Two for the Price of One: Yellow Empire models all have enhanced durability,
in the form of extra Wounds on their profile and, as a consequence of this,
have reduced Saves where relevant (-1). This will be always be included in the
rules and stats for a unit.
Yellow Prehistory- CORE Units
Yellow Cavemen with Clubs: 4pts each
-T3, W2, I3, A1, S4, No Save, Reduces Armour Saves by -2
Yellow Cavemen with Axes: 4pts each
-T3, W2, I3, A1, S4, No Save, Reduces Numb Saves by -2
Yellow Cavemen with Rocks: 4pts each
-T3, W2, I3, A1, S3, No Save, Throws Rocks (‘12’, S3, 1 shot, Auto, Reflex Shots
when Charged unless already in Close Combat)
Yellow Medieval- CORE Units
Yellow Knight with Sword- 12pts each
-T3, W2, I4, A2, S4, 5+ Armour Save, Can re-roll misses in Close Combat
Yellow Knight with Mace- 12pts each
-T3, W2, I4, A2, S4, 5+ Armour Save, -2 to Armour Saves
Yellow Knight with Axe- 12pts each
-T3, W2, I4, A2, S4, 5+ Armour Save, -2 to Numb Saves
Yellow Knight with Spear- 12pts each
-T3, W2, S4, I5, A2, 5+ Armour Save, Strength 5 against Cavalry
Yellow Crossbowmen- 4pts each
-T3, W2, S3, I2, A1, No Save, Crossbow (Heavy, ‘24’, S4, 1 shot, -1 to Armour
Saves)
Yellow Bowmen- 4pts each
-T3, W2, S3, I3, A1, No Save, Armed with Bow
Yellow Skeleton with Sword- 4pts each
-T3, W2, S3, I2, A1, 5+ Numb Save, Can re-roll misses in Close Combat
Yellow Skeleton with Sword and Shield- 4pts each
-T3, W2, S3, I2, A1, 5+ Numb Save, Can re-roll misses in Close Combat, Slow,
Dauntless, Always hits enemy models on 3+ in Close Combat
Yellow Skeleton with Mace- 4pts each
-T3, W2, S3, I2, A1, 6+ Numb Save, -2 to Armour Saves, Slow, Dauntless,
Always hits enemy models on 3+ in Close Combat
Yellow Skeleton with Spear and Shield- 4pts each
-T3, W2, S3, I3, A1, 5+ Numb Save, Strength 4 against Cavalry, Slow,
Dauntless, Always hits enemy models on 3+ in Close Combat
Yellow Skeleton with Twin Axes- 4pts each
-T3, W2, S3, I2, A2, 6+ Numb Save, Slow, Dauntless, Always hits enemy models
on 3+ in Close Combat
Yellow Skeleton with Bow- 4pts each
-T3, W2, S3, I2, A1, 6+ Numb Save, Armed with Bow, Slow, Dauntless, Always
hits enemy models on 3+ in Close Combat and on 4+ in Shooting
Yellow Zombie- 8pts each
-T4, W2, S4, I0, A1, 5+ Numb Save, Slow, Dauntless, Always hits enemy models
on 3+ in Close Combat
Yellow Barbarian with 2 Handed Sword- 8pts each
-T4, W2, S4, I4, A2, No Save
Yellow Duellist with 2 Swords- 8pts each
-T3, W3, S4, I4, A2, 6+ Dodge Save, Re-rolls misses in Close Combat
Yellow Elven Ranger- 6pts each
-T3, W2, S3, I5, A1, 6+ Dodge Save, Armed with Bow, Reflex Shots (S3),
Shooting hits like Snipers (hits on 2+ against normal models, 3+ against Shadow
units)
Yellow Fire Mage with Grey Staff- 8pts each
-T3, W3, S4, I4, A2, No Save, Close Combat and Shooting are Fire attacks
(Magical), Fire attacks are Strength 2 against Fire Mages, Fireball (Auto, ‘18’,
S4, roll a D6 for each unit: divide result by 2 rounding up to calculate how
many Strength 4 Shots (1-2 = 1, 3-4 = 2, 5-6 = 3)
Yellow Lightning Mage with White Staff- 4pts each
-T3, W3, S4, I4, A2, No Save, Close Combat and Shooting are Electric attacks
(Magical), Electric attacks are Strength 2 against Lightning Mages, Chain
Lightning (Auto, ‘18’, 2 shots, for each successful hit 1 S3 Electric attack is
generated at the most. Also used in Close Combat and can generate up to 3
Strength 3 attacks each if charging and all 3 attacks hit)
Yellow Medieval- Specialist Units
Limit of 50 Mounted Knights, 50 Dwarven Clansmen and 50 Trolls
Mounted Yellow Knight with Sword- 16pts each
-T4, W2, I4, A2, S4, 4+ Armour Save, Can re-roll misses in Close Combat,
Cavalry (moves ‘6’ as normal but can charge ‘12’, this move can only be
