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Kislevites

I made this alternative to the Kislev warband after reading more about them, most notably “Realm of the Ice
Queen”. I felt the old warband rules didn’t quite capture their unique nature. Note that these rules were
written with our own campaign’s houserules in mind.

by Chaos – if the Kislevites do not act, their ancient foe


The Land of the Great Bear might soon gain a permanent foothold in the south as
As the most northerly of the civilized nations of the Old well.
World, Kislev stands forever on the brink of
annihilation, for it borders the dreaded Chaos Wastes – Special Rules
the realm of the Dark Gods and home to the Ancient Enemies: Kislevite warbands hate all
bloodthirsty tribes that worship them. Possessed and Skaven models, and any others the
Kislev shares its southern border with the Empire but in players judge to be sufficiently ‘chaotic’. Note that
every other direction it is surrounded by deadly foes. Kislevites do not consider magic in itself to be a sign of
The eastern mountains are full of goblins and other Chaos. Needless to say, Kislevites will never hire or ally
greenskins whilst beyond the lands are home to savage themselves with followers of Chaos.
marauder tribes. To the north-west is the land of Unrelenting: Kislevites do not back down easily. They
Norsca - barbarians in thrall to the Dark Gods. When do not have to start taking Route tests until at least 50%
the armies of Chaos gather Kislev lies directly in their of their warriors are out of action. If the scenario already
path between the forces of darkness and the lands to the has an increased threshold for Route tests, add 25% to
south. With typically grim humour Kislevites describe the threshold (this can bring the threshold to or above
their land as lying between the hammer and the anvil 100%, in which case the Kislevites will never Route!).
(meaning Chaos and the Empire).
In addition, Kislevites will make their Route tests
Kislev is reckoned a backward and barbarous country against a Leadership of 10, regardless of what the
by the people of the southlands. Some even go as far as highest Leadership in the warband is. Note that this
to say that the Kislevites are little better than the savage Leadership can still be modified by Renown, loss of the
marauder tribes themselves. There is some truth in this - heirloom item and other factors.
the people of Kislev are an admixture of native Old
Worlders like the people of the Empire and a marauding Grizzled Kislevites are expected to endure all but the
Kurgan tribe called the Gospodars. As with the tribes of heaviest of injuries. They can roll twice on the serious
Chaos there are those amongst the Kislevites who injury chart and pick the best result. In addition, by
possess the gift of prophecy and other sorcerous succeeding at a Toughness test a Kislevite Hero can
abilities. The ruling family of the Tzars is descended perform a post-game activity even if he went out of action
directly from the Sorceress Khan-Queens of the in the preceding game.
Gospodars. Female members of the family often
possess great powers. This mixture of southern and
northern blood makes the Kislevites seem exotic and Religion
dangerous to the people of the Empire. Kislevites worship several gods and spirits, but the
Kislevites tend to be quiet in the face of strangers, but most common one is Ursun, the Father of Bears. His
can be loud and boisterous when amongst their own worship was first introduced by the Gospodars, who
people. They are known for their high perseverance and held the bear as a sacred creature. Bears continue to
hold a loathing for Chaos that is stronger than most be a vital part of society to this day, and the religion is
peoples of the Old World. now inseparable from the Kislevite culture.
A Kislevite warband represents a group of individuals Other gods include Dazh, the god of fire and sun, and
from this unique northern realm. With the fractured Tor, the warrior god of thunder. The Empire gods
Empire seeking the wealth and power of Mordheim for Ulric and Taal are also accepted by the Kislevites,
their internal squabbles, the Kislevites believe it is better though there exists some rivalry between the
served helping them hold the north. Furthermore, followers of Ursun and Ulric.
stories speak of Mordheim as a place thoroughly tainted
“Neither fear or glory shall keep me from victory.”
- Kislevite oath

