S6, I4, A5, 3+ Numb Save, 5+ Dodge Save, Slow, Dauntless, Weak against Spears, Uninhibited, Poisoned Attacks, Ignores Armour Saves & Numb Saves in Close Combat

Swamp Daimon Prince of Disease: 160ptsT6, W4, S6, I8, A5, 6+ Dodge Save, 4+ Numb Save, Moves ‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves in Close Combat, Weak against Spears, Dauntless, UninhibitedSwamp Daimon on Slug Beast: 52pts, Moves ‘6’

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T5, W4, S4, I2, A6, 3+ Numb Save, 6+ Dodge Save, Dauntless, Charges ‘9’, Weak against Spears, Uninhibited, Poisoned Attacks, (A6 includes attacks from Pox Daimon) Swamp Pox Slug Beast: 40ptsT5, W4, S4, I2, A4, 3+ Numb Save, 6+ Dodge Save Dauntless, Slow, Uninhibited, Weak against Spears, Poisoned Attacks

Swamp Diseased Behemoth with Claws: 180ptsT13, W4, S6, I1, A4, 6+ Dodge Save, 4+ Numb Save, Ignores Armour Saves, Slow, Dogged, Uninhibited, Dauntless, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball (Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)

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Clay Pox Daimons:Klei Pokke Daimons:Painted in Earthy colours, browns and the colour of un-fired Clay Blast Furnace(Hoogond)Fire attacks are only S2 against Clay Pox Daimon models

Not from around Here: Clay Pox Daimon Units have Magical Attacks

Clay Pox Daimon CORE Units:Clay Pox Daimon with Filthy Sword: 9ptsT4, W1, S4, I2, A2, 6+ Dodge Save, 4+ Numb Save, Dauntless, Slow, Poisoned Attacks

Clay Daimon Children of Pox: 15pts per BaseT3, W4, S3, I3, A4, 6+ Dodge Save, 5+ Numb Save, Poisoned Attacks, Dauntless, Slow, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Clay Pox Daimon Specialist Units:Limit of 24 Pox Daimons on Giant WaspsLimit of 60 Tormenters of Disease

Clay Tormenter Daimon of Disease: 8pts, Moves ‘10’T4, W1, S4, I4, A1, 6+ Dodge Save, 4+ Numb Save, Flyer, Slow, Dauntless

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Clay Pox Daimon on Giant Wasp: 42pts, Moves ‘12’T5, W3, S4, I2, A4, 6+ Dodge Save, 4+ Numb Save, Flyer, Cavalry, Dauntless, Charges ‘9’, Poisoned Attacks

Clay Pox Daimon Heavy Units:Limit of 1 Pox Daimon OverlordLimit of 2 Pox Daimon Princes, Diseased BehemothsLimit of 28 Pox Daimons on Slug Beasts, Slug Beasts

Clay Pox Daimon Overlord w/ Giant Filthy Sword: 190pts- T7, W6, S6, I4, A5, 3+ Numb Save, 5+ Dodge Save, Slow, Dauntless, Weak against Spears, Poisoned Attacks, Ignores Armour Saves & Numb Saves in Close Combat

Clay Daimon Prince of Disease: 160ptsT6, W4, S6, I8, A5, 6+ Dodge Save, 4+ Numb Save, Moves ‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves in Close Combat, Weak against Spears, Dauntless

Clay Daimon on Slug Beast: 52pts, Moves ‘6’T5, W4, S4, I2, A6, 3+ Numb Save, 6+ Dodge Save, Dauntless, Charges ‘9’, Weak against Spears, Poisoned Attacks, (A6 includes attacks from Pox Daimon) Clay Pox Slug Beast: 40ptsT5, W4, S4, I2, A4, 3+ Numb Save, 6+ Dodge Save Dauntless, Slow, Weak against Spears, Poisoned Attacks

Clay Diseased Behemoth with Claws: 180ptsT13, W4, S6, I1, A4, 6+ Dodge Save, 4+ Numb Save, Ignores Armour Saves, Slow, Dogged, Dauntless, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball (Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)

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Mountain Ogresδράκους βουνό drákous vounóпланински ogre planinski ogresCrushers: Mountain Ogre units (not including colour variants: Green, Red, Blue, Clay, Grey) reduce Armour Saves in Close Combat through sheer strength, brute force and crushing blows.

Mountain Ogre CORE Units: Mountain Ogre with Club & Axe: 30pts, Moves ‘9’βουνό δράκος με ρόπαλο και τσεκούρι vounó drákos me rópalo kai tsekoúriпланински ogre со клубот и штитplaninski ogre so klubot i štitT4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears, Reduces Armour Saves by -1, Causes 1 I9 S4 hit each on Charge ONLY

Mountain Ogre with 2 Handed Blade: 40pts, Moves ‘9’βουνό δράκος με τα δύο χέρια λεπίδαvounó drákos me ta dýo chéria lepídaпланински ogre со две раце ножplaninski ogre so dve race nožT4, W3, S6, I0, A3, 5+ Armour Save, Weak against Spears, Reduces Armour Saves by -3, Causes 1 I9 S4 hit each on Charge ONLY

Kobold Scavenger with 2 Scrap Weapons: 2ptsκαλικάντζαρος οδοκαθαριστής με δύο όπλα θραύσματαkalikántzaros odokatharistí�s me dýo ópla thráf�smata Kobold чистач со две старо оружјеKobold čistač so dve staro oružJe

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T3, W1, S2, I3, A2, No Save, Armed with Assorted Rubbish (Automatic, ‘12’, S3, 1 shot) Reflex Shots (S3), Has -1 penalty to Hit in Shooting, Reflex and Close Combat always

Kobold Poacher: 25pts for 3 Kobold Poachersκαλικάντζαρος λαθροθήρας kalikántzaros lathrothí�rasKobold ловокрадец Kobold lovokradecT3, W1, S3, I3, A2, No Save, Armed with Assorted Rubbish, Joins Kobold Scavenger Units, Reflex Shots (S3), Nasty Traps (Enemy models each roll a D6 when charging a Kobold Scavenger unit with Kobold Poachers in it, on a 1 the model suffers an unsaved wound), Has -1 penalty to Hit in Shooting, Reflex and Close Combat always

Mountain Ogre Specialist Units: Limit of 40 Mountain Ogres with Big Guns (4 Units) Limit of 40 Ogre Adventurers (4 Units) Limit of 40 Sabretooths (4 Units)Limit of 40 Abominable Snowmen (4 Units) Mountain Ogre with Big Gun: 40pts, Moves ‘9’ βουνό τέρας με μεγάλο όπλο vounó téras me megálo óploпланински ogre со голем пиштол planinski ogre so golem pistolT4, W3, S4, I2, A3, 6+ Armour Save, Armed with Big Gun (Auto, ‘24’, S4, D6 shots, -1 to Armour Saves), Weak against Spears, Reduces Armour Saves by -1 in Close Combat, Causes 1 I9 S4 hit each on Charge ONLY

Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’βουνό δράκος τυχοδιώκτης με δύο όπλαvounó drákos tychodió�kti �s me dýo óplaпланински ogre авантурист со две оружјаplaninski ogre avanturist so dve oružJa

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T4, W3, S5, I3, A5, 5+ Armour Save, Dauntless, Ambush, Weak against Spears, Armed with Modified Pistol (Auto, ‘24’, S4, -1 to Armour Saves), Shooting hits like Snipers, Reflex Shots (S4, -1 to Armour), Causes 1 I9 S4 hit each on Charge ONLY, Reduces Armour Saves by -1 in Close Combat Sabretooth: 13pts, Moves ‘9’Σέιμπερτουθ SéimpertouthSabretoothT4, W2, S4, A3, I4, No Save, Cavalry, Ambush

Abominable Snowman with Ice Club: 44pts, Moves ‘9’απαίσιος χιονάνθρωπος με ρόπαλο πάγοapaísios chionánthro�pos me rópalo págoгнасните снежен со мраз клубgnasnite snežen so mraz klubT4, W3, S5, I4, A3, 6+ Armour Save, Charges ‘9’, Weak against Fire, Weak against Spears, Magical attacks, -2 to Armour Saves

Ogre Heavy Units: Limit of 10 Mercenary Ogre Adventurers (1 Unit)Limit of 40 Ogre Cavalry (4 Units)Limit of 4 Ravenous Ogres (4 Units)Limit of 2 Ogre Giants, Ice Mammoths, Granite MammothsLimit of 2 Ogre Mobile Cannons, Kobold Junk Catapults

Mercenary Ogre Adventurer w/ Club & Axe: 35ptsμισθοφόρος δράκος τυχοδιώκτης με ρόπαλο και τσεκούριmisthofóros drákos tychodió�kti �s me rópalo kai tsekoúriплатеник ogre авантурист со клубот и секираplatenik ogre avanturist so klubot i sekiraMoves ‘9’, T4, W3, S4, I2, A4, 5+ Armour Save, Causes 1 I9 S4 Impact Hit each on Charge only, Weak against Spears, Ambush, Diehards, -1 to Armour Saves

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Mountain Ogre Cavalry w/ 2 Handed Club: 73ptsβουνό δράκος ιππικό με τα δύο χέρια σκήπτροvounó drákos ippikó me ta dýo chéria skí�ptroпланински ogre коњица со две раце клубplaninski ogre konjica so dve race klubMoves ‘9’, T5, W3, S6, I0, A3, 3+ Armour Save, Cavalry, Furry Tusker is S5 A4, I2 in Close Combat, the Ogre Rider Reduces Armour Saves by -3, Causes 2 I9 S5 hits each on Charge ONLY

1 Ravenous Ogre with Bare Hands: 90pts, Moves ‘9’αδηφάγο τέρας με γυμνά χέρια adi �fágo téras me gymná chériaлаком ogre со голи раце lakom ogre so goli raceT5, W4, S5, I3, A5, No Save, Ambush, Death Strike, Weak against Spears, Dauntless, Crazed, Reduces Armour Saves by -1

Ogre Giant: 200pts, Moves ‘9’δράκος γίγαντας drákos gígantasogre гигант ogre gigantT5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves), Reflex Shots (Big Rock) Kobold Junk Catapult: 130pts, Moves ‘9’καλικάντζαρος σκουπίδια καταπέλτηkalikántzaros skoupídia katapéltKobold старо катапулт Kobold staro katapultT5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Junk Catapult (Auto, Guess ’12’ – ‘48’ S3, ‘2’ blast, Death Strike), The 7 Kobold Scavenger Crew are armed with Assorted Rubbish, Reflex Shots (S3, 7 Shots due to 7 Crew) and have a combined total of 14 S3 attacks with a -1 to hit

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penalty, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on Charge ONLY

Mobile Ogre Cannon: 170pts, Moves ‘9’ κινητό κανόνι τέρας kini �tó kanóni térasмобилни ogre топови mobilni ogre topoviT6, W5, S5, I2, A3, 4+ Armour Save, Heavy Cannon with Range ‘36’ but bounces D6 + 4 (See Page 18 & 19 of Army Men PAZCIK Rulebook), Grapeshot of Wrath: Grapeshot is S10, Heavy, and Ignores Armour, The Ogre Crewman is S4 A3 I2 in Close Combat and Reduces Armour Saves by -1, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on Charge ONLY Ogre Ice Mammoth: 250pts, Moves ‘9’μαμούθ πάγου mamoúth págouмраз мамут mraz mamutT6, W6, S6, I2, A4, 5+ Armour Save, Weak against Spears, Mammoth Reduces enemy Armour Saves by -2, The 2 Ogre Riders’ combined Close Combat attacks are S4 A6 I2Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2 wounds if unsaved) and 1 Dangling Man-Trap (Auto, ‘12’, S6, Death Strike), Frozen Stiff: Enemy Models within ‘6’ of an Ice Mammoth are I0, Ice Blast (Auto, Guess ‘6’ to ‘24’, ‘2’ Blast, Magical, S3, deals 2 wounds if Unsaved)

Ogre Granite Mammoth: 250pts, Moves ‘9’γρανίτη μαμούθ graníti � mamoúthгранит мамут granit mamutT6, W6, S6, I2, A6, 4+ Armour Save, Crazed, Weak against Spears, Mammoth reduces Enemy Armour Saves by -2, Granite Mammoth Causes 9 I9 S6 -3 to Armour Saves Impact Hits on a Charge, also can do this instead of its normal Close Combat Attacks, Harder than Rock: When it suffers an Unsaved wound from an attack that causes multiple wounds (e.g. a Cannon or a Death Strike attack), divide the unsaved wounds caused by 2, rounding up

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The Ogre Rider combined is S4 A3 I2 in Close Combat AND Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2 wounds if unsaved)

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Green Mountain Ogres (Kobolds): πράσινο δράκους βουνό ( kobolds ) prásino drákous vounó ( kobolds )Зелената планина Ogres ( kobolds ) Zelenata planina Ogres ( kobolds )Painted mainly in Greens, lighter or darker but distinct from greens of the Swamp Armies

Deadly Accurate(θανατηφόρα ακρίβεια thanati ̱fóra akríveia)(смртоносна точни smrtonosna točni)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.

Green Ogre (Kobold) Core Units:

Green Kobold Scavenger with 2 Scrap Weapons: 2ptsT3, W1, S2, I3, A2, No Save, Armed with Assorted Rubbish (Automatic, ‘12’, S3, 1 shot), Has -1 penalty to Hit in Shooting, Reflex and Close Combat always

Green Ogre (Kobold) Heavy Units: Limit of 2 Kobold Junk Catapults

Green Kobold Junk Catapult: 130pts, Moves ‘9’T5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Junk Catapult (Auto, Guess ’12’ – ‘48’ S3, ‘2’ blast, Death Strike), The 7 Kobold Scavenger Crew are armed with Assorted Rubbish, Reflex Shots (S3, 7 Shots due to 7 Crew) and have a combined total of 14 S3 attacks with a -1 to hit penalty, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on Charge ONLY

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Red Mountain Ogresκόκκινο βουνό δράκους kókkino vounó drákousцрвени планината Ogres crveni planinata OgresPainted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(το κόκκινο στρατό to kókkino strató)(Црвената армија Crvenata armiJa)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Mountain Ogre CORE Units: Red Mountain Ogre with Club & Axe: 28pts, Moves ‘9’T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears

Red Kobold Scavenger w/ 2 Scrap Weapons: 2ptsT3, W1, S2, I3, A2, 6+ Dodge Save, Armed with Assorted Rubbish (Automatic, ‘12’, S3, 1 shot) Has -1 penalty to Hit in Shooting, Reflex and Close Combat always

Red Mountain Ogre Specialist Units: Limit of 40 Sabretooths Red Sabretooth: 11pts, Moves ‘9’T4, W2, S4, A3, I4, No Save, Cavalry

Red Ogre Heavy Units: Limit of 10 Mercenary Ogre Adventurers (1 Unit)

Red Mercenary Ogre Adventurer w/ Club & Axe: 33pts, Moves ‘9’, T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears, Ambush, Diehards

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Blue Mountain Ogres:μπλε βουνό δράκους ble vounó drákous:μπλε планински Ogres ble planinski Ogres:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(προσωπική μεταφορέα proso�pikí� metaforéa)(лични транспортерот lični transporterot)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Mountain Ogre CORE Units: Blue Mountain Ogre with Club & Axe: 30pts, Moves ‘9’T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak against Spears

Blue Mountain Ogre w/ 2 Handed Blade: 40pts, Moves ‘9’- T4, W3, S6, I0, A3, 5+ Armour Save, 5+ Numb Save, Weak against Spears, Reduces Armour Saves by -2

Blue Kobold Scavenger with 2 Scrap Weapons: 2ptsT3, W1, S2, I3, A2, 5+ Numb Save, Armed with Assorted Rubbish (Automatic, ‘12’, S3, 1 shot) Has -1 penalty to Hit in Shooting, Reflex and Close Combat always

Blue Kobold Poacher: 25pts for 3 Kobold PoachersT3, W1, S3, I3, A2, 5+ Numb Save, Armed with Assorted Rubbish, Joins Kobold Scavenger Units, Nasty Traps (Enemy models each roll a D6 when charging a Kobold Scavenger unit with Kobold Poachers in it, on a 1 the model suffers an unsaved wound), Has -1 penalty to Hit in Shooting, Reflex and Close Combat always

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Blue Mountain Ogre Specialist Units: Limit of 40 Mountain Ogres with Big Guns, Ogre Adventurers, Sabretooths AND Abominable Snowmen

Blue Mountain Ogre with Big Gun: 40pts, Moves ‘9’ T4, W3, S4, I2, A3, 6+ Armour Save, 5+ Numb Save, Armed with Big Gun (Auto, ‘24’, S4, D6 shots, -1 to Armour Saves), Weak against Spears

Blue Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’, T4, W3, S5, I3, A5, 5+ Armour Save, 5+ Numb Save, Dauntless, Weak against Spears, Armed with Modified Pistol (Auto, ‘24’, S4, -1 to Armour Saves), Shooting hits like Snipers

Blue Sabretooth: 13pts, Moves ‘9’T4, W2, S4, A3, I4, 5+ Numb Save, Cavalry

Blue Abominable Snowman with Ice Club: 44pts, Moves ‘9’- T4, W3, S5, I4, A3, 6+ Armour Save, 5+ Numb Save, Charges ‘9’, Weak against Fire, Weak against Spears, Magical attacks, Reduces Armour Saves by -1 in Close Combat

Blue Ogre Heavy Units: Limit of 10 Mercenary Ogre Adventurers (1 Unit)Limit of 40 Ogre CavalryLimit of 4 Ravenous OgresLimit of 2 Ogre Giants, Ice Mammoths, Granite MammothsLimit of 2 Ogre Mobile Cannons, Kobold Junk Catapults

Blue Mercenary Ogre Adventurer w/ Club & Axe: 35pts, Moves ‘9’, T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak against Spears, Ambush, Diehards

Blue Mountain Ogre Cavalry w/ 2 Handed Club: 73pts,

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Moves ‘9’, T5, W3, S6, I0, A3, 3+ Armour Save, 5+ Numb Save, Cavalry, Furry Tusker is S5 A4, I2 in Close Combat, the Ogre Rider Reduces Armour Saves by -2

1 Blue Ravenous Ogre with Bare Hands: 90pts, Moves ‘9’- T5, W4, S5, I3, A5, 5+ Numb Save, Death Strike, Weak against Spears, Dauntless, Crazed, Reduces Armour Saves by -1

Blue Ogre Giant: 200pts, Moves ‘9’T5, W6, S6, I3, 2D6 Attacks each, 5+ Numb Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves) Blue Kobold Junk Catapult: 130pts, Moves ‘9’T5, W5, S5, I2, A3, 4+ Armour Save, 5+ Numb Save, Cavalry, Junk Catapult (Auto, Guess ’12’ – ‘48’ S3, ‘2’ blast, Death Strike), The 7 Kobold Scavenger Crew are armed with Assorted Rubbish and have a combined total of 14 S3 attacks with a -1 to hit penalty, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on Charge ONLY

Blue Mobile Ogre Cannon: 170pts, Moves ‘9’ T6, W5, S5, I2, A3, 4+ Armour Save, 5+ Numb Save, Heavy Cannon with Range ‘36’ but bounces D6 + 4 (See Page 18 & 19 of Army Men PAZCIK Rulebook), Grapeshot of Wrath: Grapeshot is S10, Heavy, and Ignores Armour, The Ogre Crewman is S4 A3 I2 in Close Combat, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on Charge ONLY Blue Ogre Ice Mammoth: 250pts, Moves ‘9’T6, W6, S6, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak against Spears, Mammoth Reduces enemy Armour Saves by -2, The 2 Ogre Riders’ combined Close Combat attacks are S4 A6 I2Armed with 1 Ogre Harpoon (Auto, ‘36’, S6,

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deals 2 wounds if unsaved) and 1 Dangling Man-Trap (Auto, ‘12’, S6, Death Strike), Ice Blast (Auto, Guess ‘6’ to ‘24’, ‘2’ Blast, Magical, S3, deals 2 wounds if Unsaved)

Blue Ogre Granite Mammoth: 250pts, Moves ‘9’T6, W6, S6, I2, A6, 4+ Armour Save, 5+ Numb Save, Crazed, Weak against Spears, Mammoth reduces Enemy Armour Saves by -2, Granite Mammoth Causes 9 I9 S6 -3 to Armour Saves Impact Hits on a Charge, also can do this instead of its normal Close Combat Attacks, The Ogre Rider combined is S4 A3 I2 in Close Combat AND Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2 wounds if unsaved)

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Clay Mountain Ogresπηλό βουνό δράκους piH ló vounó drákous:глина планински Ogres glina planinski Ogres:Painted in Earthy colours, browns and the colour of un-fired Clay

Blast Furnace(υψικαμίνου ypsikamínou)(високи печки visoki pečki)Fire attacks are only S2 against Clay Mountain Ogre models

Clay Mountain Ogre CORE Units: Clay Mountain Ogre with Club & Axe: 30pts, Moves ‘9’T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak against Spears

Clay Mountain Ogre w/ 2 Handed Blade: 40pts, Moves ‘9’- T4, W3, S6, I0, A3, 5+ Armour Save, 5+ Numb Save, Weak against Spears, Reduces Armour Saves by -2

Clay Kobold Scavenger with 2 Scrap Weapons: 2ptsT3, W1, S2, I3, A2, 5+ Numb Save, Armed with Assorted Rubbish (Automatic, ‘12’, S3, 1 shot) Has -1 penalty to Hit in Shooting, Reflex and Close Combat always

Clay Kobold Poacher: 25pts for 3 Kobold PoachersT3, W1, S3, I3, A2, 5+ Numb Save, Armed with Assorted Rubbish, Joins Kobold Scavenger Units, Nasty Traps (Enemy models each roll a D6 when charging a Kobold Scavenger unit with Kobold Poachers in it, on a 1 the model suffers an unsaved wound), Has -1 penalty to Hit in Shooting, Reflex and Close Combat always

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Clay Mountain Ogre Specialist Units: Limit of 40 Mountain Ogres with Big Guns, Ogre Adventurers, Sabretooths AND Abominable Snowmen

Clay Mountain Ogre with Big Gun: 40pts, Moves ‘9’ T4, W3, S4, I2, A3, 6+ Armour Save, 5+ Numb Save, Armed with Big Gun (Auto, ‘24’, S4, D6 shots, -1 to Armour Saves), Weak against Spears

Clay Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’, T4, W3, S5, I3, A5, 5+ Armour Save, 5+ Numb Save, Dauntless, Weak against Spears, Armed with Modified Pistol (Auto, ‘24’, S4, -1 to Armour Saves), Shooting hits like Snipers

Clay Sabretooth: 13pts, Moves ‘9’T4, W2, S4, A3, I4, 5+ Numb Save, Cavalry

Clay Abominable Snowman with Ice Club: 44pts, Moves ‘9’- T4, W3, S5, I4, A3, 6+ Armour Save, 5+ Numb Save, Charges ‘9’, Weak against Spears, Magical attacks, Reduces Armour Saves by -1 in Close Combat

Clay Ogre Heavy Units: Limit of 10 Mercenary Ogre Adventurers (1 Unit)Limit of 40 Ogre CavalryLimit of 4 Ravenous OgresLimit of 2 Ogre Giants, Ice Mammoths, Granite MammothsLimit of 2 Ogre Mobile Cannons, Kobold Junk Catapults

Clay Mercenary Ogre Adventurer w/ Club & Axe: 35pts, Moves ‘9’, T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak against Spears, Ambush, Diehards

Clay Mountain Ogre Cavalry w/ 2 Handed Club: 73pts,

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Moves ‘9’, T5, W3, S6, I0, A3, 3+ Armour Save, 5+ Numb Save, Cavalry, Furry Tusker is S5 A4, I2 in Close Combat, the Ogre Rider Reduces Armour Saves by -2

1 Clay Ravenous Ogre with Bare Hands: 90pts, Moves ‘9’- T5, W4, S5, I3, A5, 5+ Numb Save, Death Strike, Weak against Spears, Dauntless, Crazed, Reduces Armour Saves by -1

Clay Ogre Giant: 200pts, Moves ‘9’T5, W6, S6, I3, 2D6 Attacks each, 5+ Numb Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves) Clay Kobold Junk Catapult: 130pts, Moves ‘9’T5, W5, S5, I2, A3, 4+ Armour Save, 5+ Numb Save, Cavalry, Junk Catapult (Auto, Guess ’12’ – ‘48’ S3, ‘2’ blast, Death Strike), The 7 Kobold Scavenger Crew are armed with Assorted Rubbish and have a combined total of 14 S3 attacks with a -1 to hit penalty, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on Charge ONLY

Clay Mobile Ogre Cannon: 170pts, Moves ‘9’ T6, W5, S5, I2, A3, 4+ Armour Save, 5+ Numb Save, Heavy Cannon with Range ‘36’ but bounces D6 + 4 (See Page 18 & 19 of Army Men PAZCIK Rulebook), Grapeshot of Wrath: Grapeshot is S10, Heavy, and Ignores Armour, The Ogre Crewman is S4 A3 I2 in Close Combat, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on Charge ONLY Clay Ogre Ice Mammoth: 250pts, Moves ‘9’T6, W6, S6, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak against Spears, Mammoth Reduces enemy Armour Saves by -2, The 2 Ogre Riders’ combined Close Combat attacks are S4 A6 I2Armed with 1 Ogre Harpoon (Auto, ‘36’, S6,

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deals 2 wounds if unsaved) and 1 Dangling Man-Trap (Auto, ‘12’, S6, Death Strike), Ice Blast (Auto, Guess ‘6’ to ‘24’, ‘2’ Blast, Magical, S3, deals 2 wounds if Unsaved)

Clay Ogre Granite Mammoth: 250pts, Moves ‘9’T6, W6, S6, I2, A6, 4+ Armour Save, 5+ Numb Save, Crazed, Weak against Spears, Mammoth reduces Enemy Armour Saves by -2, Granite Mammoth Causes 9 I9 S6 -3 to Armour Saves Impact Hits on a Charge, also can do this instead of its normal Close Combat Attacks, The Ogre Rider combined is S4 A3 I2 in Close Combat AND Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2 wounds if unsaved)

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Grey Mountain Ogres: γκρι δράκους βουνό nkri drákous vounó:сива планински Ogres siva planinski OgresPainted in Greys, charcoals and dark grey

Professionals(επαγγελματίες epangelmatíes)(професионалци profesionalci)Reduces Enemy Save, whichever one they choose, by a further -1 than usual. This will be covered in Grey Mountain Ogre Model stats in each case. This rule does NOT apply to Dodge Saves, which cannot be modified.

Grey Mountain Ogre CORE Units: Grey Mountain Ogre with Club & Axe: 30pts, Moves ‘9’T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears, Reduces Armour Saves by -1

Grey Mountain Ogre with 2 Handed Blade: 40pts, Moves ‘9’- T4, W3, S6, I0, A3, 5+ Armour Save, Weak against Spears, Reduces Armour Saves by -3

Grey Kobold Scavenger with 2 Scrap Weapons: 2ptsT3, W1, S2, I3, A2, 5+ Armour Save, Armed with Assorted Rubbish (Automatic, ‘12’, S3, 1 shot), Reduces Armour Saves by -1 in Shooting Phase, Has -1 penalty to Hit in Shooting, Reflex and Close Combat always

Grey Kobold Poacher: 25pts for 3 Kobold PoachersT3, W1, S3, I3, A2, 5+ Armour Save, Armed with Assorted Rubbish (-1 to Armour Saves in Shooting Phase), Joins Kobold Scavenger Units, Nasty Traps (Enemy models each roll a D6 when charging a Kobold Scavenger unit with Kobold Poachers in it, on a 1 the model suffers an unsaved

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wound), Has -1 penalty to Hit in Shooting, Reflex and Close Combat always

Grey Mountain Ogre Specialist Units: Limit of 40 Mountain Ogres with Big Guns, Ogre Adventurers, Sabretooths AND Abominable Snowmen Grey Mountain Ogre with Big Gun: 40pts, Moves ‘9’ T4, W3, S4, I2, A3, 5+ Armour Save, Armed with Big Gun (Auto, ‘24’, S4, D6 shots, -1 to Armour Saves), Weak against Spears, Reduces Armour Saves by -1 in Close Combat

Grey Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’, T4, W3, S5, I3, A5, 5+ Armour Save, Dauntless, Ambush, Weak against Spears, Armed with Modified Pistol (Auto, ‘24’, S4, -1 to Armour Saves), Shooting hits like Snipers, Reflex Shots (S4, -1 to Armour), Reduces Armour Saves by -1 in Close Combat

Grey Sabretooth: 13pts, Moves ‘9’T4, W2, S4, A3, I4, 5+ Armour Save, Cavalry, -1 to Armour Saves

Grey Abominable Snowman with Ice Club: 44pts, Moves ‘9’- T4, W3, S5, I4, A3, 5+ Armour Save, Charges ‘9’, Weak against Fire, Magical attacks, Weak against Spears, -2 to Armour Saves

Grey Ogre Heavy Units: Limit of 10 Mercenary Ogre Adventurers (1 Unit)Limit of 40 Ogre CavalryLimit of 4 Ravenous OgresLimit of 2 Ogre Giants, Ice Mammoths, Granite MammothsLimit of 2 Ogre Mobile Cannons, Kobold Junk Catapults

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Grey Mercenary Ogre Adventurer w/ Club & Axe: 35pts, Moves ‘9’, T4, W3, S4, I2, A4, 5+ Armour Save, Weak against Spears, Ambush, Diehards, -1 to Armour Saves

Grey Mountain Ogre Cavalry w/ 2 Handed Club: 73pts, Moves ‘9’, T5, W3, S6, I0, A3, 3+ Armour Save, Cavalry, Furry Tusker is S5 A4, I2 in Close Combat, the Ogre Rider Reduces Armour Saves by -3

1 Grey Ravenous Ogre with Bare Hands: 90pts, Moves ‘9’- T5, W4, S5, I3, A5, 5+ Armour Save, Ambush, Death Strike, Weak against Spears, Dauntless, Crazed, Reduces Armour Saves by -2

Grey Ogre Giant: 200pts, Moves ‘9’T5, W6, S6, I3, 2D6 Attacks each, 5+ Armour Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves) Grey Kobold Junk Catapult: 130pts, Moves ‘9’T5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Junk Catapult (Auto, Guess ’12’ – ‘48’ S3, ‘2’ blast, Death Strike), The 7 Kobold Scavenger Crew are armed with Assorted Rubbish (-1 to Armour Saves in Shooting Phase, 14 shots in total for 7 Kobolds), Reflex Shots (S3, 7 Shots due to 7 Crew) and have a combined total of 14 S3 attacks with a -1 to hit penalty, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on Charge ONLY

Grey Mobile Ogre Cannon: 170pts, Moves ‘9’ T6, W5, S5, I2, A3, 4+ Armour Save, Heavy Cannon with Range ‘36’ but bounces D6 + 4 (See Page 18 & 19 of Army Men PAZCIK Rulebook), Grapeshot of Wrath: Grapeshot is S10, Heavy, and Ignores Armour, The Ogre Crewman is S4 A3 I2 in Close Combat and Reduces Armour Saves by -1 in

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Close Combat, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on Charge ONLY Grey Ogre Ice Mammoth: 250pts, Moves ‘9’T6, W6, S6, I2, A4, 5+ Armour Save, Weak against Spears, Mammoth Reduces enemy Armour Saves by -2, The 2 Ogre Riders’ combined Close Combat attacks are S4 A6 I2Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2 wounds if unsaved) and 1 Dangling Man-Trap (Auto, ‘12’, S6, Death Strike), Ice Blast (Auto, Guess ‘6’ to ‘24’, ‘2’ Blast, Magical, S3, deals 2 wounds if Unsaved)

Grey Ogre Granite Mammoth: 250pts, Moves ‘9’T6, W6, S6, I2, A6, 4+ Armour Save, Crazed, Weak against Spears, Mammoth reduces Enemy Armour Saves by -2, Granite Mammoth Causes 9 I9 S6 -3 to Armour Saves Impact Hits on a Charge, also can do this instead of its normal Close Combat Attacks, The Ogre Rider combined is S4 A3 I2 in Close Combat AND Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2 wounds if unsaved)

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Green Horde: Yeşil Kalabalık

Tribal Wars: (kabile savaşları)Green Horde units can re-roll misses against colour variant Horde units in Close Combat (or re-roll wounds if specified for auto-hit units: “Tribal Wars: re-rolls wounds”) (i.e. Blue Horde, Shadow Horde, Green Tide, Yellow Horde and Red Horde). In addition to this, they can re-roll misses in Close Combat against Slave Orcs and Slave Kobolds of the Slavers of Babylon, and their colour variants (Red Slave Orcs & Kobolds, Shadow Slave Orcs and Kobolds).

Green Horde CORE Units: Orc with Cleaver and Shield: 6ptsbalta ve kalkan ile orkT4, W1, S4, I2, A1, 5+ Armour Save

Orc with Spear and Shield: 6ptsmızrak ve kalkan ile orkT4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Orc with 2 Blades: 6ptsiki bıçaklı OrcT4, W1, S3, I2, A2, 6+ Armour Save

Orc with Composite Bow & Cleaver: 6ptsKompozit yay ve satırla orkT4, W1, S4, I2, A1, 6+ Armour Save, Reflex Shots (S3)

Jungle Orc with Cleaver and Shield: 8ptsbalta ve kalkan ile orman orc

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T4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, Dauntless

Jungle Orc with Club and Shield: 8ptskulüp ve kalkanı ile orman orcT4, W1, S3, I3, A2, 6+ Dodge Save, -2 to Armour Saves, Crazed, Dauntless

Jungle Orc with 2 Blades: 8ptsiki bıçağı olan orman OrcT4, W1, S3, I3, A3, 6+ Dodge Save, Crazed, Dauntless

Jungle Orc with Spear and Shield: 8ptsmızrak ve kalkan ile orman orcT4, W1, S3, I4, A2, 6+ Dodge Save, S4 vs Cavalry, Crazed, Dauntless

Jungle Orc with Composite Bow: 8ptsKompozit yay ve satırla orman orcT4, W1, S4, I3, A2, 6+ Dodge Save, Dauntless, Crazed, Reflex Shots (S3)

Kobold with Spear & Shield: 2ptsmızrak ve kalkan ile cinT3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Kobold with Sword & Shield: 2ptskılıç ve kalkan ile cinT3, W1, S3, I3, A1, 5+ Armour Save, Has -1 to Hit penalty in Close Combat always, Re-rolls misses

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Kobold with Bow: 2ptsyay ile cinT3, W1, S3, I2, A1, 6+ Armour Save, Reflex Shots (S3), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Kobold Assassin with Twin Blades: 10ptsiki bıçaklı cin katilLimit of 3 Per Kobold Unit, T3, W1, S3, I9, A2, 5+ Dodge Save, Ambush, Reduces Armour Saves by -1, Death Strike in their first ever round of Close Combat ONLY, Has -1 to Hit penalty in Close Combat always, Part of Kobold Unit with Spears OR Bows

Kobold on Wolf with Spear & Bow: 8pts, Moves ‘9’mızrak ve yay ile kurt cinT4, W1, S3, I3, A1, 5+ Armour Save, S4 on Charge, Armed with Bows, Reflex Shots (S3), Cavalry, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Cave Kobold with Club & Shield: 3ptskulüp ve kalkanı ile mağara cin T3, W1, S3, I3, A1, 6+ Armour Save, -1 to Armour Saves, Re-rolls misses against Mountain Dwarf Units in Close Combat, Has -1 to Hit penalty in Close Combat always

Cave Kobold with Spear & Shield: 3ptsmızrak ve kalkan ile mağara cin T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Re-rolls misses against Mountain Dwarf Units in Close Combat, Has -1 to Hit penalty in Close Combat always

Cave Kobold with Bow: 3ptsyay ile mağara cinT3, W1, S3, I3, A1, No Save, Reflex Shots (S3), Re-rolls misses against Mountain Dwarf Units in Close Combat, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

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Cave Kobold with Net and Club: 9pts, Moves ‘9’net ve kulübü ile mağara cinT3, W1, S4, I4, A1, 6+ Dodge Save, -1 to Armour Saves, Net: Close Combat Attack (I7): When attacked by an enemy Unit in Close Combat, roll a D6 for each Cave Kobold with a Net, on a 4+ an enemy model loses its attacks in that Close Combat round. The Net works on Infantry, Flyers and Cavalry but will NOT work on any model which is too big or strong (T4 and 3 Wounds or more or T5 and 2 Wounds or more or T6+), Can Join units of Cave Kobolds with Clubs, Spears or Bows, +1 to Cover Saves by themselves

Jungle Kobold with Sword & Shield: 3ptskılıç ve kalkanı ile orman cinT3, W1, S3, I2, A1, 6+ Armour Save, Poisoned Attacks, Re-rolls misses, Has -1 to Hit penalty in Close Combat always

Jungle Kobold with Spear & Shield: 3ptsmızrak ve kalkan ile orman cinT3, W1, S3, I3, A1, 6+ Armour Save, S4 against Cavalry, Poisoned Attacks, Has -1 to Hit penalty in Close Combat always

Jungle Kobold with Bow: 3ptsyay ile orman cinT3, W1, S3, I2, A1, No Save, Poisoned Attacks, Reflex Shots (S3), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always Jungle Kobold on Spider w/ Spear & Shield: 11ptsmızrak ve kalkan ile örümcek orman cinMoves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Climbers (ignores all Terrain when moving, even Movement Blocking Terrain), Cavalry, Armed with Bows, Reflex Shots (S3), Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

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Green Horde Special Units: Limit of 30 Orc Veterans (1 Unit)Limit of 120 Alter Orcs with combination of Twin Axes, 2 Handed Axes and Cleavers & Shields: 4 Units of Alter Orcs Limit of 80 Orcs on Boars with Cleavers (4 Units)Limit of 80 Orcs on Boars with Spears (4 Units)Limit of 80 Jungle Orcs on Boars with 2 Blades (4 Units)Limit of 80 Jungle Orcs on Boars with Clubs (4 Units)Limit of 80 Jungle Orcs on Boars with Spears (4 Units)Limit of 120 Red Gobs & 40 Cave Kobold Herders (4 Units)Limit of 80 Cave Kobolds on Gobs (4 Units)Limit of 60 Fungal Greenie Bases (4 Units)

Alter Orcs with Twin Axes: 9ptsikiz eksenleri ile orc değiştirmekT4, W1, S4, I2, A2, 5+ Armour Save, Dauntless

Alter Orc with 2 Handed Axe: 10ptsiki elle balta ile orc değiştirmekT4, W1, S6, I0, A1, 5+ Armour Save, Dauntless, -2 to Armour Saves

Alter Orc with Cleaver & Shield: 9ptsbalta ve kalkan ile orc değiştirmekT4, W1, S5, I2, A1, 4+ Armour Save, Dauntless

Orc Veteran with 2 Blades: 8ptsikiz bıçaklı Orc ustaT4, W1, S4, I2, A2, 6+ Armour Save

Orc Veteran with Cleaver and Shield: 8ptsbalta ve kalkan ile orc gazisiT4, W1, S5, I2, A1, 5+ Armour Save, -1 to Armour SavesOrc on Boar with Cleaver & Shield: 20ptsbalta ve kalkan ile domuzu orcT5, W1, S5, I2, A1, 3+ Armour Save, -1 to Armour Saves, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry,

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Orc on Boar with Spear & Shield: 18ptsmızrak ve kalkan ile domuzu orcT5, W1, S4, I2, A1, 3+ Armour Save, S5 on Charge, Boar is I4 A1 S5 and -2 to Armour Saves on Charge ONLY, Cavalry

Jungle Orc on Boar with 2 Blades: 20ptsiki bıçak ile domuzu orman orcT5, W1, S4, I3, A3, 5+ Armour Save, 6+ Dodge Save, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry, Crazed, Dauntless, Will take an Unsaved Wound from a Kobold Poacher’s Nasty Traps on a roll of 1 or 2

Jungle Orc on Boar with Club & Shield: 22ptskulüp ve kalkanla domuzu ormanda orcT5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save, -2 to Armour Saves, Cavalry, Crazed, Dauntless, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY

Jungle Orc on Boar with Spear & Shield: 22ptsmızrak ve kalkan ile domuzu orman orcT5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save, Cavalry, Crazed, Dauntless, S5 on Charge ONLY, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY

Cave Kobold Gob Herd 27pts each (3 Gobs, 1 Herder)mağara cin bahrileyi sürüsüT3, W1, S5, I3, A2, No Save, Reduces Armour Saves by -2, Dauntless, Re-rolls misses against Mountain Dwarf Units in Close Combat, (Gobs are small, red, toad-like creatures with BIG sharp teeth), Cave Kobold Herder is T3 W1 S3 I4 A1 No Save and Has -1 to Hit penalty in Close Combat always and can only be slain in Close Combat or or targeted in Shooting once all the Gobs are dead.

Cave Kobold on Bouncing Gob: 12pts, Moves ‘12’Zıplayan bahrileyi mağara cin

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T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Re-rolls misses against Dwarf Units in Close Combat, Cave Kobold is I2 A1 S3 and armed with Club (-1 to Armour Saves) and Has -1 to Hit penalty in Close Combat always

Fungal Greenies: 15pts per Basemantar, yeşillerT2, W5, S2, I3, A5, 6+ Dodge Save, Dauntless, Has -1 penalty to Hit in Close Combat always, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule, Each Fungal Greenies Base has Fungus Bombs (‘12’, S3, Ignores Armour Saves, Automatically hits), Reflex Shots (S3, Ignores Armour, Auto-Hits), Tribal Wars: re-rolls wounds for Fungus Bombs.

Green Horde Heavy Units: Limit of 30 Armoured Orcs with Crossbows (1 Unit)Limit of 3 Cave Kobold Death Balls per Cave Kobold unit (25pts per ‘Death Ball’)Limit of 40 Trolls (4 Units)Limit of 20 Mountain Trolls (2 Units), Fen Trolls (2 Units)Limit of 2 Savage Giants, Gigantic SpidersLimit of 4 Orc ChariotsLimit of 12 Kobold Chariots (4 Units)Limit of 6 Kobold Ballistae (3 Units)Limit of 2 Kobold Catapults, Cave Kobold LaunchersLimit of 4 Spiked Fungal Greenie Wagons (2 Units)Limit of 2 Chained Psycho Gobs

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Armoured Orc with Crossbow: 9ptsarbaletle zırhlı orcT4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows

Cave Kobold Death Balls: 75pts for 3mağara cin ölüm topLimit of 3 Per Cave Kobold Unit (Clubs, Spears, Nets OR Bows), T3, W1, S5, I0, A0, 5+ Dodge Save, Having a Ball: The 3 Cave Kobold ‘Death Balls’ are released from their Cave Kobold unit when it is charged for the first time (and the enemy charge does NOT fail) and each ‘Death Ball’ deals D6 S5 hits which Reduce Armour and Numb Saves by -3 to the enemy unit (Death Strike). After these hits are dealt, the 3 ‘Death Balls’ continue to move in the direction they were pushed, at a randomly determined distance of 2D6 per turn. They can be targeted by Shooting and the enemy unit can split their fire between ‘Death Balls’ on the field as they see fit. If they contact another enemy unit, they will deal their D6 S5 hits as above and cannot be Charged, and Reflex Shots (Grenades can be used as Reflex Shots) will hit them on a 6 only without exception, Tribal Wars: re-rolls wounds

Troll with Bone Club: 30ptsKemik kulübü ile trollT5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Weak against Spears

Mountain Troll with Stone Club: 40ptstaş kulübü ile dağ trollT5, W3, S5, I1, A3, 4+ Numb Save, 5+ Dodge Save, Reduces Armour Saves by -2, Weak against Spears, Weak against Fire

Fen Troll with Wet Club: 40ptsKulüpte bataklık trolT5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Enemy suffers -1 to hit penalty

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against them in Close Combat, Weak against Spears, Weak against Fire

Savage Giant with Bone Jaw: 200pts, Moves ‘9’kemik çene ile vahşi devT5, W6, S6, I3, 2D6 Attacks each, 6+ Dodge Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves), Reflex Shots (Big Rock), Tribal Wars: re-rolls wounds for Big Rock.

Gigantic Spider w/ Jungle Kobold Platform 290ptsorman cin platformu ile dev örümcekMoves ‘9’- T6, W8, S5, I4, A8, 4+ Armour Save, -2 to Armour Saves, Poisoned Attacks, Cavalry, Climbers, Diehards, 8 Jungle Kobold Crew armed with Bows have a -1 to Hit penalty in ALWAYS, have Reflex Shots (S3) and have Poisoned Attacks, They can also attack in Close Combat with their Bows and have I2 S3 A8 in total

Chained Psycho Gobs: 65pts, Moves ‘12’zincirleme psiko bahrileyiT4, W3, S6, I9, 3D6 Attacks (Automatically Hits), 5+ Dodge Save, -2 to Armour Saves, Dauntless, Enemies suffer -1 to hit penalty with Reflex Shots and when Shooting at them, Tribal Wars: re-rolls wounds in Close Combat.

Spiked Fungal Greenie Wagon: 90pts, Moves ‘12’kirpi mantar greenie vagonT4, W3, S2, I3, A5, 6+ Armour Save, Cavalry, Dauntless, Fungal Bomb Cluster (Causes their Impact Hits to Ignore Armour), Deals 2D6 I9 S5 Ignore Armour Saves hits on Charge ONLY, Has -1 penalty to Hit in Close Combat always, Tribal Wars: re-rolls wounds for Impact Hits.

Orc Chariot: 85pts, Moves ‘9’

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orc arabasıT5, W4, S4, I2, A3 4+ Armour Save, Cavalry, Pulled by 2 Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on Charge ONLY, The 2 Boars also have A2 I3 S5 -2 to Armour Saves in total on the Charge ONLY, The 3 Orc Crew have S3 I2 A3 in total in Close Combat, Tribal Wars: re-rolls wounds for Impact Hits.

Kobold Chariot: 55pts, Moves ‘9’cin arabasıT4, W3, S3, I2, A3, 5+ Armour Save, Pulled by 3 Wolves which deal D6+2 I8 S5 Impact Hits on Charge ONLY, The 3 Wolves combined are S3 A3 I3 in Close Combat AND the 4 Kobold Crew are S3 A4 I2 in total and Armed with Bows, Reflex Shots (S3, 3 Shots due to 3 Crew) and have a -1 to Hit penalty in Shooting, Reflex Shots and Close Combat, Tribal Wars: re-rolls wounds for Impact Hits. Kobold Ballista: 30ptscin ballistaT3, W1, S3, I2, A1, 6+ Armour Save (3 Kobold Crew)Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour (Orc Crew) T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: On a roll of 1 to hit in Shooting there is a Misfire and it does not fire, Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Artillery, Kobold Crew have a -1 to Hit penalty in Close Combat

Kobold Catapult: 62ptscin mancınıkT3, W1, S3, A1, I2, 6+ Armour Save (3 Kobold Crew)Orc with Whip is T4, W1, S4, A1, I2, 6+ Armour (Orc Crew)T7, W1, S0, A0, I0, No Save (Catapult) Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast, See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1 to Hit penalty in Close Combat, Artillery

Cave Kobold Launcher: 70pts

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mağara cin başlatıcısıT3, W1, S3, I3, A1, 6+ Armour Save (3 Cave Kobold Crew)T7, W1, S0, I0, A0, No Save (Kobold Launcher), Artillery, Kobold Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to Guess, No Template but any unit hit by the flying Cave Kobold suffers D6 S5 hits that Ignore Armour Saves, See page 18 & 19 (Firing a Catapult) Re-rolls misses against Mountain Dwarf Units in Close Combat, Cave Kobold Crew have a -1 to Hit penalty in Close Combat, Tribal Wars: re-rolls wounds for Flying Cave Kobold.

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Blue Horde:Mavi Kalabalık:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(kişisel teletaşıyıcı)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Horde CORE Units:

Blue Orc with Cleaver and Shield: 8ptsT4, W1, S4, I2, A1, 5+ Armour Save, 5+ Numb Save

Blue Orc with Spear and Shield: 8ptsT4, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry

Blue Orc with 2 Blades: 8ptsT4, W1, S3, I2, A2, 6+ Armour Save, 5+ Numb Save

Blue Orc with Composite Bow & Cleaver: 8ptsT4, W1, S4, I2, A1, 6+ Armour Save, 5+ Numb Save

Blue Jungle Orc with Cleaver and Shield: 10ptsT4, W1, S4, I3, A2, 6+ Dodge Save, 5+ Numb Save, Crazed, Dauntless

Blue Jungle Orc with 2 Blades: 10ptsT4, W1, S3, I3, A3, 6+ Dodge Save, 5+ Numb Save, Crazed, Dauntless

Blue Jungle Orc with Spear and Shield: 10ptsT4, W1, S3, I4, A2, 6+ Dodge Save, 5+ Numb Save, S4 vs Cavalry, Crazed, Dauntless

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Blue Jungle Orc with Composite Bow: 10ptsT4, W1, S4, I3, A2, 6+ Dodge Save, 5+ Numb Save, Dauntless, Crazed

Blue Kobold with Spear & Shield: 3ptsT3, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Blue Kobold with Bow: 3ptsT3, W1, S3, I2, A1, No Armour Save, 5+ Numb Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Blue Kobold on Wolf with Spear & Bow: 9pts, Moves ‘9’T4, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, S4 on Charge, Armed with Bows, Cavalry, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Blue Cave Kobold with Club & Shield: 3ptsT3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, -1 to Armour Saves, Has -1 to Hit penalty in Close Combat always

Blue Cave Kobold with Spear & Shield: 3ptsT3, W1, S3, I4, A1, 6+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Blue Cave Kobold with Bow: 3ptsT3, W1, S3, I3, A1, 5+ Numb Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Blue Jungle Kobold with Sword & Shield: 4ptsT3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save, Poisoned Attacks, Re-rolls misses, Has -1 to Hit penalty in Close Combat always

Blue Jungle Kobold with Spear & Shield: 4ptsT3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, S4 against Cavalry, Poisoned Attacks, Has -1 to Hit penalty in Close Combat always Blue Jungle Kobold with Bow: 4pts

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T3, W1, S3, I2, A1, 5+ Numb Save, Poisoned Attacks, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always Blue Jungle Kobold on Spider w/ Spear & Shield: 12pts, Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, 5+ Numb Save, Climbers (ignores all Terrain when moving, even Movement Blocking Terrain), Cavalry, Armed with Bows, Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Blue Horde Special Units: Limit of 30 Orc Veterans (1 Unit)Limit of 50 Alter Orcs with combination of Twin Axes, 2 Handed Axes and Cleavers & Shields: 50 Alter Orcs TOTALLimit of 50 Orcs on Boars with Cleavers, Orcs on Boars with Spears, Jungle Orcs on Boars with 2 Blades, Jungle Orcs on Boars with Spears Limit of 48 Red Gobs & 16 Cave Kobold Herders Limit of 50 Cave Kobolds on Gobs Limit of 50 Fungal Greenie Bases

Blue Alter Orc with Twin Axes: 10ptsT4, W1, S4, I2, A2, 5+ Armour Save, 5+ Numb Save, Dauntless

Blue Alter Orc with 2 Handed Axe: 11ptsT4, W1, S6, I0, A1, 5+ Armour Save, 5+ Numb Save, Dauntless, -2 to Armour Saves

Blue Alter Orc with Cleaver & Shield: 10ptsT4, W1, S5, I2, A1, 4+ Armour Save, 5+ Numb Save, Dauntless

Blue Orc Veteran with 2 Blades: 9ptsT4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save

Blue Orc on Boar with Cleaver & Shield: 21pts

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T5, W1, S5, I2, A1, 3+ Armour Save, 5+ Numb Save, -1 to Armour Saves, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry

Blue Orc on Boar with Spear & Shield: 19ptsT5, W1, S4, I2, A1, 3+ Armour Save, 5+ Numb Save, S5 on Charge, Boar is I4 A1 S5 and -2 to Armour Saves on Charge ONLY, Cavalry

Blue Jungle Orc on Boar with 2 Blades: 21ptsT5, W1, S4, I3, A3, 5+ Armour Save, 6+ Dodge Save, 5+ Numb Save, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry, Crazed, Dauntless, Will take an Unsaved Wound from a Kobold Poacher’s Nasty Traps on a roll of 1 or 2

Blue Jungle Orc on Boar with Spear & Shield: 23ptsT5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save, 5+ Numb Save, Cavalry, Crazed, Dauntless, S5 on Charge ONLY, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY

Blue Cave Kobold Gob Herd 28pts each (3 Gobs, 1 Herder)- T3, W1, S5, I3, A2, 5+ Numb Save, Reduces Armour Saves by -2, Dauntless, (Gobs are small, red, toad-like creatures with BIG sharp teeth), Cave Kobold Herder is T3 W1 S3 I4 A1 5+ Numb Save and Has -1 to Hit penalty in Close Combat always and can only be slain in Close Combat or targeted in Shooting once all the Gobs are dead.

