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Subject: Codex: Green Army Men d36williams







Fresh-Faced New User









Twice as tall as many marines and at least three times as ugly, allow me to present to you:



Codex: Green Army Men

Malevolent barely formed green gelatinous men crave revenge for their banishment from humanity. Genetic warriors of an alternative chemo-type from the dark age of technology, Green Army Men mature in vast turpentine vats. Members of the Mechanicus have speculated they were created to wage war on Tyrannids; however since that time suggesting humanity had a hand in the creation of Green Army Men is blasphemous and heretical.



They have no presence in the warp, and their apparent bio-mass cannot be consumed by Tyrannids. However they are inflammable and have a known aversion to the Salamander chapter of Space Marines, as well as their successors. They worship a strange, idolatrous icon named Apollo. Apollo is an epic character whose quasi-Goddess birth-vat-mother imbues the aforementioned Green Army Man with immunity to fire, and he then creates the universe and rules as it's supernatural God. Green Army Men each act as if they will one day ascend to that level of power, and so they constantly compete and scheme against each other. Each Army Man believes he will one day be God, and shows no hesitation in back stabbing his compatriots. However they are extremely xenophobic, which keeps their units cohesive despite their brutal infighting.



Green Army Men live in comets and other extra-solar mass. Between star systems, in the vast darkness of flat space between gravity wells, their clannish, insular civilizations unfurl. Though their obscure creators forged them for battle, and that is all that they desire, lost in the broadness of space they will go hundreds of years between contacts.



In this unending downtime rather than boredom the Green Army Men turn to art. Great warriors scald tales of their victories on to their plastic skin and apparent clothing; the stories speak of their glory and the scars speak of their bravery and domination of their fear of heat and fire. Ritualistic burnings and masochistic demonstrations of pain, such as burning hands, and soldering on new limbs, are a great and light hearted sport for the gay green men.



A single Green Army Man is an asexual single cell organism relying on unorthodox and yet unreproduced chemical interaction to encode data and chemical energy. They reproduce by eating their victims. After the battle they gorge and gorge, and depending on how much mass they gained, they separate and reproduce in a process much like Meiosis. Each Green Army Man while bear 20 or so pods out of his back, which he will need to return to the turpintine vats to mature.



Their focus on destroying and consuming intelligent and semi-intellegent life suggests their motivations are mechanically based -- at the root of their motivation is a programmed mechanic they cannot control. The wide spread rumor of resemblance to ancient drawings found on Holy Terra is an intolerable myth. Wild speculation that an ancient Terran burned an entire regiment of Green Army Men in to a smoldering mass, and that the ghosts of those green soldiers are the driving force of revenge on Humanity to this day... is entirely true. That Terran was the Emperor and those Green Army Men are his Enemies and what else do you need to know you dirty off world punk? I bet you've never even seen Solar radiation, let alone left the confines of the Xeno star system you were born in, you galactic hill billy!



Weapons Of The Green Army Men



All Green Army Men are assumed to have:

Carbine Rifles: Str 4, Ap -, Rapid Fire, 36" range

Bayonets: Users Str CC ; Special Rule: Die Sucker!; Unwieldy

Frag Grenades







Special Weapons

-- Recoilless Rifle - Heavy 1, Frag, Krak and Flakk missiles... 20 pts

-- Radiation Wave -- (metal detector) -- ignores cover, template, assault 1, Str 4 Ap1 - 15 pts

-- Flamer -- 10 pts -- characters and veterans only, as it is a symbol of supreme bravery

-- Powersword -- 15pts

-- Urban Edition -- Carbine Rifle but smaller, resembles 20th century machine gun of uzi proportions; Salvo 2/3 Str 4 Ap -, 24" - 10pts



Indigestible and undesirable to Tyrannids, and psychically inert, Green Army Men are tough foes similar to the best the Imperium has to offer. While they lack the benefits of Power Armor the resiliency of their malleable physiques grants them the Brush It Off special rule. They are slowed by their unusual metabolism, receiving a low initiative. In close combat they suffer from the Unwieldy special rule, except when they charge with Bayonets. Twice as tall as a normal man, gaunt, staggering, covering the battle field with their long stride, yet moving with grim alien clumsiness, the Green Army Men are a terrifying force that foot slogs across the battle field killing best with 18" ranged gun fire. Though monstrous, their human/ghoul like appearance makes them all the more unsettling as their appearance is far off the deep end of the Uncanny Valley. Within 12" their charges can be formidable but if charged first they can be routed.



