Warhammer Army Project/Kislev
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Kislev: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it later on, go ahead.
Why Play WAP Kislev?
Because you have been mightily pissed at how you never got a proper army instead of the meager scraps given in 6th Edition.
Army Special Rules
Kin of the Bear God: All units re-roll panic checks, which can alleviate keeping them together.
Glorious Charge: Winged Lancers and Gryphon Legion cause fear on the charge. If they win combat on the turn they charge but fail to break the unit, they can test Ld to run away and try again.
A lot of units in this army also have Hatred (Chaos).
Magic
The Lore of Ice
Attribute: Numbing Cold: All spells cast on an enemy robs them -1WS/BS, which can be some decent protection.
- Signature: Shardstorm: Deals 2d6 S3 hits to one unit 24" away. Augmenting this not only boosts the range, but also ups the strength to S4.
- Form of the Frostfiend: Turns the witch into a flying monstrous beast with +2S +2T and +3A. While this all sounds mighty impressive, do beware that all your magical items will be inactive during this form, so it's saved for a suicide witch.
- Ice Armour: Gives a unit +2 to armour...that gets hosed by flaming attacks. Augmenting gives this to everyone within 12".
- Freezing Blast: One enemy unit is now under constant dangerous terrain. This is extra useful when the unit's in water, as they're now utterly immobilized until someone melts the ice with flaming attacks.
- Midwinter's Kiss: Gives the witch an S5 armour-ignoring breath weapon. KICKASS.
- Gift of the Winter Wind: One enemy unit within 18" must test Ld on 3d6 discarding the highest, with failure followed by testing S or dying outright, ideal for wiping out screens before making the charge. Augmenting doubles the range.
- Invocation of the Ice Storm: You have the magical equivalent of a bombardment, misfires covering the entire screen. Anyone inside the pieplate take -2 to BS or shoot on a 4+ as well as take 2d6 S2 hits. The injury's none to hot, but at least a misfire's an actual upside for you.
Lore of Hags
Attribute: Curse: All spells cast on an enemy unit forces them to re-roll 6's to wound.
- Signature: Curse of Misfortune: One unit fails dangerous terrain on a 1 or 2, take -1 to hit anything, and can't benefit from Character Ld. None of it's very dangerous, but it's all inconvenient enough to help break a low-Ld army even with their HQ. Augmenting doubles this range.
- Fortune Told: The hag and any unit she's with re-rolls to hit and gets a 6++ ward.
- Form of the Ancient Widow: Turns your hag into a monstrous beast with +3S +2T +3A, piercing 1 and terror. Your magic items won't work here either, though you'll be well off for combat, especially if it's Baba Yaga.
- Summon Spirits: 3d6 S2 piercing 1 hits on a unit within 24". Augmenting boosts range and makes them S3.
- Cursed Pledge: Force an enemy unit to either move or shoot an allied unit. If they refuse to do so, every model in the unit takes an S4 hit.
- Curse of Sickness: A magical bombardment with d6" scatter, anyone under the small pieplate tests T or takes an unsaveable wound. Augmenting this only doubles the scatter, which is kinda...not what you want?
- Hag's Curse: This is a multi-turn spell that eventually robs the target of everything so it becomes useless - even after dispelling. If you get this, be sure to chuck it at the big guys you want removed, but always beware the dispel.
Treasures of the Seven Heavens
Army Units
Special Characters
- Boris Ursus: Tzar of Kislev following the Great War Against Chaos. He rides atop a great bear and grants Kossars Devastating Charge at +1 ppm. 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: The current reigning ruler of Kislev and witch. 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 get to roll 3d6 and drop the lowest when testing to break when she's with them. While she's a competent leader with a weapon that negates armour and has KB while having a 4++ ward that puts a -1 to hit and wound her, she's not the best at combat.
- Tzar Saltan: 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 giving +1T.
- Baba Yaga: Were you really 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 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.
