SOLDIERS OF KISLEV

Warhammer: Kislev
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On this page are listed the Warriors of the Kislev army.  The Kislevite warriors are some of the fiercest fighters in the Old World, defending their homeland when needed.
WARRIORS OF KISLEV

Kislev armies usually include a general to lead them into battle.  This will usually be one of the Tsars or a powerful Boyar.

Heroes are warriors of exceptional prowse and courage.  They have gained much fame and fortune with their skills, and are often sent to lead small bands of warriors into battle.

The armies of Kislev contain many warriors armed with axes, ready to go to war should they be needed by their Tzar.

Kislev's armies use many foot archers as well as their mounted archers, for these are very useful in holding and defending important positions.

The armies of Kislev often contain many of the tribesmen from the hills that dot the land.  These fierce warriors move ahead of the main force, disrupting the opposing army's troops with their javelins and harassing attacks.

M WS BS S T W I A Ld

Army General 4 5 5 4 4 3 5 3 9
Hero 4 5 5 4 4 2 5 3 8
Kislev Warriors (Axemen & Bowmen) 4 3 3 3 3 1 3 1 7
Hill Tribesman 4 3 3 3 3 1 3 1 7

Special Rules:

Skirmishers:  Hill Tribesmen always use the Skirmishers rules.

 

SHAMANS

The land of Kislev is inhabited by many Shamans, who use the magics of the land and animals to battle their foes.

M WS BS S T W I A Ld

Shaman 4 3 3 3 3 2 3 1 7
Shaman Lord 4 3 3 3 4 3 3 1 8

 

CAVALRY OF KISLEV

The Horse Archers are the most famous of the troops of Kislev.  From their saddles they ride around the battlefield, harassing their foe and assaulting from the flanks.

The Winged Lancers are the nobles of Kislev, going forth to war from atop their warhorses.  Their name comes from the great wings that adorn their saddles and the tall lances they carry.

M WS BS S T W I A Ld

Horse Archer 4 3 3 3 3 1 3 1 7
Winged Lancer 4 4 3 3 3 1 3 1 8
Warhorse 8 3 0 3 3 1 3 1 5

Special Rules:

Skirmishers:  Kislev Horse Archers always use the Skirmishers rules.

Fast Cavalry:  Kislev Horse Archers are fast cavalry and use the fast cavalry rules outlined in the Warhammer rulebook.

Saddle Bowmen:  The Horse Archers are experts at firing from their saddles, able to turn to fire in any direction.   For this reason, they count as having a 360 degree fire arc when trying to figure out who they can fire their bows at.

Expert Riders:  Kislev's cavalrymen are expert riders, able to move about so that enemy missile fire misses them entirely.  This means that they get a 6+ unmodified save against missiles.

 

BEARS OF KISLEV

The Beastmasters of Kislev train the great bears of the North to fight the enemies of Kislev.  In times of war, they take their bears with them to do battle.

M WS BS S T W I A Ld

Bear 4 3 0 5 4 2 3 2 6
Beastmaster 4 4 3 3 3 1 3 2 7

Special Rules:

Ferocious:  The Bears of Kislev are very ferocious and will not halt their attacks until their opponents are dead or fleeing.  They will make one more attack each before combat is resolved (this means that they will have an effective three attacks in each round of combat).
In addition, Bears will always pursue or advance when possible, unless ridden by a character.

 

WAR WAGON

The Kislev army will occasionally take with them a War Wagon, which is a small mobile fortress pulled by a team of four horses.

M WS BS S T W I A Ld

Tower - - - 7 7 5 - - -
Crewman 4 3 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5

Special Rules:

War Wagon:  The War Wagon, being a mobile fortress, uses a number of special rules.

The war wagon moves as if it was a chariot.  Use all chariot movement rules for the wagon.  In addition, for each warhorse slain, reduce the wagon's movement by 2".  If all of the crew are slain and two or more warhorses remain, the war wagon continues moving forward 2D6" per turn.  Should you roll doubles on the dice, the wagon comes to a screeching halt as the horses collapse.

Hits from shooting and hand to hand are randomized in a similar manner to chariots.  Missile fire is randomized as follows: On a 1, one of the crew members is hit; 2, one of the warhorses is hit; 3-6, the tower is hit.  Hand to hand hits are randomized as follows: On a 1-2, the tower is hit; 3-4, one of the warhorses is hit; 5-6, one of the crew members is hit.  When the wagon is hit by a war machine, count the tower, warhorses, and crewmen as separate targets.  This means that in the case of a template weapon you could potentially take wounds (and, therefore, casualties) on all three!

If the tower is ever destroyed (ie, it suffers 5 wounds), it is destroyed.   Remove the model from the table.  The warhorses are assumed to have been killed by falling debris or run off by the tower crashing to the ground.  Place models representing the surviving crew on the table.  They are counted as skirmishers for the purposes of movement and unit formation.

When a war wagon charges, it automatically causes D6 hits at S7.  Once combat is engaged, the crew fight as normal.  Only the four crew members armed with spears may fight.

The war wagon will never pursue or flee after a combat.  It cannot be broken in hand to hand combat.  Should the warhorses be killed, the tower is stuck where it is.  Should the crew be killed, the wagon begins moving forward randomly every turn, as noted above.  Note that it will cause D6 S7 hits on every unit it passes through until it moves off the table or the horses collapse.

The war wagon may become blockaded at any point during the game.  This means that the warhorse are ordered to stop and begin circling the wagon.  The wagon cannot move while stockaded, and will not flee from panic or missile fire.  Otherwise it continues to fight as normal.

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