Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: Kislev (Abridged)*
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Based on PDF Version 1.17, Last Modified: 2023 July 26 @ 02:38

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Kislev

Based on PDF Version 1.17, Last Modified: 2023 July 26 @ 02:38

Army Special Rules

This section describes all the different units used in a Kislev army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring ‘army special rules' that apply to several Kislev units, and these are detailed here.

Models with this special rule are Steadfast in the first round of close combat. If they have the Stubborn special rule, they instead become Unbreakable in the first round of close combat

Models with this special rule must always pursue fleeing enemies in close combat.

All Cavalry models with this special rule cause Fear in any turn in which they charge.

In addition, in any turn in which a Cavalry unit where the majority of models have this special rule makes a successful charge and wins the subsequent combat but does not break the enemy, they may attempt to disengage from the fight by passing a Leadership test.

If successful, the unit will make a flee move away from the enemy in a direction of your choice, as long as they do not flee through any units, in which case they must stop within 1".

The enemy may not pursue a unit disengaging from combat in this manner. After making its flee move, the unit will automatically rally and reform. If this move would take the unit off the battlefield, treat this as the unit having pursued off the table.

A model with this special rule may never be the army's General, and no unit may use their Leadership. In addition, any unit joined by them suffer -1 to their Leadership as a long as she is in the unit.

Models with this special rule may Stand & Shoot as a charge reaction even if the enemy is within their Movement characteristics. In addition, they do not suffer the normal -1 penalty To Hit for firing at a charging enemy.

Lords

Boyar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90 pts

MWSBSSTWIALd
Boyar465443649

Troop Type: Infantry (Character, Human)

Hand weapon, light armour.

  • May take an additional hand weapon (+3 pts), pistol (+6 pts), great weapon (+8 pts) or lance (+8 pts).

  • May take a bow (+5 pts) or handgun (+5 pts).

  • May upgrade to medium armour (+6 pts) or heavy armour (+12 pts).

  • May take a shield (+3 pts).

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts) or a Great Bear (+48 pts) which may have barding (+6 pts).

  • May take Magic Items up to a total of 100 pts.

By Our Blood, Glorious Charge, Hatred (Chaos)

Ice Witch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Ice Witch433333318

Troop Type: Infantry (Character, Human)

Magic: Ice Witch is a Level 3 Wizard who uses spells from the Lore of Ice or the Lore of Tempest.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (+35 pts).

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts) or a Great Bear (+48 pts) which may have barding (+6 pts).

  • May take Magic Items up to a total of 100 pts.

By Our Blood, Hatred (Chaos), Ice Attacks

Hag Mother. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Hag Mother433343318

Troop Type: Infantry (Character, Human)

Magic: Hag Mother is a Level 3 Wizard who uses spells from the Lore of the Hags.

Hand weapon.

  • May be upgraded to a Level 4 Wizard (+35 pts).

  • May take Magic Items up to a total of 100 pts.

By Our Blood, Hag, Hatred (Chaos)

Heroes

Ataman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts

MWSBSSTWIALd
Ataman455442538

Troop Type: Infantry (Character, Human)

Hand weapon, light armour.

  • May take an additional hand weapon (+2 pts), pistol (+4 pts), great weapon (+6 pts) or lance (+6 pts).

  • May take a bow (+5 pts) or handgun (+5 pts).

  • May upgrade to medium armour (+4 pts) or heavy armour (+8 pts).

  • May take a shield (+2 pts).

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts).

  • May take Magic Items up to a total of 50 pts.

  • One Ataman in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other magic items up to a total of 25 pts.

By Our Blood, Glorious Charge, Hatred (Chaos)

Frost Maiden. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Frost Maiden433332317

Troop Type: Infantry (Character, Human)

Magic: Frost Maiden is a Level 1 Wizard who uses spells from the Lore of Ice or the Lore of Tempest.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (+35 pts).

  • May be mounted on a Warhorse (+12 pts) which may have barding (+4 pts).

  • May take Magic Items up to a total of 50 pts.

By Our Blood, Hatred (Chaos), Ice Attacks

Hag Witch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50 pts

MWSBSSTWIALd
Hag Witch433332317

Troop Type: Infantry (Character, Human)

Magic: Hag Witch is a Level 1 Wizard who uses spells from the Lore of the Hags.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (+35 pts).

  • May take Magic Items up to a total of 50 pts.

By Our Blood, Hag, Hatred (Chaos)

Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65 pts

MWSBSSTWIALd
Shaman433332317

Troop Type: Infantry (Character, Human)

Magic: Shaman is a Level 1 Wizard who uses spells from the Lore of Fire, the Lore of Life or the Lore of Beasts.

Hand weapon.

  • May be upgraded to a Level 2 Wizard (+35 pts).

  • May take Magic Items up to a total of 50 pts.

By Our Blood, Hatred (Chaos)

Ranger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Ranger446442528

A Ranger may never be the Army General.

Troop Type: Infantry (Character, Human)

Hand weapon, bow.

  • May take an additional hand weapon (+2 pts) or a great weapon (+4 pts).

  • May take Magic Items up to a total of 50 pts.

By Our Blood, Hatred (Chaos), Heart Strike, Pathfinder, Scouts

Against Monstrous Infantry, Monstrous Beasts and Monsters, Rangers have the Heroic Killing Blow special rule with their bow, though armour saves may be taken as normal.

The Ranger and one friendly Infantry unit may deploy together as Ambushers.

Droyaska. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts

MWSBSSTWIALd
Droyaska475442748

A Droyaska may never be the Army General.

Troop Type: Infantry (Character, Human)

Two hand weapons, light armour.

  • May take Magic Items up to a total of 50 pts.

By Our Blood, Hatred (Chaos), Killing Blow, Parry (5+)

Patriarch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Patriarch443442428

Troop Type: Infantry (Character, Human)

Hand weapon.

