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Rulebook for the Army of Kislev for Warhammer Fantasy Battle table-top game.

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  • Artwork from Dan Abn1 FORCES OF KISLEV

    New rules and background

    Kislev lies to the north-east of theEmpire, and is the most northerlycivilised nation. It is bordered by theEmpire to the south and west, the Seaof Claws to the west, the Troll Countryto the north and the Worlds EdgeMountains to the north-east and east.

    The northern border of the country isill-defined, but many draw it at the RiverLynsk, which flows westward from theWorlds Edge Mountains to the Sea ofClaws, while its border with the Empirehas been established at the River Urskoy(named after the god Ursun), a tributaryof the Talabec. The north of Kislev isbarely distinguishable from the TrollCountry and the tundra beyond, morewooded to the east in the foothills ofthe mountains. Some Kislev tribes travelfurther north than the Lynsk, into the

    Troll Country, and eastwards along theHigh Pass. It is a cold, infertile land, and most of the Kislevites who live herehave a nomadic existence, movingconstantly from one grazing ground to the next, much like the maraudertribes of the Shadowlands.

    Further south, Kislev becomes morehospitable, though still chill for theentire year. More farmsteads canflourish in these lands, thoughquarried stone is in short supply andso buildings tend to be of uncut rocksor wooden construction, giving them a rustic appearance which people ofthe Empire would consider backwardand uncivilised. This is not so true ofthe mighty palaces and temples of thecities, with their distinctive gold,onion-shaped domes and towers.

    There are three such cities in Kislev:Praag, Erengrad and a capital that isalso called Kislev. Each city has its owndistinct history and personality, and sothough they are all peopled byKislevites, they have a character of their own.

    KislevThe capital of the nation and seat of theTzars and Tzarinas who rule the land,Kislev is the largest and most developedof the three cities. Situated close to theUrskoy, it is virtually on the border withthe Empire, and many Imperial customsand aesthetic values have influencedKislev life, literature and architecture.Founded as the capital by the Khansand Khan-queens of the Gospodarpeople in Year 1 (IC1524), it has beenbesieged several times in its history,though has never fallen to an enemy.

    At the centre of Kislev lies the BokhaPalaces, the hereditary seat of powerrebuilt during the reign of Tzar BorisBokha after the original PalaceGospodarin was all but destroyedduring the Great War against Chaos in778 (IC2302).

    ErengradOriginally the Ungol capital, when it wasmerely a walled town known as Norvard,and later overrun by the Gospodars,Erengrad is Kislevs main trading city andits largest port. Situated on the coast ofthe Sea of Claws, vessels from across theOld World, New World and even Norscacome here with goods, slaves, gems andprecious metals. Kislev does not have astanding navy as such, but the waters ofthe Sea of Claws are dangerous, despitethe patrols of the Imperial Navy, and allmerchantmen are armed in somefashion, many to the standards of othernations warships, and can be pressedinto service by the Tzarina when needed.

    PraagAlso know as the Cursed City, Praag isthe most northerly of Kislevs largestsettlements and has been overrun bythe northern tribes several times.During the Great War against Chaos,the walls and buildings themselvesbecame so corrupted with Chaosenergy that they sprouted tentacles andeyes. Wailing screams echoed from roof

    Kislevite AlliedContingents

    Sven Bloody Hand Hell Pit

    Troll Country

    Erengrad

    Middle Mountains

    Talabheim

    The Empire

    Sylvania

    Magnus the Pious

    PraagAr-UlricKriestov

    KarakUngor

    Peak Pass

    Asavar Kul

    KarakKadrin

    KislevKislev

    EngraDeathsword

    High King Alriksson

    GnashraksLair

    The Incursions of Chaos and the routes taken by allied forces.

    The icy realm of Kislev breedstough and hardy people, notonly because of the harshclimate, but also due to theconstant depredations byraiders from the Chaos Wastes.Gav Thorpe gives the full rulesfor including these toughtroops as allies in your armies.

    The Land of the Kislevites

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    tops and the ground beneath the cityshifted and writhed. After their victory atthe siege of Kislev, the Kislevites razedPraag to the ground and rebuilt it,though it is still rumoured that a darktaint remains there. The people of Praagare regarded as shifty and nervous by

    most outsiders, as well as paranoid andpotentially in league with the DarkPowers of the North. Praag also acts as arallying point for the scattered horsetribes in times of war, and has aconsiderable Ungol population. This hasled to Praag attempting to cede from the

    power of the Tzars on three occasions;twice the city was starved intosubmission by trade embargoes from thesouth, and on the third occasion, thecity was reclaimed by military force andis now ruled by a Gospodar governorresponsible only to the Tzarina herself.

    A Kislev cavalry patrol sets out from their base.

  • 4 FORCES OF KISLEV

    KISLEV CALENDARKislev in fact uses three dating systems:the Imperial calendar, the Gospodarincalendar and the Ungol calendar. TheUngol calendar is now only used for thenorthern tribes, and works on theprinciple of a four-year cycle called anUrtza, dating from the time that thegreat Bear God, Ursun, first awoke fromhibernation. This date roughly equatesto 500 years before Sigmar. Dates arealso known to vary from tribe to tribe,so that while one tribe may say that thegreat chieftain Eskadar fought the battleof Lynsk in 452 (IC 1310 =(1310+500)/4), another might say it isin 453 (IC 1312). For these reasons, it isonly of interest to scholars for itseccentricity more than its functional use.

    More widespread is the use of theGospodarin calendar, which dates fromIC1524, the founding of the city ofKislev. Since the Great War againstChaos, the Imperial calendar has been

    growing ever more in its usage, and nowit is common for dates to be given inboth the Gospodarin calendar and theImperial calendar.

    THE ENDLESS WARKislev breeds hardy people, not onlybecause of the harsh climate andgenerally infertile lands, but also due tothe constant depredations by raidersfrom the Chaos Wastes. These areusually constant, small-scale affairs asindividual warbands and tribes headsouth in search of glory and plunder.Known by the Kislevites as Kyazak, theseraiding parties are an ever-present threatto settlements and caravans north of theLynsk, and some even venture as farsouth as to cross the Lynsk itself.

    The incursions are short-lived, lastingperhaps only for a season at a time, and either end when winter draws in, or they are driven back by the armies of the Kislevites.

    These armies are drawn from thescattered stanitsas and towns of the Kislevoblast, which each provide a standingforce of warriors, much like a militia.Ungol horse archers patrol the mostnorthern reaches of the country, whilesettlements with a great Gospodarheritage pool their resources to createsquadrons (or rotas as they are known) ofthe famed Winged Lancers. This traditionis continued by the cities, and the Tzarinacan command a large number of WingedLancers drawn from the richest familiesand their household troops.

    Occasionally, a particularly powerfulchieftain or warlord will rise in Norsca, oramongst the tribes of the Kurgan people.They weld together a rough confederationof several tribes and launch attacks intoKislev. At these times, the various rotas ofKislev are drawn together into larger armygroups called pulks. These pulks areinvariably under the command of a nobleof Gospodar heritage and are the closestKislev has to a standing army. Sometimes,

    IMPORTANT EVENTS IN THE HISTORY OF KISLEVYear

    (Gospodarin calendar) Event

    c.-1600 The lands north of the Urskoy are peopled by the Ropsmenn and Ungols. Except for border raids and the odd skirmish, peace exists between them and the Teutogens who border their territory.

    -1524 The Empire is founded under the warrior-king Sigmar. He scatters the ancient Norsii people from theshores of the Sea of Claws, and they flee northwards. The Ungols drive them further north into whatis now Norsca. Sigmar aids the Ungols fighting Orcs of the Worlds Edge Mountains, and peace existsbetween the Empire and Ungols after they fight together at the Battle of Blackfire Pass.

    c.-45 Over several years, increasing expansion by the tribes of the Chaos Wastes forces the Gospodar tribes to move westwards.

    c.-30 Khan-queen Miska leads the Gospodar tribe over the High Pass, driving back the Ungol people.

    -27 The settlement of Praag is overrun by the Gospodars and the Ungols are forced westwards.

    -25 The army of Ungol Warlord Hethis Chaq defeats a Ropsmenn host led by King Weiran on the cliffs overlooking the Sea of Claws. The Ropsmenn are scattered and the Ungols take their lands.

    1 Under the rule of Khan-queen Shoika, work begins on the building of the great Gospodar Capital,Kislev. She takes the title Tzarina, to indicate her new reign over the lands north of the Urskoy.

    3 Norvard, greatest settlement of the Ungol, is captured by the Gospodars and renamed Erengrad. This effectively completes their conquest of the lands north of the Urskoy.

    778 Great War against Chaos. Praag is besieged and destroyed, Kislev is besieged and eventually relieved by a combined force of Men, Elves and Dwarfs.

    968 Tzar Vladimir Bokha dies fighting Goblins east of Kislev. His son, Boris, inherits a nation that has done little to recover from the Great War against Chaos.

    969 Tzar Boris Bokha defeats a large army of Beastmen outside Praag, earning himself the title Radii Bokha (Bokha the Red).

    973 Radii Bokha returns from the wilds with the war-bear Urskin, and becomes the first High Priest of Ursun in over four hundred years, taking the title Boris Ursus.

    993 Tzar Boris dies fighting in the Troll Country. Tzarina Katarin is crowned.

    997 The time known as the Spring Driving. The hordes of the Chaos Warlord Archaon rampage south,crossing the Lynsk. Numerous combined armies of the Tzarina and the Empire are defeated.

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    a single pulk is enough to see off thethreat, but other times two, three or morepulks may combine their forces tocounter an ambitious marauder warlord.

    During the Great War against Chaos, whenthe half-daemonic warlord Asavar Kuldrove his armies into Kislev accompaniedby legions of daemonic creatures andbestial warbands, every pulk in the landwas gathered to oppose the threat, and yetthe Kislevites were sorely pressed to holdthe tide. It is a testament to theirstubbornness and pride that they held aslong as they did, allowing an alliance ofMen, Dwarfs and Elves, led by Magnus thePious, to break the siege of the capital anddrive back the immense horde.

