Kislev Fanprojekt: Armee Liste 1.0 - wer will testen?

  • Nachdem ich nun schon eine Weile versuche mit den alliierten Regeln eine Kislev Armee aufzustellen und dies nur mit Einsatz von Söldnern funktioniert habe ich mir überlegt eine Kislev Armee selber zu schreiben. Bei einer Google Suche bin ich dann über eine 4te Edition Armee aus einem Citadel Journal gestolpert, die als Grundlage dienen könnte (diese müsste aber erheblich an die 7te Edition angepasst werden).


    Damit die Armee nicht "over-powered" wird wären evtl. freiwillige gut, die die Regeln in diversen Spielen testen, auch würde ich mich über konstruktive Kritik freuen. Falls jemand Lust hat daran mitzuwirken einfach melden ;)
    Falls jemand eine Liste, eine bessere Idee oder Bilder bzw. Artwork hat her damit :D
    Vor allem brauch ich Citadel Journal 14,15,16 !


    In etwa soll das AB so aussehen:


    Kislev: Army Rules


    The Land of Kislev
    • The Regions
    • Tundra
    • Taiga
    • Wetlands
    • The Rivers
    • Urskoy
    • Lynsk
    The City States
    • Kislev
    • Praag
    • Erengrad
    • Castle Alexandronov
    The People of Kislev
    • Gospodars
    • Sibyrians
    • Cossacks
    • Huns


    The History of Kislev: Important Events in Kislevite History

    The Imperial Army of Kislev

    o The Brotherhood of the Bear
    o Druzhina
    o The Winged Lancers
    o The Kreml Guard
    o Tribal Warriors
    o Streltsi
    o The Sons of Ursa


    The Army List
    o Special Rules
    o Army Selection


    Kommandant
    o Kislevite General
    o Khan-Queen
    o Ice Mage


    Mounts
    o Great Bear
    o Warhorse


    Heroes
    o Boyar
    o Ice Maid


    Core
    o Horse Archers
    o Winged Lancers
    o The Brotherhood of the Bear
    o Cossacks
    o Streltsi

    Special

    o Gryphon Legion
    o Druzhina (wie Pisloliere)
    o Kreml Guard
    o Sibyrian Hunters
    o Mortars


    Rare
    o Sons of Ursa
    o Urugan Cannon (wie Hellblaster)
    o Hawks of Miska


    Special Characters
    o Tzarina Katarin, Ice Queen of Kislev
    o Prince Ivan Radinov, Captain of the Gryphon Legion
    o Ilja of Murova
    o Miska the Slaughterer
    o Tzar Boris


    Kislevite Magic Items


    Das Cover habe ich schon fertig:

    6 Mal editiert, zuletzt von lamekh ()

  • könnte man denke ich in einem finalen Schritt tun^^ nur sind die ganzen Ressourcen auf englisch vorhanden, was das Erstellen eines englischen Armee Buchs vereinfacht...


    hier das inoffizielle AB Kislev aus der 4ten Edition von Tuomas Pirinen:
    http://www.box.net/shared/kkhaxeu8q1


    hier das "aktuelle" Kislev Allied Contingent Armeebuch:
    http://www.box.net/shared/agnbn51q2x

    Einmal editiert, zuletzt von lamekh ()

  • Steady in the Ranks:
    Kossars and Streltsi have fought for centuries with their distinctive combination of axe and bow. Their entire purpose is to wear the enemy down and then receive the charge with their heavy axes. They are trained to swiftly change weapons without undue haste. Kossars and Streltsi may stand & shoot as a charge reaction even if the enemy are within half their normal charge distance. In addition, if the enemy are outside half of their normal charge distance, the Kossars do not suffer the normal -1 penalty on their To Hit rolls.


    Glorious Charge:
    Gryphon Legion and Winged Lancers at the gallop are an awesome sight, their bright armour shining, their colourful uniforms blazing, accompanied by the fearsome shrieking emitted by their back banners. Any unit charged by a unit of Winged Lancers or Gryphon Legion with a Unit Strength of 5 or more must take a Panic test,as if it had been charged in the flank whilst engaged to the front.


    Hate Chaos:
    All Kislevite units hate any type of Chaos Armies (Beast of Chaos, Warriors of Chaos, Daemons of Chaos)


    Winter Cloak:
    The Great Bear is sweathered in thick layers of winter fat and muscle, that protects him from the worst excesses of Kislev's harsh weather and blows of his enemies. As a result he counts as having a 5+ Armour save.


    Thunder of Ursun:
    The Grat Bear causes fear


    Fury of Ursun
    The ferocity of the Great Bears is such that should a unit fighting him break, he must always pursue it regardless of the wishes of his rider.


    Njevski's Screeching Back Banners:
    The most respected warriors of the Kislev Winged Lancers may sometimes be given the honour of riding to war carrying the mystical Screeching Back Banners created by Tzar Alexandr Njevski. They emit a piercing howl, which strikes fear into the hearts of their most hated enemies.
    The character possessing the back banners will gain the Glorious Charge rule.


