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 |
I |
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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