Join Date: Mar 2008
Location: Manchester, UK.
||LinkBack||Thread Tools||Display Modes|
Is of no Matter - The people of Kislev treat life as a wheel, turned by the God Dazh, and that everything he has set to happen, will happen, and nothing can be done about it. The Kislevites thus treat the world with an indifference, and resignation to their fate, whatever it may be.
- All Kislevite units are Stubborn, as described in the Warhammer rulebook.
Little and Much, Much by Little - After many long years of war against the Northern Hordes, Eastern Ogre and Orc tribes, the people of Kislev have learnt the hard way that even if the immediate outcome is a defeat, as long as they are alive, something can be done about it. If they have a goal, it can be completed.
- All Kislevite units with a Rota automatically rally after voluntarily fleeing.
Glorious Charge - The Winged Lancers are known across the Old World for being as devastating as the Heavy Cavalry of the Breton. Although they may lack the order, and finesse that the highly trained Heavy Horse Squadrons have, the Winged Lancers are a fearsome sight to behold, with their Wing-fletched back banners rippling in the wind as the charge hit's home.
- Any unit equipped with Back Banners and a unit Strength of 5 or greater causes Panic on the turn they charge. As Characters must purchase a Back Banner to join such a unit with Glorious Charge, they are included in the Unit Strength. For every full Unit Strength of 10 in the unit, the targetted units take their Panic check at -1 Leadership.
- For example, there are 8 Winged Lancers in the charging unit. The Unit Strength is 16. That is one full Unit Strength of 10. This means that the receiver of the charge takes their panic check at -1 Leadership.
Saddleborn - The boys of Kislev who grow up in the Stanitsa's of the open barren Steppe are those who will go off to war, mourned by their families the day they take their Wings. To be accepted into the Winged Lancers, or the Horse Archers, is a great honour - only the best can join them. As such, the Boys train their horses for many years, day in, day out, until they are old enough for the Rota to decide that they are worthy. The bond between Horse and Rider is one that's greater than a Master and Steed, greater even than friends - the two are one being, turning almost without guidance.
- All Kislevites mounted on Steppe Ponies don't suffer Negative penalties to hit in shooting due to long range. This takes no effect if they are on foot, or mounted on anything other than a Steppe Pony.Special Equipment
Shashka - This weapon is a ritual blade of the Gospodarin Cavalry. It is a huge, two handed blade, with a heavy quillion. Unlike the Greatswords, and Zweihanders of The Empire, these Shashka's are rarely of masterwork quality and balance, yet they perform their job effortlessly well. While unwieldly to use with much skill, they are capable of smashing through plate mail as efficiently as any club.
- +1 Strength Bonus, Always Strikes Last, Requires Two Hands. Armour Piercing in the first round of combat.
Warpaint - Occasionally, some Kislevite Winged Lancers may daub their Steeds with Warpaint, which rumour has it, is made from the blood of those they slay. Although the truth is somewhat different, in that in each Stanitsa they visit, is a berry paste which is repainted by the wives and children left behind while husbands go to war, the Winged Lancers themselves don't dispel the rumours. Other cultures view it as barbaric, but in truth, it leads to the mysticism of these so called Riders of the Dead, and protects them from harm.
- Any Steppe Pony with Warpaint grants the Rider a 6+ Ward Save, or a +1 to the Ward Save they already benefit from. Warpaint may never be combined with Barding. If a March Boyar takes a Steppe Pony with Warpaint, he can only join a Riders of the Dead Rota.
Lamellar Plate - Kislevite forges and blacksmiths are forever working to provide the Pulks with weapons, armour and supplies, as there is no saying when the marauding orcs, or raiding Kyazak will strike. Over the generations, the blacksmiths have learnt how to create Lamellar Plate - a short chainmail jerkin, with seasoned hard leather scales sewn over the top. While lighter than the full plate armour of the heavy horse of the Empire, or Bretonnia, it provide similar protection, and is nigh invulnerable against arrows, especially with the provision of furs which usually accompanies the Winged Lancer regiments.
- This armour provides a 4+ Armour Save.
Back Banners - The famed sight of the Kislevite Winged Lancer is known all across the Old World - majestic warriors, riding strong steppe ponies, wearing leather and steel armour, encased in furs, with the fluttering back banners of the riders in the wind, they are the pride and glory of the Kislevite pulk. While these back banners are seemingly unique to each Lancer, what they share in common is the riders skill. The more veteran the rider is, the more right they have to a better feather to place in the back banner. The Banners provide a useful piece of equipment, shielding the Rider from incoming attacks. It is as much a defence, as a symbol of the Winged Lancers.
- There are three kinds of Back Banner - Ravenwing, Eaglewing, and Gryphonwing. If a character purchases a back banner, they may only join units with the same back banner. If a character has no Back Banner, they may not join a unit with any sort of back banner.
- Ravenwing - If a unit is equipped with these, it gains the Glorious Charge special Rule. The Bearer also recieves +1 bonus to his Armour Save.
- Eaglewing - The wearer recieves the previous benefits, and may Re-roll failed 'to hit' rolls in the first turn of combat.
