Discworld Warfare

This army list was started last century. I found, updated and made available on the Web over 5 years ago. (With original authors approval). It has now been updated using additional information found on the Web, most of which was snippets on forums and the like. I don't have permission to use these snippets so if the authors wish me to give them a credit or update their ideas please contact me using the email on the home page - likewise if you wish your contribution to be removed. The colours of the text indicate where the original idea came from.

Black my Warhammer Purple my Mordhiem Blue others warhammer/mordhiem


The Guilds

These units appear to have been designed on the assumption that each Guild is capable of fielding a small army of its own. There is nothing in the books that would suggest that this would happen but a number of people have put a lot of thought into their rules and I think that its a pity that their ideas are lost in the depths of long forgotten forum threads.

Two things to note -

There is animosity between the Guilds and an attempt has been made to cover this by the special rule - Guildwar!

Vetinari has been included in the Assassin's Guild so I have included my Warhammer rules for him and an Assassin unit.


Assassin's Guild

The Patrician of Ankh-Morpork, Lord Havelock Vetinari

__________________

0-1 Army General

Vetinari should be in charge - on an empire metal barded horse with the plainest armour possible; file off all ornamentation and head crest with a simple strip banner at the end of his lance. The figure is all black with the only colour being his face, taken from a Clarecraft model, as his visor if he has one should be raised and the grey of Wuffles who rides with his Master in the manner of Prince Rupert and Boye.

Vetinari

M WS BS S T W I A Ld Pts Save Equipment
4 6 6 4 4 3 6 4 9 116 2+ Sword, Lance, Heavy Armour, Shield, Barding, Crossbow.
8 3 0 3 3 1 3 1 5     Warhorse

May have up to three magic items.

Vetinari

M
WS
BS
S
T
W
I
A
Ld
Points
4
6
5
3
3
3
7
2
10
145

Equipment: Sword. Hand Weapon, Crossbow
Special Rules: Great Tactician, Assassin. Secret Doors, Distrusted

Great Tactician: Where the scenario dictates that a dice roll determines Deployment and First turn, Vetinari may choose to deploy first/second OR to have the first turn. But not both.

Assassin: Lord Vetinari was trained as an Assassin when younger. Therefore, his attacks count as having both Poison, and Killing Blow as stated on pages 112 and 114 of the Warhammer rulebook.

Distrusted
The people of Ankh Mopork do not wholly trust Vetinari although he has been the only Patrician who is not ‘homicidal’, ‘Psychoneurotic’ or mad in some way therefore no other models may use his Leadership

He has a special knowledge of secret doors around ankh-Morpork. He may be deployed as a scout and has a flight move but only when the fighting is indoors. (to show him sneaking around passageways) He may enter a building and appear in another one turn later (counts as charging).

His proficiency with stealth, same rules as with the assasions cloak, but giving him a 4+ ward save instead of 5+. He didn't pass his camouflage test, because the teacher didn't notice his presence at it!

Assassin's Guild

School's out so the Guild have provided extra training for a few selected boys. They act as a skirmish group and consist of a minimum of 5 (1 Master and 4 Boys) at a cost of 115 points - additional boys are 9 points each. No standard or musician. The master is Human but the boys can be any species, however they all use the stats below as they are all of a similar level in their training.(some super fit, other recovering from old wounds etc.)

M WS BS S T W I A Ld Pts Save Equipment
4 6 5 4 4 2 6 3 8   none/6+ Two hand weapons and cloak (shield in hand to hand)
4 4 3 3 3 1 4 1 7   none/6+ Two hand weapons and cloak (shield in hand to hand)

Use the rules for Vespero's Vendetta from the Dogs of War. The fencing Master is Mme les Deux-Epees, a creature of such ravishing beauty that she causes her opponent to fumble their attacks and so always lose their first attack in any round of combat (just like the effect of Vespero's Death Mask). If you don't have a suitable lady figure for the Master any other will do but you lose the fumble effect and your initial cost will only be 107 points. All will be dressed in black unless you follow the Vetinari theory on camouflage.

