The
Kislevite Army
by
Tuomas Pirinen
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AUTHOR'S NOTES
This project is dedicated to my friend Tommy Boyd, long may his
Kislevites ride!
I have split this army list in two separate sections because many
people are not interested in the history and the backround, and this
makes the reading of this huge file a bit easier.
I haven`t given the statistics of those troops/characters/War
Machines that are already published by GW. This is intentional, because
of the principle of the copyrights.
This army list has been a my pet project for long time, since I am a
big fan of the russian folklore. The richness of their culture, and the
depth of their tradition is truly amazing. The Russia of the by-gone
ages creates a strong athmosphere, and summons colourful pictures of
mighty armies, determined to spill every drop of their blood in the
defense of their beloved motherland.
Most of the magic items described are for all to see in the weapons
room in Moscow, or are a part of russian tales and legends. Many Special
characters have their correspondents in history.
The Kislevite army is one of my many army list projects, which
include the Horde of Hobgobla-Khan, the Celtic Army of Albion, and the
Armies of Nippon. I hope one day to send them to GW and maybe they might
publish my work. (Fat chance! :( )
I would very much appreciate any comments, corrections and criticism.
Any ideas of good additions are also welcome. If there is sufficient
interest I could also post the rest of the Kislevite characters and
rules, Including Vasilisa the Wise, Prince Ivan, and the most dreaded
Kislevite Witch of all time, Baba Yaga.
I would like the peolple to express their ideas wich figures would
best represent the troops of this list, and any colour themes fitting
the Kislevites.
But now old Longsword is very tired. Here is the history of the
Kislev.
HISTORY
The History of Kislev reaches back almost 1000 years, from the
times when the hordes of Gospodars finally arrived over the Worlds Edge
mountains in strength. The Empire, long a realm torn by internal strife
was too weak to hold it`s northernmost provinces. When the Empire
finally gathered its strength, the Gospodars had already established
their realm.
Emperor Dieter III relised that the Empire would benefit from this
bulwrack against chaos and the barbarous Norse, and formed an alliance
with the tsar Alexandr I. Since then Kislev and the Empire have enjoyed
a strong alliance with each other, and often send allied troops to help
their friends in the hour of need. A notable example of this is the
Gryphon Legion that is based in the Empire and includes many of the
noblest sons of Kislev.
Both Norse barbarians and the dread hordes of Chaos threaten the
borders of Kislev. Because of this the army of Kislev is numerous and
powerful, and mercenaries are always welcome in Kislev. The realm is in
the state of continual warfare, and the people have grown hard in the
face of their trials.
The last great Chaos Incursion almost overrun the Wolrd, and only by
the valiant efforts of Kislevites, supported by the dwarfs and a mighty
army of Magnus the Pious barely turned the tide 200 years ago.
The current ruler of Kislev is Tzarina Katarin, who followed his
father Radii Bokha after his mysterious death. City States of Kislev,
Erengrad and Praag in particular are independent realms, but owe their
fealty to the ruler of Kislev.
THE PEOPLE
GOSPODARS
- The mainstay of the people of kislev are gospodars: tall,
broadshouldered and blond or red-haired people with deep voices.
They are quiet and grim in the face of the outsiders, but in fact
they are very sentimental people, with deep love for their families
and their land. They are mighty fighters, and the most corageous
opponents of Chaos anywhere.
Womenfolk of Kislev are famed for their beauty, and the Kislevites
value their females as highly as men. There is no reason why a woman
could not rise into important poaitions in the goverment, and the
bloodline is traced by the mothers side. Most kislevite women tend to
stay at home, however, but in the house and home their authority is
absolute and far above of that of a man.
Most powerful kislevite sorcerers are always women, and many tales
have been told about Baba Yaga, the most powerful Witch of all time.
Gospodars love music, and their dances, especially the Bladedance, are
famous throughout the Old World. Their battle-songs are one of the
most impressive sounds in the Known Wolrd, and their dreaded war-cry
"URAAA! URAAA!" is feared where-ever it is heard.