Blue Cave Kobold on Bouncing Gob: 13pts, Moves ‘12’T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Cave Kobold is I2 A1 S3 and armed with Club (-1 to Armour Saves) and Has -1 to Hit penalty in Close Combat always

Blue Fungal Greenies: 15pts per BaseT2, W5, S2, I3, A5, 6+ Dodge Save, 5+ Numb Save, Dauntless, Has -1 penalty to Hit in Close Combat always, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’,

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‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Blue Horde Heavy Units: Limit of 30 Armoured Orcs with Crossbows (1 Unit)Limit of 40 TrollsLimit of 20 Mountain Trolls, Fen TrollsLimit of 2 Savage Giants, Gigantic SpidersLimit of 4 Orc Chariots, Spiked Fungal Greenie Wagons Limit of 12 Kobold ChariotsLimit of 6 Kobold BallistaeLimit of 2 Kobold Catapults, Cave Kobold LaunchersLimit of 2 Chained Psycho Gobs

Blue Armoured Orc with Crossbow: 10ptsT4, W1, S4, I2, A1, 5+ Armour Save, 5+ Numb Save, Armed with Crossbows

Blue Troll with Bone Club: 31ptsT5, W3, S5, I1, A3, 3+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Weak against Spears

Blue Mountain Troll with Stone Club: 41ptsT5, W3, S5, I1, A3, 3+ Numb Save, 5+ Dodge Save, Reduces Armour Saves by -2, Weak against Spears, Weak against Fire

Blue Fen Troll with Wet Club: 41ptsT5, W3, S5, I1, A3, 3+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Enemy suffers -1 to hit penalty against them in Close Combat, Weak against Spears, Weak against Fire

Blue Savage Giant with Bone Jaw: 201pts, Moves ‘9’T5, W6, S6, I3, 2D6 Attacks each, 5+ Numb Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it,

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Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves)

Blue Gigantic Spider w/ Jungle Kobold Platform 291pts, Moves ‘9’- T6, W8, S5, I4, A8, 4+ Armour Save, 5+ Numb Save, -2 to Armour Saves, Poisoned Attacks, Cavalry, Climbers, Diehards, 8 Jungle Kobold Crew armed with Bows have a -1 to Hit penalty in ALWAYS, have Poisoned Attacks, They can also attack in Close Combat with their Bows and have I2 S3 A8 in total

Blue Chained Psycho Gobs: 66pts, Moves ‘12’T4, W3, S6, I9, 3D6 Attacks (Automatically Hits), 5+ Dodge Save, -2 to Armour Saves, Dauntless

Blue Spiked Fungal Greenie Wagon: 91pts, Moves ‘12’T4, W3, S2, I3, A5, 6+ Armour Save, 5+ Numb Save, Cavalry, Fungal Bomb Cluster (Causes their Impact Hits to Ignore Armour), Deals 2D6 I9 S5 Ignore Armour Saves hits on Charge ONLY, Has -1 penalty to Hit in Close Combat always

Blue Orc Chariot: 86pts, Moves ‘9’T5, W4, S4, I2, A3 4+ Armour Save, 5+ Numb Save, Cavalry, Pulled by 2 Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on Charge ONLY, The 2 Boars also have A2 I3 S5 -2 to Armour Saves in total on the Charge ONLY, The 3 Orc Crew have S3 I2 A3 in total in Close Combat

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Blue Kobold Chariot: 56pts, Moves ‘9’T4, W3, S3, I2, A3, 5+ Armour Save, 5+ Numb Save, Pulled by 3 Wolves which deal D6+2 I8 S5 Impact Hits on Charge ONLY, The 3 Wolves combined are S3 A3 I3 in Close Combat AND the 4 Kobold Crew are S3 A4 I2 in total and Armed with Bows, and have a -1 to Hit penalty in Shooting, Reflex Shots and Close Combat Blue Kobold Ballista: 31ptsT3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Kobold Crew); Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour, 5+ Numb Save (Orc Crew)T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: On a roll of 1 to hit in Shooting there is a Misfire and it does not fire, Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Artillery, Kobold Crew have a -1 to Hit penalty in Close Combat

Blue Kobold Catapult: 63ptsT3, W1, S3, A1, I2, 6+ Armour Save, 5+ Numb Save (3 Kobold Crew); Orc with Whip is T4, W1, S4, A1, I2, 6+ Armour, 5+ Numb Save (Orc Crew)T7, W1, S0, A0, I0, No Save (Catapult)Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast, See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1 to Hit penalty in Close Combat, Artillery

Blue Cave Kobold Launcher: 71ptsT3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save (3 Cave Kobold Crew)T7, W1, S0, I0, A0, No Save (Kobold Launcher), Artillery, Kobold Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to Guess, No Template but any unit hit by the flying Cave Kobold suffers D6 S5 hits that Ignore Armour Saves, See page 18 & 19 (Firing a Catapult) Cave Kobold Crew have a -1 to Hit penalty in Close Combat

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Shadow Horde:Gölge Kalabalık:Painted mainly in Black colours

Seeing Shadows(gölgeler görmek)Shadow Horde models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(korkusuz)ALL Shadow Horde 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 Horde CORE Units:

Shadow Orc with Cleaver and Shield: 8ptsT4, W1, S4, I2, A1, 5+ Armour Save

Shadow Orc with Spear and Shield: 8ptsT4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Shadow Orc with 2 Blades: 8ptsT4, W1, S3, I2, A2, 6+ Armour Save

Shadow Orc with Composite Bow & Cleaver: 8ptsT4, W1, S4, I2, A1, 6+ Armour Save

Shadow Jungle Orc with Cleaver and Shield: 10ptsT4, W1, S4, I3, A2, 6+ Dodge Save, Crazed

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Shadow Jungle Orc with 2 Blades: 10ptsT4, W1, S3, I3, A3, 6+ Dodge Save, Crazed

Shadow Jungle Orc with Spear and Shield: 10ptsT4, W1, S3, I4, A2, 6+ Dodge Save, S4 vs Cavalry, Crazed

Shadow Jungle Orc with Composite Bow: 10ptsT4, W1, S4, I3, A2, 6+ Dodge Save, Crazed

Shadow Kobold with Spear & Shield: 3ptsT3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Shadow Kobold with Bow: 3ptsT3, W1, S3, I2, A1, No Armour Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Shadow Kobold on Wolf with Spear & Bow: 9pts, Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, S4 on Charge, Armed with Bows, Cavalry, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Shadow Cave Kobold with Club & Shield: 3ptsT3, W1, S3, I3, A1, 6+ Armour Save, -1 to Armour Saves, Has -1 to Hit penalty in Close Combat always

Shadow Cave Kobold with Spear & Shield: 3ptsT3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Shadow Cave Kobold with Bow: 3ptsT3, W1, S3, I3, A1, No Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Shadow Jungle Kobold with Sword & Shield: 4ptsT3, W1, S3, I2, A1, 6+ Armour Save, Poisoned Attacks, Re-rolls misses, Has -1 to Hit penalty in Close Combat alwaysShadow Jungle Kobold with Spear & Shield: 4pts

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T3, W1, S3, I3, A1, 6+ Armour Save, S4 against Cavalry, Poisoned Attacks, Has -1 to Hit penalty in Close Combat always

Shadow Jungle Kobold with Bow: 4ptsT3, W1, S3, I2, A1, No Save, Poisoned Attacks, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always Shadow Jungle Kobold on Spider w/ Spear & Shield: 12pts, Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Climbers (ignores all Terrain when moving, even Movement Blocking Terrain), Cavalry, Armed with Bows, Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Shadow Horde Special Units: Limit of 30 Orc Veterans (1 Unit)Limit of 50 Alter Orcs with combination of Twin Axes, 2 Handed Axes and Cleavers & Shields: 50 Alter Orcs TOTALLimit of 50 Orcs on Boars with Cleavers, Orcs on Boars with Spears, Jungle Orcs on Boars with 2 Blades, Jungle Orcs on Boars with Spears Limit of 48 Red Gobs & 16 Cave Kobold Herders Limit of 50 Cave Kobolds on Gobs Limit of 50 Fungal Greenie Bases

Shadow Alter Orc with Twin Axes: 10ptsT4, W1, S4, I2, A2, 5+ Armour Save

Shadow Alter Orc with 2 Handed Axe: 11ptsT4, W1, S6, I0, A1, 5+ Armour Save, -2 to Armour Saves

Shadow Alter Orc with Cleaver & Shield: 10ptsT4, W1, S5, I2, A1, 4+ Armour SaveShadow Orc Veteran with 2 Blades: 9ptsT4, W1, S4, I2, A2, 6+ Armour Save

Shadow Orc on Boar with Cleaver & Shield: 21pts

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T5, W1, S5, I2, A1, 3+ Armour Save, -1 to Armour Saves, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry

Shadow Orc on Boar with Spear & Shield: 19ptsT5, W1, S4, I2, A1, 3+ Armour Save, S5 on Charge, Boar is I4 A1 S5 and -2 to Armour Saves on Charge ONLY, Cavalry

Shadow Jungle Orc on Boar with 2 Blades: 21ptsT5, W1, S4, I3, A3, 5+ Armour Save, 6+ Dodge Save, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry, Crazed, Will take an Unsaved Wound from a Kobold Poacher’s Nasty Traps on a roll of 1 or 2

Shadow Jungle Orc on Boar with Spear & Shield: 23ptsT5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save, Cavalry, Crazed, S5 on Charge ONLY, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY

Shadow Cave Kobold Gob Herd 28pts each (3 Gobs, 1 Herder)- T3, W1, S5, I3, A2, No Save, Reduces Armour Saves by -2, (Gobs are small, red, toad-like creatures with BIG sharp teeth), Cave Kobold Herder is T3 W1 S3 I4 A1 No Save and Has -1 to Hit penalty in Close Combat always and can only be slain in Close Combat or targeted in Shooting once all the Gobs are dead.

Shadow Cave Kobold on Bouncing Gob: 13pts, Moves ‘12’- T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Cave Kobold is I3 A1 S3 and armed with Club (-1 to Armour Saves) and Has -1 to Hit penalty in Close Combat always

Shadow Fungal Greenies: 15pts per BaseT2, W5, S2, I3, A5, 6+ Dodge Save, Has -1 penalty to Hit in Close Combat always, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

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Shadow Horde Heavy Units: Limit of 30 Armoured Orcs with Crossbows (1 Unit)Limit of 40 TrollsLimit of 20 Mountain Trolls, Fen TrollsLimit of 2 Savage Giants, Gigantic SpidersLimit of 4 Orc Chariots, Spiked Fungal Greenie Wagons Limit of 12 Kobold ChariotsLimit of 6 Kobold BallistaeLimit of 2 Kobold Catapults, Cave Kobold LaunchersLimit of 2 Chained Psycho Gobs

Shadow Armoured Orc with Crossbow: 10ptsT4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows

Shadow Troll with Bone Club: 31ptsT5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Weak against Spears

Shadow Mountain Troll with Stone Club: 41ptsT5, W3, S5, I1, A3, 4+ Numb Save, 5+ Dodge Save, Reduces Armour Saves by -2, Weak against Spears, Weak against Fire

Shadow Fen Troll with Wet Club: 41ptsT5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Enemy suffers -1 to hit penalty against them in Close Combat (Hit on 5+ by normal units and on a 4+ by units which have +1 to Hit Bonus in Close Combat), Weak against Spears, Weak against Fire

Shadow Savage Giant with Bone Jaw: 201pts, Moves ‘9’T5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves)

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Shadow Gigantic Spider w/ Jungle Kobold Platform: 291pts, Moves ‘9’- T6, W8, S5, I4, A8, 4+ Armour Save, -2 to Armour Saves, Poisoned Attacks, Cavalry, Climbers, Diehards, 8 Jungle Kobold Crew armed with Bows have a -1 to Hit penalty in ALWAYS, have Poisoned Attacks, They can also attack in Close Combat with their Bows and have I2 S3 A8 in total

Shadow Chained Psycho Gobs: 66pts, Moves ‘12’T4, W3, S6, I9, 3D6 Attacks (Automatically Hits), 5+ Dodge Save, -2 to Armour Saves, Dauntless

Shadow Spiked Fungal Greenie Wagon: 91pts, Moves ‘12’- T4, W3, S2, I3, A5, 6+ Armour Save, Cavalry, Fungal Bomb Cluster (Causes their Impact Hits to Ignore Armour), Deals 2D6 I9 S5 Ignore Armour Saves hits on Charge ONLY, Has -1 penalty to Hit in Close Combat always

Shadow Orc Chariot: 86pts, Moves ‘9’T5, W4, S4, I2, A3 4+ Armour Save, Cavalry, Pulled by 2 Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on Charge ONLY, The 2 Boars also have A2 I3 S5 -2 to Armour Saves in total on the Charge ONLY, The 3 Orc Crew have S3 I2 A3 in total in Close Combat

Shadow Kobold Chariot: 56pts, Moves ‘9’T4, W3, S3, I2, A3, 5+ Armour Save, Pulled by 3 Wolves which deal D6+2 I8 S5 Impact Hits on Charge ONLY, The 3 Wolves combined are S3 A3 I3 in Close Combat AND the 4 Kobold Crew are S3 A4 I2 in total and Armed with Bows, and have a -1 to Hit penalty in Shooting, Reflex Shots and Close Combat Shadow Kobold Ballista: 31ptsT3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Kobold Crew); Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour, 5+ Numb Save (Orc Crew)T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: On a roll of 1 to hit in Shooting there is a Misfire and it does not fire,

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Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers), Kobold Crew have a -1 to Hit penalty in Close Combat

Shadow Kobold Catapult: 63ptsT3, W1, S3, A1, I2, 6+ Armour Save, 5+ Numb Save (3 Kobold Crew); Orc with Whip is T4, W1, S4, A1, I2, 6+ Armour, 5+ Numb Save (Orc Crew)T7, W1, S0, A0, I0, No Save (Catapult)Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast, See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1 to Hit penalty in Close Combat, Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers)

Shadow Cave Kobold Launcher: 71ptsT3, W1, S3, I3, A1, 6+ Armour Save, (3 Cave Kobold Crew)T7, W1, S0, I0, A0, No Save (Kobold Launcher), Kobold Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to Guess, No Template but any unit hit by the flying Cave Kobold suffers D6 S5 hits that Ignore Armour Saves, See page 18 & 19 (Firing a Catapult) Cave Kobold Crew have a -1 to Hit penalty in Close Combat, Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers)

The Green Tide:Yeşil Gelgit:Painted mainly in Greens, lighter or darker but distinct from greens of the Swamp Armies

Deadly Accurate(doğru ölümcül)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.

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Green Tide CORE Units: Green Orc with Cleaver and Shield: 8ptsT4, W1, S4, I2, A1, 5+ Armour Save

Green Orc with Spear and Shield: 8ptsT4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Green Orc with 2 Blades: 8ptsT4, W1, S3, I2, A2, 6+ Armour Save

Green Orc with Composite Bow & Cleaver: 8ptsT4, W1, S4, I2, A1, 6+ Armour Save

Green Jungle Orc with Cleaver and Shield: 10ptsT4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, Dauntless

Green Jungle Orc with 2 Blades: 10ptsT4, W1, S3, I3, A3, 6+ Dodge Save, Crazed, Dauntless

Green Jungle Orc with Spear and Shield: 10ptsT4, W1, S3, I4, A2, 6+ Dodge Save, S4 vs Cavalry, Crazed, Dauntless

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Green Jungle Orc with Composite Bow: 10ptsT4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, Dauntless

Green Kobold with Spear & Shield: 3ptsT3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Green Kobold with Bow: 3ptsT3, W1, S3, I2, A1, No Armour Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Green Kobold on Wolf with Spear & Bow: 9pts, Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, S4 on Charge, Armed with Bows, Cavalry, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Green Cave Kobold with Club & Shield: 3ptsT3, W1, S3, I3, A1, 6+ Armour Save, -1 to Armour Saves, Has -1 to Hit penalty in Close Combat always

Green Cave Kobold with Spear & Shield: 3ptsT3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Green Cave Kobold with Bow: 3ptsT3, W1, S3, I3, A1, No Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Green Jungle Kobold with Sword & Shield: 4ptsT3, W1, S3, I2, A1, 6+ Armour Save, Poisoned Attacks, Re-rolls misses, Has -1 to Hit penalty in Close Combat always

Green Jungle Kobold with Spear & Shield: 4ptsT3, W1, S3, I3, A1, 6+ Armour Save, S4 against Cavalry, Poisoned Attacks, Has -1 to Hit penalty in Close Combat always

Green Jungle Kobold with Bow: 4pts

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T3, W1, S3, I2, A1, No Save, Poisoned Attacks, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always Green Jungle Kobold on Spider w/ Spear & Shield: 12pts, Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Climbers (ignores all Terrain when moving, even Movement Blocking Terrain), Cavalry, Armed with Bows, Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Green Tide Special Units: Limit of 30 Orc Veterans (1 Unit)Limit of 50 Alter Orcs with combination of Twin Axes, 2 Handed Axes and Cleavers & Shields: 50 Alter Orcs TOTALLimit of 50 Orcs on Boars with Cleavers, Orcs on Boars with Spears, Jungle Orcs on Boars with 2 Blades, Jungle Orcs on Boars with Spears Limit of 48 Red Gobs & 16 Cave Kobold Herders Limit of 50 Cave Kobolds on Gobs Limit of 50 Fungal Greenie Bases

Green Alter Orc with Twin Axes: 10ptsT4, W1, S4, I2, A2, 5+ Armour Save, Dauntless

Green Alter Orc with 2 Handed Axe: 11ptsT4, W1, S6, I0, A1, 5+ Armour Save, Dauntless, -2 to Armour Saves

Green Alter Orc with Cleaver & Shield: 10ptsT4, W1, S5, I2, A1, 4+ Armour Save, Dauntless

Green Orc Veteran with 2 Blades: 9ptsT4, W1, S4, I2, A2, 6+ Armour Save

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Green Orc on Boar with Cleaver & Shield: 21ptsT5, W1, S5, I2, A1, 3+ Armour Save, -1 to Armour Saves, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry

Green Orc on Boar with Spear & Shield: 19ptsT5, W1, S4, I2, A1, 3+ Armour Save, S5 on Charge, Boar is I4 A1 S5 and -2 to Armour Saves on Charge ONLY, Cavalry

Green Jungle Orc on Boar with 2 Blades: 21ptsT5, W1, S4, I3, A3, 5+ Armour Save, 6+ Dodge Save, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry, Crazed, Dauntless, Will take an Unsaved Wound from a Kobold Poacher’s Nasty Traps on a roll of 1 or 2

Green Jungle Orc on Boar with Spear & Shield: 23ptsT5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save, Cavalry, Crazed, Dauntless, S5 on Charge ONLY, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY

Green Cave Kobold Gob Herd 28pts each (3 Gobs, 1 Herder)- T3, W1, S5, I3, A2, No Save, Dauntless, Reduces Armour Saves by -2, (Gobs are small, red, toad-like creatures with BIG sharp teeth), Cave Kobold Herder is T3 W1 S3 I4 A1 No Save and Has -1 to Hit penalty in Close Combat always and can only be slain in Close Combat or targeted in Shooting once all the Gobs are dead.

Green Cave Kobold on Bouncing Gob: 13pts, Moves ‘12’- T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Cave Kobold is I3 A1 S3 and armed with Club (-1 to Armour Saves) and Has -1 to Hit penalty in Close Combat always

Green Fungal Greenies: 15pts per BaseT2, W5, S2, I3, A5, 6+ Dodge Save, Dauntless, Has -1 penalty to Hit in Close Combat always, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

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Green Tide Heavy Units: Limit of 30 Armoured Orcs with Crossbows (1 Unit)Limit of 40 TrollsLimit of 20 Mountain Trolls, Fen TrollsLimit of 2 Savage Giants, Gigantic SpidersLimit of 4 Orc Chariots, Spiked Fungal Greenie Wagons Limit of 12 Kobold ChariotsLimit of 6 Kobold BallistaeLimit of 2 Kobold Catapults, Cave Kobold LaunchersLimit of 2 Chained Psycho Gobs

Green Armoured Orc with Crossbow: 10ptsT4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows

Green Troll with Bone Club: 31ptsT5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Weak against Spears

Green Mountain Troll with Stone Club: 41ptsT5, W3, S5, I1, A3, 4+ Numb Save, 5+ Dodge Save, Reduces Armour Saves by -2, Weak against Spears, Weak against Fire

Green Fen Troll with Wet Club: 41ptsT5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Enemy suffers -1 to hit penalty against them in Close Combat, Weak against Spears, Weak against Fire

Green Savage Giant with Bone Jaw: 201pts, Moves ‘9’T5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves)

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Green Gigantic Spider w/ Jungle Kobold Platform: 291pts, Moves ‘9’- T6, W8, S5, I4, A8, 4+ Armour Save, -2 to Armour Saves, Poisoned Attacks, Cavalry, Climbers, Diehards, 8 Jungle Kobold Crew armed with Bows have a -1 to Hit penalty in ALWAYS, have Poisoned Attacks, They can also attack in Close Combat with their Bows and have I2 S3 A8 in total

Green Chained Psycho Gobs: 66pts, Moves ‘12’T4, W3, S6, I9, 3D6 Attacks (Automatically Hits), 5+ Dodge Save, -2 to Armour Saves, Dauntless

Green Spiked Fungal Greenie Wagon: 91pts, Moves ‘12’- T4, W3, S2, I3, A5, 6+ Armour Save, Cavalry, Dauntless, Fungal Bomb Cluster (Causes their Impact Hits to Ignore Armour), Deals 2D6 I9 S5 Ignore Armour Saves hits on Charge ONLY, Has -1 penalty to Hit in Close Combat always

Green Orc Chariot: 86pts, Moves ‘9’T5, W4, S4, I2, A3 4+ Armour Save, Cavalry, Pulled by 2 Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on Charge ONLY, The 2 Boars also have A2 I3 S5 -2 to Armour Saves in total on the Charge ONLY, The 3 Orc Crew have S3 I2 A3 in total in Close Combat

Green Kobold Chariot: 56pts, Moves ‘9’T4, W3, S3, I2, A3, 5+ Armour Save, Pulled by 3 Wolves which deal D6+2 I8 S5 Impact Hits on Charge ONLY, The 3 Wolves combined are S3 A3 I3 in Close Combat AND the 4 Kobold Crew are S3 A4 I2 in total and Armed with Bows, and have a -1 to Hit penalty in Shooting, Reflex Shots and Close Combat

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Green Kobold Ballista: 31ptsT3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Kobold Crew); Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour, 5+ Numb Save (Orc Crew)T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: On a roll of 1 to hit in Shooting there is a Misfire and it does not fire, Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Artillery

Green Kobold Catapult: 63ptsT3, W1, S3, A1, I2, 6+ Armour Save, 5+ Numb Save (3 Kobold Crew); Orc with Whip is T4, W1, S4, A1, I2, 6+ Armour, 5+ Numb Save (Orc Crew)T7, W1, S0, A0, I0, No Save (Catapult)Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast, See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1 to Hit penalty in Close Combat, Artillery

Green Cave Kobold Launcher: 71ptsT3, W1, S3, I3, A1, 6+ Armour Save, (3 Cave Kobold Crew)T7, W1, S0, I0, A0, No Save (Kobold Launcher), Kobold Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to Guess, No Template but any unit hit by the flying Cave Kobold suffers D6 S5 hits that Ignore Armour Saves, See page 18 & 19 (Firing a Catapult) Cave Kobold Crew have a -1 to Hit penalty in Close Combat, Artillery

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The Yellow Horde:Sarı Kalabalık:Painted mainly in Yellow colours of all shades

Two for the Price of One:(birifiyatına iki)Yellow Horde 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 Horde CORE Units: Yellow Orc with Cleaver and Shield: 8ptsT4, W2, S4, I2, A1, 6+ Armour Save

Yellow Orc with Spear and Shield: 8ptsT4, W2, S3, I3, A1, 6+ Armour Save, S4 vs Cavalry

Yellow Orc with 2 Blades: 8ptsT4, W2, S3, I2, A2, No Save

Yellow Orc with Composite Bow & Cleaver: 8ptsT4, W2, S4, I2, A1, No Save

Yellow Jungle Orc with Cleaver and Shield: 10ptsT4, W2, S4, I3, A2, No Save, Crazed, Dauntless

Yellow Jungle Orc with 2 Blades: 10ptsT4, W2, S3, I3, A3, No Save, Crazed, Dauntless

Yellow Jungle Orc with Spear and Shield: 10ptsT4, W2, S3, I4, A2, 6+ Armour Save, S4 vs Cavalry, Crazed, Dauntless

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Yellow Jungle Orc with Composite Bow: 10ptsT4, W2, S4, I3, A2, No Save, Crazed, Dauntless

Yellow Kobold with Spear & Shield: 3ptsT3, W2, S3, I3, A1, 6+ Armour Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Yellow Kobold with Bow: 3ptsT3, W2, S3, I2, A1, No Armour Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Yellow Kobold on Wolf with Spear & Bow: 9pts, Moves ‘9’- T4, W2, S3, I3, A1, 6+ Armour Save, S4 on Charge, Armed with Bows, Cavalry, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Yellow Cave Kobold with Club & Shield: 3ptsT3, W2, S3, I3, A1, No Save, -1 to Armour Saves, Has -1 to Hit penalty in Close Combat always

Yellow Cave Kobold with Spear & Shield: 3ptsT3, W2, S3, I4, A1, No Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Yellow Cave Kobold with Bow: 3ptsT3, W2, S3, I3, A1, No Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Yellow Jungle Kobold with Sword & Shield: 4ptsT3, W2, S3, I2, A1, No Save, Poisoned Attacks, Re-rolls misses, Has -1 to Hit penalty in Close Combat always

Yellow Jungle Kobold with Spear & Shield: 4ptsT3, W2, S3, I3, A1, No Save, S4 against Cavalry, Poisoned Attacks, Has -1 to Hit penalty in Close Combat always

Yellow Jungle Kobold with Bow: 4ptsT3, W2, S3, I2, A1, No Save, Poisoned Attacks, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

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Yellow Jungle Kobold on Spider w/ Spear & Shield: 12pts, Moves ‘9’- T4, W2, S3, I4, A2, 6+ Armour Save, Climbers (ignores all Terrain when moving, even Movement Blocking Terrain), Cavalry, Armed with Bows, Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Yellow Horde Special Units: Limit of 30 Orc Veterans (1 Unit)Limit of 50 Alter Orcs with combination of Twin Axes, 2 Handed Axes and Cleavers & Shields: 50 Alter Orcs TOTALLimit of 50 Orcs on Boars with Cleavers, Orcs on Boars with Spears, Jungle Orcs on Boars with 2 Blades, Jungle Orcs on Boars with Spears Limit of 48 Red Gobs & 16 Cave Kobold Herders Limit of 50 Cave Kobolds on Gobs Limit of 50 Fungal Greenie Bases

Yellow Alter Orc with Twin Axes: 10ptsT4, W2, S4, I2, A2, 6+ Armour Save, Dauntless

Yellow Alter Orc with 2 Handed Axe: 11ptsT4, W2, S6, I0, A1, 6+ Armour Save, Dauntless, -2 to Armour Saves

Yellow Alter Orc with Cleaver & Shield: 10ptsT4, W2, S5, I2, A1, 5+ Armour Save, Dauntless

Yellow Orc Veteran with 2 Blades: 9ptsT4, W2, S4, I2, A2, No Save

Yellow Orc on Boar with Cleaver & Shield: 21ptsT5, W2, S5, I2, A1, 4+ Armour Save, -1 to Armour Saves, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry

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Yellow Orc on Boar with Spear & Shield: 19ptsT5, W2, S4, I2, A1, 4+ Armour Save, S5 on Charge, Boar is I4 A1 S5 and -2 to Armour Saves on Charge ONLY, Cavalry

Yellow Jungle Orc on Boar with 2 Blades: 21ptsT5, W2, S4, I3, A3, 6+ Armour Save, 6+ Dodge Save, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry, Crazed, Dauntless, Will take an Unsaved Wound from a Kobold Poacher’s Nasty Traps on a roll of 1 or 2

Yellow Jungle Orc on Boar with Spear & Shield: 23ptsT5, W2, S4, I3, A2, 5+ Armour Save, 6+ Dodge Save, Cavalry, Crazed, Dauntless, S5 on Charge ONLY, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY

Yellow Cave Kobold Gob Herd 28pts each (3 Gobs, 1 Herder)- T3, W2, S5, I3, A2, No Save, Dauntless, Reduces Armour Saves by -2, (Gobs are small, red, toad-like creatures with BIG sharp teeth), Cave Kobold Herder is T3 W2 S3 I4 A1 No Save and Has -1 to Hit penalty in Close Combat always and can only be slain in Close Combat or targeted in Shooting once all the Gobs are dead.

Yellow Cave Kobold on Bouncing Gob: 13pts, Moves ‘12’- T4, W2, S5, I3, A2, 6+ Dodge Save, Cavalry, Cave Kobold is I3 A1 S3 and armed with Club (-1 to Armour Saves) and Has -1 to Hit penalty in Close Combat always

Yellow Fungal Greenies: 15pts per BaseT2, W6, S2, I3, A5, No Save, Dauntless, Has -1 penalty to Hit in Close Combat always, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Yellow Horde Heavy Units: Limit of 30 Armoured Orcs with Crossbows (1 Unit)Limit of 40 TrollsLimit of 20 Mountain Trolls, Fen TrollsLimit of 2 Savage Giants, Gigantic Spiders

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Limit of 4 Orc Chariots, Spiked Fungal Greenie Wagons Limit of 12 Kobold ChariotsLimit of 6 Kobold BallistaeLimit of 2 Kobold Catapults, Cave Kobold LaunchersLimit of 2 Chained Psycho Gobs

Yellow Armoured Orc with Crossbow: 10ptsT4, W2, S4, I2, A1, 6+ Armour Save, Armed with Crossbows

Yellow Troll with Bone Club: 31ptsT5, W4, S5, I1, A3, 5+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Weak against Spears

Yellow Mountain Troll with Stone Club: 41ptsT5, W4, S5, I1, A3, 5+ Numb Save, 5+ Dodge Save, Reduces Armour Saves by -2, Weak against Spears, Weak against Fire

Yellow Fen Troll with Wet Club: 41ptsT5, W4, S5, I1, A3, 5+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Enemy suffers -1 to hit penalty against them in Close Combat, Weak against Spears, Weak against Fire

Yellow Savage Giant with Bone Jaw: 201pts, Moves ‘9’T5, W7, S6, I3, 2D6 Attacks each, No Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves)

Yellow Gigantic Spider w/ Jungle Kobold Platform: 291pts, Moves ‘9’- T6, W9, S5, I4, A8, 5+ Armour Save, -2 to Armour Saves, Poisoned Attacks, Cavalry, Climbers, Diehards, 8 Jungle Kobold Crew armed with Bows have a -1 to Hit penalty in ALWAYS, have Poisoned Attacks, They can also attack in Close Combat with their Bows and have I2 S3 A8 in total

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Yellow Chained Psycho Gobs: 66pts, Moves ‘12’T4, W4, S6, I9, 3D6 Attacks (Automatically Hits), 6+ Dodge Save, -2 to Armour Saves, Dauntless

Yellow Spiked Fungal Greenie Wagon: 91pts, Moves ‘12’- T4, W4, S2, I3, A5, No Save, Cavalry, Dauntless, Fungal Bomb Cluster (Causes their Impact Hits to Ignore Armour), Deals 2D6 I9 S5 Ignore Armour Saves hits on Charge ONLY, Has -1 penalty to Hit in Close Combat always

Yellow Orc Chariot: 86pts, Moves ‘9’T5, W5, S4, I2, A3, 5+ Armour Save, Cavalry, Pulled by 2 Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on Charge ONLY, The 2 Boars also have A2 I3 S5 -2 to Armour Saves in total on the Charge ONLY, The 3 Orc Crew have S3 I2 A3 in total in Close Combat

Yellow Kobold Chariot: 56pts, Moves ‘9’T4, W4, S3, I2, A3, 6+ Armour Save, Pulled by 3 Wolves which deal D6+2 I8 S5 Impact Hits on Charge ONLY, The 3 Wolves combined are S3 A3 I3 in Close Combat AND the 4 Kobold Crew are S3 A4 I2 in total and Armed with Bows, and have a -1 to Hit penalty in Shooting, Reflex Shots and Close Combat Yellow Kobold Ballista: 31ptsT3, W2, S3, I2, A1, No Save (3 Kobold Crew); Orc with Whip is T4, W2, S4, I2, A1, No Save (Orc Crew)T7, W2, S0, A0, I0, No Save (Ballista), Shoddy: On a roll of 1 to hit in Shooting there is a Misfire and it does not fire, Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved which can potentially destroy 2 models), Artillery

Yellow Kobold Catapult: 63ptsT3, W2, S3, A1, I2, No Save (3 Kobold Crew); Orc with Whip is T4, W2, S4, A1, I2, No Save (Orc Crew)

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T7, W2, S0, A0, I0, No Save (Catapult), Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast, See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1 to Hit penalty in Close Combat, Artillery

Yellow Cave Kobold Launcher: 71ptsT3, W2, S3, I2, A1, No Save (3 Cave Kobold Crew)T7, W2, S0, I0, A0, No Save (Kobold Launcher), Kobold Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to Guess, No Template but any unit hit by the flying Cave Kobold suffers D6 S5 hits that Ignore Armour Saves, See page 18 & 19 (Firing a Catapult) Cave Kobold Crew have a -1 to Hit penalty in Close Combat, Artillery

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The Red Horde:Kırmızı Kalabalık:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(kırmızı ordu)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Horde CORE Units: Red Orc with Cleaver and Shield: 5ptsT4, W1, S4, I2, A1, 5+ Armour Save

Red Orc with Spear and Shield: 5ptsT4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Red Orc with 2 Blades: 5ptsT4, W1, S3, I2, A2, 6+ Armour Save

Red Orc with Composite Bow & Cleaver: 5ptsT4, W1, S4, I2, A1, 6+ Armour Save

Red Jungle Orc with Cleaver and Shield: 7ptsT4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, Dauntless

Red Jungle Orc with 2 Blades: 7ptsT4, W1, S3, I3, A3, 6+ Dodge Save, Crazed, Dauntless

Red Jungle Orc with Spear and Shield: 7ptsT4, W1, S3, I4, A2, 6+ Dodge Save, S4 vs Cavalry, Crazed, Dauntless

Red Jungle Orc with Composite Bow: 7ptsT4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, Dauntless

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Red Kobold with Spear & Shield: 2ptsT3, W1, S3, I3, A1, 5+ Armour Save, 6+ Numb Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Red Kobold with Bow: 2ptsT3, W1, S3, I2, A1, 6+ Armour Save, 6+ Numb Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Red Kobold on Wolf with Spear & Bow: 6pts, Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, S4 on Charge, Armed with Bows, Cavalry, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Red Cave Kobold with Club & Shield: 2ptsT3, W1, S3, I3, A1, 6+ Armour Save, 6+ Numb Save, -1 to Armour Saves, Has -1 to Hit penalty in Close Combat always

Red Cave Kobold with Spear & Shield: 2ptsT3, W1, S3, I4, A1, 6+ Armour Save, 6+ Numb Save, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Red Cave Kobold with Bow: 2ptsT3, W1, S3, I3, A1, 6+ Numb Save, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Red Jungle Kobold with Sword & Shield: 2ptsT3, W1, S3, I2, A1, 6+ Armour Save, 6+ Numb Save, Poisoned Attacks, Re-rolls misses, Has -1 to Hit penalty in Close Combat always

Red Jungle Kobold with Spear & Shield: 2ptsT3, W1, S3, I3, A1, 6+ Armour Save, 6+ Numb Save, S4 against Cavalry, Poisoned Attacks, Has -1 to Hit penalty in Close Combat always

Red Jungle Kobold with Bow: 2ptsT3, W1, S3, I2, A1, 6+ Numb Save, Poisoned Attacks, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

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Red Jungle Kobold on Spider w/ Spear & Shield: 9pts, Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Climbers (ignores all Terrain when moving, even Movement Blocking Terrain), Cavalry, Armed with Bows, Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Red Horde Special Units: Limit of 30 Orc Veterans (1 Unit)Limit of 50 Alter Orcs with combination of Twin Axes, 2 Handed Axes and Cleavers & Shields: 50 Alter Orcs TOTALLimit of 50 Orcs on Boars with Cleavers, Orcs on Boars with Spears, Jungle Orcs on Boars with 2 Blades, Jungle Orcs on Boars with Spears Limit of 48 Red Gobs & 16 Cave Kobold Herders Limit of 50 Cave Kobolds on Gobs Limit of 50 Fungal Greenie Bases

Red Alter Orc with Twin Axes: 7ptsT4, W1, S4, I2, A2, 5+ Armour Save, Dauntless

Red Alter Orc with 2 Handed Axe: 8ptsT4, W1, S6, I0, A1, 5+ Armour Save, Dauntless, -2 to Armour Saves

Red Alter Orc with Cleaver & Shield: 7ptsT4, W1, S5, I2, A1, 4+ Armour Save, Dauntless

Red Orc Veteran with 2 Blades: 6ptsT4, W1, S4, I2, A2, 6+ Armour Save

Red Orc on Boar with Cleaver & Shield: 18ptsT5, W1, S5, I2, A1, 3+ Armour Save, -1 to Armour Saves, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry

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Red Orc on Boar with Spear & Shield: 16ptsT5, W1, S4, I2, A1, 3+ Armour Save, S45 on Charge, Boar is I4 A1 S5 and -2 to Armour Saves on Charge ONLY, Cavalry

Red Jungle Orc on Boar with 2 Blades: 18ptsT5, W1, S4, I3, A3, 5+ Armour Save, 6+ Dodge Save, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY, Cavalry, Crazed, Dauntless, Will take an Unsaved Wound from a Kobold Poacher’s Nasty Traps on a roll of 1 or 2

Red Jungle Orc on Boar with Spear & Shield: 20ptsT5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save, Cavalry, Crazed, Dauntless, S5 on Charge ONLY, Boar is I4 A1 S5 -2 to Armour Saves on Charge ONLY

Red Cave Kobold Gob Herd 19pts each (3 Gobs, 1 Herder)- T3, W1, S5, I3, A2, No Save, Dauntless, Reduces Armour Saves by -2, (Gobs are small, red, toad-like creatures with BIG sharp teeth), Cave Kobold Herder is T3 W1 S3 I4 A1 No Save and Has -1 to Hit penalty in Close Combat always and can only be slain in Close Combat or targeted in Shooting once all the Gobs are dead.

Red Cave Kobold on Bouncing Gob: 10pts, Moves ‘12’- T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Cave Kobold is I2 A1 S3 and armed with Club (-1 to Armour Saves) and Has -1 to Hit penalty in Close Combat always

Red Fungal Greenies: 12pts per BaseT2, W5, S2, I3, A5, 6+ Dodge Save, Dauntless, Has -1 penalty to Hit in Close Combat always, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Red Horde Heavy Units: Limit of 30 Armoured Orcs with Crossbows (1 Unit)Limit of 40 Trolls

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Red Armoured Orc with Crossbow: 7ptsT4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows

Red Troll with Bone Club: 28ptsT5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Weak against Spears

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Sewer RatsRata de Alcantarilla:

Rat Pack: (Rata de Paquete)When Running in the Shooting Phase, Sewer Rat Units can Run D6 + 2

The Bell tolls for Thee: (doblan las campanas para ti)Sewer Rat Units (does not include colour variants, who will shatter: Shadow, Clay, Red, Yellow, Swamp) are Immune to the ‘Death Bell’ Attack

Sewer Rat CORE Units:

Armoured Sewer Rat with Halberd: 7ptsrata de alcantarilla blindado con alabardaT3, W1, S4, I5, A1, 5+ Armour Save, Reduces Armour Saves by -1, Diehards Sewer Rat with Sword and Shield: 4ptsrata de alcantarilla con espada y escudoT3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses, Diehards

Sewer Rat with Spear and Shield: 4ptsrata de alcantarilla con lanza y escudoT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Diehards

Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves ‘9’saltando ratas (cinque ratas, uno rata látigo)T3, W1, S3, I4, A1, 6+ Dodge Save, Diehards, Whip Rat is S3 I4 A2 6+ Dodge Save and Armed with Whip (can attack within ‘3’ of friendly Leaping Rats in Close Combat)

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Tunnel Rat with 2 Blades & Sling: 6pts, Moves ‘9’rata de túnel con dos hojas y la HondaT3, W1, S3, I5, A2, 5+ Dodge Save, Ambush, Armed with Slings (Auto, ‘12’, S3, 2 shots), Reflex Shots (S3), Diehards, +1 to Cover Saves

Rat Slave with Blade & Shield: 2ptsesclavo de rata con la hoja y el escudoT3, W1, S3, I4, A1, 6+ Armour Save, Has -1 to Hit penalty in Close Combat always, Re-rolls misses

Rat Slave with Spear & Shield: 2ptsesclavo de rata con lanza y el escudoT3, W1, S3, I5, A1, 6+ Armour Save, Has -1 to Hit penalty in Close Combat always, S4 vs Cavalry Rat Slave with Sling & Shield: 2ptsesclavo de rata con Honda y el escudoT3, W1, S3, I4, A1, 6+ Armour Save, Armed with Slings (‘12’, S3, 2 shots), Reflex Shots (S3), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Sewer Rat Specialist Units: Limit of 40 Rat Hordes (4 Units)Limit of 40 Rat Hulks & 20 Whip Rats (4 Units)Limit of 120 Rat Monks with Twin Blades (4 Units)Limit of 80 Rat Monks with Toxic Flails (4 Units)Limit of 40 Rat Sniper Teams (4 Units)Limit of 60 Cloaked Rats with 2 Blades (4 Units)Limit of 60 Rat Grenadiers with Gas Masks (4 Units)Limit of 40 Armoured Rat Hulks with Tri-Chainguns (4 Units)Limit of 40 Armoured Rat Hulks with Drill Fists (4 Units)Limit of 40 Armoured Rat Hulks of the Morning Star (4 Units)Limit of 40 Armoured Rat Hulks with Electric Fists (4 Units)Limit of 40 Armoured Rat Hulks with Cannon Hands (4 Units)Limit of 40 Armoured Rat Hulks with Nozzle Hands (4 Units) Rat Horde: 10pts per Base, Moves ‘9’

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horda de ratasT2, W5, S2, I4, A5, 6+ Dodge Save, Dauntless, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves ‘9’Dos hulk rata (dos hulk ratas, rata látigo)T4, W3, S5, I4, A4, No Save, Reduces Armour Saves by -1, Crazed, Weak against Spears, Dauntless, Whip Rats are I4 S3 A2 No Save, armed with Whips (can attack within ‘3’ of friendly Rat Hulk) and can only be slain in Close Combat or targeted in Shooting once all the Rat Hulks are dead

Rat Sniper Team with Wooden Shield: 20ptsequipo de francotiradores rata con escudo de maderaT3, W2, S3, I3, A2, 4+ Armour Save, Rat Long Rifle (Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical), +1 to Cover Saves

Rat Monk with Twin Blades: 8ptsmonje rata con espadas gemelasT4, W1, S3, I4, A3, No Save, Crazed, Dauntless

Rat Monk with Toxic Flail: 16pts, Moves ‘9’monje rata con mayal tóxicoT4, W1, S4, A3, I3, 6+ Dodge Save, Magical Attacks, Crazed, Dauntless, Re-rolls misses in Close Combat, -1 to Enemy Armour Saves, Toxic Fumes (I9, enemy models in Close Combat with Rat Monk unit must roll a D6, if it is ABOVE the model’s Toughness (T), then it takes an unsaved Wound, a 6 ALWAYS fails, Dodge Saves will NOT help them to breathe! However, Rat Monk Units (Rat Monk with 2 Blades, Toxic Flail, Poison Catapult, Great Poison Globe) are immune to Toxic Fumes, +1 to Cover Saves

Cloaked Rat with 2 Blades: 14pts, Moves ‘9’

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rata encapuchada con dos cuchillasT3, W1, S3, A2, I6, 5+ Dodge Save, Armed with Throwing Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers, Poisoned Attacks, Magical Attacks, Diehards, Ambush, +1 to Hit Bonus in Close Combat, +1 to Cover Saves

Rat Grenadier with Gas Mask: 10pts, Moves ‘9’granadero rata con máscara de gasT3, W1, S3, A1, I4, 5+ Armour Save, Poison Grenade (Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores Armour Saves, can fire into Close Combat: half the hits are on Enemy Unit and the other half are on the friendly unit, rounding down), Reflex Shots (Poison Grenade), also uses Poison Grenades in Close Combat: I4, Diehards, Rat Grenadiers are immune to ‘Poison Grenades’ and will attack enemy Rat Grenadiers in Close Combat with I4 S3 A1 with their Scimitars, +1 to Cover Saves

Armoured Rat Hulk with Tri-Chainguns: 85pts, Moves ‘9’hulk rata con tres chaingunsT4, W4, S5, I5, A4, 6+ Armour Save, -1 to Armour Saves, Crazed, Weak against Spears, Dauntless, Armed with Tri-Chainguns (Automatic, ‘18’, S5, -2 to Armour Saves, 12 shots, Magical, Re-rolls wounds), Reflex Shots (Tri-Chainguns)

Armoured Rat Hulk with Drill Fists: 85pts, Moves ‘9’hulk rata con puños de perforaciónT4, W4, S5, I5, A5, 6+ Armour Save, -1 to Armour Saves, Crazed, Weak against Spears, Dauntless, Armed with Drill Fists (Magical, Re-rolls wounds), Burrowers: Units with this rule can arrive as Reinforcements in ‘Braaaiinnnns’ way adapted from Page 8 of the Army Men PAZCIK Rulebook: This Unit can arrive by breaking out of the ground at a point which has already been reached by friendly Sewer Rat modelsArmoured Rat Hulk of the Morning Star: 85pts, Moves ‘9’hulk rata de la estrella de la mañana

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T4, W4, S7, I5, A5, 4+ Armour Save, -3 to Armour Saves, Crazed, Weak against Spears, Dauntless, Armed with Star Fists (Magical, Re-rolls wounds, S7 included above); they are shaped like spiky balls, Causes 2 I9 S4 hits each on Charge ONLY which are Electric and Magical

Armoured Rat Hulk with Electric Fists: 85pts, Moves ‘9’hulk rata de la estrella de la mañanaT4, W4, S6, I5, A5, 4+ Armour Save, -3 to Armour Saves, Crazed, Weak against Spears, Dauntless, Armed with Star Fists (Magical, Electric, Re-rolls wounds, S6 included above); they are shaped like spiky balls, Causes 2 I9 S4 hits each on Charge ONLY

Armoured Rat Hulk with Cannon Hands: 85pts, Moves ‘9’hulk rata con cañón manosT4, W4, S5, I5, A4, 6+ Armour Save, -1 to Armour Saves, Crazed, Weak against Spears, Dauntless, Armed with Rat Hand Mortars (Heavy, Guess ‘6’ to ‘24’, Always Wounds on 4+ even against Vehicles, ‘2’ blast, Ignores Armour Saves, Magical, Re-rolls wounds)

Armoured Rat Hulk with Nozzle Hands: 85pts, Moves ‘9’hulk rata con boquilla manosT4, W4, S5, I5, A4, 6+ Armour Save, -1 to Armour Saves, Crazed, Weak against Spears, Dauntless, Armed with Rat Hand Flamethrowers (Heavy, ‘9’ Teardrop Flamethrower Template, S5, -2 to Armour Saves, deals 2 wounds if unsaved, Fire attacks, Magical, Re-rolls wounds), Reflex Shots (Rat Hand Flamethrowers)

Sewer Rat Heavy Units: Limit of 1 Sewer Rat Heavy Weapon (Flamethrower, Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for each Unit of Sewer Rats with Spears/Swords or Armoured Sewer RatsLimit of 1 Rat Daimon LordLimit of 2 Rat Monstrosities, Giant Rat Wheels

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Limit of 2 Rat Bolt Cannons, Rat Monk Poison CatapultsLimit of 1 Great Poison Globe (if taken, Rat Monks with 2 Blades become CORE Units), Limit of 1 Death Bell

Rat Daimon Lord with Giant Sword: 250pts, Moves ‘9’señor daimon rata con espada gigante T6, W6, S6, I10, A6, 4+ Dodge Save, Charges ’12’, Weak against Spears, Ignores Armour Saves, ALWAYS Hits on 2+ in Close Combat no matter what, Dauntless, Causes 2 wounds per Unsaved Wound

Rat Flamethrower Team: 70pts, Moves ‘9’equipo lanzallamas rataT3, W2, S3, I3, A2, 5+ Armour Save, Rat Flamethrower (Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to Armour Saves, deals 2 wounds if Unsaved, Magical & Fire Attack), Reflex Shots (Rat Flamethrower), Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Thick as Rats: Cannot be targeted separately in Shooting Phase and has a 4+ Dodge Save against any ranged attacks (e.g. Blasts which clip the Rat Team or stray Cannonballs or even Flamethrowers that graze them)

Rat Chaingun Team: 55pts, Moves ‘9’ equipo chaingun rataT3, W2, S3, I3, A2, 5+ Armour Save, Rat Chaingun (Heavy, ‘18’, 2D6 shots, S4, -1 to Armour Saves, Magical) Reflex Shots (Rat Chaingun), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears

Rat Poison Mortar: 65pts, Moves ‘9’ Raticida de morteroT3, W2, S3, I3, A2, 5+ Armour Save, Poison Mortar (Auto, Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’ Blast, Ignores Armour, Magical), See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Mortar), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or

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Spears, Rat Grenadiers and Rat Poison Mortars are immune to the Poison Mortar

Rat Death Ball Team: 55pts, Moves ‘9’rata equipo de pelota de la muerteT3, W2, S3, I3, A2, 4+ Armour Save, Death Ball (Auto, I3, Close Combat Attack, D6+4 S4 hits, -2 Armour Saves), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears Rat Tunnel Blaster Team: 15pts, Moves ‘9’rata equipo desintegrador túnelT3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Armour Save, Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears,

Rat Monstrosity: 250pts, Moves ‘12’monstruosidad rataT5, W6, S6, I4, A3D6, 6+ Dodge Save, 4+ Numb Save, Magical Attacks, Diehards, Weak against Spears, Causes D6 I9 S6 -3 to Armour Saves hits on Charge ONLY, Enemy units suffer a -1 to hit Penalty against the Rat Monstrosity in Close Combat,

There were Rats, lots of them: When the Rat Monstrosity dies, unless its last wound was taken by a Fire attack, immediately place 3 Rat Horde Bases in base-to-base contact with the Rat Monstrosity, then remove the Rat Monstrosity.

