Discworld WarfareThis army list was started last century. I found, updated and made it 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/mordhiemThe City Watch in MordhiemBasic Uniform and Weapons: The basic Watch uniform is a chainmail shirt, iron breastplate, iron and copper helmet. They have carried at various times, a night stick or oak truncheon, regulation seven foot pike or halberd, crossbow and short sword, and various methods of signaling. As the armour and weapons were originally taken from the armoury on a "if it fits wear it" basis, there should not be a set standard uniform. All the Watch therefore have chain mail and breastplates classed as light armour giving a save of 6+, unless stated otherwise. Some characters like the trolls, golem, etc. don't wear armour but have been given a natural save, Detritus also has a +1 when wearing his elephant armour. Normal
weapons for each character are a sword, halberd/spear
and a crossbow unless stated otherwise. The only exception
is Colon who has a longbow rather than a crossbow. A combination of Spear and Halberd rules are used for the Watch depending on what the figure is modeled with. Members of the WatchPoints
costs include weapons stated and additions for "natural"
armour saves. Captain/Commander/Duke Sir Samuel Vimes
Vimes
as leader is classed as an Human Mighty Hero/General.
Points 110 His Grace,the Duke of Anhk Sir Samuel "Stoneface" Vimes...150pts Elector count with hand weapon (truncheon), on foot.
Equipment:
Sword, Ducal Regalia (heavy armour) , Ceremonial Truncheon. General: Vimes may be the army General if chosen. Ceremonial Truncheon: Vimes may use this once during the game. It affords him +3S for one round of combat. May be used once rolls to hit have been determined. Errol: Vimes may be equipped with Errol for +15 points. Errol has a S2 -1 Flaming Breath attack. Street
Fighter : Vimes isn't afraid to fight dirty, in a pinch
he will use anything as a weapon and strike wherever its
gonna hurt the most, he counts as having two hand weapons
but if they are destroyed (by magic or opponents special
abilities etc.) he continues to count as if he still wielded
an additional hand weapon. Additionaly, he also always
strikes first in combat. Why don't you just put a ''(4)'' in the stat's next to attacks and explain that in the fluff.
S3 is one thing I want to stick with, one of the main
pointsa bout Vimes that we find out in NW is that he may
be tough as nails but he's only human, he strikes first
anyways and does what he usually does in the Watch which
is provide leadership Nah, I still yhink he should be
strength four, almost all basic heroes have a base strength
of four.i'd say strength 4, cus, well, he is the "general"
and S4 isn't exactly super human. and he did take out
a wearwolf!!! Errol Errol stays in base to base contact with Vimes, In actual fact could be held, sitting on shoulder or hiding behind Vimes and so cannot be targeted. Vimes can fire him instead of his crossbow as he wishes either in his turn or when accepting a charge. Breath attack 6" range, 1" wide in straight line from front of Vimes. Hits any target on this line on D6 of 3+ and causes a S4 hit on all hit. Errol need 2 turns rest before he can flame again, but can still explode. If Vimes dies he explodes causing D3 S5 wounds to anyone in base to base contact with himself or Vimes. Points 25 Captain Carrot Ironfoundersson
Carrot
although he is not the leader is a natural leader. Because
of his dwarf background he has the combined statistics
for a dwarf and human general but with a lower Ld. Points 165 plus 60 for the sword. Carrot Ironfounderson
Equipment:
Magic Sword, Heavy Armour. Polished Armour Relentless: The rules for Relentless will only apply when he joins a unit of Dwarves.
"Krisma" Captain Carrot. Special rules- any unit Carrot joins becomes stubborn. Will not be general as long as Vimes is being fielded. Lance-Constable Delphine Angua von Uberwald As female fighter
Light Armour and sword. No halberd or crossbow, its bad enough leaving a pile of clothes and armour never mind weapons as well. Frenzy:
See the rulebook. Angua only gets the benefits of being
in frenzy in wolf form As wolf with a collar.
Wolf
champion. Ld raised to 5 as Angue's human side is not
quite in full control. Angua can dissuade any animals from attacking her patrol group, whether she is in wolf or human form. They have to pass their Ld test to attack and suffer a -1 to hit in all rounds of any combat with them. Points 95 for the pair. It is assumed that her partner(s) pick up her clothes and sword for when she returns to her human shape. Angua Von Uberwald
Equipment:
Sword, Light Armour. Wolf Form: At the start of any turn, Angua may take on her Wolf Form. In this form, she may move 9" in the Movement Phase, or 18" on a charge. If she enters combat while in Wolf Form, then she causes Fear, and has +1S and +1 Attack. Any enemy model within 10", and line of sight to Angua when she changes into Wolf-Form must take a panic test. Werewolf: angua may elect to enter her wolf form, she may never be in this form for more than three turns, once she has turned human again she must wait another turn to use "werewolf". The werewolf always strikes first, causes fear. Beguiling Looks: Any model attacking her in Combat while she is in Human Form must pass a Leadership test, or be unable to attack her for this round. Take this test each new round of Combat. for angua I was thinking a normalstatline and then she has "wolf form" (the von carstien power) I like what was said about Angua's dual stats, but maybe something like a VC Wolf Form with upgraded stats. < The werewolf always strikes first, causes fear Corporal Cecil Wormsborough St. John Nobbs
Nobby
is short and is basically a coward, he will hit anyone
so long as they are unconscious first. Because of his
build he is based on a goblin rather than a human or dwarf.