    Hawks of Miska:
    Hawks of Miska always have a +1 to their combat resolution, representing the enemy becoming demoralized as wave after wave of the birds swoops down upon them.
    The enchantment that Miska the Slaughterer blessed them with survives to this day. The Hawks of Miska have a Magic Resistance (2) against any spells cast at them.
    The presence of the hawks encourages the superstitious Kislevites on the field of battle. Any unit within 12" of the flock has +1 Leadership to a maximum of 10.

    6 Mal editiert, zuletzt von lamekh ()

  • Lord

    KISLEVITE LORD ....................................POINTS/MODEL: 145
    M WS BS S T W I A Ld
    Lord 4 6 5 4 4 3 6 4 9
    Warhorse 8 3 0 3 3 1 3 1 5
    Great Bear 6 4 0 5 5 3 4 4 6
    Equipment: Hand weapon
    Options:
    • May choose either a lance (if mounted, +6 pts), a great weapon (+6 pts), or additional hand weapon (+6 pts).
    • May either choose a bow (+10 pts), or a pistol (+10 pts), or a handgun (+15 pts).
    • May wear either light armour (+3 pts) or heavy armour (+6 pts), and may also carry a shield (+3 pts) and/or and/or Njevski's Screeching back banners (if mounted+6 pts)
    • May ride a warhorse (+15 pts), which may be given barding (+6 pts)
    • May ride a Kislevite Great Bear (+ 80 pts)
    • May choose magic items from the Common magic items lists or Kislevite Magic Items lists, with a maximum total value of 100 pts.
    Special Rules: Stubborn. Any unit lead by a Kislevite Lord becomes Stubborn. Hate Chaos


    KISLEVITE KHAN-QUEEN ....................................POINTS/MODEL: 195
    M WS BS S T W I A Ld
    Khan-Queen 4 4 3 3 3 3 5 3 8
    Warhorse 8 3 0 3 3 1 3 1 5
    Great Bear 6 4 0 5 5 3 4 4 6
    Equipment: Hand weapon
    Magic:
    Level 2, Lore of Ice, may cast spells whilst wearing armour
    Options:
    • May wear either light armour (+3 pts) or heavy armour (+6 pts) and/or and/or Njevski's Screeching back banners (if mounted+6 pts).
    • May ride a warhorse (+15 pts), which may be given barding (+6 pts)
    • May ride a Kislevite Great Bear (+ 80 pts)
    • May choose magic items from the Common magic items lists or Kislevite Magic Items lists, with a maximum total value of 100 pts.
    Special Rules: Hate Chaos


    KISLEVITE ICE LORD ....................................POINTS/MODEL: 175
    M WS BS S T W I A Ld
    Ice Lord 4 4 3 3 3 3 3 1 8
    Warhorse 8 3 0 3 3 1 3 1 5
    Equipment: Hand weapon
    Magic:
    Level 3, Lore of Ice, may upgrage to level 4 (+ 35 pts)
    Options:.
    • May ride a warhorse (+15 pts), which may be given barding (+6 pts) and/or Njevski's Screeching back banners (+6 pts)
    • May choose magic items from the Common magic items lists or Kislevite Magic Items lists, with a maximum total value of 100 pts.
    Special Rules: Hate Chaos


    Heroes



    KISLEV BOYAR* ....................................POINTS/MODEL: 90

    M WS BS S T W I A Ld
    Boyar 4 5 5 4 4 2 5 3 8
    Warhorse 8 3 0 3 3 1 3 1 5
    Equipment: Hand weapon
    Options:
    • May choose either a lance (if mounted, +4 pts), a great weapon (+4 pts), or additional hand weapon (+4 pts).
    • May either choose a bow (+6 pts), or a pistol (+7 pts), or a handgun (+10 pts).
    • May wear either light armour (+2 pts) or heavy armour (+4 pts), and may also carry a shield (+2 pts) and/or and/or Njevski's Screeching back banners (if mounted+4 pts).
    • May ride a warhorse (+10 pts), which may be given barding (+4 pts).
    • May choose magic items from the Common magic items lists or Kislevite Magic Items lists, with a maximum total value of 50 pts.
    Special Rules: Stubborn. Any unit lead by a Boyar becomes Stubborn. Hate Chaos


    * ARMY BATTLE STANDARD
    One Boyar may carry the Army Battle Standard for +25 pts, and may not be the Army General.
    If a Boyar is carrying the Army Battle Standard, he can have any magic banner, but if he carries a magic banner he cannot carry any other magic item.