Rat Bolt Cannon: 90ptscañón perno de rataT6, W4, S3, I3, A3, No Save, Bolt Cannon (Heavy, Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it does NOT fire, Bounces D6+2: place a ‘2’ Blast where it lands, the Strength of the Blast is D6+4, Ignores Armour Saves and causes D6 Wounds if Unsaved, The Sewer Rat Crew is the I3 S3 A3 above and cannot be attacked separately

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Rat Monk Poison Catapult: 100ptsraticida monje catapultaT6, W4, S3, A9, I4, 5+ Dodge Save, Poison Catapult (Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores Armour), The 3 Rat Monk Crew above combined have I4 S3 A9 in Close Combat

Giant Rat Wheel: 150pts, Moves ‘12’rueda gigante rataT6, W5, S6, I9, A2 (Auto Hits), 4+ Armour Save, Cavalry, Magical Attacks, Dauntless, Deals D6+1 I9 S6 -3 Armour Saves impact Hits on Charge ONLY, Suffers 2 S4 hits whenever it moves through Terrain BUT cannot move through Movement Blocking Terrain, The Rat Horde Crew powering the Rat Wheel have 2D6 I4 S2 Attacks in Close Combat and do NOT have Magical Attacks, Rat Powered Lightning (Auto, fired even during Close Combat, hits closest unit within ‘18’ whether friendly or not, 3 shots, Strength = D6+2, each unit hit suffers D6 wounds if unsaved, if a unit is destroyed then the remaining Lightning Bolt/Bolts will strike the next closest Unit)

Death Bell & Rat Hulk + Mage Rat: 200ptscampana de la muerte, hulk rata y rata magoT6, W6, S5, I4, A3, 5+ Dodge Save, Fire and Electric Attacks are S2 against it, Cavalry, D6 S5 I8 -2 to Armour Saves impact Hits on Charge ONLY, Rat Hulk is S5 I4 A4 Reduces Armour Saves by -1 in Close Combat, Death Bell (Auto, ‘18’, S4, 2D6 hits, Can be fired at an Enemy unit, even in Close Combat, Ignores Armour and Cover Saves, deals 2 wounds if Unsaved) The Death Bell is also sounded when this model is hit by a Shooting Attack of S5 or higher (e.g. a Cannon Ball) that causes an Unsaved Wound and will attack the closest enemy Unit to the Death Bell model, roll a D6 each and the highest wins if a dispute arises, The Mage Rat riding shotgun atop the Death Bell wearing robes directs the sound waves of the Death Bell

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Great Poison Globe: 150ptsgran globo venenosoT6, W6, S5, I4, AD6+4, 5+ Dodge Save, Dauntless, Toxic Fumes (see Rat Monk with Toxic Flail, in addition to this, any friendly model which is NOT a Rat Monk Unit will still be affected by Toxic Fumes if in base-to-base contact with the Great Poison Globe), Deals D6 S5 I9 -2 to Armour impact Hits on Charge, The 4 Rat Monk Crew are S3 I4 A12 in Close Combat, Wafting Gas (can be used in Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop Flamethrower Template, any model touched will be affected by Toxic Fumes as they normally would), Also has Wrecking Globe (Close Combat attack, Great Poison Globe deals D6+4 I4 S5 mentioned on the previous page to enemy unit and Reduces Armour Saves by -2)

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Shadow Sewer Rats:Ratas de Alcantarilla Sombra:Painted mainly in Black colours

Seeing Shadows(ver sombras)Shadow Sewer Rat models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Impávido)ALL Shadow Sewer Rat 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 Sewer Rat CORE Units:

Shadow Armoured Sewer Rat with Halberd: 7pts, T3, W1, S4, I5, A1, 5+ Armour Save, Reduces Armour Saves by -1 Shadow Sewer Rat with Sword and Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses

Shadow Sewer Rat with Spear and Shield: 4ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry

Leaping Shadow Rats: 20pts (5 Rats, 1 Whip Rat), Moves ‘9’- T3, W1, S3, I4, A1, 6+ Dodge Save, Whip Rat is S3 I4 A2 6+ Dodge Save and Armed with Whip (can attack within ‘3’ of friendly Leaping Rats in Close Combat)

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Shadow Tunnel Rat with 2 Blades & Sling: 6pts, Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Slings (Auto, ‘12’, S3, 2 shots)

Shadow Rat Slave with Blade: 2ptsT3, W1, S3, I4, A1, No Save, Has -1 to Hit penalty in Close Combat always, Re-rolls misses

Shadow Rat Slave with Spear: 2ptsT3, W1, S3, I5, A1, No Save, Has -1 to Hit penalty in Close Combat always, S4 vs Cavalry Shadow Rat Slave with Sling: 2ptsT3, W1, S3, I4, A1, No Save, Armed with Slings (‘12’, S3, 2 shots), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Shadow Sewer Rat Specialist Units: Limit of 40 Rat Hordes, Rat Sniper Teams Limit of 40 Rat Hulks & 20 Whip RatsLimit of 50 Rat Monks with Twin Blades, Rat Monks with Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers with Gas Masks

Shadow Rat Horde: 10pts per Base, Moves ‘9’T2, W5, S2, I4, A5, 6+ Dodge Save, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Shadow Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves ‘9’- T4, W3, S5, I4, A4, No Save, Reduces Armour Saves by -1, Crazed, Weak against Spears, Whip Rats are T3 W1 I4 S3 A2 No Save, armed with Whips (can attack within ‘3’ of friendly Rat Hulk) and can only be slain in Close Combat or targeted in Shooting once all the Rat Hulks are dead

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Shadow Rat Sniper Team with Wooden Shield: 20ptsT3, W2, S3, I3, A2, 4+ Armour Save, Rat Long Rifle (Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical)

Shadow Rat Monk with Twin Blades: 8ptsT4, W1, S3, I4, A3, No Save, Crazed

Shadow Rat Monk with Toxic Flail: 16pts, Moves ‘9’T4, W1, S4, A3, I3, 6+ Dodge Save, Magical Attacks, Crazed, Re-rolls misses in Close Combat, Ignores Armour Saves

Shadow Cloaked Rat with 2 Blades: 14pts, Moves ‘9’T3, W1, S3, A2, I6, 5+ Dodge Save, Armed with Throwing Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers, Poisoned Attacks, Magical Attacks

Shadow Rat Grenadier with Gas Mask: 10pts, Moves ‘9’T3, W1, S3, A1, I4, 5+ Armour Save, Poison Grenade (Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores Armour Saves, Also uses Poison Grenades in Close Combat: I4, Rat Grenadiers are immune to ‘Poison Grenades’ and will attack enemy Rat Grenadiers in Close Combat with I4 S3 A1 with their Scimitars

Shadow Sewer Rat Heavy Units: Limit of 1 Sewer Rat Heavy Weapon (Flamethrower, Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for each Unit of Sewer Rats with Spears/Swords or Armoured Sewer RatsLimit of 1 Rat Daimon LordLimit of 2 Rat Monstrosities, Giant Rat WheelsLimit of 2 Rat Bolt Cannons, Rat Monk Poison CatapultsLimit of 1 Great Poison Globe (if taken, Rat Monks with 2 Blades become CORE Units)

Shadow Rat Daimon Lord with Giant Sword: 250pts, Moves ‘9’- T6, W6, S6, I10, A6, 4+ Dodge Save, Charges ’12’,

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Weak against Spears, Ignores Armour Saves, +1 to hit Bonus in Close Combat, Causes 2 wounds per Unsaved Wound

Shadow Rat Flamethrower Team: 70pts, Moves ‘9’T3, W2, S3, I3, A2, 5+ Armour Save, Rat Flamethrower (Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to Armour Saves, deals 2 wounds if Unsaved, Magical & Fire Attack), Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Thick as Rats: Cannot be targeted separately in Shooting Phase and has a 4+ Dodge Save against any ranged attacks (e.g. Blasts which clip the Rat Team or stray Cannonballs or even Flamethrowers that graze them)

Shadow Rat Chaingun Team: 55pts, Moves ‘9’ T3, W2, S3, I3, A2, 5+ Armour Save, Rat Chaingun (Heavy, ‘18’, 2D6 shots, S4, -1 to Armour Saves, Magical) Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears

Shadow Rat Poison Mortar: 65pts, Moves ‘9’ T3, W2, S3, I3, A2, 5+ Armour Save, Poison Mortar (Auto, Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’ Blast, Ignores Armour, Magical), See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Mortar), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Rat Grenadiers and Rat Poison Mortars are immune to the Poison Mortar

Shadow Rat Death Ball Team: 55pts, Moves ‘9’T3, W2, S3, I3, A2, 4+ Armour Save, Death Ball (Auto, I3, Close Combat Attack, D6+4 S4 hits, -2 Armour Saves), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears Shadow Rat Tunnel Blaster Team: 15pts, Moves ‘9’

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T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Armour Save, Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears,

Shadow Rat Monstrosity: 250pts, Moves ‘12’T5, W6, S6, I4, A3D6, 6+ Dodge Save, 4+ Numb Save, Magical Attacks, Weak against Spears, Causes D6 I9 S6 -3 to Armour Saves hits on Charge ONLY, Enemy units suffer a -1 to hit Penalty against the Rat Monstrosity in Close Combat (Hit on 5+ by normal units and on a 4+ by units which have +1 to Hit Bonus in Close Combat)

Shadow Rat Bolt Cannon: 90ptsT6, W4, S3, I3, A3, No Save, Bolt Cannon (Heavy, Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it does NOT fire, Bounces D6+2: place a ‘2’ Blast where it lands, the Strength of the Blast is D6+4, Ignores Armour Saves and causes D6 Wounds if Unsaved, The Sewer Rat Crew is the I3 S3 A3 above and cannot be attacked separately

Shadow Rat Monk Poison Catapult: 100ptsT6, W4, S3, A9, I4, 5+ Dodge Save, Poison Catapult (Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores Armour), The 3 Rat Monk Crew above combined have I4 S3 A9 in Close Combat

Shadow Giant Rat Wheel: 150pts, Moves ‘12’T6, W5, S6, I9, A2 (Auto Hits), 4+ Armour Save, Cavalry, Magical Attacks, Dauntless, Deals D6+1 I9 S6 -3 Armour Saves impact Hits on Charge ONLY, Suffers 2 S4 hits whenever it moves through Terrain BUT cannot move through Movement Blocking Terrain, The Rat Horde Crew powering the Rat Wheel have 2D6 I4 S2 Attacks in Close Combat and do NOT have Magical Attacks, Rat Powered Lightning (Auto, fired even during Close Combat, hits closest unit within ‘18’ whether friendly or not, 3 shots, Strength = D6+2, each unit hit suffers D6 wounds if unsaved, if a unit is destroyed then the remaining Lightning Bolt/Bolts will strike the next closest Unit)

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Shadow Great Poison Globe: 150ptsT6, W6, S5, I4, AD6+4, 5+ Dodge Save, Deals D6 S5 I9 -2 to Armour impact Hits on Charge, The 4 Rat Monk Crew are S3 I4 A12 in Close Combat, Wafting Gas (can be used in Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop Flamethrower Template, any model touched will be affected by Toxic Fumes as they normally would), Also has Wrecking Globe (Close Combat attack, Great Poison Globe deals D6+4 I4 S5 mentioned on the previous page to enemy unit and Reduces Armour Saves by -2)

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Clay Sewer RatsRatas de Alcantarilla Arcilla:Painted in Earthy colours, browns and the colour of un-fired Clay Blast Furnace(De Alto Horno)Fire attacks are only S2 against Clay Sewer Rat models

Clay Sewer Rat CORE Units: Clay Armoured Sewer Rat with Halberd: 7pts, T3, W1, S4, I5, A1, 5+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -1 Clay Sewer Rat with Sword and Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, Re-rolls misses

Clay Sewer Rat with Spear and Shield: 4ptsT3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry

Clay Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves ‘9’- T3, W1, S3, I4, A1, 6+ Dodge Save, 5+ Numb Save, Whip Rat is S3 I4 A2 6+ Dodge Save, 5+ Numb Save and Armed with Whip (can attack within ‘3’ of friendly Leaping Rats in Close Combat)

Clay Tunnel Rat with 2 Blades & Sling: 6pts, Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Slings (Auto, ‘12’, S3, 2 shots)

Clay Rat Slave with Blade: 2ptsT3, W1, S3, I4, A1, 5+ Numb Save, Has -1 to Hit penalty in Close Combat always, Re-rolls misses

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Clay Rat Slave with Spear: 2ptsT3, W1, S3, I5, A1, 5+ Numb Save, Has -1 to Hit penalty in Close Combat always, S4 vs Cavalry

Clay Rat Slave with Sling: 2ptsT3, W1, S3, I4, A1, 5+ Numb Save, Armed with Slings (‘12’, S3, 2 shots), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Clay Sewer Rat Specialist Units: Limit of 40 Rat Hordes, Rat Sniper Teams Limit of 40 Rat Hulks & 20 Whip RatsLimit of 50 Rat Monks with Twin Blades, Rat Monks with Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers with Gas Masks

Clay Rat Horde: 10pts per Base, Moves ‘9’T2, W5, S2, I4, A5, 6+ Dodge Save, 5+ Numb Save, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule, Dauntless

Clay Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves ‘9’- T4, W3, S5, I4, A4, 5+ Numb Save, Reduces Armour Saves by -1, Crazed, Dauntless, Weak against Spears, Whip Rats are T3 W1 I4 S3 A2 5+ Numb Save, armed with Whips (can attack within ‘3’ of friendly Rat Hulk) and can only be slain in Close Combat or targeted in Shooting once all the Rat Hulks are dead

Clay Rat Sniper Team with Wooden Shield: 20ptsT3, W2, S3, I3, A2, 4+ Armour Save, 5+ Numb Save, Rat Long Rifle (Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical)

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Clay Rat Monk with Twin Blades: 8ptsT4, W1, S3, I4, A3, 5+ Numb Save, Crazed, Dauntless

Clay Rat Monk with Toxic Flail: 16pts, Moves ‘9’T4, W1, S4, A3, I3, 6+ Dodge Save, 5+ Numb Save, Magical Attacks, Crazed, Dauntless, Re-rolls misses in Close Combat, Ignores Armour Saves

Clay Cloaked Rat with 2 Blades: 14pts, Moves ‘9’T3, W1, S3, A2, I6, 5+ Dodge Save, Armed with Throwing Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers, Poisoned Attacks, Magical Attacks

Clay Rat Grenadier with Gas Mask: 10pts, Moves ‘9’T3, W1, S3, A1, I4, 5+ Armour Save, 5+ Numb Save, Poison Grenade (Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores Armour Saves, Also uses Poison Grenades in Close Combat: I4, Rat Grenadiers are immune to ‘Poison Grenades’ and will attack enemy Rat Grenadiers in Close Combat with I4 S3 A1 with their Scimitars

Clay Sewer Rat Heavy Units: Limit of 1 Sewer Rat Heavy Weapon (Flamethrower, Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for each Unit of Sewer Rats with Spears/Swords or Armoured Sewer RatsLimit of 1 Rat Daimon LordLimit of 2 Rat Monstrosities, Giant Rat WheelsLimit of 2 Rat Bolt Cannons, Rat Monk Poison CatapultsLimit of 1 Great Poison Globe (if taken, Rat Monks with 2 Blades become CORE Units)

Clay Rat Daimon Lord with Giant Sword: 250pts, Moves ‘9’- T6, W6, S6, I10, A6, 4+ Dodge Save, Charges ’12’, Weak against Spears, Dauntless, Ignores Armour Saves, +1 to hit Bonus in Close Combat, Causes 2 wounds per Unsaved WoundClay Rat Flamethrower Team: 70pts, Moves ‘9’

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T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save, Rat Flamethrower (Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to Armour Saves, deals 2 wounds if Unsaved, Magical & Fire Attack), Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Thick as Rats: Cannot be targeted separately in Shooting Phase and has a 4+ Dodge Save against any ranged attacks (e.g. Blasts which clip the Rat Team or stray Cannonballs or even Flamethrowers that graze them)

Clay Rat Chaingun Team: 55pts, Moves ‘9’ T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save, Rat Chaingun (Heavy, ‘18’, 2D6 shots, S4, -1 to Armour Saves, Magical) Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears

Clay Rat Poison Mortar: 65pts, Moves ‘9’ T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save, Poison Mortar (Auto, Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’ Blast, Ignores Armour, Magical), See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Mortar), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Rat Grenadiers and Rat Poison Mortars are immune to the Poison Mortar

Clay Rat Death Ball Team: 55pts, Moves ‘9’T3, W2, S3, I3, A2, 4+ Armour Save, 5+ Numb Save, Death Ball (Auto, I3, Close Combat Attack, D6+4 S4 hits, -2 Armour Saves), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears Clay Rat Tunnel Blaster Team: 15pts, Moves ‘9’T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Armour Save, 5+ Numb Save, Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears,

Clay Rat Monstrosity: 250pts, Moves ‘12’

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T5, W6, S6, I4, A3D6, 6+ Dodge Save, 3+ Numb Save, Magical Attacks, Weak against Spears, Dauntless, Causes D6 I9 S6 -3 to Armour Saves hits on Charge ONLY, Enemy units suffer a -1 to hit Penalty against the Rat Monstrosity in Close Combat (Hit on 5+ by normal units and on a 4+ by units which have +1 to Hit Bonus in Close Combat)

Clay Rat Bolt Cannon: 90ptsT6, W4, S3, I3, A3, 5+ Numb Save, Bolt Cannon (Heavy, Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it does NOT fire, Bounces D6+2: place a ‘2’ Blast where it lands, the Strength of the Blast is D6+4, Ignores Armour Saves and causes D6 Wounds if Unsaved, The Sewer Rat Crew is the I3 S3 A3 above and cannot be attacked separately

Clay Rat Monk Poison Catapult: 100ptsT6, W4, S3, A9, I4, 5+ Dodge Save, Poison Catapult (Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores Armour), The 3 Rat Monk Crew above combined have I4 S3 A9 in Close Combat

Clay Giant Rat Wheel: 150pts, Moves ‘12’T6, W5, S6, I9, A2 (Auto Hits), 4+ Armour Save, 5+ Numb Save, Cavalry, Magical Attacks, Dauntless, Deals D6+1 I9 S6 -3 Armour Saves impact Hits on Charge ONLY, Suffers 2 S4 hits whenever it moves through Terrain BUT cannot move through Movement Blocking Terrain, The Rat Horde Crew powering the Rat Wheel have 2D6 I4 S2 Attacks in Close Combat and do NOT have Magical Attacks, Rat Powered Lightning (Auto, fired even during Close Combat, hits closest unit within ‘18’ whether friendly or not, 3 shots, Strength = D6+2, each unit hit suffers D6 wounds if unsaved, if a unit is destroyed then the remaining Lightning Bolt/Bolts will strike the next closest Unit)

Clay Great Poison Globe: 150pts

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T6, W6, S5, I4, AD6+4, 5+ Dodge Save, Deals D6 S5 I9 -2 to Armour impact Hits on Charge, The 4 Rat Monk Crew are S3 I4 A12 in Close Combat, Wafting Gas (can be used in Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop Flamethrower Template, any model touched will be affected by Toxic Fumes as they normally would), Also has Wrecking Globe (Close Combat attack, Great Poison Globe deals D6+4 I4 S5 mentioned on the previous page to enemy unit and Reduces Armour Saves by -2)

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Red Sewer Rats:Ratas de Alcantarilla Rojo:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(El Ejército Rojo)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Sewer Rat CORE Units:

Red Armoured Sewer Rat with Halberd: 5pts, T3, W1, S4, I5, A1, 5+ Armour Save, Reduces Armour Saves by -1 Red Sewer Rat with Sword and Shield: 2ptsT3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses

Red Sewer Rat with Spear and Shield: 2ptsT3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry

Red Leaping Rats: 14pts (5 Rats, 1 Whip Rat), Moves ‘9’- T3, W1, S3, I4, A1, 6+ Dodge Save, Whip Rat is S3 I4 A2 6+ Dodge Save and Armed with Whip (can attack within ‘3’ of friendly Leaping Rats in Close Combat)

Red Tunnel Rat with 2 Blades & Sling: 4pts, Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Slings (Auto, ‘12’, S3, 2 shots)

Red Rat Slave with Blade: 2ptsT3, W1, S3, I4, A1, 6+ Dodge Save, Has -1 to Hit penalty in Close Combat always, Re-rolls misses

Red Rat Slave with Spear: 2pts

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T3, W1, S3, I5, A1, 6+ Dodge Save, Has -1 to Hit penalty in Close Combat always, S4 vs Cavalry Red Rat Slave with Sling: 2ptsT3, W1, S3, I4, A1, 6+ Dodge Save, Armed with Slings (‘12’, S3, 2 shots), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Red Sewer Rat Specialist Units: Limit of 40 Rat Hordes, Rat Sniper Teams Limit of 40 Rat Hulks & 20 Whip RatsLimit of 50 Rat Monks with Twin Blades, Rat Monks with Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers with Gas Masks

Red Rat Horde: 8pts per Base, Moves ‘9’T2, W5, S2, I4, A5, 6+ Dodge Save, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule, Dauntless

Red Rat Hulk (2 Rat Hulks, Whip Rat): 79pts, Moves ‘9’- T4, W3, S5, I4, A4, No Save, Reduces Armour Saves by -1, Crazed, Weak against Spears, Dauntless, Whip Rats are T3 W1 I4 S3 A2 No Save, armed with Whips (can attack within ‘3’ of friendly Rat Hulk) and can only be slain in Close Combat or targeted in Shooting once all the Rat Hulks are dead

Red Rat Sniper Team with Wooden Shield: 18ptsT3, W2, S3, I3, A2, 4+ Armour Save, Rat Long Rifle (Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical)

Red Rat Monk with Twin Blades: 6ptsT4, W1, S3, I4, A3, No Save, Crazed, Dauntless

Red Rat Monk with Toxic Flail: 14pts, Moves ‘9’

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T4, W1, S4, A3, I3, 6+ Dodge Save, Magical Attacks, Crazed, Re-rolls misses in Close Combat, Ignores Armour Saves

Red Cloaked Rat with 2 Blades: 12pts, Moves ‘9’T3, W1, S3, A2, I6, 5+ Dodge Save, Armed with Throwing Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers, Poisoned Attacks, Magical Attacks

Red Rat Grenadier with Gas Mask: 8pts, Moves ‘9’T3, W1, S3, A1, I4, 5+ Armour Save, Poison Grenade (Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores Armour Saves, Also uses Poison Grenades in Close Combat: I4, Rat Grenadiers are immune to ‘Poison Grenades’ and will attack enemy Rat Grenadiers in Close Combat with I4 S3 A1 with their Scimitars

Red Sewer Rat Heavy Units: Limit of 1 Sewer Rat Heavy Weapon (Tunnel Blaster) for each Unit of Sewer Rats with Spears/Swords or Armoured Sewer RatsLimit of 1 Great Poison Globe (if taken, Rat Monks with 2 Blades become CORE Units)

Red Rat Tunnel Blaster Team: 13pts, Moves ‘9’T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Armour Save, Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears,

Red Great Poison Globe: 142ptsT6, W6, S5, I4, AD6+4, 5+ Dodge Save, Deals D6 S5 I9 -2 to Armour impact Hits on Charge, The 4 Rat Monk Crew are S3 I4 A12 in Close Combat, Wafting Gas (can be used in Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop Flamethrower Template, any model touched will be affected by Toxic Fumes as they normally would), Also has Wrecking Globe (Close Combat attack, Great Poison Globe deals D6+4

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I4 S5 mentioned on the previous page to enemy unit and Reduces Armour Saves by -2)

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Yellow Sewer RatsRatas de Alcantarilla Amarillo:Painted mainly in Yellow colours of all shades

Two for the Price of One:(dos por el precio de uno)Yellow Sewer Rat 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 Sewer Rat CORE Units: Yellow Armoured Sewer Rat with Halberd: 7pts, T3, W2, S4, I5, A1, 6+ Armour Save, Reduces Armour Saves by -1 Yellow Sewer Rat with Sword and Shield: 4ptsT3, W2, S3, I4, A1, 6+ Armour Save, Re-rolls misses

Yellow Sewer Rat with Spear and Shield: 4ptsT3, W2, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry

Yellow Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves ‘9’- T3, W2, S3, I4, A1, No Save, Whip Rat is S3 I4 A2 6+ Dodge Save, No Save and Armed with Whip (can attack within ‘3’ of friendly Leaping Rats in Close Combat)

Yellow Tunnel Rat with 2 Blades & Sling: 6pts, Moves ‘9’- T3, W2, S3, I5, A2, No Save, Armed with Slings (Auto, ‘12’, S3, 2 shots)

Yellow Rat Slave with Blade: 2ptsT3, W2, S3, I4, A1, No Save, Has -1 to Hit penalty in Close Combat always, Re-rolls misses

Yellow Rat Slave with Spear: 2pts

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T3, W2, S3, I5, A1, No Save, Has -1 to Hit penalty in Close Combat always, S4 vs Cavalry

Yellow Rat Slave with Sling: 2ptsT3, W2, S3, I4, A1, No Save, Armed with Slings (‘12’, S3, 2 shots), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Yellow Sewer Rat Specialist Units: Limit of 40 Rat Hordes, Rat Sniper Teams Limit of 40 Rat Hulks & 20 Whip RatsLimit of 50 Rat Monks with Twin Blades, Rat Monks with Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers with Gas Masks

Yellow Rat Horde: 10pts per Base, Moves ‘9’T2, W6, S2, I4, A5, No Save, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule, Dauntless, Has Without Number rule

Yellow Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves ‘9’- T4, W4, S5, I4, A4, No Save, Reduces Armour Saves by -1, Crazed, Dauntless, Weak against Spears, Whip Rats are T3 W2 I4 S3 A2 No Save, armed with Whips (can attack within ‘3’ of friendly Rat Hulk) and can only be slain in Close Combat or targeted in Shooting once all the Rat Hulks are dead

Yellow Rat Sniper Team with Wooden Shield: 20ptsT3, W3, S3, I3, A2, 5+ Armour Save, Rat Long Rifle (Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical)

Yellow Rat Monk with Twin Blades: 8ptsT4, W2, S3, I4, A3, No Save, Crazed, Dauntless

Yellow Rat Monk with Toxic Flail: 16pts, Moves ‘9’

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T4, W2, S4, A3, I3, No Save, Magical Attacks, Crazed, Dauntless, Re-rolls misses in Close Combat, Ignores Armour Saves

Yellow Cloaked Rat with 2 Blades: 14pts, Moves ‘9’T3, W2, S3, A2, I6, 6+ Dodge Save, Armed with Throwing Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers, Poisoned Attacks, Magical Attacks

Yellow Rat Grenadier with Gas Mask: 10pts, Moves ‘9’T3, W2, S3, A1, I4, 6+ Armour Save, Poison Grenade (Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores Armour Saves, Also uses Poison Grenades in Close Combat: I4, Rat Grenadiers are immune to ‘Poison Grenades’ and will attack enemy Rat Grenadiers in Close Combat with I4 S3 A1 with their Scimitars

Yellow Sewer Rat Heavy Units: Limit of 1 Sewer rat Heavy Weapon (Flamethrower, Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for each Unit of Sewer Rats with Spears/Swords or Armoured Sewer RatsLimit of 1 Rat Daimon LordLimit of 2 Rat Monstrosities, Giant Rat WheelsLimit of 2 Rat Bolt Cannons, Rat Monk Poison CatapultsLimit of 1 Great Poison Globe (if taken, Rat Monks with 2 Blades become CORE Units)

Yellow Rat Daimon Lord with Giant Sword: 250pts, Moves ‘9’- T6, W7, S6, I10, A6, 5+ Dodge Save, Charges ’12’, Weak against Spears, Dauntless, Ignores Armour Saves, +1 to hit Bonus in Close Combat, Causes 2 wounds per Unsaved Wound

Yellow Rat Flamethrower Team: 70pts, Moves ‘9’

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T3, W3, S3, I3, A2, 6+ Armour Save, Rat Flamethrower (Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to Armour Saves, deals 2 wounds if Unsaved, Magical & Fire Attack), Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Thick as Rats: Cannot be targeted separately in Shooting Phase and has a 4+ Dodge Save against any ranged attacks (e.g. Blasts which clip the Rat Team or stray Cannonballs or even Flamethrowers that graze them)

Yellow Rat Chaingun Team: 55pts, Moves ‘9’ T3, W3, S3, I3, A2, 6+ Armour Save, Rat Chaingun (Heavy, ‘18’, 2D6 shots, S4, -1 to Armour Saves, Magical) Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears

Yellow Rat Poison Mortar: 65pts, Moves ‘9’ T3, W3, S3, I3, A2, 6+ Armour Save, Poison Mortar (Auto, Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’ Blast, Ignores Armour, Magical), See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Mortar), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Rat Grenadiers and Rat Poison Mortars are immune to the Poison Mortar

Yellow Rat Death Ball Team: 55pts, Moves ‘9’T3, W3, S3, I3, A2, 5+ Armour Save, Death Ball (Auto, I3, Close Combat Attack, D6+4 S4 hits, -2 Armour Saves), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears Yellow Rat Tunnel Blaster Team: 15pts, Moves ‘9’T3, W3, S4, I3, A2 (Auto hits, Magical), 6+ Armour Save, Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears,

Yellow Rat Monstrosity: 250pts, Moves ‘12’

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T5, W7, S6, I4, A3D6, 6+ Dodge Save, 5+ Numb Save, Magical Attacks, Weak against Spears, Dauntless, Causes D6 I9 S6 -3 to Armour Saves hits on Charge ONLY, Enemy units suffer a -1 to hit Penalty against the Rat Monstrosity in Close Combat (Hit on 5+ by normal units and on a 4+ by units which have +1 to Hit Bonus in Close Combat)

Yellow Rat Bolt Cannon: 90ptsT6, W5, S3, I3, A3, No Save, Bolt Cannon (Heavy, Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it does NOT fire, Bounces D6+2: place a ‘2’ Blast where it lands, the Strength of the Blast is D6+4, Ignores Armour Saves and causes D6 Wounds if Unsaved, The Sewer Rat Crew is the I3 S3 A3 above and cannot be attacked separately

Yellow Rat Monk Poison Catapult: 100ptsT6, W5, S3, A9, I4, 6+ Dodge Save, Poison Catapult (Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores Armour), The 3 Rat Monk Crew above combined have I4 S3 A9 in Close Combat

Yellow Giant Rat Wheel: 150pts, Moves ‘12’T6, W6, S6, I9, A2 (Auto Hits), 5+ Armour Save, Cavalry, Magical Attacks, Dauntless, Deals D6+1 I9 S6 -3 Armour Saves impact Hits on Charge ONLY, Suffers 2 S4 hits whenever it moves through Terrain BUT cannot move through Movement Blocking Terrain, The Rat Horde Crew powering the Rat Wheel have 2D6 I4 S2 Attacks in Close Combat and do NOT have Magical Attacks, Rat Powered Lightning (Auto, fired even during Close Combat, hits closest unit within ‘18’ whether friendly or not, 3 shots, Strength = D6+2, each unit hit suffers D6 wounds if unsaved, if a unit is destroyed then the remaining Lightning Bolt/Bolts will strike the next closest Unit)

Yellow Great Poison Globe: 150pts

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T6, W7, S5, I4, AD6+4, 6+ Dodge Save, Deals D6 S5 I9 -2 to Armour impact Hits on Charge, The 4 Rat Monk Crew are S3 I4 A12 in Close Combat, Wafting Gas (can be used in Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop Flamethrower Template, any model touched will be affected by Toxic Fumes as they normally would), Also has Wrecking Globe (Close Combat attack, Great Poison Globe deals D6+4 I4 S5 mentioned on the previous page to enemy unit and Reduces Armour Saves by -2)

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Swamp Sewer RatsRatas de Alcantarilla Pantano:Painted mainly in Sea Greens, Hookers Green and lightly painted off-Greens distinct from greens of the Green Armies

Uninhibited:(Desinhibida)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.

Slow:(Lenta)All Swamp units move like ALWAYS 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 or units that move ‘9’)

Dogged: (Perseguido)Unit is allowed to move and shoot with all weapons, including Heavy weapons. This applies to ALL Swamp Sewer Rat models with ranged weapons.

Swamp Sewer Rat CORE Units: Swamp Armoured Sewer Rat with Halberd: 7pts, T3, W1, S4, I5, A1, 5+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -1, Slow, Uninhibited Swamp Sewer Rat with Sword and Shield: 4pts

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T3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, Re-rolls misses, Slow, Uninhibited

Swamp Sewer Rat with Spear and Shield: 4ptsT3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, Slow, Uninhibited

Swamp Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves ‘6’- T3, W1, S3, I4, A1, 5+ Numb Save, Whip Rat is S3 I4 A2, 5+ Numb Save and Armed with Whip (can attack within ‘3’ of friendly Leaping Rats in Close Combat), Uninhibited

Swamp Tunnel Rat with 2 Blades & Sling: 6pts, Moves ‘6’- T3, W1, S3, I5, A2, 5+ Numb Save, Armed with Slings (Auto, ‘12’, S3, 2 shots), Uninhibited

Swamp Rat Slave with Blade: 2ptsT3, W1, S3, I4, A1, 5+ Numb Save, Has -1 to Hit penalty in Close Combat always, Slow, Uninhibited

Swamp Rat Slave with Spear: 2ptsT3, W1, S3, I5, A1, 5+ Numb Save, Has -1 to Hit penalty in Close Combat always, S4 vs Cavalry, Slow, Uninhibited

Swamp Rat Slave with Sling: 2ptsT3, W1, S3, I4, A1, 5+ Numb Save, Armed with Slings (‘12’, S3, 2 shots), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always, Slow

Swamp Sewer Rat Specialist Units: Limit of 40 Rat Hordes, Rat Sniper Teams Limit of 40 Rat Hulks & 20 Whip RatsLimit of 50 Rat Monks with Twin Blades, Rat Monks with Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers with Gas Masks

Swamp Rat Horde: 10pts per Base, Moves ‘6’

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T2, W5, S2, I4, A5, 6+ Dodge Save, 5+ Numb Save, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule, Dauntless, Uninhibited

Swamp Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves ‘6’- T4, W3, S5, I4, A4, 5+ Numb Save, Reduces Armour Saves by -1, Crazed, Dauntless, Weak against Spears, Uninhibited, Whip Rats are I4 S3 A2 No Save, armed with Whips (can attack within ‘3’ of friendly Rat Hulk) and can only be slain in Close Combat or targeted in Shooting once all the Rat Hulks are dead

Swamp Rat Sniper Team with Wooden Shield: 20ptsT3, W2, S3, I3, A2, 4+ Armour Save, 5+ Numb Save, Rat Long Rifle (Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical), Dogged, Slow

Swamp Rat Monk with Twin Blades: 8ptsT4, W1, S3, I4, A3, 5+ Numb Save, Crazed, Dauntless, Slow, Uninhibited

Swamp Rat Monk with Toxic Flail: 16pts, Moves ‘6’T4, W1, S4, A3, I3, 5+ Numb Save, Magical Attacks, Crazed, Dauntless, Uninhibited, Re-rolls misses in Close Combat, Ignores Armour Saves

Swamp Cloaked Rat with 2 Blades: 14pts, Moves ‘6’T3, W1, S3, A2, I6, 5+ Numb Save, Armed with Throwing Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers, Poisoned Attacks, Magical Attacks, Uninhibited

Swamp Rat Grenadier with Gas Mask: 10pts, Moves ‘6’T3, W1, S3, A1, I4, 5+ Armour Save, 5+ Numb Save, Poison Grenade (Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores Armour Saves, Also uses Poison Grenades in Close Combat: I4, Rat Grenadiers are immune to ‘Poison Grenades’ and will attack enemy Rat Grenadiers in Close Combat with I4 S3 A1 with their Scimitars, Uninhibited

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Swamp Sewer Rat Heavy Units: Limit of 1 Sewer rat Heavy Weapon (Flamethrower, Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for each Unit of Sewer Rats with Spears/Swords or Armoured Sewer RatsLimit of 1 Rat Daimon LordLimit of 2 Rat Monstrosities, Giant Rat WheelsLimit of 2 Rat Bolt Cannons, Rat Monk Poison CatapultsLimit of 1 Great Poison Globe (if taken, Rat Monks with 2 Blades become CORE Units)

Swamp Rat Daimon Lord with Giant Sword: 250pts, Moves ‘6’- T6, W6, S6, I10, A6, 5+ Numb Save, Charges ’9’, Weak against Spears, Dauntless, Uninhibited, Ignores Armour Saves, +1 to hit Bonus in Close Combat, Causes 2 wounds per Unsaved Wound

Swamp Rat Flamethrower Team: 70pts, Moves ‘9’T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save, Rat Flamethrower (Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to Armour Saves, deals 2 wounds if Unsaved, Magical & Fire Attack), Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Thick as Rats: Cannot be targeted separately in Shooting Phase and has a 4+ Dodge Save against any ranged attacks (e.g. Blasts which clip the Rat Team or stray Cannonballs or even Flamethrowers that graze them)

Swamp Rat Chaingun Team: 55pts, Moves ‘9’ T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save, Dogged, Rat Chaingun (Heavy, ‘18’, 2D6 shots, S4, -1 to Armour Saves, Magical) Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears

Swamp Rat Poison Mortar: 65pts, Moves ‘9’

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T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save, Poison Mortar (Auto, Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’ Blast, Ignores Armour, Magical), See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Mortar), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Rat Grenadiers and Rat Poison Mortars are immune to the Poison Mortar

Swamp Rat Death Ball Team: 55pts, Moves ‘9’T3, W2, S3, I3, A2, 4+ Armour Save, 5+ Numb Save, Death Ball (Auto, I3, Close Combat Attack, D6+4 S4 hits, -2 Armour Saves), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Uninhibited if parent unit of Sewer Rats destroyed Swamp Rat Tunnel Blaster Team: 15pts, Moves ‘9’T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Armour Save, 5+ Numb Save, Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Uninhibited if parent unit of Sewer Rats destroyed

Swamp Rat Monstrosity: 250pts, Moves ‘12’T5, W6, S6, I4, A3D6, 3+ Numb Save, Magical Attacks, Weak against Spears, Dauntless, Uninhibited, Causes D6 I9 S6 -3 to Armour Saves hits on Charge ONLY, Enemy units suffer a -1 to hit Penalty against the Rat Monstrosity in Close Combat (Hit on 5+ by normal units and on a 4+ by units which have +1 to Hit Bonus in Close Combat)

Swamp Rat Bolt Cannon: 90ptsT6, W4, S3, I3, A3, 5+ Numb Save, Bolt Cannon (Heavy, Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it does NOT fire, Bounces D6+2: place a ‘2’ Blast where it lands, the Strength of the Blast is D6+4, Ignores Armour Saves and causes D6 Wounds if Unsaved, The Sewer Rat Crew is the I3 S3 A3 above and cannot be attacked separately, Dogged Swamp Rat Monk Poison Catapult: 100pts

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T6, W4, S3, A9, I4, 5+ Dodge Save, Poison Catapult (Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores Armour), The 3 Rat Monk Crew above combined have I4 S3 A9 in Close Combat, Dogged, Uninhibited

Swamp Giant Rat Wheel: 150pts, Moves ‘12’T6, W5, S6, I9, A2 (Auto Hits), 4+ Armour Save, 5+ Numb Save, Cavalry, Magical Attacks, Dauntless, Uninhibited, Deals D6+1 I9 S6 -3 Armour Saves impact Hits on Charge ONLY, Suffers 2 S4 hits whenever it moves through Terrain BUT cannot move through Movement Blocking Terrain, The Rat Horde Crew powering the Rat Wheel have 2D6 I4 S2 Attacks in Close Combat and do NOT have Magical Attacks, Rat Powered Lightning (Auto, fired even during Close Combat, hits closest unit within ‘18’ whether friendly or not, 3 shots, Strength = D6+2, each unit hit suffers D6 wounds if unsaved, if a unit is destroyed then the remaining Lightning Bolt/Bolts will strike the next closest Unit)

Swamp Great Poison Globe: 150ptsT6, W6, S5, I4, AD6+4, 5+ Dodge Save, Uninhibited, Deals D6 S5 I9 -2 to Armour impact Hits on Charge, The 4 Rat Monk Crew are S3 I4 A12 in Close Combat, Wafting Gas (can be used in Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop Flamethrower Template, any model touched will be affected by Toxic Fumes as they normally would), Also has Wrecking Globe (Close Combat attack, Great Poison Globe deals D6+4 I4 S5 mentioned on the previous page to enemy unit and Reduces Armour Saves by -2)

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Purple Sewer Rats: Ratas de Alcantarilla púrpura:Painted mainly in all shades of Purple

Sands of Time(Arenas de Tiempo)Purple Sewer Rat Models can re-roll misses once in Shooting and Close Combat. Guess weapons (Cannons, Mortars) and Bazookas are an exception to this rule. Any model which cannot re-roll misses will have this included in their stats and, as always, Reflex Shots cannot ever re-roll misses

Purple Sewer Rat CORE Units:

Purple Armoured Sewer Rat with Halberd: 7pts, T3, W1, S4, I5, A1, 5+ Dodge Save, Reduces Armour Saves by -1, Re-rolls misses Purple Sewer Rat with Sword and Shield: 4ptsT3, W1, S3, I4, A1, 5+ Dodge Save, Re-rolls misses

Purple Sewer Rat with Spear and Shield: 4ptsT3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Re-rolls misses

Purple Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves ‘9’- T3, W1, S3, I4, A1, 5+ Dodge Save, Whip Rat is S3 I4 A2 5+ Dodge Save and Armed with Whip (can attack within ‘3’ of friendly Leaping Rats in Close Combat), Re-rolls misses

Purple Tunnel Rat with 2 Blades & Sling: 6pts, Moves ‘9’- T3, W1, S3, I5, A2, 4+ Dodge Save, Armed with Slings (Auto, ‘12’, S3, 2 shots), Re-rolls misses

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Purple Rat Slave with Blade: 2ptsT3, W1, S3, I4, A1, 5+ Dodge Save, Has -1 to Hit penalty in Close Combat always, Re-rolls misses

Purple Rat Slave with Spear: 2ptsT3, W1, S3, I5, A1, 5+ Dodge Save, Has -1 to Hit penalty in Close Combat always, S4 vs Cavalry, Re-rolls misses Purple Rat Slave with Sling: 2ptsT3, W1, S3, I4, A1, 5+ Dodge Save, Armed with Slings (‘12’, S3, 2 shots), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always, Re-rolls misses

Purple Sewer Rat Specialist Units: Limit of 40 Rat Hordes, Rat Sniper Teams Limit of 40 Rat Hulks & 20 Whip RatsLimit of 50 Rat Monks with Twin Blades, Rat Monks with Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers with Gas Masks

Purple Rat Horde: 10pts per Base, Moves ‘9’T2, W5, S2, I4, A5, 5+ Dodge Save, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule, re-rolls misses

Purple Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves ‘9’- T4, W3, S5, I4, A4, 5+ Dodge Save, Reduces Armour Saves by -1, Crazed, Weak against Spears, Whip Rats are T3 W1 I4 S3 A2 5+ Dodge Save, armed with Whips (can attack within ‘3’ of friendly Rat Hulk) and can only be slain in Close Combat or targeted in Shooting once all the Rat Hulks are dead, Re-rolls misses

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Purple Rat Sniper Team with Wooden Shield: 20ptsT3, W2, S3, I3, A2, 4+ Armour Save, 5+ Dodge Save, Rat Long Rifle (Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical), re-rolls misses

Purple Rat Monk with Twin Blades: 8ptsT4, W1, S3, I4, A3, 5+ Dodge Save, Crazed, Re-rolls misses

Purple Rat Monk with Toxic Flail: 16pts, Moves ‘9’T4, W1, S4, A3, I3, 5+ Dodge Save, Magical Attacks, Crazed, Re-rolls misses in Close Combat, Ignores Armour Saves

Purple Cloaked Rat with 2 Blades: 14pts, Moves ‘9’T3, W1, S3, A2, I6, 4+ Dodge Save, Armed with Throwing Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers, Poisoned Attacks, Magical Attacks, Re-rolls misses

Purple Rat Grenadier with Gas Mask: 10pts, Moves ‘9’T3, W1, S3, A1, I4, 5+ Dodge Save, Poison Grenade (Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores Armour Saves, Also uses Poison Grenades in Close Combat at I4) Rat Grenadiers are immune to ‘Poison Grenades’ and will attack enemy Rat Grenadiers in Close Combat with I4 S3 A1 with their Scimitars, Re-rolls misses

Purple Sewer Rat Heavy Units: Limit of 1 Sewer Rat Heavy Weapon (Flamethrower, Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for each Unit of Sewer Rats with Spears/Swords or Armoured Sewer RatsLimit of 1 Rat Daimon LordLimit of 2 Rat Monstrosities, Giant Rat WheelsLimit of 2 Rat Bolt Cannons, Rat Monk Poison CatapultsLimit of 1 Great Poison Globe (if taken, Rat Monks with 2 Blades become CORE Units)Purple Rat Daimon Lord with Giant Sword: 250pts, Moves ‘9’- T6, W6, S6, I10, A6, 3+ Dodge Save, Charges ’12’,

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Weak against Spears, Ignores Armour Saves, +1 to hit Bonus in Close Combat, Causes 2 wounds per Unsaved Wound, Re-rolls misses

Purple Rat Flamethrower Team: 70pts, Moves ‘9’T3, W2, S3, I3, A2, 5+ Dodge Save, Rat Flamethrower (Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to Armour Saves, deals 2 wounds if Unsaved, Magical & Fire Attack), Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Thick as Rats: Cannot be targeted separately in Shooting Phase and has a 3+ Dodge Save against any ranged attacks (e.g. Blasts which clip the Rat Team or stray Cannonballs or even Flamethrowers that graze them)

Purple Rat Chaingun Team: 55pts, Moves ‘9’ T3, W2, S3, I3, A2, 5+ Dodge Save, Rat Chaingun (Heavy, ‘18’, 2D6 shots, S4, -1 to Armour Saves, Magical) Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Re-rolls misses

Purple Rat Poison Mortar: 65pts, Moves ‘9’ T3, W2, S3, I3, A2, 5+ Dodge Save, Poison Mortar (Auto, Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’ Blast, Ignores Armour, Magical), See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Mortar), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears, Rat Grenadiers and Rat Poison Mortars are immune to the Poison Mortar

Purple Rat Death Ball Team: 55pts, Moves ‘9’T3, W2, S3, I3, A2, 4+ Armour Save, 5+ Dodge Save, Death Ball (Auto, I3, Close Combat Attack, D6+4 S4 hits, -2 Armour Saves), Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears Purple Rat Tunnel Blaster Team: 15pts, Moves ‘9’T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Dodge Save, Thick as Rats, Joins Unit of Armoured Sewer Rats OR Unit of Sewer Rats with Swords or Spears

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Purple Rat Monstrosity: 250pts, Moves ‘12’T5, W6, S6, I4, A3D6, 5+ Dodge Save, 4+ Numb Save, Magical Attacks, Weak against Spears, Causes D6 I9 S6 -3 to Armour Saves hits on Charge ONLY, Enemy units suffer a -1 to hit Penalty against the Rat Monstrosity in Close Combat (Hit on 4+ by normal units and on a 3+ by units which have +1 to Hit Bonus in Close Combat), Re-rolls misses

Purple Rat Bolt Cannon: 90ptsT6, W4, S3, I3, A3, 5+ Dodge Save, Bolt Cannon (Heavy, Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it does NOT fire, Bounces D6+2: place a ‘2’ Blast where it lands, the Strength of the Blast is D6+4, Ignores Armour Saves and causes D6 Wounds if Unsaved, The Sewer Rat Crew is the I3 S3 A3 above and cannot be attacked separately, Re-rolls misses in Close Combat

Purple Rat Monk Poison Catapult: 100ptsT6, W4, S3, A9, I4, 4+ Dodge Save, Poison Catapult (Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores Armour), The 3 Rat Monk Crew above combined have I4 S3 A9 in Close Combat, Re-rolls misses in Close Combat

Purple Giant Rat Wheel: 150pts, Moves ‘12’T6, W5, S6, I9, A2 (Auto Hits), 4+ Armour Save, 5+ Dodge Save, Cavalry, Magical Attacks, Dauntless, Deals D6+1 I9 S6 -3 Armour Saves impact Hits on Charge ONLY, Suffers 2 S4 hits whenever it moves through Terrain BUT cannot move through Movement Blocking Terrain, The Rat Horde Crew powering the Rat Wheel have 2D6 I4 S2 Attacks in Close Combat and do NOT have Magical Attacks but re-rolls misses, Rat Powered Lightning (Auto, fired even during Close Combat, hits closest unit within ‘18’ whether friendly or not, 3 shots, Strength = D6+2, each unit hit suffers D6 wounds if unsaved, if a unit is destroyed then the remaining Lightning Bolt/Bolts will strike the next closest Unit)

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Purple Great Poison Globe: 150ptsT6, W6, S5, I4, AD6+4, 4+ Dodge Save, Deals D6 S5 I9 -2 to Armour impact Hits on Charge, The 4 Rat Monk Crew are S3 I4 A12 in Close Combat and Re-rolls misses, Wafting Gas (can be used in Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop Flamethrower Template, any model touched will be affected by Toxic Fumes as they normally would), Also has Wrecking Globe (Close Combat attack, Great Poison Globe deals D6+4 I4 S5 mentioned on the previous page to enemy unit and Reduces Armour Saves by -2)

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Pleasure DaimonsPlaisir demon:

Portal Reinforcements:(Portair Renfort)Pleasure Daimon Reinforcements can arrive through Portals and can be teleported onto the battlefield within ‘6’ of a friendly Pleasure Daimon unit. The friendly units act as beacon for the portal technology to focus in on.

Enemy of the Butcher:(Ennemi de la Boucher)Pleasure Daimon Units re-roll misses against Blood Daimon Units in Close Combat

Not from around Here: (Pas d’ici)Pleasure Daimon Units have Magical Attacks AND negate the rule ‘I9 in Cover’

Unnatural Speed: (Vitesse Aritificiel)When Running (Shooting Phase OR Victory Run), Pleasure Daimon units (not including colour variants: Purple, Pink, Tan, Blue) can move D6+3

Pleasure Daimon CORE Units:

Pleasure Daimon: 9pts, Moves ‘9’Plaisir demon:T3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces Armour Saves by -2, +1 to hit Bonus in Close Combat

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Pleasure Daimon Specialist Units:Limit of 60 Pleasure Daimon Cavalry, Spider Daimon Cavalry and Tormenter Daimons

Pleasure Daimon Cavalry: 16pts, Moves ‘10’plaisir démon cavalerieT4, W1, S3, I6, A3, 4+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Poisoned attacks due to Tongue Strider mounts, Ambush: and can re-roll this, +1 to hit Bonus in Close Combat

Spider Daimon Cavalry: 16pts, Moves ‘10’araignée démon cavalerieT4, W1, S3, I6, A3, 4+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Climbers (Ignores all Terrain when moving, even Movement Blocking Terrain), +1 to hit Bonus in Close Combat

Tormenter Daimon of Pleasure: 8pts, Moves ‘10’démon persécuteur de PlaisirT3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, Dauntless, -2 to Armour Saves

Pleasure Daimon Heavy Units:Limit of 1 Pleasure Daimon OverlordLimit of 2 Winged Daimon Princes of PleasureLimit of 12 Serpentine ChariotsLimit of 2 Harvester Chariots, Hedonist BehemothsLimit of 30 Scorpionic Crab Daimons

Pleasure Daimon Overlord w/ Ornate Sword: 170ptsplaisir démon suzerain avec l'épée ornéeMoves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save, Dauntless, Weak against Spears, Charges ‘10’, Ignores Armour Saves & Numb Saves in Close Combat, Re-rolls misses against Space Elf Units, Slaver Elf Units AND Blood Daimon Units, Death Strike, Hits on 2+ in Close Combat no matter what

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Winged Daimon Prince of Pleasure: 155pts, Moves ‘10’ailes démon prince de plaisirT5, W4, S6, I9, A5, 5+ Dodge Save, Armed with Giant Sword: Ignores Armour and Numb Saves in Close Combat, Flyer, Weak against Spears, Dauntless, +1 to hit Bonus in Close Combat, Death Strike

Pleasure Daimon Serpentine Chariot: 80pts, Moves ‘12’plaisir démon serpentine charT4, W4, S3, I5, A8, 5+ Dodge Save, Cavalry, Dauntless, D6+2 I8 S5 hits -2 to Armour Saves on Charge ONLY then fights as normal, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal, Poisoned attacks due to 2 Tongue Striders pulling the Chariot, +1 to hit Bonus in Close Combat

Pleasure Daimon Harvester Chariot: 160pts, Moves ‘12’ plaisir démon batteuse char T4, W4, S3, I5, A14, 5+ Dodge Save, Cavalry, Dauntless, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal, Deals 2D6+2 I8 S5 -2 to Armour Save hits on Charge ONLY Poisoned attacks due to 4 Tongue Striders, +1 to hit Bonus in Close Combat

Hedonist Behemoth w/ Sword & Claw: 175ptsmastodonte hédoniste avec l'épée et la griffe T13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour Saves, Dauntless, Dogged, Death Strike, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Hedonist Gaze: ‘24’, S10, AP1, Heavy 1)

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Scorpionic Crab Daimon: 35pts, Moves ‘10’démon de crabe du ScorpionT4, W3, S4, I6, A3, 4+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Reduces enemy Initiative by a total of -5 when Charging them down to I0 at the lowest

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Purple Pleasure Daimons:Violet Plaisir Demon:Painted mainly in all shades of Purple

Sands of Time(Sables du Temps)Purple Pleasure Daimon Models can re-roll misses once in Shooting and Close Combat. Guess weapons (Cannons, Mortars) and Bazookas are an exception to this rule. Any model which cannot re-roll misses will have this included in their stats and, as always, Reflex Shots cannot ever re-roll misses

Not from around Here: Purple Pleasure Daimon Units have Magical Attacks

Purple Pleasure Daimon CORE Units:Purple Pleasure Daimon: 9pts, Moves ‘9’T3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces Armour Saves by -2, Re-rolls misses

Purple Pleasure Daimon Specialist Units:Limit of 50 Pleasure Daimon Cavalry, Spider Daimon Cavalry and Tormenter Daimons

Purple Pleasure Daimon Cavalry: 16pts, Moves ‘10’T4, W1, S3, I6, A3, 5+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Poisoned attacks due to Tongue Strider mounts, Re-rolls misses

Purple Spider Daimon Cavalry: 16pts, Moves ‘10’T4, W1, S3, I6, A3, 5+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Re-rolls misses, Climbers (Ignores all Terrain when moving, even Movement Blocking Terrain)

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Purple Tormenter Daimon of Pleasure: 8pts, Moves ‘10’T3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, Dauntless, -2 to Armour Saves, Re-rolls misses

Purple Pleasure Daimon Heavy Units:Limit of 1 Pleasure Daimon OverlordLimit of 2 Winged Daimon Princes of PleasureLimit of 12 Serpentine ChariotsLimit of 2 Harvester Chariots, Hedonist BehemothsLimit of 30 Scorpionic Crab Daimons

Purple Pleasure Daimon Overlord w/ Ornate Sword: 170pts, Moves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save, Dauntless, Weak against Spears, Charges ‘10’, Ignores Armour Saves & Numb Saves in Close Combat, Re-rolls misses, +1 to Hit Bonus

Purple Winged Daimon Prince of Pleasure: 155pts, Moves ‘10’- T5, W4, S6, I9, A5, 5+ Dodge Save, Armed with Giant Sword: Ignores Armour and Numb Saves in Close Combat, Flyer, Weak against Spears, Dauntless, Re-rolls misses

Purple Pleasure Daimon Serpentine Chariot: 80pts, Moves ‘12’- T4, W4, S3, I5, A8, 5+ Dodge Save, Cavalry, Dauntless, D6+2 I8 S5 hits -2 to Armour Saves on Charge ONLY then fights as normal, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal AND can Re-roll misses, Poisoned attacks due to 2 Tongue Striders pulling the Chariot

Purple Pleasure Daimon Harvester Chariot: 160pts, Moves ‘12’- T4, W4, S3, I5, A14, 5+ Dodge Save, Cavalry, Dauntless, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal and can Re-roll misses, Deals 2D6+2 I8 S5 -2 to Armour Save hits on Charge ONLY Poisoned attacks due to 4 Tongue Striders

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Purple Hedonist Behemoth w/ Sword & Claw: 175ptsT13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour Saves, Dauntless, Dogged, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Hedonist Gaze: ‘24’, S10, AP1, Heavy 1), Re-rolls misses

Purple Scorpionic Crab Daimon: 35pts, Moves ‘10’T4, W3, S4, I6, A3, 5+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Re-rolls misses

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Pink Pleasure DaimonsRose de Plaisir DemonPainted in shades of pink and spread throughout all models

Horrors from Outer Space(Horreurs de l’espace)Pink Units have enhanced close combat statistics (Initiative and Attacks) and they pay a higher points cost to accommodate this. Also, they NEVER receive an Initiative or Attack Bonus when Charging; they already have it included in their stats! When declaring a Charge, Pink units must always charge the closest enemy unit.

