Swamp Nation Army List (Army Men PAZCIK)

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Swamp Nation Army List Slow: 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) Dogged: Unit is allowed to move and shoot with all weapons, including Heavy weapons. This applies to ALL Swamp models with ranged weapons. Swamp Prehistory- CORE Units: Swamp Cavemen with Clubs: 4pts -T3, W1, I3, A1, S4, 5+ Numb Save. Reduces Armour Saves by -2. Swamp Cavemen with Axes: 4pts -T3, W1, I3, A1, S4, 5+ Numb Save. Reduces Numb Saves by -2. Swamp Cavemen with Rocks: 4pts -T3, W1, I3, A1, S3, 5+ Numb Save. Throws Rocks in Shooting (‘12’, Automatic, S3, Reflex Shots always when charged). Swamp Medieval- CORE Units: Swamp Knight with Sword- 12pts -T3, W1, I4, A2, S4, 4+ Armour Save, 5+ Numb Save. Can re-roll misses once in Close Combat.

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

Transcript of Swamp Nation Army List (Army Men PAZCIK)

Page 1: Swamp Nation Army List (Army Men PAZCIK)

Swamp Nation Army List

Slow: 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)

Dogged: Unit is allowed to move and shoot with all weapons, including Heavy weapons. This applies to ALL Swamp models with ranged weapons.

Swamp Prehistory- CORE Units:Swamp Cavemen with Clubs: 4pts-T3, W1, I3, A1, S4, 5+ Numb Save. Reduces Armour Saves by -2.

Swamp Cavemen with Axes: 4pts-T3, W1, I3, A1, S4, 5+ Numb Save. Reduces Numb Saves by -2.

Swamp Cavemen with Rocks: 4pts-T3, W1, I3, A1, S3, 5+ Numb Save.Throws Rocks in Shooting (‘12’, Automatic, S3, Reflex Shots always when charged).

Swamp Medieval- CORE Units:

Swamp Knight with Sword- 12pts-T3, W1, I4, A2, S4, 4+ Armour Save, 5+ Numb Save. Can re-roll misses once in Close Combat.

Swamp Knight with Axe- 12pts-T3, W1, I4, A2, S4, 4+ Armour Save, 5+ Numb Save. Reduces Numb Saves by -2.

Swamp Knight with Mace- 12pts

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-T3, W1, I4, A2, S4, 4+ Armour Save, 5+ Numb Save. Reduces Armour Saves by -2.

Swamp Knight with Spear- 12pts-T3, W1, I5, A2, S4, 4+ Armour Save, 5+ Numb Save. S5 against Cavalry.

Swamp Crossbowmen- 4pts-T3, W1, I2, A1, S3, 6+ Armour Save, 5+ Numb Save. Crossbow (Heavy, ‘24’, S4, reduces Armour Save by -1), Dogged.

Swamp Bowmen- 4pts-T3, W1, I3, A1, S3, 6+ Armour Save, 5+ Numb Save. Armed with Bow.

Swamp Skeleton with Sword and Shield- 4pts-T3, W1, I2, A1, S3, 6+ Armour Save, 5+ Numb Save. Can re-roll misses once in Close Combat. Slow, Dauntless, Always hit enemy models on 4+ in Shooting and on 3+ in Close Combat.

Swamp Skeleton with Mace- 4pts-T3, W1, I2, A1, S3, 5+ Numb Save. Reduces Armour Saves by -2. Slow, Dauntless, Always hit enemy models on 4+ in Shooting and on 3+ in Close Combat.

Swamp Skeleton with Spear and Shield- 4pts-T3, W1, I3, A1, S3, 6+ Armour Save, 5+ Numb Save. S4 against Cavalry. Slow, Dauntless, Always hit enemy models on 4+ in Shooting and on 3+ in Close Combat.