affected by Movement Blocking Terrain, as normal terrain won’t slow them
down)
Mounted Yellow Knight with Mace- 16pts each
-T4, W2, I4, A2, S4, 4+ Armour Save, -2 to Armour Saves, Cavalry (moves ‘6’ as
normal but can charge ‘12’, this move can only be affected by Movement
Blocking Terrain, as normal terrain won’t slow them down)
Mounted Yellow Knight with Mace- 16pts each
-T4, W2, I4, A2, S4, 4+ Armour Save, -2 to Numb Saves, Cavalry (moves ‘6’ as
normal but can charge ‘12’, this move can only be affected by Movement
Blocking Terrain, as normal terrain won’t slow them down)
Yellow Dwarven Clansmen with Warhammers- 16pts each
-T4, W3, I3, A2, S4, 4+ Armour Save, -2 to Armour Saves, Diehards (can re-roll
CCR rolls on 2D6 if they lose in Close Combat)
Yellow Troll with Big Axe- 16pts each
-T4, W4, I2, A3, 5+ Numb Save, -1 to Armour Saves, Dauntless, Weak against
Fire attacks (Fire attacks ignore Troll Numb Saves)
Yellow Exploration- CORE Units
Yellow Pirate models (Pirates, Pirate Militia) can arrive as Raft Reinforcements.
See the Army Men PAZCIK Rulebook for details of this.
Yellow Pirate with Pistol- 8pts
-T4, W2, S4, I5, A2, No Save, Armed with Pistol
Yellow Pirate Militia Banner Bearer with Sword- 3pts
-T3, W2, S3, I3, A1, No Save
Yellow Pirate Militia Swordsmen- 4pts
-T3, W2, S3, I3, A1, No Save, Re-rolls misses in Close Combat
Yellow Pirate Militia Riflemen- 4pts
-T3, W2, S3, I3, A1, No Save, Armed with Rifles
Yellow Pirate Militia Drunken Sailors with Guns- 4pts
-T3, W2, S3, I3, A1, 6+ Numb Save, Armed with Guns
Yellow Pirate Militia Drunken Sailors with Pistols- 4pts
-T3, W2, S3, I3, A1, 6+ Numb Save, Armed with Pistols
Yellow Pirate Militia Swashbucklers- 5pts
-T3, W2, S3, I3, A2, No Save, Armed with Pistols
Yellow Pirate Militia Buccaneers with 2 Pistols- 5pts
-T3, W2, S3, I3, A2, No Save, Armed with 2 Pistols (2 shots in Shooting Phase)
Yellow Pirate Militia Buccaneers with Gun and Pistol- 5pts
-T3, W2, S3, I3, A1, No Save, Armed with Gun and Pistol (Reflex Shots, S3)
Yellow Wild West- CORE Units
Yellow Indian units can arrive as Canoe Reinforcements. See the Army Men
PAZCIK Rulebook for details of this.
Yellow Indian Shooters- 4pts
-T3, W2, S3, I4, A1, No Save, Armed with Rifles
Yellow Indian Archers- 4pts
-T3, W2, S3, I4, A1, No Save, Armed with Bows
Yellow Indian Spearmen- 4pts
-T3, W2, S3, I5, A1, No Save, Strength 4 against Cavalry
Yellow Indian Bulls with Shotguns- 4pts
-T3, W2, S3, I4, A1, No Save, Armed with Shotguns (They have horns on their
heads)
Yellow Indian Bearmen- 5pts
-T3, W2, S3, I4, A2, 6+ Dodge Save, Armed with Twin Axes, Swords or Clubs
Yellow Indian Night Hunters- 5pts
-T3, W2, S3, I4, A2, 6+ Dodge Save, Armed with Hand Axes (crawls on the
ground) and can re-roll misses in Close Combat, Ignores Terrain when moving
and can even climb over Movement Blocking Terrain)
Yellow Indian Spear Throwers with Shields- 5pts
-T3, W2, S3, I4, A2, 6+ Dodge Save, Armed with Javelins or Swords, but all
count as wielding Javelins
Yellow Cowboy Riflemen- 4pts
-T3, W2, S3, I3, A1, No Save, Armed with Rifles
Yellow Cowboy Sheriffs with Shotguns- 4pts
-T3, W2, S3, I3, A1, 6+ Armour Save, Armed with Shotguns (wears top hat and
coat)
Yellow Cowboy Marshals with Shotguns- 4pts
-T3, W2, S3, I3, A1, No Save, Armed with Shotguns (wears cowboy hat, with
guns pointed forward)
Yellow Cowboy with Pistol- 4pts
-T3, W2, S3, I3, A1, No Save, Armed with Pistols (Reflex Shots, S3), has hand
reaching into the holster of another pistol
Yellow Cowboy Deputy with Pistol- 4pts
-T3, W2, S3, I3, A1, No Save, Armed with Pistols (Can re-roll misses in Shooting
and Close Combat), wears no hat and braces his pistol to fire