    KISLEVITE ICE MAGE ....................................POINTS/MODEL: 65
    M WS BS S T W I A Ld
    Ice Mage 4 3 3 3 3 3 3 1 7
    Warhorse 8 3 0 3 3 1 3 1 5
    Equipment: Hand weapon
    Magic:
    Level 1, Lore of Ice, may upgrage to level 2 (+ 35 pts)
    Options:.
    • May ride a warhorse (+10 pts), which may be given barding (+4 pts) and/or Njevski's Screeching back banners (+4 pts).
    • May choose magic items from the Common magic items lists or Kislevite Magic Items lists, with a maximum total value of 50 pts.
    Special Rules: Hate Chaos


    Great Bear ....................................POINTS/MODEL: 80
    M WS BS S T W I A Ld
    Boyar 6 4 0 5 5 3 4 4 6.
    Special Rules: Thunder of Ursun, Winter Cloak, (Monster Base 50x50mm), Fury of Ursun

    8 Mal editiert, zuletzt von lamekh ()

  • Core


    WINGED LANCERS................................POINTS/MODEL: 24
    M WS BS S T W I A Ld
    Winged Lancer 4 4 3 3 3 1 3 1 8
    Rotamaster 4 4 3 3 3 1 3 2 8
    Warhorse 8 3 0 3 3 1 3 1 5
    Unit Size: 5+
    Equipment: Hand weapon, lance, heavy armour, shield.
    Mount: Warhorse.
    Options:
    • Upgrade one Lancer to a Musician for +8 pts
    • Upgrade one Lancer to a Standard Bearer for +16 pts
    • Upgrade one Lancer to a Rotamaster for +16 pts
    Special Rules: Glorious Charge. Hate Chaos


    UNGOL HORSE ARCHERS ....................POINTS/MODEL: 17
    M WS BS S T W I A Ld
    Horse Archer 4 3 4 3 3 1 3 1 7
    Champion 4 3 4 3 3 1 3 2 7
    Warhorse 8 3 0 3 3 1 3 1 5
    Unit Size: 5+
    Equipment: Hand weapon, bow.
    Mount: Warhorse.
    Options:
    • Upgrade one Horse Archer to a Musician for +7 pts
    • Upgrade one Horse Archer to a Standard Bearer for +14 pts
    • Upgrade one Horse Archer to a Champion for +14 pts
    Special Rules: Fast Cavalry. Hate Chaos


    BROTHERHOOD OF THE BEAR ....................POINTS/MODEL: 17
    M WS BS S T W I A Ld
    Knight 4 4 3 3 3 1 3 1 7
    Champion 4 3 4 3 3 1 3 2 7
    Warhorse 8 3 0 3 3 1 3 1 5
    Unit Size: 5+
    Equipment: Hand weapon,Spear. light armour
    Mount: Warhorse.
    Options:
    • Upgrade one Knight to a Musician for +7 pts
    • Upgrade one Knight to a Standard Bearer for +14 pts
    • Upgrade one Knight to a Champion for +14 pts
    Special Rules: Fast Cavalry. Hate Chaos


    KISLEV KOSSARS ..................................POINTS/MODEL: 9
    M WS BS S T W I A Ld
    Kossar 4 3 3 3 3 1 3 1 7
    Champion 4 3 3 3 3 1 3 2 7
    Unit Size: 10+
    Equipment: Hand weapon, bow, great axe.
    Options:
    • Upgrade one Kossar to a Musician for +5 pts
    • Upgrade one Kossar to a Standard Bearer for +10 pts
    • Upgrade one Kossar to a Champion for +10 pts
    Special Rules: Steady in the Ranks. Hate Chaos


    STRELTSI ..................................POINTS/MODEL: 10
    M WS BS S T W I A Ld
    Streltsi 4 3 3 3 3 1 3 1 7
    Champion 4 3 3 3 3 1 3 2 7
    Unit Size: 10+
    Equipment: Hand weapon, hand gun, halberd.
    Options:
    • Upgrade one Streltsi to a Musician for +5 pts
    • Upgrade one Streltsi to a Standard Bearer for +10 pts
    • Upgrade one Streltsi to a Champion for +10 pts
    Special Rules: Steady in the Ranks. Hate Chaos

    3 Mal editiert, zuletzt von lamekh ()

  • Hier mal die geforderte Kritik:
    Alle Kommandanten mit MW 9 auszustatten halte ich für Menschen-Völker für unpassend. Auch KG 6 und BF 6 für deinen Lord (der übrigens wie alle anderen noch Boyar heißt...) halte ich für übertrieben. Zumindest die BF würd ich auf 5 runter schrauben.
    Die Regeln für die Khan-Queen und den Ice-Lord solltest du tauschen. Selbst die Tzarin hat nur 1A, ist aber Lvl 4...
    Boyaren und Lords sollten von der 'Glorious Charge'-Regel profitieren wenn sie auf einem Schlachtross sitzen. (Vllt auch die Zauberer.)
    Der Lvl 1 Zauberer sollte nur einen MW von 7 haben.
    Der Bär sollte die "Wut des Ursun" Regel bekommen (siehe Tzar Boris) oder teurer werden.
    Die 'Contingent Standard' solltest du in Armeestandarte umbenennen und die 25Punkte Einschränkung fallen lassen.


    Ansonsten gefällts mir ganz gut, ich würde mich freuen wenn aus dem Projekt ne spielbare Armee wird.

