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Warhammer - Kingdoms of Ind 9th Ed
Warhammer - Kingdoms of Ind 9th Ed
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KINGDOMS OF IND
By Mathias Eliasson
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CONTENS
INTRODUCTION.................................................... 7 Bengal Riders ............................................................. 48
THE LAND OF A THOUSAND GODS......... 9 Vanaras ...................................................................... 49
The Indans ................................................................. 10 Rakshasas ................................................................... 50
History of Ind............................................................. 14 Kalaratri ..................................................................... 51
Timeline of Ind .......................................................... 23 Maruts ........................................................................ 52
Map of the Kingdoms of Ind...................................... 24 Garudas ...................................................................... 53
The Kingdoms of Ind ................................................. 25 Ganeshans .................................................................. 54
THE ARMY OF THE DEVAS........................... 31 Nagas ......................................................................... 55
War Elephants ............................................................ 56
Army Special Rules ................................................... 32
Basilisk....................................................................... 58
Maharajahs................................................................. 33
Lord Darahma ............................................................ 59
Gurus ......................................................................... 34
Karishna ..................................................................... 60
Vishkanya .................................................................. 35
Urjana......................................................................... 61
Beastmasters .............................................................. 36
Mhogli the Beastmaster ............................................. 62
Brahmir the Creator ................................................... 37
Parashuruma ............................................................... 63
Vaishna the Preserver ................................................ 38
Lore of the Devas ....................................................... 64
Shaivi the Destroyer .................................................. 39
Weapons of the Devas ................................................ 65
Indan Infantry ............................................................ 40
Sacred Relics of Ind ................................................... 66
Indan Cavalry ............................................................ 41
Peasant Levies ........................................................... 43
THE INDAN ARMY LIST .................................. 69
Snake Swarms............................................................ 43 Lords .......................................................................... 71
Thugees ...................................................................... 44 Heroes ........................................................................ 74
Maiden Guard ............................................................ 45 Core Units .................................................................. 76
Holy Warriors ............................................................ 46 Special Units .............................................................. 78
Royal Chariots ........................................................... 47 Rare Units .................................................................. 81
SUMMARY .............................................................. 82
Compiled, Edited and Partly Written by: Cover Art: Craig Mullins
Mathias Eliasson
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,
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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.
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INTRODUCTION
Welcome to Warhammer: Kingdoms of Ind, your indispensable guide to the Land of a
Thousand Gods. This book provides all the information you’ll require to play with an Indan
army in games of Warhammer.
WHY COLLECT KINGDOMS OF IND? The Army of the Devas. Each and every troop type
In the land of Ind, the Land of a Thousand Gods, the in the Indan army is examined here. You will find a
divine stalk the lands. All manner of deities, demi-gods full description of the unit, alongside the complete
and Devas meddle in the affair of mortals. The lands of rules for any special abilities or options they
Ind are rich and fertile, and ruled by aristocratic possess. This section also includes the Sacred Relics
overlords from their gorgeous palaces. Yet the people of Ind – magical artefacts that are unique to the
are poor and superstitious, and revere a staggering army – along with rules to use them in your games.
array of gods and spirits, leaving offerings and saying
prayers to them ceaselessly as they go about their day. The Indan Army List. The army list takes all of the
characters, warriors, monsters and war machines
The armies of Ind are truly resplendent when they from the Army of the Devas section and arranges
march to war. Thousands of soldiers marching under them so that you can choose an army for your
the banner of the Maharajahs are accompanied by the games. Units are classed as characters (Lords or
Devas themselves, as well as many of the mysterious Heroes), Core, Special or Rare, and can be taken in
beasts of the jungle. different quantities depending on the size of the
game you are playing.
HOW THIS BOOK WORKS
Warhammer army books are split into sections, each of FIND OUT MORE
which deals with different aspects of the titular army. While Warhammer: Kingdoms of Ind contains
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
The Land of a Thousand Gods. This section other books in the series and the latest rules updates,
introduces the Indans and their part in the visit:
Warhammer world. It includes their society and
history. You will also find information the www.warhammerarmiesproject.blogspot.com
Kingdoms of Ind, the Land of a Thousand Gods.
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THE LAND
OF A
THOUSAND
GODS
Far to the southeast of the Warhammer
World lies the nation of Ind, called the
Land of a Thousand Gods. Exotic spices,
jade and other treasures lure the
adventurous to this sweltering realm,
although few return. Some fall prey to
bestial creatures on the route to Ind,
others are captured and sacrificed by
bloodthirsty cults. However, those
travellers that does return report that the
rulers of Ind are wealthy and generous,
living in opulent palaces surrounded by
slaves and servants, and are great patrons
of the arts and Ind's many golden
temples.
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THE INDANS
In the land of Ind, the Land of a Thousand Gods, the THE CASTE SYSTEM
divine stalk the lands. All manner of deities, demi-gods The Kingdoms of Ind have a deeply stratified society.
and Devas meddle in the affair of mortals. The lands of They are all monarchies with considerable disparities
Ind are rich and fertile, and ruled by aristocratic in wealth and comfort of living among the different
overlords from their gorgeous palaces. Yet the people classes; in any city one can find extreme poverty and
are poor and superstitious, and revere a staggering extreme opulence. A rigid class structure divides the
array of gods and spirits, leaving offerings and saying people into four castes, plus the untouchables who are
prayers to them ceaselessly as they go about their day. outside and below the castes proper. These four castes
A deeply spiritual land, its people may seem strangely represent the societal order in the Kingdoms of Ind, the
content to outsiders, but it is just their odd way of class every civilized human being is born into.
dealing with the horrors of life and should not distract
the traveller from the perils of this place. Caste is seen as a product of one’s karma, or actions in
a past life; thus it is extremely difficult, though not
A favoured destination for spice merchants from all impossible, for a person to be elevated to a higher caste
across the world, who eagerly travel here to buy rare in their life time; it is also possible – but requires
and valued herbs, it can be difficult to understand the extreme violations of taboos – for a person to be
customs of the locals. In fact, doing something as demoted to a lower caste within their own lifetime; but
simple as crossing a bridge the wrong way, or eating the vast majority of humans in the Kingdoms of Ind are
meat can stir up the ire of the locals in some places, born into a caste and die in the same caste.
bringing down swift retribution upon the confused
traveller. The gods of Ind are also a puzzling lot, and The highest caste is the Brahmins, the shamans of the
travellers are advised to smile politely and nod, as a Devas – the deities of Ind. The Brahmins, as
local offer up prays to his mouse or weevil deity. 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.
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.
Among the Indans, the system known as dharma is Hungry Ogres sometimes wander down from the
important. Dharma is the duties and obligations, the Mountains of Mourn, seeking employment as
actions that one does. These duties vary, depending on mercenaries at best, and Indans for food at worst.
the god worshipped, but all actions taken are important, Chaos Dwarf slave parties are also not unheard of,
more important than the specific teachings of a along with Hobgoblin raids and the occasional ruffle
particular god. The belief in dharma is the belief that with Lizardmen from the Dragon Isles. From the
correctly performing required rituals is a good in itself. northeast, the Kingdoms of Ind faces the Cathayans,
and though relations are mostly peaceful now, it has
The specific actions themselves are referred to as not always been thus. Directly to the east, connected
karma. The accumulation of these actions throughout only by a small strip of land, are the Hinterlands of
one’s life determines what ultimately happens to the Khuresh, home of Chaos Naga, Forest Goblins,
soul. After death, the soul may be reincarnated, Skaven, and other vile creatures. Though they rarely
depending on the deeds done in life. The ultimate goal move as far west as Ind, they are still a constant threat
of the soul in this system is moksha, personal salvation to the eastern kingdoms.
or liberation from the cycle of birth, death, and rebirth.
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HISTORY OF IND
THE CREATION OF THE WORLD their own. Similarly, the ascetics of the mountains
According to the Indans, the pantheon of Indan deities, refused to obey the Maharajah’s mad edicts and
known as the Deva, came to Ind thousands of years withdrew into their alpine fortresses, effectively
ago. After Brahmir created the world and all that is in removing the Mountains of Heaven from the empire’s
it, he largely left it to its own devices. domain. Undaunted by this drastic reduction of his
domain, Abrahsarpa grasped at higher authority than
Vaishna, Lord of the Universe, saw that the fairest land the deities allow mortals to have and angered Cindra as
of all Brahmir’s creation was Ind. The people’s hearts well as the spirits of his ancestors. Forming a pact with
were open to him and his consort, Likshma. The first the evil Asura, the daemonic adversaries of the Deva,
crude temple that was built in all the land was Abrahsarpa sold his soul to Vratri, the leader of the
dedicated to the worship of Vaishna. This temple still Asura, in return for more power. This made him
stands today, somewhere in the heart of the Land of a undergo a horrible mutation, emerging as a vile
Thousand Gods, protected from harm by Vaishna snakelike being, just like the cruel god he now served.
himself.
The Maharajah’s closest Brahmins and advisors
When Vaishna drew near to Ind and bestowed his likewise took on his abomination form, while the other
blessings upon it, the attention of other gods was drawn nobles of the kingdom gained but one serpentine
to the land as well. Those gods who were companions feature – a snakelike head, or snakes for arms, or some
or allies of Vaishna saw the wisdom of protecting the other deformation. The common people of the kingdom
beauty and riches, both spiritual and material, of Ind. retained their human shape, but they grew scales, or
The Asura, opponents of the Lord of the Universe saw their eyes turned yellow and their pupils slit, or their
the opportunity to foul Vaishna’s plans. They were tongues became long and forked.
moved by the attractions of the land as well, gaining
followers among its people. Abrahsarpa, now Vratri in physical form, used his
powers to summon vast hordes of hideous, twisted
Asuras, daemons with perverted spirits from the other-
THE FIRST KINGDOM realm, to destroy the other Kingdoms of Ind that had
Over 4500 years ago, in a younger age, a great human deserted him and refused to bow down to his might.
kingdom flourished in the land that was then called With his untold minions, he sowed chaos and
Mahanaga. The capital city, which gave its name to the destruction upon the land, forcing the Devas
surrounding land and the kingdom itself, was a themselves to intervene.
monument to the deep religious faith of its populace,
their technological mastery, and the wealth and
grandeur of their civilization.
