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Kislevite Warband
By Mark Havener,
as appeared in
Town Cryer 16
& Annual 2002.
PDF at
Downloads!
The Land of the Great Bear: The land of Kislev lies to the north and
east of the Empire. The further east one travels the dense forests give way to
open steppes stretching to the foothills of the Worlds Edge Mountains. The
winters of Kislev are harsh and cruelly long and for months the land is gripped
by snow blizzards and ice. The townships of Kislev are mainly built of timber
for stone is rare and only the most important of the cities have stone buildings
and walls. In the ancient capital city of Kislev the massive white buildings are
topped by vast gilded domes and decorated with golden statues and gargoyles. It
has been said that Kislev is a poor country filled with rich people. It is
certainly true that the people that live in this beleaguered land have an
outlook on life that strangers often find surprisingly positive. For Kislev is a
country under constant threat of invasion. Armies of savage Norse often venture
into Kislev, raiding and pillaging, and to make matters worse Kislev lies right
on the border of the Chaos Wastes, so that any Chaos incursion passes through
the land (and its people) first.
To aid them in their struggle against these murderous foes, the Tzars of
Kislev have forged strong ties with the Empire. This alliance benefits both
countries, as the rulers of the Empire have long understood the benefit of a
northern bulwark against the tides of Chaos. Both countries have a tradition of
sending troops to aid the other in times of need, and in fact the Gryphon
Legion, pride of the Kislevite nobility, was formed as a symbol of the unity
between the two countries. This knightly order is made up entirely of Kislevite
nobles, but is garrisoned and trained in the Empire.
Despite the constant threat of invading armies, the people of Kislev sing and
dance and play as much as or perhaps more than the people of any other country
in the Old World. Some say that their relative happiness derives from their love
of strong drink. Whether this is true or not, Kislevites certainly do enjoy
their spirits, and in fact many of their people attribute almost magical
qualities to that most famous of Kislevite drinks – vodka.
A Kislevite warband represents a group of individuals from this unique
northern realm. Kislevites tend to be quiet in the face of strangers, but they
hold much joy in their hearts. In fact they are loud and boisterous when amongst
their own people. Kislevites are known to be extremely brave warriors, and they
hold a loathing for Chaos that is much stronger than most of the peoples of the
Old World. While many citizens of the Empire may remain ignorant to the initial
signs of a Chaos cult, Kislevite citizens will immediately seek out any signs of
depravity and cleanse the infected individuals with sword and flame. Keep these
things in mind when you play a Kislev warband. Most citizens of Kislev have lost
homes or loved ones to the warriors of Chaos, and they realize that anything
less than constant vigilance could lead to their downfall. They are therefore
unrelenting in their resolve against their ancient enemies. Give the forces of
Chaos no quarter, and expect none in return.
Choice of Warriors:
A Kislevite warband must include a minimum of 3 models. You have 500 Gold
Crowns which you can use to recruit and equip your warband. The maximum number
of warriors in the warband is 15, though some buildings in the warband’s
encampment may increase this.
Druzhina Captain: Each Kislevite warband must have one Druzhina Captain,
no more, no less!
Bear Tamer: Your warband may include a single Bear Tamer.
Esaul: Your warband may include a single Esaul.
Youths: Your warband may include up to 2 Youths.
Warriors: Your warband may include any number of Warriors.
Cossacks: Your warband may include any number of Cossacks.
Streltsi: Your warband may include up to 3 Streltsi.
Trained Bear: Your warband may include up to 1 Trained Bear. Note
however that a Kislevite warband may not include a Trained Bear if it does
not first include a Bear Tamer!
Special Rules
May Hire: A Kislevite warband is allowed the same selection of
Hired Swords as the Human Mercenary warbands from the Mordheim rulebook.
Ancient Enemies: Kislevite warbands may never ally (see the
‘Multiplayer Rules for Mordheim’ article from the Town Cryer for more
details on warband alliances) with any type of Chaos Warband. This
restriction pertains to the following warbands: Possessed, Beastman, Skaven,
Dark Elf, Chaos Dwarf, and any other warbands the players judge to be
sufficiently ‘chaotic’.
Starting Experience:
Druzhina Captain starts with 20 experience.
Bear Tamer starts with 10 experience.
Esaul starts with 8 experience.
All Henchmen start with 0 experience.
Kislevites' Skill Tables
Druzhina may choose from the Combat, Shooting, Academic, Strength or
Speed.
Esaul may choose from the Combat, Shooting or Speed.
Bear Tamer may choose from the Combat, Strength or Speed.
Youth may choose from the Combat, Shooting, Strength or Speed.