Swamp Skeleton with 2 Axes- 4pts-T3, W1, I2, A2, S3, 5+ Numb Save. Slow, Dauntless, Always hit enemy models on 4+ in Shooting and on 3+ in Close Combat. Swamp Skeleton with Bow- 4pts

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-T3, W1, I2, A1, S3, 5+ Numb Save. Armed with Bow. Slow, Dauntless, Always hit enemy models on 4+ in Shooting and on 3+ in Close Combat.

Swamp Zombie- 8pts-T4, W1, I0, A1, S4, 4+ Numb Save, Slow, Dauntless. Always hit enemy models on 3+ in Close Combat.

Swamp Barbarian with 2 Handed Sword- 8pts-T4, W1, S4, I4, A2, 5+ Numb Save.

Swamp Duellist with 2 Swords- 8pts-T3, W2, S3, I5, A2, 5+ Numb Save, Can re-roll misses once in Close Combat.

Swamp Elven Ranger- 6pts-T3, W1, S3, I5, A1, 5+ Numb Save, Armed with Bow, Reflex Shots always, Shooting hits like Snipers (2+ against normal models and 3+ against Shadow units).

Swamp Fire Mage with Grey Staff- 8pts-T3, W2, S4, I4, A2, 5+ Numb Save. Close Combat and Shooting attacks are Fire attacks. Fire attacks are S2 against Fire Mages. Fireball (‘18’, S4, Automatic, Fire attack, roll a D6 for each Fire Mage shooting, total the result and divide it by 2 rounding up: this is how many S4 shots you get).

Swamp Lightning Mage with White Staff- 8pts-T3, W2, S4, I4, A2, 5+ Numb Save. Close Combat and Shooting attacks are Electric attacks. Electric attacks are S2 against Lightning Mages. Chain Lightning (‘18’, S4, Automatic, 2 shots, Automatic, for each successful hit, it generates 1 more S3 Electric attack at the most. Chain Lightning is also used in Close Combat as their Close Combat attacks).

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

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Mounted Swamp Knight with Sword- 16pts-T4, W1, I4, A2, S4, 3+ Armour Save, 5+ Numb Save. Can re-roll misses once in Close Combat. Cavalry (moves ‘6’ as normal but can only Charge ‘9’, this move can only be affected by Movement Blocking Terrain)

Mounted Swamp Knight with Axe- 16pts-T4, W1, I4, A2, S4, 3+ Armour Save, 5+ Numb Save. Reduces Numb Saves by -2, Cavalry (moves ‘6’ as normal but can only Charge ‘9’, this move can only be affected by Movement Blocking Terrain) Mounted Swamp Knight with Mace- 16pts-T4, W1, I4, A2, S4, 3+ Armour Save, 5+ Numb Save. Reduces Armour Saves by -2, Cavalry (moves ‘6’ as normal but can only Charge ‘9’, this move can only be affected by Movement Blocking Terrain) Swamp Dwarven Clansmen with Warhammers- 16pts-T4, W2, S4, I3, A2, 3+ Armour Save, 5+ Numb Save Reduces Armour Saves by -2. Can re-roll CCR (Close Combat Resolution) Rolls if they lose Close Combat.

Swamp Troll with Big Axe- 16pts-T4, W3, S5, I2, A3, 3+ Numb Save, Dauntless, reduces Armour Saves by -1, Weak against Fire attacks (Fire attacks ignore Swamp Troll Numb Saves).

Swamp Exploration- CORE Units:

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

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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.

Swamp Pirate with Pistol- 8pts-T4, W1, S4, I5, A2, 5+ Numb Save. Armed with Pistol.

Swamp Pirate Militia Banner Bearer- 3pts-T3, W1, S3, I3, A1, 6+ Dodge Save, 5+ Numb Save. Armed with Sword and holds Banner.

Swamp Pirate Militia Swordsmen- 4pts-T3, W1, S3, I3, A1, 5+ Numb Save. Can re-roll misses once in Close Combat.

Swamp Pirate Militia Riflemen- 4pts-T3, W1, S3, I3, A1, 5+ Numb Save. Armed with Rifle.

