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KINGDOMS OF IND
By Mathias Eliasson
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Contents
INTRODUCTION .................................................... 7 THE LAND OF A THOUSAND GODS ......... 9 The Indans ................................................................. 10 History of Ind ............................................................. 14 Timeline of Ind .......................................................... 23 Map of the Kingdoms of Ind...................................... 24 The Kingdoms of Ind ................................................. 25 THE ARMY OF THE DEVAS........................... 31 Army Special Rules ................................................... 32 Maharajahs................................................................. 33 Gurus ......................................................................... 34 Vishkanya .................................................................. 35 Beastmasters .............................................................. 36 Brahmir the Creator ................................................... 37 Vaishna the Preserver ................................................ 38 Shaivi the Destroyer .................................................. 39 Warriors of Ind .......................................................... 40 Sowar Horsemen ........................................................ 41 Peasant Levy .............................................................. 42 Snake Swarms ............................................................ 42 Thugees ...................................................................... 43 Maiden Guard ............................................................ 44 Holy Warriors ............................................................ 45 Royal Chariots ........................................................... 46
Bengal Riders ............................................................. 47 Vanaras ...................................................................... 48 Rakshasas ................................................................... 49 Kalaratri ..................................................................... 50 Maruts ........................................................................ 51 Garudas ...................................................................... 52 Ganeshans .................................................................. 53 Nagas ......................................................................... 54 War Elephants ............................................................ 55 Basilisk ....................................................................... 57 Lord Darahma ............................................................ 58 Karishna ..................................................................... 59 Urjana ......................................................................... 60 Mhogli the Beastmaster ............................................. 61 Parashuruma ............................................................... 62 Lore of Eternal Truth ................................................. 63 Weapons of the Devas ................................................ 64 Sacred Relics of Ind ................................................... 65 THE INDAN ARMY LIST .................................. 69 Lords .......................................................................... 71 Heroes ........................................................................ 74 Core Units .................................................................. 76 Special Units .............................................................. 78 Rare Units .................................................................. 81 SUMMARY .............................................................. 82
Compiled, Edited and Partly Written by:
Mathias Eliasson
Cover Art: Ensemble Studios
Art: Jessada-Art, Nick Egberts, artofpunjab, chain jane, Bhagat Singh, Nutchapol Thitinunthakorn, Fenghua Zhong, Amrut Shinde, Sidharth
Chaturvedi, molee, Saryth Chareonpanichkul, Slawomir Maniak, Deadliest Warrior, Tom Lovell, Gandharvasstudio, Michael Prescott, Alex Horley, Marissa Riviera, pakoune, Paizo Publishing, infraberry, venkatvasa, ertacaltinoz, Felicia Cano, desmondwoot, nicholasgwee, xblooiex, timswit, Steve
Argyle, aruncpdy, armandeo64, Ubisoft Montreal, Yuwono, angelmarthy, rhineville, vinay the one, denver k, Erik Maell, half eaten breakfast,
RedHeretic. Book Design: Mathias Eliasson. Rules Development: Mathias Eliasson. Original Material: Games-Workshop, Phil Kelly, Gav Thorpe, Alan Bligh, Jambodini, Telepfenion, Nick Egberts, RPGPundit, Jeff Jonas, Matthew Goodall, Paizo Publishing, Monstrous Manual, Sean C. Frolich,
Donna K. Fitch, James Quigley, James Wyatt, Scion Companion, Deities and Demigods, Colin McComb, Mahabharata, Ramayana.
Special Thanks To: All the players that have contributed with feedback and ideas.
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INTRODUCTION Welcome to Warhammer: Kingdoms of Ind, your indispensable guide to the Land of a
Thousand Gods. This book provides all the information you’ll require to play with an Indan
army in games of Warhammer.
WHY COLLECT KINGDOMS OF IND? In the land of Ind, the Land of a Thousand Gods, the
divine stalk the lands. All manner of deities, demi-gods
and Devas meddle in the affair of mortals. The lands of
Ind are rich and fertile, and ruled by aristocratic
overlords from their gorgeous palaces. Yet the people
are poor and superstitious, and revere a staggering
array of gods and spirits, leaving offerings and saying
prayers to them ceaselessly as they go about their day.
The armies of Ind are truly resplendent when they
march to war. Thousands of soldiers marching under
the banner of the Maharajahs are accompanied by the
Devas themselves, as well as many of the mysterious
beasts of the jungle.
HOW THIS BOOK WORKS Warhammer army books are split into sections, each of
which deals with different aspects of the titular army.
Warhammer: Kingdoms of Ind contains:
The Land of a Thousand Gods. This section
introduces the Indans and their part in the
Warhammer world. It includes their society and
history. You will also find information the
Kingdoms of Ind, the Land of a Thousand Gods.
The Army of the Devas. Each and every troop type
in the Indan army is examined here. You will find a
full description of the unit, alongside the complete
rules for any special abilities or options they
possess. This section also includes the Sacred Relics
of Ind – magical artefacts that are unique to the
army – along with rules to use them in your games.
The Indan Army List. The army list takes all of the
characters, warriors, monsters and war machines
from the Army of the Devas section and arranges
them so that you can choose an army for your
games. Units are classed as characters (Lords or
Heroes), Core, Special or Rare, and can be taken in
different quantities depending on the size of the
game you are playing.
FIND OUT MORE While Warhammer: Kingdoms of Ind contains
everything you need to play the game with your army,
there are other books and updates to be found. For the
other books in the series and the latest rules updates,
visit:
www.warhammerarmiesproject.blogspot.com
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THE LAND OF A
THOUSAND GODS
Far to the southeast of the Warhammer
World lies the nation of Ind, called the
Land of a Thousand Gods. Exotic spices,
jade and other treasures lure the
adventurous to this sweltering realm,
although few return. Some fall prey to
bestial creatures on the route to Ind,
others are captured and sacrificed by
bloodthirsty cults. However, those
travellers that does return report that the
rulers of Ind are wealthy and generous,
living in opulent palaces surrounded by
slaves and servants, and are great
patrons of the arts and Ind's many
golden temples.
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THE INDANS
In the land of Ind, the Land of a Thousand Gods, the
divine stalk the lands. All manner of deities, demi-gods
and Devas meddle in the affair of mortals. The lands of
Ind are rich and fertile, and ruled by aristocratic
overlords from their gorgeous palaces. Yet the people
are poor and superstitious, and revere a staggering
array of gods and spirits, leaving offerings and saying
prayers to them ceaselessly as they go about their day.
A deeply spiritual land, its people may seem strangely
content to outsiders, but it is just their odd way of
dealing with the horrors of life and should not distract
the traveller from the perils of this place.
A favoured destination for spice merchants from all
across the world, who eagerly travel here to buy rare
and valued herbs, it can be difficult to understand the
customs of the locals. In fact, doing something as
simple as crossing a bridge the wrong way, or eating
meat can stir up the ire of the locals in some places,
bringing down swift retribution upon the confused
traveller. The gods of Ind are also a puzzling lot, and
travellers are advised to smile politely and nod, as a
local offer up prays to his mouse or weevil deity.
THE CASTE SYSTEM The Kingdoms of Ind have a deeply stratified society.
They are all monarchies with considerable disparities
in wealth and comfort of living among the different
classes; in any city one can find extreme poverty and
extreme opulence. A rigid class structure divides the
people into four castes, plus the untouchables who are
outside and below the castes proper. These four castes
represent the societal order in the Kingdoms of Ind, the
class every civilized human being is born into.
Caste is seen as a product of one‘s karma, or actions in
a past life; thus it is extremely difficult, though not
impossible, for a person to be elevated to a higher caste
in their life time; it is also possible – but requires
extreme violations of taboos – for a person to be
demoted to a lower caste within their own lifetime; but
the vast majority of humans in the Kingdoms of Ind are
born into a caste and die in the same caste.
The highest caste is the Brahmins, the shamans of the
Devas – the deities of Ind. The Brahmins, as
representatives of the gods among humanity, hold a
position of ultimate authority, but they are strictly
barred from exercising that authority in worldly affairs
such as politics. Tithes paid by members of the other
castes make the Brahmins wealthy, but at least half of
their wealth goes directly to their temples, making
them unable to leverage their wealth for any kind of
secular authority. Religious strictures prohibit the
Brahmins from eating with or accepting food from
members of the other castes, and they also demand
high standards of purity and moral conduct from them.
Technically subordinate to the spiritual authority of the
Brahmins, the Kshatriyas caste nevertheless exercises
the highest temporal authority. The most powerful of
the Kshatriyas are the Maharajahs, while others are
lesser nobles and retainers within the kingdoms. The
rulers of most Kingdoms are of the Kshatriya or
Brahmin caste, and rule in concord with the priesthood,
which are all by obligation members of the Brahmin
caste. The Maharajahs have absolute authority but are
bound by tradition, religious dictates, and ancient laws.
Smaller kingdoms are governed directly by the
monarch with the help of a public bureaucracy; larger
kingdoms will often be divided into regions governed
by regional administrators. The seven largest
Kingdoms of Ind consist of several vassal states which
have their own kings or princes.
While Kshatriyas have unquestioned authority over
secular matters within their sphere of influence, they
have no power over the Brahmins or over any religious
affairs. A Kshatriya can order a religious festival to be
held, but cannot conduct it; he can finance a temple‘s
construction but cannot open its doors. All religious
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ceremonies, observances, sacrifices, and prayers are
wholly within the Brahmins‘ domain.
Below the Kshatriyas are the vaishyas, the large
merchant class of Ind. Some vaishya merchants may
rival the wealth of the Rajahs themselves, but their
power is limited by their lower station; no vaishya can
hope to rule or govern, no matter how great his wealth.
However, a vaishya is also much freer to conduct his
own affairs as he pleases, without the burden of
excessive religious doctrine or debts of loyalty.
The lowest of the four castes is the shudra caste, which
is made up of farmers, herders, and servants. These are
much like the peasants and serfs of other kingdoms.
Below even the shudras, and technically outside the
caste system altogether, are the chandalas, or
"untouchables". The chandalas perform the tasks that
make them unclean; tasks such as cremating the dead
or butchering meat. The chandalas are "untouchable"
because a member of a higher caste must undergo ritual
cleansing if she comes into physical contact with a
member of this group.
Within each caste there are several families or clans.
The clan is an incredibly important element of the
social structure; one‘s Clan typically determines the
family profession, and acts as a support network for its
members throughout a kingdom and even in foreign
kingdoms where the clan is also found. In a city, the
local clan elder or elders will have a large clan house
where family business is managed and where traveling
members of a clan can find accommodations and
assistance. Thus an individual can travel from one land
to another and can present himself to the local clan
heads or elders, and be likely to receive hospitality and
aid. Clans also act as enforcers of proper social rules;
the clan elders are in charge of determining important
choices for their members, such as approving marriage
agreements, regulating internal disputes or arguments
with other clans, making certain that its members
maintain good relations with the law and fealty to the
Rajah, and that social taboos are not violated. They
have such social power that a clan can even sell one of
its members into slavery for non-payment of debts.
Being expelled from one‘s clan is an extremely serious
problem for any Indan, as that person no longer has a
vital support network in which to operate in society.
Sometimes, a clan may also choose to adopt someone,
by marriage or declaration, into the family.
THE WORSHIP OF THE DEVAS It is said that there are over thousand gods in Ind, and
almost all of these are relatively minor deities,
essentially unknown to the majority of the inhabitants.
Some say this is more of a metaphorical idea than a
real count; suggesting that everyone has their own
personal deity that represents their connection to the
divine.
Even so, there are dozens or hundreds of gods that are
worshiped at different times and in different regions of
Ind, and a long list of more significant gods that are
worshiped regularly and in all the human lands. Indans
generally do not limit themselves to the worship of a
single deity. They certainly do not deny the existence
of the multiplicity of gods. A few, however, are
devotees of a specific god or goddess that they hold in
higher esteem than all others, and turn to more often.
For the average human of the Kingdoms of Ind, divine
worship is a more pragmatic thing, offering prayers and
ritual to gods based on their necessities of the moment
and the specialties those gods are said to manage.
There is some regional variance as to which of the
major gods hold the most prominence in a given
country. In general, while every major god will have
temples and shrines in every city of Ind, there are two
broad categories of which gods have principality in a
given land: there are the faithful who hold Vishnu
above all others and those who hold Shiva above all
others. In the lands where Vaishna is most prominent,
the gods associated most closely with him; Brahmir
and Darahma (and Hanuman), are given pre-eminence.
In the lands where Shaivi is most prominent, his
spiritual family of gods - Parvati, Kali-ma, Durga,
Ganeshan, and Murugan - are given pre-eminence.
The old gods of nature, of whom Cindra the god of sky
and thunder is the greatest, are worshiped everywhere
but are especially venerated by the more barbaric
tribes; other ―old gods‖ include Igni, Chandra, Prithvi,
Surya, and Varuna.
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In any of the lands that are situated upon one of the
Holy rivers, these rivers are also worshiped as
goddesses, and sources of life itself, as they often
literally are, for the locals.
The chief goal of the pantheon is to protect Ind and its
people from the incursions of the daemons of the
universe. While the gods may disagree among
themselves about the best way to carry out this
protection, they are united in this goal.
The worshippers of the Devas feel a kinship with other
worshippers, no matter which god they have chosen.
Few, if any, Indans worship the entire pantheon.
Members of the same family may worship a diversity
of gods, but feel that they are all united. Worship of the
Deva is not an evangelical religion, and worshippers
are comfortable with this diversity.
Among the Indans, the system known as dharma is
important. Dharma is the duties and obligations, the
actions that one does. These duties vary, depending on
the god worshipped, but all actions taken are important,
more important than the specific teachings of a
particular god. The belief in dharma is the belief that
correctly performing required rituals is a good in itself.
The specific actions themselves are referred to as
karma. The accumulation of these actions throughout
one‘s life determines what ultimately happens to the
soul. After death, the soul may be reincarnated,
depending on the deeds done in life. The ultimate goal
of the soul in this system is moksha, personal salvation
or liberation from the cycle of birth, death, and rebirth.
CONTACT WITH THE OLD WORLD
Apart from the occasional spice merchant from the
Empire, it is unlikely that an Old Worlder will ever
come into contact with the Indans. Most Indan trade,
such as it is, is conducted with Cathay and Araby. It is
from Cathay that the first caste purchased their
cannons, the only gunpowder weapons present in Ind,
and their use is restricted to members of the upper caste
only. Elven travellers are not an uncommon sight in the
east of Ind, however. The other exception is a small
trading colony of Marienburgers who occupy a small
island off the south coast. Their presence is tolerated
most of the time, though it has not been unknown for
the Marienburgers and Indan of either persuasion to
come to blows.
This does not mean the Kingdoms of Ind are free from
threats however, for in the dark jungles, evil Rakshasha
dwells, along with the minions of the daemonic Asura,
waiting for an opportune moment to strike. Dark Elf
Black Arks filled with slave taking raiders show up
from time to time, a true horror to the coastal cities.
Hungry Ogres sometimes wander down from the
Mountains of Mourn, seeking employment as
mercenaries at best, and Indans for food at worst.
Chaos Dwarf slave parties are also not unheard of,
along with Hobgoblin raids and the occasional ruffle
with Lizardmen from the Dragon Isles. From the
northeast, the Kingdoms of Ind faces the Cathayans,
and though relations are mostly peaceful now, it has
not always been thus. Directly to the east, connected
only by a small strip of land, are the Hinterlands of
Khuresh, home of Chaos Naga, Forest Goblins,
Skaven, and other vile creatures. Though they rarely
move as far west as Ind, they are still a constant threat
to the eastern kingdoms.
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HISTORY OF IND
THE CREATION OF THE WORLD According to the Indans, the pantheon of Indan deities,
known as the Deva, came to Ind thousands of years
ago. After Brahmir created the world and all that is in
it, he largely left it to its own devices.
Vaishna, Lord of the Universe, saw that the fairest land
of all Brahmir‘s creation was Ind. The people‘s hearts
were open to him and his consort, Likshma. The first
crude temple that was built in all the land was
dedicated to the worship of Vaishna. This temple still
stands today, somewhere in the heart of the Land of a
Thousand Gods, protected from harm by Vaishna
himself.
When Vaishna drew near to Ind and bestowed his
blessings upon it, the attention of other gods was drawn
to the land as well. Those gods who were companions
or allies of Vaishna saw the wisdom of protecting the
beauty and riches, both spiritual and material, of Ind.
The Asura, opponents of the Lord of the Universe saw
the opportunity to foul Vaishna‘s plans. They were
moved by the attractions of the land as well, gaining
followers among its people.
THE FIRST KINGDOM Over 4500 years ago, in a younger age, a great human
kingdom flourished in the land that was then called
Mahanaga. The capital city, which gave its name to the
surrounding land and the kingdom itself, was a
monument to the deep religious faith of its populace,
their technological mastery, and the wealth and
grandeur of their civilization.
Amidst a network of irrigation canals, stone temples
sprawled over dozens of square miles, mirroring the
shape of the universe in their five-towered
construction. The people built their temples of stone,
which was the only material fit for the homes of
Cindra, king of the Devas, and his subjects. Beside
these monumental temples, even the great rulers of the
kingdom lived in wooden houses, as they were
unworthy of such a fine home as Cindra had.
Each night, the Maharajah of Mahanaga ascended the
steps of the pyramid-temple to converse with Cindra
and the gods, thus ensuring the stability of the kingdom
by enacting their will. For a thousand years, or so the
legends say, the Maharajahs of Mahanaga ruled with
wisdom and justice, if not mercy.
The reign of the Maharajah known only as Abrahsarpa
brought the glory of this ancient kingdom to a
cataclysmic end. His arrogance and foolish pride
became evident soon after his ascension to the throne at
the age of eleven. In the first two decades of his reign,
seven rajahs of the kingdom renounced the
Maharajah‘s rule and formed independent kingdoms of
their own. Similarly, the ascetics of the mountains
refused to obey the Maharajah‘s mad edicts and
withdrew into their alpine fortresses, effectively
removing the Mountains of Heaven from the empire‘s
domain. Undaunted by this drastic reduction of his
domain, Abrahsarpa grasped at higher authority than
the deities allow mortals to have and angered Cindra as
well as the spirits of his ancestors. Forming a pact with
the evil Asura, the daemonic adversaries of the Deva,
Abrahsarpa sold his soul to Vratri, the leader of the
Asura, in return for more power. This made him
undergo a horrible mutation, emerging as a vile
snakelike being, just like the cruel god he now served.
The Maharajah‘s closest Brahmins and advisors
likewise took on his abomination form, while the other
nobles of the kingdom gained but one serpentine
feature – a snakelike head, or snakes for arms, or some
other deformation. The common people of the kingdom
retained their human shape, but they grew scales, or
their eyes turned yellow and their pupils slit, or their
tongues became long and forked.
Abrahsarpa, now Vratri in physical form, used his
powers to summon vast hordes of hideous, twisted
Asuras, daemons with perverted spirits from the other-
realm, to destroy the other Kingdoms of Ind that had
deserted him and refused to bow down to his might.
With his untold minions, he sowed chaos and
destruction upon the land, forcing the Devas
themselves to intervene.
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THE WAR OF THE DEVA For many hundreds of years, Vratri and the Devas
battled for control across every part of existence—the
oceans, time, art, love and the very hearts of mortals.
Many Devas fell, defeated in the bloodiest of battles.
The, beat them into submission through ingenuity and
martial prowess. It was obvious when Vratri gained the
upper hand; unprecedented sorrow rose from a famine,
moral bankruptcy haunted those living near dried
riverbeds, men lacked the will to act in an honourable
manner and the land itself shrivelled beneath their feet.
Invaders and occupiers took crops and women, forever
changing the culture the Devas worked so hard to
protect.
In a last-ditch effort, the goddess Sarvati visited the
Maharajahs of the other kingdoms, inspiring them to
rise against the Asura. She also sought to inspire the
few Devas that had lost hope, after having been
defeated so soundly by the Enveloper that they had
begun to look towards their successors and children to
take their place in battle.
The mortals gained independence, but not without
extreme sacrifice. The Devas were emboldened by the
actions of their followers, and Kali-ma drew first blood
with Ganeshan‘s blessing behind her swing. With the
armies of Man behind them, the Devas fought back,
until they faced off against the Asuras and Vratri in one
final, titanic battle. The fighting lasted for days, with
blood flowing as so fill a smaller river. The Indans
were losing heart in the face of the seemingly
innumerable hordes of Asuras, and throught of doubt
crept into their minds. It was then that Cindra, king of
the Devas, challenged Vratri to a duel, and the two
fought with such intensity that the world shook and the
sky cracked. For a while, it looked as if Cindra would
fall to the Asura, when he finally dealt the final blow
that ended the battle, as Hama‘s unerring gaze found a
weak spot deep within the folds of Vritra‘s dried
carcass. With Vratri defeated, the Asura dispersed back
into their realm or the dark jungles.
With the Asura gone, the people of Ind enjoyed
unprecedented years of prosperity. The Devas and their
people revelled in a special intimacy after such battles,
similar to soldiers returning to their families after a
war. While men grew self-absorbed and prideful in the
centuries after thinking the Asuras bested, the Devas in
their eternal battle know better. Yet, for almost a
thousand years, Ind would know relative peace, and the
Devas themselves begun to slowly distance themselves
from the mortal world, although always keeping a close
eyes on their followers, ready to intervene if needed.
During this time, the various kingdoms blossomed, and
art and science would develop. Yet as the case of all
things, it would not last forever; war would eventually
return.
THE CONQUEST OF ALESSANDRO THE MIGHTY In the year 440, a mighty Prince from Luccini had
amassed a large army, and set about conquering the
world for himself after the collapse of the Myrmidian
Empire. But rather than conquering Tilea, he moved
out to unknown lands, eager for adventure. Crossing
the World's Edge Mountains, he moved across the Dark
Lands along the Spice Route with relatively little
opposition. He was determined to march to the end of
the world if he had to, in order to find a land worthy of
conquering, of the likes no one in the Old World had
ever seen before.
The Tilean army's march to the world's end stopped In
Ind. Though they were initially successful in driving
back the Indans who had never faces the tactics of the
large pike formation of the Tileans, Alessandro's
conquest would soon come to a halt. Weary of constant
campaigning after two years, and many thousands of
miles from their homeland, part of Alessandro's army
mutinied. Alessandro tried his charismatic best to
cajole and goad them on, him they would not march
onwards. Snakes, humidity, disease, and the
increasingly savage defence of the Indans finally broke
their will. A recent assault at Satigala had resulted in a
high number of deaths, and many more wounded.
The Tileans were further agitated by news of yet
another huge Indan army waiting for them across the
Ganga River. The news that the enemy was preparing
to unleash hundreds of war elephants against them
caused unprecedented anxiety. Alessandro shrugged
off this talk as just rumours and pointed out that the
Tileans had already defeated one elephant army
soundly, and with their new found experience would
defeat the next.
16
Alessandro did not seem to realise what real dangers
lay ahead to the east, for the Indans were as powerful
as the rumours stated. Led by Maharajah Porusati, the
Indans and Tileans met in a huge battle at Ganga River.
The Indans sent in their cavalry and chariots that at
first fought unsupported, but later on the elephants
charged. The infantry were seemingly left behind and
forgotten, only to be pushed into a massed mob and
trodden through by their own beasts. The infantry were
more or less subservient to the lords on their elephants
and chariots, and seemed to only become a factor in the
pursuits of broken enemies. When the battle was
pushed to the infantry line, the infantry gave way
before the lords riding on elephants and huge chariots
rather than even strike their superiors. The stubborn
defence of Alessandro's pikemen against the elephant
assault demoralised the Indan troops, unaccustomed as
they were of enemies breaking the traditional rules of
formal battler.
Though Alessandro did manage to snatch victory from
the jaws of defeat, the cost had been too high. Most of
his army was wounded or dead and the rest were
refusing to move forward. Alessandro's himself had
gotten wounded in combat against Maharajah Porusati,
pierced by a javelin through his upper thigh. He
realised he now had no chance of conquering the rest of
Ind. It was time to return home.
The Tileans turned back and Alessandro cut a bloody
swath of reprisal against the isolated cities, sacking and
pillaging his way out of Ind, leaving only a few
soldiers to behind to govern his holding, hoping to one
day return with another army. But once Alessandro had
marched home, the Indans fermented a resistance
movement that soon grew strong enough to overthrow
Alexander's governors and re-established their old
Kingdoms. What became of Alessandro is uncertain.
Some say he returned to Tilea, but was unable to raise
the money for a new army, and whose mutterings were
considered insane. Others say that he died on the way
back from his injury, though yet a third rumour say that
he marched to the Border Princes where he made a
small Princedom for himself.
For the Indans, this was the first contact with the Old
World. However, it would take more than a thousand
years until any other Old Worlders would set foot here,
with but a faint rumour to suggest there even was a
nation there until then. When news of the Land of a
Thousand Gods finally reached the ears of Tileans,
Imperials and Bretonnians alike, merchants and
explorers set out to seek it out for themselves, eager to
see what knowledge and treasure such an endeavour
would bring. While it may have started with war,
Alessandro's would-be conquest would eventually lead
to the prosperous trade relationship Ind have with the
other nations today.
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DARAHMA, GOD-HERO OF IND Around 850, Dasharatha was the King of Ayodhya and
had three wives and four sons. Darahma was the eldest
and his mother was Kaushalya. Bharata was the son of
Dasharatha‘s second and favorite wife, Queen Kaikeyi.
