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Offline mr.kislev

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kislev army ist
« on: March 11, 2009, 06:32:20 AM »
ok here is my first post :::cheers:::
so here is my kislev list made this in about 2 days
dont yell at me when i dont follow the fluff to he point

Lords

Grand boyar 105 pts
M   WS   BS   S   T   W   I   A   LD
4   5   5   4   4   3   5   3   9

War gear: hand weapon
Options:
May eithier take lance (if mounted 6pts), great weapon (6pts) or additional hand weapon (4pts)
May choose either a bow (6pts), a pistol (8pts) or a dragon rifle (15pts)
May ride a warhorse (10pts) which may be barded for 8 pts, or a urskin chariot and replaces 1 of the crew (130pts) ice drake (200pts) or a urskin (50pts)
May wear either light armour (4pts) or heavy armour (6pts) and may also take a shield (4pts)
May choose up to 100pts of items from the items from the common and kislevite magic items.
Special rules: leader of men

Ice mage 150pts
M   WS   BS   S   T   W   I   A   LD
4   3   3   3   4   3   3   1   8
War gear: hand weapon
May be upgraded to a level 4 wizard at 35pts
May ride warhorse (10pts) which may be barded for 8pts, or an ice drake (220pts)
May take up to 100pts of items from the items from the common and kislevite magic items.
The ice mage is a level 3 wizard and may choose from the law of ice.


Ungol warlord 125pts   
M   WS   BS   S   T   W   I   A   LD
4   5   5   4   4   3   6   3   9
War gear: hand weapon, bow
Mount:  warhorse
May take light armour (3pts), and may also take a shield and at (3pts)
May choose up to 100pts of items from the items from the common and kislevite magic items.
Special rules: veteran commander


Mount options
   M   WS   BS   S   T   W   I   A   LD
urskin   6   3   0   4   5   1   2   2   5
warhorse   8   3   0   3   3   1   3   1   5
Ice drake   4   4   0   5   5   4   3   4   6
                           
Urskin give +2 armour save to the rider like it is barded and it causes fear
The ice drake can fly and has a breath weapon S 3 -2 armour save large target causes terror                                                                                                                   



Heroes 

Boyar 85pts
M   WS   BS   S   T   W   I   A   LD
4   5   5   4   4   2   5   3   8

May either take lance (if mounted 4pts), great weapon (4pts) or additional hand weapon (4pts)
May choose either a bow (6pts), a pistol (7pts) or a dragon rifle (13pts)
May ride urskin (45pts), or war horse (10pts), and have it barded for 5pts.
May wear either light armour (2pts) or heavy armour (4pts) and may also take a shield (2pts)
May choose up to 50 points of items from the common and kislevite magic items
Special rules: leader of men

Ungol chieftain 80 pts
M   WS   BS   S   T   W   I   A   LD
4   5   5   4   4   2   6   3   8
  War gear: hand weapon and bow.
Mount: warhorse
May take light armour (3pts) and may take a shield (3pts)
May choose up to 50 points of items from the common and kislevite magic items
Special rules: veteran commander



Priest of ursun 100 pts per modal
M   WS   BS   S   T   W   I   A   LD
5   4   2   5   4   2   3   3   8
War gear: 2 hand weapons
May take a great weapon (2pts)
May take a warhorse for 10pts which can be barded for 40 pts
 Special rule: frenzy wrath of ursun +1 de spell dice
May take up to 50 points of items from the common and kislevite magic items

Ungol shaman 80 pts
M   WS   BS   S   T   W   I   A   LD
4   4   3   3   4   2   3   2   8
 War gear:  hand weapon
Mount:  war horse
May upgrade to level 2 (35pts)
A ungol shaman is a level 1 wizard and may choose from the laws of life beasts and fire
May take up to 50 pts worth of magic items from the common and kislevite magic items


Battle standard bearer a boyar or a priest of ursun may be upgraded to a battle standard bearer to 25 pts but cannot be the army general. 
May take a magic standard worth up to 100 pts cannot take any other weapons other than a mount or armour.                                                                                                                                           



Core


Winged lancers 23 pts per modal
   M   WS   BS   S   T   W   I   A   LD
lancer   4   4   3   3   3   1   3   1   8
champ    4   4   3   3   3   1   3   2   8
warhorse   8   3   0   3   3   1   3   1   5
Unit size 5+
War gear: hand weapon, lance, heavy armour and shields
Mont: warhorse
Options
Upgrade 1 lancer to a champ (15pts)
Upgrade 1 lancer to standard (15pts)
Upgrade 1 lance to musician (8pts)
Special rules: glorious charge