THE CONQUEST OF
ALESSANDRO THE MIGHTY
THE WAR OF THE DEVA In the year 440, a mighty Prince from Luccini had
amassed a large army, and set about conquering the
For many hundreds of years, Vratri and the Devas
world for himself after the collapse of the Myrmidian
battled for control across every part of existence—the
Empire. But rather than conquering Tilea, he moved
oceans, time, art, love and the very hearts of mortals.
out to unknown lands, eager for adventure. Crossing
Many Devas fell, defeated in the bloodiest of battles.
the World's Edge Mountains, he moved across the Dark
The, beat them into submission through ingenuity and
Lands along the Spice Route with relatively little
martial prowess. It was obvious when Vratri gained the
opposition. He was determined to march to the end of
upper hand; unprecedented sorrow rose from a famine,
the world if he had to, in order to find a land worthy of
moral bankruptcy haunted those living near dried
conquering, of the likes no one in the Old World had
riverbeds, men lacked the will to act in an honourable
ever seen before.
manner and the land itself shrivelled beneath their feet.
Invaders and occupiers took crops and women, forever
The Tilean army's march to the world's end stopped in
changing the culture the Devas worked so hard to
Ind. Though they were initially successful in driving
protect.
back the Indans who had never faces the tactics of the
large pike formation of the Tileans, Alessandro's
In a last-ditch effort, the goddess Sarvati visited the
conquest would soon come to a halt. Weary of constant
Maharajahs of the other kingdoms, inspiring them to
campaigning after two years, and many thousands of
rise against the Asura. She also sought to inspire the
miles from their homeland, part of Alessandro's army
few Devas that had lost hope, after having been
mutinied. Alessandro tried his charismatic best to
defeated so soundly by the Enveloper that they had
cajole and goad them on, him they would not march
begun to look towards their successors and children to
onwards. Snakes, humidity, disease, and the
take their place in battle.
increasingly savage defence of the Indans finally broke
their will. A recent assault at Satigala had resulted in a
The mortals gained independence, but not without
high number of deaths, and many more wounded.
extreme sacrifice. The Devas were emboldened by the
actions of their followers, and Kali-ma drew first blood
The Tileans were further agitated by news of yet
with Ganeshan’s blessing behind her swing. With the
another huge Indan army waiting for them across the
armies of Man behind them, the Devas fought back,
Ganga River. The news that the enemy was preparing
until they faced off against the Asuras and Vratri in one
to unleash hundreds of war elephants against them
final, titanic battle. The fighting lasted for days, with
caused unprecedented anxiety. Alessandro shrugged
blood flowing as so fill a smaller river. The Indans
off this talk as just rumours and pointed out that the
were losing heart in the face of the seemingly
Tileans had already defeated one elephant army
innumerable hordes of Asuras, and thoughts of doubt
soundly, and with their new found experience would
crept into their minds. It was then that Cindra, king of
defeat the next.
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Alessandro did not seem to realise what real dangers The Tileans turned back and Alessandro cut a bloody
lay ahead to the east, for the Indans were as powerful swath of reprisal against the isolated cities, sacking and
as the rumours stated. Led by Maharajah Porusati, the pillaging his way out of Ind, leaving only a few
Indans and Tileans met in a huge battle at Ganga River. soldiers to behind to govern his holding, hoping to one
The Indans sent in their cavalry and chariots that at day return with another army. But once Alessandro had
first fought unsupported, but later on the elephants marched home, the Indans fermented a resistance
charged. The infantry were seemingly left behind and movement that soon grew strong enough to overthrow
forgotten, only to be pushed into a massed mob and Alexander's governors and re-established their old
trodden through by their own beasts. The infantry were Kingdoms. What became of Alessandro is uncertain.
more or less subservient to the lords on their elephants Some say he returned to Tilea, but was unable to raise
and chariots, and seemed to only become a factor in the the money for a new army, and lived out a quiet life in
pursuits of broken enemies. When the battle was infamy. Others say that he died on the way back from
pushed to the infantry line, the infantry gave way his injury, though yet a third rumour say that he
before the lords riding on elephants and huge chariots marched to the Border Princes where he made a small
rather than even strike their superiors. The stubborn Princedom for himself.
defence of Alessandro's pikemen against the elephant
assault demoralised the Indan troops, unaccustomed as For the Indans, this was the first contact with the Old
they were of enemies breaking the traditional rules of World. However, it would take more than a thousand
formal battler. years until any other Old Worlders would set foot here,
with but a faint rumour to suggest there even was a
Though Alessandro did manage to snatch victory from nation there until then. When news of the Land of a
the jaws of defeat, the cost had been too high. Most of Thousand Gods finally reached the ears of Tileans,
his army was wounded or dead and the rest were Imperials and Bretonnians alike, merchants and
refusing to move forward. Alessandro's himself had explorers set out to seek it out for themselves, eager to
gotten wounded in combat against Maharajah Porusati, see what knowledge and treasure such an endeavour
pierced by a javelin through his upper thigh. He would bring. While it may have started with war,
realised he now had no chance of conquering the rest of Alessandro's would-be conquest would eventually lead
Ind. It was time to return home. to the prosperous trade relationship Ind have with the
other nations today.
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DARAHMA, GOD-HERO OF IND
Around 850, Dasharatha was the King of Ayodhya and
had three wives and four sons. Darahma was the eldest
and his mother was Kaushalya. Bharata was the son of
Dasharatha’s second and favorite wife, Queen Kaikeyi.
The other two were twins, Lakshmana and Shatrughna
whose mother was Sumithra. In the neighbouring city
the ruler’s daughter was named Sitra. When it was time
for Sitra to choose her bridegroom (at a ceremony
called a swayamvara) princes from all over the land
were asked to string a giant bow which no one could
lift. However, as Darahma picked it up, he not only
strung the bow, he broke it. Seeing this, Sitra indicated
that she had chosen Darahma as her husband by putting
a garland around his neck. Their love became a model
for the entire kingdom as they looked over the kingdom
under the watchful eye of his father the king.
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even with astras, was useless and turned to another A KINGDOM DIVIDED
weapon, his mighty mace. The two chariots charged at In 1253 played out the largest civil war in Ind's history,
each other, and Narava released his mace at the same where cousin stood against cousin, and friend stood
instant Darahma threw one of Cindra's spears. The against friend. The conflict began when the previous
spear tore apart Narava's chariot, though it could still king of Kurya, Vichitravirya, had two sons and
fly. Narava's mace struck Darahma's charioteer, and he potential heirs. His oldest son by his first wife was
was knocked out of the chariot. Darahma threw named Dhirtarashtra, and was born blind. His second
himself at the mace, which was returning to Narava, son by his second wife was named Pandu and was born
grabbed it, and broke it. with extremely pale skin but otherwise healthy. Thus,
on his deathbed Vichitravirya gave the kingdom to
Darahma then landed the chariot on the ground, in Pandu.
order to help Matali, who was still alive - and it was
from the ground that Darahma decided to put an end to Dhirtarashtra proved to be a competent governor and
this battle. He began firing arrows at Narava's politician, perhaps a better ruler than his brother the
charging chariot. He managed to rip off one of the king, in spite of his blindness. Both men had sons:
wheels, forcing Narava to also come down to the earth Dhirtarashtra had 100 sons by his many wives; the
to fight. There the two greatest warriors of the time eldest of his sons was Prince Duryodhana, who was
stood, Narava wielding his last bow and a massive healthy and strong but of a wicked and unholy
sword, and Darahma, wielding his elaborate golden disposition. As the eldest son of an eldest son, he felt it
bow. was his right to rule the kingdom, and his father wished
this for him. Pandu had five sons (collectively known
Darahma reached down into his quiver and pulled out as the Pandavas, who were Yudishthira, Bhima,
what seemed to be a large blade of grass, fitted with a Urjana, and the twins Nakula and Sahadeva, all five
brass casing and arrow head. This arrow possessed were great and noble warriors).
great power and could shoot through solid stone.
Raising his bow, he fired; and the arrow soared through To further complicate matters, Pandu died when his
the air smashing into Narava's sword first and sons were still very young. After considerable political
shattering it, and next tearing through Narava's bow. upheaval, Dhirtarashtra was crowned king after his
After it had destroyed those weapons it went straight brother’s death, rather than Pandu’s immature heir
into Narava's chest and through his heart. The Demon Yudishthira. However, the Pandavas went on to gain
King lay dead. Darahma freed Sita and after Sita great popular support due to their nobility and heroism,
proved here purity, they returned to Ayodhya where and when they came of age, the Kurya Kingdom was
Bharata returned the crown to him. Darahma thereafter threatened with a potentially devastating civil war
ruled his kingdom for many years, before he handed it between the supporters of Yudishthira and those who
over to his two sons, retiring to ascend to the divine supported Dhirtarashtra and his son Duryodhana.
realms, and join the Devas as a god himself.
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Finally, against Duryodhana’s wishes, Dhirtarashtra Jarasandha’s son Sahdeva was crowned the Maharajah
decided to split the Kurya Kingdom in two so as to of the much-diminished Bhallukan Kingdom, after he
avoid war; the more backward and poorer western half submitted to Yudishthira. Yudishthira continued his
of Kurya would be given to Yudishthira and his Rajasuya ceremony, where he and his brothers
brothers to be ruled as a separate kingdom; while the travelled to every human kingdom in Ind, gaining
richer and more central Eastern Kurya would be kept recognition from all the Maharajahs either by
by Dhirtarashtra and eventually inherited by submission or by force.
Duryodhana.
Duryodhana and his brothers were present at the
Yudishthira, the Western Kurya king, seeking to Rajasuya ceremony, where they were greatly
establish his right as the legitimate ruler of the Kurya humiliated. However, during the long festivities, king
Kingdom, sought to perform the Rajasuya Yagna Shakuni of Gandara, who had long hated all the
ceremony, wherein he had to travel to all the other Kuryas, sowed discord by challenging Yudishthira to a
human kings of the Kingdoms of Ind and have them game of dice; Yudishthira proceeded to lose ever larger
either recognize his authority, or defeat them in warfare amounts until he eventually gambled away the entire
or combat. Convinced by his brothers, Yudishthira Western Kurya Kingdom, which Shakuni gave over to
realises the Maghadan Empire must be defeated first Duryodhana, hoping to cause a civil war in the Kurya
and foremost. Kingdom. Dhirtarashtra, realizing his old enemy’s
tricks, and wishing to avoid a devastating conflict,
The Western Kuryas thus entered into a war of created a condition by which the Pandavas could regain
impossible odds against the much mightier forces of their half of the kingdom: they must go into exile for
Bhalluka; but they scored great military successes, thirteen years, and if their location is not discovered in
defeating of many of the armies under the Bhallukan that time, they would have the kingdom restored to
banner, and slayed of one of Maharajah's Jarasandha’s them. The Pandavas were forced to reluctantly agree.
chief commanders. Even so, their forces were nearly
overwhelmed by the sheer numbers of the Bhallukan For the next thirteen years there was relative stability;
army, until the Pandavas sneaked into the Bhallukan Kurya was united again under Dhirtarashtra and
capital in disguise, and the strongest of the Pandavas, Duryodhana’s rule, and the Pandavas were hidden in
Bhima, defeated and slayed Jarasandha in personal exile, spending their time of exile in the Mountains of
combat. The Bhallukans were dispersed and returned to Heaven, in the lands of the Nishada tribe of barbarians,
their kingdom, and the imprisoned chiefs set to be in the Kamyaka and Dandaka jungles, and finally spent
sacrificed were freed. 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
19
austerity as well as heroism. At the end of this period caused, abdicated in favour of his grand-nephew, and
of time, the KuryaKingdom and forces of northern he and his brothers all left to travel to the Kailas
barbarians invaded the Matsya Kingdom, and the Mountains, where they either died or ascended to the
Pandavas fought against Duryodhana’s army to defend heavens.
the Matsya Kingdom from the invasion.
