KISLEVITE ARMY:
The Imperial Army of Kislev


Army Selection
Equipment List
Characters
Regiments
War Machines
Monsters
Magic Items
Special Characters

ARMY SELECTION

Characters0-50 per cent
Regiments25+ 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 weaponFree
An additional hand weapon1
Double-handed weapon2
Halberd2
Spear1
A lance for mounted warrior2
MISSILE WEAPONS
Bow2
Pistol1
ARMOUR
Shield1
Light Armour2
Heavy Armour3
Barding for Steed4


WAR MACHINES

  • Mortars
  • Cannons
    The Chicken-Legged Cottage

    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 pieceRangeStrengthWoundsSave
    Mortar12"-48"7D3-4
    Profile MWSBSSTWIALD
    Mortar - - --73-- -
    Crew 4 3 333131 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 StrengthWounds Save
    Cannon 48" 10 D4 No Save
    Profile MWSBSSTWIALD
    Cannon - - --73-- -
    Crew 4 3 333131 7


    THE CHICKEN-LEGGED COTTAGE (150 points per model)

    The chicken-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 Chicken-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.

    ProfileMWSBSSTWIALD
    Cottage7 5 067433 -
    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.

    CHIMERA250 points
    COCATRICE150 points
    GRIFFON150 points
    HIPPOGRIFF145 points
    HYDRA225 points
    MANTICORE200 points
    WYVERN180 points
    PEGASUS50 points
    SWARMS100 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 wolves that are as big as the largest horses. They breathe chilling mists that can freeze man to death.

    ProfileMWSBSSTWIALD
    Winter Wolf 9 4 055353 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 hit 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
    Holy Axe of Miska
    Apple of the Kislev
    Boots of Seven Leagues
    Ice Armour of Jekaterina
    The Flying Mortar

    ARMOUR OF ALEXANDR

    This armour was made for the Tzar Alexandr Njevski by dwarfs. It is a chainmail of unrivaled beauty and strength, and every link of the armour is inscribed 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 an exceedingly 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 armour 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


    Last Updates
    21 June 1996reorganized
    22 April 1996reformatted
    Written by Tuomas Pirinen
    (longswor@tower.nullnet.fi)
    Comments or corrections?