Swamp Pirate Militia: Drunken Sailors- 4pts-T3, W1, S3, I3, A1, 4+ Numb Save, Armed with Pistol OR Gun.

Swamp Pirate Militia Swashbucklers- 5pts-T3, W1, S3, I3, A2, 5+ Numb Save. Armed with Pistol AND Hook or Sword.

Swamp Pirate Militia Buccaneer with 2 Pistols- 5pts-T3, W1, S3, I3, A2, 5+ Numb Save. Armed with 2 Pistols (2 shots in Shooting Phase).

Swamp Pirate Militia Buccaneer w/ Rifle + Pistol- 5pts-T3, W1, S3, I3, A1, 5+ Numb Save. Armed with Rifle, ALWAYS gets Reflex Shots when Charged due to Pistol in holster.

Swamp Wild West- CORE Units:

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Canoe ReinforcementsSwamp Indian models, can arrive as Reinforcements via Canoe. Roll a D6 and on a 1-2 the Canoe model arrives on your left side of the table, on a 3-4 it arrives on your right side of the table, on 5-6 you can choose left or right. In the Reinforcement Phase, when placing the Canoe model, place it flat against the table edge in a vertical fashion, then place the unit ‘2’ away from the Canoe, piling out the sides of it. The unit then functions as a normal unit and can link up, move, shoot, fight Close Combat etc.

Swamp Indian Shooters- 4pts-T3, W1, S3, I4, A1, 5+ Numb Save, Armed with Rifles.

Swamp Indian Archers- 4pts-T3, W1, S3, I4, A1, 5+ Numb Save, Armed with Bows

Swamp Indian Spearmen- 4pts-T3, W1, S3, I5, A1, 5+ Numb Save, S4 vs Cavalry

Swamp Indian Bulls with Shotguns- 4pts-T3, W1, S3, I4, A1, 5+ Numb Save, Armed with Shotguns and has small horns on their head

Swamp Indian Bearmen- 5pts-T3, W1, S3, I4, A2, 5+ Numb Save, Armed with Axes, Swords or Clubs, but none of these reduce Saves.

Swamp Indian Night Hunters- 5pts-T3, W1, S3, I4, A1, 5+ Numb Save, Armed with Hand Axe and crawls on the ground, can re-roll misses once in Close Combat, ignores Terrain when Moving (can even climb over Movement Blocking Terrain)

Swamp Indian Spear Throwers- 5pts

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-T3, W1, S3, I4, A2, 5+ Numb Save, Armed with Sword and Shield or Javelin and Shield.

Swamp Cowboy Rifleman- 4pts-T3, W1, S3, I3, A1, 5+ Numb Save, Armed w/ Rifle

Swamp Cowboy Sheriff with Shotgun- 4pts-T3, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save Armed with Shotgun and wears coat and top hat

Swamp Cowboy Marshal with Shotgun- 4pts-T3, W1, S3, I3, A1, 5+ Numb Save, Armed with Shotgun and wears Cowboy hat

Swamp Cowboy with Pistol- 4pts-T3, W1, S3, I3, A1, 5+ Numb Save, Armed with Pistol (and has a hand reaching into the holster of another pistol), ALWAYS gets Reflex Shots when Charged

Swamp Cowboy Deputy- 4pts-T3, W1, S3, I3, A1, 5+ Numb Save, Armed with Pistol and wears no hat, bracing his pistol to fire. Can re-roll misses in Shooting and Close Combat

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

Swamp Cowboy Colonels with 2 Pistols- 7pts-T3, W2, S3, I3, A2, 5+ Numb Save, Armed with 2 Pistols (gets 2 shots in Shooting Phase)Swamp Indian Chief with Gun- 7pts-T3, W2, S3, I4, A2, 5+ Numb Save, Armed with Gun and holds a Bow in the other hand, ALWAYS gets Reflex Shots when Charged

