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Warhammer Armies

Kingdoms
of the Ind
Versio 1.0

by Markus Vilander

This document is completely unofficial and in no way endorsed by Games Workshop Limited.
No challenge to their status intended. All Rights Reserved to their respective owners.

1
CONTENT
CONTENT......................................................2 Heirlooms of Ind Dynasties.........................15
Common Magic Items..............................15
INTRODUCTION...........................................3
Magic Armours.........................................15
Land of Ind......................................................4 Magic Weapons.........................................16
Talismans..................................................17
FORCES OF IND.........................................5
Ruler of the Ind...........................................5 Enchanted Items........................................17
Enlighted Ones............................................6 Banners ....................................................18
Lesser Deities..............................................6
Great Powers of Ind....................................19
Rakshasas....................................................7
Guru Powers ............................................19
Warriors of Ind............................................8
Rakshasa Powers.......................................20
Hunters........................................................8
Naga Powers.............................................21
Zadas...........................................................9
Kshatriyans.................................................9 KINGDOMS OF THE IND ARMY LIST. 22
Lords.........................................................23
Charioteers................................................10
Heroes.......................................................24
Nagas........................................................10
Core Units.................................................25
Elephants of the Ind .................................11
Special Units.............................................26
Royal Culveneers......................................12
Rare Units.................................................27
Boxed Devil..............................................13
Items of Ind Origin...................................14
SUMMARY..................................................28

2
INTRODUCTION
Ind is lushful area covered by near-penetrable jungles, dangers and sources of goods even more
valuable than gold in weight: rare spices. It is also covered dozens of small, even forgotten,
kingdoms. While each of them seems to be really friendly to outsiders who are possible yet quite
rare customers, rulers aren't afraid of using their military might to secure their trade and control of
most suitable lands and fields.

This book is made to bring life for dozens of kingdoms who are not much more than simply city-
states if even that. Land said to be home of thousands gods and many dangerous and even unknown
beings who lurk and hides within the jungles – or guard locations perhaps older than time itself.

Material in this book is not official and may have serious errors or imbalances. Any thoughts,
experiences, questions and feedback would be highly valuabled.

I wish happy gaming and enjoyable time with the Kingdoms of the Ind.

3
Land of Ind
Ind is mainly covered by dense forest filled Of course, there are also more travelled areas,
with dangerous perils – from poisonous snakes villages and cities whose location is well
and beastmen to great monsters and fiercy known and generally either next to rivers or
daemons who are able to hide on plain sight coastline but most of settlements of Ind is till
without being detected before they attack. more or less unconnected dots within endless
forest where one can belong within declared
Ind is divined to countless petty kingdoms and borders of multiple different kingdoms yet non
many of them to overlap with each others – of kingdoms are aware of such settlement.
sometimes even without knowing existence of
other. Dangerous forest is good border and it So it is not surprise that only few maharajas
hides its secrets well as only few would dare to can truly tell exact number of villages – or
venture in there without good reason. even vassal kingdoms – they rule. Yet most
visitors sees inaccuracy as a imark of
There are only few maps have even tried to wealthiness and maharajas are cladly to
draw from land Ind and open and cared roads upkeep that misbelief. Like generosity,
are even more rare within the forerst: Without inaccuracy makes them look weatlhier, after
unceasing upkeep, paths become non-existing all.
in few months and even paved roads vanish
within year below the undergrowth. Generosity indeed is known feature of that
holds important part of life of citizens of ind.
For this reason, Ind has countless villages that From simple isolated villagers to maharajas of
are isolated within it. For many citizens greatests kingdoms are known to be really
maharajas – the ultimate rulers of kingdoms – generous towards visitors and outsiders – food,
and world beyond of forests are just fairytales shelter, clothing and even company are offered
or old legends told by elders. and rewards are never asked.

Yet tales about mighty heroes and gods are For many villages this is method to survive
more real for them as those are part of their and avoid inbreeding, even few if any villagers
daily life: nobody would dare to enter forest are actually aware of that, additionally to any
without first praying protection from ancestor, benefits like tales and teachings that visitors
giving gifts for gods and warding off evil often share even without noticing it. Simply
spirits. belief that good things returns is ofter
motivator enough for them.
And day when such villages are accidentally
contacted by local governor’s personal, most For many Maharajas reasons for generosity are
likely by prince or maharaja itself during tiger are often much more selfish; it keep citizens
hunting, they inspires such loyalty and duty in happy and loyal, while visitors will surely
villagers that many deities would wish for. remember those who served them best. Even
rivals are more likely stay in line if treated
Sometimes even large cities are ended being well.
isolated within forest, forgetting outside world
during decades of isolation. Such kingdoms
are rare but stories of wanderers who find such
glorious cities, temples and palaces within
dense jungle aren’t uncommon.

4
FORCES OF IND
This section of the book details the forces Additionally, many units within forces of Ind
from Kingdoms of Ind. It provides rules are affected by following special rule:
neccessery to use all elements of the army in
your games of Warhammer. Loyal Servants
For each prince and maharaja on table, unit's
Every regiment and character is descripted leadership is increases by 1. If leadership
here. Any special rules that apply to a would become higher than 10, unit become
particular model are given here. Immune to Fear and Panic instead.

Ruler of the Ind


Land if Ind is divined to many kingdoms of all Princes are law within in their provinces and
size. Many times. it is not even clear, is only few dare to argue with them. While
territory another’s province or kingdom of subordinate for ruling maharaja in theory,
their own as it is not uncommon that princes many of them keep their provinces so isolated
who are tired of waiting or aren’t the heir of from rest of the kingdom that they are more or
throne will declare provinces under their less kingdoms of their own. And if messengers
command as own kingdoms and becoming sometimes would manage to survive through
first maharaja of newly found dynasty. hostile wilderness with orders from maharaja,
they rarely manages to return to inform of such
While few can or dare to challenge true success in case of indented prince.
maharaja within their full power, mere princes
have significant power over dwellers of land. Yet there are always those who are loyal or
It is said that unknown enemy is more trusted scared enough to answer calls of maharaja
in Ind than known ally. when requested. While royal presence inspires
people of Ind, rivalries between princes can
Maharajas are true leaders of Ind. They have cause confuse in ranks of followers.
relative large territories and often at least
dozen of princes – some actually their sons, M WS BS S T W I A Ld
some just great and trusted generals ruling Maharaja 4 5 5 4 4 3 4 3 8
vassal kingdoms as provinces – under their Prince 4 4 4 4 4 2 4 2 7
command. Many of maharajas just serve gods,
hunt tigers from top of their favourite Loyal Servants
elephants or just enjoy simple pleasures within
their palace walls and only few actually take True Wealth of Maharaja (Maharaja only)
part of warfare unless truly unavoidable. Army may have one additional unit as a single
special or rare choice for each maharaja in
Yet those who do are generally strong and army.
aggressive maharajas with mind of strategist
and thirst of power, not to afraid to spend their Contest of Princes (Princes only)
wealth for mercenaries and veterans instead At beginning of each own turn, player must
just relying forces on plain sight. roll d6 for each prince he has. If double (or
triple etc) 6s are rolled, Loyal Servants rule
cease to function until next test.