Yellow Wild West- Specialist Units
Limit of 50 Colonels and 50 Chiefs
Yellow Cowboy Colonels with Twin Pistols- 7pts
-T3, W3, S3, I3, A2, No Save, Armed with Twin Pistols (2 shots in Shooting
Phase)
Yellow Indian Chiefs with Guns- 7pts
-T3, W3, S3, I4, A2, No Save, Armed with Gun and Bow, can choose either in
Shooting (holds a Bow in the other hand), Reflex Shots (S3) when charged
Yellow Modern- CORE Units
Yellow Machine Gunner- 4pts
-T3, W2, S3, I3, A1, No Save, Armed with Machine Gun
Yellow Riflemen- 4pts
-T3, W2, S3, I3, A1, No Save, Armed with Rifles
Yellow Police Officer with Baton and Pistol- 4pts
-T3, W2, S3, I3, A2, 6+ Armour Save, Armed with Pistols
Yellow Police Officer with Rifle- 4pts
-T3, W2, S3, I3, A2, 6+ Armour Save, Armed with Rifles
Yellow Miners with 2 Handed Pickaxes- 4pts
-T3, W2, S3, I0, A1, No Save, -2 to Armour Saves
Yellow Firemen with Fire Axes- 4pts
-T3, W2, S4, I0, A1, No Save, -2 to Numb Saves
Yellow SWAT with Assault Rifles- 5pts
-T3, W2, S3, I3, A1, 5+ Armour Save, Armed with Assault Rifles
Yellow Police- Dog Patrol- 7pts
-T3, W3, S4, I4, A2, 6+ Armour Save, Armed with Pistols (Reflex Shots, S3 from
Officer attached to the leash of the Dog)
Yellow Modern- Specialist Units
Limit of 50 Grenadiers, 50 Officers, 50 Commandos and 50 Monsters
Yellow Grenadier- 4pts
-T3, W2, S3, I3, A1, No Save, Armed with Grenades
Yellow Commandos with Assault Rifles- 4pts
-T3, W2, S3, I3, A1, 6+ Dodge Save, Armed with Assault Rifles
Yellow Officers with Pistols- 4pts
-T3, W3, S3, I3, A1, No Save, Armed with Pistols (can re-roll misses in Shooting
and Close Combat)
Yellow Monster- 12pts
-T4, W3, S3, I3, A2, No Save, Armed with their bare hands, sharp teeth, claws
or other weapons which are of little significance
Yellow Modern Heavy Units
Limit of 9 Bazookas or SWAT with Bazookas in total (can have a mix of both)
Limit of 9 Heavy MGs, 9 Mortars, 15 Flamethrowers, 20 Snipers
Yellow Sniper- 5pts
-T3, W2, S3, I2, A1, No Save, Armed with Sniper Rifles, Shooting hits like
Snipers (hits on 2+ against normal models, 3+ against Shadow units)
Yellow Bazooka- 48pts
-T3, W2, S3, I2, A1, No Save, Armed with Bazooka (See page 20 of the Army
Men PAZCIK Rulebook)
Yellow SWAT with Bazooka- 50pts
-T3, W2, S3, I3, A1, 5+ Armour Save, Armed with Bazooka (See page 20 of the
Army Men PAZCIK Rulebook)
Yellow Heavy Machine Gun (Heavy MG)- 14pts
-T3, W3, S3, I2, A2, No Save, Armed with Heavy MG
Yellow Flamethrower- 40pts
-T3, W2, S3, I2, A1, No Save, Armed with Flamethrower (See pages 20 and 21
of the Army Men PAZCIK Rulebook)
Yellow Mortar- 36pts
-T3, W2, S3, I2, A1, No Save, Armed with Mortar (See page 18 of the Army Men
PAZCIK Rulebook)
Yellow Astronaut Zombies- 8pts
-T4, W2, A1, S4, I4, 5+ Numb Save, Slow, Dauntless, Always hits enemy models
on 3+ in Close Combat
Yellow Colonial Marines- 16pts
-T4, W2, A1, S4, I4, 4+ Armour Save, Dauntless, Armed with Riot Guns (Fast
Fire, ‘18’, 2 shots at ‘12’) Reflex Shots (S4)
Yellow Shock Trooper: 8pts
-T4, W2, A2, S4, I4, 6+ Armour Save, Armed with Electric Baton (Electric and
Magical Attacks, each hit generates 1 Strength 3 attack at the most), Electric
attacks are always Strength 2 against Shock Troopers
Yellow Stunner- 7pts
-T3, W3, A2, S3, I6, 6+ Dodge Save, Lady armed with Stun Gun (Auto, ‘12’, S3,
on a roll of 6 to hit it causes 1 unsaved wound in Shooting or Close Combat,
Reflex Shots (S3)
Yellow Colonial Radsuit- 16pts
-T4, W2, A2, S4, I7, 4+ Armour Save, Dauntless, has fuel pack hooked up to
their flamethrower hoses, Fire attacks
Yellow Colonial Heavy Axemen- 16pts
-T4, W2, A2, S4, I7, 4+ Armour Save, Dauntless, Armed with Axes (-2 to Numb
Saves)
Yellow Space- Specialist Units
Limit of 50 Spacemen, 50 Silencers and 50 Turtle Blasters