Blue Modern- CORE Units: Swamp Machine Gunner- 4pts-T3, W1, S3, I3, A1, 5+ Numb Save, Armed with Machine Gun

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Swamp Rifleman- 4pts-T3, W1, S3, I3, A1, 5+ Numb Save, Armed with Rifle

Swamp Police Officer with Baton and Pistol- 4pts-T3, W1, S3, I3, A2, 5+ Armour Save, 5+ Numb Save, Armed with Pistol Swamp Police Officer with Rifle- 4pts-T3, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, Armed with Rifle

Swamp Miners with 2 Handed Pickaxes- 4pts-T3, W1, S5, I1, A1, 5+ Numb Save, Armed with 2H Pickaxe

Swamp Fireman with Fire Axe- 4pts-T3, W1, S4, I3, A1, 5+ Numb Save, Armed with Fire Axe (Reduces Numb Saves by -2) Swamp SWAT with Assault Rifle- 5pts-T3, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, Armed with Assault Rifles

Swamp Police- Dog Patrol- 7pts, Moves ‘6’, Charges ‘6’-T3, W2, S4, I4, A2, 5+ Armour Save, 5+ Numb Save, Armed with Pistol and a Dog attached by a leash to the Officer, ALWAYS gets Reflex Shots when Charged. Swamp Modern- SPECIALIST Units: Limit of 50 Grenadiers, Officers, Commandos and Monsters

Swamp Grenadier- 4pts-T3, W1, S3, I3, A1, 5+ Numb Save, Armed with Grenades

Swamp Commandos w/ Assault Rifles- 5pts-T3, W1, S3, I3, A1, 5+ Numb Save, Armed with Assault Rifles

Swamp Officer with Pistol- 7pts

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-T3, W2, S3, I3, A1, 5+ Numb Save, can re-roll misses once in Shooting Phase and Close Combat Phase.

Swamp Monster- 12pts, Moves ‘6’-T4, W2, S4, I3, A2, 5+ Numb Save, Armed with their bare hands, sharp teeth, claws, knives or other weapons of little significance Swamp Modern- HEAVY Units: Limit of 9 Bazookas OR SWAT with BazookasLimit of 9 Heavy MGs, MortarsLimit of 15 FlamethrowersLimit of 20 Snipers

Swamp Sniper- 5pts-T3, W1, S3, I2, A1, 5+ Numb Save, Armed with Sniper Rifle, Dogged

Swamp Bazooka- 48pts-T3, W1, S3, I3, A1, 5+ Numb Save, Dogged

Swamp SWAT with Bazooka- 50pts-T3, W1, S3, I2, A1, 5+ Numb Save, Armed with Bazooka (See Page 20 of the rulebook), Dogged. Swamp Heavy Machine Gun (Heavy MG)- 14pts-T3, W2, S3, I2, A2, 5+ Numb Save, Armed with Heavy MG, Dogged.

Swamp Flamethrower- 40pts-T3, W1, S3, I2, A1, 5+ Numb Save, Armed with Flamethrower (See Page 20 and 21 of the rulebook).

Swamp Mortar- 36pts-T3, W1, S3, I2, A1, 5+ Numb Save, Armed with Mortar (See Page 18 of the rulebook), Dogged.

Blue Space- CORE Units: Swamp Alien Blaster: 8pts, Moves ‘6’

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-T4, W1, A1, S4, I4, 5+ Numb save. Armed with Blaster (‘30’, S4, Automatic)

Swamp Alien Brute: 10pts, Moves ‘6’T4, W1, A2, S5, I4, 5+ Numb save, Armed with 2 handed axe.

Swamp Alien Bomber: 8pts, Moves ‘6’T4, W1, A1, S4, I4, 5+ Numb save, Armed with Grenades, Swift: Can always Move ‘6’ in Run AND Victory Run moves. Swamp Astronauts with Blasters: 8pts-T4, W1, S4, A1, I4, 5+ Armour Save, 5+ Numb save, Armed with Blasters (‘30’, S4, Automatic)

Swamp Veteran Brawler: 8ptsT4, W1, I4, A2, S4, 5+ Armour save, 5+ Numb save, armed with Bare Fists.