Not from around Here: Pink Pleasure Daimon Units have Magical Attacks

Pink Pleasure Daimon CORE Units:

Pink Pleasure Daimon: 11pts, Moves ‘9’T3, W1, S3, I6, A3, 6+ Dodge Save, 5+ Numb Save, Dauntless, Reduces Armour Saves by -2

Pink Pleasure Daimon Specialist Units:Limit of 50 Pleasure Daimon Cavalry, Spider Daimon Cavalry and Tormenter Daimons

Pink Pleasure Daimon Cavalry: 18pts, Moves ‘10’T4, W1, S3, I7, A4, 6+ Dodge Save, 5+ Numb Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Poisoned attacks due to Tongue Strider mounts

Pink Spider Daimon Cavalry: 18pts, Moves ‘10’T4, W1, S3, I7, A4, 6+ Dodge Save, 5+ Numb Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Climbers (Ignores all Terrain when moving, even Movement Blocking Terrain)

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Pink Tormenter Daimon of Pleasure: 10pts, Moves ‘10’T3, W1, S4, I5, A2, 6+ Dodge Save, 5+ Numb Save, Flyer, Dauntless, -2 to Armour Saves

Pink Pleasure Daimon Heavy Units:Limit of 1 Pleasure Daimon OverlordLimit of 2 Winged Daimon Princes of PleasureLimit of 12 Serpentine ChariotsLimit of 2 Harvester Chariots, Hedonist BehemothsLimit of 30 Scorpionic Crab Daimons

Pink Pleasure Daimon Overlord w/ Ornate Sword: 172pts, Moves ‘10’, T6, W5, S6, I10, A7, 5+ Dodge Save, Dauntless, Weak against Spears, Charges ‘10’, Ignores Armour Saves & Numb Saves in Close Combat, +1 to Hit Bonus

Pink Winged Daimon Prince of Pleasure: 157pts, Moves ‘10’- T5, W4, S6, I9, A6, 6+ Dodge Save, 5+ Numb Save Armed with Giant Sword: Ignores Armour and Numb Saves in Close Combat, Flyer, Weak against Spears, Dauntless

Pink Pleasure Daimon Serpentine Chariot: 82pts, Moves ‘12’- T4, W4, S3, I6, A8, 6+ Dodge Save, 5+ Numb Save, Cavalry, Dauntless, D6+2 I8 S5 hits -2 to Armour Saves on Charge ONLY then fights as normal, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal, Poisoned attacks due to 2 Tongue Striders pulling the Chariot

Pink Pleasure Daimon Harvester Chariot: 162pts, Moves ‘12’- T4, W4, S3, I6, A14, 6+ Dodge Save, 5+ Numb Save, Cavalry, Dauntless, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal, Deals 2D6+2 I8 S5 -2 to Armour Save hits on Charge ONLY Poisoned attacks due to 4 Tongue Striders

Pink Hedonist Behemoth w/ Sword & Claw: 177pts

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T13, W4, S6, I1, A5, 6+ Dodge Save, 5+ Numb Save, Ignores Armour Saves, Dauntless, Dogged, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Hedonist Gaze: ‘24’, S10, AP1, Heavy 1)

Pink Scorpionic Crab Daimon: 37pts, Moves ‘10’T4, W3, S4, I7, A4, 5+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2

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Tan Pleasure Daimons(Bronzage Plaisir Demon)Painted mainly in the colour Tan and a variety of colours for claws & weapons

Tan Reinforcements: Paratroopers(Parachutistes)Tan Pleasure Daimon Reinforcements arrive as a ‘2’ circular blast template with the unit clumped into this small circle as much as possible. Nominate a location for the unit to arrive and then choose a direction and roll 2D6 and the unit will scatter this far away. If the unit touches a piece of terrain or a model (friendly or enemy), then each model in the unit rolls a D6. On the result of a ‘1’ then the model takes 1 unsaved wound automatically. Once the unit has been placed, it then functions as normal and can Link-Up Move, Shoot/Run, Charge. Not from around Here: Tan Pleasure Daimon Units have Magical Attacks

Tan Pleasure Daimon CORE Units:Tan Pleasure Daimon: 9pts, Moves ‘9’T3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces Armour Saves by -2

Tan Pleasure Daimon Specialist Units:Limit of 50 Pleasure Daimon Cavalry, Spider Daimon Cavalry and Tormenter Daimons

Tan Pleasure Daimon Cavalry: 16pts, Moves ‘10’T4, W1, S3, I6, A3, 5+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Poisoned attacks due to Tongue Strider mounts Tan Spider Daimon Cavalry: 16pts, Moves ‘10’

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T4, W1, S3, I6, A3, 5+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Climbers (Ignores all Terrain when moving, even Movement Blocking Terrain)

Tan Tormenter Daimon of Pleasure: 8pts, Moves ‘10’T3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, Dauntless, -2 to Armour Saves

Tan Pleasure Daimon Heavy Units:Limit of 1 Pleasure Daimon OverlordLimit of 2 Winged Daimon Princes of PleasureLimit of 12 Serpentine ChariotsLimit of 2 Harvester Chariots, Hedonist BehemothsLimit of 30 Scorpionic Crab Daimons

Tan Pleasure Daimon Overlord w/ Ornate Sword: 170pts, Moves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save, Dauntless, Weak against Spears, Charges ‘10’, Ignores Armour Saves & Numb Saves in Close Combat, +1 to Hit Bonus

Tan Winged Daimon Prince of Pleasure: 155pts, Moves ‘10’- T5, W4, S6, I9, A5, 5+ Dodge Save, Armed with Giant Sword: Ignores Armour and Numb Saves in Close Combat, Flyer, Weak against Spears, Dauntless

Tan Pleasure Daimon Serpentine Chariot: 80pts, Moves ‘12’- T4, W4, S3, I5, A8, 5+ Dodge Save, Cavalry, Dauntless, D6+2 I8 S5 hits -2 to Armour Saves on Charge ONLY then fights as normal, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal, Poisoned attacks due to 2 Tongue Striders pulling the Chariot

Tan Pleasure Daimon Harvester Chariot: 160pts, Moves ‘12’- T4, W4, S3, I5, A14, 5+ Dodge Save, Cavalry, Dauntless, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal, Deals 2D6+2 I8 S5 -2 to Armour Save

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hits on Charge ONLY Poisoned attacks due to 4 Tongue Striders

Tan Hedonist Behemoth w/ Sword & Claw: 175ptsT13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour Saves, Dauntless, Dogged, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Hedonist Gaze: ‘24’, S10, AP1, Heavy 1)

Tan Scorpionic Crab Daimon: 35pts, Moves ‘10’T4, W3, S4, I6, A3, 5+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2

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Blue Pleasure Daimons

(Bleu Plaisir Demon)Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(téléporteur personnel)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Not from around Here: Blue Pleasure Daimon Units have Magical Attacks

Blue Pleasure Daimon CORE Units:

Blue Pleasure Daimon: 9pts, Moves ‘9’T3, W1, S3, I5, A2, 6+ Dodge Save, 5+ Numb Save, Dauntless, Reduces Armour Saves by -2

Blue Pleasure Daimon Specialist Units:Limit of 50 Pleasure Daimon Cavalry, Spider Daimon Cavalry and Tormenter Daimons

Blue Pleasure Daimon Cavalry: 16pts, Moves ‘10’T4, W1, S3, I6, A3, 6+ Dodge Save, 5+ Numb Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Poisoned attacks due to Tongue Strider mounts

Blue Spider Daimon Cavalry: 16pts, Moves ‘10’T4, W1, S3, I6, A3, 6+ Dodge Save, 5+ Numb Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Climbers (Ignores all Terrain when moving, even Movement Blocking Terrain)

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Blue Tormenter Daimon of Pleasure: 8pts, Moves ‘10’T3, W1, S4, I4, A1, 6+ Dodge Save, 5+ Numb Save, Flyer, Dauntless, -2 to Armour Saves

Blue Pleasure Daimon Heavy Units:Limit of 1 Pleasure Daimon OverlordLimit of 2 Winged Daimon Princes of PleasureLimit of 12 Serpentine ChariotsLimit of 2 Harvester Chariots, Hedonist BehemothsLimit of 30 Scorpionic Crab Daimons

Blue Pleasure Daimon Overlord w/ Ornate Sword: 170pts, Moves ‘10’, T6, W5, S6, I10, A6, 5+ Dodge Save, Dauntless, Weak against Spears, Charges ‘10’, Ignores Armour Saves & Numb Saves in Close Combat, +1 to Hit Bonus

Blue Winged Daimon Prince of Pleasure: 155pts, Moves ‘10’- T5, W4, S6, I9, A5, 6+ Dodge Save, 5+ Numb Save Armed with Giant Sword: Ignores Armour and Numb Saves in Close Combat, Flyer, Weak against Spears, Dauntless

Blue Pleasure Daimon Serpentine Chariot: 80pts, Moves ‘12’- T4, W4, S3, I5, A8, 6+ Dodge Save, 5+ Numb Save, Cavalry, Dauntless, D6+2 I8 S5 hits -2 to Armour Saves on Charge ONLY then fights as normal, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal, Poisoned attacks due to 2 Tongue Striders pulling the Chariot

Blue Pleasure Daimon Harvester Chariot: 160pts, Moves ‘12’- T4, W4, S3, I5, A14, 6+ Dodge Save, 5+ Numb Save, Cavalry, Dauntless, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal, Deals 2D6+2 I8 S5 -2 to Armour Save hits on Charge ONLY Poisoned attacks due to 4 Tongue Striders

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Blue Hedonist Behemoth w/ Sword & Claw: 175ptsT13, W4, S6, I0, A4, 6+ Dodge Save, 5+ Numb Save, Ignores Armour Saves, Dauntless, Dogged, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Hedonist Gaze: ‘24’, S10, AP1, Heavy 1)

Blue Scorpionic Crab Daimon: 35pts, Moves ‘10’T4, W3, S4, I6, A3, 5+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2

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German Empire: Deutsch Reich:Немецкий империя Nemetskiy imperiya

Counter-Charge: (Gegendalung)(Счетчик – заряд Schetchik – zaryad)When a unit with this rule is Charged at any time, but is NOT in Close Combat already, the unit will gain +1 Attack each and +1 Initiative as is normal for a Charge as they launch a counter-attack.

German Empire CORE Units:

Imperial German Knight with Lance and Shield: 16ptskaiserlichen deutschen Ritter mit Lanze und SchildГерманская Империя рыцарь с копьем и щитомGermanskaya Imperiya rytsar' s kop'yem i shchitomT4, W1, S3, A1, I3, 1+ Armour Save, S5 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge, Cavalry Bearded Knight with 2 Handed Hammer: 20ptsbärtigen Ritter mit Zweihand- Hammerбородатый рыцарь с двуручным молотомborodatyy rytsar' s dvuruchnym molotomT4, W1, S5, I2, A1, 2+ Armour Save, S6 -3 to Armour Saves on Charge ONLY, Cavalry, -2 to Armour Saves, Re-roll misses against Cloven Units, Death Knight Units, Blood Daimon Units, Pox Daimon Units, Magic Daimon Units AND Pleasure Daimon Units in Close Combat

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Bearded Warrior with Hammer & Shield: 5ptsbärtigen Krieger mit Hammer und Schildпонесенные воин с молотом и щитомponesennyye voin s molotom i shchitomT3, W1, S3, I3, A1, 5+ Armour Save, -2 to Armour Saves, Re-roll misses against Cloven Units, Death Knight Units, Blood Daimon Units, Pox Daimon Units, Magic Daimon Units AND Pleasure Daimon Units in Close Combat

Bearded Militia with 2 Assorted Weapons: 4pts, Moves ‘9’bärtigen Miliz mit zwei Waffenбородатый милиция двумя рукамиborodatyy militsiya dvumya rukamiT3, W1, S3, I3, A2, No Save, Re-roll misses against Cloven Units, Death Knight Units, Blood Daimon Units, Pox Daimon Units, Magic Daimon Units AND Pleasure Daimon Units in Close Combat,

Bearded Woodsman with Composite Bow: 5pts, Moves ‘9’bärtiger Holzfäller mit Composite- Bogenбородатый дровосек с композитного лукаborodatyy drovosek s kompozitnogo lukaT3, W1, S3, I3, A1, 6+ Dodge Save, Ambush, Re-roll misses against Cloven Units, Death Knight Units, Blood Daimon Units, Pox Daimon Units, Magic Daimon Units AND Pleasure Daimon Units in Close Combat, +1 to Cover Saves

Imperial German Woodsman with Composite Bow: 5ptskaiserlichen deutschen Waldarbeiter mit Composite- BogenИмператорское Германское лесоруб с композитного лукаImperatorskoye Germanskoye lesorub s kompozitnogo luka

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Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots (S3), Ambush, Moves through Woods without penalty, +1 to Cover Saves

Imperial German Militia with 2 Assorted Weapons: 4ptsKaiser Deutsch Miliz mit zwei WaffenГерманская Империя милиция двумя рукамиGermanskaya Imperiya militsiya dvumya rukamiT3, W1, S3, I3, A2, No Save, Counter-Charge

Imperial German Swordsman with Shield: 4ptsKaiser Deutsch Schwertkämpfer mit SchildГерманская Империя фехтовальщик со щитомGermanskaya Imperiya fekhtoval'shchik so shchitomT3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses, Counter-Charge Imperial German Spearman with Shield: 4ptsKaiser Deutsch Spearman mit SchildГерманская Империя копьеносец со щитомGermanskaya Imperiya kop'yenosets so shchitomT3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry, Counter-Charge

Imperial German Halberdier: 4ptsKaiser Deutsch HellebardierГерманская Империя алебардщикGermanskaya Imperiya alebardshchikT3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour Saves by -1, Counter-Charge

Imperial German Crossbowman: 5pts

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Kaiser Deutsch ArmbrustschützenГерманская Империя арбалетчикGermanskaya Imperiya arbaletchikT3, W1, S4, I3, A1, 6+ Armour Save, Armed with Crossbows, Reflex Shots (S4, -1 to Armour Saves)

Imperial German Handgunner: 5ptsKaiser Deutsch HandgunnerГерманская Империя handgunnerGermanskaya Imperiya handgunnerT3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black Powder Rifle (Heavy, ‘24’, S4, -1 to Armour Saves), Reflex Shots (S4, -1 to Armour Saves)

German Empire Specialist Units: Limit of 20 Royal German Knights (1 Unit)Limit of 80 Mounted Teutonic Knights (4 Units) Limit of 40 Wingless Griffon Knights (4 Units)Limit of 80 Imperial Bloodswords (4 Units)Limit of 80 Teutonic Foot Knights (4 Units)Limit of 80 Nobles with 2 Pistols (4 Units)Limit of 80 Nobles with Repeater Rifles (4 Units) Limit of 120 Doomsayers with Flails (4 Units)Limit of 80 Bearded Teutonic Knights (4 Units)Limit of 80 Hunting Bloodhounds (4 Units)Limit of 80 Cossack Horse Archers (4 Units)Limit of 80 Polish Winged Lancers (4 Units)

1 Unit of Royal German Knights w/ Lance and Shield: 18ptsKönigs deutschen Ritter mit Lanze und Schildкоролевская немецкий рыцарь с копьем и щитомkorolevskaya nemetskiy rytsar' s kop'yem i shchitom

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T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 on Charge and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Limit of 1 Unit

Mounted Teutonic Knight with Lance and Shield: 18ptsmontiert teutonischen Ritter mit Lanze und Schildустановлен тевтонский рыцарь с копьем и щитомustanovlen tevtonskiy rytsar' s kop'yem i shchitomT4, W1, S4, A1, I3, 1+ Armour Save, S6 on Charge and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Cavalry, Diehards

Wingless Griffon Knight with Lance: 48pts, Moves ‘9’flügellose Gänse Ritter mit Lanzeбескрылые грифон рыцарь с копьемbeskrylyye grifon rytsar' s kop'yemT4, W3, S4, I3, A1, 1+ Armour Save, Cavalry, S6 -3 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Wingless Griffon is A3 S4 I4 -1 to Armour Saves AND deals 2 I9 S4 hits each on Charge ONLY

Teutonic Foot Knight with Sword and Shield: 12ptsteutonischen Ritter zu Fuß mit Schwert und SchildТевтонский ноги рыцарь с мечом и щитомTevtonskiy nogi rytsar' s mechom i shchitomT3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses, Diehards

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Imperial Bloodsword with 2 Handed Sword: 9ptskaiserlichen Blut Schwert mit zwei HandschwertИмперский меч кровь с двуручным мечомImperskiy mech krov' s dvuruchnym mechomT3, W1, S5, I0, A1, 4+ Armour Save, Diehards, -2 to Armour Saves, Counter-Charge

Imperial Noble with 2 Pistols: 12pts, Moves ‘9’kaiserlichen Adels mit zwei Pistolenимперская благородный с двумя пистолетамиimperskaya blagorodnyy s dvumya pistoletamiT4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Reflex Shots (S4, -1 to Armour), Hit and Run

Doomsayer with Flail: 10ptsSchwarzseher mit Dreschflegelпрорицатель конца света с цепом proritsatel' kontsa sveta s tsepomT4, W1, S4, I2, A2, No Save, Dauntless, Re-rolls misses, -1 to Armour Saves

Imperial Noble with Repeater Rifle: 12pts, Moves ‘9’kaiserlichen Adels mit Repeater Gewehrимперская благородный с винтовкой повторителяimperskaya blagorodnyy s vintovkoy povtoritelyaT4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots, Reduces Armour by -1), Dogged

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Bearded Teutonic Knight with 2 Handed Hammer: 11ptsbärtigen teutonischen Ritter mit Zweihandhammerбородатый тевтонский рыцарь с двуручным молотомborodatyy tevtonskiy rytsar' s dvuruchnym molotomT3, W1, S4, I3, A1, 4+ Armour Save, -2 to Armour Saves, Diehards, S6 -2 to Armour Saves on the Charge ONLY, Re-roll misses against Cloven Units, Death Knight Units, Blood Daimon Units, Pox Daimon Units, Magic Daimon Units AND Pleasure Daimon Units in Close Combat

Hunting Bloodhound: 4pts, Moves ‘9’Jagd Bluthundохота ищейка okhota ishcheykaT3, W1, S3, I3, A1, Moves through Woods without penalty, Charges ‘9’, Re-rolls misses against Hoofers, Norse Warhounds and Blood Daimon Hounds, +1 to Cover Saves

Cossack Horse Archer: 10pts, Moves ‘9’Kosaken Pferd BogenschützeКазак лошадь лучник Kazak loshad' luchnikT4, W1, S3, I3, A1, 6+ Dodge Save, Cavalry, Diehards, Armed with Composite Bows, Reflex Shots (S3), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Hit and Run

Polish Winged Lancer: 16pts, Moves ‘9’Polnisches geflügelten ulanПольский крылатый профессии Pol'skiy krylatyy professiiT4, W1, S3, I3, A1, 3+ Armour Save, Cavalry, Diehards, S5 and -2 to Armour Saves on the Charge ONLY, Uses Sword at

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ALL other times and can re-roll misses: A2 S3 before AND after first Charge

German Empire Heavy Units: Limit of 60 Mercenary Halflings with Composite Bows (2 Units), 60 Mercenary Halflings with Spears & Pitchforks Limit of 2 Halfling Dinner CatapultsLimit of 30 Bearded Swordsmen (1 Unit)Limit of 60 Cloaked Doomsayers (2 Units)Limit of 40 Knights of the East (2 Units)Limit of 30 Dwarf Warriors with Axes (1 Unit)Limit of 8 Ogres with Axes & Clubs (1 Unit)Limit of 2 Mobile Gun Towers, Iron Heart Tanks, Limit of 4 Imperial Heavy CannonsLimit of 4 Imperial MortarsLimit of 2 Fusillade Volley Guns, Multi-Rocket LaunchersLimit of 1 Altar of War, Light AND Heavens

Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’Söldner Halbling mit Composite- Bogenнаемник халфлинг с композитного лукаnayemnik khalfling s kompozitnogo lukaT2, W1, S2, I5, A1, 6+ Dodge Save, Armed with Composite Bows, Reflex Shots (S3), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Moves through Woods without penalty, +1 to Cover Saves

Mercenary Halfling w/ Spear: 3pts, Move ‘9’Söldner Halbling mit speerнаемник халфлинг с копьем nayemnik khalfling s kop'yemT2, W1, S2, I6, A1, 6+ Dodge Save, Moves through Woods without penalty, S3 vs Cavalry, these models may be armed with a variety of weapons but all count as Spears, +1 to Cover Saves

Halfling Dinner Catapult: 100pts

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Halbling Abendessen Katapultхалфлинг ужин катапульты khalfling uzhin katapul'ty-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)-T4, W2, S0, I0, A0, No Save (Dinner Catapult)Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast, Ignores Armour Saves. Pick a unit, guess a range and the ‘2’ blast will land at that range. See page 18 for ‘Firing a Catapult’, Artillery

Bearded Swordsman with Shield: 5ptsbärtigen Schwertkämpfer mit Schildбородатый фехтовальщик со щитомborodatyy fekhtoval'shchik so shchitomT3, W1, S3, I4, A1, 5+ Armour Save, +1 to Hit Bonus on Charge ONLY, Re-roll misses against Cloven Units, Death Knight Units, Blood Daimon Units, Pox Daimon Units, Magic Daimon Units AND Pleasure Daimon Units in Close Combat Cloaked Doomsayer with Flail (Morning Star): 8ptsverhüllt Schwarzseher mit Dreschflegel ( Morgenstern )Завёрнутый прорицатель конца света с цепом (утренняя звезда) Zavornutyy proritsatel' kontsa sveta s tsepom (utrennyaya zvezda )Moves ‘9’- T3, W1, S5, I2, A1, 6+ Dodge Save, -1 to Armour Saves, Re-roll misses against Cloven Units, Death Knight Units, Blood Daimon Units, Pox Daimon Units, Magic Daimon Units AND Pleasure Daimon Units in Close Combat

Knight of the East with Lance and Shield: 17ptsRitter des Ostens mit Lanze und SchildРыцарь Востока с копьем и щитомRytsar' Vostoka s kop'yem i shchitomT4, W1, S3, I3, A1, 1+ Armour Save, Cavalry, Charges ‘14’, S5 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge, Re-roll misses against Cloven Units, Death

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Knight Units, Blood Daimon Units, Pox Daimon Units, Magic Daimon Units AND Pleasure Daimon Units in Close Combat

10 – 30 Dwarf Warriors with Axes & Shields: 9pts per DwarfZwerg Krieger mit Axt und Schildкарлик воин с топором и щитом karlik voin s toporom i shchitomT4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards, Reduces Numb Saves by -2 3 – 8 Ogres with Axes & Clubs: 35pts perr Ogre, Moves ‘9’Oger mit Axt und Clubлюдоед с топором и клуба lyudoyed s toporom i klubaT4, W3, S4, I2, A4, 6+ Armour, Weak against Spears, -1 to Armour Saves, Causes 1 I9 S4 impact Hit each on Charge ONLY

Mobile Gun Tower: 120ptsMobil Pistole Turmмобильная башня пистолет mobil'naya bashnya pistoletT4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2 Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge ONLY, The 6 Crew have the A6 S4 I5 mentioned due to Experimental Black Powder Handguns (-2 to Armour Saves), Armed with 6 Experimental Black powder Handguns (Auto, ‘24’, S4, -2 to Armour Saves), Reflex Shots (6 Shots due to 6 Crew, -2 to Armour Saves)

Imperial Heavy Cannon: 100ptskaiserlichen schweren Kanoneимперской тяжелой пушки imperskoy tyazheloy pushki-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Cannon)

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Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon), Artillery

Imperial Mortar: 80ptsKaiser Mörtelимперская раствор imperskaya rastvor-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Mortar)Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast, Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess a range and the ‘5’ blast will land at that range. See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

Imperial ‘Iron Heart’ Tank: 250pts, Moves ‘7’, Charges ‘7’kaiserlich ‘eisen herz’ kampfpanzerимперская ' железное сердце " боевой танкimperskaya ' zheleznoye serdtse " boyevoy tankT6, W10, S6, I2, A4, 1+ Armour Save, Dauntless, Deals D6+4 I8 S6 -3 Armour Saves on Charge ONLY, Armed with Steam Jet (Auto, ‘9’ teardrop Flamethrower template, S3, -1 to Armour Saves), Reflex Shots (Steam Jet), the Iron Heart Tank can also crush enemies in Close Combat: I2, A4 (Auto Hits) S6 mentioned above and Reduces enemy Armour Saves by -3, Also armed with Front Cannon (fires directly in front of Cannon nozzle, Heavy, Guess ‘6’ to ‘24’, S10, deals D6 wounds if Unsaved, Cannot fire Grapeshot, on a Misfire the Iron Heart takes 2 unsaved Wounds, See page 18 & 19 (Firing a Heavy Cannon), Iron Heart Tank Driver has Black Powder Repeater Pistol (Auto, ‘24’ S4, 3 shots, Reduces Armour by -1, Also used in Close Combat), Shooting hits like Snipers (so hits on 2+ in Close Combat) AND Reflex Shots (S4, -1 to Armour Saves)

Imperial ‘Fusillade’ Volley Gun: 120ptsKaiser ' Salve ' Salvenkanone

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имперская ' стрельба ' залп пушки imperskaya ' strel'ba ' zalp pushki-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Volley Gun)Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves, 3D6 + 6 Shots), Artillery

Imperial Multi-Rocket Launcher: 120ptskaiserlichen Multi- Raketenwerferимперская мульти – ракетная imperskaya mul'ti - raketnaya-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1 to Armour Saves, 3 blasts with ‘2’ circle template), See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

Imperial Altar of the Heavens: 130pts, Moves ‘9’kaiserlichen Altar des Himmelsимперская алтарь небес imperskaya altar' nebesT5, W5, S3, I3, A4, 5+ Armour Save, Deals D6 I8 S5 -2 to Armour Save impact Hits on Charge ONLY, Pulled by 2 Horses and crewed by 2 Celestial Mages and combined they have S3 A4 I3 mentioned above, grants +1 to Hit Bonus in Close Combat to all friendly German Empire units within ‘6’, Lightning Storm: (Auto, ‘24’, S4, ‘2’ Blast, Lightning Attack, deals an extra D6 S4 hits to Flyers, generates 1 S3 Lightning Attack for each hit scored at the MAX)

Imperial Altar of Light: 110ptskaiserlichen Altar des Lichtsимперская алтарь света imperskaya altar' sveta

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T5, W5, S3, I3, A4, 5+ Armour Save, 6+ Dodge Save, Cavalry, Deals D6 I8 S5 -2 to Armour Save impact Hits on Charge ONLY, Pulled by 2 Horses and crewed by 2 Light Mages and combined they have S3 A4 I3 mentioned above, grants 6+ Dodge Save to all friendly German Empire units within ‘6’, if the unit already has a Dodge Save, it is improved by +1 to a MAX of 4+, Light Beam: (Auto, ‘36’, S8, Fire attack, deals 3 wounds if unsaved, Ignores Armour Saves, Re-rolls wounds against Dead Egyptians, Army of Darkness, Blood Daimon Units, Pox Daimon Units, Magic Daimon Units and Pleasure Daimon Units) Imperial Altar of War: 150ptskaiserlichen Altar des Kriegesимперский алтарь войны imperskiy altar' voyny T5, W5, S4, I4, A2, 4+ Dodge Save, Cavalry, Diehards, Deals D6 I8 S5 -2 to Armour Saves impact hits on Charge ONLY, re-rolls misses in Close Combat, friendly German Empire Units within ‘6’ can re-roll misses in Close Combat

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Royalist Empire: Royalist Reich: роялистом империя royalistom imperiyaPainted mainly in Whites

Volley Fire(Volley Feuer)(залпового огня zalpovogo ognya)Models with ranged weapons (Automatic or Fast Fire) often have the ability to fire 2 shots instead of 1 in the Shooting Phase, even at maximum range. Models who have this will always have it included in the unit’s statistics.

Entrench(Verschanzen)(закрепить zakrepit')Models with ranged weapons (Automatic or Fast Fire) often get Reflex Shots whenever charged by an Enemy Unit while in Cover. This will also always be included in the unit’s stats.

Royalist Empire CORE Units:

Imperial Royalist Archer with Composite Bow: 3ptsKaiserlichen Royalist Bogenschütze mit Bogen Verbund:имперская роялистом лучник с композитного лукаimperskaya royalistom luchnik s kompozitnogo luka T3, W1, S3, I3, A1, 6+ Armour Save, Volley Fire (2 shots in Shooting Phase), Entrench

Imperial Royalist Crossbowman: 5ptsT3, W1, S4, I3, A1, 6+ Armour Save, Armed with Crossbows, Volley Fire (2 shots in Shooting Phase), Entrench

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Imperial Royalist Handgunner: 5ptsT3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by -1), Volley Fire (2 shots in Shooting Phase), Entrench

Royalist Empire Specialist Units: Limit of 50 Nobles with Pistols, Nobles with Repeater Rifles

Imperial Royalist Noble with 2 Pistols: 12pts, Moves ‘9’T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Entrench, Volley Fire (fires 3 shots each in Shooting Phase)

Imperial Royalist Noble with Repeater Rifle: 12pts, Moves ‘9’T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots, Reduces Armour by -1), Dogged, Entrench, Volley Fire (fires 4 shots each in Shooting Phase)

Royalist Empire Heavy Units: Limit of 50 Halflings with Composite Bows Limit of 2 Mobile Gun Towers

Royalist Halfling w/ Composite Bow: 5pts, Move ‘9’T2, W1, S2, I5, A1, 6+ Armour Save, Armed with Composite Bows, Shooting hits like Snipers, Volley Fire (2 shots in Shooting Phase), Entrench

Royalist Mobile Gun Tower: 120ptsT4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2 Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge ONLY, The 6 Crew have the A6 S4 I5 mentioned due to Experimental Black Powder Handguns (-2 to Armour Saves), Armed with 6 Experimental Black powder Handguns

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(Auto, ‘24’, S4, -2 to Armour Saves), Volley Fire (Fires 2 shots each in Shooting Phase)

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Red Empire: Rot Reich:красный империя krasnyy imperiyaPainted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(Die Rote Armee)(Красная Армия Krasnaya Armiya)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Empire CORE Units:

Imperial Red Knight with Lance and Shield: 14ptsT4, W1, S3, A1, I3, 1+ Armour Save, S5 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge, Cavalry Imperial Red Archer with Composite Bow: 2ptsT3, W1, S3, I3, A1, 6+ Dodge Save

Imperial Red Militia with 2 Assorted Weapons: 2ptsT3, W1, S3, I3, A2, No Save

Imperial Red Swordsman with Shield: 2ptsT3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses Imperial Red Spearman with Shield: 2ptsT3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry

Imperial Red Halberdier: 2ptsT3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour Saves by -1Imperial Red Crossbowman: 3pts

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T3, W1, S4, I3, A1, No Save, Armed with Crossbows

Imperial Red Handgunner: 3ptsT3, W1, S3, I3, A1, No Save, Armed with Black Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by -1)

Red Empire Specialist Units: Limit of 50 Imperial Bloodswords, Imperial Foot Knights, Nobles with Pistols, Nobles with Repeater Rifles AND Doomsayers with Flails

Imperial Red Bloodsword with 2 Handed Sword: 7ptsT3, W1, S5, I0, A1, 4+ Armour Save, -2 to Armour Saves

Imperial Red Foot Knight w/ Sword and Shield: 10ptsT3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses

Imperial Red Noble with 2 Pistols: 10pts, Moves ‘9’T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves)

Red Doomsayer with Flail: 8ptsT4, W1, S4, I2, A2, No Save, Dauntless, -1 to Armour Saves

Imperial Red Noble with Repeater Rifle: 10pts, Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots, Reduces Armour by -1), Dogged

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Red Empire Heavy Units: Limit of 50 Halflings with Composite Bows, Mercenary Halflings with Spears & Pitchforks

Red Halfling with Composite Bow: 3pts, Move ‘9’T2, W1, S2, I5, A1, No Save, Armed with Composite Bows, Shooting hits like Snipers

Red Halfling with Spear: 2pts, Move ‘9’T2, W1, S2, I6, A1, 6+ Dodge Save, S3 vs Cavalry, these models may be armed with a variety of weapons but all count as Spears

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Blue Empire: Blau Reich:синий империя siniy imperiyaPainted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(persönlichen Teleporter)(персональный телепорт personal'nyy teleport)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Empire CORE Units:

Imperial Blue Knight with Lance and Shield: 16ptsT4, W1, S3, A1, I3, 1+ Armour Save, 5+ Numb Save, S5 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge, Cavalry Imperial Blue Archer with Composite Bow: 3pts T3, W1, S3, I3, A1, 5+ Numb Save

Imperial Blue Militia with 2 Assorted Weapons: 4ptsT3, W1, S3, I3, A2, 5+ Numb Save

Imperial Blue Swordsman with Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, Re-rolls misses Imperial Blue Spearman with Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry,

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Imperial Blue Halberdier: 4ptsT3, W1, S4, I3, A1, 6+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -1

Imperial Blue Crossbowman: 5ptsT3, W1, S4, I3, A1, 6+ Armour Save, 5+ Numb Save Armed with Crossbows

Imperial Blue Handgunner: 5ptsT3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, Armed with Black Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by -1)

Blue Empire Specialist Units: Limit of 50 Imperial Bloodswords, Imperial Foot Knights, Nobles with Pistols, Nobles with Repeater Rifles AND Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Blue Bloodsword with 2 Handed Sword: 9ptsT3, W1, S5, I0, A1, 4+ Armour Save, 5+ Numb Save, -2 to Armour Saves

Imperial Blue Foot Knight w/ Sword and Shield: 12ptsT3, W1, S4, I4, A2, 3+ Armour Save, 5+ Numb Save, Re-rolls misses

Blue Wingless Griffon Knight with Lance: 48pts, Moves ‘9’- T4, W3, S4, I3, A1, 1+ Armour Save, 5+ Numb Save, Cavalry, S6 -3 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Wingless Griffon is A3 S4 I4 -1 to Armour Saves

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Imperial Blue Noble with 2 Pistols: 12pts, Moves ‘9’T4, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save, Cavalry, -1 to Armour Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves)

Blue Doomsayer with Flail: 10ptsT4, W1, S4, I2, A2, 5+ Numb Save, Dauntless, -1 to Armour SavesImperial Blue Noble with Repeater Rifle: 12pts, Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, Cavalry, Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots, Reduces Armour by -1), Dogged,

Blue Empire Heavy Units: Limit of 50 Halflings with Composite Bows AND Halflings with Spears & Pitchforks Limit of 2 Halfling Dinner CatapultsLimit of 2 Mobile Gun Towers Limit of 4 Imperial Heavy CannonsLimit of 4 Imperial MortarsLimit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Blue Halfling w/ Composite Bow: 5pts, Move ‘9’T2, W1, S2, I5, A1, 5+ Numb Save, Armed with Composite Bows, Shooting hits like Snipers

Blue Halfling w/ Spear: 3pts, Move ‘9’T2, W1, S2, I6, A1, 5+ Numb Save, S3 vs Cavalry, these models may be armed with a variety of weapons but all count as Spears

Blue Halfling Dinner Catapult: 100pts-T2, W1, S2, I5, A1, 5+ Numb Save (3 Halfling Crew)-T4, W2, S0, I0, A0, No Save (Dinner Catapult)Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast, Ignores Armour Saves. Pick a unit, guess a range and the ‘2’ blast will land at that range. See page 18 for ‘Firing a Catapult’, Artillery

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Blue Mobile Gun Tower: 120ptsT4, W5, S4, I5, A6, 3+ Armour Save, 5+ Numb Save, Cavalry, Pulled by 2 Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge ONLY, The 6 Crew have the A6 S4 I5 mentioned due to Experimental Black Powder Handguns (-2 to Armour Saves), Armed with 6 Experimental Black powder Handguns (Auto, ‘24’, S4, -2 to Armour Saves)

Imperial Blue Heavy Cannon: 100pts-T3, W1, S3, I3, A1, 5+ Numb Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon), Artillery

Imperial Blue Mortar: 80pts-T3, W1, S3, I3, A1, 5+ Numb Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Mortar)Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast, Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess a range and the ‘5’ blast will land at that range. See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

Imperial Blue ‘Fusillade’ Volley Gun: 120pts-T3, W1, S3, I3, A1, 5+ Numb Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Volley Gun)Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves, 3D6 + 6 Shots), Artillery

Imperial Blue Multi-Rocket Launcher: 120pts-T3, W1, S3, I3, A1, 5+ Numb Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1 to Armour Saves, 3 blasts with ‘2’ circle template), See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

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Yellow Empire:Gelb Reich:желтый империя zheltyy imperiyaPainted mainly in Yellow colours of all shades

Two for the Price of One:(zwei für den Preis von einem)(два по цене одного dva po tsene odnogo)Yellow German 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 Empire CORE Units:

Imperial Yellow Knight with Lance and Shield: 16ptsT4, W2, S3, A1, I3, 2+ Armour Save, S5 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge, Cavalry Imperial Yellow Archer with Composite Bow: 3pts T3, W2, S3, I3, A1, No Save

Imperial Yellow Militia with 2 Assorted Weapons: 4ptsT3, W2, S3, I3, A2, No Save

Imperial Yellow Swordsman with Shield: 4ptsT3, W2, S3, I4, A1, 6+ Armour Save, Re-rolls misses Imperial Yellow Spearman with Shield: 4ptsT3, W2, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry

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Imperial Yellow Halberdier: 4ptsT3, W2, S4, I3, A1, No Save, Reduces Armour Saves by -1

Imperial Yellow Crossbowman: 5ptsT3, W2, S4, I3, A1, No Save, Armed with Crossbows

Imperial Yellow Handgunner: 5ptsT3, W2, S3, I3, A1, No Save, Armed with Black Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by -1)

Yellow Empire Specialist Units: Limit of 50 Imperial Bloodswords, Imperial Foot Knights, Nobles with Pistols, Nobles with Repeater Rifles AND Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Yellow Bloodsword with 2 Handed Sword: 9pts- T3, W2, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves

Imperial Yellow Foot Knight w/ Sword and Shield: 12pts- T3, W2, S4, I4, A2, 4+ Armour Save, Re-rolls misses

Yellow Wingless Griffon Knight with Lance: 48pts, Moves ‘9’- T4, W4, S4, I3, A1, 2+ Armour Save, Cavalry, S6 -3 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Wingless Griffon is A3 S4 I4 -1 to Armour Saves

Imperial Yellow Noble with 2 Pistols: 12pts, Moves ‘9’T4, W2, S4, I4, A2, 6+ Armour Save, Cavalry, -1 to Armour Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves)

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Yellow Doomsayer with Flail: 10ptsT4, W2, S4, I2, A2, No Save, Dauntless, -1 to Armour Saves

Imperial Yellow Noble with Repeater Rifle: 12pts, Moves ‘9’- T4, W2, S3, I3, A1, 6+ Armour Save, Cavalry, Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots, Reduces Armour by -1), Dogged

Yellow Empire Heavy Units: Limit of 50 Halflings with Composite Bows, Mercenary Halflings with Spears & Pitchforks Limit of 2 Halfling Dinner CatapultsLimit of 2 Mobile Gun Towers Limit of 4 Imperial Heavy CannonsLimit of 4 Imperial MortarsLimit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Yellow Halfling with Composite Bow: 5pts, Move ‘9’T2, W2, S2, I5, A1, No Save, Armed with Composite Bows, Shooting hits like Snipers

Yellow Halfling with Spear: 3pts, Moves ‘9’T2, W2, S2, I6, A1, No Save, S3 vs Cavalry, these models may be armed with a variety of weapons but all count as Spears

Yellow Halfling Dinner Catapult: 100pts-T2, W2, S2, I5, A1, No Save (3 Halfling Crew)-T4, W3, S0, I0, A0, No Save (Dinner Catapult)Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast, Ignores Armour Saves. Pick a unit, guess a range and the ‘2’ blast will land at that range. See page 18 for ‘Firing a Catapult’, Artillery

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Yellow Mobile Gun Tower: 120ptsT4, W6, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2 Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge ONLY, The 6 Crew have the A6 S4 I5 mentioned due to Experimental Black Powder Handguns (-2 to Armour Saves), Armed with 6 Experimental Black powder Handguns (Auto, ‘24’, S4, -2 to Armour Saves)

Imperial Yellow Heavy Cannon: 100pts-T3, W2, S3, I3, A1, No Save (3 Crew)-T7, W2, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon), Artillery

Imperial Yellow Mortar: 80pts-T3, W2, S3, I3, A1, No Save (3 Crew)-T7, W2, S0, I0, A0, No Save (Mortar)Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast, Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess a range and the ‘5’ blast will land at that range. See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

Imperial Yellow ‘Fusillade’ Volley Gun: 120pts-T3, W2, S3, I3, A1, No Save (3 Crew)-T7, W2, S0, I0, A0, No Save (Volley Gun)Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves, 3D6 + 6 Shots), Artillery

Imperial Yellow Multi-Rocket Launcher: 120pts-T3, W2, S3, I3, A1, No Save (3 Crew)-T7, W2, S0, I0, A0, No Save (Multi-Rocket Launcher)Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1 to Armour Saves, 3 blasts with ‘2’ circle template), See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

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Shadow Empire: Schatten Reich:тень империи ten' imperiiPainted mainly in Black colours

Seeing Shadows(sehen schatten)(видя тени vidya teni)Shadow Empire models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Unerschrocken)(неустрашимый neustrashimyy)ALL Shadow Empire 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 Empire CORE Units:

Imperial Shadow Knight with Lance and Shield: 16ptsT4, W1, S3, A1, I3, 1+ Armour Save, S5 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge, Cavalry Imperial Shadow Archer with Composite Bow: 3pts, T3, W1, S3, I3, A1, No Save

Imperial Shadow Militia with 2 Assorted Weapons: 4pts- T3, W1, S3, I3, A2, No Save

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Imperial Shadow Swordsman with Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses Imperial Shadow Spearman with Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry,

Imperial Shadow Halberdier: 4ptsT3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour Saves by -1

Imperial Shadow Crossbowman: 5ptsT3, W1, S4, I3, A1, 6+ Armour Save, Armed with Crossbows

Imperial Shadow Handgunner: 5ptsT3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by -1)

Shadow Empire Specialist Units: Limit of 50 Imperial Bloodswords, Imperial Foot Knights, Nobles with Pistols, Nobles with Repeater Rifles AND Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Shadow Bloodsword with 2 Handed Sword: 9pts- T3, W1, S5, I0, A1, 4+ Armour Save, -2 to Armour Saves

Imperial Shadow Foot Knight w/ Sword and Shield: 12pts- T3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses

Shadow Wingless Griffon Knight with Lance: 48pts, Moves ‘9’- T4, W3, S4, I3, A1, 1+ Armour Save, Cavalry, S6 -3 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Wingless Griffon is A3 S4 I4 -1 to Armour Saves

Imperial Shadow Noble with 2 Pistols: 12pts, Moves ‘9’

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T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves)

Shadow Doomsayer with Flail: 10ptsT4, W1, S4, I2, A2, No Save, -1 to Armour Saves

Imperial Shadow Noble with Repeater Rifle: 12pts, Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots, Reduces Armour by -1), Dogged

Shadow Empire Heavy Units: Limit of 50 Halflings with Composite Bows AND Halflings with Spears & Pitchforks Limit of 2 Halfling Dinner CatapultsLimit of 2 Mobile Gun Towers Limit of 4 Imperial Heavy CannonsLimit of 4 Imperial MortarsLimit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Shadow Halfling w/ Composite Bow: 5pts, Move ‘9’T2, W1, S2, I5, A1, No Save, Armed with Composite Bows, Shooting hits like Snipers

Shadow Halfling w/ Spear: 3pts, Move ‘9’T2, W1, S2, I6, A1, No Save, S3 vs Cavalry, these models may be armed with a variety of weapons but all count as Spears

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Shadow Halfling Dinner Catapult: 100pts-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)-T4, W2, S0, I0, A0, No Save (Dinner Catapult)Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast, Ignores Armour Saves. Pick a unit, guess a range and the ‘2’ blast will land at that range. See page 18 for ‘Firing a Catapult’, Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers)

Shadow Mobile Gun Tower: 120ptsT4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2 Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge ONLY, The 6 Crew have the A6 S4 I5 mentioned due to Experimental Black Powder Handguns (-2 to Armour Saves), Armed with 6 Experimental Black powder Handguns (Auto, ‘24’, S4, -2 to Armour Saves)

Imperial Shadow Heavy Cannon: 100pts-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon), Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers)

Imperial Shadow Mortar: 80pts-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Mortar)

Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast, Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess a range and the ‘5’ blast will land at that range. See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers)

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Imperial Shadow ‘Fusillade’ Volley Gun: 120pts-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Volley Gun)Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves, 3D6 + 6 Shots), Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers)

Imperial Shadow Multi-Rocket Launcher: 120pts-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1 to Armour Saves, 3 blasts with ‘2’ circle template), See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers)

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Green Empire:Grün Reich: зеленый империя zelenyy imperiyaPainted mainly in Greens, lighter or darker but distinct from greens of the Swamp Armies

Deadly Accurate(tödlich genau)(смертельно точным smertel'no tochnym)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.

Green Empire CORE Units:

Imperial Green Knight with Lance and Shield: 16ptsT4, W1, S3, A1, I3, 1+ Armour Save, S5 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge, Cavalry Imperial Green Archer with Composite Bow: 3pts, T3, W1, S3, I3, A1, No Save

Imperial Green Militia with 2 Assorted Weapons: 4pts- T3, W1, S3, I3, A2, No Save

Imperial Green Swordsman with Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses Imperial Green Spearman with Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry,

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Imperial Green Halberdier: 4ptsT3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour Saves by -1

Imperial Green Crossbowman: 5ptsT3, W1, S4, I3, A1, 6+ Armour Save, Armed with Crossbows

Imperial Green Handgunner: 5ptsT3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by -1)

Green Empire Specialist Units: Limit of 50 Imperial Bloodswords, Imperial Foot Knights, Nobles with Pistols, Nobles with Repeater Rifles AND Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Green Bloodsword with 2 Handed Sword: 9pts- T3, W1, S5, I0, A1, 4+ Armour Save, -2 to Armour Saves

Imperial Green Foot Knight w/ Sword and Shield: 12pts- T3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses

Green Wingless Griffon Knight with Lance: 48pts, Moves ‘9’- T4, W3, S4, I3, A1, 1+ Armour Save, Cavalry, S6 -3 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Wingless Griffon is A3 S4 I4 -1 to Armour Saves

Imperial Green Noble with 2 Pistols: 12pts, Moves ‘9’T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves)

Green Doomsayer with Flail: 10ptsT4, W1, S4, I2, A2, No Save, -1 to Armour Saves, Dauntless

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Imperial Green Noble with Repeater Rifle: 12pts, Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots, Reduces Armour by -1), Dogged

Green Empire Heavy Units: Limit of 50 Halflings with Composite Bows AND Halflings with Spears & Pitchforks Limit of 2 Halfling Dinner CatapultsLimit of 2 Mobile Gun Towers Limit of 4 Imperial Heavy CannonsLimit of 4 Imperial MortarsLimit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Green Halfling w/ Composite Bow: 5pts, Move ‘9’T2, W1, S2, I5, A1, No Save, Armed with Composite Bows, Shooting hits like Snipers

Green Halfling w/ Spear: 3pts, Move ‘9’T2, W1, S2, I6, A1, No Save, S3 vs Cavalry, these models may be armed with a variety of weapons but all count as Spears

Green Halfling Dinner Catapult: 100pts-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)-T4, W2, S0, I0, A0, No Save (Dinner Catapult)Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast, Ignores Armour Saves. Pick a unit, guess a range and the ‘2’ blast will land at that range. See page 18 for ‘Firing a Catapult’, Artillery

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Green Mobile Gun Tower: 120ptsT4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2 Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge ONLY, The 6 Crew have the A6 S4 I5 mentioned due to Experimental Black Powder Handguns (-2 to Armour Saves), Armed with 6 Experimental Black powder Handguns (Auto, ‘24’, S4, -2 to Armour Saves)

Imperial Green Heavy Cannon: 100pts-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon), Artillery

Imperial Green Mortar: 80pts-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Mortar)Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast, Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess a range and the ‘5’ blast will land at that range. See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

Imperial Green ‘Fusillade’ Volley Gun: 120pts-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Volley Gun)Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves, 3D6 + 6 Shots), Artillery

Imperial Green Multi-Rocket Launcher: 120pts-T3, W1, S3, I3, A1, No Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1 to Armour Saves, 3 blasts with ‘2’ circle template), See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

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Purple Empire: Lila Reich:фиолетовый империя fioletovyy imperiyaPainted mainly in all shades of Purple

Sands of Time(Sand de Zeit)(Пески времени Peski vremeni)Purple Empire Models can re-roll misses once in Shooting and Close Combat. Guess weapons (Cannons, Mortars) and Bazookas are an exception to this rule. Any model which cannot re-roll misses will have this included in their stats and, as always, Reflex Shots cannot ever re-roll misses

Purple Empire CORE Units: Imperial Purple Knight with Lance and Shield: 16ptsT4, W1, S3, A1, I3, 1+ Armour Save, S5 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times: A2 S3 before AND after first Charge, Cavalry, Re-rolls misses always Imperial Purple Archer with Composite Bow: 3pts, T3, W1, S3, I3, A1, 5+ Dodge Save, Sands of Time

Imperial Purple Militia with 2 Assorted Weapons: 4pts- T3, W1, S3, I3, A2, 5+ Dodge Save, Sands of Time

Imperial Purple Swordsman with Shield: 4ptsT3, W1, S3, I4, A1, 5+ Dodge Save, Sands of Time Imperial Green Spearman with Shield: 4ptsT3, W1, S3, I4, A1, 5+ Dodge Save, S4 vs Cavalry, Sands of Time

Imperial Purple Halberdier: 4pts

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T3, W1, S4, I3, A1, 5+ Dodge Save, Reduces Armour Saves by -1, Sands of Time

Imperial Purple Crossbowman: 5ptsT3, W1, S4, I3, A1, 5+ Dodge Save, Armed with Crossbows, Sands of Time

Imperial Purple Handgunner: 5ptsT3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Black Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by -1), Sands of Time

Purple Empire Specialist Units: Limit of 50 Imperial Bloodswords, Imperial Foot Knights, Nobles with Pistols, Nobles with Repeater Rifles AND Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Purple Bloodsword with 2 Handed Sword: 9pts- T3, W1, S5, I0, A1, 4+ Armour Save, -2 to Armour Saves, Sands of Time

Imperial Purple Foot Knight w/ Sword and Shield: 12pts- T3, W1, S4, I4, A2, 3+ Armour Save, Sands of Time

Purple Wingless Griffon Knight with Lance: 48pts, Moves ‘9’- T4, W3, S4, I3, A1, 1+ Armour Save, Cavalry, S6 -3 to Armour Saves on first Charge ONLY and can re-roll misses, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Wingless Griffon is A3 S4 I4 -1 to Armour Saves

Imperial Purple Noble with 2 Pistols: 12pts, Moves ‘9’T4, W1, S4, I4, A2, 5+ Dodge Save, Cavalry, -1 to Armour Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves), Sands of Time Purple Doomsayer with Flail: 10ptsT4, W1, S4, I2, A2, 5+ Dodge Save, -1 to Armour Saves, Dauntless, Sands of Time

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Imperial Purple Noble with Repeater Rifle: 12pts, Moves ‘9’- T4, W1, S3, I3, A1, 5+ Dodge Save, Cavalry, Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots, Reduces Armour by -1), Dogged, Sands of Time

Purple Empire Heavy Units: Limit of 50 Halflings with Composite Bows AND Halflings with Spears & Pitchforks Limit of 2 Halfling Dinner CatapultsLimit of 2 Mobile Gun Towers Limit of 4 Imperial Heavy CannonsLimit of 4 Imperial MortarsLimit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Purple Halfling w/ Composite Bow: 5pts, Move ‘9’T2, W1, S2, I5, A1, 5+ Dodge Save, Armed with Composite Bows, Shooting hits like Snipers, Sands of Time

Purple Halfling w/ Spear: 3pts, Move ‘9’T2, W1, S2, I6, A1, 5+ Dodge Save, S3 vs Cavalry, these models may be armed with a variety of weapons but all count as Spears

Purple Halfling Dinner Catapult: 100pts-T2, W1, S2, I5, A1, 5+ Dodge Save (3 Halfling Crew)-T4, W2, S0, I0, A0, No Save (Dinner Catapult)Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast, Ignores Armour Saves. Pick a unit, guess a range and the ‘2’ blast will land at that range. See page 18 for ‘Firing a Catapult’, Artillery, Crew can re-roll misses

Purple Mobile Gun Tower: 120ptsT4, W5, S4, I5, A6, 3+ Armour Save, 5+ Dodge Save, Cavalry, Pulled by 2 Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge ONLY, The 6 Crew have the A6 S4 I5 mentioned due to Experimental Black Powder Handguns (-2

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to Armour Saves), Armed with 6 Experimental Black powder Handguns (Auto, ‘24’, S4, -2 to Armour Saves), Sands of Time

Imperial Purple Heavy Cannon: 100pts-T3, W1, S3, I3, A1, 5+ Dodge Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon), Artillery, Crew can re-roll misses

Imperial Purple Mortar: 80pts-T3, W1, S3, I3, A1, 5+ Dodge Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Mortar)Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast, Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess a range and the ‘5’ blast will land at that range. See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery, Crew can re-roll misses

Imperial Purple ‘Fusillade’ Volley Gun: 120pts-T3, W1, S3, I3, A1, 5+ Dodge Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Volley Gun)Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves, 3D6 + 6 Shots), Artillery, Crew can re-roll misses

Imperial Purple Multi-Rocket Launcher: 120pts-T3, W1, S3, I3, A1, 5+ Dodge Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1 to Armour Saves, 3 blasts with ‘2’ circle template), See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery, Crew can re-roll misses

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Grey Empire: Greu Reich:серый империя seryy imperiyaPainted in Greys, charcoals and dark grey

Professionals(Profis)(профессионалы professionaly)Reduces Enemy Save, whichever one they choose, by a further -1 than usual. This will be covered in Grey Empire Model stats in each case. This rule does NOT apply to Dodge Saves, which cannot be modified.

