Discworld WarfareThis 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/mordhiemDiscworld Magic and WizzardsAs Discworld magic is strange and I don't have the up to date Warhammer rules I offer no guidelines towards the use of magic in this army. You are therefore free to use, or not as the case may be, at your discretion any magic item or spell that you think is fitting for a Discworld army. If you need a Wizzard or two the UU is full of them to make your choice from. Ridcully should be a level 4 with the rest of the faculty at the various lower levels. Remember that Rincewind cannot do magic so it is recommended that you don't use him at any level. There are a great many religions on the Disc and their priests may do miricles or magic. Hughnon Ridcully the Chief Priest of Blind Io is big like his brother at the university. Many priests look like wizards. Unseen University Wizzards Wizards for Warhammer Ridcully the
Brown The Luggage as DoW paychest or a warrior familiar with statistics of all 10s for Rincewind.. Rincewind a wizard ( any level you like but with lowest Ld) - he has to discard the first 3 cards dealt to him - in exchange he gets 1,2 or 3 dispel card(s)?. There will still be a chance he can do real magic or more likely The Lady helps him again. Rincewind has to take a fear test every time enemy moves within 6 inches of him. If he fails must move away so that he is 6 inches from that enemy. On his next turn he has to move away from any enemy that has approached him on the previous turn. He must end his turn over 6 inches away from all enemies. If his only move is off the table he has bolted and luggage and the pay go with him. He cannot do magic in any turn where he is within 6 inches of the enemy or has been forced to take avoiding action because he is so frightened. Can still dispel.) He should last a few turns so long as there are no flyers around. Only enemy NOT in combat taken into account. Rincewind obviously will not charge. If attacked Luggage goes in first. Rincewind the Wizzard
Escape Artist: Rincewind always rolls 1D6 more for fleeing than his enemy does for pursuit. Eg his enemy rolls 3D6 to pursue him, therefore he rolls 4D6 to flee. Also, if his enemies 'overrun' him, then he may take a 4+ save. If successful, then he escapes from harm (by running VERY fast) but is still removed from the battle. No Victory points are awarded if he makes this 4+ save. Dispell: Rincewind generates 1 Dispell die in the magic phase, as if he were a level 1 Wizard. (Not knowing any spells means he can't generate Casting dice...) Luggage: Rincewind may be equipped with the Luggage (see below). They may be taken as 2 Hero choices, or as 1 Rare choice. They don't have to be deployed with each other, and may act independently of each other. Hard To Kill: Rincewind has a knack for not dying, so counts as having a 4+ Ward save. Magic:Rincewind
is the most pathetic wizard on the disk, instead of normal
spells he does the follwing Lvl 2 wizard, generates no spells, but normal power dice Way of the coward: Rincewind will always flee if required to take a panic test, fear test or terror test(Note: Not a break test). Never Look back: If (read:When) he flees, he flees 3d6 backwards; because he runs so fast to get away, and nenver looks back Don't hurt me!! Rincewind is virtually useless in CC. However, he takes good care of himself, and provides +3 (is this too many?) Dispel dice Lucky: Rincewind has I10, due to his amazing ability to show intuitive way of getting way and not getting hurt. he also has a 3+ ward save Rincewind
Rincewind. Level 0 Wizzard (costs 35 points less, knows no spells, contributes no power or dispel dice). Skirmisher. Movement 10. Leadership 2. If Rincewind flees off the edge of the table, he is not destroyed, but will instead return from a randomly determined side on the player's next turn, and will continue fleeing towards the opposite table edge (having run away from something else big and scary.) Rincewind; Battle Wizzard Best make him level zero then. No spells and no dice generated. The Luggage:
Equipment:
Bad attitude and very nasty bite. Sapient Pearwood: The Luggage counts as having an armour save of 1+, and Magic Resistance (2). All attacks made by The Luggage are Magical attacks.
Luggage always comes with Rincewind and is included in
his points cost. 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!!
