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


Other Warhammer Regiments/Mordhiem Units or characters


The Silver Horde

Cohen and his old men, Boy Willie, Mad Hamish, Truckle the Uncivil on the first, Caleb the Ripper, Old Vincent and Teach on foot and wheel chair with  Bethan, Conina and Nijel as a command group.

Cohen the Barbarian:

Skinny little 87 year old. Totally bald, beard almost to knees, match stick legs with varicose veins that looked like street maps. Black patch over one eye. Diamond false teeth from a troll. Thin body is a network of scars, you could play noughts and crosses on him, and twanging white-hot tendentious. Suffers from lumbago, arthritis, backache, piles and bad digestion, smells of peppermints. Wears studded leather holdall and pair of boots that could accommodate a 2nd pair of feet. Sword grip smooth with use and edge like a badly maintained saw. Rolls own cigarettes.

Clarecraft Figure with or without a horse which looks like a large white shrink wrapped toast rack and has haemorrhoid ring on the saddle and a saddle bag.

Bethan:

17 year old virgin rescued by Cohen who she subsequently married - one of a number of 'wives'. Attractive but pale in long white robe with a gold torc round her neck. Druid type magic if you need to use her as a wizard?

Conina:

Daughter of Cohen, a barbarian heroine who wants to be a hairdresser. Long hair almost pure white, tanned golden skin. Demure and surprisingly small figure. Inherits her looks from her mother a temple dancer and fathers sinews, reflexes and the urge to steal and throw knives. Black clad or white lace dress with puffed sleeves. Large number of concealed weapons, including 3 knives, very long narrow sword, small metal calthrops, 4 feet of cheese wire and a 12 inch throwing knife. 

Clarecraft figure is kneeling down so not suitable. She was often black clad so graft a (C) head on to a suitable small female figure. Long narrow sword and lots of hidden knives etc. Assassin in black if required.

Nijel the Destroyer:

Young man, taller than Rincewind. Looks emaciated, short sighted, weak jaw line, shock of lank ginger hair, eyes like boiled grapes, face a battle field of freckles and acne, asthma attacks. A few studded leather thongs, big furry boots, a little leather holdall and goose pimples all over woolly underwear. Has a grubby fur bag with a thin, torn and grubby book inside.

The Horde need to be based on skeletons or the older patterned elves so they look thin. All need stats of a champion and may skirmish.

After IT could extend to include the Red Army and revolutionaries with Twoflower and his daughters. (They could have a Barking Dog). Does Warhammer Ancients do a chinese army from the period of the Jade Emporer.

Mercenary army

Duck-foot House from WA.
Did the duck house ever attack anything? Useful siege engine can raise itself to the top of the wall on its legs. Fast moving so move of 10/12. Treat as a light wooden shack when attacked.

Mrs. Gogol is a wizard. Wood Elf (Jade or Amber) or Necromancer (voodoo)type spells

Saturday as warrior familiar to protect her.

Pack of alligators lead by Legba for protection.

GW have never done rules for crocs/alligators that I know of but the following were based on comparison with a number of sets of rules a number of years ago.

Croc

M WS BS S T W I A Ld Pts Save Equipment
5 3 0 4 4 2 2 2 2     Crocodile/alligator

Legba - the chicken who was a match for Greebo. If you don't think chickens can fly restrict movement to 3.

M WS BS S T W I A Ld Pts Save Equipment
7 3 0 3 2 1 3 2 3     Legba - tooth & Claw

Lancre

The smallest army on the disc. Shawn Ogg, youngest son of Nanny, short and red faced is amongst other duties the Guard, and Herald at Lancre Castle. He occationally mans the Border posts, although this is now some times done by Big Jim Beef a troll with helmet attached to his head with string.

Add the three Lancre witches and you have a ready made 1000 point army (although it might not be quite legal).

The element representing the Witches/Wizards should have Granny Weatherwax, Nanny Og and Ridcully the Wizard. The witches can be on brooms. Queen Magrat is in full metal armour and a winged helmet, with a large axe and sword, on a captured elven horse. The Librarian is an Orang-utan with formidable strength. The Lancre Town Levy are reluctant civilians armed with spears bows and swords, led by Shaun Og. The bees are a swarm of angry bees. Greebo is a very nasty cat perhaps he could be depicted exploding from a box and clawing an elf to bits.