    Every year, the Kyazak grow moredaring, their attacks driving deeper anddeeper across the Lynsk, until thesettlements outlying Erengrad and Kislevhave come under threat. Yet theKislevites, and their ancestors, have spiltblood every year to take and protecttheir lands, and whilst one Kislevitedraws breath, there will be one who willdefend against the northern hordes.

    ALLIES OF KISLEVAlthough Kislevites would like theworld to think otherwise, their nationdoes not stand alone against the perilsof Chaos. Although they must endurethe constant raids and attacks of thenorthern marauders, in times of needwhen the followers of Chaos havegathered in great numbers, theKislevites have received aid fromothers. Most commonly forces from the Empire, and in particular Ostland,the Ostermark and Talabecland, march north to assist against theselarger incursions.

    However, during the Great War againstChaos, when the hordes of the northstretched like a sea across the taiga,the Elves and Dwarf came to the aid ofthe Men. In return, it has been knownfor Kislevites to aid the Dwarfs,sometimes to clear the mountainpasses, and in particular the High Pass,of foes such as Skaven, Greenskins andMarauders. Both respect thestubbornness they see in each other,

    though Kislevites cannot understandhow Dwarfs can spend so much timeunderground, while a Dwarf generallythinks that all that open sky drives theKislevites a little bit insane.

    Though the great forests of the Empiregive way to the increasingly desolateoblast of Kislev, the country is notwithout small woods and forests, someof which are rumoured to be thehomes of isolated Wood Elfcommunities. The Wood Elves distrustall other races, even their own kin ofUlthuan, but when ancient foes reartheir heads, they have been known tomake common cause with others.There are very few incidents of this inKislev history, but they are there battles against Beastmen whenunexpected Wood Elf allies haveattacked the Chaotic creatures fromtheir hiding places, and occasions whena Kislev patrol has been drawn to thesounds of fighting to find a small Wood Elf community embattled by Orcsor Marauders.

    Tzar Boris leads an attack.

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  • 6 FORCES OF KISLEV

    KISLEV RELIGIONThe Kislevites are descended fromHuman tribes that travelled from theKurgan tribes of the north and east. Inparticular, the Kurgan influence is stillstrong in the north and the horse tribesshare many traditions and customs withthe likes of the Dolgans, Khazags andother marauder tribes. The ancienttraditions of these peoples are morekeenly followed amongst the nomads,who see their southern cousins asweakened by the civilising influence ofthe Empire. In this respect, worship ofthe various ancient Kislev gods variesacross the nation, being moreprominent in the north, while othergods have been incorporated into theKislevite religion in southern lands. Inaddition, the Gospodars brought withthem the Cult of the Bear God Ursun,which has been strongly established asthe dominant religion of Kislev.

    As most of the Kislevite ancestryoriginated from the eastern steppes and the harsh northlands, their godsrepresent very important forces in theirlives. Various nature and household

    spirits are worshipped all across theOld World, but this is particularlystrong in Kislev. These magicalcreatures are servants and messengersof the gods in this world, and shouldbe treated as such.

    PEOPLEKislev is almost two nations in one. On the one hand, there are the morecivilised peoples of the south and thecities, where the lands are relativelyfertile. In the north, particularly north of the Lynsk, there are the nomad tribes.

    At the time of Sigmar, the harsh landsnorth-east of the Urskoy were populatedby the Ungol tribes, who also dominatedthe smaller tribes of the Ropsmenn wholived in what is now Troll Country.Sharing many traits with the Kurgansteppe nomads to the east, the Ungolswere scattered peoples consisting ofnomadic horse-riding tribesmen.Sigmars influence did not stretch thisfar north and so they remainedindependent from the confederation of tribes founded by him.

    Circa 1500 Imperial calendar, there wasa large westward migration from theeastern steppes, and of particularimportance was the arrival of thepowerful and wealthy Gospodars. Torn with strife, the Empire was in no position to contest these lands, andthe superior arms and tactics of theGospodars drove the Ungols to the westand north, who in turn absorbed theRopsmenn completely. Over thefollowing century, the power of theGospodars grew, and the city of Kislevwas founded.

    The settlement of Praag grew in size asthe Gospodars used the Lynsk to launchincursions into Ungol territory,eventually forcing the Ungol to acceptGospodar rule (who were nowbeginning to be called Kislevites aftertheir capital city). By this time, theformer Ungol city of Erengrad hadgrown into a busy port ruled by theKislevites, and from here the Kisleviteswere able to sail the Sea of Claws,trading and fighting with the Norse, and on occasion the Empire, as well as keeping the Ungols in check.

    MAJOR GODS OF KISLEVURSUNDescription: Ursun is the Father ofBears, which the ancient Gospodar heldas sacred creatures. He is,unsurprisingly, most usually depicted asa massive cave bear, with a crown,teeth and claws of glistening gold. It issaid that Ursun can take Human form,and will appear as a burly, beardedman with an age-worn face, thick hairyarms and a great mop of hair, andwearing nothing but a loincloth.

    Symbol: Depictions of a bear or abears face are most common, althoughworshippers of Ursun might well alsowear a medallion of gold, shaped like abears claw. Devout followers of Ursunwear bearskin cloaks, or wear a bearspaw as a talisman. Amongst thenorthern tribes, it is not uncommon forUrsun cultists to wear a bears skullover their helmets, or fixed to the frontof their shields.

    Temples: Ursun has no temples as such,but rough cairns and standing stones inthe depths of forests have been raisedover the centuries to honour him.Sometimes a cave once inhabited by aparticularly large or fearsome bear willbe turned into a shrine to Ursun, filledwith rough lamps and offerings of fishand berries. In the cities, wooded areasare allowed to grow wild in certainparks and within the grounds of largebuildings, and these are treated asareas sacred to Ursun.

    It is not uncommon for someonewishing to entreat aid from Ursun tonail a fish or hunk of meat to their doorto attract his spirit.

    Friends and enemies: There is muchfriction between the followers of Ulricand Ursun. This is more a matter ofpride than genuine animosity, asworshippers of Ursun and Ulric havemuch in common, but contests ofstrength-at-arms and other physicalrivalry is commonplace. There is muchgoodwill between the cult of Ursun andthat of Taal, and they share a commonborder at the Talabec. Ursunworshippers think it a bit daft toworship all animals in equal measure,since bears are obviously the lords ofthe wild, while Taal cultists think it abit strange to revere one animal overany other. However, on the whole theyshare many similar rituals and beliefs.Generally, followers of Ursun areunconcerned with other religions, andmany of the southern gods are seen by them as a bit soft and unworthy of praise.

    Holy Days: There are only two trueholy days of Ursun: the spring equinox,when cultists gather to rouse Ursunfrom his winter sleep with loud rituals,setting huge bonfires, roasting deer,drinking alcohol and generally makingas much racket as possible; and theautumn equinox when the first harvestis offered up to Ursun so that he mightgorge himself and prepare for hiswinters rest.

    Strictures: Never hunt a bear in thewinter let him sleep.

    Bears must always be killed by hand orarrow no dogs or traps.

    Only wear the skin, claw or skull of abear you have killed yourself.

    Eat fish at least once per week, butnever eat fish and other meat on thesame day.

    Never perform your ablutions indoors.

    DAZHDescription: Dazh is the god of fire andthe sun. It was Dazh who took the secretof flame from the sun and gave it to theancient warrior chiefs of the tribesmen.Without Dazhs fire, the long winterswould be fatal, and tributes and prayersare regularly offered up to him. In morecivilised lands, he rules over the hearths ofhomes, and is also the patron of guestsand the needy. Thus, hospitality to thosewho call engenders safety for a household,while a poor host or hostess may find thattheir fire will not start, or that their roofsprings an unexpected leak.

    Dazh is portrayed as a handsome youth,with long flowing hair and wreathed infire. He is beautiful to behold and nonecan look at him directly without beingblinded by his divine appearance. He issaid to live in a golden palace in the eastwhere he rests every night after travellingthe world during the day. In his palace,he is accompanied by warrior-consortscalled the Arari, who can often be seendancing and fighting for his amusementin the northern skies.

  • This state of affairs has existed for over750 years, and Gospodar and Ungolsociety has merged over the centuries, toa greater or lesser extent, into the nationof Kislev. The ruling elite, from whom theTzars and Tzarinas hail, are of Gospodarheritage. The influence of the Gospodarlanguage and beliefs is more evident inthe south, particularly in the cities ofKislev and Erengrad, while further norththe land becomes more barren and thehorse tribes still hold sway. In fact, Praagitself has been reclaimed in a large part bythe old Ungol nobility, and in many waysis a separate power in the north.

    TEMPERAMENTKislevites are known as dour, taciturnpeople, and this is not surprisingconsidering the harsh lands theyinhabit. They are as unforgiving as thenorthern climate, with a grim, evenmorbid sense of humour. Frequentlythe bulwark against the tribes ofChaos, they relish in part the debtowed to them by the people of theEmpire to the south who they protect.However, this does not stop a Kislevitebitterly complaining about this state ofaffairs at any opportunity.

    Symbol: The symbol of a sun, or aflame, are most commonly used astalismans by followers of Dazh. Gold isa sacred metal to the cult, and higherranking priests will wear increasinglymore gold decoration and jewellery.

    Temples: The temples of Dazh are large,open arenas so that worshippers may payhomage to their god under the sky inwhich he lives. The richest of thesetemples are dominated by a large gildedstatue of their god, and all contain manyburning braziers and firepits whichwreath the heavens in scented smoke andcan never be allowed to go out.

    Friends and enemies: The cult of Dazhis on genial terms with other mainreligions of the Old World, althoughthere is some distrust between them andworshippers of Ulric (as god of winter).

