WAR MACHINES
Mortars ............... 100 points
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
Options: Crew may wear light armour (+2 points each).
Whip Gun (or Urgan Cannon) ................... 110 points each
Your army may include any number of Whip Guns within the limitations of points aviable. Each machine has a crew of three to operate and defend it.
Kislev is a land of long, freezing winters and short, harsh summers. Because of this unfriendly athmosphere, the use of gunpowder weapons have always been rather limited in the plains of Kislev. Whip Gun or "Alexandr's Organ" as the Kislevites call it, is a notable exeption. Whip Gun is a lightweight Cannon that uses same principle as the Repeater Weapons of the Empire. It consists of several light, small barrels and a carriage that icludes a protective screen for the crew and four wheels that enable the crew to move the Whip Gun from place to place relatively fast. When the Whip Gun is fired, it causes a sharp, screeching sound, reminding that of a whip. The Whip Gun shoots a virtual hail of lead shots, filling the air with whistling death. While much of the Gun's ammunition is always wasted and the power of the Whip Gun is lesser that that of a regular Cannon, it is almost impossible for the target to escape completely unscratched. Because it's unique construction, Whip Gun can accompany the main units as they advance upon the enemy, it is much favoured by Kislevite Generals who are famous for their aggressive attitude towards warfare.
Artillery Piece Range Strength Save Wounds
Whip Gun 0-12" 6 -3 1
12-24" 4 -1 1
PROFILE M WS BS S T W I A Ld
Whip Gun - - - - 7 3 - - -
Crew 4 3 3 3 3 1 3 1 7
Equipment: The crew are armed with hand weapons.
Save: None
Options: The Whip Gun crew may have light armour (+2 points).
Special Rules:
Moving: Because of it's light construction and wheels, the crew can move the Whip Gun with their normal movement rate. Indeed, Whip Gun is so manoeuverable that it can even make a march move, provided it has a full crew of three! The Whip Gun may not move and shoot, however.
Firing: First, turn the Whip Gun to face it's target and declare that you are shooting at it. Measure the range to find out whatever the Whip Gun is within the range or not, and what strength the hits use. To fire a Whip Cannon, roll the Artillery dice to find out how many hits it causes. For example, if you roll a 4, that is the number of hits you cause on your nominated target. Because some of the power of the shot is lost when when shooting at an extreme range of the Gun, the strength of the hits is reduced when firng over the half range of the Gun. See the profile for details.
Misfires: Every time the Whip Gun is fired, you roll the artillery dice, If you roll a Misfire, then something has gone wrong, with potentially devastating results. Roll D6 and check the following chart to see what happens.
WHIP GUN MISFIRE CHART
1-2 Destroyed. The weapon explodes in a spectacular show of light and sound. The Whip Gun is destroyed and the crew are slain.
3-4 Overheated. One of the Barrels is overheated, and it melts partially. This prevents the Whip Gun from shooting this turn, and in addition reduces the hits caused by the Whip gun by 2 in the following turns.
5-6 May not Shoot. A minor fault prents the Whip Gun from firing. Perhaps the fuse is not set properly or the firing mechanism is frozen. The Gun is unharmed and may shoot as normal next turn.
Shooting at Whip Gun: Because of the protective screens of the Gun, and the special training of the crew, Whip Gun uses a special chart to indicate where any missile fire hits. For each hit scored against the Whip Gun, roll a D6 and consult the following chart. The Whip Gun does NOT count as a large target for the purposes of shooting. If it is hit by a weapon using a template, follow the normal rules. (ie. any target under the template is potentially hit.)
D6 Roll Hits
1-2 Crew
3-6 Whip Gun
Loss of Crew: The Whip Gun requires a full crew of three to work it properly. If one member is slain then the other two can just about get by and the Gun may fire as normal. However, the Whip Gun May no longer make a march move. If two crew are slain the remaining crewman can still operate the weapon, but it will take twice as long to re-load: ie. two turns instead of one. If all crew are slain, the gun is (naturally) useless.
Cannons ................. 100 points
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
Equipment: The crew are armed with hand weapons.
Save: None
Options: The crew may have light armour (+2 points).
The Chicken-Legged Cottage ...................... 150 points
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