Casanunda the Dwarf, the Discworld's "second best lover" - a three foot nine inch all dwarf in flashy robes, large hat, wig and sword (think Cavalier style).

The Morris Dancers are similar to the traditional English folk dancers, doing the 'bucket and stick' dance. This involves seven men, one accordion, six sticks (and buckets?).

Ridcully the Magician used no offensive magic in the novel, but was very effective with a hunting crossbow.

The men from Lancre county, I suppose if you want to field huntsmen you could consider them to be menfolk from the tiny kingdom of Lancre. I'm sure there's a few that would stand out like Shawn trying to be an archer, a guard and a butler at the same time.

Hodgesaargh and his falcons.

The Witches Coven aka Granny Weatherwax, Nanny Ogg, Magrat Garlick and Greebo.

The Lancre Witches may be taken as a single Lord choice, and cost 620 points. Granny is worth 250, Nanny is worth 200, Magrat is worth 150 and Greebo is worth 20. In addition, if Granny Weatherwax is present in the army, she must be the Army General. The unit contains 3 small bases, and moves as a unit of Skirmishers. They all have the ability to fly. Greebo is carried on Nanny's shoulders at all times, except during close combat.

Granny Weatherwax is armed with her intellect and her broomstick. Magrat is armed with talismans, enchanted items, potions, relics, dried animal limbs and other implements of witching. Nanny Ogg is armed with Greebo.

The witches themselves never enter hand to hand combat, although Greebo is a different story.

Granny Weatherwax Special Rules

- Esme Weatherwax is a fearsome, intimidating old woman. She may join a unit, making it immune to fear, terror and panic. If she decides to lead from the back, they also become unbreakable. The collective consciousness of the unit has decided rather swiftly that nothing in front of them can be any worse than irritating Granny Weatherwax by running away.
- Esme is a level 4 witch, and always uses spells from the Lore of Life. In addition, she adds +1 to all attempts to cast her spells.
- The potent magical energies swirling around Esme give her a 3+ ward save against all magic.
- Esme is a master of what she likes to call "headology" - playing with the minds of her foes, as opposed to drawn out magical combat. Whenever Granny Weatherwax casts a spell with irresistible force, all enemy wizards within 24" are subject to stupidity until the end of their next magic phase.
- The broomstick carried by Granny Weatherwax is a genuine antique, which, while a talking point, does make it very difficult to start. Whenever the witches wish to fly, roll a D6. On a 1 or a 2, Magrat is unable to start Granny's broomstick for her and must spend the turn running up and down the battlefield. During the magic phase, Magrat is unable to cast spells, but still generates power and dispel dice as normal.
- Granny Weatherwax causes fear in all units within the Vampire Counts army. She may be equipped with a cup of lemon tea (+30 points) to cause terror.

Nanny Ogg Special Rules

- Nanny Ogg has a tremendous repertoire of songs, ditties and ballads - unfortunately her voice is not so tremendous. Her singing is renowned in Lancre, for all the wrong reasons. In the shooting phase, Gytha can strike up a song of her choice, although almost always the songs of choice are "A Wizard's staff has a Knob on the end" and "The Hedgehog can never be Buggered." All enemy units within 18" must take an immediate terror check. Unlike normal terror, a terror check must be taken for every unit, even ones that have already passed terror checks. You can overcome the terror caused by Giants, Dragons, Griffons, Steam Tanks and Carnosaurs, but you can never get used to Nanny Ogg's singing.
- Nanny Ogg is a level 3 witch, and always uses spells from the Lore of Metal. She has a 4+ ward save against all magic.
- Whenever Nanny Ogg is within 8" of a combat, Greebo is automatically assumed to take part.

Magrat Garlick Special Rules

- Magrat is a level 1 witch, and may only use Healing Hand, from the Lore of Life. Due to her immense repertoire of potions and whatnots, this spell is always cast with irresistible force.
- Magrat is armed with a broomstick, and may make a single attack against a nearby male enemy model. If she hits, the hit is resolved at strength 10 with no armour save. If she wounds, no wound is taken, but the target automatically becomes stupid until the end of its next turn, as it moves slowly round the battlefield clutching at his groin.
- Magrat has a 5+ ward save against all magic.