    Holy Days: Every day is holy day toDazh. Worshippers must give brief thanksevery morning when Dazh arises from hisbed of coals, and wish him well when hereturns to sleep every evening. Thesummer solstice is the most holy day ofthe year for the cult of Dazh, it being theday when their god walks amongst hisfollowers for the longest time. Amongstthe most barbaric of the northern tribes,the ancient tradition of offering up asacrifice to Dazh on a pyre, whilstchanting praise to the sun god, is stillpracticed on the solstice. In the morecultured lands of the south, this has beenreplaced by the burning of an ox or horseupon a fire of parchments on which theworshippers prayers are written.

    Strictures: Always offer hospitality,even to strangers and enemies.

    Never let a fire go out during the night.

    Never set a fire on a dirty hearth.

    Offer prayers to Dazh on the firstmorning that the winter snows coverthe ground.

    TORDescription: Tor is the god of thunderand lightning, and is worshipped as awarrior god. He is portrayed as amuscled, square-jawed warrior. Hewields a massive axe with a haft of oak,and uses it to cleave the sky to createthe thunderbolts for which he is famed.A warrior god, Tor is the most active ofthe Kislevite gods, and quite frequentlyhis name is used as a curse on others.For example, the phrase Ty Tor! meansBy Tor! and is an exclamation ofsurprise. On the other hand, Do Tor!means Tors Bolt! and is an entreatyfor the god to unleash his anger uponthe enemy.

    Symbol: Tor is usually represented bythe symbol of a thunderbolt, or an axewith a thunderbolt for a haft. Silver isconsidered the favoured metal of Tor,and it is usual for a famed warrior tohave threads of silver woven into hismoustache or beard as a sign of thanksto the storm god.

    Temples: Tors temples are built atophills and there are many in the WorldsEdge Mountains near to the Peak Passand High Pass. They are imposing

    structures of large stone blocks withheavy roofs of wooden logs.

    Friends and Enemies: Tor has anindifferent approach to the other gods,and his followers have no particularallies, though they tend to get on wellwith worshippers of Ulric.

    Holy Days: No formal holy days.However, during a mighty storm,adherents to the Torian faith will gatheroutside and give praise to their god.Warriors pray to Tor before and afterbattle.

    Strictures: There is only one knownstricture for the cult of Tor, and it is asensible one never stand under a treein a thunderstorm.

    OTHER WORSHIPIn the most southern regions, other godsare worshipped in small numbers bysome Kislevites. Most notable of theseare Taal (after all, Kislev borders oneside of the Talabec, his sacred river)and Ulric. Even more than other OldWorlders, the Kislevites pay tribute toall manner of nature and householdspirits who help them in their dailylives, or set them tests to provethemselves. Little offerings and ritualsare followed in a near-unthinkingfashion to appease the various needs ofthese sometimes mischievous, butusually benevolent, creatures.

    The Kislevites are closer to the peopleof the Empire than many of themwould admit, and view them with akind of patronising humour that onemight reserve for a bright but slightlyeccentric child. In point of fact, mostKislevites think that their neighbourshave gone soft from easy living infertile lands, and would benefit from year or two in the north, or living inthe wind as the Kislevites like todescribe it, in reference to the fiercenorth winds that often herald a Chaosincursion.

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  • 8 FORCES OF KISLEV

    The nation of Kislev is ruled over bythe Tzars and Tzarinas. Currentlythe Tzarina Katarin, known also asthe Ice Queen, rules. Her father wasTzar Boris Bokha, a fierce warrior anddevout follower of the Bear God andknown by many as Boris Ursus or RadiiBokha (Red-Bokha).

    The most famed military units of Kislevare the Winged Lancer cavalry, formedfrom the sons of the old Gospodarnobility. Amongst them are the GryphonLegion, an elite regiment consisting ofthe wealthiest knights, and often foundfighting in the Empire. These aresupported by archers and axemen onfoot, and mounted horse archers fromthe nomad tribes.

    KISLEV BOYARMid-ranking officers from the Kislevite army are called Boyars. Asrepresentatives of the Tzarina, theirpresence can bolster the discipline ofKislevite troops around them, and theyact as liaison to friendly generals whenKislev and her allies fight together.

    SPECIAL RULESStubborn: Boyars are resolute officers,forged over long years of hardship andwar. A Boyar is stubborn as is any unitthe Boyar leads (see Warhammerrulebook, page. 85).

    KOSSARS The Kossars were an Ungol tribe whoworked as mercenaries against the otherUngols at the time of the Gospodarinvasion. They had adopted a veryunique style of fighting with bow andaxe, which they then went on to teachthe Gospodar warriors. Nowadays,

    Kossar regiments are a combined forceof Ungol and Gospodar soldiers, trainedand kept by the Tzarina as a standingKislevite force. They are well drilled,able to both attack at range with theirbows, and meet the enemy at closequarters with their great axes.

    SPECIAL RULESSteady in the Ranks: Kossars have foughtfor centuries with their distinctivecombination of axe and bow. Their entirepurpose is to wear the enemy down andthen receive the charge with their heavyaxes. They are trained to swiftly changeweapons without undue haste. Kossarsmay stand & shoot as a charge reactioneven if the enemy are within half theirnormal charge distance. In addition, if theenemy are outside half of their normalcharge distance, the Kossars do not sufferthe normal -1 penalty on their To Hit rolls(see Warhammer rulebook, page 61).

    WINGED LANCERSThe mainstay of the Kislev cavalry are theWinged Lancers, who can trace theirlineage back to the original Gospodarknights who rode from the east. They areso named for the large feathered wingsthey wear on their backs, which emit ashrill screaming noise when they charge.

    SPECIAL RULESGlorious Charge: Winged Lancers at thegallop are an awesome sight, their brightarmour shining, their colourful uniformsblazing, accompanied by the fearsomeshrieking emitted by their back banners.Any unit charged by a unit of WingedLancers with a Unit Strength of 5 or moremust take a Panic test, as if it had beencharged in the flank whilst engaged to thefront. (see Warhammer rulebook, page 80).

    GRYPHON LEGIONThe most famed regiment of WingedLancers are the Gryphon Legion. Bornto the highest ranking nobles, theseknights travel far and wide and operateas mercenaries when not called to battleby the Tzarina herself. The regiment wasfounded in 286 (IC1810) as thebodyguard of Tzar Gospodar IV. Theybecame semi-independent after anexpedition into the Worlds EdgeMountains in 293 (IC1817) thatencountered a great many beasts ofChaos. Their commander at the time,Vladic Dostov, slew a Griffon single-handedly and kept its body as a prize.From then on, they took the nameGryphon Legion and have always wornwings made from Griffon feathers upontheir backs.

    The Gryphon Legion spends most of its time fighting for wealthier nobles in the Empire, but is sworn to respondto the call if the Tzar or Tzarinacommands. This is unusual, however,as most threats can be dealt with by the regular Winged Lancers and Horse Archers.

    SPECIAL RULESGlorious Charge: The Gryphon Legionfollow the same rules for GloriousCharge as the Winged Lancers.

    Mercenaries: If an Empire army does nottake a Kislev allies contingent, it mayinstead take a single unit of the GryphonLegion as a Rare unit. In this case, theunit is not counted as an allies unit andis treated as part of the army just likeany Empire unit.

    KISLEV BESTIARY

    Kossars led by a Boyar

  • UNGOL HORSE ARCHERSThese mounted warriors are auxiliariesdrafted in from the savage northerntribes of Kislev. They are fierce warriors,but lack the discipline of the regulararmy. Trained to loose arrows from thesaddle from an early age, they are the

    best Human fast cavalry in the OldWorld. They delight in running ringsaround their opponents, pepperingthem with arrows and dodging awaybefore the enemy can retaliate. Theywear little or no armour and carryswords, yet make up in numbers whatthey lack in terms of equipment.

    SPECIAL RULESFast Cavalry: Ungols are some of themost adept horsemen in the Old World,and follow the rules for Fast Cavalry (see Warhammer rulebook, page 117).

    Gryphon Legion

    Ungol Horse Archers

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  • 10 FORCES OF KISLEV

    As with a main army, there is a minimumnumber of Core units your AlliesContingent must contain. In addition, itmust also include at least one characterto be the Contingent Commander. Thismust be the character with the highestLeadership, just like the Army General.At least half of the total points of thewhole force must be spent on mainarmy characters and units. For instance,in a 3,000 points force, at least 1,500points must be spent on the main army.

    The types of armies that may include anAllies Contingent depends upon theContingent itself. These are divided intotwo types: friendly and unfriendly. Iftaken with a friendly main army, then nospecial rules apply. If taken with anunfriendly army, the allies and the mainarmy are uneasy with each otherspresence. Though they may have acommon cause, neither side is too

    happy about it! Overall, its better foreveryone concerned that they dont gettoo close to each other. This means thatany main army units within 6" of anAllies unit suffers a -1 modifier to its Ld,after all other modifiers have beenapplied. The same is true for Allies unitswithin 6" of main army units.

    ALLIES CONTINGENTSPECIAL RULESThe following special rules apply to theAllies Contingent.

    Allies Contingent units may only bejoined by Allies Contingent characters.Allies Contingent characters may onlyjoin Allies Contingent units.

    Allies Contingent units do not benefitfrom the main armys GeneralsLeadership even if within 12". Theyalso do not gain Break test re-rollsfrom the main armys Battle Banner.

    Allies units may use the ContingentCommanders Leadership if within 12",and may re-roll a failed Break test ifwithin 12" of a Contingent Standard.

    For all other purposes (Panic tests,combat results, etc) Allies units andcharacters are considered part of thesame side as the main army.

    KISLEV ALLIESFriendly Allies: Empire, High Elves,Bretonnians, Dwarfs, Dogs of War.

    Unfriendly Allies: Wood Elves.

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

    M WS BS S T W I A Ld

    Boyar 4 5 5 4 4 2 5 3 8Warhorse 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), oradditional hand weapon (+4 pts).

    May choose either 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 mayalso carry a shield (+2 pts).

    May ride a warhorse (+10 pts), which may be given barding (+4 pts).

    May choose magic items from the Common magic items lists, with amaximum total value of 50 pts.

    Special Rules: Stubborn.