Battle Prayers, By Our Blood, The Courage of Sacrifice, Divine Power, Hatred (Chaos)

Patriarchs know the four Battle Prayers listed below. Battle Prayers are innate bound spells (power level 3). Battle Prayers are augment spells that target the Patriarch and his unit.

  • Ursun's Roar: The Patriarch and his unit gain the Strength Bonus (1) special rule until the start of the next friendly magic phase.

  • Dazh's Song of Winter Sunlight: The Patriarch and his unit gain +D3 to their Movement until the start of the next friendly magic phase.

  • Salyak's Lullaby: The Patriarch and his unit gain the Regeneration (6+) special rule until the start of the next friendly magic phase.

  • Tor's Battle Hymn: The Patriarch and his unit gain +1 Attack until the start of the next friendly magic phase.

Patriarchs and any unit they join gain the Stubborn special rule as long as he remains in the unit.

Models with this rule can channel power and dispel dice in the same manner as a Level 1 Wizard.

Mounts

Warhorse. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Warhorse830331315

Troop Type: War Beast (Animal)

Great Bear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

MWSBSSTWIALd
Great Bear640553335

Troop Type: Monstrous Beast (Animal)

Fury of Ursun, Natural Armour (5+)

Core Units

Kossars. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Kossar433331317
Desyatnik433331327

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon.

  • May take spears (+1 pt/model) or great weapons (+2 pts/model).

  • May take bows (+3 pts/model).

  • May upgrade one Kossar to a Desyatnik (+10 pts).

  • May upgrade one Kossar to a Musician (+10 pts).

  • May upgrade one Kossar to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

By Our Blood, Hatred (Chaos), Steady in the Ranks

City Militia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Militia422331316
Lieutenant422331326

Unit Size: 20+

Troop Type: Infantry (Human)

Polearm.

  • May replace polearms with shields and spears for free.

  • May upgrade one Militia to a Lieutenant (+10 pts).

  • May upgrade one Militia to a Musician (+10 pts).

  • May upgrade one Militia to a Standard Bearer (+10 pts).

By Our Blood, Hatred (Chaos)

City Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 pts per model

MWSBSSTWIALd
Guardsman433331317
Sergeant433331327

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, light armour, shield.

  • May take spears (+1 pt/model), replace shields with great weapons (+1 pt/model) or replace shields with bows (+2 pts/model).

  • May take pistols (+2 pts/model).

  • May upgrade one Guardsman to a Sergeant (+10 pts).

  • May upgrade one Guardsman to a Musician (+10 pts).

  • May upgrade one Guardsman to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

By Our Blood, Hatred (Chaos)

Ungol Horse Archers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 pts per model

MWSBSSTWIALd
Horse Archer434331317
Horse Master435331317
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Hand weapon, shortbow.

  • May upgrade one Horse Archer to a Horse Master (+10 pts).

  • May upgrade one Horse Archer to a Musician (+10 pts).

  • May upgrade one Horse Archer to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

By Our Blood, Fast Cavalry, Hatred (Chaos)

Kossovite Dervishes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 pts

MWSBSSTWIALd
Dervish433331317
Longstrider433331327
Warhorse830331315

Troop Type: Cavalry (Human)

Hand weapon.

  • May take an additional hand weapon (+2 pts/model)

  • May upgrade one Dervish to a Longstrider (+10 pts).

  • May upgrade one Dervish to a Musician (+10 pts).

  • May upgrade one Dervish to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

By Our Blood, Fast Cavalry, Hatred (Chaos)

Druzhina. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 pts per model

MWSBSSTWIALd
Druzhinnik433331317
Dvorjanin433331327
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Hand weapon, light armour, shield.

  • May take spears (+1 pt/model).

  • May take javelins (+2 pts/model).

  • May upgrade to medium armour (+1 pt/model).

  • May take barding (+2 pts/model).

  • May upgrade one Druzhinnik to a Dvorjanin (+10 pts).

  • May upgrade one Druzhinnik to a Musician (+10 pts).

  • May upgrade one Druzhinnik to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 25 pts.

By Our Blood, Fast Cavalry, Hatred (Chaos)

Winged Lancers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Winged Lancer443331318
Rotamaster443331328
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Lance, medium armour, shield.

  • May take pistols (+3 pts/model).

  • May upgrade one Winged Lancer to a Rotamaster (+10 pts).

  • May upgrade one Winged Lancer to a Musician (+10 pts).

  • May upgrade one Winged Lancer to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

By Our Blood, Fast Cavalry, Glorious Charge, Hatred (Chaos)

Special Units

Kreml Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Kreml Guard443341318
Guardmaster443341328

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon, medium armour, shield.

  • May replace shields with great weapons (+1 pt/model).

  • May upgrade one Kreml Guard to a Guardmaster (+10 pts).

  • May upgrade one Kreml Guard to a Musician (+10 pts).

  • May upgrade one Kreml Guard to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

By Our Blood, Hatred (Chaos), Stubborn

Ice Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 pts per model

MWSBSSTWIALd
Ice Guard444331418
Handmaiden444331428

Unit Size: 10+

Troop Type: Infantry (Human)

Hand weapon.

  • May take an additional weapon (+1 pt/model), polearms (+2 pts/model) or spears & shields (+2 pts/model).

  • May take bows (+4 pts/model).

  • May wear light armour (+1 pt/model).

  • May upgrade one Ice Guard to a Handmaiden (+10 pts).

  • May upgrade one Ice Guard to a Musician (+10 pts).

  • May upgrade one Ice Guard to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

By Our Blood, Hatred (Chaos), Ice Attacks, Immunity (Psychology), Magical Attacks, Steady in the Ranks

Streltsi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Strelets443331318
Uryadnik443331328

Unit Size: 10+

Troop Type: Infantry (Human)

Polearm, handgun.

  • May wear light armour (+1 pt/model).

  • May upgrade one Strelets to an Uryadnik (+10 pts).

  • May upgrade one Strelets to a Musician (+10 pts).