known. Outsiders often scoff at the reputed properties


Choice of Warriors of this liquor, but it must be said that a Kislevite
warband that is well supplied with kvass certainly fights
A Kislevite warband must include a minimum of 3 better and in higher spirits than one without.
models. You have 500 Gold Crowns that you can use to
recruit and equip your warband. The maximum number In game terms, a Druzhina Captain may distribute kvass
of warriors in the warband is 12. to the warband before the start of a game. Every warrior
in the warband receives +1 Leadership (up to a
Druzhina Captain: Each Kislevite warband must have maximum of 10) for that game. Kvass only lasts a single
one Druzhina Captain, no more, no less! game.
Droyaska: Your warband may include a single
Droyaska. Ursun Necklace
Cost: 25 + 3D6 gc
Ice Witch: Your warband may include a single Ice
Availability: Rare 10 (Kislevite only)
Witch.
Bears are widely regarded as sacred in Kislev, and a
Youths: Your warband may include up to two Youths.
necklace made of their claws (or sometimes teeth) is
Warriors: Your warband may include any number of considered blessed and reputed to have magical powers.
Warriors.
A warrior wearing an Ursun necklace receives some of
Kossars: Your warband may include up to five Kossars. the implacable strength of the bear it came from. The
Streltsi: Your warband may include up to three Streltsi. warrior may reroll any dice that come up as a 1 on his
to-wound rolls in close combat.
Starting Experience Winged Banner
A Druzhina Captain starts with 20 experience.
Cost: 10 + 2D6 gc
A Droyaska starts with 11 experience. Availability: Rare 9 (Kislevite only)
An Ice Witch starts with 6 experience. A winged banner is a tall banner pole adorned with long
Youths start with 0 experience. eagle feathers. The hollow-bone decorations emit a
shrill, eerie shriek when wind passes through them.
Henchmen start with 0 experience.
A warrior with a winged banner causes fear on the turn
that he charges. However, he does not become immune
to fear himself and so must still test to see if he can
Special Equipment charge a fear-causing opponent.

Kvass
Cost: 25 + 2D6 gc
Availability: Rare 6 (Kislevite only)
The word kvass translates as “sour milk” and is, after
water, the most popular drink in Kislev. It is a drink that
transcends the normal distinctions of class that hold
sway over all other aspects of Kislev society. Peasants
drink it with gusto, and nobles prefer it to the weak
southern wines and brandies brought by foreigners.
Such is the Kislevite fondness for kvass, that it is used
in almost every aspect of life, from cooking to medicine.
Its curative powers are said to extend to colds, dropsy,
fever and diseases of the intestines, but whether this can
be attributed to the kvass or the Kislevites’ legendary
constitution from dinking the stuff will likely never be
Kislevite Skill Table
Agility Combat Ferocity Muscle Shooting Stealth Academic
Druzhina Captain √ √ √ √ √ √
Droyaska √ √ √ √
Ice Witch √ √ √
Youth √ √ √ √

Kislevite equipment lists


The following lists are used by Kislevite warbands to pick their equipment.