    Your Allies Contingent must contain atleast one Boyar to be the ContingentCommander.

    The total number of characters you canfield in your army can be found above.

    * CONTINGENT STANDARDIf your Allies Contingent contains morethan one Boyar, one Boyar may carry theContingent Standard for +25 pts, andmay not be the Contingent Commander.

    The Boyar carrying the ContingentStandard cannot choose any extraweapons, nor can he use a shield.

    If a Boyar is carrying the ContingentStandard, he can have any magic bannerworth up to 50 points, but if he carriesa magic banner he cannot carry anyother magic item.

    KISLEV ALLIED CONTINGENT ARMY LIST

    USING AN ALLIES CONTINGENTThough you may use an AlliesContingent list to field a full army ofseveral thousand points, the list is by itsnature limited in comparison to a fullarmy list. The Allies Contingent list isdesigned to be used in concert with amain army.

    To use an Allies Contingent, choose yourmain army as normal. In addition, youmay spend some of your points on unitsfrom the Allies Contingent list. Thenumber of allied characters and unitsyou may include is dependant on thesize of the whole army, as detailed onthe following chart. Note that this is thesize of the whole force, not simply thepoints spent on the main army. Forexample, if you spent 2,000 points onyour main army and 1,000 points on anAllies Contingent, this is treated as a3,000 points army.

    Army Size Allied Characters** Allied Core* Allied Special Allied Rare

    1,000 or less

    Up to 2,000 1-2 1-3 0-2

    Up to 3,000 1-3 2-4 0-3 0-1

    Up to 4,000 2-4 3-5 0-4 0-2

    Up to 5,000 3-5 4-6 0-5 0-3

    *Add +1 to the minimum and maximum numbers for each extra 1,000 points.

    *If the army is 3,000 points or more, one allied character may be a Lord for each1,000 points or part over 3,000 points. Eg, 3,000-3,999 points, one character maybe a Lord, 4,000-4,999 points, you may have two Lords, etc.

  • There is a minimum number of Coreunits that must be fielded, and thisvaries with the size of the army.

    UNIT ENTRIESEach unit is represented by an entry inthe Allied Contingent army list. Theunits name is given and any limitationsthat apply are explained.

    Profiles: The characteristic profiles forthe troops in each unit are given in theunit entry. Where several profiles arerequired, these are also given even if, asin many cases, they are optional.

    Unit Sizes: Each entry specifies theminimum size for each unit. In somecases, units may also have a maximumsize.

    Equipment: Each entry lists thestandard weapons and armour for thatunit. The value of these items isincluded in the points cost.

    Options: Additional or optionalweapons and armour are listed here,together with unit upgrades such asChampions, Standard Bearers andMusicians with their extra cost.

    Special Rules: Many troops have specialrules which are described in the bestiaryand are listed in this section.

    Special units are extremely specialisedtroops that appear on the battlefieldless often than Core units.

    There is a maximum number of Specialunits that can be fielded, and thisvaries with the size of the army.

    CORE UNITSWINGED LANCERS................................POINTS/MODEL: 24

    M WS BS S T W I A Ld

    Winged Lancer 4 4 3 3 3 1 3 1 8Rotamaster 4 4 3 3 3 1 3 2 8Warhorse 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.

    UNGOL HORSE ARCHERS ....................POINTS/MODEL: 17M WS BS S T W I A Ld

    Horse Archer 4 3 4 3 3 1 3 1 7Champion 4 3 4 3 3 1 3 2 7Warhorse 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.

    KISLEV KOSSARS ..................................POINTS/MODEL: 9M WS BS S T W I A Ld

    Kossar 4 3 3 3 3 1 3 1 7Champion 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.

    SPECIAL UNITS0-1 GRYPHON LEGION..........................POINTS/MODEL: 26

    M WS BS S T W I A Ld

    Lancer 4 4 3 4 3 1 4 1 8Champion 4 4 3 4 3 1 4 2 8Warhorse 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 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, Mercenaries.

    Kossars

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  • Kislevite Special Characters

    From the icy fastness of her capitalcity of Kislev, the Ice Queen Katarinrules her land with an aloofmajesty. The daughter of the fiery andcharismatic Tzar Boris, she ascended tothe throne in 2517, following herfathers death in battle whilst leading anarmy north of the Lynsk into the TrollCountry. She is the latest in a long line ofTzarinas descended from the ancientKhan-queens of the Gospodars, thepowerful tribal group that migrated westcenturies ago, and became the dominantpeoples of what was to grow into thenation of Kislev.

    A great wizard in her own right, herpower is said to come from the land of

    Kislev itself, its icy soul and bleak tundragiving her command of the elementsand mastery of that form of wizardryknown as Ice Magic. Indeed, somewhisper that she is in fact the livingreincarnation of the very first Khan-queen, Miska, so complete is her graspof this dangerous branch of magic. Uponher ascension to the throne of Kislev, itis said that the Bokha Palaces havegrown a new wing, half a mile long,made entirely from glittering ice. Thiswondrous creation would be beyond allbut the most powerful Ice Mages, and itis here that Katarin remains for most ofthe time, granting audiences in animmense chamber of magically woven

    hoarfrost. Some believe that she simplyprefers the chill of these frozencorridors, while others say that it is adisplay of her power to overawe would-be enemies and foreign ambassadors.

    Where Tzar Bokha was a man whopreferred to lead from the front and wasrenowned for his courage andleadership, the Tzarina, in keeping withher icy powers, is aloof and remote,preferring to work through agents andgenerals. Only under the direstcircumstances does the Tzarina join herarmies (known in Kislev as pulks), butwhen she does it is often upon a mightysteed whose flanks shimmer withglittering ice crystals and whose breath

    The Ice Queen lends her support to the Kossar battle line.

    The Ice Queen& Tzar Boris

    Tzarina Katarin, Ice Queen of Kislev

    The land of Kislev is ruled byTzars and Tzarinas, and TzarinaKatarin is the current Ice Queenof Kislev, having succeeded tothe throne on the death of herfather the Tzar Boris Bokha, TheRed Tzar. Graham McNeillprovides full rules for includingthese two powerful characters asleaders of a Kislev detachment.

    12 FORCES OF KISLEV

  • is the winter wind, or riding anarmoured sled, drawn by a team ofidentical beasts. On those rare occasionswhen she leads her army in battle, thedevotion lavished upon her is beyondthat which might be expected of such aremote and cool ruler. Her power overthe elements is clear proof that theblood of the Khan-queens flows in herveins. The Ungols of the north fear andrespect her as one of the ancient warriorwitches from their oldest myths.

    A time is coming that will see theTzarina on many a battlefield before theyear is out. Marauding tribes of Kurgansand Kyazak push south in ever-increasing numbers, united behind thebanners of their Zars and Hetzars. Thesheer scale and ferocity of these raidshas prompted the despatch of a numberof contingents from the Empire to aidKislev artillery from Nuln, mercenarycompanies from Tilea, Wissenland Pike,arquebusiers from Averland, Nordlandhalberdiers, knightly orders and allmanner of troops from all across thelands.

    The writings of Anspracht of Nulnnames this time as the Spring Driving,an innocuous term that encompasses atime of unremitting horror andbloodshed. Masses of northern

    Tzarina Katarin, the Ice Queen The Tzarina Katarin can be taken as commander for any allied KisleviteAllied Contingent. Tzarina Katarin counts as a single Lord choice and she must be fielded exactly as described here. She must be the AlliedContingents commander and may not purchase any additional equipmentor magic items. If you field the Tzarina Katarin, you may not field Tzar Boris.

    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

    Cost: 495 points

    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 Tzarinaand would gladly lay down their lives for her. Any Kislevite unit joined bythe Tzarina becomes stubborn, and all Kislevite units within 12" of theTzarina may re-roll failed Psychology tests.

    Protectors of the Khan-queen: If the Tzarina Katarin is taken as the leaderof your Allied Contingent, then the 0-1 restriction on Gryphon Legion unitsis waived.

    Fearfrost: Forged by the ancient Khan-queen Miska of the Gospodars, this blade has passed from Tzarina to Tzarina through the ages. Only aTzarina can wield the blade, and were a man to lift the blade, he wouldfind himself frozen to death within a heartbeat. The blade is infused withIce Magic and the intense cold can killwith a single scratch.

    Fearfrost grants the Tzarina the KillingBlow special skill. Models wounded, but not killed outright, by Fearfrostreceive no saving throw, but may take Ward saves as normal.

    The Crystal Cloak: Aswirling mist of dancing icecrystals surrounds theTzarina, warding off the most serious of injuries and confounding her foesattempts to strike her.

    The Crystal Cloak grants theTzarina a 4+ Ward save. Inaddition, all attacks directedagainst the Tzarina in closecombat suffer a -1 to both the To Hit and To Wound dice.

    marauders are sweeping down intoKislev, butchering everything in theirpath. Many battles have already beenfought and the Kurgans have razedseveral towns and stanitsas: Choika,Zhedevka and others that appear on no

    maps. The pulks have scattered into theoblast, though many Boyars are rallyingtheir forces to fight once more, but asmore and more marauders drive south,it is certain that the days of blood arenot yet over.

    Tzarina Katarin, the Ice Queen

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  • 14 FORCES OF KISLEV

    Tzar Boris Bokha was a fiercewarrior and devout follower of theBear God, Ursun. He was knownby many as Boris Ursus or Radii Bokha(Red-Bokha a reference to the oceansof enemy blood he spilled in battle).Rising to the throne in 968 (2492 in theImperial calendar) after his father, TzarVladimir Bokha, died fighting Goblinseast of Kislev, Boris inherited a nationthat had done little to recover from thedevastation caused during the Great Waragainst Chaos of 2302. In a moveresented by the old guard of the Kislevcourt, Radii Bokha nearly emptied thetreasuries hiring mercenaries to re-train

    the Kislev army, rebuilding bridges,roads and towns, and importing blackpowder and engineers from the Empire.

