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Green Nation List

Deadly Accurate
Green Models can re-roll all results of 1 to hit in Shooting AND Close Combat.

Green Prehistor - C!"# $nits%


Green Cavemen with Clubs% &'ts -()* +1* ,)* A1* S&* No sa-e. "educes Armour Sa-es b -. Green Cavemen with Axes% &'ts -()* +1* ,)* A1* S&* No sa-e. "educes Numb Sa-es b -. Green Cavemen with Rocks% &'ts -()* +1* ,)* A1* S)* No Sa-e. (hro/s "oc0s in Shooting 11.* Automatic* S)* "efle2 Shots al/a s /hen charged3

Green Medie-al- C!"# $nits%


Green Knight with Sword- 1.'ts -()* +1* ,&* A.* S&* &4 Armour Sa-e. Can re-roll misses once in Close Combat. Green Knight with Axe- 1.'ts -()* +1* ,&* A.* S&* &4 Armour Sa-e. "educes Numb Sa-es b -. Green Knight with ace- 1.'ts -()* +1* ,&* A.* S&* &4 Armour Sa-e. "educes Armour Sa-es b -. Green Knight with S!ear- 1.'ts -()* +1* ,5* A.* S&* &4 Armour Sa-e. S5 against Ca-alr .

Green Crossbowmen- &'ts -()* +1* ,.* A1* S)* 64 Armour Sa-e. Crossbo/ 17ea- * .&* S&* reduces Armour Sa-e b -13 Green "owmen- &'ts -()* +1* ,)* A1* S)* 64 Armour Sa-e. Armed /ith 8o/. Green Skeleton with Sword and Shield- &'ts -()* +1* ,.* A1* S)* 64 Armour Sa-e* 54 Numb Sa-e. Can re-roll misses once in Close Combat. Slo/* Dauntless* Al/a s hit enem models on &4 in Shooting and on )4 in Close Combat. Green Skeleton with ace- &'ts -()* +1* ,.* A1* S)* 54 Numb Sa-e. "educes Armour Sa-es b -.. Slo/* Dauntless* Al/a s hit enem models on &4 in Shooting and on )4 in Close Combat. Green Skeleton with S!ear and Shield- &'ts -()* +1* ,)* A1* S)* 64 Armour Sa-e* 54 Numb Sa-e. S& against Ca-alr . Slo/* Dauntless* Al/a s hit enem models on &4 in Shooting and on )4 in Close Combat. Green Skeleton with # Axes- &'ts -()* +1* ,.* A.* S)* 54 Numb Sa-e. Slo/* Dauntless* Al/a s hit enem models on &4 in Shooting and on )4 in Close Combat. Green Skeleton with "ow- &'ts -()* +1* ,.* A1* S)* 54 Numb Sa-e. Armed /ith 8o/. Slo/* Dauntless* Al/a s hit enem models on &4 in Shooting and on )4 in Close Combat. Green $ombie- 9'ts -(&* +1* ,:* A1* S&* &4 Numb Sa-e* Slo/* Dauntless. Al/a s hit enem models on )4 in Close Combat.

Green "arbarian with # %anded Sword- 9'ts -(&* +1* S&* ,&* A.* No Sa-e Green Duellist with # Swords- 9'ts -()* +.* S)* ,5* A.* 54 Dodge Sa-e* Can re-roll misses once in Close Combat Green &lven Ranger- 6'ts -()* +1* S)* ,5* A1* 54 Dodge Sa-e* Armed /ith 8o/* "efle2 Shots al/a s* Shooting hits li0e Sni'ers 1.4 against normal models and )4 against Shado/ units3 Green 'ire age with Grey Sta((- 9'ts -()* +.* S&* ,&* A.* No Sa-e. Close Combat and Shooting attac0s are ;ire attac0s. ;ire attac0s are S. against ;ire Mages. 'ireball 119* S&* Automatic* ;ire attac0* roll a D6 for each ;ire Mage shooting* total the result and di-ide it b . rounding u'% this is ho/ man S& shots ou get3 Green Lightning age with )hite Sta((- 9'ts -()* +.* S&* ,&* A.* No Sa-e. Close Combat and Shooting attac0s are #lectric attac0s. #lectric attac0s are S. against <ightning Mages. Chain Lightning 119* S&* Automatic* . shots* Automatic* for each successful hit* it generates 1 more S) #lectric attac0 at the most. Chain <ightning is also used in Close Combat as their Close Combat attac0s3.