  • May upgrade one Strelets to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

By Our Blood, Hatred (Chaos), Steady in the Ranks

Gryphon Legion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 pts per model

MWSBSSTWIALd
Gryphon Legionnaire443431418
Rotamaster443431428
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Lance, medium armour, shield.

  • May take pistols (+3 pts/model).

  • May upgrade to heavy armour (+2 pts/model).

  • May take barding (+2 pts/model).

  • May upgrade one Gryphon Legionnaire to a Rotamaster (+10 pts).

  • May upgrade one Gryphon Legionnaire to a Musician (+10 pts).

  • May upgrade one Gryphon Legionnaire to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

By Our Blood, Fast Cavalry, Glorious Charge, Hatred (Chaos), Immunity (Psychology)

Chekists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 pts per model

MWSBSSTWIALd
Chekist434331318
Oprichnik435331318
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Hand weapon, pistol.

  • May upgrade one Chekist to an Oprichnik (+10 pts).

  • May upgrade one Chekist to a Musician (+10 pts).

  • May upgrade one Chekist to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

By Our Blood, Fast Cavalry, Hatred (Chaos), Not A Step Back

All friendly units within 6" of a unit of Chekists may roll 3D6 for their Break tests and discard the highest result. If a friendly unit flees within 12" of a unit of Chekists, the Chekists may choose to open fire on that unit with their pistols (the unit still needs to be within range and Line of Sight before they begin their flee move). If they manage to cause a casualty, the unit will rally immediately after making its flee move.

Brotherhood of the Bear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Ranger Templar444331418
Preceptor444331428
Warhorse830331315

Unit Size: 5+

Troop Type: Cavalry (Human)

Spear, shield, bow.

  • May wear light armour (+2 pts/model).

  • May upgrade one Ranger Templar to a Preceptor (+10 pts).

  • May upgrade one Ranger Templar to a Musician (+10 pts).

  • May upgrade one Ranger Templar to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

Ambushers, By Our Blood, Fast Cavalry, Hatred (Chaos), Strider

Sibyrian Hunters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Hunter434331317
Hunt Master435331317

Unit Size: 5+

Troop Type: Infantry (Human)

Hand weapon, bow.

  • May take throwing axes (+1 pt/model).

  • May upgrade one Hunter to a Hunt Master (+10 pts).

  • May upgrade one Hunter to a Musician (+10 pts).

By Our Blood, Hatred (Chaos), Scouts, Skirmishers, Trappers

As soon as an enemy unit enters the same forest or hill as a unit with this special rule, roll a D6. On a 2+, the enemy unit suffers D6 Strength 3 hits. This may cause a Panic test; if failed the unit will immediately stop and flee in the opposite direction.

Kvassnics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 pts per model

MWSBSSTWIALd
Kvassnic433341217

Unit Size: 5+

Troop Type: Infantry (Human)

Hand weapon, fire bombs.

Fire bombs are missile weapons with a range of 6" and Strength 4. All shots have the Flaming Attacks and Ignores Armour Saves special rules.

By Our Blood, Drunken Stupor, Hatred (Chaos), Quick to Fire, Skirmishers

At the start of the Kislev turn, roll a D6 for each unit of Kvassnics. On a 1; The Kvassnics count as having failed a Stupidity test this turn. On a 2-4; the Kvassnics act as normal this turn. On a 5-6; the Kvassnics are subject to Frenzy this turn.

D6

Result

1

The Kvassnics count as having failed a Stupidity test this turn.

2-4

The Kvassnics act as normal this turn.

5-6

The Kvassnics are subject to Frenzy this turn.

Light War Sled. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Light War Sled7--544---
Crew-333--317
Warhorse-303--315

Unit Size: 1 War Sled, 3 Crew, 2 Warhorses

Troop Type: Chariot (Armour Save 6+, Human)

Spear, handgun.

By Our Blood, Hatred (Chaos)

Heavy War Sled. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts per model

MWSBSSTWIALd
Heavy War Sled5--555---
Crew-333--317
War Bear-405--336

Unit Size: 1 War Sled, 3 Crew, 2 Bears

Troop Type: Chariot (Armour Save 5+, Human)

Spear, handgun.

By Our Blood, Fear, Fury of Ursun, Hatred (Chaos), Natural Armour (5+), Unit Strength (8)

War Bears. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
War Bear640543336
Bear Tamer433331317

One Bear Tamer must be included for every three War Bears in the unit (+5 points/model).

Unit Size: 3+

Troop Type (War Bear): Monstrous Beast (Animal)

Troop Type (Bear Tamer): Infantry (Human)

Hand weapon.

  • May take barding (+3 pts/model).

By Our Blood, Fury of Ursun, Mixed Unit, Natural Armour (5+)

By Our Blood, Hatred (Chaos), Mixed Unit

Snow Leopards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20 pts per model

MWSBSSTWIALd
Snow Leopard840442425

Unit Size: 3+

Troop Type: War Beast (Animal)

Ambushers, Fear, Scouts

Rare Units

War Bear Riders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52 pts per model

MWSBSSTWIALd
War Bear Rider443331318
Esaul443331328
War Bear640543336

Unit Size: 3+

Troop Type: Monstrous Cavalry (Human)

Hand weapon, medium armour, shield.

  • May take lances (+2 pts/model) or replace shields with polearms for free.

  • May upgrade to heavy armour (+6 pts/model).

  • May take barding (+3 pts/model).

  • May upgrade one War Bear Rider to an Esaul (+10 pts).

  • May upgrade one War Bear Rider to a Musician (+10 pts).

  • May upgrade one War Bear Rider to a Standard Bearer (+10 pts).

    • May take a Magic Standard worth up to 50 pts.

By Our Blood, Fury of Ursun, Hatred (Chaos), Natural Armour (5+)

War Wagon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 pts per model

MWSBSSTWIALd
War Wagon7--556---
Crew-333--317
Warhorse-303--315

Unit Size: 1 War Wagon, 6 Crew, 4 Warhorses

Troop Type: Chariot (Armour Save 2+, Human)

Hand weapon.