Greebo

- Greebo may enter a single close combat within 8". He has a 2+ ward save against everything, and does D3 wounds against any target larger than he is (read: anything). In addition, after causing one wound, Greebo becomes subject to frenzy, and must enter a single close combat within 8" - Nanny is no longer able to restrain him from disembowelling the nearest thing he sees.

- Greebo

Small target, -5 to hit when shooting. Weapon skill of 3, strength 10. Does D3 wounds against every target larger than he is.

Nanny Ogg, Esme Weatherwax, and Magrat Garlick- special unit of three. Gives ten power dice, ten dispel dice, and any model in base contact with Esme must make a leadership check in order to even meet her gaze and attack. Also suffers from Animosity, similiar to orcs- we all know how well they get along...

General Rules

- The witches of Lancre are subject to animosity. If they fail, they automatically squabble for that turn.

Skirmish group of squires with longbow

Greebo/small wild cat of around 3 foot.

M WS BS S T W I A Ld Pts Save Equipment
7 3 0 3 2 1 3 2 3      

While on the subject of Cats

M WS BS S T W I A Ld Pts Save Equipment
6 3 0 3 2 1 4 1 4     Maurice
6 3 0 3 2 5 1 5 10 100   Rats per swarm base.

Other Characters

Leonard Da Quirm

M
WS
BS
S
T
W
I
A
Ld
Points
4
3
4
3
3
2
3
1
7
77

Equipment: Whatever comes to hand... (ie hand weapon)
Special Rules: Master Engineer, Inventor, Absent Minded.

Master Engineer: The rules for Master Engineers as described in the Empire Army book apply to Leonard. He may join ANY war machine in ANY army.

Inventor: Roll a D6 to see what Leonard has brought with him:
1: Ballistic Explosive Device (Rocket Launcher): Range 24", 3" blastmarker, S3, -2 Armour Save.
2: Make Things Bigger Device(Telescope): A model using this may add +1 to hit with their Shooting rolls.
3: Egg and Cress Sandwich: May restore 1 lost wound.
4: Personal Flapping Winged Flying Device: This allows one character to Fly, as per the rules on page 106 of the Warhammer rule book.
5: Cog Powered Metal Boots: These afford a +2M value to any character wearing them.
6: Explosive Jar (Hand Grenade): Range: 8", 3" blastmarker, S3, -2 Armour Save.
He may use the item himself, or give it to any other character in the army to use. This must be declared at the start of the game.

Absent Minded: If not within 12" of Vetinari, then Leonard suffers from the rules for Stupidity, as he has a tendency to go off on a tangent at any time. If he is crewing a war machine, when he fails a Stupidity test, then he leaves the war machine, and walks 2" forwards, he may return to it in his next turn, however.

Wee Mad Arthur

M
WS
BS
S
T
W
I
A
Ld
Points
4
3
0
3
2
2
4
2
8
53

Equipment: Pin. (ie hand weapon),
Tiny Crossbow: Range 12", S3. Can move and fire.
Special Rules: Very Small, Headbutt (only against large monsters…)

Very Small: Arthur may only ever be targeted when he is within 6" of an enemy model. And all shooting attacks are at -1 to hit him.

Headbutt: When fighting a Monster, Arthur may choose to headbutt the creature. He gives up all his attacks, and must roll 1D6 in the Combat Phase. If this D6 roll is a '6', then the Monster is knocked unconscious, and is removed as a casualty. The Monster may still make attacks against Arthur, but any roll of '1' to hit, results in the Monster striking itself, roll to wound as normal.

For the wee free men you could use 6mm figures on a swarm base! Wee Free Men- essentially tiny Greatswords on a snotling base. I like it! heheh wee free men, swarms using the snotling base with beards and stuff modelled on with greenstuff.

Otto von Chriek

M
WS
BS
S
T
W
I
A
Ld
Points
6
6
4
5
4
2
6
3
7
125

Equipment: Camera.
Special Rules: Regenerate, Immune to Psychology.

