Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Magic Items (Kingdoms of Ind)
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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.

Magic Weapons

The Kaumodaki Mace(Magic Weapon)60 points

The wielder of the Kaumodaki gains +2 Strength. Roll a D6 for each initial Attack that Hits. On a 4+, it causes another Hit.

Asi, Divine Khanda(Magic Weapon)50 points

The wielder of this weapon gains +1 To Hit and +1 To Wound, as well as Flaming Attacks. If he rolls a natural 6 when rolling To Wound, the attack is done with the Multiple Wounds (D3) special rule.

Sudarshana Chakram(Magic Weapon)50 points

Sudarshana Chakram may be thrown in the Shooting Phase. It has a range of 18". Target 1 enemy model within line of sight and roll to Hit as normal. If the attack hits, place the 3" template over that model. Roll a D6 and the Scatter dice to determine in which direction Sudarshana Chakram moves. Any model passed over by the template suffers a Strength 3 hit with the Armour Piercing (1) special rule.

Trident of Destruction(Magic Weapon)50 points

The Trident may be used as a polearm in Close Combat, and be thrown like a javelin in the Shooting phase (and may be used several times in this way). In addition, the wielder gains the Heroic Killing Blow special rule.

Flail of Kali-ma(Magic Weapon)45 points
The Vajra(Magic Weapon)40 points

The Vajra counts as a hand weapon that can also used in the Shooting Phase. Roll a D3. This is the number of lightning bolts that may be thrown this phase. The lightning bolts have a range of 24" and each causes a Strength 6 hit with the Lightning Attacks special rule. Roll to Hit as normal.

Gauntlet of Igni(Magic Weapon)30 points
Mahakali's Bow(Magic Weapon)25 points

Magic Armour

The Kavacha(Magic Armour)50 points

The Kavacha gives the wearer a 2+ armour save, which may be re-rolled. This save cannot be improved by any means.

Talismans

Guardian Amulet(Talisman)45 points

The Guardian Amulet confers a Ward Save (2+). Roll separately for every wound suffered. For every successful save you make, the Ward Save will weaken, so after one save it will be a 3+, after two saves a 4+ etc. 6’s always saves the wound.

Arcane Items

Holy Censer(Arcane Item)35 points

When the bearer rolls a Miscast, they may ignore the roll on the miscast table on the D6 roll of 4+.

Prayer Beads(Arcane Item)5 points

Once use only. When attempting to cast a spell, the Wizard may choose to use a Prayer Bead to add +1 to the total casting value. A Wizard can buy as many of these as he wish as long as he has points available, and several Prayer Beads may be used for a single spell.

Enchanted Items

Amrita, Nectar of The Gods(Enchanted Item)50 points

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.

Mask of Ganayaka(Enchanted Item)40 points

The wearer of this mask may re-roll failed rolls of 1 when rolling To Hit, To Wound, and when taking armour saves and Ward Saves.

The Brahmastra(Enchanted Item)35 points

Magic Standards

Holy Standard of The Devas(Magic Standard)100 points