  • The crew may take bows (+12 pts), crossbows, (+30 pts) or handguns (+30 pts).

  • The crew may take flails (+12 pts), or polearms (+12 pts).

By Our Blood, Hatred (Chaos), Mobile Fortress, Unit Strength (10)

At the start of any phase, the War Wagon may elect to fortify itself by releasing the horses (remove these from the unit, keeping only the base of the War Wagon). If they choose to do so, the War Wagon cannot move for the rest of the game, and will be Unbreakable. For purposes of shooting, the Crew can fire all round.

Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Cannon----7----
Crew433331317

Unit Size: 1 Cannon & 3 Crew

Troop Type: War Machine (Cannon, Human)

Hand weapon.

By Our Blood, Hatred (Chaos)

Urugan Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Urugan Cannon----7----
Crew433331317

Unit Size: 1 Urugan Cannon & 3 Crew

Troop Type: War Machine (Human)

Hand weapon.

By Our Blood, Hatred (Chaos), Urugan Cannon

The Urugan Cannon has a range of 24" and Strength 5. It has the Armour Piercing (1) and Multiple Shots (Artillery Dice+D6) special rules.

To fire the gun, nominate a visible target and determine how many shots are fired. To do this, roll a D6 and the Artillery Dice: the result is the number of shots fired.

If a Misfire is rolled, roll immediately on the Blackpowder Misfire table. If firing is completed without a misfire, and the target is within range, roll To Hit with all shots as normal, using the Ballistics Skill of the crew.

Tzar Cannon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts per model

MWSBSSTWIALd
Tzar Cannon5--576---
Crew-333--317
War Bear-405--336

Unit Size: 1 Tzar Cannon, 3 Crew, 2 Bears

Troop Type: Chariot (Armour Save 4+, Human)

Hand weapon.

By Our Blood, Fear, Fury of Ursun, Hatred (Chaos), Large Target (4), Natural Armour (5+), Tzar Cannon, Unit Strength (8)

The Tzar Cannon fires like a Stone Thrower with a Strength of 5(10) as well as the Move or Fire, Multiple Wounds (D6) and Slow to Fire special rules. If a misfire is rolled, consult the Black Powder Misfire Chart.

Elemental Bear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts per model

MWSBSSTWIALd
Elemental Bear6406663510

Unit Size: 1

Troop Type: Monster (Animated Construct)

Animated Construct, Elemental Breath, Fury of Ursun, Ice Attacks, Magical Attacks, Natural Armour (4+)

This is a Breath Weapon with Strength 4 and the Ice Attacks special rule.

Special Characters - Lords

Boris Ursus The Red Tzar. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .285 pts

MWSBSSTWIALd
Boris Ursus4655435410
Urskin (Great Bear)650653447

Boris Ursus must be the Army General.

Troop Type: Infantry (Special Character, Human)

Shield.

  • May be mounted on Urskin (+65 pts).

Magic Items / Abilities: Shard Blade, Armour of Ursun

The Shard Blade gives the wielder +2 Strength. Any models who suffer an unsaved Wound must take an immediate Toughness test. If this test is failed, they suffer D3 additional Wounds which Ignores Armour Saves and Ward Saves.

Medium armour. For each Hit caused by enemies in close combat, the wearer may make an additional attack back after his enemies' attacks have been resolved (as long as the wearer is still alive). The wearer may make these bonus attacks even if they have already attacked that phase.

By Our Blood, Hatred (Chaos), Mark of the Bear God, Stubborn

If Boris Ursus is the Army General, any units of Kossars in the army may be given the Mark of the Bear God at a cost of +1 point/model. Models with the Mark of the Bear God gain the Devastating Charge special rule.

Tzarina Katarin The Ice Queen, Bringer of Winter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .380 pts

MWSBSSTWIALd
Tzarina Katarin4433334210

Tzarina Katarin must be the Army General.

Troop Type: Infantry (Special Character, Human)

Magic: Tzarina Katarin is a Level 4 Wizard who uses spells from the Lore of Ice.

  • May be mounted on a Warhorse (+18 pts), a Great Bear (+48 pts) which may have barding (+6 pts), a Light War Sled, replacing the crew (+60 pts) or a Heavy War Sled, replacing the crew (+100 pts).

Magic Items / Abilities: Fearfrost, The Crystal Cloak

Fearfrost grants the wielder the Ice Attacks, Killing Blow and Ignores Armour Saves special rules.

The Crystal Cloak grants the Tzarina the Ward Save (4+) special rule. In addition, all attacks directed against the Tzarina in close combat suffer a -1 to both the To Hit and To Wound dice.

Beloved of Kislev, By Our Blood, Hatred (Chaos), Ice Attacks, Loremaster (Lore of Ice), Protectors of the Khan-queen

Any friendly unit joined by the Tzarina becomes Stubborn, and all Kislevite units within 12" of the Tzarina may re-roll failed Psychology tests.

If the Tzarina joins a unit of Gryphon Legion, the unit will roll 3D6 for all their Break tests, and discard the highest result.

Kostaltyn Supreme Patriarch of Ursun, Leader of the Great Orthodoxy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Kostaltyn443443429

Troop Type: Infantry (Special Character, Human)

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts) or a Great Bear (+48 pts) which may have barding (+6 pts).

Magic Items / Abilities: Brazier Mace of Ursun

Flaming Attacks. For each Wound suffered during the game from his starting number of Wounds, Kostaltyn gains +1 Strength and the Armour Piercing (1) special rule.

Battle Prayers, Blaze of Devotion, By Our Blood, The Courage of Sacrifice, Divine Power, Hatred (Chaos), Ursun's Ward

Any unit joined by Kostaltyn gains the Flaming Attacks special rule and may re-roll failed Break tests.