On Discworld there are no guns or black powder weapons of any sort. No ill treating of swamp dragons either.

(If there is an assassin band one can be armed with The Gonne, 24 inch range, D6 shots per turn, S4 and -2 save. Can fire at any/all targets in LOF but must nominate target(s) and sequence for all 6 possible shots before rolling for actual number available. Cannot return to the same target. (The Gonne has no effect on trolls or golem. Detritus stopped five bullets with only minor abrasions!). Can fire every other turn with a maximum of 4 firings per game. -1 to hit if moves and fires.


Assassin's guild

0-1 Assassin Lord

M
WS
BS
S
T
W
I
A
Ld
Points
4
6
6
4
3
2
8
4
9
95

Equipment: poisonned hand weapon, crossbow
Options: may take additional poisoned hand weapon(5pts), gonne (Empire handgun, 7pts)
Assassin's cloak : assassins are experts of stealth and thier cloaks are as black as midnight, assassins have a 5+ ward save
Killing blow :The assassins strike with precicion and usually kill instantly, they have killing blow on a 5+
Guildwar!: all guilds are uneasy with each other and are constantly squabbling, if a unit of assassins is within 6 inches of another guild they have -1L


0-1 Assassin's guild...17pts per model
M
WS
BS
S
T
W
I
A
Ld
Points
4
5
4
3
3
1
5
2
8
17

Unit size:5-10
Equipment: Hand weapon,Assassins cloak
Options: additional hand weapon (3pts), crossbow(4pts)
throwing knives(3pts)
Special Rules
Skirmishers: see WHF rulebook
Assassin's cloak: assassins are experts of stealth and thier cloaks are as black as midnight, assassins have a 6+ ward save
Killing blow :The assassins strike with precicion and usually kill instantly, they have killing blow on a 5+
Poisoned attacks : assassins sometimes poison thier weapons, they may have poisoned attacks for an additional 3pts per model
Guildwar!: all guilds are uneasy with each other and are constantly squabbling, if a unit of assassins is within 6 inches of another guild they have -1L

Perhaps the Assassins should have one point of movement more? It's true for the standard Warhammer Assassins, both those of the Druchii and of the Skaven.


Beggar's Guild List

Gaspode, the Wonder Dog

M
WS
BS
S
T
W
I
A
Ld
Points
6
3
0
2
2
1
3
1
8
10
4
3
0
3
3
1
3
2
7
37

Equipment: Dog Claws, and a few teeth (ie hand weapon)
Special Rules: Killing Blow, Animal Sympathiser, Confusing.

Killing Blow: Gaspode smells REALLY bad. Therefore, anything with a sense of smell (ie Human, Orc, Elf, etc…not Undead, Dryads, Daemons, etc) may be affected by Killing Blow in combat with Gaspode.

Animal Sympathiser: Any animal in base contact with Gaspode (not including Angua, Undead Animals, Daemonic animals, or Wolfgang) will not make any attacks in close combat. This does not affect Monsters. Ie: Horses, Wolves, Rat swarms, etc…

Confusing: Everybody knows a Dog can't talk… Any of the following in base contact with Gaspode must take a Stupidity test in each of their own turns. This represents the model wondering where the voice is coming from… If the model fails the test, it will not make any attacks, use spells, nor use bound items…it just stands dumbfounded. Affects Humans, Dwarves, Chaos Warriors, Elves (all types), and Beastmen. Does not affect Undead, Daemons, or troops which are Unbreakable, or Immune to Psychology.

Small and ordinary: cannot be charged, shooting with additional -2.
Talking dog: friends 3" from G can use his Ld.
Optional rules:
Poodle make-over:
Same stats.
Guide: friends 3" from Gaspode must follow him at full speed and charge with him too, as long as they are 3" away from him.
Self-hating: hatred.
Special attack: yipping! (shooting, range 6", unit must pass Ld-test or be shouting "shut up!" until their next shooting phase. They may fight, but with -1 ws)

 

How about the Beggars? Foul Ol Ron, the Duck man and the others. And Gaspode. I think they would be a seperate unit, which skirmishes. Perhaps gives -Ld to surrounding enemy units from the stench.