5
Enlighted Ones Lesser Deities
For people dwelling in land of Ind man with It is said that Ind is land of thousand gods and
special powers or knowledge is given title of that title hides half of the truth behind it. For
Guru. While most of them are great healers, people of Ind, any being possessing
priests, oracles or advisors, some of gurus are supernatural abilities or powers is outright
good in arts that are useful in combat and they deity unless being itself deny that fact. In some
are often taking part or even leading local sense, gurus with legendary abilities would
forces in time of need. become gods themselves at the very same
moment they would stop denying their nature.
Citizens treat these men and women as great
heroes regardless their related skills and many Also Ind is filled with mystic, dark red glass-
of them actually have whole retinue of people like orbs called devastones and for people of
who wish to learn from their wisdom and Ind, devastone is home for deity and when
skills. They are famous for their simple way of stone is glowing, its resident is resting.
life but in truth, they rarely need anyhting
anyhow as everything is bought to them even While most villages do have pile of these
without asked. stones to protect village, dweller of devastone
is hard to identify and placing rival divinities
Most interesting detail around gurus is that together is more than enough to bring
they are very well known regardless if there is destrcution all around. For this reason,
reasonable explanation for source of such villagers are extremely bound to those
information or not. Sometimes gurus are devastones that have protected their villages
sought out by outsiders to solve their direst for ages – and nothing raises fury in villagers
troubles even if guru was living in isolated more than theft or destruction of devastone.
village where has not been single visitor
during whole guru's life. Some belive that And while devastones attract collectors and
gurus are persons send by gods and few can power-hungry personalities, well-treated
arque with them. deities are known to manifest in time of need –
some even prefer living alongside with
Gurus are very potent personalies and villagers in shape of mortal when not resting
regardless theis actions or abilitis, it is within own stone.
dangerous to leave such persons unchecked if
they are aiding the opponent yet knowing And truly there are only few who are not
regonizing them can be still hard – most of divinities themselves and can still resist wrath
them are still mere commoners in all other of angered deity, no matter how numerous they
respects and thus wearing clothing similar to are.
any other.
M WS BS S T W I A Ld
M WS BS S T W I A Ld Lesser Deity 4 4 4 4 4 4 4 4 10
Legendary Guru 4 4 4 4 4 3 4 3 9
Guru 4 4 4 4 4 2 4 2 8 Daemon
Model have 5+ ward save against non-magical
Guru attacks, causes fear, is immune to psychology
If part of unit, guru benefits from all special and unless part of non-daemonic unit, instead
rules unit have. breaking from combat it suffer 1 wound
without saves of any kind for each point break
test is failed.

6
Rakshasas
M WS BS S T W I A Ld
World of unseen is filled with predators of all Rakshasas 4 5 3 4 4 3 5 4 8
short. Daemons seek their prey whatever they
desire are in the end and restless spirits seeks Daemon
their revenges – and even gods themselves do Model have 5+ ward save against non-magical
smite those who disturb or annoy them. attacks, causes fear, is immune to psychology
and unless part of non-daemonic unit, instead
Raksahasas are beings that dwell everywhere breaking from combat it suffer 1 wound
where are devastones and thus far more without saves of any kind for each point break
common within Ind than anywhere else. Or – test is failed.
who knowns – maybe they just cannot shape
their form while too far from those stones. Dangerous
Beginning of any combat phase and regardless
Rakshasas are masters of illusion, magic and - if model in combat or not, character must pass
first and foremost – shapeshifting. And even if leadership test or deal single extra attack for
they are called to be daemons by most who each model – friend or woe – in base contact.
finds their true nature, nobody can comfirm Roll to hit against each model as normal.
that for sure.
Shapeshifting
Regardless if they are daemons or merely Unless army general, character can be left in
unknown yet extremely dangerous race, only reserve during deployment. At start of any own
thing know for sure is that rakshasas do not turn, character may take leadership test. If
possess any natural form that would connect passed, character replace any single champion
them to ofhers of their kind. on – even if champion would be in challenge
from previous round! However, if test is failed,
Many of rakshases have taste for human flesh character loses single wound without saves of
and they are cruel killers yet they may still any kind.
fight against forces of evil and protect the
weak. However, regardless their words or If character do not appear during battle for any
previous actions, none can trust them for sure reason, he is treated as destroyed for purpose
– expecting that they know that they are of counting victory points. Additionally, any
dealing with rakshasa in first place. model character replaced is consider as
destroyed.
And still, they prove powerful ally for anyone
who dare to figth alongside them; if rakshasas
are already on the battlefield, chances are that
they are satisfied for slaying enemy alone.

7
Warriors of Ind Hunters
Living in Ind is hard and dangerous so it is not Hunters are strong individuals who live most
surprising that almost every dweller of Ind is of their life within jungle instead limits of
adept of basic fighting. And almost anyone settlements. And unlike commoners generally,
except those few who live their whole life they live with their weapons, not relying on
within settlements are always carrying short, them only in direst need.
blunt blades who are generally used to clear
path in forest but effective as a weapon if They live by killing and even mighty tigers
needed. become prey for these skilled hunters as only
few can outsmart old hunter in art of tracking.
Due commoners do feel high duty towards Surviving long enough to become such master
their legal rulers, any prince or maharaja can of hunt is different story all together...
expect to having instantly army size equal of
men hearing the call as nothing can stop them Deadly on their own, they are often called to
for answering that request. Of course, armies aid and while more departed from civilization
are rarely that instantly required, allowing than common citizen, they serve their ruler
people to arm themselves more properly to with great enthusiasm yet aid can be still
battling. greatly delayed, as no true hunter would leave
hunt that is clearly blessed by gods half done
However, without clear reason or purpose they and such hunt can sometimes take weeks.
quickly dismiss themselves from meaningless
fighting – in Ind, only fool takes unnecessary
risks. M WS BS S T W I A Ld
Hunter 4 3 3 3 3 1 3 1 5
M WS BS S T W I A Ld Trapper 4 3 3 3 3 1 3 2 5
Warrior 4 3 3 3 3 1 3 1 5
Master 4 3 3 3 3 1 3 2 5 Skirmish, Loyal Servants

Loyal Servants

8
Zadas Kshatriyans

Ind is land of thousands gods and every of Kshatriyans are caste of warriors and leaders,
them have at least small group of people who kind of nobility that required blessing of ruler
serve them. to gain their privileges.