KISLEV WARRIOR EQUIPMENT LIST STRELTSI EQUIPMENT LIST


Hand-to-hand Combat Weapons Hand-to-hand Combat Weapons
Dagger............................................. 1st free/2 gc Dagger .............................................1st free/2 gc
Mace ................................................ 3 gc Mace.................................................3 gc
Hammer.......................................... 3 gc Hammer ..........................................3 gc
Axe................................................... 5 gc Axe ...................................................5 gc
Sabre................................................ 10 gc Sabre ................................................10 gc
Morningstar.................................... 15 gc Morningstar ....................................15 gc
Double-handed weapon............... 15 gc Double-handed weapon ...............15 gc
Spear................................................ 10 gc Spear ................................................10 gc
Halberd ........................................... 10 gc Halberd............................................10 gc
Missile Weapons Missile Weapons
Throwing Knives .......................... 5 gc Bow..................................................15 gc
Shortbow ........................................ 10 gc Crossbow ........................................35 gc
Bow.................................................. 15 gc Pistol ................................................15 gc (30 for a brace)
Crossbow........................................ 35 gc Handgun .........................................35 gc
Pistol................................................ 15 gc (30 for a brace) Armour
Armour Light armour ..................................25 gc
Light armour .................................. 25 gc Shield ...............................................5 gc
Heavy armour ................................ 50 gc Helmet.............................................10 gc
Buckler ............................................ 5 gc
* Starting warbands can buy these items as common
Shield............................................... 5 gc
items to represent the relative ease with which
Helmet............................................. 10 gc
Kislevites can find them in their own country. Later
Miscellaneous purchases of these items must be done using the
Winged Banner* ............................ 10 gc normal price chart in the Mordheim rules.
Kvass (Captain only)*................... 25 gc
Ursun Necklace* ........................... 25 gc
Heroes
Weapons/Armour: Ice Witches may be equipped with
1 Druzhina Captain weapons and armour chosen from the Kislevite Warrior
80 gold crowns to hire equipment list.
Druzhina are the minor nobles of Kislev. During times SPECIAL RULES
of war these nobles form their own regiments in a Wizard: Ice Witches are wizards and so are able to use
Kislevite army, and they look most impressive with their Ice Magic. See the Magic section for details.
ancient armour and weapons, as most of these prized
artefacts are handed down from father to son. Druzhina 0-1 Droyaska
are rich enough to afford their own horse and
40 gold crowns to hire
battlegear, and they must be ready to fight for the Tzar
when called upon.. Droyaska is an ancient Kossar term that means ‘Blade
Master’, and was traditionally given to the most
M WS BS S T W I A Ld
powerful fighter in the tribe. The word has survived the
4 4 4 3 3 1 4 1 8
generations, and today it is an honourary title given by a
Weapons and Armour: A Druzhina Captain may be
chieftain to his personal champion, though it is also
equipped with weapons and armour chosen from the
used by Gospodar warriors as a more familiar term for
Kislevite Warrior equipment list.
an experienced veteran. Most Kislevite cities contain at
SPECIAL RULES least one grizzled veteran amongst the ranks of their
Leader: Any warrior within 6" of the Druzhina Captain professional soldiery who has been affectionately
may use his Leadership characteristic when taking any labelled ‘Droyaska’ by his men.
Leadership tests.
M WS BS S T W I A Ld
Heirloom: When the Kislevite warband is first created, 4 4 3 3 3 1 4 1 7
the Druzhina Captain must have one of his hand-to- Weapons and Armour: A Droyaska may be equipped
hand weapons be crafted from Ithilmar or Gromril with weapons chosen from the Kislevite Warrior
(player’s choice) at no additional cost. This item Equipment list.
represents a treasured family heirloom that has been
passed down through the generations. 0-2 Youths
If the heirloom is taken by an enemy warband, the 15 gold crowns to hire
Kislev player will reclaim the heirloom once they put the Promising youths from the countryside are allowed to
warrior carrying it out of action in hand-to-hand combat. join expeditions to the City of the Damned. They often
If the heirloom is kept in the enemy warband’s stash, come from a notable bloodline or possess some other
then it is assumed the enemy leader will have it on his quality that convinces the Captain to keep them around.
person.
M WS BS S T W I A Ld
If the item is robbed or sold by an enemy warband, then 4 2 2 3 3 1 3 1 6
the Kislev player must track it down and repurchase it. Weapons and Armour: Youths may be equipped with
Use the normal rules for finding and buying an Ithilmar weapons chosen from the Kislevite Warrior Equipment
or Gromril weapon of the same type. list.
Until the item is replaced, the entire warband suffers a -
1 penalty to all Leadership tests.

0-1 Ice Witch


30 gold crowns to hire
The ice witches of Kislev are feared and respected
throughout the Old World. They are the darkest winter,
the coldest ice and the cruellest blizzard. But being an
ice witch is more than simply practicing Ice Magic –
they are part of an ancient sisterhood that has long
influenced and sometimes ruled the Gospodar tribe, and
still does to this day.
M WS BS S T W I A Ld
4 2 2 3 3 1 3 1 7
Henchmen
also trained to use a small halberd called the berdiche.
Warriors In fact the berdiche and handgun are the most widely
25 gold crowns to hire recognised symbols of the Streltsi. In combat Streltsi are
The Gospodar tribe make up the bulk of the people of able to use their berdiches as rests for their handguns,
Kislev, and they are generally considered the most increasing their accuracy and making for a deadly
civilised of the peoples of this harsh realm. Gospodars weapon combination.
are people of large stature with blonde or red hair. Their M WS BS S T W I A Ld
women are well known throughout the Old World for 4 3 3 3 3 1 3 1 7
their fair-skinned beauty. Gospodar women have the Weapons and Armour: Streltsi may be armed with
same rights as men, and are allowed to rise to positions weapons and armour chosen from the Streltsi
of power. equipment list. Note that Streltsi are the only Kislevite
M WS BS S T W I A Ld Warriors trained in the use of handguns.
4 3 3 3 3 1 3 1 7 SPECIAL RULES
Weapons and Armour: Warriors may be equipped Gun-Rest: A Streltsi warrior armed with both halberd
with weapons and armour chosen from the Kislevite and handgun may use the halberd as a gun-rest. The
Warrior equipment list. warrior receives a +1 on his ‘to hit’ roll with the
handgun, as long as he did not move that turn.
Kossars
40 gold crowns to hire
The Kossars were an Ungol tribe who worked as
mercenaries against the other Ungols at the time of the
Gospodar invasion. As a result, joining the kossars is
seen as a way of renouncing other ties and escaping a
difficult past. The officers accept anyone who can pass
the fitness tests, and they are granted a full pardon for
any crimes committed before joining.
M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 8
Weapons and Armour: Kossars may be equipped with
weapons and armour chosen from the Kislevite Warrior
equipment list.
SPECIAL RULES
Versatile: Kossars had adopted a very unique style of
fighting that allowed them to switch between different
weapons in the midst of combat, which is still practiced
to this day. Kossars may switch between weapons at the
start of any round of hand-to-hand combat, not just the
first.

