Source: Town Cryer #16 · Setting: Mordheim
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.
To aid them in their struggle against 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.
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. Kislevites are known to be extremely brave warriors and hold a loathing for Chaos that is much stronger than most 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.
Special Rules
May Hire: A Kislevite warband is allowed the same selection of Hired Swords as Human Mercenary warbands.
Ancient Enemies: Kislevite warbands may never ally with any type of Chaos warband. This restriction pertains to the following warbands: Possessed, Beastmen, Skaven, Dark Elves, Chaos Dwarfs, and any other warbands the players judge to be sufficiently Chaotic.
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 may never exceed 15.
Druzhina Captain: Your Kislevite warband must have one 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. A Kislevite warband may not include a Trained Bear if it does not first include a Bear Tamer!
Starting Experience
The Druzhina Captain starts with 20 experience.
A Bear Tamer starts with 8 experience.
An Esaul starts with 8 experience.
All Youths and Henchmen start with 0 experience.
Skill Table
| Combat | Shooting | Academic | Strength | Speed | |
|---|---|---|---|---|---|
| Druzhina Captain | ✓ | ✓ | ✓ | ✓ | ✓ |
| Esaul | ✓ | ✓ | ✓ | ||
| Bear Tamer | ✓ | ✓ | ✓ | ||
| Youth | ✓ | ✓ | ✓ |
Kislevite Warrior Equipment List
(Used by Druzhina Captain, Esaul, Bear Tamer, Youths, Warriors, and Cossacks)
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Mace | 3 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Morning star | 15 gc |
| Double-handed weapon | 15 gc |
| Spear | 10 gc |
| Halberd | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Throwing knives | 15 gc |
| Short bow | 5 gc |
| Bow | 10 gc |
| Crossbow | 25 gc |
| Pistol | 15 gc (30 gc for a brace) |
| Duelling Pistol | 25 gc (50 gc for a brace) |
Armour
| Item | Cost |
|---|---|
| Light armour | 20 gc |
| Heavy armour | 50 gc |
| Shield | 5 gc |
| Buckler | 5 gc |
| Helmet | 10 gc |
Streltsi Equipment List
(Used by Streltsi henchmen only)
Hand-to-hand Combat Weapons
| Item | Cost |
|---|---|
| Dagger | 1st free / 2 gc |
| Mace | 3 gc |
| Hammer | 3 gc |
| Axe | 5 gc |
| Sword | 10 gc |
| Morning star | 15 gc |
| Double-handed weapon | 15 gc |
| Spear | 10 gc |
| Halberd | 10 gc |
Missile Weapons
| Item | Cost |
|---|---|
| Bow | 10 gc |
| Crossbow | 25 gc |
| Pistol | 15 gc (30 gc for a brace) |
| Duelling Pistol | 25 gc (50 gc for a brace) |
| Handgun | 35 gc |
Armour
| Item | Cost |
|---|---|
| Light armour | 20 gc |
| Shield | 5 gc |
| Helmet | 10 gc |
Heroes
1 Druzhina Captain
60 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Druzhina are the minor nobles of Kislev. During times of war these nobles form their own regiments in a Kislevite army, looking most impressive with their ancient armour and weapons, as most of these prized artefacts are handed down from father to son. Druzhina are rich enough to afford their own horse and battlegear, and they must be ready to fight for the Tzar when called upon.
Weapons/Armour: A Druzhina Captain may be equipped with weapons and armour 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 may purchase one item from the Kislevite Warrior Equipment list at half the normal cost. This item represents a treasured family heirloom. 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 at 150% of its normal price. Until the item is replaced, the Captain suffers a –1 penalty to all tests and rolls to hit.
0–1 Esaul
35 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Esaul is an ancient Cossack term meaning ‘Best Warrior’, traditionally given to the most powerful fighter in the tribe. 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.
Weapons/Armour: An Esaul may be equipped with weapons chosen from the Kislevite Warrior Equipment list.