Though stability would finally return to the land, it
The Pandavas demand that their half of the Kurya would take many years for the kingdoms to recuperate.
Kingdom be restored, but Duryodhana refused, making It is today known as one of the most tragic tales of Ind,
war inevitable. The two sides gathered allies from and while conflict have been set alight between the
almost all the armies of the Kingdoms of Ind. In the Kingdoms since, it has fortunately never reached the
end, there were at least a million troops on each side, same scale.
which met to do battle in the valley of Kuryakshetra.
WAR WITH CATHAY
The battle lasted for eighteen days, at the end of which In 2027, Cathayan forces intent on conquest moved
out of all the troops who fought only eleven soldiers into Ind through Chimal Pass in the Mountains of
survived, including the Pandavas. The entire armed Heaven. The Kingdom of Gandharva was quickly set
forces of almost all the human kingdoms as well as the ablaze, with those inhabitants putting up any kind of
vast majority of the human nobility were wiped out in resistance being slaughtered in the thousands. This
the brief apocalyptic war. Of Dhirtarashtra’s one sparked a fire in the hearts of the remaining Kingdoms;
hundred sons, only one – Yuyutsu, who at the last for where they might have dislike for each other, this
moment switched side to fight alongside the Pandavas was nothing compared to that of the despised
– survived. Cathayans. Knowing full well that unchallenged, the
Cathayans would conquer the entirety of Ind, one
Yudishthira became king over the remains of the Kurya isolated kingdom at a time. Soon, all the Kingdoms of
Kingdom, sparing Dhirtarashtra’s life, and the blind Ind formed a mighty alliance, ready to take the fighting
and aged monarch is retired to a hermitage in the back against the Cathayan invaders.
mountains, while making a final peace by giving
Yuyutsu vassal reign over the city of Cindraprastha. Utilizing the environment, the Indans began a guerrilla
The heir to Yudishthira’s throne was Urjana’s war using local skirmishing forces to harass the
grandson, Parikshit, as all the Pandava’s sons died in Cathayan armies while marshalling their own to face
the war. When Parikshit came of age, Yudishthira, them on the field of battle. While the Cathayans might
devastated by the destruction his generation has have been technologically superior with thousands
20
upon thousands of soldiers, the Indans were fighting on Maiden Guard fighting against Swordsaints, War
their home turf to protect their homes, and could raise Elephants trampling Cathayan warhorses, and the
large armies quickly. Even so, the Cathayans were not lesser Avatars of the Devas challenging the eternal
quick to give up, and the war would last for another Terracotta Warriors of Cathay. Blood ran thick,
eight years, during which large parts of Ind was set forming a small stream throughout the mountain pass,
aflame. and the corpses of the slain lay knee high throughout.
21
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 thousands
of years their swords have not dealt a death blow to
Vratri, and they have no reason to believe that they
ever will.
22
TIMELINE OF IND
Year Event 753 Dark Elf ships continue to raid 1881 Hobgoblin armies move into
C-5900 The Devas create the world and across the Indan coast. Indan soil, intent of raiding. The
the races of the world. For innumerable hordes lead to
thousands of years, they would 868-882 Darahma, the Avatara, is massive casualties for the
watch over their primitive banished from the kingdom of Indans, who put up a brave
followers as they developed. Kosala. During his exile, his resistance. Finding the
wife Sitra is kidnapped by the vegetation ill-suited for mounted
C-5600 The Asura starts to gain Asura king Narava. Darahma warfare, the Hobgoblins are
followers among the populace. enlists the help of the Varanas, unable to push forward into Ind,
These are mostly outcasts of and together they lay siege to and reluctantly return to the
society, but also power-hungry Lanka, where Darahma defeats Dark Lands.
individuals. Narava in a duel using the
Brahmirastra. Darahma 2027 War with Cathay. Cathayan
C-2000 The Kingdom of Mahanaga is thereafter returns to Kosala, forces attack the Kingdoms of
founded in central Ind, resting where he is crowned Maharajah. Ind, sparking an eight year long
on the Ganga River. For a war between the two nations.
thousand years, it flourishes 1103 Dark Elf fleets maraud with
under the rule of the much success around the rich 2036 Battle of Chimal Pass. The
Maharajahs, aided by the Devas. coasts of Ind. armies of Ind and Cathay clash
in one final great battle in
C-1000 Abrahsarpa is made Maharajah 1235 The Kingdom of Kurya is Chimal Pass through the
and takes to the throne. divided into two, one ruled by Mountains of Heaven. With both
the Pandavas, the other by sides suffering huge losses, the
C-980 Seven Rajahs of Mahanaga Dhirtarashtra. Seeking to battle ends in a stalemate with
renounce Abrahsarpa as their establish himself as the rightful neither side gaining the upper
leader, and leaves the kingdom King of Kurya, Yudishthira, the hand. A peace treaty is signed
to form their own realms. oldest of the Pandavas, goes into shortly after, ending the war
war against Bhalluka, securing with nothing gained on either
C-970 The curse of Vratri falls upon their loyalty. side.
Mahanaga. Its remaining
citizens are mutated into foul 1240 Yudishthira and the Pandavas 2087 Lokhir Fellheart butchers the
snake-creatures, and Asura are forced into giving up their priests of the temple of
daemons spill forth into Ind. half of the Kingdom. They are Gilgadresh and steals the
then sent into exile for 13 years, temple's statues, made from
C-900 The War of the Devas. The during which relative peace Indan bloodsteel.
Devas battles against Vratri and ensues.
the Asuras. Many battles are 2149 Marienburger merchant ships
fought, and many Devas are lost. 1253 The Indan Civil War. Almost all arrive in Ind, establishing a
armies of Ind gather on either small colony on the western
C-700 Sarvati manages to convince the side of the conflict between the coast. They bring with the
other Kingdoms of Ind to join Pandavas and Maharaja knowledge of gunpowder, which
the Devas in the fight. Duryodhana of Kurya. During is slowly being taken up by
an 18 day long battle, almost some of the richer, and more
C-400 Cindra challenges Vratri to a one million soldiers perish, with eccentric, Maharajahs. The spice
duel, finally slaying him. The only 11 remaining survivors in trade begins to flourish with the
Asuras are banished for the time the end. Yudishthira becomes Old World by sea.
being, and peace settles upon the king over the remains of Kurya,
Kingdoms of Ind. and stability finally returns to 2294 Scyla Anfingrimm of Norsca
Ind. raids the coasts of Ind, raiding
-87 Dark Elves begin to raid the and pillages dozens of villages
coasts of Ind. 1438 Ogres from the Mountains of and smaller towns with little
Mourn march into Ind, where opposition.
440 Alessandro the Mighty marches they raid several temples of
into Ind, winning several battles Brahmir before being driven out. 2501 Karishna, the Current Avatara,
and pushing the Indans back. He A few remains in service as is born. He is destined to slay
captures several cities, mercenaries. the Asura Maharajah of
beginning to found his powerful Lankshana.
empire. 1594 Chaos Dwarf slaver bands raid
along the Spice Route, taking 2517 Parashuruma kills Maharajah
441 Battle of Ganga River. thousands of slaves from the Kartavirya, the first of many
Alessandro barely manages to outlying cities. nobles to fall by his axe.
win against the forces of
Maharajah Porusati. However, 1752 The explorer Nigel Francisco 2521- The Asura rests uneasy, and
he is wounded in battle and from Tilea arrive in Ind along present Rakshasha attacks are increasing
forced to fight his way back out the Spice Route following the across the land. The Devas
of Ind, sacking many cities as he discovery of Cathay 50 years themselves are preparing for
do so. earlier. This opens up trade war, sending down their avatars
relations with the Old World in to protect their worshippers. The
442 A resistance movement in the the form of exotic spices, ivory Maharajahs of the Kingdoms of
cities taken by Alessandro rises and gemstones. Even so, few Ind are marshaling their armies
up, pushing out the few merchants ever made the trip to in preparation for the oncoming
remaining Tileans and retakes Ind and back alive, ensuring Storm of Chaos…
the cities for themselves. most of the land stays a mystery.
23
MAP OF THE KINGDOMS OF
IND
24
THE KINGDOMS OF IND
The "Kingdoms of Ind" is the term for all the civilized assassins, is found somewhere in the northern area of
human lands that are found in the area south of the Dandaka as well. Further south, the Dandaka jungle is
Mountains of Heaven; there are several kingdoms in also the homeland of the Vanara, the race of intelligent
this region but they all share a relatively common monkeys who are the chosen people of the monkey-
culture, distinct from that of Cathay. The Kingdoms of god Hanuman.
Ind share a similar language, history, religion and
traditions, though there are considerable variations in The Kamyaka is a relatively peaceful jungle, home to
regions and even from one neighbouring kingdom to many groups of renunciates and Yogis, some hidden
another. In particular, the humans of the central hermitages and temples. Within the jungle is found the
kingdoms will sometimes look down upon those of the Kamyaka Lake, a particularly nice region abounding in
western Kingdoms as being not quite in keeping with deer and birds. The jungle features abundant animal
Indan culture, even though technically they are and avian life, including large numbers of elephants. It
probably the ones who follow the earlier traditions of is a relatively very safe jungle, blessed to Brahmir and
the first civilizations of the regions. a safe haven for Yogis and other renunciates.