    Though it almost bankrupted his family(and several other noble families intothe bargain), Tzar Boris reign will beforever remembered for his driving spiritand eagerness to reclaim the lands thathad become infested with Goblins,Trolls, Beastmen and other vilecreatures. He was also instrumental in arevival of the Ursun Bear Cult, whichhad slowly been overtaken by theworship of Ulric, Taal and other foreigngods. To do so, he undertook the trial of

    initiation that all priests of Ursun mustovercome, and went into the forests totame a bear. He was not seen or heardof for eighteen days, and many feared hehad met a gruesome fate in the depthsof the icy forests. Preparations began forthe coronation of his infant daughterKatarin (who was only four years old atthe time) when the search parties cameacross his unconscious form on thenineteenth day. His still body wasguarded by a bear of giganticproportions that would not allowanyone near. The Tzar was surroundedby the corpses of over two dozenwolves, and the snow was red with their

    Boris Ursus, the Red Tzar

    Tzar Boris leads Kislev cavalry against the invading Kurgan!

  • blood. Nothing the searchers could dowould entice the bear away from theirruler or convince it that they meant noharm. Finally, after another day hadpassed, Boris awoke and the bearallowed the searchers to approach andtend to his wounds.

    The tale Boris related upon his return toKislev has since passed into folklore,though few doubt the truth of it. Fourdays before being found by thesearchers and after much wandering, hecame across the mightiest bear he hadever seen, with teeth and claws likesword blades. Taking this as a sign fromUrsun, he had confronted the beast, andit had charged him, the ground shakingwith the fury of its charge and abloodcurdling roar echoing through theforest. With his bare hands, he fendedoff the creatures attacks, but could notoverpower it. The struggle lasted a fullday before a wolf pack, drawn by thescent of their combined blood, attacked.The wolves immediately went for thebear, but Boris sprang to its aid,crushing their skulls with his fists andtearing them from its back. Boris wasbadly wounded however, and fellbeneath the attacks of the wolves. As thebeasts closed in for the kill, it was thebears turn to protect his erstwhileenemy from the common foe. It stoodover the supine Tzar, tearing the wolvesapart with its claws and savaging themwith its powerful jaws. Boris had slippedinto unconsciousness, yet each time hehad drifted awake, the bear had beenthere, protecting him from the wolves.The bear returned to Kislev with theTzar, and from then on, whenever Boristook to the field of battle, it was atopthe back of Urskin (as the beast came tobe known, meaning bear-brother), botha symbol of Ursuns power and affectionfor Boris, and also as an implacableenemy in battle.

    Tzar Boris met his end in battle in 2517whilst leading a pulk north of the Lynskinto the Troll Country. At an unnamedriver crossing, the Tzar charged deepinto the Kurgan army of Hetzar Feydaj,but soon found himself surrounded andcut off from the rest of his army. He andUrskin fought with all the might andfury of the Bear God himself, but evenRed Boris could not triumph againstsuch odds. Urskin was able to fight hisway clear of the Kurgans and carry theTzar back to the rest of the army, but itwas already too late; the Tzar had takena score of wounds, each enough to bemortal. Only when the battle was won,did the Tzar slide from the back ofUrskin and die. His faithful mountroared in mourning for a full nightbefore setting off into the bleaknorthlands and legend has it that to thisday Urskin continues to hunt down thecreatures of Chaos that slew his master.

    Boris Ursus, the Red Tzar

    Tzar Boris and Urskin the Bear

    Boris Ursus can be taken as commander for any allied Kislevite AlliedContingent. Tzar Boris counts as a single Lord choice and he must be fieldedexactly as described here. He must be the Allied Contingents commander andmay not purchase any additional equipment or magic items. If you field TzarBoris, then you may not field the Tzarina Katarin.

    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

    Cost: Boris Ursus, the Red Tzar 285 points, Urskin the Bear 90 points.

    Weapons & Equipment: Boris carries the Shard Blade and is protected by theArmour of Ursun and a shield. He is mounted on Urskin.

    SPECIAL RULES

    Kin of the Bear God: If Boris Bokha is taken as the leader of your AlliedContingent, then any units of Kossars present in the army may bedesignated Kin of the Bear God at a cost of +30 points per unit. Modelswith the mark of the Bear God gain +1 Attack in the turn they charge.

    Armour of Ursun: Forged on the Spring Equinox, one of the holiest daysof the cult of Ursun, the powdered bones of a score of the mightiest bearswere mixed with the steel of the armour before it was quenched in thefinest mead. This suit of armour is imbued with the power and might of Ursun himself and those who wear it feel his power coursing throughtheir 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 anadditional attack back after his enemies attacks have been resolved (andassuming hes still alive!). He may make these bonus attacks even if he hasalready attacked that phase.

    Shard Blade: Boris carries a mighty pole-arm with a blade crafted fromice hewn from the glaciers of Norsca, and magically bound by the icewizards of Kislev to remain forever frozen. When Boris strikes a foe, shardsof ice water enter their veins and freeze their blood.

    When using the Shard Blade, Boris adds +2 to his Strength. In addition,any models who suffer a wound (aftersaving throws, etc) must take animmediate Toughness test. If this test isfailed, they suffer an additional wound,with no Armour or Ward save possible.Remember, a roll of a 6 is always a failure,no matter the Toughness of the opponent.

    URSKIN THE BEAR

    Winter Coat: Urskin is swathed in thick layers of winter fat andmuscle, that protect himfrom the worst excessesof Kislevs harsh weatherand the blows of hisenemies. As a result hecounts as having a 5+ Armour save.

    Thunder of Ursun: Urskin the bear causes fear.

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

    Boris Ursus, the Red Tzar

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  • 16

    All of the Kislev and Mordheimmodels included below are notavailable in stores, but you canorder them via the in-store orderpoint, direct on 0115 91 40000or via the website at:www.games-workshop.com/storefront

    Prices quoted are for products sold by Games Workshop through its own stores, catalogue or website. Independent retailers are responsible for determining their own prices.All miniatures supplied unassembled and unpainted. Models shown at 65% unless otherwise stated.

    Kislev Gryphon Legion Boxed Set 25

    This boxed set contains five Kislev Gryphon Legion Lancers, including a Command Troop.

    Kislev Kossars Command 7

    This blister pack contains one Kossar Champion, Standard Bearer and Musician.

    Kislev Horse Archer 5

    This blister pack contains one Kislev Horse Archer.

    The Forces of Kislev

    Models and components for your Kislevite army

    Kislev Ice Queen 7

    This blister pack contains one Ice Queen of Kislev.

    Kislev Winged Lancers Boxed Set 20

    This boxed set contains 5 Kislev Winged Lancers, including a Command Troop.

    Tzar Boris of Kislev on Bear 18

    This blister pack contains Tzar Boris of Kislev on Bear.

    Kislev Boyar 6

    This blister pack containsone Kislev Boyar.

    Models shown at 65% unless otherwise stated.

  • www.games-workshop.com/empire

    HOW TO ORDERChoose your purchases from the list above, and remember, you canorder anything up to six weeks before it is released and be guaranteeddelivery on the day of release.

    Placing your order: There are many ways you can do this:

    Postage and Packaging: All advance orders will cost 2 fordelivery. If you order items from different dates, the order can besplit so that the items will arrive on the day of their release.However, it will cost 2 for delivery per release date if you choosethis option. Once an item is released, the postage will then be 4 for delivery within 78 working days.

    Games Workshop, Willow Road, Lenton, Nottingham NG7 2WS Tel: 0115 9140000, Fax: 0115 9168002

    Place your order at local GamesWorkshop in-store order point.

    Call us on 0115 9140000. Post an order to the address

    shown below. Visit our on-line store at: www.games-workshop.co.uk/storefront

    Description PriceEmpire Armies Book 10Empire Battalion 50

    Boxed SetsEmpire Soldiers 15Empire Knightly Orders 15Empire Hero on Griffon 18Empire Militia 15Empire Detchment 12Empire Cannon or Mortar 10Empire Helblaster Volley Gun 12

    Blister PacksEmpire Elector Count 7Empire Grand Master 7Empire Warrior Priest 4Empire Pistolier 5Empire Flagellants 6Empire Engineer 5 Empire Wizards 8Empire Greatswords 6Empire Greatswords Command 7Luthor Huss, Prophet of Sigmar 7Balthasar Gelt, Supreme Patriarch 12Valten, Champion of Sigmar 7Warrior Priests of Ulric 8

    The following are only available from the in-store order point,on the website at: www.games-workshop.com/storefront

    or direct by phoning 0115 91 40000.

    Description PriceBoxed SetsKislev Gryphon Legion Boxed Set 25

    Kislev Horse Archers Boxed Set 20

    Kislev Winged Lancers Boxed Set 20

    Blister PacksKislev Kossars Command 7Kislev Boyar 6Kislev Gryphon Legion 6Kislev Kossars 6Kislev Ice Queen 7Kislev Horse Archers 5Tzar Boris of Kislev on Bear 18Kislev Winged Lancer 5

    Description

    Boxed SetsKislevites Boxed Set

    Blister PacksKislev Captain or ChampionKislev Henchmen

    Description

    Kislev Youngbloods

    Kislev Bear and Handler

    Middenheimer Captain

    Middenheimer Champion

    Middenheimer Youngbloods

    The following are only available from the in-store order point, direct on0115 91 40000 or on the website at: www.games-workshop.com/storefrontwhere you can follow the links through to the Mordheim section of theSpecialist Games pages for further details of the Mordheim miniatures.

    Available from your local Games Workshop store, independentstockists or via direct order.

    Kislev andEmpire Armies

    Warmaster is a game of fantasy conflict set within the Warhammer background on a10mm scale, designed for players who appreciate the unique appeal of grand tacticsand big battles

    The Hairy Head sprue and Valmir Von Raukov arefrom the Warhammer Empire range.