0-3 Streltsi
25 gold crowns to hire
Firearms were first introduced to Kislev by Prince
Boydinov of Erengrad. Though very popular among his
people, the prince was considered quite eccentric (it was
he that invented the mad game called Kislevite
Roulette). Despite initial superstition as time past
handguns have been accepted as essential weapons of
war. In his legacy the prince had a large portion of his
wealth set aside for the establishment and upkeep of a
regiment of handgunners. The regiment continues to
this day and its members are known as Streltsi. Soldiers
from other cities in Kislev, most notably the capital, are
sent here to train in the use of firearms with the Streltsi.
In addition to their knowledge of handguns Streltsi are
Ice Magic
Ice Magic is the expertise of the ice witches of Kislev, whose blood runs cold in their veins and who can
transmute the winds of magic into lethal ice storms with a.single ,gesture.
To randomly generate a spell, roll a D6 and consult the chart below. If you roll the same spell twice you can
lower the difficulty by 1.

1. BITING WIND Difficulty 8


The Witch channels the mighty flows of magic into a howling gale of cold. Position the flame-shaped
template anyway you like with the narrow end touching the Witch: any model partially or fully covered by
the template suffers an automatic Strength 3 hit. Any Initiative tests made to test for falling as a result of
being hit by this spell suffer a –1 penalty.

2. CRYSTAL CLAOK Difficulty 7


The Witch calls forth a swirling, shimmering, ice-laden mist and wraps it around herself. Those in hand-to-
hand combat with the Witch must make a Toughness test at the start of the hand-to-hand phase. If they
fail, they must half their Weapon Skill for that phase (rounded up). Roll at the beginning of each turn: on a
1 or 2, the cloak disappears.

3. DEATH FROST Difficulty 8


The Witch strikes a target within 8” with lethal cold. The target suffers a single Strength 5 hit with no
armour saves allowed. In addition, if the target is knocked down or stunned by this attack then he is also
frozen, and his condition will only improve in the recovery phase if he first succeeds at a Strength test. This
penalty remains until the warrior successfully stands up.

4. ICE SHEET Difficulty 9


The Witch glazes the area with a thin layer of slippery ice. Place the large blast marker anywhere within 18”
and line of sight of the Witch. Those in the area that move must make an Initiative test or be knocked down.
Those that run or charge suffer a –1 penalty to their Initiative test. Roll at the beginning of each of the
Witch’s own turns: on a 1 or 2, the ice sheet disappears.

5. HAIL STORM Difficulty 10


The Witch channels Ice Magic upwards, forming large chunks of ice that fall to the ground with horrifying
speed. Place the large blast marker anywhere within 18” and line of sight of the Witch. Those within the
area suffer D3 Strength 2 hits. Models that remain in the area or move through the area suffer D3 Strength
2 hits as well. In addition, ranged attacks made through the affected area suffer a –2 to hit penalty. Roll at
the beginning of each of the Witch’s own turns: on a 1 or 2, the hail storm disappears.

6. HAWKS OF MISKA Difficulty 9


By calling upon the pacts sealed by the first Khan-Queen, the Witch summons the hawks of Miska, frozen
spirits of fear, hatred and dread. The icy birds crystallize from the air and swoop around the target, loosing
fearful cries. Pick one target within 12” of the Witch. The target and all enemies within 3” of him must pass
a fear test. If they fail the will immediately flee 2D6” away from the Witch, even when in combat.

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