Bear Hug
When Fighting Infantry, Cavalry and War Beasts, the War Bear can choose to forgo of its normal attacks in favour of making one special attack. If this attack hits and wounds, the enemy is killed outright with no saves possible.
When Fighting Infantry, Cavalry and War Beasts, the War Bear can choose to forgo of its normal attacks in favour of making one special attack. If this attack hits and wounds, the enemy is killed outright with no saves possible.
Any Kislevite unit joined by the Tzarina becomes Stubborn, and all Kislevite units within 12" of the Tzarina may re-roll failed Psychology tests.
Saltan is subject to Hatred. When fighting models from Warriors of Chaos, Daemons of Chaos or Beastmen, Tzar Saltan may re-roll all failed rolls to hit, not just the first turn. He must always issue a challenge to any characters in the unit. If challenged by a Chaos character, he must accept. When fighting against Chaos characters in a challenge, Saltan gets a +1 bonus to his S.
The Hawks of Miska have Magic Resistance (1) and Ward save (6+).
Units of Gryphon Legion must be taken as Core instead of Special if Tordimir is included in your army. In addition, any Gryphon Legion unit that Tordimir joins is Stubborn.
Priests of Ursun may channel power and dispel dice in the same manner as Wizards.
At the start of the Kislev turn, roll a D6 for each unit of Kvassnics and consult the Drunken Stupor Table:
All friendly units within 6" of a unit of Chekist may roll 3D6 for their Break tests and discard the highest result. If a friendly unit flees within 12" of a unit of Chekist, they may choose to open fire on that unit with their pistols. If they manage to cause a casualty, the unit will rally immediately after making their flee move.
The ferocity of the bears is such that should a unit fighting them break, they always pursue.
If a unit with the majority of models having this rule makes a successful charge and wins the subsequent combat but does not break the enemy, they may attempt to disengage from the fight by passing a LD test. If successful, the unit will make a flee move away from the enemy. This does not cause Panic to friendly units, and the enemy may not pursue them. After making their flee move, the unit will automatically reform. In addition, they cause Fear on any turn that they charge.
The Priest and any unit he joins are subject to Frenzy. This does not apply to mounts.
The Hags may never be the army’s General, and no unit may use their LD. In addition, any unit joined by a Hag Witch suffer -1 to their LD as a long as she is in the unit.
All models with this rule have Hatred against all units from Warriors of Chaos, Daemons of Chaos and Beastmen.
Against Monstrous Infantry, Monstrous Beasts and Monsters, Rangers have Heroic Killing Blow with their bow, though armour saves may be taken as normal.
Whenever Ilja is reduced to zero wounds roll a D6. On a 1-3 he is killed as normal, but on a 4-6 the fact that Ilja should be dead does not register in his battle craved mind and he completely ignores the injury. Return Ilja to 1 wound. This rule has no effect against attacks that kills him outright.
All models with this rule always re-roll failed Panic tests.
Stepan Rasin allowed to re-roll any dice roll he makes. He may make up to three re-rolls during the battle.
If Boris Bokha is the General of your army then any units of Kossars present in the army may be designated Mark of the Bear God at a cost of +1 point per model. Models with the Mark of the Bear God gain Devastating Charge.
Models with the Mark of the Bear God gain Devastating Charge.
At the start of any phase, the War Wagon may elect to fortify itself by releasing the horses (remove these from the unit, keeping only the base of the War Wagon). If they choose to do so, the War Wagon cannot move for the rest of the game, and will be Unbreakable. For purposes of shooting, the Crew can fire all round.
The Ranger and one friendly Infantry unit may deploy together as Ambushers.
Priests of Ursun know the three Prayers. Prayers of Ursun are innate bound spells (power level 3). Prayers are augment spells that target the Priest of Ursun and his unit.
If the Tzarina joins a unit of Gryphon Legion, the unit will roll 3D6 for all their Break tests, and discard the highest result.
By resting the musket on the crook of the Halberd, the Streltsi counts as firing from short range at targets within 12" rather than 4".
Units with Steady in the Ranks may Stand & Shoot as a charge reaction even if the enemy is within their M characteristics. In addition, the Kossars do not suffer the normal 1 penalty on their To Hit rolls for firing at a charging enemy.
Ilja may forfeit his normal attacks in favour of doing a single massive blow with his axe. If this attack hits and wounds, it causes D3+1 wounds which Ignores Armour saves.
After deployment but before the start of the battle, any unit of Sibyrian Hunters may elect to put traps in up to D3 terrain features such as woods or rock formations. If an enemy unit enter or are already in one of these terrain features, roll a D6. On a 2+, the trap is sprung. The enemy unit takes D6 S 3 hits with Armour Piercing (1). Each trap will only work once.
Igor has Fight or Die, but affects all friendly units within 12" rather than the normal 6".
To fire the gun, nominate a visible target and determine how many shots are fired. To do this, roll a D6 and the Artillery Dice: the result is the number of shots fired.
If a Misfire is rolled, roll immediately on the Blackpowder Misfire table. If firing is completed without a misfire, and the target is within range, roll To Hit with all shots as normal, using the BS of the crew.