Dvor
The Dvor are noble Kislev cavalry that come from the sons of the Boyars and other aristocratic families. They are eager to show their skill in battle and to build their reputation. To them, honour and prowse at weaponry is a way of life.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Dvor | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Light armour, shield, lance, bow, and they ride barded warhorses.
Save: 3+
Special: The Dvor may fire their bows as they charge. They must fire it at the same enemy they are charging. If they choose to do this, they will fire at -1 to their BS. The Dvor may use the Lance formation.
Points: 42
Druzhina
These are noble cavalry from the lesser gentry and aristocratic houses, those who cannot afford the elaborate horse barding of the Dvor.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Druzhina | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Light armour, bow, and lance.
Save: 5+
Special: The Druzhina are fast cavalry and they may use the Feigned Flight rule. They may also fire their bows at the end of their feigned flight.
Points: 33
Light Cavalry Retainers
These are Horse Archers that accompany their Lords to battle and are lightly armed and equipped.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Retainers | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Shield, bow, and hand weapon.
Save: 5+
Options: Any unit of Light Cavalry Retainers may be armed with spears at +2 points per model.
Special: Light Cavalry Retainers can skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.
Points: 16
Kazaks
Kazaks are the wild nomadic tribesmen who roam the plains of the north, raising their herds of horses and half-wild cattle. They are hunters from horseback and great scouts. It is said that a Kazak can ride before he is weened from his mother's milk. These wild horsemen seem to be one with their horse that they are riding upon, and can do great feats of horsemanship.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Kazaks | 4 | 4 | 4 | 3 | 4 | 1 | 5 | 1 | 8 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Bow, lance, and hand weapon, and they wear light armour.
Save: 5+
Special: Kazaks can skirmish as described in the rules for skirmishing troops in the Warhammer rulebook. Kazaks can fire their bows while moving with no penalty. They may use the Feigned Flight rule. They may also use the special Carousel formation, where they ride in a circle across the breadth of their enemy firing their bows. When they use this formation, all enemy troops are at an additional -1 to hit them with missile fire. If the Kazaks are charged while in this formation, they must flee. The Kazaks are fast cavalry. The Kazaks are subject to the rules for hatred when fighting any invading force.
Points: 36
Eastern Gospodar
These are from the Marcher baronies from across the Worlds Edge Mountains. They have held to the old ways and are nomadic by nature. They are great horsemen, and they have lived with a constant state of warfare upon their borders.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Gospodar | 4 | 4 | 4 | 3 | 4 | 1 | 4 | 1 | 8 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Light armour, shield, lance, bow, and they ride barded warhorses.
Save: 3+
Special: The Eastern Gospodar may fire their bows as they charge. They must fire it at the same enemy they are charging. If they choose to do this, they will fire at -1 to their BS. The Eastern Gospodar may use the Lance formation. They are subject to the rules for frenzy when fighting any Chaos troops.
Points: 45
Town Militia
These are the militias raised from amongst the townsmen and the dwellers in the great cities. They are trained to fight in formation with spear and shield.
M | WS | BS | S | T | W | I | A | Ld |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons: Hand weapon, spear, and shield.
Points: 7+ armour and further equipment
Stalgrad Militia
These are the Daemon-hunting militia of Praag. It is their duty to respond to any reports of Daemonic return to the city and to destroy it, and then to cleanse the building or building with fire.
M | WS | BS | S | T | W | I | A | Ld |
4 | 4 | 3 | 3 | 4 | 1 | 4 | 1 | 8 |
Weapons/Armour: Heavy armour, halberd, hand weapon, and shield.
Save: 4+
Special: Stalgrad Militia are immune to psychology, Break tests and Panic tests.
Points: 20 points.
Woodsmen
The Woodsmen are the professional hunters and foresters of Kislev. They are skilled at moving silently and using cover to keep from being seen. They are the finest trackers and scouts in the land.
M | WS | BS | S | T | W | I | A | Ld |
4 | 4 | 4 | 3 | 4 | 1 | 5 | 1 | 8 |
Special: Woodsmen may skirmish as described in the movement rules in the Warhammer rulebook.
Special Deployment: Woodsmen may be positioned on the table once both sides have completed their deployment you may plae the Huntsmen anywhere within their side's deployment sone or anywhere else on the table providing that they are out of sight of the enemy and not within the enemy's deployment zone.
Woodsmen may move freely through any rough terrain paying no movement penalty for terrain.
Points: 13 points each + armour and weapons
Beastmasters
These are woodsmen and foresters who have gained a special affinity for the great wild cats and bears of the north. They live apart from the rest of their kind, hunting and training their great beasts. There are two main types of beast that they train, the great Snow Tigers and the ferocious Northern White Bears. These they train to attack their enemies and to work as hunting beasts.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Beastmaster | 4 | 5 | 4 | 4 | 4 | 2 | 5 | 2 | 8 |
Weapons/Armour: Hand weapon, bow, shield, and light armour.