Grey Empire CORE Units:

Imperial Grey Knight with Lance and Shield: 16ptsT4, W1, S3, A1, I3, 1+ Armour Save, S5 and -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: -1 to Armour Saves, A2 S3 before AND after first Charge, Cavalry Imperial Grey Archer with Composite Bow: 3pts, T3, W1, S3, I3, A1, 5+ Armour Save, -1 to Armour Saves in Shooting

Imperial Grey Militia with 2 Assorted Weapons: 4pts- T3, W1, S3, I3, A2, 5+ Armour Save, -1 to Armour Saves

Imperial Grey Swordsman with Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses, -1 to Armour Saves Imperial Grey Spearman with Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry, -1 to Armour SavesImperial Grey Halberdier: 4pts

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T3, W1, S4, I3, A1, 5+ Armour Save, Reduces Armour Saves by -2

Imperial Grey Crossbowman: 5ptsT3, W1, S4, I3, A1, 5+ Armour Save, Armed with Crossbows (-2 to Armour Saves in Shooting)

Imperial Grey Handgunner: 5ptsT3, W1, S3, I3, A1, 5+ Armour Save, Armed with Black Powder Rifle (Heavy, ‘24’, S4, -2 to Armour Saves)

Grey Empire Specialist Units: Limit of 50 Imperial Bloodswords, Imperial Foot Knights, Nobles with Pistols, Nobles with Repeater Rifles AND Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Grey Bloodsword with 2 Handed Sword: 9pts- T3, W1, S5, I0, A1, 4+ Armour Save, -3 to Armour Saves

Imperial Grey Foot Knight w/ Sword and Shield: 12pts- T3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses, -1 to Armour Saves

Grey Wingless Griffon Knight with Lance: 48pts, Moves ‘9’- T4, W3, S4, I3, A1, 1+ Armour Save, Cavalry, S6 -3 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: -1 to Armour Saves, A1 S4 before AND after first Charge, Wingless Griffon is A3 S4 I4 -2 to Armour Saves

Imperial Grey Noble with 2 Pistols: 12pts, Moves ‘9’T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -2 to Armour Saves in Shooting and Close Combat, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4, 2 shots, -2 to Armour Saves)Grey Doomsayer with Flail: 10ptsT4, W1, S4, I2, A2, 5+ Armour Save, -2 to Armour Saves, Dauntless

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Imperial Grey Noble with Repeater Rifle: 12pts, Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots, Reduces Armour Saves by -2), Dogged

Grey Empire Heavy Units: Limit of 50 Halflings with Composite Bows AND Halflings with Spears & Pitchforks Limit of 2 Halfling Dinner CatapultsLimit of 2 Mobile Gun Towers Limit of 4 Imperial Heavy CannonsLimit of 4 Imperial MortarsLimit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Grey Halfling w/ Composite Bow: 5pts, Move ‘9’T2, W1, S2, I5, A1, 5+ Armour Save, Armed with Composite Bows, Shooting hits like Snipers, -1 to Armour Saves

Grey Halfling w/ Spear: 3pts, Move ‘9’T2, W1, S2, I6, A1, 5+ Armour Save, S3 vs Cavalry, these models may be armed with a variety of weapons but all count as Spears, -1 to Armour Saves

Grey Halfling Dinner Catapult: 100pts-T2, W1, S2, I5, A1, 5+ Armour Save (3 Halfling Crew)-T4, W2, S0, I0, A0, No Save (Dinner Catapult)Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast, Ignores Armour Saves. Pick a unit, guess a range and the ‘2’ blast will land at that range. See page 18 for ‘Firing a Catapult’, Artillery, -1 to Armour Saves in Close Combat

Grey Mobile Gun Tower: 120ptsT4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2 Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge ONLY, The 6 Crew have the A6 S4 I5 mentioned due to Experimental Black Powder Handguns (-3 to Armour Saves),

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Armed with 6 Experimental Black powder Handguns (Auto, ‘24’, S4, -3 to Armour Saves)

Imperial Grey Heavy Cannon: 100pts-T3, W1, S3, I3, A1, 5+ Armour Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Cannon)Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower template. See page 18 & 19 (Firing a Heavy Cannon), Artillery, -1 to Armour Saves in Close Combat

Imperial Grey Mortar: 80pts-T3, W1, S3, I3, A1, 5+ Armour Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Mortar)Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast, Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess a range and the ‘5’ blast will land at that range. See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery, -1 to Armour Saves in Close Combat

Imperial Grey ‘Fusillade’ Volley Gun: 120pts-T3, W1, S3, I3, A1, 5+ Armour Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Volley Gun)Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves, 3D6 + 6 Shots), Artillery, -1 to Armour Saves in Close Combat

Imperial Grey Multi-Rocket Launcher: 120pts-T3, W1, S3, I3, A1, 5+ Armour Save (3 Crew)-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1 to Armour Saves, 3 blasts with ‘2’ circle template), See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery, -1 to Armour Saves in Close Combat

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Dead Egyptiansmiris ēģiptieši

Seek the Living: (meklējat dzīvo)ALL Egyptian Dead models (including Shadow, Yellow, Royalist, Red and Blue) ALWAYS hit on a 4+ in Shooting and 3+ in Close Combat no matter what.

Sand Dwellers: (smilšu iedzīvotāji)Units with this rule can arrive as Reinforcements in ‘Braaaiinnnns’ way adapted from Page 8 of the Army Men PAZCIK Rulebook: This Unit can arrive by breaking out of the ground at a point which has already been reached by friendly Dead Egyptian models

Anger of the Dead: (Dusmasmirušajiem)The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Dead Egyptian Units and will re-roll wounds against them in Shooting AND Close Combat

Dead Egyptians CORE Units: Egyptian Skeleton with Spear & Shield: 2ptsĒģiptes skelets ar šķēpu un vairoguT3, W1, S3, I3, A1, 5+ Armour Save, Dauntless, S4 vs Cavalry Egyptian Skeleton with Mace & Shield: 2ptsĒģiptes skelets ar vāli un vairoguT3, W1, S3, I2, A1, 5+ Armour Save, Reduces Armour Saves by -2, Dauntless Egyptian Skeleton with Sword & Shield: 2pts

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Ēģiptes skelets ar vāli un vairoguT3, W1, S3, I2, A1, 5+ Armour Save, Re-rolls misses, Dauntless

Egyptian Skeleton with Axe & Shield: 2ptsĒģiptes skelets ar cirvi un vairoguT3, W1, S3, I2, A1, 5+ Armour Save, Reduces Numb Saves by -2, Dauntless

Egyptian Skeleton with Composite Bow: 2ptsĒģiptes skelets ar kompozīta priekšgalaT3, W1, S3, I2, A1, 6+ Armour Save, Dauntless Egyptian Skeleton Horseman w/ Spear: 10ptsĒģiptes skelets jātnieks ar šķēpuT4, W1, S3, I2, A1, 4+ Armour Save, Dauntless, Cavalry, Also has Shield (included in Armour Save) S4 on Charge ONLY, Ambush

Egyptian Skeleton Horseman w/ Bow: 9ptsĒģiptes skelets jātnieks ar priekšgala T4, W1, S3, I2, A1, 5+ Armour Save, Dauntless, Cavalry, Armed with Composite Bow (Auto, ‘24’, S3), Ambush

Egyptian Skeleton Chariot: 50pts, Units of 3 – 6Ēģiptes skelets ChariotT4, W3, S3, I2, A4, 5+ Armour Save, Dauntless, Cavalry, Deals D6 I8 S5 -2 to Armour Save impact Hits each on Charge ONLY, the 2 Skeleton Charioteers are armed with 2 Composite Bows and the A4 above combines the two Skeleton Horses that pull the chariot with the 2 Charioteers

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Dead Egyptian Specialist Units: Limit of 80 Dead Egyptian Vultures (4 Units)Limit of 120 Pharaoh’s Guard (4 Units)Limit of 40 Dead Scorpion Swarms (4 Units)

Dead Egyptian Vulture: 12pts, Moves ‘10’miris Ēģiptes grifsT4, W2, S4, I3, A3, 6+ Dodge Save, Flyers, Dauntless

Pharaoh’s Guard with Halberd & Shield: 11ptsFaraona aizsargs ar halberd un vairoguT4, W1, S5, I3, A1, 5+ Armour Save, Dauntless, Death Strike, -1 to Armour Saves

Dead Scorpion Swarm: 15pts per Basemiris skorpions barsT2, W5, S2, I1, A5, 6+ Dodge Save, Dauntless, Poisoned Attacks, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule, Sand Dwellers

Dead Egyptian Heavy Units: Limit of 2 Burning Skull CatapultsLimit of 2 Caskets of the Pharaoh, Golden Death SphinxesLimit of 4 Sphinxes with Pharaoh Guard PlatformsLimit of 40 Giant Anubites with 2 Handed Glaives (4 Units)Limit of 40 Giant Anubites with Great Bows (4 Units)Limit of 40 Sand Serpent Riders (4 Units)Limit of 4 Egyptian Sand Scorpions Limit of 2 Armoured Skeleton Giants

Casket of the Pharaoh: 135ptszārks no faraonsT10, W3, S5, I3, A2, Dauntless, Bringer of Death: (Heavy, ‘48’, Magical, Casket rolls 3D6, Enemy unit rolls 2D6 and suffers 1 Wound for each point lost by which Ignores Armour), Guarded by 2 Pharaoh’s Guard who have Death

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Strike, S5 I3 A2 -1 to Armour Saves in total in Close Combat, Pharaoh’s Revenge: If a Casket is destroyed, roll a D6 for ALL units (including own and allied) within ‘12’, on a 4+ they suffer D6 S6 hits which are Magical and Ignore Armour Saves)

Egyptian Burning Skull Catapult: 60ptsĒģiptes dedzināšana galvaskauss katapulta-T3, W1, S3, I2, A1, 6+ Armour Save (3 Skeleton Crew)-T7, W1, S0, I0, A0, No Save (Skull Catapult)Burning Skull Catapult = Heavy, Guess ’12 – 48’, S4, ‘2’ circle blast, Fire Attack, See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Catapult’, Dauntless Giant Anubite with Great Bow: 50ptsmilzu anubite ar lielu priekšgalaT4, W3, S4, I3, A3, 5+ Armour Save, -1 to enemy Armour Saves in Close Combat, Anubite Bow (Heavy, ‘30’, S6, -3 to Armour Saves), Weak against Spears, Dauntless, Causes 1 I9 S4 hit each on Charge ONLY

Giant Anubite with 2 Handed Glaive: 50ptsmilzu anubite ar divroku zobensT4, W3, S6, I0, A3, 5+ Armour Save, Weak against Spears, Causes 1 I9 S4 hit each on Charge ONLY, -3 to Armour Saves in Close Combat, Dauntless

Sphinx with Pharaoh Guard Platform: 220ptsSfinksa ar faraons apsardzes platformT8, W5, S5, I1, A5, 5+ Armour Save, Weak against Spears, Dauntless, Sphinx has Poisoned Attacks and Reduces enemy Armour Saves by -2 in Close Combat, Deals D6 S5 hits in each round of Close Combat by stomping its foes, Breathes Fire: (Auto, ‘9’ teardrop Flamethrower template, S4, Fire attack), The 4 Pharaoh’s Guard in the Platform have a total of A4 I3 S5 -1 to Armour Saves and Death Strike in Close Combat

Egyptian Sand Scorpion: 85pts

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Ēģiptes smiltis skorpionsT5, W3, S4, I3, A4, 4+ Armour Save, 6+ Dodge Save, Dauntless, Poisoned Attacks, -1 to enemy Armour Saves in Close Combat, Death Strike, Weak against Clubs & Maces: These weapons ignore a Sand Scorpion’s Armour Save, Sand Dwellers

Golden Death Sphinx: 235pts, Moves ‘10’zelta nāve SfinksaT8, W5, S5, I1, A5, 5+ Armour Save, Dauntless, Flyer, Weak against Spears, Death Sphinx has Poisoned Attacks, reduces enemy Armour Saves by -2 in Close Combat and has Death Strike, Monster Slayer: 1 attack can be chosen in each round of Close Combat and will be S10 and will destroy any Infantry, Cavalry or Flyer model if unsaved

Sand Serpent Rider with Halberd: 60pts smilšu čūska braucējs ar halberdT4, W3, S5, I3, A2, 3+ Armour Save, Dauntless, Cavalry, Rider has Death Strike and Reduces Armour Saves by -1, Sand Serpent is S5 A3 I3 and has Poisoned Attacks and Reduces Armour Saves by -1, Sand Dwellers, Causes 2 I9 S5 hits each on Charge ONLY

Sand Serpent Hunter with Halberd: 55ptssmilšu čūska mednieks ar halberdT4, W3, S5, I3, A2, 5+ Armour Save, Dauntless, Sand Dwellers, Cavalry, -3 to Armour Saves, Causes 2 I9 S5 hits each on Charge ONLY, Golden Death Mask: Roll a D6 before using this, on a 1 the Serpent Hunter unit suffers 3 Unsaved wounds: Auto, ‘8’, Strength = D6+4, Magical, Deals D6 hits each, Ignores Armour)

Armoured Skeleton Giant: 170ptsbruņu skelets milzuT6, W5, S6, I1, A5, 5+ Armour Save, Dauntless, Weak against Spears, Deals D6 S6 -3 to Armour Saves hits each round of Close Combat, Endless Carnage: When attacking in Close Combat (A5 or A6 on Charge), the Skeleton Giant

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reduces enemy Armour Saves by -3 and receives +1 Attack for each unsaved wound caused, up to MAX of +6 Attacks

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Shadow Egyptian Dead:(ēna Ēģiptes miris)Painted mainly in Black colours

Seeing Shadows(redzēt ēnas)Shadow Egyptian Dead models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Bezbailīgs)ALL Shadow Egyptian Dead 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)

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Shadow Dead Egyptian Units and will re-roll wounds against them in Shooting AND Close Combat

Shadow Dead Egyptians CORE Units: Shadow Egyptian Skeleton with Spear & Shield: 2ptsT3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry Shadow Egyptian Skeleton with Mace & Shield: 2ptsT3, W1, S3, I2, A1, 5+ Armour Save, Reduces Armour Saves by -2

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Shadow Egyptian Skeleton with Sword & Shield: 2ptsT3, W1, S3, I2, A1, 5+ Armour Save, Re-rolls misses

Shadow Egyptian Skeleton with Axe & Shield: 2ptsT3, W1, S3, I2, A1, 5+ Armour Save, Reduces Numb Saves by -2

Shadow Egyptian Skeleton with Composite Bow: 2ptsT3, W1, S3, I2, A1, 6+ Armour Save Shadow Egyptian Skeleton Horseman w/ Spear: 10ptsT4, W1, S3, I2, A1, 4+ Armour Save, Cavalry, Also has Shield (included in Armour Save) S4 on Charge ONLY

Shadow Egyptian Skeleton Horseman w/ Bow: 9ptsT4, W1, S3, I2, A1, 5+ Armour Save, Cavalry, Armed with Composite Bow (Auto, ‘24’, S3)

Shadow Egyptian Skeleton Chariot: 50pts, Units of 3 – 6T4, W3, S3, I2, A4, 5+ Armour Save, Cavalry, Deals D6 I8 S5 -2 to Armour Save impact Hits each on Charge ONLY, the 2 Skeleton Charioteers are armed with 2 Composite Bows and the A4 above combines the two Skeleton Horses that pull the chariot with the 2 Charioteers

Shadow Dead Egyptian Specialist Units: Limit of 50 Dead Egyptian Vultures, Pharaoh’s GuardLimit of 40 Dead Scorpion Swarms

Shadow Dead Egyptian Vulture: 12pts, Moves ‘10’T4, W2, S4, I3, A3, 6+ Dodge Save, Flyers

Shadow Pharaoh’s Guard with Halberd & Shield: 11ptsT4, W1, S5, I3, A1, 5+ Armour Save, -1 to Armour Saves

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Shadow Dead Scorpion Swarm: 15pts per BaseT2, W5, S2, I1, A5, No Save, Poisoned Attacks, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Shadow Dead Egyptian Heavy Units: Limit of 2 Burning Skull CatapultsLimit of 2 Golden Death SphinxesLimit of 4 Sphinxes with Pharaoh Guard PlatformsLimit of 40 Giant Anubites with 2 Handed Glaives, Giant Anubites with Great Bows AND 40 Sand Serpent Riders Limit of 4 Egyptian Sand Scorpions Limit of 2 Armoured Skeleton Giants

Shadow Egyptian Burning Skull Catapult: 60pts-T3, W1, S3, I2, A1, 6+ Armour Save (3 Skeleton Crew)-T7, W1, S0, I0, A0, No Save (Skull Catapult)Burning Skull Catapult = Heavy, Guess ’12 – 48’, S4, ‘2’ circle blast, Fire Attack, See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Catapult’, Dauntless, Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers) Shadow Giant Anubite with Great Bow: 50ptsT4, W3, S4, I3, A3, 5+ Armour Save, Anubite Bow (Heavy, ‘30’, S6, -3 to Armour Saves), Weak against Spears

Shadow Giant Anubite with 2 Handed Glaive: 50ptsT4, W3, S6, I0, A3, 5+ Armour Save, Weak against Spears, -2 to Armour Saves in Close Combat

Shadow Sphinx with Pharaoh Guard Platform: 220ptsT8, W5, S5, I1, A5, 5+ Armour Save, Weak against Spears, Sphinx has Poisoned Attacks and Reduces enemy Armour Saves by -2 in Close Combat, Deals D6 S5 hits in each round of Close Combat by stomping its foes

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Shadow Egyptian Sand Scorpion: 85ptsT5, W3, S4, I3, A4, 4+ Armour Save, Poisoned Attacks, -1 to enemy Armour Saves in Close Combat, Death Strike, Weak against Clubs & Maces: These weapons ignore a Sand Scorpion’s Armour Save Shadow Golden Death Sphinx: 235pts, Moves ‘10’T8, W5, S5, I1, A5, 5+ Armour Save, Dauntless, Flyer, Weak against Spears, Death Sphinx has Poisoned Attacks, reduces enemy Armour Saves by -2 in Close Combat and has Death Strike

Shadow Sand Serpent Rider with Halberd: 60pts T4, W3, S5, I3, A2, 3+ Armour Save, Cavalry, Rider Reduces Armour Saves by -1, Sand Serpent is S5 A3 I3 and has Poisoned Attacks and Reduces Armour Saves by -1,

Shadow Sand Serpent Hunter with Halberd: 55ptsT4, W3, S5, I3, A2, 5+ Armour Save, Cavalry, -2 to Armour Saves

Shadow Armoured Shadow Skeleton Giant: 170ptsT6, W5, S6, I1, A5, 5+ Armour Save, Weak against Spears, Deals D6 S6 -3 to Armour Saves hits each round of Close Combat

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Yellow Egyptian Dead: Dzeltena ēģiptiešu Miris:Painted mainly in Yellow & gold colours of all shades

Two for the Price of One:(divi par viena cenu)Yellow Dead Egyptian 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.

DauntlessALL Yellow Egyptian Dead 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)

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Yellow Dead Egyptian Units and will re-roll wounds against them in Shooting AND Close Combat

Yellow Dead Egyptians CORE Units: Yellow Egyptian Skeleton with Spear & Shield: 2ptsT3, W2, S3, I3, A1, 6+ Armour Save, S4 vs Cavalry Yellow Egyptian Skeleton with Mace & Shield: 2ptsT3, W2, S3, I2, A1, 6+ Armour Save, Reduces Armour Saves by -2

Yellow Egyptian Skeleton with Sword & Shield: 2ptsT3, W2, S3, I2, A1, 6+ Armour Save, Re-rolls misses

Yellow Egyptian Skeleton with Axe & Shield: 2pts

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T3, W2, S3, I2, A1, 6+ Armour Save, Reduces Numb Saves by -2

Yellow Egyptian Skeleton with Composite Bow: 2ptsT3, W2, S3, I2, A1, No Save Yellow Egyptian Skeleton Horseman w/ Spear: 10ptsT4, W2, S3, I2, A1, 5+ Armour Save, Cavalry, Also has Shield (included in Armour Save) S4 on Charge ONLY

Yellow Egyptian Skeleton Horseman w/ Bow: 9ptsT4, W2, S3, I2, A1, 6+ Armour Save, Cavalry, Armed with Composite Bow (Auto, ‘24’, S3)

Yellow Egyptian Skeleton Chariot: 50pts, Units of 3 – 6T4, W4, S3, I2, A4, 6+ Armour Save, Cavalry, Deals D6 I8 S5 -2 to Armour Save impact Hits each on Charge ONLY, the 2 Skeleton Charioteers are armed with 2 Composite Bows and the A4 above combines the two Skeleton Horses that pull the chariot with the 2 Charioteers

Yellow Dead Egyptian Specialist Units: Limit of 50 Dead Egyptian Vultures, Pharaoh’s GuardLimit of 40 Dead Scorpion Swarms

Yellow Dead Egyptian Vulture: 12pts, Moves ‘10’T4, W3, S4, I3, A3, No Save, Flyers

Yellow Pharaoh’s Guard with Halberd & Shield: 11ptsT4, W2, S5, I3, A1, 6+ Armour Save, -1 to Armour Saves

Yellow Dead Scorpion Swarm: 15pts per BaseT2, W6, S2, I1, A5, No Save, Poisoned Attacks, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

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Yellow Dead Egyptian Heavy Units: Limit of 2 Burning Skull CatapultsLimit of 2 Golden Death SphinxesLimit of 4 Sphinxes with Pharaoh Guard PlatformsLimit of 40 Giant Anubites with 2 Handed Glaives, Giant Anubites with Great Bows AND 40 Sand Serpent Riders Limit of 4 Egyptian Sand Scorpions Limit of 2 Armoured Skeleton Giants

Yellow Egyptian Burning Skull Catapult: 60pts-T3, W2, S3, I2, A1, No Save (3 Skeleton Crew)-T7, W2, S0, I0, A0, No Save (Skull Catapult)Burning Skull Catapult = Heavy, Guess ’12 – 48’, S4, ‘2’ circle blast, Fire Attack, See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Catapult’, Dauntless, Artillery Yellow Giant Anubite with Great Bow: 50ptsT4, W4, S4, I3, A3, 6+ Armour Save, Anubite Bow (Heavy, ‘30’, S6, -3 to Armour Saves), Weak against Spears

Yellow Giant Anubite with 2 Handed Glaive: 50ptsT4, W4, S6, I0, A3, 6+ Armour Save, Weak against Spears, -2 to Armour Saves in Close Combat

Yellow Sphinx with Pharaoh Guard Platform: 220ptsT8, W6, S5, I1, A5, 6+ Armour Save, Weak against Spears, Sphinx has Poisoned Attacks and Reduces enemy Armour Saves by -2 in Close Combat, Deals D6 S5 hits in each round of Close Combat by stomping its foes

Yellow Egyptian Sand Scorpion: 85ptsT5, W4, S4, I3, A4, 5+ Armour Save, Poisoned Attacks, -1 to enemy Armour Saves in Close Combat, Death Strike, Weak against Clubs & Maces: These weapons ignore a Sand Scorpion’s Armour Save

Yellow Golden Death Sphinx: 235pts, Moves ‘10’

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T8, W6, S5, I1, A5, 6+ Armour Save, Dauntless, Flyer, Weak against Spears, Death Sphinx has Poisoned Attacks, reduces enemy Armour Saves by -2 in Close Combat and has Death Strike

Yellow Sand Serpent Rider with Halberd: 60pts T4, W4, S5, I3, A2, 4+ Armour Save, Cavalry, Rider Reduces Armour Saves by -1, Sand Serpent is S5 A3 I3 and has Poisoned Attacks and Reduces Armour Saves by -1,

Yellow Sand Serpent Hunter with Halberd: 55ptsT4, W4, S5, I3, A2, 6+ Armour Save, Cavalry, -2 to Armour Saves

Yellow Armoured Shadow Skeleton Giant: 170ptsT6, W6, S6, I1, A5, 6+ Armour Save, Weak against Spears, Deals D6 S6 -3 to Armour Saves hits each round of Close Combat

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Royalist Egyptian Dead:Rojālists ēģiptiešu Miris:Painted mainly in Whites

Volley Fire(Volley uguns)Models with ranged weapons (Automatic or Fast Fire) often have the ability to fire 2 shots instead of 1 in the Shooting Phase, even at maximum range. Models who have this will always have it included in the unit’s statistics.

Entrench(Ierakties)Models with ranged weapons (Automatic or Fast Fire) often get Reflex Shots whenever charged by an Enemy Unit while in Cover. This will also always be included in the unit’s statistics.

DauntlessALL Royalist Egyptian Dead 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)

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Royalist Dead Egyptian Units and will re-roll wounds against them in Shooting AND Close Combat

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Royalist Dead Egyptians CORE Units:

Royalist Egyptian Skeleton with Composite Bow: 2ptsT3, W1, S3, I2, A1, 6+ Armour Save, Volley Fire (Fires 2 Shots in Shooting Phase), Entrench Royalist Egyptian Skeleton Horseman w/ Bow: 9ptsT4, W1, S3, I2, A1, 5+ Armour Save, Cavalry, Armed with Composite Bow (Auto, ‘24’, S3), Volley Fire (Fires 2 Shots in Shooting Phase), Entrench

Royalist Dead Egyptian Heavy Units: Limit of 40 Giant Anubites with Great Bows

Royalist Giant Anubite with Great Bow: 50ptsT4, W3, S4, I3, A3, 5+ Armour Save, Anubite Bow (Heavy, ‘30’, S6, -3 to Armour Saves), Weak against Spears, Volley Fire (Fires 2 shots in Shooting Phase), Entrench

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Red Egyptian Dead: Sarkanas ēģiptiešu Miris:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(sarkanā armija)Red Models are 2pts cheaper; this will always be included in the unit’s statistics. Dauntless ALL Red Egyptian Dead 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)

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Red Dead Egyptian Units and will re-roll wounds against them in Shooting AND Close Combat

Red Dead Egyptians CORE Units: Red Egyptian Skeleton with Spear & Shield: 2ptsT3, W1, S3, I3, A1, 6+ Armour Save, 6+ Numb Save, S4 vs Cavalry Red Egyptian Skeleton with Mace & Shield: 2ptsT3, W1, S3, I2, A1, 6+ Armour Save, 6+ Numb Save, Reduces Armour Saves by -2

Red Egyptian Skeleton with Sword & Shield: 2ptsT3, W1, S3, I2, A1, 6+ Armour Save, 6+ Numb Save, Re-rolls misses

Red Egyptian Skeleton with Axe & Shield: 2pts

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T3, W1, S3, I2, A1, 6+ Armour Save, 6+ Numb Save, Reduces Numb Saves by -2

Red Egyptian Skeleton with Composite Bow: 2ptsT3, W1, S3, I2, A1, 6+ Numb Save

Red Egyptian Skeleton Horseman w/ Spear: 8ptsT4, W1, S3, I2, A1, 4+ Armour Save, Cavalry, Also has Shield (included in Armour Save) S4 on Charge ONLY

Red Egyptian Skeleton Horseman w/ Bow: 7ptsT4, W1, S3, I2, A1, 5+ Armour Save, Cavalry, Armed with Composite Bow (Auto, ‘24’, S3)

Red Dead Egyptian Specialist Units: Limit of 50 Dead Egyptian Vultures, Pharaoh’s GuardLimit of 40 Dead Scorpion Swarms

Red Dead Egyptian Vulture: 10pts, Moves ‘10’T4, W2, S4, I3, A3, 6+ Dodge Save, Flyers

Red Pharaoh’s Guard with Halberd & Shield: 9ptsT4, W1, S5, I3, A1, 5+ Armour Save, -1 to Armour Saves

Red Dead Scorpion Swarm: 13pts per BaseT2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

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Blue Egyptian Dead: Zils Ēģiptes Miris:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(personiskā teleporter)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

DauntlessALL Blue Egyptian Dead 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)

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Blue Dead Egyptian Units and will re-roll wounds against them in Shooting AND Close Combat

Blue Dead Egyptians CORE Units: Blue Egyptian Skeleton with Spear & Shield: 3ptsT3, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry Blue Egyptian Skeleton with Mace & Shield: 3ptsT3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -2

Blue Egyptian Skeleton with Composite Bow: 3ptsT3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save

Blue Egyptian Skeleton Horseman w/ Spear: 11pts

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T4, W1, S3, I2, A1, 4+ Armour Save, 5+ Numb Save, Cavalry, Also has Shield (included in Armour Save) S4 on Charge ONLY

Blue Egyptian Skeleton Horseman w/ Bow: 10ptsT4, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save, Cavalry, Armed with Composite Bow (Auto, ‘24’, S3)

Blue Egyptian Skeleton Chariot: 51pts, Units of 3 – 6T4, W3, S3, I2, A4, 5+ Armour Save, 5+ Numb Save, Cavalry, Deals D6 I8 S5 -2 to Armour Save impact Hits each on Charge ONLY, the 2 Skeleton Charioteers are armed with 2 Composite Bows and the A4 above combines the two Skeleton Horses that pull the chariot with the 2 Charioteers

Blue Dead Egyptian Specialist Units: Limit of 50 Dead Egyptian Vultures, Pharaoh’s GuardLimit of 40 Dead Scorpion Swarms

Blue Dead Egyptian Vulture: 13pts, Moves ‘10’T4, W2, S4, I3, A3, 6+ Dodge Save, 5+ Numb Save, Flyers Blue Pharaoh’s Guard with Halberd & Shield: 12ptsT4, W1, S5, I3, A1, 5+ Armour Save, 5+ Numb Save, -1 to Armour Saves

Blue Dead Scorpion Swarm: 16pts per BaseT2, W5, S2, I1, A5, 5+ Numb Save, Poisoned Attacks, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

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Blue Dead Egyptian Heavy Units: Limit of 2 Burning Skull CatapultsLimit of 2 Golden Death SphinxesLimit of 4 Sphinxes with Pharaoh Guard PlatformsLimit of 40 Giant Anubites with 2 Handed Glaives, Giant Anubites with Great Bows AND 40 Sand Serpent Riders Limit of 4 Egyptian Sand Scorpions Limit of 2 Armoured Skeleton Giants

Blue Egyptian Burning Skull Catapult: 61pts-T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3 Skeleton Crew)-T7, W1, S0, I0, A0, No Save (Skull Catapult)Burning Skull Catapult = Heavy, Guess ’12 – 48’, S4, ‘2’ circle blast, Fire Attack, See page 18 of Army Men PAZCIK Rulebook for ‘Firing a Catapult’, Dauntless, Artillery (Crew is hit on 6 by normal units in Shooting and on 5+ by units with Shooting Hits like Snipers) Blue Giant Anubite with Great Bow: 51ptsT4, W3, S4, I3, A3, 5+ Armour Save, 5+ Numb Save, Anubite Bow (Heavy, ‘30’, S6, -3 to Armour Saves), Weak against Spears

Blue Giant Anubite with 2 Handed Glaive: 51ptsT4, W3, S6, I0, A3, 5+ Armour Save, 5+ Numb Save, Weak against Spears, -2 to Armour Saves in Close Combat

Blue Sphinx with Pharaoh Guard Platform: 221ptsT8, W5, S5, I1, A5, 5+ Armour Save, 5+ Numb Save, Weak against Spears, Sphinx has Poisoned Attacks and Reduces enemy Armour Saves by -2 in Close Combat, Deals D6 S5 hits in each round of Close Combat by stomping its foes

Blue Egyptian Sand Scorpion: 86ptsT5, W3, S4, I3, A4, 4+ Armour Save, 5+ Numb Save, Poisoned Attacks, -1 to enemy Armour Saves in Close

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Combat, Death Strike, Weak against Clubs & Maces: These weapons ignore a Sand Scorpion’s Armour Save

Blue Golden Death Sphinx: 236pts, Moves ‘10’T8, W5, S5, I1, A5, 5+ Armour Save, 5+ Numb Save, Dauntless, Flyer, Weak against Spears, Death Sphinx has Poisoned Attacks, reduces enemy Armour Saves by -2 in Close Combat and has Death Strike

Blue Sand Serpent Rider with Halberd: 61pts T4, W3, S5, I3, A2, 3+ Armour Save, 5+ Numb Save, Cavalry, Rider Reduces Armour Saves by -1, Sand Serpent is S5 A3 I3 and has Poisoned Attacks and Reduces Armour Saves by -1

Blue Sand Serpent Hunter with Halberd: 56ptsT4, W3, S5, I3, A2, 5+ Armour Save, 5+ Numb Save, Cavalry, -2 to Armour Saves

Blue Armoured Shadow Skeleton Giant: 171ptsT6, W5, S6, I1, A5, 5+ Armour Save, 5+ Numb Save Weak against Spears, Deals D6 S6 -3 to Armour Saves hits each round of Close Combat

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Magic DaimonsDreq Magikje

Portal Reinforcements:(përforcimet portal)Magic Daimon Reinforcements can arrive through Portals and can be teleported onto the battlefield within ‘6’ of a friendly Magic Daimon unit. The friendly units act as beacon for the portal technology to focus in on

Not from around Here: (jo nga rreth këtu)ALL Magic Daimon Units have Magical Attacks

Enemy of the Diseased:(armik isëmurë)Re-rolls misses against Pox Daimon Units in Close Combat

Magic Daimon CORE Units:

Magic Fire Daimon: 9ptsdreq magjike zjarriT3, W1, S3, I3, A1, 4+ Dodge Save, Armed with Daimon Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless

Magic Melee Daimon: 5ptsdreq magjike përleshjeT3, W1, S3, I6, A2, 5+ Dodge Save, Dauntless

Magic Daimon Specialist Units:Limit of 27 Flying Manta Daimons, Firebrain Daimons

Tormenter Daimon of Illusion: 6pts, Moves ‘10’vuajtje dreq e iluzionitT3, W1, S4, I4, A1, 4+ Dodge Save, Flyer, Dauntless

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Flying Manta Daimon: 18pts, Moves ‘12’fluturues dreq MantaT4, W2, S4, I4, A3, 4+ Dodge Save, Flyer, Dauntless, Weak against Spears, Fire attacks, Hit and Run, Swooping Season: If the Flying Manta Daimon Unit moves over 1 or more enemy Units in the Movement Phase that are NOT in Close Combat, it can swoop them and deals 2 S4 hits each

Firebrain Daimon: 23pts, Moves ‘12’dreq trurit zjarriT4, W2, S5, I4, A2, 4+ Dodge Save, Armed with Daimon Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to Armour Saves), Fire attacks, Flyer, Dauntless

Magic Daimon Heavy Units:Limit of 1 Magic Daimon OverlordLimit of 2 Winged Magic Daimon Princes, Illusion BehemothsLimit of 3 Daimon Chariots of Fire

Winged Daimon Overlord of Magic: 230pts, Moves ‘10’zot krahë dreq magjiT6, W5, S6, I6, A5, 3+ Dodge Save, Flyer, Weak against Spears, Ignores Armour Saves in Close Combat, Magical Staff: (Auto, ‘24’, S8, 1 shot, Fire attack, Ignores Armour Saves), Shooting hits like Snipers, Reflex Shots (Magical Staff)

Winged Daimon Prince of Illusion: 165ptsprince krahë dreq e iluzionitT5, W4, S6, I8, A5, 4+ Dodge Save, Moves ‘10’, Monstrous Hands: Ignores Armour Saves in Close Combat, Flyer, Weak against Spears, Dauntless, +1 to Hit Bonus in Close CombatMagic Daimon Chariot of Fire: 90pts, Moves ‘9’qerre magjike dreq e zjarrit

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T4, W4, S4, I4, A4, 4+ Dodge Save, D6 I8 S5 -2 to Armour Save hits on Charge ONLY then fights as normal, Fire attacks, Cavalry, Dauntless, Firebrain Rider has Daimon Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to Armour Saves) Can use this INSTEAD of its Close Combat attacks (I4 A4 S4 above), The 2 Flying Manta Daimons pulling the Chariot have S4, I4, A6 in total in Close Combat and the 3 Blue Horrors aboard have S3 I6 A6 in total in Close Combat

Illusion Behemoth with Claws: 160ptsgjigandit iluzion me ktheratT13, W4, S6, I1, A4, 4+ Dodge Save, Ignores Armour Saves, Dauntless, Dogged, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Behemoth Breath: Auto, ‘9’ teardrop Flamethrower Template, S6, Reduces Armour Saves by -3)

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Pink Magic Daimons:Dreq Rozë MagjikePainted in shades of pink and spread throughout all models

Horrors from Outer Space(šausmas no kosmosa)Pink Units have enhanced close combat statistics (Initiative and Attacks) and they pay a higher points cost to accommodate this. Also, they NEVER receive an Initiative or Attack Bonus when Charging; they already have it included in their stats! When declaring a Charge, Pink units must always charge the closest enemy unit.

Not from around Here: ALL Pink Magic Daimon Units have Magical Attacks

Pink Magic Daimon CORE Units:Pink Magic Fire Daimon: 11ptsT3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Daimon Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless

Pink Magic Melee Daimon: 7ptsT3, W1, S3, I7, A3, 5+ Dodge Save, Dauntless

Pink Magic Daimon Specialist Units:Limit of 27 Flying Manta Daimons, Firebrain Daimons

Pink Tormenter Daimon of Illusion: 8pts, Moves ‘10’T3, W1, S4, I5, A2, 5+ Dodge Save, 5+ Numb Save, Flyer, Dauntless

Flying Pink Manta Daimon: 20pts, Moves ‘12’T4, W2, S4, I5, A4, 5+ Dodge Save, 5+ Numb Save, Flyer, Dauntless, Weak against Spears, Fire attacks Pink Firebrain Daimon: 25pts, Moves ‘12’

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T4, W2, S5, I5, A3, 5+ Dodge Save, 5+ Numb Save, Armed with Daimon Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to Armour Saves), Fire attacks, Flyer, Dauntless

Pink Magic Daimon Heavy Units:Limit of 1 Magic Daimon OverlordLimit of 2 Winged Magic Daimon Princes, Illusion BehemothsLimit of 3 Daimon Chariots of Fire

Winged Pink Daimon Overlord of Magic: 232pts, Moves ‘10’- T6, W5, S6, I7, A6, 4+ Dodge Save, 5+ Numb Save, Flyer, Weak against Spears, Ignores Armour Saves in Close Combat, Magical Staff: (Auto, ‘24’, S8, 1 shot, Fire attack, Ignores Armour Saves), Shooting hits like Snipers

Winged Pink Daimon Prince of Illusion: 167ptsT5, W4, S6, I9, A6, 5+ Dodge Save, 5+ Numb Save, Moves ‘10’, Monstrous Hands: Ignores Armour Saves in Close Combat, Flyer, Weak against Spears, Dauntless Pink Magic Daimon Chariot of Fire: 92pts, Moves ‘9’T4, W4, S4, I5, A5, 5+ Dodge Save, D6 I8 S5 -2 to Armour Save hits on Charge ONLY then fights as normal, Fire attacks, Cavalry, Dauntless, Firebrain Rider has Daimon Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to Armour Saves) Can use this INSTEAD of its Close Combat attacks (I4 A4 S4 above), The 2 Flying Manta Daimons pulling the Chariot have S4, I4, A6 in total in Close Combat and the 3 Blue Horrors aboard have S3 I6 A6 in total in Close Combat

Pink Illusion Behemoth with Claws: 162ptsT13, W4, S6, I1, A5, 5+ Dodge Save, Ignores Armour Saves, Dauntless, Dogged, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Behemoth Breath: Auto, ‘9’ teardrop Flamethrower Template, S6, Reduces Armour Saves by -3)

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Blue Magic Daimons:Dreq Blu Magjike:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(Teleporter personal)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Not from around Here: ALL Magic Daimon Units have Magical Attacks

Blue Magic Daimon CORE Units:

Blue Magic Fire Daimon: 9ptsT3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Daimon Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless

Blue Magic Melee Daimon: 5ptsT3, W1, S3, I6, A2, 5+ Dodge Save, Dauntless

Blue Magic Daimon Specialist Units:Limit of 27 Flying Manta Daimons, Firebrain Daimons

Blue Tormenter Daimon of Illusion: 6pts, Moves ‘10’T3, W1, S4, I4, A1, 5+ Dodge Save, 5+ Numb Save, Flyer, Dauntless

Flying Blue Manta Daimon: 18pts, Moves ‘12’T4, W2, S4, I4, A3, 5+ Dodge Save, 5+ Numb Save, Flyer, Dauntless, Weak against Spears, Fire attacks

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Blue Firebrain Daimon: 23pts, Moves ‘12’T4, W2, S5, I4, A2, 5+ Dodge Save, 5+ Numb Save, Armed with Daimon Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to Armour Saves), Fire attacks, Flyer, Dauntless

Blue Magic Daimon Heavy Units:Limit of 1 Magic Daimon OverlordLimit of 2 Winged Magic Daimon Princes, Illusion BehemothsLimit of 3 Daimon Chariots of Fire

Winged Blue Daimon Overlord of Magic: 230pts, Moves ‘10’- T6, W5, S6, I6, A5, 4+ Dodge Save, 5+ Numb Save, Flyer, Weak against Spears, Ignores Armour Saves in Close Combat, Magical Staff: (Auto, ‘24’, S8, 1 shot, Fire attack, Ignores Armour Saves), Shooting hits like Snipers

Winged Blue Daimon Prince of Illusion: 165ptsT5, W4, S6, I8, A5, 5+ Dodge Save, 5+ Numb Save, Moves ‘10’, Monstrous Hands: Ignores Armour Saves in Close Combat, Flyer, Weak against Spears, Dauntless Blue Magic Daimon Chariot of Fire: 90pts, Moves ‘9’T4, W4, S4, I4, A4, 5+ Dodge Save, D6 I8 S5 -2 to Armour Save hits on Charge ONLY then fights as normal, Fire attacks, Cavalry, Dauntless, Firebrain Rider has Daimon Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to Armour Saves) Can use this INSTEAD of its Close Combat attacks (I4 A4 S4 above), The 2 Flying Manta Daimons pulling the Chariot have S4, I4, A6 in total in Close Combat and the 3 Blue Horrors aboard have S3 I6 A6 in total in Close Combat

Blue Illusion Behemoth with Claws: 160ptsT13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour Saves, Dauntless, Dogged, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Behemoth Breath: Auto, ‘9’ teardrop Flamethrower Template, S6, Reduces Armour Saves by -3)

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Tan Magic DaimonsDreq Cirk Magjike:Painted mainly in the colour Tan

Tan Reinforcements: Paratroopers(paratrupave)Tan Magic Daimon Reinforcements arrive as a ‘2’ circular blast template with the unit clumped into this small circle as much as possible. Nominate a location for the unit to arrive and then choose a direction and roll 2D6 and the unit will scatter this far away. If the unit touches a piece of terrain or a model (friendly or enemy), then each model in the unit rolls a D6. On the result of a ‘1’ then the model takes 1 unsaved wound automatically. Once the unit has been placed, it then functions as normal and can Link-Up Move, Shoot/Run, Charge.

Not from around Here: ALL Magic Daimon Units have Magical Attacks

Tan Magic Daimon CORE Units:

Tan Magic Fire Daimon: 9ptsT3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Daimon Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless

Tan Magic Melee Magic Daimon: 5ptsT3, W1, S3, I6, A2, 5+ Dodge Save, Dauntless

Tan Magic Daimon Specialist Units:Limit of 27 Flying Manta Daimons, Firebrain Daimons

Tan Tormenter Daimon of Illusion: 6pts, Moves ‘10’T3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, DauntlessFlying Tan Manta Daimon: 18pts, Moves ‘12’

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T4, W2, S4, I4, A3, 5+ Dodge Save, Flyer, Dauntless, Weak against Spears, Fire attacks

Tan Firebrain Daimon: 23pts, Moves ‘12’T4, W2, S5, I4, A2, 5+ Dodge Save, Armed with Daimon Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to Armour Saves), Fire attacks, Flyer, Dauntless

Tan Magic Daimon Heavy Units:Limit of 1 Magic Daimon OverlordLimit of 2 Winged Magic Daimon Princes, Illusion BehemothsLimit of 3 Daimon Chariots of Fire

Winged Tan Daimon Overlord of Magic: 230pts, Moves ‘10’- T6, W5, S6, I6, A5, 4+ Dodge Save, Flyer, Weak against Spears, Ignores Armour Saves in Close Combat, Magical Staff: (Auto, ‘24’, S8, 1 shot, Fire attack, Ignores Armour Saves), Shooting hits like Snipers

Winged Tan Daimon Prince of Illusion: 165ptsT5, W4, S6, I8, A5, 5+ Dodge Save, Moves ‘10’, Monstrous Hands: Ignores Armour Saves in Close Combat, Flyer, Weak against Spears, Dauntless Tan Magic Daimon Chariot of Fire: 90pts, Moves ‘9’T4, W4, S4, I4, A4, 5+ Dodge Save, D6 I8 S5 -2 to Armour Save hits on Charge ONLY then fights as normal, Fire attacks, Cavalry, Dauntless, Firebrain Rider has Daimon Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to Armour Saves) Can use this INSTEAD of its Close Combat attacks (I4 A4 S4 above), The 2 Flying Manta Daimons pulling the Chariot have S4, I4, A6 in total in Close Combat and the 3 Blue Horrors aboard have S3 I6 A6 in total in Close Combat

Tan Illusion Behemoth with Claws: 160ptsT13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour Saves, Dauntless, Dogged, Armed with Arm Cannon: Heavy,

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‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Behemoth Breath: Auto, ‘9’ teardrop Flamethrower Template, S6, Reduces Armour Saves by -3)

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Army of Darkness:Armijah Tumsas:

Anger of the Dead: (Dusmasmirušajiem)The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

Open Grave Policy: (atvērts kaps politika)Models with this rule add 1 Wound to their unit with every unsaved Wound caused or model destroyed in Close Combat (this includes unsaved wounds caused by winning a Close Combat). So for a 1 Wound model like a Night Zombie they would add 1 Night Zombie each time but a Base of Night Bats would recover lost Wounds or add a new Base/Bases of Night Bats with leftover Wounds. If multiple units with this rule win the same Close Combat, divide the wounds added between them as you see fit. For units with ranged weapons (e.g. Skeletons with Bows), the added models will join the unit immediately and will be able to fire in their next Shooting Phase.

For example, a unit of 10 Night Skeletons scores 5 unsaved wounds against 10 Kobolds with Spears (who have 1 wound each). This will add 5 Night Skeletons who will attack in the next Close Combat phase. The 5 remaining Kobolds fail their CCR and flee, which adds the other 5 Kobolds to the Night Skeleton unit, bringing it to a total of 20 Night Skeletons, all identically armed. This does not apply to excess wounds you that you have dealt (e.g. If your unit killed 3 Kobolds who had 1 Wound each and you dealt 30 unsaved wounds, you would gain 3 wounds for the unit and not 30!)

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Army of Darkness CORE Units: Night Zombie: 2ptsnakts garlaicīgsT3, W1, A1, S3, I0, No Save, Dauntless, Has -1 to Hit penalty in Close Combat always, Hungriest Dead (2x models per unsaved wound/model destroyed, just like Open Grave Policy above) Night Zombie with Club & Shield: 2ptsnakts zombiju ar klubu un vairoguT3, W1, S3, I0, A1, 6+ Armour Save, Reduces Armour Saves by -1, Dauntless, Has -1 to Hit penalty in Close Combat always, Open Grave Policy

Night Ghoul: 8ptsnakts vampīrsT4, W1, I3, S3, A2, No Save, Poisoned Attacks, Dauntless, Open Grave Policy

Hungry Ghoul: 9pts, Moves ‘9’izsalcis vampīrsT4, W1, S3, I4, A2, 6+ Dodge Save, Poisoned Attacks, +1 to Cover Saves, Open Grave Policy (as the carnage they cause increases, more Hungry Ghouls are drawn to the site to feast on their enemies), NOT Dauntless

Night Wolf: 6pts, Moves ‘9’nakts vilksT3, W1, S3, I3, A2, No Save, Charges ‘9’, Dauntless, Open Grave Policy, Ambush

Night Skeleton with Sword & Shield: 2ptsnakts skelets ar zobenu un vairoguT3, W1, S3, I2, A1, 5+ Armour Save, Dauntless, Open Grave Policy, Re-rolls misses, Has -1 to Hit penalty in Close Combat always

Night Skeleton with Axe & Shield : 2pts

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nakts skelets ar cirvi un vairoguT3, W1, S3, I2, A1, 5+ Armour Save, Dauntless, Open Grave Policy, -2 to Numb Saves, Has -1 to Hit penalty in Close Combat always

Night Skeleton with 2H Scythe : 3ptsnakts skelets ar divroku izkaptsT3, W1, S5, I0, A1, 6+ Armour Save, Dauntless, Open Grave Policy, -2 to Armour Saves, Has -1 to Hit penalty in Close Combat always

Night Skeleton with Spear & Shield: 2ptsnakts skelets ar šķēps un vairoguT3, W1, S3, I3, A1, 5+ Armour Save, Dauntless, Open Grave Policy, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Night Bats: 10pts per Base, Moves ‘9’nakts nūjasT2, W4, S2, I4, A5, 6+ Dodge Save, Dauntless, Open Grave Policy, +1 to Cover Saves when in Cover, re-rolls misses, Suffers double Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could also come from exploding Terrain), immune to ‘Stronger Than’ rule,

Night Skeleton with Bow: 2ptsnakts skelets ar priekšgalaT3, W1, S3, I2, A1, No Save, Dauntless, Open Grave Policy, Reflex Shots (S3), Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Night Skeleton with Crossbow: 3ptsnakts skelets ar stopsT3, W1, S3, I2, A1, No Save, Dauntless, Open Grave Policy, Reflex Shots (S4, -1 to Armour Saves), Has -1 to Hit penalty in Shooting, Reflex and Close Combat alwaysArmoured Night Skeleton w/ Halberd & Shield: 4ptsbruņu nakts skelets ar halberd un vairogu

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T3, W1, S4, I2, A1, 4+ Armour Save, -1 to Armour Save, Dauntless, Open Grave Policy, Has -1 to Hit penalty in Close Combat always

Army of Darkness Specialist Units: Limit of 40 Giant Bats of the Night (4 Units)Limit of 12 Death CartsLimit of 40 Night Mummies (4 Units)Limit of 8 Night Skeleton Chariots (4 Units)Limit of 80 Night Skeleton Lancers (4 Units)Limit of 80 Dead Knights with Halberds (4 Units)Limit of 80 Dead Knights with Swords (4 Units)Limit of 120 Night Ghosts (4 Units)Limit of 40 Spectre Host Bases (4 Units)Limit of 40 Giant Night Ghouls (4 Units)Limit of 40 Winged Vyres (4 Units)Limit of 40 Mounted Reaper Wraiths (4 Units)Limit of 40 Royal Gargoyles with Twin Swords (4 Units)

Giant Bat of the Night: 7pts, Moves ‘10’ milzu bat naktsT3, W2, S3, I3, A2, 6+ Dodge Save, Flyers, Dauntless, Open Grave Policy

Death Cart: 75ptsnāve grozsT4, W3, S3, I2, A7, 5+ Armour Save, 4+ Numb Save, Deathly Vibrant: All Army of Darkness units within ‘6’ of the Corpse Cart have I9, Dauntless, For each Unsaved wound caused, it gains back 1 Wound, up to its original 3 Wounds at the most.

