Warhammer Armies: Kislev
Tempus Fugitives
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Warhammer Armies: Kislev
Tempus Fugitives
Introduction IMPORTANT: THIS IS NOT AN OFFICIAL ARMY BOOK. IT IS A SUPPLIMENTARY ARMY LIST FOR USE WITH TEMPUS FUGITIVE EVENTS AND SHOULD NOT BE CONSIDERED IN ANY WAY OFFICIAL OUTSIDE OF THOSE EVENTS. THAT SAID THE UNITS AND RULES WITHIN HAVE BEEN PLAYTESTED AND DEVELOPED WITH BALANCE AND FAIRNESS IN MIND AND PLAYERS ARE WELCOME TO USE THESE RULES IN THEIR OWN GAMES OF WARHAMMER FANTASY BATTLE. The Tempus Fugitives have designed this army list to be (we hope) as enjoyable and fun to use as possible. It is our hope that we can repay some small part of the kindness that the gaming community has shown us over the years and organise a top notch event that everyone can enjoy. The original work found in the previous Warhammer and Warmaster lists laid the groundwork for this document. A more fully fleshed out list was required for the Tempus Fugitive campaign weekends. Any similarity is more likely due to a common point of inspiration rather than any deliberate duplication on our part. That said, one or two ideas may have in fact originated in the community rather than from the original source material and I apologise in advance if anything appears here that has not been properly credited.
CONTENTS CORE Kossars Winged Lancers Ungol Horse Archers Ungol Nomads SPECIAL Gryphon Legion Streltsi Bear Chariot RARE War Wagon Ursun’s Wrath
BACKGROUND Lands of Ice and Thunder Special rules
02 02
ARMY LIST LORDS Boris Ursus, the Red Tzar 09 Ilori Kislev, High Priest of Ursun 10 Tzarina Katarin, Ice Queen of Kislev 11 Marshal of the Oblast 12 Ice Witch 12 HEROES Baba Khubleya 13 Nyvena, Hero of the Ungols 13 Boyar 14 Gryphon Commander Tordimir 14 Ice Maiden 15 Priest of Ursun 15
16 16 17 17
18 19 19
20 20
MAGIC ITEMS AND LORE OF ICE Heirlooms of Kislev Lore of Ice
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21 22
Warhammer Armies: Kislev
Tempus Fugitives
Lands of Ice and Thunder The inhospitable land of Kislev lies to the northeast of the Empire and acts as a bulwark between the land of Sigmar and the Realm of Chaos. Kislev is a wide‐open steppe containing waving, tall grasses and thundering, icy rivers. Lonely villages stand isolated in the empty wilderness, and mighty cities rise from the landscape like great islands of stone. The climate is harsh and unforgiving, and only the strongest, most determined people can survive here. The Kislevite people are wolf‐tough and self reliant; often seen as backward and rustic by their more civilized neighbours, but none can doubt their bravery or determination, for Kislev is a land that stands forever on the brink of destruction. The people of Kislev have seen their country ripped asunder by foul hordes from the Chaos Wastes of the far north time and time again, and now these stoic folk face a colder and harder life than they ever have before Kislev is a country forged from various warring invaders who finally settled alongside each other. The bulk of the nation's population is made up of the fierce Ungols, the steely Gospodars. These two peoples have blended over the centuries into the nation of Kislev. The ruling elite, from whom the Tzars and Tzarinas hail, are of Gospodar heritage. The influence of the Gospodar language and beliefs is more evident in the south, particularly in the cities of Kislev and Erengrad, while further north, the land becomes more barren, and the horse tribes still hold sway. In fact, Praag has been reclaimed in a large part by the old Ungol nobility, and many ways is a separate power in the north. Frequently the bulwark against the tribes of Chaos, the Kislevites relish the debt owed to them by the people of the Empire to the south whom they protect. However, this does not stop the Kislevites from bitterly complaining about this state of affairs at every opportunity. The Kislevites are closer to the people of the Empire than many of them would admit and view them with a kind of patronising humour that one might reserve for a bright but slightly eccentric child.
Special Rules The most famed military units of Kislev are the Winged Lancer cavalry, formed from the sons of the old Gospodar nobility. Amongst them are the Gryphon Legion, an elite regiment consisting of the wealthiest knights, and often found fighting in the Empire. These are supported by archers and axe men on foot, and mounted horse archers from the nomad tribes. The following special rules apply to many models in the army: Kin of the Bear God: Kislevites are renowned for being dour in demeanour and ferocious once roused to battle. They do not scare easily! As a result of their hard‐bitten nature, units with this special rule always re‐roll failed Panic tests. Steady in the Ranks: Kossars have fought for centuries with their distinctive combination of axe and bow. Their entire purpose is to wear the enemy down and then receive the charge with their heavy axes. They are trained to swiftly change weapons without undue haste. Units with the Steady in the Ranks special rule may stand & shoot as a charge reaction even if the enemy are within half their normal charge distance. In addition, if the enemy are outside half of their normal charge distance, the Kossars do not suffer the normal ‐1 penalty on their To Hit rolls. Glorious Charge: Kislevite cavalry at the gallop are an awesome sight, their bright armour shining, their colourful uniforms blazing, accompanied by the fearsome shrieking emitted by their back banners. Any unit charged by a unit with the Glorious Charge special rule with a Unit Strength of 5 or more must take a Panic test. Horselords: The Ungols are a fierce warrior peoples who learn to ride from an early age. Units with the Horselords special rule may re‐roll the dice to see what distance they move for any pursuit roll. Release the Hounds: Kislevite hunting hounds are expert at pinning down their master’s foe. Units containing at least five Kislevite hunting hounds roll 3d6 to see what distance they move for any pursuit roll. If the unit fails to catch their fleeing enemies, half the distance they actually move as the Kislevites bring their Hounds to heel. Ungol: The blood of the nomad tribes runs hot iin the veins of units with this rule. Units with this rule may only be led by characters with this rule. Characters with this rule may only be placed in units with this rule.
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Warhammer Armies: Kislev
Tempus Fugitives
GEOGRAPHY Kislev lies to the north‐east of the Empire, and is the most northerly ‘civilised’ nation. It is bordered by the Empire to the south and west, the Sea of Claws to the west, the Troll Country to the north and the Worlds Edge Mountains to the north‐east and east. The northern border of the country is ill‐defined, but many draw it at the River Lynsk, which flows westward from the Worlds Edge Mountains to the Sea of Claws, while its border with the Empire has been established at the River Urskoy (named after the god Ursun), a tributary of the Talabec. The north of Kislev is barely distinguishable from the Troll Country and the tundra beyond, more wooded to the east in the foothills of the mountains. Some Kislev tribes travel further north than the Lynsk, into the Troll Country, and eastwards along the High Pass. It is a cold, infertile land, and most of the Kislevites who live here have a nomadic existence, moving constantly from one grazing ground to the next, much like the Marauder tribes of the Shadowlands. Further south, Kislev becomes more hospitable, though still chill for the entire year. More farmsteads can flourish in these lands, though quarried stone is in short supply and so buildings tend to be of uncut rocks or wooden construction, giving them a rustic appearance which people of the Empire would consider backward and uncivilised. This is not so true of the mighty palaces and temples of the cities, with their distinctive gold, onion‐shaped domes and towers. There are three such cities in Kislev: Praag, Erengrad and a capital that is also called Kislev. Each city has its own distinct history and personality, and so though they are all peopled by Kislevites, they have a character of their own. Kislev The capital of the nation and seat of the Tzars and Tzarinas who rule the land, Kislev is the largest and most developed of the three cities. Situated close to the Urskoy, it is virtually on the border with the Empire, and many Imperial customs and aesthetic values have influenced Kislev life, literature and architecture. Founded as the capital by the Khans and Khan‐queens of the Gospodar people in Year 1 (IC1524), it has been besieged several times in its history, though has never fallen to an enemy. At the centre of Kislev lies the Bokha Palaces, the hereditary seat of power rebuilt during the reign of Tzar Boris Bokha after the original Palace Gospodarin was all but destroyed during the Great War against Chaos in 778 (IC2302). Erengrad Originally the Ungol capital, when it was merely a walled town known as Norvard, and later overrun by the Gospodars, Erengrad is Kislev’s main trading city and its largest port. Situated on the coast of the Sea of Claws, vessels from across the Old World, New World and even Norsca come here with goods, slaves, gems and precious metals. Kislev does not have a standing navy as such, but the waters of the Sea of Claws are dangerous, despite the patrols of the Imperial navy, and all merchantmen are armed in some fashion, many to the standards of other nations’ warships, and can be pressed into service by the Tzarina when needed. Praag Also know as the Cursed City, Praag is the most northerly of Kislev’s largest settlements and has been overrun by the northern tribes several times. During the Great War against Chaos, the walls and buildings themselves became so corrupted with Chaos energy that they sprouted tentacles and eyes. Wailing screams echoed from roof tops and the ground beneath the city shifted and writhed. After their victory at the siege of Kislev, the Kislevites razed Praag to the ground and rebuilt it, though it is still rumoured that a dark taint remains there. The people of Praag are regarded as shifty and nervous by most outsiders, paranoid and potentially in league with the Dark Powers of the North. Praag also acts as a rallying point for the scattered horse tribes in times of war, and has a considerable Ungol population. This has led to Praag attempting to cede from the power of the Tzars on three occasions; twice the city was starved into submission by trade embargoes from the south, and on the third occasion, the city was reclaimed by military force and is now ruled by a Gospodar governor responsible only to the Tzarina herself.