They organize themselves along groups of six. It is believed to be related to their worship of organic chemistry, and petroleum products in general.



A normal Green Army Man has this stat line and costs 12 pts:

WS 4

BS 4

S 4

T 4

W 1

I 4

A 1

LD 7

SV 5+

Special Rules: Brush it Off, Save Us Apollo, Inflammable Means Flammable



Troop Category:



Hateful Hex

6 Green Army Men (12 pts each) 72 pts

...may take up to 6 more Green Army Men (12 pts each)

--Combat Squads (when maxed to 12)

--may take one special weapon or heavy weapon

--if unit of 12 may take second special weapon or heavy weapon



Para Haters

6 Green Men delivered by parachute

6 Green Army Men (12 pts each) 72 pts

...may take up to 6 more Green Army Men (12 pts each)

--Combat Squads (when maxed to 12)

--may take up to 2 Urban Editions per 6 models

--if entering game from reserves, has special rule: Paratrooper



Fume Shaders

6 Green Army Men lying on their bellies 72 pts

--up to 6 additional, 12 pts each, combat squad

--can never run

--if no movement that turn, when shooting, on rolls of 6s to hit, the player can allocate those wounds as if they had the sniper special rule

--has the benefits and penalties of Gone to Ground rule automatically, except they can move 6" even when they have "gone to ground"





Heavy Support

Mortar Masters

6 Green Army Men 72pts

...may take up to 1 Mortar... 100 pts [Mortar has same rules as C: SM Thunderfire cannon except needs only this Green Army Man to operate, no tech marine supporter)

... may take up to 4 total special and heavy weapons, including the possible mortar (recoilless rifle, radiation wave and Urban Editions)

... may take up to 6 additional army men, 12 pts each, combat squads.



Radio Raiders

6 Green Army Men - 112 pts

Five normally armed green men and tough guy with a radio. They are in constant contact with their turpinoid space ship, which provides the unit with 3+ cover in chaff support. Every other turn the radio operator is able to call in an Orbital Bombardment as a Heavy 1 Str 10 AP 1 Large Blast Ordinance weapon.



Hundred Hands Abominations

For unknown reasons Green Army Men will spontaneously turn on their own kind, joining individuals in a searing ritual of great pain and violence. Men are ritualistically wrestled down, pinned until dragged to the alter where their limbs are torn from their torsos, and their torsos ripped in half. Malevolent members stitch these broken Men together ad hoc, forming monsterous entities of conjoined bodies, with multiple heads and an unknowable number of arms. These are different from Crab Freaks. There is more than one conscious entity at play inside these tortured monsters.



They come in three classes: Calves (2, 3 or 4 bodies), Cows (5, 6 or 7 bodies) and Orcas (8 or more bodies)



Pod of Calves

WS4 BS2 S5 T5 W2 I4 A2 LD7 SV 5+ bulky, 6 Models 160 pts



Cows travel in units of up to 3, but can be taken solo.

WS4 BS2 S6 T6 W3 I4 A3 LD8 SV 5+ count Monstrous Creature ... 90 pts



Orcas are solitary monsters, a definite harbinger of doom.

Large: WS4 BS2 S8 T7 W6 A4 LD9 SV5+ count as Gargantuan Creature ... 270 pts; Lord Of War



Fast Attack

Crab Freaks 150pts,

6 Green Army Men, each with three or more legs. Count as Calvary; add up to 6 more models 25pts each

WS 4

BS 4

S 4

T 5

W 2

I 4

A 1

LD 7

SV 5+

--Carbine Rifle

...each additional arm is 10 pts and grants +1 attack. Each attack counts as a CC weapon; up to 5 additional attacks

..add a powersword for all those attacks... 15 pts





Elites

Fire Fiends

6 Green Army Men - 32 pts each, 192 points

--armed with flamers and power swords, deliverable with the Paratroopers special rule.