The other two were twins, Lakshmana and Shatrughna
whose mother was Sumithra. In the neighbouring city
the ruler‘s daughter was named Sitra. When it was time
for Sitra to choose her bridegroom (at a ceremony
called a swayamvara) princes from all over the land
were asked to string a giant bow which no one could
lift. However, as Darahma picked it up, he not only
strung the bow, he broke it. Seeing this, Sitra indicated
that she had chosen Darahma as her husband by putting
a garland around his neck. Their love became a model
for the entire kingdom as they looked over the kingdom
under the watchful eye of his father the king.
A few years later, King Dasharatha decided it was time
to give his throne to his eldest son Darahma and retire
to the forest. Everyone seemed pleased, save Queen
Kaikeyi since she wanted her son Bharata to rule.
Because of an oath Dasharatha had made to her years
before, she got the king to agree to banish Darahma for
fourteen years and to crown Bharata, even though the
king pleaded with her not to demand such a request.
The devastated king could not face Darahma, and so it
was Queen Kaikeyi who told Darahma the King‘s
decree. Darahma, always obedient, was content to go
into banishment in the forest. Sitra and his brother
Lakshmana accompanied him on his exile.
One day Darahma and Lakshmana wounded an Asura
Daemon who tried to seduce Darahma, before manging
to escape. She returned to her master Narava, the ten-
headed ruler of Lanka. In retaliation, Narava devised a
plan to abduct Sitra and sacrifice her in revenge, a first
step towards conquering the Kingdom of Kosala. He
sent one of his daemons disguised as a magical golden
deer to entice Sitra. To please her, Darahma and
Lakshmana went to hunt the deer down. Before they
did though, they drew a protective circle around Sitra
and told her that she would be safe for as long as she
did not step outside the circle. After Darahma and
Lakshmana left, Narava appeared as a holy man
begging alms. The moment Sitra stepped outside the
circle to give him food, Narava grabbed her and carried
her to his kingdom in Lanka.
Darahma then sought the help of a band of Vanaras
that offered to help him find Sitra. Hanuman, the leader
of the Vanaras, cast a spell to allow him to fly. He flew
to Lanka and, finding Sitra in the grove, comforted her
and told her Darahma would come to save her soon. He
then flew back to Darahma to told him where Sitra
was.
Darahma, Lakshmana and the Vanara army built a
causeway from the tip of Ind to Lanka and crossed over
the strait, where a cosmic battle ensued. Darahma
killed several of Narava‘s brothers and eventually
confronted the ten-headed Narava. Narava started the
battle decked in armour, black as night, made of the
strongest steel. He and Darahma stood facing each
other on the battlefield, Narava in his mighty chariot
and Darahma in a chariot granted to him by
Cindra. They charged at each other, bows
strung. Narava with his twenty arms was shooting
eight bows at a time, while Darahma shot his golden
bow. Narava shot thousands of arrows but none of
them pierced Darahma, and the whole time Darahma
was selecting his shots, shooting down Narava's arrows
and managing to sever Narava's heads. But as each
head was cut off another would grow back in its
place. When both saw that ordinary bows and arrows
were not working, they turned to the mighty astras and
mantras. First Darahma put a fire mantra on his arrows
and sent them raining down on Narava, like a volcano
pouring from above. Narava saw this and used his own
rain mantra, bringing rain clouds which poured down
like a flood putting out the fire arrows. Darahma then
called upon a wind astra, in which the winds came and
removed all the rain clouds from the sky. Narava, in
turn, fired an earth astra into the ground, bringing up
mountains to block the winds from moving the
clouds. Darahma then decided to use a weapon he had
been given by Brahmir, named Brahmastra. The
mighty arrow rose to the heavens with the help of all
the elements. As it reached the apex it split apart into
thousands of bolts of lightning, stabbing the mountains
created by Narava, driving them back into the ground.
Attack after attack ensued, but Narava was unable to
hit Darahma, while Darahma's arrows pierced Narava
several times. Narava finally realized that his bow,
18
even with astras, was useless and turned to another
weapon, his mighty mace. The two chariots charged at
each other, and Narava released his mace at the same
instant Darahma threw one of Cindra's spears. The
spear tore apart Narava's chariot, though it could still
fly. Narava's mace struck Darahma's charioteer, and he
was knocked out of the chariot. Darahma threw
himself at the mace, which was returning to Narava,
grabbed it, and broke it.
Darahma a then landed the chariot on the ground, in
order to help Matali, who was still alive - and it was
from the ground that Darahma decided to put an end to
this battle. He began firing arrows at Narava's
charging chariot. He managed to rip off one of the
wheels, forcing Narava to also come down to the earth
to fight. There the two greatest warriors of the time
stood, Narava wielding his last bow and a massive
sword, and Darahma, wielding his elaborate golden
bow.
Darahma reached down into his quiver and pulled out
what seemed to be a large blade of grass, fitted with a
brass casing and arrow head. This arrow possessed
great power and could shoot through solid stone.
Raising his bow, he fired; and the arrow soared through
the air smashing into Narava's sword first and
shattering it, and next tearing through Narava's bow.
After it had destroyed those weapons it went straight
into Narava's chest and through his heart. The Demon
King lay dead. Darahma freed Sita and after Sita
proved here purity, they returned to Ayodhya where
Bharata returned the crown to him. Darahma thereafter
ruled his kingdom for many years, before he handed it
over to his two sons, retiring to ascend to the divine
realms, and join the Devas as a god himself.
A KINGDOM DIVIDED In 1253 played out the largest civil war in Ind's history,
where cousin stood against cousin, and friend stood
against friend. The conflict began when the previous
king of Kurya, Vichitravirya, had two sons and
potential heirs. His oldest son by his first wife was
named Dhirtarashtra, and was born blind. His second
son by his second wife was named Pandu and was born
with extremely pale skin but otherwise healthy. Thus,
on his deathbed Vichitravirya gave the kingdom to
Pandu.
Dhirtarashtra proved to be a competent governor and
politician, perhaps a better ruler than his brother the
king, in spite of his blindness. Both men had sons:
Dhirtarashtra had 100 sons by his many wives; the
eldest of his sons was Prince Duryodhana, who was
healthy and strong but of a wicked and unholy
disposition. As the eldest son of an eldest son, he felt it
was his right to rule the kingdom, and his father wished
this for him. Pandu had five sons (collectively known
as the Pandavas, who were Yudishthira, Bhima,
Urjana, and the twins Nakula and Sahadeva, all five
were great and noble warriors).
To further complicate matters, Pandu died when his
sons were still very young. After considerable political
upheaval, Dhirtarashtra was crowned king after his
brother‘s death, rather than Pandu‘s immature heir
Yudishthira. However, the Pandavas went on to gain
great popular support due to their nobility and heroism,
and when they came of age, the Kurya Kingdom was
threatened with a potentially devastating civil war
between the supporters of Yudishthira and those who
supported Dhirtarashtra and his son Duryodhana.
19
Finally, against Duryodhana‘s wishes, Dhirtarashtra
decided to split the Kurya Kingdom in two so as to
avoid war; the more backward and poorer western half
of Kurya would be given to Yudishthira and his
brothers to be ruled as a separate kingdom; while the
richer and more central Eastern Kurya would be kept
by Dhirtarashtra and eventually inherited by
Duryodhana.
Yudishthira, the Western Kurya king, seeking to
establish his right as the legitimate ruler of the Kurya
Kingdom, sought to perform the Rajasuya Yagna
ceremony, wherein he had to travel to all the other
human kings of the Kingdoms of Ind and have them
either recognize his authority, or defeat them in warfare
or combat. Convinced by his brothers, Yudishthira
realises the Maghadan Empire must be defeated first
and foremost.
The Western Kuryas thus entered into a war of
impossible odds against the much mightier forces of
Bhalluka; but they scored great military successes,
defeating of many of the armies under the Bhallukan
banner, and slayed of one of Maharajah's Jarasandha‘s
chief commanders. Even so, their forces were nearly
overwhelmed by the sheer numbers of the Bhallukan
army, until the Pandavas sneaked into the Bhallukan
capital in disguise, and the strongest of the Pandavas,
Bhima, defeated and slayed Jarasandha in personal
combat. The Bhallukans were dispersed and returned to
their kingdom, and the imprisoned chiefs set to be
sacrificed were freed.
Jarasandha‘s son Sahdeva was crowned the Maharajah
of the much-diminished Bhallukan Kingdom, after he
submitted to Yudishthira. Yudishthira continued his
Rajasuya ceremony, where he and his brothers
travelled to every human kingdom in Ind, gaining
recognition from all the Maharajahs either by
submission or by force.
Duryodhana and his brothers were present at the
Rajasuya ceremony, where they were greatly
humiliated. However, during the long festivities, king
Shakuni of Gandara, who had long hated all the
Kuryas, sowed discord by challenging Yudishthira to a
game of dice; Yudishthira proceeded to lose ever larger
amounts until he eventually gambled away the entire
Western Kurya Kingdom, which Shakuni gave over to
Duryodhana, hoping to cause a civil war in the Kurya
Kingdom. Dhirtarashtra, realizing his old enemy‘s
tricks, and wishing to avoid a devastating conflict,
created a condition by which the Pandavas could regain
their half of the kingdom: they must go into exile for
thirteen years, and if their location is not discovered in
that time, they would have the kingdom restored to
them. The Pandavas were forced to reluctantly agree.
For the next thirteen years there was relative stability;
Kurya was united again under Dhirtarashtra and
Duryodhana‘s rule, and the Pandavas were hidden in
exile, spending their time of exile in the Mountains of
Heaven, in the lands of the Nishada tribe of barbarians,
in the Kamyaka and Dandaka jungles, and finally spent
their last year in secret in the court of their great friend,
King Virata of the Lankshana Kingdom. During this
time they engaged in a variety of acts of religious
20
austerity as well as heroism. At the end of this period
of time, the KuryaKingdom and forces of northern
barbarians invaded the Matsya Kingdom, and the
Pandavas fought against Duryodhana‘s army to defend
the Matsya Kingdom from the invasion.
The Pandavas demand that their half of the Kurya
Kingdom be restored, but Duryodhana refused, making
war inevitable. The two sides gathered allies from
almost all the armies of the Kingdoms of Ind. In the
end, there were at least a million troops on each side,
which met to do battle in the valley of Kuryakshetra.
The battle lasted for eighteen days, at the end of which
out of all the troops who fought only eleven soldiers
survived, including the Pandavas. The entire armed
forces of almost all the human kingdoms as well as the
vast majority of the human nobility were wiped out in
the brief apocalyptic war. Of Dhirtarashtra‘s one
hundred sons, only one – Yuyutsu, who at the last
moment switched side to fight alongside the Pandavas
– survived.
Yudishthira became king over the remains of the Kurya
Kingdom, sparing Dhirtarashtra‘s life, and the blind
and aged monarch is retired to a hermitage in the
mountains, while making a final peace by giving
Yuyutsu vassal reign over the city of Cindraprastha.
The heir to Yudishthira‘s throne was Urjana‘s
grandson, Parikshit, as all the Pandava‘s sons died in
the war. When Parikshit came of age, Yudishthira,
devastated by the destruction his generation has
caused, abdicated in favour of his grand-nephew, and
he and his brothers all left to travel to the Kailas
Mountains, where they either died or ascended to the
heavens.
Though stability would finally return to the land, it
would take many years for the kingdoms to recuperate.
It is today known as one of the most tragic tales of Ind,
and while conflict have been set alight between the
Kingdoms since, it has fortunately never reached the
same scale.
WAR WITH CATHAY In 2027, Cathayan forces intent on conquest moved
into Ind through Chimal Pass in the Mountains of
Heaven. The Kingdom of Gandharva was quickly set
ablaze, with those inhabitants putting up any kind of
resistance being slaughtered in the thousands. This
sparked a fire in the hearts of the remaining Kingdoms;
for where they might have dislike for each other, this
was nothing compared to that of the despised
Cathayans. Knowing full well that unchallenged, the
Cathayans would conquer the entirety of Ind, one
isolated kingdom at a time. Soon, all the Kingdoms of
Ind formed a mighty alliance, ready to take the fighting
back against the Cathayan invaders.
Utilizing the environment, the Indans began a guerrilla
war using local skirmishing forces to harass the
Cathayan armies while marshalling their own to face
them on the field of battle. While the Cathayans might
have been technologically superior with thousands
21
upon thousands of soldiers, the Indans were fighting on
their home turf to protect their homes, and could raise
large armies quickly. Even so, the Cathayans were not
quick to give up, and the war would last for another
eight years, during which large parts of Ind was set
aflame.
During this time, the frontline would constantly shift
back and forth, until finally, the Indans started to gain
the upper hand. Gradually pushing the Cathayans back
to Chimal Pass through the Mountains of Heaven, this
would be the location for one final, great battle of the
war.
Both sides were evenly matched, and fighting on the
border between the two nations meant no one had the
favour of the terrain. The Cathayans however,
positioned their war machines to be able to fire right at
the advancing Indan army, causing high casualties
among the infantry. To counter this, the Eldritch Gurus
gathered in mediation, muttering mantras and mantras
of unknown power, which they used to summon a
titanic Avatar of Vaishna, larger than even the
mountains surrounding it. Withering cannon fire like
they were tiny pebbles, this gigantic being marched
through the pass, squashing all beneath it. It seemed
victory would be all but assured for the Indans as long
as they could sustain its power, had it not been for the
treacherous Monkey King of Cathay. Using magic of
his own, the creature attacked the face of the Avatar,
eventually breaking the bonds of magic that contained
it into the mortal world.
Without the support of the Greater Avatar, the Indan
army had to rely on their own strength, as the Cathayan
army surged forward with renewed vigour. What
followed was nothing short of a bloodbath. Indan
swordsmen clashed with Cathayan halberdiers, the
Maiden Guard fighting against Swordsaints, War
Elephants trampling Cathayan warhorses, and the
lesser Avatars of the Devas challenging the eternal
Terracotta Warriors of Cathay. Blood ran thick,
forming a small stream throughout the mountain pass,
and the corpses of the slain lay knee high throughout.
After a day's fighting, both armies were completely
spent, with neither side being able to gain the upper
hand. Knowing that their remaining forces would stand
no chance at pushing into Cathay itself, the Indan
Maharajahs considered negotiating for peace. Yet as
they swallowed their pride and readied to meet the
Cathayan generals, they were greeted by a small
contingent waving a white flag. As it turned out, the
Cathayans too has the same thoughts, and the two
parties grudgingly agreed to end the pointless and
costly war. Each agreed to respect the natural border
laid out by the Mountains of Heaven and the Thar
Desert, and pulled back their troops. The war was over,
and would forever be remembered as one fought with
nothing gained on either side. Chimal Pass became a
no man's land, with Indan and Cathayan sentries placed
on either side in case one of the two factions would
think of breaking the peace treaty. There's great enmity
between Cathay and Ind even to this day, with both
cautiously surveying their border for signs of any
would-be invaders. But with threats looming from
other sides of their lands, both the Indan and Cathayans
have honoured their words… so far.
22
THE COMING STORM Ever since the first war against the Asura, the Devas
have accepted their role as foil to the all-consuming
destructive force of the Asura and believe that there
will never be an absolute victor in the conflict. At best,
they can hope for personal liberation from the cycle of
life, even if the cycle itself is immutable. For
thousandsof years their swords have not dealt a death
blow to Vritra, and they have no reason to believe that
they ever will.
Many of the Devas believe that Vritra will return with
more regularity, as the end of a great cycle of time
approaches. They estimate that the end of a final age of
man is upon the world, the last epoch before the whole
of creation—all realms together—undergo rebirth.
Many Devas accept that this time will come and do not
fight against it. They point towards the return of other
Asuras as harbingers of their omen. With increasing
regularity they see his offspring walking the earth. Evil
Rakshashas, perversions of men mixed with Vritra‘s
blood, continually vex the Devas‘ followers with a
demanding thirst for their ichor. Thousands of Indans
have recently been captured and brought to a horrible
death in the maw of Vratri by these creatures. What
had been a war between the Devas and Vratri has now
grown to a larger conflict that requires the pantheon to
forge new relationships with their ancient neighbours
and come to their aid, as the Asura yet again come to
the soil that the Devas call their own.
The foes of the Devas seem to grow by the day, but
their eternal enemies are the Asuras, the race of
daemons born from the perversion of Vratri‘s blood.
Their karmic path runs opposite to the pantheon‘s
adherence to order and harmony by sowing chaos and
destruction. These daemons, sometimes great beastly
perversions slavering for blood, and other times wise
but sinister ascetics, know only hatred for the Devas.
They desire nothing more than to sap them of power
and leave them for dead. Each of them shares blood
with Vratri itself. Even the smallest amount of the
corrupted black sludge running through the veins of a
mortal or God condenses their thoughts and existence
into one clear path— the destruction of the Devas and
what they represent.
Now is a time where the Maharajahs need to set aside
their petty differences and join forces, for only together
can the Indans and Devas hope to stand against what is
approaching. War is coming, and strength in their faith
alone will not likely be enough to save them…
"The gods are with us, and through them, we
are strong. Though outlanders may look upon our traditions as confusing and pure
superstition, we will prove them wrong. We will prove that we are the blessed ones, and
those would hold that against us will be smitten by the power of the Devas. For
whom besides we, the blessed children of the gods, see the very essence of our deities taken
form among us? Those who doubt shall be enlightened. Those who oppose shall be slain.
They will learn to fear and respect us. Or perish by the hands of the gods themselves!"
- Maharajah Sabjeb Singh
23
TIMELINE OF IND Year Event
C-5900 The Devas create the world and the races of the world. For
thousands of years, they would
watch over their primitive followers as they developed.
C-5600 The Asura starts to gain followers among the populace.
These are mostly outcasts of
society, but also power-hungry individuals.
C-2000 The Kingdom of Mahanaga is founded in central Ind, resting
on the Ganga River. For a
thousand years, it flourishes under the rule of the
Maharajahs, aided by the Devas.
C-1000 Abrahsarpa is made Maharajah
and takes to the throne.
C-980 Seven Rajahs of Mahanaga
renounce Abrahsarpa as their
leader, and leaves the kingdom to form their own realms.
C-970 The curse of Vratri falls upon Maganaga. Its remaining
citizens are mutated into foul
snake-creatures, and Asura
daemons spill forth into Ind.
C-900 The War of the Devas. The
Devas battles against Vratri and
the Asuras. Many battles are fought, and many Devas are lost.
C-700 Sarvati manages to convince the other Kingdoms of Ind to join
the Devas in the fight.
C-400 Cindra challenges Vratri to a
duel, finally slaying him. The
Asuras are banished for the time being, and peace settles upon the
Kingdoms of Ind.
-87 Dark Elves begin to raid the
coasts of Ind.
440 Alessandro the Mighty marches
into Ind, winning several battles
and pushing the native Indans back. He captures several cities,
beginning to found his powerful
empire.
441 Battle of Ganga River.
Alexandro barely manages to win against the forces of
Maharajah Porusati. However,
he is wounded in battle and forced to fight his way back out
of Ind, sacking many cities as he
do so.
442 A resistance movement in the
cities taken by Alessandro rises up, pushing out the few
remaining Tileans and retakes
the cities for themselves.
753 Dark Elf ships continue to raid
across the Indan coast.
868-882 Darahma, the Avatara, is
banished from the kingdom of Kosala. During his exile, his
wife Sitra is kidnapped by the
Asura king Narava. Darahma enlists the help of the Varanas,
and together they lay siege to
Lanka, where Darahma defeats Narava in a duel using the
Brahmastra. Darahma is
thereafter, returns to Kosala, where he is crowned Maharajah.
1103 Dark Elf fleets maraud with much success around the rich
coasts of Ind.
1235 The Kingdom of Kurya is
divided into two, one ruled by
the Pandavas, the other by Dhirtarashtra. Seeking to
establish himself as the rightful
King of Kurya, Yudishthira, the oldest of the Pandavas, goes into
war against Bhalluka, securing
their loyalty.
1240 Yudishthira and the Pandavas
are forced into giving up their
half of the Kingdom. They are
then sent into exile for 13 years, during which relative peace
ensues.
1253 The Indan Civil War. Almost all
armies of Ind gather on either
side of the conflict between the Pandavas and Maharaja
Duryodhana of Kurya. During
an 18 day long battle, almost one million soldiers perish, with
only 11 remaining survivors in
the end. Yudishthira becomes king over the remains of Kurya,
and stability finally returns to
Ind.
1438 Ogres from the Mountains of
Mourn march into Ind, where they raid several temples of
Brahmir before being driven out.
A few remains in service as mercenaries.
1594 Chaos Dwarf slaver bands raid along the Spice Route, taking
thousands of slaves from the
outlying cities.
1752 Merchants and explorers from
the Empire arrive in Ind along the Spice Route following the
discovery of Cathay 50 years
earlier. This opens up trade
relations with the Old World,
mostly in the form of exotic
spices. Even so, few merchants ever made the trip to Ind and
back alive, ensuring most of the
land stays a mystery.
1881 Hobgoblin armies move into
Indan soil, intent of raiding. The innumerable hordes lead to
massive casualties for the
Indans, who put up a brave resistance. Finding the climate
ill-suited to mounted warfare,
the Hobgoblins are unable to push forward into Ind, and
reluctantly return to the Dark
Lands.
2027 War with Cathay. Cathayan
forces attack the Kingdoms of Ind, sparking an eight year long
war between the two nations.
2036 Battle of Chimal Pass. The
armies of Ind and Cathay clash
in one final great battle in Chimal Pass through the
Mountains of Heaven. With both
sides suffering huge losses, the battle ends in a stalemate with
neither side gaining the upper
hand. A peace treaty is signed shortly after, ending the war
with nothing gained on either
side.
2087 Lokhir Fellheart butchers the
priests of the temple of
Gilgadresh and steals the
temples statues, made from Indan bloodsteel.
2149 Marienburger merchant ships arrive in Ind, establishing a
small colony on the western
coast. They bring with the knowledge of gunpowder, which
is slowly being updated by some
of the richer, and more eccentric, Maharajahs. The spice
trade begins to flourish with the
Old World by sea.
2286 Blood Nagas from Khuresh
attack the Kingdom of Singha. However, ill-accustomed to the
mostly barren steppes, they are
defeated on the open field.
2501 Karishna, the Current Avatara,
is born. He is destined to slay the Asura Maharajah of
Lankshana.
2517 Parashuruma kills Maharajah
Kartavirya, the first of many
nobles to fall by his axe.
2521-
present
The Asura rests uneasy, and
Rakshasha attacks are increasing across the land. The Devas
themselves are preparing for
war, sending down their avatars
to protect their worshippers. The
Maharajahs of the Kingdoms of
Ind are marshaling their armies in preparation for the oncoming
Storm of Chaos…
24
MAP OF THE KINGDOMS OF IND
25
THE KINGDOMS OF IND
The "Kingdoms of Ind" is the term for all the civilized
human lands that are found in the area south of the
Mountains of Heaven; there are several kingdoms in
this region but they all share a relatively common
culture, distinct from that of Cathay. The Kingdoms of
Ind share a similar language, history, religion and
traditions, though there are considerable variations in
regions and even from one neighbouring kingdom to
another. In particular, the humans of the central
kingdoms will sometimes look down upon those of the
western Kingdoms as being not quite in keeping with
Indan culture, even though technically they are
probably the ones who follow the earlier traditions of
the first civilizations of the regions.
The lands of Ind consist mainly of fertile river valleys
between the major rivers of the region, with rich
farmland; the kingdoms stretch north to the hill-lands
that border the Mountains of Heaven, and south to the
dryer plains.
THE DENSE JUNGLES The massive Dandaka jungle covers all of the lands
south of the Vindya Mountains. It is populated by
tribesmen and kingdoms of Rakshasas; it is filled with
abandoned cities, hermitages, and lost temples. In the
northern areas of Dandaka there once stood a mighty
empire of Asura demons whose land was destroyed by
the hero-god Darahma; the ruins of their capital,
Janasthana, are still found in the jungle, and still filled
with both treasure and terror. The great Thugee temple
of Kali-ma, secret headquarters of that sect of
assassins, is found somewhere in the northern area of
Dandaka as well. Further south, the Dandaka jungle is
also the homeland of the Vanara, the race of intelligent
monkeys who are the chosen people of the monkey-
god Hanuman.
The Kamyaka is a relatively peaceful jungle, home to
many groups of renunciates and Yogis, some hidden
hermitages and temples. Within the jungle is found the
Kamyaka Lake, a particularly nice region abounding in
deer and birds. The jungle features abundant animal
and avian life, including large numbers of elephants. It
is a relatively very safe jungle, blessed to Brahmir and
a safe haven for Yogis and other renunciates.
THE HOLY RIVERS The Ganga river, also known as the ―Heart-river‖ flows
through the central kingdoms, and is venerated by the
inhabitants of its shores perhaps more than any other
Holy river. ―Holy Mother Ganga‖ is a goddess that is
said to purify you of all sins if you perform the correct
rites of ritual bathing. It is the most important river of
the Bhalluka, Gandharva and Lakshana Kingdoms.
Marking the southern and eastern border of the Kurya
Kingdoms, the Saraswati River is surrounded by the
Kamyaka and Dwaita jungles. The region to the south
of the Saraswati River is the desert land of Thar.
The central river of the Kurya Kingdom, it is
considered to be a sacred river, and during the great
festivals held every five years at Cindraprastha, bathing
in the river can allow one to wash away all sins.
THE HIGH MOUNTAINS The massive peaks of the Mountains of Heaven mark
the northern frontier of the lands of Ind, and the
northern border of the Gandara Kingdom. There are
several smaller ranges that form part of the Mountains
of Heaven, such as the mountains of Cindra in the
eastern end of the range, or the Kush Mountains on the
western edge. The Mountains of Heaven are filled with
Vanara monkey people. barbarian tribes of humans,
caves leading to the Patala Underworld, and monsters
that emerge from the same.
