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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
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WS
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BS
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Ld
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| Knights Griffon |
4
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4
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3
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3
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3
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1
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3
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1
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8
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| Warhorse |
8
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3
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0
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3
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3
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1
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3
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1
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5
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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
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| Cannon |
-
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-
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-
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-
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7
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3
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-
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-
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-
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| Crew |
4
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3
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3
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3
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3
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1
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3
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1
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7
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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
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. |
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3-4
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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
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M
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WS
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BS
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| War Wagon |
-
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-
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-
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-
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4
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5
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-
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-
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-
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| Crew |
-
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3
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3
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Sp
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-
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-
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3
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D6
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7
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| Warhorse |
8
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3
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0
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3
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-
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-
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3
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1
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-
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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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