Green- SP#C,A<,S( $nits%


Limit o( *+ -rolls ounted Knights, Dwarven Clansmen and

ounted Green Knight with Sword- 16'ts -(&* +1* ,&* A.* S&* )4 Armour Sa-e. Can re-roll misses once in Close Combat. Cavalry .mo-es 6 as normal but can Charge 1.* this mo-e can onl be affected b Mo-ement 8loc0ing (errain3

ounted Green Knight with Axe- 16'ts -(&* +1* ,&* A.* S&* )4 Armour Sa-e. "educes Numb Sa-es b -.* Cavalry .mo-es 6 as normal but can Charge 1.* this mo-e can onl be affected b Mo-ement 8loc0ing (errain3 ounted Green Knight with ace- 16'ts -(&* +1* ,&* A.* S&* )4 Armour Sa-e. "educes Armour Sa-es b -.* Cavalry .mo-es 6 as normal but can Charge 1.* this mo-e can onl be affected b Mo-ement 8loc0ing (errain3 Green Dwarven Clansmen with )arhammers- 16'ts -(&* +.* S&* ,)* A.* )4 Armour Sa-e* "educes Armour Sa-es b -.. Can re-roll CC" 1Close Combat "esolution3 "olls if the lose Close Combat. Green -roll with "ig Axe- 16'ts -(&* +)* S5* ,.* A)* &4 Numb Sa-e* Dauntless* reduces Armour Sa-es b -1* +ea0 against ;ire attac0s 1;ire attac0s ignore Green (roll Numb Sa-es3

Green #2'loration- C!"# $nits%


Ra(t Rein(orcements Green Pirate models 1Pirates* Pirate Militia3 can arri-e as "einforcements -ia "aft* /hich is a''ro2imatel 6 in length. "oll a D6 and on a 1-. the "aft model arri-es on your le(t side of the table, on a )-& it arri-es on your right side of the table* on 5-6 ou can choose left or right. ,n the "einforcement Phase* /hen 'lacing the "aft model* 'lace it flat against the table edge but facing the other side of the table so that it 'rotrudes about 6 onto the table. (hen 'lace the unit . a/a from the "aft* 'iling out the front long edge of the model. (he unit then functions as a normal unit and can lin0 u'* mo-e* shoot* fight Close Combat etc.

Green /irate with /istol- 9'ts -(&* +1* S&* ,5* A.* No Sa-e. Armed /ith Pistol. Green /irate ilitia "anner "earer- )'ts -()* +1* S)* ,)* A1* 64 Dodge Sa-e. Armed /ith S/ord and holds 8anner. Green /irate ilitia Swordsmen- &'ts -()* +1* S)* ,)* A1* No Sa-e. Can re-roll misses once in Close Combat. Green /irate ilitia Ri(lemen- &'ts -()* +1* S)* ,)* A1* No Sa-e. Armed /ith "ifle. Green /irate ilitia0 Drunken Sailors- &'ts -()* +1* S)* ,)* A1* 54 Numb Sa-e* Armed /ith Pistol !" Gun. Green /irate ilitia Swashbucklers- 5'ts -()* +1* S)* ,)* A.* No Sa-e. Armed /ith Pistol AND 7oo0 or S/ord Green /irate ilitia "uccaneer with # /istols- 5'ts -()* +1* S)* ,)* A.* No Sa-e. Armed /ith . Pistols 1. shots in Shooting Phase3 Green /irate ilitia "uccaneer w1 Ri(le 2 /istol- 5'ts -()* +1* S)* ,)* A1* 54 Numb Sa-e. Armed /ith "ifle* A<+A=S gets "efle2 Shots /hen Charged due to Pistol in holster.

