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


Discworld Magic and Wizzards

As 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
Windle Poons in wheelchair with Silver Horde???
Rincewind and Luggage

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

M
WS
BS
S
T
W
I
A
Ld
Points
8
4
0
3
4
3
7
1
5
200
4
3
3
3
3
2
3
1
7
90


Equipment/Armour: None. Rincewind is a lvl1 wizard, sock with a brick in it
Special Rules: Coward, Escape Artist, Dispell, Luggage, Magic Resistance (1), Hard to Kill.

Special Rules
The Octavo: The eigth spell of the octavo is forever trapped in his head, its precence annoys the hell out of all mages
All mages on the field have hatred towards rincewind and suffer -1 on thier casting rolls

Coward: Rincwind will never declare any charges, will always decline any challenge, and will never voluntarily pursue defeated foes. If part of a unit, he may test to restrain from pursuit, and even if the unit pursues, and as long as he passed his restraint check, then he remains in place while the unit pursue Rincewind runs away from everyone and everything,
This is shown in his abnormally high movement and in the fact he can flee 4D6inches

Sock with a brick in it:Rincewind once saved the great sourcerer Coin by whacking dungeon dimension gribblies with this weapon, it gives a +1S bonus and the bearer always strikes first in combat

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

Roll a D6
1,2 or 3, nothing happens, on a 4+ roll again on the table below

1: Dunegeon Dimensions, Rincewind accidentally teleports himself to the dungeon dimensions, he takes no further part in the game

2 or 3:Barking dog, Rincewind accidentally summons a small agatean cannon which promptly explodes, place a 5inch template within 24 inches on rincewind, anything caught underneath takes a S4 hit that allows no armour saves, anything under this template counts as being hit by something with the killing blow and is automatically wounded on a 6

4+:"Sercus, Sercus, mortus sum" Rincewind fails to do anything, he realises he is about to die and will run 2D6 away from the closest enemy unit

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
Automatically fless 2D6 away from the largest unit? 2+ ward save? Only ever manages to get singed. On a roll of 12 or 2 falls into the dungeon dimensions....again.

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:

M
WS
BS
S
T
W
I
A
Ld
Points
8
2
0
6
7
4
1
*
10
5
4
0
4
3
3
4
3
10
150

Equipment: Bad attitude and very nasty bite.
Special Rules: Sapient Pearwood, Unbreakable, Causes Fear, Flammable, Killing Blow.

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.

Immune to phychology : c'mon people! its a damb box of course its immune to phychology!
Phychotic : the luggage is a killing machine, it will always pursue a fleeing enemy and has the killing blow special rule
Thousands of piggie wiggies: the luggage has 6D6 attacks

Librarian

M WS BS S T W I A Ld Save
5/8 5 3 5 5 4 6 4 8 5+

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
Bite and Claw attacks.

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

M
WS
BS
S
T
W
I
A
Ld
Points
6
4
3
5
4
4
4
6
10
not given
6
4
0
5
3
3
4
3
7
55

Equipment: Hairy Knuckles.
Special Rules: Killing Blow, U.U Wizard.

Fear
A huge orangatan is quite a scary prospect. The Librarian causes fear.

Don't call him a monkey.
Everytime the Librarian goes with in 12 inches of an enemy unit roll a dice. On a 1 they enemy call him a monkey and he goes frenzied

Books
The Librarian has a group of the books from the Unseen University. The Libarian can cast spells from the lore of discworld.*

*Note that the lore of discworld does not work like a normal lore, consult rincewinds rules for a rough idea

The Librarian
Saluting with his badge...if your opponent calls him monkey, all his stats become 10?

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

M
WS
BS
S
T
W
I
A
Ld
Points
4
4
4
4
4
3
5
2
10
300

Equipment: Wizard's Staff (Ridcully may use 1 more Power die than usual), Crossbow. dual pistol bows (crossbows, 12 inch range), staff (great weapon)
Special Rules: Stubborn, May Move and shoot with Crossbow, Level 4 Wizard, U.U Wizard. Inspiration

Ridcully uses the lore of discworld*
Special Rules
>"Inspiration":Ridcully beleives in early morning runs and yelling at everyone else until they do his job, all UU models within 12 inches may use his leadership

The Dean

M
WS
BS
S
T
W
I
A
Ld
Points
4
3
0
4
4
3
5
2
8
200

Equipment: Staff (great weapon) .
Special Rules: Level 2 Wizard, U.U Wizard, Great Girth (included in profile).