The steppes of Singha are wide but relatively barren, Lakshana is a coastal city, situated where the great
cut off from the monsoons that water the southern Bahanis River meets the sea. Unlike any of the other
lands every year. Good pastureland is scarce, which lands of Ind, the people of Lakshana are a sea-going
necessitates the nomadic lifestyle of Singha’s people. people, and they have great boats capable of following
The land ranges from quite hilly, in the foothills and the coastlines or traveling along the major rivers. They
valleys that abut the mountains, to absolutely flat and engage in trade and exploration of all the coastal lands,
featureless farther north. The climate isolates Singha and even to the Old World itself.
from the Asura as well as from the rain, but hold their
27
It claims the most fertile croplands of the Kingdoms of of the gods, during which time the whole city is decked
Ind, and it also boasts a thriving trade with foreign in lamp-lights hanging from poles, and rich jewelled
lands and cultures unknown to the other kingdoms. For ornament-offerings are placed along the roads; there
this reason, most citizens of Lakshana encountered in are also great shows of dancing and sacred music, and
the north are merchants, though some artists and thrill- the poor are given rich gifts as charity. This festival is
seekers occasionally travel to see the ruins of Ind first- also the occasion of a grand market, where goods of all
hand, usually hiring Kurya guides. kinds are brought from the lands of Ind and from
distant barbarian kingdoms across the seas, and many
PANCHALA treasures are bought and sold.
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.
29
30
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.
31
ARMY SPECIAL RULES
This section of the book describes all the different units CASTES
used in an Indan army, along with any rules necessary In the Kingdoms of Ind, a person’s value in society is
to use them in your games of Warhammer. Where a determined by his Caste. Someone born in a higher
model has a special rule that is explained in the Caste cannot be accompanied by someone from a
Warhammer rulebook, only the name of that rule is lower caste, nor are they affected by the actions by
given. If a model has a special rule that is unique to it, them. Units that have a type of Caste rule are subject
that rule is detailed alongside its description. However, to the following:
there are a number of commonly recurring ‘army
special rules’ that apply to several Indan units, and Members of the Noble Caste may only join units that
these are detailed here. are part of the Noble Caste or Warrior Caste, and treat
units from the Warrior and Lowborn Castes as being
Expendable. Members of the Warrior Caste treat units
from the Lowborn Caste as being Expendable.
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 -
33
GURUS
In the Kingdoms of Ind, men with magical powers and The Gurus of Ind are powerful magicians, able to
great knowledge are given the title of Guru. While unleash the very essence and fury of the gods at their
most of them are great healers, priests, oracles or will. Even the lowest orders of sorcerer are highly
advisors, some Gurus often take part of the Indan sought by many armies of Ind, for they are a rarity in
armies in times of need. Citizens treat these men as the land. Many armies have found their plans foiled by
great heroes regardless their related skills and many of these experts of the magical arts. The Eldritch Gurus
them actually have a whole retinue of people who wish are the most powerful mages in the entire land. True
to learn from their wisdom and skills. They are famous masters of the sacred arts of Creation, Preservation and
for their simple way of life but in truth, they rarely Destruction, these great wizards have brought doom to
need to own anything as everything is brought to them many foes by unleashing the unstoppable power of
without ever asking for it by the citizens. their gods on the hated enemy.
Nobody knows where the Vishkanyas came from, not These lithe women wear loose-fitting robes and wield
even the Vishkanyas. All anybody knows is that they cruel looking blades. They are expert assassins, often
are an ancient race whose existence goes back hired by the rulers of Ind to dispose of rivals in a
thousands of years before Man was created. For the discreet manner without openly going to war. While
first few centuries that their kingdom existed the they can never truly be trusted, there is no doubt that
Vishkanyas were a powerful race and one of the most their services can be most useful when utilized
cunning. They were among the first to build cities of correctly. They are well-known for their amorality and
stone, some of which still stand, but their reign did not willingness to work for coin regardless of the
last long. At some point, long before the time of employer.
Sigmar, their race began to decline. The once mighty
empire crumbled in a matter of decades. The cause of M WS BS S T W I A Ld
which is another unknown in the Vishkanya’s Vishkanya 5 7 5 4 3 2 7 3 9
mysterious history.
TROOP TYPE: Infantry (Character).
36
BRAHMIR THE CREATOR
In Indan lore, Brahmir is the creator-god, the first god. The other members of the pantheon pay little heed to
He created himself as a boar, using his mighty tusks to Brahmir, and he, in turn, pays little heed to them. He
pull the world up out of the vast, watery deep. He went resides in his paradise, Brahmirloka, with Parasvati, his
on to create everything else. One of Brahmir’s early principal wife, noting what goes on. When the world is
creations was Ignorance, which he discarded. Legends in great turmoil, particularly in times when the Daemon
say that Ignorance survived to become Night, who then forces are aggressive, the other gods consult him for
spawned various creatures of darkness such as the advice, which he is pleased to dispense. The other gods
Bhuta and Vetala. Brahmir then created the immortal acknowledge his supremacy, even though they may not
gods before separating parts of his body from himself always be demonstrative of it.
to form the Asuras. The earth was created from
Brahmir’s feet. Many storytellers in Ind say that their The Avatar of Brahmir brings life and heals that which
beloved land was formed from the creator god’s great was destroyed. He is seen a benevolent Deity who
toe. Having created the world, Brahmir handed the helps the people in need. By his blessing, whoever falls
reins over to Vaishna to preserve and sustain it and to in battle can be raised to fight again, and the most
Shaivi to destroy it in the fullness of time. grievous of wounds can be healed in an instant.
M WS BS S T W I A Ld
Vaishna 6 7 6 6 6 6 6 5 9
38
SHAIVI THE DESTROYER
A part of the Trimuti of the Devas, Shaivi is known as Shaivi hears the prayers of the sincere worshipper,
the destroyer god, the final arbiter of destiny. While especially inclining his ear toward those who perform
Brahmir is the creator and Vaishna is the protector, rituals dedicated to him in his sacred place, the
Shaivi is the destroyer, representing the uncertainty and cemetery or burning ground. He is seen as the god who
dread that accompanies the unknown. A fearsome destroys the cosmos, and his followers work toward
force, Shaivi is the god who will finally destroy the helping him achieve that aim.
World and sit upon the remnants in the primordial
waters until that time when it is formed again. Shaivi is In his incarnation as Avatara, he defeated the great
also a contemplative God, known as much for his demonic armies of several Asura kings, conquered the
mystical nature as his destructive one. He, along with Patala Underworld, and made the world safe for
his son Ganeshan, is the chief God for yogic practices, humanity to flourish. He retired to Mount Kailash, and
an ascetic who goes for years without sustenance in later ascended to the realms of divinity. His most
order to better know the World through pain and identifiable weapon is the Trident, which is also his
suffering. When Shaivi is not enthralled in his symbol, along with the cobra.
asceticism, he is the Nataraja, the cosmic lord of the
dance. Through his motions comes the order of the M WS BS S T W I A Ld
universe, and while his dancing is alternately beautiful Shaivi 8 9 6 6 6 5 9 6 9
and fearful, it captivates all audiences, mortal and
divine alike. TROOP TYPE: Monster (Character).
Shaivi is a terrifying presence, unnaturally ugly and
MAGIC: A Shaivi is a Wizard who uses spells from
terrible in appearance. Horrible, evil creatures follow
him while he is in the world, from goblins and ghosts the Lore of Fire.
to serpents and savage souls. With five heads and four
arms, Shaivi is an intimidating force, his upper two SPECIAL RULES: Deva, Terror, Large Target.
arms usually holding his war drum and the on-going
fire of the world, while his lower two arms are empty. Destroyer: Every friendly unit with the Caste special
Shaivi has a third eye in the middle of his forehead, rule within 12" of the Shaivi gains the Frenzy special
which he formed to save creation from darkness. In his rule.
divine form, Shaivi always has the torana around him,
an arch of flames engulfing his body.
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 the
daemon's back while continuing the cosmic dance.
The nataraja’s dance known as Shaivi’s Wrath
commemorates this event.
39
INDAN INFANTRY
RAJPUTS M WS BS S T W I A Ld
Rajput 4 3 3 3 3 1 3 1 7
Indan soldiers are born to a caste, as Indan society is
rigidly structured into stratified groups. Soldiers are Naik 4 3 3 3 3 1 3 2 7
paid and owed hereditary duty to their Maharajah, and
as such they are 'on-call' barracks soldiers. The TROOP TYPE: Infantry.
warriors of Ind feel a high sense of duty towards their
regal rulers, and as such any Maharajah can expect to SPECIAL RULES: Warrior Caste.
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
MARATHA ARCHERS
required, allowing the people to train themselves more Men proficient in the use of the bow is common in Ind,
properly for battle. as hunting the dangerous beasts roaming around the
jungles is as important for food as it is for protecting
While not being the most proficient, infantry in Indan the villages settled there. The Maratha Archers are the
armies can still play an important role on the ranged soldiers of Ind, mostly recruited from the local
battlefield. The path of the warrior is an easy way for hunters. They are drafted into the armies when needed,
the lower orders to break free of the restrictive caste where they form up into regiments placed as support
system, and understandably popular. The Rajput is the far away from the actual fighting. Able to bring down
primary warriors in Ind, taking great pride in their enemies from afar with their bows, these men are
ancestry and its emphasis on military virtues. rightly feared foes in long-range warfare.
URUMI SWORDSMEN
A uniquely Indan weapon, the urumi sword has
become very popular with 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;
sweeping 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
41
ZAMINDAR HORSEMEN warriors of similar status in other nations, Zamindar
Horsemen do not specialize in one kind of skill but try
The Zamindars were originally a class of almost-feudal
to excel in as many ways of warfare as possible. Often
tax farmers: men empowered to collect taxes from the
equipped with bows, they can soften up their foes
peasantry. From being tax farmers, the Zamindars
before riding around the battle lines to deliver a fatal
slowly accumulated all the responsibilities and power
blow by attacking the flank. Though not as heavily
of lesser aristocracy or gentry. The title itself is a
armoured as the knights in the Old World, their
Persian borrowing, and means “landholder”. The
versatility makes up for this, allowing them to adapt to
Zamindars kept their holdings as long as taxes were
almost any situation. When the call of war comes, these
forthcoming. Over the years, they became actual
noble horsemen will answer, cutting down the foe from
landowners, and gradually assumed military
atop their swift steeds.
responsibilities as well. Some of these could be
deferred by sending money, but it was also expected
that these gentlemen should fight as irregulars for their
overlords. M WS BS S T W I A Ld
Zamindar 4 4 3 3 3 1 3 1 8
The Zamindar Horsemen are lower nobles who require Mansabdar 4 4 3 3 3 1 3 2 8
the blessing of their ruler to gain their privileges. As Warhorse 8 3 0 3 3 1 3 1 5
such they can command people from the lower castes
at will, but must still answer to the wiser Rajahs and TROOP TYPE: Cavalry.
