Ming Characters


1 Ming-bashi......................95 points

Ming-bashi are the leaders of the Ming armies.

M WS BS S T W I A Ld
5 7 7 4 5 3 9 3 10

Weapons: Pulse Laser Pistol.

Armour: Battle Armour (3+ save).

Wargear: The Ming-bashi may be given up to four Wargear cards.

The Ming-bashi may be given additional equipment chosen from the Armour, Assault Weapons, Special Weapons and Grenades sections of the Ming Wargear list.

Strategy Rating: Ming-bashi have a Strategy Rating of 4.

Sardars.................................52 points

These are the leaders of the individual Ming units on the battlefield.  You may take as many Sardars as points will allow.

M WS BS S T W I A Ld
5 6 6 4 4 2 8 2 10

Weapons: Pulse Laser Pistol.

Armour: Battle armour (3+ save).

Wargear: A Sardar may be given up to two Wargear cards.

A Sardar may be given additional equipment from the Assault Weapons, Armour, Special Weapons and Grenades sections of the Ming Wargear list.

Yuz-bashi.................................35 points

These are the leaders of the individual Ming units on the battlefield.  You may take as many Yuz-bashi as points will allow.

M WS BS S T W I A Ld
5 5 5 4 4 1 7 2 9

Weapons: Pulse Laser Pistol.

Armour: Battle armour (3+ save).

Wargear: A Yuz-bashi may be given one Wargear cards.

A Yuz-bashi may be given additional equipment from the Assault Weapons, Armour, Special Weapons and Grenades sections of the Ming Wargear list.

0-1 Mentat Lord......................172 points

Mentat Lords are the most powerful of the Ming psykers.

M WS BS S T W I A Ld
5 7 7 4 5 4 9 3 10

Weapons: Pulse Laser Pistol.

Armour: Battle armour (3+ save)

Wargear: The Mentat Lord may be given up to four Wargear cards.

The Mentat Lord may be given additional equipment chosen from the Armour, Assault Weapons, Force Weapons, Special Weapons and Grenades sections of the Ming Wargear list.

Special: A Mentat Lord is a psyker with a mastery level of 4.

Ming Mentats

Mentat.........................53 points
Mentat Champion.........99 points
Mentat Master.............154 points

Troop Type M WS BS S T W I A Ld
Mentat 5 4 4 3 4 1 7 1 9
Mentat Champion 5 5 5 4 5 2 7 1 9
Mentat Master 5 6 6 4 5 3 8 2 9

Weapons: Pulse Laser Pistol

Armour: Battle Armour (3+ save)

Wargear: A Mentat and Mentat Champion may be given up to two Wargear cards. A Mentat Master may be given up to three Wargear cards.

The Mentat may be given additional equipment chosen from the Armour, Assault Weapons, Force Weapons, Special Weapons and Grenades sections of the Ming Wargear list.

Special: Mentats are powerful psykers with the following levels of master. Mentat - mastery level 1; Mentat Champion - mastery level 2; Mentat Master - mastery level 3.

Musicians.............................79 points

Musicians travel with the Ming when they go to war, and inspire them with their songs and the sound of their musical instruments.

M BS WS S T W I A Ld
5 5 5 4 5 2 7 1 9

Weapons: Pulse Laser Pistol

Armour: Mesh (5+ save), Holo-Suit

Wargear: A Musician may take up to two wargear cards. A Musician may take additional weapons from the Armour, Assault Weapons, Special Weapons, and Grenades section of the wargear list.

Special: Any Ming squad within 8" of a Musicians may take all Ld-based rolls by rolling 3d6 and choosing the best two.

Healer..............................53 points

Healers are a special society of the Mentats that devote theirselves to the healing arts.

M BS WS S T W I A Ld
5 5 5 4 4 2 7 1 9

Weapons: Pulse Laser Pistol

Armour: Mesh (5+ save), Holo-Suit

Wargear: A Healer may take up to two wargear cards. A Healer may take additional weapons from the Armour, Assault Weapons, Special Weapons, and Grenades section of the wargear list.

Special: Healing Ablity - A Healer may attempt to heal one Ming per turn. To use the healing ability, the Healer must move into base-to-base contact with the Ming to be healed during his own turn, and must remain there through the shooting phase and close combat phases doing nothing else. At the end of the CC phase the Healer may do one of the following:

1 Restore 1 wound to a wounded but still living character.
2 Restore a model reduced to 0 wounds to 1 wound on a roll of 5 or 6 on a d6.
3 Restore the vision of any blinded model.
4 Cure the effects of any non-fatal gas type.
5 Negate any psychological effects in a model.

Ming Battlefield Technicians.................................40 points

You may take as many Ming Battlefield Technicians as points will allow.

M WS BS S T W I A Ld
5 5 5 4 4 1 7 2 9

Weapons: Pulse Laser Pistol.

Armour: Battle armour (3+ save).

Wargear: A Ming Battlefield Technician may be given up to three Wargear cards.

A Ming Battlefield Technician may be given additional equipment from the Assault Weapons, Armour, Special Weapons and Grenades sections of the Ming Wargear list.

Special Rule

A Ming Battlefield Technician may attempt to repair a single damaged hit location on a vehicle, or a destroyed support weapon or Robot, if he can reach it during his next movement phase. He can do nothing else during the turn - he cannot shoot or fight hand-to-hand combat while he is attempting a repair. At the end of the turn roll a D6.

D6 Result
5-6 Repair. The Ming Battlefield Technician
succeeds in putting good all damage sustained
in the previous turn.
3-4 Possible Repair. The damage is exstensive but the
situation is not hopeless. The damage is not
repaired this turn, but you may carry on working
for a further turn if you wish. At the end of this
further turn the damage will be repaired on a roll
of 4+, while a score of 3 or less indicates that the
damage is beyond repair. A Ming Battlefield
Technician may do nothing else while attempting
a repair.
1-2 Hopeless. The Ming Battlefield Technician can do
nothing.

Arccon Tribunes...........................................95 points

You may take up to one Arccon Tribune for every Arccon squad you take in your army.   Arccon Tribunes are robots that are programmed and designed to be the leaders of the robotic units, and to operate as individuals to fulfill specific missions.

M WS BS S T W I A Ld
4 5 5 5 (AV 12) 3 5 2 10

Squad: A squad consists of between 5 and 10 models.

Weapons: Heavy Pulse Laser Rifle, Solus Lance, and Grenade Launcher.

Armour: Power Shield (4+ unmodified save to the front 180 degree facing).


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