Yellow Turtle Blaster- 12pts
-T4, W3, A2, S4, I4, 6+ Armour Save, has pincers and a turtle shell which opens
up to their: Belly Blaster (Auto, ‘24’, S5, 1 shot, 2 shots at ‘12’ or less in
Shooting)
Yellow Silencers- 8pts
-T4, W2, A1, S4, I3, 6+ Numb Save, has furry body and armed with Scoped
Laser Rifle (Heavy, ‘36’, Strength 5, 1 shot), Shooting hits like Snipers (hits on
2+ against normal models, 3+ against Shadow units)
Yellow Space- Heavy Units
Limit of 50 Golems, 50 Assault Droids and 50 Cyborg Brawlers
Yellow Alien Golems: 20pts
-T5, W4, A2, S5, I3, No Save, Slow, Dauntless, armed with rocky fists
Yellow Assault Droids: 20pts
-T4, W2, A2, S4, I2, 3+ Armour Save, Dauntless, Armed with Dual Combat
Shotguns (Auto, ‘12’, S4, 2 shots, Can re-roll misses in Shooting and Close
Combat), Reflex Shots (S4)
Yellow Empire Army Background
The Yellow Army is the strong-arm of the Yellow Empire, which is vast, well-
populated, and loyal to the Yellow Emperor. The Yellow Empire borders the
enormous Red Empire to the north and the Purple Nation to the west. The
Yellows specialise in plastic wave assaults, which crush their enemies under a
tidal wave of very durable plastic soldiers, and produces many factories
wherever it colonises to achieve this result. Many of their plastic troopers may
not be made with armour but they can wear down their opponents with sheer
weight of numbers and refusing to die, also recruiting masses of auxiliaries
across the Plastic World. In one example of this, the Yellow Empire responded
to Blue and Red Pirate attacks on their coast by capturing these Raiders and
extracting the remains of the others and using them as a blueprint to mass
produce Yellow Pirates of their own.
A Yellow Battle
An island in the Caicos Islands of the Caribbean, filled with palm trees and
bathed in sunshine and laden with treasure. An island contested by Blue, Red
and Yellow Pirates, all with pairs of Heavy Cannons in tow. The Blue Pirates
landed near the middle of the island and made their camp, determined to
attack and defend from both sides with the aid of their Cannons. The Yellow
Pirates landed at the southern part of the island and prepared to launch a
desperate plastic wave assault on the island, leaving their defenses light with
covering fire from their Cannons. The Red Pirates landed on the beaches of
the other side of the island, on the northern side and already had Reds to
spare in knocking the Blues out from the outset. The Blue Pirates divided their
forces and attacked both the Red and Yellow Pirates, but their assault force
was quickly destroyed with some losses to their enemies. Blue Pirates arrived
by Raft and captured a Red held Heavy Cannon while the Reds left a small
company behind to guard their treasure chests, which held their precious
hoard. The Yellow Pirates launched an all-out attack and overwhelmed the
Blue outpost in the middle of the island, capturing their Heavy Cannons and
destroying the other remaining Red Heavy Cannon from across the battlefield.
Soon enough, more Yellow Pirates arrived by Raft and joined the vengeful Blue
Pirate survivours intent on taking as many Reds with them in the north. The
Yellow Pirate reinforcements, bought with stores of gold captured from the
Blues and held in the south, caught up to main Yellow Pirate force: the Reds
panicked and accidentally destroyed one of their own treasure chests with a
clumsy Heavy Cannon shot, after re-taking their Cannon that the Blues stole.
The Yellow Pirates finished off the last of the Reds and claimed all the treasure
chests on the island. They celebrated, knowing that the Yellow Empire could
spread across the Caribbean.