When Kostaltyn is down to two Wounds, he gains the Regeneration (5+) special rule. When he is down to one Wound, he gains the Regeneration (3+) special rule. Roll each To Wound roll against Kostaltyn separately.

Yuri Barkhov Prince of Kislev. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .185 pts

MWSBSSTWIALd
Yuri Barkhov465443649

Troop Type: Infantry (Special Character, Human)

Medium armour, shield.

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts) or a Great Bear (+48 pts) which may have barding (+6 pts).

  • May take Magic Items up to a total of 50 pts.

Magic Items / Abilities: Wolfbane

Wolfbane gives Yuri +1 Attack. In addition, it contains a Bound Spell, power level 5. This is a direct damage spell with a range of 24". It causes D6 Strength 5 Hits with the Lightning Attacks special rule.

By Our Blood, Hatred (Chaos), Heroic Killing Blow, Strength Bonus (1)

Tzar Saltan The Bitter Ruler of Praag. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts

MWSBSSTWIALd
Tzar Saltan465443649

Troop Type: Infantry (Special Character, Human)

Shield.

  • May be mounted on a Warhorse (+18 pts) which may have barding (+6 pts) or a Great Bear (+48 pts) which may have barding (+6 pts).

Magic Items / Abilities: The Black Blade, Armour of Praag

All attacks made with the Black Blade gain +1 Strength. In addition, enemy models attempting to strike the wielder in close combat suffers -1 To Hit.

Medium armour. The Armour of Praag gives the wearer +1 to their Toughness.

Bitter Hatred, By Our Blood, Immunity (Psychology)

Saltan is subject to Hatred. When fighting models from Warriors of Chaos, Daemons of Chaos or Beastmen, Tzar Saltan may re-roll all failed rolls to hit, not just the first turn. He must always issue a challenge to any characters in the unit. If challenged by a character from any of the above armies, he must accept. When fighting against characters from the above armies in a challenge, Saltan gets a +1 Strength bonus.

Baba Yaga The Crone of the Forest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .280 pts

MWSBSSTWIALd
Baba Yaga433343319
Chicken-Legged Hut63066101310

Troop Type: Infantry (Special Character, Human)

Magic: Baba Yaga is a Level 4 Wizard who uses spells from the Lore of the Hags.

  • May be mounted on the Flying Mortar & Pestle (+25 pts).

  • May be accompanied by the Chicken-Legged Hut (+200 pts).

The Chicken-Legged Hut is a Monster with the Animated Construct special rule. It must be deployed within 6" of Baba Yaga, but otherwise acts as its own individual unit.

The Flying Mortar & Pestle gives Baba Yaga the Fly (10) special rule.

Magic Items / Abilities: Amulet of the Raven, Staff of the Forest

The Amulet of the Raven gives Baba Yaga the Ward Save (5+) special rule. In addition, enemy models in base contact with her at the start of combat must first pass a Leadership test. If failed, they may not attack this phase.

The Staff of the Forest allows Baba Yaga to re-roll her casting attempts for any spell.

By Our Blood, Fear, Hag, Hatred (Chaos)

Igor the Terrible Tyrant Tzar of Kislev. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts

MWSBSSTWIALd
Igor the Terrible465443649

Igor the Terrible must be the Army General.

Troop Type: Infantry (Special Character, Human)

Medium armour, shield.

  • May be mounted on a Warhorse (+18 pts), which may have barding (+6 pts).

  • May take Magic Items up to a total of 75 pts.

Magic Items / Abilities: Bloodedge

At the start of your Magic phase, all enemy models within 6" of Igor suffer a Wound on a natural 6 with the Ignores Armour Saves special rule.

By Our Blood, Hatred, Tyrant

All friendly units within 12" of a unit of Igor may roll 3D6 for their Break tests and discard the highest result.

Miska the Slaughterer Khan-Queen of Kislev. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .325 pts

MWSBSSTWIALd
Miska the Slaughterer455443539

Miska the Slaughterer must be the Army General.

Troop Type: Infantry (Special Character, Human)

Magic: Miska the Slaughterer is a Level 3 Wizard who uses spells from the Lore of Ice.

May be mounted on a Heavy War Sled, replacing the crew (+100 pts).

Magic Items / Abilities: Fearfrost, Cloak of the Great Bear

Fearfrost grants the wielder the Ice Attacks, Killing Blow and Ignores Armour Saves special rules.

This cloak gives the wearer the Natural Armour (5+) special rule. For each successful unsaved Wound caused by the wearer in Close Combat, they may make an extra attack immediately. These additional attacks do not generate further attacks.

By Our Blood, Frenzy, Hatred (Chaos)

Special Characters - Heroes

Tordimir Lubovasyn Captain of the Gryphon Legion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .165 pts

MWSBSSTWIALd
Tordimir Lubovasyn465442538
Seraphima (Warhorse)830331315

Troop Type: Cavalry (Special Character, Human)

Medium armour, shield.

Magic Items / Abilities: The Gryphon Lance, Gryphon Wing

Lance. The wielder gains the Heroic Killing Blow and Armour Piercing (1) special rules when he charges.

The Gryphon Wing gives Tordimir the Ward Save (5+) special rule. In addition, any unit led by him automatically passes any Leadership test to disengage from combat with the Glorious Charge special rule.

By Our Blood, Captain of the Gryphon Legion, Glorious Charge, Hatred (Chaos), Immunity (Psychology)

Tordimir must join a unit of Gryphon Legion and may never leave this unit during the game. This unit gains the Stubborn special rule. In addition, units of Gryphon Legion counts as Core Units instead of Special if Tordimir is included in your army.

Stepan Rasin Clan Chief of the Ungols. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .100 pts

MWSBSSTWIALd
Stepan Rasin456442538
Warhorse830331315

Stepan Rasin may only join units of Ungol Horse Archers.

Troop Type: Cavalry (Special Character, Human)

Hand weapon.

