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==Army Units== ===Lords & Heroes=== ====Named Characters==== Unlike most other WAP armies you don't get a supreme ruler of your race or supreme wizard character. Instead, you get lots of ranged characters. *'''Darahma, the First Avatara and God-Hero of Ind''': The Indian version of Sigmar, a man-made Deva who united the Kingdoms of Ind against the devils who aren't daemons. Darahma is a mix of Maharaja and Deva, having all the leading powers of the former and all the powers of the latter without drawbacks. He's at home with archers, as his special longbow fires four Exploding flaming S5 hits and has a single-use arrow that gives you a big blast. *'''Karishna, The Current Avatara''': He's just as much of a leader-Deva as Darahma, but comes with the benefit of being a level 2 wizard of Light/Heavens/Devas and has the Sudarshana Chakram. He's also a bit better in melee, striking at I7 with WS7. *'''Urjana, Master of the Bow''': This guy's your ultimate sniper. While no Deva, he has a magic longbow with Killing Blow and can make a decent meatshield as all melee can only hit him on a 6. Throw him on a chariot and get him stuck in for even more frustration. *'''Mhogli, the Beastmaster''': Jungle Book reference, obvi. He rides upon Shere Khan and thus gets Terror while forcing enemies to re-roll all psychology tests he triggers(this will change). His spear is also pretty scary as it gives Armour Piercing (1) and d6 wounds, which can be freaking scary on the charge. *'''Parashuruma, the Holy Slayer''': An absolutely deranged Kingslayer. He's only Warrior Caste, so he lacks the protection most HQs get. Not that he needs it, as he has Immune to Psychology. He's the through-and-through challenge monstrosity, having Hatred and an axe with S+2 and Killing Blow that triggers on a 5+. Additionally, he grabs 100 Victory Points for every character he murders. ====Generic Characters==== *'''Maharajah''': Noble Caste. At 100 points he is your generic Lord level general you all know and love he comes with Light Armour and a Hand weapon. He has a wide array of options available to him that can make him a decent in combat without breaking the bank on Magic Items (the Morning Star stands out as a nice option at 3pts which still allows him to take a shield). He comes with the Unswerving Loyalty Special Rule which allows any unit within 12" of him with the Caste rule to detract D3 from the result of any LD test. This rule counterbalances some of the moral issues of the Caste system and can make any he is in virtually unbreakable. *'''Rajah''': The Hero-tier Maharajah and your lone BSB. The fact that he loses so little compared to the Maharajah is a bit perplexing, but it also means that you can totally buy cheap heroes and then grab more bodies to protect them without feeling guilty about buying a lesser version of the Lord. *'''Eldritch Guru/Guru''': Your standard Lord level caster. He may take the Lore of Fire, Heavens, Light, Life, or Devas. Note he does not have the Caste system rule and instead has the Spiritual Leader rule which means he can join any unit regardless of Caste and does still benefit from rules that apply to models with the Caste special rule. Additionally, this rule allows any unit he is in re-roll failed LD tests. His Spiritual Leader rule can grant the LD resilience your Lowborn and Warrior Caste units need but like all other human casters, he has no real combat ability so don't chuck him away. *'''Brahmir''': Greater Not!Daemon of the Creator. Similar stats to a Lord of Change (still can put up a frightening fight), he is a spellcaster among Devas, knowing only Lore of Life and can be upgraded to level 4. Has an aura that resurrects Caste units(get more value when resurrecting elites). A compliment to make any unit hard to annihilate. *'''Vaishna''': Greater Not!Daemon of the Preserver knows the lore of Light and has a Ward save Aura. While the Brahmir is best suited behind the front lines, the Vaishna's the Deva you want to send into combat and grant your lowborns at least have a chance of lasting a round. *'''Shaivi''': Greater Not!Daemon of the Destroyer, The Melee Beast Deva and fire mage. He gives an aura of Frenzy and offers 6 S6 attacks at WS9, a real treat. Pars will with great weapons, Bengal Riders and give Shaivi his trident, then let them rampage through. *'''Beastmaster:''' Lowborn caste beast handler that can be accompanied by Tigers or Panthers, whom they can then set loose onto the battlefield. The tigers are stronger with WS 5 and S5, but the panthers are M9 and three attacks at I5, If you want this guy to actually keep up with those pets, buy a Bengal Tiger to ride on. They allow a re-roll to leadership test and stubborn to all nearby animals and their riders. Helpful to control elephants. *'''Vishkanya''': A race of snake women with poison comparable to Skaven Assasins. She is your generic Assassin Hero with poisoned attacks, occasionally dealing a wound when injured. ====Mounts==== *'''Warhorse:''' Horses are horses. Yours are no different. But maybe they should be since horses don't handle tropical weather so well. Meh. *'''Throne Bearer:''' Like Dwarfen Shieldbearers, your Maharajah can be placed on a throne carried by elite warriors and contribute 4 models to the rank bonus of the unit. *'''Royal Elephant:''' A bulldozer mount and high leadership make them more controllable. Still, a chance to send your general deep into enemy territory or running back home like a sissy, though with the Maharajah's skills and a nearby Beastmaster that won't be an issue. *'''Royal Chariot:''' Your special chariots. lets you ride with other Royal Chariot. ===Core=== *'''Rajputs''': Your cheap Warrior Caste units. These guys have a range of options allowing you to kit them out for any situation. Take in big blocks to keep them steadfast and tarpit your enemy. You could grab them special weapons like Patas or Greatweapons, but they're so cheap that you shouldn't want to worry if you want an effective unit. Taking chakrams are also good on charges to soften up goblins. *'''Maratha Archer''': Warrior Caste Bowmen. Cheap, cheerful, your best-ranged option. *'''Urumi Swordmen''': Warrior Caste glass cannons with WS4 I4 and come equipped