CALENDAR Kislev in fact uses three dating systems: the Imperial calendar, the Gospodarin calendar and the Ungol calendar. The Ungol calendar is now only used for the northern tribes, and works on the principle of a four‐year cycle called an Urtza, dating from the time that the great Bear God, Ursun, first awoke from hibernation. This date roughly equates to 500 years before Sigmar. Dates are also known to vary from tribe to tribe, so that while one tribe may say that the great chieftain Eskadar fought the battle of Lynsk in 452 (IC 1310 = (1310+500)/4), another might say it is in 453 (IC 1312). For these reasons, it is only of interest to scholars for its eccentricity more than its functional use. More widespread is the use of the Gospodarin calendar, which dates from IC1524, the founding of the city of Kislev. Since the Great War against Chaos, the Imperial calendar has been growing ever more in its usage, and now it is common for dates to be given in both the Gospodarin calendar and the Imperial calendar.
Warhammer Armies: Kislev
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RELIGION The Kislevites are descended from Human tribes that travelled from the Kurgan tribes of the north and east. In particular, the Kurgan influence is still strong in the north and the horse tribes share many traditions and customs with the likes of the Dolgans, Khazags and other Marauder tribes. The ancient traditions of these peoples are more keenly held to amongst the nomads, who see their southern cousins as weakened by the civilising influence of the Empire. In this respect, worship of the various ancient Kislev gods varies across the nation, being more prominent in the north, while other gods have been incorporated into the Kislevite religion in southern lands. In addition, the Gospodars brought with them the Cult of the Bear God Ursun, which has been strongly established as the dominant religion of Kislev. As most of the Kislevite ancestry originated from the eastern steppes and the harsh northlands, their gods represent very important forces in their lives. Various nature and household spirits are worshipped all across the Old World, but this is particularly strong in Kislev. These magical creatures are servants and messengers of the gods in this world, and should be treated as such.
Major Gods of Kislev
URSUN Description: Ursun is the Father of Bears, which the ancient Gospodar held as sacred creatures. He is, unsurprisingly, most usually depicted as a massive cave bear, with a crown, teeth and claws of glistening gold. It is said that Ursun can take human form, and will appear as a burly, bearded man with an age‐worn face, with thick hairy arms and a great mop of hair, wearing nothing but a loincloth. Symbol: Depictions of a bear or a bear’s face are most common, although worshippers of Ursun might well also wear a medallion of gold, shaped like a bear’s claw. Devout followers of Ursun wear bearskin cloaks, or wear a bear’s paw as a talisman. Amongst the northern tribes, it is not uncommon for Ursun cultists to wear a bear’s skull over their helmets, or fixed to the front of their shields. Temples: Ursun has no temples as such, but rough cairns and standing stones in the depths of forests have been raised over the centuries to honour him. Sometimes a cave once inhabited by a particularly large or fearsome bear will be turned into a shrine to Ursun, filled with rough lamps and offerings of fish and berries. In the cities, wooded areas are allowed to grow wild in certain parks and within the grounds of large buildings, and these are treated as areas sacred to Ursun. It is not uncommon for someone wishing to entreat aid from Ursun to nail a fish or hunk of meat to their door to attract his spirit. Friends and enemies: There is much friction between the followers of Ulric and Ursun. This is more a matter of pride than genuine animosity, as worshippers of Ursun and Ulric have much in common, but contests of strength‐at‐arms and other physical rivalry is commonplace. There is much goodwill between the cult of Ursun and that of Taal, and they share a common border at the Talabec. Ursun worshippers think it a bit daft to worship all animals in equal measure, since bears are obviously the lords of the wild, while Taal cultists think it a bit strange to revere one animal over any other. However, on the whole they share many similar rituals and beliefs. Generally, followers of Ursun are unconcerned with other religions, and many of the southern gods are seen by them as a bit soft and unworthy of praise. Holy Days: There are only two true holy days of Ursun: the spring equinox, when cultists gather to rouse Ursun from his winter sleep with loud rituals, setting huge bonfires, roasting deer, drinking alcohol and generally making as much racket as possible; and the autumn equinox when the first harvest is offered up to Ursun so that he might gorge himself and prepare for his winter’s rest. Strictures: Never hunt a bear in the winter – let him sleep. Bears must always be killed by hand or arrow – no dogs or traps. Only wear the skin, claw or skull of a bear you have killed yourself. Eat fish at least once per week, but never eat fish and other meat on the same day. Never perform your ablutions indoors. DAZH Description: Dazh is the god of fire and the sun. It was Dazh who took the secret of flame from the sun and gave it to the ancient warrior chiefs of the tribesmen. Without Dazh’s fire, the long winters would be fatal, and tributes and prayers are regularly offered up to him. In more civilised lands, he rules over the hearths of homes, and is also the patron of guests and the needy. Thus, hospitality to those who call engenders safety for a household, while a poor host or hostess may find that their fire will not start, or that their roof springs an unexpected leak. Dazh is portrayed as a handsome youth, with long flowing hair and wreathed in fire. He is beautiful to behold and none can look at him directly without being blinded by his divine appearance. He is said to live in a golden palace in the east where he rests every night after travelling the world during the day. In his palace, he is accompanied by warrior‐consorts called the Arari, who can often be seen dancing and fighting for his amusement in the northern skies. Symbol: The symbol of a sun, or a flame, are most commonly used as talismans by followers of Dazh. Gold is a sacred metal to the cult, and higher ranking priests will wear increasingly more gold decoration and jewellery.
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Temples: The temples of Dazh are large, open arenas so that worshippers may pay homage to their god under the sky in which he lives. The richest of these temples are dominated by a large gilded statue of their god, and all contain many burning braziers and firepits which wreath the heavens in scented smoke and can never be allowed to go out. Friends and enemies: The cult of Dazh is on genial terms with other main religions of the Old World, although there is some distrust between them and worshippers of Ulric (as god of winter). Holy Days: Every day is holy day to Dazh. Worshippers must give brief thanks every morning when Dazh arises from his bed of coals, and wish him well when he returns to sleep every evening. The summer solstice is the most holy day of the year for the cult of Dazh, it being the day when their god walks amongst his followers for the longest time. Amongst the most barbaric of the northern tribes, the ancient tradition of offering up a sacrifice to Dazh on a pyre, whilst chanting praise to the sun god, is still practiced on the solstice. In the more cultured lands of the south, this has been replaced by the burning of an ox or horse upon a fire of parchments on which the worshippers’ prayers are written. Strictures: Always offer hospitality, even to strangers and enemies. Never let a fire go out during the night. Never set a fire on a dirty hearth. Offer prayers to Dazh on the first morning that the winter snows cover the ground.
