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Rare Units

0-1 Knights Griffon
Points/model: 21
The Knights Gryphon are stationed and train in the Empire. Mostly made up of the sons of Kislev nobility, only one unit may be fielded in any army.

Knights Griffon
Points/model: 21
 
M
WS
BS
S
T
W
I
A
Ld
Knights Griffon
4
4
3
3
3
1
3
1
8
Warhorse
8
3
0
3
3
1
3
1
5

Unit Size: 5+.

Equipment: Hand weapon, full plate armor & shield. The Knights Gryphon ride barded warhorses.
Save: 1+

Options:
· May wield lances for +2 pts/model or may exchange their shield for a great weapon costing +1 pts/model.
· Upgrade one Knight into a Musician for +8 pts.
· Upgrade one Knight into a Standard Bearer for +16 pts.
· Upgrade one Knight into a First Knight for +16 pts (2 Attacks).
· May have a magic banner worth up to 50 points.

Urugan Cannon

The Urugan Cannon, or "Alexandr's Organ" as the Kislevites call it, is named for the sharp, screeching sound that it makes when fired. It is a lightweight cannon consisting of several small, light barrels, usually mounted on a 4-wheeled carriage that enables the crew to move it from place to place quickly.

The Urugan Cannon shoots a virtual hail of lead shot, filling the air with whistling death. While much of the gun's ammunition is wasted, it is almost impossible for the intended target to avoid being hit.

Urugan Cannon
Points/model: 70
 
M
WS
BS
S
T
W
I
A
Ld
Cannon
-
-
-
-
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

Movement: The light construction and well-balanced carriage permits the crew to move the Urugan Cannon at their normal movement rate. This enables them to march move with the cannon as long as the full crew of 3 men is present. The Urugan Cannon may not move and shoot in the same turn.

Firing the Urugan Cannon: Nominate the target and turn the gun to face it as you would a cannon. Measure the range to determine the strength of any hits. Roll the Artillery dice marked 2, 4, 6, 8, 10 and MISFIRE. The number of hits rolled is the number of hits scored on the target.

Range Strength Save

0-12"
6 - 4
12-24"
4 - 2


URUGAN CANNON MISFIRE CHART
D6 Result

d6 Result Effect
1-2 BOOM! The weapon explodes in a spectacular display killing the crew and destroying the cannon.

3-4

OVERHEATED. The weapon overheats and one of the barrels becomes warped or melted down. The cannon does not shoot this turn, and in addition, subtract 2 from the number of hits scored in each subsequent turn that the cannon fires.
5-6 The crew did not get all of the barrels loaded in time, or needed to clear excess debris from the firing mechanism. It may not shoot this turn, but may fire in the next turn.


0-1 War Wagpm

Points/model: 120
The war wagon, with its steep wooden sides, is like a mobile fortress crammed with fighting men. On the open steppes of Kislev these form defense points and serve to protect the armies in their encampments.

War Wagon
Points/model: 120
 
M
WS
BS
S
T
W
I
A
Ld
War Wagon
-
-
-
-
4
5
-
-
-
Crew
-
3
3
Sp
-
-
3
D6
7
Warhorse
8
3
0
3
-
-
3
1
-

Unit Size: 1 wagon containing 6-8 warriors and pulled by 2-4 warhorses. It is a Large target.

Equipment: The crewmen have and weapons, various types of black powder gunnery, and some may wear light armor.

Save: 3+

Special Rules

Movement. The war wagon is pulled by barded warhorses, and therefore may only move at a rate of 7 inches per turn (the movement effect of the barding is not taken into account on the war wagon profile). It may not march move, nor may it charge an enemy. It is not a chariot! However, when you wish to turn the war wagon, it may pivot in place prior to moving, in the same way that a chariot model is moved.

Shooting. The war wagon is a high enough platform that the crew may shoot over any intervening friendly troops. The profile of the wagon is such that the models within it can fire at any target in a 360-degree arc. They are not limited to firing out of a specific face of the wagon.

The crew of the war wagon is armed with a variety of black powder guns; most common are the handgun and pistol. All shots from the wagon are calculated at Strength 4, with a -2 saving throw modifier as with all black powder weapons.

When the war wagon wishes to shoot, the Kislevite player rolls a d6 to determine the number of weapons that are loaded, or shooters who have an unobstructed view of the target. This is the number of shots that may be taken in that round. The guns have a range of 24", with a -1 to hit modifier if firing long range. They may shoot while the wagon is moving, but incur the additional -1 to hit penalty for moving and shooting.

Close Combat. The war wagon can only be engaged in close combat if it is charged. It may not charge enemy units, and if forced to move into the enemy, it will move through the unit as they have time to get out of the way. In close combat, the crew of the wagon will have d6 attacks at strength d3+2 for that round. The warhorses may also fight in close combat, but will only have 2 attacks regardless of how many are on the model. The war wagon has unit strength of 8. If the wagon wins combat, it may not pursue. If it is broken and forced to flee, it is removed from play as a casualty. War wagons may choose to stand and shoot as a charge reaction.
Laager. During the movement phase, the war wagon may choose to form a laager. This is where the horse team is unhitched and moved to a safe place, and the crew takes a defensive position.

While in a laager, the crew is treated as being in hard cover for missile fire (-2 to hit) and as defending an obstacle in close combat (6's to hit). The crew will strike first even if charged. The laager is Unbreakable.

 
 

 

 
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