The Indus Army List

by Terry Winterton & Dave Russel

 
 

PUNJUB:

 

THIS AREA IS REFERRED TO AS THE CRADLE OF THE INDUS CIVILISATION. IT IS THE WESTERN MOST PROVINCE AND CONTAINS THE OLDEST CITY IN THE EMPIRE, MAHENJO DORO.

THE TWO RIVERS THE INDUS AND THE CHANDRA ARE AT THE CENTRE OF A HUGE VALLEY, WHICH IS THE BREADBASKET OF THE PROVINCE.

SITUATED ON AN ISLAND IN THE CENTRE OF THE LARGER OF THE TWO, THE INDUS IS MAHENJO DORO, THE FIRST CAPITAL OF THE EMPIRE AND THE BIRTHPLACE OF THE LEGENDRY ASHOKA.

IN THE NORTH OF THIS REGION, ASHOKA BUILT THE "BLUE FORTRESS".TO PROTECT THE EMPIRE FROM MARAUDING HORSEMEN COMING DOWN FROM THE "KYBA PASS".

 

GURKAS:

 

A HILLY AND MOSTLY FORESTED AREA WHERE MOST OF THE PEOPLES ARE HUNTER, GATHERERS. THE GURKAS’ AS THEY ARE KNOWN ARE SUPERB HUNTERS, ABLE TO SNEAK UP ON JUST ABOUT ANYTHING, INCLUDING THE EVER WARY MONKEYS THAT ARE ABUNDANT IN THAT STATE. THEREFORE THEY ARE OFTEN USED AS SCOUTS FOR THE ARMY.

 

NEAPAL:

 

IS THE RICHEST OF ALL THE PROVINCE’S AND THE SITE OF THE PRESENT CAPITAL "ANKRA". IN THE NORTH IS THE "RED FORTRESS" THAT GUARDS THE "SUTRA’S PASS".THE HILLS ARE RICH IN MINERALS AND THE FORESTS CONTAIN MANY RARE WOODS. IT ALSO CONTAINS THE SUMMER PALACE AND ROYAL WILDLIFE RESERVE IN THE FOOTHILLS. THE PRESENT SUPREME MAHARAJA IN "ANKRA" IS "BHAVARADULA THE FIFTH".

 

NAGPUR:

 

THE MAJOR TEA AND CAFA GROWING PROVINCE. BUT IT ALSO PRODUCES THE FINEST SPUN SILK, WHICH THE INDUS FAVOUR FOR THEIR BEST CLOTHING.

 

CYLON:

 

ALONG WITH PRADESH, CYLON BREEDS THE BEST INDUS HORSES. IT CONTAINS EXTENSIVE HARDWOOD FORESTS, ESSENTIAL FOR SHIP BUILDING. MIDRAS, CYLON’S CAPITAL IS A MAJOR PORT, AND SHIP BUILDING YARD. IT IS ALSO THE LARGEST IN WESTERN INDUS AND HOME TO THE WESTERN INDUS FLEET.

 

 

 

 

 

 

BENGAS AND BAMRA:

 

LARGE DEPOSITS OF IRON, COPPER AND TIN MAKE THESE TWO PROVINCES QUITE WEALTHY. THEY ARE ALSO NOTED FOR THEIR SPICY FOOD DISHES. THE FEW TRAVELLERS FROM THE OLD WORLD HAVE BEST DESCRIBED IT SIMILAR TO THE CONTENTS OF A "HALFLING HOTPOT". IT IS COUNTED AS A MARK OF BRAVERY TO HAVE EATEN SOME. THE LOCALS USUALLY FIND THE EXPRESSIONS OF THE STRANGERS, AFTER A TASTE, QUITE AMUSING, AS THEY THEMSELVES HAVE NO TROUBLE EATING THIS.

THE OTHER QUAINT CUSTOM OF THESE TWO REGIONS, IS THAT THEIR WOMEN ARE BARE BREASTED, AND THIS USUALLY IS ENOUGH TO ATTRACT SAILORS FROM ALL OVER THE WARHAMMER WORLD TO THE CAPITAL "GOAS".

 

PRADESH: 

 

AS WITH CYLON, PRADESH BREEDS HORSES. THEY ALSO HAVE MAJOR ELEPHANT BREEDING FARMS. THESE PRODUCE THE BEST IN ALL THE EMPIRE.

 

BERANDESH:

 

A MAINLY FARMING PROVINCE. BERANDESH SUPPORTS THE INDUS EASTERN FLEET IN "RAIPUR" IT’S CAPITAL, AND A VERY SIZEABLE ARMY. IT HAS THE "YELLOW FORT" ON ITS EASTERN BOARDER DUE TO OCCASIONAL DISAGREEMENTS WITH CATHAY TO THE NORTH. "RAIPUR" ITSELF IS BUILT ON MAN MADE HILLS DUE TO ANNUAL FLOODING OF THE "GANDES" RIVER. NORTHERN BERANDESH ALSO PRODUCES SOME OF THE FINEST GEMS IN INDUS, INCLUDING THE FABLED "SUNSTONES", SACRED TO THE INDUS GODS. 

 

GREKOS CITY STATES: W 

 

THIS ORIGINALLY SPARSELY POPULATED AND MOUNTAINOUS PENINSULAR WAS FIRST POPULATED BY ESCAPED SLAVES FROM PASSING DARK ELF AND CHAOS DWARF SHIPS. OVER THE CENTURIES THEY DEVELOPED A UNIQUE CULTURE BASED PURELY ON INFANTRY.

DURING THE UNIFICATION BY ASHOKA A HUGE CHAOS DWARF ARMY ATTACKED THE CITY OF SPARKUS HOPING TO ENSLAVE THE INHABITANTS. THE KING OF SPARKUS SENT HERALDS TO THE MAHARAJA ASHOKA, PLEADING FOR HELP AGAINST THE INVADERS.

ASHOKA SAW THE BENEFITS OF AIDING THE GREKOS AND HE PERSONALLY LED A HUGE ARMY, INCLUDING MANY ELEPHANTS AND CHARIOTS. HE SWUNG BEHIND THE CHAOS DWARF ARMY. THE CHAOS DWARFS WERE NOW IN AN UNTENABLE POSITION. THEY HAD FORTY THOUSAND DWARF, BULL CENTAURS, ORCS GOBLINS ETC, TRAPPED BETWEEN THE UNASSAILABLE CITY OF SPARKUS AND A QUARTER MILLION MAN INDUS ARMY. THE RESULT WAS UNQUESTIONABLE, ONLY ONE IN A HUNDRED OF THE CHAOS DWARF ARMY WERE ABLE TO FLEE TO THEIR SHIPS AND ESCAPE. THIS WAS THE LARGEST DEFEAT THAT HAD EVER OCCURRED TO THE CHAOS DWARFS TO THIS DAY.