TOR Description: Tor is the god of thunder and lightning, and is worshipped as a warrior god. He is portrayed as a muscled, square‐jawed warrior. He wields a massive axe with a haft of oak, and uses it to cleave the sky to create the thunderbolts for which he is famed. A warrior god, Tor is the most active of the Kislevite gods, and quite frequently his name is used as a curse on others. For example, the phrase ‘Ty Tor!’ means ‘By Tor!’ and is an exclamation of surprise. On the other hand, ‘Do Tor!’ means ‘Tor’s Bolt!’ and is an entreaty for the god to unleash his anger upon the enemy. Symbol: Tor is usually represented by the symbol of a thunderbolt, or an axe with a thunderbolt for a haft. Silver is considered the favoured metal of Tor, and it is usual for a famed warrior to have threads of silver woven into his moustache or beard as a sign of thanks to the storm god. Temples: Tor’s temples are built atop hills and there are many in the Worlds Edge Mountains near to the Peak Pass and High Pass. They are imposing structures of large stone blocks with heavy roofs of wooden logs. Friends and Enemies: Tor has an indifferent approach to the other gods, and his followers have no particular allies, though they tend to get on well with worshippers of Ulric. Holy Days: No formal holy days. However, during a mighty storm, adherents to the Torian faith will gather outside and give praise to their god. Warriors pray to Tor before and after battle. Strictures: There is only one known stricture for the cult of Tor, and it is a sensible one – never stand under a tree in a thunderstorm.
OTHER WORSHIP In the most southern regions, other gods are worshipped in small numbers by some Kislevites. Most notable of these are Taal (after all, Kislev borders one side of the Talabec, his sacred river) and Ulric. Even more than other Old Worlders, the Kislevites pay tribute to all manner of nature and household spirits who help them in their daily lives, or set them tests to prove themselves. Little offerings and rituals are followed in a near‐unthinking fashion to appease the various needs of these sometimes mischievous but usually benevolent creatures.
THE ENDLESS WAR Kislev breeds hardy people, not only because of the harsh climate and generally infertile lands, but also due to the constant depredations by raiders from the Chaos Wastes. These are usually constant, small‐scale affairs as individual warbands and tribes head south in search of glory and plunder. Known by the Kislevites as Kyazak, these raiding parties are an ever‐present threat to settlements and caravans north of the Lynsk, and some even venture as far south as to cross the Lynsk itself. The incursions are short‐lived, lasting perhaps only for a season at a time, and either end when winter draws in, or they are driven back by the armies of the Kislevites. These armies are drawn from the scattered stanitsas and towns of the Kislev oblast, which each provide a standing force of warriors, much like a militia. Ungol horse archers patrol the most northern reaches of the country, while settlements with a great Gospodar heritage pool their resources to create squadrons (or rotas as they are known) of the famed Winged Lancers. This tradition is continued by the cities, and the Tzarina can command a large number of Winged Lancers drawn from the richest families and their household troops. Occasionally, a particularly powerful chieftain or warlord will rise in Norsca, or amongst the tribes of the Kurgan people. They weld together a rough confederation of several tribes and launch attacks into Kislev. At these times, the various rotas of Kislev are drawn together into larger army groups called pulks. These pulks are invariably under the command of a noble of Gospodar heritage and are the
Warhammer Armies: Kislev
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closest Kislev has to a standing army. Sometimes, a single pulk is enough to see off the threat, but other times two, three or more pulks may combine their forces to counter an ambitious Marauder warlord. During the Great War against Chaos, when the half‐daemonic warlord Asavar Kul drove his armies into Kislev, accompanied by legions of daemonic creatures and bestial warbands, every pulk in the land was gathered to oppose the threat, and yet the Kislevites were sorely pressed to hold the tide. It is a testament to their stubbornness and pride that they held as long as they did, allowing an alliance of Men, Dwarfs and Elves, led by Magnus the Pious, to break the siege of the capital and drive back the immense horde. Every year, the Kyazak grow more daring, their attacks driving deeper and deeper across the Lynsk, until the settlements outlying Erengrad and Kislev have come under threat. Yet the Kislevites, and their ancestors, have spilt blood every year to take and protect their lands, and whilst one Kislevite draws breath, there will be one who will defend against the northern hordes.
ALLIES OF KISLEV Although Kislevites would like the world to think otherwise, their nation does not stand alone against the perils of Chaos. Although they must endure the constant raids and attacks of the northern Marauders, in times of need when the followers of Chaos have gathered in great numbers, the Kislevites have received aid from others. Most commonly forces from the Empire, and in particular Ostland, the Ostermark and Talabecland, march north to assist against these larger incursions. However, during the Great War against Chaos, when the hordes of the north stretched like a sea across the Taiga, the Elves and Dwarf came to the aid of the Men. In return, it has been known for Kislevites to aid the Dwarfs, sometimes to clear the mountain passes, and in particular the High Pass, of foes such as Skaven, Greenskins and Marauders. Both respect the stubbornness they see in each other, though Kislevites cannot understand how Dwarfs can spend so much time underground, while a Dwarf generally thinks that all that open sky drives the Kislevites a little bit insane. Though the great forests of the Empire give way to the increasingly desolate oblast of Kislev, the country is not without small woods and forests, some of which are rumoured to be the homes of isolated Wood Elf communities. The Wood Elves distrust all other races, even their own kin of Ulthuan, but when ancient foes rear their heads, they have been known to make common cause with others. There are very few incidents of this in Kislev history, but they are there – battles against Beastmen when unexpected Wood Elf allies have attacked the Chaotic creatures from their hiding places, and occasions when a Kislev patrol has been drawn to the sounds of fighting to find a small Wood Elf community embattled by Orcs or Marauders.
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Lords THE TIME OF TZAR BORIS BOKHA ‐ URSUN IN ASCENDANCE Tzar Boris Bokha was a fierce warrior and devout follower of the Bear God, Ursun. He was known by many as Boris Ursus or Radii Bokha (Red‐Bokha ‐ a reference to the oceans of enemy blood he spilled in battle). Rising to the throne in 968 (2492 in the Imperial calendar) after his father, Tzar Vladimir Bokha, died fighting Goblins east of Kislev, Boris inherited a nation that had done little to recover from the devastation caused during the Great War against Chaos of 2302. In a move resented by the old guard of the Kislev court, Radii Bokha nearly emptied the treasuries hiring mercenaries to re‐train the Kislev army, rebuilding bridges, roads and towns, and importing black powder and engineers from the Empire. Though it almost bankrupted his family (and several other noble families into the bargain), Tzar Boris' reign will be forever remembered for his driving spirit and eagerness to reclaim the lands that had become infested with Goblins, Trolls, Beastmen and other vile creatures. He was also instrumental in a revival of the Ursun Bear Cult, which had slowly been overtaken by the worship of Ulric, Taal and other foreign gods. To do so, he undertook the trial of initiation that all priests of Ursun must overcome, and went into the forests to tame a bear. He was not seen or heard of for eighteen days, and many feared he had met a gruesome fate in the depths of the icy forests. Preparations began for the coronation of his infant daughter Katarin (who was only four years old at the time).when the search parties came across his unconscious form on the nineteenth day. His still body was guarded by a bear of gigantic proportions that would not allow anyone near. The Tzar was surrounded by the corpses of over two dozen wolves, and the snow was red with their blood. Nothing the searchers could do would entice the bear away from their ruler or convince it that they meant no harm. Finally, after another day had passed, Boris awoke and the bear allowed the searchers to approach and tend to his wounds. The tale Boris related upon his return to Kislev has since passed into folklore, though few doubt the truth of it. Four days before being found by the searchers and after much wandering, he came across the mightiest bear he had ever seen, with teeth and claws like sword blades. Taking this as a sign from Ursun, he had confronted the beast, and it had charged him, the ground shaking with the fury of its charge and a bloodcurdling roar echoing through the forest. With his bare hands, he fended off the creature's attacks, but could not overpower it. The struggle lasted a full day before a wolf pack, drawn by the scent of their combined blood, attacked. The wolves immediately went for the bear, but Boris sprang to its aid, crushing their skulls with his fists and tearing them from its back. Boris was badly wounded however, and fell beneath the attacks of the wolves. As the beasts closed in for the kill, it was the bear's turn to protect his erstwhile enemy from the common foe. It stood over the supine Tzar, tearing the wolves apart with its claws and savaging them with its powerful jaws. Boris had slipped into unconsciousness, yet each time he had drifted awake, the bear had been there, protecting him from the wolves. The bear returned to Kislev with the Tzar, and from then on, whenever Boris took to the field of battle, it was atop the back of Urskin (as the beast came to be known, meaning bear‐brother), both a symbol of Ursun's power and affection for Boris, and also as an implacable enemy in battle. Tzar Boris met his end in battle in 2517 whilst leading a pulk north of the Lynsk into the Troll Country. At an unnamed river crossing, the Tzar charged deep into the Kurgan army of Hetzar Feydaj, but soon found himself surrounded and cut off from the rest of his army. He and Urskin fought with all the might and fury of the Bear God himself, but even Red Boris could not triumph against such odds. Urskin was able to fight his way clear of the Kurgans and carry the Tzar back to the rest of the army, but it was already too late; the Tzar had taken a score of wounds, each enough to be mortal. Only when the battle was won, did the Tzar slide from the back of Urskin and die. His faithful mount roared in mourning for a full night before setting off into the bleak northlands and legend has it that to this day Urskin continues to hunt down the creatures of Chaos that slew his master.