    "Wir haben Demokratie, wir haben Meinungsfreiheit - hier muss man nicht mal nachdenken bevor man etwas sagt..." - Volker Pispers


    8500 Punkte Imperium
    5500 Punkte Vampire
    5000 Punkte Orks und Goblins
    1000 Punkte Zwerge
    In Verwaltung:
    3500 Punkte Hochelfen
    2500 Punkte Oger

  • Special


    0-1 GRYPHON LEGION..........................POINTS/MODEL: 26
    M WS BS S T W I A Ld
    Lancer 4 4 3 4 3 1 4 1 8
    Champion 4 4 3 4 3 1 4 2 8
    Warhorse 8 3 0 3 3 1 3 1 5
    Unit Size: 5+
    Equipment: Hand weapon, lance, heavy armour & shield.
    Options:
    • Upgrade one Lancer to a Musician for +8 pts
    • Upgrade one Lancer to a Standard Bearer for +16 pts
    • A Standard Bearer may be given a magic standard worth up to 50 pts.
    • Upgrade one Lancer to a Champion for +16 pts. The Champion may
    exchange his lance for a pistol for free.
    Special Rules: Glorious Charge, Hate Chaos

    DRUZHINA..........................POINTS/MODEL: 20

    M WS BS S T W I A Ld
    Druzhina 4 3 3 3 3 1 3 1 7
    Champion 4 3 4 3 3 1 3 1 7
    Warhorse 8 3 0 3 3 1 3 1 5
    Unit Size: 5+
    Equipment: Hand weapon, brance of pistols , light armour.
    Options:
    • Upgrade one Druzhina to a Musician for +7 pts
    • Upgrade one Druzhina to a Champion for +14 pts.
    Special Rules: Fast Cavalry. Hate Chaos


    0-1 BOKHA GUARD ..................................POINTS/MODEL: 14
    M WS BS S T W I A Ld
    Guard 4 4 3 4 3 1 3 1 8
    Champion 4 4 3 4 3 1 3 2 8
    Unit Size: 10-20
    Equipment: Hand weapon, Heavy armour, halberd.
    Options:
    • Upgrade one Guard to a Musician for +6 pts
    • Upgrade one Guard to a Standard Bearer for +12 pts
    • A Standard Bearer may be given a magic standard worth up to 50 pts.
    • Upgrade one Guard to a Champion for +12 pts
    Special Rules: Hate Chaos


    SIBYRIAN ..................................POINTS/MODEL: 12
    M WS BS S T W I A Ld
    Sibyrian 4 3 4 3 3 1 3 1 7
    Champion 4 3 4 3 3 1 3 1 7
    Unit Size: 5-15
    Equipment: Hand weapon, light armour, bow.
    Options:
    • Throwing Axe (+ 1 pts)
    • Upgrade one Sibyrian to a Champion for +12 pts
    Special Rules: Skirmish. Scout. Hate Chaos



    0-2 MORTAR ..................................POINTS/MODEL: 75
    siehe Imperiale Mörser

    4 Mal editiert, zuletzt von lamekh ()

  • Hier mal die geforderte Kritik:
    Alle Kommandanten mit MW 9 auszustatten halte ich für Menschen-Völker für unpassend. Auch KG 6 und BF 6 für deinen Lord (der übrigens wie alle anderen noch Boyar heißt...) halte ich für übertrieben. Zumindest die BF würd ich auf 5 runter schrauben.


    Danke erstmal, die BF hab ich auf 6 weil der Boyar schon eine BF von 5 hat. Hab die Punkte angehoben, damit er einem imperialen Grand Master entspricht


    Die Regeln für die Khan-Queen und den Ice-Lord solltest du tauschen. Selbst die Tzarin hat nur 1A, ist aber Lvl 4...


    Tzarina Katarin ist für mich eher ein Ice Mage -> Ice Queen, als eine Khan-Queen

    Einmal editiert, zuletzt von lamekh ()

  • Rare


    0-1 SONS OF URSA..........................POINTS/MODEL: 48
    M WS BS S T W I A Ld
    Lancer 4 4 3 4 4 3 4 1 8
    War Bear 6 4 0 5 - - 4 2 5
    Unit Size: 3+
    Equipment: Hand weapon, lance, heavy armour & shield. -> effectively 3+ Armour Save
    Options:
    • Upgrade one Lancer to a Musician for +10 pts
    • Upgrade one Lancer to a Standard Bearer for +20 pts
    • A Standard Bearer may be given a magic standard worth up to 50 pts.
    • Upgrade one Lancer to a Champion for +20 pts.
    Special Rules: Thunder of Ursun, Fury of Ursun, Glorious Charge, Hate Chaos. (40x40mm Base)


    URUGAN CANNON..........................POINTS/MODEL: 125
    s. Imperiale Höllenfeuersalven Kanone


    HAWKS OF MISKA.........................POINTS/MODEL: 18
    M WS BS S T W I A Ld
    Hawk 2 4 0 3 2 1 4 1 7
    Unit Size: 5-15
    Equipment: claws and talons
    Special Rules: flying unit. Hawks of Miska (20x20 mm Base)

    5 Mal editiert, zuletzt von lamekh ()

  • Magic Items


    You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook.