Due cheer number of divinities and fact that These men have been raised from the child to
some of them truly wander within lands in become great warriors. Unlike most elite
form of flesh and blood, only fool would deny warriors, kshatriyans do not specialize for one
existence of any of them or leave them without kind of activity but try to excel as many ways
showing some respects to them. of warfare as it is possible without breaking
caste code.
And while every god or goddess is well treated
in Land in Ind, everyone expect that followers They can perform roles from scouts to heavy
of foreign gods show also respects to native infantry if fighting on foot or if mounted, can
deities instead such ignoring them. become strange kind of heavy cavalry still that
excel roles of fast cavalry.
And many times this disrespect showed is the
reason which draw attention of people who Kshatriya-kuls are bravest of them, leading
doesn’t see any other solution to such their fellow men to victories, no matter what
blasphemy than elimination. are the odds or way of fighting. Yet they are
not fools even brave they are; blindly pursuing
And such people do form mobs. retreating kshatriyan led by kshatriya-kul is
more likely to lead own doom instead theirs.
And member os such mobs are called Zadas.
M WS BS S T W I A Ld
M WS BS S T W I A Ld Kshatriyan 4 4 4 4 3 1 4 1 7
Zada 4 2 2 3 3 1 4 1 4 Kshatriya-kul 4 4 4 4 3 1 4 2 7

Loyal Servants, Skirmish, Frenzy, Hatred Loyal Servants

Fast in Moves
Unit is allowed to perform free reform
compulsory move without affecting normal
moves or ability to shoot in shooting phase.
However, if charge is already declare, unit
must still have line of sight to targeted unit
after reform is performed.

Feint Retreat
If unit chooses to Flee from Charge reaction or
breaks from combat, unit is allowed to perform
Rally check immediatly after flee move is
performed but before chargers or pursuers are
moved.

9
Charioteers Nagas
Even royal elephants are seen as majesty of as Nagas are native dwellers of jungles of Ind.
military technology as well as whole Ind, some And even they are deities in eyes of locals,
princes and even maharajas still upkeep more often than not they are simply dangerous
squandrons of chariots – either due special monster-like beings instead nothing
interest or just because they cannot affort or supernatural.
have currently access to elephants. Even
chariots are marginally useful nowhere but Some of nagas seems to be just like great
open, solid fields that are more than rare in snakes while most do have human-like torso,
Ind, those still clear advantage whenever set head and arms as well, being snakes only
terrain is available. below the waist. Stories also tells nagas with
shape of whole human – but it is hard to tell if
As chariots pulled by horses are faster than those true or even trickery of rakshasas as
elephants and even more lethal on charge – as many of them seems to be hold deep grudges
drivers can more easily aim right to the towards the naga.
enemies – they offer excelent combat capacity
that is coming much cheaper than elephants. Like dragons, nagas are intellicent beings yet
And there is also no fear that elephant bolts in their own alien way. And while they
and run down whole own army. seemeingly able to understand and often help
locals in times of need, it is said that they
Of course, gaining full benefit out of chariot is serve only their own rulers – are they nagas,
still much more difficult thing to do than say. gods or truly something else, nobody knows
However, it is not unknown that some clever for sure.
rulers do build their cities and even yards of
their palaces so that those would favour usage While they are beings of water, they are adept
of chariots – locations where elephants to move on land as well. And while it is said
running in amok would be as disasterous as that they protect great treasures, more often
losing the battle anyhow. Actual benefit from they are still encountered as guardians of lost
such surprise would surely be more temples of forgotten gods and seemingly
psychological but it doesn't matter as long as it random natural locations.
brings the victory.
M WS BS S T W I A Ld
Regardless how chariots are planned to be Naga 6 4 4 5 5 4 1 2 10
used, they are always driven by kshatriyan,
only men who can be expected to mastering Monstrous Creature, Magic Resistance (2),
the art of chariot handling - or having any Scaly Skin 4+
experience from handling chariots at all.
Poisonous
M WS BS S T W I A Ld All naga's attacks of any kind are poisonous.
Kshatriyan - 4 4 4 - - 4 1 7
Chariot - - - 5 4 4 - - - Aquatic
Warhorse 8 3 - 3 - - 3 1 - Character treats all watery terrain as open
ground and gains benefit of soft cover while
Chariot, Loyal Servants within such terrain feature.

Wrath of Sky God


Unless within forest or watery terrain, all
warhawks, great eagles and any similar living,
feathered birds causes Terror in Naga.

10
Elephants of the Ind

Most civilizated beings lands treats horses as Impact Hits


finest animals for their agricultural, travelling Elephants causes d3 and royal elephants
and military, within kingdoms of Ind causes d6 impact hits while charging or
elephants are replaced horses simply because bolting.
they are just much more suitable to local
environment: In thick jungles with full of Strong Willed
predators, horses would be merely lucn on Elephant and royal elephants always uses their
silver plate and eaten quickly as undergrowth own leadership, no matter who rides on it. It
prevent them running far or fast. To contrast, may never re-roll its leadership or break tests
elephants with their notable size just make unless benefit is coming from magically
their own paths and most of predators are just source.
more likely to flee instead trying their luck
against getting walked over. Bolting
Elephant or royal elephant that fails
Because elephants are wise and strong psychology or break test do not flee but bolts.
animals, they can be trained to perform Bolting elephant runs 3d6 (or 2d6 if barded)
complex tasks or carry heavy loads. They towards random direction and will continue
aren’t poor swimmers either. While breeding towards that direction unless charged.
and training do take more time than horse,
they can easily live also live far longer than Any unit – friend or woe - may charge bolting
their more fragile counter parts. elephant, hoping to re-direct their path. If
charged, elephants will bolt immediatly.
While notable smaller than elephant often
encountered in Araby or mammoths of Elephants will flee normally when broken or
northern tundra, full growth bulls – or simple charged when bolting by enemies with large
as royal elephants – are large enough to carry target special rule.
howdah on their back without slowing them
down. Elephant always treats any enemy unit without
large target special rule as a friendly, allowing
All elephants are strong individuals who elephant run through them instead being
cannot be controlled just anyone. Even their destroyed.
trainers guiding their mounts cannot do much
if elephant decide not to listen given orders. When bolting, all riders are treated as fleeing
And many cases, trainers don't even try to and if elephant is still bolting end of the game,
change mount's mind, as elephants are often elephant and its riders are consired as fleeing.
more aware of their surroundings than their
riders are, thus is up to mount to pick safest Giants of the Jungle
path instead the rider and trainers are well All elephants treat forests and bushes as open
aware of that fact. ground. Additionally, they ignore panic test
caused by non-large friendly units.
M WS BS S T W I A Ld
Elephant 7 3 0 5 5 4 2 3 8
Royal 7 3 0 5 5 5 2 4 8
Elephant

