Kislev Characters

 

1 General..................................125 points

The army must include a general to lead it. This will be one of the Tsars or a powerful Boyar.

Profile M WS BS S T W I A Ld
General 4 7 6 4 4 3 7 4 10
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The General may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The General may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points).

Magic Items: The General is a Lord character and is entitled to up to three magic items chosen from the appropriate magic item cards.

0-1 Battle Standard......................96 points

The army may include a Battle Standard together with its bearer who will be a champion worthy of the task.

Profile M WS BS S T W I A Ld
Battle Standard

Bearer

4 5 4 4 4 1 5 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword and battle standard

Weapons/Armour: The Battle Standard Bearer may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Battle Standard Bearer may ride a Warhorse (+3 points), a chariot, or a monster (see the separate monsters section for points).

Magic Items: The Battle Standard Bearer is a champion character and is entitled to one magic item chosen from the appropriate magic item cards, this may be a magic standard, thereby turning the army's banner into a magic standard.

Boyars..........................100 points

Boyars are the feudal lords of Kislev, and they sit in The Council of Boyars. It is they who elect a new Tsar whenever the succession is left open. They rule their own feifs and lead their troops to battle.

Profile M WS BS S T W I A Ld
Boyar 4 6 6 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The Boyar may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Boyar may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points).

Heroes........................................76 points

The army may include as many heroes as you wish within the normal limitations of the points available. Heroes represent warriors of exceptional prowse and courage.

Profile M WS BS S T W I A Ld
Hero 4 6 5 4 4 2 6 3 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: Sword

Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values.

May Ride: The Hero may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points).

Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards.

Champion............................45 points

Any unit may include a Champion armed and equipped as the rest of the unit. (See the equipment list for points values.) Champions represent especially adept warriors.

Profile M WS BS S T W I A Ld
Champion 4 5 4 4 4 1 6 2 9
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: A Champion is always aremed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values).

May Ride: The Champion may ride a Warhorse (+3 points).

Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards.

Ice Mages

Ice Magic is a native form of magic practised in the northern regions of Kislev by the shamans of the Gospodar nomads. In ancient times the leaders of these warlike tribes were potent sorcerers, and none were more poweful than the Khan Queens of the Gospodar. In time the nomads carved out a small empire for themselves and settled down to form the nation of Kislev ruled by mighty Tsars. The current ruler is Tzarina Katarin, the Ice Queen of Kislev, a fearsome sorceress and mistress of Ice Magic.

The army may include as many Ice Mages as you wish within the normal limitations of the points available. Ice Mages may be selected from any of the four levels of wizards at the appropriate points cost shown below.

Ice Mage (magic level 1)..................................................56 points

Ice Mage Champion (magic level 2)...............................118 points

Master Ice Mage(magic level 3)......................................190 points

Ice Mage Lord or Lady (magic level 4)............................287 points

Profile M WS BS S T W I A Ld
Ice Mage 4 3 3 3 4 1 4 1 7
Ice Mage Champion 4 3 3 4 4 2 4 1 7
Master Ice Mage 4 3 3 4 4 3 5 2 7
Ice Mage Lord or Lady 4 3 3 4 4 4 6 3 8
Warhorse 8 3 0 3 3 1 3 1 5

Magic: An Ice Mage has one Battle Magic or Ice Magic spell per magic level.

Equipment: Sword

Weapons/Armour: An Ice Mage may be armed with any combination of equipment allowed by the Equipment List. See the separate Equipment List for summary and point values. If Ice Mages wear armour they are unable to cast spells so they so not normally do so.

May Ride: An Ice Mage may ride a warhorse (+3 points), a chariot, or a monster (see separate Monster List for points values).

Magic Items: An Ice Mage character is entitled to magic items chosen from Warhammer Magic. The number of magic items the Ice Mage can have depends on their level and is indicated below:

Ice Mage.....................................1 magic item

Ice Mage Champion...................2 magic items

Master Ice Mage.........................3 magic items

Ice Mage Lord or Lady...............4 magic items

Beastmasters

These are woodsmen and foresters who have gained a special affinity for the great wild cats and bears of the north. They live apart from the rest of their kind, hunting and training their great beasts. There are two main types of beast that they train, the great Snow Tigers and the ferocious Northern White Bears. These they train to attack their enemies and to work as hunting beasts.

Profile M WS BS S T W I A Ld
Beastmaster 4 5 4 4 4 2 5 2 8

Weapons/Armour: Hand weapon, bow, shield, and light armour. Additional equipment may be bought from the Equipment List at the points cost indicated. Beastmasters may not have heavy armour.

Save: 5+

May Ride: Beastmasters may ride Snow Tigers, or Monsters from the Monsters list at the cost indicated.

Special: Beastmasters' beasts must remain within 12" of the Beastmaster. If they become separated by more than 12", they will move in a random direction until such time as they are back within the Beastmaster's zone of control.

The beasts test against the Beastmaster's Leadership as long as they are within 12" of him. If they are outside this area, they must test against their own. The Beastmaster and his pack are immune to Panic, and all other psychology as long as they remain within 12" of each other, but they can be broken in hand-to-hand combat. A Beastmaster and his beasts are considered a unit, but the minimum of 5 figures does not apply.

If all of a Beastmaster's pack is slain, the Beastmaster will become subject to hatred of the enemy. If the Beastmaster is slain, the pack will also become subject to hatred and will immediately charge the nearest enemy. If they are not within charge range, they will move toward the nearest enemy at their full Movement rate.

When enemy shoots at the Beastmaster and his pack, any hits will be randomizer between them. The Beastmaster or the pack may not be targeted individually as long as they are together.

Beastmasters may be accompanied by 2 through 4 Beasts.

Points: 75

Northern White Bears

The Great White Bears stand over 10 ft. tall and are large and powerful creatures, with long sharp claws with which they fight.

Profile M WS BS S T W I A Ld
White Bear 4 3 0 5 4 2 3 2 6

Special: Claw attacks. Causes fear as per the rules in the Warhammer rulebook.

Points: 25

Snow Tiger

The great Snow Tigers prowl the plains and forests of the north. They are natural hunters, and ferocious fighters. They are over 10 ft. long, and stand nearly 5 ft. at the shoulder. They are as large and heavy as a standard warhorse. They have a white coat with black stripes that blends with the ice and snow covered landscape. These great beasts, when they befriend one of the Bestmasters, it is for life.

Profile M WS BS S T W I A Ld
Snow Tiger 7 4 0 5 4 2 6 3 4

Special: The Snow Tigers cause terror in mansized creatures and smaller, and fear in all others larger than mansized.

Points: 33