    Magic Weapons

    Holy axe of Miska 70 Points
    Miska the Slaughterer made this axe for her second husband, Mikhail Gregorov. (Her first husband was killed and eaten by Miska in her fury). It is an exceedingly heavy weapon leaving destruction in the wake of every swipe.
    The Holy Axe of Miska confers +2 Strength to all close combat attacks made by the character wielding it. In addition, all unsaved wounds become d3 wounds.


    Fearfrost 100 points
    Forged by the ancient Khan-queen Miska of the Gospodars, this blade has passed from Tzarina to Tzarina through the ages. Only a Tzarina can wield the blade, and were a man to lift the blade, he would find himself frozen to death within a heartbeat. The blade is infused with Ice Magic and the intense cold can kill with a single scratch.
    Fearfrost grants the wielder the Killing Blow special skill. Models wounded, but not killed outright, by Fearfrost receive no saving throw, but may take Ward saves as normal.


    The Shard Blade 50 points
    Boris carries a mighty pole-arm with a blade crafted from ice hewn from the glaciers of Norsca, and magically bound by the ice wizards of Kislev to remain forever frozen. When Boris strikes a foe, shards of ice water enter their veins and freeze their blood.
    When using the Shard Blade, the wielder adds +2 to his Strength. In addition, any models who suffer a wound (after saving throws, etc) must take an immediate Toughness test. If this test is failed, they suffer an additional wound, with no Armour or Ward save possible.


    Saber of Tzar Vladimir....45pts
    Former weapon forged by the dwarfs for Tzar Vladimir, now carried by the greatest warriors of Kislev.
    No armour save


    Bear Hunters Bow......35pts.
    This bow was in service of the best Kislevite hunters since the time of the Great War against Chaos, some say it may be of an elven origin.
    Range 30", Strength 5, D3 wounds per wounding hit.



    Magic Armour


    Armour of Alexandr 70 points
    The Dwarfs made this armour for Tzar Alexandr Njevski. It is chain mail and accompanying shield of unrivalled beauty and strength with the words "Gods are with us, we cannot fail" inscribed on every link of the armour. The tzar was never wounded while wearing this armour.
    The armour and shield combine to confer an armour save of 3+ for the wearer. If the wearer fails his armour save, he may make a 5+ Ward save. He is not entitled to make the Ward Save against attacks that would normally not permit an armour saving throw.
    If the armour successfully blocks a close combat attack from a magical weapon, the magical weapon is destroyed and rendered useless on a d6 roll of 5+ for each successful save made by the armour.


    Ice Armour of Jekaterina 45 points
    This enchanted armour was fashioned out of pure ice by Tzarina Jekaterina III. It is enchanted against physical damage, but a very powerful blow can shatter the armour.
    This armour gives the wearer a 1+ armour save which cannot be improved by any means. In addition, the armour save is never worse than a 4+ due to modifiers such as the strength of the attacker or magical attacks. Should the armour ever fail a saving throw, the force of the attack destroys it. Ice Mages may wear this armour without limiting their ability to cast spells.


    Armour of Ursun 50 points
    Forged on the Spring Equinox, one of the holiest days of the cult of Ursun, the powdered bones of a score of the mightiest bears were mixed with the steel of the armour before it was quenched in the finest mead. This suit of armour is imbued with the power and might of Ursun himself and those who wear it feel his power coursing through their veins.
    The Armour of Ursun counts as full plate (4+ Armour save). In addition, for each hit caused by his enemies in close combat, the Tzar may make an additional attack back after his enemies’ attacks have been resolved (and assuming he’s still alive!). He may make these bonus attacks even if he has already attacked that phase.


    Armour of Frost.....30pts
    A chill of the cold northern winds paralyzes the enemies trying to strike the wearer of this armour.
    Heavy armour, enemy that hits the wearer, always strikes last in the following turn of combat.


    Helm of Ursun.....35pts
    The roar emitted by the helm drives the Kiselviets onward in combat and breaks the fighting spirit in the enemy.
    The helm adds +1 to Combat Resolution. Also the helm gives +1 to armour save that can be combined with other armour as normal


    Talismans


    Medallion of the Bear....40pts
    The energies of Ursun are being captured by his priests and pressed into this medallion. When they are being unleashed the wearer transforms into an were bear, to tear through the enemy ranks.
    One use only, bearer gets +2S, +3 A, 5+ ward save, may not use any weapons, his armour disappears for that combat phase.


    Gem of Ever-Ice....35pts
    5+ ward save, ignore all effects of fire (spells, warpfire, berserker sword counts as mundane sword etc.)


    Crown of Kislev 35 points
    +1 Armour save. May reroll failed save rolls


    The Crystal Cloak 55 points
    A swirling mist of dancing ice crystals surrounds theTzarina, warding off the most serious of injuries and confounding her foes’ attempts to strike her.
    The Crystal Cloak grants the bearer a 4+ Ward save. In addition, all attacks directed against the bearerin close combat suffer a -1 to both the To Hit and To Wound dice.


    Arcane Items


    Staff of Ice ....45pts
    Any living creature in the path of the ice blast are momentary turned into blocks of ice.
    Bound spell 4, casts the Midwinter Kiss spell.