- Miska the Slaughterer: If you wanted a Katarina who can actually put up a fight, then Miska's the closest thing. Though less of a caster, she makes up for this by having actual armour that lets her potentially double her attacks and get a bear-driven chariot.
- Igor the Terrible: 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.
- Tordimir Lubovasyn: Captain of the Gryphon Legion who makes his boys core choices. You really 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: Leader of the Ungols. He's a really dangerous archer with a bow that deals d6 hits.
- Ilja or Murova: Legendary hunter. He's just as unkillable as Valten and can make a mega-blow that deals d3+1 armour-negating wounds.
Generic Characters
- Boyar: Your classic commander type with stubborn.
- Ice Witch: Your master wizards here are stuck with only Ice lore.
- Hag Mother: Your other wizard, stuck with her own lore. These ones you want more for their spells, as they can't be generals, never share their Ld score with the army, and cause -1 Ld for any units they're in.
- High Priest of Usrun: Your warrior priest, given an injection of BEARS. They replace the hatred they give attached units with frenzy.
- 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.
- Hetman:
- Ice Maiden:
- Hag Witch:
- Priest of Ursun:
- Ranger: A Huntsmaster type character with forest strider and scout. He can ambush with a friendly infantry unit and his bow has HKB against monsters and monstrous types.
Mounts
Core Units
- Kossars: You have a fairly flexible unit of barbarian-types that can do archery or close combat. If they use bows, they can stand and shoot against models they can reach with a normal move without penalties.
- Gospodar Militia: The backbone of the Kislev army.
- Druzhina: Cavalry.
- Winged Lancers: Your special charge-crazy cavalry.
- Ungol Horse Archers: Your Kossars are now fast cavalry.
Special Units
- Kreml Guard: Your special armoured goons.
- Gryphon Legion: These guys are Winged Lancers+1. They're now immune to psychology
- Streltsi: You have a unit that can use both halberds and handguns. Their guns are particularly special in that they count anything in 12" as short range, which is badass.
- Chekist: Your equivalent of a KGB on horseback. These give you a bubble of 3d6 on all panic tests and kill anyone who dares flee.
- Brotherhood of the Bear: These are your equivalent to lightly-armoured knights with strider and ambushers.
- Sibyrian Huntsmen: You've got a bunch of trappers and hunters, all with forest strider and skirmisher. Their special trick is rigging d3 natural setpieces with traps. These traps all deal d6 S3 piercing 1 hits when triggered (and needing a 2+, they will) on the first enemies inside them and aren't locked to exclusively your sides.
- Kvassnic: Okay, this is just ridiculous. You just got an army of fucking vodka-drunk idiots in your army. These guys risk either being stupid or frenzied each turn are molotov cocktails that are as effective as Naptha bombs as constant weapons.
- Droyaskas: These guys are your elite swordsmen, all with I5 to give them the edge over most infantry and KB.
Rare Units
- War Wagon: Unlike the Empire's box o' fun, these are more like mobile battle-forts. At any point of your turn, you can ditch the horses and become immobile with fire-points everywhere. Though large, it's also unbreakable against anything.
- Urgan Cannon: Your equivalent of the Organ gun.
- Bear Pack: Finally, we get to see the bears! Well, these are a bunch of bears led around by a guy. They'll always be rushing towards fresh meat, so you just need to make sure they can hold up to the fight.
- Sons of Ursun: Your Inner Circle-tier knights ride bears. For whatever reason, these bears have 6+ Natural Armour, but your men have plenty or armour to offset it.
- Armoured War Bear: You gave a super-bear a suit of armour, you madman. These big boys can insta-kill any infantry, cavalry, or warbeast model in one blow, which will only see use when killing a character or you know he'll hold up to the inevitable retaliation.
- Great Bear: A basic bear with 6+ natural armour.
- Hawks of Miska: Swarms of birds who can peck things to death and get a 6++ ward with Magic Resist 1.