THE KINGDOMS OF IND These kingdoms are the surviving remnants of the great
kingdom of Mahanaga, having splintered off before the
Last Maharajah brought Vratri‘s curse down upon the
kingdom. Each kingdom is really little more than a
city-state in the shadow of Mahanaga‘s ruins, but each
has its own unique identity and character.
26
BHALLUKA The Kingdom of Bhalluka is one of the mightiest
kingdoms in the central region of Ind, the civilized
human lands. It was founded by the Bhalluka people,
the descendants in ancient times of the union between
the Mahanaga tribes and the Puru tribe. Their
descendants not only formed the Kingdom of Bhalluka,
but some also mixed with the Panchal tribes, bringing
them civilization as well and leading to the founding of
the Kingdom of Panchala, as well as the city-state of
Mathura; and according to Bhalluka chroniclers was
said to have also founded the Kosalan city of
Kausambi. According to ancient chronicles, while there
were cities and cultures older than the Kuryas, it was
the Kuryas who learned the secrets of working iron,
and this is what led to the growth of modern
civilization.
The Bhalluka kingdom is the realm most dedicated to
warfare against the Asura of Ind. Bhalluka Kshatriyas
are trained from birth in the ways of the vile serpent-
folk and their jungle home. Their Brahmins venerate
the most warlike Devas, particularly the bear-spirit
Mahabhalla who gave the kingdom its name. Bhalluka
also has a long tradition of battling the Asura with
magic, and its swami are among the most feared in the
Kingdoms of Ind.
Bhalluka lies in the verdant grasslands of the distant
west, at the edge of the Mahavana Forest. In these
lands, the forest seems intent on invading the fields and
even the city-state of Bhalluka itself, with vines, ivy,
and seedlings sprouting constantly throughout the
kingdom. The people of Bhalluka repel the jungle just
as they repel the Asura that persistently send spies,
raiders, and assassins into the kingdom.
GANDHARVA The Gandharva kingdom devotes itself to religion and
magic. Though the Kshatriyas hold the reins of
temporal authority, no one doubts that they do the will
of the Brahmins, striving to turn Gandharva into a
theocracy where the commands of the Devas are
carried out in the world. It is an exceedingly cold,
rough and forbidding land. Gandara is so distant from
the rest of Ind both geographically and culturally that
although they speak Prakrit they do so with a thickly-
accented dialect that can at times be very difficult for
foreigners to understand.
Gandharva, as the most pious of the Kingdoms of Ind,
is distinguished by a proliferation of religious and
philosophical sects. While the Brahmins of Gandharva
boast that they pay worship to every single Deva, most
Brahmins worship some more than others. The various
philosophical movements within Gandharva are
attempts to synthesize and organize the worship and
doctrine of the Devas into coherent systems.
The lands of Gandharva are situated near the
Mountains of Heaven, considered forbidding and
inhospitable by the rest of the Kingdoms of Ind.
Though their snowy slopes and peaks are dotted with
shrines and monasteries, they are also home to all
manner of monstrous horrors, including the dreaded
yeti.
Its capital is the city of Purushapura, which is a very
ancient city located in a valley in the mountains. It is
considered to be a sacred place, as it is built at the
furthest habitable source of the Saraswati River, and
features many temples with architectural styles that
look unusual in comparison to temples further east.
27
SINGHA In the days of Mahanaga, the Maharajahs‘ power was
so great that it spanned from the Mountains of Heaven
to the south of the Dansaka Forest. The rulers of
Mahanaga incorporated the barbaric horse-nomads of
the Singha Steppes into their empire, introducing their
religion and culture to the nomads and collecting their
tribute in return. With the fall of Mahanaga, the
nomads of Singha remain a unified kingdom, though
unlike the others of the Kingdoms of Ind they have no
city-state to physically represent their domain. The
people of Singha are culturally and ethnically distinct
from the other kingdoms, and yet inextricably linked to
them.
Unlike the rest of the Kingdoms of Ind, the people of
Singha are united by their nomadic lifestyle. They herd
sheep around the steppes, erecting small villages of
round huts when they stop for a season, and uprooting
the villages when the seasons change. A horse is the
most precious possession in Singha, for horses provide
the people of the kingdom with the mobility their
lifestyle requires. The people of Singha are accustomed
to riding for long hours, fighting, eating, and even
sleeping on horseback. They do not use Elephants
(except for those that may be especially bought from
other lands for use by the highest ranking nobles), but
use both horses and camels for transport.
The steppes of Singha are wide but relatively barren,
cut off from the monsoons that water the southern
lands every year. Good pastureland is scarce, which
necessitates the nomadic lifestyle of Singha‘s people.
The land ranges from quite hilly, in the foothills and
valleys that abut the mountains, to absolutely flat and
featureless farther north. The climate isolates Singha
from the Asura as well as from the rain, but hold their
own terrors, including the yeti that sometimes venture
into the foothills in the winter. Wide expanses of
steppe land separate Singha from Cathay to the north.
LAKSHMANA The kingdom of Lakshmana is nearly as decadent as
Ind itself, riddled with crime, espionage, and drugs.
Though it is the smallest of the Kingdoms of Ind,
barely qualifying as a large city even counting all the
farms and estates that lie outside the city proper, it has
all the greasy sophistication of the largest metropolis.
The Maharajah of Lakshmana fancies himself the
greatest of the Maharajahs, perhaps even worthy of the
long abandoned title of Great Maharajah, and imagines
that his court is the most important of all the courts of
the Kingdoms of Ind, simply because it is the most
luxurious. In actual fact, the court of Lakshmana is
largely irrelevant to the rest of the Seven Kingdoms,
which allow Maharajah Djikah his delusions as long as
they don‘t interfere with their ongoing struggle against
the very real threat of the Asura.
Lakshmana is home to the finest academy of arts in the
entire Kingdoms of Ind. The Khubali College trains
expert painters, sculptors, architects, stonemasons,
weaponsmiths, and other artisans, claiming to carry on
the artistic traditions of Mahanaga.
Lakshmana is a coastal city, situated where the great
Bahanis River meets the sea. Unlike any of the other
lands of Ind, the people of Lakshmana are a sea-going
people, and they have great boats capable of following
the coastlines or traveling along the major rivers. They
engage in trade and exploration of all the coastal lands,
and even to the Old World itself.
28
It claims the most fertile croplands of the Kingdoms of
Ind, and it also boasts a thriving trade with foreign
lands and cultures unknown to the other kingdoms. For
this reason, most citizens of Lakshmana encountered in
the north are merchants, though some artists and thrill-
seekers occasionally travel to see the ruins of Ind first-
hand, usually hiring Kurya guides.
PANCHALA Like Kokaha, the people of Panchala are ethnically and
culturally different from those of the other kingdoms,
but they were assimilated earlier and more thoroughly
than their northern neighbours into the empire and
culture of Mahanaga. Panchala is a kingdom of muni
and ascetic warriors, driven perhaps by their harsh
environment to adopt an equally harsh and demanding
lifestyle. The people of this kingdom are simple and
pious, and are particularly devoted to the god Brahmir;
his yearly festival being their most important
celebration.
Besides these munis and yogis, a number of tribal
peoples inhabit the mountains, accepting the protection
of the ascetics if not their political leadership. Panchala
is not properly a kingdom, and it never was. Its origins
lie in the ascetics who withdrew to the mountains in
response to the mad edicts of the last Maharajah,
bringing the native people of the mountains under their
protection and renouncing the Maharajah‘s rule.
Dwaraka, the capital of Panchala, is a rich and
beautiful city with powerful fortifications. Once a year
the people of Dwaraka hold a great festival in honour
of the gods, during which time the whole city is decked
in lamp-lights hanging from poles, and rich jewelled
ornament-offerings are placed along the roads; there
are also great shows of dancing and sacred music, and
the poor are given rich gifts as charity. This festival is
also the occasion of a grand market, where goods of all
kinds are brought from the lands of Ind and from
distant barbarian kingdoms across the seas, and many
treasures are bought and sold.
KOSALA The Kosala Kingdom is notable for having been the
mighty kingdom of the deity Darahma during his
incarnation as Avatara on Earth. At the present time,
Kosala is in a state of advanced decadence and is not
really a centralized kingdom anymore, but a group of
several small principalities ruled by descendants of
Darahma. As a whole, Kosala is one of the largest and
most populous kingdoms of Ind.
29
The easternmost principality is called Kusa, based
around the city of Kusavati east of the Dandaka jungle.
The northern principality is based around the city of
Sravasti west of the Shambani foothills. Sravasti was
the second ancient capital of the united Kosala
Kingdom. It is the largest trading city in Kosala, and
has one of the largest if not the largest market in the
world. It is said that ―in the market of Sravasti can be
found all things‖.
Finally, the central principality of Kosala is based
around the original capital of Ayodhya, the capital of
Kosala Kingdom in the times of Darahma. Ayodhya is
one of the oldest cities in Ind, founded by the legendary
ancient king Manu the Law-giver, ancestor to
Darahma, and said to have been built up by the Gods
themselves. It is one of the major religious centres of
Ind, and the central holy city of the cult of Darahma. It
is still a glorious city and a major centre of commerce,
but its glory days are thousands of years behind it;
some parts of the city are now in considerable states of
ruin as its population and fortune has declined.
KURYA The lands of Kurya are wide and flat, watered by the
floods of the Saraswati River, and its lands are found
on both the east and western side of the river, a
combination of river valleys and hills. The lands of
Lakshana are close by to the south, and the two
kingdoms have alternately made alliances and war with
each other over the centuries.
The capital of the Empire, Cindraprastha, is built on the
side of a series of five hills; it features two rings of
massive city walls, the first around the outermost part
of the city found in the valley below the hills, the
second around the core of the city at the base of the
hills. Lush green hills rise up on either side of the river,
dotted with estates, tea plantations, and opium fields.
Most of the population lives in the city proper,
however, making Cindraprastha easily the most urban
of the Kingdoms of Ind. It is thus one of the most
fortified of cities, and its walls are so enormous as to
be a wonder of the world. It features spectacular parks
and the greatest temples to Cindra in the entire
civilized world.
The Kshatriyas of Kurya are renowned as the fiercest,
bravest, most honourable, and most disciplined army of
the Kingdoms of Ind, and on the open field of battle no
stronger force of arms exists. Unfortunately, the Asura
rarely meet their enemies on an open field, and the
forces of Kurya are more often turned against
Bhalluka, Gandharva, or Kokaha than against the
fiends of the jungle. The Kurya people are considered
strong and energetic, if a bit rough around the edges;
they are proud and independent.
30
31
THE ARMY OF
THE DEVAS
Long have the armies of Ind marched to
war, fighting for their gods or their
Maharajahs, either against the evil
Asura or each other. The armies of Ind
are truly resplendent when they march to
war. Thousands of soldiers marching
under the banner of the Maharajahs are
accompanied by the Devas themselves, as
well as many of the mysterious beasts of
the jungle.
In this section you section you will find
details for all the different troops, heroes,
monsters, and war machines used by an
Indan army. It provides the background,
imagery, characteristics profiles, and
rules necessary to use all the elements of
the army, from Core Units to Special
Characters.
32
ARMY SPECIAL RULES
This section of the book describes all the different units
used in an Indan army, along with any rules necessary
to use them in your games of Warhammer. Where a
model has a special rule that is explained in the
Warhammer rulebook, only the name of that rule is
given. If a model has a special rule that is unique to it,
that rule is detailed alongside its description. However,
there are a number of commonly recurring ‗army
special rules‘ that apply to several Indan units, and
these are detailed here.
INDIAN SPECIAL EQUIPMENT Chakram The chakram is a throwing weapon in shape of a flat
metal hoop with a sharp outer edge. Because of its
aerodynamic shape it is not easily deflected by wind,
and can be a very dangerous weapon in the hands of a
skilled user.
Range: Strength: Special Rules:
8" 3 Quick to Fire,
Multiple Shots (2)
Pata The Rajput warriors are known for using the unique
and deadly pata, a sword-like weapon where the blade
and the gauntlet are integrated into a single piece that
is held by the wielder. This sturdy blade can be used in
assaults against infantrymen, swung and slashed like a
traditional sword or used as a stabbing weapon, while
still protecting the wearer from harm.
Range: Strength: Special Rules:
Combat As user Requires Two Hands,
Extra Attack*,
Parry*
*A Pata can either be used to give the wielder an Extra
Attack, or as a shield in close combat. Choose which
way you want to use it at the start of each close combat
phase.
Urumi The urumi is a long sword made of flexible steel; sharp
enough to cut into flesh, but flexible enough to be
rolled into a tight coil.
Range: Strength: Special Rules:
Combat As user -1 Swirling Cut
Swirling Cut: A model armed with an Urumi sword
gains an additional attack for every model in base
contact.
CASTES In the Kingdoms of Ind, a person’s value in society is
determined by his Caste. Someone born in a higher
Caste cannot be accompanied by someone from a
lower caste, nor are they affected by the actions by
them. Units that have a type of Caste rule are subject
to the following:
Members of the Noble Caste may only join units that
are also part of the Noble Caste, and ignores Panic
caused by units from the Soldier and Lowborn Castes.
Members of the Soldier Caste ignore Panic caused by
units from the Lowborn Caste.
DEVA Unlike the Gods of the rest of the world, the Deva of
Ind tends to have a much more direct presence among
their followers. They are able to project their beings
into so-called Avatars, magical creatures that that
walk the earth. These Avatars are the divine will of
Deva in physical form, manifested to protect their
followers from harm.
All units with the Deva special rule are subject to the
following:
Divine Aura: All Devas enjoy the physical and
mystical protection of their divine leaders. Devas
have a 5+ Ward save.
Divine Attacks. Being corporeal manifestations of
the Gods, A Deity's attacks are magical. This
includes any special or ranged attacks they may have.
Divine Corporeality. When Devas lose a combat
they must take a special kind of Break test called a
Divine Corporeality test. In multiple combats, each
Deva unit must test separately. Use the following
procedure to take a Divine Corporeality test:
Calculate combat resolution as normal and roll 2D6.
Compare the dice roll to the Devas' Leadership
value, taking into account any modifiers for combat
resolution. For each point the unit fails its
Corporeality test by, the unit suffers one additional
wound. No saves of any kind are allowed against
these wounds, including Ward saves, regeneration,
etc. If characters are present in the unit, the
controlling player first allocates wounds to the unit
(up to their current Wounds), then divides the
remaining wounds as equally as possible amongst
any characters.
Note that a Corporeality test can be re-rolled if the
Battle Standard is within 12" and/or tested on
unmodified Leadership if the unit is stubborn. In
addition, Devas may never be joined by any Human
characters.
33
MAHARAJAHS
The regal and majestic Maharajahs are the lords of the
many scattered kingdoms that lie on the subcontinent.
Often it is not even clear whom each territory belongs
to, and as such, it is not uncommon for nobles who are
tired of waiting for their liege to expire or are not the
first heir to the throne to declare the province under
their command as their own kingdom and become the
first Maharajah of their newly found territory. It is said
that an unknown enemy is more trusted in Ind than a
known ally. While few can or dare to challenge a true
Maharajah within their full power, the mere Rajahs
have significant power over the inhabitants of the land,
and each control relative large territories.
Most of these fabled rulers have been spoken of as
brave, skilled and filthy-rich kings who often lead their
armies into battle to fight the many foes who assault
the borders of their lands to earn fame and glory, but
most of the time to protect their vast riches from them.
The lords and nobles of Ind are truly majestic figures,
and continually show off their wealth and might even
on the battlefield. Their confidence (or arrogance) is
completely unmatched throughout the Warhammer
World, and their soldiers flock beside them for their
support.
Many Maharajas just serve their gods, hunt tigers from
atop their favourite elephants or just enjoy simple
pleasures within their palace walls, only actually taking
part of war when absolutely necessary. That does not
mean that they are inadequate generals however, as
every ruler still sitting on his throne must be well
versed in the art of war, lest he be overthrown at the
first opportunity a new young ruler is vying for his
power. Those that still control their lands do so for a
reason.
The Maharajah‘s words are law within their provinces
and few dare to argue with them. While there are
subordinates ruling smaller provinces for the
Maharajahs, many of them keep their territories so
isolated from the rest of the kingdom that they are
more or less kingdoms of their own. The Rajahs of Ind
are not as mighty or as rich as the mighty Maharajahs,
but still attempt to appear as majestic and powerful as
possible. These warlords often do this by going into
battle for wealth, recognition and glory. The rulers of
Ind are wealthy and generous, living in opulent palaces
surrounded by slaves and servants, and are great
patrons of the arts and Ind's many golden temples.
M WS BS S T W I A Ld
Maharajah 4 5 5 4 4 3 5 3 9
Rajah 4 5 5 4 4 2 5 3 8
Throne Bearers 4 4 3 4 - - 4 4 -
TROOP TYPE: Infantry (Character).
SPECIAL RULES: Noble Caste.
Unswerving Loyalty: All friendly models with the
Caste rule may detract a D3 from the result of any
Leadership test they are required to take within 12" of a
Maharajah, or within 6" of a Rajah.
Throne Bearers: Some Maharajahs goes to battle
carried aloft by several warriors charged with
protecting the character with their lives.
A Maharajah and his Throne Bearers fight as a single
model, even in challenges. The Throne Bearers add +1
to the Armour Save of the character seated on the
Throne. For the purpose of rank bonus, the
Thronebearers counts as 4 models.
34
GURUS
In the Kingdoms of Ind, men with magical powers and
great knowledge are given the title of Guru. While
most of them are great healers, priests, oracles or
advisors, some Gurus often take part of the Indan
armies in times of need. Citizens treat these men as
great heroes regardless their related skills and many of
them actually have a whole retinue of people who wish
to learn from their wisdom and skills. They are famous
for their simple way of life but in truth, they rarely
need to own anything as everything is brought to them
without ever asking for it by the citizens.
These are Brahmin caste individuals who have trained
as holy men, Gurus, in the formal setting of a temple.
Like everyone else, they give worship to all Devas, but
they are also usually specifically dedicated to a
particular deity‘s temple. Younger Gurus will regularly
travel from one temple to another, and to small villages
to officiate over important religious ceremonies.
Gurus study the ancient religious texts and impart this
knowledge to students. The guru has control over his
body and mind to an amazing extent through her
familiarity with mantras. A mantra is a series of
syllables, which provide various abilities to the guru
when they are chanted in a particular order.
The guru may remain associated with a particular
village or city, or she may wander throughout the land,
acquiring knowledge and dispensing it to those who
have need. A wise ruler will engage the services of a
guru, who will then help make decisions for governing
the people, based on the ancient teachings. Sometimes
Gurus are sought out by outsiders to solve their direst
troubles even if they are living in isolated villages
where no visitor has foot during whole Guru's life.
Some believe that the Gurus are sent by the gods and
few can argue with them.
They will seek to combat evil and ignorance. Gurus
perform a variety of rituals, from daily prayers and
purification, to marriages, rites of passage, and Holy
celebrations of the gods. They firmly believe that the
path to enlightenment is to be found in proper
performance of ritual. Some Gurus, will gradually gain
miraculous powers from their holiness.
Even though they are often of low birth, a Guru is
treated a royalty by anyone they encounter, as no one
would dare to draw upon them the wrath of the gods.
As such, it is common to see them together with men
of more noble class on the battlefield, even though they
would normally never be in the same building during
times of peace.
The Gurus of Ind are powerful magicians, able to
unleash the very essence and fury of the gods at their
will. Even the lowest orders of sorcerer are highly
sought by many armies of Ind, for they are a rarity in
the land. Many armies have found their plans foiled by
these experts of the magical arts. The Eldritch Gurus
are the most powerful mages in the entire land. True
masters of the sacred arts of Creation, Preservation and
Destruction, these great wizards have brought doom to
many foes by unleashing the unstoppable power of
their gods on the hated enemy.
M WS BS S T W I A Ld
Eldritch Guru 4 3 3 3 4 3 3 1 8
Guru 4 3 3 3 3 2 3 1 7
TROOP TYPE: Infantry (Character).
MAGIC: A Guru is a Wizard who uses spells from
the Lore of Fire, Lore of the Heavens, Lore of Light,
Lore of Life or Lore of the Devas.
SPECIAL RULES: Spiritual Leader: Despite often being of low birth, a
Guru‘s role means they are important to noble and
peasant alike. A Guru does not follow the normal rules
of Castes, but can join any unit he wishes. In addition,
any unit with a Guru in it may re-roll failed Leadership
tests.
35
VISHKANYA
In the jungle temples of Ind, there dwell a mysterious
warrior race of women known as Vishkanyas. While
looking like any human from a distance, a closer look
will reveal them to be something more.
Nobody knows where the Vishkanyas came from, not
even the Vishkanyas. All anybody knows is that they
are an ancient race who‘s existence goes back
thousands of years before Man was created. For the
first few centuries that their kingdom existed the
Vishkanyas were a powerful race and one of the most
cunning. They were among the first to build cities of
stone, some of which still stand, but their reign did not
last long. At some point, long before the time of
Sigmar, their race began to decline. The once mighty
empire crumbled in a matter of decades. The cause of
which is another unknown in the Vishkanya‘s
mysterious history.
Vishkanyas are known for their guile and affinity for
poisons of all kinds. Their eyes are pure white orbs,
making people mistake them for blind, which is far
from the truth. Possessed of an alien beauty, these
graceful humanoids see the world through serpentine
eyes of burnished gold. A Vishkanya‘s flesh is made
up of fine scales that from a distance of even a few feet
look just like particularly smooth skin. These scales are
usually a single dark colour, although some of them
have complex patterns like stripes or even spirals.
A Vishkanya‘s tongue is forked like a serpent‘s tongue,
and its eyes lack visible pupils. Although legends
abound that the merest touch from a Vishkanya can
slay a mortal humanoid, these tales are patently false.
A Vishkanya‘s skin is no more poisonous than that of
any human, but it is true that their blood, spit, and other
bodily fluids can be dangerous. Vishkanyas are skilled
in using their own spittle or even their blood to
envenom their weapons, and those who fight them
should be wary of exposure to the Vishkanya‘s poison.
These lithe women wear loose-fitting robes and wield
cruel looking blades. They are expert assassins, often
hired by the rulers of Ind to dispose of rivals in a
discreet manner without openly going to war. While
they can never truly be trusted, there is no doubt that
their services can be most useful when utilized
correctly. They are well-known for their amorality and
willingness to work for coin regardless of the
employer.
M WS BS S T W I A Ld
Vishkanya 5 7 5 4 3 2 7 3 9
TROOP TYPE: Infantry (Character).
SPECIAL RULES: Always Strike First, Poisoned
Attacks, Ward save (4+), Scout.
Hidden: A Vishkanya is a special type of character.
She may begin the game hidden in any Human ranked
infantry unit. Make a note of which unit the Vishkanya
is hiding in.
A hidden Vishkanya is not placed on the table during
deployment, but is revealed later in the game. If his
concealing unit is wiped out or flees from the
battlefield before he is revealed, the Vishkanya is also
lost and counts as a casualty. There is no other way the
Vishkanyacan be harmed before he is revealed.
Hidden Vishkanya may be revealed at the beginning of
any of your turns, or at the start of any Close Combat
phase. Declare that the unit contains a Vishkanya and
place the model in the front rank. Displace a rank-and-
file model to make room for the Vishkanya. If the unit
is in close combat, the Vishkanya displaces any rank-
and-file model in the unit that is in contact with the
enemy. If there are no rank-and-file models to displace
in a suitable position, a command model or character
must be moved to make room for the Vishkanya.
A Killer not a Leader: Although Vishkanya are
character models, units in the Indan army may not use
a Vishkanya's Leadership and Vishkanya can never be
chosen to be your army's General.
36
BEASTMASTERS
In the land of Ind, where animal and man live closely
nearby, it is no wonder that there are those who set out
to tame them to their will. These men are known as
Beastmasters, often living in seclusion in the jungle
with nothing but their animals by their side. These
mysterious individuals have managed to tame every
single beast there is, and can control them by simple
gestures at their whim.
The most common of the animals the Beastmasters
bring to battle are the Tiger and the Panther. The tiger
is the largest and most feared of the great cats. Tigers
have reddish-orange fur and dark vertical stripes.
Feared by men, tigers are hunted aggressively, and are
seen are great prizes for anyone who can capture one.
In the untamed wilderness, however, the tiger occupies
the top predatory niche. By comparison, the panther is
a graceful cat with a long body and relatively short
legs. Covered in pitch black fur, these nocturnal
creatures can often pose a threat to anyone they decide
to stalk in the dark. Only the largest and most
dangerous of these animals are brought to battle, and
are then sent loose to hunt down their prey.
M WS BS S T W I A Ld
Beastmaster 5 4 4 4 4 2 4 2 8
Tiger 8 5 0 5 4 2 4 2 6
Panther 9 4 0 4 4 2 5 3 6
TROOP TYPE: Infantry (Character).
Tiger, Panther: War Beast.
SPECIAL RULES: Lowborn Caste, Monsters &
Handlers, Forest Strider.
Beastmaster: Any friendly Warbeast, Monstrous Beast
or Monster (not including Devas) within 8‖ of a
Beastmaster may re-roll failed Leadership tests and are
Stubborn.
Unleash the Beasts: The Beastmasters and any Tigers
and/or Panthers he has under his control must deploy
together as a Skirmish unit.
The animals may be released either when declaring
charges or when attempting to pursue a fleeing foe.
When releasing the animals, they become a separate
unit from the Beastmaster for all purposes.
The Beastmaster can decide how many animals he
wants to release at any point, and previously released
animals may return to the unit by moving within 1‖
from it unless it is engaged in Close Combat.
If their Beastmaster is killed, any unengaged animals
will immediately flee the battlefield. Victory Points are
scored for each individual animal.
