|
Special Units
Special Units are extremely specialized troops that appear
on the battlefield less often than basic regiments. There
is a maximum number of Special Units that can be fielded,
and this varies with the size of the army (see p. 4).
Winged Lancers
These nobles wear exotically decorated
armor and carry tall lances. They wear distinctive back banners
adorned with feathers, which may be attached to their saddle,
or their uniforms.
| Winged Lancers |
Points/model: 16
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Winged Lancers |
4
|
4
|
3
|
3
|
3
|
1
|
4
|
1
|
7
|
| Warhorse |
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
Unit Size: 5+.
Equipment: Hand weapon, lance, light armor and shield.
Save: 4+
Options:
· Upgrade one Lancer into a Musician for +5 pts.
· Upgrade one Lancer into a Standard Bearer for +10
pts.
· Upgrade one Lancer into a Champion for +10 pts (2
Attacks).
· May be equipped with special Screeching Banners at
a cost of 3 points per model.
Huns
Huns are the most savage of all the Kislevite tribes. They
file their teeth until they are as sharp as nails as a tribute
to Miska and they paint their skin in the blood of their enemies.
Huns often bite the throats of wounded opponents to kill them
off at the end of a battle.
| Huns |
Points/model: 6
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Hun |
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Unit Size: 10-20.
Equipment: Sword (Hand weapon).
Save: -
Options:
· May carry shields for +1 pts/model.
· Upgrade one Warrior into a Standard Bearer for +10
pts.
· Upgrade one Warrior into a Champion for +10 pts (2
Attacks).
Special Rules: Frenzy.
Cossacks
Cossacks dwell in the northernmost part of Kislev, guarding
the border against Chaos incursions and any beasts that wander
out of the Troll Country. Countless years of warfare and slaughter
have fed their hatred of the servants of Chaos. Almost every
warrior has loved ones who have perished in battle against
the corrupt minions of the North.
| Cossacks |
Points/model: 6
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Cossack |
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Unit Size: 10+.
Equipment: Hand weapon.
Save: -
Options:
· May purchase bows (+2 pts/model), pistols (+3 pts/model)
or spears (+1 pts/model).
· May wear light armor for +1 pts/model and carry a
shield for +1 pts/model.
· Upgrade one Cossack into a Musician for +5 pts.
· Upgrade one Cossack into a Standard Bearer for +10
pts.
· Upgrade one Cossack into a Champion for +10 pts (2
Attacks).
Special Rules: Mixed Weapons. A Cossack unit that is equipped
with pistols may possess a mixture of gunpowder weapons including
handguns (+3 pts/model) or a brace of pistols (+7 pts/model).
The model itself reflects the variation of weapons.
Cossacks fight with little military training and may skirmish
if you wish. Their history of bitter struggles against Chaos
makes them subject to hatred when fighting against trolls
or any Chaos army.
Mounted Cossacks
| Mtd. Cossacks |
Points/model: 11
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Mtd. Cossack |
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
| Warhorse |
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
Unit Size: 5+.
Equipment: Hand weapon.
Save: 6+
Options:
· May purchase bows (+4 pts/model), pistols (+7 pts/model)
or spears (+2 pts/model).
· May wear light armor for +2 pts/model and carry a
shield for +2 pts/model.
· Upgrade one Cossack into a Musician for +5 pts.
· Upgrade one Cossack into a Standard Bearer for +10
pts.
· Upgrade one Cossack into a Champion for +10 pts (2
Attacks).
Special Rules: Mixed Weapons. A Cossack unit that is equipped
with pistols may possess a mixture of gunpowder weapons including
handguns (+7 pts/model) or a brace of pistols (+14 pts/model).
The model itself reflects the variation of weapons.
Cossacks fight with little military training and may skirmish
if you wish. Their history of bitter struggles against Chaos
makes them subject to hatred when fighting against trolls
or any Chaos army. Fast Cavalry.
0-1 Kremil Guard
The Kremil Guard are the hand-picked elite of the Kislev infantry.
They form the bodyguard of the Tzars and Tzarinas and watch
over the palaces of the Kreml.
| Kremil Guard |
Points/model: 9
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Guardsman |
4
|
4
|
3
|
4
|
3
|
1
|
3
|
1
|
7
|
Unit Size: 10-20.
Equipment: Heavy armor and halberd.
Save: 5+
Options:
· May be equipped with shields for +1 pts/model. Shields
may not be used in close combat in conjunction with a halberd.
· May exchange their halberds for great weapons for
+1 pts/model.
· Upgrade one Guard into a Musician for +5 pts.
· Upgrade one Guard into a Standard Bearer for +10
pts.
· Upgrade one Guard into a Champion for +10 pts (2
Attacks).
· May have a magic banner worth up to 50 points.