    Ice Shard 30 points Bound Spell Power Level 3
    Contains Bound Spell Shardstorm


    Enchanted Items


    Apple of Kislev 40 points
    The Apple of Kislev is a stunningly beautiful piece of jewelry given by the Tzar or Tzarina to a General or representative for elevated status. Being the traditional symbol of the ruler of Kislev, the ruler may also carry it on his or her person.
    The apple increases the Leadership score of the bearer to 10. In addition, the character or any unit he is with may re-roll a failed psychology test. A Break Test is not a psychology test.


    Feather of Finist the Hawk 40 points Bound Spell Power Level 4
    Since he has been transformed into an enchanted firebird, Prince Finist the Noble will leave feathers as friendship tokens to his former companions. When the token is tossed into the air, Prince Finist arrives to assist his friend in need.
    The token entitles the possessor to make one of two actions during his magic phase. The possessor may use Finist to transport him anywhere on the battlefield immediately, counting as charging if he moves into base contact with an enemy unit. Alternatively, he may have Finist attack an enemy unit within 12". Finist makes all of his attacks immediately, then disappears without giving the opponent the opportunity to strike back. Finist has WS 8, Strength 5, and 5 attacks. They (obviously) count as being magical.
    The Feather of Finist may only be used once per battle, and counts as a Bound Spell during the magic phase. Therefore, it may be dispelled accordingly. If dispelled, the feather is no longer useful for the duration of the battle.


    Horn of Miska 35 points
    A unit of Winged Lancers or Gryphon Legion may enter they board from any side of the table. May be used at the beginning of your turn, from the 2nd turn onwards.



    Magic Banners


    Standard of Kislev....100pts
    Since the siege of Kislev this standard has been the symbol of resistance against even the most terrible of foes.
    All friendly units within 12" of the standard are completely immune to fear and terror and gain +1 combat resolution.


    Banner of Snow Dragon.....50pts
    A moving image of a great dragon situated on this banner adds to the terror of facing the Kislevite knights.
    Units testing form Winged Lancers or Gryhon Lgion charge are at -2 to Ld, after every other modifier.


    Icon of Miska 50 points
    This standard confers +1 weapon Skill to all models within the unit that carries it.


    Standard of Praag 50 points
    The banner waved by the retrieval force marching to Praag, during the Great War against Chaos, has absorbed the burning hatred of soldiers that came to see their city burned down.
    The Unit carrying this standard hates all enemies. If fighting against a Chaos army they will become unbreakable.


    Standard of Shielding 25 points
    This standard confers a +1 armour save to all models within the unit that carries it. Attacks that ignore armour saves are not affected by the Standard of Shielding.

    8 Mal editiert, zuletzt von lamekh ()

  • Lore of Ice


    Shardstorm
    The caster stretches out her hands and unleashes a torrent of diamond-hard icicles at her foes.
    Shardstorm is a magic missile with a range of 24”. If successfully cast, it hits its target and causes 2D6 Strength 3 hits. A wizard can automatically swap one spell for Shardstorm if you wish.
    Cast on 6+

    Freezing Blast

    This spell can be cast on a water based terrain feature such as a river, swamp, marsh or lake; that terrain feature is permanently frozen and treated as open ground from now on. All models in the terrain feature when the spell is cast take a Strength 2 hit with no Armour save. Alternatively, this spell can be cast on a single unengaged enemy unit within line of sight. The target unit moves as if in difficult terrain in the rest of its Movement phase.
    Cast on 8+


    Form of the Frostfiend
    The caster metamorphoses into a shrieking creature of kislev legend, carried across the battlefield in a whirlwind of purest cold. The caster may fly whilst this spell is in play. In addition, the caster has Strength 5 and Attacks 4. The effects of all equipment, including magic items, steeds and weapons, are ignored for the duration of this spell, as they are transmogrified along with the caster. The Form of the Frostfiend continues to work until it is dispelled, or until the wizard chooses to
    end it (which she can do at any time), attempts to cast another spell or is slain.
    Remains in Play
    Cast on 8+


    Invocation of the Ice Storm
    Chanting words of power, the Wizard summons a harsh blizzard that engulfs enemy marksmen and war machines. The caster nominates a point on the battlefield. Roll an Artillery dice an double the result – this is the distance in inches (measured from the nominated point) that the Ice Strom affects. If a Misfire is rolled, it affects the entire battlefield. All units caught in the Ice Strom must pass a Leadership test at -2 when they wish to shoot. If this is failed they are unable to fire. The freezing effects of the Ice Storm last for one full turn and cannot be dispelled in the opponent’s next Magic phase.
    Cast on 9+


    Midwinter’s Kiss
    The caster breathes a great torrent of purest cold into the ranks of the enemy. Those caught in blast turn to brittle statues of ice within seconds. Place the Flame template with the pointed end touching the caster. Any model fully under the template is automatically affected and any model partially under the template is affected on the roll of 4+. Each affected model suffers a Strength 5 hit with no Armour save. This spell cannot be cast against a unit in close combat.
    Cast on 10+