COSSACKS
- Cossacks are nomadic people who live in the far North. Riders and
scouts without peer, these brave warriors have always stood in the
defense of the realm against the wrath of Chaos. Year after year a
war of ambush and counter-ambush is fought, and usually Cossacks are
victorious. Even when faced with the overwhelming odds and power,
their hatred against the forces of Chaos often sees them
through.
HUNS
The most primitive and savage of all peoples of Kislev, Huns are little
more than animals. They file their teeth, scar their bodies and enter
battles in a berserker state of fury. They are cannibalistic, vicious
race, but never-the-less tfearless in the defense of their land. No
opponent wishes to be captured by the Huns, for his fate shall be worse
than death.
PLACES OF INTEREST
ERENGRAD
- Of the trading cities of the Old World, only Marienburg is larger
and more important. Whale-oil, sea-ivory, timber, pearls, tar and
fish are traded here, and even the sleek ships of the High Elves
often come here, daring the dangers of the seas polluted by the
Chaos. Traders from Bretonnia, Marienburg and the Empire come to
this city wich is situated in the lagoon at the head of river Lynks.
KISLEV
- This city stands in the banks of river Urskoy, and is built around
"Gora Geroyev", known also as Kreml, "The Hill of the
Heroes". It is a fortress-city, for the Realm of Chaos draws
ever nearer every year, and the many valiant Kislevites are buried
every day in the red soil of Kreml. Dwarfs hired from the Empire and
from their own realm work tirelessly to strenghten the defenses.
PRAAG
- During the last great Chaos Incursion this once-beautiful city was
completely overrun by the forces of Chaos. The minions of the Four
Powers breached the defenses of the city and put the inhabitants to
sword. Those few who survived by fleeing in the surrounding woods
returned to find their homes twisted by the Chaos. The buildings had
melted with the flesh, forming disturbing and sickening visage of
horror.
Tzar of Erengrad ordered the city to be burned down and re-built.
This was done, but the Chaos returned. Travellers tell tales of cries
of agony that pierce the nights, and faeces appearing in the walls of
the buildings, consuming unwary with sharp teeth. Kislevites burn down
and re-build their homes continually to retain some measure of sanity.
They refuse to move away, for they feel that this would mean giving in
to Chaos.
Current Tzar Saltan spends his time drilling his militia and
dreaming of the revenge he will inflict upon the foul spawn of chaos.
THE IMPERIAL ARMY OF KISLEV
ARMY SELECTION
Characters: 0-50 percent
Regiments: 25+ percent
War Machines: 0-25 percent
Monsters: 0-25 percent
Allies: 0-25 percent
Kislevites may ally with Empire, Dwarfs or High Elves
EQUIPMENT LIST
Kislevite characters may choose their equipment from the following
list:
MELEE WEAPONS
A single hand weapon................Free
An additional hand weapon...........1
Double-handed weapon................2
Halberd.............................2
Spear...............................1
A lance for mounted warrior.........2
MISSILE WEAPONS
Bow.................................2
Pistol..............................1
ARMOUR Shield...............................1
Light Armour.........................2
Heavy Armour.........................3
Barding for Steed....................4
CHARACTERS
1 KISLEVITE GENERAL: LORD OR A KHAN-QUEEN
Lord............100 points
Khan-Queen......170 points
The General represents an important noble of Kislev, a powerful bojar
or a prince, or perhaps even the tzar or tzarina him/herself. The
Khan-Queens were the rulers of Kislev in the ages past, and your army
may be led by one of them.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Lord |
4 |
6 |
6 |
4 |
4 |
3 |
6 |
4 |
9 |
Khan-Queen |
4 |
4 |
3 |
4 |
3 |
3 |
5 |
4 |
9 |
- Equipment:
a sword.
Weapons/Armour:
The General may be armed with any combination of weapons/armour
allowed to any of the troops. See the equipment list.
May Ride:
The General may ride a horse, warhorse or a monster.