--may change up to two models to Radiation Waves for 10pts each

--Models in this unit have +/- 2 Ld , and create a 12" +/- 2 Ld bubble for members of their detachment. Plus or minus at Green Army Men player's discretion.

--special rule: Paratrooper, Fire Sword



Urban Guerrillas

Trained infiltrators secure the battle field before a shot is even fired

6 Green Army Men armed with Urban Editions - 132 pts

--up to 6 additional models, 22pts each, combat squads

--has Scout special rule



It is unknown if Green Army Men make use of names among themselves. No army man has ever distinguished itself as an individual when communicating in any documented instance. Yet certain members of their force seem to be at the epicenter of their collective decision making. These leaders also tend to be the best artists, or have the most detailed and artistic ritual scarification done. Their suffering must have been exquisite for their green globy shells to bear the burning brands over and over again.



Leaders

Colonel .. 90 pts

Bad ass with a bayonet and a flak jacket

WS 5

BS 4

S 4

T 5

W 2

I 4

A 2

LD 8

SV 3+

Special Rule: Uncanny Aim, Paratrooper





Flesh Scribe -- ... 100pts

high artist of self immolation, fire priest, she uses her own inherent fear of fire to sharpen her focus. (technically nongendered thing)

WS 4

BS 4

S 4

T 5

W 2

I 4

A 2

LD 9

SV 3+

-- comes with Heavy flamer, power sword

Special Rules:

immune to Salamander special rules, units within 12" are also immune to Salamander fear bubble

Paratrooper

Fire sword



Special Rules:

Brush It Off: 5+ armor save and 5+ FNP [A bullet riddled Green Army Man is as formless as a eldritch abomination and yet can still move its flayed body around with control, granting it FNP .]

Inflammable Means Flammable: Template based fire weapons are +1 strength (Flamer, Heavy flamer, flamer special rule weapons) when used against Green Army Men

Save Us Apollo: Units with C: SM Salamander Chapter Tactics within 18" of a Green Army Men unit cause +/-1 on Leadership roles, per the Salamander player's discretion. Only one point may be subtracted when applying this rule no matter how many Salamander units are near by.

Die Sucker: On the charge the Bayonette confers +1A. In addition they attack at the normal initiative and are not Unwieldy.

Uncanny Aim: Weapons are twinlinked

Paratrooper: Units begin game in deep reserve. One half plus one units come in on turn one, two or three. (So 4 units would be 3, 5 would be 4 <rounding up>, 6 is 4). The remaining units come in based on reserve rolls thereafter except at turn four when all reserves arrive. Models in a deep striking paratrooper unit suffer deep striking problems as normal. Once arrived and place, each model is then scattered individually from the drop site. IE Model 1 rolls the scatter dice and moves over here (up to 12") minus their weapon skill (a stand in for dexterity with a parachute), model 2 rolls the scatter dice and moves over there, etc... As soon as they arrive all models in the unit make a free 6" move to re-instate unit cohesion. Shooting is done normally. The next turn the models must continue to move towards each other for unit cohesion. If they fail then minority blobs must run to join the largest group from the same unit. The majority blob is allowed to fire their weapons though the other models ran. So after arriving from deep strike and being placed the models are then scattered again individually, at scatter dice minus their weapon skill.

Fire Sword: Models with this special rule may charge after arriving from deep strike, if model used a flamer weapon or Radiation Wave in the shooting phase.

Gasoline Brain: in the psychic phase, if your primary detachment is Green Army Men you receive 2D6 bonus Deny The Witch charges in addition to the normal psychic dice





Allies Chart:

Battle Brothers: Orks, Kroot Only Detachments, Dark Eldar, Mercenaries of the galaxy

Allies of Convenience: Tyrannids.. It's not that they work together, but Green Army Men understand the Great Devourer so well they can use the Tyrannid mess to achieve their own goals. Tyrannids do not compete for food a Green Army Man has eaten, making this feasible; Tau, Eldar, Chaos Demons detachments