Kossars 9 pts per modal
   M   WS   BS   S   T   W   I   A   LD
kossar   4   3   3   3   3   1   3   1   7
champ   4   3   3   3   3   1   3   2   7

Unit size:  10+
War gear:  hand weapon,light armour, bow and great axe
Options:
May upgrade 1 kossar to a champion (10pts)
May upgrade 1 kossar to a standard bearer (10pts)
May upgrade 1 kossar to musician (5pts)
Special rules: steady in the ranks


Ungol horse archers 17 pts per modal
   M   WS   BS   S   T   W   I   A   LD
archer   4   3   4   3   3   1   3   1   7
champ   4   3   4   3   3   1   3   2   7
Warhorse    8   3   0   3   3   1   3   1   7
Unit size 5+
War gear: hand weapon and a bow
Mount: warhorse
Options:
Upgrade 1 archer to champ 14 pts
Upgrade 1 archer to standard 14pts
Upgrade 1 archer to musician 7pts



Streltsi 11 pts per modal
   M   WS   BS   S   T   W   I   A   LD
Streltsi   4   3   3   3   3   1   3   1   8
champ   4   3   3   3   3   1   3   2   8
War gear: halberds, light armour and hand guns
Options
May up grade 1 streltsi to champ for 10pts
May up grade 1 streltsi to standard bearer for 10pts
May up grade 1 streltsi to musician 5pts
Special rules: steady in the ranks and rested guns


Special

Cannon 85 pts
   M   WS   BS   S   T   W   I   A   LD
cannon   0   0   0   0   7   3   0   0   0
engineers   4   3   3   3   3   1   3   1   7
Unit size: 1 cannon and 3 engineers 
War gear: hand weapons
This cannon is the smaller of the 2 types in the warhammer rule book




Acolyte 10 pts per modal
   M   WS   BS   S   T   W   I   A   LD
Alcolyte   5   3   3   4   3   1   3   1   7
champ   5   3   3   4   3   1   3   2   7
Unit size: 5-30
War gear: 2 hand weapons
Options may upgrade 1 Acolyte to a champ (15pts)
Special rules: frenzy,  May only be join by a priest of ursun   
Hussars 24 pts per modal
   M   WS   BS   S   T   W   I   A   LD
Hussar   4   3   4   3   3   1   3   1   8
champ   4   3   4   3   3   1   3   2   8
warhorse   8   3   0   3   3   1   3   1   5
Unit size: 5-15
War gear: dragon rifles and hand weapons
Mont: warhorse
Options
Upgrade 1 hussar to a champ (20pts)
Upgrade 1 hussar to a musician (10spts)



ungol mercenaries 22 pts
   M   WS   BS   S   T   W   I   A   LD
vet   4   4   4   3   3   1   4   1   8
champ   4   4   4   3   3   1   4   2   8
warhorse   8   3   0   3   3   1   3   1   5
Unit size: 5+
War gear: heavy armour long bows
Options
Upgrade 1 vet top champ 15pts
Upgrade 1 vet to standard 15pts can be given magical standard worth up to 50pts
Upgrade 1 vet to musician 8pts

Rare


Gryphon legion 28pts per modal
   M   WS   BS   S   T   W   I   A   LD
Legionnaire    4   4   3   4   3   1   4   1   8
champ   4   4   3   4   3   1   4   2   8
Warhorse    8   3   0   3   3   1   3   1   5
Unit size: 5+
War gear: hand weapon, lance, heavy armour and shield
Options

Upgrade 1 Legionnaire to champ (16pts)

Upgrade 1 Legionnaire to standard (16pts)

Upgrade 1 Legionnaire to musician (8pts)

May take magic standard worth up to 50pts

Special rules: glorious charge, enchanted lances





Blizzard cannon 160 pts
   M   WS   BS   S   T   W   I   A   LD
cannon   0   0   0   0   7   3   0   0   0
engineers   4   3   3   3   3   1   3   1   7
Unit size 1 cannon and 3 crew 
War gear: the crew have hand weapons
Special rules: ice shot



War chariot of ursun 130
   M   WS   BS   S   T   W   I   A   LD
urskin   6   3   0   4   5   1   2   2   5
Acolyte   4   4   2   4   3   1   3   1   8
Unit size: 1 chariot 2 crew and 2 bears 
War gear: Acolytes have great weapons and the urskin counts as having 2 hand weapons
Special rules: frenzy
May take magic standard worth up to 50pts





Special rules and war gear
Dragon rifle: the secret of the dragon rifle was taught to the kislevites by the dwarfs. The rule move or shoot does not affect this weapon otherwise it counts as a hand gun

Steady in the ranks:       a unit with this rule may stand and shoot as a charge reaction even if the enemy are within half of their charge distance

Enchanted lances:         +1 strength after the first round of combat but still have +2 in the charge.

