WARHAMMER ARMIES -
KISLEV

REGIMENTS

O-1 Units of Gryphon Legion ................ 34 points

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. They are armed with a hand weapon. They ride barded warhorse.

Save: 3+

Options: Gryphon Legion may carry double-handed weapons (+4 points) or lances (+4 points). They may carry shilds (+2 points). Gryphon Legion can carry a magic standard.

Standard/Musician: May inclued a standard and/or musician at double the points of normal Knights.

0-1 Unit of Brotherhood of the Bear .......... 31 points

Profile M WS BS S T W I A LD
Knight 4 4 3 3 3 1 4 1 7
Warhorse 8 3 3 3 1 3 1 5

Equipment: The Brotherhood of the Bear wear Light Armor and carry shilds, swords and a Bow. They ride a War Horse.

Save: 4+

Options: May have Double-handed weapons (+4 points). May have Magic Standard

Standard/Musician: May inclued a standard and/or musician at double the points of normal Knights.

0-1 Unit of Sons of Ursa .................. 46 points

You may inclued upto one unit of Sons of Ursa. The Sons of Ursa are kislev warriors mounted on Warbears in the image of the great Boris Ursa.

Profile M WS BS S T W I A LD
Knight 4 4 3 4 3 1 4 1 7
Warbear 5 4 0 5 5 2 3 2 5

Equipment: Sons of Usha wear heavy armour and are armed with a hand weapon.

Save: 4+

Options: May carry lances (+4 points) and shilds (+2 points). May carry an magic standard.

Standard/Musician: May inclued a standard and/or musician at double the points of normal Knights.

Special Rules:

Cause Fear: Warbears of the Sons of Ursa cause fear.

Bear Dies: If Bear is killed, rider is killed. Otherwise bear fights on.

0-1 Unit of Winged Lancers .............. 25 points

Profile M WS BS S T W I A LD
Knight 4 4 3 3 3 1 3 1 7
Warhorse 8 3 3 3 1 3 1 5

Equipment: Winged Lancers carry a hand weapon and a lance. They wears light armour and carry shields.

Save: 4+

Options: May wear Screeching Back Banners (+5 points) May carry Magic Standard.

Standard/Musician: May inclued a standard and/or musician at double the points of normal Knights.

Special Rules:

Screeching Back Banners: Wingned Lancers may be equipped with special screeching banners. This costs 5 points per model. When equipped so the Wingned Lancers cause fear when charging.

Kislevite Druzhina .................... 14 points

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 4 3 3 3 3 1 3 1 7
Horse 8 0 0 3 3 1 3 0 5

Equipment: Druzhina wear light armor and carry a sword and a lances. They ride horses.

Save: 5+

Options: Druzhina may carry bows (+2 points), shilds (+2 points) and/or a Brace of pistols (+8 points). Any unit may wear heavy armor instaed of light armour(+2 points). One unit of Druzhina may carry a magic standard.

Mounted Huns .............. 18 points

Profile M WS BS S T W I A LD
Huns 4 3 3 3 3 1 3 1 7
Warhorse 8 0 0 3 3 1 3 0 5

Equipment: Huns carry a hand weapon.

Save: 6+

Options: May carry shilds (+1 point). May carry Magic Standard.

Standard/Musician: May inclued a standard and/or musician at double the points of normal Knights.

Special Rules:

Frenzy: Huns are subject to Frenzy.

Skirmish: May use Skirmish formation.

Mounted Cossacks .............. 18 points

Profile M WS BS S T W I A LD
Cossacks 4 3 3 3 3 1 3 1 7
Warhorse 8 0 0 3 3 1 3 0 5

Equipment: Cossacks carry Bows and hand weapons and wear light armour.

Save: 6+

Options: May carry shilds (+1 point), spears (+1 point) and wear light armour (+2 points). May carry Magic Standard.

Standard/Musician: May inclued a standard and/or musician at double the points of normal Knights.

Special Rules:

Hate: Cossacks hate Chaos and Trolls.

Skirmish: May use Skirmish formation.

Kislev Horse Archers ............ 16 points

Profile M WS BS S T W I A LD
Archer 4 4 3 3 3 1 3 1 7
Horse 8 0 0 3 3 1 3 0 5

Equipment: Horse Archers carry a hand weapon, a bow and shilds.

Save: 6+

Options: May carry a magic standard.

Special Rules:

Skirmish: Horse Archers may Skirmish.

Kislevites .................... 7 points

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.

Streltsi ..................... 9 points

Profile M WS BS S T W I A LD
Streltsi 4 3 3 3 3 1 3 1 7

Equipment: A hand weapon.

Save: None

Options: Kislevites may carry Hand Guns (+3 points) or Halberd (+2 points).

Huns ................... 7 points

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

Equipment: A sword.

Save: None.

Options: Huns may be equipped with shields at +1 point per model or additional hand weapons +1 per model.

Special Rules:

Frenzyt: Huns are affected by the psychological rules of frenzy.

Cossacks .............. 9 points
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 (+1 point). Any regiment can carry spears (+1 point).

Special Rules:

Skirmish: Cossacks may Skirmish.

Hate: Cossacks Hate Trolls and Chaos.

Sibyrian Hunters .......................... 11 points

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 (+1 point). MagicItems=1,32

Special Rules:

Infiltrate: 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 Sibyrian Beast Tamers ....... 11 points
Bear...................................+30 pts per model
Giant Wolf.............................+4 pts per model

Most Sibyrians are content to stay as trappers and hunters. Some, however, take up even more dangerous profession: they become Beast-tamers. Since the times of Boris Ursa, the Kislevites have brought tamed beasts with them when they muster to do battle. Tamed Giant Wolves and especially Bears (wich are regarded as sacred beasts) have often accompanied Kislevite armies, and their savage claws and teeth have decided more than one pitched battle. Beast-tamers are hulking strong men, mighty even amongst their Sibyrian kindred who are famed for theor physical prowress. This is of course neccessary, for savage beasts of Taiga respect only brute strength.

Profile M WS BS S T W I A LD
Tamer 4 4 3 4 3 1 3 1 7
Bear 4 3 0 5 5 2 3 2 6
Gnt Wolf 9 4 0 3 3 1 3 1 5

Equipment: Beast-tamers wear light armour and are armed with a spear and a hand weapon.

Save: 6+

Special Rules:

Beasts: Each Beast-tamer can control 1 to 6 Bears or Giant Wolves. Several Beast-tamers may join their packs to form bigger units but Bears and Giant Wolves may can never be mixed in the same unit. Leadership test are taken by using the Beast-tamer's LD. Missile casualties are randomized between creatures and the Beast-tamers.

0-1 Unit of Kreml Guard ................. 12 points

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 a magic standard.

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