THE GREKOS WERE SO GRATEFUL, THEY WILLINGLY JOINED THE EMPIRE OF ASHOKA, AND THEIR TROOPS ARE A COMMON SIGHT IN THE ARMIES OF INDUS TO THIS DAY.

DUE TO THEIR HISTORY AND THE CONTINUED SPORADIC RAIDS BY THE CHAOS DWARFS AND THE DARK ELVES, ALL GREKOS HATE THESE TWO RACES, AS PER RULES. 

 

 

 

INDUS TIMELINE:

 

 
-500 TO -450 MAHENJO DORO BUILT.

-450 TO -400 MAHENJO WARS: GREKOS PENINSULA GRADUALLY SETTLED BY ESCAPED SLAVES.

-100 TO -20 MAJOR RAIDS BY DARK ELVES AND CHAOS DWARFS START.

0 ASHOKA BORN

20 TO 40 WARS OF UNIFICATION. BATTLE OF SPARKUS IN +25.

42 ASHOKA CROWNED MAHARAJA OF ALL INDUS

50 TO 65 BORDER WARS WITH CATHAY.

85 ASHOKA DIES. REPORTS OF HIS BODY BEING TAKEN TO THE HEAVENS IN A FLYING CHARIOT.

88 CONCLAVE OF RAJA’S ELECT NEXT MAHARAJA.

89 TAMABHALA 1 IS HAILED THE NEW MAHARAJA. HE MOVES THE CAPITAL TO ANKRA.

507 RAIDS FROM THE NORTH BY MOUNTED TRIBES. RED AND BLUE FORTRESSES BUILT. SIGMAR BORN IN OLD WORLD.

1205 A MAJOR FORCE OF DARK ELVES ARE DEFEATED AT THAL, BUT AT A HEAVY COST TO INDUS.

1260 DARK ELVES RAZE ATENS, ENSLAVING THE POPULATION. IT IS LATER REBUILT AND MORE FORTIFIED.

1452 SKAVEN RELEASE DEADLY PLAGUES IN MANY MAJOR CITIES. ALTHOUGH FINALLY DEFEATED, INDUS THROWN INTO A DARK AGE.THE T

1700 ASHOKA HIRD BEGINS HIS REIGN AND ESTABLISHES A BOUNTY ON ALL SKAVEN.

1830 TO 1910 CATHAY OCCUPIES PORTIONS OF BERANDESH. FINALLY DEFEATED BY BHAVARADULA THE FIRST, WHO BUILDS THE YELLOW FORTRESS.

2010 BATTLES OF THAR DESERT AGAINST CHAOS DWARFS. THE ARMIES OF INDUS FINALLY DEFEATED THE DWARFS BY SINKING THEIR BARGES AND DRIVING THE REMNANTS FAR INTO THE THAR DESERT.

2370 THE COMBINED FLEETS FROM ATENS AND MIDRAS DEFEAT A DARK ELF WAR FLEET IN THE STRAIT OF CRETUS.

2580 BHAVARADULA THE FIFTH IS CROWNED MAHARAJA. 

 

 

 

 

INDUS ARMY:

 

EQUIPMENT LIST:

 

 

HAND TO HAND COMBAT WEAPONS:

 

***A SINGLE SWORD, AXE MACE OR OTHER HAND WEAPON FREE

***AN ADDITIONAL SWORD, AXE ETC. 1

***A DOUBLE-HANDED WEAPON(SWORD/AXE/ETC) 2

***FLAIL (*) 1 

***HALBERD (*) 2 

***SPEAR 1 

***A LANCE FOR A MOUNTED WARRIOR (**) 2 

***PIKE (**) 4 

 

MISSILE WEAPONS: 

 

***BOW (*) 2

***SHORT BOW (*) 1 

***LONG BOW 3 

***CROSS BOW (*) 3 

***REPEATING CROSSBOW (*) 4 

***JAVELIN 1 

***SLING (**) 1 

***HANDGUN (*) 3 

***PISTOL (*) 2

***DART (COIT) 1

 

ARMOUR:

 

***SHIELD 1 

***LIGHT ARMOUR 2 

***HEAVY ARMOUR 3 

***BARDING FOR A STEED (*) 4 

NOTE: 

 

ITEMS MARKED WITH AN ASTERIX (*) ARE NOT USED BY THE INDUS ARMY. ITEMS MARKED WITH A DOUBLE ASTERIX (**) ARE ONLY AVAILABLE TO GREKOS UNITS.

 

 

ARMY:

 

UPTO 50% CHARACTERS

UPTO 25% REGIMENTS

UPTO 15% MONSTERS

CHARACTERS:

 

MAHARAJA......305 PTS (LORD)

 
 
M WS BS S T W I A LD
4 6 6 4 4 3 6 4 9
 

 

THE MAHARAJA MAY BE ARMED WITH ANY COMBINATION OF WEAPONS OR ARMOUR ALLOWED IN THE TROOP LIST. THE MAHARAJA ALWAYS RIDES IN A HOWDAH ON THE BACK OF AN ELEPHANT. HE MAY HAVE UPTO 3 MAGIC ITEMS ALLOWABLE. THE ELEPHANT HAS A DRIVER IN LIGHT ARMOUR WITH A HANDWEAPON AND SHIELD BUT NO CREW.

 

 

GREKOS GENERAL......101 PTS.

 
 
M WS BS S T W I A LD
4 6 6 4 4 3 6 4 9
 

 

A GREKOS GENERAL MAY NOT RIDE AN ELEPHANT OR IN A CHARIOT. MAY RIDE A WARHORSE +3 AND CAN BE ACCOMPANIED BY HIS UNIT OF COMPANIONS. MAY RIDE MONSTER FROM LIST AT APPROPRIATE COST

 

 

NOTE: YOU MAY TAKE EITHER OF THE ABOVE AS YOUR GENERAL.

 

 

RAJAH......65 PTS. {HERO} OR GREKOS HERO

 
 
M WS BS S T W I A LD
4 5 5 4 4 2 5 3 8
 

 

THE RAJAH MAY BE ARMED WITH ANY COMBINATION OF WEAPONS OR ARMOUR ALLOWABLE IN THE TROOP LIST. HE MAY RIDE AN INDUS HORSE +5/ A HEAVY CHARIOT WITH CREW +122/ OR A LIGHT CHARIOT - 1 CREW FOR +83/ OR A GIANT TIGER +120. THE RAJAH IS A HERO AND CAN TAKE UP TO 2 MAGIC ITEMS ALLOWABLE IN THE LISTS.