Green +ild +est- C!"# $nits%


Canoe Rein(orcements Green ,ndian models* can arri-e as "einforcements -ia Canoe. "oll a D6 and on a 1-. the Canoe model arri-es on

your le(t side of the table, on a )-& it arri-es on your right side of the table* on 5-6 ou can choose left or right. ,n the "einforcement Phase* /hen 'lacing the Canoe model* 'lace it flat against the table edge in a -ertical fashion* then 'lace the unit . a/a from the Canoe* 'iling out the sides of it. (he unit then functions as a normal unit and can lin0 u'* mo-e* shoot* fight Close Combat etc. Green 3ndian Shooters- &'ts -()* +1* S)* ,&* A1* No Sa-e* Armed /ith "ifles. Green 3ndian Archers- &'ts -()* +1* S)* ,&* A1* No Sa-e* Armed /ith 8o/s Green 3ndian S!earmen- &'ts -()* +1* S)* ,5* A1* No Sa-e* S& -s Ca-alr Green 3ndian "ulls with Shotguns- &'ts -()* +1* S)* ,&* A1* No Sa-e* Armed /ith Shotguns Green 3ndian "earmen- 5'ts -()* +1* S)* ,&* A.* 54 Dodge Sa-e* Armed /ith A2es* S/ords or Clubs* but none of these reduce Sa-es. Green 3ndian Night %unters- 5'ts -()* +1* S)* ,&* A1* 54 Dodge Sa-e* Armed /ith 7and A2e and cra/ls on the ground* can re-roll misses once in Close Combat* ignores (errain /hen Mo-ing 1can e-en climb o-er Mo-ement 8loc0ing (errain3 Green 3ndian S!ear -hrowers- 5'ts -()* +1* S)* ,&* A.* 54 Dodge Sa-e* Armed /ith S/ord and Shield or >a-elin and Shield. Green Cowboy Ri(leman- &'ts -()* +1* S)* ,)* A1* No Sa-e* Armed /ith "ifle

Green Cowboy Sheri(( with Shotgun- &'ts -()* +1* S)* ,)* A1* 54 Armour Sa-e* Armed /ith Shotgun and /ears coat and to' hat Green Cowboy arshal with Shotgun- &'ts -()* +1* S)* ,)* A1* No Sa-e* Armed /ith Shotgun and /ears Co/bo hat Green Cowboy with /istol4 &'ts -()* +1* S)* ,)* A1* No Sa-e* Armed /ith Pistol 1and has hand reaching into the holster of another 'istol3* A<+A=S gets "efle2 Shots /hen Charged Green Cowboy De!uty- &'ts -()* +1* S)* ,)* A1* No Sa-e* Armed /ith Pistol and /ears no hat* bracing his 'istol to fire. Can re-roll misses in Shooting and Close Combat.

Green +ild +est- SP#C,A<,S( $nits%


Limit o( *+ Colonels and *+ Chie(s Green Cowboy Colonels with # /istols- ?'ts -()* +.* S)* ,)* A.* No Sa-e* Armed /ith . Pistols 1gets . shots in Shooting Phase3 Green 3ndian Chie( with Gun- ?'ts -()* +.* S)* ,&* A.* No Sa-e* Armed /ith Gun and holds a 8o/ in the other hand* A<+A=S gets "efle2 Shots /hen Charged

Green Plastic +ar- C!"# $nits%

All Green /lastic )ar models with Ri(les are assumed to have "ayonets and gain 25 3nitiative included in !ro(ile Green achine Gunner- &'ts -()* +1* S)* ,)* A1* No Sa-e* Armed /ith Machine Gun.

Green Ri(leman with "ayonet Ri(le- &'ts -()* +1* S)* ,&* A1* No Sa-e* Armed /ith "ifle.