BORIS URSUS, THE RED TZAR
Boris Ursus Urskin
M 4 6
WS 5 4
BS 4 0
S 5 6
T 5 4
W 3 1
I 3 4
A 4 4
LD 10 7
Beloved of Kislev: The people of Kislev are utterly devoted to the Red Tzar and would gladly lay down their lives for him. Any Kislevite unit joined by Boris Ursus becomes stubborn, and all Kislevite units within 12" of the Tzar may re‐roll failed Psychology tests. Urskin: The Red Tzar is mounted on Urskin, a mighty Ice Bear. Like all Ice Bears, Urskin provides +2 to Boris’ armour save giving him a total armour save of 1+.
375 POINTS
Special Rules ? Kin of the Bear God ? Beloved of Kislev ? Fear
Equipment: Shardblade Hand weapon Armour of Ursun Shield
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ILORI KISLEV, HIGH PRIEST OF URSUN
165 POINTS
Ilori Kislev
M 4
WS 5
BS 3
S 4
T 4
W 3
I 4
A 2
LD 9
Although nominally each of the cities has its own High Priest of Ursun, it is the capital, Kislev, which is seen as the most senior. The current High Priest is Ilori Kleizowski, or Ilori Kislev as he is known to his followers. He was a great friend to Tzar Boris and although he respects Katarin’s heritage, he longs for the “good old days”. To that end he sponsors a branch of the Cult of Ursun known as the True Keepers. These hard‐line followers answer only to Ilori Kislev and are a growing presence in both the Cult and the nation. Greater Blessings of Ursun The presence of Ilori Kislev adds two dice to the Dispel pool of the army. Ilori Kislev may use two Prayers of Ursun each magic phase.
Special Rules ? Kin of the Bear God ? Greater Blessings of Ursun ? Prayers of Ursun ? Regenerate ? Master of the True Keepers Equipment: Staff of Father Bear Heavy armour Fang of Ursun Hand weapon Pelt of Morozko Master of the True Keepers All prayers cast by Priests of Ursun in the army (including those of Ilori Kislev) count as power level 5.
CHARACTER MOUNTS M Great Bear 6 Ice Bear 6 Warhorse 8
WS 4 4 3
BS 0 0 0
S 5 6 3
T 4 4 3
W 1 1 1
I 4 4 3
A 3 4 1
LD 6 7 5
Special Rules Fear Fear
Warhammer Armies: Kislev
Tempus Fugitives
THE TIME OF TZARINA KATARIN ‐ THE SPRING DRIVING From the icy fastness of her capital city of Kislev, the Ice Queen Katarin rules her land with an aloof majesty. The daughter of the fiery and charismatic Tzar Boris, she ascended to the throne in 2517, following her father's death in battle whilst leading an army north of the Lynsk into the Troll Country. She is the latest in a long line of Tzarinas descended from the ancient Khan‐queens of the Gospodars, the powerful tribal group that migrated west century ago, and became the dominant peoples of what was to grow into the nation of Kislev. A great wizard in her own right, her power is said to come from the land of Kislev itself, its icy soul and bleak tundra giving her command of the elements and mastery of that form of wizardry known as Ice Magic. Indeed, some whisper that she is in fact the living reincarnation of the very first Khan‐queen, Miska, so complete is her grasp of this dangerous branch of magic. Upon her ascension to the throne of Kislev, it is said that the Bokha Palaces have grown a new wing, half a mile long, made entirely from glittering ice. This wondrous creation would be beyond all but the most powerful Ice Mages, and it is here that Katarin remains for most of the time, granting audiences in an immense chamber of magically woven hoarfrost. Some believe that she simply prefers the chill of these frozen corridors, while others say that it is a display of her power to over‐awe potential enemies and foreign ambassadors. Where Tzar Bokha was a man who preferred to lead from the front and was renowned for his courage and leadership, the Tzarina, in keeping with her icy powers, is aloof and remote, preferring to work through agents and generals. Only under the direst circumstances does the Tzarina Join her armies (known in Kislev as pulks), but when she does it is often upon a mighty steed whose flanks shimmer with glittering ice crystals and whose breath is the winter wind, or riding an armoured sled, drawn by a team of identical beasts. On those rare occasions when she leads her army in battle, the devotion lavished upon her is beyond that which might be expected of such a remote and cool ruler. Her power over the elements is clear proof that the blood of the Khan‐queens flows in her veins. The Ungols of the north fear and respect her as one of the ancient warrior witches from their oldest myths. A time is coming that will see the Tzarina on many a battlefield before the year is out with marauding tribes of Kurgans and Kyazak push south in ever‐increasing numbers. The sheer scale and ferocity of these raids has prompted the despatch of a number of contingents from the Empire to aid Kislev‐ artillery from Nuln, mercenary companies from Tilea, Nordland halberdiers, knightly orders and all manner of troops from all across the lands. The writings of Anspracht of Nuln names this time as the 'Spring Driving', an innocuous term that encompasses a time of unremitting horror and bloodshed. Masses of northern marauders are sweeping down into Kislev, butchering everything in their path. Many battles have already been fought and the Kurgans have razed several towns and stanitsas: Choika, Zhedevka and others that appear on no maps. The pulks have scattered into the oblast, though many Boyars are rallying their forces to fight once more, but as more and more marauders drive south, it is certain that the days of blood are not yet over.
TZARINA KATARIN, THE ICE QUEEN
Tzarina Katarin
M 4
WS 4
BS 3
S 3
T 3
W 3
I 4
A 1
LD 10
You may not include Tzarina Katarin in an army which includes Boris Ursus, the Red Tzar. Beloved of Kislev: The people of Kislev are utterly devoted to the Tzarina and would gladly lay down their lives for her. Any Kislevite unit joined by the Tzarina becomes stubborn, and all Kislevite units within 12" of the Tzarina may re‐roll failed Psychology tests. Fearfrost: Forged by the ancient Khan‐queen Miska of the Gospodars, this blade has passed from Tzarina to Tzarina through the ages. Only a Tzarina can wield the blade, and were a man to lift the blade, he would find himself frozen to death within a heartbeat. The blade is infused with Ice Magic and the intense cold can kill with a single scratch. Fearfrost grants the Tzarina the Killing Blow special skill. Models wounded, but not killed outright, by Fearfrost receive no saving throw, but may take Ward saves as normal.
430 POINTS
Special Rules ? Kin of the Bear God ? Beloved of KIslev
Equipment: Fearfrost Hand weapon Crystal Cloak Dispel Scroll Magic Tzarina Katarin is a Level 4 Wizard. Knows all of the spells from the Lore of Ice. Mount ? Bear Chariot +120 pts ? Warhorse +10 pts
Warhammer Armies: Kislev
Tempus Fugitives
MARSHAL OF THE OBLAST
90 POINTS
Marshal of the Oblast
M 4
WS 5
BS 5
S 4
T 4
W 3
I 5
A 3
Special Rules ? Kin of the Bear God ? Stubborn
LD 9
When several pulks are grouped together for a major engagement the most senior and Equipment: Hand weapon respected of the Boyars is appointed the Marshal of the Oblast. This high position is usually then kept by the individual long after the original campaign has ended. The Options Royal Court often echoes with the fierce arguments from the handful of Marshals that hold office at any one time, each believing their appointment more senior than the Close Combat Weapons (one choice only) others because of the time held in the office or by being the most recent to return from ? Great Weapon +8pts battle. Of course the most recently appointed might feel they have more political clout ? Additional hand weapon +4pts while a Marshal who has not seen conflict in several years might still have a dozen ? Halberd +4pts ? Lance (if mounted) +10 pts battles to bring as influence. Marshals are invariably equipped with national heirlooms of great power and on the Missile Weapons (one choice only) battlefield act as living icons to remind all those present in the army how proud their ? Kislev Musket +10 pts Kislevite heritage is. The fact that many of the warriors serving under a Marshal are ? Bow +6 pts from the Ungol tribes and as such have little in common with the Gospodar noble does ? Pistol +4 pts little to dampen their valour that his presence commands. Armour ? Heavy Armour + 4 pts ? Light Armour +2 pts Magic Items Any up to a total of 100 pts. ? Shield +2 pts Mount ? Great Bear + 34 pts ? Bear Chariot +120 pts ? Ice Bear +60 points ? Warhorse +10 pts ? War Wagon +225 pts
ICE WITCH
Ice Witch
M 4
WS 3
BS 3
S 3
T 3
W 3
I 3
A 1
LD 8
180 POINTS
Special Rules ? Kin of the Bear God
The Ice Witches of Kislev are more than just women with the ability to channel the elements of their rugged land; they are an organised sisterhood who works together to achieve shared goals. Formed over a thousand years ago by the Khan‐Queen the ice witches have manoeuvred their way into influencing almost all matters in Kislev. They strive to ensure almost nothing is beyond their reach and suppress competing philosophies and magic and promote those sympathetic to their causes. Ice Witches are keen to ensure no Kislevite religion ever gains the same all‐encompassing power seen in other Old World nations as such supremacy often heralds the suppression of their kind This manipulation is suspected by some. But as witches are an integral part of Kislev and its defences and have been since foundation ‐ few believe it.