Maharajahs. These men have been raised from
childbirth to become great warriors. Unlike most elite SPECIAL RULES: Warrior Caste.
42
PEASANT LEVIES
Most of the people of Ind are either peasants or
outcasts, viewed as little more than vermin by the lords
of Ind. Peasant levies consist mainly of those farmers
unfortunate enough to be drafted into service when
needed, but is also seen as an opportunity to rise to a
higher position within one's 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.
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
SNAKE SWARMS
Snakes are very common in Ind, and some men known Fakir: The Fakir is placed at the back of the Snake
as Fakirs even make a profession in hypnotising and Swarm unit as a separate model, and follows the rules
controlling these animals on the street and in battle. for Champions, though he may not be challenged in
While all snake swarms are dangerous, swarms made Close Combat. If the Fakir is killed, the Snake Swarms
up of venomous snakes are typically the most lethal. in that unit will automatically flee off the table unless
Snake swarms of both types can generally be engaged in close combat, in which case they fight on as
encountered in the same regions, dwelling in ruins or normal. Should the Snake Swarm later be unengaged,
wilderness alike. Hissing menacingly, this mass of they will flee immediately using the rules above.
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
44
MAIDEN GUARD
The princes of Ind may be stubborn and arrogant, but where they surrender all their worldly possessions and
they are not stupid. They know that, given the chance, cut all bonds with their family in favour of a new life
someone amongst their court could potentially kill where protecting their liege is their only goal. While
them and take their throne and riches. The Maharajahs this might seem a high price to pay, it also means they
have always jealously guarded their estates with the will rise into the same rank as the nobles, and while it
most powerful warriors. First amongst these is the does not come with the privileges, it sets them high
Maiden Guard, women who have given up their free above the lower castes in the eyes of their gods.
will in service to their lords. Since their founding,
many treacherous nobles have found themselves on the The Maiden Guard are armed with a variety of sabres,
end of one of these warriors’ swords. picks and axes that they wield in each hand. They are
even said to carry the ashes of their slain enemies in
The prestigious role of Maiden Guard is only given to their turbans at all times. These warriors are the most
those warriors who have proved themselves by hunting feared of all the human Indan troops on the battlefield,
down a full grown tiger in the jungles and returning as they are hardened foes who rarely panic or flee.
with its pelt. After this they go through a ritual
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
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.
46
ROYAL CHARIOTS
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's
usage has been gradually decreased in the army.
Nevertheless, 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.
48
VANARAS
In the jungles of Ind, the Vanaras resides; a race of who then becomes the enemy of the entire clan. They
clever, agile beastmen with a passion for battle to value learning, both experimental and academic, and
harness their skill. Vanaras are intelligent, simian most possess a burning curiosity about the world.
humanoids who live in deep forests and jungles. They
are both agile and clever, but saddled with boundless Able to scale the tree tops and other various obstacles
curiosity and a love of pranks that, while normally with ease, the Vanaras make excellent scouts and
harmless, hinder ingratiation with those they encounter. infiltrators and often act as a vanguard for an Indan
army. Equipped with quarterstaffs, blowpipes shooting
A Vanara's body is covered in a thin coat of soft fur, darts covered in venom extracted from the animals of
and individuals with chestnut, ivory, and even golden the jungles, the Vanaras move ahead of the army and
coats are common. Despite its fur, a Vanara can grow ambush any unsuspecting enemies ignorant enough to
lengthy hair on its head just like a human, and both move through the forests they inhabit. They are able
male and female Vanaras take pains to wear elaborate warriors, so it is no wonder that princes past and
hairstyles for important social functions. All Vanaras present have brought them gifts of food in order to
have long, prehensile tails and hand like feet capable of persuade them to fight for them in times of war.
well-articulated movements. Vanaras live in large, tree-
top villages connected by rope-bridges and ladders. M WS BS S T W I A Ld
Homes are carved out of trees but usually left open to Vanara 5 3 3 3 3 1 5 1 6
the elements except for woven leaf canopies and Monkey Paw 5 3 3 3 3 1 5 2 6
overhangs. They clothe themselves as humans do,
generally leaving their feet bare and allowing room for
TROOP TYPE: Infantry.
their tails. Their hands and feet are nearly identical,
allowing them to climb rapidly should the need arise.
SPECIAL RULES: Skirmishers, Scouts, Forest
Despite frequent attacks on their civilization by ogres, Striders.
Vanaras are open and friendly, curious about both their
neighbours and strangers. They take family life quite Blowpipe: A common weapon of the Vanaras is the
seriously, and are fiercely protective of even remote blowpipe. Shooting darts often tipped in lethal venom,
relatives. These intense and elaborate family bonds it is a weapon able to take down the toughest of foes.
lead to trouble when a distant relation makes an enemy
A blowpipe uses the following profile:
HANUMAN,
GOD OF THE VANARAS
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 Syrua. When Darahma ascended to
godhood, Hanuman did so as well, though
the Vanara Priests claim that Hanuman
still frequently travels through the world
in disguise, both in their lands and in any of
the lands where Darahma is worshiped.
49
RAKSHASAS
Many are the tales of wonder told by spice merchants
returned from the lands to the east of the Old World,
but few such yarns can be as bizarre as the accounts of
the creatures said to reside in the verdant rainforests of
central Ind. Spice merchants from Ind have spun tales
of creatures with heads of the giant hunting cats they
call tigers, which dwell in the dense jungles at the
interior of their land. The Eye of the Tiger is a deep
cave located high in the Shambani foothills of Ind. Said
to contain the lost Stone of Simba, it has become the
lair of the Rakshasa, a vicious tribe of tiger-headed
Beastmen. Said to be a strange crossbreed of man and
giant cat, they combine the worst traits of each.
51
MARUTS
Maruts are creatures created out of the wind. They Maruts primarily target those mortal souls who have
serve as troops for the gods, particularly Vaishna and artificially extended their lifespans beyond what is
Durda, and are often led by one of the Devas of air feasible for their race, such as liches and other
when they enter battle. Maruts live in the clouds and powerful magic users. Extraordinary but natural means
help create weather for the gods. of cheating death are sometimes also punished, such as
the magistrate who murders an entire starving town to
These humanoids are mostly hidden behind plates of save himself, or those who foresee their own deaths via
elaborate golden armour, the spaces in between divination magic and are therefore able to avoid them.
revealing flesh of black stone. They wield mighty Although they are capable of speaking eloquently in
maces that can crush armour with ease, and carry large any language, and frequently gather vast amounts of
shields to wither any onslaught. Massive brutes, they information from those who are intimidated by their
can withstand punishment that would fell a normal man mere presence, Maruts rarely engage in conversation or
several times over. Only the foolhardiest of foes would strategic alliances with mortals. Even on the battlefield,
think of attacking a unit of Maruts in field of battle, for these juggernauts prefer to remain silent, knowing that
they will likely be smashed aside like wave upon rock. their targets are already aware of their own
transgressions and that all mortals secretly harbour
Juggernauts of onyx and golden armour, Maruts shake dreams of immortality.
the ground when they walk, each thunderous step
ringing a death knell for those they’ve come to take. M WS BS S T W I A Ld
Rarely seeming to hurry, a Marut’s onslaught is Marut 4 4 0 4 4 1 1 1 7
deliberate, purposeful, and relentless. Its quarry may Storm Chaser 4 4 0 4 4 1 1 2 7
impede it or flee, running for decades or centuries, but
from the initial meeting onward, the target must always TROOP TYPE: Infantry.
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 SPECIAL RULES: Deva.
inevitable oblivion.
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 Asura of
Drought. The powerful ichor-infused drink
strengthened his power.
From atop the great white elephant Airavata he
carved open the Asura’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
Vaishna, Brahmir, and Shaivi. His strength, while
still apparent to those who looked upon his
massive form, had fallen into disuse before the
Asuras were again released.
Until recently, overseeing a timely downpour of
rain onto the Earth’s soil was a more regular
occurrence for him than leading forces into battle.
With the return of his nemesis Vratri, Cindra is
once again preparing himself for war. The rest of
the Devas hope that he will heed their pleas to
join them after lying relatively dormant for
centuries.
52
GARUDAS
Garudas are noble, birdlike creatures that inhabit on some sedge grass, and the Nagas freed Janasini
rugged hills. While they remain detached from from servitude. But when the Nagas tried to drink from
humanoid societies, they are impetuous and gallant, the bowl, they cut their tongues on the sharp grass, for
often serving as protectors of nearby communities. as Sudachala and Gruhastha had planned; the god had
Known as the scourge of serpents, the Garuda are whisked the true elixir away, leaving only an illusion in
fierce and determined creatures, feared even by some its place.
of the Deities. These winged creatures have clawed
hands and bird’s talons. Large, glinting eyes and a Garuda's many children has since then been soaring the
serrated beak dominate their avian faces. Their feathers skies around the many mountain ranges of Ind, mainly
display shadings of rusty red and deep green. Their feeding upon many of the large snakes inhabiting the
torso is a golden tan, and they wear loose robes jungles. The people of Ind generally see them as a good
accented by fine jewellery. With the body and limbs of omen, as the Garuda protect them from slithering
a man, and the head, beak and talons of an eagle, the beasts.
Garuda possesses great ferocity and a proud heritage.
When it calls for it, the Garudas often go to battle with
Garudas are distant descendants of the goddess the armies of Ind, flying over their banners, ready to
Janasini, the mother of birds. Legend tells that Janasini tear at the flesh of their foes. Why they bother to do
made an unwise wager with her sister Ravithra, the this, there are several theories. The peasantry believe
goddess of Nagas and snakes. Ravithra cheated, and them to do so out of goodness for their worshippers,
Janasini lost and became the slave of Ravithra's Naga while the more cunning generals are inclined to think it
children. Sudachala, the first of Janasini's Garuda true due to the heaps of snake meat offered to the
children, offered to complete any task to free his Garuda as thanks for their services.
mother. The Nagas demanded a legendary bowl of
nectar said to rest atop the tallest mountain in Vudra. M WS BS S T W I A Ld
Sudachala flew to the mountain and overcame many Garuda 4 4 0 4 3 1 5 2 7
obstacles to retrieve the bowl, as detailed in the Blood Beak 4 4 0 4 3 1 5 3 7
AzvaDeva Pujila.
TROOP TYPE: Infantry.
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 SPECIAL RULES: Deva, Fly.