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Night Mummy with 2 Handed Weapon: 40ptsnakts māmiņa ar divroku ierocisT5, W4, A2, S6, I0, 6+ Armour Save, Slow, Dauntless, Weak against Fire (due to being wrapped in bandages), -3 to Armour Saves

Night Skeleton Chariot: 48pts, Moves ‘9’, Units of 1 – 3 nakts skelets kaujas ratiT4, W3, S3, I2, A4, 5+ Armour Save, Dauntless, Cavalry, D6 I8 S5 -2 to Armour Save Impact Hits on Charge ONLY, The A4 I2 S3 comes from the 2 Skeleton Charioteers with Bows (Reflex Shots S3) and Ghostly Steeds, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Night Skeleton Horseman with Lance & Shield: 12ptsnakts skelets jātnieks ar šķēpu un vairoguT4, W1, S3, I2, A1, 4+ Armour Save, Dauntless, Cavalry, S5 -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A2 S3 before AND after first Charge, Ghostly Steeds (Ignores Terrain when Moving & Running but not when Charging as this would knock the Rider off), Has -1 to Hit penalty in Close Combat

Dead Knight with Halberd & Shield: 12ptsmiris bruņinieks ar Ava un vairoguT4, W1, S5, I3, A1, 4+ Armour Save, -1 to Armour Saves, Death Strike, Dauntless, Magical Attacks

Dead Knight with Sword & Shield: 12ptsmiris bruņinieks ar zobenu un vairoguT4, W1, S4, I3, A1, 4+ Armour Save, Deals 2 wounds for each unsaved wound, Re-rolls misses, Dauntless, Magical Attacks, Death Strike

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Night Ghost: 6ptsnakts spokuT3, W1, S3, I3, A1, 4+ Numb Save, Spirits: Close Combat & Shooting Attacks will only Wound them on a 6 EXCEPT any Electric, Fire and Magical attacks will affect them as they normally would and Immune to Poisoned Attacks of all kinds UNLESS they are Magical Ethereal: Ignores all Terrain when Moving at ANY time & Charging, Dauntless, Open Grave Policy, Magical Attacks, Re-rolls misses in Close Combat

Mounted Dead Knight with Lance & Shield: 20ptsuzstādīts miris bruņinieks ar šķēpu un vairoguT4, W1, S4, I3, A1, 2+ Armour, Cavalry, Ghostly Steeds: Ignores Terrain when Moving & Running but not when Charging as this would knock the Rider off), Dauntless, S6 -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Magical Attacks, Death Strike

Spectre Hosts: 25pts per Base, Moves ‘10’rēgs saimniekiemT3, W4, S3, I1, A4, 4+ Numb Save, Spirits, Ignores all Terrain when Moving at ANY time & Charging, Dauntless, Open Grave Policy, Magical Attacks, Re-rolls misses

Giant Night Ghoul: 38pts, Moves ‘9’milzu nakts vampīrsT5, W3, I3, S5, A3, 5+ Numb Save, Poisoned Attacks, Dauntless, -1 to Armour Saves, re-rolls Run and Victory Run moves

Winged Vyre: 46pts, Moves ‘12’ spārnotais vyreT4, W3, S5, I4, A4, 4+ Dodge Save, Flyers, Dauntless, -1 to Armour Saves, Runs D6+3 in Shooting phase and in Victory Run moves

Mounted Reaper Wraith with Scythe: 30pts, Moves ‘12’

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uzstādīts pļāvējs gars ar izkaptiT4, W2, S5, I2, A1, 4+ Numb Save, Spirits, Dauntless, Cavalry, Attacks are Magical and Fire but enemy units who resist Fire (e.g. Clay units) will be affected by the normal Magical attacks, Ignores all Terrain when Moving at ANY time & Charging, Ignores Armour Saves in Close Combat, Passing Through: Can move through enemy units when allowed to move (i.e. Reinforcement, Movement or Shooting Phase or Victory Run) and deals a total of 1 Strength 5 hit per Reaper Wraith which ignores Armour Saves. The enemy unit/units will get 1 Reflex Shot each if they have Electric, Fire or Magical attacks available in Shooting or Close Combat.Royal Gargoyle with Twin Swords: 80pts, Moves ‘10’royal notekcaurule ar dubulto zobenuT5, W4, I4, S5, A4, 4+ Armour Save, 5+ Dodge Save, Flyers, Dauntless, Death Strike, -2 to Armour Saves, +1 to hit Bonus in Close Combat

Army of Darkness Heavy Units: Limit of 40 Vyre Knights (2 Units)Limit of 2 Werewolves with Bat Wings, Reaper CoachesLimit of 24 Night Wraiths + 6 Night BansheesLimit of 2 Bone Kings on Skeleton Dragons (can be without Bone King)Limit of 2 Vyre Lords on Dead Dragons (can be without Vyre Lord)Limit of 4 Vyre Thrones of the NightLimit of 2 Spirit Engines of the DeadLimit of 40 Royal Gargoyles with Halberds (2 Units)

Vyre Knight with Lance & Shield: 55ptsvyre bruņinieks ar šķēpu un vairoguT5, W1, S5, I5, A3, 1+ Armour Save, Cavalry, Dauntless, S7 -3 to Armour Saves on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A3 S5 -2 to Armour Saves before AND after first Charge, +1 to hit Bonus in Close Combat

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Werewolf with Bat Wings: 100pts, Moves ‘9’vilkacis ar sikspārņu spārniemT5, W4, S5, I2, A5, 4+ Numb Save, Re-rolls misses, Dauntless, Weak against Spears, Reduces Armour Saves by -1, +1 to hit Bonus in Close Combat

Reaper Coach: 150ptspļāvējs trenerisT6, W4, S5, I0, A3, 4+ Dodge Save, 3+ Armour Save, Wraith Driver is the S5 I0 A3 and Reduces Armour Saves by -2, Reaper Coach AND Wraith have Death Strike, Causes D6+1 I8 S5 -2 to Armour Save impact Hits on Charge ONLY, Cavalry, Dauntless, Re-rolls misses, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging

Night Wraith with Scythe: 25pts, Moves ‘9’nakts gars ar izkaptiT3, W2, S5, I0, A3, 4+ Numb Save, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging, -2 to Armour Saves

Night Banshee: 50pts, Moves ‘9’ nakts BansheeT3, W2, S3, I3, A2, 4+ Numb Save, Part of Night Wraith Unit, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging Re-rolls misses in Close Combat (Sword), Armed with Ghostly Howl: Automatic, ‘8’, can be used as Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit rolls 2D6 and suffers 1 Wound for each point they lost by which Ignores Armour, Reflex Shots (Ghostly Howl). Dauntless models are immune to Ghostly Howl and Diehards roll 3D6 instead of 2D6Bone King on Skeleton Dragon: 485pts, Moves ‘10’kaulu karalis skeletu pūķisT5, W3, S5, I8, A5, 3+ Numb Save, Re-rolls misses, Dauntless, Weak against Spears, Reduces Armour Saves by -1, Poisoned Attacks, +1 to hit Bonus in Close Combat; Skeleton Dragon is T6, W6, S5, I3, A4, 5+ Dodge Save, 6+

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Numb Save, -1 to Armour Saves, Bone Scream: Works exactly like ‘Ghostly Howl’, but add the amount of Wounds that the Skeletal Dragon has (i.e. 1 – 6) to the Dragon’s score. Enemy units can target either the Bone King or the Dragon at any time, and any attacks with a template (teardrop or Blast) will hit both the Bone King AND the Dragon. Batty Batty: If the Skeleton Dragon is destroyed, it is replaced by 1 Night Bat base which deals 3D6 attacks to the enemy unit which destroyed it (if it was slain in Close Combat or by Reflex Shots, as the bats descend upon them). If the Dragon is slain then the Bone King is placed on the table (in Close Combat if the Dragon was slain there) and can be represented by a Giant Night Ghoul if available.

Skeleton Dragon (without Bone King): 225ptsskelets pūķis (bez kaula karalis)Moves ‘10’, T6, W6, S5, I3, A4, 5+ Dodge Save, 6+ Numb Save, Dauntless, Weak against Spears, Poisoned Attacks, Reduces Armour Saves by -1, Bone Scream: Works exactly like ‘Ghostly Howl’, but add the amount of Wounds that the Skeletal Dragon has (i.e. 1 – 6) to the Dragon’s score, Batty Batty: If the Skeleton Dragon is destroyed, it is replaced by 1 Night Bat base which deals 3D6 attacks to the enemy unit which destroyed it (if it was slain in Close Combat or by Reflex Shots, as the bats descend upon them)

Vyre Lord on Dead Dragon: 465pts, Moves ‘10’vyre lord par mirušu pūķisT5, W3, S5, I7, A5, 4+ Numb Save, Re-rolls misses, Dauntless, Weak against Spears, Reduces Armour Saves by -1, +1 to hit Bonus in Close Combat, Armed with a Lance that can be used on the first charge ONLY: S7, A6, -4 to Armour Saves, can still use the Lance after the Dragon has been slain if the Lance has not been used already; Dead Dragon moves ‘10’, T6, W6, S6, I2, A5, 5+ Dodge Save, 6+ Numb Save, Dauntless, Weak against Spears, Poisoned Attacks, Reduces Armour Saves by -2, Death Breath: Auto, ‘9’ teardrop flamethrower template, S2, -3 to Armour Saves, can be used in Close Combat instead of Close

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Combat attacks, Reflex Shots (Death Breath), Plague of Flies: Enemy units have -1 to hit penalty against them in Shooting, Close Combat and Reflex Shots, works exactly like Seeing Shadows. Enemy units can target either the Bone King or the Dragon at any time, and any attacks with a template (teardrop or Blast) will hit both the Vyre Lord AND the Dragon. If the Dragon is slain then the Vyre Lord is placed on the table (in Close Combat if the Dragon was slain there) and can be represented by a Vyre Knight if available, as he summons a nightmarish mount to ride upon and becomes Cavalry.

Dead Dragon (without Vyre Lord): 245pts, Moves ‘10’miris pūķis (bez vyre Lord)T6, W6, S6, I2, A5, 5+ Dodge Save, 6+ Numb Save, Dauntless, Weak against Spears, Poisoned Attacks, Reduces Armour Saves by -2, Death Breath: Auto, ‘9’ teardrop flamethrower template, S2, -3 to Armour Saves, can be used in Close Combat instead of Close Combat attacks, Reflex Shots (Death Breath), Cloud of Flies: Enemy units have -1 to hit penalty against them in Shooting, Close Combat and Reflex Shots

Vyre Throne of the Night: 230pts, Moves ‘9’vyre tronis nakts T5, W5, S5, I0, A3, 4+ Dodge Save, 5+ Armour Save, Vyre Maidens are S5 I9 A4 in total and +1 to hit Bonus in Close Combat, A6 on the Charge and Reduces Armour Saves by -1 in Close Combat, Spectre Host is S3 I1 A7 and re-rolls misses, Throne Causes D6+1 I8 S5 -2 to Armour Save impact Hits on Charge ONLY, Cavalry, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging, Beauty Pageant: The Vyre Maidens entice enemy units that attempt to attack the Vyre Throne in Shooting, Close Combat or Reflex Shots and causes them to have a -2 to hit penalty against the Vyre Throne. Also, a 1 to hit (even after a re-roll if the unit can re-roll misses) will result in that attack being dealt to its own unit. Similarly, if artillery score a Misfire by rolling a ‘1’ after targeting a Vyre

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Throne, the Crew will attack each other and deal 1 hit each per model at their Strength value.

Spirit Engine of the Dead: 220pts, Moves ‘9’gars dzinējsmirušajiemT5, W5, S3, I1, A7, 4+ Numb Save, 5+ Armour Save, Night Banshee Trio is S3 I3 A9 in total in Close Combat and re-rolls misses, Spectre Host is S3 I1 A7 above and re-rolls misses, Spirit Engine Causes D6+1 I8 S5 -2 to Armour Save impact Hits on Charge ONLY, Cavalry, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging, Armed with Ghostly Howl: Automatic, ‘8’, can be used as Close Combat Attack by Banshee Trio- Banshee rolls 2D6 + 6 (higher due to there being 3 Banshees), Enemy unit rolls 2D6 and suffers 1 Wound for each point they lost by which Ignores Armour, Reflex Shots (Ghostly Howl). Dauntless models are immune to Ghostly Howl and Diehards roll 3D6 instead of 2D6, Death Warmed Up: The Necromancer aboard the Spirit Engine rolls 2D6 at the start of each Shooting Phase and adds his own turn number (e.g. 1 – 6) to the result, all friendly Army of Darkness units get +1 to their Dodge Save, gaining a 6+ Dodge if they had none already. Additionally, from Turns 3 – 6, the Necromancer gains the Death Stare attack, which will NOT disrupt ‘Death Warmed Up’ and will target ALL enemy units within range: Auto, ‘10’, S4, Magical, deals 10 hits, even affects units in Close Combat and can be used in Close Combat.

Royal Gargoyle with Halberd: 90pts, Moves ‘10’royal notekcaurule ar AvaT5, W4, I4, S6, A3, 4+ Armour Save, 5+ Dodge Save, Flyers, Dauntless, Death Strike, -3 to Armour Saves, +1 to hit Bonus in Close Combat

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Turq Army of Darkness:Turq Armija Tumsas:Painted mainly in shades of Turquoise

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

Hungry Dead:(izsalcis miris)Models with this rule add 1 Model to their unit with every unsaved Wound caused or model destroyed in Close Combat. This does not apply to excess wounds (e.g. If your unit killed 3 artillery crew who had 1 Wound each and you dealt 30 unsaved wounds, you would gain 3 wounds for the unit and not 30!)

DauntlessALL Turq Army of Darkness 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 Army of Darkness CORE Units:

Turq Hungry Ghoul: 9pts, Moves ‘12’T4, W1, S3, I4, A2, 5+ Dodge Save, Poisoned Attacks, Hungry Dead

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Turq Army of Darkness Specialist Units: Limit of 120 Night Ghosts (4 Units)Limit of 40 Spectre Host Bases (4 Units)Limit of 40 Mounted Reaper Wraiths (4 Units)

Turq Night Ghost: 6pts, Moves ‘9’T3, W1, S3, I3, A1, 4+ Numb Save, Spirits: Close Combat & Shooting Attacks will only Wound them on a 6 EXCEPT Electric and Magical attacks (Fireball is Magical & Fire) affect them as they normally would and Immune to Poisoned Attacks of all kinds UNLESS they are Magical, Ethereal: Ignores all Terrain when Moving at ANY time & Charging, Dauntless, Hungry Dead, Magical Attacks, Re-rolls misses in Close Combat

Turq Spectre Hosts: 25pts per Base, Moves ‘12’T3, W4, S3, I1, A4, 4+ Numb Save, Spirits, Ignores all Terrain when Moving at ANY time & Charging, Dauntless, Open Grave Policy, Magical Attacks, Re-rolls misses

Turq Army of Darkness Heavy Units: Limit of 18 Night Wraiths + 2 Night Banshees (2 Units)Limit of 2 Spirit Engines of the Dead

Mounted Turq Reaper Wraith with Scythe: 30pts, Moves ‘12’, T4, W2, S5, I2, A1, 4+ Numb Save, Spirits, Dauntless, Cavalry, Attacks are Magical and Fire but enemy units who resist Fire (e.g. Clay units) will be affected by the normal Magical attacks, Ignores all Terrain when Moving at ANY time & Charging, Can re-roll Run and Victory Run moves, Ignores Armour Saves in Close Combat, Passing Through: Can move through enemy units when allowed to move (i.e. Reinforcement, Movement or Shooting Phase or Victory Run) and deals a total of 1 Strength 5 hit per Reaper Wraith which ignores Armour Saves. The enemy unit/units will get 1 Reflex Shot each if they have Electric, Fire or Magical attacks available in Shooting or Close Combat.

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Turq Night Wraith with Scythe: 25pts, Moves ‘12’T3, W2, S5, I0, A3, 4+ Numb Save, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging Turq Night Banshee: 50pts, Moves ‘9’ T3, W2, S3, I3, A1, 6+ Dodge Save, Part of Night Wraith Unit, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging Armed with Ghostly Howl: Automatic, ‘8’, can be used as Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit rolls 2D6 and suffers 1 Wound for each point they lost by which Ignores Armour, Reflex Shots (Ghostly Howl). Dauntless models are immune to Ghostly Howl and Diehards roll 3D6 instead of 2D6

Turq Spirit Engine of the Dead: 220pts, Moves ‘12’T5, W5, S3, I1, A7, 4+ Numb Save, 5+ Armour Save, Night Banshee Trio is S3 I3 A9 in total in Close Combat and re-rolls misses, Spectre Host is S3 I1 A7 above and re-rolls misses, Spirit Engine Causes D6+1 I8 S5 -2 to Armour Save impact Hits on Charge ONLY, Cavalry, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging, Can re-roll Run and Victory Run moves, Armed with Ghostly Howl: Automatic, ‘8’, can be used as Close Combat Attack by Banshee Trio- Banshee rolls 2D6 + 6 (higher due to there being 3 Banshees), Enemy unit rolls 2D6 and suffers 1 Wound for each point they lost by which Ignores Armour, Reflex Shots (Ghostly Howl). Dauntless models are immune to Ghostly Howl and Diehards roll 3D6 instead of 2D6, Death Warmed Up: The Necromancer aboard the Spirit Engine rolls 2D6 at the start of each Shooting Phase and adds his own turn number (e.g. 1 – 6) to the result, all friendly Army of Darkness units get +1 to their Dodge Save, gaining a 6+ Dodge if they had none already. Additionally, from Turns 3 – 6, the Necromancer gains the Death Stare attack, which will NOT disrupt ‘Death Warmed Up’ and will target ALL enemy

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units within range: Auto, ‘10’, S4, Magical, deals 10 hits, even affects units in Close Combat and can be used in Close Combat.

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Blue Army of Darkness:Zils Armija Tumsas:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(personiskā teleporter)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Hungry Dead:Models with this rule add 1 Model to their unit with every unsaved Wound caused or model destroyed in Close Combat. This does not apply to excess wounds (e.g. If your unit killed 3 artillery crew who had 1 Wound each and you dealt 30 unsaved wounds, you would gain 3 wounds for the unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

Blue Army of Darkness CORE Units:

Blue Night Ghoul: 8ptsT4, W1, I3, S3, A2, 5+ Numb Save, Poisoned Attacks, Dauntless, Hungry Dead

Blue Night Zombie: 2ptsT3, W1, S3, I0, A1, 5+ Numb Save, Dauntless, Has -1 to Hit penalty in Close Combat always, Hungry Dead

Blue Army of Darkness Specialist Units: Limit of 120 Night Ghosts (4 Units)Limit of 40 Spectre Host Bases (4 Units)

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Limit of 40 Giant Night Ghouls

Blue Night Ghost: 6ptsT3, W1, S3, I3, A1, 3+ Numb Save, Spirits: Close Combat & Shooting Attacks will only Wound them on a 6 EXCEPT Electric and Magical attacks (Fireball is Magical & Fire) affect them as they normally would and Immune to Poisoned Attacks of all kinds UNLESS they are Magical, Ignores all Terrain when Moving at ANY time & Charging, Dauntless, Magical Attacks, Hungry Dead, Re-rolls misses in Close Combat

Blue Spectre Hosts: 25pts per Base, Moves ‘10’T3, W4, S3, I1, A4, 3+ Numb Save, Spirits, Ignores all Terrain when Moving at ANY time & Charging, Dauntless, Magical Attacks, Re-rolls misses

Giant Blue Night Ghoul: 38pts, Moves ‘9’T5, W3, I3, S5, A3, 4+ Numb Save, Poisoned Attacks, Dauntless, -1 to Armour Saves

Blue Army of Darkness Heavy Units: Limit of 18 Night Wraiths + 2 Night Banshees (2 Units)

Blue Night Wraith with Scythe: 25pts, Moves ‘9’T3, W2, S5, I0, A3, 3+ Numb Save, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging Blue Night Banshee: 50pts, Moves ‘9’ T3, W2, S3, I3, A1, 3+ Numb Save, Part of Night Wraith Unit, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging Armed with Ghostly Howl: Automatic, ‘8’, can be used as Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit rolls 2D6 and suffers 1 Wound for each point they lost by which Ignores Armour, Dauntless models are immune to Ghostly Howl and Diehards roll 3D6 instead of 2D6

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Green Army of Darkness:Zaļš Armija Tumsas:Painted mainly in Greens, lighter or darker but distinct from greens of the Swamp Armies

Deadly Accurate(nāvējoši precīza)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.

Hungry Dead:Models with this rule add 1 Model to their unit with every unsaved Wound caused or model destroyed in Close Combat. This does not apply to excess wounds (e.g. If your unit killed 3 artillery crew who had 1 Wound each and you dealt 30 unsaved wounds, you would gain 3 wounds for the unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

Green Army of Darkness CORE Units: Green Night Zombie with Club & Shield: 2ptsT3, W1, S3, I0, A1, 6+ Armour Save, Reduces Armour Saves by -1, Dauntless, Has -1 to Hit penalty in Close Combat always, Hungry Dead

Green Hungry Ghoul: 9pts, Moves ‘9’T4, W1, S3, I4, A2, 6+ Dodge Save, Poisoned Attacks, Hungry Dead

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Green Army of Darkness Heavy Units: Limit of 18 Night Wraiths + 2 Night Banshees (2 Units)

Green Night Wraith with Scythe: 25pts, Moves ‘9’T3, W2, S5, I0, A3, 4+ Numb Save, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging

Green Night Banshee: 50pts, Moves ‘9’ T3, W2, S3, I3, A1, 4+ Numb Save, Part of Night Wraith Unit, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging Armed with Ghostly Howl: Automatic, ‘8’, can be used as Close Combat Attack- Banshee rolls 3D6 + 2 (3D6 due to ‘Deadly Accurate’), Enemy unit rolls 2D6 and suffers 1 Wound for each point they lost by which Ignores Armour, Dauntless models are immune to Ghostly Howl and Diehards roll 3D6 instead of 2D6

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Tan Army of Darkness:Dzeltenbrūns Armija Tumsas:Painted mainly in the colour Tan or Flesh

Tan Reinforcements: Paratroopers(Desantēšanai)Tan Army of Darkness Reinforcements arrive as a ‘2’ circular blast template with the unit clumped into this small circle as much as possible. Nominate a location for the unit to arrive and then choose a direction and roll 2D6 and the unit will scatter this far away. If the unit touches a piece of terrain or a model (friendly or enemy), then each model in the unit rolls a D6. On the result of a ‘1’ then the model takes 1 unsaved wound automatically. Once the unit has been placed, it then functions as normal and can Link-Up Move, Shoot/Run, Charge.

Hungry Dead:Models with this rule add 1 Model to their unit with every unsaved Wound caused or model destroyed in Close Combat. This does not apply to excess wounds (e.g. If your unit killed 3 artillery crew who had 1 Wound each and you dealt 30 unsaved wounds, you would gain 3 wounds for the unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

Tan Army of Darkness CORE Units: Tan Night Zombie: 2ptsT3, W1, A1, S3, I1, No Save, Dauntless, Has -1 to Hit penalty in Close Combat always, Hungry Dead Tan Hungry Ghoul: 9pts, Moves ‘9’

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T4, W1, S3, I4, A2, 5+ Dodge Save, Poisoned Attacks, Hungry Dead

Tan Army of Darkness Specialist Units: Limit of 40 Winged Vyres

Tan Winged Vyre: 46pts, Moves ‘12’ T4, W3, S5, I4, A4, 3+ Dodge Save, Flyers, Dauntless, -1 to Armour Saves

Tan Army of Darkness Heavy Units: Limit of 2 Werewolves with Bat Wings

Tan Werewolf with Bat Wings: 100pts, Moves ‘9’T5, W4, S5, I2, A5, 4+ Numb Save, 5+ Dodge Save, Re-rolls misses, Dauntless, Weak against Spears, Reduces Armour Saves by -1

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Swamp Army of Darkness:Purvs Armija Tumsas:Painted mainly in Sea Greens, Hookers Green and lightly painted off-Greens distinct from greens of the Green Armies

Slow: (Lēni)All Swamp units move like ALWAYS 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)

Uninhibited:(Nesavaldīgs)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.

Hungry Dead:Models with this rule add 1 Model to their unit with every unsaved Wound caused or model destroyed in Close Combat. This does not apply to excess wounds (e.g. If your unit killed 3 artillery crew who had 1 Wound each and you dealt 30 unsaved wounds, you would gain 3 wounds for the unit and not 30!).

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Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

Swamp Army of Darkness CORE Units: Swamp Night Ghoul: 8ptsT4, W1, I3, S3, A2, 5+ Numb Save, Poisoned Attacks, Dauntless, Slow, Uninhibited, Hungry Dead

Swamp Night Skeleton with Crossbow: 3ptsT3, W1, S3, I2, A1, 5+ Numb Save, Dauntless, Dogged, Hungry Dead, Slow, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always

Swamp Army of Darkness Specialist Units: Limit of 40 Giant Night Ghouls

Giant Swamp Night Ghoul: 38pts, Moves ‘6’T5, W3, I3, S5, A3, 4+ Numb Save, Poisoned Attacks, Dauntless, Uninhibited, -1 to Armour Saves

Swamp Army of Darkness Heavy Units: Limit of 2 Werewolves with Bat Wings

Swamp Werewolf with Bat Wings: 100pts, Moves ‘6’T5, W4, S5, I2, A5, 3+ Numb Save, Re-rolls misses, Dauntless, Uninhibited, Weak against Spears, Reduces Armour Saves by -1

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Royalist Army of Darkness:Rojālists Armija Tumsas: Painted mainly in Whites

Volley Fire(Volley uguns)Models with ranged weapons (Automatic or Fast Fire) often have the ability to fire 2 shots instead of 1 in the Shooting Phase, even at maximum range. Models who have this will always have it included in the unit’s statistics.

Entrench(ierakties)Models with ranged weapons (Automatic or Fast Fire) often get Reflex Shots whenever charged by an Enemy Unit while in Cover. This will also always be included in the unit’s statistics.

Dead Shots:(Miris šāvienu)Models with this rule add 1 Model to their unit with every unsaved Wound caused or model destroyed in Shooting or Reflex Shots. This does not apply to excess wounds (e.g. If your unit killed 3 Kobolds with their missile weapons who had 1 Wound each and you dealt 20 unsaved wounds, you would gain 3 wounds for the unit and not 20!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

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Royalist Army of Darkness CORE Units:

Royalist Night Skeleton with Bow: 2ptsT3, W1, S3, I2, A1, 6+ Armour Save, Dauntless, Dead Shots, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always, Volley Fire (Fires 2 Shots in Shooting Phase), EntrenchRoyalist Night Skeleton with Crossbow : 3ptsT3, W1, S3, I2, A1, 6+ Armour Save, Dauntless, Dead Shots, Has -1 to Hit penalty in Shooting, Reflex and Close Combat always, Volley Fire (Fires 2 Shots in Shooting Phase), Entrench

Royalist Army of Darkness Heavy Units: Limit of 6 Night Banshees

Royalist Night Banshee: 50pts, Moves ‘9’ T3, W2, S3, I3, A1, 4+ Numb Save, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging Armed with Ghostly Howl: Automatic, ‘8’, can be used as Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit rolls 2D6 and suffers 1 Wound for each point they lost by which Ignores Armour, Dauntless models are immune to Ghostly Howl and Diehards roll 3D6 instead of 2D6, Volley Scream (Ghostly Howl is used 2x in Shooting Phase instead of once), Entrench (Ghostly Howl)

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Purple Army of Darkness:Violeta Armija Tumsas:Painted mainly in all shades of Purple

Sands of Time(Smiltis Laika)Purple Army of Darkness Models can re-roll misses once in Shooting and Close Combat. Guess weapons (Cannons, Mortars) and Bazookas are an exception to this rule. Any model which cannot re-roll misses will have this included in their stats and, as always, Reflex Shots cannot ever re-roll misses

Hungry Dead:Models with this rule add 1 Model to their unit with every unsaved Wound caused or model destroyed in Close Combat. This does not apply to excess wounds (e.g. If your unit killed 3 artillery crew who had 1 Wound each and you dealt 30 unsaved wounds, you would gain 3 wounds for the unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

Purple Army of Darkness CORE Units: Purple Night Zombie: 2ptsT3, W1, A1, S3, I0, No Save, Dauntless, Has -1 to Hit penalty in Close Combat always, Hungry Dead, Re-rolls misses Purple Night Wolf: 6pts, Moves ‘9’T3, W1, S3, I3, A2, 5+ Dodge Save, Charges ‘9’, Dauntless, Hungry Dead, Re-rolls misses

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Purple Army of Darkness Specialist Units: Limit of 80 Dead Knights with Swords (4 Units)Limit of 80 Mounted Dead Knights with Lances (4 Units)Limit of 40 Royal Gargoyles with Twin Swords (4 Units)

Purple Dead Knight with Sword & Shield: 12ptsT4, W1, S4, I3, A1, 4+ Armour Save, 5+ Dodge Save, Deals 2 wounds for each unsaved wound, Re-rolls misses, Dauntless, Magical Attacks

Mounted Purple Dead Knight with Lance & Shield: 20pts- T4, W1, S4, I3, A1, 2+ Armour, 5+ Dodge Save, Cavalry, Ghostly Steeds: Ignores Terrain when Moving & Running but not when Charging as this would knock the Rider off), Dauntless, S6 -2 to Armour Saves and re-rolls misses on first Charge ONLY, Uses Sword at ALL other times and can re-roll misses: A1 S4 before AND after first Charge, Magical Attacks

Mounted Purple Reaper Wraith with Scythe: 30pts, Moves ‘12’, T4, W2, S5, I2, A1, 4+ Numb Save, 5+ Dodge Save, Spirits, Cavalry, Attacks are Magical and Fire but enemy units who resist Fire (e.g. Clay units) will be affected by the normal Magical attacks, Ignores all Terrain when Moving at ANY time & Charging, Ignores Armour Saves in Close Combat, Re-rolls misses, Passing Through: Can move through enemy units when allowed to move (i.e. Reinforcement, Movement or Shooting Phase or Victory Run) and deals a total of 1 Strength 5 hit per Reaper Wraith which ignores Armour Saves. The affected enemy unit/units will get 1 Reflex Shot each if they have Electric, Fire or Magical attacks available in Shooting or Close Combat.

Royal Gargoyle with Twin Swords: 80pts, Moves ‘10’T5, W4, I4, S5, A4, 5+ Armour Save, 4+ Dodge Save, Flyers, Dauntless, Death Strike, -1 to Armour Saves

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Purple Army of Darkness Heavy Units: Limit of 18 Night Wraiths + 2 Night Banshees (2 Units)Limit of 40 Royal Gargoyles with Halberds (4 Units)

Purple Night Wraith with Scythe: 25pts, Moves ‘9’T3, W2, S5, I0, A3, 4+ Numb Save, 5+ Dodge Save, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging, Re-rolls misses Purple Night Banshee: 50pts, Moves ‘9’ T3, W2, S3, I3, A1, 4+ Numb Save, 5+ Dodge Save, Part of Night Wraith Unit, Spirits, Dauntless, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging Armed with Ghostly Howl: Automatic, ‘8’, can be used as Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit rolls 2D6 and suffers 1 Wound for each point they lost by which Ignores Armour, Dauntless models are immune to Ghostly Howl and Diehards roll 3D6 instead of 2D6. Banshee Can re-roll 2D6 + 2 due to ‘Sands of Time’

Purple Royal Gargoyle with Halberd: 90pts, Moves ‘10’T5, W4, I4, S6, A3, 5+ Armour Save, 4+ Dodge Save, Flyers, Dauntless, Death Strike, -2 to Armour Saves

Shadow Army of Darkness:Ēna Armija Tumsas:

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Painted mainly in Black colours

Seeing Shadows(redzēt ēnas)Shadow Army of Darkness models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Bezbailīgs)ALL Shadow Army of Darkness 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)

Hungry Dead:Models with this rule add 1 Model to their unit with every unsaved Wound caused or model destroyed in Close Combat. This does not apply to excess wounds (e.g. If your unit killed 3 artillery crew who had 1 Wound each and you dealt 30 unsaved wounds, you would gain 3 wounds for the unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

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Shadow Army of Darkness CORE Units:

Shadow Night Wolf: 6pts, Moves ‘9’T3, W1, S3, I3, A2, No Save, Charges ‘9’, Hungry Dead

Shadow Night Bats: 10pts per Base, Moves ‘9’T2, W4, S2, I4, A5, 6+ Dodge Save, +1 to Cover Saves when in Cover, re-rolls misses, Suffers double Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could also come from exploding Terrain), immune to ‘Stronger Than’ rule.

Shadow Armoured Night Skeleton w/ Halberd & Shield: 4pts- T3, W1, S4, I2, A1, 4+ Armour Save, -1 to Armour Save, Hungry Dead, Has -1 to Hit penalty in Close Combat always

Shadow Night Zombie: 2ptsT3, W1, S3, I0, A1, No Save, Dauntless, Has -1 to Hit penalty in Close Combat always, Hungry Dead

Shadow Army of Darkness Specialist Units: Limit of 40 Giant Bats of the Night (4 Units)Limit of 80 Dead Knights with Halberds (4 Units)Limit of 120 Night Ghosts (4 Units)Limit of 80 Mounted Dead Knights (4 Units)Limit of 40 Giant Night Ghouls

Giant Shadow Bat of the Night: 7pts, Moves ‘10’ T3, W2, S3, I3, A2, 6+ Dodge Save, Flyers, Hungry Dead

Dead Shadow Knight with Halberd & Shield: 12ptsT4, W1, S5, I3, A1, 4+ Armour Save, -1 to Armour Saves, Death Strike, Magical Attacks

Mounted Dead Shadow Knight w/ Lance & Shield: 20pts- T4, W1, S4, I3, A1, 2+ Armour, Cavalry, S6 -2 to Armour Saves on first Charge ONLY, Uses Sword at ALL other

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times and can re-roll misses: A1 S4 before AND after first Charge, Magical Attacks

Mounted Shadow Reaper Wraith with Scythe: 30pts, Moves ‘12’, T4, W2, S5, I2, A1, 4+ Numb Save, Spirits, Cavalry, Attacks are Magical and Fire but enemy units who resist Fire (e.g. Clay units) will be affected by the normal Magical attacks, Ignores all Terrain when Moving at ANY time & Charging, Ignores Armour Saves in Close Combat, Passing Through: Can move through enemy units when allowed to move (i.e. Reinforcement, Movement or Shooting Phase or Victory Run) and deals a total of 1 Strength 5 hit per Reaper Wraith which ignores Armour Saves. The affected enemy unit/units will get 1 Reflex Shot each if they have Electric, Fire or Magical attacks available in Shooting or Close Combat.

Giant Shadow Night Ghoul: 38pts, Moves ‘9’T5, W3, I3, S5, A3, 5+ Numb Save, Poisoned Attacks, -1 to Armour Saves

Shadow Army of Darkness Heavy Units: Limit of 1 Reaper CoachLimit of 18 Night Wraiths + 2 Night Banshees (2 Units)

Shadow Reaper Coach: 150ptsT6, W4, S5, I0, A3, 4+ Dodge Save, 3+ Armour Save, Wraith Driver is the S5 I0 A3 and Reduces Armour Saves by -2, Reaper Coach AND Wraith have Death Strike, Causes D6+1 I8 S5 -2 to Armour Save impact Hits on Charge ONLY, Cavalry, Re-rolls misses, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging

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Shadow Night Wraith with Scythe: 25pts, Moves ‘9’T3, W2, S5, I0, A3, 4+ Numb Save, Spirits, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging Shadow Night Banshee: 50pts, Moves ‘9’ T3, W2, S3, I3, A1, 4+ Numb Save, Part of Night Wraith Unit, Spirits, Magical Attacks, Ignores all Terrain when Moving at ANY time & Charging Armed with Ghostly Howl: Automatic, ‘8’, can be used as Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit rolls 2D6 and suffers 1 Wound for each point they lost by which Ignores Armour, Dauntless models are immune to Ghostly Howl and Diehards roll 3D6 instead of 2D6

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Red Army of Darkness:Sarkans Armija Tumsas:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(sarkanā armija)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Hungry Dead:Models with this rule add 1 Model to their unit with every unsaved Wound caused or model destroyed in Close Combat. This does not apply to excess wounds (e.g. If your unit killed 3 artillery crew who had 1 Wound each and you dealt 30 unsaved wounds, you would gain 3 wounds for the unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

Red Army of Darkness CORE Units:

Red Night Zombie: 2ptsT3, W1, A1, S3, I0, 6+ Numb Save, Dauntless, Has -1 to Hit penalty in Close Combat always, Hungry Dead Red Night Wolf: 4pts, Moves ‘9’T3, W1, S3, I3, A2, No Save, Charges ‘9’, Dauntless, Open Grave Policy

Red Night Skeleton with Sword & Shield: 2pts

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T3, W1, S3, I2, A1, 5+ Armour Save, 6+ Numb Save, Dauntless, Hungry Dead, Re-rolls misses, Has -1 to Hit penalty in Close Combat always

Red Night Skeleton with Spear & Shield: 2ptsT3, W1, S3, I3, A1, 5+ Armour Save, 6+ Numb Save, Dauntless, Hungry Dead, S4 vs Cavalry, Has -1 to Hit penalty in Close Combat always

Red Army of Darkness Specialist Units: Limit of 80 Dead Knights with Swords (4 Units)

Dead Red Knight with Sword & Shield: 10ptsT4, W1, S4, I3, A1, 4+ Armour Save, Deals 2 wounds for each unsaved wound, Re-rolls misses, Dauntless, Magical Attacks

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Grey Army of Darkness:Pelēks Armija Tumsas:Painted in Greys, charcoals and dark grey

Professionals(speciālisti)Reduces Enemy Save, whichever one they choose, by a further -1 than usual. This will be covered in Grey Army of Darkness Model stats in each case. This rule does NOT apply to Dodge Saves, which cannot be modified.

Hungry Dead:Models with this rule add 1 Model to their unit with every unsaved Wound caused or model destroyed in Close Combat. This does not apply to excess wounds (e.g. If your unit killed 3 artillery crew who had 1 Wound each and you dealt 30 unsaved wounds, you would gain 3 wounds for the unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’ rule against Army of Darkness Units and will re-roll wounds against them in Shooting AND Close Combat

Grey Army of Darkness CORE Units:

Grey Night Ghoul: 8ptsT4, W1, I3, S3, A2, 5+ Armour Save, Poisoned Attacks, Dauntless, Slow, Hungry Dead, -1 to Armour Saves

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Grey Army of Darkness Specialist Units: Limit of 40 Giant Night Ghouls

Giant Grey Night Ghoul: 38pts, Moves ‘6’T5, W3, I3, S5, A3, 5+ Armour Save, 5+ Numb Save, Poisoned Attacks, Dauntless, -2 to Armour Saves

Grey Army of Darkness Heavy Units: Limit of 1 Bone King ‘Foreman’ on Skeleton Dragon

Grey Bone King ‘Foreman’ on Skeleton Dragon: 485pts, Moves ‘10’- T5, W3, S5, I8, A5, 3+ Numb Save, 5+ Armour Save, Re-rolls misses, Dauntless, Weak against Spears, Reduces Armour Saves by -2, Poisoned Attacks, +1 to hit Bonus in Close Combat; Skeleton Dragon is T6, W6, S5, I3, A4, 5+ Dodge Save, -2 to Armour SavesBone Scream: Works exactly like ‘Ghostly Howl’, but add the amount of Wounds that the Skeletal Dragon has (i.e. 1 – 6) to the Dragon’s score. Enemy units can target either the Bone King or the Dragon at any time, and any attacks with a template (teardrop or Blast) will hit both the Bone King AND the Dragon. If the Dragon is slain then the Bone King ‘Foreman’ is placed on the table (in Close Combat if the Dragon was slain there) and can be represented by a Giant Night Ghoul if available.

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Death Knights:død riddere:

Blademaster: (blad mästare)Models with this rule hit like Snipers but in Close Combat (so will hit on a 2+ in general, and on 3 or higher if the model has penalties to hit, Shadows are hit on a 3+, Shadow Fen Trolls are hit on 4+)

Death Knight CORE Units: Death Knight with 2 Blades: 16ptsdød riddere med to kniverT4, W1, S4, I5, A3, 4+ Armour Save, Blademaster

Death Knight with Sword & Shield: 16ptsdød riddare med sverd og skjoldT4, W1, S4, I5, A2, 3+ Armour Save, Re-rolls misses, Blademaster

Death Knight with Axe & Shield: 16ptsdød riddere med øks og skjoldT4, W1, S4, I5, A2, 3+ Armour Save, -2 to Numb Saves, Blademaster

Death Knight with Halberd: 16ptsdød riddare med hellebardeT4, W1, S5, I5, A2, 4+ Armour Save, -2 to Armour Saves, Blademaster

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Pleasure Knight with Sword & Shield: 16pts each + 10glede Riddare med sverd og skjold T4, W1, S4, I5, A2, 3+ Armour Save, Dauntless, Re-rolls misses, Blademaster, the +10 is per Unit Magic Knight w/ Halberd: 16pts + 20magic Riddare med sverd og skjoldT4, W1, S5, I5, A2, 4+ Armour Save, 5+ Dodge Save, Blademaster, -2 to Armour Saves, the +20 is per Unit

Pox Knight w/ 2 Handed Axe: 16pts + 30pox Riddere med tohånds øksT4, W1, S6, I0, A2, 4+ Armour Save, 4+ Numb Save, Blademaster, -2 to Armour Saves, the +30 is per Unit

Blood Knight w/ 2 Blades: 16pts + 30blod Riddere med to kniverT4, W1, S4, I6, A4 (Always), 4+ Armour Save, Crazed, Dauntless, Blademaster, the +30 is per Unit

Norse Warrior with Axe & Shield: 4ptsNorse kriger med øks og skjoldT3, W1, S3, I4, A1, 5+ Armour Save, -2 to Numb Saves, Diehards

Norse Warrior with 2 Blades: 4pts Norse kriger med to kniverT3, W1, S3, I4, A2, 6+ Armour Save, Diehards

Norse Warrior with Flail: 5ptsNorse kriger med flailT3, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves, Diehards

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Norse Warrior with 2 Handed Axe: 5ptsnorse kriger med tohånds øksT3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves, Diehards

Hedonist Norseman with Flail: 5pts + 10livsnytere Norseman med flailT3, W1, S4, I3, A1, 6+ Armour Save, Dauntless, -1 to Armour Saves, the +10 is per Unit

Illusion Norseman with Axe & Shield: 4pts + 15illusjon Norseman med øks og skjoldT3, W1, S3, I4, A1, 5+ Armour Save, 6+ Dodge Save, -2 to Numb Saves, the +15 is per Unit

Diseased Norseman with 2 Handed Axe: 5pts + 30sykelig Norseman med tohånds øksT4, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves, the +30 is per Unit

Butcher Norseman with 2 Blades: 4pts + 30slakter Norseman med to kniverT3, W1, S3, I5, A3 (Always), 6+ Armour Save, Crazed, Dauntless, the +30 is per Unit Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’norse rytter med øks og skjold T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Reduces Numb Saves by -2, Diehards

Norse Rider w/ Spear & Shield: 9pts, Moves ‘9’norse rytter med spyd og skjoldT4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, S4 on Charge ONLY, Diehards

Norse Rider w/ Flail: 10pts, Moves ‘9’

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norse rytter med flailT4, W1, S4, I3, A1, 5+ Armour Save, Cavalry, -1 to Armour Saves, Diehards

Hedonist Norse Rider w/ Flail: 10pts + 10, Moves ‘9’livsnytere norse rytter med flailT4, W1, S4, I4, A1, 5+ Armour Save, Cavalry, Dauntless, -1 to Armour Saves, the +10 is per Unit

Illusion Norse Rider w/ Axe & Shield: 9pts + 20 illusjon norse rytter med øks og skjoldMoves ‘9’- T4, W1, S3, I4, A1, 4+ Armour Save, 5+ Dodge Save, Cavalry, Reduces Numb Saves by -2, the +20 is per Unit

Diseased Norse Rider w/ Spear & Shield: 9pts + 30sykelig norse rytter med spyd og skjoldMoves ‘9’- T4, W1, S3, I4, A1, 4+ Armour Save, 4+ Numb Save, Cavalry, S4 on Charge, the +30 is per Unit

Butcher Norse Rider w/ Axe & Shield: 9pts + 30slakter norse rytter med øks og skjoldMoves ‘9’- T4, W1, S3, I5, A2 (Always), 4+ Armour Save, Cavalry, Dauntless, Crazed, Reduces Numb Saves by -2, the +30 is per Unit Norse Warhound: 6pts, Moves ‘9’ norse krig houndT3, W1, S3, I3, A1, 6+ Armour Save, Poisoned Attacks, Charges ‘9’

Mutated Death Knight: 19ptsmutert død RiddereT4, W1, S4, I4, A3, 4+ Armour Save, Climbers (ignores Terrain when moving, including Movement Blocking Terrain), -1 to Armour SavesMutated Pleasure Knight: 19pts each + 10 mutert glede Riddere

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T4, W1, S4, I9, A3, 4+ Armour Save, Climbers (ignores Terrain when moving, including Movement Blocking Terrain), the +10pts is per Unit, Dauntess Mutated Magic Knight: 19pts + 20mutert magi RiddereT4, W1, S4, I4, A3, 4+ Armour Save, 5+ Dodge Save, Climbers (ignores Terrain when moving, including Movement Blocking Terrain), -1 to Armour Saves, the +20pts is per Unit

Mutated Pox Knight: 19pts + 30mutert pox RiddereT4, W1, S4, I4, A3, 4+ Armour Save, 4+ Numb Save, Climbers (ignores Terrain when moving, including Movement Blocking Terrain), Poisoned Attacks, the +30pts is per Unit

Mutated Blood Knight: 19pts + 30mutert blod RiddereT4, W1, S4, I4, A3 (Always), 4+ Armour Save, Climbers (ignores Terrain when moving, including Movement Blocking Terrain), Death Strike, re-rolls misses, the +30pts is per Unit

Death Knight Chariot: 110ptsdød Riddere chariotT5, W4, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A4 I5 S5 -1 to Armour Save attacks come from 2 Death Knights with Halberds, Blademaster, the 2 Death Steeds are I3 S4 A2

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Pleasure Knight Chariot: 115pts glede Riddere chariotT5, W4, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A4 I5 S5 -1 to Armour Save attacks come from 2 Death Knights with Halberds, Blademaster, Dauntless, the 2 Death Steeds are I3 S4 A2

Magic Knight Chariot: 120ptsmagi Riddere chariotT5, W4, S5, I5, A4, 3+ Armour Save, 5+ Dodge Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A4 I5 S5 -1 to Armour Save attacks come from 2 Death Knights with Halberds, Blademaster, the 2 Death Steeds are I3 S4 A2

Pox Knight Chariot: 125ptspox Riddere chariotT5, W4, S5, I5, A4, 3+ Armour Save, 4+ Numb Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A4 I5 S5 -1 to Armour Save attacks come from 2 Death Knights with Halberds, Blademaster, the 2 Death Steeds are I3 S4 A2

Blood Knight Chariot: 120ptsblod Riddere chariotT5, W4, S5, I6, A4 (Always), 3+ Armour Save, Crazed, Dauntless, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A6 I5 S5 -1 to Armour Save attacks come from 2 Death Knights with Halberds, Blademaster, the 2 Death Steeds are I4 S4 A4

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Death Knight Specialist Units: Limit of 8 Norseman Chariots (4 Units)Limit of 80 Mounted Death Knights (4 Units)Limit of 80 Mounted Pleasure Knights (4 Units) Limit of 80 Mounted Magic Knights (4 Units) Limit of 80 Mounted Pox Knights (4 Units) Limit of 80 Mounted Blood Knights (4 Units) Limit of 80 Elite Death Knights (4 Units)Limit of 80 Pleasure Riders with Spears (4 Units)Limit of 80 Pleasure Riders with Whips (4 Units)Limit of 4 Bullhorn ChariotsLimit of 4 Winged Tri-BeastsLimit of 80 Pox Lords with Twin Axes (4 Units)Limit of 80 Pox Lords with Axes and Shields (4 Units)Limit of 80 Pox Lords with 2H Axes (4 Units)Limit of 80 Blood Champions with Twin Blades (4 Units)

Norseman Chariot: 80pts, Moves ‘9’, Units of 1 – 2 Norseman chariotT4, W4, S4, I3, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A2 I3 S4 -1 to Armour Save attacks come from 2 Norsemen with Flails, the 2 Death Steeds are I3 S4 A2

Mounted Death Knight w/ Spear & Shield: 30ptsmontert død Riddere med spyd og skjoldT5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical attacks, -2 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect), Blademaster

Mounted Pleasure Knight w/ Spear & Shield: montert glede Riddere med spyd og skjold30pts + 10 per Unit: T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical attacks, Dauntless, -2 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect), Blademaster

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Mounted Magic Knight with Spear & Shield: montert magi Riddere med spyd og skjold30pts + 20 per Unit: T5, W1, S5, I5, A2, 1+ Armour Save, 5+ Dodge Save, Cavalry, Magical attacks, -2 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect), Blademaster Mounted Pox Knight with Spear & Shield: montert pox Riddere med spyd og skjold 30pts + 20 per Unit- T5, W1, S5, I5, A2, 1+ Armour Save, 4+ Numb Save, Cavalry, Magical attacks, -2 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect), Blademaster

Mounted Blood Knight with Spear & Shield: montert blod Riddere med spyd og skjold død30pts + 30 per Unit- T5, W1, S5, I6, A3 (Always), 1+ Armour Save, Cavalry, Crazed, Dauntless, Magical attacks, -2 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect), Blademaster

Mounted Blood Knight with Lance & Shield: montert blod Riddere med lanse og skjold død40pts + 30 per Unit- T5, W1, S5, I6, A3 (Always), 1+ Armour Save, Cavalry, Crazed, Dauntless, Magical attacks, S7 and -4 to Armour Saves on first Charge, Uses Sword at ALL other times and can re-roll misses: A3 S5 -2 to Armour Saves before AND after first Charge, Blademaster

Elite Death Knight with 2 Handed Axe: 19ptselite Død Riddere med tohånds øksT4, W1, S6, I0, A2, 4+ Armour Save, Blademaster, -3 to Armour Saves

Elite Pleasure Knight with 2 Handed Axe: 19pts + 10elite glede Riddere med tohånds øks T4, W1, S6, I0, A2, 4+ Armour Save, Dauntless, Blademaster, -3 to Armour Saves, +10pts is per Unit

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Elite Magic Knight with 2 Handed Axe: 19pts + 20elite magi Riddere med tohånds øks T4, W1, S6, I0, A2, 4+ Armour Save, 5+ Dodge Save, Blademaster, -3 to Armour Saves, +20pts is per Unit

Elite Pox Knight with 2 Handed Axe: 19pts + 30elite pox Riddere med tohånds øks T4, W1, S6, I0, A2, 4+ Armour Save, 4+ Numb Save, Blademaster, -3 to Armour Saves, +30pts is per Unit Elite Blood Knight with 2 Handed Axe: 19pts + 30elite blod Riddere med tohånds øks T4, W1, S6, I0, A3 (Always), 4+ Armour Save, Crazed, Dauntless, Blademaster, -3 to Armour Saves, +30pts is per Unit

Pleasure Rider with Spear and Shield: 19pts, Moves ‘9’glede rytter med spyd og skjoldT4, Moves ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks, Magical Attacks, S5 on Charge

Pleasure Rider with Whip and Shield: 20ptsglede rytter med pisk og skjoldMoves ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks, Magical Attacks, S4 and I9 on Charge, Armed with Whips: can attack within ‘3’ of friendly units in base-to-base contact in Close Combat

Bullhorn Chariot: 130ptsbullhorn chariotT6, W5, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits with Death Strike on Charge Only, the two Death Knight riders have the A4 I5 S5 -2 to Armour Save attacks above

Winged Tri-Beast: 230pts

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bevingede tri – dyretMoves ‘10’- T5, W4, S6, I2, A8, 6+ Dodge Save, 4+ Armour Save, 4+ Numb Save, Reduces Armour Saves by -2, Flyer, Blademaster, Weak against Spears, Poisoned Attacks, Breathes Fire (Auto, S4, ‘9’ teardrop Flamethrower template, Fire attacks), Reflex Shots (Breathes Fire)

Diseased Pox Lord with Twin Axes: 40ptssykelig pox herre med to akserT5, W3, S4, I5, A4, 4+ Armour Save, 4+ Numb Save, Weak against Spears, Blademaster, Plague of Flies (works exactly like Seeing Shadows)

Diseased Pox Lord with Axe and Shield: 40ptssykelig pox herre med øks og skjoldT5, W3, S4, I5, A3, 3+ Armour Save, 4+ Numb Save, Weak against Spears, Blademaster, Plague of Flies (works exactly like Seeing Shadows), -2 to Numb Saves

Diseased Pox Lord with 2H Axe: 40ptssykelig pox herre med tohånds øksT5, W3, S6, I0, A3, 4+ Armour Save, 4+ Numb Save, Weak against Spears, Blademaster, Plague of Flies (works exactly like Seeing Shadows), -3 to Armour Saves

Blood Champion with Twin Blades: 45ptsblod mester med to kniverT4, W3, S5, I6, A5 (Always), 4+ Armour Save, Weak against Spears, Blademaster, Dauntless, Crazed, Magical Attacks, -2 to Armour Saves

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Death Knight Heavy Units: Limit of 30 Savage Norsemen (1 Unit)Limit of 40 Thunder Ogres with 2H Axes (4 Units)Limit of 40 Thunder Ogres with Twin Maces (4 Units)Limit of 4 Shrines (can be any combination of Shrine of Death, Pleasure, Illusion, Disease or Blood: NOTE Having 2 of the same Shrine does NOT add to or double the effect on a unit)Limit of 40 Norse Trolls (4 Units)Limit of 40 Armoured Ogres with 2 Blades (4 Units)Limit of 40 Armoured Ogres with 2H Axes (4 Units)Limit of 40 Blood Lords with Chain-Maces (4 Units)Limit of 2 Gigantic Thunder Ogres with 2H AxesLimit of 2 Gigantic Thunder Ogres with Twin BladesLimit of 2 Slaver Daimon CannonsLimit of 4 Death Spawn (2 Units), Limit of 4 Pleasure Spawn (2 Units)Limit of 4 Magic Spawn (2 Units)Limit of 4 Pox Spawn (2 Units)Limit of 4 Blood Spawn (2 Units)Limit of 2 Death Giants, Hedonist Giants, Magic Giants, Pox Giants AND Butcher GiantsLimit of 40 Blood Rhino Knights (2 Units)Limit of 2 Octhorn Beasts Limit of 2 Plastic Warper BeastsLimit of 2 Death Lords on Winged Manticores (one or both can be without Death Lords)

Savage Norseman with Axe and Shield: 9ptsvill Norseman med øks og skjoldT3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes (Reduces Numb Saves by -2), +1 to hit Bonus on Charge, Crazed, Dauntless

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Thunder Ogre w/ 2 Handed Glaive: 64pts, Moves ‘9’torden troll med tohånds GlaiveT4, W4, S7, I1, A4, 4+ Armour Save, -3 to Armour Saves, Weak against Spears, Thunderstruck: Immune to Lightning Attacks & Warp Lightning Cannons, Crazed, Dauntless, Causes 1 I9 S4 hit each on Charge ONLY

Thunder Ogre w/ Twin Maces: 60pts, Moves ‘9’torden troll med to MakesT4, W4, S5, I3, A5, 4+ Armour Save, -2 to Armour Saves, Weak against Spears, Thunderstruck, Crazed, Dauntless, Causes 1 I9 S4 hit each on Charge ONLY

Shrine of Death: 125ptsalter av dødenT6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless, Destroy with Joy: Grants friendly Death Knights, Mutated Death Knights, Elite Death Knights and Mounted Death Knights within ‘6’ the ability to re-roll misses

Shrine of Pleasure: 130ptsalter av gledeT6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless, Blademaster, Grants friendly Pleasure Knight Units within ‘6’ (model with ‘Pleasure’ or ‘Hedonist’ in its description) +1 Attack

Shrine of Illusion: 135ptsalter av illusjonT6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless, Blademaster, Grants friendly Magic Knight Units within ‘6’ (model with ‘Magic’ or ‘Illusion’ in its description) a 4+ Dodge Save while still alive

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Shrine of Disease: 135ptsalter av sykdomT6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless, Blademaster, Grants friendly Pox Knight Units within ‘6’ (model with ‘Pox’ or ‘Disease’ in its description) +1 Toughness while still alive

Shrine of Blood: 135ptsalter av blodT6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless, Blademaster, Grants friendly Blood Knight Units within ‘6’ (model with ‘Blood’ or ‘Butcher’ in its description) +1 Strength while still alive

Norse Troll with 2 Blades: 38ptsnorse troll med to kniverT5, W3, S5, I1, A4, 4+ Numb Save, Weak against Fire, Reduces Armour Saves by -2, Weak against Spears

Armoured Ogre with 2 Blades: 35pts, Moves ‘9’pansret ogre med to kniverT4, W3, S4, I2, A4, 4+ Armour Save, Weak against Spears, -1 to Armour Saves, Deals 2 I9 S4 hits each on Charge ONLY

Armoured Ogre with 2 Handed Axe: 40pts, Moves ‘9’pansret ogre med tohånds øksT4, W3, S6, I0, A3, 4+ Armour Save, Weak against Spears, -3 to Armour Saves, Deals 2 I9 S4 hits each on Charge ONLY

Armoured Pleasure Ogre with 2 Blades: 35pts + 10pansret glede ogre med to kniverT4, W3, S4, I2, A4, 4+ Armour Save, Dauntless, Weak against Spears, -1 to Armour Saves, Deals 2 I9 S4 hits each on Charge ONLY

Armoured Magic Ogre with 2 Handed Axe: 40pts + 20pansret magi ogre med tohånds øks

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T4, W3, S6, I0, A3, 4+ Armour Save, 5+ Dodge Save, Weak against Spears, -3 to Armour Saves, Deals 2 I9 S4 hits each on Charge ONLY

Armoured Pox Ogre with 2 Handed Axe: 40pts + 30pansret pox ogre med tohånds øksT4, W3, S6, I0, A3, 4+ Armour Save, 4+ Numb Save, Weak against Spears, -3 to Armour Saves, Deals 2 I9 S4 hits each on Charge ONLY

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Armoured Blood Ogre with 2 Blades: 35pts + 30pansret blod ogre med to kniverT4, W3, S4, I3, A5 (Always), 4+ Armour Save, Crazed, Dauntless, Weak against Spears, -1 to Armour Saves, Deals 2 I9 S4 hits each on Charge ONLY

Blood Lord with Chain-Mace: 55ptsblod herre med lenket - septerT4, W3, S6, I5, A5 (Always), 4+ Armour Save, Crazed, Dauntless, Blademaster, Weak against Spears, -3 to Armour Saves, Deals 2 I9 S5 hits each on Charge ONLY

Gigantic Thunder Ogre w/ 2H Axe: 225pts, Moves ‘9’gigantiske torden ogre med tohånds øksT5, W6, S8, I1, A6, 4+ Armour Save, Crazed, Dauntless, Weak against Spears, Blademaster, -4 to Armour Saves, Thunderstruck, Deals 2 I9 S5 hits on Charge ONLY

Gigantic Thunder Ogre with Twin Blades: 220pts gigantiske torden ogre med to kniverMoves ‘9’- T5, W6, S6, I5, A7, 4+ Armour Save, Crazed, Dauntless, Weak against Spears, Blademaster, -2 to Armour Saves, Thunderstruck, Deals 2 I9 S5 hits on Charge ONLY

Slaver Dwarf Daimon Cannon: 200ptsslaver dverg daimon kanonköleci cüce daimon topT4, W1, S3, I2, A1, 5+ Armour Save (3 Slaver Dwarf Crew)T6, W5, S5, I1, A5, 4+ Dodge Save (Daimon Cannon) Dauntless, Slow, Weak against Spears, Crazed, Artillery, Armed with Daimon Cannon, (Heavy, Magical, Guess ’12’ – ‘48’, S5, -2 to Armour Saves, ‘5’ Blast), See page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Catapult), Daimon Cannon reduces Armour Saves by -2 in Close Combat

Death Spawn: 50pts, Moves ‘7’, Units of 1 – 2

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død spawnT5, W3, S4, I2, A5, No Save, Dauntless, -1 to Armour Saves

Pleasure Spawn: 60pts, Moves ‘7’, Units of 1 – 2 glede spawnT5, W3, S4, I9, A5, No Save, Dauntless, -1 to Armour Saves

Magic Spawn: 65pts, Moves ‘7’, Units of 1 – 2 magi spawnT5, W3, S4, I2, A5, 5+ Dodge Save, Dauntless, -1 to Armour Saves, armed with Fire Breath (Auto, S3, ‘9’ teardrop template, Magical attacks, Fire attacks) Pox Spawn: 60pts, Moves ‘7’, Units of 1 – 2 pox spawnT5, W3, S4, I2, A5, 4+ Numb Save, Dauntless, -1 to Armour Saves, Poisoned Attacks Blood Spawn: 55pts, Moves ‘7’, Units of 1 – 2 blod spawnT5, W3, S5, I2, A5, No Save, Dauntless, -2 to Armour Saves

Death Giant with Horns: 200ptsdød giganten med hornT5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves), Reflex Shots (Big Rock)

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Hedonist Giant: 205ptslivsnytere gigantenT5, W6, S6, I4, 2D6 Attacks each, No Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves), Reflex Shots (Big Rock) Illusion Giant: 215ptsillusjon gigantenT5, W6, S6, I3, 2D6 Attacks each, 5+ Dodge Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves), Reflex Shots (Big Rock)

Diseased Giant: 215ptssykelig gigantenT5, W6, S6, I3, 2D6 Attacks each, 4+ Numb Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves), Reflex Shots (Big Rock)

Butcher Giant: 210ptsslakter gigantenT5, W6, S7, I3, 2D6 Attacks each, No Save, Dauntless, If beaten OR killed in Close Combat: roll a D6 for each Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour Saves), Reflex Shots (Big Rock)

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Blood Rhino Knight with Axe & Shield: 75pts blod neshorn ridder med øks og skjoldT5, W3, S5, I6, A3 (Always), 1+ Armour Save, Cavalry, Crazed, Dauntless, Magical attacks, -2 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect), Blademaster, Rhino is S4 I2 A3 and is S5 -1 to Armour Saves on the Charge and deals 2 I9 S4 impact hits.