    Glacial Barrier
    The wizard spreads her hands wide, causing the air itself to freeze into a wall of ice. This spell may be cast on any point within line of sight. Place a 5” by 1” strip of paper on the battlefield, all of which must be completely within 24” of the caster, to represent the Glacial Barrier. This is treated as impassable terrain and blocks line of sight. The Glacial Barrier can be charged or targeted as if it were an Unbreakable enemy model, and is automatically destroyed if it is hit by any attack of Strength 5 or greater (or by any flaming attack). All other attacks have no effect. Any unit that destroys the barrier in combat may not overrun. The Glacial Barrier continues to whist until it is dispelled, destroyed as above, or until the wizard chooses to end it, attempts to cast another spell or is slain.
    Remains in Play
    Cast on 12+

  • Special Characters: Lord Choices


    Tzarina Katarin, the Ice Queen.... 495 points
    M WS BS S T W I A Ld
    Tzarina Katarin 4 4 3 3 3 3 3 1 10
    Warhorse 8 3 0 3 3 3 1 1 5
    Weapons & Equipment: Tzarina Katarin carries the sword of the ancient Khan-queens, Fearfrost, and wears the Crystal Cloak. She is mounted on a warhorse.
    SPECIAL RULES
    Ice Magic: Katarin is a Level 4 Wizard and may only use Ice Magic (see p.32).
    Beloved of Kislev: The people of Kislev are utterly devoted to the Tzarina and would gladly lay down their lives for her. Any Kislevite unit joined by the Tzarina becomes stubborn, and all Kislevite units within 12" of the Tzarina may re-roll failed Psychology tests.
    Protectors of the Khan-queen: If the Tzarina Katarin is taken as the leader of your Allied Contingent, then the 0-1 restriction on Gryphon Legion units is waived.
    Hate Chaos.

    Boris Ursus, the Red Tzar....375 points

    M WS BS S T W I A Ld
    Boris Bokha 4 5 4 5 4 3 3 4 10
    Urskin 6 4 0 6 5 3 4 4 7
    Weapons & Equipment: Boris carries the Shard Blade and is protected by the Armour of Ursun and a shield. He is mounted on Urskin.
    SPECIAL RULES
    Kin of the Bear God: If Boris Bokha is taken as theArmy General, then any units of Kossars present in the army may be designated Kin of the Bear God at a cost of +30 points per unit. Models with the mark of the Bear God gain +1 Attack in the turn they charge.
    Hate Chaos
    URSKIN THE BEAR
    Winter Coat, Thunder of Ursun, Fury of Ursun


    Miska the Slaughterer.... 350 points
    M WS BS S T W I A Ld
    Miska 4 6 3 4 4 3 6 4 9
    Weapons & Equipment: Miska the Slaughterer carries the sword of the ancient Khan-queens, Fearfrost and wears light armour.
    Options
    • May choose a further two magic items from the Common magic items lists or Kislevite Magic Items lists.
    • May ride a warhorse (+15 pts), which may be given barding (+6 pts). Njevski's Screeching back banners (+6 pts)
    • May ride a Kislevite Great Bear (+ 80 pts)
    SPECIAL RULES
    Ice Magic: Miska is a Level 3 Wizard and may only use Ice Magic (see p.32).
    Frenzy, Hate Chaos

  • Special Characters - Hero Choice


    Prince Ivan Radinov, Captain of the Gryphon Legion....150 points
    M WS BS S T W I A Ld
    Ivan 4 6 5 4 4 2 5 3 9
    Silverhoof 9 4 0 4 3 1 4 2 5
    Weapons & Equipment:Ivan carries a lance and a shield, wears heavy armour and rides his barded Steed Silverhoof.
    SPECIAL RULES
    Glorious Charge, Hate Chaos
    Natural Hero: If a Character within 4" dies Ivan may attempt to save the Character. On a roll of 5+ Ivan succeeds, and the Character is restored to 1 Wound. On a roll of 1 Ivan fails miserably, and may do nothing the following turn.


    Ilya Murova....200 points
    M WS BS S T W I A Ld
    Ilya 4 5 5 5 4 2 5 3 8
    Weapons & Equipment:Ilya carries a great weapon and a bow and wears heavy armour.
    SPECIAL RULES
    Hate Chaos. Skirmish. Scout (Sibyrian)
    Strength of the Great Bear: If all of Ilya's Attacks hit he may opt to strike a single blow at S8 which causes D3 wounds.
    Hugely Resilient: If Ilya is killed roll a D6. On a roll of 1-3 he is killed as normal. On a roll of 4-6 he is restored to 1 wound.