with only Urumi Swords. There one base S2 attack can be increased to 6 easily by making sure you have a rank of troops behind you and if you angled your charge correctly two enemy models (make sure to take in at least 3 ranks). More often than not you will hit first so against smaller units you may take fewer casualties. Besides being able to take command options your only option is whether or not to become Skirmishers (Free), which option you choose depends on who you face and how you see them. Note, only try to send these against T3 (or the rare T2) lightly armored troops, use Thugee against anything better. *'''Peasant Levies''': Lowborn Caste mooks that cost the same as your Rajputs but are WS and BS 2 with an LD of 5. Yet you get Spears and Shields as well as being made expendable by being Low Caste. These are your Skavenslaves. If you feel like wasting them as ranged harassment, they can get slings or javelins. *'''Pindar Cavalry''': Lowborn Fast Cavalry at 11pts with shields and hand weapons. They can swap their shields for Short Bows and may take either Spears or Javelins for additional support. *'''Zamindar Horsemen''': Warrior Caste Cavalry at 14pts and one of the few high Armour saves you will have access to. They have Hand Weapons, Heavy Armour, and Shields. May buy Barding (2pts), Spears (1pt), and Short Bows (1pt), as well as being able to swap their Shields for Flails (2pts). *'''Thugees''': The mooks from the Temple of Doom. Lowborn Caste Skirmishers with a basic human statline and 2 Hand Weapons. Generally not as good as Urumi Swordsmen but are more consistent in their damage output. *'''Snake Swarm''': Your swarm unit that doesn't count towards your minimum Core. Lowborn Caste with Poisoned Attacks that Cost 35pts and come with a free Fakir snake charmer who if killed causes the whole unit to be removed from the field. Snipers will erase these units quickly. ===Special=== *'''Maiden Guard''': A recurring theme that Eliasson has when making armybooks for new factions is that he likes to give them an all-female unit, usually in the special slot (See: Shieldmaidens, Onna Bushi). These ladies are the closest thing you have to bodyguard infantry. Being of the Noble Caste they will not have to take Panic tests in response to most friendly units. They cost 9 points for a basic human statline with WS4, I4, and LD8 with Stubborn and equipped with Spear+board, but lack armour if you didn't buy any. Each unit of them can take a Magic Standard worth up to 50pts. **Their other options are that they can swap their Hand Weapon and Shield for either dual weapons or halberds. If you go with the latter, take the Razor Standard for extra Armour Piercing. *'''Holy Warriors''': Warrior Caste, Immune to Psychology, Magic Resistance (2), and Great Weapons. Their stat line is WS4, S4, and LD8 Each unit of them may take a Magic Standard worth 25pts. You take these guys over Rajput Great Weapons for use against Monsters and other things with Terror or spells, but against everything else go with Rajputs. *'''Royal Chariots''': Noble Caste, at 70pts each you get some elite Chariots. Unique with Ind's chariots is the ability to pack more horses on them in the event that you actually use them to attack. you will spend the time softening targest with arrows before going in for the devastating charge. *'''Camel Gunners''': Lowborn Fast Calvary with S6 Heavy rifles. You've got yourself a pack of anti-elites who can cow a horseback unit that attempts to bumrush your ass. *'''Bengal Riders''': Lowborns riding on top of scary-ass tigers. These tigers are scarier than any horse, walk right through forests, and have Devastating Charge to complement their three S5 attacks and impact hit. *'''War Elephants''': Warrior Caste. a brute Chariot like Monstrous Cavalry, being about to take up to 3 Spear/Javelin/bow Riders. They can also take a number of upgrades. Mahout Expert is a must-have + BeastMaster + high Leadership, as every time an elephant takes a ranged attack wound and fails a Leadership test, it moves in a random new direction like its some kind of Colossal [[squig]], running over anything in its path. *'''Vanaras''': Monkey-men scouts with poison blowpipes. If you intend to make them into a wall, then you'd be inclined to buy the paired weapons so they can make another attack. *'''Rakshasas''': Chaotic neutral Beastmen who will sometimes fight with the armies of Ind, they are one of the few confirmed canon units. As strong as Bestgors, they're pretty fast for infantry and pretty fierce as ambushers. *'''Kalaratri:''' a Naked Deva with dual weapons and a lot of attacks. Sadly, that wards all they got for protection, and their stats are only about as good as a Maiden Guard. *'''Maruts''': Not-demons in heavy armor for those wanting a Dorf-Ironbreaker-Tough unit. throw them in the center and they will endure for a while. *'''Garudas''': Winged Deva Hawk-men. They're the more glass cannons while the Kalatri are better considered the glass machineguns. The backline hunter. ===Rare=== *'''Ganeshans''': Elephant Deva ogres. They are especially more effective than ogres because of being able to reroll their hit, wounds Armour and Ward save rolls of 1. *'''Nagas''': A Swift all-rounder elite Deva with poison on everything. the opponent will sweat when you disintegrate a Greatsword flank. They can also take Heavy longbows that they must Stand and Shoot with (their already too expensive to pay more and not move). *'''Royal Elephants:''' Noble Caste and an Improved Elephant and Riders. A point Less likely to Stampede and can also take a Bolt thrower or a smaller cannon. **Another possible use for the elephants is to be your war machines. Your options are either a bolt thrower or a small cannon, and neither of them are as strong as the big static pieces. *'''Basilisk:''' Lowborn Caste handling a [[Basilisk|Danger Noodle]]. In combat, The snake slowly kills every model that is in the same combat with Armor and regen negating wounds that get better for every round the basilisk is in. Also has a Shooting Gaze that could single out a Character and either reduce Initiative, deal an Armour-ignoring wound, or outright kill [[Archaon]] in front of his groupies.
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