Kislevites' Equipment List
Kislev Warriors
Streltsi
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Hammer/Mace
3 gc
Hammer/Mace
3 gc
Axe
5 gc
Axe
5 gc
Sword
10 gc
Sword
10 gc
Morning Star
15 gc
Morning Star
15 gc
Double Handed Weapon
15 gc
Double Handed Weapon
15 gc
Halberd
10 gc
Halberd
10 gc
Spear
10 gc
Spear
10 gc
Missile Weapons
Missile Weapons
Throwing Knives
15 gc
Bow
10 gc
Short Bow
5 gc
Crossbow
25 gc
Bow
10 gc
Pistol
15 gc
Crossbow
25 gc
Pistol, Brace
30 gc
Pistol
15 gc
Dueling
Pistol
25 gc
Pistol, Brace
30 gc
Dueling
Pistol, Brace
50 gc
Dueling
Pistol
25 gc
Handgun
35 gc
Dueling
Pistol, Brace
50 gc
Armor
Armor
Light Armor
20 gc
Light Armor
20 gc
Heavy Armor
50 gc
Shield
5 gc
Buckler
5 gc
Helmet
10 gc
Shield
5 gc
Helmet
10 gc
Heroes
1 Druzhina Captain; 80 gold crowns to hire
Druzhina are the minor nobles of Kislev. During times of war these nobles
form their own regiments in a Kislevite army, and they look most impressive with
their ancient armor and weapons, as most of these prized artifacts are handed
down from father to son. Druzhina are rich enough to afford their own horse and
battle gear, and they must be ready to fight for the Tzar when called upon. In
return for this they are allowed to own land and are given a break on their
annual taxes.
M
WS
BS
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W
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A
Ld
4
4
4
3
3
1
3
1
8
Weapons/Armor: A Druzhina Captain may be equipped with weapons and
armor chosen from the Kislevite Warrior equipment list.
Special Rules:
Leader: Any warrior within 6" of the Druzhina Captain may use his
Leadership characteristic when taking any Leadership tests.
Inheritance: When the Kislevite warband is first created, the
Druzhina Captain is allowed to purchase one item from the Kislevite Warrior
equipment list at half the normal cost. This item represents a treasured
family heirloom that has been passed down through the generations. Losing an
ancestral item is considered very disrespectful and if the item is ever lost
(e.g. from a Robbed result on the Serious Injury chart), the Captain MUST
replace it with a finely-made substitute as quickly as possible or risk
being haunted by the angry spirits of his ancestors. To replace an ancestral
item, the Captain must purchase the same item of equipment at 150% of its
normal price. This higher cost represents the fine detail and valuable
materials used in the item’s manufacture. Until the item is replaced, the
Captain suffers a -1 penalty to all tests and rolls to hit.
0-1 Bear Tamer; 35 gold crowns to hire
Since ancient times, bears have
featured in Kislevite myths and legends. Kislevites have a deep respect for
these mighty beasts, and gather to see the trained specimens that accompany
traveling circuses. The powerful men that train these bears are known simply as
Bear Tamers, and the best of them are widely renowned amongst the people of
Kislev. Bears can be trained for martial purposes as well, and Bear Tamers are
often recruited into the armies of Kislev, where they enjoy a special status
among the soldiery.
M
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BS
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Ld
4
3
3
4
3
1
3
1
7
Weapons/Armor: A Bear Tamer may be armed with weapons chosen from
Kislevite Warrior equipment list.
Special Rules:
Bear Handler: A Kislevite Warband that includes a Bear Tamer is
allowed to purchase a Bear as a henchman. This bear has been trained to
follow the Tamer’s commands, and so will automatically pass its Stupidity
tests when within 6" of the Bear Tamer (even if the Tamer has been Knocked
Down or Stunned).
0-1 Esaul; 35 gold crowns to hire
Esaul is an ancient Cossack term that means ‘Best Warrior’, and was
traditionally given to the most powerful fighter in the tribe. The word has
survived the generations, and today it is an honorary title given by a chieftain
to his personal champion, though it is also used by Gospodar warriors as a more
familiar term for an experienced veteran. Most Kislevite cities contain at least
one grizzled veteran amongst the ranks of their professional soldiery who has
been affectionately labeled ‘Esaul’ by his men.
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WS
BS
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4
4
3
3
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1
3
1
7
Weapons/Armor: An Esaul may be equipped with weapons chosen from the
Kislevite Warrior Equipment list.
0-2 Youths; 15 gold crowns to hire
Strong, strapping lads from the countryside often join a band of daring
adventurers to make their fortune.
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BS
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4
2
2
3
3
1
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1
6
Weapons/Armor: Youths may be equipped with weapons chosen from the
Kislevite Warrior Equipment list.