Magic Items:
The Kislevite General may carry up to three magic items.
Magic Spells:
The Khan-Queens are lvl 2 wizards and may take their spells from the
Ice Magic deck.
0-1 KISLEVITE BATTLE STANDARD (80 points)
Kislevites are a devout people, and their Battle Standards are often
icons of saints or other religious symbols.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Bearer |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
- Equipment:
A sword and the Battle Standard.
Weapons/Armour:
The Battle Standard Bearer may be equipped with any combination of
weapons/armour allowed to any of the troops. See the Equipment
list.
May Ride:
Battle Standard Bearer may ride a horse, warhorse or a monster.
Magic Items:
One Magic item. This may be a magic standard.
KISLEVITE HEROES.........................65 points
The legends of Kislev are full of tales about the explois of heroes.
Many of these outstanding individuals are Bojars or other nobles, but
most are simple warriors from amongst common men of this grim and
war-like people.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Bearer |
4 |
5 |
5 |
4 |
4 |
2 |
5 |
3 |
8 |
- Equipment:
A sword.
Weapons/Armour:
The Heroes may be equipped with any combination of weapons/armour
allowed to any of the troops in this list. See the equipment
list.
May Ride:
A hero may ride horse, warhorse or a monster.
Magic Items:
Heroes are entitled to up to two magic items.
CHAMPIONS
Kislevite Champion.............30 points
Hun Champion...................40 points
Champions are warriors of exceptional prowess and skill, but they
are part of their units and may not leave them.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Champion |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
Hun C. |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
- Equipment:
A Champion is always equipped in the same way as the rank and file of
the regiment he/she is part of.
May Ride:
If included in a cavalry unit a Champion may ride a horse or a
warhorse as indicated.
Magic Items:
A Champion is entiteled for up to one magic item.
ICE MAGES
Ice Mage..................56 points
Mage Champion............118 points
Master Mage..............190 points
Ice Lady/Lord............287 points
The wizards of Kislev practice a form of magic radically different
from the magic used by the wizards of the Colleges in the Empire. They
often ride with the kislevite armies to unleash their terrible spells
against the foes of mother Kislev. When Kislev is seriously
threatened, they may chant the arcane formula that brings their
cottages alive, and unleash this strange magical construction upon
their foes.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Ice Mage |
4 |
3 |
3 |
3 |
4 |
1 |
4 |
1 |
7 |
Mage Champion |
4 |
3 |
3 |
4 |
4 |
2 |
4 |
1 |
7 |
Master Mage |
4 |
3 |
3 |
4 |
4 |
3 |
5 |
2 |
7 |
Ice Lord/Lady |
4 |
3 |
3 |
4 |
4 |
4 |
6 |
3 |
8 |
- Equipment:
a hand weapon.
Weapons/Armour:
The Ice-Mages amy be equipped with any combination of weapons/armour
included in the equipment list. NMages do not usually wear armour,
however, as this would compromise their ability to use spells.
May Ride:
An Ice.Mage may ride horse, warhorse, or a monster. Alternatively
he/she may ride a Chiken-legged Cottage (+150 points) see the War
Machines section.
Magic Spells:
Ice Mages use Ice Magic spell deck. See the Empire army book.
REGIMENTS
KISLEVITES............................7 points per model
Kislvites are brave and determined people, and unflinching in the
defense of their beloved home country. Your army may include any
number of Kislevite regiments.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Kislevite |
4 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
- Equipment:
A hand weapon and light armour. SAVE: 6+ OPTIONS: Kislevites may carry
shields at +1 point per model. Any unit may carry one of the
following: spears at +1 point per model, bows at +2 per model or
double-handed weapons at +2 points per model.
KISLEVITE DRUZHINA............................18 points per model
Your army may include any number of regiments of Kislevite druzhina.
