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==Equipment== *'''Chakram''': War Frisbees, range 8", S3, Quick to Fire, Multiple Shots (2). An improved throwing weapon. *'''Pata''': A weapon that requires Two Hands that can either grant an extra attack or the Parry special rule, the player deciding which at the start of every close combat phase. Think of it as a good spear that can also be used as a bad shield. *'''Urumi''' Whip Sword. Sadly S:U-1 but grants an extra attack for every model in base contact (be they friend or for). Weak but can give a lot of extra attacks. ===Weapons of the Devas=== These are the most powerful weapons of the Thousand Gods of Ind and all but the Vajra are pretty awesome for their obscene costs. Deva Lord choices can take a single one of these. *'''Mahakali's Bow''': A one use only Magic longbow that costs 85pts and lore wise can destroy all life in the world if misused so the God Shaivi will punish anyone who tries to do so. It is a Long Bow that hits automatically causing D6+1 Wounds ( ̶U̶n̶c̶l̶e̶a̶r̶ ̶i̶f̶ ̶s̶a̶i̶d̶ ̶w̶o̶u̶n̶d̶s̶ ̶s̶t̶i̶l̶l̶ ̶n̶e̶e̶d̶ ̶t̶o̶ ̶b̶e̶ ̶r̶o̶l̶l̶e̶d̶ ̶f̶o̶r̶ they're wounds, not hits so they don't get rolled.) that ignore armour saves. However, before using it the weilder has to pass a LD test which if failed causes them to suffer D6+1 Wounds with no Armour saves allowed. If the bearer survives failing to fire it they may try again next turn following the same procedure, so you're guaranteed that one use. *'''Sudarshana Chakram''': While regular Chakram is War Frisbees, this is the Frisbee of Death costing 80pts and can only be purchased for the Vaishna and given to Karishna. It has a range of 18" and works as follows. Nominate 1 enemy model within line of sight, roll to hit as normal, if the attack hits place a 3" blast template over the model, proceed to scatter the template D6. Any model passed over suffers a S5 Magical hit with the Armour Piercing special rule. This item comes stock on Karishna. This will scythe through just about any massed infantry, best used against high armour save units as they will suffer a -3 penalty to their armour save. *'''The Brahmirastra''': 75pts and can only be purchased for the Brahmir. This is a staff that unmakes the universe where it is used purging that area from existence and oh my it does just that. One use only, the Brahmirastra can be used in the close combat phase. When it is used, place the large blast template over the model carrying it. Any model bar the carrier takes an S10 hit that causes D6 Wounds. Ogres will hate you as you erase a whole unit at the drop of a hat. The prevalence of Ward saves will undermine its use against characters, but the main issue it faces is positioning the bearer in a way they can hit as many enemy models and as few of yours as possible. Note you don't have to be in combat to use it nor does it use up your close combat attacks that turn. *'''The Vajra''': 70pts. The Vajra can be used in the shooting phase. It has a range of 24" and fires D6 S6 lightning bolts which you have to roll to hit for as usual. A bit anti-climactic compared to the last 3, it would be better at either a lower cost or if it hit automatically. **Alternate opinion: It is not described as a ranged weapon, it merely says it can be used then, this means you can use it while in combat the target just needs to be valid. *'''The Kaumodaki Mace''': 60pts and can only be purchased by a Vaishna. The wielder gains S10 and for every initial attack that hits roll a D6 on a 4+, it scores another hit, potentially letting you flood the enemy in hits. A very good weapon, like very very good. The Giant Blade in the BRB gives +3S and costs ̶6̶0̶ ̶p̶o̶i̶n̶t̶s̶, 45 points in 9e, for 15 more points you get an extra point of S and the ability to generate more hits. *'''Trident of Destruction''': 50pts and can only be purchased by Shaivi. It may be used as a Halberd in close combat and a Javelin in the shooting phase but its main attraction is granting its wielder the Heroic Killing Blow special rule which works well with the Shaivi's base attack number of 6. ===Sacred Relics of Ind=== *'''Asi, Divine Khanda''': The first blade according to Indian legend that all swords are mere copies of formed from a grand sacrifice by the Gods and... it is only 50 points. Magic Weapon, gives the wielder +1 To Hit and To Wound as well as Flaming Attacks. Additionally, if it on rolls of a natural 6 To Wound, that attack is done with Multiple Wounds (D3). *'''Gauntlet of Igni''': A gauntlet gifted by the fire god Igni that gives lots of fire based buffs. 45 pt Magic Weapon, it is a Pata that if used with the extra attack setting generates an additional S4 Flaming Automatic hit on the enemy, if the Parry setting is used then every attack that hits the wearer in Close Combat causes the enemy model that struck the blow to suffer an automatic S4 Flaming hit. On top of this the wearer gains Immunity against Flaming Attacks. Will do happily against light infantry. *'''Flail of Kali-Ma''': A flail made of Human bone and blackened steel. It is a 45 point Flail that gives the wielder +2 Strength in the first round of combat and +1 Strength at other times. In addition, he gives Poisoned Attacks and Armour Piercing special rules. The Flail is priced fairly and during the first round of combat will shred through heavily armored infantry while being better than just an oversized CCW at any other time. *'''The Kavacha''': Gives the wearer a 2+ re-rollable Armour Save that can not be improved in any way, and due to the nebulous rules, qualifies as any sort of armour. Costly but as long as you can keep the bearer protected against high strength weapons the bearer can happily shrug off an ungodly number of attacks, add in a ward save and he is going nowhere. Has good synergy with the Guardian Amulet and Amrita if you really want to tank damage. *'''Guardian Amulet''': Gives a 2+= Ward Save which weakens by by 1 for every successful (presumably Ward) save you make until it becomes a 6+ at which point it stops weakening. Kind of meh, depending on who you are facing it can be alright, especially if combined with the Kavacha. *'''Holy Censer''': The bearer may ignore the effects of a miscast on a D6 roll of a 4+. A dirt cheap item that can save your caster, a good item which works even better when combined with the Lore of the Devas Attribute. Pretty much an auto-take on an Eldritch Guru *'''Prayer Beads''': When attempting to cast one spell, the bearer may choose to use a Prayer Bead to add +1 to the total casting value. A Guru can buy as many of these as he has points for and buying them does not stop the Guru from taking another Arcane Item . If only multiple Gurus could take them... *'''Amrita, Nectar of the Gods''': The bearer may use this item at the start of any phase, if he does so he regains all lost Wounds and gains Regeneration for that one turn. It's pretty much your saving throw for a valuable Hero. *'''Mask of Ganeshan''': A lucky [https://image.smythstoys.com/original/desktop/100213.jpg Elephant Masque]. The Wearer may re-roll failed rolls of 1 like the actual Ganeshans. Buffs everything a wearer can do, it won't make you a master in those areas by itself but useful even when not combined with other magic items. However it is Hilarious when combined with Hatred or ASF, but better used with the 4+ Ward save granted by the Talisman of Preservation. *'''Holy Standard of the Devas''': The only Magic Item over 50pts, it grants all models in the unit carrying the banner Stubborn and a 5+ Ward Save. Pricey but can be worth it in a Death Star where it is a cheap way to hand out Ward saves to characters. Note that Stubborn pairs well with the Rajah considering his Unswerving Loyalty rule.
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