THE GREKOS HERO MAY HAVE LIGHT ARMOUR/ HEAVY ARMOUR AND ANY ITEMS ALLOWABLE IN THE TROOP LIST. HE MAY NOT RIDE AN ELEPHANT OR IN A CHARIOT OR ON A GIANT TIGER, BUT RIDE ANOTHER MONSTER. HE MAY CARRY 2 MAGIC ITEMS.

 

 

NOTE: THERE ARE NO MAIDEN GUARD RAJAHS.

 

 

NAWAB......30 PTS. {CHAMPION} OR GREKOS CHAMPION

......42 PTS. (MAIDEN GUARD)
 
M WS BS S T W I A LD
4 4 4 4 3 1 4 2 7
5 6 5 4 3 1 4 2 8 MAIDEN GUARD
 

 

ANY REGIMENT MAY INCLUDE A NAWAB(CHAMPION) AND THEY ARE ARMED THE SAME AS THE REGIMENT. MAY HAVE 1 MAGIC ITEM.

A MAIDEN GUARD NAWAB HAS THE PARRY ABILITY.

 

TROOPS/UNITS:

 

HOPLITES......7 PTS.

 
 
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
 

 

EQUIPMENT: LIGHT ARMOUR AND SHIELD/ HANDWEAPON.

 

 

SAVES: 5+.

 

 

OPTIONS: MAY HAVE SPEAR +1: OR PIKE +4.

 

 

SPECIAL: MAY FORM SHIELD WALL: GIVING +1 TO THEIR SAVE.

1 UNIT CAN CARRY A MAGICAL STANDARD.

 

 

PIKES: ARE A FORM OF A VERY LONG SPEAR AND AS SUCH HAVE SOME ADVANTAGES, PIKE UNITS THAT CHARGE MAY FIGHT WITH 2 RANKS/AND DEFENDERS (TAKES A CHARGE) MAY FIGHT WITH 4 RANKS. DUE TO THE NATURE OF THIS WEAPON PIKES GIVE A -1 TO ALL ARMOUR

SAVES AGAINST MOUNTED TROOPS.

 

GREKOS PHALANGITES......7 PTS 0-1 UNIT.

 
 
M WS BS S T W I A LD
4 4 3 3 3 1 4 1 7
 

 

EQUIPMENT: HANDWEAPON AND SHIELD

 

 

SAVE: 6+

 

 

OPTIONS: MAY HAVE LIGHT ARMOUR +2: HEAVY ARMOUR +3: SPEAR + 1 OR PIKE +4

 

 

SPECIAL: MAY FORM SHIELD WALL

GREKOS PSYLOI......6 PTS.

 
 
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
 

 

EQUIPMENT: HANDWEAPON AND SLING.

 

 

SAVE: NONE

 

 

OPTION: MAY HAVE SHIELD +1.

 

 

SPECIAL: MAY ADOPT SKIRMISH FORMATION 

 

 

GREKOS COMPANIONS......21 PTS. 0-1 UNIT. 

 

 
 
M WS BS S T W I A LD
COMPANION 4 4 3 4 3 1 4 1 7
WARHORSE 8 3 0 3 3 1 3 1 5
 

 

 

WEAPONS: LIGHT ARMOUR: SHIELD: SPEAR AND A HANDWEAPON.

 

 

SAVE: 4+

 

 

OPTION: MAY CARRY A MAGICAL STANDARD. MOUNTS MAY HAVE BARDING FOR +8 PER FIGURE. MAY BE ARMED WITH LANCES +2 PER FIGURE

 

 

MAIDEN GUARD......10 PTS.

 
 
M WS BS S T W I A LD
5 5 4 3 3 1 4 1 7
 

 

EQUIPMENT: HANDWEAPON AND SHIELD.

 

 

SAVE: 6+.

 

 

OPTIONS: MAY HAVE LONG BOWS +3: EXTRA HANDWEAPON +1: LIGHT ARMOUR +1: MAY CARRY A MAGICAL STANDARD(ANY PER WARHAMMER MAGIC).

 

 

SPECIAL: PARRY/OPPONENTS LOSE 1 ATTACK; FIRST ROUND OF COMBAT.

 

 

GURKA’S......10 PTS. 0-1 UNIT.

 

 
 
M WS BS S T W I A LD
4 4 3 4 3 1 3 1 7
 

 

 

EQUIPMENT: HANDWEAPON AND ADDITIONAL HANDWEAPON AND DARTS.

 

 

SAVE: NONE

 

 

SPECIAL: MAY INFILTRATE AND MAY SKIRMISH. GURKA’S ARE SUPERB SCOUTS AND FIGHTERS AND DISDAIN ANY ARMOUR. HOWEVER THEIR SWORDS ARE SO SHARP THEY GAIN AN EXTRA -1 TO THE ARMOUR SAVE.

 

 

RAJPUTS......8 PTS. 

 
 
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
 

 

EQUIPMENT: 2 HANDED WEAPON: SHIELD.

 

 

SAVE: 6+.

 

 

OPTIONS: MAY HAVE JAVELIN +1 OR LONGBOW +3.

 

 

 

SIKHS......12 PTS. 0-1 UNIT.

 
 
M WS BS S T W I A LD
4 4 3 4 3 1 4 1 7
 

 

EQUIPMENT: LIGHT ARMOUR/SHIELD AND 2 HANDED WEAPON

 

 

SAVE: 5+.

 

 

OPTIONS: MAY HAVE EITHER OF THE FOLLOWING: A JAVELIN +1 OR A LONG BOW +3. UNIT MAY ALSO CARRY A MAGICAL STANDARD.

 

 

 

 

 

SHATRIYA.......7 PTS.

 
 
M WS BS S T W I A LD
4 3 3 3 3 1 3 1 7
 

 

EQUIPMENT: 2 HANDED WEAPON.

 

 

SAVE: NONE.

 

 

OPTIONS: MAY HAVE LONG BOW +3 OR A JAVELIN +1 AND A SHIELD +1.

 

 

SPECIAL: SKIRMISH FORMATION. 

 

 

 

 

 

PANDAVAS......11 PTS.

 
 
M WS BS S T W I A LD
MAN 4 3 3 3 3 I 3 1 7
HORSE 8 3 0 3 3 1 3 1 5
 

 

WEAPONS: HAND WEAPON AND SHIELD.

 

 

SAVE: 5+.

 

 

OPTIONS: LIGHT ARMOUR +1: SPEAR +1: JAVELIN +1

 

 

SPECIAL: INDUS CAVALRY ARE IMMUNE TO TERROR CAUSED BY ELEPHANTS. PANDAVAS ALSO MAY SKIRMISH.