Come the Apocalypse Imperial allies, Chaos Space Marines, Tan Army Men



*************************************









edit 12/19/15 ** changed point structure for adding limbs to Crab Freaks; points to Fire Priest (about equal to a centurion + a heavy flamer & power sword); changed "assault rifles" to Carbine Rifles for easier naming convention; renamed Lead Platoon to Fire Fiends; increased cost per model to 32pts to account for 12pt base + flamer + powersword; added Urban Guerilla elite unit w/ scout; added Urban Edition to WYSIWIG snubnose machine guns; added monsterous creature "Hundred Hands Abomination"; clarified fluff on fire relationship; changed Crab Freaks to Calvary; adjusted Crab Freak cost; 12/20/15 since there is no different recoilless rifle and bazooka model, they merged and the lascannon statline disappeared. Since this is their only anti air tagged on Krak missiles for cheaper than normal;12/21 Fixed Inflammable rule to say Army Men are the ones who suffer under flamers; Tan Army Men make appearance;

Twice as tall as many marines and at least three times as ugly, allow me to present to you:Malevolent barely formed green gelatinous men crave revenge for their banishment from humanity. Genetic warriors of an alternative chemo-type from the dark age of technology, Green Army Men mature in vast turpentine vats. Members of the Mechanicus have speculated they were created to wage war on Tyrannids; however since that time suggesting humanity had a hand in the creation of Green Army Men is blasphemous and heretical.They have no presence in the warp, and their apparent bio-mass cannot be consumed by Tyrannids. However they are inflammable and have a known aversion to the Salamander chapter of Space Marines, as well as their successors. They worship a strange, idolatrous icon named Apollo. Apollo is an epic character whose quasi-Goddess birth-vat-mother imbues the aforementioned Green Army Man with immunity to fire, and he then creates the universe and rules as it's supernatural God. Green Army Men each act as if they will one day ascend to that level of power, and so they constantly compete and scheme against each other. Each Army Man believes he will one day be God, and shows no hesitation in back stabbing his compatriots. However they are extremely xenophobic, which keeps their units cohesive despite their brutal infighting.Green Army Men live in comets and other extra-solar mass. Between star systems, in the vast darkness of flat space between gravity wells, their clannish, insular civilizations unfurl. Though their obscure creators forged them for battle, and that is all that they desire, lost in the broadness of space they will go hundreds of years between contacts.In this unending downtime rather than boredom the Green Army Men turn to art. Great warriors scald tales of their victories on to their plastic skin and apparent clothing; the stories speak of their glory and the scars speak of their bravery and domination of their fear of heat and fire. Ritualistic burnings and masochistic demonstrations of pain, such as burning hands, and soldering on new limbs, are a great and light hearted sport for the gay green men.A single Green Army Man is an asexual single cell organism relying on unorthodox and yet unreproduced chemical interaction to encode data and chemical energy. They reproduce by eating their victims. After the battle they gorge and gorge, and depending on how much mass they gained, they separate and reproduce in a process much like Meiosis. Each Green Army Man while bear 20 or so pods out of his back, which he will need to return to the turpintine vats to mature.Their focus on destroying and consuming intelligent and semi-intellegent life suggests their motivations are mechanically based -- at the root of their motivation is a programmed mechanic they cannot control. The wide spread rumor of resemblance to ancient drawings found on Holy Terra is an intolerable myth. Wild speculation that an ancient Terran burned an entire regiment of Green Army Men in to a smoldering mass, and that the ghosts of those green soldiers are the driving force of revenge on Humanity to this day... is entirely true. That Terran was the Emperor and those Green Army Men are his Enemies and what else do you need to know you dirty off world punk? I bet you've never even seen Solar radiation, let alone left the confines of the Xeno star system you were born in, you galactic hill billy!Weapons Of The Green Army MenAll Green Army Men are assumed to have:Carbine Rifles:4,-, Rapid Fire, 36" rangeBayonets: Users; Special Rule: Die Sucker!; UnwieldyFrag GrenadesSpecial Weapons-- Recoilless Rifle - Heavy 1, Frag, Krak and Flakk missiles... 