- Gryphonwing - The wearer recieves the previous benefits, and recieves +1 Attack on the turn they charge.
Composite Bow - while the Longbows of the Imperial Levies and the Partisans are famed for their range and accuracy over Long Distances, the true power of the Kislev Horse Archers lies in these sturdy bows. Made from dried horn, glued together by sinew of the Great Caribou, or if it can be found, a Rhinox, these bows will provide a killing edge to the Kislevite pulk, where reckless riders, uncaring of their safety ride in close, to unleash a hail of armour piercing arrows.
- A Composite Bow counts as a normal Bow, with the exception that it causes Killing Blow on targets within half range.
To be a March Boyar is to be associated with greatness. While in the Empire, being 'promoted' to a Border patrol Garrison is a sign that your superiors are not fond of you, and hoping that an Orc taking your head will deal with the troublesome business of hiring an assasin, in Kislev, the role of a March Boyar is one that many of the Boyarin aspire to.
The northernmost Stanitsa's and Tirsa's are frequently called upon to stand guard against invasions from the north, or mountains, sometimes many times a year, shedding blood in thankless conflicts, so that the cities can stay safe. They are the first line of defence from the ravening hordes of the North and East, and occasionally, the last, until they reach the cities, leaving the vast and bleak oblast open to despoiling, and the few settlements ripe for pillaging.
Knowing this, such soldiers do not shirk from their duty. In a land of free speaking, and staunch defence, they are known for being stubborn and immoveable. Indeed, the parrallel with a dwarf has been drawn more than once, on occasion. Usually, never to the March Boyar's face, though.
In times of war, when the Tzar's and Tzarina's of Kislev call upon the Pulk to be summoned, it is to these few men to lead where she may trust no other. They may lack the tactical finesse of an Imperial General, yet they make up for that by their skill, and determination not to fail. The saying "A March Boyar will break before I do this" is a common place statement among the cities.
[Table] Name | Points | M | WS | BS | S | T | W | I | A | Ld
March Boyar | 150 | 4 | 6 | 4 | 4 | 4 | 3 | 5 | 4 | 9[/table]Equipment; Hand Weapon, Light Armour
Options;May Choose up to one weapon from the following list;
- Lance (5pts - Only if Mounted)
- Shashka (10pts)In addition, may choose up to one ranged weapon from the following list;
- Javelin (5pts)
- Shortbow (5pts)
- Pistol (5pts)May purchase up to one armour from the following list;
- Heavy Armour (5pts)
- Lamellar Plate (10pts)May purchase a shield (5pts).
May ride a Steppe Pony (+15pts), which may have Warpaint (+15pts).If mounted, he may purchase a single Back Banner from the following list;
- Ravenwing (10pts)
Eaglewing (20pts)May take up 100pts in Magic Items from the Common and Kislevite Magic Items lists.
Special Rules; "Is of No Matter", "Little by Much, Much by Little", "Glorious Charge", "Saddleborn"."Born Leader" - The March Boyar is a natural leader of men, well motivated, and with years of experience behind him. He is loved by the men, and suffers no fools.
- If the March Boyar is the General, he also acts as a Battle Standard to Kislevite Troops, even though he is not normally allowed to be a Battle Standard Bearer.- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A Droyaska, or literally, Blademaster, is the greatest fighter in the Kislev nation. It is a title that only the Tzar himself, or the Tzarina herself can grant - and more often than not, entire generations will pass by before a new warrior is worthy of the title of Droyaska.
They are the equal of any they face - Chaos Warlord, Vampire, Orc Warboss, Ogre Tyrant - all have been fought, and triumphed over by a Blademaster. Their speed with a blade is blistering, said to be only bettered by the Elves, and even then, many doubt that.
A Droyaska is a title, which unlike those to the Imperial Generals and Templar Grand Masters, is not bestowed by skill with wielding troops, but purely by skill with a weapon - be it knife, long sword, spear, bow, or fist.
Usually, the Droyaska is a personal champion of the Tzar before they become a blademaster, almost undoutably rising up from the ranks of the Gryphon Legion. If they so wish, and the Tzar or Tzarina is willing to lose their bodyguard for often many years, their ruler will provide them with passage to far off lands, such as Cathay, Nippon, and Ind, to perfect their skills. When they return, they are often changed men. Stronger, and more haughty than they once were. But subtly, they have a greater bearing.
The teachers and sensei's of the East do not teach battle tactics, although many in that land do teach of Tsun Zhou and his lessons - the time they spend is purely on the Droyaska's blade work. They are foes to be feared, and when leading a cavalry charge of some of the strongest horsemen in the Old World, absolutely terrifying.
[Table] Name | Points | M | WS | BS | S | T | W | I | A | Ld
Droyaska | 350 | 4 | 8 | 6 | 5 | 5 | 3 | 7 | 5 | 10[/table]Equipment; Droyaska Blades, Composite Bow, Lamellar Plate, Gryphonwing Back Banner, Steppe Pony with Warpaint.