 

 

GAURAVAS......93 PTS.

 
 
M WS BS S T W I A LD
CREW 4 3 3 3 3 1 3 1 7
HORSE 8 3 0 3 3 1 3 1 5
CHARIOT

 

0 0 0 7 7 3 1 0 0
 

 

WEAPONS: 1 DRIVER WITH HANDWEAPON AND 2 CREW WITH LONGBOW AND 2 HANDED WEAPON. CHARIOT DRAWN BY 2 HORSES.

 

 

OPTIONS: CHARIOTS MAY HAVE SCYTHES +20. CREW MAY HAVE LIGHT ARMOUR FOR +2

 

VEDAS......132 PTS.

 
 
M WS BS S T W I A LD
CREW 4 3 3 3 3 1 3 1 7
HORSE 8 3 0 3 3 1 3 1 5
CHARIOT

 

0 0 0 7 7 3 1 0 0
 

 

THESE HEAVY CHARIOTS ARE DRAWN BY 4 HORSES, WITH A RIDER ON EACH OF THE OUTSIDE

HORSES. THEY HAVE A DRIVER AND 4 CREW. THE OUTRIDERS ARE ARMED WITH HANDWEAPON, JAVELIN AND SHIELD. THE DRIVER IS ARMED WITH A HANDWEAPON AND THE OTHER 4 CREW HAVE 2 HANDED WEAPONS AND LONG BOW.

 

 

OPTIONS: CHARIOT MAY HAVE SCYTHES FOR +20. CREW MAY HAVE LIGHT ARMOUR FOR +2

 

 

ELEPHANTS......205 PTS.

 
 
M WS BS S T W I A LD
CREW 4 3 3 3 3 1 3 1 7
ELEPHANTS 8 6 0 7 7 7 3 4 5
 

 

EQUIPMENT: 1 DRIVER ARMED WITH A HANDWEAPON.

 

 

SAVE: CREW: 6+. ELEPHANT: 5+.

 

 

OPTIONS: MAY HAVE UP TO 4 CREW @ 5 PTS EACH. THESE MAYBE ARMED WITH. SPEAR +1,

LONGBOW +3: SHIELD +1, LIGHT ARMOUR +1.

 

BEAST MASTERS......72 PTS.

 
 
m ws bs s t w i a ld
BEAST MASTER 4 4 3 4 3 1 3 1 7
TIGER 7 4 0 5 4 2 6 3 4
 

 

EQUIPMENT: HANDWEAPON.

 

 

SAVE: NONE.

 

 

NOTE: THE 72 PTS IS FOR A BEAST MASTER AND 2 TIGERS. YOUR ARMY MAY INCLUDE ANY NUMBER OF BEST MASTERS, EACH ACCOMPANIED BY 2 TIGERS.

PRIESTS:

 
 
M WS BS S T W I A LD PTS SPELL LEVEL NBR OF MAGIC ITEMS
FAKIR 4 3 3 3 4 1 4 1 7 56 1 1
SWAMI 4 3 3 4 4 2 4 1 7 118 2 2
VEDIC 4 3 3 4 4 3 5 2 7 190 3 3
BRAHMIN 4 3 3 4 4 4 6 3 8 287 4 4
 

 

 

PRIESTS ARE IN INDUS WHAT A MAGIC USER IS TO THE REST OF WARHAMMER. ALTHOUGH THE INDUS PRIEST IS IN TOUCH MORE WITH THEIR GODS, GIVING THEM A 6+ SAVE AGAINST ANY SPELL THAT AFFECTS THEM, TAKEN BEFORE ATTEMPTS TO DISPEL.

 

PRIESTS MAY RIDE IN A LIGHT CHARIOT WITH A DRIVER FOR +78/ A INDUS HORSE FOR +5 OR A GIANT PEACOCK FOR +90.

 

 

 

MONSTERS:

 

DRAGONS:

 
 
M WS BS S T W I A LD PTS
DRAGON 6 6 0 6 6 7 6 7 7 450
GREAT DRAGON 6 7 0 7 7 8 7 8 8 600
EMPEROR DRAGON 6 8 0 8 8 9 6 9 9 750
 

 

 

HYDRA:

 
 
M WS BS S T W I A LD PTS
6 3 0 5 6 7 3 5 6 225
 

 

 

 

GIANT PEACOCK:

 
 
M WS BS S T W I A LD PTS
6 4 0 4 4 3 4 2 6 90
 

 

 

PEGASUS:

 
 
M WS BS S T W I A LD PTS
8 3 0 4 4 3 4 2 5 90
 

 

 

NAGA:

 
 
M WS BS S T W I A LD PTS
6 5 3 6 6 5 4 2 8 250
 

 

GIANT SCORPION:

 
 
M WS BS S T W I A LD PTS 
5 3 0 5 4 4 1 2 7 50
 

 

GIANT TIGER:

 
 
M WS BS S T W I A LD PTS
8 5 0 6 5 5 6 3 8 120
 
 

CHIMERA:

 
 
M WS BS S T W I A LD PTS
6 4 0 7 6 6 4 6 8 250
 

 

 

 

Special characters:

 

Avatar of karttikeya {demigod of war}......750 pts

 

 
 
m ws bs s t w i a ld
7 10 7 8 7 8 10 6 10
 

 

KARTTIKEYA (KART-I-KE-YA) HAS 4 FACES AND 6 ARMS. 4 OF THESE ARMS HAVE SWORDS AND IN 1 HE CARRIES A MAGICAL BOW. WHEN FIGHTING AGAINST HIM UNITS MAY NOT USE THEIR RANK BONUS AND HE CANNOT BE FLANKED NOR DOES REAR BONUS COUNT, THIS IS DUE TO HIS 4 FACES IN WHICH HE CAN SEE IN ALL DIRECTIONS AS WELL AS FIGHT IN ALL DIRECTIONS.

HIS SWORDS CAUSE D3 WOUNDS AGAINST DAEMONS, WITH NO DEMONIC SAVE ALLOWED. HOWEVER ONLY ONE WOUND CAUSED TO ALL OTHER TYPES. HIS BOW HAS A RANGE OF 48" INCHES, A STRENGTH OF 6, D4 DAMAGE WITH NO SAVE ALLOWED AND IT ALSO ACTS AS THE SAME AS A BOLT THROWER IN TERMS OF RANK PENETRATION.

KARTTIKEYA IS A HUGE AND TERRIFYING CREATURE AND THEREFORE CAUSES TERROR. BEING AN AVATAR HE HAS AN UNMODIFIED 4+ SAVE AGAINST ALL DAMAGE INCLUDING WAR MACHINES AND SPELLS AS WELL AS MAGICAL WEAPONS.