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
53
GANESHANS
The elephant-headed son of Shaivi is the most popular existence. Shaivi replaced the head with the nearest one
of the Devas, for he brings luck and joy to the people available – that of an elephant’s. Ganeshan is also
who worship him. He blesses those who are faithful, known for his scholarship, at which he excels above all
making their aim true in the heat of battle, and gives the Gods. From his studies, he is often sought after as a
them good fortune whenever they might need it. As the guru and an advisor, using his vast knowledge to aid
God of good luck and wisdom, his name is invoked others in overcoming any problems.
before any major undertaking, even before the names
of Vaishna, Brahmir or Shaivi. He must be appeased Ganeshan has four arms, often seen holding his noose,
before any other god is approached, so he acts as an conch, lotus and a sweet dumpling. Ganeshan, along
intermediary between worshippers and the pantheon. with his avatars, are hearty and robust figures,
survivors after many brushes with the Asuras. These
He is the god of doorways and portals, and also the god creatures stomp furiously in battle, bellowing through
who removes all obstacles. He is the patron god of their trunks while smashing foes left and right with
learning and study, prayed to by all students, and is their many arms. As avatars of Ganeshan, they also
likewise the god who protects all temples. Every possess his power of fortune, able to bless themselves
human temple to any deity will also have a small shrine and other with good luck to gain the upper hand when
to Ganeshan. needed.
According to legend, Ganeshan received his elephant Fortune Finders: Ganeshans may re-roll failed rolls of
head shortly after birth, when a malevolent daemon 1 when rolling To Hit, To Wound, and when taking
cursed the young Ganeshan by wishing his head out of armour saves and Ward save.
54
NAGAS
The Nagas are among the strongest of the minor elaborate summer and winter lairs, with several
Avatars of Ind. Among the citizens of Ind, the Naga are favoured shelters positioned between these so they can
among the most highly worshipped, seen as holy and make a circuit of familiar rivers and coasts throughout
beautiful creatures where a man of the Empire would the year. Fiercely territorial when it comes to their
be more likely to see a monster. Some even say they lairs, water Nagas typically attack any that intrude
are the descendants of a once great underwater upon their sanctuaries, only bothering to question
civilisation, whom have risen to the surface to protect interlopers once such creatures have been weakened by
the weak and the pure followers of the Gods. poison, if at all.
Human-like torsos atop the body of a snake, with four The Naga usually live solitary lives, hunting over
arms each carrying a weapon, these beings are smaller areas. They favour dwelling in a deep hole, but
incredibly dangerous and tough to bring down. They are sometimes found curled up in ruins, where they are
have glittering scales and grow to an adult length of ten often protectors of treasures or artefacts for centuries.
to twenty feet. Their lidless eyes are bright and wide, Enigmatic creatures that live in the safe shadows of the
almost luminescent, and their spines are armoured with many caves and tunnels of Ind, Nagas steer clear of
sharp triangular extensions that grow in a line from the open spaces where they may encounter others – they
napes of their necks to the tips of their tails. The Naga reveal themselves only to those which they choose.
are emerald green to turquoise in reticulated patterns These chosen few are privileged to lay their eyes upon
with chocolate brown and pale jade green or dark grey such strange beauty - but for most, it is the last thing
and olive, and their spines have red spikes that rise like they see. While they are seemingly able to understand
hackles when they are angry. and often help the locals in times of need, it is said that
they serve only their own rulers, whomever they may
Every motion of the serpent’s long form sets its be, and it is always up to the Naga themselves whether
brightly patterned scales and glistening fins to flashing or not they might turn up to battle.
like gems in the surf. Where many Nagas claim
particular lairs as their homes, Nagas typically have a As their yearly treks make many Nagas especially well
number of retreats, migrating from one to the next with travelled, those who live near the serpents' lairs often
the changing of the seasons. These Nagas keep 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 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
ROYAL ELEPHANTS
The very largest elephants of Ind are called Royal
Elephants, who are significantly 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
wealthy 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 3 1 8
The War Elephant may re-roll failed Stampede tests. The Giant Bow is a bolt thrower with the following
profile, and can be fired by one of the Royal Elephant's
Armour Plates: Thick bronze plates covers the crew, even if the Royal Elephant moves.
Elephants head, legs and sides, giving it ample
protection against attacks. Range Strength Special Rules
36" 5 Multiple Wounds (D3)
The War Elephant’s armour save is increased to 3+.
Small Cannon: These small cannons are very rare in
Spike Chain: A crude chain with sharp spikes in every Ind, but are sometimes attached to the howdahs.
link is drawn between the elephants tusk, shredding
anyone it charges. The Small Cannon is a Cannon with the following
profile, and can be fired by one of the Royal Elephant's
The War Elephant causes D6 (2D6 for Royal crew, even if the Royal Elephant moves.
Elephants) Impact Hits on the charge.
Range Strength Special Rules
Spiked Tusks: Massive iron spikes are attached to the 48" 7 Multiple Wounds (D3)
elephant’s tusks, making each swing all the more
deadly. If a Misfire is rolled, roll of the Blackpowder Misfire
Chart as normal; if the result is a 1, treat the Elephant
The War Elephant gains +1 Strength to its Attacks. as having lost its rider, and take a Monster Reaction
test as normal.
57
BASILISK
In the deepest, darkest parts of the jungles of Ind lives avoid the beast’s gaze and aura while keeping up with
a great beast that strikes terror into the hearts of the it on the field. Even after training, a Basilisk is still
people who reside there, and has the power to single- very unpredictable – there have been many cases where
handedly destroy anything in its path. This is the a Basilisk has lost its trainers in the heat of battle and
Basilisk, a vicious gigantic snake monster that resides has decided to get revenge for its captivity.
in the land. These reptilian monsters possess a gaze
that enables them to turn any fleshy creature to stone. M WS BS S T W I A Ld
Basilisk 8 4 4 5 6 6 5 5 6
Known as the King of Serpents, the Basilisk can reach Beastmaster 4 3 3 3 3 1 3 1 7
gigantic size of fifty feet in length, and live many
hundreds of years. They are a living blight so inimical TROOP TYPE: Monster.
to life that they poison the very ground they walk upon,
the venom that suffuses their body and spirit capable of SPECIAL RULES: Lowborn Caste, Natural
swiftly reducing verdant land to ruined waste.
Armour (4+), Poisoned Attacks, Monsters and
Handlers.
Their huge bodies are covered with brightly coloured
scales from the membranous fins upon their head to the
Cold Blooded: The Basilisk rolls 3D6 for all
tip of their muscled tail; a warning of their noxious
Leadership tests, discarding the highest dice.
nature. They prowl stealthily on eight legs, and are
capable of moving swiftly enough to run down even
Aura of Vitriol: The Basilisk’s aura taints anything
the quickest prey. The most potent weapon in the
that draws near, destroying weapons and killing men,
Basilisk’s arsenal, however, is its gaze. Renowned in
its deadly power increasing with exposure.
folklore across the Old World for its lethal potency, the
Roll a D6 at the beginning of each round of combat for
sickly pale eyes of the Basilisk can focus the essence of
every model participating in a combat in which the
their poisonous soul, withering their prey until its skin
Basilisk is involved (including friendly models).
and flesh slough away.
On the first turn of combat with the Basilisk a wound is
Occasionally, a Basilisk may be captured by a
inflicted on a result of a 6, on the second turn a wound
Beastmaster to be trained for use in war. This is not an
is inflicted on a 5+, and so on to a maximum of 2+.
easy process – the Basilisk must first be captured,
Armour saves and regeneration may not be taken
which usually accounts for the life of several of its
against the Basilisk’s vitriol, although other Ward
would-be captors. After that it must be trained by the
saves and Magic Resistance may be used.
skilled Beastmasters, who must be quick enough to
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 which Ignores
Armour saves.
6 The target’s body is reduced to a steaming pile
of polluted flesh. It is immediately removed as
a casualty regardless of wounds, and if it was
part of a unit then the rest of the unit takes an
immediate Panic test. No saves of any kind are
allowed against this attack.
58
LORD DARAHMA
God-Hero of Ind
Born as a human, Darahma was the incarnation of the Gods and Vanaras fought against the daemons in a titanic
divine, or Avatara, of the previous age to the present battle on the outskirts of Lankra. Darahma, bolstered by
one. Although this was over a thousand years before the powers of the Devas, personally sought out Narava in
the present day, a great deal of information has been the heat of battle and, after a titanic mental and physical
preserved in the Kingdoms of Ind about his age. duel, killed the Asura with his godly weapon Kodandam
and the Brahmirastra arrow. The Asura was vanquished
Darahma was born in the Kosala Kingdom, and he and and the daemonic army soon evaporated into the warp, but
his family founded many of the great cities there. Darahma’s injuries were so serious that he passed away
moments after he heard news of his army’s victory,
Dasharatha, the king of Ayodhya, had three wives and
cradled in the arms of his now-liberated wife.
four sons. Darahma was the eldest, and thus in line to
become the next king. While Darahma was all set for Darahma is worshiped as the god of virtues, morality,
coronation, his step-mother, Dasharatha’s second wife, civilization, and also the patron of archers, as the bow is
Kaikeyi, wanted her son, Bharata, to become king. his weapon. Darahma is worshiped throughout the
Before the aged king could hand over his crown to his Kingdoms of Ind, but especially in the Kosala lands where
eldest son Darahma, Dasaratha was destined to die. he once ruled.
And instead of being crowned king of Ayodhya,
Darahma is sent into exile in the forest for fourteen M WS BS S T W I A Ld
years by an intrigue in the palace and a quirk of fate.
Darahma 4 6 6 5 5 3 6 4 9
His wife, Sitra, accompanied him, unable to live
without him.
TROOP TYPE: Infantry (Special Character).
After fourteen years away from his kingdom, a huge
Asura army invaded and subjugated the island of SPECIAL RULES: Noble Caste, Unswerving
Lanka and terrorised the kingdom of Kosala. The Loyalty.
leader of this army, a terrifying Asura called Narava,
kidnapped Sitra and took her back to his new daemonic The Avatara: Darahma follows all the rules for Devas,
empire. Enraged, Darahma summoned an army of but is not subject to Divine Corporeality, and may be
Vanaras and called the Devas to war. the army’s General and use Hold Your Ground.
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.
The Avatara: follows all the rules for Devas, but is not
subject to Divine Corporeality, and may be the army’s
General and use Hold Your Ground.
MAGIC ITEMS:
Sudarshana Chakram (Magic Weapon)
See Weapons of the Devas section.