20 pts-- Radiation Wave -- (metal detector) -- ignores cover, template, assault 1,4 Ap1 - 15 pts-- Flamer -- 10 pts -- characters and veterans only, as it is a symbol of supreme bravery-- Powersword -- 15pts-- Urban Edition -- Carbine Rifle but smaller, resembles 20th century machine gun of uzi proportions; Salvo 2/3-, 24" - 10ptsIndigestible and undesirable to Tyrannids, and psychically inert, Green Army Men are tough foes similar to the best the Imperium has to offer. While they lack the benefits of Power Armor the resiliency of their malleable physiques grants them the Brush It Off special rule. They are slowed by their unusual metabolism, receiving a low initiative. In close combat they suffer from the Unwieldy special rule, except when they charge with Bayonets. Twice as tall as a normal man, gaunt, staggering, covering the battle field with their long stride, yet moving with grim alien clumsiness, the Green Army Men are a terrifying force that foot slogs across the battle field killing best with 18" ranged gun fire. Though monstrous, their human/ghoul like appearance makes them all the more unsettling as their appearance is far off the deep end of the Uncanny Valley. Within 12" their charges can be formidable but if charged first they can be routed.They organize themselves along groups of six. It is believed to be related to their worship of organic chemistry, and petroleum products in general.A normal Green Army Man has this stat line and costs 12 pts:S 4T 4W 1I 4A 15+Special Rules: Brush it Off, Save Us Apollo, Inflammable Means Flammable6 Green Army Men (12 pts each) 72 pts...may take up to 6 more Green Army Men (12 pts each)--Combat Squads (when maxed to 12)--may take one special weapon or heavy weapon--if unit of 12 may take second special weapon or heavy weapon6 Green Men delivered by parachute6 Green Army Men (12 pts each) 72 pts...may take up to 6 more Green Army Men (12 pts each)--Combat Squads (when maxed to 12)--may take up to 2 Urban Editions per 6 models--if entering game from reserves, has special rule: Paratrooper6 Green Army Men lying on their bellies 72 pts--up to 6 additional, 12 pts each, combat squad--can never run--if no movement that turn, when shooting, on rolls of 6s to hit, the player can allocate those wounds as if they had the sniper special rule--has the benefits and penalties of Gone to Ground rule automatically, except they can move 6" even when they have "gone to ground"6 Green Army Men 72pts...may take up to 1 Mortar... 100 pts [Mortar has same rules as C:Thunderfire cannon except needs only this Green Army Man to operate, no tech marine supporter)... may take up to 4 total special and heavy weapons, including the possible mortar (recoilless rifle, radiation wave and Urban Editions)... may take up to 6 additional army men, 12 pts each, combat squads.6 Green Army Men - 112 ptsFive normally armed green men and tough guy with a radio. They are in constant contact with their turpinoid space ship, which provides the unit with 3+ cover in chaff support. Every other turn the radio operator is able to call in an Orbital Bombardment as a Heavy 1101 Large Blast Ordinance weapon.For unknown reasons Green Army Men will spontaneously turn on their own kind, joining individuals in a searing ritual of great pain and violence. Men are ritualistically wrestled down, pinned until dragged to the alter where their limbs are torn from their torsos, and their torsos ripped in half. Malevolent members stitch these broken Men together ad hoc, forming monsterous entities of conjoined bodies, with multiple heads and an unknowable number of arms. These are different from Crab Freaks. There is more than one conscious entity at play inside these tortured monsters.They come in three classes: Calves (2, 3 or 4 bodies), Cows (5, 6 or 7 bodies) and Orcas (8 or more bodies)Pod of CalvesWS4 BS2 S5 T5 W2 I4 A2 LD75+ bulky, 6 Models 160 ptsCows travel in units of up to 3, but can be taken solo.WS4 BS2 S6 T6 W3 I4 A3 LD85+ count Monstrous Creature ... 90 ptsOrcas are solitary monsters, a definite harbinger of doom.Large: WS4 BS2 S8 T7 W6 A4 LD9 SV5+ count as Gargantuan Creature ... 270 pts; Lord Of War150pts,6 Green Army Men, each with three or more legs. Count as Calvary; add up to 6 more models 25pts eachS 4T 5W 2I 4A 15+--Carbine Rifle...each additional arm is 10 pts and grants +1 attack. Each attack counts as aweapon; up to 5 additional attacks..add a powersword for all those attacks... 15 pts6 Green Army Men - 32 pts each, 192 points--armed with flamers and power swords, deliverable with the Paratroopers special rule.--may change up to two models to Radiation Waves for 10pts each--Models in this unit have +/- 2, and create a 12" +/- 2bubble for members of their detachment. Plus or minus at Green Army Men player's discretion.