Octhorn Beast: 225pts, Moves ‘9’octhorn dyretT5, W5, S7, I4, A6, 4+ Armour Save, Reduces Armour Saves by -3, Blademaster, Crazed, Dauntless, Weak against Spears

Plastic Warper Beast: 240pts, Moves ‘9’plast warper dyretT5, W5, S5, I3, A5, 5+ Numb Save, Reduces Armour Saves by -1, Weak against Spears, Armed with Plastic Warp (Auto, ‘18’, targets 1 unit, Ignores Armour Saves, Can be used instead of Close Combat attacks, 4 hits are dealt: roll a D6 for each hit, if they score higher than a model’s Toughness then that model suffers 1 wound; only Dodge Saves can be taken if available. Units with a Toughness of 7+ will only be wounded on a roll of 6. Roll a D6 after resolving these wounds, and if it is a 4+ then target another unit within ‘18’ of your Warper Beast. If all 4 hits deal an unsaved wound, you can immediately place a new Death Spawn model that will become part of the Plastic Warper Beast unit.

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Death Lord on Winged Manticore: 400pts, Moves ‘10’død herre på bevinget ManticoreT5, W3, S6, I7, A5, 2+ Armour Save, Armed with Sword: Re-rolls misses, Dauntless, Weak against Spears, Magical Attacks, Blademaster, Reduces Armour Saves by -2,

Winged Manticore is T5, W4, S5, I6, A5, 6+ Dodge Save, 4+ Armour Save, Reduces Armour Saves by -2, Flyer, Crazed, Dauntless, Blademaster, Death Strike, Weak against Spears, Also has a Tail Whip attack: Poisoned Attacks, deals 2 wounds if unsavedIf the Winged Manticore is slain then the Death Lord is placed on the table (in Close Combat if the Winged Manticore was slain there) and can be represented by a Death Knight infantry model if available.

Winged Manticore (without Death Lord): 185ptsbevinget manticore ( uten død herre )Moves ‘10’- T5, W4, S5, I6, A5, 6+ Dodge Save, 4+ Armour Save, Reduces Armour Saves by -2, Flyer, Crazed, Dauntless, Blademaster, Death Strike, Weak against Spears, Also has 1 Tail Whip attack: Poisoned Attacks, deals 2 wounds if unsaved. Death Sting: If the Winged Manticore is killed in Close Combat before it can attack, it will be able to use the Tail Whip attack before being removed.

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Silver Death Knights:Sølv Dødsriddere:Painted in various shades of Silver and/or gold

Armoured(Pansret)Silver Models all have an Armour Save of at least 4+; this will always be included in the unit’s statistics.

Silver Death Knight CORE Units: Silver Death Knight with 2 Blades: 16ptsT4, W1, S4, I5, A3, 3+ Armour Save

Silver Death Knight with Sword & Shield: 16ptsT4, W1, S4, I5, A2, 2+ Armour Save, Re-rolls misses

Silver Death Knight with Halberd: 16ptsT4, W1, S5, I5, A2, 3+ Armour Save, -2 to Armour Saves,

Silver Norse Warrior with Axe & Shield: 4ptsT3, W1, S3, I4, A1, 4+ Armour Save, -2 to Numb Saves

Silver Norse Warrior with 2 Blades: 4pts T3, W1, S3, I4, A2, 4+ Armour Save

Silver Norse Warrior with Flail: 5ptsT3, W1, S4, I3, A1, 4+ Armour Save, -1 to Armour Saves

Silver Norse Warrior with 2 Handed Axe: 5ptsT3, W1, S5, I0, A1, 4+ Armour Save, -2 to Armour Saves

Silver Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’ T4, W1, S3, I4, A1, 3+ Armour Save, Cavalry, Reduces Numb Saves by -2Silver Norse Rider w/ Spear & Shield: 9pts, Moves ‘9’

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T4, W1, S3, I4, A1, 3+ Armour Save, Cavalry, S4 on Charge ONLY

Silver Norse Rider w/ Flail: 10pts, Moves ‘9’T4, W1, S4, I3, A1, 4+ Armour Save, Cavalry, -1 to Armour Saves

Silver Norse Warhound: 6pts, Moves ‘9’ T3, W1, S3, I3, A1, 4+ Armour Save, Charges ‘9’

Mutated Silver Death Knight: 18ptsT4, W1, S4, I4, A3, 3+ Armour Save, -1 to Armour Saves

Silver Death Knight Chariot: 120ptsT5, W4, S5, I5, A4, 2+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A4 I5 S5 -1 to Armour Save attacks come from 2 Death Knights with Halberds

Silver Death Knight Specialist Units: Limit of 8 Norseman ChariotsLimit of 50 Mounted Death Knights, Elite Death KnightsLimit of 50 Pleasure Riders with Spears, Pleasure Riders with WhipsLimit of 4 Bullhorn Chariots, Winged Tri-BeastsLimit of 80 Pox Lords with Twin Axes (4 Units)Limit of 80 Pox Lords with Axes and Shields (4 Units)Limit of 80 Pox Lords with 2H Axes (4 Units)Limit of 80 Blood Champions with Twin Blades (4 Units)

Silver Norseman Chariot: 80pts, Moves ‘9’T4, W4, S4, I3, A2, 4+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A2 I3 S4 -1 to Armour Save attacks come from 2 Norsemen with Flails

Mounted Silver Death Knight w/ Spear & Shield: 28pts

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T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical attacks, -1 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect)

Elite Silver Death Knight with 2 Handed Axe: 19ptsT4, W1, S6, I0, A2, 3+ Armour Save, -3 to Armour Saves

Silver Pleasure Rider with Spear and Shield: 18pts, Moves ‘9’- T4, Moves ‘9’- T4, W1, S3, I5, A2, 4+ Armour Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks, S5 on Charge

Silver Pleasure Rider with Whip and Shield: 18ptsMoves ‘9’- T4, W1, S3, I5, A2, 4+ Armour Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks, S4 on Charge, Armed with Whips: can attack within ‘3’ of friendly units in base-to-base contact in Close Combat

Silver Bullhorn Chariot: 130ptsT6, W5, S5, I5, A4, 2+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits with Death Strike on Charge Only, the two Death Knight riders have the A4 I5 S5 -2 to Armour Save attacks above

Silver Winged Tri-Beast: 230pts, Moves ‘10’- T5, W4, S6, I2, A8, 3+ Armour Save, Reduces Armour Saves by -2, Flyer, Weak against Spears, Poisoned Attacks, Breathes Fire (Auto, S4, ‘9’ teardrop Flamethrower template, Fire attacks)

Silver Pox Lord with Twin Axes: 40ptsT5, W3, S4, I5, A4, 3+ Armour Save, Weak against Spears

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Silver Pox Lord with Axe and Shield: 40ptsT5, W3, S4, I5, A3, 2+ Armour Save, Weak against Spears, -2 to Numb Saves

Silver Pox Lord with 2H Axe: 40ptsT5, W3, S6, I0, A3, 3+ Armour Save, Weak against Spears, -3 to Armour Saves

Silver Blood Champion with Twin Blades: 45ptsT4, W3, S5, I5, A4, 3+ Armour Save, Weak against Spears, Magical Attacks, -2 to Armour Saves

Silver Death Knight Heavy Units: Limit of 40 Thunder Ogres with 2H Axes, Thunder Ogres with Twin Maces, Norse Trolls, 40 Armoured Ogres with 2 Blades, 40 Armoured Ogres with 2H AxesLimit of 40 Blood Lords with Chain-Maces (4 Units)Limit of 2 Gigantic Thunder Ogres with 2H Axes, Gigantic Thunder Ogres with 2 Blades, Death GiantsLimit of 4 Death SpawnLimit of 40 Blood Rhino KnightsLimit of 2 Octhorn Beasts, Plastic Warper Beasts Limit of 2 Death Lords on Winged Manticores (one or both can be without a Death Lord rider)

Silver Thunder Ogre w/ 2 Handed Glaive: 64pts, Moves ‘9’- T4, W4, S7, I1, A4, 3+ Armour Save, -3 to Armour Saves, Crazed, Dauntless, Weak against Spears, Electric attacks are S2 against them

Silver Thunder Ogre w/ Twin Maces: 60pts, Moves ‘9’T4, W4, S5, I3, A5, 3+ Armour Save, -2 to Armour Saves, Weak against Spears, Crazed, Dauntless, Electric attacks are S2 against them

Silver Norse Troll with 2 Blades: 45ptsT5, W3, S5, I1, A4, 4+ Armour Save, Reduces Armour Saves by -1, Weak against Spears

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Armoured Silver Ogre with 2 Blades: 35pts, Moves ‘9’T4, W3, S4, I2, A4, 3+ Armour Save, Weak against Spears, Deals 1 I9 S4 hit each on Charge ONLY

Armoured Silver Ogre with 2 Handed Axe: 40pts, Moves ‘9’- T4, W3, S6, I0, A3, 3+ Armour Save, Weak against Spears, -3 to Armour Saves, Deals 1 I9 S4 hit each on Charge ONLY

Silver Blood Lord with Chain-Mace: 55ptsT4, W3, S6, I5, A4, 3+ Armour Save, Weak against Spears, -3 to Armour Saves, Deals 2 I9 S5 hits each on Charge ONLY

Gigantic Silver Thunder Ogre w/ 2H Axe: 225pts, Moves ‘9’- T5, W6, S8, I1, A6, 3+ Armour Save, Crazed, Dauntless, Weak against Spears, -4 to Armour Saves, Electric attacks are S2 against them

Gigantic Silver Thunder Ogre with Twin Blades: 220pts, Moves ‘9’- T5, W6, S6, I5, A7, 3+ Armour Save, Crazed, Dauntless, Weak against Spears, -2 to Armour Saves, Electric attacks are S2 against them

Silver Death Spawn: 50pts, Moves ‘7’T5, W3, S4, I2, A5, 4+ Armour Save, Dauntless

Silver Death Giant with Horns: 200ptsT5, W6, S6, I3, 2D6 Attacks each, 4+ Armour Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves)

Silver Rhino Knight with Axe & Shield: 73pts T5, W3, S5, I6, A3, 1+ Armour Save, Cavalry, Crazed, Dauntless, Magical attacks, -2 to Armour Saves (has an

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assortment of weapons but they end up reducing Armour as their main effect), Rhino is S4 I2 A3 and is S5 -1 to Armour Saves on the Charge

Silver Octhorn Beast: 225pts, Moves ‘9’T5, W5, S7, I4, A6, 3+ Armour Save, Reduces Armour Saves by -3, Crazed, Dauntless, Weak against Spears

Silver Plastic Warper Beast: 240pts, Moves ‘9’T5, W5, S5, I3, A5, 4+ Armour Save, Reduces Armour Saves by -1, Weak against Spears, Armed with Plastic Warp (Auto, ‘18’, targets 1 unit, Ignores Armour Saves, Can be used instead of Close Combat attacks, 4 hits are dealt: roll a D6 for each hit, if they score higher than a model’s Toughness then that model suffers 1 wound; only Dodge Saves can be taken if available. Units with a Toughness of 7+ will only be wounded on a roll of 6. Roll a D6 after resolving these wounds, and if it is a 4+ then target another unit within ‘18’ of your Warper Beast).

Silver Death Lord on Winged Manticore: 400pts, Moves ‘10’- T5, W3, S6, I7, A5, 1+ Armour Save, Armed with Sword: Re-rolls misses, Dauntless, Weak against Spears, Magical Attacks, +1 to hit Bonus in Close Combat, Reduces Armour Saves by -2,

Winged Manticore is T5, W4, S5, I6, A5, 3+ Armour Save, Reduces Armour Saves by -2, Flyer, Crazed, Dauntless, Death Strike, Weak against Spears, Also has a Tail Whip attack: Poisoned Attacks, deals 2 wounds if unsavedIf the Winged Manticore is slain then the Death Lord is placed on the table and will NOT be Weak against Spears, as he is no longer mounted (in Close Combat if the Winged Manticore was slain there) and can be represented by a Death Knight infantry model if available.

Silver Winged Manticore (without Death Lord): 185ptsMoves ‘10’- T5, W4, S5, I6, A5, 3+ Armour Save, Reduces Armour Saves by -2, Flyer, Crazed, Dauntless, Death

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Strike, Weak against Spears, Also has 1 Tail Whip attack: Poisoned Attacks, deals 2 wounds if unsaved.

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Shadow Death Knights:Skygge Dødsriddere:Painted mainly in Black colours

Seeing Shadows(Se Skygger)Shadow Death Knight models are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+). Some models will have a ‘+1 to hit Bonus in Close Combat’ rule and this will make them hit Shadow Units on a 3+.

Dauntless(Dauntless)ALL Shadow Death Knight 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 Death Knight CORE Units: Shadow Death Knight with 2 Blades: 16ptsT4, W1, S4, I5, A3, 4+ Armour Save

Shadow Death Knight with Sword & Shield: 16ptsT4, W1, S4, I5, A2, 3+ Armour Save, Re-rolls misses

Shadow Death Knight with Halberd: 16ptsT4, W1, S5, I5, A2, 4+ Armour Save, -2 to Armour Saves,

Shadow Norse Warrior with Axe & Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, -2 to Numb Saves

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Shadow Norse Warrior with 2 Blades: 4pts T3, W1, S3, I4, A2, 6+ Armour Save

Shadow Norse Warrior with Flail: 5ptsT3, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves

Shadow Norse Warrior with 2 Handed Axe: 5ptsT3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves

Shadow Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’ T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Reduces Numb Saves by -2

Shadow Norse Rider w/ Spear & Shield: 9pts, Moves ‘9’T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, S4 on Charge ONLY

Shadow Norse Rider w/ Flail: 10pts, Moves ‘9’T4, W1, S4, I3, A1, 5+ Armour Save, Cavalry, -1 to Armour Saves

Shadow Norse Warhound: 6pts, Moves ‘9’ T3, W1, S3, I3, A1, 6+ Armour Save, Charges ‘9’

Mutated Shadow Death Knight: 18ptsT4, W1, S4, I4, A3, 4+ Armour Save, -1 to Armour Saves

Shadow Death Knight Chariot: 120ptsT5, W4, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A4 I5 S5 -1 to Armour Save attacks come from 2 Death Knights with Halberds

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Shadow Death Knight Specialist Units: Limit of 8 Norseman ChariotsLimit of 50 Mounted Death Knights, Elite Death KnightsLimit of 50 Pleasure Riders with Spears, Pleasure Riders with WhipsLimit of 4 Bullhorn Chariots, Winged Tri-BeastsLimit of 80 Pox Lords with Twin Axes (4 Units)Limit of 80 Pox Lords with Axes and Shields (4 Units)Limit of 80 Pox Lords with 2H Axes (4 Units)Limit of 80 Blood Champions with Twin Blades (4 Units)

Shadow Norseman Chariot: 80pts, Moves ‘9’, T4, W4, S4, I3, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A2 I3 S4 -1 to Armour Save attacks come from 2 Norsemen with Flails

Mounted Shadow Death Knight w/ Spear & Shield: 30pts- T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical attacks, -1 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect)

Elite Shadow Death Knight with 2 Handed Axe: 19ptsT4, W1, S6, I0, A2, 4+ Armour Save, -3 to Armour Saves

Shadow Pleasure Rider with Spear and Shield: 18pts, Moves ‘9’- T4, Moves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save, Cavalry, -1 to Armour Saves, Poisoned Attacks, S5 on Charge

Shadow Pleasure Rider with Whip and Shield: 18ptsMoves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save, Cavalry, -1 to Armour Saves, Poisoned Attacks, S4 on Charge, Armed with Whips: can attack within ‘3’ of friendly units in base-to-base contact in Close Combat

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Shadow Bullhorn Chariot: 130ptsT6, W5, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits with Death Strike on Charge Only, the two Death Knight riders have the A4 I5 S5 -2 to Armour Save attacks above

Shadow Winged Tri-Beast: 230pts, Moves ‘10’- T5, W4, S6, I2, A8, 6+ Dodge Save, 4+ Armour Save, 4+ Numb Save, Reduces Armour Saves by -2, Flyer, Weak against Spears, Poisoned Attacks, Breathes Fire (Auto, S4, ‘9’ teardrop Flamethrower template, Fire attacks)

Shadow Pox Lord with twin Axes: 40ptsT5, W3, S4, I5, A4, 4+ Armour Save, 4+ Numb Save, Weak against Spears, Plague of Flies (works exactly like Seeing Shadows)

Shadow Pox Lord with Axe and Shield: 40ptsT5, W3, S4, I5, A3, 3+ Armour Save, 4+ Numb Save, Weak against Spears, Plague of Flies (works exactly like Seeing Shadows), -2 to Numb Saves

Shadow Pox Lord with 2H Axe: 40ptsT5, W3, S6, I0, A3, 4+ Armour Save, 4+ Numb Save, Weak against Spears, Plague of Flies (works exactly like Seeing Shadows), -3 to Armour Saves

Shadow Blood Champion with Twin Blades: 45ptsT4, W3, S5, I5, A4, 4+ Armour Save, Weak against Spears, Magical Attacks, -2 to Armour Saves

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Shadow Death Knight Heavy Units: Limit of 40 Thunder Ogres with 2H Axes, Thunder Ogres with Twin Maces, Norse Trolls, 40 Armoured Ogres with 2 Blades, 40 Armoured Ogres with 2H AxesLimit of 40 Blood Lords with Chain-Maces (4 Units)Limit of 2 Gigantic Thunder Ogres with 2H Axes, Gigantic Thunder Ogres with 2 Blades, Death GiantsLimit of 4 Death SpawnLimit of 40 Blood Rhino KnightsLimit of 2 Octhorn Beasts, Plastic Warper Beasts Limit of 2 Death Lords on Winged Manticores (one or both can be without a Death Lord rider)

Shadow Thunder Ogre w/ 2 Handed Glaive: 64pts, Moves ‘9’- T4, W4, S7, I1, A4, 4+ Armour Save, -3 to Armour Saves, Crazed, Weak against Spears, Electric attacks are S2 against them

Shadow Thunder Ogre w/ Twin Maces: 60pts, Moves ‘9’T4, W4, S5, I3, A5, 4+ Armour Save, -2 to Armour Saves, Weak against Spears, Crazed, Electric attacks are S2 against them

Shadow Norse Troll with 2 Blades: 45ptsT5, W3, S5, I1, A4, 4+ Numb Save, Reduces Armour Saves by -1, Weak against Spears

Armoured Shadow Ogre with 2 Blades: 35pts, Moves ‘9’T4, W3, S4, I2, A4, 4+ Armour Save, Weak against Spears, Deals 1 I9 S4 hit each on Charge ONLY

Armoured Shadow Ogre with 2 Handed Axe: 40pts, Moves ‘9’- T4, W3, S6, I0, A3, 4+ Armour Save, Weak against Spears, -3 to Armour Saves, Deals 1 I9 S4 hit each on Charge ONLY

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Shadow Blood Lord with Chain-Mace: 55ptsT4, W3, S6, I5, A4, 4+ Armour Save, Weak against Spears, -3 to Armour Saves, Deals 2 I9 S5 hits each on Charge ONLY

Gigantic Shadow Thunder Ogre w/ 2H Axe: 225pts, Moves ‘9’- T5, W6, S8, I1, A6, 4+ Armour Save, Crazed, Weak against Spears, -4 to Armour Saves, Electric attacks are S2 against them

Gigantic Shadow Thunder Ogre with Twin Blades: 220pts, Moves ‘9’- T5, W6, S6, I5, A7, 4+ Armour Save, Crazed, Weak against Spears, -2 to Armour Saves, Electric attacks are S2 against them

Shadow Death Spawn: 50pts, Moves ‘7’T5, W3, S4, I2, A5, No Save

Shadow Death Giant with Horns: 200ptsT5, W6, S6, I3, 2D6 Attacks each, No Save, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves) Shadow Rhino Knight with Axe & Shield: 75pts T5, W3, S5, I6, A3, 1+ Armour Save, Cavalry, Crazed, Magical attacks, -2 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect), Rhino is S4 I2 A3 and is S5 -1 to Armour Saves on the Charge

Shadow Octhorn Beast: 225pts, Moves ‘9’T5, W5, S7, I4, A6, 4+ Armour Save, Reduces Armour Saves by -3, Crazed, Weak against Spears

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Shadow Plastic Warper Beast: 240pts, Moves ‘9’T5, W5, S5, I3, A5, 5+ Numb Save, Reduces Armour Saves by -1, Weak against Spears, Armed with Plastic Warp (Auto, ‘18’, targets 1 unit, Ignores Armour Saves, Can be used instead of Close Combat attacks, 4 hits are dealt: roll a D6 for each hit, if they score higher than a model’s Toughness then that model suffers 1 wound; only Dodge Saves can be taken if available. Units with a Toughness of 7+ will only be wounded on a roll of 6. Roll a D6 after resolving these wounds, and if it is a 4+ then target another unit within ‘18’ of your Warper Beast).

Shadow Death Lord on Winged Manticore: 400pts, Moves ‘10’- T5, W3, S6, I7, A5, 2+ Armour Save, Armed with Sword: Re-rolls misses, Weak against Spears, Magical Attacks, +1 to hit Bonus in Close Combat, Reduces Armour Saves by -2,

Winged Manticore is T5, W4, S5, I6, A5, 6+ Dodge Save, 4+ Armour Save, Reduces Armour Saves by -2, Flyer, Crazed, Death Strike, Weak against Spears, Also has a Tail Whip attack: Poisoned Attacks, deals 2 wounds if unsavedIf the Winged Manticore is slain then the Death Lord is placed on the table and will NOT be Weak against Spears, as he is no longer mounted (in Close Combat if the Winged Manticore was slain there) and can be represented by a Death Knight infantry model if available.Shadow Winged Manticore (without Death Lord): 185pts- Moves ‘10’- T5, W4, S5, I6, A5, 6+ Dodge Save, 4+ Armour Save, Reduces Armour Saves by -2, Flyer, Crazed, Death Strike, Weak against Spears, Also has 1 Tail Whip attack: Poisoned Attacks, deals 2 wounds if unsaved.

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Red Death Knights:Rød Dødsriddere:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(Den Røde Armé)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Death Knight CORE Units: Red Death Knight with 2 Blades: 14ptsT4, W1, S4, I5, A3, 4+ Armour Save

Red Death Knight with Sword & Shield: 14ptsT4, W1, S4, I5, A2, 3+ Armour Save, Re-rolls misses

Red Death Knight with Halberd: 14ptsT4, W1, S5, I5, A2, 4+ Armour Save, -2 to Armour Saves,

Red Norse Warrior with Axe & Shield: 2ptsT3, W1, S3, I4, A1, 5+ Armour Save, -2 to Numb Saves

Red Norse Warrior with 2 Blades: 2pts T3, W1, S3, I4, A2, 6+ Armour Save

Red Norse Warrior with Flail: 3ptsT3, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves

Red Norse Warrior with 2 Handed Axe: 3ptsT3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves

Red Norse Rider w/ Axe & Shield: 7pts, Moves ‘9’ T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Reduces Numb Saves by -2Red Norse Rider w/ Spear & Shield: 7pts, Moves ‘9’

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T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, S4 on Charge ONLY

Red Norse Rider w/ Flail: 8pts, Moves ‘9’T4, W1, S4, I3, A1, 5+ Armour Save, Cavalry, -1 to Armour Saves

Red Norse Warhound: 4pts, Moves ‘9’ T3, W1, S3, I3, A1, 6+ Armour Save, Charges ‘9’

Mutated Red Death Knight: 16ptsT4, W1, S4, I4, A3, 4+ Armour Save, -1 to Armour Saves

Red Death Knight Specialist Units: Limit of 50 Mounted Death Knights, Elite Death KnightsLimit of 50 Pleasure Riders with Spears, Pleasure Riders with Whips

Mounted Red Death Knight w/ Spear & Shield: 28pts- T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical attacks, -1 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect)

Elite Red Death Knight with 2 Handed Axe: 17ptsT4, W1, S6, I0, A2, 4+ Armour Save, -3 to Armour Saves

Red Pleasure Rider with Spear and Shield: 17pts, Moves ‘9’- T4, Moves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks, S5 on Charge

Red Pleasure Rider with Whip and Shield: 18ptsMoves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks, S4 on Charge, Armed with Whips: can attack within ‘3’ of friendly units in base-to-base contact in Close Combat

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Red Death Knight Heavy Units: Limit of 40 Armoured Ogres with 2 Blades

Armoured Red Ogre with 2 Blades: 33pts, Moves ‘9’T4, W3, S4, I2, A4, 4+ Armour Save, Weak against Spears, Deals 1 I9 S4 hit each on Charge ONLY

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Blue Death Knights:Blå Dødsriddere:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(personlig teleporter)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Death Knight CORE Units:

Blue Death Knight with 2 Blades: 16ptsT4, W1, S4, I5, A3, 4+ Armour Save, 5+ Numb Save

Blue Death Knight with Sword & Shield: 16ptsT4, W1, S4, I5, A2, 3+ Armour Save, 5+ Numb Save, Re-rolls misses

Blue Death Knight with Halberd: 16ptsT4, W1, S5, I5, A2, 4+ Armour Save, 5+ Numb Save, -2 to Armour Saves

Blue Norse Warrior with Axe & Shield: 4ptsT3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, -2 to Numb Saves

Blue Norse Warrior with 2 Blades: 4pts T3, W1, S3, I4, A2, 6+ Armour Save, 5+ Numb Save

Blue Norse Warrior with Flail: 5ptsT3, W1, S4, I3, A1, 6+ Armour Save, 5+ Numb Save, -1 to Armour Saves

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Blue Norse Warrior with 2 Handed Axe: 5ptsT3, W1, S5, I0, A1, 6+ Armour Save, 5+ Numb Save, -2 to Armour Saves

Blue Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’ T4, W1, S3, I4, A1, 4+ Armour Save, 5+ Numb Save, Cavalry, Reduces Numb Saves by -2

Blue Norse Rider w/ Spear & Shield: 9pts, Moves ‘9’T4, W1, S3, I4, A1, 4+ Armour Save, 5+ Numb Save, Cavalry, S4 on Charge ONLY

Blue Norse Rider w/ Flail: 10pts, Moves ‘9’T4, W1, S4, I3, A1, 5+ Armour Save, 5+ Numb Save, Cavalry, -1 to Armour Saves

Blue Norse Warhound: 6pts, Moves ‘9’ T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, Charges ‘9’

Mutated Blue Death Knight: 18ptsT4, W1, S4, I4, A3, 4+ Armour Save, 5+ Numb Save, -1 to Armour Saves

Blue Death Knight Chariot: 120ptsT5, W4, S5, I5, A4, 3+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A4 I5 S5 -1 to Armour Save attacks come from 2 Death Knights with Halberds

Blue Death Knight Specialist Units: Limit of 8 Norseman ChariotsLimit of 50 Mounted Death Knights, Elite Death KnightsLimit of 50 Pleasure Riders with Spears, Pleasure Riders with WhipsLimit of 4 Bullhorn Chariots, Winged Tri-BeastsLimit of 80 Pox Lords with Twin Axes (4 Units)Limit of 80 Pox Lords with Axes and Shields (4 Units)

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Limit of 80 Pox Lords with 2H Axes (4 Units)Limit of 80 Blood Champions with Twin Blades (4 Units)

Blue Norseman Chariot: 80pts, Moves ‘9’, T4, W4, S4, I3, A2, 5+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A2 I3 S4 -1 to Armour Save attacks come from 2 Norsemen with Flails

Mounted Blue Death Knight w/ Spear & Shield: 30pts- T5, W1, S5, I5, A2, 1+ Armour Save, 5+ Numb Save, Cavalry, Magical attacks, -1 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect)

Elite Blue Death Knight with 2 Handed Axe: 19ptsT4, W1, S6, I0, A2, 4+ Armour Save, 5+ Numb Save, -3 to Armour Saves

Blue Pleasure Rider with Spear and Shield: 18pts, Moves ‘9’- T4, Moves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save, 5+ Numb Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks, S5 on Charge

Blue Pleasure Rider with Whip and Shield: 18ptsMoves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save, 5+ Numb Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks, S4 on Charge, Armed with Whips: can attack within ‘3’ of friendly units in base-to-base contact in Close Combat

Blue Bullhorn Chariot: 130ptsT6, W5, S5, I5, A4, 3+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits with Death Strike on Charge Only, the two Death Knight riders have the A4 I5 S5 -2 to Armour Save attacks above

Blue Winged Tri-Beast: 230pts, Moves ‘10’- T5, W4, S6, I2, A8, 6+ Dodge Save, 4+ Armour Save, 3+ Numb Save, Reduces Armour Saves by -2, Flyer, Weak against Spears, Poisoned Attacks, Breathes Fire

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(Auto, S4, ‘9’ teardrop Flamethrower template, Fire attacks)

Blue Pox Lord with twin Axes: 40ptsT5, W3, S4, I5, A4, 4+ Armour Save, 3+ Numb Save, Weak against Spears

Blue Pox Lord with Axe and Shield: 40ptsT5, W3, S4, I5, A3, 3+ Armour Save, 3+ Numb Save, Weak against Spears, -2 to Numb Saves

Blue Pox Lord with 2H Axe: 40ptsT5, W3, S6, I0, A3, 4+ Armour Save, 3+ Numb Save, Weak against Spears, -3 to Armour Saves

Blue Blood Champion with Twin Blades: 45ptsT4, W3, S5, I5, A4, 4+ Armour Save, 5+ Numb Save, Weak against Spears, Magical Attacks, -2 to Armour Saves

Blue Death Knight Heavy Units: Limit of 40 Thunder Ogres with 2H Axes, Thunder Ogres with Twin Maces, Norse Trolls, 40 Armoured Ogres with 2 Blades, 40 Armoured Ogres with 2H AxesLimit of 40 Blood Lords with Chain-Maces (4 Units)Limit of 2 Gigantic Thunder Ogres with 2H Axes, Gigantic Thunder Ogres with 2 Blades, Death GiantsLimit of 4 Death SpawnLimit of 40 Blood Rhino KnightsLimit of 2 Octhorn Beasts, Plastic Warper Beasts Limit of 2 Death Lords on Winged Manticores (one or both can be without a Death Lord rider)

Blue Thunder Ogre w/ 2 Handed Glaive: 64pts, Moves ‘9’- T4, W4, S7, I1, A4, 4+ Armour Save, 5+ Numb Save, -3 to Armour Saves, Crazed, Dauntless, Weak against Spears, Electric attacks are S2 against themBlue Thunder Ogre w/ Twin Maces: 60pts, Moves ‘9’

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T4, W4, S5, I3, A5, 4+ Armour Save, 5+ Numb Save, -2 to Armour Saves, Weak against Spears, Crazed, Dauntless, Electric attacks are S2 against them

Blue Norse Troll with 2 Blades: 45ptsT5, W3, S5, I1, A4, 3+ Numb Save, Reduces Armour Saves by -1, Weak against Spears

Armoured Blue Ogre with 2 Blades: 35pts, Moves ‘9’T4, W3, S4, I2, A4, 4+ Armour Save, 5+ Numb Save, Weak against Spears, Deals 1 I9 S4 hit each on Charge ONLY

Armoured Blue Ogre with 2 Handed Axe: 40pts, Moves ‘9’- T4, W3, S6, I0, A3, 4+ Armour Save, 5+ Numb Save, Weak against Spears, -3 to Armour Saves, Deals 1 I9 S4 hit each on Charge ONLY

Blue Blood Lord with Chain-Mace: 55ptsT4, W3, S6, I5, A4, 4+ Armour Save, 5+ Numb Save, Weak against Spears, -3 to Armour Saves, Deals 2 I9 S5 hits each on Charge ONLY

Gigantic Blue Thunder Ogre w/ 2H Axe: 225pts, Moves ‘9’- T5, W6, S8, I1, A6, 4+ Armour Save, 5+ Numb Save, Crazed, Dauntless, Weak against Spears, -4 to Armour Saves, Electric attacks are S2 against them

Gigantic Blue Thunder Ogre with Twin Blades: 220pts, Moves ‘9’- T5, W6, S6, I5, A7, 4+ Armour Save, 5+ Numb Save, Crazed, Dauntless, Weak against Spears, -2 to Armour Saves, Electric attacks are S2 against them

Blue Death Spawn: 50pts, Moves ‘7’T5, W3, S4, I2, A5, 5+ Numb Save

Blue Death Giant with Horns: 200ptsT5, W6, S6, I3, 2D6 Attacks each, 5+ Numb Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing

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S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves)

Blue Rhino Knight with Axe & Shield: 75pts T5, W3, S5, I6, A3, 1+ Armour Save, 5+ Numb Save, Cavalry, Crazed, Magical attacks, -2 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect), Rhino is S4 I2 A3 and is S5 -1 to Armour Saves on the Charge

Blue Octhorn Beast: 225pts, Moves ‘9’T5, W5, S7, I4, A6, 4+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -3, Crazed, Weak against Spears, Dauntless

Blue Plastic Warper Beast: 240pts, Moves ‘9’T5, W5, S5, I3, A5, 4+ Numb Save, Reduces Armour Saves by -1, Weak against Spears, Armed with Plastic Warp (Auto, ‘18’, targets 1 unit, Ignores Armour Saves, Can be used instead of Close Combat attacks, 4 hits are dealt: roll a D6 for each hit, if they score higher than a model’s Toughness then that model suffers 1 wound; only Dodge Saves can be taken if available. Units with a Toughness of 7+ will only be wounded on a roll of 6. Roll a D6 after resolving these wounds, and if it is a 4+ then target another unit within ‘18’ of your Warper Beast).

Blue Death Lord on Winged Manticore: 400pts, Moves ‘10’- T5, W3, S6, I7, A5, 2+ Armour Save, 5+ Numb Save, Armed with Sword: Re-rolls misses, Weak against Spears, Magical Attacks, +1 to hit Bonus in Close Combat, Reduces Armour Saves by -2,

Winged Manticore is T5, W4, S5, I6, A5, 6+ Dodge Save, 4+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -2, Flyer, Crazed, Dauntless, Death Strike, Weak against

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Spears, Also has a Tail Whip attack: Poisoned Attacks, deals 2 wounds if unsavedIf the Winged Manticore is slain then the Death Lord is placed on the table and will NOT be Weak against Spears, as he is no longer mounted (in Close Combat if the Winged Manticore was slain there) and can be represented by a Death Knight infantry model if available.

Blue Winged Manticore (without Death Lord): 185pts- Moves ‘10’- T5, W4, S5, I6, A5, 6+ Dodge Save, 4+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -2, Flyer, Crazed, Dauntless, Death Strike, Weak against Spears, Also has 1 Tail Whip attack: Poisoned Attacks, deals 2 wounds if unsaved.

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Pink Death Knights:Rosa Dødsriddere:Painted in shades of pink and spread throughout all models

Horrors from Outer Space(Grusomheter fra Verdensrommet)Pink Units have enhanced close combat statistics (Initiative and Attacks) and they pay a higher points cost to accommodate this. Also, they NEVER receive an Initiative or Attack Bonus when Charging; they already have it included in their stats! When declaring a Charge, Pink units must always charge the closest enemy unit.

Pink Death Knight CORE Units: Pink Death Knight with 2 Blades: 18ptsT4, W1, S4, I6, A4, 4+ Armour Save, 5+ Numb Save

Pink Death Knight with Sword & Shield: 18ptsT4, W1, S4, I6, A3, 3+ Armour Save, 5+ Numb Save, Re-rolls misses

Pink Death Knight with Halberd: 18ptsT4, W1, S5, I6, A3, 4+ Armour Save, 5+ Numb Save, -2 to Armour Saves

Pink Norse Warrior with Axe & Shield: 6ptsT3, W1, S3, I5, A2, 5+ Armour Save, 5+ Numb Save, -2 to Numb Saves

Pink Norse Warrior with 2 Blades: 6pts T3, W1, S3, I5, A3, 6+ Armour Save, 5+ Numb Save

Pink Norse Warrior with Flail: 7ptsT3, W1, S4, I4, A2, 6+ Armour Save, 5+ Numb Save, -1 to Armour SavesPink Norse Warrior with 2 Handed Axe: 7pts

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T3, W1, S5, I1, A2, 6+ Armour Save, 5+ Numb Save, -2 to Armour Saves

Pink Norse Rider w/ Axe & Shield: 11pts, Moves ‘9’ T4, W1, S3, I5, A2, 4+ Armour Save, 5+ Numb Save, Cavalry, Reduces Numb Saves by -2

Pink Norse Rider w/ Spear & Shield: 11pts, Moves ‘9’T4, W1, S3, I5, A2, 4+ Armour Save, 5+ Numb Save, Cavalry, S4 on Charge ONLY

Pink Norse Rider w/ Flail: 12pts, Moves ‘9’T4, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save, Cavalry, -1 to Armour Saves

Pink Norse Warhound: 8pts, Moves ‘9’ T3, W1, S3, I4, A2, 6+ Armour Save, 5+ Numb Save, Charges ‘9’

Mutated Pink Death Knight: 20ptsT4, W1, S4, I5, A4, 4+ Armour Save, 5+ Numb Save, -1 to Armour Saves

Pink Death Knight Chariot: 122ptsT5, W4, S5, I6, A4, 3+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A4 I5 S5 -1 to Armour Save attacks come from 2 Death Knights with Halberds

Pink Death Knight Specialist Units: Limit of 8 Norseman ChariotsLimit of 50 Mounted Death Knights, Elite Death KnightsLimit of 50 Pleasure Riders with Spears, Pleasure Riders with WhipsLimit of 4 Bullhorn Chariots, Winged Tri-BeastsLimit of 80 Pox Lords with Twin Axes (4 Units)Limit of 80 Pox Lords with Axes and Shields (4 Units)Limit of 80 Pox Lords with 2H Axes (4 Units)

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Limit of 80 Blood Champions with Twin Blades (4 Units)

Pink Norseman Chariot: 82pts, Moves ‘9’, T4, W4, S4, I4, A2, 5+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on Charge Only, A2 I3 S4 -1 to Armour Save attacks come from 2 Norsemen with Flails

Mounted Pink Death Knight w/ Spear & Shield: 32pts- T5, W1, S5, I6, A3, 1+ Armour Save, 5+ Numb Save, Cavalry, Magical attacks, -1 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect)

Elite Pink Death Knight with 2 Handed Axe: 21ptsT4, W1, S6, I1, A3, 4+ Armour Save, 5+ Numb Save, -3 to Armour Saves

Pink Pleasure Rider with Spear and Shield: 22pts, Moves ‘9’- T4, Moves ‘9’- T4, W1, S3, I6, A3, 5+ Armour Save, 5+ Numb Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks, S5 on Charge

Pink Pleasure Rider with Whip and Shield: 22ptsMoves ‘9’- T4, W1, S3, I6, A3, 5+ Armour Save, 5+ Numb Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks, S4 on Charge, Armed with Whips: can attack within ‘3’ of friendly units in base-to-base contact in Close Combat

Pink Bullhorn Chariot: 132ptsT6, W5, S5, I6, A6, 3+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits with Death Strike on Charge Only, the two Death Knight riders have the A6 I6 S5 -2 to Armour Save attacks above

Pink Winged Tri-Beast: 232pts Moves ‘10’- T5, W4, S6, I3, A9, 6+ Dodge Save, 4+ Armour Save, 3+ Numb Save, Reduces Armour Saves by -2, Flyer,

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Weak against Spears, Poisoned Attacks, Breathes Fire (Auto, S4, ‘9’ teardrop Flamethrower template, Fire attacks)

Pink Pox Lord with Twin Axes: 42ptsT5, W3, S4, I6, A5, 4+ Armour Save, 3+ Numb Save, Weak against Spears

Pink Pox Lord with Axe and Shield: 42ptsT5, W3, S4, I6, A4, 3+ Armour Save, 3+ Numb Save, Weak against Spears, -2 to Numb Saves

Pink Pox Lord with 2H Axe: 42ptsT5, W3, S6, I1, A4, 4+ Armour Save, 3+ Numb Save, Weak against Spears, -3 to Armour Saves

Pink Blood Champion with Twin Blades: 45ptsT4, W3, S5, I6, A5, 4+ Armour Save, 5+ Numb Save, Weak against Spears, Magical Attacks, -2 to Armour Saves

Pink Death Knight Heavy Units: Limit of 40 Thunder Ogres with 2H Axes, Thunder Ogres with Twin Maces, Norse Trolls, 40 Armoured Ogres with 2 Blades, 40 Armoured Ogres with 2H AxesLimit of 40 Blood Lords with Chain-Maces (4 Units)Limit of 2 Gigantic Thunder Ogres with 2H Axes, Gigantic Thunder Ogres with 2 Blades, Death GiantsLimit of 4 Death SpawnLimit of 40 Blood Rhino KnightsLimit of 2 Octhorn Beasts, Plastic Warper Beasts Limit of 2 Death Lords on Winged Manticores (one or both can be without a Death Lord rider)

Pink Thunder Ogre w/ 2 Handed Glaive: 66pts, Moves ‘9’- T4, W4, S7, I1, A5, 4+ Armour Save, Numb Save, -3 to Armour Saves, Crazed, Weak against Spears, Electric attacks are S2 against them

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Pink Thunder Ogre w/ Twin Maces: 62pts, Moves ‘9’T4, W4, S5, I4, A6, 4+ Armour Save, 5+ Numb Save, -2 to Armour Saves, Weak against Spears, Dauntless, Electric attacks are S2 against them

Pink Norse Troll with 2 Blades: 47ptsT5, W3, S5, I2, A5, 3+ Numb Save, Reduces Armour Saves by -1, Weak against Spears

Armoured Pink Ogre with 2 Blades: 37pts, Moves ‘9’T4, W3, S4, I3, A5, 4+ Armour Save, 5+ Numb Save, Weak against Spears, Deals 1 I9 S4 hit each on Charge ONLY

Armoured Pink Ogre with 2 Handed Axe: 42pts, Moves ‘9’- T4, W3, S6, I1, A4, 4+ Armour Save, 5+ Numb Save, Weak against Spears, -3 to Armour Saves, Deals 1 I9 S4 hit each on Charge ONLY

Pink Blood Lord with Chain-Mace: 55ptsT4, W3, S6, I6, A5, 4+ Armour Save, 5+ Numb Save, Weak against Spears, -3 to Armour Saves, Deals 2 I9 S5 hits each on Charge ONLY

Gigantic Pink Thunder Ogre w/ 2H Axe: 227pts, Moves ‘9’- T5, W6, S8, I1, A7, 4+ Armour Save, 5+ Numb Save, Crazed, Dauntless, Weak against Spears, -4 to Armour Saves, Electric attacks are S2 against them

Gigantic Pink Thunder Ogre with Twin Blades: 222pts, Moves ‘9’- T5, W6, S6, I6, A8, 4+ Armour Save, 5+ Numb Save, Crazed, Dauntless, Weak against Spears, -2 to Armour Saves, Electric attacks are S2 against them

Pink Death Spawn: 52pts, Moves ‘7’T5, W3, S4, I3, A6, 5+ Numb Save

Pink Death Giant with Horns: 202ptsT5, W6, S6, I4, 2D6+1 Attacks, 5+ Numb Save, Dauntless, If beaten OR killed in Close Combat: roll a D6, on 1 it falls

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over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which had beaten/killed it, Giant is armed with Giant Club (-3 to Armour Saves in Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour Saves)

Pink Rhino Knight with Axe & Shield: 77pts T5, W3, S5, I7, A4, 1+ Armour Save, 5+ Numb Save, Cavalry, Crazed, Dauntess, Magical attacks, -2 to Armour Saves (has an assortment of weapons but they end up reducing Armour as their main effect), Rhino is S4 I3 A4 and is S5 -1 to Armour Saves on the Charge

Pink Octhorn Beast: 227pts, Moves ‘9’T5, W5, S7, I5, A7, 4+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -3, Crazed, Weak against Spears

Pink Plastic Warper Beast: 240pts, Moves ‘9’T5, W5, S5, I4, A6, 4+ Numb Save, Reduces Armour Saves by -1, Weak against Spears, Armed with Plastic Warp (Auto, ‘18’, targets 1 unit, Ignores Armour Saves, Can be used instead of Close Combat attacks, 4 hits are dealt: roll a D6 for each hit, if they score higher than a model’s Toughness then that model suffers 1 wound; only Dodge Saves can be taken if available. Units with a Toughness of 7+ will only be wounded on a roll of 6. Roll a D6 after resolving these wounds, and if it is a 4+ then target another unit within ‘18’ of your Warper Beast).

Pink Death Lord on Winged Manticore: 404pts, Moves ‘10’- T5, W3, S6, I8, A6, 2+ Armour Save, Armed with Sword: Re-rolls misses, Weak against Spears, Magical Attacks, +1 to hit Bonus in Close Combat, Reduces Armour Saves by -2,

Winged Manticore is T5, W4, S5, I7, A6, 6+ Dodge Save, 4+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -2, Flyer, Crazed, Dauntless, Death Strike, Weak against

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Spears, Also has a Tail Whip attack: Poisoned Attacks, deals 2 wounds if unsavedIf the Winged Manticore is slain then the Death Lord is placed on the table and will NOT be Weak against Spears, as he is no longer mounted (in Close Combat if the Winged Manticore was slain there) and can be represented by a Death Knight infantry model if available.

Pink Winged Manticore (without Death Lord): 187pts- Moves ‘10’- T5, W4, S5, I7, A6, 6+ Dodge Save, 4+ Armour Save, 5+ Numb Save, Reduces Armour Saves by -2, Flyer, Crazed, Dauntless, Death Strike, Weak against Spears, Also has 1 Tail Whip attack: Poisoned Attacks, deals 2 wounds if unsaved.