Cause Fear, Large Target, Scaly Skin 5+,


Unit Strength 5

11
Royal Culveneers
While Lands of Ind are rainy territories, M WS BS S T W I A Ld
making gun powder almost useless, rulers of Culverin - - - - 6 6 - - -
Ind haven't made exclusion for trying benefits Royal 7 3 0 5 5 5 2 4 8
for its potential. Keeping powder dry is hard Elephant
task but at least some royal elephants are
strong enought to carry waterproof towers Elephant (see page 11)
armed with light cannons.
Modified Howdah
These beast are rare sights indeed and their Because howdah is almost fully sealed,
howdah is more like sealed box than a fighting culverin automatically passes any checks
platform usually carried by the largest of required to take due using black powder
elephants. Only small hole covered with oiled weapons in poor weather.
leathers in the front of structure suggest its
usage, as it is wide just enough to to push Apart operating culvering, crew is unable to
cannon's barrel out of it. take part to combat and they cannot be
targeted either. If royal elephant is slain,
Yet it is easier to come by with royal elephant howdah and culverin in it is removed as well.
big enought than to find trainer who could
control such magnificent beast artfully Any wounding hit with Strenght 7 or higher
enought to utilize culverins with skill instead will automatically destroy the culverin and if
simple luck. destroyed such attack or due misfire, royal
elephant will immediatly bolt.
The trainer's duty is not only to control the
elephant but also act as a lookout for the crew Culverin
inside. As the angle of cannon is always set, Culverin is light cannon placed in special
getting barrel to point in right angle requires howdah. It follows all normal rules of cannons
great skill and ability to co-work with the except it cannot pivoted but it may be used
elephant and only few of trainers can ever same turn royal elephant has moved or even
hope to learn all the tricks required to make when elephant is in close combat.
elephant kneel just right to make shots become
accurate. However, if misfire occurs, roll additional dice
for each 3” that elepfant moved in previous
Those who have mastered the art often movement phase and pick the lowest result.
becomes mercenaries – many they end up too
busy to make new contrasts and collecting Culverin has maximum guess range of 30” and
payments that there is no time to actual strength 5, doing d3 wounds without armour
warfare. Getting paid double to not even take saves. If using grapeshot, halve value of
part of battle is perfect scenario for any scatter dice when strength is determined.
mercenary yet only few can archive that.
Dogs of War
Royal Culveneers can be hired by any army
that don't distrust usage of gun powder.
However, because royal culveneers are rare
indeed, they uses two rare choices instead one.

12
Boxed Devil

Goblins are famous for their habit to gain The Cage


crazy ideas – often due lacking the contexts Rhinox is transported inside the cage and it is
what they are witnessing – and turn their ideas treated as character riding in chariot. Cage can
to deadly weaponry which are often at least as be placed within the unit and.for each 5 points
dangerous to them than their enemies. of unit strength in base contact with cage it can
be moved 2” in movement phase. However,
However, there are only few who have ever unit pushing cage cannot charge or march.
witnessed method used by goblins or used
them as a inspiration to their own military As long as rhinox remains within cage, it
technology. attacks cage in every close combat phase,
hitting it automatically.
Still, estalian mercenary captain Alcardo José
was granded at least seven provinces as a Open the Cage!
rewards of various maharajas after During shooting phase, rhinox can be released
introducting waterproof method to solve by any model in base contact with the cage.
problem caused by lack of dry gun powder. Roll artillery dice and see how far rhinox burst
when freed. If cage is destroyed while
Seven years earlier during, José had become unopened or misfire occurs during opening,
bit too familiar night goblin fanatics, as one of rhinox suffer d3-1 wounds and will bursts
then cost him his finest unit of heavy cavalry. 2d6” to random direction.
And thus power caused by mere gobling was
left haunting his thoughts. Any model under rhinox's path takes single hit
same way aas they would be hit by cannon and
Those thoughts yield profict when he learned any unsaved wound causes d3 wounds instead.
true nature of rhinoxes that were used as a If base contact with any model after move,
mount by ogres under his command. Even rhinox is treated as charging.
only ogre was large and powerful enough to
control such beast, simply directing rhinox to Free Rhinox
right direction was often enought... Once free, nobody hold control over rhinox
and it will move 2d6+2” towards nearest
Rulers of Ind immediatly understanded the model within Line of Sight. If none, it moves
potential of set-up. They were used to damage d6” in random direction instead. If making
caused by bolting elephants and rhinoxes base contact, rhinox is treated as charging.
running wild weren't nothing to compare to
that yet rhinoxes were still powerful tool with Rhinox treats all models as enemy and magical
less price. Sadly for José's businesses, only effects or non-voluntary moves do override
after few dozens of deals he was forced to take random moving if other quidelines are
oath not to sell idea to anyone else.. fulfilled.

M WS BS S T W I A Ld Free rhinox causes fear. Bull rhinox causes


The Cage - - - - 5 4 - - - terror and is counted as Large Target. Any
Rhinox 7 3 0 5 5 3 2 3 5 rhinox that charges more than 7” causes d3
Bull Rhinox 7 3 0 6 5 3 2 4 5 impact hits.

Scaly Skin 5+ Fate of rhinox determines the victory points


regardless if the cage is broken or not.

13
Items of Ind Origin

Elephant's Armour Howdah


Elephants are regarded as most useful beings Only royal elephants are strong enought to
in Ind. However, they are also expensive and carry howdah yet such sight is impsiring
requires decades to be useful. Also, when most indeed. Without exceptions, it is safest possible
of fortifications in Ind are protected against location to take part to tiger hunts but also
those living batterting rams, many forms of serve similar duty during battles as well.
bardings are created to counter the counter.
Howdah has room for five kshatriyans - any
Elephant's Scaly Skin is increased to 4+ but character riding in howdah replaces one of
movement is reduced to 6. Additionally, them - and offers 5+ armour save with can be
enemies gain no advantage for being behind a combined with other armours normally. If
defensive obstacle. Due reduced speed, royal elephant is also wearing elephan'ts
elephant may pursue or bolt only 2d6 instead armour, armour save provided by howdah is
3d6. increased to 4+.

All models riding in howdah are treated as


Bow of Cobras riding on monsterous creature but even if all
These heavily curved bows almost always models in howdwh are slain, elephant is never
featured with two cobras twisted together treated as unridden.
either with by their tails or just below their
open hoods, forming durable but stiff bow. Not
surprisingly, all these bows are said to be Chakram
related to naga. Chakrams are round metal discs with hollow
middle, sometimes thougth as oversized wrist
Bow of Cobras is bow with range of 24” and bands by outsiders yet those are lethal weapon
strength equal to user's strength. in hands of skilled, both in melee and ranged.

Chakram is thrown weapon. It can be also


used as Additional Hand Weapon in close
combat.

14
Heirlooms of Ind Dynasties
In this section the common magic items are listed first (see page 122 of the Warhammer rulebook
for a complete description).
‘Ind only’ magic items are also listed and these can only be used by models from this book. Any
magic items chosen must be selected within the point limitations set by the army list section. All the
rules on magic items presented in Warhammer rulebook also apply to the ‘Ind only’ magic items.

Common Magic Items


Sword of Striking:...……………..…… 30 pts Talisman of Protection:....…………… 15 pts
Weapon; +1 To Hit. Talisman; 6+ Ward save.