    99061202014 KISLEV AXEMEN 6

    99061202015 KISLEV BOWMEN 6

    99061202016 KISLEV HORSE ARCHERS 6

    99061202017 KISLEV WINGED LANCERS 6

    99061202018 KISLEV BEARS 6

    99061202019 KISLEV CHARACTERS 6

    99061202020 KISLEV WAR WAGON 6

    99061202021 KISLEV STEPPE HORSE ARCHERS 6Axemen 6

    This blister pack contains 3 Axemen stands.

    Valmir Von Raukov Elector Count of Ostland 7

    This blister pack contains one Valmir Von Raukov model.

    Hairy Head Sprue 3

    Sprue shown at 35% of actual size.

    Middenheimer Captain 2Middenheimer Champion 1Middenheimer Champion 2

    Kislev Captain

    You can also use the Kislev range of Mordheimminiatures within your Kislev army. Shown below are a selection of Kislevites and Middenheimers.

    Kislev Henchmen

  • Boyar Evgeniy crawled on his belly up the rock to the vantage point the Ungol horse archerhad shown him. Evgeniy strained to see through the snow and wind to assess the enemysstrength. A sizeable force of marauders and armoured warriors had gathered, along withsome larger creatures that might be Trolls or worse. By Ursuns beard, Evgeniy muttered,What is that? Squinting even more, he could just make out a column of stone that rosefive times the height of a man above the steppe. The surface of the column seemed to shiftslightly. As the veteran Boyar stared even harder, the wind died down momentarily, and hecould just make out pastel tentacles that emerged directly from the rock and undulated inthe cold air. Evgeniy lifted his gold bear claw medallion to his mouth and kissed it.Ursun, give me the strength, he said. Sliding down the icy rock, the Boyar addressed hissecond officer. Rotamaster Rodion, this enemy is more than we can handle at present.Ride like the wind to Erengrad and summon aid.

    Purge the SteppesSCENARIO

    18 FORCES OF KISLEV

  • OVERVIEWA small force of Kislevite cavalry assigned to patrol the steppesaround Erengrad has discovered the camp of a Chaos raidingforce. Not only does this army threaten the security of the city,but the very presence of the marauding force is warping thesnowy landscape. A Monolith has appeared in response to theChaos forces pleas to their dark gods. The patrol hassummoned aid in the form of a pulk from Erengrad as well asan allied force, and these armies now march to attack theChaos force and drive it from the steppes.

    ARMIESBoth armies are chosen to an agreed points value. TheAttacking army must be an Empire, High Elf, Bretonnian,Dwarf, Dogs of War, or Wood Elf army with a Kislevite AlliesContingent that comprises 50% of the armys points total. TheDefending force can be any type of Chaos army: Mortal,Daemon, or Beasts.

    THE BATTLEFIELDThe battle takes place on the snowy plains of the Kislevitesteppes outside of Erengrad. The tabletop is mostly devoidof terrain aside from a few rocky outcroppings, scrub trees,low hills, and a hut or two, representing the makeshiftChaos camp.

    DEPLOYMENT1. The Chaos player first deploys the Monolith in his

    Deployment Zone.2. The Attacking player then deploys one main army unit in

    its Deployment Zone.3. The Chaos and Attacking players then take it in turns to

    deploy Chaos units and main army units in their respectiveDeployment Zones. Standard deployment rules apply (e.g.,war machines are deployed at the same time; Championsare deployed with their units; all other characters aredeployed after all other units; Scouts and other units withspecial deployment rules are deployed per those rules).

    4. When all Chaos and main army Attacking units have beendeployed, the entire Kislevite Allies Contingent, whichrepresents a speedy flanking force, is deployed in itsDeployment Zone.

    WHO GOES FIRST?As the Attacking army is launching a surprise attack on theChaos camp, the Attacker takes the 1st turn.

    LENGTH OF GAMEThe game lasts 6 turns.

    SPECIAL RULESThe Raging Winter Weather and Monoliths rules are in effect forthis battle (see The Generals Compendium, pp. 100 and 106).Note that if a Wood Elf force is allied with the Kislevites, thearmy will suffer from the rules for unfriendly armies.

    VICTORY CONDITIONSUse the Victory Points rules on p. 198 of the Warhammerrulebook to determine who has won with the followingchanges. No Victory Points are awarded for controlling boardquarters. If the Monolith is still standing at the end of thegame, the Chaos player may add 300 Victory Points to his total.If the Monolith has been destroyed, the Attacker may add 300Victory Points to his total.

    USING ALTERNATE FORCESWith slight modification, this scenario can be played with anyarmies. Use troops from two different armies to represent themain army and the Allies Contingent. The Monolith couldeasily be changed to an Idol of Gork for a greenskin force, aziggurat for Lizardmen, an ancient forge for Dwarfs, or whathave you. You can use the Raging Winter Weather rules if youlike or select a special rule from the Hostile Terrain chapter ofThe Generals Compendium that is appropriate for yoursetting. For instance Sandstorm! could replace Raging Winter Weather if your battle takes place in the desertsof Khemri.

    PURGE THE STEPPES

    CHAOS DEPLOYMENT ZONE

    24"

    MAIN ARMY DEPLOYMENT ZONE

    KISLEV

    DEPLO

    YM

    ENT ZO

    NE

    18"

    12"

    Artwork from Dan Abnetts novel Riders of the Dead, courtesy of the Black Library.

  • 20 FORCES OF KISLEV

    Kislev forces are very mobile due to their affinity with horses.

    A guide to painting horses

    Riders of the Steppes

    The armed forces of Kislevrely heavily on units ofcavalry. The techniques usedto paint Kislev horses arebasically the same as thoseused to paint any otherhorses. Here Tammy Hayeexplains how she goes aboutpainting Kislev horses.

    When painting horses my first port ofcall is to look at both reference booksand the internet. I like colour schemesthat are natural and using pictures ofexisting breeds is a great help. Whenlooking at real-life horses, it becomesapparent that certain colourcombinations are rare, like a black horsewith a light-brown mane. I try to usecombinations of colour that have a basisin real life simply because it makes themodels look realistic. I also try to keepthe amount of different coloured horsesin a unit to a minimum, to give it amore regimented feel.

    Reference

    Books and the internet are aninvaluable resource when researchingcolours and patterns for horses. Puttingthe effort in at this stage will result inmore realistic painted models, asshown by these Kislev Winged Lancers.

  • There are several factors to keep inmind when choosing the colourscheme for your horses. Firstly, youwant to pick a colour to paint yourhorse that contrasts with the rider. Ifthey are the same in tone, the riderwill disappear into the horse and youwould not be able to tell the horsefrom the rider.

    This Kislevite horse stands out nicelyfrom his mount.

    Painting markings on horses reallydoes make them come alive. Youcan mix and match the markings asyou see fit; below Ive listed a fewof the more common ones and adescription for each one.

    Head Markings Head markings vary from smallstars on the forehead to dagger-shaped stripes and blazes. All ofthese are white, and can be seenon most types of horses.Sometimes light-coloured horseswill have a muzzle that is flesh orcream coloured. This looksparticularly good on brown horses,but can really be used on horses ofany colour. Examples of some ofthe markings can be seen below:

    Secondly, using earthy tones will give amore pleasing end result. Instead ofusing bright colours like Skull White tomix your highlights from the basecoatcolour, mix colours like Bleached Bone,Kommando Khaki and Desert Yellow intoit. These dull down the colour slightly.Painting the belly of the horse slightlylighter than the rest of the coat is anothergood way of adding a touch of realism.

    This horse shows how using mutedcolours creates a pleasant andnaturalistic tone.

    Finally, creating contrast between thecoat and mane adds to your horsescharacter. Although single colouredhorses are quite common, I prefer topaint the mane in a different colour tothe coat. When painting a dark coat Iwill paint the manes in a lighter colourand vice-versa.

    The horse of the Ice Queen is a perfectexample of highly contrasting maneand coat.

    Through carefully researching thecolour and patterns of horses, and then transferring the findings on to the horse miniatures, a highly realisticeffect can be gained. The cavalryminiatures on the right show how thefinsihed models look when they areplaced within a unit. The earthy tonesof the horses contrast with the brightcolurs of the riders to create anintersting and dynamic feel to theriders of the steppes.

    Markings

    A simple star onthe forehead

    A prominent stripedown the length of

    the nose

    A full white muzzle A flesh colouredmuzzle

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  • 22 FORCES OF KISLEV

    Limb Markings

    The sock was painted onto the leg withChaos Black, and then the fringe of hairaround the hoof was highlighted withCodex Grey.

    Zebra markings were added to the hind legs of this horse.

    This model shows a Winged Lancer riding ahorse with a combination of red and whitewarpaint.

    Generally limb markings on horsesconsist of socks, which are either whiteor black, covering the lower parts ofthe legs. They can be of any length butdo not usually go very far beyond thefirst leg joint. The black and white canalso be combined, with the white parton the bottom and the black on top.These markings can stop abruptly, orbe blended into the coat.

    One thing to remember is that thecolour of the hooves will changedepending on the colour of the limb.Although brown horses can have eitherblack or white hooves, certaincombinations do not exist in nature.White limbs never have black hooves and black limbs never have whitehooves for example. Cream-colouredhooves, however, can be seen on any breed.

    Body Markings WarpaintThe most common body markingare dapples. These appear mostlyon white horses, although they arealso seen on brown and grey ones.

    Kislevite horsemen paint their horses inbright colours to frighten and intimidatetheir enemies. The most common colourthey use is a dark red, a colour that isassociated with aggression and bloodshed.It is a great detail to add to your cavalryunit leaders and elite units like theGryphon Legion. To paint these markingsyou can use Red Gore, highlighted withBlood Red.

    2 Paint small spots of Fortress Grey onto the areas you want to be dappled, then layer Fortress Grey onto the moresharply defined muscle areas.

    3 Layer highlights of Skull White onto the spots and follow this bylayering Skull White onto thesharpest muscle areas.

    1 Overbrush the body of the horsewith Codex Grey over a blackundercoat.

    These horses were painted byMichael and Alan Perry, and are agood example of Skewbald andPiebald patterns. These markingsgive the horses a very exotic lookand add to the character of thewhole miniature.

