Dvor.................................42 points
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+
Options: One unit of Dvor can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
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.
0-1 Units of Oprichnina (Bodyguard).................................46 points
The Kislev army may include up to one unit of Oprichnina. The Oprichnina are the elite bodyguard of Tsar Radii Bokha, the Overlord of the North.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Oprichnina | 4 | 5 | 5 | 3 | 3 | 1 | 4 | 1 | 9 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons/Armour: Light armour, shield, lance, bow, and they ride barded warhorses.
Save: 3+
Options: The unit of Oprichnina can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
Special: The Oprichnina 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 Oprichnina may use the Lance formation. The Oprichnina are immune to psychology, as they have faced Chaos in all its forms many times over, and are hardened against its horrors. Note however that they may still be broken if they lose in hand to hand combat, but not by missile fire.
Druzhina....................................33 points
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+
Options: One unit of Druzhina can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
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.
Light Cavalry Retainers........................16 points
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. One unit of Light Cavalry Retainers can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
Special: Light Cavalry Retainers can skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.
Kazaks...........................38 points
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+
Options: One unit of Kazaks can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
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.
Eastern Gospodar.................45 points
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+
Options: One unit of Eastern Gospodar can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
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.
Town Militia...........................7 points
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.
Options: Any unit may be given light armour at an additional cost of +2 point per model, and/or exchange their spears for halberds at an additional cost of +1 point per model. One unit of Town Militia can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
0-1 Unit of Stalgrad Militia..................20 points
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+
Options: The Stalgrad Militia can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
Special: Stalgrad Militia are immune to psychology, Break tests and Panic tests.
Woodsmen.............................17 points
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 |
Weapons/Armour: Longbow, hand weapon, and shield.
Save: 6+
Options: Any unit may be given light armour at an additional cost of +2 points per model, and/or two-handed axe at +2 points per model. One unit of Woodsmen can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
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.
Peasants.......................6 points
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 | 6 |
Weapons/Armour: Spear, hand weapon, and shield.
Save: 6+
Options: There are no options. Peasants are too poor to own armour or any of the more exspensive weapons.
Handgunners.................8 points
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
Options: Any unit may be given light armour at an additional cost of +2 points per model. One unit of Handgunners can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
Archers..................7 points
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). One unit of Archers can carry a magic standard purchased from the appropriate cards in Warhammer Magic.
Special: Regiments of Archers may skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.
Mercenaries
The Kislev army may include any Imperial units except Reiksguard, Steam Tanks, Outriders, Flagellants, and Halflings in its army as Mercenaries hired by the local Tsar or the Grand Tsar. The Knightly Orders will not be fighting as actual Mercenaries, but instead they will be part of the army to fight against the enemies of Mankind and law.
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