Magic Items / Abilities: The Silver Shard

Bow. Any shot with this bow that hits is multiplied into D6 hits.

By Our Blood, Hatred (Chaos), Lucky, Strider

Stepan Rasin is allowed to re-roll any dice roll that directly affects himself (but not his unit), up to 3 times per battle.

Ilja of Murova The Great Bear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .130 pts

MWSBSSTWIALd
Ilja of Murova455553538

Troop Type: Infantry (Special Character, Human)

Great weapon, bow, throwing axes.

By Our Blood, Hatred (Chaos), Heart Strike, Hugely Resilient, Scouts, Strength of the Great Bear, Trapper

Whenever Ilja is reduced to zero wounds roll a D6. On a 1-3 he is killed as normal, but on a 4-6 the fact that Ilja should be dead does not register in his battle craved mind and he completely ignores the injury. Return Ilja to 1 wound. This rule has no effect against attacks that kill him outright.

lja may forfeit his normal attacks in favour of doing a single massive blow with his axe. If this attack hits and wounds, it causes D3+1 wounds with the Ignores Armour Saves special rule.

Ulrika Magdova Straghov. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 pts

MWSBSSTWIALd
Ulrika Magdova Straghov665542739

Troop Type: Infantry (Special Character, Vampire)

Magic: Ulrika Magdova Straghov is a Level 1 Wizard who uses spells from the Lore of Shadow.

Hand weapon, bow.

  • May be mounted on a Warhorse (+12 pts), which may have barding (+4 pts).

Magic Items / Abilities: Silver Dagger, Blood Shard

Additional hand weapon. All attacks made with this weapon have the Ignores Armour Saves special rule, and also ignores all Ward Saves.

For every unsaved Wound Ulrika causes in close combat, she receives +1 to cast spells in her next Magic Phase, up to a total of +3.

By Our Blood, The Dancing Blade, Hatred (Chaos), The Red Thirst, Sniper, Vampiric

Ulrika may re-roll failed rolls To Hit in close combat, and enemies targeting her in close combat must re-roll successful rolls To Hit.

Whenever a model with this special rule kills one or more enemy models in close combat, roll a D6 at the end of the Close Combat phase. On the roll of a 5+, the model recovers a single Wound lost earlier in the battle. This does not work against models with the Animated Construct, Daemonic, Forest Spirit or Vampiric special rules.

Models with the Vampiric special rule have the Fear and Immunity (Psychology) special rules. In addition, models suffer -1 To Wound rolls against them, unless they are using Magical Attacks or Flaming Attacks.

Magic Items

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Kislevites. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

Requires Two Hands. The Holy Axe of Miska gives the wielder +2 Strength. In addition, it has the Multiple Wounds (D3) special rule.

All attacks made with the Wyrmspike have the Ice Attacks and Multiple Wounds (D3) special rules.

Polearm. The Frost Shard Glaive contains a Bound Spell, power level 4. This is a hex spell with a range of 18". The target unit suffer -D3 to their Movement (to a minimum of 1) until the start of the caster's next turn.

All attacks made with the Rime Blade have the Ice Attacks and the Armour Piercing (2) special rules.

All attacks made with Dazh's Brazier have the Flaming Attacks special rule. In addition, the wielder and any unit they are with gain the Regeneration (6+) special rule.

Boyar or Ataman only. Brace of pistols. All shots fired automatically Hit and may re-roll failed rolls to Wound with the Magical Attacks special rule.

All attacks made with this weapon have the Lightning Attacks special rule.

Two hand weapons. Attacks made with these weapons have the Armour Piercing (1) special rule. In addition, the wielder gains the Frenzy special rule.

Magic Armour

Medium armour. The Armour of Alexandr gives the wearer a Ward Save (5+). In addition, if an enemy with a Magic Weapon causes a Wound that is saved by either the wearer armour save or Ward save, roll a D6. On a 5+, the opponent's weapon is frozen and destroyed.

Ice Witches and Frost Maidens only. This armour gives the wearer a 1+ Armour Save, which cannot be improved by any means. The armour save never falls below 4+, even if the opponents Strength or magical weapon would reduce it to less. If the save ever fails the armour is destroyed. This armour may be taken by Wizards despite them not normally being able to take armour.

Medium armour. Enemies in base contact with the wielder are subject to the Always Strikes Last special rule. This has no effect on models with Immunity (Ice Attacks).

Shield. Every time the bearer suffers an unsaved Wound, roll a D6. On a 4+, the Wound is taken by a friendly model in base contact instead.

Medium armour. The bearer gains the Immunity (Ice Attacks) and Magic Resistance (2) special rule.

Medium armour. The wearer of the Wyrm Harness gains a Ward Save (6+).

The wearer of the Great Bear Belt gains the Natural Armour (5+) special rule.

Talismans

Enemies must re-roll all successful rolls to Wound against the wearer.

As long as they have not joined a unit, the wearer of the Blizzard Broach cannot be charged or targeted by missile attacks or spells from enemies more than 12" away.

For every unsaved Wound suffered by the bearer or the unit they are with, they gain +1 to their Leadership for the remainder of the turn.

The wearer of the Star-Iron Ring gains a 6+ Ward Save which may be re-rolled.

Arcane Items

The Sceptre of Shoika adds a Power and a Dispel dice to the Kislev army in every phase. Once per battle, the wizard can add +1 to a dice used for casting a spell. This can be used to cause Ultimate Power or prevent a Miscast.

One use only. Gastuva's Egg may be used at the start of any turn. Once used, the bearer and any unit they are with gain the Unbreakable special rule and cannot be harmed from any source, but they cannot move for any reason. The effect lasts until the start of your next turn.

The bearer of the Snowflake Pendant may re-roll 1's when casting spells.

Ice Witch or Frost Maiden only. Every time an enemy model causes an unsaved Wound on the bearer or any unit they are with, the enemy model suffers a Strength 3 Hit.