HE HAS A +1 TO HIT IN HAND TO HAND COMBAT AND IS A 4TH LEVEL MAGIC USER.

 

 

 

ARJUNA......411 PTS.

 
 
M WS BS S T W I A LD
4 8 6 5 5 4 8 4 10
 

 

ARJUNA IS THE SON OF INDRA, SUPREME GOD OF THE INDUS. HE RIDES INTO BATTLE IN A LIGHT CHARIOT DRAWN BY 2 SPECIAL HORSES. THE DRIVER WEARS LIGHT ARMOUR AND CARRIES A HANDWEAPON..

 
 
M WS BS S T W I A LD
DRIVER 4 4 4 4 4 1 4 2 8
HORSES 8 4 0 4 4 2 4 1 5
 

 

ARJUNA HAS THREE MAGICAL ITEMS; A MAGICAL 2 HANDED SWORD THAT ALWAYS STRIKES FIRST. THE BOW OF RAINBOWS WHICH FIRES A LIGHTING BOLT WITH A RANGE OF 30" INCHES AT A STRENGTH OF 5 AND ACTS THE SAME AS A BLUE DRAGONS BREATH WEAPON IN THAT IT CAN JUMP TO ANOTHER FIGURE ON A ROLL OF 4+. HE ALSO WEARS A TALISMAN GIVEN TO HIM BY USHAS WHICH WILL REGENERATE ANY WOUND SUFFERED BY ARJUNA, HIS DRIVER OR HORSES ON A 4+ (TALISMAN OF USHAS).

ARJUNA ALWAYS HAS THESE ITEMS AND MAYNOT CARRY ANY OTHERS. HE MAY BE USED AS YOUR ARMY’S GENERAL IN WHICH CASE HE REPLACES THE MAHARAJA. WITHIN HIS POINT COST HE MAGIC ITEMS AND CHARIOT HAVE BEEN INCLUDED. 

ASHOKA......350 PTS.

 
 
M WS BS S T W I A LD
ASHOKA 4 6 6 4 4 3 6 4 10
CREW 4 4 3 4 3 1 4 1 7
HORSE 8 3 0 3 3 1 3 1 5
CHARIOT 0 0 0 7 7 3 1 0 0
 

 

ASHOKA WAS THE FIRST MAHARAJA TO UNITE ALL OF INDUS. HE RIDES INTO BATTLE IN A 4 HORSE HEAVY CHARIOT( DRIVER AND 3 CREW) PLUS THE 2 OUT RIDERS. HIS CREW IS MADE UP OF HIS MOST TRUSTED AND EXPERIENCED WARRIORS. THE OUTRIDERS ARE IN LIGHT ARMOUR AND CARRY A SHIELD AND HANDWEAPON AND SPEAR. THE DRIVER WEARS LIGHT ARMOUR AND HAS A HANDWEAPON. HIS CREW WEAR LIGHT ARMOUR AND ARE ARMED WITH SHIELDS, LONGBOWS, SPEARS AND A HANDWEAPON. ASHOKA HAS THE FOLLOWING 3 MAGIC ITEMS, HE MAY NOT SWAP FOR ANY OTHERS. THE "ARMOUR OF AGNI", THIS GIVES HIM AN UNMODIFIED 4+ SAVE, AS WELL AS TOTALLY IMMUNE TO FIRE AND LIGHTING BASED ATTACKS. HE CARRIES THE "BOW OF NAGA" WHICH FIRES AT THE SAME RATE AS HIS ATTACK CHARACTERISTICS AT HIS STRENGTH AND HAS A RANGE OF 30" INCHES AND LAST OF ALL THE "SPEAR OF ASHOKA" WHICH ADDS +1 TO HIS STRENGTH AND DOES D3 WOUNDS( WOUNDS DAEMONS AUTOMATICALLY), NO SAVE EXCEPT MAGICAL ARMOUR.

 

 

 

MOGWAI ---THE MASTER OF TIGERS......240 PTS. 

 
 
M WS BS S T W A LD
MOGWAI 4 5 5 4 4 2 5 3 8
TIGER 7 4 0 5 4 2 6 3 4
 

 

MOGWAI WAS BROUGHT UP WITH TIGER CUBS AND THEREFORE COMMUNICATE AND CONTROL ANY FORM OF CAT. HE GOES TO BATTLE WITH 4 TIGERS WHICH HE CAN SEND TO ATTACK ANY ENEMY WITHIN CHARGE RANGE AND THIS IS THE ONLY TIME THEY WILL LEAVE HIS SIDE.

MOGWAI CARRIES A MODIFIED HANDWEAPON SHAPED LIKE A TIGERS CLAW THAT CAUSES DOUBLE DAMAGE AND A -2 TO THE ARMOUR SAVE. HE ALSO CARRIES A SET OF MAGICAL PIPES, WHICH CAN BE USED IN THE MAGIC PHASE. WHEN BLOWN THEY CAUSE ALL MOUNTED CAVALRY TROOPS TO TAKE A LEADERSHIP TEST AT -1, IF THEY FAIL THEY ARE UNABLE TO MOVE IN THE NEXT TURN AS THEIR RIDER HAS TO REGAIN CONTROL. THIS IS SPELL AND CAN BE DISPELLED IN THE USUAL WAY.

 

 

 

 

 

LEONIDAS--KING OF SPARKUS......190 PTS.

 
 
M WS BS S T W I A LD
4 7 7 5 4 3 8 4 10
 

 

AS A LORD CHARACTER HE MAY TAKE UPTO 3 MAGICAL ITEMS, AND ANY ARMOUR OR ARMS ALLOWABLE IN THE LISTS.

 

 

SPECIAL: IMMUNE TO PSYCHOLOGY AND ANY UNIT HE LEADS WILL NEVER BREAK

LEONIDAS MAYBE ACCOMPANIED BY HIS PERSONAL GUARD WHICH CAN CONSIST OF UPTO 30 FIGURES.

 

 

GUARD: +13 PTS EACH

 
 
M WS BS S T W I A LD
4 5 3 4 3 1 4 1 10
 

 

EQUIPMENT: THE GUARDS ARE ARMED WITH SPEAR, HANDWEAPON, SHIELD AND WEAR LIGHT ARMOUR.