Swamp Veteran Gunner: 8ptsT4, W1, I4, A1, S4, 5+ Armour Save, 5+ Numb save, Armed with Hand Cannon (Heavy, ‘18’, S4, 2 shots, ignores Armour Saves of 5+ and 6+), Dogged.Swamp Veteran Ranger: 8pts-T4, W1, I4, A1, S4, 5+ Armour save, 5+ Numb save, Armed w/ Shotgun.

Swamp Veteran Elite: 8pts-T4, W1, A1, S4, I4, 5+ Armour Save, 5+ Numb save, Armed w/ Assault Rifles

Swamp Astronaut Zombies- 8pts-T4, W1, I0, A1, S4, 4+ Numb Save, Slow, Dauntless. Always hit enemy models on 3+ in Close Combat.

Swamp Stunner- 7pts- T3, W2, S3, A2, I6, 5+ Numb Save, Lady armed with Stun Gun (‘12’, S3, Automatic, 1 shot, on a roll of 6 to hit it causes

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1 unsaved wound in Shooting or Close Combat, always gets Reflex Shots when charged

Swamp Shock Trooper: 8pts-T4, W1, S4, A2, I4, 5+ Armour Save, Armed with Electric Baton (each hit generates another S3 attack at most), Electric Attacks are always S2 against Shock Troopers, All Shock Trooper Attacks are Electric.

Swamp Colonial Marines: 16pts-T4, W1, S4, I4, A1, 3+ Armour Save, 5+ Numb Save, Dauntless, Armed with Riot Gun (‘18’, S4, Fast Fire, 2 shots at ‘12’, ignores Armour Saves of 5+ and 6+), always gets Reflex Shots when charged)

Swamp Colonial Radsuit: 16pts -T4, W1, S4, I7, A2, 3+ Armour Save, 5+ Numb Save, Dauntless, Armed with Fuel Pack hooked up to their flamethrower hose, Radsuit attacks are always Fire Attacks,

Swamp Colonial Heavy Axemen: 16pts -T4, W1, S4, A2, I4, 3+ Armour Save, Dauntless, Armed with Axes, Reduce Numb Saves by -2. Swamp Space- SPECIALIST Units: Limit of 50 Spacemen, Silencers, Turtle Blasters

Swamp Spacemen: 12pts -T4, W1, S4, A1, I4, 5+ Armour Save, 5+ Numb Save, Armed with Gatling Lasers

Swamp Turtle Blaster- 12pts-T4, W2, I4, S4, A2, 5+ Armour Save, 5+ Numb Save, Armed with pincers and a turtle shell which opens up into their: Belly Blaster (‘24’, S5, Automatic, 2 shots at ’12’ or less).

Swamp Silencers- 8pts-T4, W1, I3, S4, A1, 4+ Numb, Armed with furry body and Scoped Laser Rifle (Heavy, ‘36’, S5, 1 shot), Shooting hits

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like Snipers (2+ against normal models and 3+ against Shadow units), Dogged.

Swamp Space- HEAVY Units: Limit of 50 Golems, Assault Droids, Cyborg BrawlersSwamp Alien Golems: 20pts-T5, W3, A2, S5, I3, 5+ Numb Save, Slow, Dauntless, Armed with their Rocky fists, Slow, Dauntless.

Swamp Veteran Cyborg Brawler: 20pts-T5, W2, A2, S5, I2, 4+ Armour Save, 5+ Numb Save, Armed with Robotic fists, Slow, Dauntless.

Swamp Assault Droid: 16pts-T4, W1, I2, S4, A2, 2+ Armour Save, 5+ Numb Save, Armed with Dual Combat Shotguns (‘12’, S4, 2 shots, Automatic, can re-roll misses once in Shooting and Close Combat) Always gets Reflex Shots when Charged, Dauntless.