These are minor Kislevite nobles, men who can afford a horse and decent
equipment, so they can ride to war when called upon. This gives them the
right to own land and also lessens their taxation a great deal. Their
armour and weapons are rather old-fashioned, but deadly effective, and
the swords wielded by them are often family heirlooms that have drawn
blood in countless battles.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Bearer |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
- *Includes the movement of the horse
Equipment:
Druzhina wear light armor and carry a lance and a sword. They ride
horses.
Save:
5+
Options:
Druzhina may carry shields at an additional cost of +2 points. Any
unit may wear heavy armor at an additional point cost of +2 points per
model. One unit of Druzhina may carry a magic standard. This may be
chosen from WH Battle Magic as normal.
O-1 UNITS OF GRYPHON LEGION.....................35 points per
model
Your army may include a single regiment of Gryphon Knights. This
knightly order was formed as a token of eternal friendship between
Kislev and the Empire. The Gryphon Legion is trained and garrisoned in
Empire. Most of theknights of the Legion are sons of the nobles of
Kislev, where the membershipin the Gryphon Legion is regarded as a
mark of a true man. When Kislev isseriously threatened, the reigning
Tzar or Tzarina can call the Gryphon Legion back from the Empire to
defend the Mother Kislev.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Knight |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
Warhorse |
4 |
4 |
3 |
4 |
3 |
3 |
5 |
4 |
9 |
- EQUIPMENT:
The Knights of the Gryphon Legion wear heavy armor and carry a shield.
They are armed with a hand weapon. They ride barded warhorse.
SAVE:
2+
OPTIONS:
Gryphon Legion may carry double-handed weapons at an additional cost
of +4 points per model. The regiment can carry lances at an additional
cost of +4 points per model. Gryphon Legion can carry a magic
standard. This may be chosen from appropriate magic item cards and its
cost is indicated on the card itself.
COSSACKS.........................................9 points per
model
Your army may include any number of regiments of Cossacks. Cossacks
are a tribe of fierce Kislevite warriors. They dwell in the
northernmost part of Kislev, and they guard the border of the Chaos
wastes and the Troll Country against the Chaos incursions. Every time
when the Chaos warbands attack Kislev, their first task is to fight
against the brave cossacks. Countless years of warfare and slaughter
have sharpened their hatred against the servants of Chaos to a keen
edge. Almost every warrior has relatives or loved ones that have
perished in a battle against the servants of the Four Great
Powers.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Cossack |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
- EQUIPMENT:
Cossacks wear light armor. They carry a bow and a hand weapon.
SAVE:
6+
OPTIONS:
Any regiment may carry shields at an additional cost of +1 points. Any
regiment can carry spears at an additional cost of +1 points per
model. One regiment may be mounted upon horses at an additional cost
of +9 points per model. If the regiment is mounted, then you should
double the point cost of any additional equipment.
PECIAL RULES:
the Cossacks often fight without any formal military training and may
skirmish if you wish. The bitter struggle against the powers of chaos
have left a savage hatred in their hearts. Cossacks are affected by
the psychological rule of hatred when fighting trolls, beastmen, or
warriors of chaos.
WINGED LANCERS
s detailed in the Warhammer Armies - the Empire.
SPECIAL:
when fielded as a part of the Kislevite army, wingned lancers may be
equipped with special screeching banners. This costs 3 points per
model. When equipped so the Wingned Lancers cause fear when
charging.
KISLEV HORSE ARCHERS
As detailed in the Empire army book.
HUNS..............................................7 points per
model
Huns are the most savage of all the tribes of Kislev. They file their
teeth in the memory of the great Miska until their teeth are sharp as
nails, and they paint their skin with the blood of their enemies. They
usually bite the throats of wounded opponents after the battle.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Hun |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
- EQUIPENT:
A sword.
SAVE:
None.
OPTIONS:
Huns may be equipped with shields at +1 point per model.
SPECIAL:
Huns are affected by the psychological rules of frenzy.