37
BRAHMIR THE CREATOR
In Indan lore, Brahmir is the creator-god, the first god.
He created himself as a boar, using his mighty tusks to
pull the world up out of the vast, watery deep. He went
on to create everything else. One of Brahmir‘s early
creations was Ignorance, which he discarded. Legends
say that Ignorance survived to become Night, who then
spawned various creatures of darkness such as the
bhuta and vetala. Brahmir then created the immortal
gods before separating parts of his body from himself
to form the Asuras. The earth was created from
Brahmir‘s feet. Many storytellers in Ind say that their
beloved land was formed from the creator god‘s great
toe. Having created the world, Brahmir handed the
reins over to Vaishna to preserve and sustain it and to
Shaivi to destroy it in the fullness of time.
Brahma‘s power is that of creation, and thus he is
worshiped in every kingdom and in all lands. Through
he rarely plays a very active role in the world now,
acting instead as the god-father to Vishnu – thus he is
particularly revered in Vaishna temples, but has few
temples or devotees exclusive to his own being. He is
depicted as having four faces that represent the four
Vedas, the holy books of creation. He has four arms,
usually holding his bow Parivita, a lotus flower, a bowl
of water and some holy texts.
Brahmir is part of the Trimurti, or trinity, with Brahmir
the creator, Vaishna the preserver and Shaivi the
destroyer. Together, every day consists of this cycle of
birth, preservation, destruction and rebirth. The stories
of Brahmir say that when he opened his eyes, the
universe came into being and that when he closes them
again, the universe will end. He bides his time until he
is ready to sleep, thus ending the universe and starting
the cycle of rebirth. All of eternity exists as a single
day for Brahmir, and once the day is over, the physical
and spiritual world will be destroyed by Shaivi, who
will sit on the primeval waters until existence is created
once more.
Despite his importance among the Devas, Brahmir is
not a popular God among his followers. Many of the
other Devas feel that Brahmir‘s work is complete;
creation was formed and he can now rest easy. Brahmir
spends his time withdrawn from the World, usually
occupied in creating it again every day. Other times,
Brahmir occupies his time with creating new Gods who
spring forth from his mind. He is otherwise content to
sit back and observe the pageantry of life and the
adventures of the other gods, but does not intervene.
The other members of the pantheon pay little heed to
Brahmir, and he, in turn, pays little heed to them. He
resides in his paradise, Brahmirloka, with Parasvati, his
principal wife, noting what goes on. When the world is
in great turmoil, particularly in times when the demon
forces are aggressive, the other gods consult him for
advice, which he is pleased to dispense. The other gods
acknowledge his supremacy, even though they may not
always be demonstrative of it.
The Avatar of Brahmir brings life and heals that which
was destroyed. He is seen a benevolent Deity who
helps the people in need. Whoever falls in battle can be
raised to fight again, and the most grievous of wounds
can be healed in an instant thanks to his blessing.
M WS BS S T W I A Ld
Brahmir 6 5 5 6 6 5 6 4 9
TROOP TYPE: Monster (Character).
MAGIC: A Brahmir is a Wizard who uses spells from
the Lore of Life.
SPECIAL RULES: Deva, Terror, Large Target.
Creator: Every friendly Infantry unit with the Caste
special rule within 12" of the Brahmir will regain D3
Wounds worth of models at the start of each Indan
turn. Other troop types and single characters will only
regain 1 Wound each turn.
38
VAISHNA THE PRESERVER
The second of the holy Trimurti, Vaishna is known as
the Protector or Preserver of Creation. While Brahmir
is the originator and Shaivi the destroyer, Vaishna
represents all the good and benevolent forces in the
universe. He is commonly known as the Narayana, or
ever-present and pervasive spirit of the World, and sits
on a lotus on the primordial waters while maintaining
the steady flow of its waters. For many Hindus,
Vaishna is a God of paramount importance, the chief
deity of the pantheon. Yet, he is also known as the
humblest of Gods, often serving his role as protector
without fanfare or notice. Vaishna is constantly
devoted to his wife, Likshma, and is rarely seen
without her. Bearing a dark blue complexion with four
arms and a star shape on his breast, Vaishna has a regal
presence about him.
The story of the Devas is the story of Vaishna. His
charismatic leadership drew other gods to the land
when, after creating it, he named it his especial abode.
Since the land was so blessed, the people living in Ind
at the dawn of time praised the name of Vaishna and
constructed a temple somewhere in the heart of the
sub-continent. The temple was called Devayatana, the
dwelling of the god, constructed of crude sandstone
and decorated with primitive carvings displaying the
actions and life of Vaishna. Despite its primitive
character, it fairly glowed with holiness—making it an
irresistible target for demons. One daemon in particular
took the form of the powerful King Kamsha, ruler of
the region surrounding the temple, and hid the temple
from sight in a labyrinth of mystical caverns. The
followers of Vaishna tried in vain to defeat Kamsha,
who wreaked havoc throughout the land. Hearing their
cries, Vaishna incarnated himself as an Avatar and
battled Kamsha. He succeeded in banishing the demon,
but the temple itself was lost. Today, Vaishna
periodically sends adventurers in search of the temple.
The most widely worshiped power in the pantheon,
Vaishna is thought to be the one who prevents evil
from triumphing over good, Odd thing is, Vaishna feels
no particular enmity toward those of his pantheon who
embrace evil, reserving his fury for humans and fiends
who cross the planes and leave destruction in their
wake. Stranger still, although he's called the Preserver,
Vaishna is good friends with Shaivi — some even say
that they're different aspects of the same greater power.
It's said that Vaishna sends an avatar to the world
whenever morals, order, or justice is in danger. That
may have been true in his younger days, but now the
power allows mortals a little more latitude in solving
their own problems. He stilt exercises his ability to
render any creature incapable of committing violence.
His realm in Mount Celestia is the Divine Lotus, a
place where nothing crumbles before its lime.
Vaishna is unique among Gods in that his visits to the
World are well known among mortals. Throughout
history, Vaishna has visited the World as one of his
avatars in order to defend creation against some
malevolent force, whether it is the demon king Bali or
the forces of unbelief in the Gods. Among his many
incarnations, two are famous among mortals –
Darahma, the hero of epics, and Karishna, his most
important avatar. Legends state that Vaishna will make
one more grand appearance to the world as Kalki,
riding a white horse; once this visit occurs, the world
will be destroyed by Shaivi until the Age of Darkness
ends. Many mortals take this to mean that Vaishna has
not wandered the world for ages; this is not true.
M WS BS S T W I A Ld
Vaishna 6 7 6 6 6 6 6 5 9
TROOP TYPE: Monster (Character).
MAGIC: A Vaishna is a Wizard who uses spells from
the Lore of Light.
SPECIAL RULES: Deva, Terror, Large Target.
Preserver: Every friendly unit with the Caste rule
within 12" of the Vaishna gains a 6+ Ward save. If they
already have a Ward save, they may add +1 to it.
39
SHAIVI THE DESTROYER
A part of the Trimuti of the Devas, Shaivi is known as
the destroyer god, the final arbiter of destiny. While
Brahmir is the creator and Vaishna is the protector,
Shaivi is the destroyer, representing the uncertainty and
dread that accompanies the unknown. A fearsome
force, Shaivi is the god who will finally destroy the
World and sit upon the remnants in the primordial
waters until that time when it is formed again. Shaivi is
also a contemplative God, known as much for his
mystical nature as his destructive one. He, along with
his son Ganeshan, is the chief God for yogic practices,
an ascetic who goes for years without sustenance in
order to better know the World through pain and
suffering. When Shaivi is not enthralled in his
asceticism, he is the Nataraja, the cosmic lord of the
dance. Through his motions comes the order of the
universe, and while his dancing is alternately beautiful
and fearful, it captivates all audiences, mortal and
divine alike.
Shaivi is a terrifying presence, unnaturally ugly and
terrible in appearance. Horrible, evil creatures follow
him while he is in the world, from goblins and ghosts
to serpents and savage souls. With five heads and four
arms, Shaivi is an intimidating force, his upper two
arms usually holding his war drum and the on-going
fire of the world, while his lower two arms are empty.
Shaivi has a third eye in the middle of his forehead,
which he formed to save creation from darkness. In his
divine form, Shaivi always has the torana around him,
an arch of flames engulfing his body.
Shaivi hears the prayers of the sincere worshipper,
especially inclining his ear toward those who perform
rituals dedicated to him in his sacred place, the
cemetery or burning ground. He is seen as the god who
destroys the cosmos, and his followers work toward
helping him achieve that aim.
In his incarnation as Avatara, he defeated the great
demonic armies of several Asura kings, conquered the
Patala Underworld, and made the world safe for
humanity to flourish. He retired to Mount Kailash, and
later ascended to the realms of divinity. His most
identifiable weapon is the Trident, which is also his
symbol, along with the cobra.
M WS BS S T W I A Ld
Shaivi 8 9 6 6 6 5 9 6 9
TROOP TYPE: Monster (Character).
MAGIC: A Shaivi is a Wizard who uses spells from
the Lore of Fire.
SPECIAL RULES: Deva, Terror, Large Target.
Destroyer: Every friendly unit with the Caste rule
within 12" of the Shaivi becomes Frenzied.
NATARAJA - DANCER OF SHAIVI
The nataraja is a fervent devotee of Shaivi in his manifestation as the king of dancers. Shaivi’s
dance symbolizes the motion of the universe, its creation and preservation, and the nataraja strives to duplicate these concepts through her graceful motions. She is dedicated to the destruction of
demons, using her dances to channel the power of Shaivi. Her fierce, chaotic nature often seems as
wild as the demons she combats, but her hatred of them is undoubted. The dances of the nataraja
refer to the common depiction of the four-armed king of dancers, Shaivi Nataraja, in his dancing
posture. His raised left hand holds a flame, symbolizing the destruction of life. His raised
right hand holds a drum, representing the source of creation in the form of musical rhythm. His lower right hand forms the gesture of blessing, symbolizing the preservation of life. His lower left hand crosses his body in the gesture of an
elephant’s trunk, representing strength. He stands poised on one foot, the raised foot representing liberation, mercy, and kindness. It is said that
when he was attacked by the demon Muyalaka, Shaivi pressed his toe on Muyalaka and broke his
back while continuing the cosmic dance. The nataraja’s dance known as Shaivi’s Wrath
commemorates this event.
40
WARRIORS OF IND
RAJPUTS Indan soldiers are born to a caste, as Indan society is
rigidly structured into stratified groups. Soldiers are
paid and owed hereditary duty to their Maharajah, and
as such they are 'on-call' barracks soldiers. The
commoners of Ind feel a high sense of duty towards
their regal rulers, and as such any Maharajah can
expect to instantly have an army the moment they wish
as nothing can stop the soldiers from answering that
request. Of course, armies are rarely that instantly
required, allowing the people to train themselves more
properly for battle.
Although the infantry in Indan armies is often
neglected, it can still play an important role on the
battlefield. The path of the warrior is an easy way for
the lower orders to break free of the restrictive caste
system, and understandably popular. The Rajput is a
primarily warrior caste in Ind, taking great pride in
their ancestry and its emphasis on military virtues.
The Rajputs are all purpose infantry and the backbone
of most Indan armies. They have many duties in the
realms, guarding provinces from marauding warbands
of Ogres and Beastmen and keeping order in cities and
villages. The infantry are the lowest rung of the army's
hierarchy. Their hand weapons are large broad bladed
swords, or longer two-handed swords. Some troops
carry maces and axes, also wielded in two hands.
M WS BS S T W I A Ld
Rajput 4 3 3 3 3 1 3 1 7
Mansabdar 4 3 3 3 3 1 3 2 7
TROOP TYPE: Infantry.
SPECIAL RULES: Warrior Caste.
MAHRATHA ARCHERS Men proficient in the use of the bow is common in Ind,
as hunting the dangerous beasts roaming around the
jungles is as important for food as it is for protecting
the villages settled there. The Maratha Archers are the
ranged soldiers of Ind, mostly recruited from the local
hunters. They are drafted into the armies when needed,
where they form up into regiments placed as support
far away from the actual fighting. Able to bring down
enemies from afar with their bows, these men are
rightly feared foes in long-range warfare.
M WS BS S T W I A Ld
Maratha 4 3 3 3 3 1 3 1 7
Havildar 4 3 4 3 3 1 3 1 7
TROOP TYPE: Infantry.
SPECIAL RULES: Warrior Caste.
URUMI SWORDSMEN Originating in Ind, the urumi sword has become very
popular by skilled fighters and is often mentioned in
the ballads of heroes. In kalaripayat, an Indan form of
martial arts, the urumi is always the last weapon taught
because of the danger it poses to the wielder.
Agility and skill are more important to master the
weapon rather than strength or aggression. Twirling
and controlling the urumi is a difficult and dangerous
art, and is therefore taught only to the best. Incorrect
use can result in the flexible sword wounding its
wielder, and great concentration is required during use,
even by experts. These fighters are very skilled with
the blade, able to perform great feats in combat. The
urumi is most useful against multiple opponents;
flailing the thin blade in wide arcs, these swordsmen
can be devastating against lightly armoured groups of
troops.
M WS BS S T W I A Ld
Urumi Swordsman 4 4 3 3 3 1 4 1 7
Urumi Master 4 4 3 3 3 1 4 2 7
TROOP TYPE: Infantry.
SPECIAL RULES: Warrior Caste.
41
SOWAR HORSEMEN
One of the weakest arms of the lndian army is their
cavalry. The horses are often kept overfed and
sometimes are dosed with wine to dull their temper
before battle. The cavalry's role is generally to extend
the line and pursue fleeing enemies. The cavalry is
rarely given tactically decisive roles; these are reserved
for the elephants and chariots. Nevertheless, the Indans
recognize the importance of cavalry as scouts, as their
other arms are poorly suited to rough ground, woods,
and poor weather. In battle, the cavalry move at a
measured pace and in a straight course.
Horses are relatively rare in Ind, for they are used most
commonly in traversing over open ground, something
which the jungle-covered subcontinent has very little
of. As such, they are reserved in their use to the Sowar
alone. The Sowar Horsemen are lower nobles whom
require the blessing of their ruler to gain their
privileges. As such they can command people from the
lower castes at will, but must still answer to the wiser
rajahs and Maharajahs.
The festival continued as was required by the gods, but even from the mountain I could see that the life had been taken from it. What was yesterday cause
for celebration now was empty of the previous joy, ever since Hemendu had moved along the cycle. A
tiger had killed the child and my father, brother, and I had been sent to hunt the monster.
The drought had been hard on all living things, and undoubtedly the beast had acted in hunger. Tigers
usually avoided encounters with men. Still, my father had insisted on killing the beast now that it
had a taste for human blood. Father broke me from my thoughts, "Harihar," he said, "stop gazing into our village and go check on
your brother. He has not returned with the firewood."
Obediently, I left in search of my brother, Bandhu, calling his name as I walked along the animal trail that he had taken. I moved to step over a large dirt mound, but my leg stopped in mid-stride as I saw it closer in the dwindling dusk light. My brother lay
by my foot, eyes wide in fear, throat torn by a tiger’s jaws. My fear mingled with curiosity as I wondered in horror why the beast didn’t stay to
feast upon him. The short-lived screams of my father answered me.
We had wrongly thought ourselves the hunters. This tiger was not a normal predator and had taken
us down one by one by outwitting us. Now night was quickly approaching and my sula had been left with my father at our campsite, my only weapon now the kukri by my side. For a moment I thought I heard
something disturb the brush to my left. As I slowly tugged at the handle of the blade, my blood ran cold
with the premonition of approaching death.
These men have been raised from childbirth to become
great warriors. Unlike most elite warriors of similar
status in other nations, Sowar Horsemen do not
specialize in one kind of skill but try to excel in as
many ways of warfare as possible. Often equipped with
bows, they can soften up their foes before riding
around the battle lines to deliver a fatal blow by
attacking the flank. Though not as heavily armoured as
the knights in the Old World, their versatility makes up
for this, allowing them to adept to almost any situation.
When the call of war comes, these noble horsemen will
answer, cutting down the foe from atop their swift
steeds.
M WS BS S T W I A Ld
Sowar 4 4 3 3 3 1 3 1 8
Avar 4 4 3 3 3 1 3 2 8
Warhorse 8 3 0 3 3 1 3 1 5
TROOP TYPE: Cavalry.
SPECIAL RULES: Noble Caste.
42
PEASANT LEVY
Most of the people of Ind are either peasants or
outcasts, viewed as little more than vermin by the lords
of Ind. The Peasant levy consists mainly of the farmers
unfortunate to be drafted into service when needed, but
is also seen as an opportunity to rise to a higher
position within their caste. Among them are also
beggars trying to make a living, or convicts attempting
to make amends for their crimes. Whatever their
profession or standing, the longevity of these troops is
short. But to the Maharajah this matters not, for there
are always more semi-able bodies to be found.
These unskilled troops are literally forced onto the
battlefield in large numbers simply to wear the enemy
down by attrition. In fact, they are so low down on the
social pyramid that no-one even cares if this tactic
fails. Aside from this, they can also be assigned the
glorious duty of acting as vanguard for the rest of the
army, sacrificing themselves for their betters by acting
as meat shields in the literal sense, sometimes equipped
with slings or javelins in a feeble attempt to kill of as
many of the enemy as possible before meeting their
untimely demise.
M WS BS S T W I A Ld
Peasant 4 2 2 3 3 1 3 1 5
Sepoy 4 2 2 3 3 1 3 2 5
TROOP TYPE: Infantry.
SPECIAL RULES: Lowborn Caste.
SNAKE SWARMS
Snakes are very common in Ind, and some men known
as Fakirs even make a profession in hypnotising and
controlling these animals on the street and in battle.
While all snake swarms are dangerous, swarms made
up of venomous snakes are typically the most lethal.
Snake swarms of both types can generally be
encountered in the same regions, dwelling in ruins or
wilderness alike. Hissing menacingly, this mass of
snakes resembles a pile of slithering tentacles. They
slither and crawl over each other in a furious mass,
their poison-dripping fangs glinting in the light.
M WS BS S T W I A Ld
Snake Swarm 5 3 0 2 2 5 1 5 10
Fakir 5 2 2 3 3 1 3 1 6
TROOP TYPE: Swarm.
Fakir: Infantry.
SPECIAL RULES: Poisoned Attacks (Snake
Swarm only), Forest Strider.
Fakir: The Fakir is placed at the back of the Snake
Swarm unit as a separate model, and follows the rules
for Champions, though he may not be challenged in
Close Combat. If the Fakir is killed, the Snake Swarms
in that unit will automatically flee off the table unless
engaged in close combat, in which case they fight on as
normal. Should the Snake Swarm later be unengaged,
they will flee immediately using the rules above.
43
THUGEES
The Kingdoms of Ind are practically lawless. The laws
that are in place change frequently or aren't enforced.
As a result villages and travellers are often the victim
of bandits and the like. Some bandits hold a position of
prominence in rural Indan life, the most powerful of
which become local warlords, making money through
ransoms and robberies, and by protecting members of
their own castes against wandering rival bandits.
More sinister than those ruthless brigands are the
Thugees, meaning strangler, as much a group of
highway men as they are a religious cult. These are
Holy murderers, dedicated to the worship of the
mother-goddess Kali in her aspect as the goddess of
death. They delight on killing, and they do so in the
name of Kali-ma herself. The Thugees are rightly
feared, and can be identified by their red sashes, which
they were openly. Thugees attach themselves in small
groups of three to seven to travellers, gaining their
confidence, murdering them by strangulation, robbing
them of their possessions, and finally burying them
according to strict rituals.
Thugees are members of a sacred order, which has
agents and secret safe-houses throughout the civilized
world; their temples, however, are all found deep in
forests and mountains, away from areas of human
habitation. Unlike common thieves, who of course can
also be contracted to kill, Thugees are considered to be
Holy men and it is not precisely dishonourable to be
one, or to hire one; though for obvious reasons they are
socially distrusted and marginalized in many ways.
Thugees will only seek to assassinate in the service of
Kali-ma, and will refuse any task that they see as
contrary to the wishes of the goddess. The rules for an
acceptable sacrifice are very strict. They cannot
assassinate any target that the order‘s gurus have
explicitly declared "forbidden to kill". They will never
assassinate women or children, excepting women who
have in some way committed blasphemy against Kali.
Children are not killed, but they are taken and adopted
by Thugees. Members of the Brahmin class are not
harmed, nor may the blind or sick be sacrificed in her
name.
Thugees must regularly perform rituals and purification
in honour of Kali-ma. These acts of murder are not
carried out for personal gain, but for enabling the
worshipper to contribute to the enrichment of the local
temple of Kali-ma. Any Thugee caught disobeying this
edict is ritually buried, without the benefit of being
killed first. They never murder a traveller alone, but
always operate in a small group, thus ensuring that the
killing and burial is properly and efficiently carried out,
and that the proceeds from the victim are evenly
distributed for transport to the temple. Thugees believe
that the ritual murders fulfil their duties to Kali-ma as
part of the divine cycle of birth, death, and rebirth.
Great emphasis is placed on the rituals themselves.
They believe that Kali-ma, in one of her battles with
Asuras, tore strips of cloth from her skirt, forming the
ruhmal, or sacred implement of strangulation, and
commanded her followers to do the same. The pickaxe
used to dig the grave for the victim‘s body was
originally one of Kali-ma‘s teeth, given to the Thugees.
The ruhmals and pickaxes are passed down from one
generation of Thuggees to the next.
Thugees usually have another occupation besides that
of ritual murderer, which helps keep their Thugee
identity secret. The secret of their membership in this
group devoted to Kali is revealed by the parent to his or
her child at about age thirteen. The knowledge is
passed down, with many Thugees coming from a line
of ritual murderers stretching back hundreds of years.
If a Thugee has no heirs, he will kidnap a young child
from a party of travellers and raise her as his own,
training her in the ways of Kali-ma.
They often act as mercenaries in the armies of Ind,
where they form small skirmishing bands, taking the
opportunity to plunder the enemy and find sacrifices
for Kali-ma. They must then dedicate one third of all
their earnings to the order.
M WS BS S T W I A Ld
Thuggee 4 3 3 3 3 1 3 1 7
Phansigar 4 3 3 3 3 1 3 1 7
TROOP TYPE: Infantry.
SPECIAL RULES: Lowborn Caste, Skirmishers.
44
MAIDEN GUARD
The princes of Ind may be stubborn and arrogant, but
they are not stupid. They know that, given the chance,
someone amongst their court could potentially kill
them and take their throne and riches. The Maharajahs
have always jealously guarded their estates with the
most powerful warriors. First amongst these is the
Maiden Guard, women who have given up their free
will in service to their lords. Since their founding,
many treacherous nobles have found themselves on the
end of one of these warriors‘ swords.
The prestigious role of Maiden Guard is only given to
those warriors who have proved themselves by hunting
down a full grown tiger in the jungles and returning
with its pelt. After this they go through an indigenous
ritual where they surrender all their worldly
possessions and cut all bonds with their family in
favour of a new life where protecting their liege is their
only goal. While this might seem a high price to pay, it
also means they will rise into the same rank as the
nobles, and while it does not come with the privileges,
it sets them high above the lower castes in the eyes of
their gods.
The Maiden Guard are armed with a variety of sabres,
picks and axes that they wield in each hand. They are
even said to carry the ashes of their slain enemies in
their turbans at all times. These warriors are the most
feared of all the human Indan troops on the battlefield,
as they are hardened foes who rarely panic or flee.
M WS BS S T W I A Ld
Maiden Guard 4 4 3 3 3 1 4 1 8
Maiden Warden 4 4 3 3 3 1 4 2 8
TROOP TYPE: Infantry.
SPECIAL RULES: Noble Caste, Stubborn.
IGNI, LORD OF FIRE
Igni, the Sacred Fire, is one of the most ancient of the Devas. He bridges the gap between the
Gods and their worshippers by providing a conduit for sacrifice—an all-consuming fire
that cleanses as much as it purges. As the messenger of the Devas, he carries the prayers of mortals to divine ears and the word of the pantheon from immortal lips. Like the flame
that he tends within each soul, Igni’s life is ―re-lit‖ each day, keeping him forever youthful. Seven fiery tongues dart out from between sharpened golden teeth surrounded by two
young faces. Like the fire he represents, his skin is a deep red. Lightning crackles amidst his
unkempt black hair as if dancing in a night sky. Often astride a chariot, he is more inspiring
than terrifying. In coordinating the efforts against the Asura,
Igni is busier than ever. With each raging monster a thousand prayers are offered, and
with each broken promise between pantheons a thousand trips must be made to make amends. His chariot snaps across the sky in a tireless
journey to keep the world together and his fires burning brightly. When he takes a break from
his work, it is not for long and it is with a distinct purpose—whether fathering Avatars to help his efforts or acting upon something that
requires a mortal touch.
45
HOLY WARRIORS
Holy Warriors are fighters chosen by the gods. Always
of the Kshatriya caste, these fighters are blessed with
divine gifts and usually dedicate themselves to a
specific warrior-god. These individuals will show
extremely devout spiritual qualities from an early age.
They will be likely chosen to receive special training
from a Guru and will dedicate their lives in the service
of the gods to fight evil.
The Holy Warriors are a spiritual brotherhood devoted
to purity of thought and action. They wear distinctive
uniforms and set of paraphernalia to remind them of
their commitment, and to help them maintain an
elevated state of consciousness. They are instantly
recognizable due to the huge turbans they wear, often
bedecked with all manner of symbols and holy signs.
To become a member of the Holy Warriors, an Indan in
good standing must prove himself and be baptized by
one of the so called Five Pure Ones. These near-
immortal warriors were themselves baptized by Guru
Singh and are now said to be over four hundred years
old. They are scattered across the land, and finding one
of them is difficult at best.