Gre Plastic +ar- SP#C,A<,S( $nits%


Limit o( *+ Grenadiers Green Grenadier- &'ts -()* +1* S)* ,)* A1* 54 Armour Sa-e* Armed /ith Grenades 1See Page .5 and .6 in the ruleboo0 for rules about using these in Close Combat3* "educes Armour Sa-es b -1

Green Plastic +ar- 7#A@= $nits%


Limit o( 6 %eavy Gs 7 "a8ookas Limit o( 5* 'lamethrowers Limit o( #+ Sni!ers

Green Sni!er- 5'ts -()* +1* S)* ,.* A1* No Sa-e* Armed /ith Sni'er "ifles Green %eavy achine Gun 17ea- MG3- 1&'ts -()* +.* S)* ,.* A.* No Sa-e* Armed /ith 7ea- MG Green "a8ooka- &9'ts -()* +1* S)* ,.* A1* No Sa-e* Armed /ith 8aAoo0a 1See Page .: of the ruleboo03. Green 'lamethrower- &:'ts -()* +1* S)* ,.* A1* No Sa-e* Armed /ith ;lamethro/er 1See Page .: and .1 of the ruleboo03.

Green Modern- C!"# $nits%


Green achine Gunner- &'ts -()* +1* S)* ,)* A1* No Sa-e* Armed /ith Machine Gun Green Ri(leman- &'ts -()* +1* S)* ,)* A1* No Sa-e* Armed /ith "ifle

Green /olice 9((icer with "aton and /istol- &'ts -()* +1* S)* ,)* A.* 54 Armour Sa-e* Armed /ith Pistol Green /olice 9((icer with Ri(le- &'ts -()* +1* S)* ,)* A1* 54 Armour Sa-e* Armed /ith "ifle Green iners with # %anded /ickaxes- &'ts -()* +1* S5* ,1* A1* No Sa-e* Armed /ith .7 Pic0a2e Green 'ireman with 'ire Axe- &'ts -()* +1* S&* ,)* A1* No Sa-e* Armed /ith ;ire A2e 1"educes Numb Sa-es b -.3 Green S)A- with Assault Ri(le- 5'ts -()* +1* S)* ,)* A1* 54 Armour Sa-e* Armed /ith Assault "ifles Green /olice4 Dog /atrol- ?'ts* Mo-es B* Charges 6 -()* +.* S&* ,&* A.* 54 Armour Sa-e* Armed /ith Pistol and a Dog attached b a leash to the !fficer* A<+A=S gets "efle2 Shots /hen Charged.

:ellow

odern4 S/&C3AL3S- ;nits0

Limit o( *+ Grenadiers, 9((icers, Commandos and onsters Green Grenadier- &'ts -()* +1* S)* ,)* A1* No Sa-e* Armed /ith Grenades Green Commandos w1 Assault Ri(les- 5'ts -()* +1* S)* ,)* A1* 54 Dodge Sa-e* Armed /ith Assault "ifles Green 9((icer with /istol- ?'ts -()* +.* S)* ,)* A1* No Sa-e* can re-roll misses once in Shooting Phase and Close Combat Phase.

Green onster- 1.'ts* Mo-es B -(&* +.* S&* ,)* A.* No Sa-e* Armed /ith their bare hands* shar' teeth* cla/s* 0ni-es or other /ea'ons of little significance

Green Modern- 7#A@= $nits%


Limit Limit Limit Limit o( o( o( o( 6 "a8ookas !" S)A- with "a8ookas 6 %eavy Gs, ortars 5* 'lamethrowers #+ Sni!ers