SIBYRIAN HUNTERS................................11 points per
model
The taiga is infamous of its harshness. The men who live there are
live in this unhospitable land are a hardy breed, and hunters of
unsurpassing skill. As trappers the Sibyrians are patient beoynd the
endurance of common men. They can wait their prey while covered in
snow for hours in bitter cold, and no-one is their equal in moving
silently and stalking the deadly grizzly bears of Kislev.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Hunter |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
- EQUIPMENT:
A hand weapon, Bow, and light armour.
SAVE:
6+
OPTIONS:
The Hunters may carry throwing axes at an additional point cost of
+1 point per model.
SPECIAL RULES:
A unit of Sibyrian Hunters may be placed on the table after all
other troops have been deployed. They may be placed anywhere except
within the enemy deployment zone or within the sight of enemy troops.
0-1 UNIT OF KREML GUARD..........................12 points per
model
These are the hand-picked elite of the kislevite infantry. They
form the bodyguard of the tzars or tzarinas and watch over the palace
of Kreml, "The Hill of Heroes" where the rulers of Kislev
live.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Guard |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
- EQUIPMENT:
A halberd and heavy armour.
SAVE:
5+
OPTIONS:
The Kreml guard may carry shields at additional point cost of +1
point per model. Kreml Guard may carry a magic standard.
WAR MACHINES
MORTARS.........................................100 points per
model
The artillery of Kislev cannot be compared to the arsenal of the
Empire. However, the army of Tzars is still equipped with fine
mortars, for the mountains that surround Kislev yield quality metals.
Each mortar has a crew of three to operate and defend it. They
are equipped with hand weapons.
See Empire army book for details.
Artillery piece Range Strength Wounds Save
Mortar 12"-48" 7 D3 -4
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Mortar |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
Crew |
4 |
4 |
3 |
4 |
3 |
3 |
5 |
4 |
9 |
-
CANNONS.........................................100 points per
model
The Cannons of Kislev are lighter and more easily manoeuverable
than the Great Cannons of the Empire, as is befitting to the country
that is very difficult to travel.
Each cannon has a crew of three to operate and defend it. They
are equipped with hand weapons.
See rulebook for the full rules of the Cannons.
Artillery piece Range Strength Wounds Save
Cannon 48" 10 D4 No Save
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Cannon |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
Crew |
4 |
4 |
3 |
4 |
3 |
3 |
5 |
4 |
9 |
-
THE CHIKEN-LEGGED COTTAGE.......................150 points per
model
The Chiken-legged cottage is a legend of Kislev, but in fact the
ancient formula for bringing a cottage alive is known by many
Ice-Mages. When need is great the Ice-Mage casts the spell to animate
their abode and charge into battle, much to dismay of their enemies.
Your army may include one Chiken-Legged cottage for each
Ice-Mage in the army. The Mage may ride the cottage him/herself if
he/she wishes. The point cost value is deducted from the character
point allowance if he/she does so.
Profile M WS BS S T W I A LD Cottage 7 5 0 6 7 4 3 3 -
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Cottage |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
- SPECIAL RULES:
The Cottage causes D6 S7 hits when it charges, and fights according
to it`s profile detailed above in subsequent turns. The Cottage is
immune to psychology and causes fear. It cannot be broken in H-T-H
combat. It counts as a large target for the purposes of shooting.
If an Ice Mage is riding the cottage, he/she too is immune to
psychology and cannot be broken. Use the following table to randomize
the hits from shooting or H-T-H combat. If Cottage is hit by a War
Machine or a spell that uses a template, the Ice Mage is hit on a roll
of 4+ on D6.
HOOTING
1 the Ice-Mage
2-6 the Cottage
HAND TO HAND 1-3 the Ice-Mage 4-6 the Cottage
MONSTERS
The lands of Kislev are rich of monsters because the closeness of
the dreaded Chaos Wastes. The fearless Sibyrian Hunters hunt these
creatures to be mounts for the lords of Kislev.