Sword of Battle:……...………..……… 25 pts Dispel Scroll:……………….………… 25 pts


Weapon; +1 Attack. Arcane; One Use Only; Automatically dispel
an enemy spell.
Sword of Might:…...………….……… 20 pts
Weapon; +1 Strength. Power Stone:………………..………… 25 pts
Arcane; One Use Only; +2 dice to cast a spell.
Biting Blade:..………………..……….. 10 pts
Weapon; -1 Armour save. Staff of Sorcery:………….…………... 50 pts
Arcane; +1 to dispel.
Enchanted Shield:…..……..…………. 10 pts
Armour; +5 Armour save. War Banner:..................……………… 25 pts
Banner; +1 Combat Resolution.

Magic Armours
Thousand Scales of Butterflyies 50 points Skin of Living Rakshasa 30 points
Junlges of Ind are home many large insects. While rakshasas are often said to wearing
Huge butterflies of Ind are known for their skins of men, they don't have hides of their
scaled wings that are said to turn even powers own – only wearing someone's else. However,
of chaos even more chaotic. if able to gain strip of their skin, it said to hold
powers of Rakshara while it is still alive.
Heavy Armour. If character wearing this
armour is affected by any spell, spell scatters Skin of Rakshasa gives Scaly Skin d6+ (rolled
like shot of catapult. Spell takes effect on any once per phase if needed) and Ward Save of 5+
model or unit below the scattered location. against non-magical attacks.
Misfire is treated as miscast.

Royal Hide 25 points


Shield of Sun 40 points Armours made from hides of royal elephants
This small, round shield made from gold is are durable indeed yet they are undamaged by
said to be as bright to look upon than the sun the moisure of the Ind. When formed to
in the cloudless sky. brigandine, armour is offer great protection –
even before the enchantments...
Shield. Opponents wishing to attack character
with shield of sun must pass iniative check or Light Armour. Gives Scaly Skin 5+ that cannot
their weapon skill is reduced to 1 for be reduced by strength of attack.
remaining of that phase.

15
Magic Weapons

Blade of Three Maharajas 65 points Beast's Bane 35 points


This blade said to belong to three maharajas No matter if man, elephant or ghost is hit,
of Kingdom of Lost Springs, blessed by each and everyone of them are slayed alike.
powerful deva before pride of third spelled
doom of whole kingdom. While blade is guided Spear. Always wounds targets on 3+ regardless
by wisdom and prowess of first two, it also strength of user. Attacks ignores all armour
carries pride of the third. saves gainerd throught scaly skin.

Hand weapon. Adds +1 to character’s


Strength, Attack and Leadership. Character Arrow of Wounded God 25 points
carrying the sword must always accept any One Use Only
challenge issued. It is said that even gods can die in Lands of
Ind – as there are many others of their kind
and struggles are solved personally, not
Circle of Thirst 50 points throught the followers.
While untouched, it simply looks nothing more
than rusty chakram. However, stains will start If character hits daemon, spirit or undead with
to glow if touched – and when clowing, bow of any sort, instead rolling to wound,
weapon cannot be put down until each victim is treated as it would have lost combat
glowing spot is covered by blood. with amount to equal of hit's strenght.

Chakram. Character gains +2 its strenght and


ability to Always Strike First. However, model Spear of Tiger Hunt 10 points
is affected by Dangerous rule (see page 7). One Use Only
Hunting tigers is common hobby for
aristocracy of Ind, while safely mounted on
Trustful Servant 45 points elephant of course yet it is said that only tip of
This bow is said to be living and still serving spear blessed by gods can stop tiger when
the purposes of naga instead one who carry it, already leaping towards.
biting the archer if shot would bring more
harm than good for their true masters. Javelin. Always Stand and Shoot. It doubles
strength and causes d3 wounds against large
Bow of Cobras. Each hit has treated having targets.
poisonous and killing blow special rules. If
natural one is scored when rolling to hit,
character suffer poisonous hit instead.

16
Talismans

Devi's Blessing 50 points Icon of Sky God 35 points


This amulet is told to be blessed by goddess to Character on foot only
protect her mortal lover. In the end, this token This seemingly crude and fragile amulet holds
was traded for man's divinity. powers that shouldn't be underestimated.

Gives wearer 4+ Ward Save and Magic Character become immune to poison and gains
Resistance (1). ability to fly.

Eye of Dragonfly 35 points Lucky Amulet 15 points


Dragonflies of Ind are large, aggresive and There are many of these around and most of
swift predators. However, their presence is time one cannot tell if they actually working or
good omen – at least if dragonflies are not not. Yet sometimes simply physical presence of
offended. It is said that gurus can not only amulet is lucky indeed.
understand how dragonflies react but even
borrow their sight and use it as their own. Character ignores first non-magical hit he
suffers.
Forest and similar terrain features do not block
character's line of sight.

Enchanted Items

Devastone 50 points Quiver of the Guardian 20 points


There are hundreds of these orbs around the It is said that this quiver was gifted for young
lands of Ind, often collected to altars middle of mortal hero to battle raving band of
settlement to bring good fortune and rakshasas. While gifter's personality was
protection against evil. Powers of such orbs never revealed, quiver that sheds its scales
varies, maybe giving a hint about personality and envenom anything placed in it are notable
god or goddess living within the orb. hints of quiver's origin.
Sometimes they allow twist reality around
making wishes of carrier true. Any bow or javelin used by character is treated
as poisonous.
Treat character is treated as level 1 wizard. If
miscast occurs, opponent may nominate target
of the spell instead the caster. Horn of the Hunt 20 points
Nothing is more inspiring that sound of horns
used to gather men to tiger hunt. It is not only
Enchanted Collar 45 points voice as its deep, low voice is felt in the bones
Many rulers do have personal pet or dozen. as well. Nothing remind's man about his duty
And when there is option for exotic beasts, as such call.
why take house cat if you can have a tiger?
Bound Spell: Power Level 5. If successfully
Depending the mood of the pet, it adds d3-1 to cast, new Contest of Princes is taken
models Weapon Skill, Initiative and Attacks. immediatly.
Roll each one once and result last whole battle.

17
Banners

Banner of Scale Wings 75 points Banner of Distances 40 points


Undamaged butterfly wings are valuable Only few can navigate throught jungles of Ind
components of many magical items of Ind – or with accuracy of elephants. This banner was
more often, to counter such powers. made to guide rulers on their hunts but it
proved useful on battlefield also.
If model with this banner or unit he is within is
affected by any spell, spell scatters like shot of If unit fails to reach the enemy, instead
catapult. Spell takes effect on any model or performing failed charge, unit is treated as it
unit below the scattered location. Misfire is wouldn't have declared charge at all.
treated as miscast.