Green Sni!er- 5'ts -()* +1* S)* ,.* A1* No Sa-e* Armed /ith Sni'er "ifle Green "a8ooka- &9'ts -()* +1* S)* ,.* A1* No Sa-e* Armed /ith 8aAoo0a 1See /age #+ of the ruleboo03. Green S)A- with "a8ooka- 5:'ts -()* +1* S)* ,)* A1* 54 Armour Sa-e* Armed /ith 8aAoo0a Green %eavy achine Gun 17ea- MG3- 1&'ts -()* +.* S)* ,.* A.* No Sa-e* Armed /ith 7ea- MG Green 'lamethrower- &:'ts -()* +1* S)* ,.* A1* No Sa-e* Armed /ith ;lamethro/er 1See /age #+ and #5 of the ruleboo03. Green ortar- )6'ts -()* +1* S)* ,.* A1* No Sa-e* Armed /ith Mortar 1See /age 5< of the ruleboo03.

Green S!ace4 C9R& ;nits0


Green Alien "laster% 9'ts* Mo-es B -(&* +1* A1* S&* ,&* No sa-e. Armed /ith 8laster 1):* S&* Automatic3

Green Alien "rute% 1:'ts* Mo-es B (&* +1* A.* S5* ,&* No sa-e. Armed /ith . handed a2e. Green Alien "omber% 9'ts* Mo-es B (&* +1* A1* S&* ,&* No sa-e* Armed /ith Grenades* Swi(t% Can al/a s Mo-e 6 in "un AND @ictor "un mo-es. Green Astronauts with "lasters% 9'ts -(&* +1* S&* A1* ,&* 54 Armour Sa-e* Armed /ith 8lasters 1):* S&* Automatic3 Green =eteran "rawler% 9'ts -(&* +1* ,&* A.* S&* 54 Armour sa-e* armed /ith 8are ;ists. Green =eteran Gunner% 9'ts -(&* +1* ,&* A1* S&* 54 Armour Sa-e* Armed /C 7and Cannon 17ea- * 19* S&* . shots* ignores Armour Sa-es of 54 and 643 Green =eteran Ranger% 9'ts -(&* +1* ,&* A1* S&* 54 Armour sa-e* Armed /C Shotgun. Green =eteran &lite% 9'ts -(&* +1* A1* S&* ,&* 54 Armour Sa-e* Armed /C Assault "ifles Green Astronaut $ombies- 9'ts -(&* +1* ,:* A1* S&* &4 Numb Sa-e* Slow* Dauntless. Al/a s hit enem models on )4 in Close Combat. Green Stunner- ?'ts - ()* +.* S)* A.* ,6* 54 Dodge Sa-e* <ad armed /ith Stun Gun 11.* S)* Automatic* 1 shot* on a roll of 6 to hit it causes 1 unsa-ed /ound in Shooting or Close Combat* al/a s gets "efle2 Shots /hen charged

Green Shock -roo!er% 9'ts -(&* +1* S&* A.* ,&* 54 Armour Sa-e* Armed /ith #lectric 8aton 1each hit generates another S) attac0 at most3* #lectric Attac0s are al/a s S. against Shoc0 (roo'ers* All Shoc0 (roo'er Attac0s are #lectric. Green Colonial arines% 5>!ts -(&* +1* S&* ,&* A1* )4 Armour Sa-e* Dauntless* Armed /ith "iot Gun 119* S&* ;ast ;ire* . shots at 1.* ignores Armour Sa-es of 54 and 643* al/a s gets "efle2 Shots /hen charged3 Green Colonial Radsuit% 5>!ts -(&* +1* S&* ,?* A.* )4 Armour Sa-e* Dauntless* Armed /ith ;uel Pac0 hoo0ed u' to their flamethro/er hose* their attac0s are al/a s ;ire Attac0s Green Colonial %eavy Axemen% 5>!ts -(&* +1* S&* A.* ,&* )4 Armour Sa-e* Dauntless* Armed /ith A2es* "educe Numb Sa-es b -..