60
URJANA
Master of the Bow
Out of all Pandavas and Kauravas, Urjana had immense SPECIAL RULES: Noble Caste, Unswerving
liking for the sport of bow and arrow. He practiced this art Loyalty, Sniper.
with great concentration and perseverance. Soon he
became the best in this art. MAGIC ITEMS:
During the Indan Civil War, Urjana's main target was the
Gandvia (Magic Weapon)
mighty Narak, who unknown to him, was his own half- A powerful celestial bow, originally used by Brahmir
brother. Urjana had many grudges against him and this but later passed down to other gods, until the water
was the time to take revenge on Narak. Both let out god Varuna gave it to the human prince Urjana.
powerful weapons of great speed for a long, long time. Gandvia is an ornate bow made of solid (but strangely
Both warriors knew very well that only one among them flexible) oak. The bow is decorated with hundreds of
would survive in the end. gold bosses, and had radiant ends. It is longer than
most bows, and its drawstring is fashioned from the
A fierce duel took place between the two brothers. At one thread of fate itself.
point, Urjana's arrow struck Narak's Chariot, hurling it
several dozen feet away. Narak's arrow too struck Urjana's Gandvia has the following profile:
chariot but displaced it only by a short distance. They
were both equal in skill, so much to the point where their Range: Strength: Special Rules:
arrows would collide in mid-air time and time again. 30" 4 Multiple Shots (2),
Stand and Fire,
Seeing that Urjana could not be defeated by means of Killing Blow
ordinary weapons, Narak used his Nagastra, a magical
weapon inhabited by the spirit of a Naga whose mother
Kaustubha (Talisman)
was killed by Urjana years ago. The spirit made it the
Kaustubha is a divine jewel - the most valuable stone
weapon infallible, but Narak did not want Urjana to be
killed by anyone else's might except his own. Hence, he in the Kingdoms of Ind. It shines with a light so
refused to use the Nagastra again on Urjana. Urjana then radiant, that anyone attempting to strike the wearer
shot a volley of arrows piercing right through his armour, will find themselves completely blinded.
cutting off his earrings, hitting all his vital organs. Narak
fell to the ground, reeling in pain. Even so, Narak still Any Close Combat attack targeted against Urjana will
continued to fight valiantly. only ever hit him on the roll of a natural 6.
M WS BS S T W I A Ld
Urjana 4 5 6 4 4 2 6 3 8
62
PARASHURUMA
The Holy Slayer
Born in a small village, Parashuruma grew into a great his thirst for blood for a while, joining the armies of
warrior, and pleased Lord Shaivi after slaying a tribe of Ind in defence of his homeland. Even so, any member
vicious Beastmen. As a blessing, he was granted the of the Kshatriya caste better watch out, lest it be their
power of regeneration, able to swiftly recover from any head that is lopped off their shoulders.
injury and even reattach lost limbs, making him a
fearless warrior. Along with this, he was given the M WS BS S T W I A Ld
Parashu of Shaivi, the axe which he is known for Parashuruma 4 6 5 4 4 2 5 3 8
today, as well as.
TROOP TYPE: Infantry (Special Character).
Once, a king by the name of Kartavirya visited the
village led by Jamadagni, Parashuruma's father, along
SPECIAL RULES: Warrior Caste, Hatred,
with his army during the course of a hunting trip in the
forest. Jamadagni arranged to feed his guest and his Immune to Psychology, Regeneration.
vast army with the help of his divine cow. Amazed at
this, the king became greedy and wanted the cow to be Head-taker: For ever character killed with a Killing
given to him. Jamadagni refused, saying that the cow Blow by Parashuruma, the Ind player receives +100
was required in the performance of religious rites. The Victory Points.
king sent his soldiers and forcibly took the cow away
to his city. MAGIC ITEMS:
Parashu of Shaivi (Magic Weapon)
Returning home and hearing this, Parashuruma was The axe used to find and eliminate corrupt rulers that
infuriated and travelled to the royal palace. were in control of nearby kingdoms. It can cut through
Brandishing his axe, he decimated its guards and killed the toughest of opponent with little opposition, and
the mighty King Kartavirya, retrieving the calf. When have a special tendency to go for their necks.
he returned home, his father was pleased, but seeing
the blood stained axe of Parashuruma, also concerned. This axe gives Parashuruma +2 to his Strength. In
He cautioned his son he must be aware of wrath and addition, he gains the Killing Blow special rule, which
pride. Parashuruma accepted the reprimand of his takes effect on a 5+ rather than a 6+.
father, in penance, and went on a pilgrimage to holy
places for one year in purification.
63
KARMA (Lore Attribute)
Karma represents the totality of one’s action in the
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 One use only. The Brahmirastra may be used in the
Magic Weapon Close Combat phase. When it is used, place the large
template over the centre of the model carrying it. Any
Perhaps one of the most devastating weapons in model touched by the template (excluding the wielder)
creation, belonging to the death-goddess Kali-ma, it takes a Strength 10 hit that causes D6 Wounds.
has the capacity to utterly annihilate anything that its
wielder wishes. It never misses, and completely THE VAJRA 70 points
destroys whatever its wielder desires when fired. It Magic Weapon
could even be used to end all life on the entire world in
an instant. This weapon is so powerful that if anyone The Vajra is one of the most powerful weapons in Ind,
even tries to touch it who is unworthy of it in Kali-ma’s said to have belonged to the king of the gods, Cindra.
eyes, that person will be instantly and irrevocably This weapon was made from the bones of sage
disintegrated. Additionally, it can never be used for Dadhichi after he died to defeat the Daemon Vratri.
any purpose that is contrary to the divine wishes of The Vajra has the power to summon bolts of lightning
Kali-ma’s consort, Shaivi; it will not work for anyone at will, which can then be thrown to devastating effect.
who attempts to do so, and doing will result in the
weapon being immediately revoked, and possibly in its The Vajra can be used in the Shooting Phase. Roll a
wielder being destroyed. Thus it is only appropriate as D6. This is the number of lightning bolts that may be
a weapon against the greatest of foes. thrown this phase. The lightning bolts have a range of
24" and each causes a Strength 6 hit. Roll to Hit as
One use only. Long bow. When used, this bow normal.
automatically hits, causing D6+1 Wounds Ignores
Armour Saves. However, before using it, the wielder THE KAUMODAKI MACE 60 points
must pass a Leadership test. If failed, wielder suffers Magic Weapon, Vaishna only
D6+1 Wounds which Ignores Armour Saves instead.
He may still attempt to use it next turn if he wishes, This blessed mace is said to be the divine weapon of
following the same procedure. the preserver god Vaishna himself. Crafted at the dawn
of time by the preserver god himself, it is filled with the
SUDARSHANA CHAKRAM 80 points power of a thousand stars, and it was given the highest
Magic Weapon, Vaishna only blessing by the god himself before he brought it down
to earth. Anyone who wields it finds themselves filled
Sudarshana Chakram is a spinning, disk-like super with untold power and is imbued with the strength and
weapon with one hundred and eight serrated edges skill of the greatest of the heaven dwellers.
used by Lord Vaishna. According to the Puranas,
Sudarshana Chakram is used for the ultimate The wielder of the Kaumodaki gains Strength 10. Roll
destruction of an enemy. a dice for each initial Attack that hits. On a 4+, it
causes another hit.
Sudarshana Chakram may be thrown in the Shooting
Phase. It has a range of 18". Target 1 enemy model TRIDENT OF DESTRUCTION 50 points
within line of sight and roll to Hit as normal. If the Magic Weapon, Shaivi only
attack hits, place the 3" template over that model. Roll
a D6 and the Scatter dice to determine in which This vicious trident was wielded by the destruction god
direction Sudarshana Chakram moves. Any model Shaivi, who has used it to fulfil his grim duties of
passed over by the template suffers a Magical Strength bringing death and destruction to the universe. This
5 hit with the Armour Piercing (1) special rule. steel trident never tarnishes, its pronged heads seeming
to gleam brightly against any ray of light. One who
THE BRAHMIRASTRA 75 points wields it is able to slice hearts from bodies and heads
Magic Weapon, Brahmir only from necks as if they were insubstantial, and if a foe
merely touches its blackened blade, their screaming
This is the Staff of Brahmir, one of the most powerful soul are drawn agonizingly out for the destruction god
weapons in creation. It is said that when the to feast upon.
Brahmirastra is discharged, there is neither a counter
attack nor a defence that may stop it. The land where The Trident may be used as a halberd in Close Combat,
the weapon is used becomes barren for eons and all and be thrown like a javelin in the Shooting phase (and
life in and around that area ceases to exist. may be used several times in this way). In addition, the
wielder gains the Heroic Killing Blow special rule.
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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.
According to legend, this was in fact the first sword in The handle to Kali-ma's flail is a large human bone
all of creation, after which all other swords are cast in iron, usually a femur. Thin chain links made of
modelled. The Devas approached Brahmir, the creator blackened steel connect to three flail heads that are
of the universe, and protested against the unjust rule each in the form of a black claw, the points of them
and evil doings of the Asuras. Hearing the protest from extremely sharp.
the Gods, Brahmir collected sacrificial objects and
proceeded to perform a grand sacrifice with the This flail gives the wielder +1 Strength. In addition, he
foremost of the Devas at the side of the Mountains of gains the Poisoned Attacks, Armour Piercing (1) and
Heaven. During the course of the sacrifice, a dreadful Strength Bonus (1) special rules.
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 coloured
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
THE KAVACHA 50 points
afterward given to great human sages in all successive
Magic Armour
eras.
The Kavacha was once the armour of Narak, but
The wielder of this Sword gains +1 To Hit and +1 To
Cindra, the king of the gods, tricked Narak into give it
Wound, as well as Flaming Attacks. If he rolls a
to him, so that Urjana, Cindra's son born as a human
natural 6 when rolling To Wound, the attack is done
on earth could slay him in the Kuryakshetra War. It is
with the Multiple Wounds (D3) special rule.
said that nothing can penetrate Kavacha, making the
bearer all but untouchable.
Censers are an important part of the worship of the This elephant-shaped mask bestows the power of
Indan gods – in the temples, they are used to spread Ganesha, god of luck and riches, onto the bearer. It
the fragrant smell of incense throughout the whole gives its wearer unbelievable luck as attacks and
room and send worshippers and zealots into holy effects that would usually harm them are dissipated,
euphoria as they feel the sacred essence of the gods stop in mid-air or turn into small elephant-shaped
flow through them. In battle, they are filled with coins, and failed attacks somehow swing back up and
enchanted wood and magical lotus flowers, and they hit their mark.
can be used to invoke the gods’ deadliest powers.
The wearer of this mask may re-roll failed rolls of 1
When the bearer casts spells with Irresistible Force, he when rolling To Hit, To Wound, and when taking
may ignore the roll on the miscast table on the D6 roll armour saves and Ward saves.
of 4+.
