ok here is my first post
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.