Green S!ace4 S/&C3AL3S- ;nits0


Limit o( *+ S!acemen, Silencers, -urtle "lasters Green S!acemen0 1.'ts -(&* +1* S&* A1* ,&* 54 Armour Sa-e* Armed /ith Gatling <asers Green -urtle "laster- 1.'ts -(&* +.* ,&* S&* A.* 54 Armour Sa-e* Armed /ith 'incers and a turtle shell /hich o'ens u' into their% 8ell 8laster 1.&* S5* Automatic* . shots at 1. or less3. Green Silencers- 9'ts -(&* +1* ,)* S&* A1* 54 Numb* Armed /ith furr bod and Sco'ed <aser "ifle 17ea- * )6* S5* 1 shot3* Shooting hits li0e Sni'ers 1.4 against normal models and )4 against Shado/ units3

Green S!ace4 %&A=: ;nits0


Limit o( *+ Golems, Assault Droids, Cyborg "rawlers Green Alien Golems% .:'ts -(5* +)* A.* S5* ,)* No Sa-e* Slo/* Dauntless* Armed /ith their "oc0 fists* Slow, Dauntless. Green =eteran Cyborg "rawler% .:'ts -(5* +.* A.* S5* ,.* &4 Armour sa-e* Armed /ith "obotic fists* Slow* Dauntless. Green Assault Droid% 16'ts -(&* +1* ,.* S&* A.* .4 Armour Sa-e* Armed /ith Dual Combat Shotguns 11.* S&* . shots* Automatic* can re-roll misses once in Shooting and Close Combat3 Al/a s gets "efle2 Shots /hen Charged* Dauntless.

Green Nation "ackground


(he Greens re'resent the all-round good gu s of Plastic +orld* e-er 'resent against (an in-asions and all their 'lots and e2'eriments. (he Green Nation encom'asses the Northern 'art of the +estern <ands* 'o'ulated /ith man Co/bo s and ,ndians among others. (he S/am's lie to the south of the Green Nation in (he 8a ou. (he Greens get in-ol-ed /here-er the are called on for hel'* e-en b other colours to 'rotect* liberate and eliminate ensla-ers. (he Greens do not rel on thic0 armour* great s'eed* medical technolog or strange alien 'o/ers to succeed. (he de'end u'on the heart and courage of e-er 'lastic Green soldier* /ho rarel miss their mar0. As long as there is inDustice and threats to 'eace in the Plastic +orld* the Green Nation /ill 0ee' fighting and sho/ the +orld /hat 0ind of 'lastic the are made of.

A Green "attle0
A com'an of Green Machine Gunners and Grenadiers* about 5: of each* /as alerted to a S/am' Arm li-ing in a nearb 'lastic Dungle* com'letel inebriated and raiding local ci-illian settlements in the Dungle. (he a''roached the S/am' Arm and s'ied sEuads of drun0en Machine Gunners* 5& in all* a handful of ? Grenadiers* a smattering of 11 /asted "iflemen. (here /ere also & 7ea- MGs* Sni'ers and . 8aAoo0as /ho /ere too drun0 to mo-e. (he Green Arm too0 co-er in the Dungle trees and bushes and 're'ared to dri-e out these miscreants. (he Green Arm charged forth from the Dungle and the S/am' Arm in a drun0en stu'or began firing at them and slo/l stumbling to/ards them. Man bra-e Greens /ent do/n out in the o'en and some more in the thic0 Dungle as the charged for/ard into the eastern Dungle* hardl firing a shot and thre/ Grenades at the S/am's before the realised /hat /as going on. (he S/am's barel 0ne/ the /ere in close combat and too0 man losses and flailed at the Greens* bringing a fe/ do/n /ith them. !n the /estern side of the

Dungle* the Green offensi-e merged together into one large unit as the ble/ u' and clobbered S/am's one after another. 8efore long the S/am's /ere all destro ed* ha-ing brought do/n man Greens /ith them. 16 Green Machine Gunners and 1& Green Grenadiers sur-i-ed the close Dungle fighting* 0no/ing that the da /as hard fought and their bro0en Green comrades /ould be remade in the hearth of the Green Nation and the S/am' 'lastic could be easil har-ested due to their close combat focus that /on them the battle.

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