Camera: Otto may use the Camera at anytime. He must be within 12" of an enemy model. He may use either Dark Light, or Normal Light. Normal light results in the target model/front rank of enemy unit suffering temporary blindness. If they move, they move at half rate, may not charge, and are at -1 to hit for their next turn. Blinded Wizards may not cast spells. Dark Light can only be used on 1 model at a time, and Otto can even target a character within a unit, as long as he has line of sight to him. A model effected by Dark Light must take a Terror test, even if they have already taken one previously. When Otto uses his Camera, he turns to dust, swearing and cursing in the process. He must miss his next turn to return to normal.

CMOT Dibbler, hero choice,
M
WS
BS
S
T
W
I
A
Ld
Points
4
3
0
3
4
2
5
1
9
160


Equipment: hand weapon, cart with sausages (gives Dibbler a 4+ armour save).
Special rules:
Sauseges! The delicious smell of Mr. Dibblers sausages surrounds him in a large radius. CMOT Dibbler causes Terror and has a 4+ Ward save, as no one is eager to get near his cart.
And I cut me own throat As it is usual, Mr. Dibbler tried to sell his sausages to anyone before the battle. Including the enemy. When both sides are set up, make a Ld test for each enemy unit at it's base Ld value. If the test is failed, it means that this unit couldn't resist the temptation and bought some sauseges. Now make a T test for each model. If it is failed than disaster happened. They have actually eaten them! Each model that failed the test is indesposed due to violent reaction to the sauseges. This model is removed from the battlefield and will in no way participate in the battle. However no VPs can be claimed by this model, as it has been removed _before_ the battle. Note that Ankh-Morporkers are used to Mr. Dibblers culinar abilities, and are immune to the effect. No one else, not even Daemons or Undead, not even Immune to Psychology units or those bearing the Mark of Nurgle or members of Clan Pestilens, can withstand the sauseges.

I can knock-out a dragon with a sausage!? Yessir. Never underestimate the power of Mr. Dibblers sausage. And be glad that the dragon doesn't explode! Those little blighters have a tendency to do so if they eat something... unproper.

How does a skeleton eat one? in the exact same way that Death can eat Clatchan Curry. Do not ask, neither you, nor I, really want to know.


Other Countries

Djelibebi - Ancient Egypt. A semi-realistic/historical/fantacy army with units based on Warhammer Ancients (if they do this period) as the live part of the army and Tomb Kings as Teppic's ancestors rising from the dead. Add in films like the Mummy and Scorpion King, gods, crocodiles, chariots, scrabs, camels and there are plenty of ideas. Whether the Assassin Teppic would want to lead such a motley crew is up to you. Crocodile Games do fantasy Egyptians in their range Aegyptus.

Ephebe/ Tsort - Ancient Greece based on Warhammer Ancients (if they do this period). Wooden horses, hoplites, the 300, Achimides inventions. Crocodile Games appear to be about to do some suitable figures in their Olympus range.

Omnia - has religion and the inqusition.

The Agatean Empire - China and Japan based.

XXXX - THe Cart Wars - Some thing like a cross between an Ork Speed Freaks army and Mad Max without the internal combustion engine and gun powder - big birds though!

Uberwald - I've already made allowances for the Dwarf miners in this region but there are other creatures including Trolls (which the dwarfs don't get on with), Centaurs and of course Vampires and Werewolfs. It's unlikely that any of these would actually band together as a single regiment though.


Lastly you could have an dragon, not the swamp type like Errol but, the Draco Nobilis or even an army of Elves - but No; everyone knows they're just fantasy creatures!!


And finally not sure if these were ment to be taken seriously?

Death

M
WS
BS
S
T
W
I
A
Ld
Points
6
5
0
3
3
2
6
2
10
125

Equipment: Sword, Scythe, Life Timers.
Special Rules: Your Time Has Come, Invisible, Terror, Banishment, Ethereal.

Life Timers: No real effect on the game, but scary nonetheless.

Your Time Has Come: Place Death next to any 1 LIVING model on the table during your "Start of turn" phase. Roll a D6. On a 5+, this model is going to die very soon, as one might expect in a battle. All attacks directed towards the model will hit on a 2+ from now on. The model must also re-roll all successful armour/ward saves, plus any successful 'Look Out Sir' saves. Death can only ever use this ONCE during the whole game. If the model Death is placed besides does not roll a 5+ to be selected, then in the Player's next "Start of turn" phase, he may place Death next to another model, and so on. Death of Rats uses the same rules, but may only be used against Skaven troops, or any other rodent.