The Holy Warriors are grouped into brotherhoods,
although these brotherhoods are not permanent in
nature. A member may leave and join another
brotherhood freely. Each brotherhood has a slight
variation in the practices of their office. Some Holy
Warriors have vowed to have a daily spiritual practice
of reading five scriptures. Some have vowed to follow
the basic tenants of the uniform, scripture, meditative
recitation, or community service. All Khalsa also vow
to refrain from any sexual relationships outside of
marriage, and to refrain from taking meat, tobacco,
alcohol, and all other intoxicants as part of their code
of conduct.
Holy Warriors follow the strict rules of the gods. If
they should ever act against the gods, particularly their
chosen god, by failing to perform proper rituals or
purification, by eating spoiled food, drinking blood or
eating raw meat, by using unholy magic, by fighting
for personal gain, theft, lying, or unholy murder, or
touching an untouchable, they will lose all of their
spiritual powers until they have been granted penance
and performed a purification ritual with the help of a
Guru.
They fight to prove themselves in the eyes of the
Devas, wielding large two handed maces and heavy
armour. Protected from magical harm with their holy
signs and symbols, Holy Warriors are completely
fearless, and smash apart their foes with ease;
knowing they have the power of their gods behind
every blow.
M WS BS S T W I A Ld
Holy Warrior 4 4 3 4 3 1 3 1 8
Fearless One 4 4 3 4 3 1 3 2 8
TROOP TYPE: Infantry.
SPECIAL RULES: Warrior Caste, Immune to
Psychology, Magic Resistance (2).
THE UNDERWORLD The Underworld is a difficult concept for the followers of the Devas. Technically speaking, death is a fleeting part of Samsara’s continual cycle; the lands of the dead are not final resting places for eternal glory or shame,
the wicked are not tortured for eons by wicked monsters nor are heroes lavished with the doting
attention in celestial drinking halls in the over world. Instead, the Underworld is a stop-over for wicked souls,
an interrogation room or a supernatural prison with varying sentences for the indentured victims. For the truly evil, the worst punishment is not an eternity of
pain through hell-fire or torture, but rather the very real spiritual and physical suffering of everyday existence.
Wicked men are reborn as lowly creatures as a result of their evil lives; what is a better punishment than living the life of a rat or a worm? While the idea of an eternal cycle of spite and revenge may seem cynical, the Devas
have a rather hopeful system in place: Even if reborn as a lowly creature, there is always the chance for a better life. One’s actions decide one’s fate, and in samsara’s
ever-moving rotation, there is hope to move on to bigger and better things.
46
ROYAL CHARIOTS
PARASVATI, GODDESS OF KNOWLEDGE
The daughter and wife of Brahma, Parasvati is worshipped in virtually every Hindu town.
However, her inspiration is sought on a much larger scale by every desperate artist, developing
intellect and person feeling even the faintest hint of an epiphany in their everyday life. She
is the prolific muse of the Devas. Wise and creative, Parasvati’s energy extends deep within the veins of painters, actors and musicians. She
is often depicting as a flowing river—a manifestation of her ability to endlessly supply
society with the most powerful and essential elements of knowledge and inspiration.
Paraswati is a lithe, gorgeous woman often appearing with flawless pearl-tinted skin, finely-combed jet black hair and dressed in the purest
white clothes. As a Goddess with the knowledge and experience of the culmination of
reality, she exudes a confidence born of the fullest proficiency and understanding. Her demeanor inspires those that witness her
presence even more than viewing her beautiful form does. For millennia she has provided the outlets for humanity’s most noble and selfish
pursuits.
Ind used to be famous for its mighty chariots and
effective usage of them in war. These chariots were
second to none, but as the cavalry evolved the chariot
has been gradually phased out of use in the army, but
some still remain and serve in the armies of Ind to this
day. The chariot remains especially popular with
officers, as it gives them a fast transport that affirms
their superiority over the common soldiery.
Some Maharajahs still keep whole squadrons of
chariots, either due to a special interest or because they
cannot afford or do not have access to elephants. Even
though chariots are only useful on open terrain and
solid fields are more than rare in Ind, the Chariot can
be more than useful when such terrain is available.
As chariots pulled by horses are faster than elephants
and sometimes even more lethal on the charge, they
can offer excellent combat support much cheaper than
elephants.
Royal Chariots are often ornate, and are occasionally
armoured along with the crew. The back of the cab
usually carry a personal standard for the noble riders.
Bells are attached to add to the din, and the charioteers
use conches to frighten the enemy. Umbrellas cover the
cabs and are targets of great importance, as losing one's
umbrella or standard is quite a disgrace.
When the Royal Chariots are brought to battle, only the
Maharajah‘s finest warriors are allowed to ride them.
Often these are nobles of lower ranks, like Avars, but
sometimes a warrior who has proven himself in battle
may be allowed to ride with them. Being allowed to
fight from one of the Royal Chariots is a glorious
honour indeed.
M WS BS S T W I A Ld
Royal Chariot - - - 5 4 4 - - -
Charioteer - 4 3 3 - - 4 1 8
Warhorse 8 3 0 3 - - 3 1 -
TROOP TYPE: Chariot (Armour Save 5+)
SPECIAL RULES: Noble Caste.
47
BENGAL RIDERS
In the thick jungles of Ind lie ferocious predators –
huge hunters that have been known to bring down men,
orcs, ogres, and more. These predators are the Bengal
Tigers, exceptionally strong and ferocious cats. To own
one of these great beasts means that you gain both
recognition in the land, and an incredible beast of war
capable of breaking armies almost single-handedly, and
for this reason Maharajahs desire these beasts.
Bengals are usually the top animal predators in their
territories, and have been known to kill bears,
crocodiles, giant snakes, wolves, and even other great
cats. Even humanoids are far from safe, especially in
cases where a Bengal has developed a taste for
humanoid flesh. Bengal Tigers prefer terrain with
plenty of cover and proximity to water as their hunting
grounds.
While the Bengal Tiger itself is a fearsome predator, its
strength and ferocity pales in comparison to that of the
larger dire tiger. This powerful feline predator moves
with a deadly grace, its reddish-orange fur slashed with
black stripes, grumbling as a warning as it crouches.
They can grow to immense sizes, much larger than that
of normal tigers, and can even be used as mounts by
those brave or skilled enough to tame them.
These men live in the jungles themselves, revering the
tiger like the animal of the Devas, and have nothing but
the utmost respect for them. The Bengals themselves
have learned that these people are of no danger to
them, and so co-exist peacefully together, gladly
accepting any offering of food they bring.
Bengal Riders are sometimes enlisted in the Indan
armies as shock troops, easily able to tear a man limb
from limb. While the rider is lightly armoured, the
beast itself is dangerous enough on its own and
difficult to bring down due to its size. Stalking
stealthily through the jungle canopy, the charge of the
Bengal Riders can be absolutely devastating for an
enemy, suddenly beset by teeth and claws.
M WS BS S T W I A Ld
Bengal Rider 4 4 3 4 3 1 4 1 8
Bengal Master 4 4 3 4 3 1 4 2 8
Bengal Tiger 8 4 0 5 4 3 4 3 -
TROOP TYPE: Monstrous Cavalry.
SPECIAL RULES: Warrior Caste, Fear, Forest
Striders, Devastating Charge (Bengal Tiger only).
48
VANARAS
In the jungles of Ind, the Vanara resides; a race of
clever, agile beastmen with a passion for battle to
harness their skill. Vanaras are intelligent, simian
humanoids who live in deep forests and jungles. They
are both agile and clever, but saddled with boundless
curiosity and a love of pranks that, while normally
harmless, hinder ingratiation with those they encounter.
A Vanara's body is covered in a thin coat of soft fur,
and individuals with chestnut, ivory, and even golden
coats are common. Despite its fur, a Vanara can grow
lengthy hair on its head just like a human, and both
male and female Vanaras take pains to wear elaborate
hairstyles for important social functions. All Vanaras
have long, prehensile tails and hand like feet capable of
well-articulated movements. Vanaras live in large, tree-
top villages connected by rope-bridges and ladders.
Homes are carved out of trees but usually left open to
the elements except for woven leaf canopies and
overhangs. They clothe themselves as humans do,
generally leaving their feet bare and allowing room for
their tails. Their hands and feet are nearly identical,
allowing them to climb rapidly should the need arise.
Despite frequent attacks on their civilization by ogres,
Vanaras are open and friendly, curious about both their
neighbours and strangers. They take family life quite
seriously, and are fiercely protective of even remote
relatives. These intense and elaborate family bonds
lead to trouble when a distant relation makes an enemy
who then becomes the enemy of the entire clan. They
value learning, both experimental and academic, and
most possess a burning curiosity about the world.
Able to scale the tree tops and other various obstacles
with ease, the Vanaras make excellent scouts and
infiltrators and often act as a vanguard for an Indan
army. Equipped with quarterstaffs, blowpipes shooting
darts covered in venom extracted from the animals of
the jungles, the Vanaras move ahead of the army and
ambush any unsuspecting enemies ignorant enough to
move through the forests they inhabit. They are able
warriors, so it is no wonder that princes past and
present have brought them gifts of food in order to
persuade them to fight for them in times of war.
M WS BS S T W I A Ld
Vanara 5 3 3 3 3 1 5 1 6
Monkey Paw 5 3 3 3 3 1 5 2 6
TROOP TYPE: Infantry.
SPECIAL RULES: Skirmishers, Scouts, Forest
Striders.
Blowpipe: A common weapon of the Vanaras is the
blowpipe. Shooting darts often tipped in lethal venom,
it is a weapon able to take down the toughest of foes.
Range Strength Special Rules
12" 3 Multiple Shots (2)
Poisoned Attacks
HANUMAN, GOD OF THE VANARA
Hanuman is the Vanara god, who also lived a mortal life in the time when Darahma was
the Avatara. He became a great hero, and Darahma’s foremost companion, fighting
to liberate the Vanara race from the rule of the evil Asura king Narava.
By the time he had met Darahma, Hanuman was already one of the greatest heroes the
world had ever known, being granted a number of divine boons and protections,
and in particular being favoured by the sun-god Surya. When Darahma ascended to
godhood, Hanuman did so as well, though the Vanara Priests claim that Hanuman
still frequently travels through the world in disguise, both in their lands and in any of
the lands where Darahma is worshiped.
49
RAKSHASAS
Many are the tales of wonder told by spice merchants
returned from the lands to the east of the Old World,
but few such yarns can be as bizarre as the accounts of
the creatures said to reside in the verdant rainforests of
central Ind. Spice merchants from Ind have spun tales
of creatures with heads of the giant hunting cats they
call tigers, which dwell in the dense jungles at the
interior of their land. The Eye of the Tiger is a deep
cave located high in the Shambani foothills of Ind. Said
to contain the lost Stone of Simba, it has become the
lair of the Rakshasa, a vicious tribe of tiger-headed
Beastmen. Said to be a strange crossbreed of man and
giant cat, they combine the worst traits of each.
The Rakshasa society is, like the people of Ind, bound
by rigid castes. Each Rakshasa is born into a particular
role in life and cannot advance. Females are fit to be
consorts, honoured only by their faithfulness and the
fighting ability of their children. The Rakshasa wage
war constantly, not only to feed themselves but because
they believe that battle is the only way to gain honour.
A Rakshasa's life varies in cycles of wild self-
indulgence in times prosperity and strict fasting and
sacrifice in times of trouble or before battle. They see
themselves as honourable creatures that are brave and
forthright in battle.
The people of Ind regard these as noble but fickle
beings, as likely to fight off attackers of an Indan
village as raze it to the ground. Their motives are
unfathomable, but offerings are left. These creatures
are rarely seen, yet cautionary tales are told up and
down the Kingdoms of Ind, and offerings of meat and
rice are made to keep them at bay at roadside shrines
wherever the path passes through, or near the shadowy
forest in the hope of appeasing them.
At times, the Rakshasa emerge from their dwellings in
the forest to seek battle. If given enough offerings, they
are prone to side with the Indans, realising sparing the
humans would suit their best interest for future
conflicts. After all, the Rakshasa care little whom or
what they are fighting, as long as there is something to
do battle against. While they do not join the battle line
of the Indan armies, they stalk the underbrush, hidden
away from sight until the opportunity presents itself for
them to strike. When they do so, they attack with
lighting speed, catching the soon-to-be doomed enemy
unawares.
M WS BS S T W I A Ld
Rakshasa 6 4 0 4 4 1 4 1 7
Tigerclaw 6 4 0 4 4 1 4 2 7
TROOP TYPE: Infantry.
SPECIAL RULES: Skirmishers, Forest Striders,
Ambushers, Hatred.
" While travelling to the lands of distant Cathay, I first passed through the strange land of Ind. What wonders I've seen! Fabulous temples, great white
beasts with trunks and tusks, and that walk on four legs, birds of every colour, and the cuisine... It takes
my breath away just thinking about it. Anyway, while in Ind, my company had the misfortune of
being attacked by an odd race of creatures. I believe they are somehow related to our own Beastmen, as they combined the features and form of both Man and beast. But these vile creatures were different. They had the heads of great cats—larger versions
than the ones stalking the night streets of our grand Empire—mounted on a naked Human body.
Stranger still, while we fought for our lives, our native guides just dropped prostrate to the ground, ignoring our cries for help, unmindful of the beasts
as they tore through us and our guides alike. Luckily, through my own skill with the sword and the pistol-fire from my companions, we beat back
the rude host, sending them scurrying into the woods. After, I flogged our guides, remonstrating
them for their cowardice, as any master should. Weeks later, I learned that these creatures are
something akin to holy spirits to the natives, and that if we injured any, we should be on the lookout
for an attack. Thankfully, I ended their service when we returned to town. It's odd though, I've been
experiencing stomach distress... probably caused by this infernal fare they pass for food."
- Leopold Riogillo, Merchant Prince of Verezzo
50
KALARATRI
The goddess Kali-ma, often known as the Dark
Goddess, presents a fearsome aspect to the world of
Ind. She is the female counterpart of Shaivi in many
ways, clad in serpent bracelets, a necklace of severed
heads, a girdle of human arms, and little else. Kali
fights demons, but with such ferocity that she threatens
to destroy everything around her, including the stability
of Ind. She is depicted as a black-skinned, wild-haired
denizen of the cremation ground, companion to jackals
and spirits.
The goddess Kali-ma is quite a contradiction. She's a
creator and a destroyer, a builder and a demolisher,
She gives birth to children and then eats them, takes a
husband and then destroys blurt, She's a loving and
hating mother, a brutal and gentle power who reveals
the beauty of life and death even as she takes them
apart – literally.
In her realm the Caverns of the Skull, there is no death.
Any petitioner who meets his end is reborn soon after,
so that he may live to kill again (that's what they do
best). The realm itself is a tangle of tunnels that open
and close at Kali's whim, a place of black rock and
gloomy caves lit by flickering torches that glow ruddily
in the dank air. Chants go on day and night, praising
Kali as the highest possible form of divinity, and the
murmurs resound eerily throughout the tunnels. It's
said that any who dares to enter the Caverns of the
Skull best watch his back.
KALI-MA, GODDESS OF DEATH Kali-ma has always been aware of Ind, but the Indans knew her chiefly as the embodiment of the fear and darkness found in the cemetery or cremation ground. She came to the attention of the other gods when they fought a demon army. Kali appeared from nowhere, clad in a
garland of human heads and a tiger skin, wielding a skull-topped staff and a fierce
edged sword. She tore any demon in her path apart with her bare hands and decapitated the two demon generals with one stroke of her sword. The day seemed won by Kali and the
gods until the demon Raktabija appeared. Raktabija could reproduce himself instantly
from the drops of blood that fell to the ground when he was wounded, producing a
host of demons that threatened to overwhelm the gods. Kali solved the problem by sucking
the blood from Raktabija’s body and then devouring all the duplicate demons. From that
point on, she was celebrated as a defeater of demons, but she was also greatly feared.
The Kalaratri, or "The Black Ones", are the offspring
of the Goddess of Annihilation, the fiercest of the
Avatars and perhaps most feared of them all, those who
brings death to all so that the cycle of life can continue.
The Kalaratri guard the Cavers of the Skull, killing any
creatures they see and offering them to Kali on blood-
soaked altars. They are the worst of the lot: they guard
the portals out, and no one can leave without first
slaying a guardian. Dark whispers say that particularly
brutal murders draw the attention of Kali herself, and
that, if impressed, she makes the killer into a Kalaratri.
The Kalaratri are truly terrifying. They are divinity
distilled in a half-naked, four-armed figure loosely
circled by a belt interwoven with human hands and a
necklace made of human skulls. A third red eye
strengthens their fearsome stare. In many ways they are
cremation personified – a burning, insatiable psyche
raging from inside an emaciated and blackened body
that consumes all in their path by swinging both sickles
and swords in each of their arms.
M WS BS S T W I A Ld
Kalaratri 4 4 3 3 3 1 4 3 7
Dark Eye 4 4 3 3 3 1 4 4 7
TROOP TYPE: Infantry.
SPECIAL RULES: Deva.
51
MARUTS
Maruts are creatures created-out of the wind. They
serve as troops for the gods, particularly Vaishna and
Durda, and are often led by one of the Devas of air
when they enter battle. Maruts live in the clouds and
help create weather for the gods.
These humanoids are mostly hidden behind plates of
elaborate golden armour, the spaces in between
revealing flesh of black stone. They wield mighty
maces that can crush armour with ease, and carry large
shields to wither any onslaught. Massive brutes, they
can withstand punishment that would fell a normal man
several times over. Only the foolhardiest of foes would
think of attacking a unit of Maruts in field of battle, for
they will likely be smashed aside like wave upon rock.
Juggernauts of onyx and golden armour, Maruts shake
the ground when they walk, each thunderous step
ringing a death knell for those they‘ve come to take.
Rarely seeming to hurry, a Marut‘s onslaught is
deliberate, purposeful, and relentless. Its quarry may
impede it or flee, running for decades or centuries, but
from the initial meeting onward, the target must always
look over its shoulder with the knowledge that, like
death itself, the Marut is ever at its heels, slowly but
surely approaching, bringing balance through
inevitable oblivion.
Maruts primarily target those mortal souls who have
artificially extended their lifespans beyond what is
feasible for their race, such as liches and other
powerful magic users. Extraordinary but natural means
of cheating death are sometimes also punished, such as
the magistrate who murders an entire starving town to
save himself, or those who foresee their own deaths via
divination magic and are therefore able to avoid them.
Although they are capable of speaking eloquently in
any language, and frequently gather vast amounts of
information from those who are intimidated by their
mere presence, Maruts rarely engage in conversation or
strategic alliances with mortals. Even on the battlefield,
the juggernauts prefer to remain silent, knowing that
their targets are already aware of their own
transgressions and that all mortals secretly harbour
dreams of immortality.
M WS BS S T W I A Ld
Marut 4 4 0 4 4 1 1 1 7
Storm Chaser 4 4 0 4 4 1 1 2 7
TROOP TYPE: Infantry.
SPECIAL RULES: Deva.
CINDRA, KING OF THE DEVAS Cyclical change is inherent in the Devas’ belief structure. Supernatural might wanes and waxes naturally even among the most powerful and
eternal of the deities. Cindra, the God of war and weather, was once King of the Gods and Lord of
Heaven, his power unmatched as the greatest of all warriors. Foes fear his scourging lightning bolt, Vajra, and allies rejoice in his ability to revive
those slain on the battlefield. With his complexion reddened by the Soma he imbibed, he bravely entered battle against Vratri, the Titan of
Drought. The powerful ichor-infused drink strengthened his power.
From atop the great white elephant Airavata he carved open the Titan’s belly in a killing blow, releasing all of the waters of the world back to
their rightful place. Cindra’s importance diminished with the rise of the Trimurti of
Vishnu, Brahma, and Shiva. His strength, while still apparent to those who looked upon his
massive form, had fallen into disuse before the Titans were again released.
Until recently, overseeing a timely downpour of rain onto the Earth’s soil was a more regular
occurrence for him than leading forces into battle. With the return of his nemesis Vratri, Cindra is once again preparing himself for war. The rest of
the Devas hope that he will heed their pleas to join them after lying relatively dormant for
centuries.
52
GARUDAS
Garudas are noble, birdlike creatures that inhabit
rugged hills. While they remain detached from
humanoid societies, they are impetuous and gallant,
often serving as protectors of nearby communities.
Known as the scourge of serpents, the Garuda are
fierce and determined creatures, feared even by some
of the Deities. These winged creatures have clawed
hands and bird‘s talons. Large, glinting eyes and a
serrated beak dominate their avian faces. Their feathers
display shadings of rusty red and deep green. Their
torso is a golden tan, and they wear loose robes
accented by fine jewellery. With the body and limbs of
a man, and the head, beak and talons of an eagle, the
Garuda possesses great ferocity and a proud heritage.
Garudas are distant descendants of the goddess
Janasini, the mother of birds. Legend tells that Janasini
made an unwise wager with her sister Ravithra, the
goddess of nagas and snakes. Ravithra cheated, and
Janasini lost and became the slave of Ravithra's naga
children. Sudachala, the first of Janasini's garuda
children, offered to complete any task to free his
mother. The nagas demanded a legendary bowl of
nectar said to rest atop the tallest mountain in Vudra.
Sudachala flew to the mountain and overcame many
obstacles to retrieve the bowl, as detailed in the
AzvaDeva Pujila.
As Sudachala flew back, the god Gruhastha appeared
and told Sudachala that the nectar was the elixir of
immortality. The wicked Nagas had tried to trick
Sudachala into stealing the elixir from the gods' hiding
place so they could drink it and live forever. Sudachala
alighted in front of the waiting nagas, placing the bowl
LIKSHMA, GODDESS OF BEAUTY Likshma is the Goddess of good fortune and beauty, and is a daughter of the primordial waters. Likshma was originally born to a maharishi—one of the great
seers in the celestial heavens—who cursed all celestial beings (his daughter included). Hiding from
his wrath in the primeval waters before creation, Likshma was reborn to the World on a lotus flower,
her divine beauty in full view to all of creation. Because of this second birthing, Likshma is viewed as a Goddess who can bestow good luck and fortune
upon others. This may be one of the reasons that Vaishna chose her as his wife. For every incarnation
of Vaishna in the World, from Darahma to Karishna, Likshma has appeared at his side as his
beloved. In the eternity of their divine nature, Vishnu and his divine wife are inseparable as lovers
and companions in whatever form they currently hold. Likshma is a very beautiful Goddess with four
hands and a shining visage, usually with a lotus flower in one hand while the other holds the hand of
her beloved, Vaishna.
on some sedge grass, and the nagas freed Janasini from
servitude. But when the nagas tried to drink from the
bowl, they cut their tongues on the sharp grass, for as
Sudachala and Gruhastha had planned; the god had
whisked the true elixir away, leaving only an illusion in
its place.
Garuda‘s many children has since then been soaring
the skies around the many mountain ranges of Ind,
mainly feeding upon many of the large snakes
inhabiting the jungles. The people of Ind generally see
them as a good omen, as the Garuda protect them from
slithering beasts.
When it calls for it, the Garuda often go to battle with
the armies of Ind, flying over their banners, ready to
tear at the flesh of their foes. Why they bother to do
this, there are several theories. The peasantry believe
them to do so out of goodness for their worshippers,
while the more cunning generals are inclined to think it
true due to the heaps of snake meat offered to the
Garuda as thanks for their services.
M WS BS S T W I A Ld
Garuda 4 4 0 4 3 1 5 2 7
Blood Beak 4 4 0 4 3 1 5 3 7
TROOP TYPE: Infantry.
SPECIAL RULES: Deva, Fly.
53
GANESHANS
The elephant-headed son of Shaivi is the most popular
of the Devas, for he brings luck and joy to the people
who worship him. He blesses those who are faithful,
making their aim true in the heat of battle, and gives
them good fortune whenever they might need it. As the
God of good luck and wisdom, his name is invoked
before any major undertaking, even before the names
of Vaishna, Brahmir or Shaivi. He must be appeased
before any other god is approached, so he acts as an
intermediary between worshippers and the pantheon.
He is the god of doorways and portals, and also the god
who removes all obstacles. He is the patron god of
learning and study, prayed to by all students, and is
likewise the god who protects all temples. Every
human temple to any deity will also have a small shrine
to Ganeshan.
Ganeshan teaches that earthly delights, such as the
indulgence in eating that his massive belly symbolizes,
are not a hindrance to spiritual pursuits. He is consulted
before trips or establishing new businesses, and he is
invoked in other important ritual undertakings,
particularly weddings and births. He is worshipped
with offerings of fruits and vegetables to assuage his
massive hunger.
According to legend, Ganeshan received his elephant
head shortly after birth, when a malevolent daemon
cursed the young Ganeshan by wishing his head out of
existence. Shaivi replaced the head with the nearest one
available – that of an elephant‘s. Ganeshan is also
known for his scholarship, at which he excels above all
the Gods. From his studies, he is often sought after as a
guru and an advisor, using his vast knowledge to aid
others in overcoming any problems.
Ganeshan has four arms, often seen holding his noose,
conch, lotus and modaka. Ganeshan, along with his
avatars, are hearty and robust figures, survivors after
many brushes with the Asuras. These creatures stomp
furiously in battle, bellowing through their trunks while
smashing foes left and right with their many arms. As
avatars of Ganeshan, they also possess his power of
fortune, able to bless themselves and other with good
luck to gain the upper hand when needed.
M WS BS S T W I A Ld
Ganeshan 6 4 0 4 5 3 3 4 8
Tusk Breaker 6 4 0 4 5 3 3 5 8
TROOP TYPE: Monstrous Infantry.