--special rule: Paratrooper, Fire SwordTrained infiltrators secure the battle field before a shot is even fired6 Green Army Men armed with Urban Editions - 132 pts--up to 6 additional models, 22pts each, combat squads--has Scout special ruleIt is unknown if Green Army Men make use of names among themselves. No army man has ever distinguished itself as an individual when communicating in any documented instance. Yet certain members of their force seem to be at the epicenter of their collective decision making. These leaders also tend to be the best artists, or have the most detailed and artistic ritual scarification done. Their suffering must have been exquisite for their green globy shells to bear the burning brands over and over again... 90 ptsBad ass with a bayonet and a flak jacketS 4T 5W 2I 4A 23+Special Rule: Uncanny Aim, Paratrooper-- ... 100ptshigh artist of self immolation, fire priest, she uses her own inherent fear of fire to sharpen her focus. (technically nongendered thing)S 4T 5W 2I 4A 23+-- comes with Heavy flamer, power swordSpecial Rules:immune to Salamander special rules, units within 12" are also immune to Salamander fear bubbleParatrooperFire sword5+ armor save and 5+[A bullet riddled Green Army Man is as formless as a eldritch abomination and yet can still move its flayed body around with control, granting it.]Template based fire weapons are +1 strength (Flamer, Heavy flamer, flamer special rule weapons)Units with C:Salamander Chapter Tactics within 18" of a Green Army Men unit cause +/-1 on Leadership roles, per the Salamander player's discretion. Only one point may be subtracted when applying this rule no matter how many Salamander units are near by.On the charge the Bayonette confers +1A. In addition they attack at the normal initiative and are not Unwieldy.Weapons are twinlinkedUnits begin game in deep reserve. One half plus one units come in on turn one, two or three. (So 4 units would be 3, 5 would be 4 , 6 is 4). The remaining units come in based on reserve rolls thereafter except at turn four when all reserves arrive. Models in a deep striking paratrooper unit suffer deep striking problems as normal. Once arrived and place, each model is then scattered individually from the drop site. IE Model 1 rolls the scatter dice and moves over here (up to 12") minus their weapon skill (a stand in for dexterity with a parachute), model 2 rolls the scatter dice and moves over there, etc... As soon as they arrive all models in the unit make a free 6" move to re-instate unit cohesion. Shooting is done normally. The next turn the models must continue to move towards each other for unit cohesion. If they fail then minority blobs must run to join the largest group from the same unit. The majority blob is allowed to fire their weapons though the other models ran. So after arriving from deep strike and being placed the models are then scattered again individually, at scatter dice minus their weapon skill.Models with this special rule may charge after arriving from deep strike, if model used a flamer weapon or Radiation Wave in the shooting phase.in the psychic phase, if your primary detachment is Green Army Men you receivebonus Deny The Witch charges in addition to the normal psychic diceOrks, Kroot Only Detachments, Dark Eldar, Mercenaries of the galaxyTyrannids.. It's not that they work together, but Green Army Men understand the Great Devourer so well they can use the Tyrannid mess to achieve their own goals. Tyrannids do not compete for food a Green Army Man has eaten, making this feasible; Tau, Eldar, Chaos Demons detachmentsImperial allies, Chaos Space Marines, Tan Army Men*************************************edit 12/19/15 ** changed point structure for adding limbs to Crab Freaks; points to Fire Priest (about equal to a centurion + a heavy flamer & power sword); changed "assault rifles" to Carbine Rifles for easier naming convention; renamed Lead Platoon to Fire Fiends; increased cost per model to 32pts to account for 12pt base + flamer + powersword; added Urban Guerilla elite unit w/ scout; added Urban Edition to WYSIWIG snubnose machine guns; added monsterous creature "Hundred Hands Abomination"; clarified fluff on fire relationship; changed Crab Freaks to Calvary; adjusted Crab Freak cost; 12/20/15 since there is no different recoilless rifle and bazooka model, they merged and the lascannon statline disappeared. Since this is their only anti air tagged on Krak missiles for cheaper than normal;12/21 Fixed Inflammable rule to say Army Men are the ones who suffer under flamers; Tan Army Men make appearance; This message was edited 20 times. Last update was at 2015/12/21 07:04:45 Subject: Re:Codex: Green Army Men Gamgee