  • Painting a HorseThe following is a very effective way to produce good results when painting horses. Using techniques like washes anddrybrushing, its fairly simple to paint your horses to a respectable gaming standard. The eyes of horses are usually dark and the whites do not show. Painting a small dot of Skull White in the corners of the eyes is all you need to do.

    2Drybrush the coat withDark Flesh.1 Paint the coat ScorchedBrown. 3 Give the coat a lighterdrybrush of VerminBrown.

    5Drybrush the manesand tail with CodexGrey. Highlight thereins and straps withCodex Grey and paintthe metal parts withChainmail.

    6 The next step is toapply Red Gore to theunderbelly and legs ofthe horse.

    4 Apply a watered-downwash of Brown Ink tothe coat. When the inkhas dried, paint themanes, harness andother details usingChaos Black.

    When you are painting horses,realism is the most importantthing to keep in mind. Blazes,socks and other markings add to the character of your horses,and, when used randomly in a unit, can make it look veryimpressive.

    By using the points illustratedabove it becomes fairly easy topaint horses that look veryconvincing and full of character.Adding the extra detail ofwarpaint creates a very dynamiceffect, as can be seen on thisGryphon Legion. So getresearching and enjoy painting!

    7 Finally drybrush theRed Gore areas withBlood Red to create thehighlights.

    Realism is the key

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  • 24 FORCES OF KISLEV

    This is one of our boards covered in snow scatter.

    How to make snow terrain

    Creating a WinterWilderness

    Using a large brush you can brush the snowscatter away to create paths in the snow.

    Making snow terrain is something a lot of people shy away from because theythink its not only impractical, but fewWarhammer armies would fit in with acold, snowy environment.

    This could not be further from the truthsince, barring a few exceptions like TombKings and Lizardmen, most Warhammerraces come from regions where winterhas quite an impact on the landscape.

    TEMPORARY SNOW TERRAINMost people only have storage space forone gaming board, so making a wintertable is not high on their list of priorities,however, that shouldnt stop you. There are a few simple ways to turn your existing board into a temporarywinter landscape.

    If you have your own gaming board youcan easily turn it into a snow table byusing snow scatter. This is available from

    most model shops and consists of a finelyground white powder.

    If you cannot find snow scatter, you canuse an alternative, such as bakingpowder. After youve set up your tablewith terrain, scatter the powder using alarge sieve. Give the whole surface adusting of the snow, taking care toscatter it in irregular patches for amore natural looking result.

    After youve played your game, simply turn the board on its edgeonto a folded out newspaper andtap the back, allowing the snowto fall off so you can re-use it.

    Scattering snow onto alreadymade trees means that youdont have to start your snowscenery from scratch, but canmodify what you alreadyhave and simply shake thescatter loose when you wantto revert back.

    With the release of thenew Kislev range, thetemptation to play somegames of Warhammer on asnowy gaming board is toomuch to resist. TammyHaye suggests some ideasfor creating winter sceneryboards.

  • Part One Building your own snow-covered tree

    Tools Modelling knife Masking tape PVA glue Clippers Paintbrush

    Materials 5mm foam board

    (or card)

    Brass wire (or garden wire)

    Snow scatter Textured paint Flock Chaos Black paint

    1The first thingthat you needto do is to twistthe wire into therough shape of atree. Do this bysplaying out thebranches at what willbecome the top ofthe tree, and thentwisting the wire intotwo roots at theother end.

    3The next stageis to paint boththe tree andthe card base withtextured paint, whichwill give a morenatural and realisticlook. Once this hasdried, undercoat theentire tree withChaos Black spray.

    4Glue flock tothe base withPVA. When thishas dried, apply PVAonto the branchesand base where youwant the snow to beand sprinkle thesnow scatter on topof that. You may haveto repeat this if thescatter doesnt cover in one go.

    2Cover the treewith maskingtape. After thisis done, glue someshort ends of wireinto the taped upbranches withsuperglue torepresent offshoots.Apply the maskingtape to these as well.After youve donethis, glue the tree toa base of thick card.

    Trees are an integral part of most Warhammer scenery boards, serving a two-fold purpose as both an interesting visual feature to break up a flat board, as well as being an important strategic factor in your tactics. Here we show you how to make a leafless snow-covered tree for that extra touch of realism on your Kislev scenery board.

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  • Theres no need to build specificbuildings or walls for your snow terrain.You can use the ones you already ownand follow these techniques to fit theminto a snow theme. As shown, there are alot of options available to you whencreating a winter landscape.

    By adding features like winter trees andmuddy paths, your gaming board willenhance the atmosphere of your gamesconsiderably. Have a go with thesetechniques and youll find out its not ascomplicated as it looks.

    After applying PVA glue, snow scatter has been sprinkled on top of this hedge and wall.

    Note how the snow actually gathers on top of the door hinges. The big thick clumps ofsnow were built up by gluing several layers of snow scatter on the model. Its very

    important to wait for each layer to dry before adding the new one.

    BUILDINGS AND MAN-MADE OBJECTSSCENERYShould you decide to construct apermanent snowy gaming board,painting white textured paint over anexisting table is a fairly easy option andgives a very hardwearing result, likethe one shown below fromWarhammer World.

    When making scenery with a snowtheme the snow and ice should beadded to the pieces in a natural way.When its snowing it will only adhereto the top parts of the surfaces it hits,never on the underside. Also, if theresa strong wind blowing it will adhere tothe side the wind comes from. This ismost apparent in trees, where one sideof the bark will have more snow coverthan the other sides.

    HILLSFor a much more sturdy hill you cancover the hills in the shops with whitetextured paint, not unlike the previousexamples of gaming boards. Glazier-type hills can be made by stickingpieces of polystyrene to a base of thinMDF and applying textured paint. Paleblues and white create the effect of afrozen ice waste. This technique canalso be used on a full gaming board tocreate a frozen waste.

    Part Two Permanent Snow Terrain

    26

    ThawingThis detail shows that patches of the underlying green flockstill show through the texturedpaint, simulating a slow thaw.

  • Dirt TrackThis muddy track on the same table wasmade by painting the textured paint brownand drybrushing it in lighter tones. Somemore textured paint was then applied on topof that to create trails of snowy slush on thesides and the middle of the path.

    TreesBy applying the same white textured paint that was used forthe table surface, the terrain makers from Warhammer Worldhave turned bases with shop-bought trees into onescovered in snow. They simply painted the white texturepaint onto the trees in an irregular fashion using a largebrush. A similar effect can be achieved by spraying PuritySeal onto the top of a tree and dipping it in snow scatteror baking powder. The Purity Seal will act as an adhesivefor the light snow particles to stick to. For extra protectionthe tree can then be sprayed with another coat of Purity Seal.

    Dave Andrews has made a modulartable in a similar way. He has addedbushes to the basic table beforepainting on the texture paint. Note howthe snow next to the dirt path is heapedup on either side.

    Through following techniques such as those described, stunning gamingboards can be created. This will addanother dimension to your Warhammergames, creating a realistic terrain foryour Kislevites to fight upon, in theirwars for the Emperor.

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    DetailsDave has added small details to his tablelike this pile of snowed-under logs madefrom painted balsa wood dowling.

    DAVE ANDREWS MODULAR TERRAIN

  • Prolific army painter DaveTaylor is constantlycreating new armies. Hislatest project, a Kisleviteforce, is a fantastic exampleof choosing a visual themeand using it to paint theentire army.

    Fiery Kislev Warrior Priests are inspirational leaders. TheBishop miniature is convertedfrom an old Warhammer40,000 Preacher.

    SHOWCASE Throughout the army, Dave has made

    great use of the interchangeablenature of the plastic regiment kits.

  • Winged Lancers are a vital part of the Kislevarmy. Note the use of the castle-battlementpattern on all the cavalry shields.

    Keeping with the army theme, Daves Generalis mounted on the age-old symbol of Kislev,the Giant Bear.

  • 30 FORCES OF KISLEV

    WOLF TAILSThe wolf tails were given a basecoat ofScorched Brown. Increasing amounts of

    Bleached Bone wereadded to the ScorchedBrown to drybrush thetails, with the amount ofBleached Boneincreasing towards theends of the tails.

    THE MOUTH OF THE BEARScab Red was used as a basecoat forthe tongue, with Bleached Bone beingadded to the Scab Red for successivehighlights until the mix reached a pointwhere there were equal amounts of bothcolours. The tongue was given a glazeof Black and Brown inks. The teeth weregiven a basecoat of Scorched Brown,

    followed by layers ofBestial Brown andBronzed Flesh. FleshWash was then appliedto the teeth. BleachedBone and then SkullWhite were added asfinal highlights.

    PREPARATIONThe model was undercoated with ChaosBlack spray. The Bear was thenrepainted with Skull White.

    FUR OF THE BEARA basecoat of Bleached Bone wasapplied to the Bears fur. Bestial Brown

    paint wasthen heavilywatereddown andapplied to therecesses onthe model.

    Once thebrown washhad driedthoroughly,the fur wasdrybrushedwith SkullWhite paint.

    At this stage the claws, mouth and otherdetails on the Bear were undercoated,by hand, with Chaos Black paint.

    Des

    igne

    d by

    Dav

    id T

    hom

    as.

    MASTERCLASS

    Riding atop the monstrousUrskin the Bear comes BorisUrsus, the Red Tzar of Kislev.Eavy Metals Seb Perbet takesus through the stages of how this great miniature was painted.

    THE RED CLOTH, HAT AND WINGFRAMES OF BORISThe saddle cloth, cloak, hat, uppersleeves and wing frames were given abasecoat of Scab Red paint. A layer ofRed Gore was then applied, followed bya highlight of Red Gore mixed with anequal amount of Blazing Orange. Thered areas were then given a finalhighlight of Blazing Orange.

    Boris Ursus,the Red Tzar

    WOLF PELT CLOAKBoris wolf peltcloak was given abasecoat ofScorched Brown.The wolf fur wasthen drybrushedwith GraveyardEarth, withBleached Bonemixed in towardsthe ends of the fur.