 

 

SAVE: 5+

 

 

OPTION: MAY UPGRADE TO HEAVY ARMOUR +1 

 

 

SPECIAL: MAY FORM SHIELD WALL (+1 SAVE)

 

 

MAHASEDUM DEVI-COMMANDER OF THE MAIDEN GUARD....408 PTS

 
 
M WS BS S T W I A LD
5 7 6 4 4 3 5 3 9
 

 

THE LATEST SUPREME LEADER OF THE MAIDEN GUARD. SHE HAS 3 MAGIC ITEMS AND WEARS LIGHT ARMOUR. MAHASEDUM DEVI CARRIES THE KING COBRA BLADE, WHICH ALWAYS STRIKES 1ST AND ADDS +2 TO STRENGTH AND DOES D3 WOUNDS FOR ANY UNSAVED WOUNDS. SHE ALSO WEARS THE GOLDEN HELM OF ATRAZAR, AND CARRIES THE SPELLEATER SHIELD.

SHE MUST TAKES THESE ITEMS AND NO OTHER.

 

 

 

 

 

Spells:

 
 
POWER: 3 RANGE:24"

 

TYASHTRI’S ANTIMAGIC RAYS

 

THE PRIEST PRODUCES A MAGICAL PINWHEEL THAT APPEARS ABOVE HIS HEAD, IMPLORING HIS GOD FOR INTERCESSION. BLACK RAYS SHOOT FROM THIS MAGICAL CONJURATION AND STRIKE ALL THE ENEMIES MAGICAL ITEMS WITHIN 24". ALL MAGICAL ITEMS HIT WILL NOT WORK FOR THE PLAYER’S NEXT TURN ON A ROLL OF 4+ ON A D6, (ROLL FOR EACH ITEM). ON A ROLL OF A 6 THE ITEM IS RENDERED USELESS FOR THE REST OF THE GAME.

 

RENDERS MAGIC ITEMS USELESS ON A 4+

 

POWER: 1 RANGE:30"

 

RUDRA’S ARROW OF DISEASE

 

THE CASTER FORMS A MAGICAL BOW WITH A DEADLY ARROW IN HIS HANDS. HE FIRES AT A TARGET OF HIS CHOICE WITHIN RANGE USING HIS BS( THERE ARE NO RANGE OR MOVEMENT MODIFIERS). IF THE TARGET IS HIT IT IS INFECTED ON A 4+ WITH A DEADLY WASTING DISEASE, LOSING 1D6 POINTS OF STRENGTH FOR THE REST OF THE GAME. IF STRENGTH REDUCED TO ZERO THE TARGET IS KILLED. NORMAL ARMOUR HAS NO SAVE BUT MAGICAL ARMOUR SAVES AS NORMAL.

 

LOSES 1D6 STRENGTH ON A 4+

POWER:1 RANGE:SELF

 

INDRA’S DOOR

 

THE PRIEST DRAWS A DOOR IN THE AIR IN FRONT OF HIM CHANTING THE SPELL AS HE DOES SO. HE THEN STEPS THROUGH AND DISAPPEARS. HE THEN REAPPEARS ANYWHERE ON THE TABLE EVEN INTO HAND TO HAND COMBAT AND COUNTS AS CHARGING IF HE DOES SO. HE MAY ALSO LEAVE COMBAT LIKE THIS WITH NO PENALTY, BUT NOT LEAVE AND RENTER HAND TO HAND COMBAT IN THE SAME TURN. THE SPELL ALSO EXTENDS TO ANY MOUNTS.

 

MOVES CASTER ANYWHERE ON TABLE

 

POWER:2 RANGE:2D6"

 

AGNI’S WALL OF FIRE

 

A WALL OF RAGING FLAME 4" ACROSS SPRINGS UP IN FRONT OF THE CASTER AND MOVES IMMEDIATELY 2D6" AWAY FROM HIM AND WILL CONTINUE TO MOVE 2D6" IN THE SAME DIRECTION IN EACH PLAYERS MAGIC PHASE UNTIL IT LEAVES THE TABLE, THE CASTER CHOOSES TO END IT OR HE IS KILLED. THE FIRE IS AT STRENGTH 5 AND ANY FIGURE EVEN TOUCHED WILL BE HIT, NORMAL ARMOUR SAVES APPLY, DOUBLE DAMAGE WHERE APPROPRIATE. MAY NOT BEEN SEEN THROUGH.

 

ANYTHING TOUCHED GETS A STRENGTH 5 HIT

POWER:1 RANGE:12"

 

EYE OF LAKSHMI

 

THE CASTER MAY TARGET ANY MODEL OR UNIT WITHIN THE 12" WITH THIS SPELL. THE UNIT GETS A REROLL ON ANY 1 SET OF DICE ROLLS. FOR EXAMPLE, TO HIT ROLLS, TO WOUND ROLLS, ARMOUR SAVES ETC. IT CAN ONLY BE CAST ON 1 UNIT OR MODEL AT A TIME, AND IS TAKEN BACK INTO THE PRIEST’S HAND AT THE BEGINNING OF HIS NEST MAGIC PHASE. IT THEN MAY BE CAST AGAIN.

 

UNIT/ MODEL GETS 1 REROLL 

 

POWER:2 RANGE:18"

 

SKILL OF KARTTIKEYA

 

THE SPELL IS CAST ON A UNIT WITHIN 18" OF THE PRIEST AND LASTS UNTIL THE PLAYERS NEXT MAGIC PHASE. IT MAKES ANY HAND TO HAND COMBAT OR MISSILES SHOT COUNT AS MAGICAL IN NATURE, SO THAT IT WILL EFFECT CREATURES SUCH AS DAEMONS AND WRAITHS. IT WILL ONLY WORK ON ONE, NOT BOTH, SO THAT THE PLAYER MUST CHOOSE WEATHER TO MAKE THE UNITS MISSILES MAGICAL OR THEIR HAND TO HAND WEAPONS MAGICAL.

 

MAKES COMBAT HITS MAGICAL

 

 

 

 

 

 

 

 
 
POWER:3 RANGE:36"

 

THE DRONING DEATH

 

THE PRIEST CALLS OUT AND THE TARGET UNIT OR MODEL SUDDENLY FINDS ITSELF IN THE CENTRE OF A CLOUD OF WASPS. THE UNIT OR MODEL IMMEDIATELY TAKES 2D6 STRENGTH 3 HITS WITH NO ARMOUR SAVE POSSIBLE EVEN MAGICAL. THE SWARM REMAINS ON THE TABLE AND CONTINUES TO INFLICT 2D6 HITS, IN EACH PLAYERS MAGIC PHASE, WITH ANY ENEMY IN BASE TO BASE CONTACT. IT WILL PURSUE FLEEING ENEMIES, MOVING 2D6" IN PURSUIT. IF THE SWARM DESTROYS AN ENEMY IT MOVES UPTO 8" PER TURN TOWARDS THE NEAREST ENEMY TARGET (USE 2" TEMPLATE TO DEPICT THE SWARM). THE SWARM CANNOT BE HARMED IN ANYWAY, HOWEVER, IT CAN BE STOPPED BY BEING DISPELLED, THE PRIEST ENDING THE SPELL OR SLAIN. ONLY 1 DRONING DEATH CAN BE ON THE TABLE AT A TIME.