Longtime Dakkanaut





All I can think of is the scene from nightmare dreamscapes of the toy army trying to kill the guy. Subject: Codex: Green Army Men KhorneontheCobb







Lesser Daemon of Chaos



New England



I think their stats are op . I play a lot of wild narrative games and campaigns... But if one of my buddies broke out the green toy soldiers with stats equal to or better than space marines (with only slightly worse armor) (and better guns) I wouldn't be interested in playing.



Plus- your points are all messed up.. How come power swords only cost 5 points for the crappy green toys- when they cost 15 points in every other codex?? This message was edited 1 time. Last update was at 2015/12/19 12:54:53 Subject: Re:Codex: Green Army Men d36williams







Fresh-Faced New User





I am interested in having an agreeable yet good codex, so if they seem to buffed it can be edited. I gave them the 36" range because they simply look like they should shot further. 30" was the first range that popped into my head but I've not seen a 30" range in 40k before so I went with 36. With their 5+ armor save they are severely weakened, even with a 5+ FNP . A MEQ VS AP6+ will armor save 66% of the time while Green Army Men would save 54.78%; against even MEQ Bolter Fire, AP5, Green Army Men will take a wound then only saving FNP 33% of the time. So these guys are particularly victimized by heavy infantry. The armor save is the main reason they're cheaper than Marines.



I actually thought the Radio Raiders were the most OP , I wasn't sure how to price them. I wasn't sure how to consider an army with 3 Radio Raider units calling in Str 10 Large Blasts. They would be prone to snipers though.



In addition they have no vehicles so I buffed their ranges. Your question about the power swords is a good point. I staggered it as I did so I could do the multiples thing (5pts per arm, +5 for power sword) but every other model has it so they use their power weapons with however many attacks they have. So I will edit that.



Subject: Codex: Green Army Men Orock













Battlefortress Driver with Krusha Wheel

You can make a fan dex till the sun explodes. The problem is nobody is going to play your green army men with 40k . My friend tried it in highschool, because he "dident want to thorow his money away like us" then got mad nobody wanted to play against his 5 dollar bucket of dudes. The scale is off, and when you actually sit down and play it, the whole time your suspension of disbelief fails and you cant think anything but "this is dumb, im just playing army men".



Something about it kills the game.



8k points

3k points

3k points

Admech 2.5k points

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!8k points3k points3k pointsAdmech 2.5k points Subject: Re:Codex: Green Army Men d36williams







Fresh-Faced New User





In my case I was more interested in children c8years old being able to field some of their toys. Not entirely for adults except for gimmick oriented games



Edit- I was also considering that just as I paint rocks to look like rocks when I'm doing scenery, for maximum intergration it would be fun to actually paint up green army men to be Green Army Men. They'd need base coats, high lights and shadows just like other minis to really look like they are 12' tall humanoids in the 40k universe. This message was edited 1 time. Last update was at 2015/12/19 22:56:35 Subject: Codex: Green Army Men Jewelfox







Sneaky Sniper Drone





I would personally love to play against someone using an army like this. And try to figure out silly narrative fluff for it.



Hasn't anyone played the Army Men video games? Subject: Re:Codex: Green Army Men Peregrine













Douglas Bader

d36williams wrote:

In my case I was more interested in children c8years old being able to field some of their toys. Not entirely for adults except for gimmick oriented games In my case I was more interested in children c8years old being able to field some of their toys. Not entirely for adults except for gimmick oriented games



Then stop making the rules complicated. If your entire rules for the army, including stat lines, takes up more than a paragraph you've done too much. Then stop making the rules complicated. If your entire rules for the army, including stat lines, takes up more than a paragraph you've done too much. There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. Subject: Codex: Green Army Men Filch







Painlord Titan Princeps of Slaanesh





KhorneontheCobb wrote:

I think their stats are op . I play a lot of wild narrative games and campaigns... But if one of my buddies broke out the green toy soldiers with stats equal to or better than space marines (with only slightly worse armor) (and better guns) I wouldn't be interested in playing.