Standard of Champions 35 points


Guardian's Resolve 50 points Kshatriyan only
One Use Only These standards are not unique yet extremely
Lone nagas are known to defend their posts rare on battlefields as those is carried only the
against overhelming odds, even whole armies bravest soldiers in ruler's servidute.
alone: There is simply nothing one can do to
break the presence of snake eyes. Any model within unit may declare and accept
challenges as they would be champions.
Instead rolling the break test, unit may choose
to use power of this banner. If so, unit is
treated as it would have rolled double ones Banner of True Servant 25 points
(Insane Courage!) as its break test result. There is few can deny their duty while they are
carrying physical evidence to remind them
reason they are fighting.
Dragonfly Banner 40 points
Dragonflies are creatures of superiour ability Unit always benefits from Loyal Servants rule
to flight yet lack of skill of walking. And those regardless the result of Contest of Princes.
love to rest on silken fabribs, staying
unmoving for hours unless shrugged off.
Banner of Hunt 25 points
If broken from combat, opponent must halve For many, battlefields have little difference
their pursuing distance. Banner itself holds no from tiger hunts. The prey is lethal and will
victory point. fight back; and best moment to catch the beast
is when it flees.

Unit rolls additional d6 when rolling pursues,


discarding the lowest score.

18
Great Powers of Ind
Many beings in Ind holds extraorginary or supernatural powers in their use. These powers are
treated as additional special rules instead magic items and are not limited one per army.

Guru Powers

Master of Martial Arts 85 points Master of Unseen Eye 30 points


Even if blindfolded, guru who has mastered Guru can see things that are beyond normal
secrets of martial arts is dangerous and fast. eyes.

Character’s Weapon Skill and Initiative is No scenery, models or non-magical effects can
raised to 9 and is treated as armed with block guru’s line of sight on table. This bonus
additional hand weapon. ably also any unit he joins. However, any other
restrictions will still ably normally and
shooting targets outside normal line of sight
Master of Mind 65 points causes additional –2 to hit modifier.
Guru can ignore feelings of fear and despair
by emptying his mind with mediation. Master of Knowledge 25 points
Guru known almost everything he can from
Character is stubborn and immune to powers he uses.
psychology. Unit he joins may re-roll any
failed psychology. Character gain additional spell to those he
gains from his wizard levels. This power can
be taken multiple times.
Master of Bow 50 points
Only elven marksman can challenge guru who
has mastered wielding of bow. Master of Lores 20 points
Guru has mastered many different forms of
Character is armed with longbow. He always magic or ki.
hit 2+ when using any bow. Character may
also pick any single model within line of sight, Character may choose additional lore. He
even if within unit, as long as model is within divines number of his spells between original
short range. Victim cannot use Look Out, Sir! and new lore as he wish exception that
-rule against such shots. character has to known at least single spell
from every lore he knows. This power can be
taken multiple times.
Master of Inner Powers 45 points
Gurus are known their powers to utilize their
inner energy to perform deeds of legendary. Master of Body 15 points
Guru’s every muscle, bone and drop of blood
All attacks made by character are considered is under his control.
as magical and character gains 5+ ward save.
Character automatically passes any
characteristic test (excluding leadership).
Additionally if he makes opposite
characteristic roll, he rolls extra dice and picks
better one.

19
Rakshasa Powers

Master of Shapes 100 points Pairs of Arms 30, 70 or 140 points


Shape shifting is said to be first of three main There is no such thing as true self for
powers of rakshasas. rakshasas they can become anything. Yet using
multiple pairs of hand is tricky but deadly if
Character may use rakshasa's shape-shift learned.
ability to replace any single friendly character
or enemy champion on table. If enemy Character gains 2, 4 or 6 extra attacks to his
champion is replaced, character is placed front profile for respecting costs of 30, 70 or 140
of champion's unit and unit is treated as they points.
would have charged.

Unnatural Strength 75 points


Master of Illusion 50 points Some forms of raksaras are truly potent, able
Illusions is said to be second of three main to cut men down, as they would be wheat.
powers of rakshasas.
Character gains additional d6 points to his
Character adds +2 to any cast rolls when strength quality, rolled when first time
casting any spell from Lore of Shadows. required.

Master of Magic 125 points Utmost Horror 50 points


Magic is said to be third of three main powers Raksaras sometimes takes forms of worst
of rakshasas. nightmares of their prey from jolliest
boogiemen to wrathful, animal-headed
After character has made casting roll, he may personified image of death.
roll additional dice or re-roll single dice part of
the roll. This may prevent miscast or result Character causes terror.
irresistable force.

20
Naga Powers

Scales of Steel 70 points Guardian’s Duty 45 points


Older naga grows, harder it scales becomes, It is said that duty means more for Naga than
thus formong strong armour. its own life.

Model gains +1 to his Toughness, Wounds and Model and is allowed to roll one extra die
Scaly Skin armour saves. This power can be when making psychology or break tests and
taken multiple times. discard the highest score.

Call of Geyser 40 points


Master of Poisons 65 points For being creatures of water, Nagas are rarely
Is said that only naga’s poison is strong far away from it, even not visible for plain
enough to slay elephant in seconds. eyes.

Model is immune to poisons and any Bound Spell (3). Place 5” template centered
successful poisonous attacks made by over model using this power. Area covered by
character will cause d6 wounds instead 1. template is treated very difficult watery terrain
until beginning of player's next turn.

Patience of Snake 50 points


Nagas guarding their site can stay unmoving Cry of Cobras 40 points
for years; yet strike faster than eye when prey Nagas are often prayed for protection against
is off-guard. cobras, as they have power over them.

Model gains Always Strike First rule. Bound Spell (3). Each unit or model (friend or
foe) within 2d6 will suffer d6 wounds. Nagas
or models immune to poison are unaffected.
Creature of Lakes 50 points
More often than not, nagas do not fight
alongside with other beings, they just happen Home in Waters 35 points
to be in same place against common enemy. Naga is living within the area and ready to
deal any intruder distrubing its slumber.
After all terrain features are deployed but
before side is chosen, player may place single Model may be placed within any watery
lake feature to table. terrain feature on table.

Gaze of Cobra 35 points


Shedding of Skin 50 points Many tales are told about petrifying gazes that
Sometimes nagas has soft slimy scales below can turn man to stone. No naga has such
harder ones and easily cover and stops power yet its gaze can still freeze the prey.
otherwise lethal wounds.
At start of the combat phase, single opponent
Model has regeneration. chosen by naga must pass Initiative check or
his Weapon Skill is reduced to zero for that
phase. This power has no effect against
models immune to psychology.

21
KINGDOMS OF THE IND ARMY LIST

This section is here to build your own army. Choosing Characters


As descripted in Warhammer rulebook, the
army list is divined into four sections: Characters are divined into two gategories:
Characters (Lords and Heroes), Core Units, Lords and Heroes. The maximum number of
Special Units and Rare Units. characters an army can include is shown on the
chart below. Of these, only certain number can
Army List Entries be lords.

