Warhammer Kislevite Army

The Kislevite Army

Links


AUTHORS 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 per cent
Regiments:     25+  per cent
War Machines:  0-25 per cent 
Monsters:      0-25 per cent
Allies:        0-25 per cent
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/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.


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
Hero       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 entitelde for up to two magic items.


CHAMPIONS

Kislevite Champion.............30 points
Hun Champion...................40 points
Champions 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    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 teh 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
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.


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 the knights of the Legion are sons of the nobles of Kislev, where the membership in the Gryphon Legion is regarded as a mark of a true man. When Kislev is seriously 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    3   4   3   1   4   1    7
Warhorse  8    3        3   3   1   3   1    5
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    3    3   3   3   1   3   1    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.

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.


WINGED LANCERS

As 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    3    3   3   3   1   3   1    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    3    4   3   3   1   3   1    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    3   4   3   1   3   1    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      -    -    -   -   7   3   -   -    -
Crew        4    3    3   3   3   1   3   1    7

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      -    -    -   -   7   3   -   -    - 
Crew        4    3    3   3   3   1   3   1    7

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    -
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

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  9    4    0   5   5   3   5   3    4
SPECIAL 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.


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


TZARINA 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)

Choose your destination...

By Doran Amos © 1997


This page hosted byGet your own Free Home Page