Gaspode taken only if Carrot/ Angua is present or something like that.

Beggar's guild

Queen Molly

0-1 Beggars...7 pts per model

M
WS
BS
S
T
W
I
A
Ld
Points
4
2
0
3
3
1
2
1
10
7
Unit size:10+
Equipment:Scavenged stuff (hand weapon)
Special Rules
Immune to Phychology: see rulebook
Unbreakable: see rulebook
Cause fear: see rulebook
stench: beggars smell terrible! any enemies that wish to attack them must first pass a leadership test, even if they pass they are at -1 to hit
Guildwar!:all guilds are uneasy with each other and are constantly squabbling, if a unit of assassins is within 6 inches of another guild they have -1L

0-1 Mutterers...14 pts per model
M
WS
BS
S
T
W
I
A
Ld
Points
4
2
0
3
3
1
2
1
10
14
4
2
0
3
3
1
2
2
10
walk alone 10
size:10+
Equipment:Scavenged stuff (hand weapon)
Options: may take a walk alone shouter for 10pts
Special Rules
Immune to Phychology: see rulebook
Unbreakable see rulebook
Cause fear see rulebook
stench beggars smell terrible! any enemies that wish to attack them must first pass a leadership test, even if they pass they are at -1 to hit
Guildwar!: all guilds are uneasy with each other and are constantly squabbling, if a unit of beggars is within 6 inches of another guild they have -1L

Dribblers
M
WS
BS
S
T
W
I
A
Ld
Points
4
3
0
2
2
6
1
8
10
60 per base
Unit Size: 1-5 bases
Equipment:Scavenged Stuff (hand weapons)
Special Rules:
Swarm: see WHF rulebook
Cause fear: see rulebook
Stench: dribblers smell terrible! any enemies that wish to attack them must first pass a leadership test, even if they pass they are at -1 to hit
Guildwar!: all guilds are uneasy with each other and are constantly squabbling, if a unit of beggars is within 6 inches of another guild they have -1L


Fool's Guild List

Doctor Whiteface, head of the Fools Guild hero choice
M WS BS S T W I A Ld Points
4 4 5 3 3 2 6 1 9 100

Equipment: gentleman's cane (counts as two hand weapons in the hands of Doctor Whiteface, he cannot loose them in any way), custard pies (throwing knives).
Special rules:
Acrobat Doctor Whitefaces training in the art of the acrobat makes him extremly hard to hit. The enemy must re-roll any succesfull rolls to hit Doctor Whiteface.
Unnerving the head of the Fools guild is even more despicable then his minions. It is said that he is one of the factors behind the Fools poor psychical condition. Doctor Whiteface causes Terror, and forces the enemy to roll three dice for any psychology tests caused by him or the unit he joins and discard the lowest roll.

Fools.
M WS BS S T W I A Ld Points
4 3 4 3 3 1 4 1 6 12

Equipment: Bladder onna stick (great weapon)
Options:May take, custard pies (throwing knives, 5pts)
Special Rules
Terrified: fools are gaunt and terrible people, thier faces have seen one custard pie too many and most are wary of the world, fools take leadership tests on 3D6 and discard the lowest dice
Fear: Fools cause fear

Boffo


Unseen University

The Students

M
WS
BS
S
T
W
I
A
Ld
Points
4
2
2
3
3
1
3
1
6
5 Student
4
2
2
3
3
1
3
2
6
8 Head Boy

Equipment:-old wands, sticks, or anything they can get their hands on! (2 hand weapons)
Options:-
Standard:-8pts
Head boy:-8pts -
Musician:-4pts

Special rules
Teacher!! Look like we're working!!
Whenever there's a teacher within 12" of the unit, the students may use his leadeship for every test they have to take.

