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===Lords & Heros=== ==== Special Characters ==== *'''[[Boris Ursus]]:''' 350pts. Tzar of Kislev before Katarin and responsible for bringing the Cult of Ursan back to the fore-front. He rides atop a great bear and grants Kossars Devastating Charge at +1 ppm (Already great reason to take him). He's got a monster of a weapon that deals extra wounds on top of what he already does and strikes back for every attack that hits him, even if they don't wound. *'''[[Tzarina Katarin]]:''' 400/520pts. The reigning ruler of Kislev and witch on top of being a low 400 points (520 for the War Sled like Miska). On top of being a Loremaster of Ice, she also gives stubborn to her unit and makes units within 12" re-roll all psychology checks. The Gryphon Legion, in particular, gets to roll 3d6 and drop the lowest when testing to break when she's with them. While she's a competent leader with a KB weapon that negates armour while having a 4++ ward that puts a -1 to hit and wound her, she's not the best at combat. *'''[[Tzar Saltan]]:''' 195pts. Ruler of Praag with a tremendous hateboner for Chaos. He's not only immune to psychology but he always re-rolls hits against Chaos models and gains +1 to Strength when fighting them in challenges (which you'll always do since he can't refuse. Funny, those Vikings can't either...). His statline is further bolstered by his blade giving another +1S (and -1 to hit him in cc) and his heavy plate carrying +1T. All this makes Saltan a fine dualist lord. *'''[[Baba Yaga]]:''' 280pts. Were you surprised you got a super-hag? She's unique in that she can ride her house as a steed, though this gives her a weakness to fire and a massive price jump in exchange for fear and d6 impact hits. She's a great caster with her power to re-roll all power dice, and she has a 5++ ward that can force enemies in b2b to not attack her. Form of the Ancient Widow doesn't have a mount restriction so you can cast on he while she's riding her Hut for a Truly fearsome Statline. *'''[[Miska the Slaughterer]]:''' 350/470pts. The Khan-queen Founder and mother of the first Tzarina of Kislev who solidified its borders long ago. If you wanted a Katarina who can put up a fight, then Miska's the closest thing. Though less of a caster(bopped down to lv3), she makes up for this by having actual armour that lets her potentially double her attacks and get a bear-driven chariot. Even on foot, She is the best person to turn into a FROSTFIEND (Flying frenzy monster Wizard with S6, T6, A8). *'''[[Igor the Terrible]]:''' 275pts. Igor? Ivan? What's the difference? He's a super-Chekist with double the range and can immediately wound enemies during the magic phase with one weapon. His other has a chance of keeping him alive by throwing that last wound onto the one who inflicted it, and with his 3+/4++ and Magic Resist 1, that's a bit of a feat. He is a Superb lord to hold your lines together and not so easy to kill. *'''[[Tordimir Lubovasyn]]:''' 195pts. Captain of the Gryphon Legion who makes his boys core choices. You want him stuck with his boys, as he makes Glorious Charge auto-succeed for his unit and has a lance with piercing 1 and KB. *'''[[Stepan Rasin]]:''' 100pts. Leader of the Ungols. He's a dangerous archer with a bow that deals d6 hits. And get 3 rerolls per game. someone to run with your Skirmish cavalry to give them umf. *'''[[Ilja of Murova]]:''' 125pts. Legendary hunter with the Ranger Heart-Strike rule. He's just as unkillable as [[Valten]] and can make a mega-all-in-blow that deals d3+1 armor-negating wounds. ==== Generic Characters==== *'''[[Hetman]]/[[Boyar]]:''' Your classic commander type with stubborn (The stubborn only works if you run him solo or with another stubborn unit which makes it pointless). You practically need one for a BSB. *'''[[Ice Witch|Ice Maiden/Witch]]:''' Your master wizards here are stuck with Ice lore. The spells are a decent mix of uses with a lot of damage spell and make her a convenient means to act while inside a unit. *'''Hag Witch/Mother:''' Your other wizard, stuck with her Hag lore. You'll only want them for their spells (like most wizards), as they can't be generals, never share their Ld score with the army and cause -1 Ld for any units they're in. Have good debuff spells, and the buff she gives a unit will offset her creepiness. Too bad she's scared off the horses she could have ridden on. *'''[[Priest of Ursun|High Priest of Ursun/Priest of Ursun]]:''' Your warrior priest, given an injection of BEARS. They replace the hatred they give attached units with frenzy. Thankfully, their loadouts are all melee-centric, and he can ride a bear. A must for any Deathstar. **'''Unyielding Ursun:''' Gives the unit stubborn. **'''Ursine Strength:''' Lets the unit re-roll wounds in close combat **'''Winter's Sleep:''' Gives a lasting aura that robs enemies in b2b with -1WS/I each turn. *'''[[Ranger]]:''' A Huntsmaster type character with forest strider and scout, barred from ever being general. He gives a friendly infantry unit he is with Ambush, and his bow has HKB against monsters and monstrous types (but still has to pass armour saves). giving a unit of Streltsi or Kossar ambush is a great Idea for assaulting war machines or intercept cavalry. Also, 2 HKB Bowshots a turn that hit on 2s can seriously threaten Monsters and lords on Dragons, putting the guys in the bowline is a viable strat. ====Mounts==== *'''[[Warhorse]]:''' The universal standard of all mounts. *'''[[Bear|Great Bear]]:''' Boyars and High Priests only. These bears are a bit over twice the price of a horse, and you get a slower but deadlier steed. In case you're wondering why you're at a 6+ natural armour save instead of a 5+ as bear packs, blame it on domestication.
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