0-1 Sibirian Hunters
The taiga is noted for its harsh environment. The men who
live here are a hardy breed, and hunters of unsurpassed skill.
As trappers the Sibyrians are patient beyond the endurance
of common men. They can wait for their prey in the bitter
cold, covered in snow, for hours. No one is their equal in
stalking the deadly grizzly bears of Kislev.
| Sibyrian Hunters |
Points/model: 10
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Sibyrian Hunter |
4
|
3
|
4
|
3
|
3
|
1
|
3
|
1
|
7
|
| Warhorse |
8
|
3
|
0
|
3
|
3
|
1
|
3
|
1
|
5
|
Unit Size: 5-10.
Equipment: Hand weapon, light armor and bow.
Save: 6+
Options:
· May be equipped with throwing axes for +1 pts/model.
· Upgrade one Hunter into a Master Hunter for +8 pts
(BS 5).
Special Rules: Skirmish. Scouts.
0-2 Mortars
The Kislevite army is bolstered by the purchase of guns from
the Imperial Gunnery School at Nuln, which is the largest
cannon foundry in the world. The mortar is a short barreled,
heavy weapon that lobs explosive shells high into the air
that drop down onto their target. A mortar shell is hollow
and filled with gunpowder. The crew light the fuse before
dropping the shell into the mouth of the mortar for firing.
| Mortar |
Points/model: 75
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Mortar |
-
|
-
|
-
|
-
|
7
|
3
|
-
|
-
|
-
|
| Crew |
4
|
3
|
3
|
3
|
3
|
1
|
3
|
1
|
7
|
Unit Size: Crew of 3.
Equipment: Crew armed with hand weapons.
Save: None
Special Rules: The Mortar follows the same firing procedure
as Stone Throwers in the Warhammer Fantasy Battles rulebook.
It uses the large, 5" template. Any single model beneath
the center hole suffers a Strength 6 hit, causing d3 wounds
with no armor save permitted. All other models hit will suffer
a Strength 3 hit, causing 1 wound with a -1 Armor Save modifier.
The Mortar has a guess range of 12"-48".
Mortar Missfire Chart
| d6 Result |
Effect |
| 1 |
BOOM!
The mortar shell explodes before it is fired. The mortar
and crew are destroyed. |
| 2-3 |
The
fuse fizzles out and the gun fails to fire. It takes a
complete turn to replace the shell, so the mortar not
only fails to fire this turn, but it cannot shoot in the
next turn either. |
| 4-6 |
The
shell explodes in mid air having no effect this turn.
The mortar may fire normally next turn. |
Great Bears
For the Kislevites, the bear symbolizes not only strength,
but also authority and nobility. For a Kislevite, to be called
a "bear" is a great honor.
| Great Bears |
Points/model: 35
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Bear |
4
|
3
|
0
|
5
|
4
|
2
|
3
|
2
|
6
|
| Ursine Master |
4
|
4
|
3
|
3
|
3
|
1
|
3
|
2
|
7
|
Unit Size: 5+
Equipment: The Ursine Master is armed with a hand weapon,
shield and bow.
Options:
· The Ursine Master may wear light armor for +2 points
and he may ride a bear for +30 points.
Special Rules: You must have one Ursine Master for every 4
bears in the unit. Ursine Masters may be purchased for +25
points each, while bears cost 35 points each. Bears and their
masters may move through woodlands without penalty.
Bears cause fear. If they score a hit with both attacks they
may combine them into a single Strength 8 hit. These attacks
may only be used against opponents with a unit strength of
2 or less.
Hawks of Miska
It is said that the great blue hawks of the World's Edge Mountains
once warned Miska of an ambush her enemies had planned for
her and the grateful Miska cast an enchantment over these
creatures. Since those times Kislevite armies are often accompanied
by great flights of these majestic birds, which they regard
as a sign of favor. The hawks are swift fighters with sharp
talons. Guided by the magic of Miska, they descend upon the
enemies of Kislev screeching their terrifying screams.
| Hawks of Miska |
Points/model: 30
|
| |
M
|
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
| Hawk |
2
|
5
|
0
|
3
|
2
|
1
|
6
|
1
|
7
|
Unit Size: 5+
Equipment: None
Special Rules
Hawks of Miska fly as described in the Warhammer rulebook.
In addition, because they are small, fast and agile, any enemy
missile fire at them suffers a -1 to hit penalty.
Hawks of Miska always have a +1 to their combat resolution,
representing the enemy becoming demoralized as wave after
wave of the birds swoops down upon them.
The enchantment that Miska the Slaughterer blessed them with
survives to this day. The Hawks of Miska have a Magic Resistance
(2) against any spells cast at them.
The presence of the hawks encourages the superstitious Kislevites
on the field of battle. Any unit within 12" of the flock
has +1 Leadership to a maximum of 10.
|