 

2D6 STRENGTH 3 HITS--NO SAVE 

POWER:3 RANGE:36"

 

AGNI’S LIGHTNING

 

THE PRIEST RAISES HIS ARMS TO THE HEAVENS TO SEEK HELP TO DESTROY THE ENEMIES WAR MACHINES. THE SKY IMMEDIATELY FILLS WITH DARK GREEN STORM CLOUDS, FROM WHICH FLASH BOLTS OF LIGHTNING. ALL ENEMY WAR MACHINES WITHIN 36" OF THE PRIEST ARE HIT WITH D6 STRENGTH 10 HITS.

 

 

 

 

 

D6 STRENGTH 10 HITS ON ENEMY WAR MACHINES

POWER:1 RANGE:3"

 

YAMA’S NOOSE

 

ANY ONE ENEMY WITHIN 3" SUDDENLY HAS A SHADOWY BLACK NOOSE AROUND THEIR NECK, AND ARE DRAWN UP SO THAT THEIR FEET JUST LEAVE THE GROUND. THE PRIEST ROLLS 1D6 AND THE NOOSE INFLICTS 1 WOUND FOR EVERY 1 POINT THAT THE DICE EXCEEDS THE ENEMY’S TOUGHNESS BY. NO ARMOUR SAVE, EVEN MAGICAL.

 

INFLICTS 1 WOUND FOR EVERY 1 IT EXCEEDS ENEMY’S TOUGHNESS BY

POWER:2 RANGE:18"

 

SURYA’S SHIELD

 

THE PRIEST TARGETS A FRIENDLY UNIT OR MODEL WITHIN 18". THE TARGET BEGINS TO GLOW SO BRIGHTLY THAT IT CANNOT BE LOOKED AT DIRECTLY. NO MISSILE FIRE OR WARMACHINES MAY BE DIRECTLY TARGETED AT THE UNIT OR MODEL, HOWEVER NORMAL SCATTER RULES APPLY. IN HAND TO HAND COMBAT THE ENEMY IS AT -1 TO HIT.

 

UNIT/MODEL CANNOT BE TARGETED DIRECTLY 
 

 

 

 

 

 

 

 

 

 

 

 

INDUS bestiary:

 

 

INDUS tiger......33 pts

 
 
m ws bs s t w I a ld
7 4 0 5 4 2 6 3 4
 

 

THE TIGER IS COMMON THROUGHOUT INDUS AND WHILE MOST PEOPLE AVOID THEM BECAUSE OF THEIR FEROCITY, SOME FEW VERY BRAVE INDIVIDUALS HAVE SEARCHED OUT

THEIR LAIRS, TO CAPTURE TIGER CUBS, THEN RAISE AND TRAIN THEM FOR BATTLE.

 

 

GIANT TIGER......161 PTS

 
 
M WS  BS S T W I A LD
8 5 0 6 5 5 6 3 8
 

 

THE GIANT TIGER IS THE RESULT OF A SPECIAL BREEDING PROGRAM. THEY ARE DESCENDED FROM THE INDUS TIGER BUT ARE LARGE ENOUGH TO BE RIDDEN BY A MAN. HOWEVER ONE THAT DOES IS A BRAVE INDIVIDUAL.

 

 

SPECIAL: GIANT TIGERS CAUSE FEAR. BECAUSE OF THEIR GREAT AGILITY, GIANT TIGERS MAY LEAP OVER OBSTACLES UPTO 3" IN HEIGHT WITH NO PENALTY.

 

 

GIANT PEACOCK......90 PTS

 
 
M WS BS S T W I A LD
6 4 0 4 4 3 4 2 9
 

 

THIS BEAUTIFUL GIANT BIRD IS A FAVOURED MOUNT OF BOTH THE INDUS GODS AND THEIR PRIESTS.

 

 

SPECIAL: THE PEACOCK IS A -1 TO HIT IN HAND TO HAND AND SHOOTING BECAUSE OF ITS IRIDESCENT PLUMAGE. IT ALSO RADIATES A PROTECTIVE AURA, WHICH GIVES IT AND ITS RIDER A 4+ SAVE FROM ALL SPELLS AND SPELL EFFECTS. ALL HITS BY THE PEACOCK ARE MAGICAL.

 

 

 

 

INDUS ELEPHANTS......205 PTS

 
 
M WS BS S T W I A LD
8 3 0 7 6 6 1 3 5
 

 

A COMMON SIGHT IN INDUS, IS THE ELEPHANT, AND MANY ARE USED IN THEIR ARMY. TRAINED FROM A CALF, THEY ARE AN INTEGRAL PART OF THE FORCE.

 

 

TERROR: DUE TO THE SIZE OF THE ANIMAL, AN ELEPHANT CAUSES TERROR. NOTE, UNITS ON HORSE BACK TAKE THEIR LEADERSHIP AT -1.

 

 

TRAMPLE: A CHARGING ELEPHANT, DUE TO ITS SIZE AND BULK, CAUSES AN ADDITIONAL D6 STR 7 HITS . IN A WAY SIMILAR TO A CHARIOT.

 

 

SAVE: DUE TO THE THICKNESS OF ITS HIDE, AN ELEPHANT HAS A 5+.

 

 

SHOOTING AT ELEPHANTS: WHEN SHOOTING AT IT AND ITS CREW, ROLL TO HIT AS NORMAL, ADDING +1 DUE TO AN ELEPHANT BEING A LARGE TARGET. FOR EACH HIT ROLL A D6 AND CONSULT BELOW TABLE .....

 

D6 ROLL: HIT:

1 TO 4 THE ELEPHANT IS HIT, ROLL TO WOUND
5- 6 THE CREW IS HIT, ROLL TO WOUND

 

 

HAND TO HAND COMBAT: THE ELEPHANT IS SO HUGE, THAT CHOOSING YOUR TARGET IN HAND TO HAND IS VERY DIFFICULT, AND AS SUCH THE TABLE BELOW REFLECTS THIS....

 

D6 ROLL: HIT:

1 TO 3 THE CREW 

4 TO 6 THE ELEPHANT

THE ELEPHANT IS A HERD ANIMAL. IF ALL THE CREW ARE SLAIN THE ELEPHANT WILL COPY THE NEAREST ELEPHANT’S ACTIONS, IF NO OTHER ELEPHANT IS VISIBLE THEY BECOME SUBJECT TO THE RULES OF STUPIDITY.