SPECIAL RULES: Deva, Impact Hits (1).
Fortune Finders: Ganeshans may re-roll failed rolls of
1 when rolling To Hit, To Wound, and when taking
armour saves.
54
NAGAS
The Naga are among the strongest of the minor Avatars
of Ind. Among the citizens of Ind, the Naga are among
the most highly worshipped, seen as holy and beautiful
creatures where a man of the Empire would be more
likely to see a monster. Some even say they are the
descendants of a once great underwater civilisation,
whom have risen to the surface to protect the weak and
the pure followers of the Gods.
Human-like torsos atop the body of a snake, with four
arms each carrying a weapon, these beings are
incredibly dangerous and tough to bring down. They
have glittering scales and grow to an adult length of ten
to twenty feet. Their lidless eyes are bright and wide,
almost luminescent, and their spines are armoured with
sharp triangular extensions that grow in a line from the
napes of their necks to the tips of their tails. The Naga
are emerald green to turquoise in reticulated patterns
with chocolate brown and pale jade green or dark grey
and olive, and their spines have red spikes that rise like
hackles when they are angry.
Every motion of the serpent‘s long form sets its
brightly patterned scales and glistening fins to flashing
like gems in the surf. Where many Nagas claim
particular lairs as their homes, Nagas typically have a
number of retreats, migrating from one to the next with
the changing of the seasons. These Nagas keep
elaborate summer and winter lairs, with several
favoured shelters positioned between these so they can
make a circuit of familiar rivers and coasts throughout
the year. Fiercely territorial when it comes to their
lairs, water Nagas typically attack any that intrude
upon their sanctuaries, only bothering to question
interlopers once such creatures have been weakened by
poison, if at all.
The Naga usually live solitary lives, hunting over
smaller areas. They favour dwelling in a deep hole, but
are sometimes found curled up in ruins, where they are
often protectors of treasures or artefacts for centuries.
Enigmatic creatures that live in the safe shadows of the
many caves and tunnels of Ind, nagas steer clear of
open spaces where they may encounter others – they
reveal themselves only to those which they choose.
These chosen few are privileged to lay their eyes upon
such strange beauty - but for most, it is the last thing
they see. While they are seemingly able to understand
and often help the locals in times of need, it is said that
they serve only their own rulers, whomever they may
be, and it is always up to the Naga themselves whether
or not they might turn up to battle.
As their yearly treks make many nagas especially well
travelled, those who live near the serpents' lairs often
court the snake creatures' good graces with offerings of
rich local delicacies, hoping to learn of nearby lands
and pass on their own stories to distant neighbours.
Enjoying flattery, exciting tales, and the adoration of
those they see as lesser creatures, most water nagas
take pride in their roles as travellers. However, while
rarely malicious, they quickly grow bored of repetitive,
mundane anecdotes and often embellish the stories
they've heard with their own fictions – caring little for
the repercussions such misleading tales might cause for
their listeners.
M WS BS S T W I A Ld
Naga 7 4 4 4 4 3 5 4 8
Venomtail 7 4 4 4 4 3 5 5 8
TROOP TYPE: Monstrous Beasts.
SPECIAL RULES: Deva, Poisoned Attacks, Scaly
Skin (5+), River Strider.
Snakeskin Bow: These powerful bows are the ranged
weapons of choice for many Naga. Snakeskin Bows
have the following profile:
Range: Strength: Special Rules:
36" 4 Volley Fire,
Poisoned Attacks
55
WAR ELEPHANTS
Cavalry is not unknown in Ind, and warriors on
horseback are given a significant level of respect.
However, the war elephants and their drivers, the
mahouts, are the prized soldiers of the human
kingdoms. These huge beasts roam the forests of Ind
and are incredibly strong and mighty. These large land
animals, majestically wandering the plains in tightly
knit family herds, are symbols of wisdom and strength.
These thick-skinned animals bear large ivory tusks
flanking a long, prehensile snout. Massive herbivores
of tropical lands, elephants are unpredictable creatures
but nevertheless are sometimes used as mounts or
beasts of burden. Many of these creatures are captured
by the people of Ind who train them over many long
years to carry a large howdah upon their backs and
fight in battle.
Large amounts of money are spent in the training and
equipping of war elephants, and their numbers dictates
status for a ruler. Only the largest and brightest of
elephants become weapons of war, while most are
simply used as workers. Likewise, only the most
skilled mahouts may become recognized drivers for
battle, since losing control of such a beast can be
disastrous for one‘s own army. All elephants are strong
individuals who cannot be controlled by just anyone.
Even the Mahouts guiding their mounts cannot do
much if their mount decides not to listen to its orders.
On the field, War Elephants and their riders are feared
warriors, the Mahouts shooting at their foe from atop
the creatures back, before the elephant charges into
battle with the speed and strength of a thousand
cannonballs. Many are those who have been trampled
by the elephants' enormous feet, more numerous still
are those who have fled at the very sight of them.
M WS BS S T W I A Ld
War Elephant 6 3 0 5 5 4 2 3 5
Mahout 4 3 3 3 3 1 2 1 7
TROOP TYPE: Monstrous Cavalry.
SPECIAL RULES: Warrior Caste, Fear, Impact
Hits (D3+1).
Thick-skinned: The War Elephant‘s thick skin,
combined with a hard skull gives it a 5+ Armour Save.
Stampede: If a War Elephant suffers a wound from a
ranged attack, it must immediately take a Leadership
test. If failed, the War Elephant and its unit will move
using the Random Movement (2D6) special rule in a
random direction, as determined by the Scatter dice. If
it moves into contact with a friendly unit, it moves
through it like a fleeing unit would, inflicting D6+1
impact hits. Note that this is not a flee move, and the
War Elephant can be subject to Stampede even while
fleeing.
ROYAL ELEPHANTS The very largest elephants of Ind are called Royal
Elephants, who are severely larger than their smaller
relatives. These colossal beasts are often the seat of
royalty, and are much more rarely seen on the
battlefield. Their combat ability is of course, all the
greater as well. They are the preferred mounts of
wealth Maharajahs, who ride these beasts both into
battle and during ceremonial processes; to all the better
display their wealth and importance to the common
people that is their subjects.
M WS BS S T W I A Ld
Royal Elephant 6 3 0 5 6 5 2 4 6
Mahout 4 4 3 3 3 1 2 1 8
TROOP TYPE: Monster.
SPECIAL RULES: Noble Caste, Terror, Large
Target, Impact Hits (D6+1), Thick-skinned,
Stampede.
Howdah Crew: The Royal Elephant it is ridden by
three crew. Like a chariot, the monster and its howdah
crew have their own characteristics, but are treated as a
single model.
56
When moving, the model always uses the Movement
characteristic of the Royal Elephant. The Royal
Elephant and crew use their own Weapon Skill,
Strength, Initiative and Attacks characteristics when
they attack. Each can attack any opponent that the
model is in base contact with.
All hits upon the Royal Elephant are resolved using the
monster's Toughness and Wounds, and use its save. In
combat, enemy models attacking the War Elephant roll
against the monster's Weapon Skill when rolling To
Hit.
Apart from these exceptions, a Royal Elephant is
treated as a monster in all respects, as described in the
Warhammer rulebook.
UPGRADES Mahout Expert: A specially trained rider and trainer
control the elephant, keeping under his control. The
War Elephant may re-roll failed Stampede tests.
Armour Plates: Thick bronze plates covers the
Elephants head, legs and sides, giving it ample
protection against attacks. The War Elephant‘s armour
save is increased to 3+.
Spike Chain: A crude chain with sharp spikes in every
link is drawn between the elephants tusk, shredding
anyone it charges. The War Elephant causes D6 (2D6
for Royal Elephants) Impact Hits on the charge.
Spiked Tusks: Massive iron spikes are attached to the
elephant‘s tusks, making each swing all the more
deadly. The War Elephant gains +1 Strength to its
Attacks.
Giant Bow: A giant bow is attached to the Elephant''
back, allowing its riders to fire large bolts through the
enemy ranks. The Giant Bow uses the following
profile:
Range Strength Special Rules
36" 5 Slow to Fire,
Multiple Wounds (D3)
Giant Bows penetrate ranks in the same manner as a
Bolt Thrower. No armour saves are allowed against
wounds suffered by it.
Small Cannon: These small cannons are very rare in
Ind, but are sometimes attached to the howdahs. The
Small Cannon uses the following profile:
Range Strength Special Rules
48" 7 Slow to Fire,
Multiple Wounds (D3)
The Small Cannon follows all the rules for normal
Cannons, but can move and fire. If a Misfire is rolled,
roll of the Blackpowder Misfire Chart as normal; if the
result is a one, treat the Elephant as having lost its rider
AIRAVATA, THE WHITE ELEPHANT A long time ago before the ocean turned to salt, it was milk.
The Devas wanted to be immortal like the deities. So they gathered to summon Lord Vaishna for advice. They wanted
to obtain amrita from the bottom of the ocean to gain immortality. They could not come up with the plan to reach
their goal. "Call the Devas to your aid to churn the ocean. You will
receive the nectar and many more things," responded Vaishna.
The Devas were thankful for Vaishna’s advice. So they retreated to Mount Mandara to come up with a plan. They decided to pull Mount Mandara from its roots to use as a
churning rod. They tried with no results. They had given it a long day’s work with nothing to show for their labour. "There is no way that we can pull Mount Mandara from
its roots. We need more advice," the Devas cried out. Vaishna then summoned his serpent Sesha, who was the king
of the serpent race. He was an immense serpent who stretched for miles and miles.
"Sesha, go and help the Devas uproot Mount Mandara,‖ Vaishna ordered.
Sesha then coiled his body against the root of Mount Mandara and squeezed using all his strength. Soon enough,
the great mountain had been removed and placed in the middle of the ocean. The Devas knew that the mountain
would sink to the depths of the ocean so they called upon the tortoise king to sit at the bottom of the ocean so that they
could place the mountain on its back and churn the waters. The tortoise king agreed and they needed the help of the asuras as well. So the Devas, the Asuras, Sesha and the tortoise king gathered around the ocean not knowing what they were about to accomplish. They were finally ready! "Tortoise King, please go to the bottom of the ocean
where we will place the mountain on your back," ordered Cindra.
The Tortoise King walked from the shore deeper and deeper into the ocean to bear the weight of the great Mount
Mandara. Then Sesha coiled himself around the mountain. ―Now listen, I am ready and I want the Devas to hold my
tail and my head and pull me forwards and backwards,‖ Sesha shouted.
The Devas and the asuras churned the waters for a long period of time. They were becoming very weary. So
Vaishna gave them the strength to continue. Then suddenly, foam arose from the ocean. Many things began to
occur. Likshma, the goddess of good fortune, emerged from the waters. Then Rambha, the first apsarasa, came out. Then
finally, a large white creature began to emerge. First, you could see four large white spears longer than Sesha himself. These tusks were as sharp as a blade and
could plunge into anything. This elephant had large red eyes the size of boulders. Cindra was pleased with what he was
seeing. "This great elephant shall be my servant for the rest of
my days. His name shall be Airavata, signifying that he was produced from water," Cindra proclaimed.
The Devas continued to churn the ocean and Surabhi, the wish giving cow, came out. Then finally the physician
Dhanwantari emerged with the cup of amrita in his hand. Their goal had finally been achieved.
Now, Airavata was capable of producing clouds and could soar the heavens with Cindra on his back. Back then
elephants could fly and there were eight guardian deities who reigned over the eight points of the compass. The leader of
all these deities is the great Airavata of Cindra…
57
BASILISK
In the deepest, darkest parts of the jungles of Ind lives
a great beast that strikes terror into the hearts of the
people who reside there, and has the power to single-
handedly destroy anything in its path. This is the
Basilisk, a vicious gigantic snake monster that resides
in the land. These reptilian monsters possess a gaze
that enables them to turn any fleshy creature to stone.
Known as the King of Serpents, the Basilisk can reach
gigantic size of fifty feet in length, and live many
hundreds of years. They are a living blight so inimical
to life that they poison the very ground they walk upon,
the venom that suffuses their body and spirit capable of
swiftly reducing verdant land to ruined waste.
Their huge bodies are covered with brightly coloured
scales from the membranous fins upon their head to the
tip of their muscled tail; a warning of their noxious
nature. They prowl stealthily on eight legs, and are
capable of moving swiftly enough to run down even
the quickest prey. The most potent weapon in the
Basilisk‘s arsenal, however, is its gaze. Renowned in
folklore across the Old World for its lethal potency, the
sickly pale eyes of the Basilisk can focus the essence of
their poisonous soul, withering their prey until its skin
and flesh slough away.
Occasionally, a Basilisk may be captured by a
Beastmaster to be trained for use in war. This is not an
easy process – the Basilisk must first be captured,
which usually accounts for the life of several of its
would-be captors. After that it must be trained by the
skilled Beastmasters, who must be quick enough to
avoid the beast‘s gaze and aura while keeping up with
it on the field. Even after training, a Basilisk is still
very unpredictable – there have been many cases where
a Basilisk has lost its trainers in the heat of battle and
has decided to get revenge for its captivity.
M WS BS S T W I A Ld
Basilisk 8 4 4 5 6 6 5 5 6
Beastmaster 4 3 3 3 3 1 3 1 7
TROOP TYPE: Monster.
SPECIAL RULES: Terror, Large Target, Scaly
Skin (4+), Poisoned Attacks, Monsters and
Handlers, Forest Strider.
Cold Blooded: The Basilisk rolls 3D6 for all
Leadership tests, discarding the highest dice.
Aura of Vitriol: The Basilisk‘s aura taints anything
that draws near, destroying weapons and killing men,
its deadly power increasing with exposure. Roll a D6 at
the beginning of each round of combat for every model
participating in a combat in which the Basilisk is
involved (including friendly models).
On the first turn of combat with the Basilisk a wound is
inflicted on a result of a 6, on the second turn a wound
is inflicted on a 5+, and so on to a maximum of 2+.
Armour saves and regeneration may not be taken
against the Basilisk‘s vitriol, although other Ward
saves and Magic Resistance may be used.
Maleficent Gaze: The Basilisk focuses its dark malice
upon a single target, its gaze blistering skin and metal,
and flaying the target with its tainted power. Once per
Shooting phase the Basilisk may select one model
within 18", line of sight and not in combat. This may
be a single model within a unit so long as it is in the
front rank or may otherwise be clearly seen. Roll to hit
against the target as normal for a shooting attack. If this
is successful roll a D6 and use the following table to
determine the effect:
D6 Result
1 The target is able to avoid the Basilisk‘s gaze
and there is no effect.
2-3 The target‘s skin is blistered and burned by the
Basilisk. The model‘s Initiative score is
permanently reduced by 1.
4-5 The target takes a single wound with no
Armour save.
6 The target‘s body is reduced to a steaming pile
of polluted flesh. It is immediately removed as
a casualty regardless of wounds, and if it was
part of a unit then the rest of the unit takes an
immediate Panic test. No saves of any kind are
allowed against this attack.
58
LORD DARAHMA God-Hero of Ind
Born as a human, Darahma was the incarnation of the
divine, or Avatara, of the previous age to the present
one. Although this was over a thousand years before
the present day, a great deal of information has been
preserved in the Kingdoms of Ind about his age.
Darahma was born in the Kosala Kingdom, and he and
his family founded many of the great cities there.
Dasharatha, the king of Ayodhya, had three wives and
four sons. Darahma was the eldest, and thus in line to
become the next king. While Darahma was all set for
coronation, his step-mother, Dasharatha‘s second wife,
Kaikeyi, wanted her son, Bharata, to become king.
Before the aged king could hand over his crown to his
eldest son Darahma, Dasaratha was destined to die.
And instead of being crowned king of Ayodhya,
Darahma is sent into exile in the forest for fourteen
years by an intrigue in the palace and a quirk of fate.
His wife, Sitra, accompanied him, unable to live
without him.
After fourteen years away from his kingdom, a huge
Asura army invaded and subjugated the island of
Lanka and terrorised the kingdom of Kosala. The
leader of this army, a terrifying Asura called Narava,
kidnapped Sitra and took her back to his new daemonic
empire. Enraged, Darahma summoned an army of
Vanaras and called the Devas to war.
Gods and Vanaras fought against the daemons in a
titanic battle on the outskirts of Lankra. Darahma,
bolstered by the powers of the Devas, personally
sought out Narava in the heat of battle and, after a
titanic mental and physical duel, killed the Asura with
his godly weapon Kodandam and the Brahmastra
arrow. The Asura was vanquished and the daemonic
army soon evaporated into the warp, but Darahma‘s
injuries were so serious that he passed away moments
after he heard news of his army‘s victory, cradled in
the arms of his now-liberated wife.
Darahma is worshiped as the god of virtues, morality,
civilization, and also the patron of archers, as the bow
is his weapon. Darahma is worshiped throughout the
Kingdoms of Ind, but especially in the Kosala lands
where he once ruled.
M WS BS S T W I A Ld
Darahma 4 6 5 5 5 3 6 4 9
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Noble Caste, Unswerving
Loyalty.
The Avatara: Darahma follows all the rules for Devas,
but is not subject to Divine Corporeality.
MAGIC ITEMS: Kodandam (Magic Weapon)
Darahma was gifted this magnificent bow by Shaivi, to
help him in quest. Sparkling in the sunlight and
inscribed with multiple magical runes, any arrow that
it shoots instantly catches fire upon hitting its target.
Gandvia enables Darahma to fire as many shots each
turn as he has Attacks on his profile. Each shot causes
a Flaming Strength 5 hit. Roll a D6 for each initial
unsaved Wound caused. On a 5+, the fire continues to
burn and the target takes another D6 Flaming Strength
4 hits.
The Brahmastra Arrow (Enchanted Item)
A gift from Brahmir, this arrow possesses the power to
completely destroy any target, wiping it out completely
from all of creation with no possibility of restoration.
When this weapon is used in such a way, all the ground
around the target area will become an infertile desert
for thousands of years.
One use only. When fired, this arrow automatically
Hits. Place the large template with the hole centred on
the target model. Any model under the template takes a
Strength 10 Hit that causes D6 Wounds.
59
KARISHNA The Current Avatara
The story of Karishna begins with the current ruler of
Lakshana, Maharajah Djikah, who on the advice and
with the support of the Kuryan Maharajah overthrew
his own father to take the Panchalan throne. Thus
Lakshana is currently a firm ally of the ambitious
Kuryans. What is not known to almost anyone is that
Djikah was not in fact the previous king‘s son; but
rather the offspring of the previous queen in her
congress with an Asura Daemon named Kalanemi.
Thus Djikah is a profoundly powerful but also unholy
king.
It was prophesied to Kansa that the god Vaishna would
bring forth a Chosen One into the world, an ―Avatara‖,
who would kill him, and that this Avatara would be
born from Djikah‘s sister Devaki. To avoid this fate,
Djikah slew the first six of Devaki‘s children, her
seventh appeared to have miscarried, though in fact she
had secretly arranged to have it look that way and the
son, Balarama, was spirited away so that he might
survive. At this point, Djikah had Devaki imprisoned,
but she became pregnant again by miraculous
conception, and after this divine birth she managed to
smuggle the child away from her prison to be raised by
cowherds in the forest village of Vrindaban.
This child was named Karishna, and he is the Avatara
who is destined to slay Djikah, and to go on to become
the greatest hero and spiritual teacher of this age. Even
as a child living as a cowherd, he already showed great
and miraculous feats of skill and enlightenment power,
and slew various daemons sent by Djikah to destroy
him. As a young man he has gone off to become a great
hero earning himself great fame and fortune. Djikah
has in turn become more and more paranoid, and has
ruled with ever-greater oppression, terrified that soon
Karishna will come back to Mathura to destroy him.
As the Avatara, Karishna is immensely powerful,
wielding the Sudarshana Chakram of Vaishna himself.
He is determined to rid the world of the Asuras, and is
gaining followers every day to help him succeed in his
endeavour. With the oncoming storm, Karishna might
be Ind's best and possibly only hope for survival
against the daemons that seek to end the world, and
everyone in it.
M WS BS S T W I A Ld
Karishna 4 7 6 5 5 3 7 4 9
TROOP TYPE: Infantry (Special Character).
MAGIC: Karishna is a Level 2 Wizard who uses
spells from the Lore of Light or Lore of the Heavens.
SPECIAL RULES: Noble Caste.
The Avatara: Karishna follows all the rules for Devas,
but is not subject to Divine Corporeality.
MAGIC ITEMS: Sudarshana Chakram (Magic Weapon)
See Weapons of the Devas section.
SARVATI, GODDESS OF LOVE
Sarvati exists as the ultimate incarnation of Shakti, the concept of feminine energy that
encompasses all aspects of the feminine Devas. From Kali’s furious annihilation to Parasvati’s
productive inspiration, Shakti exists as the benevolent and malicious faces of the feminine ideal. Sarvati wields it with the utmost skill. Shiva’s daring wife and Ganeshan’s mother,
Sarvati has used her skill at adaptation to further her agenda for millennia. Originally dark-skinned,
she underwent a thousand penances to earn a favour from her beloved husband Shiva in order to gain a power great enough to change her own complexion to light. She is an expert mediator
and a devoted spouse, an unimpeachable ascetic and an active partner in love. Sarvati is always bathed
in pure white, symbolizing her flawless knowledge. She carries a blue lotus at all times,
which she ponders with her three eyes.
60
URJANA Master of the Bow
Out of all Pandavas and Kauravas, Urjana had
immense liking for the sport of bow and arrow. He
practiced this art with great concentration and
perseverance. Soon he became the best in this art.
During the Indan Civil War, Urjana's main target was
the mighty Narak, who unknown to him, was his own
half-brother. Urjana had many grudges against him and
this was the time to take revenge on Narak. Both let out
powerful weapons of great speed for a long, long time.
Both warriors knew very well that only one among
them would survive in the end.
A fierce duel took place between the two brothers. At
one point, Urjana's arrow struck Narak's Chariot,
hurling it several dozen feet away. Narak's arrow too
struck Urjana's chariot but displaced it only by a short
distance. They were both equal in skill, so much to the
point where their arrows would collide in mid-air time
and time again.
Seeing that Urjana could not be defeated by means of
ordinary weapons, Narak used his Nagastra. A snake
Aswasena, whose mother was killed by Urjana years
ago, entered the weapon and made it infallible. But
Narak did not want Urjana to be killed by anyone else's
might except his own. Hence, he refused to use the
Nagastra again on Urjana. Urjana then shot a volley of
arrows piercing right through his armour, cutting off
his earrings, hitting all his vital organs. Narak fell to
the ground, reeling in pain. Even so, Narak still
continued to fight valiantly.
Urjana asked his charioteer to stop their chariot as well,
so that he could fight Narak on equal ground, and took
out a divine arrow. Narak descended from the chariot
and asked Arjuna to wait until he could free his chariot
from the soil, as was the custom of battle. Arjuna took
back the Rudra weapon, but was reminded of all the
cruel deeds Narak had done during the war, having
taken great pleasure in slaughtering the young and
defenceless. Hence, he told him that he did not deserve
to receive righteous conduct.
In desperation, Narak drew a hidden dagger and
stabbed Urjana, but was unable to kill him. Urjana
regained his composure, looking at Narak with pity
before walking away from him. Urjana then turned
around and used his arrow, Anjalika, to behead Narak.
Narak died on the spot and the battle of Kuryakshetra
ended the very next day with Duryodhana's death.
Urjana was one of the eleven soldiers to survive the
battle, and is considered one of the greatest heroes of
Ind's history. After the war, he ruled together with his
brothers, as peace finally set upon the land again.
M WS BS S T W I A Ld
Urjana 4 5 6 4 4 2 6 3 8
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Noble Caste, Unswerving
Loyalty, Sniper.
MAGIC ITEMS: Gandvia (Magic Weapon)
A powerful celestial bow, originally used by Brahma
but later passed down to other gods, until the water
god Varuna gave it to the human prince Urjana.
Gandvia is an ornate bow made of solid (but strangely
flexible) oak. The bow is decorated with hundreds of
gold bosses, and had radiant ends. It is longer than
most bows, and its drawstring is fashioned from the
thread of fate itself.
Long bow. Hits from this bow are resolved at Strength
4, and all shots have the Killing Blow special rule.
Kaustubha (Talisman)
Kaustubha is a divine jewel - the most valuable stone
in the Kingdoms of Ind. It shines with a light so
radiant, that anyone attempting to strike the wearer
will find themselves completely blinded.
Any Close Combat attack targeted against Urjana will
only ever hit him on the roll of a natural 6.
61
MHOGLI THE BEASTMASTER
The tale of Mhogli the Beastmaster is a strange and
disturbing one. As a young hunter, Mhogli went into
the jungles of Khuresh to earn a reputation and gain
honour and prestige in the courts of his homeland of
Singha. He did not return for twelve years.
When Mhogli finally made his way back into the land,
the people were shocked. Mhogli had been warped and
scarred by the mysterious forces and creatures that
lurked in Khuresh. His arm had been transformed into
the claw of a tiger, and faint stripes now outlined one
side of his body. Most remarkable of all these changes,
however, was his new-found affinity for beast-taming.
Seeing that the beasts of his stables loved Mhogli, the
Maharajah of Singha decided to hire him as his beast-
trainer and hunter.
Mhogli still lives to this day, training the beasts of the
Maharajah and venturing around the lands to slay the
foul beasts that lurk there. Most recently, he has
captured a monstrous tiger named Sher Khana, who
was terrorizing the eastern villages and cities of Ind
until Mhogli captured and trained it. In battle, Mhogli
rides upon this titanic cat, and the combined force of
hunter and beast is near-unstoppable.
