86
1

Warhammer: Kingdoms of Ind

Embed Size (px)

DESCRIPTION

A fan-made army book for the Kingdoms of Ind for use in Warhammer.For the latest updates, visit http://warhammerarmiesproject.blogspot.com/

Citation preview

Page 1: Warhammer: Kingdoms of Ind

1

Page 2: Warhammer: Kingdoms of Ind

2

Page 3: Warhammer: Kingdoms of Ind

3

Page 4: Warhammer: Kingdoms of Ind

4

Page 5: Warhammer: Kingdoms of Ind

5

KINGDOMS OF IND

By Mathias Eliasson

Page 6: Warhammer: Kingdoms of Ind

6

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.

This book is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop,

Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer,

Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters,

vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2013, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights

Reserved to their respective owners.

Page 7: Warhammer: Kingdoms of Ind

7

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

Page 8: Warhammer: Kingdoms of Ind

8

Page 9: Warhammer: Kingdoms of Ind

9

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.

Page 10: Warhammer: Kingdoms of Ind

10

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

Page 11: Warhammer: Kingdoms of Ind

11

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.

Page 12: Warhammer: Kingdoms of Ind

12

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.

Page 13: Warhammer: Kingdoms of Ind

13

Page 14: Warhammer: Kingdoms of Ind

14

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.

Page 15: Warhammer: Kingdoms of Ind

15

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.

Page 16: Warhammer: Kingdoms of Ind

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.

Page 17: Warhammer: Kingdoms of Ind

17

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,

Page 18: Warhammer: Kingdoms of Ind

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.

Page 19: Warhammer: Kingdoms of Ind

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

Page 20: Warhammer: Kingdoms of Ind

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

Page 21: Warhammer: Kingdoms of Ind

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.

Page 22: Warhammer: Kingdoms of Ind

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

Page 23: Warhammer: Kingdoms of Ind

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…

Page 24: Warhammer: Kingdoms of Ind

24

MAP OF THE KINGDOMS OF IND

Page 25: Warhammer: 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.

Page 26: Warhammer: Kingdoms of Ind

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.

Page 27: Warhammer: Kingdoms of Ind

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.

Page 28: Warhammer: Kingdoms of Ind

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.

Page 29: Warhammer: 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.

Page 30: Warhammer: Kingdoms of Ind

30

Page 31: Warhammer: Kingdoms of Ind

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.

Page 32: Warhammer: Kingdoms of Ind

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.

Page 33: Warhammer: Kingdoms of Ind

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.

Page 34: Warhammer: Kingdoms of Ind

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.

Page 35: Warhammer: Kingdoms of Ind

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.

Page 36: Warhammer: Kingdoms of Ind

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.

Page 37: Warhammer: Kingdoms of Ind

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.

Page 38: Warhammer: Kingdoms of Ind

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.

Page 39: Warhammer: Kingdoms of Ind

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.

Page 40: Warhammer: Kingdoms of Ind

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.

Page 41: Warhammer: Kingdoms of Ind

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.

Page 42: Warhammer: Kingdoms of Ind

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.

Page 43: Warhammer: Kingdoms of Ind

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.

Page 44: Warhammer: Kingdoms of Ind

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.

Page 45: Warhammer: Kingdoms of Ind

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.

Page 46: Warhammer: Kingdoms of Ind

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.

Page 47: Warhammer: Kingdoms of Ind

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).

Page 48: Warhammer: Kingdoms of Ind

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.

Page 49: Warhammer: Kingdoms of Ind

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

Page 50: Warhammer: Kingdoms of Ind

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.

Page 51: Warhammer: Kingdoms of Ind

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.

Page 52: Warhammer: Kingdoms of Ind

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.

Page 53: Warhammer: Kingdoms of Ind

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.

Page 54: Warhammer: Kingdoms of Ind

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

Page 55: Warhammer: Kingdoms of Ind

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.

Page 56: Warhammer: Kingdoms of Ind

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…

Page 57: Warhammer: Kingdoms of Ind

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.

Page 58: Warhammer: Kingdoms of Ind

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.

Page 59: Warhammer: Kingdoms of Ind

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.

Page 60: Warhammer: Kingdoms of Ind

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.

Page 61: Warhammer: Kingdoms of Ind

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.

Page 62: Warhammer: Kingdoms of Ind

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+.

Page 63: Warhammer: Kingdoms of Ind

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+.

Page 64: Warhammer: Kingdoms of Ind

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.

Page 65: Warhammer: Kingdoms of Ind

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.

Page 66: Warhammer: Kingdoms of Ind

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.

Page 67: Warhammer: Kingdoms of Ind

67

Page 68: Warhammer: Kingdoms of Ind

68

Page 69: Warhammer: Kingdoms of Ind

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.

Page 70: Warhammer: Kingdoms of Ind

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.

Page 71: Warhammer: Kingdoms of Ind

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.

Page 72: Warhammer: Kingdoms of Ind

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.

Page 73: Warhammer: Kingdoms of Ind

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

Page 74: Warhammer: Kingdoms of Ind

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

Page 75: Warhammer: Kingdoms of Ind

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.

Page 76: Warhammer: Kingdoms of Ind

76

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

Page 77: Warhammer: Kingdoms of Ind

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

Page 78: Warhammer: Kingdoms of Ind

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

Page 79: Warhammer: Kingdoms of Ind

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

Page 80: Warhammer: Kingdoms of Ind

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

Page 81: Warhammer: Kingdoms of Ind

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

Page 82: Warhammer: Kingdoms of Ind

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

Page 83: Warhammer: Kingdoms of Ind

83

Page 84: Warhammer: Kingdoms of Ind

84

Page 85: Warhammer: Kingdoms of Ind

85

Page 86: Warhammer: Kingdoms of Ind

86

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.