  • Nun zum Rest:
    Die DRUZHINA halte ich persönlich für unpassend, zum Einen erinnern sie stark an Pistoliere, zum Anderen werden Schwarzpulverwaffen in Kislev wohl meist aus dem Imperium bezogen, sind also dementspechend seltener. Vllt findet sich hier noch eine andere Idee. (zB Marinesoldaten aus Erengard oder zwergische Slayer die auf dem Weg in die Trollländer sind)
    Die URUGAN CANNON halte ich aus den selben Gründen eher für unpassend, vllt dann lieber die Raketenlafette, da die Kisleviten oft als Begleitschutz für die großen Karawanen arbeiten (siehe zB AB Oger) und somit auch auf Techniken aus dem Osten zurückgreifen können.
    Die Boots of seven Leagues und das Broom of Flying finde ich unpassend. Besser würde mir ein Item (zB ein Horn) gefallen, dass dich ein Regiment Winged Lancer von einer beliebigen Kante auf das Spielfeld kommen lässt (siehe Wulfrik aus den Kriegern des Chaos), das würde vllt das Grenzreiter Thema noch herausheben.
    Die Feather of Finist the Hawk würde ich auf Energiestufe 4 anheben, dafür vllt 5 Punkte teurer machen.
    Eine Standarte die dem Gegner das Fliehen erschwert oder dir des Verfolgen fände ich story-mässig auch noch ganz gut. Vllt auch das Stadtbanner aus Praag, das einem Regiment Raserei und Hass verleiht. Auch 1-2 Items aus der Gospodari Zeit wären schön.
    Die Khan Queen wirst du noch ein bißchen schwächer machen müssen (zB A auf 3 reduzieren), sonst wird der Lord wohl zu selten gespielt.
    Der Rest gefällt mir sehr gut, die Sonderhelden muss man halt noch ausgiebig auf Balancing testen.
    Grüsse

    "Wir haben Demokratie, wir haben Meinungsfreiheit - hier muss man nicht mal nachdenken bevor man etwas sagt..." - Volker Pispers


    8500 Punkte Imperium
    5500 Punkte Vampire
    5000 Punkte Orks und Goblins
    1000 Punkte Zwerge
    In Verwaltung:
    3500 Punkte Hochelfen
    2500 Punkte Oger

  • Danke :D
    Das mit den Schwarz Pulver Waffen sehe ich Ähnlich, aber wenn du dir das 4te Editions AB anschaust sind die da auch drin. 8o


    Der Großmeister hat aber dafür Plattenrüstung, und ein Pferd mit Rossharnisch... -> BF aus 5 gesenkt
    Khan Queen 3 Attacken, klingt gut !


    Stiefel und Besen raus... dafür noch ein paar andere Gegenstände rein, okay!
    + Standard of Praag

    Einmal editiert, zuletzt von lamekh ()

  • Neue Gegenstände hinzugefügt...


    Die Regeln als Word Dokument Zusammengefasst, ohne Fluff aber mit Schreibfehler, falls jemand die Liste testen will ;)
    http://www.box.net/shared/l2x9kaxovq

    Einmal editiert, zuletzt von lamekh ()

  • Hab noch ein paar Fehler gefunden:
    Njevski's Screeching back banners:Klingt im Moment so, als ob jede Einheit die einen Helden damit hat, Angst verursacht. Vllt solltest du hier nur schreiben, das der Held damit die Glorious Charge Regel bekommt.


    Bei den Helden:
    May ride a warhorse (+15 pts), which may be given barding (+6 pts) and/or Njevski's Screeching back banners (+6 pts).


    Standard of Kislev....100pts Hier vllt Angst und Entsetzen und die Punkte runter auf 80.
    Und dann brauchen sie noch arkane Gegenstände, zB ein Ring der in 24" gegnerischen Magiern -1 auf die Komplexität gibt (siehe Hexenfeuer), oder sowas wie das Siegel der Zerstörung. Auch ein Buch das einem Magier Zugriff auf die 8 Magielehren des Grundregelwerks gibt, wäre sicherlich nicht zu stark, aber gibt neue Optionen (vllt darf er dann keine Rüstung mehr tragen).


    Und vllt solltest du bei den Einheiten, für die es im Moment keine aktuellen Modelle gibt (Falken, Bären, etc), die Basegrößen dazuschreiben. Das erleichtert anderen das Aufbauen eine Kislev-Armee.


    Der Rest sollte passen. Grüsse

    "Wir haben Demokratie, wir haben Meinungsfreiheit - hier muss man nicht mal nachdenken bevor man etwas sagt..." - Volker Pispers


    8500 Punkte Imperium
    5500 Punkte Vampire
    5000 Punkte Orks und Goblins
    1000 Punkte Zwerge
    In Verwaltung:
    3500 Punkte Hochelfen
    2500 Punkte Oger

    2 Mal editiert, zuletzt von Letzte_Instanz ()

  • Werd ich überarbeiten, danke...


    Zu den Gegenständen:
    an Arkanen Artefakten fehlt es momentan wirklich.... (bin aber dran)
    Standard of Kislev: All friendly units within 12" of the standard are completely immune to fear and terror and gain +1 combat resolution.

    Einmal editiert, zuletzt von lamekh ()

  • Staff of Ursun....25 points
    gains access to the Lores of Beasts and Life


    Tome of Ice....15 points
    + 1 extra Spell



    --> Word Dokument: Zusammenfassung der Regeln aktualisiert

    2 Mal editiert, zuletzt von lamekh ()