Archchancellor Mustrum Ridcully
Equipment: Wizard's Staff (Ridcully may use 1 more Power
die than usual), Crossbow. dual pistol bows (crossbows,
12 inch range), staff (great weapon)
Ridcully uses the lore of discworld* The Dean
Equipment:
Staff (great weapon) . Great Girth: The Dean (as stated by Ridcully c.f 'The Last Continent') is a Great Wizard - Great as in size Therefore The Dean has 1 additional Wound on his profile. This has been included already. The Dean uses the lore of discworld*
The Dean: then he can shout "hut" and shoot
fireballs. So power stones (taking other wizards staves),
and definitely the Lore of Fire. The Bursar
Equipment:
Staff. (great weapon) Stupidity: The Bursar is as mad as any man can be. Dried Frog Pills have been developed to help increase his grip on sanity, but they sometimes fail to work. The rules for Stupidity as described on pages 82-83 of the Warhammer rulebook apply to the Bursar.
Insane: the Bursar is so far from reality he could not
reach it with a long stick, he is immune to phychology,
unbreakable and frenzied (although he is normally immune
to phychology) Counts as a level 4 wizard. Has a supply of 10 dried frog pills which he can munch before casting spells (works the same as warpstone tokens). Moves in a random fashion, using a scatter dice. Ponder Stibbons
Equipment:
Staff. The Senior Wrangler
Equipment:
Staff. Shy:
The Senior Wrangler has an affinity for Women (especially
Mrs. Whitlow c.f 'The Last Continent'). Therefore, he
may never make any form of attack against female enemies
(Witch Elves etc). Lecturer In Recent Runes
Equipment:
Staff. Chair of Indefinite Studies
Equipment:
Staff.
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! Lore of Discworld Lores of Magic: None of the UU Wizards may use Death Magic, but may use any other Lore. They do predominantly use Lore of Fire, however. A mage using the Lore of Discworld can cast the same amount of spells per turn as it's magic level. It is also allowed this many rerolls when rolling for which spell it uses. You cannot reroll miscasts.
1-2: Spotsforworth respirator
3-5 Eringas suprise bouquet
6: Gromags seismic reorganiser Miscast Table 1-2:Dungeon dimensions, the wizards teleport themself to the dungeon dimensions and take no further part in the game, they count as dead for purposes of calculating victory points - but an atempt can be made to bring them back see below 3-4:Thaumatic surge, a huge surge of thaumatic energy causes all spells to grow horribly out of proportion, any units (friend or foe) within 12" of the caster takes 2D6 S5 hits that disallow armour saves 5-6:You want some of this?!?!?, the wizards get into a big fight, they suffer from animousity until the end of the turn< Getting back a person from far far away i.e. Dungeon dimensions, WITHOUT a significant weight to balance the force of the arrival risks him ending up as a circle which is 60ft wide. (Interesting Times) Can also be used to move one figure anywhere on the board. This spell can only be used if 10 or more wizards (named wizards count as 2 eg the dean the bursur...) if you have that then pick an area anywhere on the table and choose one model to return from the Dungeon Dimensions or to move there. If the spell is succesfully cast then the model is returned/moved to that area and is scattered in whatever direction 2D6. If you miscast while casting this spell then roll on the miscast table below. The 10 wizards can be anywhere on the table so a miscast of 3 or 4 can cause multiple damage.
1-2: The model is sent to the agetean empire and is replaced
by a barking dog which goes of in D3 turns (a roll of
1 means it blows up straight away) 3-4 The model is sent to 4 ecks and is replaced by a squashed kangaroo. The wizards who attempted to cast the spell cannot do anything next turn or this turn as they try to find out what it is. 5-6: The model stays where it is and nothing happens. One spell which shots out a spray of sparks mabye Flame template S 4? all things under are automaticly hit and models half covered hit on 4+? A magic item could be a camera- Enchanted Item, the wielder may nominate an enemy regiment or character within 6". The target takes a Ld test- if failed, the camera's user may reform or move the regiment so long as they all remain within line of sight of the wielder. Bound Spell perhaps?
Rune Magic: The Lecturer in Recent Runes may choose his
spells as normal form any Lore of magic (except Death),
or may randomly select Rune Magic from the following list:
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