 

 

NAGA......250 PTS

 
 
M WS BS S T W I A LD
6 5 3 6 6 5 4 2 8
 

 

THE NAGA IS A HUGE SNAKE LIKE CREATURE WITH A VAGUELY HUMAN HEAD.

 

 

SAVE: 5+

 

 

SPECIAL: THE NAGA IS A LEVEL 2 SPELL CASTER. IT MAY USE INDUS OR JADE SPELLS, ALONG WITH BATTLE MAGIC. IT CAN SPIT POISON IN THE SHOOTING PHASE. IT HAS A RANGE OF 6", IF IT HITS IT CAUSES A STRENGTH 6 HIT DOING D6 DAMAGE. NORMAL ARMOUR SAVE APPLIES. 

 

 

 

MAIDEN GUARD:

 

DAUGHTERS OF HIGH OFFICIALS AND THE MAHARAJA’S DAUGHTERS FROM THEIR WIVES AND CONCUBINES. THEY ARE TRAINED BY THE BEST TEACHERS IN THE ART OF WAR, AND ACT AS THE PERSONAL GUARD OF THE MAHARAJA’S PALACE.....

 

THE GURKA’S:

 

BROUGHT UP IN THE FORESTS OF GURKAS, THEY ARE EXPERT SCOUTS ABLE TO MOVE THROUGH WOODS, JUNGLE AND FOREST WITH EASE. THEY ARE ALWAYS USED AS SKIRMISHERS AND NEVER AS A NORMAL UNIT. THEY MAY BE SET UP AFTER ALL FIGURES HAVE BEEN PLACED BY BOTH SIDES, AND IT CAN BE ANYWHERE ON THE BOARD, OUT OF SIGHT OF THE ENEMY AND OUTSIDE HIS DEPLOYMENT ZONE...

 

GREKOS PSYLOI:

 

YOUNG WARRIORS OF THE GREKOS CITY STATES. THEY ARE TRAINED TO HARASS THE ENEMY BEFORE THE HOPLITES CLOSE IN. THEY ADOPT A SKIRMISH FORMATION AND FIRE STONES FROM THEIR SLINGS.

 

HOPLITES:

 

THIS POWERFUL UNIT IS THE MAIN BODY OF THE GREKOS ARMY AND ALL STATES CONTRIBUTE MEN INTO A POOL, IN WHICH REPLACEMENTS CAN BE CALLED FROM. AS ALL MALES ARE BOUND TO SERVE SOME TIME IN THE ARMY, THE HOPLITE UNITS ARE VERY WELL TRAINED, ESPECIALLY AGAINST CAVALRY. THEIR PHALANX FORMATION, ONCE ENCOUNTERED IS NOT EASILY FORGOTTEN AS TO THE POTENCY OF LOCKED SHIELDS AND PIKES.

 

RAJPUTS:

 

BY FAR THE MOST COMMON FOOT TROOPS WITHIN THE INDUS ARMY. THEY ARE USED FOR MANY DUTIES, INCLUDING GARRISON, PATROL, BODYGUARD FOR MINOR OFFICIALS. THESE UNITS CAN ALSO BE HIRED BY WEALTHY MERCHANTS TO PROTECT THEIR CARAVANS. SOME UNITS ARE TRAINED AS SKIRMISHERS AND THESE ARE CALLED "SHATRIYA"

 

SIKHS:

 

THESE BATTLE HARDENED WARRIORS COME FROM ALL OVER THE EMPIRE. ONLY THE BEST WARRIORS ARE CHOSEN AND THEN GIVEN THAT EXTRA TRAINING TO MAKE THEM AMONG THE BEST IN THE ARMY.

 

 

 

 

BEASTMASTERS:

 

THESE HUNTERS ARE EMPLOYED BY THE RAJAHS TO CAPTURE AND TRAIN TIGERS FOR USE WITHIN THE ARMY, OR FOR PLEASURE AS PETS. THE BEAST MASTER MAY SEND HIS TIGERS TO ATTACK ANY ENEMY WITHIN THEIR CHARGE RANGE. UNLESS IN CLOSE COMBAT THE TIGERS WILL TRY TO REMAIN 12" FROM THEIR MASTER.

 

PANDAVAS:

 

PANDAVAS, THOUGH LESS COMMON THEN "RAJPUTS". THEY ARE USED FOR THE EXACT SAME ROLES AS THEY ARE, ONLY BEING MOUNTED ON AN INDUS HORSE.

 

INDUS HORSE ARE IMMUNE TO TERROR CAUSED BY ELEPHANTS..

 

CHARIOTS:

 

AN IMPORTANT PART OF THE ARMY, AND ARE USED FOR HARD HITTING STRIKES AGAINST THEIR ENEMY. LIGHT CHARIOTS ARE CALLED "GAURAVAS" AND THE HEAVY CHARIOTS ARE KNOWN AS "VEDAS".

 

ELEPHANTS:

 

THESE ARE THE MOST HARD HITTING ELEMENT OF THE WHOLE INDUS ARMY. MANY INDUS GENERALS HAVE BASED THEIR WHOLE ARMY AROUND A LARGE UNIT OF THESE AWESOME CREATURES. ALONG WITH THE LARGE CREW THAT IS ABLE TO BE CARRIED GREAT DESTRUCTION USUALLY FOLLOWS.

 

COMPANIONS:

 

THESE ARE THE ELITE FORCES OF THE GREKOS CITY STATES. THEY ARE SUPERB HORSEMEN AND FORM THE GENERALS BODYGUARD.

 

INDUS PRIESTS:

 

THE MAGIC USERS OF INDUS ARE QUITE DIFFERENT FROM THE WIZARDS OF THE REST OF THE WARHAMMER WORLD, IN AS FAR AS INDUS MAGIC USERS DO NOT RELY ON THE WINDS OF MAGIC. THEY CALL ON INSTEAD, THEIR MYRIAD OF POWERFUL GODS, TO CHANNEL THE GODS POWER THROUGH THEMSELVES. INDUS PRIESTS HAVE A 6+ SAVE AGAINST ANY SPELL. THIS IS TAKEN IN ADDITION TO ANY COUNTER MAGIC. THIS IS TO DEPICT HOW CLOSE AND HOW POWERFUL THEIR CONTACT WITH THEIR GODS ARE.

 

PHALANGITES:

 

THESE GREAT WARRIORS ARE VETERAN HOPLITES. KEPT ON FOR THEIR EXPERIENCE IN WARFARE.

 

 

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