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...50pts
M4 WS3 BS2 S3 T3 W2 I5 A1 Ld10
Equipment: Sthingy (hand weapon)
Special Rules
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)
I must fly...but I mus'nt: the Bursar can fly
Mr Jelly! Mr Jelly!: if you hang around the Bursar too long you start to go a bit mad, any enemy units within 8 inches are subject to stupidity

The Bursar

M
WS
BS
S
T
W
I
A
Ld
Points
4
3
2
3
3
2
5
1
10
50
4
3
2
3
3
2
3
1
7
55

Equipment: Staff. (great weapon)
Special Rules: Stupidity, Mr Jelly! Mr Jelly! U.U Wizard.

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)
I must fly...but I mus'nt: the Bursar can fly
Mr Jelly! Mr Jelly!: if you hang around the Bursar too long you start to go a bit mad, any enemy units within 8 inches are subject to stupidity

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

M
WS
BS
S
T
W
I
A
Ld
Points
4
3
3
3
3
2
3
1
7
68

Equipment: Staff.
Special Rules: Level 1 Wizard, U.U Wizard.

The Senior Wrangler

M
WS
BS
S
T
W
I
A
Ld
Points
4
3
3
3
3
2
3
1
7
106

Equipment: Staff.
Special Rules: Level 2 Wizard, U.U Wizard, Shy.

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

M
WS
BS
S
T
W
I
A
Ld
Points
4
3
3
3
3
2
3
1
7
108

Equipment: Staff.
Special Rules: Level 2 Wizard, U.U Wizard, Rune Magic.

Chair of Indefinite Studies

M
WS
BS
S
T
W
I
A
Ld
Points
4
3
3
3
3
2
3
1
7
103

Equipment: Staff.
Special Rules: Level 2 Wizard, U.U Wizard, Magic Resistance (1).

 

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
Once this spell has been cast the enemies lungs fill up with air and possibly burst, not the best thing to happen when you're trying to stab the other bugger and stop him stabbing you
Can be targetted on any enemy unit within 18 inches, every model in that unit must pass a touchness test or take one automatic wound that disallows armour saves

3-5 Eringas suprise bouquet
When this spell is cast a bunch of flowers erupts from the wizards staff, nearby troops fall over laughing
Any enemy troops within 12 inches of the caster must take an immediate leadership test or they will not be able to move, shoot or cast magic until the end of their next turn, if they are in combat reduce all models WS to 1

6: Gromags seismic reorganiser
A hugely destructive spell capable of turning large buildings into smoking craters
Place an ordnance template within 2 inches of the wizards, roll a scatter dice and 3d6 and move the wizards in the direction and the distance shown, after this move has been made anything underneath the template take D3 S8 hits that disallow saves of all kinds

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)
It then blows up in a large template anything underneath it syuffers a S6 D3 wounds.

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:
Roll a D6: 1: Rune of Water, 2-3: Rune of Air, 4: Rune of Fire, 5: Rune of Earth, 6: Rune of Fear.
The rules for the Runes are as follows:
-Rune of Water: no range, cast on 6+
One enemy unit's move is halved until the end of their following own turn
(including fleeing) rounding up. Can affect any enemy on the table except flyers and ethereal models.
-Rune of Air: no range, cast on 7+
D6 S4 hits on any enemy unit on the table.
-Rune of Fire: 30" range, cast on 8+
2D6 S4 hits on enemy unit. Counts as a magic missile.
-Rune of Earth: no range, cast on 9+
D6 S5 hits on any enemy unit (plus a further D6 S5 hits if they are partially or
wholly on a rocky feature). Must have line of sight for this.
-Rune of Fear: No range, cast on a 10+
Any one friendly unit will now cause Fear. This lasts until dispelled, the Lecturer in Recent Runes is killed, ends the Rune, or attempts to cast another Rune.

Back to the Warfare Home Page