Save: 5+
Special: Beastmasters' beasts must remain within 12" of the Beastmaster. If they become separated by more than 12", they will move in a random direction until such time as they are back within the Beastmaster's zone of control.
The beasts test against the Beastmaster's Leadership as long as they are within 12" of him. If they are outside this area, they must test against their own. The Beastmaster and his pack are immune to Panic, and all other psychology as long as they remain within 12" of each other, but they can be broken in hand-to-hand combat. A Beastmaster and his beasts are considered a unit, but the minimum of 5 figures does not apply.
If all of a Beastmaster's pack is slain, the Beastmaster will become subject to hatred of the enemy. If the Beastmaster is slain, the pack will also become subject to hatred and will immediately charge the nearest enemy. If they are not within charge range, they will move toward the nearest enemy at their full Movement rate.
When enemy shoots at the Beastmaster and his pack, any hits will be randomizer between them. The Beastmaster or the pack may not be targeted individually as long as they are together.
Beastmasters may be accompanied by 2 through 4 Beasts.
Points: 75
Northern White Bears
The Great White Bears stand over 10 ft. tall and are large and powerful creatures, with long sharp claws with which they fight.
Profile | M | WS | BS | S | T | W | I | A | Ld |
White Bear | 4 | 3 | 0 | 5 | 4 | 2 | 3 | 2 | 6 |
Special: Claw attacks. Causes fear as per the rules in the Warhammer rulebook.
Points: 25
Snow Tiger
The great Snow Tigers prowl the plains and forests of the north. They are natural hunters, and ferocious fighters. They are over 10 ft. long, and stand nearly 5 ft. at the shoulder. They are as large and heavy as a standard warhorse. They have a white coat with black stripes that blends with the ice and snow covered landscape. These great beasts, when they befriend one of the Bestmasters, it is for life.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Snow Tiger | 7 | 4 | 0 | 5 | 4 | 2 | 6 | 3 | 4 |
Special: The Snow Tigers cause terror in mansized creatures and smaller, and fear in all others larger than mansized.
Points: 33
Peasants
These are troops levied in times of war by the local Boyars and Tsars.
M | WS | BS | S | T | W | I | A | Ld |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Points: 5 points + weapons and armour
Handgunners
These are troops hired mostly from the Empire and are armed with handguns to provide missile fire against armoured foes.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Handgunners | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Hand gun and hand weapon.
Save: None
Points: 8
Archers
These are peasant troops who are armed with bows and supply missile support for the infantry.
M | WS | BS | S | T | W | I | A | Ld |
4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Weapons/Armour: Hand weapon and bow.
Save: None
Options: Any unit may have light armour (+2 points per model) and/or a shield (+1 point).
Special: Regiments of Archers may skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.
Points: 7
Ice Mages
Ice Magic is a native form of magic practised in the northern regions of Kislev by the shamans of the Gospodar nomads. In ancient times the leaders of these warlike tribes were potent sorcerers, and none were more poweful than the Khan Queens of the Gospodar. In time the nomads carved out a small empire for themselves and settled down to form the nation of Kislev ruled by mighty Tsars. The current ruler is Tzarina Katarin, the Ice Queen of Kislev, a fearsome sorceress and mistress of Ice Magic.
The army may include as many Ice Mages as you wish within the normal limitations of the points available. Ice Mages may be selected from any of the four levels of wizards at the appropriate points cost shown below.
Ice Mage (magic level 1)..................................................56 points
Ice Mage Champion (magic level 2)...............................118 points
Master Ice Mage(magic level 3)......................................190 points
Ice Mage Lord or Lady (magic level 4)............................287 points
Profile | M | WS | BS | S | T | W | I | A | Ld |
Ice Mage | 4 | 3 | 3 | 3 | 4 | 1 | 4 | 1 | 7 |
Ice Mage Champion | 4 | 3 | 3 | 4 | 4 | 2 | 4 | 1 | 7 |
Master Ice Mage | 4 | 3 | 3 | 4 | 4 | 3 | 5 | 2 | 7 |
Ice Mage Lord or Lady | 4 | 3 | 3 | 4 | 4 | 4 | 6 | 3 | 8 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Magic: An Ice Mage has one Battle Magic or Ice Magic spell per magic level.
Equipment: Sword
Weapons/Armour: An Ice Mage may be armed with any combination of equipment allowed by the Equipment List. See the separate Equipment List for summary and point values. If Ice Mages wear armour they are unable to cast spells so they so not normally do so.
May Ride: An Ice Mage may ride a warhorse (+3 points), a chariot, or a monster (see separate Monster List for points values).
Magic Items: An Ice Mage character is entitled to magic items chosen from Warhammer Magic. The number of magic items the Ice Mage can have depends on their level and is indicated below:
Ice Mage.....................................1 magic item
Ice Mage Champion...................2 magic items
Master Ice Mage.........................3 magic items
Ice Mage Lord or Lady...............4 magic items
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