And a hero choice may be.

Teacher

M
WS
BS
S
T
W
I
A
Ld
Points
4
5
3
4
4
2
4
3
9
75

Equipment:- Wand (hand weapon)
Cost:- 75 pts
Options:- May take a Staff(3pts), Magicians Robe (light armour). May take a pet(15pts)
Special Rules:- Magik User, Teacher
Magik user:- Lvl3 wiz.
Teacher:- Students may use his Ld if he is within 12" of him.
M
WS
BS
S
T
W
I
A
Ld
4
2
0
3
2
1
4
2
-
Pet

Special Rules:- Uses Teachers Ld for everything. Must stay within 6" of teacher.

Graduates

M
WS
BS
S
T
W
I
A
Ld
Points
4
3
3
3
3
1
3
1
7
6 Graduate
4
3
3
3
3
1
3
2
7
10 Batchelours of Magic

Equipment:-Wands (Hand Weapons), Light armour.
Optiones:-
Staffs(GW):- 2pts/model
shields:- 1pts/model
Standard:-10pts
Batchelors of Magic:-10pts
Musician:-5pts

Special Rules
Magic users
May use their collective skilles to cast a single spell.

Wizards

M
WS
BS
S
T
W
I
A
Ld
Points
4
4
3
4
4
1
4
1
8
12 Wizzard
4
4
3
4
4
1
4
2
8
12 Mage

Equipment:- wands (Hand Weapon), Staff (Great Weapon), Magicians Robe (light armour)

Opotions:-
Sorcerer:-12pts - Stats as above but with 2 attacks
Standard:-12pts
Musician:-6pts

Special Rules
Profesional Magik users
May cast 2 spells a turn

So we have cannon fodder (students), Basic infantry (Graduates) and Heavy infantry (Wizards)

The Wizards' Special Rules:

U.U Wizard: This affords a 6+ Ward save. Also, once per Magic phase, a U.U Wizard may use his Staff (including Ridcully) to cast one of his spells. The spell is cast automatically at its difficulty rating for dispel purposes. For example, the Dean wishes to cast Fireball. It will be automatically cast, and the opposing player may dispel it by rolling 5 or greater on his dispel dice. If a U.U Wizard uses his staff to power a spell, Power dice must still be expended, it just means the spell is automatically cast, and no chance of a miscast is possible. Difficulty 1-5 costs 1 Power Die, 6-8 costs 2 Power Dice and 9+ costs 3 Power Dice.

Army Selection: Ridcully counts as a Lord choice, all the others are Hero choices. Alternatively, 2 or more of them may be selected as a Single Rare choice, forming Skirmished unit. If taken as a Rare choice, the army may not include any other Characters or Wizards, except for one Hero/Lord choice who must be the army general. Whilst in 'unit' formation, Ridcully will be the leader (if present) and will make the entire unit Stubborn. The Wizards must remain in unit formation, and each Wizard 'slain' counts towards Victory Points individually. The Wizards may be employed by Empire, Dwarves, High Elves, Wood Elves, Brettonians, and Dogs of War.


This list covers the forces available to the premier school of wizardry on the Disc, Unseen University. All wizards should be depicted as overweight, bearded smokers in flashy robes and pointed hats and carrying staffs. It is well known that a wizard's staff has a knob on the end. The more senior wizards should be identified by being fatter and more outlandishly dressed than their lesser brethren. If the Archchancellor is Ridcully Mustrum, then he can be armed with a crossbow and fishing rod. Magical books are essentially alive, and can move by flying. Most are dangerous, which is why they are chained to the shelves, but it is assumed that some of the more tractable ones could be let out for a frolic from time to time.

A group of wizards sneaking of campus, hurling fireballs with happy abandon. Give them some fake beards and nobody will suspect they'll have real beards underneath. It's the perfect disguise!

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