The Ankh-Morpork City Watch: Rules for Warhammer Fantasy Battle

By Tom Lynch

Firstly, I would like to thank the Guild of Engravers for their sterling work on the printing.
I would also like to thank JAK for his aid in the compilation and evolution of this army list.

Please note that it is chiefly intended for Mordheim-style skirmishes, but can be used as a group of Empire regiments as the Ankh-Morpork defence brigade (in which case no black powder weapons are permitted).

If a beard protests about the employ of this regiment:

1. What are you doing playing with him?
2. Inform him that almost every single rule used is either currently in use or has been used in one edition of the game.

The following rules apply for all members of the City Watch.

Skirmish: What with Nobby's sidle, Colon's bulk, and the gargoyles, it is not often that the entire watch lines up in neat ranks and charges its enemies. The members of the Watch therefore skirmish as described in the rulebook.

Partners: In Mordheim games, the Watch, as a super-regiment, will generally operate in a few groups of two. Very seldom will the entire Watch be in one district of the city.

Weaponry: Every member of the Watch carries light armour, a halberd, and a sword. Every third dwarf (when fielding full regiment with other members) may carry a crossbow and every third man may carry a longbow.

Special Deployment: In skirmish games, members of the Watch will be on patrol when the game commences. They can set up anywhere out of sight and charge range of the enemy deployment, or as normal in their own deployment zone, in which case they are permitted to see the enemy. Units which have no line of sight to the enemy circle their building or block of buildings in a direction chosen by the player until they see the enemy (when they also begin to ring their bells) or until they come within 16" of a bell-ringer or combat, when they hear the sounds and investigate. After this point, they may move and shoot normally.

Gargoyles and the Librarian, if he is on a building, take LOS from the top level of the building.

Magic Items: Though the Watch members detailed below are characters, they are not allowed to carry magic items other than those given in the rules below. Otherwise they'd be too powerful.

Individual Characters:

Commander Duke Sir Samuel Vimes (phew!)
<insert character history here, and on all other characters>
Cost 180 pts.
M WS BS S T W I A Ld Save
4 6 6 4 4 3 6 4 10 6+
Carries light armour, sword, truncheon (counts as mace) and Burleigh & Stronginthearm Crossbow (30" range, S5 +1 to hit)

Captain Carrot
Cost 250 pts (including magic item)
M WS BS S T W I A Ld Save
4 7 6 4 5 3 6 4 10 6+
Carries crossbow (dwarfish inheritance) and the Sword of Heroes.

Corporal Angua
Cost 100 pts
M WS BS S T W I A Ld Save
4 4 4 4 3 1 4 2 7 6+
Carries sword
Frenzy: See the rulebook.
Were: Once in combat, make Ld tests each turn. If you fail, she changes. If you pass, she can change if she chooses. Once in the wolf state, she must pass an Ld test on the wolf's leadership to return to being Angua.
Animals: Any animal has to pass Ld (it's OWN Ld) test to stand ground when either incarnation charges, and is at -1 to hit in combat.
Wolf Profile:
M WS BS S T W I A Ld Save
9 5 0 4 3 1 4 2 5 n/a
Frenzy: See the rulebook
Causes Fear: See the rulebook
Fear of Fire within 4", includes magical fire.

Sergeant Colon
Cost 40 pts
M WS BS S T W I A Ld Save
4 4 4/5 4 3 1 4 2 7 6+
Sword, longbow, halberd.
Lucky arrow: once per battle, Colon can use his lucky arrow, which raises his BS to 5 for one shot.

Corporal C.W.St.J.Nobbs (Nobby)
Cost 25 pts
M WS BS S T W I A Ld Save
4 3 4 4 3 1 3 2 5 6+
Sword, halberd, morningstar, B&S crossbow (see above)
For anyone who doesn't know how Nobby got his crossbow, read Hogfather.