CHIMERA............250 points
COCATRICE..........150 points
GRIFFON............150 points
HIPPOGRIFF.........145 points
HYDRA..............225 points
MANTICORE..........200 points
WYVERN.............180 points
PEGASUS............50 points
SWARMS.............100 points
WINTER WOLVES....................................90 points per
model
These ferocious, white-furred predators of taiga are a spawn of
Chaos. They have white, Swan-like wings, and bodies of mighty volves
that are as big as the largest horses. They breathe chilling mists
that can freeze man to death.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Winter Wolf |
4 |
4 |
4 |
4 |
3 |
1 |
4 |
2 |
7 |
SPECIAL RULES
FLY:
Winter wolves have wings and may fly as detailed in the rulebook.
P>ICY BREATH:
Winter Wolf has a chilling breath that it can use against it`s
enemies. Use the large teardrop-shaped template. Any models lying at
least halfway under the template are hti on a roll of 4+ on D6. A hit
causes a wound on a roll of 5+, and no armour saves allowed against
it, even for magic armour.
MAGIC ITEMS
ARMOUR OF ALEXANDR
This armour was made for the tzar Alexandr Njevski by dwarfs. It is
a chainmail of unrivalled beauty and strength, and every link of the
armour is incribed the words "Gods are with us and thus we cannot
fail." Tzar Alexandr was never wounded while wearing this armour.
The armour of Alexandr confers a basic armour save of 3+, and this
includes a shield. If this save fails, the wearer may immediately roll
again, this time saving on a roll of 5+. This additional save is never
modified by strength. If either armour save is made, the opponent`s
weapon is frozen and broken on a roll of 5+ on D6. This affects only
magical weapons.
50 POINTS KISLEVITES ONLY
THE HOLY AXE OF MISKA
This axe was made by Miska the Slaughterer for her second husband
(first one was killed and eaten by Miska in her fury), Mihail
Gregorov. It is exciidingly heavy weapon, and it`s strikes leave
destruction in their wake.
The Holy Axe of Miska has +2 on it`s rolls to wound, and confers
extra -2 armour saving throw. It causes D3 wounds per hit.
75 POINTS KISLEVITES ONLY
APPLE OF THE KISLEV
The apple of Kislev is a stunningly beautiful piece of jewelry, and
it is the traditional symbol of the ruler of Kislev. The tzar or
tzarina may give it to his or her representative, giving the fortunate
bojar or general an outstanding status. Ruler might also carry it to
the battle on his/her person.
The apple of Kislev increases the Leadership score of the owner
to 10. In addition, the unit led by the character carrying the Apple
can re-roll any fear, panic or terror tests.
60 POINTS KISLEVITES ONLY
BOOTS OF SEVEN LEAGUES
Young prince Ivan used these boots to escape the dreaded
Sorcerer Koshei the Immortal when he rescued Vasilisa the Wise from
his clutches. These boots grant the wearer a Move of 12",
allowing him/her to charge 24". In addition, he/she may jump over
any terrain features or units. He/she is never slowed by any terrain
features, and may jump over rivers, swaps etc. 25 POINTS KISLEVITES
ONLY
ICE-ARMOUR OF JEKATERINA
This enchanting armour was fashioned out of pure magic and ice by
the Tzarina Jekaterina III. It is enchanted against physical damage,
but a very powerful blow may shatter it.
This armour gives a basic 1+ save on D6, and this cannot be
improved by magical means or wearing more aromour or carrying a
shield. The armour save never falls below 4+, even if the opponents
Strength or magical weapon would reduce it to less. If the save ever
fails the armour is destroyed. Ice-Mages can wear the Ice Armour
without it affecting their ability to cast spells.
35 POINTS KISLEVITES ONLY
THE FLYING MORTAR
It is very common for Kislevite Mages to enchant this simple
household tool to give them the ability to fly.
A Kislevite wizard equipped with the flying mortar has the
ability to fly as described in the basic rules.
