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 wielder of the Kaumodaki gains +2 Strength. Roll a D6 for each initial Attack that Hits. On a 4+, it causes another Hit.
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 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.
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.
The wielder of this weapon gains +1 Strength, Armour Piercing (1), Poisoned Attacks and the Strength Bonus (1) special rules.
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.
Two hand weapons. Every time the wielder inflicts a Hit or makes a Parry save in close combat, they inflict an additional automatic Strength 4 Hit with the Flaming Attacks special rule against the enemy. In addition, the wearer gains the Immunity (Flaming Attacks).
Longbow. Shots from this bow has Strength 5, Multiple Wounds (D3) and Ignores Armour Saves special rules. However, before using it, the wielder must pass a Leadership test. If failed, wielder suffers 1 Wound which Ignores Armour Saves instead.
Magic Armour
The Kavacha gives the wearer a 2+ armour save, which may be re-rolled. This save cannot be improved by any means.
Talismans
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
When the bearer rolls a Miscast, they may ignore the roll on the miscast table on the D6 roll of 4+.
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
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.
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.
Bound spelll, power level 8. The Brahmastra contains a magic missile with a range of 24" that causes 3D6 Strength 5 Hits with the Flaming Attacks special rule.
Magic Standards
All models in the unit carrying this banner are Stubborn and gains the Ward Save (5+) special rule.