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====Kislevites==== The kislevite warband is mostly a merc warband with some steps aside, forward and backwards with also no special skills. The bear tamer and bear could be a nice combo, but the opportunity to wield handguns can’t be discarded. As a personal note, you can spend either 210 gc on 3/3 streltsi with handguns and halberds to have nice firepower support or 160 in acquiring both tamer and bear, the latter doesn’t need gear, but the tamer is valuable, so buy him a shield and sword to take care of himself while the bear is occupied. Including Cossacks is situational, you’ll probably field Warriors most of the time. Remember to be careful when selecting inherited gear for the leader. Leader * Druzhina Captain (60 gc): Is your basic Merc captain... with a exceptional rule that lets the leader buy a single item for himself at half the normal price when starting the warband, and if for some reason the item is lost, the item must be replaced with the same piece of equipment buyed for the original cost plus half of it (example: you buy a single halberd that costs 10 gc but it's for the leader so it costs 5 gc, if its lost it must be bought at 15 gc). The cost of not buying that overpriced gear is having a -1 on every roll (all tests and rolls to hit, to be exact) until you buy the gear. Such ability is tricky, so think it twice before buying that brace of duelling pistols that you want. Heroes * Bear tamer (0-1, 35 gc): If you include him, It lets you purchase a bear, which passes stupidity tests automatically while 6" or closer to the tamer (and uses the tamer's leadership at the same range). * Esaul (0-1, 35 gc) A normal Champion, which is single * Youths (0-2, 15 gc each) Equivalent to Youngbloods Henchmen * Warriors (any, 25 gc) They’re your basic henchmen which you can field in any number with the same stats as the mercs. No, really, they’ve exactly the same stats. * Cossacks are basically the same but cost +5 gc more and hate chaos. * Streltsi (0-3, 25 gc) have the same stats and cost as the warriors but have a separate gear list, they can field the same close combat weapons as the others but in the ranged section they lack the shortbow and the throwing knives, instead having access to a handgun, and for armour only having access to L. armour, shield and helmet. If it has a halberd, the streltsi can use it as a gun-rest. It can’t move that turn (even if it can move and fire with a skill) but it will get a +1 to the hit roll with the handgun as long as it doesn’t move. * Bear (0-1, 125 gc) (aka the big guy of the group) : Causes fear and is strong as expected, but if it isn't close to the tamer, it'll have to take stupidity tests. The bear hug special attack seems great, but if dice got unlucky, the target won't get damage and the bear won't suffer any consequences. If the tamer has to roll on the serious injury table and gets "Robbed" "Sold to the pits'' and "Captured" (and similar in other serious injury tables in other campaigns) it is ignored and treated as "fully recovered". Remember to have the tamer and the bear close, they're useful for each other. Unique Items * Vodka: (35+3D6 gc, lowest price 38, highest 53, Rare 8) The hero gives the vodka to the whole warband, +1 Leadership to everyone (no more than 10 L), but they must do a toughness test for each one. In case of failure, the warrior reduces -1 to their initiative, Everything before the battle. * Bear-Claw necklace: (75+3D6 gc, lowest price would be 78, highest 93, Rare 9) gives Frenzy to the hero.
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