20 POINTS KISLEVITE WIZARDS ONLY
KISLEVITE SPECIAL CHARACTERS
ZARINA KATARIN, THE ICE QUEEN OF KISLEV
When included in the army of Kislev Tzarina Katarin will always be
the general of the army and thus replace the normal general. Her
magical powers are greatly increased when near Kislev, so her magic
level is four instead of three. Her point cost is increased to 250
points. See Warhammer armies - the Empire for details.
MISKA OF THE GOSPODARS.....................................325
points
Fearfrost.....................................................+100
points
Your army may include Miska of the Gospodars. If you choose to
include her she will be your general and replace the general described
in the main army list.
Miska the Slaughterer is the most famous of the Khan-Queens of
Kislev. She was the daughter of Boris Ursa, the legendary Evertzar of
Kislev. Her innumerable hordes of Gospodars, Tartars, Cossacks, Huns
and Ungols almost overrun the Empire during the first bloody years of
foundind of Kislev. Such was her power as a warrior and that only the
combined armies of Empire, Bretonnia and Dwarfs managed to stop her,
and even then she was not defeated, and the battle ende in a bloody
stale-mate. Miska drew her hordes back to North and founded Kislev in
the regions she had conquered from dwarfs and the men of the Empire.
The peolple of Kislev remember her with pride and affection, and she
is sainted by the church of Kislev.
Miska sported wild black hair and filed her teeth as her savage
forefathers before her. She was a master of both magic and arms, and
perhaps there will never be one as great as she.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Miska |
4 |
6 |
5 |
4 |
4 |
3 |
6 |
4 |
10 |
- EQUIPMENT:
A sword and a warhorse.
MAY RIDE:
Miska may not ride a Monster.
MAGIC ITEMS:
Miska may carry up to three magic items but first of these must
always be the magic blade Fearfrost. Other items can be chosen as
normal.
MAGIC SPELLS:
Miska the slaughterer is lvl 3 Ice Mage.
SPECIAL RULES
FRENZY:
Miska is a manic warrior-queen and is affected by the rules of
frenzy. See the rulebook for details.
FEARFROST:
See the Empire army book.
IVAN THE TERRIBLE......................................105
points
Bloodedge..................................................+50
points
Ivan the terrible is a dark legend amongst the Kislevites. He
was perhaps the most feared Tzar of all time, for his great
intelligence and courage were tainted by an unreasoning rage. He
ordered the infamous behedings amongst the bojar family of Melnikovs,
destroying almost every single member of that family because of a
dream where a young man named Melnikov toppled his Kindom. The taxes
he set to the poor people of Kislev were enormous and they were
ruthlessly collected by his cruel servants. Thousand died during his
regime.
But Ivan was also a mighty warrior, and he was never defeated in
a battle. He united the Kislev as we know it know, and formed a strong
monarchy which endures to this day. He was great military innovator
and without his organization of army, Kislev might well be a part of
the Realm of Chaos.
Your army may include Ivan the Terrible as an independent
character if you wish. He cannot be your general because once the
fighting starts, he is far too busy slaying the enemies and has no
time to lead an army! He can lead units if you wish.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Ivan |
4 |
6 |
6 |
4 |
4 |
3 |
6 |
4 |
9 |
- EQUIPMENT:
Ivan the Terrible carries a sword and an additional hand weapon. He
wears a suit of heavy armor.
MAY RIDE:
Ivan the Terrible may ride a barded warhorse (+7 points) or a
monster.
MAGIC ITEMS:
Ivan may carry up to three magic items in total but first of these
must the the famed sword Bloodedge.
BLOODEDGE:
This is the dreaded magic sword that Koshei the Immortal made to be
the bane of the Goblinoids. Unfortunately, it passes some of the
madness of it`s maker to it`s user, making him thirst blood of his
enemies. Any enemy models within 3 inches of the Bloodedge suffer 1
wound on a roll of 4+ in the beginning of any HtH combat phase as
small wounds and bleeding cuts appear in their flesh. These wound can
be saves by a armor as normal, without any reduction in the armor save
roll. It has no effect on undead or daemons or anything else that is
not truly alive. The Bloodedge has -2 armor save modifier when used in
normal combat. It gives +1 to wound rolls against orcs and goblins.