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Swamp Nation BackgroundThe Swamp Nation survived an Alien invasion, their survivours, clone and human alike, were permanently changed by this experience. The Swamps have become more determined to fire relentlessly as they slowly advance towards trespassers in The Bayou, which lies to the south of the Green Nation in the Western Lands, an endless stretch of Bayou and Swamp infested with plastic crocodiles, mosquitoes and, Swamp men. The Swamps sometimes stumble into Green territory or into the lands further south which are thick with Indians living in their stone cities surrounded by endless jungles. They can shrug off pain after what they endured at the hands of aliens and through moonshine and are often so drunk that they don’t realise that they have been shot, wounded or really should run away. Life moves in slow motion for the Swamps and they have a total disregard for recoil and safety precautions when operating heavy weapons, and this can be really terrifying for their opponents who see them firing away with each step they take, shouting at them in drunken slurs. The Bayou can be reached from the sea to the East or through a series of rivers by speedboat which the Swamps know all too well, as do their inebriated Pirates.

A Swamp BattleIn an open and honest intoxicated discussion, a wasted detachment of Swamp Veterans, sporting 20 Gunners and 40 Brawlers hopped on a boat and decided that attacking a nearby Clay Indian settlement was a great idea. The Brawlers had recently been brawling amongst themselves fuelled by alcohol and an insult against someone’s plastic relative. The Swamp Veterans hopped, skipped and fell off the boat on their arrival a coastal Indian village. It seemed to be abandoned, but that didn’t stop the Gunners from shooting up their tents just to be sure, and for the entertainment value. The Brawlers and Gunners ransacked the Indian camp and began munching on some leftover plastic meat by the fires, which were still lit. Not that the Swamps noticed that, the Indians had just left shortly before

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for a hunting expedition and heard the loud and louder slurs and outbursts of the Swamps from the jungle looking across to their camp. The Clay Indians, 120 of them, were not impressed and decided to hunt the Swamps instead, brandishing many Rifles, Bows, Shotguns and Javelins in order to put them to rest and make the brutish Veterans into Clay soldiers instead. The Clay Indian Shooters and Archers surrounded the Swamp Veterans and took up positions in the jungle surrounding the camp while the Clay Indian Bulls and Javelin Throwers launched the attack. The Swamp Brawlers were annoyed by the many arrows that stuck into them and began running at them in an angry drunken stupor. Handfuls were felled as the Brawlers brutally bashed the Indian Archers and slurred insults at their corpses. The Gunners barely reacted when the Shooters fired upon them, shrugging off grievous wounds and stumbled towards the Indians and firing their Hand Cannons, tearing through them and leaving them unable to return fire. The Indian Bulls got close enough to fire at the Brawlers and brought down several, some even got back up and ran towards the Bulls and head butted them and broke their legs with heavy hits from their fists. The Javelin Throwers were quite surprised when the Swamp Gunners pulled long javelins from their sides and shoulders with one hand and firing their Hand Cannons back with the other, shredding their shields and knocking them to the ground. The Gunners moved up and clocked the remaining Javelin Throwers and shot them close for good measure. The Swamp Gunners fired shots in the air to celebrate while the Brawlers cried because they had no one left to bash. The Veterans patched up their fallen comrades with kicks, moonshine (which seems to have healing properties) and some plastic glue from their packs. Some were missing teeth and others had hands where their feet were supposed to be, and for some that was an improvement. The attack, decided on a drunken whim, was successful and the Swamps burned all the Clay Indians and their camp in a big bonfire and threw some moonshine onto it for some added kick. They sucked up all the Clay using hand-held suction packs and stored it for the Sober Swamps

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that make the living plastic stuff and more Swamps to fight with and fight alongside. They also stored some farts in their vacuum packs for the Sober Swamps, thinking it sure would be funny to see their faces.