M WS BS S T W I A Ld
Mhogli 4 5 5 4 4 2 5 3 8
Sher Khana 8 5 0 5 5 4 5 4 7
TROOP TYPE: Monstrous Cavalry (Special
Character).
SPECIAL RULES: Lowborn Caste, Fear,
Beastmaster.
Mighty Roar: Whenever Mhogli and Sher Khana
charges, he causes Terror.
MAGIC ITEMS: Beast's Bane (Magic Weapon)
This spear has been crafted out of the teeth of a vicious
Khureshian cat-beast. Its barbed teeth can easily
penetrate the skin of a man or a monster, and can do a
great deal of damage when it is removed as it tears
flesh from bone.
Spear. All attacks made by the spear have the Armour
Piercing and Multiple Wounds (D6) special rules.
Helmet of the Dark Beast (Magic Armour)
This helmet has been created from the skull of one the
strange and evil beasts Mhogli has hunted throughout
his lifetime. By wearing this helmet, his appearance
becomes ever more terrifying as the taint of mutation
and blood still lingers upon it.
The wearer of the Helmet counts his armour save as
being one point higher than normal. Enemies must re-
roll successful Panic, Fear and Terror tests caused by
Mhogli.
SYRUA, GOD OF THE SUN
The Sun God of the Devas, Syrua is one of the oldest Gods of the pantheon. Practically dwarf-like in stature, Syrua has copper skin and red eyes. He rides in the sky on his chariot, drawn by a seven-
headed horse and steered by the Asvina, twin brothers who represent dawn and twilight. To those loyal to him, Syrua is generous and open; to those
who betray him who he feels are disloyal (which is most people, Gods and mortals alike), Syrua is malevolent and cruel, his shining visage bearing
down upon them with spite and enmity. At his best and most benevolent, the sun God is an enlightening presence for his followers. Through stimulation and instigation, he expects the best out of those dearest to them, and he will often inspire people to reach their highest potential. When they do not, they
usually feel the full impact of his wrath. Syrua has fathered many of the epic heroes of Indan legend,
including Narak and Sugriva. He does not mention the many others who he perceives as failures.
62
PARASHURUMA The Holy Slayer
Born in a small village, Parashuruma grew into a great
warrior, and pleased Lord Shaivi after slaying a tribe of
viscous Beastmen. As a blessing, he was granted the
power of regeneration, able to swiftly recover from any
injury and even reattach lost limbs, making him a
fearless warrior. Along with this, he was given the
Parashu of Shaivi, the axe which he is known for
today, as well as.
Once, a king by the name of Kartavirya visited the
village led by Jamadagni, Parashuruma's father, along
with his army during the course of a hunting trip in the
forest. Jamadagni arranged to feed his guest and his
vast army with the help of his divine cow. Amazed at
this, the king became greedy and wanted the cow to be
given to him. Jamadagni refused, saying that the cow
was required in the performance of religious rites. The
king sent his soldiers and forcibly took the cow away
to his city.
Returning home and hearing this, Parashuruma was
infuriated and travelled to the royal palace.
Brandishing his axe, he decimated its guards and killed
the mighty King Kartavirya, retrieving the calf. When
he returned home, his father was pleased, but seeing
the blood stained axe of Parashuruma, also concerned.
He cautioned his son he must be aware of wrath and
pride. Parashuruma accepted the reprimand of his
father, in penance, and went on a pilgrimage to holy
places for one year in purification.
Meanwhile, the sons of Kartavirya discovered their
dead father at the palace and knew that only
Parashuruma could have killed him. In revenge, they
travelled to the hermitage and murdered Jamadagni
while he was in meditation, surrounding the rishi and
shooting him to death with arrows like a stag.
Afterwards, they decapitated his body and took his
head with them.
When Parashuruma returned home, he found his
mother next to the body of his father, crying
hysterically as she beat her chest twenty-one times in a
row. Furious, he hunted down the sons of Kartavirya at
the palace. He killed them all and returned with the
head of his father to conduct the cremation.
Parashurama then vowed to enact genocide on the war-
mongering Kshatriyas twenty-one times over, once for
each time the hand of his mother hit her chest.
He has since travelled throughout the Indan
subcontinent, killing all men of the Kshatriya caste,
guilty or innocent. Known as "the Holy Slayer",
Parashuruma is the bane and nightmare of corrupt
rulers, haunting their dreams with visions of their
impending doom. Every now and then, he might sate
his thirst for blood for a while, joining the armies of
Ind in defence of his homeland. Even so, any member
of the Kshatriya caste better watch out, lest it be their
head that is lopped off their shoulders.
M WS BS S T W I A Ld
Parashuruma 4 6 5 4 4 2 5 3 8
TROOP TYPE: Infantry (Special Character).
SPECIAL RULES: Warrior Caste, Hatred,
Regeneration.
Head-taker: For ever character killed with a Killing
Blow by Parashuruma, the Ind player receives +100
Victory Points.
MAGIC ITEMS: Parashu of Shaivi (Magic Weapon)
The axe used to find and eliminate corrupt rulers that
were in control of nearby kingdoms. It can cut through
the toughest of opponent with little opposition, and
have a special tendency to go for their necks.
This axe gives Parashuruma +2 to his Strength. In
addition, he gains the Killing Blow special rule, which
takes effect on a 5+ rather than a 6+.
63
LORE OF THE DEVAS
KARMA (Lore Attribute) Karma represents the totality of one’s action in the
great fabric of the world, a delicate manoeuvring
through the mysteries of fate.
Once per casting attempt, a Guru using this Lore
may change a result of 1 on a dice roll to a 6.
However, the next time he rolls a 6 when casting a
spell, this roll must be substituted for a 1 instead.
TANTRA (Signature spell) Cast on 5+ By concentrating on his gods, the primal forces
controlling existence create an aura of energy around
the Guru that stimulates the surrounding area.
Tantra is an augment spell with a range of 24". The
target unit gains the Always Strike First special rule
until the start of the caster's next Magic phase. The
Wizard can choose to have this spell affect all friendly
units within 12". If he does so, the casting value is
increased to 10+.
1. CREATION OF BRAHMIR Cast on 6+ With the power of Brahmir, the Guru summons astral
weapons into the hands of his faithful.
Creation of Brahmir is an augment spell with a range
of 24". The target unit gains +1 to their Strength and
Magical Attacks until the start of the caster's next
Magic phase. The Wizard can choose to have this spell
affect all friendly units within 12". If he does so, the
casting value is increased to 12+.
2. GANESHAN'S BLESSING OF FORTUNE Cast on 6+ Summoning the power of Ganeshan, the Guru blesses
his followers.
Ganeshan's Blessing of Fortune is an augment spell
with a range of 24". The target unit may re-roll D3 dice
that directly affects them until the start of the caster's
next Magic phase. The Wizard can choose to have this
spell affect all friendly units within 12". If he does so,
the casting value is increased to 12+. 3. SACRED SHIELD OF VAISHNA Cast on 9+ Calling upon the power of Vaishna, the Guru protects
his followers.
Sacred Shield of Vaishna is an augment spell with a
range of 24". The target unit gains a 5+ Ward save
until the start of the caster's next Magic phase. The
Wizard can choose to have this spell affect all friendly
units within 12". If he does so, the casting value is
increased to 18+.
4. BOLTS OF CINDRA Cast on 9+
Summoning the power of Cindra, the Guru calls down
bolts of lightning to scorch his foes.
Bolt of Cindra is a direct damage spell with a range of
18". Roll a D3; this is the number of bolts summoned.
Place this number of small templates anywhere within
24" of the Guru (but at least 1" apart). Each template
will scatter D6+2". Any model touched by the template
takes a Strength 4 hit, while any model under the hole
takes a Strength 10 hit with the Multiple Wounds (D3)
special rule. The Wizard can choose to have this spell
summon D6 bolts instead. If he does so, the casting
value is increased to 16+.
5. CURSE OF KALI-MA Cast on 10+ Drawing upon the power of the Goddess of Death, the
Guru channels the pure essence of death.
Curse of Kali-ma is a direct damage spell with a range
of 12". One chosen enemy model must take a
Leadership test. If failed, the model is automatically
removed as a casualty, with no saves of any kind
allowed. The Wizard can choose to extend the range of
this spell to 24" instead. If he does so, the casting value
is increased to 13+.
6. INVOCATION OF SHAIVI Cast on 18+ The most powerful mudra symbolizing the pure force of
Shaivi, this mudra allows the Guru to channel the raw
destructive force of Shaivi as the Destroyer of worlds.
Invocation of Shaivi is an augment spell with a range
of 18". The target unit will Wound on a 2+ with no
armour saves allowed until the start of the caster's next
Magic phase. The Wizard can choose to extend the
range of this spell to 36" instead. If he does so, the
casting value is increased to 21+.
64
WEAPONS OF THE DEVAS This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Devas of Ind. These may only be used by models with the Deva special rule.
MAHAKALI'S BOW 85 points Magic Weapon
Perhaps one of the most devastating weapons in
creation, belonging to the death-goddess Kali-ma, it
has the capacity to utterly annihilate anything that its
wielder wishes. It never misses, and completely
destroys whatever its wielder desires when fired. It
could even be used to end all life on the entire world in
an instant. This weapon is so powerful that if anyone
even tries to touch it who is unworthy of it in Kali-ma’s
eyes, that person will be instantly and irrevocably
disintegrated. Additionally, it can never be used for
any purpose that is contrary to the divine wishes of
Kali-ma’s consort, Shaivi; it will not work for anyone
who attempts to do so, and doing will result in the
weapon being immediately revoked, and possibly in its
wielder being destroyed. Thus it is only appropriate as
a weapon against the greatest of foes.
One use only. Long bow. When used, this bow
automatically hits, causing D6+1 Wounds with no
armour save allowed. However, before using it, the
wielder must pass a Leadership test. If failed, the
model wielding it suffers D6+1 Wounds with no
armour save allowed instead. He may attempt to use it
next turn if he wishes, following the same procedure. SUDARSHANA CHAKRAM 80 points Magic Weapon, Vaishna only
Sudarshana Chakram is a spinning, disk-like super
weapon with one hundred and eight serrated edges
used by Lord Vaishna. According to the Puranas,
Sudarshana Chakram is used for the ultimate
destruction of an enemy.
Sudarshana Chakram may be thrown in the Shooting
Phase. It has a range of 18". Target 1 enemy model
within line of sight and roll to Hit as normal. If the
attack hits, place the 3" template over that model. Roll
a D6 and the Scatter dice to determine in which
direction Sudarshana Chakram moves. Any model
passed over by the template suffers a Magical Strength
5 hit with the Armour Piercing special rule.
THE BRAHMASTRA 75 points Magic Weapon, Brahmir only
This is the Staff of Brahma, one of the most powerful
weapons in creation. It is said that when the
Brahmastra is discharged, there is neither a counter
attack nor a defence that may stop it. The land where
the weapon is used becomes barren for eons and all
life in and around that area ceases to exist.
One use only. The Brahmastra may be used in the
Close Combat phase. When it is used, place the large
template over the model carrying it. Any model
touched by the template (excluding the wielder) takes a
Strength 10 hit that causes D6 Wounds. THE VAJRA 70 points Magic Weapon
The Vajra is one of the most powerful weapons in Ind,
said to have belonged to the king of the gods, Cindra.
This weapon was made from the bones of sage
Dadhichi after he died to defeat the Daemon Vratri.
The Vajra has the power to summon bolts of lightning
at will, which can then be thrown to devastating effect.
The Vajra can be used in the Shooting Phase. Roll a
D6. This is the number of lightning bolts that may be
thrown this phase. The lightning bolts have a range of
24" and each causes a Strength 6 hit. Roll to Hit as
normal.
THE KAUMODAKI MACE 60 points Magic Weapon, Vaishna only
This blessed mace is said to be the divine weapon of
the preserver god Vaishna himself. Crafted at the dawn
of time by the preserver god himself, it is filled with the
power of a thousand stars, and it was given the highest
blessing by the god himself before he brought it down
to earth. Anyone who wields it finds themselves filled
with untold power and is imbued with the strength and
skill of the greatest of the heaven dwellers.
The wielder of the Kaumodaki gains Strength 10. Roll
a dice for each initial Attack that hits. On a 4+, it
causes another hit.
TRIDENT OF DESTRUCTION 50 points Magic Weapon, Shaivi only
This vicious trident was wielded by the destruction god
Shaivi, who has used it to fulfil his grim duties of
bringing death and destruction to the universe. This
steel trident never tarnishes, its pronged heads seeming
to gleam brightly against any ray of light. One who
wields it is able to slice hearts from bodies and heads
from necks as if they were insubstantial, and if a foe
merely touches its blackened blade, their screaming
souls are drawn agonizingly out for the destruction god
to feast upon.
The Trident may be used as a halberd in Close Combat,
and be thrown like a javelin in the Shooting phase. In
addition, the wielder gains the Heroic Killing Blow
special rule.
65
SACRED RELICS OF IND This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Indans. These may be used in addition to the magic items found in the Warhammer rulebook.
ASI, DIVINE KHANDA 50 points Magic Weapon
According to legend, this was in fact the first sword in
all of creation, after which all other swords are
modelled. The Devas approached Brahmir, the creator
of the universe, and protested against the unjust rule
and evil doings of the Asuras. Hearing the protest from
the Gods, Brahma collected sacrificial objects and
proceeded to perform a grand sacrifice with the
foremost of the Devas at the side of the Mountains of
Heaven. During the course of the sacrifice, a dreadful
creature sprang from the midst of the sacrificial fires
scattering flames all around. It was as though a moon
had arisen in the midst of the stars. He was collared
like a deep-blue lotus. His teeth were sharp and
terrible, stomach lean and skinny and stature very tall
and slim. He was of exceeding energy and power.
Simultaneously, the earth started shaking, there were
turmoil in the oceans, the forceful winds started
howling all around, the trees started falling and being
torn apart, and the meteors started blazing through the
skies! Upon this, the creature assumed the form of a
blazing, sharp-edged sword, glowing like the flames at
the end of the eons. It was used by the gods to fight in
wars against the Asuras at the dawn of time, and
afterward given to great human sages in all successive
eras.
The wielder of this Sword gains +1 To Hit and +1 To
Wound, as well as Flaming Attacks. If he rolls a
natural 6 when rolling To Wound, the attack is done
with the Multiple Wounds (D3) special rule.
GAUNTLET OF IGNI 45 points Magic Weapon
This gauntlet was given by the fire god Igni to the
princes of Ind. It burns with an everlasting flame that
flickers onto its bearer’s weapons and scorches all who
would dare attack its wearer. This flame can even be
propelled towards a foe, causing spectacular results as
the holy fire dances and storms around the enemy,
trapping them in an attempt to protect he who is
blessed by the fire god.
Pata. If used with an Extra Attack, each Hit with this
weapon inflicts an automatic Flaming Strength 4 Hit on
the enemy in addition to the normal Hit. If used with
Parry, every attack that hits the wearer in Close
Combat causes the enemy model who struck the blow
to suffer a Flaming Strength 4 hit. In addition, the
wearer gains a 2+ Ward save against Flaming Attacks.
FLAIL OF KALI-MA 45 points Magic Weapon
The handle to a Kali-ma’s flail is a large human bone
cast in iron, usually a femur. Thin chain links made of
blackened steel connect to three flail heads that are
each in the form of a black claw, the points of them
extremely sharp.
This flail gives the wielder +2 Strength in the first
round of combat, and +1 Strength at other times. In
addition, he gains Poisoned Attacks and the Armour
Piercing special rule.
THE KAVACHA 50 points Magic Armour
The Kavacha was once the armour of Narak, but
Cindra, the king of the gods, tricked Narak to give it to
him, so that Urjana, Cindra's son born as a human on
earth could slay him in the Kuryakshetra War. It is
said that nothing can penetrate Kavacha, making the
bearer all but untouchable.
The Kavacha gives the wearer a 2+ armour save, which
may be re-rolled. This save cannot be improved by any
means.
GUARDIAN AMULET 45 points Talisman
This mysterious amulet was found many years ago in
an ancient temple, most likely an artefact of Vaishna. It
is a very powerful talisman that protects its wearer
from harm. But its power isn't constant and will
weaken from constant strain, sometimes to the wearer's
demise. It has since passed from ruler to ruler, each
hoping they will be protected by it long enough for
them to vanquish their foes.
The Guardian Amulet confers a 2+ Ward Save. Roll
separately for every wound suffered. For every
successful save you make, the Ward Save will weaken,
so after one save it will be a 3+, after two saves a 4+
etc. 6‘s always saves the wound.
66
HOLY CENSER 35 points Arcane Item
Censers are an important part of the worship of the
Indan gods – in the temples, they are used to spread
the fragrant smell of incense throughout the whole
room and send worshippers and zealots into holy
euphoria as they feel the sacred essence of the gods
flow through them. In battle, they are filled with
enchanted wood and magical lotus flowers, and they
can be used to invoke the gods’ deadliest powers.
When the bearer casts spells with Irresistible Force, he
may ignore the roll on the miscast table on the D6 roll
of 4+.
PRAYER BEADS 5 points Arcane Item
These golden prayer beads can be used by the bearer
to call upon the power of the gods to boost his magical
abilities. By turning one of the beads on the necklace
thrice and by calling out prayers to one of the gods for
aid, the sorcerer’s magical abilities can be enhanced
by the gods.
Once use only. When attempting to cast a spell, a Guru
may choose to use a Prayer Bead to add +1 to the total
casting value. A Guru can buy as many of these as he
wish as long as he has points available, and several
Prayer Beads may be used for a single spell. In
addition, Prayer Beads does not stop the Guru from
taking another Arcane Item.
AMRITA, NECTAR OF THE GODS 75 points Enchanted Item
According to the legends of the Asuras, amrita is the
substance stolen by the Devas from their beloved
master, Vritra. The reason for this theft was the chance
to obtain immortality and Godhood, something only
bestowed upon by Vritra himself to his doting
followers. This greatly angered the Titan, who, once
his divine liquid was spirited away from him, became
so enraged that he waged holy war against the Devas.
His spite was so great that he determined to suck all
the waters of the World, especially his lost amrita, so
that no being could benefit anymore from the blessed,
quenching liquid. If you told this story to a Deva, she
would laugh in your face. To them, amrita is the nectar
of the Gods, their source of nourishment and a
refreshing break from the hardships of being divine.
More than just ambrosia or soma, amrita is the sweet
juice of creation, the etheric fuel for a God’s
immortality. Gulping down a cup of this golden,
intoxicating liquid grants amazing protective and
regenerative abilities upon its holder.
The bearer may drink from the Amrita up to 3 times
during a battle, at the start of any phase. Every time he
drinks from it, he regains 1 lost Wound and gains the
Regeneration special rule until the start of his next turn.
MASK OF GANESHAN 40 points Enchanted Item
This elephant-shaped mask bestows the power of
Ganesha, god of luck and riches, onto the bearer. It
gives its wearer unbelievable luck as attacks and
effects that would usually harm them are dissipated,
stop in mid-air or turn into small elephant-shaped
coins, and failed attacks somehow swing back up and
hit their mark.
The wearer of this mask may re-roll failed rolls of 1
when rolling To Hit, To Wound, and when taking
armour saves and Ward saves.
HOLY STANDARD OF THE DEVAS 100 points Magic Standard
This standard was woven with strings is said to be
blessed by every one of Ind’s vast collection of gods,
washed in the sacred waters of the River Ganga, and
intertwined with the finest gemstones and diamonds
that could be found. It is a beacon for all the free
peoples of the Kingdoms of Ind and reminds them of
the glories they have achieved against the foul forces
of Destruction. Its glittering patterns and shining
brilliance dazzle the foe and inspire the warriors
carrying it to amazing deeds of bravery. Carried only
the bravest soldiers in a ruler's servitude, each man
fighting under this banner would take upon themselves
the role of dying for their lord in a challenge against
any foe.
All models in the unit carrying this banner are
Stubborn and gains a 5+ Ward save.
67
68
69
THE INDAN
ARMY LIST
The armies of Ind marshal to protect
their lands and exercise their dominion
over their neighbours. As commander of
the Indan army, it is through your faith
and leadership that the warriors of Ind
stand fast in the heat of battle.
This section of the book helps your turn
your collection of Indan miniatures into
an army of stalwart worshippers, ready
for a tabletop battle. At the back of this
section, you will also find a summary
page, which lists every unit's
characteristics profile, for quick and easy
reference during your games of
Warhammer.
70
USING THE ARMY LIST The army list is used alongside the 'Choosing an Army'
section of the Warhammer rulebook to pick a force
ready for battle. Over the following pages you will find
an entry for each of the models in your army. These
entries give you all of the gaming information that you
need to shape your collection of models into the units
that will form your army. Amongst other things, they
will tell you what your models are equipped with, what
options are available to them, and their points costs.
UNIT CATEGORIES As described in the Warhammer rulebook, the units in
the army list are organised into five categories: Lords,
Heroes, Core Units, Special Units and Rare Units.
ARMY LIST ENTRIES Each army list entry contains all the information you
need to choose and field that unit at a glance, using the
following format:
RAJPUTS 4 points per model Profile M WS BS S T W I A Ld Troop Type
Rajput 4 3 3 3 3 1 3 1 7 Infantry
Mansabdar 4 3 3 3 3 1 3 2 7 Infantry
Unit Size: 10+ Special Rules: Options: Warrior Caste May upgrade one Rajput to a Mansabdar.…………………………..10 points
May upgrade one Rajput to a musician……………………………...10 points
May upgrade one Rajput to a standard bearer……………………….10 points
The entire unit may be armed with one of the following:
- Patas…………………………………………………….2 points per model
- Additional hand weapons…………………………………1 point per model
The entire unit may take shields…………………….……...1 point per model
The entire unit may be armed with chakrams……………..2 points per model
Equipment:
Hand weapon
Light armour
1. Name. The name by which
the unit or character is
identified.
2. Profiles. The characteristic
profiles for the model(s) in
each unit are provided as a
reminder. Where several
profiles are required these
are also given, even if they
are optional (such as unit
champions).
3. Troop Type. Each entry
specifies the troop type of its
models (e.g. 'infantry,
monstrous cavalry' and so
on).
4. Points value. Every
miniature in the Warhammer
range costs an amount of
points that reflects how
effective it is on the
battlefield For example, a
Rajput costs 4 points, whilst
the powerful Lord Darahma
costs a whopping 320 points!
5. Unit Size. This specifies the
minimum size for each unit,
which is the smallest number
of models needed to form that
unit. In some cases units also
have a maximum size, or can
even comprise just a single
model.
6. Equipment. This is a list of
the standard weapons and
armour for that unit. The cost
of these items is included in
the basic points value.
7. Special Rules. Many troops
have special rules that are
fully described earlier in this
book or in the Warhammer
rulebook. The names of these
rules are listed here as a
reminder.
8. Options. This is a list of
optional weapons and
armour; mounts, magic items
and other upgrades for units
or characters, including the
points cost for each
particular option. Many unit
entries include the option to
upgrade a unit member to a
champion, standard bearer
or musician. Some units may
carry a magic standard or
take magic items at a further
points cost.
71
LORDS
DARAHMA, GOD-HERO OF IND 320 points
Profile M WS BS S T W I A Ld Troop Type
Darahma 4 6 5 5 5 3 6 4 9 Infantry (Special Character)
Equipment: Magic Items: Special Rules:
Hand weapon Kodandam
The Brahmastra Arrow
Noble Caste
The Avatara
KARISHNA, THE CURRENT AVATARA 340 points
Profile M WS BS S T W I A Ld Troop Type
Karishna 4 7 6 5 5 3 7 4 9 Infantry (Special Character)
Equipment: Magic Items: Special Rules: Magic:
Hand weapon
Light armour
Sudarshana
Chakram
Noble Caste
The Avatara
Karishna is a Level 2 Wizard who uses spells
from the Lore of Light, Lore of the Heavens or
Lore of the Devas.
72
LORDS
MAHARAJAH 110 points
Profile M WS BS S T W I A Ld Troop Type
Maharajah 4 5 5 4 4 3 5 3 9 Infantry (Character)
Equipment: Options:
Hand weapon
Light armour
May be armed with one of the following:
- Additional hand weapon (unless mounted)………………….…………………….3 points
- Morning star………………….…………………………………………………...3 points
- Spear (mounted only)……………………………………………………………..3 points
- Halberd……………………………………………………………………………6 points
- Great weapon……………………………………………………………………...6 points
- Pata (unless mounted)……………………………………………………………..6 points
May be armed with one of the following:
- Bow………………………………………………………………………………..5 points
- Javelin……………………………………………………………………………..5 points
- Chakram…………………………………………………………………………...5 points
May upgrade light armour to heavy armour…………………………………………4 points
May take a shield…………………….………………………………………………3 points
May be mounted upon one of the following:
- Warhorse…………………………………………………………………….…...18 points
May be upgraded to have barding……………………………………………...6 points
- Throne Bearers…………………………………………………………………..35 points
- Royal Chariot (displacing one of the crew)……………………………………...70 points
- Royal Elephant (displacing one of the crew)………………………………………165 points
May take magic items up to a total of ……………………………………………100 points
Special Rules:
Noble Caste
Unswerving Loyalty
ELDRITCH GURU 180 points
Profile M WS BS S T W I A Ld Troop Type
Eldritch Guru 4 3 3 3 4 3 3 1 8 Infantry (Character)
Equipment: Magic: Options:
Hand weapon
An Eldritch Guru is a
Level 3 Wizard who uses
spells from the Lore of
Fire, Lore of the Heavens,
Lore of Light, Lore of
Life or Lore of the Devas.