KISLEVITES ONLY
SPECIAL RULES:
Ivan hates all mankind. Thus if he is fighting humans he is
affected by the rules for hatred. Note that this includes Chaos
Warriors, Champions and Mages and Necromancers.
BORIS URSA, FOREVER TZAR................................150
points
Father Bear.................................................+55
points
Boris Ursa is the legendary first Tzar of the Kislevites. Boris
led the Gospodars through the Dark Lands, defeating orcs and
hobgoblins who gathered armies to destroy his people. The legends of
Kislev tell that one day the Forever Tzar shall raise from his sleep
and lead the Kislevites to a final victory against chaos. The legends
tell that Boris Ursa rode to battle in the back of a mighty black bear
that the gods granted to him.
Your army may be led by Boris Ursa. He cannot be included as a
independent hero, and he will replace the normal general.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Boris Ursa |
4 |
7 |
6 |
5 |
4 |
3 |
6 |
4 |
10 |
Great Bear |
6 |
6 |
0 |
6 |
5 |
3 |
5 |
4 |
8 |
- EQUIPMENT:
Boris Ursa wears a suit of heavy armor and carries a shield. He is
armed with a sword and a lance.
MAY RIDE:
Boris Ursa rides the Great Bear. He may not ride a monster or a
warhorse.
MAGIC ITEMS:
Boris Ursa may carry up to two magic items. These may be chosen
from appropriate magic cards as normal.
SPECIAL RULES
IMMUNE TO PSYCHOLOGY:
Boris Ursa is not affected by fear, terror or panic. He must still
take break tests as normal.
MIGHTY STRIKE:
The blows of Boris Ursa wound his enemies on a 4+ regardless of the
target`s toughness. If his strength would wound his opponent on a roll
of less than 4+, he can use his strength as normal.
TSAR SALTAN OF PRAAG....................................110
points
Black Blade.................................................+45
points
Tsar Saltan is the bitter ruler of Praag, the city that the
armies of Chaos overrun during the last great Chaos incursion. Every
day is a torture for him, for his city keeps reminding him of the
horrors sufferd by the Kislevites. Whenever Tsar Saltan hears of a
Chaos Warband polluting the sacred soil of Kislev he becames a figure
of the wrath of a storm. He gathers his warriors and with grim
determination he attacks the minions of evil, relishing in the
bloodshed, the only joy that is left to him.
Your army may be led my Tsar Saltan, though he does not have to
be the general. If used as a genral, he replases the Lord or
Khan-Queen described in the main army list. Saltan may also be
included as an independent hero.
Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Saltan |
4 |
5 |
5 |
4 |
5 |
3 |
5 |
3 |
9 |
- EQUIPMENT:
A barded Warhorse, sword, heavy armour and a shield.
MAY RIDE:
Tsar Saltan always rides a warhorse.
MAGIC ITEMS:
Tsar Saltan may carry up to two magic items, but first of these
must be the Black Blade.
SPECIAL RULES
CHALLENGE CHAOS:
When fighting against a unit of Chaos troops, Tsar Saltan always
issues a challenge, and if unit he is part of is challenged by any
Chaos chracter, he must always meet the challenge. When fighting
against unit of Chaos characters, Saltan gets +1 bonus on his stregth
and +1 bonus on his T (he simply does not care about the strikes of
chaos worshippers).
IMMUNE TO PSYCHOLOGY:
Saltan has lived long enough in Praag so his is quite immune to any
psychology. He must still take break tests.
BLACK BLADE:
Black blade is scimitar of unknown metal, but its potency in combat
can`t be denied. Black Blade emits black clouds around it`s wielder,
giving -1 modifier om any to hit rolls of his opponents. In addition,
it increases the wielders Strength by 1 point.
45 POINTS SALTAN ONLY
Written by Tuomas Pirinen -- longswor@tower.nullnet.fi
If you have additional information or corrections, please e-mail
me.
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