Enchanted Items

Boyar or Ataman only. The Apple of Kislev increases the Leadership of the owner to 10. In addition, the unit led by the character carrying the Apple can re-roll any Leadership test.

The bearer gains a Strength 4 Breath Weapon with the Flaming Attacks special rule.

The bearer of Saint Annushka's Finger Bone automatically regains one lost Wound at the start of each turn.

The bearer and any unit they are with gain +1 to their Weapon Skill.

Model on foot only. These boots increase the wearer's Movement value to 10 and give him the Strider special rule. In addition, he may move as if he had the Fly special rule.

One use only. The kvas may be distributed to one unit joined by the character with Yakov’s Kvas at the start of any turn. Roll a D6 and consult the chart below:

D6

Result

1-2

The character and unit suffer from Stupidity for the rest of the game.

3-4

The character and unit is subject to Frenzy for the rest of the game.

5-6

The character and unit is subject to Hatred for the rest of the game.

One use only. The Steppe Hunter's Horn may be sounded at the start of any phase. Once used, the bearer and any unit they are with gain the Multiple Wounds (D3) special rule for the remainder of the turn.

Magic Standards

The unit carrying this banner gains the Magical Attacks and Strength Bonus (1) special rules.

The unit carrying this banner gains the Immunity (Psychology) and Stubborn special rules once it is below Unit Strength 10. If the unit is already Stubborn, it becomes Unbreakable instead once it is below Unit Strength 10.

This standard gives the unit carrying it +1 to Hit in the first round of close combat.

Winged Lancers or Gryphon Legion only. Any unit charged by the unit carrying the back banners that chooses to Hold as a charge reaction must take a Panic test with a -1 Leadership modifier.

The unit carrying this banner gains the Strider special rule.

The unit carrying this banner gains the Vanguard special rule.

The Lore of Ice

For each spell the Wizard successfully casts from the Lore of Ice, the Wizard and any unit they are with gain a 6+ armour save until the start of their next Magic phase.

Midwinter's Kiss is a direct damage spell. The caster makes a Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. All models Hit suffer a Strength 4 Hit with the Ice Attacks special rule.

Remains in play. Form of the Frostfiend is an augment spell that may be cast on the Wizard herself if she is on foot. While active, she gains the Fly (9) and Terror special rules, +2 Strength, +2 Toughness and +3 Attacks. The effects of all magic items are ignored for the duration of this spell, as they are transmogrified along with the caster. While in this form, she follows all the rules for Monstrous Beasts and should be placed on a 40x40mm base.

Ice Sheet is a hex spell with a range of 24". Until the start of the caster's next Magic phase, the target unit has all its Movement halved. The Wizard may choose to increase the range of this spell to 48". If they do so, the casting value is increased to 9+.

Frost Blades is an augment spell with a range of 12". The target unit gains the Armour Piercing (1), Ice Attacks and Magical Attacks special rules until the start of the caster's next Magic phase. The Wizard may choose to increase the range of this spell to 24". If they do so, the casting value is increased to 12+.

Death Frost is a direct damage spell with a range of 12" and targets a single enemy model (even a character in a unit). The target unit must pass a Toughness test or suffer a Wound with the Multiple Wounds (D6) and Ignores Armour Saves special rules. This is an Ice Attack. The Wizard may choose to increase the range of this spell to 24". If they do so, the casting value is increased to 13+.

Crystal Sanctuary is an augment spell that affects the Wizard and any unit they are with. Until the start of the caster's next Magic phase, the unit gains a Ward Save (4+). However, if it moves for any reason, this Ward save is lost. The Wizard can choose to extend the range of this spell to affect all friendly units within 6". If they do so, the casting value is increased to 20+.

Remains in play. Heart of Winter is a direct damage spell with a range of 18". All models in the target unit must take a Toughness test or suffer one Wound which Ignores Armour Saves. This is an Ice Attack. In addition, it has all its Movement halved until the start of the caster's next turn. The Wizard may choose to increase the range of this spell to 36". If they do so, the casting value is increased to 19+.

The Lore of Tempest

Every time a Wizard successfully casts a spell from the Lore of Tempest, all enemy units within 12" of the Wizard suffer a -1 penalty to their Movement (to a minimum of 1) until the start of the caster's next Magic phase.

Shardstorm is a magic missile spell with a range of 24". The target unit suffers 2D6 Strength 3 Hits. The Wizard may choose to increase the power of this spell to cause 3D6 Hits instead. If they do so, the casting value is increased to 9+.

Gust of True Flight is an augment spell with a range of 24". Until the start of the caster's next Magic phase, the target unit gains +1 To Hit and +12" range with missile weapons. The Wizard can choose to extend the range of this spell to affect all friendly units within 12". If they do so, the casting value is increased to 14+.

Swiftwing is an augment spell with a range of 12". The target unit immediately makes a normal move forward as if it were the Remaining Moves sub-phase using the Strider special rule. The Wizard may choose to increase the range of this spell to 24". If they do so, the casting value is increased to 12+.

Biting Wind is a direct damage spell. Extend a straight line, 18" in length, within the caster's front arc and directly away from their base. All models in each unit in the way suffers a Strength 2 hit. The Wizard can choose to extend the range of the spell to 36". If they do so, the casting value is increased to 13+.

Hawks of Miska is a hex spell with a range of 18". The target unit must take a Panic test with a -3 Leadership penalty. The Wizard can choose to extend the range of the spell to 36". If they do so, the casting value is increased to 13+.

Hailstorm is a direct damage spell. Place the small round template anywhere within 24" – it then scatters D6". All models underneath the template suffer a Strength 4 Hit. The Wizard can choose to increase the power of the spell to use the large template rather than the small template. If they do so, the casting value is increased to 13+, the template scatters 2D6" rather than D6", and the spell causes Multiple Wounds (D6).

Remains in play. Blizzard is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Blizzard will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template suffer a Strength 3 Hit with the Ice Attacks special rule. In addition, all the unit's Movement is halved and all non-magical missile attacks suffer -1 To Hit until the start of the caster's next turn.