0–1 Bear Tamer
35 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 4 | 3 | 1 | 3 | 1 | 7 |
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 travelling circuses. 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.
Weapons/Armour: A Bear Tamer may be armed with weapons chosen from the Kislevite Warrior Equipment list.
Special Rules
Bear Handler: A Kislevite warband that includes a Bear Tamer is allowed to purchase a Trained Bear as a henchman. The bear will automatically pass its stupidity tests when within 6” of the Bear Tamer (even if the Tamer has been Knocked Down or Stunned).
0–2 Youths
15 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
Strong, strapping lads from the countryside often join a band of daring adventurers to make their fortune.
Weapons/Armour: Youths may be equipped with weapons chosen from the Kislevite Warrior Equipment list.
Henchmen
(Bought in groups of 1–5)
Warriors
25 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
The Gospodar tribe make up the bulk of the people of Kislev and are generally considered the most civilised of the peoples of this harsh realm. Gospodars are people of large stature with blonde or red hair. 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!
Weapons/Armour: Warriors may be equipped with weapons and armour chosen from the Kislevite Warrior Equipment list.
Cossacks
30 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
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 favoured weapons are the scimitar and spear.
Weapons/Armour: Cossacks may be armed with weapons and armour 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
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Firearms were first introduced to Kislev by Prince Boydinov of Erengrad. In addition to their knowledge of handguns, Streltsi are also trained to use a small halberd called the berdiche. In combat, Streltsi are able to use their berdiches as rests for their handguns, increasing their accuracy and making for a deadly weapon combination. Note that Streltsi are the only Kislevite warriors trained in the use of handguns.
Weapons/Armour: Streltsi may be armed with weapons and armour chosen from the Streltsi Equipment list.
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 — he must not move if he is to rest the gun).
0–1 Trained Bear
125 gold crowns to hire
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 3 | 0 | 5 | 5 | 2 | 2 | 2 | 6 |
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 cannot hope for a more loyal friend or useful ally when things turn bad.
Weapons/Armour: None, other than their claws and teeth!
Special Rules
Trained: Trained Bears are subject to the rules for Stupidity. A bear is not required to take Stupidity tests if the warband’s Bear Tamer is within 6”. A Trained Bear will never use the warband leader’s Leadership for any tests — it may use the Bear Tamer’s Leadership if within 6” of him. The warband cannot control the bear without a Bear Tamer; if the warband does not include a Bear Tamer, the bear may not be used in any game until a new Bear Tamer is hired.
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. Both players roll a D6 and add their model’s Strength to the roll. If the Bear’s total is higher or equal, the opposing warrior suffers a single automatic wound with no armour save allowed. If the enemy warrior’s total is higher, the warrior has broken the Bear’s hold and suffers no damage.
Fiercely Loyal: 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’. 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.
Large Target: Bears are Large Targets as defined in the shooting rules.
Special Equipment
Bear-Claw Necklace
Cost: 75 + 3D6 gc · Availability: Rare 9 (Heroes only)
Bears are widely regarded as sacred in Kislev, and a necklace made of their claws (or sometimes their teeth) is considered magical and reputed to have mystical powers.
A warrior wearing a bear-claw necklace receives some of the strength and wild ferocity of the bear it came from. A warrior wearing a bear-claw necklace becomes subject to Frenzy.
Vodka
Cost: 35 + 2D6 gc · Availability: Rare 8 (Heroes only)
Kislevites live in a harsh land under constant threat of invasion. One of the products of their love of life and celebration is a strong alcoholic spirit called vodka — one of the country’s most famous exports. Mothers give vodka to their families to ward off sickness and keep them warm in the long winter months, and warriors indulge both for luck and courage.
Vodka is a one-use item of equipment that a Kislevite Hero may give to the warband before the start of a game. Every warrior in the warband receives +1 Leadership (up to a maximum of 10) for that game. However, every warband member must also test against their Toughness before the start of the game — a failure results in –1 Initiative for the duration of the game.