Sergeant Detritus
Cost 485 + 34 for crossbow
M WS BS S T W I A Ld Save
6 5 3 6 5 4 3 5 4 4+
Elephant armour: Causes Fear. See rulebook
Stupidity: See rulebook
Crossbow: range 48", S5 (-1 per rank), damage D4, no save. Goes through multiple ranks like a bolt thrower.
Fists: Counts as extra hand, er, extra hand weapon.
Detritus Thump: Forgo multiple attacks for one with +3 WS, +3S, D6W, -4 save.
Watch Troll Thump Rule: As above but +2S, +2WS, and D3W, -1 save.
No watch troll has regenerate, limit of 5 trolls in regiment.

Corporal Flint
Cost 213 pts
M WS BS S T W I A Ld Save
6 4 2 6 4 3 2 4 4 5+
Causes Fear
Troll Thump

Troll Constable
Cost 65 pts
M WS BS S T W I A Ld Save
6 3 1 5 4 3 1 3 4 6+
Causes Fear

Probationary Constable Buggy Swires
Cost 48 pts
M WS BS S T W I A Ld Save
3 2 3 2 2 1 5 1 8 5+
Carries sword (sort of), shield (his badge)
Small Stature: -1 to hit, including against auto hit magic weapons (which are therefore 2+), and can only be attacked by one model per unit (a steed, if it is cavalry) but will of course impede the progress of the entire unit.
Thrown: Buggy rides on Flint's shoulders to patrol. Flint or any other troll can throw him at the enemy, in the same way as a stone thrower. If he hits, he causes D6 wounds with absolutely no save possible (not even magic item) on 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 misses, place the model on the spot where he lands and let him move normally from there.
Nuisance Value: In combat with the enemy, roll a D6 on this table each phase.
1-3 attacker loses 1A.
4-6 attacker may not attack this turn.

Detective Constable Librarian (Special Ape Services)
Cost 155 pts
M WS BS S T W I A Ld Save
5/8 4 4 5 5 3 4 3 4 5+
Immune to magic
Cannot be harmed by magic or magic items
May dispel as level 4 mage.
Mobility: The Librarian covers 8" standard move rate per turn on the side of a building (this can double for march as normal) or 5" standard move on the ground. When charging from a building, he receives +1 I and +1 S for the first phase of combat.
Bite: +1A
Claw: +1 S

Constable Dorfl
Cost 90 pts
M WS BS S T W I A Ld Save
5 4 4 5 5 3 4 3 4 5+
Immune to magic, fire, and lightning
Dorfl is ceramic. As such magic, fire, and lightning of all types do not affect him. This includes magic items.
Troll Thump
Immune to Psychology
Fist: +1A

Corporal Cherie Littlebottom
Cost 30 pts
M WS BS S T W I A Ld Save
3 4 3 3 4 1 2 1 9 6+
sword, crossbow, halberd
Pigeons: Carries 2 pigeons. In combat, they each add 1A.
Can shoot them in addition to crossbow with range 12", S5, no Look Out Sir rule, and the ability to pick out characters in regiments. They always return to hand by following combat phase, and can still be fired in combat.

Constables Downspout and Pediment.
Cost 36 pts each.
M WS BS S T W I A Ld Save
5 4 4 4 5 1 7 2 6 6+
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 off hidden
Fist: +1A
Cause Fear

Corporal Visit-the-infidel-with-explanatory-pamphlets
Cost 20 pts
M WS BS S T W I A Ld Save
4 3 3 3 3 1 3 1 7 6+
Must be modelled with pamphlets and banner (suggested slogan Prepare, Om cometh). Causes Fear.

Constable Reg Shoe
Cost 40 pts (the most powerful zombie in the world)
M WS BS S T W I A Ld Save
4 3 2 4 4 2 2 1 5 5+
Carries crossbow
Causes Fear
Immune to Psychology
Break Test: Unlike other zombies, Reg does not collapse when he fails a break test.
Regenerate: Reg has been known to keep going with a sword and arrow stuck in him, a missing ear, and his arm cut off. I'd say he can regenerate wounds.

Note: This page was entirely written by Tom Lynch. I accept no responsibility for the views expressed on this page.