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Fay ElvesFay Elfoj

Elven Speed: (elfa rapido)When Running (Shooting Phase or Victory Run) Fay Elf Units (not including colour variants: Orange, Yellow, Red, Green, Grey, Clay and Turq) can move D6+2

Elves of the Forest: (koboldoj de la arbaro)Fay Elf Units (not including colour variants: Orange, Yellow, Red, Green, Grey, Clay, Turq and Royalist) can move through Woods without penalty

Fay Elf CORE Units:Tree Guardian: 12pts, Moves ‘9’arbo gardistoT4, W2, S4, I6, A2, 5+ Dodge Save, Magical Attacks, Dauntless, Weak against Fire (Fire Attacks ignore their Dodge Save), 4+ Cover Save in Woods, Re-rolls misses

Fay Elf Archer with Longbow: 7ptsfay elfo arkpafisto kun longbowT3, W1, S3, I5, A1, No Save, Armed with Fay Longbow (Auto, ‘30’, S3, -1 to Armour Saves, S4 at ’15’ or less incl. Reflex), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), 4+ Cover Save in Woods, Reflex Shots (S4, -1 to Armour Saves), +1 to wound in Close Combat (1 still fails)

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Fay Elf Guardian with Spear & Shield: 6ptsfay elfo gardisto kun lanco kaj ŝildoT3, W1, S3, I6, A1, 5+ Armour Save, -1 to Armour Saves, S4 vs Cavalry, 4+ Cover Save in Woods, +1 to wound in Close Combat (1 still fails), can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Fay Elf Ranger with Longbow: 7pts, Moves ‘9’fay elfo Ranger kun longbowT3, W1, S3, I5, A1, 6+ Dodge Save, Armed with Fay Longbow, Reflex Shots (S4 -1 to Armour Saves), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Ambush, 4+ Cover Save in Woods, +1 to wound in Close Combat (1 still fails), Limit of 1 Unit of Rangers for each Fay Elf Archer Unit Fay Elf Rider with Spear & Shield: 12pts, Moves ‘9’fay elfo rajdanton per lanco kaj ŝildoT4, W1, S3, I5, A1, 5+ Armour Save, Armed with Fay Longbow, Reflex Shots (S4 -1 to Armour Saves), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), S4 on Charge ONLY, -1 to Armour Saves in Close Combat, Cavalry, Ambush, 4+ Cover Save in Woods, +1 to wound in Close Combat (1 still fails)

Fay Elf Guardian with Double-Bladed Spear: 9ptsfay elfo gardisto kun duobla -aplanada lancoT3, W1, S3, I6, A2, 5+ Armour Save, -1 to Armour Saves, S4 vs Cavalry, Diehards, 4+ Cover Save in Woods, +1 to hit Bonus in Close Combat, +1 to wound in Close Combat (1 still fails), can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

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Fay Elf Specialist Units:Limit of 80 Fay Elf Antler Knights (4 Units)Limit of 80 Fay Mage Riders (4 Units)Limit of 80 Fay Elf Acrobats with Twin Blades (4 Units)Limit of 80 Fay Elf Acrobats with Spears (4 Units)Limit of 80 Fay Elf Hunters (4 Units)

Fay Elf Antler Knight with Spear & Blade: 20ptsfay elfo Kornaro kavaliro kun lanco kaj klingoMove ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry, Magical Attacks, Crazed, Dauntless, -1 to Armour Saves, S5 on Charge ONLY, +1 to hit Bonus in Close Combat, +1 to wound in Close Combat (1 still fails)

Fay Elf Mage Rider with Magic Javelin: 20pts, Move ‘9’fay elfo magiisto rajdanton per magio lanconT4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Magical Attacks, Poisoned Attacks, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour Saves, Magical Attacks, Poisoned Attacks), Reflex Shots (Magic Javelins), +1 to wound in Close Combat (1 still fails)

Fay Elf Acrobat with Twin Blades: 15pts, Moves ‘9’fay elfo akrobato kun ĝemelaj klingojT3, W1, S3, I6, A3, 4+ Dodge Save, Death Strike, S4 on Charge ONLY, +1 to hit Bonus in Close Combat, +1 to wound in Close Combat (1 still fails)

Fay Elf Acrobat with Spear: 15pts, Moves ‘9’fay elfo akrobato kun lancoT3, W1, S3, I7, A2, 4+ Dodge Save, Death Strike, S4 vs Cavalry, +1 to hit Bonus in Close Combat, +1 to wound in Close Combat (1 still fails), can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Fay Elf Hunter with 2 Handed Glaive: 10pts

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fay elfo ĉasisto kun du manoj glaiveT3, W1, S5, I5, A2, 6+ Armour Save, Dauntless, +1 to hit Bonus in Close Combat, +1 to wound in Close Combat (1 still fails), -2 to Armour Saves

Fay Elf Heavy Units:Limit of 4 Fay Elf Chariots (2 Units)Limit of 48 Tree Walkers (4 Units)Limit of 48 Hawk Riders with Elven Longbows (4 Units)Limit of 48 Hawk Riders with Spears (4 Units)Limit of 2 Tree Giants, Tree Giant MagesLimit of 40 Elite Foresters (2 Units)Limit of 20 Fay Elf War Eagles (2 Units)

Fay Elf Chariot: 55pts, Moves ‘9’, 1 – 2 Chariots in Unitfay elfo cxaroT4, W4, S3, I5, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Saves Impact Hits on Charge Only, S3 attacks come from 2 Fay Elves with Spears, Armed with 2 Fay Longbows, Reflex Shots (2 shots, S4 -1 to Armour Saves)

Tree Walker: 50pts arbo walkerT5, W3, S5, I3, A3, 4+ Armour Save, 5+ Dodge Save, Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, 4+ Cover Save in Woods, -1 to Armour Saves, Deals 1 I9 S4 impact hit each on Charge ONLY, +1 to wound in Close Combat (1 still fails), Re-rolls misses

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Fay Elf Hawk Rider with Spear: 20pts, Moves ‘10’fay elfo falko rajdanto kun lanco T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4 on Charge ONLY, has +1 to wound in Close Combat (1 still fails)Hawk is S4, A2, -1 to Armour Saves and has Death Strike on the Charge ONLY

Fay Elf Hawk Rider w/ Fay Longbow: 20pts, Moves ‘10’fay elfo falko rajdanto per fay longbow T4, W1, S3, I5, A2, 5+ Dodge Save, Flyers, Cavalry, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Reflex Shots (S4 -1 to Armour), Hit and Run, Hawk is S4, A2, -1 to Armour Saves and has Death Strike on the Charge ONLY, Rider has +1 to wound in Close Combat (1 still fails)

Tree Giant: 250ptsarbo giganteT6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if it is even partially within a Wood), Reflex Shots (Strangling Trees), Re-rolls misses, Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, Tree Smash (S10, D6 wounds dealt instead of Close Combat attacks and Ignores Armour Saves), 4+ Cover Save in Woods, -3 to Armour Saves in Close Combat, +1 to hit Bonus in Close Combat, +1 to wound in Close Combat (1 still fails), If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Tree Giant Mage with Staff: 270ptsarbo gigante magiisto kun bastonoT6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 5+ Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4 hits), Reflex Shots (Strangling Trees), Re-rolls misses in Close Combat, Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, 4+ Cover Save

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in Woods, -3 to Armour Saves in Close Combat, +1 to hit Bonus in Close Combat, +1 to wound in Close Combat (1 still fails), If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Fay Elf War Eagle: 25pts, Moves ‘10’fay elfo milito agloT4, W3, S4, I4, A2, 5+ Dodge Save, Flyer, S5 on Charge, Weak against Spears, Reduces Armour Saves by -1, +1 to hit Bonus in Close Combat, +1 to wound in Close Combat (1 still fails)

Fay Elf Elite Forester w/ Fay Longbow: 13pts, Moves ‘9’fay elfo elito arbariston kun fay longbowT3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Fay Longbow but has Death Strike at ‘15’ or less including Reflex Shots, Ambush, Reflex Shots (S4, -1 to Armour Saves, Death Strike), Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Enemy units have -1 to Hit Penalty when Shooting at them in the Shooting Phase, 3+ Cover Save in Woods, +1 to wound in Close Combat (1 still fails), In Shooting Phase ONLY they can fire Split Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots, -1 to Armour Saves, S4 at ‘15’ or less)

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Orange Fay Elves:Oranĝkolora Fay Elfoj:Painted in shades of Orange, like Autumn

Diehards(Diehards)ALL Orange Fay Elf models can re-roll CCR (Close Combat Resolution) Rolls if they lose Close Combat unless the model has the Dauntless rule included in their unit statistics.

Orange Fay Elf CORE Units:Orange Tree Guardian: 12pts, Moves ‘9’T4, W2, S4, I6, A2, 5+ Dodge Save, 6+ Armour Save, Magical Attacks, Dauntless, Weak against Fire (Fire Attacks ignore their Dodge Save)

Orange Fay Elf Archer with Fay Longbow: 7ptsT3, W1, S3, I5, A1, 6+ Armour Save, Armed with Elven Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like Snipers

Orange Fay Elf Guardian with Spear & Shield: 6ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Orange Fay Elf Ranger with Elven Longbow: 7pts, Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with Elven Longbow, Shooting hits like Snipers Limit of 1 Unit of Rangers for each Fay Elf Archer Unit Orange Fay Elf Rider with Spear & Shield: 11pts, Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Elven Longbow, Shooting hits like Snipers S4 on Charge ONLY, Cavalry, -1 to Armour Saves in Close CombatOrange Fay Elf Guardian w/ Double-Bladed Spear: 8pts

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T3, W1, S3, I6, A2, 5+ Armour Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Orange Fay Elf Specialist Units:Limit of 50 Fay Elf Mage Riders, Acrobats with Twin Blades, Acrobats with Spears

Orange Fay Elf Mage Rider with Magic Javelin: 20pts, Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Magical Attacks, Poisoned Attacks, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour Saves, Magical Attacks, Poisoned Attacks)

Orange Fay Elf Acrobat with Twin Blades: 15pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour Saves, S4 on Charge ONLY

Orange Fay Elf Acrobat with Spear: 15pts, Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour Saves, S4 against Cavalry, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Orange Fay Elf Heavy Units:Limit of 4 Fay Elf ChariotsLimit of 48 Hawk Riders with Elven Longbows AND Hawk Riders with Spears Limit of 20 Fay Elf War EaglesLimit of 40 Elite Foresters

Orange Fay Elf Chariot: 55pts, Moves ‘9’T4, W4, S3, I5, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Saves impact Hits on Charge Only, S3 attacks come from 2 Fay Elves with Spears, Armed with 2 Elven Longbows,

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Orange Fay Elf Hawk Rider with Spear: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 6+ Armour Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4 on Charge ONLY, Hawk is S4 A2 -1 to Armour Saves

Orange Fay Elf Hawk Rider w/ Elven Longbow: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 6+ Armour Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to Armour Saves

Orange Fay Elf War Eagle: 25pts, Moves ‘10’T4, W4, S4, I4, A2, 6+ Dodge Save, 6+ Armour Save, Flyer, S5 on Charge, Weak against Spears, -1 to Armour Saves

Orange Fay Elf Elite Forester w/ Elven Longbow: 13pts, Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Elven Longbow but has Death Strike at ‘15’ or less including Reflex Shots, Shooting hits like Snipers, 4+ Cover Save in Woods, can fire Split Shots in Shooting Phase ONLY (Auto, ‘30’, S3, 2 shots, NO Death Strike)

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Yellow Fay ElvesFlava Fay ElfojPainted in shades of Yellow

Two for the Price of One:(du por la prezo de unu)Yellow Fay Elf 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 Fay Elf CORE Units:Yellow Tree Guardian: 12pts, Moves ‘9’T4, W3, S4, I6, A2, 6+ Dodge Save, Magical Attacks, Dauntless, Weak against Fire (Fire Attacks ignore their Dodge Save)

Yellow Fay Elf Archer with Elven Longbow: 7ptsT3, W2, S3, I5, A1, No Save, Armed with Elven Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like Snipers

Yellow Fay Elf Guardian with Spear & Shield: 6ptsT3, W2, S3, I6, A1, 6+ Armour Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Yellow Fay Elf Ranger with Elven Longbow: 7pts, Moves ‘9’- T3, W2, S3, I5, A1, 6+ Dodge Save, Armed with Elven Longbow, Shooting hits like Snipers Limit of 1 Unit of Rangers for each Fay Elf Archer Unit Yellow Fay Elf Rider with Spear & Shield: 11pts, Moves ‘9’- T4, W2, S3, I5, A1, 6+ Armour Save, Armed with Elven Longbow, Shooting hits like Snipers, -1 to Armour Saves in Close Combat, S4 on Charge ONLY, Cavalry

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Yellow Fay Elf Guardian w/ Double-Bladed Spear: 8ptsT3, W2, S3, I6, A2, 6+ Armour Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Yellow Fay Elf Specialist Units:Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay Elf Hunters

Yellow Fay Elf Antler Knight with Spear & Blade: 20pts, Move ‘9’- T4, W2, S4, I6, A3, 5+ Dodge Save, Cavalry, Magical Attacks, Crazed, Dauntless, -1 to Armour Saves, S5 on Charge ONLY

Yellow Fay Elf Mage Rider with Magic Javelin: 20pts, Move ‘9’- T4, W2, S3, I5, A2, 5+ Dodge Save, Cavalry, Magical Attacks, Poisoned Attacks, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour Saves, Magical Attacks, Poisoned Attacks)

Yellow Fay Elf Acrobat with Twin Blades: 15pts, Moves ‘9’- T3, W2, S3, I6, A3, 5+ Dodge Save, -1 to Armour Saves, S4 on Charge ONLY

Yellow Fay Elf Acrobat with Spear: 15pts, Moves ‘9’- T3, W2, S3, I7, A2, 5+ Dodge Save, -1 to Armour Saves, S4 against Cavalry, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Yellow Fay Elf Hunter with 2 Handed Glaive: 10ptsT3, W2, S5, I5, A2, No Save, Dauntless, -2 to Armour Saves

Yellow Fay Elf Heavy Units:Limit of 4 Fay Elf Chariots

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Limit of 48 Tree Walkers, Hawk Riders with Elven Longbows AND Hawk Riders with Spears Limit of 2 Tree Giants, Tree Giant MagesLimit of 20 Fay Elf War EaglesLimit of 40 Elite Foresters

Yellow Fay Elf Chariot: 55pts, Moves ‘9’T4, W5, S3, I5, A2, 6+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Saves impact Hits on Charge Only, S3 attacks come from 2 Fay Elves with Spears, Armed with 2 Elven Longbows,

Yellow Tree Walker: 50pts T5, W4, S5, I3, A3, 5+ Armour Save, 5+ Dodge Save, Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -1 to Armour Saves

Yellow Fay Elf Hawk Rider with Spear: 20pts, Moves ‘10’- T4, W4, S3, I5, A2, 6+ Dodge Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4 on Charge ONLY, Hawk is S4 A2 -1 to Armour Saves

Yellow Fay Elf Hawk Rider w/ Elven Longbow: 20pts, Moves ‘10’- T4, W4, S3, I5, A2, 6+ Dodge Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to Armour Saves

Yellow Tree Giant: 250ptsT6, W7, S6, I2, A5, 4+ Armour Save, 5+ Dodge Save, Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if it is even partially within a Wood), Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Yellow Tree Giant Mage with Staff: 270pts

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T6, W7, S6, I2, A5, 4+ Armour Save, 5+ Dodge Save, 5+ Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4 hits), if Reflex Shots are allowed (Strangling Trees), Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Yellow Fay Elf War Eagle: 25pts, Moves ‘10’T4, W4, S4, I4, A2, 6+ Dodge Save, Flyer, S5 on Charge, Weak against Spears, -1 to Armour Saves

Yellow Fay Elf Elite Forester w/ Elven Longbow: 13pts, Moves ‘9’- T3, W2, S3, I5, A2, 6+ Dodge Save, Armed with Elven Longbow but has Death Strike at ‘15’ or less including Reflex Shots, Shooting hits like Snipers, 4+ Cover Save in Woods, In Shooting Phase ONLY they can fire Split Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots, -1 to Armour Saves, S4 at ‘15’ or less)

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Red Fay ElvesRuĝa Fay Elfoj:Painted mainly in Reds, but distinct from Maroon and darker reds of the Maroon Armies

The Red Army(La Ruĝa Armeo)Red Models are 2pts cheaper; this will always be included in the unit’s statistics.

Red Fay Elf CORE Units:Red Tree Guardian: 10pts, Moves ‘9’T4, W2, S4, I6, A2, 5+ Dodge Save, Magical Attacks, Dauntless, Weak against Fire (Fire Attacks ignore their Dodge Save)

Red Fay Elf Archer with Elven Longbow: 5ptsT3, W1, S3, I5, A1, No Save, Armed with Elven Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like Snipers

Red Fay Elf Guardian with Spear & Shield: 4ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Red Fay Elf Ranger with Elven Longbow: 5pts, Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with Elven Longbow, Shooting hits like Snipers Limit of 1 Unit of Rangers for each Fay Elf Archer Unit Red Fay Elf Rider with Spear & Shield: 9pts, Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Elven Longbow, Shooting hits like Snipers, -1 to Armour Saves in Close Combat, S4 on Charge ONLY, CavalryRed Fay Elf Guardian w/ Double-Bladed Spear: 6pts

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T3, W1, S3, I6, A2, 5+ Armour Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Red Fay Elf Specialist Units:Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay Elf Hunters

Red Fay Elf Antler Knight with Spear & Blade: 18pts, Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry, Magical Attacks, Crazed, Dauntless, -1 to Armour Saves, S5 on Charge ONLY

Red Fay Elf Mage Rider with Magic Javelin: 18pts, Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Magical Attacks, Poisoned Attacks, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour Saves, Magical Attacks, Poisoned Attacks)

Red Fay Elf Acrobat with Twin Blades: 13pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour Saves, S4 on Charge ONLY

Red Fay Elf Acrobat with Spear: 13pts, Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour Saves, S4 against Cavalry, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Red Fay Elf Hunter with 2 Handed Glaive: 8ptsT3, W1, S5, I5, A2, 6+ Armour Save, Dauntless, -2 to Armour Saves

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Red Fay Elf Heavy Units:Limit of 48 Hawk Riders with Elven Longbows AND Hawk Riders with Spears Limit of 20 Fay Elf War EaglesLimit of 40 Elite Foresters

Red Fay Elf Hawk Rider with Spear: 18pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4 on Charge ONLY, Hawk is S4 A2 -1 to Armour Saves

Red Fay Elf Hawk Rider w/ Elven Longbow: 18pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to Armour Saves Red Fay Elf War Eagle: 23pts, Moves ‘10’T4, W3, S4, I4, A2, 5+ Dodge Save, Flyer, S5 on Charge, Weak against Spears, -1 to Armour Saves

Red Fay Elf Elite Forester w/ Elven Longbow: 11pts, Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Elven Longbow but has Death Strike at ‘15’ or less including Reflex Shots, Shooting hits like Snipers, 4+ Cover Save in Woods, In Shooting Phase ONLY they can fire Split Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots, -1 to Armour Saves, S4 at ‘15’ or less)

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Green Fay Elves:Verda Fay Elfoj:Painted mainly in Greens, lighter or darker but distinct from greens of the Swamp Armies

Deadly Accurate(Mortigan Precisan)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.

Green Fay Elf CORE Units:Green Tree Guardian: 12pts, Moves ‘9’T4, W2, S4, I6, A2, 5+ Dodge Save, Magical Attacks, Dauntless, Weak against Fire (Fire Attacks ignore their Dodge Save)

Green Fay Elf Archer with Elven Longbow: 7ptsT3, W1, S3, I5, A1, No Save, Armed with Elven Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like Snipers

Green Fay Elf Guardian with Spear & Shield: 6ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Green Fay Elf Ranger with Elven Longbow: 7pts, Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with Elven Longbow, Shooting hits like Snipers Limit of 1 Unit of Rangers for each Fay Elf Archer Unit

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Green Fay Elf Rider with Spear & Shield: 11pts, Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Elven Longbow, Shooting hits like Snipers, -1 to Armour Saves in Close Combat, S4 on Charge ONLY, Cavalry

Green Fay Elf Guardian w/ Double-Bladed Spear: 8ptsT3, W1, S3, I6, A2, 5+ Armour Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Green Fay Elf Specialist Units:Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay Elf Hunters

Green Fay Elf Antler Knight with Spear & Blade: 20pts, Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry, Magical Attacks, Crazed, Dauntless, -1 to Armour Saves, S5 on Charge ONLY

Green Fay Elf Mage Rider with Magic Javelin: 20pts, Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Magical Attacks, Poisoned Attacks, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour Saves, Magical Attacks, Poisoned Attacks)

Green Fay Elf Acrobat with Twin Blades: 15pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour Saves, S4 on Charge ONLY

Green Fay Elf Acrobat with Spear: 15pts, Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour Saves, S4 against Cavalry, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

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Green Fay Elf Hunter with 2 Handed Glaive: 10ptsT3, W1, S5, I5, A2, 6+ Armour Save, Dauntless, -2 to Armour Saves

Green Fay Elf Heavy Units:Limit of 4 Fay Elf ChariotsLimit of 48 Tree Walkers, Hawk Riders with Elven Longbows AND Hawk Riders with Spears Limit of 2 Tree Giants, Tree Giant MagesLimit of 20 Fay Elf War EaglesLimit of 40 Elite Foresters

Green Fay Elf Chariot: 55pts, Moves ‘9’T4, W4, S3, I5, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Saves impact Hits on Charge Only, S3 attacks come from 2 Fay Elves with Spears, Armed with 2 Elven Longbows,

Green Tree Walker: 50pts T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Dodge Save, Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -1 to Armour Saves

Green Fay Elf Hawk Rider with Spear: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4 on Charge ONLY, Hawk is S4 A2 -1 to Armour Saves

Green Fay Elf Hawk Rider w/ Elven Longbow: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to Armour Saves

Green Tree Giant: 250ptsT6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if it is even partially within a Wood), Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical

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Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Green Tree Giant Mage with Staff: 270ptsT6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 5+ Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4 hits), if Reflex Shots are allowed (Strangling Trees), Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Green Fay Elf War Eagle: 25pts, Moves ‘10’T4, W3, S4, I4, A2, 5+ Dodge Save, Flyer, S5 on Charge, Weak against Spears, -1 to Armour Saves

Green Fay Elf Elite Forester w/ Elven Longbow: 13pts, Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Elven Longbow but has Death Strike at ‘15’ or less including Reflex Shots, Shooting hits like Snipers, 4+ Cover Save in Woods, In Shooting Phase ONLY they can fire Split Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots, -1 to Armour Saves, S4 at ‘15’ or less)

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Grey Fay Elves:Griza Fay Elfoj:Painted in Greys, charcoals and dark grey

Professionals(Profesiuloj)Reduces Enemy Save, whichever one they choose, by a further -1 than usual. This will be covered in Grey Fay Elf Model stats in each case. This rule does NOT apply to Dodge Saves, which cannot be modified.

Grey Fay Elf CORE Units: Grey Tree Guardian: 12pts, Moves ‘9’T4, W2, S4, I6, A2, 5+ Dodge Save, Magical Attacks, Dauntless, Weak against Fire (Fire Attacks ignore their Dodge Save), -1 to Armour Saves

Grey Fay Elf Archer with Elven Longbow: 7ptsT3, W1, S3, I5, A1, 5+ Armour, Save, Armed with Elven Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like Snipers, -1 to Armour Saves in Close Combat

Grey Fay Elf Guardian with Spear & Shield: 6ptsT3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, -2 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Grey Fay Elf Ranger with Elven Longbow: 7pts, Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, 5+ Armour Save, Armed with Elven Longbow, Shooting hits like Snipers Limit of 1 Unit of Rangers for each Fay Elf Archer Unit, -1 to Armour Saves in Close Combat

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Grey Fay Elf Rider with Spear & Shield: 11pts, Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Elven Longbow, Shooting hits like Snipers, -2 to Armour Saves in Close Combat, S4 on Charge ONLY, Cavalry

Grey Fay Elf Guardian w/ Double-Bladed Spear: 8ptsT3, W1, S3, I6, A2, 5+ Armour Save, S4 vs Cavalry, -2 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Grey Fay Elf Specialist Units:Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay Elf Hunters

Grey Fay Elf Antler Knight with Spear & Blade: 20pts, Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry, Magical Attacks, Dauntless, -2 to Armour Saves, S5 on Charge ONLY

Grey Fay Elf Mage Rider with Magic Javelin: 20pts, Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Magical Attacks, Poisoned Attacks, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour Saves, Magical Attacks, Poisoned Attacks), -1 to Armour Saves in Close Combat

Grey Fay Elf Acrobat with Twin Blades: 15pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -2 to Armour Saves, S4 on Charge ONLY

Grey Fay Elf Acrobat with Spear: 15pts, Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -2 to Armour Saves, S4 against Cavalry, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Grey Fay Elf Hunter with 2 Handed Glaive: 10pts

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T3, W1, S5, I5, A2, 5+ Armour Save, Dauntless, -3 to Armour Saves

Grey Fay Elf Heavy Units:Limit of 4 Fay Elf ChariotsLimit of 48 Tree Walkers, Hawk Riders with Elven Longbows AND Hawk Riders with Spears Limit of 2 Tree Giants, Tree Giant MagesLimit of 20 Fay Elf War EaglesLimit of 40 Elite Foresters

Grey Fay Elf Chariot: 55pts, Moves ‘9’T4, W4, S3, I5, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5 -3 to Armour Saves impact Hits on Charge Only, S3 attacks come from 2 Fay Elves with Spears, Armed with 2 Elven Longbows,

Grey Tree Walker: 50pts T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Dodge Save, Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -2 to Armour Saves

Grey Fay Elf Hawk Rider with Spear: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Armour Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4 on Charge ONLY, Hawk is S4 A2 -2 to Armour Saves

Grey Fay Elf Hawk Rider w/ Elven Longbow: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Armour Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to Armour Saves

Grey Tree Giant: 250ptsT6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if it is even partially within a Wood), Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -4 to Armour Saves in Close Combat, If killed in

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Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Grey Tree Giant Mage with Staff: 270ptsT6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 5+ Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4 hits, -1 to Armour Saves), if Reflex Shots are allowed (Strangling Trees), Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Grey Fay Elf War Eagle: 25pts, Moves ‘10’T4, W3, S4, I4, A2, 5+ Dodge Save, 5+ Armour Save, Flyer, S5 on Charge, Weak against Spears, -2 to Armour Saves

Grey Fay Elf Elite Forester w/ Elven Longbow: 13pts, Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Elven Longbow but has Death Strike at ‘15’ or less including Reflex Shots, Shooting hits like Snipers, 4+ Cover Save in Woods, In Shooting Phase ONLY they can fire Split Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots, -2 to Armour Saves, S4 at ‘15’ or less)

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Clay Fay ElvesArgilo Fay ElfojPainted in Earthy colours, browns and the colour of un-fired Clay Blast Furnace(Alta Forno)Fire attacks are only S2 against Clay Fay Elf models

Clay Fay Elf CORE Units:Clay Tree Guardian: 12pts, Moves ‘9’T4, W2, S4, I6, A2, 5+ Dodge Save, 5+ Numb Save, Magical Attacks, Dauntless, Weak against Fire (Fire Attacks ignore their Dodge Save)

Clay Fay Elf Archer with Elven Longbow: 7ptsT3, W1, S3, I5, A1, 5+ Numb Save, Armed with Elven Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like Snipers

Clay Fay Elf Guardian with Spear & Shield: 6ptsT3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Clay Fay Elf Ranger with Elven Longbow: 7pts, Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, 5+ Numb Save, Armed with Elven Longbow, Shooting hits like Snipers Limit of 1 Unit of Rangers for each Fay Elf Archer Unit Clay Fay Elf Rider with Spear & Shield: 11pts, Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, Armed with Elven Longbow, Shooting hits like Snipers, -1 to Armour Saves in Close Combat, S4 on Charge ONLY, CavalryClay Fay Elf Guardian w/ Double-Bladed Spear: 8pts

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T3, W1, S3, I6, A2, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Clay Fay Elf Specialist Units:Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay Elf Hunters

Clay Fay Elf Antler Knight with Spear & Blade: 20pts, Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry, Magical Attacks, Crazed, Dauntless, -1 to Armour Saves, S5 on Charge ONLY

Clay Fay Elf Mage Rider with Magic Javelin: 20pts, Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Magical Attacks, Poisoned Attacks, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour Saves, Magical Attacks, Poisoned Attacks)

Clay Fay Elf Acrobat with Twin Blades: 15pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour Saves, S4 on Charge ONLY

Clay Fay Elf Acrobat with Spear: 15pts, Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour Saves, S4 against Cavalry, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Clay Fay Elf Hunter with 2 Handed Glaive: 10ptsT3, W1, S5, I5, A2, 6+ Armour Save, 5+ Numb Save, Dauntless, -2 to Armour Saves

Clay Fay Elf Heavy Units:Limit of 4 Fay Elf Chariots

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Limit of 48 Tree Walkers, Hawk Riders with Elven Longbows AND Hawk Riders with Spears Limit of 2 Tree Giants, Tree Giant MagesLimit of 20 Fay Elf War EaglesLimit of 40 Elite Foresters

Clay Fay Elf Chariot: 55pts, Moves ‘9’T4, W4, S3, I5, A2, 5+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5 -2 to Armour Saves impact Hits on Charge Only, S3 attacks come from 2 Fay Elves with Spears, Armed with 2 Elven Longbows,

Clay Tree Walker: 50pts T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Numb Save, 5+ Dodge Save, Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -1 to Armour Saves

Clay Fay Elf Hawk Rider with Spear: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Numb Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4 on Charge ONLY, Hawk is S4 A2 -1 to Armour Saves

Clay Fay Elf Hawk Rider w/ Elven Longbow: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Numb Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to Armour Saves

Clay Tree Giant: 250ptsT6, W6, S6, I2, A5, 3+ Armour Save, 5+ Numb Save, 5+ Dodge Save, Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if it is even partially within a Wood), Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Clay Tree Giant Mage with Staff: 270pts

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T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 4+ Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4 hits), if Reflex Shots are allowed (Strangling Trees), Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Clay Fay Elf War Eagle: 25pts, Moves ‘10’T4, W3, S4, I4, A2, 5+ Dodge Save, 5+ Numb Save, Flyer, S5 on Charge, Weak against Spears, -1 to Armour Saves

Clay Fay Elf Elite Forester w/ Elven Longbow: 13pts, Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Elven Longbow but has Death Strike at ‘15’ or less including Reflex Shots, Shooting hits like Snipers, 4+ Cover Save in Woods, In Shooting Phase ONLY they can fire Split Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots, -1 to Armour Saves, S4 at ‘15’ or less)

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Turq Fay Elves:Turq Fay Elfoj:Painted mainly in shades of Turquoise

Dauntless(Kuraĝa)ALL Turq Fay Elf 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 Fay Elf CORE Units:Turq Tree Guardian: 12pts, Moves ‘12’T4, W2, S4, I6, A2, 5+ Dodge Save, Magical Attacks, Weak against Fire (Fire Attacks ignore their Dodge Save)

Turq Fay Elf Archer with Elven Longbow: 7pts, Moves ‘9’T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with Elven Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like Snipers

Turq Fay Elf Guardian with Spear & Shield: 6pts, Moves ‘9’- T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Turq Fay Elf Ranger with Elven Longbow: 7pts, Moves ‘12’- T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Elven Longbow, Shooting hits like Snipers Limit of 1 Unit of Rangers for each Fay Elf Archer Unit Turq Fay Elf Rider with Spear & Shield: 11pts,

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Moves ‘12’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Elven Longbow, Shooting hits like Snipers, -1 to Armour Saves in Close Combat, S4 on Charge ONLY, Cavalry

Turq Fay Elf Guardian w/ Double-Bladed Spear: 8pts, Moves ‘9’- T3, W1, S3, I6, A2, 5+ Armour Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Turq Fay Elf Specialist Units:Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay Elf Hunters

Turq Fay Elf Antler Knight with Spear & Blade: 20pts, Move ‘12’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry, Magical Attacks, Crazed, -1 to Armour Saves, S5 on Charge ONLY

Turq Fay Elf Mage Rider with Magic Javelin: 20pts, Move ‘12’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Magical Attacks, Poisoned Attacks, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour Saves, Magical Attacks, Poisoned Attacks)

Turq Fay Elf Acrobat with Twin Blades: 15pts, Moves ‘12’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour Saves, S4 on Charge ONLY

Turq Fay Elf Acrobat with Spear: 15pts, Moves ‘12’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour Saves, S4 against Cavalry, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Turq Fay Elf Hunter with 2 Handed Glaive: 10pts, Moves ‘9’- T3, W1, S5, I5, A2, 6+ Dodge Save, -2 to Armour Saves

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Turq Fay Elf Heavy Units:Limit of 4 Fay Elf ChariotsLimit of 48 Tree Walkers, Hawk Riders with Elven Longbows AND Hawk Riders with Spears Limit of 2 Tree Giants, Tree Giant MagesLimit of 20 Fay Elf War EaglesLimit of 40 Elite Foresters

Turq Fay Elf Chariot: 55pts, Moves ‘12’T4, W4, S3, I5, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour Saves impact Hits on Charge Only, S3 attacks come from 2 Fay Elves with Spears, Armed with 2 Elven Longbows,

Turq Tree Walker: 50pts, Moves ‘9’T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Dodge Save, Weak against Fire (Fire Attacks ignore their Dodge Save), Magical Attacks, -1 to Armour Saves

Turq Fay Elf Hawk Rider with Spear: 20pts, Moves ‘12’- T4, W3, S3, I5, A2, 4+ Dodge Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4 on Charge ONLY, Hawk is S4 A2 -1 to Armour Saves

Turq Fay Elf Hawk Rider w/ Elven Longbow: 20pts, Moves ‘12’- T4, W3, S3, I5, A2, 4+ Dodge Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to Armour Saves

Turq Tree Giant: 250pts, Moves ‘9’T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if it is even partially within a Wood), Weak against Fire (Fire Attacks ignore their Dodge Save), Magical Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.Turq Tree Giant Mage with Staff: 270pts, Moves ‘9’

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T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 5+ Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4 hits), if Reflex Shots are allowed (Strangling Trees), Weak against Fire (Fire Attacks ignore their Dodge Save), Magical Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Turq Fay Elf War Eagle: 25pts, Moves ‘12’T4, W3, S4, I4, A2, 4+ Dodge Save, Flyer, S5 on Charge, Weak against Spears, -1 to Armour Saves

Turq Fay Elf Elite Forester w/ Elven Longbow: 13pts, Moves ‘12’- T3, W1, S3, I5, A2, 4+ Dodge Save, Armed with Elven Longbow but has Death Strike at ‘15’ or less including Reflex Shots, Shooting hits like Snipers, 4+ Cover Save in Woods, In Shooting Phase ONLY they can fire Split Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots, -1 to Armour Saves, S4 at ‘15’ or less)

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Blue Fay Elves: Blua Fay Elfoj:Painted in blues: light, dark and anything in between Blue Reinforcements: Personal Teleporters(Personaj Teletransportador)Blue Reinforcements can be teleported onto the battlefield within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Fay Elf CORE Units:Blue Tree Guardian: 12pts, Moves ‘9’T4, W2, S4, I6, A2, 5+ Dodge Save, 5+ Numb Save, Magical Attacks, Dauntless, Weak against Fire (Fire Attacks ignore their Dodge Save)

Blue Fay Elf Archer with Elven Longbow: 7ptsT3, W1, S3, I5, A1, 5+ Numb Save, Armed with Elven Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like Snipers

Blue Fay Elf Guardian with Spear & Shield: 6ptsT3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Blue Fay Elf Ranger with Elven Longbow: 7pts, Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, 5+ Numb Save, Armed with Elven Longbow, Shooting hits like Snipers Limit of 1 Unit of Rangers for each Fay Elf Archer Unit Blue Fay Elf Rider with Spear & Shield: 11pts, Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, Armed with Elven Longbow, Shooting hits like Snipers, -1 to Armour Saves in Close Combat, S4 on Charge ONLY, CavalryBlue Fay Elf Guardian w/ Double-Bladed Spear: 8pts

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T3, W1, S3, I6, A2, 5+ Armour Save, 5+ Numb Save, S4 vs Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Blue Fay Elf Specialist Units:Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay Elf Hunters

Blue Fay Elf Antler Knight with Spear & Blade: 20pts, Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry, Magical Attacks, Crazed, Dauntless, -1 to Armour Saves, S5 on Charge ONLY

Blue Fay Elf Mage Rider with Magic Javelin: 20pts, Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Magical Attacks, Poisoned Attacks, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour Saves, Magical Attacks, Poisoned Attacks)

Blue Fay Elf Acrobat with Twin Blades: 15pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour Saves, S4 on Charge ONLY

Blue Fay Elf Acrobat with Spear: 15pts, Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour Saves, S4 against Cavalry, can attack within ‘3’ of friendly Fay Elf models in base-to-base contact in Close Combat

Blue Fay Elf Hunter with 2 Handed Glaive: 10ptsT3, W1, S5, I5, A2, 6+ Armour Save, 5+ Numb Save, Dauntless, -2 to Armour Saves

Blue Fay Elf Heavy Units:Limit of 4 Fay Elf Chariots

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Limit of 48 Tree Walkers, Hawk Riders with Elven Longbows AND Hawk Riders with Spears Limit of 2 Tree Giants, Tree Giant MagesLimit of 20 Fay Elf War EaglesLimit of 40 Elite Foresters

Blue Fay Elf Chariot: 55pts, Moves ‘9’T4, W4, S3, I5, A2, 5+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5 -2 to Armour Saves impact Hits on Charge Only, S3 attacks come from 2 Fay Elves with Spears, Armed with 2 Elven Longbows,

Blue Tree Walker: 50pts T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Numb Save, 5+ Dodge Save, Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -1 to Armour Saves

Blue Fay Elf Hawk Rider with Spear: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Numb Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4 on Charge ONLY, Hawk is S4 A2 -1 to Armour Saves

Blue Fay Elf Hawk Rider w/ Elven Longbow: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Numb Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to Armour Saves

Blue Tree Giant: 250ptsT6, W6, S6, I2, A5, 3+ Armour Save, 5+ Numb Save, 5+ Dodge Save, Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if it is even partially within a Wood), Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Blue Tree Giant Mage with Staff: 270pts

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T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 4+ Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4 hits), if Reflex Shots are allowed (Strangling Trees), Weak against Fire (Fire Attacks ignore their Dodge Save), Dauntless, Magical Attacks, -3 to Armour Saves in Close Combat, If killed in Close Combat: roll a D6, on 1 it falls over on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which killed it.

Blue Fay Elf War Eagle: 25pts, Moves ‘10’T4, W3, S4, I4, A2, 5+ Dodge Save, 5+ Numb Save, Flyer, S5 on Charge, Weak against Spears, -1 to Armour Saves

Blue Fay Elf Elite Forester w/ Elven Longbow: 13pts, Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Elven Longbow but has Death Strike at ‘15’ or less including Reflex Shots, Shooting hits like Snipers, 4+ Cover Save in Woods, In Shooting Phase ONLY they can fire Split Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots, -1 to Armour Saves, S4 at ‘15’ or less)

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Royalist Fay Elves: Realisma Fay Elfoj:Painted mainly in Whites

Volley Fire(Pafaro Fajro)Models with ranged weapons (Automatic or Fast Fire) often have the ability to fire 2 shots instead of 1 in the Shooting Phase, even at maximum range. Models who have this will always have it included in the unit’s statistics.

Entrench(Entrench)Models with ranged weapons (Automatic or Fast Fire) often get Reflex Shots whenever charged by an Enemy Unit while in Cover. This will also always be included in the unit’s statistics.

Royalist Fay Elf Core Units:Royalist Fay Elf Archer with Elven Longbow: 7ptsT3, W1, S3, I5, A1, 6+ Armour Save, Armed with Elven Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like Snipers, Entrench, Volley Fire (2 shots in Shooting Phase)

Royalist Fay Elf Ranger with Elven Longbow: 7pts, Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with Elven Longbow, Shooting hits like Snipers Limit of 1 Unit of Rangers for each Fay Elf Archer Unit, Entrench, Volley Fire (2 shots in Shooting Phase)

Royalist Fay Elf Rider with Spear & Shield: 11pts, Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Elven Longbow, Shooting hits like Snipers, -1 to Armour Saves in Close Combat, S4 on Charge ONLY, Cavalry, Entrench, Volley Fire (2 shots in Shooting Phase)

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Royalist Fay Elf Specialist Units:Limit of 50 Fay Elf Mage Riders

Royalist Fay Elf Mage Rider with Magic Javelin: 20pts, Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Magical Attacks, Poisoned Attacks, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour Saves, Magical Attacks, Poisoned Attacks), Entrench, Volley Fire (2 shots in Shooting Phase)

Royalist Fay Elf Heavy Units:Limit of 48 Hawk Riders with Elven Longbows Limit of 40 Elite Foresters

Royalist Fay Elf Hawk Rider w/ Elven Longbow: 20pts, Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to Armour Saves, Volley Fire (2 shots in Shooting Phase)

Royalist Fay Elf Elite Forester w/ Elven Longbow: 13pts, Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Elven Longbow but has Death Strike at ‘15’ or less including Reflex Shots, Shooting hits like Snipers, 4+ Cover Save in Woods, In Shooting Phase ONLY they can fire Tri-Shaft Volley that will NOT have Death Strike (Auto, ‘30’, 3 shots, -1 to Armour Saves, S4 at ‘15’ or less), Entrench

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United Daimon HostExercitus Iunctus daemonemVerenigde DaiMon gasheerI bashkuar dreq moriHôte de Démon Uni

The Storm:(Procellam)(Die storm)(Stuhi)(La tempête)Units in this Army do NOT have the following rules they would normally have: Enemy of the Butcher (Pleasure Daimons), Enemy of the Diseased: (Magic Daimons), Enemy of the Illusionist (Pox Daimons) and Enemy of the Hedonist (Blood Daimons)

However, they do roll 2D6 at the beginning of their own Shooting Phase. On a total of 7 or higher, they can summon D6+3 Pleasure Daimons, Magic Daimons (Magic Fire or Magic Melee), Pox Daimons OR Blood Daimons as Reinforcements for free. Portal Reinforcements:(Quaerere supplementum)(portal versterkings)(përforcimet portal)(Portair Renfort)United Daimon Host Reinforcements can arrive through Portals and can be teleported onto the battlefield within ‘6’ of a friendly Pleasure Daimon unit. The friendly units act as beacon for the portal technology to focus in on.

Not from around Here:

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(Unde et hic per circuitum)(nie van hier rond)(jo nga rreth këtu)(Pas d’ici)United Daimon Host Units have Magical Attacks, Pleasure Daimon Units negate the rule ‘I9 in Cover’

Plague of Flies:(Plaag van Vlieë)Pox Daimon models (not including colour variants: Green, Yellow, Swamp and Clay) are ALWAYS hit by enemy models on a 4+ in Shooting and Close Combat (except Snipers and Zombie models, who hit them on 3+), works exactly like Seeing Shadows

Always Wounds on 4+ at the most: (Altyd wonde aan 4+ op die mees)This rule does NOT apply when attacking Vehicles or Juggernauts.

Unnatural Speed: (Vitesse Aritificiel)When Running (Shooting Phase OR Victory Run), ALL Pleasure Daimon units can move D6+3

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United Daimon Host CORE Units:Blood Daimon with 2 Handed Sword: 10ptscum sanguine, daemone duo manibus GladiusT3, W1, S4, I4, A1, 5+ Dodge Save, Electric and Fire attacks are S2 against them, Reduces Armour Saves by -3, Dauntless, S5 on Charge ONLY

Daimon Children of Pox: 15pts per Basedaimon kinders van pokkeT3, W4, S3, I3, A4, 5+ Dodge Save, Poisoned Attacks, Dauntless, Slow, Ambush, Suffers double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Pox Daimon with Filthy Sword: 9ptspokke daimon met vuil swardT4, W1, S4, I2, A2, 5+ Dodge Save, 4+ Numb Save, Dauntless, Slow, Always Wounds on 4+ at the most

Magic Fire Daimon: 9ptsdreq magjike zjarriT3, W1, S3, I3, A1, 4+ Dodge Save, Armed with Daimon Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless

Magic Melee Daimon: 5ptsdreq magjike përleshjeT3, W1, S3, I6, A2, 5+ Dodge Save, Dauntless Pleasure Daimon: 9pts, Moves ‘9’Plaisir demonT3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces Armour Saves by -2

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United Daimon Host Specialist Units:Limit of 60 Winged Tormenters, Blood Daimon HoundsLimit of 24 Pox Daimons on Giant WaspsLimit of 60 Tormenters of Disease Limit of 27 Flying Manta Daimons, Firebrain DaimonsLimit of 60 Pleasure Daimon Cavalry, Spider Daimon Cavalry, Tormenters of Pleasure

Tormenter Blood Daimon: 12pts, Moves ‘10’adflictator sanguine daemoneT4, W2, S4, I4, A2, 5+ Dodge Save, Flyer, Dauntless

Blood Daimon Hound: 15pts, Moves ‘9’sanguine daemone canemT4, W2, S4, I4, A2, 4+ Dodge Save, Cavalry, Electric and Fire attacks are S2 against them, Dauntless, Ambush, S5 on Charge ONLY

Pox Daimon on Giant Wasp: 42pts, Moves ‘12’pokke daimon op reuse perdebyT5, W3, S4, I2, A4, 5+ Dodge Save, 4+ Numb Save, Flyer, Cavalry, Dauntless, Charges ‘9’, Always Wounds on 4+ at the most

Tormenter Daimon of Disease: 8pts, Moves ‘10’tormenter daimon van die siekteT4, W1, S4, I4, A1, 5+ Dodge Save, 4+ Numb Save, Flyer, Slow, Dauntless

Tormenter Daimon of Illusion: 6pts, Moves ‘10’vuajtje dreq e iluzionitT3, W1, S4, I4, A1, 4+ Dodge Save, Flyer, Dauntless

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Flying Manta Daimon: 18pts, Moves ‘12’fluturues dreq MantaT4, W2, S4, I4, A3, 4+ Dodge Save, Flyer, Dauntless, Weak against Spears, Fire attacks, Hit and Run, Swooping Season: If the Flying Manta Daimon Unit moves over 1 or more enemy Units in the Movement Phase that are NOT in Close Combat, it can swoop them and deals 2 S4 hits each

Firebrain Daimon: 23pts, Moves ‘12’dreq trurit zjarriT4, W2, S5, I4, A2, 4+ Dodge Save, Armed with Daimon Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to Armour Saves), Fire attacks, Flyer, Dauntless, Flames of Tzeentch

Pleasure Daimon Cavalry: 16pts, Moves ‘10’plaisir démon cavalerieT4, W1, S3, I6, A3, 4+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Poisoned attacks due to Tongue Strider mounts, Ambush: and can re-roll this

Spider Daimon Cavalry: 16pts, Moves ‘10’araignée démon cavalerieT4, W1, S3, I6, A3, 4+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Climbers (Ignores all Terrain when moving, even Movement Blocking Terrain), +1 to hit Bonus in Close Combat

Tormenter Daimon of Pleasure: 8pts, Moves ‘10’démon persécuteur de PlaisirT3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, Dauntless, -2 to Armour Saves

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United Daimon Host Heavy Units:Limit of 1 Winged Daimon OverlordLimit of 2 Winged Blood Daimon Princes of SlaughterLimit of 2 Butcher Behemoths, Blood Daimon CannonsLimit of 32 Blood Daimon Heavy CavalryLimit of 4 Blood Daimon ChariotsLimit of 1 Pox Daimon OverlordLimit of 2 Pox Daimon Princes, Diseased BehemothsLimit of 28 Pox Daimons on Slug Beasts, Slug BeastsLimit of 1 Magic Daimon OverlordLimit of 2 Winged Magic Daimon Princes, Illusion BehemothsLimit of 3 Daimon Chariots of FireLimit of 1 Pleasure Daimon OverlordLimit of 2 Winged Daimon Princes of PleasureLimit of 12 Serpentine ChariotsLimit of 2 Harvester Chariots, Hedonist BehemothsLimit of 30 Scorpionic Crab Daimons

Winged Blood Daimon Overlord: 250pts, Moves ‘12’sanguinis ille daemon imperitorT6, W5, S6, I9, A7, 3+ Dodge Save, 3+ Armour Save, Armed with Giant Axe (Ignores Armour & Numb Save) and Giant Whip (Auto, ‘8’ S6, 1 shot, Ignores Armour & Numb), Flyer, Weak against Spears, Dauntless, Always hits on 2+ in Close Combat no matter what, Executioner’s Axe: Winged Blood Daimon Overlord will destroy any Infantry, Cavalry or Flyer model on a roll of 6 to Wound (unless it has a Dodge Save), Reflex Shots (Giant Whip)

Winged Daimon Prince of Slaughter: 200pts, Moves ‘10’alata sanguine, daemone princeps occisionis:T5, W4, S6, I8, A6, 3+ Armour Save, 5+ Dodge Save, Moves ‘12’, Armed with Giant Sword: Ignores Armour and Numb Saves in Close Combat, Flyer, Weak against Spears, Dauntless, S7 on Charge ONLY, +1 to Hit Bonus in Close Combat

Blood Daimon Chariot: 160pts, Moves ‘9’

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sanguine daemone currumT5, W5, S4, I4, A3, 4+ Dodge Save, Cavalry, D6 I8 S6 -2 to Armour Save Impact hits on Charge ONLY then fights as normal; The 3 Blood Daimon Riders will Reduce Armour Saves by -3 as normal AND are S5 I5 A6 on the Charge in total and S4 I4 A3 at all other times

Blood Daimon Heavy Cavalry: 45ptssanguine daemone locatT4, W3, S5, I4, A3, 3+ Armour Save, 4+ Dodge Save, Cavalry, Electric and Fire attacks are S2 against them, Dauntless, Reduces Armour Saves by -3, S6 on Charge ONLY, Brass Rhino Mount causes 2 I9 S5 hits each on Charge ONLY

Blood Daimon Cannon: 125ptssanguine daemone tormento-T3, W1, S4, I4, A1, 5+ Dodge Save (2 Blood Daimon Crew)-T12, W3, S0, I0, A0, 5+ Dodge Save (Cannon)Light Armour, Artillery, Dauntless, Armed with Blood Daimon Cannon (Heavy ‘36’, S8, -2 to Armour Saves, ‘5’ Blast, Ignores Cover, pins the unit down and they lose the I9 in Cover rule if in Cover and Charged in Close Combat that turn), the 2 Blood Daimon Crew Reduces Armour Saves by -3, S5 on Charge ONLY, Electric and Fire attacks are S2 against them)

Butcher Behemoth with Sword and Claw: 160ptscum gladio, et in sublime erigere, ungula carnificisT13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour Saves, S7 on Charge ONLY, Dauntless, Dogged, Re-rolls misses, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves)

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Pox Daimon Overlord w/ Giant Filthy Sword: 190ptspokke daimon oorheerser met reuse vuil swaard T7, W6, S6, I4, A5, 3+ Numb Save, 4+ Dodge Save, Slow, Dauntless, Weak against Spears, Always wounds on 4+ at the MAX, Ignores Armour Saves & Numb Saves in Close Combat

Daimon Prince of Disease: 160ptsdaimon vors van die siekteT6, W4, S6, I8, A5, 5+ Dodge Save, 4+ Numb Save, Moves ‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves in Close Combat, Weak against Spears, Dauntless, +1 to Hit Bonus in Close Combat

Pox Daimon on Slug Beast: 52pts, Moves ‘6’pokke daimon op slak dierT5, W4, S4, I2, A6, 3+ Numb Save, 5+ Dodge Save, Dauntless, Charges ‘9’, Weak against Spears, Always Wounds on 4+ at the most, (A6 includes attacks from Pox Daimon), Slug Beast causes 2 I9 S4 hits each on Charge ONLY Diseased Behemoth with Claws: 180ptssiek seekoei met kloueT13, W4, S6, I1, A4, 5+ Dodge Save, 4+ Numb Save, Ignores Armour Saves, Slow, Dogged, Dauntless, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball (Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)

Pox Slug Beast: 40ptspokke slak dierT5, W4, S4, I2, A4, 3+ Numb Save, 5+ Dodge Save Dauntless, Slow, Weak against Spears, Always Wounds on 4+ at the most

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Winged Daimon Overlord of Magic: 230pts, Moves ‘10’zot krahë dreq magjiT6, W5, S6, I6, A5, 3+ Dodge Save, Flyer, Weak against Spears, Ignores Armour Saves in Close Combat, Magical Staff: (Auto, ‘24’, S8, 1 shot, Fire attack, Ignores Armour Saves), Shooting hits like Snipers, Reflex Shots (Magical Staff)

Winged Daimon Prince of Illusion: 165ptsprince krahë dreq e iluzionitT5, W4, S6, I8, A5, 4+ Dodge Save, Moves ‘10’, Monstrous Hands: Ignores Armour Saves in Close Combat, Flyer, Weak against Spears, Dauntless, +1 to Hit Bonus in Close Combat Magic Daimon Chariot of Fire: 90pts, Moves ‘9’qerre magjike dreq e zjarritT4, W4, S4, I4, A4, 4+ Dodge Save, D6 I8 S5 -2 to Armour Save hits on Charge ONLY then fights as normal, Fire attacks, Cavalry, Dauntless, Firebrain Rider has Daimon Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to Armour Saves) Can use this INSTEAD of its Close Combat attacks (I4 A4 S4 above), The 2 Flying Manta Daimons pulling the Chariot have S4, I4, A6 in total in Close Combat and the 3 Blue Horrors aboard have S3 I6 A6 in total in Close Combat

Illusion Behemoth with Claws: 160ptsgjigandit iluzion me ktheratT13, W4, S6, I1, A4, 4+ Dodge Save, Ignores Armour Saves, Dauntless, Dogged, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Behemoth Breath: Auto, ‘9’ teardrop Flamethrower Template, S6, Reduces Armour Saves by -3)

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Pleasure Daimon Overlord w/ Ornate Sword: 170ptsplaisir démon suzerain avec l'épée ornéeMoves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save, Dauntless, Weak against Spears, Charges ‘10’, Ignores Armour Saves & Numb Saves in Close Combat, Re-rolls misses against Space Elf Units, Slaver Elf Units AND Blood Daimon Units, Death Strike, Hits on 2+ in Close Combat no matter what

Winged Daimon Prince of Pleasure: 155pts, Moves ‘10’ailes démon prince de plaisirT5, W4, S6, I9, A5, 5+ Dodge Save, Armed with Giant Sword: Ignores Armour and Numb Saves in Close Combat, Flyer, Weak against Spears, Dauntless, +1 to hit Bonus in Close Combat, Death Strike

Pleasure Daimon Serpentine Chariot: 80pts, Moves ‘12’plaisir démon serpentine charT4, W4, S3, I5, A8, 5+ Dodge Save, Cavalry, Dauntless, D6+2 I8 S5 hits -2 to Armour Saves on Charge ONLY then fights as normal, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal, Poisoned attacks due to 2 Tongue Striders pulling the Chariot

Pleasure Daimon Harvester Chariot: 160pts, Moves ‘12’ plaisir démon batteuse char T4, W4, S3, I5, A14, 5+ Dodge Save, Cavalry, Dauntless, The 2 Pleasure Daimons aboard reduces Armour Saves by -2 as normal, Deals 2D6+2 I8 S5 -2 to Armour Save hits on Charge ONLY Poisoned attacks due to 4 Tongue Striders

Hedonist Behemoth w/ Sword & Claw: 175ptsmastodonte hédoniste avec l'épée et la griffeT13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour Saves, Dauntless, Dogged, Death Strike, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’ Dodge Saves) AND Hedonist Gaze: ‘24’, S10, AP1, Heavy 1)

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Scorpionic Crab Daimon: 35pts, Moves ‘10’démon de crabe du ScorpionT4, W3, S4, I6, A3, 4+ Dodge Save, Cavalry, Dauntless, Reduces Armour Saves by -2, Reduces enemy Initiative by a total of -5 when Charging them down to I0 at the lowest