Henchmen
(In groups of 1-5)
0+ Warriors; 25 gold crowns to hire
The Gospodar tribe make up the bulk of the people of Kislev, and they are
generally considered the most civilized of the peoples of this harsh realm.
Gospodars are people of large stature with blonde or red hair. Their women are
well known throughout the Old World for their fair-skinned beauty. Gospodar
women have the same rights as men, and are allowed to rise to positions of
power; in fact the most powerful of the legendary Ice Mages of Kislev are all
female!
M
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BS
S
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W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Warriors may be equipped with weapons and armor
chosen from the Kislevite Warrior equipment list.
0+ Cossacks; 30 gold crowns to hire
Cossacks are nomadic tribesmen who live in the far north of Kislev. They are
always the first to encounter any Chaos invaders from the north, and so have
long fostered a bitter enmity with the servants of Chaos. Cossacks are renowned
for their riding skills, and their favored weapons are the scimitar (sword) and
spear.
M
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BS
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A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Cossacks may be armed with weapons and armor chosen
from the Kislevite Warrior equipment list.
Special Rules:
Hate Chaos: Years of bitter struggle against the forces of Chaos
have left their mark on the Cossack people. Cossacks are subject to
Hatred against all forces of Chaos (i.e. members of any warband the
players would apply the Ancient Enemies special rule to).
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 also trained to use a small halberd called the berdiche.
In fact the berdiche and handgun are the most widely recognized symbols of the
Streltsi. In combat Streltsi are able to use their berdiches as rests for their
handguns, increasing their accuracy and making for a deadly weapon combination.
M
WS
BS
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T
W
I
A
Ld
4
3
3
3
3
1
3
1
7
Weapons/Armor: Streltsi may be armed with weapons and armor chosen
from the Streltsi equipment list. Note that Streltsi are the only Kislevite
Warriors trained in the use of handguns.
Special Rules:
Gun-Rest: A Streltsi warrior armed with both halberd and handgun
may use the halberd as a gun-rest. The warrior receives a +1 on his ‘to hit’
roll with the handgun, as long as he did not move that turn (this applies
even if the warrior has a skill that allows him to move and shoot with his
handgun – he must not move if he is to rest the gun).
0-1 Trained Bear; 145 gold crowns to hire
Bear Tamers often bring one of their sacred bears with them when they prepare
to enter battle. These great beasts respect little, and it takes years for a
human to win their trust and obedience. The effort to train one of these
creatures is well worth it however, as one can not hope for a more loyal friend
or useful ally when things turn bad.
M
WS
BS
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W
I
A
Ld
6
3
0
5
5
2
2
2
6
Weapons/Armor: None, other than their claws and teeth!
Special Rules:
Trained: A bear doesn’t care about the warband’s mission or
enmity for other warbands – it’s just following the orders of its trainer.
Sometimes it gets bored waiting for orders; for this reason Trained Bears
are subject to the rules for Stupidity. If given ‘special attention’ by its
trainer, it will mind a bit better, so a bear is not required to take these
Stupidity tests if the warband’s Bear Tamer is within 6". In fact this is
the only member of the warband the bear will listen to; a Trained Bear will
never use the warband leader’s Leadership for any tests it is required to
take. It may use the Bear Tamer’s leadership if within 6" of him however.
Note that the warband cannot control the bear without a Bear Tamer. The
Trained Bear may not be used in any game in which the warband's Bear Tamer
does not take part (and this means that if the warband does not include a
Bear Tamer at all, the warband must keep the bear staked back at camp until
they hire a new one!)
Fearsome: A charging bear is a very scary sight indeed! A Trained
Bear causes Fear.
Bear Hug: If the Bear hits the same enemy warrior with both of
his attacks in the same round of combat, the player may choose to make a
single ‘Bear Hug’ attack instead of resolving the attacks normally. If this
option is chosen, each player must roll a D6 and add his model’s Strength to
the roll. If the Bear’s total is higher or the totals are equal, the
opposing warrior takes a single automatic wound with no armor save allowed.
If the enemy warrior’s total is higher, the warrior has broken the Bear’s
hold and suffers no damage from the attack.
Fiercely Loyal: Such dedication is built into the relationship
between Bear Tamer and bear that if his trainer is injured, a bear will
often stand over the body to protect it, or even drag the trainer’s body to
safety. As long as his bear is not taken Out Of Action during a game, a Bear
Tamer ignores the following results on the Serious Injury table: ‘Sold to
the Pits’, ‘Robbed’, and ‘Captured’ (and ignore equivalent results in
settings such as Lustria that have their own special Serious Injury table).
If any of these results are rolled for the Bear Tamer, treat the result as a
‘Full Recovery’ instead.
Animal: Trained Bears are animals and do not gain experience.