Profiles: The characteristic profile for the Arny Point Max Total Max Max
model(s) in each unit are provided as a Value Character Lords Heroes
reminder. Where several profiles are included, Less than 2000 3 0 3
these are also given even if they are optional. 2000 or more 4 1 4
3000 or more 6 2 6
Unit Size: Each troop entry specifies the 4000 or more 8 3 8
minimum number size for each unit, which is Each +1000 .+2 .+1 .+2
smallest number of models needed to form that
unit. In some cases, this also includes the Kingdoms of Ind army must always have one
maximum number of models. character to act as a general. Character with
highest leadership is treated as general but
Equipment:Each entry lists the standard model may not be also a battle standad bearer.
armours and weapons for that type of unit. The If multiple characters with equal leaderships,
cost of those items is included the base point player is free to choose who is leading.
value. Additional or optional equipment cost
extra and are covered in the Options section of Choosing Troops
the unit entry.
The number of each type of unit allowed and
Special Rules: Many troops have special rules required depends on the army's point value
that are fully descripted earlier in this book.
The names of these rules are listed as a Arny Point Core Special Rare
reminder. Value Units Units Units
Less than 2000 .4+ 0-4 0-1
Options: Many entries list different armours, 2000 or more .6+ 0-5 0-2
weapons and equipment options, along with 3000 or more .8+ 0-6 0-3
any additional point cost for giving then in the 4000 or more .10+ 0-7 0-4
unit. This includes magic items and other Each +1000 .2+ +0-1 +0-1
upgrades for characters. It may also include
the option to upgrade unit member to chaption,
musicant or standard bearer.

22
LORDS

Maharaja
Options
80 points May be armed with halberd (+6 pts), additional hand weapon
(+6 pts) or great weapon (+6 pts).
M WS BS S T W I A Ld
Maharaja 4 5 5 4 4 3 4 3 8 May be armed with javelin (+5 pts), chakram (+10 pts), bow
Warhorse 8 3 0 3 3 1 3 1 5 (+5 points) and/or bow of cobras (+10 pts).

Special Rules Equipment May have light armour (+3 pts), heavy armour (+6 points)
True Wealth of Maharaja Hand Weapon and/or shield (+3 pts).
Loyal Servants
Can be mounted on warhorse (+15 points), which may have
barding (+6 points), on chariot (+70 points), which may have
scythed wells (+10 points) or on howdah of royal elephant
(+140 points) which may also have elephant's armour (+ 20
pts).

May choose up to 100 points of magic items chosen from Ind


or Common magic items.

Legendary Guru
60 points. Options
May choose up to 100 points of magic items chosen from
M WS BS S T W I A Ld Common magic items or powers from Guru power list.
Legendary Guru 4 4 4 4 4 3 4 3 9
May become level 1 wizard at cost 50 points, level 2 wizard at
Special Rules Equipment cost of 85 points, level 3 wizard at cost 135 points or level 4
Guru Hand Weapon wizard at cost of 170 points. Regardless wizard level, guru
uses common lore from rulebook

Lesser Deity
150 points. Counts as rare choice as well. Options
May choose up to 300 points of powers chosen from Guru,
M WS BS S T W I A Ld Naga or Rakshasa power lists.
Lesser Deity 4 4 4 4 4 4 4 4 10
May become level 1 wizard at cost 50 points, level 2 wizard at
Special Rules Equipment cost of 85 points, level 3 wizard at cost 135 points or level 4
Daemon Hand Weapon wizard at cost of 170 points. Regardless wizard level, lesser
deity uses common lore from rulebook

Rakshasa
100 points. Options
May choose up to 200 points of powers chosen from Guru or
M WS BS S T W I A Ld Rakshasa power lists.
Rakshasas 4 5 3 4 4 3 5 4 8
May become level 1 wizard at cost 50 points, level 2 wizard at
Special Rules Equipment cost of 85 points, level 3 wizard at cost 135 points or level 4
Daemon, Dangerous Hand Weapon wizard at cost of 170 points. Regardless wizard level, rakshasa
Shapeshifting uses common lore from rulebook

23
HEROES
Prince
Options
40 points May be armed with halberd (+4 pts), additional hand weapon
(+4 pts) or great weapon (+4 pts).
M WS BS S T W I A Ld
Prince 4 4 4 4 4 2 4 2 7 May be armed with javelin (+5 pts), chakram (+8 pts), bow
Warhorse 8 3 0 3 3 1 3 1 5 (+5 points) and/or bow of cobras (+10 pts).

Special Rules Equipment May have light armour (+3 pts), heavy armour (+6 points)
Contest of Princes Hand Weapon and/or shield (+3 pts).
Loyal Servants
Can be mounted on warhorse (+10 points), which may have
barding (+4 points), on chariot (+70 points), which may have
scythed wells (+10 points) or on howdah of royal elephant
(+140 points) which may also have elephant's armour (+ 20
pts).

One prince may become battle standard bearer (+25 points).

May choose up to 50 points of magic items chosen from Ind or


Common magic items. Battle standard bearer may have single
magical standard with any cost instead.

Guru
40 points. Options
May choose up to 50 points of magic items chosen from
M WS BS S T W I A Ld Common magic items or guru powers from Guru power list.
Guru 4 4 4 4 4 2 4 2 8
May become level 1 wizard at cost 50 points or level 2 wizard
Special Rules Equipment at cost of 85 points. Regardless wizard level, guru uses
Guru Hand Weapon common lore from rulebook

24
CORE UNITS
Warriors of Ind

3 points per model Options


May have spears at +1 pts/model, flails at +2 pts/model or
M WS BS S T W I A Ld halberds +1 pts/model
Warrior 4 3 3 3 3 1 3 1 5
Master 4 3 3 3 3 1 3 2 5 May have light armour at +1 pts/model and/or shield at +1
pts/model.
Unit Size Equipment
10+ Hand Weapon One warrior may be promoted to master at +8 pts

Special Rules One warrior may be promoted to musician at +4 pts


Loyal Servants
One warrior may be promoted to standard bearer at +8 pts

Hunters

6 points per model


Options
M WS BS S T W I A Ld May exhange their bow to javelin and spear for free
Hunter 4 3 3 3 3 1 3 1 5
Trapper 4 3 3 3 3 1 3 2 5 One hunter may be promoted to mucician at +5 pts

Unit Size Equipment One hunter may be promoted to trapper +10 pts.
10+ Hand Weapon, Bow
Any unit lead by trapper may have scout rule at +3 pts/model
Special Rules
Loyal Servants, Skirmish

Zadas

5 points per model Options


May have flails at +2 pts/model or chakrams at +3 pts/model
M WS BS S T W I A Ld
Zada 4 2 2 3 3 1 4 1 4

Unit Size Equipment


10+ Hand Weapon

Special Rules
Loyal Servants, Skirmish, Frenzy, Hatred

Elephants

60 points per model Options


May have elephant's armour at +10 pts/model
M WS BS S T W I A Ld
Elephant 7 3 0 5 5 4 2 3 8

Unit Size Equipment


1+ Hand Weapon

Special Rules
Elephant (Cause Fear, Large Target, Scaly Skin 5+, Unit
Strength 5, Impact Hits d3, Strong Willed, Bolting, Giants of
the Jungle)

25
SPECIAL UNITS
Kshatriyan

12 points per model Options


May exhange their spears to halberds for free.
M WS BS S T W I A Ld
Kshatriyan 4 4 4 4 3 1 4 1 7 May exhange their bows to chakrims at +2 pts/model.
Kshatriya-kul 4 4 4 4 3 1 4 2 7
Warhorse 8 3 0 3 3 1 3 1 5 May be mounted on warhorse at +8 pts/model which may
have have barding at +6 pts/model.
Unit Size Equipment
5+ Hand Weapon, Bow, Spear One kshatriyan may be promoted to Musician at +8 pts
Light Armour, Shield
One kshatriyan may be promoted to Standard Bearer at +12
Special Rules pts and he may have magic standard up 50 points.
Loyal Servants, Fast in Moves, Feint Retreat
One kshatriyan may be promoted to Kshatriya-kul at +12 pts.