Points 25 Option:-Leo da Quirm's rocket launcher. 40K missile launcher with 4 frag rockets. range reduced to 36". Can only have one missile weapon. Corporal Nobby Nobbs.
Equipment: Everything! Nobby is so obsessed with weapons
he can carry any weapon in the WH rulebook and change
between weapons each combat phase, he also has the "unique"
items below , Sword, Light Armour. Light Fingered: Nobby may attempt to steal an enemy magic item, instead of striking in close combat. He must take an Initiative test to do so. If successful, he takes 1 Magic item of your choice, but may not use it, as he does not know how to. If he fails the Initiative test, then his enemy may make 1 normal attack against Nobby.
Klatchan Fire Engine : uses flame template, everything
under the template takes D3 S5 hits, when you fire the
klatchan fire engine roll a D6, on a 1 it blows up and
may not be used again, nobby is unhurt because he dives
out of the way Repulsiveness - Nobbs is the worst looking human(?) in the discworld. He causes fear in everything, except those who are immune to psychology (note - still causes fear in those immune to fear Sergeant Frederick Colon
Light
armour, sword, halberd and longbow: range 30" strength
3. Points 40 NOTE: If both Nobby and Colon are being used they must work together, keeping within 2-4". They must pass Nobby's Ld to approach an enemy if they are on their own and pass Colon's Ld if you don't want them to purse a defeated enemy. If Colon is not in play Nobby normally partners Angua. Sgt. Fred Colon
Equipment:
Sword, watchmans armour (light armour) , Long Bow.
Million to one
Just to clarify with L6 Colon isn't going to be passing
many leadership tests anyway like the million to 1 shot
rule, so bassically, if he passes a Ld test, then he auto
wounds, with armour saver, that right??
Anti-leadership Colons past experiences in leadership
have not been good!! After having control over the watch
and then watching control dissapear in the form of a strike,
Colon manages to go completely to peices when he is required
to lead!! Colon
Librarian
He is a tough character on a par with Carrot and the trolls. A mixture of the best statistics from ogres, trolls and the highest level wizard have been used with an increase movement of 8 when not on the ground. No restrictions on moving over obstacles or climbing walls etc. Frenzy:
See the rulebook A level 4 wizard. Immune to all magic. Can receive cards to dispel magic but not cast spells. The Librarian is a law unto himself and will go where he wants as he investigates crime in his own way. He cannot be summoned, he just follows a group who happens to be going in his general direction, possibly unknown to them. He does not go out looking for a fight but follows 2" behind any of the others members of the Watch at ground or rooftop level, either choice or random dice roll decision. He will normally only attack if he himself is attacked. If the group he is following is attacked or attacks, the enemy must pass a roll on the lowest Ld of its group. If they fail one of them spots the Librarian and uses the 'M' word. The Librarian will then charge in a state of frenzy and joins with his followed group. If the 'M' word is not used the Librarian will go to nearest other Watch group not engaged in combat for help and will follow them (It is assumed that he will know the Watch patrol patterns and will therefore know where to go even if they are out of sight). If he leaves a group and all the others are engaged in combat he will return to the Watch House. If the Watch House is off the board he is out of the game when he crosses the edge of the board. If unattached always moves last. Any group can link up with an unattached Librarian by being within 2" as they move past him, he will then follow on his move. Points 155 The Librarian
Equipment:
Hairy Knuckles. Fear The
Librarian he's got to be able to move through difficult terrain like open terrain due to the fact that he is a mon......uhhh orangutang!! Lance-Constable Detritus
Troll Hero. Made tougher, after all there is only Carrot that can hurt him. At one period he wore Elephant armour and a cooling helmet. Only weapon is a bolt thrower/crossbow. Causes
Fear. See rulebook Points 487 +30 for bolt thrower Option: Once per game can fire a bundle of arrows. The bundle burst into flame in flight. Use a flamer marker with the point facing away from Detritus placing circular end over as many of the front rank as possible, including the nominated target. All touched by template suffer a S4 fire hit. Sgt. Detritus
Equipment:
Light Armour , 'The Peace-Maker'. Discworld Troll: Detritus may Regenerate, but may not Vomit. He also causes Fear. Stupidity: Detritus will only ever suffer Stupidity if the battle is being fought in a really hot climate (Jungles, Deserts etc )
The Peacemaker Cooling
helmet - Like all Trolls, Detrius is prone to fits of
stupidity, luckily he has his cooling helmet to keep him
level headed. At the start of the Empire turn role a D6.