HOLY STANDARD OF THE DEVAS 100 points
PRAYER BEADS 5 points Magic Standard
Arcane Item
This standard was woven with strings is said to be
These golden prayer beads can be used by the bearer blessed by every one of Ind’s vast collection of gods,
to call upon the power of the gods to boost his magical washed in the sacred waters of the River Ganga, and
abilities. By turning one of the beads on the necklace intertwined with the finest gemstones and diamonds
thrice and by calling out prayers to one of the gods for that could be found. It is a beacon for all the free
aid, the sorcerer’s magical abilities can be enhanced peoples of the Kingdoms of Ind and reminds them of
by the gods. the glories they have achieved against the foul forces
of Destruction. Its glittering patterns and shining
Once use only. When attempting to cast a spell, a Guru brilliance dazzle the foe and inspire the warriors
may choose to use a Prayer Bead to add +1 to the total carrying it to amazing deeds of bravery. Carried only
casting value. A Guru can buy as many of these as he the bravest soldiers in a ruler's servitude, each man
wish as long as he has points available, and several fighting under this banner would take upon themselves
Prayer Beads may be used for a single spell. In the role of dying for their lord in a challenge against
addition, Prayer Beads does not stop the Guru from any foe.
taking another Arcane Item.
All models in the unit carrying this banner are
AMRITA, NECTAR OF THE GODS 50 points Stubborn and gains the Ward save (5+) special rule.
Enchanted Item
One use only. The bearer may drink from the Amrita at
the start of any phase. When he drinks from it, he
regains all lost Wounds and gains the Regeneration
special rule until the start of his next turn.
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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.
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USING THE ARMY LIST UNIT CATEGORIES
The army list is used alongside the 'Choosing an Army' As described in the Warhammer rulebook, the units in
section of the Warhammer rulebook to pick a force the army list are organised into five categories: Lords,
ready for battle. Over the following pages you will find Heroes, Core Units, Special Units and Rare Units.
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 ARMY LIST ENTRIES
that will form your army. Amongst other things, they Each army list entry contains all the information you
will tell you what your models are equipped with, what need to choose and field that unit at a glance, using the
options are available to them, and their points costs. following format:
1. Name. The name by which 3. Troop Type. Each entry 7. Special Rules. Many troops
the unit or character is specifies the troop type of its have special rules that are
identified. models (e.g. 'infantry, fully described earlier in this
monstrous cavalry' and so book or in the Warhammer
2. Profiles. The characteristic on). rulebook. The names of these
profiles for the model(s) in rules are listed here as a
each unit are provided as a 4. Points value. Every reminder.
reminder. Where several miniature in the Warhammer
profiles are required these range costs an amount of 8. Options. This is a list of
are also given, even if they points that reflects how optional weapons and
are optional (such as unit effective it is on the armour; mounts, magic items
champions). battlefield. and other upgrades for units
or characters, including the
5. Unit Size. This specifies the points cost for each
minimum size for each unit, particular option. Many unit
which is the smallest number entries include the option to
of models needed to form that upgrade a unit member to a
unit. In some cases units also champion, standard bearer
have a maximum size, or can or musician. Some units may
even comprise just a single carry a magic standard or
model. take magic items at a further
points cost.
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.
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LORDS
DARAHMA, GOD-HERO OF IND 320 points
Profile M WS BS S T W I A Ld Troop Type
Darahma 4 6 6 5 5 3 6 4 9 Infantry (Special Character)
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LORDS
MAHARAJAH 100 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 May be armed with one of the following:
Light armour - Additional hand weapon………………….……………………………………….3 points
- Morning star………………….…………………………………………………...3 points
Special Rules: - Spear (mounted only)……………………………………………………………..2 points
Noble Caste - Halberd……………………………………………………………………………6 points
Unswerving Loyalty - 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 medium armour………………………………………3 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
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 - -
Bengal Tiger 8 5 0 5 4 3 4 3 - Monstrous Beast
Royal Elephant 6 3 0 5 6 5 2 4 6 Monster
Special Rules:
Royal Elephant: Impact Hits (D6+1), Natural Armour (5+), Stampede.
Bengal Tiger: Devastating Charge, Forest Strider.
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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)
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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)
BEASTMASTER 35 points
Profile M WS BS S T W I A Ld Troop Type
Beastmaster 5 4 4 4 4 2 4 2 7 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:
Special Rules: - Bow………………………………………………………………………………..5 points
Lowborn Caste - Javelin……………………………………………………………………………..5 points
Monsters & May be mounted on a Bengal Tiger………………………………………………..50 points
Handlers May be accompanied by up to 5 of the following:
Forest Strider - Tiger……………………………………………………………………………...21 points
Beastmaster - Panther…………………………………………………………………………...21 points
Unleash the Beasts May take magic items up to a total of ……………………………………………..25 points
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HEROES
RAJAH 65 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)
GURU 75 points
Profile M WS BS S T W I A Ld Troop Type
Guru 4 3 3 3 3 2 3 1 7 Infantry (Character)
VISHKANYA 75 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:
Two hand weapons May be armed with one of the following:
- Chakram…………………………………………………………………………5 points
Special Rules: - Throwing weapon……………………………………………………………….2 points
Poisoned Attacks May take magic items up to a total of ……………………………………………50 points
Scout
Natural Armour (6+)
Poisoned Blood
Hidden
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CORE UNITS
RAJPUTS 3 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
Naik 4 3 3 3 3 1 3 2 7 Infantry
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CORE UNITS
PINDARI CAVALRY 11 points per model
Profile M WS BS S T W I A Ld Troop Type
Pindari 4 3 3 3 3 1 3 1 7 Cavalry
Silaposh 4 3 3 3 3 1 3 2 7 Cavalry
Warhorse 8 3 0 3 3 1 3 1 5 -
Note: Snake Swarms do not count towards the minimum percentage of Core Units you need to include in your army.
Unit Size: 2+ bases & 1 Fakir Special Rules:
Lowborn Caste
Poisoned Attacks (Swarm only)
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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
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SPECIAL UNITS
BENGAL RIDERS 37 points per model
Profile M WS BS S T W I A Ld Troop Type
Bengal Rider 4 3 3 3 3 1 4 1 7 Monstrous Cavalry
Bengal Master 4 3 3 3 3 1 4 2 7 Monstrous Cavalry
Bengal Tiger 8 5 0 5 4 3 4 3 - -
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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
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SUMMARY
LORDS M WS BS S T W I A Ld Type Page Rakshasa 6 4 0 4 4 1 4 1 7 In
Brahmir 6 5 5 6 6 5 6 4 9 Mo - Tigerclaw 6 4 0 4 4 1 4 2 7 In
Darahma 4 6 6 5 5 3 6 4 9 In Royal Chariot - - - 5 4 4 - - - Ch
Eldritch Guru 4 3 3 3 4 3 3 1 8 In - Charioteer - 4 3 3 - - 4 1 8 -
Karishna 4 7 6 5 5 3 7 4 9 In - Warhorse 8 3 0 3 - - 3 1 - -
Maharajah 4 5 5 4 4 3 5 3 9 In Vanara 5 3 3 3 3 1 5 1 6 In
Shaivi 8 9 6 6 6 5 9 6 9 Mo - Monkey Paw 5 3 3 3 3 1 5 2 6 In
Vaishna 6 7 6 6 6 6 6 5 9 Mo
RARE UNITS M WS BS S T W I A Ld Type Page
HEROES M WS BS S T W I A Ld Type Page Basilisk 8 4 4 5 6 6 5 5 6 Mo
Beastmaster 5 4 4 4 4 2 4 2 7 In - Beastmaster 4 3 3 3 3 1 3 1 7 -
- Tiger 8 5 0 5 4 2 4 2 6 WB Ganeshan 6 4 0 4 5 3 3 4 8 MI
- Panther 9 4 0 4 4 2 5 3 6 WB - Tusk Breaker 6 4 0 4 5 3 3 5 8 MI
Guru 4 3 3 3 4 2 3 1 7 In Naga 7 4 4 4 4 3 5 4 8 MI
Mhogli 5 5 5 4 4 2 5 3 8 MC - Venomtail 7 4 4 4 4 3 5 5 8 MI
- Sher Khana 8 5 0 5 5 4 5 4 7 - Royal Elephant 6 3 0 5 6 5 2 4 6 Mo
Parashuruma 4 6 5 4 4 2 5 3 8 In - Mahout 4 4 3 3 3 1 3 1 8 -
Rajah 4 5 5 4 4 2 5 3 8 In
Urjana 4 5 6 4 4 2 6 3 8 In MOUNTS M WS BS S T W I A Ld Type Page
Vishkanya 5 7 5 4 3 2 7 3 9 In Warhorse 8 3 0 3 3 1 3 1 5 WB
Throne Bearers 4 4 3 4 - - 4 4 - -
CORE UNITS M WS BS S T W I A Ld Type Page Royal Elephant 6 3 0 5 6 5 2 4 6 Mo
Maratha Archer 4 3 3 3 3 1 3 1 7 In
- Havildar 4 3 4 3 3 1 3 1 7 In Troop Type Key: In = Infantry, WB = War Beast,
Peasant 4 2 2 3 3 1 3 1 5 In Ca = Cavalry, MI = Monstrous Infantry, MB =
- Sepoy 4 2 2 3 3 1 3 2 5 In Monstrous Beast, MC = Monstrous Cavalry, Mo =
Pindari 4 3 3 3 3 1 3 1 7 Ca Monster, Ch = Chariot, Sw = Swarms, Un = Unique,
- Silaposh 4 3 3 3 3 1 3 2 7 Ca
WM = War Machine.
- Warhorse 8 3 0 3 3 1 3 1 5 -
Rajput 4 3 3 3 3 1 3 1 7 In
- Naik 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 -
Thugee 4 3 3 3 3 1 3 1 7 In
- Phansigar 4 3 3 3 3 1 3 2 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
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KINGDOMS OF IND Inside you will find:
A Bestiary describing every unit, monster,
In the land of Ind, the Land of a Thousand Gods, the divine stalk hero and war machine in your army.
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 An army list to arrange your collection of
ruled by aristocratic overlords from their gorgeous palaces. Yet miniatures into a battle-ready force.
the people are poor and superstitious, and revere a staggering A comprehensive section that details the
array of gods and spirits, leaving offerings and saying prayers to Kingdoms of Ind, their culture and their
them ceaselessly as they go about their day. A deeply spiritual history.
land, its people may seem strangely content to outsiders, but it is
Warhammer: Kingdoms of Ind is one of a
just their odd way of dealing with the horrors of life and should
series of supplements for Warhammer. Each
not distract the traveller from the perils of this place.
book describes in detail an army, its history and
its heroes.
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