Any unit on foot led by Kshatriya-kul may have scout rule at


+3 pts/model.

Royal Elephants

80 points per model Options


May have elephant's armour at +20 pts.
M WS BS S T W I A Ld
Royal Elephant 7 3 0 5 5 5 2 4 8 May have howdah and five kshatriyans at +60 pts.
Kshatriyan 4 4 4 4 3 1 4 1 7
Kshatriyans are armed with spear, bow and light armour and
Unit Size Equipment they may exchange their bow to shield for free.
1 Hand Weapon.

Special Rules
Elephant (Cause Fear, Large Target, Scaly Skin 5+, Unit
Strength 5, Impact Hits d6, Strong Willed, Bolting, Giants of
the Jungle)
Loyal Servants (Kshatriyan only)

Charioteers

70 points per model


Special Rules Armour Save
M WS BS S T W I A Ld Chariot 3+
Kshatriyan - 4 4 4 - - 4 1 7 Loyal Servants
Chariot - - - 5 4 4 - - -
Warhorse 8 3 - 3 - - 3 1 - Options
May have scythed wheels at +10 pts.
Unit Size Equipment
Single chariot with 2 Hand Weapon, Bow, Spear
kshatriyans as crew and
drawn by 2 warhorses.

26
RARE UNITS
Boxed Devil

80 points
Special Rules Armour Save
M WS BS S T W I A Ld The Cage, Open the Cage! 1+ (the Cage only)
The Cage - - - - 5 4 - - - Free Rhinox 5+ Scaly Skin (Rhinoxes only)
Rhinox 7 3 0 5 5 3 2 3 5
Bull Rhinox 7 3 0 6 5 3 2 4 5 Options
Rhinox can be upgraded to Bull Rhinox at +45 pts.
Unit Size Equipment
1 Hand Weapon (Rhinox only)

Naga
75 points. Options
May choose up to 200 points of powers chosen from Guru or
M WS BS S T W I A Ld Naga power lists.
Naga 6 4 4 5 5 4 1 2 10
May be armed with javelin at +5 points, long bow at +5 points
Unit Size Equipment or bow of cobras at +10.
1 Hand Weapon

Special Rules
Monsterous Creature, Magic Resistance (2)
Scaly Skin 4+, Poisonous, Aquatic, Wrath of Sky God

Royal Culveneers

200 points per model. Special Rules


Elephant (Cause Fear, Large Target, Scaly Skin 5+, Unit
M WS BS S T W I A Ld Strength 5, Impact Hits d6, Strong Willed, Bolting, Giants of
Royal Elephant 7 3 0 5 5 5 2 4 8 the Jungle), Modified Howdah, Dogs of War
Culverin - - - - 6 6 - - -
Special Note
Unit Size Equipment Up to 0 Royal Culveneers can be taken as a single rare choice.
1 Hand Weapon, Culverin So Unless True wealth of Maharaja special rule is increased
Elephant's Armour single rare choise upper limit to 1 or more, all royal culveneers
are treated as a Dogs of War like they are treated for any other
army.

Dogs of War
Army of Ind may include any Dogs of War unit regardless their origin as long as Dogs of War unit
is available for any human force.

27
SUMMARY
Lords M WS BS S T W I A Ld Special Rules Base
Maharaja 4 5 5 4 4 3 4 3 8 True Wealth of Maharaja, Loyal Servants 20x20
Legendary Guru 4 4 4 4 4 3 4 3 9 Guru 20x20
Lesser Deity 4 4 4 4 4 4 4 4 10 Daemon 40x40
Rakshasa 4 5 3 4 4 3 5 4 8 Daemon Dangerous, Shapeshifting 20x20

Heroes M WS BS S T W I A Ld Special Rules Base


Prince 4 4 4 4 4 2 4 2 7 Loyal Servants 20x20
Guru 4 4 4 4 4 2 4 2 8 Guru 20x20

Troops M WS BS S T W I A Ld Special Rules Base


Warrior of Ind 4 3 3 3 3 1 3 1 5 Loyal Servants 20x20
Master 4 3 3 3 3 1 3 2 5
Hunter 4 3 3 3 3 1 3 1 5 Loyal Servants, Skirmish 20x20
Trapper 4 3 3 3 3 1 3 2 5
Zara 4 2 2 3 3 1 4 1 4 Loyal Servants, Skirmish, Frenzy, Hatred 20x20
Kshatriyan 4 4 4 4 3 1 4 1 7 Loyal Servants, Fast in Moves, 20x20
Kshatriya-kul 4 4 4 4 3 1 4 2 7 Feint Retreat
Monsterous Creature, Magic Reistance 2,
Naga 6 4 4 5 5 4 1 2 10 Scaly Skin 4+, Wrath of Sky God, 40x40
Aquatic, Poisonous
Cause Fear, Large Target, Scaly Skin 5+,
Elephant 7 3 0 5 5 4 2 3 8 Unit Strength 5, Impact Hits d3, Bolting, 50x50
Strong Willed, Giants of the Jungle
Culveneer - - - - 6 6 - - - Modified Howdah, Dogs of War 50x100
Royal Elephant 7 3 0 5 5 5 2 4 8 Royal Elephant (see mounts)

Mounts M WS BS S T W I A Ld Special Rules Base


Warhorse 8 3 0 3 3 1 3 1 5 25x50
Cause Fear, Large Target, Scaly Skin 5+,
Royal Elephant 7 3 0 5 5 5 2 4 8 Unit Strength 5, Impact Hits d6, Bolting, 50x100
Strong Willed, Giants of the Jungle
Chariot - - - 5 4 4 - - - Chariot 50x100

Other M WS BS S T W I A Ld Special Rules Base


The Cage - - - - 6 6 - - - The Cage, Open The Cage! 50x100
Rhinox 7 3 0 5 5 3 2 3 5 Free Rhinox, Scaly Skin 5+ 50x50
Bull Rhinox 7 3 0 6 5 3 2 4 5 Free Rhinox, Scaly Skin 5+ 50x100

Personal Equipment of Ind


Bow of Cobras Chakram
Bow. Strength equal to its user. Throw weapon as well as additional hand weapon.

28

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