On a role of 2-6 the helmet is working fine and Detrius
may move, shoot, and fight as normal Constable Flint
Troll champion Causes
Fear. See rulebook Points 216 The Other Trolls: Constable Morraine; Lance-Constable Bluejohn; Lance-Constable Bauxite; Lance-Constable Coalface; Lance-Constable Chert
Causes
Fear. See rulebook If
Chert is on Traffic duty (His patrol route must be wide
streets only) he can use his yellow painted iron and steel
triangles as:- Points 67 each Trolls. Need to up Detritus's if these used
Equipment:
Club (hand weapon), light armour Discworld
Trolls The 1999 Watch Diary says that all trolls can have siege crossbows but for games purposes only Detritus has one - unless your opponent is mad enough to allow this. Probationary Constable Buggy Swires
Light
armour, Badge shield and adapted paper knife sword. Can be carried by Flint and thrown up to 18" into combat by Flint using BS for successful throw/hit. +1 if range under 9". Misses determined by artillery dice. If Buggy lands in a unit or on a warrior he is deemed to have landed safely. He causes D3 wounds with absolutely no save possible (not even magic item) on the person hit even if it is the unit commander (no Look out Sir rule, because they wouldn't spot him), and is then placed in combat with the unit. If he lands on the ground etc. he is rendered unconscious for 2 turns. A successful landing will result in confusion within that unit or warrior. 1) If Buggy lands on a single warrior, i.e. not part of a unit, they are engaged in single combat if the warrior is still alive. All misses against him become self-inflicted, as Buggy jumps around his opponent's body causing them to hit themselves. If the warrior is killed measure the distance from the warrior back to Flint and devide by 3. This is the number of turns it will take Buggy to return to Flint. He doesn't have to be represented on the board as he is so small as to be invisible. 2)
If Buggy lands on a unit roll D6 on this table each phase:
Buggy fights one model each phase, either the model he lands on if still alive or any adjacent model of his choise. Obviously one of the front rank is prefered as they are less likely to be able to fight back. Points 42 Constable Dorfl
A golem similar to a troll but ceramic rather than rock. Causes
Fear. See rulebook Points 115 Dorfl
Equipment:
Fists, Ceramic Hide. Shatters Golems are made out of pottery, and can sometimes shatter if hit hard enough If the golem is wounded by a killing blow or a weapon of equal or higher strength, then the golem is killed. Impact hits The golem causes D6 impact hits when charging. Fire Proof The Golem is completely immune to all fire attacks of evry single kind 0-1 Golems...45pts
And
if you include a Golem make it have some rules to do with
'the words'. Acting Lance Constable Cuddy (deceased?)
Light armour, sword, crossbow and 2hd battle axe: +2 strength -2 save. No halberd. Points 15 Corporal Cherry Littlebottom
Light armour, sword, crossbow. No Halberd. Littlebottom
can use her pigeons as weapons. Max of 2 pigeon actions
per turn so cannot send messages and attack in same round
of turns with the same bird. Points 23 with 2 pigeons Corporal Cherry Littlebottom
Equipment:
Sword, Heavy Armour, Alchemy Tools. Pursuit:
Cherry pursues and flees 2D6-1" as per other Dwarves.
The Other Dwarfs: Lance-Constable Hrolf Pyjama; Corporal Stronginthearm; Constable Lars Skulldrinker; Constable Gimletsson; Constable Glodsnephew; Constable Thighbiter; Constable Hacknee; Constable Fiddyment; Constable Keenside
Light armour, sword, halberd and crossbow. Points 15 each Dwarf.
Equipment: Light armour, great axes ("cultural weapons"
The Gargoyles: Constable Downspout; Constable Pediment
Gargoyle, a type of small troll. Special
deployment: Even in non-Mordheim games, the gargoyles
can be deployed on the edge of any building, anywhere
at all not in combat at the beginning of the game. They
also start of hidden Point 25 each Constable Visit-The-Infidel/Ungodly-With-Explanatory-Pamphlets (Washpot)
Light armour, curved sword, crossbow, halberd. Causes fear : See rulebook - but must be modelled with pamphlets and banner (suggested slogan Prepare, Om cometh) to do so. Points 12 Lance-Constable Silas Cumberbatch
Light
armour, sword, halberd, crossbow. Points 12 The Other Humans: Lance-Constable Ping; Constable Slapper; Constable Lucker
Light armour, sword, halberd, crossbow. Points 12 each Human.
Equipment:Light
armour, hand weapon, shield Constable Reg Shoe
Zombie hero with -1 WS +1 W, Reg went about in Jingo with an arrow through his body so has been given 2 wounds. Causes
fear: See rulebook Points 43 Reg Shoe
Reg Shoe-70pts Equipment:hand
weapon, watchman's armour (light armour) Young Igor
Recruited to be the Watch doctor. Can restore one wound to a companion per turn, missing a turn between each restore to recover strength and equipment etc. He must be in base to base contact. Restore will work even if it was a killing wound. Points 40 Igor
Equipment
Wooden Dummy Recruited by Detritus from outside Corksocks Natty Clothing Co. in MAA. Any Watch member who is wounded/kill by a missile attack before they have moved or taken any action can be replaced by Detritus's dummy and restart the game again at the Watch House. Points Free (I've not known this happen yet so if you make the model you can use it if you get the opportunity). Top |