Equipment: Hand weapon Mount ? Warhorse +10 pts ? War Wagon +225 pts Magic Items Any up to a total of 100 pts. Magic: Level 3 Wizard. May choose four spells from the Lore of Ice only. May be upgraded to a Level 4 Wizard for +35 pts.
Warhammer Armies: Kislev
Tempus Fugitives
Heroes BOYAR
65 POINTS
Boyar
M 4
WS 5
BS 5
S 4
T 4
W 2
I 5
A 3
Special Rules ? Kin of the Bear God ? Stubborn
LD 8
The boyars are the middle‐rank nobility, the nobles who hold real power. They are all Equipment: Hand weapon Gospodars, and the rank is universally hereditary. Across most of Kislev, the boyars are the most powerful individuals. They are close enough and have enough followers to tell Options town leaders (known as atamans) what to do and any higher authorities are a very long way away. Most boyars allow atamans a great deal of independence, provided that Close Combat Weapons (one choice only) taxes are paid in full and on time because they have more interesting things to do than ? Great Weapon +8pts ? Additional hand weapon +4pts deal with the petty disputes of a bunch of peasants. ? Halberd +4pts It is the boyars who lead the Kislevite armies (known as pulks) into battle and it is ? Lance (if mounted) +10 pts because of their standing and connections that there are invariably equipped with finely wrought armour and weapons much of which dates back centuries and has been Missile Weapons (one choice only) ? Kislev Musket +10 pts enchanted in some way. ? Bow +6 pts ? Pistol +4 pts Army Battle Standard One Boyar in the army may carry a Battle Standard for +25 points. The Boyar carrying Armour the Battle Standard can have a magic banner (no points limit) but if he carries a magic ? Heavy Armour + 4 pts banner he cannot carry any other magic items. ? Light Armour +2 pts ? Shield +2 pts Magic Items Any up to a total of 50 pts (unless a magic banner as described above). Mount ? Great Bear + 34 pts ? Bear Chariot +120 pts ? Warhorse +10 pts ? War Wagon +225 pts
GRYPHON COMMANDER TORDIMIR
Commander Tordimir Warhorse
M 4 8
WS 5 3
BS 4 0
S 4 3
T 3 3
W 2 1
I 5 3
A 3 1
LD 8 5
The current commander of the famous Gryphon Legion, Tordimir Lubovasyn, is loyal to the Tzarina but does not want her meddling in his running of the Legion; Katarin would like to bring the Gryphon Legion more close under her personal command but is having to work carefully thanks to the regiment's long tradition of independence. Tordimir is not convinced she truly understands the needs of his soldiers. He has agreed to inform the Tzarina of all contracts undertaken by the Legion but has resisted asking for permission, even formally. Tordimir has an unimpeachable reputation for valour, and the Legion is fiercely loyal to him, so the Ice Queen treads carefully. She is, however, paying attention to lower‐ranked officers in the Legion, looking for someone more accommodating to groom as Tordimir's successor. As yet, she does not seem to have settled on one.
Commander of the Legion: Gryphon Legion units may be taken as Core choices in an army including Gryphon Commander Tordimir.
120 POINTS
Special Rules ? Kin of the Bear God ? Glorious Charge ? Stubborn Equipment The Gryphon Lance Hand weapon Heavy Armour Shield Warhorse
Warhammer Armies: Kislev
ICE MAIDEN
Tempus Fugitives
Ice Maiden
M 4
WS 3
BS 3
S 3
T 3
W 2
I 3
A 1
65 POINTS
Special Rules ? Kin of the Bear God
LD 7
Equipment: Hand weapon Mount ? Warhorse +10 pts ? War Wagon +225 pts
One of the most famed and feared groups in Kislev are the Ice Maidens. Women of great magical power, they command the very elements and bring to bear the might of the land in defence of their great nation. The Ice Maidens are a strange breed, being physically and spiritually linked to the seasons, they grow weaker in the summer and stronger in the winter.
Magic: Level 1 Wizard. May choose either the Lore of Ice or Beasts. May be upgraded Magic Items to a Level 2 Wizard for +35 pts. Any up to a total of 50 pts.
PRIEST OF URSUN
85 POINTS
Priest of Ursun
M 4
WS 4
BS 3
S 4
T 4
W 2
I 4
A 2
LD 8
The Cult of Ursun is strong but far less organised than the cults of the Empire Gods. Each town or village with more than one follower of Ursun will have a priest (sometime called a speaker), typically the strongest or largest among them. The priest speaks for all his followers and for the will of Ursun, letting his village and fellow worshippers know what the bear God wishes. He is also responsible for leading hunts, punishing those who break the strictures, and overseeing the initiation of new members and new priests. Those wishing to cake the role of priest muse go into the wilderness alone with only bow and knife and bring back a tamed bear. While rarely fatal, it can take years for an aspirant to find a suitable anima The role of priest is held until death, and it is considered bad luck for a priest to die outside of a battle or a hunt. “The bear does not die sleeping,” is the adage used. Blessings of Ursun The presence of a Priest of Ursun in the army adds one dice to the Dispel pool of the army. Magic Items Any up to a total of 50 pts (unless a magic banner as described above).
Special Rules ? Kin of the Bear God ? Blessings of Ursun ? Prayers of Ursun Equipment: Hand weapon Options Close Combat Weapons (one choice only) ? Great Weapon +8pts ? Additional hand weapon +4pts Missile Weapons ? Bow +6 pts Armour ? Heavy Armour + 4 pts ? Light Armour +2 pts ? Shield +2 pts Mount ? Great Bear + 34 pts ? Warhorse +10 pts
Prayers of Ursun Once per Magic Phase a Priest of Ursun is allowed to use prayers from the list below. Prayers are cast exactly like bound spells with a power level of 4. Unless stated otherwise they may be cast on the Priest himself or on any one character or unit champion within 12” of the Priest. Battle Howl: The model and any unit they leads immediately moves D6” towards the nearest enemy unit in line of sight. If this movement brings them into contact with the enemy it is considered a charge but an unengaged enemy may only declare hold as a reaction (unless unable to do so). Bear Hug: Can only be cast on the Priest himself. A single enemy model in contact with the Priest (including an enemy model in a challenge with the Priest) immediately takes D3 Strength 5 hits. Fury of Ursun: The models can re‐roll all failed rolls to hit and wound. Remains in play. Immovable Stone: The Priest and any unit he joins become Unbreakable. If the Priest is killed or leaves the unit the effects are immediately dispelled. Remains in play. Winter’s Chill: All enemy units engaged in close combat with the model must take a leadership test. If failed they suffer a ‐1 to hit penalty in the next Close Combat phase. This is not a psychology test.
