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.
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.
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.
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.
Characters: 0-50 per cent Regiments: 25+ per cent War Machines: 0-25 per cent Monsters: 0-25 per cent Allies: 0-25 per centKislevites may ally with Empire, Dwarfs or High Elves
A single hand weapon................Free An additional hand weapon...........1 Double-handed weapon................2 Halberd.............................2 Spear...............................1 A lance for mounted warrior.........2
Bow.................................2 Pistol..............................1
Shield...............................1 Light Armour.........................2 Heavy Armour.........................3 Barding for Steed....................4
Lord............100 points Khan-Queen......170 pointsThe 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 9EQUIPMENT: a sword.
WEAPONS/ARMOR: 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.
Profile M WS BS S T W I A LD Bearer 4 4 4 4 3 1 4 2 7EQUIPMENT: 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.
Profile M WS BS S T W I A LD Hero 4 5 5 4 4 2 5 3 8EQUIPMENT: 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 entitelde for up to two magic items.
Kislevite Champion.............30 points Hun Champion...................40 pointsChampions are warriors of exception 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 7EQUIPMENT: 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 Mage..........56 points Mage Champion....118 points Master Mage......190 points Ice Lady/Lord....287 pointsThe 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 8EQUIPMENT: 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 teh War Machines section.
MAGIC SPELLS: Ice Mages use Ice Magic spell deck. See the Empire army book.
Profile M WS BS S T W I A LD Kislevite 4 3 3 3 3 1 3 1 7EQUIPMENT: 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.
PROFILE M WS BS S T W I A LD Druzhina 8* 3 3 3 3 1 3 1 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.
PROFILE M WS BS S T W I A LD Knight 4 4 3 4 3 1 4 1 7 Warhorse 8 3 3 3 1 3 1 5EQUIPMENT: 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.
PROFILE M WS BS S T W I A LD Cossack 4 3 3 3 3 1 3 1 7EQUIPMENT: 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.
SPECIAL 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.
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.
Profile M WS BS S T W I A LD Hun 4 3 3 3 3 1 3 1 7EQUIPENT: 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.
Profile M WS BS S T W I A LD Hunter 4 3 4 3 3 1 3 1 7EQUIPMENT: 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.
Profile M WS BS S T W I A LD Guard 4 4 3 4 3 1 3 1 7EQUIPMENT: 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.
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 - - - - 7 3 - - - Crew 4 3 3 3 3 1 3 1 7
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 - - - - 7 3 - - - Crew 4 3 3 3 3 1 3 1 7
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 -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.
SHOOTING 1 the Ice-Mage 2-6 the Cottage HAND TO HAND 1-3 the Ice-Mage 4-6 the Cottage
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
Profile M WS BS S T W I A LD Winter Wolf 9 4 0 5 5 3 5 3 4SPECIAL RULES
FLY: Winter wolves have wings and may fly as detailed in the rulebook.
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.
50 POINTS
KISLEVITES ONLY
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
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
25 POINTS
KISLEVITES ONLY
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
A Kislevite wizard equipped with the flying mortar has the ability to fly as described in the basic rules.
20 POINTS
KISLEVITE WIZARDS ONLY
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 10EQUIPMENT: 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.
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 9EQUIPMENT: 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.
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 8EQUIPMENT: 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.
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 9EQUIPMENT: 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
By Doran Amos © 1997