Invisible: Only cats, Undead, Daemons and Wizards may see Death and the Death of Rats. Therefore, his stats are never used, as he cannot be attacked in close combat. If charged by any of the mentioned troop types, he will be moved 24" away, in a direction chosen by the controlling Player.

Terror: Death and the Death of Rats cause Terror in Wizards, but not the UU Wizards, The Witches, or Rincewind, as they think he has come for them… Note, Death of Rats only causes Terror in Skaven Wizards.

Banishment: An enemy Wizard may attempt to Banish Death or the Death of Rats, during his own Magic Phase. To Banish Death, the Wizard must perform the Rite of Ashkente in a certain manner… You must make your opponent aware that he can perform this action. It is cast in the same way as any other spell, except that it may NEVER be cast with Irresistible Force, and requires to be cast on a 15+. It may be dispelled as normal.

Death of Rats

M
WS
BS
S
T
W
I
A
Ld
Points
6
5
0
3
3
2
6
2
10
85

Equipment: Very Small Scythe.
Special Rules: Your Time Has Come, Invisible, Terror, Banishment, Raven, Ethereal.

Life Timers: No real effect on the game, but scary nonetheless.

Your Time Has Come: Place Death next to any 1 LIVING model on the table during your "Start of turn" phase. Roll a D6. On a 5+, this model is going to die very soon, as one might expect in a battle. All attacks directed towards the model will hit on a 2+ from now on. The model must also re-roll all successful armour/ward saves, plus any successful 'Look Out Sir' saves. Death can only ever use this ONCE during the whole game. If the model Death is placed besides does not roll a 5+ to be selected, then in the Player's next "Start of turn" phase, he may place Death next to another model, and so on. Death of Rats uses the same rules, but may only be used against Skaven troops, or any other rodent.

Invisible: Only cats, Undead, Daemons and Wizards may see Death and the Death of Rats. Therefore, his stats are never used, as he cannot be attacked in close combat. If charged by any of the mentioned troop types, he will be moved 24" away, in a direction chosen by the controlling Player.

Terror: Death and the Death of Rats cause Terror in Wizards, but not the UU Wizards, The Witches, or Rincewind, as they think he has come for them… Note, Death of Rats only causes Terror in Skaven Wizards.

Banishment: An enemy Wizard may attempt to Banish Death or the Death of Rats, during his own Magic Phase. To Banish Death, the Wizard must perform the Rite of Ashkente in a certain manner… You must make your opponent aware that he can perform this action. It is cast in the same way as any other spell, except that it may NEVER be cast with Irresistible Force, and requires to be cast on a 15+. It may be dispelled as normal.

Quoth, the Raven

M
WS
BS
S
T
W
I
A
Ld
Points
3
3
0
3
3
1
4
2
5
15

Equipment: Beak.
Special Rules: Fly.

Raven: Death of Rats may ride the Raven to battle. If so, they form 1 single model. The Raven may attack in close combat, but Death of Rats may not. If the Raven is killed, Death of Rats proceeds on foot. Whilst with the Raven, Death of Rats follows the normal rules for flyers, not the usual rule under 'Your Time Has Come'. However, he may be moved into base contact with enemies and use the 'Your Time Has Come' rule while with the Raven… Clear as mud?

Mort

M
WS
BS
S
T
W
I
A
Ld
Points
4
8
1
2
4
1000000
3
1
10
125

Dressed in black cape with a larger than life scythe.

Etheral, unbreakable and basically unkillable. He's already dead. In fact. He is death. So there!

Things are not as they used to be. He really should be retired. Where once everyone he touched died, now he sometimes misses; hence the WS.

1 per army. In fact, one per battle. If more people want him, it's rolled randomly who gets him.

He's old and a little baffled, so you use the artillery dice to decide which direction he wanders.
Because he keeps killing wrong people he's in a rush and always on the march, so he can get the right one.
He attacks ANYONE who he bumps into, of either army.
If the attack succeeds, the person he bumps into is dead. Just plain dead. No rolls, just dead.
Dead, dead, dead, dead, DEAD.

Top
Back to the Warfare Home Page