Warhammer Armies: Kislev
Tempus Fugitives
Core KOSSARS
Kossar Champion
M 4 4
WS 3 3
BS 3 3
S 3 3
T 3 3
W 1 1
I 3 3
A 1 2
9 POINTS / MODEL
Special Rules ? Kin of the Bear God ? Steady in the Ranks
LD 8 8
The kossars are the standing army of Kislev. They fight on foot with axe and bow and Unit Size are descended from an Ungol tribe that fought as mercenaries for the Gospodars 10+ against the other Ungols. As a result, joining the kossars is seen as a way of renouncing other ties and escaping a difficult past. The officer accepts anyone who can pass the Equipment fitness tests, and are granted a full pardon for any crimes committed before they joined. ? Great Axe This pardon does not, of course, apply to crimes committed after becoming a kossar. ? Bow ? Hand weapon Contemporary kossars include both Ungols and Gospodars, and they have more than their fair share of criminals, bored younger sons, and general troublemakers. This structure means they have even worse off‐duty reputation than most soldiers. On the other hand, they are extremely effective in battle, as they are trained constantly and drilled in battlefield tactics and manoeuvres. This reputation is also widespread, so a settlement facing imminent attack is always glad to see the kossars but soon becomes keen to see them leave again. Additional Equipment: Options ? Shields +1 pt / model ? Upgrade one Kossar to a Musician +5 points ? Upgrade one Kossar to a Standard Bearer + 10 points ? Upgrade one Kossar to a Champion +10 points
WINGED LANCERS
Lancer Rotamaster Warhorse
M 4 4 8
WS 4 4 3
BS 3 3 0
S 3 3 3
T 3 3 3
W 1 1 1
I 3 3 3
A 1 2 1
LD 8 8 5
The winged lancers are a Gospodar tradition, and most Gospodar towns support a unit (known as a rota) of them, often consisting of nearly all the men of the settlement. These mounted warriors are famed for their elaborately decorated armour, most especially the large, feathered wings mounted on their bat that make an eerie sound when they charge. As a matter of pride the rest of the armour is decorated as richly as the town can manage. While not as manoeuvrable as the Ungol horse archers, they are still a highly mobile force and the mainstay of Kislevite armies. They are, however, not fulltime soldiers and often seem more loyal to their home than to the Royal Court. Options ? Upgrade one Lancer to a Musician +8 points ? Upgrade one Lancer to a Standard Bearer + 16 points ? Upgrade one Lancer to a Rotamaster +16 points
20 POINTS / MODEL
Special Rules ? Kin of the Bear God ? Glorious Charge Unit Size 5+ Equipment ? Lance ? Hand weapon ? Heavy Armour ? Shield ? Warhorse Additional Equipment: ? None
Warhammer Armies: Kislev
Tempus Fugitives
UNGOL HORSE ARCHERS
Horse Archer Champion Warhorse
M 4 4 8
WS 3 3 3
BS 4 4 0
S 3 3 3
T 3 3 3
W 1 1 1
I 3 3 3
A 1 2 1
14 POINTS / MODEL
Special Rules ? Kin of the Bear God ? Horselords ? Fast Cavalry ? Ungol Unit Size 5+ Equipment ? Bow ? Hand weapon ? Warhorse
LD 7 7 5
These mounted warriors are auxiliaries drafted in from the savage northern Ungol tribes of Kislev. They are fierce warriors, but lack the discipline of the regular army. They wear little or no armour and are armed with sword and bow yet make up in numbers what they lack in terms of equipment. As front‐line troops, they are hopeless, but they are extremely manoeuvrable. Trained to loose arrows from the saddle from an early age they can shoot more accurately from horseback than any other man. As a result they make excellent backup for winged lancers, harrying the enemy and driving them towards the other troops. They also make superior scouts in a role they greatly enjoy. They delight in running rings around their opponents, peppering them with arrows and dodging away before the enemy can retaliate. Additional Equipment: Options ? Spears +1 pt / model ? Upgrade one Horse Archer to a Musician +6 points ? Throwing Axes +2pts / model ? Upgrade one Horse Archer to a Standard Bearer + 12 points ? Upgrade one Horse Archer to a Champion +12 points
UNGOL NOMADS
9 POINTS / MODEL
Nomad Krug Master Hunting Hound
M 4 4 7
WS 3 3 3
BS 3 3 0
S 3 3 3
T 3 3 3
W 1 1 1
I 3 3 3
A 1 2 1
LD 7 7 6
You may have a unit of Ungol Nomads for each unit of Ungol Horse Archers included in your army. Uncounted krugs of Ungol nomads wander the frozen steppes of the Troll Country. These tribesmen were pushed north when the Gospodars invaded and have roamed the dangerous province ever since. There, they patrol the iron‐hard tree line and follow their domesticated herds from pasture to pasture. They are a passionate and fierce folk tempered by harsh surroundings and endless conflicts with marauding Norse. By Kislevite law, every nomadic krug is expected to annually contribute a rota of horse archers. The Nomads and their hunting hounds follow their horse archer brethren to their patrol of the northern plains every Spring Driving, and set their hounds on any who sneak past the horse archers, slaughtering them mercilessly. Options ? Upgrade one Nomad to a Krug Master +10 points
Special Rules ? Kin of the Bear God ? Skirmish ? Scout ? Release the Hounds ? Ungol Unit Size 10+ Nomads Equipment ? Bow ? Hand weapon Mixed Unit: In these units Nomads and hounds may be placed anywhere within the unit. Missile hits and impact hits against the unit are randomised as follows: 1‐4 hits a Nomad 5‐6 hits a Hound. If all of the Nomads are killed remove any remaining hounds from play. Additional Equipment: ? Hunting Hound +5pts / model
Warhammer Armies: Kislev
Tempus Fugitives
Special GRYPHON LEGION
Legionnaire Druzhina Warhorse
M 4 4 8
WS 4 4 3
BS 3 3 0
S 4 4 3
T 3 3 3
W 1 1 1
I 4 4 3
A 1 2 1
LD 8 8 5
24 POINTS / MODEL
Special Rules ? Kin of the Bear God ? Glorious Charge ? Stubborn
The Gryphon Legion can be thought of as an elite group of full‐time winged lancers. They Unit Size draw exclusively from the Gospodar nobility and fletch their wings with Griffon feathers, 5+ hence their name. The regiment was founded as bodyguards to the Tzar Gospodar IV. They were sent on an expedition into the Worlds Edge Mountains where their leader, Vladic Equipment Dostov, singlehandedly slew a Griffon, using its feathers to decorate his wings. This heroism ? Lance gave the regiment the status necessary to act independently, and since then, they have ? Hand weapon expanded into several companies and most now spend their time fighting as mercenaries, ? Heavy Armour largely within the Empire. It is said that a company of the Gryphon Legion is always within a ? Shield days ride of their homeland for they are sworn to answer the call of the Tzar or Tzarina and ? Warhorse defend Kislev from her enemies Options Additional Equipment: ? Upgrade one Legionnaire to a Musician +8 points ? The Druzhina may have a magic item worth up to +50 pts ? Upgrade one Legionnaire to a Standard Bearer + 16 points ? The Standard Bearer may have a magic ? Upgrade one Legionnaire to a Druzhina +16 points banner worth up to +50 pts
Warhammer Armies: Kislev
STRELTSI
Tempus Fugitives
Streltsi Champion
M 4 4
WS 3 3
BS 3 3
S 3 3
T 3 3
W 1 1
I 3 3
A 1 2
LD 8 8
11 POINTS / MODEL
Special Rules ? Kin of the Bear God ? Skirmishers
The Streltsi were originally a rota of kossars from Erengrad. Led by Boyar Boydinov an Unit Size eccentric noble obsessed with the Empire—they wielded pole‐axes rather than axes, 10+ mirroring the halberds favoured by the State Regiments of Ostland. Whilst driving back a Chaos horde alongside Empire allies, the wide eyed boyar witnessed Imperial black Equipment powder for the firs time. His kossars were changed forever. Now, many years after the ? Halberd death of Boydinov, the Streltsi are the foremost masters of firearms in Kislev using ? Kislev Musket weapons once viewed with fear and superstition. Soldiers from across Kislev travel to ? Hand weapon Erengrad to earn the crossed “berdysh and musket" badge, which is awarded to any who train with the Streltsi for more than two seasons. Options Additional Equipment: ? Upgrade one Streltsi to a Musician +5 points ? Shields +1 pt / model ? Upgrade one Streltsi to a Standard Bearer + 10 points ? Upgrade one Streltsi to a Champion +10 points
Kislev Musket: The people of Kislev are slow to accept the use of black powder weapons in their armoury. Though their neighbours in the Empire make prodigious use of all manner of firearms, there are hardliners amongst the Boyars that point to the heavy influence of the Engineers in Empire life as a warning against turning from tradition. The Kislev Musket is one of the first such weapons to see relatively common use in the pulks. It has a shorter range than the Empire handgun but is comparatively quick to reload and as such can be fired on the move. The Kislev Musket has a range of 18” and a Strength of 3 with the Armour Piercing special rule. If the model using it is also equipped with a Halberd they may gain +1 to hit by remaining stationary and resting the musket on the crook of the Halberd – a tactic used effectively by the Streltsi. BEAR CHARIOT 130 POINTS
Chariot Kossar Great Bear
M ‐ ‐ 6
WS ‐ 3 4
BS ‐ 3 0
S 5 3 5
T 5 ‐ ‐
W 4 ‐ ‐
I ‐ 3 4
A ‐ 1 3
LD ‐ 8 ‐
Special Rules ? Kin of the Bear God ? Chariot ? Causes Fear
There is no creature more important to the Kislevites than d bear. He is more than just Unit Size the symbol of the land, a God, and a king; his image is more than just a rallying figure 1 for armies and proud citizens. The bear shares his life with the people of Kislev and shares their struggles. When winters are harsh he goes hungry just as they do. When Equipment spring comes again, he takes his young to the river to play just as they do. In summer's ? Great Axe bloom, he trains his young to hunt, and he hunts as well as any man. The only ? Bow difference is that the bear hunt men, and men hunt the bear. Despite this, the bear is not an enemy so much as a healthy competitor. It is right to be wary of the bear and Crew fight to drive him back to his own land should he come out of the forest or caves, but so ? Two Kossars too will the bear fight to protect his home. Once this understanding is reached Great bears can become willing allies of the Kislevites in battle. Most commonly they are Drawn By employed in pulling the heavily armoured war chariots of the Kossars. With giant paws ? A Great Bear and stout great axes the crew and their bear are a fearsome combination. . Notes ? If a character is given a Bear Chariot as a mount, that character displaces one of the crewmen automatically. A Chariot chosen in this manner does not count as a Special choice. ? A Bear Chariot has a total armour save of 3+.