May be upgraded to Level 4 Wizard………………….35 points
May take magic items up to a total of ………………100 points Special Rules:
Spiritual Leader
CHARACTER MOUNTS
Profile M WS BS S T W I A Ld Troop Type
Warhorse 8 3 0 3 3 1 3 1 5 War Beast
Throne Bearers 4 4 3 4 - - 4 4 - -
Royal Elephant 6 3 0 5 6 5 2 4 6 Monster
Special Rules:
Royal Elephant: Terror, Large Target, Impact Hits (D6+1), Thick-skinned, Stampede.
73
LORDS
BRAHMIR 390 points
Profile M WS BS S T W I A Ld Troop Type
Brahmir 6 5 5 6 6 5 6 4 9 Monster (Character)
Equipment: Magic: Options:
Hand weapon
A Brahmir is a Level 2
Wizard who uses spells
from the Lore of Life.
May be upgraded to Level 3 Wizard………………….35 points
May be upgraded to Level 4 Wizard………………….70 points
May take one Weapon of the Devas…...............no points limits Special Rules: Deva
Terror
Large Target
Creator
VAISHNA 425 points
Profile M WS BS S T W I A Ld Troop Type
Vaishna 6 7 6 6 6 6 6 5 9 Monster (Character)
Equipment: Magic: Options:
Hand weapon
A Vaishna is a Level 1
Wizard who uses spells
from the Lore of Light.
May be upgraded to Level 2 Wizard………………….35 points
May take one Weapon of the Devas…...............no points limits Special Rules: Deva
Terror
Large Target
Preserver
SHAIVI 430 points
Profile M WS BS S T W I A Ld Troop Type
Shaivi 8 9 6 6 6 5 9 6 9 Monster (Character)
Equipment: Magic: Options:
Hand weapon
A Shaivi is a Level 1
Wizard who uses spells
from the Lore of Fire.
May be upgraded to Level 2 Wizard………………….35 points
May take one Weapon of the Devas…...............no points limits Special Rules: Deva
Terror
Large Target
Destroyer
74
HEROES
URJANA, MASTER OF THE BOW 165 points
Profile M WS BS S T W I A Ld Troop Type
Urjana 4 5 6 4 4 2 6 3 8 Infantry (Special Character, Rajah)
Equipment: Magic Items: Special Rules: Options:
Hand weapon Gandvia
Kaustubha
Noble Caste
Unswerving
Loyalty
Sniper
May be mounted upon a Royal Chariot (displacing one of the
crew)……………………………………..................70 points
MHOGLI THE BEASTMASTER 220 points
Profile M WS BS S T W I A Ld Troop Type
Mhogli 4 5 5 4 4 2 5 3 8 Monstrous Cavalry (Special Character) Sher Khana 8 5 0 5 5 4 5 4 7 -
Equipment: Magic Items: Mount: Special Rules:
Hand weapon Beast's Bane
Helmet of the Dark Beast
Sher Khana Lowborn Caste
Fear
Beastmaster
Mighty Roar
PARASHURUMA, THE HOLY SLAYER 180 points
Profile M WS BS S T W I A Ld Troop Type
Parashuruma 4 6 5 4 4 2 5 3 8 Infantry (Special Character)
Equipment: Magic Items: Special Rules:
Bow Parashu of Shaivi Warrior Caste
Hatred
Regeneration
BEASTMASTER 35 points
Profile M WS BS S T W I A Ld Troop Type
Beastmaster 5 4 4 4 4 2 4 2 8 Infantry (Character)
Tiger 8 5 0 5 4 2 4 2 6 War Beast
Panther 9 4 0 4 4 2 5 3 6 War Beast
Equipment: Options:
Hand weapon
May be armed with an additional hand weapon………………….………………….2 points
May be armed with one of the following:
- Bow………………………………………………………………………………..5 points
- Javelin……………………………………………………………………………..5 points
May be accompanied by up to 5 of the following:
- Tiger……………………………………………………………………………...21 points
- Panther…………………………………………………………………………...21 points
May take magic items up to a total of ……………………………………………..25 points
Special Rules:
Lowborn Caste
Monsters &
Handlers
Forest Strider
Beastmaster
Unleash the Beasts
75
HEROES
RAJAH 60 points
Profile M WS BS S T W I A Ld Troop Type
Rajah 4 5 5 4 4 2 5 3 8 Infantry (Character)
Equipment:
Hand weapon
Light armour
Special Rules:
Noble Caste
Unswerving
Loyalty
Options:
May be armed with one of the following:
- Additional hand weapon (unless mounted)………………………….2 points
- Morning star………………….………………………………………2 points
- Spear (mounted only)………………………………………………...2 points
- Halberd……………………………………………………………….4 points
- Great weapon………………………………………………………...4 points
- Pata (unless mounted)………………………………………………..4 points
May be armed with one of the following:
- Bow…………………………………………………………………..5 points
- Javelin………………………………………………………………..5 points
- Chakram……………………………………………………………...5 points
May upgrade light armour to heavy armour……………………………2 points
May take a shield…………………….…………………………………2 points
May be mounted upon one of the following:
- Warhorse……………………………………………………………12 points
May be upgraded to have barding…………………………………4 points
- Throne Bearers……………………………………………………...35 points
- Royal Chariot (displacing one of the crew)………………………...70 points
- Royal Elephant (displacing one of the crew)………………………..165 points
May take magic items up to a total of ………………………………...50 points
GURU 75 points
Profile M WS BS S T W I A Ld Troop Type
Guru 4 3 3 3 4 2 3 1 7 Infantry (Character)
Equipment: Magic: Options:
Hand weapon
A Guru is a Level 1
Wizard who uses spells
from the Lore of Fire,
Lore of the Heavens, Lore
of Light, Lore of Life or
Lore of the Devas.
May be upgraded to Level 2 Wizard………………….35 points
May take magic items up to a total of ………………..50 points Special Rules:
Spiritual Leader
VISHKANYA 110 points
Profile M WS BS S T W I A Ld Troop Type
Vishkanya 5 7 5 4 3 2 7 3 9 Infantry (Character)
Equipment: Options:
Tw hand weapons
May be armed with one of the following:
- Chakram…………………………………………………………………………5 points
- Throwing
weapon…………………………………………………………………………..2 points
May take magic items up to a total of ……………………………………………50 points
Special Rules:
Always Strike First
Poisoned Attacks
Ward save (4+)
Scout
Hidden
A Killer not a Leader
ARMY BATTLE STANDARD One Rajah in the army may
carry the Battle Standard for
+25 points. The Battle
Standard Bearer can have a
magic banner (no points limit).
A model carrying a magic
standard cannot carry any
other magic items.
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CORE UNITS
RAJPUTS 4 points per model Profile M WS BS S T W I A Ld Troop Type
Rajput 4 3 3 3 3 1 3 1 7 Infantry
Mansabdar 4 3 3 3 3 1 3 2 7 Infantry
Unit Size: 10+ Special Rules: Options: Warrior Caste May upgrade one Rajput to a Mansabdar.…………………………..10 points
May upgrade one Rajput to a musician……………………………...10 points
May upgrade one Rajput to a standard bearer……………………….10 points
The entire unit may be armed with one of the following:
- Patas…………………………………………………….2 points per model
- Additional hand weapons…………………………………1 point per model
The entire unit may take shields…………………….……...1 point per model
The entire unit may be armed with chakrams……………..2 points per model
Equipment:
Hand weapon
Light armour
MAHRATA ARCHERS 5 points per model Profile M WS BS S T W I A Ld Troop Type
Maratha 4 3 3 3 3 1 3 1 7 Infantry
Havildar 4 3 4 3 3 1 3 1 7 Infantry
Unit Size: 10+ Special Rules: Options: Warrior Caste May upgrade one Maratha to a Havildar.……………………………10 points
May upgrade one Maratha to a musician……………………………10 points
May upgrade one Maratha to a standard bearer……………………..10 points
Equipment:
Hand weapon
Bow
URUMI SWORDMEN 6 points per model Profile M WS BS S T W I A Ld Troop Type
Urumi Swordsman 4 4 3 3 3 1 4 1 7 Infantry
Urumi Master 4 4 3 3 3 1 4 2 7 Infantry
Unit Size: 10+ Special Rules: Options: Warrior Caste May upgrade one Urumi Swordsman to a Urumi Master.…………..10 points
May upgrade one Urumi Swordsman to a musician………………...10 points
May upgrade one Urumi Swordsman to a standard bearer………….10 points
The entire unit may skirmish…………………………………………………free
Equipment:
Urumi
PEASANT LEVY 3 points per model Profile M WS BS S T W I A Ld Troop Type
Peasant 4 2 2 3 3 1 3 1 5 Infantry
Sepoy 4 2 2 3 3 1 3 2 5 Infantry
Unit Size: 20+ Special Rules: Options: Lowborn
Caste
May upgrade one Peasant to a Sepoy.……………………………….10 points
May upgrade one Peasant to a musician…………………………….10 points
The entire unit may be armed with one of the following:
- Slings…………………………………………………….1 point per model
- Javelins…………………………………………………..1 point per model
The entire unit may take shields…………………….……..½ point per model
Equipment:
Spear
77
CORE UNITS
SOWAR HORSEMEN 14 points per model Profile M WS BS S T W I A Ld Troop Type
Sowar 4 4 3 3 3 1 3 1 8 Cavalry
Avar 4 4 3 3 3 1 3 2 8 Cavalry
Warhorse 8 3 0 3 3 1 3 1 5 -
Unit Size: 5+ Special Rules: Options: Noble Caste May upgrade one Sowar to an Avar.………………………………...10 points
May upgrade one Sowar to a musician……………………………...10 points
May upgrade one Sowar to a standard bearer……………………….10 points
- May take a magic standard worth up to…………………………..25 points
The entire unit may be armed with spears………………….1 point per model
The entire unit may be armed with one of the following:
- Bows…………………………………………………….2 points per model
- Javelins………………………………………………………1 point per model
The entire unit may be equipped with barding……………2 points per model
Equipment:
Hand weapon
Light armour
Shield
THUGEES 5 points per model Profile M WS BS S T W I A Ld Troop Type
Thuggee 4 3 3 3 3 1 3 1 7 Infantry
Phansigar 4 3 3 3 3 1 3 1 7 Infantry
Unit Size: 20+ Special Rules: Options: Lowborn
Caste
Skirmishers
May upgrade one Peasant to a Sepoy.……………………………….10 points
May upgrade one Peasant to a Phansigar ………………………….10 points
The entire unit may be armed with chakrams……………..2 points per model
Equipment:
Two hand
weapons
SNAKE SWARMS 35 points per base
Profile M WS BS S T W I A Ld Troop Type
Snake Swarm 5 3 0 2 2 5 1 5 10 Swarm
Fakir 5 2 2 3 3 1 3 1 6 Infantry
Note: Snake Swarms does not count towards the minimum percentage of Core Units you need to include in your army.
Unit Size: 2+ bases & 1 Fakir Special Rules:
Poisoned Attacks (Swarm only) Forest Strider
78
SPECIAL UNITS
MAIDEN GUARD 9 points per model Profile M WS BS S T W I A Ld Troop Type
Maiden Guard 4 4 3 3 3 1 4 1 8 Infantry
Maiden Warden 4 4 3 3 3 1 4 2 8 Infantry
Unit Size: 10+ Special Rules: Options: Noble Caste
Stubborn
May upgrade one Maiden Guard to a Maiden Warden.……………..10 points
May upgrade one Maiden Guard to a musician……………………..10 points
May upgrade one Maiden Guard to a standard bearer………………10 points
- May take a magic standard worth up to…………………………..50 points
The entire unit may take shields…………………….……...1 point per model
The entire unit may swap one hand weapon for halberds………………...free
Equipment:
Two hand
weapons
Light armour
HOLY WARRIORS 12 points per model Profile M WS BS S T W I A Ld Troop Type
Holy Warrior 4 4 3 4 3 1 3 1 8 Infantry
Fearless One 4 4 3 4 3 1 3 2 8 Infantry
Unit Size: 10+ Special Rules: Options: Warrior Caste
Immune to
Psychology
Magic
Resistance (2)
May upgrade one Holy Warrior to a Fearless One………………….10 points
May upgrade one Holy Warrior to a musician………………………10 points
May upgrade one Holy Warrior to a standard bearer………………..10 points
- May take a magic standard worth up to…………………………..25 points
Equipment:
Great weapon
Heavy armour
ROYAL CHARIOTS 70 points per model Profile M WS BS S T W I A Ld Troop Type
Royal Chariot - - - 5 4 4 - - - Chariot (Armour save 5+)
Charioteer - 4 3 3 - - 4 1 8 -
Warhorse 8 3 0 3 - - 3 1 - -
Unit Size: 1-3 Equipment: Special Rules: Options:
Crew: 3 Charioteers.
Drawn by: 2 Warhorses.
Hand weapon
Spear
Bow
Noble Caste The entire unit may take one of the following:
- One extra Warhorse………...5 points per model
- Two extra Warhorses……...10 points per model
BENGAL RIDERS 41 points per model Profile M WS BS S T W I A Ld Troop Type
Bengal Rider 4 4 3 4 3 1 4 1 8 Monstrous Cavalry
Bengal Master 4 4 3 4 3 1 4 2 8 Monstrous Cavalry
Bengal Tiger 8 4 0 5 4 3 4 3 - -
Unit Size: 3+ Special Rules: Options: Warrior Caste
Fear
Forest Striders
Devastating
Charge
(Bengal Tiger
only)
May upgrade one Bengal Rider to an Bengal Master.………………10 points
May upgrade one Bengal Rider to a musician………………………10 points
May upgrade one Bengal Rider to a standard bearer………………..10 points
The entire unit may be armed with one of the following:
- Spears…………………………………………………….1 point per model
- Great weapons…………………………………………..2 points per model
- Javelins………………………………………………………1 point per model
The entire unit may take shields…………………….…….3 points per model
Equipment:
Hand weapon
79
SPECIAL UNITS
WAR ELEPHANTS 75 points per model
Profile M WS BS S T W I A Ld Troop Type
Mahout 4 3 3 3 3 1 2 1 7 Monstrous Cavalry
War Elephant 6 3 0 5 5 4 2 3 5 -
Unit Size: 2+ Special Rules: Options: Warrior Caste
Fear
Impact Hits
(D3+1)
Thick-skinned
Stampede
The entire unit may be armed with any of the following:
- Mahout Expert………………………………………….10 point per model
- Armour Plates…………………………………………10 points per model
- Spike Chain……………………………………………..15 point per model
- Spiked Tusks…………………………………………..15 points per model
The entire unit may take one of the following:
- One extra Mahout………………………………………..5 point per model
- Two extra Mahouts……………………………………..10 point per model
Equipment:
Spear
Javelin
Bow
VANARAS 10 points per model Profile M WS BS S T W I A Ld Troop Type
Vanara 5 3 3 3 3 1 5 1 6 Infantry
Monkey Paw 5 3 3 3 3 1 5 2 6 Infantry
Unit Size: 5+ Special Rules: Options: Skirmishers
Scouts
Forest Striders
May upgrade one Vanara to a Monkey Paw………………………...10 points
May upgrade one Vanara to a musician……………………………..10 points
The entire unit may be armed with additional hand
weapons…………………………………………………….1 point per model
Equipment:
Hand weapon
Blowpipe
RAKSHASAS 12 points per model Profile M WS BS S T W I A Ld Troop Type
Rakshasa 6 4 0 4 4 1 4 1 7 Infantry
Tigerclaw 6 4 0 4 4 1 4 2 7 Infantry
Unit Size: 5+ Special Rules: Options: Skirmishers
Ambushers Hatred Forest Striders
May upgrade one Rakshasa to a Tigerclaw………………………….10 points
May upgrade one Rakshasa to a musician…………………………..10 points Equipment:
Two hand
weapons
80
SPECIAL UNITS
KALARATRI 12 points per model Profile M WS BS S T W I A Ld Troop Type
Kalaratri 4 4 3 3 3 1 4 3 7 Infantry
Dark Eye 4 4 3 3 3 1 4 4 7 Infantry
Unit Size: 5+ Special Rules: Options: Deva May upgrade one Kalaratri to a Dark Eye.………………………….10 points
May upgrade one Kalaratri to a musician…………………………...10 points
May upgrade one Kalaratri to a standard bearer…………………….10 points
- May take a magic standard worth up to…………………………..25 points
Equipment:
Two hand
weapons
MARUTS 12 points per model Profile M WS BS S T W I A Ld Troop Type
Marut 4 4 0 4 4 1 1 1 7 Infantry
Storm Chaser 4 4 0 4 4 1 1 2 7 Infantry
Unit Size: 5+ Special Rules: Options: Deva May upgrade one Marut to a Storm Chaser.………………………...10 points
May upgrade one Marut to a musician………………………………10 points
May upgrade one Marut to a standard bearer………………………..10 points
- May take a magic standard worth up to…………………………..25 points
Equipment:
Hand weapon
Heavy armour
Shield
GARUDAS 14 points per model Profile M WS BS S T W I A Ld Troop Type
Garuda 4 4 0 4 3 1 5 2 7 Infantry
Blood Beak 4 4 0 4 3 1 5 3 7 Infantry
Unit Size: 5+ Special Rules: Options: Deva
Fly
May upgrade one Garuda to a Blood Beak.…………………………10 points
81
RARE UNITS
GANESHANS 53 points per model Profile M WS BS S T W I A Ld Troop Type
Ganeshan 6 4 0 4 5 3 3 4 8 Monstrous Infantry
Tusk Breaker 6 4 0 4 5 3 3 5 8 Monstrous Infantry
Unit Size: 3+ Special Rules: Options: Deva
Impact Hits (1)
Fortune Finders
May upgrade one Ganeshan to a Tusk Breaker.…………………10 points
May upgrade one Ganeshan to a musician………………………10 points
May upgrade one Ganeshan to a standard bearer………………..10 points
- May take a magic standard worth up to………………………50 points
The entire unit may be armed with one of the following:
- Great weapons………………………………………8 points per model
- Additional hand weapons……………………………3 points per model
- Shields………………………………………………3 points per model
Equipment:
Hand weapon
NAGAS 52 points per model Profile M WS BS S T W I A Ld Troop Type
Naga 7 4 4 4 4 3 5 4 8 Monstrous Beast
Venomtail 7 4 4 4 4 3 5 5 8 Monstrous Beast
Unit Size: 3+ Special Rules: Options: Deva
Poisoned Attacks
Scaly Skin (5+)
River Strider
May upgrade one Naga to a Venomtail.…………………………10 points
The entire unit may be armed with Snakeskin Bows….5 points per model Equipment:
Two hand
weapons
ROYAL ELEPHANT 165 points per model Profile M WS BS S T W I A Ld Troop Type
Royal Elephant 6 3 0 5 6 5 2 4 6 Monster
Mahout 4 4 3 3 3 1 2 1 8 -
Unit Size: 1 Equipment
(Mahouts):
Hand
weapon
Spear
Javelin
Bow
Special Rules: Options:
Crew: 3 Mahouts Noble Caste
Terror
Large Target
Impact Hits (D6+1)
Thick-skinned
Stampede
Howdah Crew
The War Elephant may be armed with any of the
following:
- Mahout Expert……………………15 point per model
- Armour Plates…………………...15 points per model
- Spike Chain………………………20 point per model
- Spiked Tusks……………………20 points per model
- Giant Bow……………………….20 points per model
- Small Cannon…………………...45 points per model
BASILISK 275 points per model Profile M WS BS S T W I A Ld Troop Type
Basilisk 8 4 4 5 6 6 5 5 6 Monster
Beastmaster 4 3 3 3 3 1 3 1 7 -
Unit Size: 1
Basilisk and 2
Beastmasters.
Equipment
(Beastmaster):
Two hand
weapons
Special Rules:
Terror
Large Target
Scaly Skin (4+)
Poisoned Attacks
Monsters and Handlers
Forest Strider
Cold Blooded
Aura of Vitriol
Maleficent Gaze
82
SUMMARY
LORDS M WS BS S T W I A Ld Type Page
Brahmir 6 5 5 6 6 5 6 4 9 Mo
Darahma 4 6 5 5 5 3 6 4 9 In
Eldritch Guru 4 3 3 3 4 3 3 1 8 In
Karishna 4 7 6 5 5 3 7 4 9 In
Maharajah 4 5 5 4 4 3 5 3 9 In
Shaivi 8 9 6 6 6 5 9 6 9 Mo
Vaishna 6 7 6 6 6 6 6 5 9 Mo
HEROES M WS BS S T W I A Ld Type Page
Beastmaster 5 4 4 4 4 2 4 2 8 In
- Tiger 8 5 0 5 4 2 4 2 6 WB
- Panther 9 4 0 4 4 2 5 3 6 WB
Guru 4 3 3 3 4 2 3 1 7 In
Mhogli 4 5 5 4 4 2 5 3 8 MC
- Sher Khana 8 5 0 5 5 4 5 4 7 -
Parashuruma 4 6 5 4 4 2 5 3 8 In
Rajah 4 5 5 4 4 2 5 3 8 In
Urjana 4 5 6 4 4 2 6 3 8 In
Vishkanya 5 7 5 4 3 2 7 3 9 In
CORE UNITS M WS BS S T W I A Ld Type Page
Maratha 4 3 3 3 3 1 3 1 7 In
- Havildar 4 3 4 3 3 1 3 1 7 In
Peasant 4 2 2 3 3 1 3 1 5 In
- Sepoy 4 2 2 3 3 1 3 2 5 In
Rajput 4 3 3 3 3 1 3 1 7 In
- Mansabdar 4 3 3 3 3 1 3 2 7 In
Snake Swarm 5 3 0 2 2 5 1 5 10 Sw
- Fakir 5 2 2 3 3 1 3 1 6 -
Sowar 4 4 3 3 3 1 3 1 8 Ca
- Avar 4 4 3 3 3 1 3 2 8 Ca
- Warhorse 8 3 0 3 3 1 3 1 5 -
Thuggee 4 3 3 3 3 1 3 1 7 In
- Phansigar 4 3 3 3 3 1 3 1 7 In
Urumi Swordsman 4 4 3 3 3 1 4 1 7 In
- Urumi Master 4 4 3 3 3 1 4 2 7 In
SPECIAL UNITS M WS BS S T W I A Ld Type Page
Bengal Rider 4 4 3 4 3 1 4 1 8 MC
- Bengal Master 4 4 3 4 3 1 4 2 8 MC
- Bengal Tiger 8 4 0 5 4 3 4 3 - -
Garuda 4 4 0 4 3 1 5 2 7 In
- Blood Beak 4 4 0 4 3 1 5 3 7 In
Holy Warrior 4 4 3 4 3 1 3 1 8 In
- Fearless One 4 4 3 4 3 1 3 2 8 In
Kalaratri 4 4 3 3 3 1 4 3 7 In
- Dark Eye 4 4 3 3 3 1 4 4 7 In
Mahout 4 3 3 3 3 1 2 1 7 MC
- War Elephant 6 3 0 5 5 4 2 3 5 -
Maiden Guard 4 4 3 3 3 1 4 1 8 In
- Maiden Warden 4 4 3 3 3 1 4 2 8 In
Marut 4 4 0 4 4 1 1 1 7 In
- Storm Chaser 4 4 0 4 4 1 1 2 7 In
Rakshasa 6 4 0 4 4 1 4 1 7 In
- Tigerclaw 6 4 0 4 4 1 4 2 7 In
Royal Chariot - - - 5 4 4 - - - Ch
- Charioteer - 4 3 3 - - 4 1 8 -
- Warhorse 8 3 0 3 - - 3 1 - -
Vanara 5 3 3 3 3 1 5 1 6 In
- Monkey Paw 5 3 3 3 3 1 5 2 6 In
RARE UNITS M WS BS S T W I A Ld Type Page
Basilisk 8 4 4 5 6 6 5 5 6 Mo
- Beastmaster 4 3 3 3 3 1 3 1 7 -
Ganeshan 6 4 0 4 5 3 3 4 8 MI
- Tusk Breaker 6 4 0 4 5 3 3 5 8 MI
Naga 7 4 4 4 4 3 5 4 8 MI
- Venomtail 7 4 4 4 4 3 5 5 8 MI
Royal Elephant 6 3 0 5 6 5 2 4 6 Mo
- Mahout 4 4 3 3 3 1 2 1 8 -
MOUNTS M WS BS S T W I A Ld Type Page
Warhorse 8 3 0 3 3 1 3 1 5 WB
Throne Bearers 4 4 3 4 - - 4 4 - -
Royal Elephant 6 3 0 5 6 5 2 4 6 Mo
Troop Type Key: In = Infantry, WB = War Beast,
Ca = Cavalry, MI = Monstrous Infantry, MB =
Monstrous Beast, MC = Monstrous Cavalry, Mo =
Monster, Ch = Chariot, Sw = Swarms, Un = Unique,
WM = War Machine.50x100mm
83
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KINGDOMS OF IND In the land of Ind, the Land of a Thousand Gods, the divine stalk
the lands. All manner of deities, demi-gods and Devas meddle in
the affair of mortals. The lands of Ind are rich and fertile, and
ruled by aristocratic overlords from their gorgeous palaces. Yet
the people are poor and superstitious, and revere a staggering
array of gods and spirits, leaving offerings and saying prayers to
them ceaselessly as they go about their day. A deeply spiritual
land, its people may seem strangely content to outsiders, but it is
just their odd way of dealing with the horrors of life and should
not distract the traveller from the perils of this place.
Inside you will find: A Bestiary describing every unit, monster,
hero and war machine in your army.
An army list to arrange your collection of
miniatures into a battle-ready force.
A comprehensive section that details the
Kingdoms of Ind, their culture and their
history.
Warhammer: Kingdoms of Ind is one of a
series of supplements for Warhammer. Each
book describes in detail an army, its history and
its heroes.
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