Options;May take up to 100 points of Droyaska Skills from the Blademaster section of the army.Special Rules; "Is of No Matter", "Little by Much, Much by Little", "Glorious Charge", "Saddleborn".
He may purchase up to 100 points of Magic Items noted as 'Droyaska Only' from the Kislevite Magic Item List."Droyaska Blades"; The Droyaska is a master of fighting with all sorts of weapons, and as such, carries all different sorts of exotic and mundane weapons with which to do his bloody business. He is capable of turning an opponents guard inside out - and is as likely to force his opponent onto his own blade.
- In each Close Combat Phase whenever he is in combat, the Droyaska must choose a Stance. You must choose a different stance in eachplayers turn.
- You may choose from;"Blademaster"; Before becoming a droyaska, the original warrior was a master with all weaponry, but he was most at home in a duel, where he could fight an enemy in person. It was in just such duels that he learnt how to move with astounding speed an agility. With the training he recieved during his travels, he was able to perfect his movements.
- Crouching Tiger; Strikes Last, but gains Killing Blow. Blades count as Hand Weapons.
Hidden Dragon; The combat is fought as usual, but the Droyaska grants +1 combat resolution.
Hammer Blow; The Droyaska's attacks count as a Shaska's as if being used in the first turn of combat (so it grants -1 to Armour Saves)
Heartpiercer; May only be used on the charge. The Droyaska's attacks are at Strength 7.
Fence of Steel; The Droyaska gains +1 Attack.
"Fighter"; Throughout the training of the Droyaska, not once was he trained in the skills of war - his entire focus was on the ways of death dealing. While his skills as a Captain of Men were never forgotten, he never truely learnt how to become a great leader, preferring to be the sword, rather than the head of the army.
- The Droyaska has a 4+ Ward Save. This includes the benefit of the Warpaint.
- The Droyaska may never be the army general.- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ungol Khan - Lord Level Ungol Leader - Bow Master.
Tzar - Spiritual Leader. Units lead become Unbreakable. Can be a Tzar (Fighter), or Tzarina (Level 4 Ice Mage). 1 Only.
Boyar - Hero level March Boyar
Rotamaster - Winged Lancer Captain.
Ice Mage - Level 2 Magic caster, +1 to cast spells. Can only use the power of the land.
War Priest (of Dazh, Ursus, or Tor) - Less powerful fighter than Rotamaster or Boyar, but provides useful unit buffs.
Kislevite Kossars - State Trooper Stats, Bows and Axes, S+S within half range.
Kislevite Partisans - Two Hand Weapons, Slings, Skirmish, Come on from table edge
Kislevite Militia - Weak troops, can use Pikes though - ASF against Chargers, +2 Str and ASF versus Cavalry, Chariots and Monsters, 2 Hands, ASL at all other times.
Winged Lancers - Cavalry, 1+ Save, Imperial State Trooper Stats, Glorious Charge, Ravenwing Banner
Ungol Horsemen - Light Cavalry, Bows, option for Composite Bows.
Raven's of Mishka - Bat swarms, unbreakable flyers.
Imperial Regiment - State Troopers. Don't count as minimum core units. Lead by a Captain.
Riders of the Dead - WS 4, Immune to F/T/P Lancers, Warpaint options.
March Lancers - Eaglewing Lancers, Ld 8, Hate WoC, Boc, DoC
March Kossars - Re-roll hits in first turn of combat, Ld8, Composite Bows or Great Weapon options. Ld 8, Hate WoC, Boc, DoC
War Wagons - Chariot, has 5 men, with Halberds and Longbows on. May be used as mount for Ice Mage, or mounting a small dwarven cannon.
Ungol Chieftains - Light Chariots.
Knight Crusaders - Bretonnian/Empire Cavalry
Dwarven Slayers - Dwarven Slayers
Kislevite Trappers - Skirmishing, Longbows, Great Weapons, ASF if in a wood for first turn of combat.
Gryphon Legion - Chaos Knight Stats, Gryphonwing banner.
Feral Dragons - Flying Gorgers.
Urskin - Giant Bear riding Gryphon Legion.
More to come!
More to come!
Khan Queen Anastasia - Level 4 Ice Mage, rides Scythed Chariot.
Tzarina Katarin the Great - Level 4 Ice Mage, carries the 100pt VC Magic Item.
Boris Ursus, Radii Bokha - Rides Urskin, Urskin choice become Special, but Cavalry Special Become Rare. Gryphon Legion may only be taken one per Droyaska. Chaos Lord Stats.
Beledni - Rotamaster. Has his own special Riders of the Dead which don't take up option. Vebla is a Rotabearer, doubles number of wounds for CR in first turn of combat, if Glorious Charge is forgone.
Ivan Straghov - March Boyar - March Kossars and Lancers may be taken on a 1:1 to scale of Kossars and Winged Lancers as Core, in addition to Special.
Ambassador Von Velten - Works as a March Boyar for Imperial Troops, which do count as Core now. Has a bodyguard of Imperial Knights Crusader.
Sacha Kajetan: Blademaster, No armour, ASF, Troll Vomit, 3+ Ward Save.