Warhammer Armies: Kislev
Tempus Fugitives
Rare KISLEV WAR WAGON
235 POINTS
Special Rules ? Kin of the Bear God ? Chariot ? Unbreakable ? Fortress ? Causes Fear ? Unit Strength 12 Unit Size 1 Equipment ? Great Axe ? Bow Crew ? Six Kossars Drawn By ? Two Great Bears Fortress: So tough is the War Wagon and so impenetrable is its armoured sides that wounds caused by S7 hits do not automatically destroy the War Wagon as they would a normal Chariot.
War Wagon Kossar Great Bear
M ‐ ‐ 6
WS ‐ 3 4
BS ‐ 3 0
S 5 3 5
T 5 ‐ ‐
W 6 ‐ ‐
I ‐ 3 4
A ‐ 1 3
LD ‐ 8 ‐
Pulled by two fearsome Great Bears, War Wagons are employed by the Kislevites to transport important personages and commodities across the open plains between Troll Country and their neighbours. The body of the War Wagon is a rectangle of stout planking to the height of a man. Fixed to the top of these sides with hinges are additional boards. These can be raised and fixed in place forming a tall shed like structure. The sides of these boards are split slightly to allow Kossar archers to fire on the enemy with maximum protection. War Wagons are usually further modified with doors or a ramp on each side to allow the crews to bring their great axes to the defence of their cargo. Slung below the body of the War Wagon is another hinged large plank, pierced with firing slits. This plank can be lowered to close off the space under the War Wagon allowing defending Kossars to fire from comparative safety. Notes ? If a character is given a War Wagon as a mount, that character displaces one of the crewmen automatically. A War Wagon chosen in this manner still counts as a Rare choice. ? The War Wagon has a total armour save of 2+.
URSUN’S WRATH
180 POINTS
Ursun’s Wrath
M 6
WS 4
BS 3
S 5
T 5
W 5
I 4
A 4
LD 8
Special Rules ? Kin of the Bear God ? Causes Fear
This unusual warmachine was originally used to defend the city of Erengrad from Unit Size invading corsairs attacking from the Sea of Claws. It is a form of ballista that hurls 1 multiple heavy metal balls connected by thick chains. The action of being launched creates a scything expanse of chain which the defenders of Erengrad used to slice Equipment through the corsairs ship’s masts. It was the following summer when the city was ? Hand weapons assailed by marauders from the north that the weapon was turned on infantry and it was noted it sheared off heads and limbs as easily as it did a mast. Finally the weapon Armour Save: was used offensively against the Beastmen of the Forest of Shadows. Pulled into its Ursun’s Wrath has an armour save of 4+. firing position and then given its torsion by a fearsome Great Bear, Ursun’s Wrath (as it had become known by this time) tore through the trees and Beastmen with horrific efficiency, although it was fortunate that the Beastmen were relatively easy targets in the attack as the warmachine has proven to suffer from relatively poor accuracy. Ever since, Boyars have insisted on one or more of these machines being included in their armies when they know they are facing slow moving hordes of infantry. Kossars are happy to crew the machine as any enemy hoping to assault them will also have to face the Great Bear that accompanies them! Notes: Ursun’s Wrath is a strange contraption, not truly a chariot, steed or creature. In game terms Ursun’s Wrath moves and fights as a monster. Its profile combines the attacks of the Great Bear and the Kossar loaders. Provided it has not moved or is engaged in combat, Ursun’s Wrath may fire as a Stone Thrower each Shooting phase and uses the large blast template. It is Strength 3 and has the Killing Blow and armour piercing special rules. The model under the centre of the template takes a Strength 5 hit with the Killing Blow and armour piercing special rules
Warhammer Armies: Kislev
Tempus Fugitives
HEIRLOOMS OF KISLEV On the following pages are additional Magic Items for Kislev armies. A character may also choose items from the Common magic items list as noted in their army list entry. If a named character is included in the army that comes equipped with some of these named (not common) magic items, they may not then be purchased by another character as each item is unique.
COMMON MAGIC ITEMS:
SWORD OF STRIKING
30 points
25 points
Weapon; +1 to hit
SWORD OF BATTLE Weapon; +1 Attack
SWORD OF MIGHT
20 points
Weapon; +1 Strength
MAGIC WEAPONS: SHARD BLADE 70 points A mighty pole‐arm with a blade crafted from ice hewn from the glaciers of Norsca, and magically bound by the ice wards of Kislev to remain forever frozen. When the weapon strikes a foe, shards of ice water enter their veins and freeze their blood. +2 Strength. Any models who suffer a wound (after saving throws, etc) must take an immediate Toughness test. If this test is failed, they suffer an additional D3 wound, with no Armour or Ward saves possible.
THE GRYPHON LANCE
BITING BLADE
5 points
Weapon; ‐1 armour save
ENCHANTED SHIELD
15 points
Armour; 5+ armour save
TALISMAN OF PROTECTION
35 points
Lance. Grants the wielder Killing Blow and Armour Piercing.
15 points
Talisman; 6+ Ward save
DISPEL SCROLL
A razor sharp weapon, it is carried by the commander of the Gryphon Legion or, with his permission, by a commander in the field. The Gryphon Lance was said to have slain the great beast that gave the Legion its name.
25 points
AXE OF THE OBLAST
30 points
Found amongst the remains of a Boyar and his retinue that were lost in the Oblast centuries earlier, this axe has steadily absorbed the bitter touch of the Oblast.
One use only Arcane; Automatically dispel an enemy spell
On a roll to hit of 6, the Axe of the Oblast wounds automatically with no Armour save possible.
POWER STONE
20 points
One use only Arcane; +2 dice to cast a spell
STAFF OF SORCERY
35 points
Arcane; +1 to dispel
WAR BANNER
MACE OF TOR
30 points
Made of a dense meteoric iron, it has been enchanted to allow it to be wielded as easily as a normal weapon. Its massive impact sends out arcs of lightning and sends foes reeling to the ground.
+2 Strength, requires two hands. Models wounded in the turn the wielder charges may not attack that turn.
25 points
STAFF OF FATHER BEAR
20 points
This heavy oak staff was reputed to have been carved from a great oak by Pavel the Bear Thrower. It s said that some small part of his titanic strength and rage was imprinted on the weapon.
Banner; +1 combat resolution
Bound Spell, power level 3. The Staff of Father Bear holds the Bear’s Anger spell from the Lore of Beasts. Furthermore this two handed weapon gives the wielder +1 Strength in combat (unless the Bear’s Anger is currently cast on the wielder).