If the result on the artillery dice is a misfire, centre the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol).

In either event, in subsequent turns, the Blizzard travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Blizzard is removed. The Wizard can choose to increase the power of the spell to using the large template rather than the small template. If they do so, the casting value is 25+.

The Lore of the Hags

If a spell from the Lore of the Hags is successfully cast on an enemy unit, that unit must re-roll 6’s when rolling to Hit until the start of the casters next Magic phase.

Remains in play. Curse of Misfortune is a hex spell with a range of 18". The target fails all Dangerous Terrain tests on a 1-2 instead of just 1, suffer -1 to Hit in close combat and with missile weapons, and in the case of Characters, no unit may use their Leadership. The caster can choose to increase the range of this spell to 36". If she does so, the casting value is increased to 12+.

Fortune Told is an augment spell that may be cast on the wizard herself. Until the start of the caster’s next magic phase, all models in the same unit as the caster may re-roll failed rolls To Hit in close combat and with missile weapons and gain a Ward Save (6+).

Remains in play. Form of the Ancient Widow is an augment spell that may be cast on the wizard herself. While active, she gains Terror and Armour Piercing (1) special rules, +3 Strength, +2 Toughness and +3 Attacks. The effects of all magic items are ignored for the duration of this spell. While in this form, she follows all the rules for Monstrous Beasts and should be placed on a 40x40mm base.

Summon Spirits is a magic missile with a range of 24" and causes 3D6 Strength 2 Armour Piercing (1) hits. The caster can choose to increase the Strength of the attack to 3 and range of this spell to 36". If she does so, the casting value is increased to 13+.

Cursed Pledge is a hex spell with a range of 24". You may force the unit to do one of the following; make a normal move including marching and reforming or shoot with their missile weapons at a unit on their own side. Both the move and the target is chosen by the caster. The target unit can choose to refuse do to either of these things, but if it does, each model in it suffers a Strength 4 hit. The caster can choose to increase the range of this spell to 48". If she does so, the casting value is increased to 11+.

Curse of Sickness is a direct damage spell with a range of 18". Place the small template anywhere within 18” – it scatters D6". Models touched by the template must take a Toughness test or suffer one wound, which Ignores Armour Saves. The caster can choose to increase the power of this spell to use the large template instead. If she does so, the casting value is increased to 14+ and the template scatters 2D6" rather than D6".

Remains in play. Hag's Curse is a hex spell with a range of 18". The first turn this spell is active, the target unit suffer -1 to their WS, BS and Initiative, the second they suffer –1 to their Strength and Toughness, the third -2 to their Movement and Leadership. On the fourth turn, they have become too weak to fight, and may not attack or move voluntarily for the rest of the game. Each effect is permanent even after the spell has been dispelled, and any further times the spell is cast it starts off where it was when dispelled. The caster can choose to increase the range of this spell to 36". If she does so, the casting value is increased to 15+.

Reference Chart

Unit Name

Troop Type

Line of Sight

Unit Strength

Base Size (mm)

Ataman

Infantry

1

1

20x20

Baba Yaga

Infantry

1

1

20x20

Bear Tamer

Infantry

1

1

20x20

Boris Ursus

Infantry

1

1

20x20

Boyar

Infantry

1

1

20x20

Brotherhood of the Bear

Cavalry

2

2

25x50

Cannon

War Machine

1

3

60

Chekists

Cavalry

1

1

25x50

Chicken-Legged Hut

Monster

5

10

100x50 or 150x100

City Guard

Infantry

1

1

20x20

City Militia

Infantry

1

1

20x20

Droyaska

Infantry

1

1

20x20

Druzhina

Cavalry

2

2

25x50

Elemental Bear

Monster

5

5

50x100 or 100x150

Frost Maiden

Infantry

1

1

20x20

Great Bear

Monstrous Beast

2

3

50x50 or 50x75

Gryphon Legion

Cavalry

2

2

25x50

Hag Mother

Infantry

1

1

20x20

Hag Witch

Infantry

1

1

20x20

Heavy War Sled

Chariot

2

8

50x100

Ice Guard

Infantry

1

1

20x20

Ice Witch

Infantry

1

1

20x20

Igor The Terrible

Infantry

1

1

20x20

Ilja Of Murova

Infantry

1

1

20x20

Kislev Ranger

Infantry

1

1

20x20

Kossars

Infantry

1

1

20x20

Kossite Dervishes

Cavalry

2

2

25x50

Kostaltyn

Infantry

1

1

20x20

Kreml Guard

Infantry

1

1

20x20

Kvassnics

Infantry

1

1

20x20

Light War Sled

Chariot

2

4

50x100

Miska The Slaughterer

Infantry

1

1

20x20

Patriarch

Infantry

1

1

20x20

Shaman

Infantry

1

1

20x20

Sibyrian Hunters

Infantry

1

1

20x20

Snow Leopards

War Beast

1

1

25x50

Stepan Rasin

Cavalry

1

1

25x50

Streltsi

Infantry

1

1

20x20

Tordimir Lubovasyn

Cavalry

2

2

25x50

Tzar Cannon

Chariot

4

8

50x100 or 100x150

Tzar Saltan

Infantry

1

1

20x20

Tzarina Katarin

Infantry

1

1

20x20

Ulrika Magdova Straghov

Infantry

1

1

20x20

Ungol Horse Archers

Cavalry

2

2

25x50

Urugan Cannon

War Machine

1

3

60

War Bear Riders

Monstrous Cavalry

3

4

50x50 or 50x75

War Bears

Monstrous Beast

2

3

40x40 or 50x50 or 50x75

War Wagon

Chariot

2

10

50x100 or 50x200

Warhorse

War Beast

1

1

25x50

Winged Lancers

Cavalry

2

2

25x50

Yuri Barkhov

Infantry

1

1

20x20