Wraith of ursun:        any modal with this rule hates all enemies and confers it to any unit he joins     

Light cannon:        these cannons are made to be mobile so they sacrifice fire power for lightness. Acts as normal cannon but at S 5 armour piercing and causes 1 wound and cannot use grape shot
Ice shot:         cannons with this rule fire hails of ice at the enemy. Roll 2 artillery dice at S 4 and armour piercing range 24”

Leader of men:       stubborn special rule
Veteran commander:     stubborn special rule
Rested guns: no penalties for long range



Common magic items
Sword of striking +1 to hit 15pts                                             
 Sword of battle +1 attack 15pts
Sword of might +1 strength 15pts                                           
biting blade -1 armour save 5pts
Enchanted shield 5+ save 15pts                                                                       
talisman of protection 6+ ward save 15pts
Dispell scroll dispel one spell 20 pts                                         
power stone 1 use +2 spell dice 20 pts
staff of sorcery +1 to dispel l  35pts                                         
 war banner +1 combat resolution 25pts





law of ice
Casting value   spell   D6
6+   Shard storm   1
8+   blizzard   2
8+   Form of the frost fiend   3
9+   Invocation of the ice storm   4
10+   Midwinter’s kiss   5
12+   Glacial barrier    6


Shard storm    cast of 6+       
Shard storm is a magic missile With a rage of 24” if successfully Cast it hits its target and causes 2 D6 S 3 hits. a wizard can swap One spell for shard storm if you wish.

Blizzard cast on 8+
24” range. All modals in the target unit take a S2 hit with no armour or regeneration saves

Form of the frost fiend cast on 8+
Remains in play
The caster may fly while this spell is in play. In addition the caster has S5 and atks 4 frost fiend remains in play in till dispelled or the caster chooses to ends it. All effects of magic items do not affect the caster while using this spell.

Invocation of the ice storm cast of 9+
Roll an artillery dice and double to result this is the distance of inches the spell effects that the ice storm effects. If a misfire is rolled the entire battle field is affected. All units caught in the ice storm must pass a leader ship test at -2 when they wish to shoot if this is failed they are unable to fire. The freezing effects lat 1 full turn and cannot be dispelled in the enemy players next magic phase .

Midwinter’s kiss cast on 10+
Place the flame template with the pointed end touching the caster. Any modal fully under the template is automatically affected and any modal partially under the template is affected on a 4+.
Each modal affected takes a S 5 hit with no armour save. Cannot be cast on a unit in close combat.

Glacial barrier cast on 12+
Remains in play
This spell can be cast on any point in line of sight. Place a 1” by 5” strip of paper on the battle field , all of which must be within 24” of the caster, to represent the glacial barrier. This is treated as impassable terrain and blocks line of sight. The glacial barrier may be charged and or targeted as if it were an unbreakable enemy modal, and is automatically hit in close combat. It is automatically destroyed is hit by any S5 or higher attack (or flaming attack) all other attacks have no effect.   


« Last Edit: March 11, 2009, 07:34:37 AM by mr.kislev »

Offline Dannyfave

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Re: kislev army ist
« Reply #1 on: March 11, 2009, 06:33:44 AM »
Hell yeah! you made it over here.

I would sugest some points drop from what GW made though.
« Last Edit: March 11, 2009, 06:40:52 AM by Dannyfave »
From feanor fire heart:


"In west virginia why couldnt they have sex ed and drivers ed on the same day?  Because its too much work for the donkey"

Offline mr.kislev

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Re: kislev army ist
« Reply #2 on: March 11, 2009, 07:32:53 AM »
edited first post gave kossars light armour also changed boyar to 85pts and lowered the points of lancers to 23
« Last Edit: March 11, 2009, 07:35:31 AM by mr.kislev »

Offline Dannyfave

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Re: kislev army ist
« Reply #3 on: March 11, 2009, 07:40:59 AM »
I would also say that glorious charge rules sholuld be changed from how GW put them to just say the charged unit has to take a panic test. People try to use it against them because of the panic test rule change for charging units in the flank whilst they are engaged in the front.
From feanor fire heart:


"In west virginia why couldnt they have sex ed and drivers ed on the same day?  Because its too much work for the donkey"