MAGIC ARMOUR: ARMOUR OF URSUN
60 points
Forged on the Spring Equinox, one of the holiest days of the cult of Ursun, the powdered bones of a score of the mightiest bears were mixed with the steel of the armour before it was quenched in the finest mead.
The Armour of Ursun grants a 4+ Armour save. In addition, for each hit caused by their enemies in close combat, the wearer may make an additional attack back after his enemies' attacks have been resolved (and assuming he's still alive!). He may make these bonus attacks even if he has already attacked that phase.
ARMOUR OF STORMS
40 points This heavy suit of Armour is decorated with storm clouds and lightning motifs picked out in ithilimar taken from Elven raiders long ago. It has the power to dull the natural light and warmth from the air around it, and the very energy of blows aimed at the wearer is sapped. Heavy armour. Attacks against the wearer in close combat suffer a ‐1 Strength penalty. Wearer is immune to Light magic.
Warhammer Armies: Kislev
HELM OF THE OLD BEAR 35 points
Tempus Fugitives
This iron helm, formed into the fearsome visage of a bear, dates from before the coming of the Gospodars but shines as brightly as the day it was created. It is said that Ursun will reward a courageous wearer with great strength. Grants a 6+ Armour save that can be combined with other armour as normal. In addition, the wearer can take a Ld test at the start of every Close Combat phase. If passed, they gain + 1 Strength for the duration of that phase.
TALISMANS: FANG OF URSUN
55 points
(Priests of Ursun only) Only the most favoured priests are gifted the Fang of Ursun as a medal of their faith and service. The Priest draws strength from the faith and courage of those around him A Priest carrying the Fang of Ursun can use an additional Prayer in each Magic phase. He may only successfully use each Prayer once. A Priest may only use one additional Prayer. Additionally the Priest may add the current rank bonus of the unit he accompanies to the Power level of his Prayers.
HEART OF PRAAG
40 points
A fist sized ruby set into a golden amulet, the Heart of Praag is all that remains of the altar to Ursun before the city was destroyed. It burns brightly with the spilt blood of Ursun’s faithful. 5 + Ward save. Wearer gains + 1 to their Weapon Skill.
BABA DOLL
35 points
These miniature dolls are graven images of the old Baba Crones, the wierding women of the old ways. They are thought to bring a curse on the followers of the Dark Gods. Magic Resistance (1), wearer counts as causing fear to all Chaos models.
CRYSTAL CLOAK
20 points
A swirling mist of dancing ice crystals surrounds the wearer warding off the most serious of injuries and confounding their foes attempts to strike them. The model has a 4+ Ward save. In addition, all attacks directed against the wearer in close combat suffer a ‐1 to both the To Hit and To Wound dice.
ENCHANTED ITEMS: PELT OF MOROZKO
20 points
This heavy cloak is fashioned from the hide of the Ice Bear Morozko who terrorised the first inhabitants of the city of Kislev until finally being slain by that city’s first High Priest of Ursun. The bearer gains the Regenerate ability.
PELT OF THEODROS
20 points
Long ago the stanitsas around Praag were terrorised by the massive Ice Bear Theodros. When it was finally slain by an unknown Ungol nomad, the bear's spirit was imprisoned within its pelt, bestowing the wearer with primal strength. The wearer may re‐roll one failed to wound roll in each Close Combat phase.
MAGIC STANDARDS: BANNER OF KISLEV 90 points The City of Kislev is a shining beacon of hope to all who stand against the darkness. It inspires the greatest feats of bravery from those who might otherwise tremble in fear at the advance of the fell powers. Any units within 12” of the Banner of Kislev are may re‐roll failed Panic, Fear and Terror tests. Fleeing friendly units may re‐roll failed attempts to rally if they are within 12”when they make the attempt.
BANNER OF PRAAG 55 points Though they have faced destruction and been put to the torch many times, the people of Praag have a proud history and their city’s banner represents that force of will. A unit joined by a Battle Standard Bearer carrying the Banner of Praag counts double its rank bonus when It comes to working out combat results. If the unit has two ranks it receives +2 in three ranks +4, and in four ranks (the maximum bonus) +6. The unit will never pursue a fleeing enemy, but will always hold its ground, even if affected by a special rule that means it must.
BANNER OF ERENGRAD 45 points With the many struggles of the great city of Erengrad as a shining example, the power of the banner fills the troops under it with great courage, inspiring them to defy the most terrifying opponent. The unit carrying the banner is immune to panic, fear and terror SHROUD OF THE MARTYR 40 points This burial cloth serves as a reminder to the warriors carrying it that only in their death does their duty to Mother Kislev end. Shrugging off enemy slings and arrows only the deadliest of blows can stop them All missile fire against the unit including magic missiles suffers a ‐ 1 penalty to its Strength. Other types of attach including spells that are not magic missiles, are unaffected.
STANDARD OF CONTEMPT
30 points
The power of this banner fills friend and foe alike with the fighting spirit of the Gospodars. Neither the unit that carries the Standard of Contempt nor any unit they charge may ever voluntarily flee as a charge reaction. They may use any other charge reaction they would normally be allowed.
Warhammer Armies: Kislev
Tempus Fugitives
Lore of Ice As should be expected for a magic with is roots in wars on the Endless Steppe, Ice Magic is deadly and extremely so, not just for the witches' enemies but for the witches themselves. Many apprentice Ice Maidens do not survive their training; indeed some can be found to this day in isolated corners of the oblast frozen eternally as sparkling statues of ice by the magic they failed to control. For those that do survive, it never gets any easier. Ice Magic can surge out of control at any moment, so constant vigilance and careful preparation is required. Further, the magic leaves its mark upon those that cast it: Ice Witches arc cold, many would say heartless, for they soon come to mirror the frigid magic they channel. To randomly generate a spell from the Lore of Ice, roll a dice and consult the chart below. If you roll the same spell twice, roll again. Any Ice Witch or Ice Maiden may swap one spell for Chillwind if you wish.
Chillwind
D6 1 2 3 4 5 6
Spell Difficulty Chillwind 5+ Freezing Blast 7+ Widow’s Shriek 8+ Blood Freeze 8+ Midwinter’s Kiss 10+ Shardstorm 12+
Cast on a 5+ This is a Magic Missile with a range of 24”, causing D6 Strength 3 hits. Their extremities numbed from the cold, units taking casualties may not shoot in the next Shooting phase.
Freezing Blast Cast on a 7+ This spell can be cast on any water based terrain feature in line of sight to the caster (such as a river, pond, marsh or swamp). The terrain feature affected is permanently frozen and treated as open ground from now on. All models in the terrain feature when the spell is cast immediately suffer a Strength 3 hit with no armour saves allowed. Alternatively the spell may be cast on any unengaged unit within line of sight. The unit suffers D6 Strength 3 hits (saves permitted). The unit moves as if in difficult terrain in its next movement phase.
Widow’s Shriek Cast on a 8+ The caster calls on the ancient patron of the Ice Witches and is answered with a chorus of diabolic screams. All enemy units within 18” of the caster must take a Panic test at ‐1 Leadership.
Blood Freeze Cast on a 8+ The enemies’ blood literally turns to ice in their veins. This spell is cast upon an unengaged enemy unit in line
of sight. If that unit is within 24” then every model in the unit must take a Toughness test. Each model that fails is immobilised. At the start of their next turn the unit affected can choose to either abandon the affected models to their plight (in which case they are slain) and act normally or help their comrades to get the blood flowing again in which case no casualties are caused but the unit may take no action of any kind for the duration of that turn.
Midwinter’s Kiss Cast on a 10+ The caster breathes a torrent of the purest cold into the ranks of the enemy. Place the Flame template with the point touching the base of the caster. Any enemy models fully under the template are automatically hit. Models partially under the template are hit on a 4+. Affected models take a Strength 5 hit with no armour saves allowed. This spell may not be cast into combat.
Shardstorm Cast on a 12+ Razor sharp shards of ice darken the sky as they rain down onto the battlefield. Nominate a point on the battlefield in line of sight. Roll an Artillery dice and double the result – this is the distance in inches measured from the nominated point that the Shardstorm affects. If a Misfire is rolled then the caster loses control of the Shardstorm and it affects the entire battlefield. All units (friendly and enemy) touched by the Shardstorm take 2D6 Strength 2 hits with no armour saves allowed. Their extremities numbed from the cold, units taking casualties may not shoot in the next Shooting phase.