Plus- your points are all messed up.. How come power swords only cost 5 points for the crappy green toys- when they cost 15 points in every other codex?? I think their stats are. I play a lot of wild narrative games and campaigns... But if one of my buddies broke out the green toy soldiers with stats equal to or better than space marines (with only slightly worse armor) (and better guns) I wouldn't be interested in playing.Plus- your points are all messed up.. How come power swords only cost 5 points for the crappy green toys- when they cost 15 points in every other codex??



I have to agree. OP AF supa fanboi. No way these guys should be better than Marines and cost less and their upgrades cost less. The recoilless rifle is a lascannon but only 15pts. I have to agree.supa fanboi. No way these guys should be better than Marines and cost less and their upgrades cost less. The recoilless rifle is a lascannon but only 15pts. Subject: Codex: Green Army Men Hawky















Fortress world of Ostrakan

Fortress world of Ostrakan Mysterious Techpriest

Please, pleast, write a Codex: Tan Army Men

Neutran Panzergrenadiers, Ostrakan Skitarii Legions, Order of the Silver Hand

My fan-lore:













Neutran Panzergrenadiers,Ostrakan Skitarii Legions,Order of the Silver HandMy fan-lore: Europan Planetary federation . Hot topic: Help with Minotaurs chapter Killteam Subject: Codex: Green Army Men d36williams







Fresh-Faced New User





Filch wrote:



I have to agree. OP AF supa fanboi. No way these guys should be better than Marines and cost less and their upgrades cost less. The recoilless rifle is a lascannon but only 15pts. I have to agree.supa fanboi. No way these guys should be better than Marines and cost less and their upgrades cost less. The recoilless rifle is a lascannon but only 15pts.



You're right, that was a brainfart on my mistake, editing from memory. They're edited to be 20pts You're right, that was a brainfart on my mistake, editing from memory. They're edited to be 20pts This message was edited 1 time. Last update was at 2015/12/20 20:31:11 Subject: Codex: Green Army Men Mellamoluigi





Stealthy Dark Angels Scout with Shotgun





A unit with strength 5 flames and power sword that can charge from deep strike.... For less than per model terminators is bent 9000pts

4500pts

4500pts



9000pts4500pts4500pts Subject: Re:Codex: Green Army Men oldzoggy













Longtime Dakkanaut





Also isn;t it easier to just play proxied Blt action

http://store.warlordgames.com/collections/bolt-action Suffers from fan codex power syndromAlso isn;t it easier to just play proxied Blt action This message was edited 1 time. Last update was at 2015/12/29 05:12:09 Inactive, user. New profile might pop up in a while Forum Index » 40K General Discussion Go to: Select a forum Introductions News & Rumors Tournament Discussions Dakka Discussions Dakka Swap Shop Local Gaming Article Discussion Painting & Modeling Painting & Modeling Showcase Dakka P&M Blogs Painting & Modeling Tutorials 3D Printing and Digital Modeling Maelstrom's Edge General Discussion 40K Army Lists 40K You Make Da Call 40K Proposed Rules 40K Battle Reports 40K Tactics 40K Background 40K General Discussion Warhammer 30K AoS General Discussion AoS Background AoS War Council Games Workshop Board Games & Specialist Games The Hobbit & Lord of the Rings Warhammer Fantasy Battle Legacy Discussion Privateer Press Miniature Games (Warmachine & Hordes) Corvus Belli (Infinity) Fantasy Flight Miniature Games (Star Wars) Mantic Miniature Games (Kings of War, etc.) Historical Miniature Games: Pre-WW1 Historical Miniature Games: WW1 to Modern Other Sci-Fi Miniatures Games Other Fantasy Miniatures Games Gangfight Games Board Games, Roleplaying Games & Card Games Video Games Game Design Dakka Polls Dakka Fiction Forum Games Geek Media Off-Topic Forum Nuts & Bolts