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Kislevites

Grade: 1a
Source: Town Cryer #16 (PDF), revised in Mordheim Annual 2002
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. 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 realise 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.

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 Elf, Chaos Dwarf, and any other warbands the players judge to be suffeciently '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. Note however that 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 start with 8 experience.

An Esaul start with 8 experience.

All Henchmen start with 0 experience.

Kislev Skill Table

CombatShootingAcademicStrengthSpeed
Druzhina Captain
Esaul
Bear Tamer
Youth

Kislev equipment lists

The following lists are used by Kislevite warbands to pick their weapons:

Kislev Warrior equipment List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Morning star15 gc
Double-handed weapon15 gc
Spear10 gc
Halberd10 gc

Missile Weapons

ItemCost
Throwing knives15 gc
Shortbow5 gc
Bow10 gc
Crossbow25 gc
Pistol15 gc (30 for a brace)
Duelling Pistol25 gc (50 for a brace)

Armour

ItemCost
Light armour20 gc
Heavy armour50 gc
Shield5 gc
Buckler5 gc
Helmet10 gc

Streltsi equipment list

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free/2 gc
Mace3 gc
Hammer3 gc
Axe5 gc
Sword10 gc
Morning star15 gc
Double-handed weapon15 gc
Spear10 gc
Halberd10 gc

Missile Weapons

ItemCost
Bow10 gc
Crossbow25 gc
Pistol15 gc (30 for a brace)
Duelling Pistol25 gc (50 for a brace)
Handgun35 gc

Armour

ItemCost
Light armour20 gc
Shield5 gc
Helmet10 gc

heroes

1 Druzhina Captain

60 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 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. In return for this they are allowed to own land and are given a break on their annual taxes.

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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 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 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 labelled ‘Esaul’ by his men.

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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

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. 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.

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Weapons/Armour: 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 – 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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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

The Gospodar tribe make up the bulk of the people of Kislev, and they are generally considered the most civilised 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!

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Weapons/Armour: Warriors may be equipped with weapons and armour chosen from the Kislevite Warrior equipment list.

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 favoured weapons are the scimitar (sword) and spear.

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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 (e.g. 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 recognised 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.

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Weapons/Armour: Streltsi may be armed with weapons and armour 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

125 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 cannot hope for a more loyal friend or useful ally when things turn bad.

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Weapons/Armour: 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 armour 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 Injuries 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.

Large Target: Bears are Large Targets as defined in the shooting rules.