    YELLOW CLAOK AND SADDLE AND HAT TRIMSA basecoat of Bestial Brown was appliedto the trims, followed by a layer of VomitBrown. The trims were then highlightedwith a mix of equal parts Vomit Brownand Bleached Bone. Final highlights ofBleached Bone were then added tocomplete the trims.

    WEAPON HAFT AND SADDLEScorched Brown was appliedas a basecoat to the weaponhaft and saddle. Increasingamounts of Bleached Bonewere added to the ScorchedBrown to highlight the wood, upto four parts of Bleached Boneto one part Scorched Brown.

  • BLUE CLOTHThe cloth on Boris sleeves and trouserswas given a basecoat of Regal Bluepaint, followed by a layer of a mix ofRegal Blue, Codex Grey, and Ice Blue.Fortress Grey was then added to themix to highlight the cloth.

    WHITE CLOTH AND SKULLSA basecoat of Scorched Brown wasapplied to the cloth and skulls aroundthe Bears neck. Layers of Bestial Brownand Bronzed Flesh were then applied,followed by a glaze of Flesh Wash in therecesses. The cloth was completed witha layer of Bleached Bone, followed by ahighlight of Skull White.

    Chaos Black followed by Skull Whitewas painted onto the eyes, leaving blackaround the edges. The eyes were thenfinished off with a dot of Chaos Black inthe centre of each.

    GOLDThe gold ornaments and shield weregiven a basecoat of Tin Bitz, followed bylayers of Brazen Brass and ShiningGold. Flesh Wash was then applied tothe recesses. The gold was then paintedwith a layer of Shining Gold mixed withMithril Silver and finally highlighted withMithril Silver on its own.

    WEAPON BLADE ANDBODY ARMOURThe weapon blade andarmour were both given abasecoat of Boltgun Metal,and Black Ink was thenapplied to the recesses inboth. A layer of Chainmailwas then applied to themetal, followed by a finalhighlight of Mithril Silver.

    BLACK BOOTS, CLOAK LINING ANDBEAR LIPS, NOSE AND CLAWSChaos Black was applied as a basecoat.A mix of seven parts of Chaos Black tothree parts Codex Grey was applied ason as the first highlight. The amount ofCodex Grey in the mix was graduallyincreased in successive highlights untilthe final highlight of pure Codex Grey.

    THE SADDLE STRAPThe saddle strap was given a basecoatof Scorched Brown, followed by a layerof Dark Flesh. Small amounts of

    Bleached Bone were addedto the Dark Flesh forsuccessive highlights untilBleached Bone had reached70% of the mix.

    BLACK FUR AND WINGSThe same colouring was applied to thefeathers and fur as the boots and claws,except that the layers were drybrushedon instead of painted normally.

    The wing tipswere given abasecoat ofFortress Greyand thendrybrushedwith SkullWhite.

    BORIS HANDS AND FACEAll of Boris flesh was given a basecoatof Bestial Brown paint, followed by alayer of Bestial Brown mixed with anequal amount of Dwarf Flesh. The skinwas then given another layer of DwarfFlesh followed by a mix of Dwarf Fleshand an equal amount of Elf Flesh. Theface was finished off with a glaze of RedGore around the cheeks.

    The moustache was paintedin the same way as the blackfur, but given a strongercolouring of Codex Grey.

    GEMSScab Red was used as a basecoat forall of the gems. Increasing amounts ofSkull White were added to the red in

    subsequent highlights,concentrating towardsthe lower end of thegems. A dot of SkullWhite in their top cornerfinished them off.

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  • 32 FORCES OF KISLEV

    I decided to avoid the colours chosenby the Eavy Metal team as the red andblue colour scheme doesnt fit with myEmpire uniform (the purple and yellowof Ostermark), so I decided to go withgrey trousers and a pale green jacket.While its good to have the allied forcestand out from the rest of the army, Istill wanted it to look like part of thesame group. That meant basing theKossars the same way as the Empiretroops and using the same paintingtechnique layering.

    1Start by giving themodels skin abasecoat of BestialBrown, followed by alayer of Dwarf Flesh.The highlighting of theskin is left until near theend, to make repairingany mistakes easier.

    2Cover thefurred areas ofthe modelthoroughly in abasecoat of BestialBrown mixed with anequal amount ofBleached Bone.

    3Finish the furby drybrushingit with BleachedBone and then with amix of Bleached Bonewith an equal amountof Skull White.

    The model is painted over ablack undercoat, with sand gluedto the base prior to the modelbeing sprayed.

    4Give theleather beltsand boots,along with thehair, bow and axeshaft, a basecoat ofScorched Brown.

    5HighlighttheScorchedBrown withBestial Brown.

    6Give thetrousers abasecoat ofRegal Blue, followedby a layer of ShadowGrey. Leave the areasunder the shadow ofthe cloak blue.

    7Highlight thetrousers withCodex Grey.

    A quick way to paint Kossars

    PaintingKislevite Troops

    Being an Empire playerand enemy of Chaoshimself, Steve Cumiskeytook full advantage of the new Kislevreleases to get hold ofsome new recruits. Forthe core of his armythat means Kossars

  • 12Apply abasecoatof TinBitz to the metalparts of the model,followed by a layerof Boltgun Metal.

    13Finishoff thepaintingby highlightingthe metal withMithril Silver, and the skin with Elf Flesh.

    8Paint abasecoat ofSnot Greenonto the jacket,followed by a layerof Goblin Green.

    9To finish offthe jacket,addhighlights ofGoblin Greenmixed with anequal amount ofBleached Bone.

    10The hatandquiverare painted in thesame red colour.Start with abasecoat of ScabRed, followed by alayer of Red Gore.

    11Finish offthe hatand quiverwith a highlight ofBlood Red.

    The BaseGiven that the Kossars hail from thefrozen north of the Old World, theymight be expected to have snow effectbases. As theyre intended to be anallied detachment for my Empire, Idecided to give them the same

    darkened earth effect as the rest of the army. The bases werepainted in successive layers of Scorched Brown, Bestial Brownand Bleached Bone, and finally finished off by gluing on somepatches of static grass.

    With the basic unit of 10 Kossars complete (I intend to have aunit of 20 eventually), I can finally set up my Empire army andsee how they look together. At first sight, the pale green of theKossars makes them stand apart from the rest of the army, butthe identical bases and the common, layered painting style helpsto hold the force together.

    With the Kossars ready for action, its time to take a break frominfantry and turn my attention to my first unit of Winged Lancers.

    A unit of Kossars takes its position in the battle line.

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  • THE LORE OF ICE

    SHARDSTORM Cast on 6+The caster stretches out her hands and unleashes a torrentof diamond-hard icicles at her foes. Shardstorm is a magicmissile with a range of 24". If successfully cast, it hits itstarget and causes 2D6 Strength 3 hits. A wizard canautomatically swap one spell for Shardstorm if you wish.

    FREEZING BLAST Cast on 8+This spell can be cast on a water-based terrain feature suchas a river, swamp, marsh or lake; that terrain feature ispermanently frozen and treated as open ground from nowon. All models in the terrain feature when the spell is casttake a Strength 2 hit with no Armour save.

    Alternatively, this spell can be cast on a single unengagedenemy unit within line of sight. The target unit moves as ifin difficult terrain in its next Movement phase.

    FORM OF THE FROSTFIEND Cast on 8+Remains in PlayThe caster metamorphoses into a shrieking, talonedcreature of Kislev legend, carried across the battlefield in awhirlwind of purest cold. The caster may fly whilst thisspell is in play. In addition, the caster has Strength 5 andAttacks 4. The effects of all equipment, including magicitems, steeds and weapons, are ignored for the duration ofthis spell, as they are transmogrified along with the caster.The Form of the Frostfiend continues to work until it isdispelled, or until the Wizard chooses to end it (which shecan do at any time), attempts to cast another spell or isslain.

    INVOCATION OF THE ICE STORM Cast on 9+Chanting words of power, the Wizard summons a harshblizzard that engulfs enemy marksmen and war machines.The caster nominates a point on the battlefield. Roll anArtillery dice and double the result this is the distance ininches (measured from the nominated point) that the

    Ice Storm affects. If a Misfire is rolled, it affects the entirebattlefield. All units caught in the Ice Storm must pass aLeadership test at -2 when they wish to shoot. If this isfailed they are unable to fire. The freezing effects of the IceStorm last for one full turn and cannot be dispelled in theopponents next Magic phase.

    MIDWINTERS KISS Cast on 10+The caster breathes a great torrent of purest cold into theranks of the enemy. Those caught in the blast turn tobrittle statues of ice within seconds. Place the Flametemplate with the pointed end touching the caster. Anymodel fully under the template is automatically affectedand any model partially under the template is affected onthe roll of a 4+. Each model affected suffers a strength 5hit with no Armour save.

    This spell cannot be cast against a unit in close combat.

    GLACIAL BARRIER Cast on 12+Remains in Play

    The Wizard spreads her hands wide, causing the air itselfto freeze into a wall of ice. This spell may be cast on anypoint within line of sight. Place a 5" by 1" strip of paper onthe battlefield, all of which must be completely within 24"of the caster, to represent the Glacial Barrier. This istreated as impassable terrain and blocks line of sight. TheGlacial Barrier can be charged or targeted as if it were anUnbreakable enemy model, and is automatically hit inclose combat. It is automatically destroyed if it is hit by anyattack of Strength 5 or greater (or by any flaming attack).All other attacks have no effect. Any unit that destroys thebarrier in combat may not overrun.

    The Glacial Barrier continues to exist until it is dispelled,destroyed as above, or until the Wizard chooses to end it(which she can do at any time), attempts to cast anotherspell or is slain.

    D6 Spell Casting Value1 Shardstorm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6+

    2 Freezing Blast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8+

    3 Form of the Frostfiend . . . . . . . . . . . . . . . . . . . 8+

    4 Invocation of the Ice Storm . . . . . . . . . . . . 9+

    5 Midwinters Kiss . . .