Offline Dannyfave

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Re: kislev army ist
« Reply #4 on: March 11, 2009, 08:06:23 AM »
If I can find some local players I will definatleyt try this list.
From feanor fire heart:


"In west virginia why couldnt they have sex ed and drivers ed on the same day?  Because its too much work for the donkey"

Offline mr.kislev

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Re: kislev army ist
« Reply #5 on: March 11, 2009, 08:42:34 AM »
tell me how it goes.
and if you have some time make up some magic items

Offline Kiwichris

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Re: kislev army ist
« Reply #6 on: December 09, 2009, 03:37:03 AM »
Here are some magic items i've made up and a few I stole from Tuomas Pirinen's Citadel Journal list as well

Magic Weapons

Magic Axe of Miska: 75 pts.
This axe was made by Miska the Slaughterer for her second husband, Mikhail Gregorov. It is exceedingly heavy weapon, and its strikes leave destruction in their wake.
The Holy Axe of Miska has +2 on its rolls to wound, and confers extra -2 armour saving throw. Any unsaved wound=D3 wounds.

The Sword of Tor: 40 pts
He who wields this weapon is granted supernatural strength by Tor, god of thunder.
This weapon gives +2 strength to the wielder in close combat.

Boots of Seven Leagues: 25 pts.
Young prince Ivan used these boots to escape a dreaded Sorcerer when he rescued Visalia the Wise from his clutches.
The wearer has a movement of 12", allowing him/her to charge 24". In addition, he/she may jump over any terrain features or units. He/she is never slowed by any terrain features, and may jump over rivers, swaps etc

The Bow of the Ancient Ungol Chieftains: 30 pts.
An age old bow that’s been handed down through the Ungol nobility since before the Gospodar invasion.
Raises the users BS by 1 and may re-roll dice to hit.

Magic Armour

Armour of Alexander: 50 pts.
This armour was made for the Tzar Alexander by dwarfs. It is a chain mail of unrivalled beauty and strength, and every link of the armour is inscribed the words "Gods are with us and thus we cannot fail." Tzar Alexander was never wounded while wearing this armour.
The armour of confers a save of 3+. If this save fails, the wearer may immediately roll again. This additional save is never modified by strength. If either armour save is made, the opponent’s weapon is frozen and broken on a roll of 5+. This affects only magical weapons.

Ice Armour of Jekatrina: 35 pts.
This enchanting armour was fashioned out of pure magic and ice by the Tzarina Jekatrina. It is enchanted against physical damage, but a very powerful blow may shatter it
This armour gives a basic 1+ save on. If the save ever fails the armour is destroyed. Ice-Mages can wear the Ice Armour without it affecting their ability to cast spells.

Talismans

Amulet of Kislev: 50 pts.
The amulet of Kislev is a stunningly beautiful piece of jewellery, and it is the traditional symbol of the ruler of Kislev. The Tzar or Tzarina may give it to his or her representative, giving the fortunate general an outstanding status.
The amulet of Kislev increases the Leadership score of the owner to 10. In addition, a unit led by the character carrying the amulet can re-roll any fear, panic or terror tests.

Emerald Amulet: 35 pts
Emeralds from Albion are wondrously rare and the mages of Kislev perform rituals to further enhance their mysticism.
The Emerald Amulet confers a 4+ Ward Save to the wearer.

The Talisman of Sacrifice: 100 pts
This talisman was taken home as spoils of war after a successful victory over the Chaos Dwarfs in Zharr Naggrund several centuries ago.
The Wearer is immune to all spells, including friendly spells. The user cannot cast any spells himself nor can any wizards in base to base contact.

Arcane Items

The Stone of Frost: 40 pts
The arcane item known as the Stone of Frost was first used hundreds of years ago to counter the creeping magic that plagued the people of Kislev under the plotting of Tzeentch.
You may choose to roll a D2 at the start of any player’s Magic phase. You can then remove that amount of dice from both player’s pools.

The Flying Mortar: 20 pts
It is very common for Kislevite Mages to enchant this simple household tool to give them the ability to fly.
A Kislevite Ice mage or wizard equipped with the flying mortar has the ability to fly as described in the basic rules.


Magic Banners

Banner of the old foe: 50 pts
Legend states that this was taken from the defeated Chaos army at the battle of the Gates of Kislev. It represents the undeniable hatred of all manifestations of the Chaos Gods by the Kislevites.
All Kislev units within 12” of the banner hate any units in a Chaos army (Mortals, Beasts, Daemons and Chaos Dwarfs). This includes Dogs of War units hired by Chaos.