Ming Technology


The Ming have a very sophisticated Warp technology based upon the hypothesis that all things exist at all times and in all places.  They have developed the instruments and machines to actually jump from one spot almost instantaneously to another spot.  This is the technology used in their Warp drives, and in their individual gate generators used by their troops and vehicles in the field of battle.  Ming ships are shielded against any incursion of Daemonic powers, and the troops travelling in them are protected from Daemonic possession at all times.  The technology was originally developed for peaceful use by commerce transports, but was soon adapted to the needs of the Ming military.

They also have a very highly developed magnetic accelerator technology, which they use to fire projectiles from many types of weapons from pistol sized to artillery.  This technology is based upon very powerful magnetic coils powered by either power cells or reactors of varying sizes.

The Ming have developed miniaturization to an extreme unknown by other races, it is this miniaturization that makes many of the Ming machines and weapons viable.   Through this use of miniaturization they have been able to develop artificial intelligence and computers that are much smaller and more powerful than those known to the Adeptus Mechanicus of the Imperium of Man.  It is only the Eldar that have technologies that are near to the sophistication of the Ming Artificial Intelligence technology.

The Ming have developed truly sophisticated predictive combat computers based upon their technology and miniaturized to the point that they are practical for use in their robotic units, by their heavy weapons troops, and in their vehicles.  They can instantaneously determine range, speed, target angle, and deflection, and compensate for all of them.

The Ming Arccon troops are truly sentient robots that are programmed with total loyalty to the Ming Empire as their prime directive.  They are also programmed to be proficient in their battlefield roles.  Being sentient, they can think, and predict the actions of the enemy so that they are able to react to the enemy as well as any sentient being.

Ming vehicles use gravity fields for motivation and lift.  They are fast skimmers that are well armed and armoured.  Skimmer technology is very necessary on the battlefield, as using jumps for vehicles in enclosed areas like woods, urban areas, and in areas of ravines and steep-sided valleys with sharp turns to them can be extremely dangerous.  Jump vehicles are used for transporting troops and vehicles from space transports to the ground, and for traveling long distances, where the needed coordinates can be worked out by the Navigators.  Gate generators used over short distances by troops is another matter, and they have been developed to where they are dependable and predictable in their use.  Gate generators also have the limitation that you must jump from a sold footing to a solid footing, so they cannot be used to hover in combat, so the vehicles need their gravitic engines for combat purposes.

Force Halberd

The Force Halberd is an ancient weapon developed by the Ming psykers working with technicians to combine psychic energy and warp technology.  The Halberds work as a power weapon against normal troops, but they use a combination of stored psychic energy and Warp field technology when they are used against Daemons.  All hits against Daemons are doubled, and the Halberd negates all Daemonic Aura saves.

The weapon also incorporates a grenade launcher that can be loaded with any combination of grenades from the Grenades section of the Wargear list.  The grenade launcher can only be fired in the Shooting Phase, and may not be used in the Close Combat Phase.   The Force Halberd is a two-handed weapon.  It allows the user to parry.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.

Special

close combat only - - 8 -5 D3 D6+D3+D20+8 Close combat.  Parry.
Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.

Special

0-12 12-24 - -1 as grenade as grenade as grenade as grenade May move and fire.

Ripper Power Sword (Robots Only)

The Ripper Power Sword uses a powerful whirling crystalline blade that is energized by a powerful power field.  The sword was designed to rip through armour and combat heavily armoured foes and light vehicles.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.

Special

close combat only - - 6 -3 D3 D6+D3+D12+6 Close combat.  Parry.

Laser Kontus (Robots Only)

This is a long lance-like weapons that is carried by some of the Arccon troops and is used both in close combat and as a ranged weapon, even though its range is limited.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.

Special

0-6 6-12 +1 - 6 -3 D3 D6+D3+6 (D6+D3+D12+6) Close combat.  Parry.

Solus Lance (Robot Tribunes Only)

The Solus Lance is a more powerful version of the Laser Kontus, carried by Arccon Tribunes.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.
Special
0-12 12-36 +1 - 9 -6 D8 D6+D8+9 (D6+D8+D20+9) Close combat.  Parry.

Heavy Pulse Laser (Robots Only)

The Heavy Pulse Laser is a weapon developed for use by Arccon Legionnaire Robotic Troops.  It is powered by the Arccon's central power source and it is connected to his central targeting matrix.  The weapon is not much larger than those carried by living troops, but the needed power source makes it impractical for any other than robotic troops.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.
Special
0-18 18-36 +1 - 5 -2 1 2D6+5 (3D6+5) D3 Shots.

Pulse Laser Rifle

The Pulse Laser Rifle is a standard issue small arm of the Ming forces.  It fires a sustained pulsating burst of laser energy.  It is a compact weapon using small energy cells for power.  A trooper will carry enough energy cells to last for the duration of the battle.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.
Special
0-12 12-24 +1 - 4 -1 1 D6+4 D3 Shots

Pulse Laser Pistol

The Pulse Laser Pistol is a standard issue side arm of the Ming forces.  It fires a sustained pulsating burst of laser energy.  It is a compact weapon using small energy cells for power.  A trooper will carry enough energy cells to last for the duration of the battle.  It is effectively a smaller version of the Pulse Laser Rifle.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.
Special
0-6 6-12 +1 - 4 -1 1 D6+4 Close combat.

Flechette Rifle

The Flechette Rifle is the standard issue small arm of the Ming elite troops.  It fires a cluster of specially hardened flechettes containing a special alloy that is designed to penetrate armour and cause multiple wounds.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.

Special

0-12 12-24 +1 - 4 -2 D3 D6+D3+4 1 sustained fire dice

Flechette Pistol

The Flechette Pistol is the standard issue side arm of the Ming elite troops.  It fires a cluster of specially hardened flechettes containing a special alloy that is designed to penetrate armour and cause multiple wounds.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.
Special
0-6 6-12 +1 - 4 -2 D3 D6+D3+4 Close Combat.

Solus Micron Gun

The Solus Micron Gun works by agitating the electrons of he target, causing it to burst into flames.  It will also break down the molecular structure of its victims, and of armour plate.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.
Special
0-6 6-18 +1 - 8 -5 d6 2d6+8 -

Flechette Cannon

The Flechette Cannon fires multiple heavy penetrators designed to penetrate armour and destroy systems on vehicles and heavily armoured foes.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.
Special
0-20 20-72 +1 - 8 -5 D6 2D6+8 2 sustained fire dice.
May ignore first JAM on each firing.

Pulse Laser Cannon

The Pulse Laser Cannon uses a laser chamber that has a pulsing beam fired through it, firing a machine-gun-like hail of laser energy blasts.  It is designed to knock out heavily armoured vehicles, and is the standard anti-tank weapon of the Ming forces.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.
Special
0-20 20-60 - - 9 -6 2D6 3D6+9 1 sustained fire dice.
Move or fire.

Solas Micron Cannon

The Solas Micron Cannon is a thermal cannon that works on the same principles as the Solas Micron Gun.  The Solus Micron Cannon works by agitating the electrons of he target, causing it to burst into flames.  It will also break down the molecular structure of its victims, and of armour plate.  It is a heavier version designed to combat vehicles and to fire a shot that will cover a larger radius.

Short
Range
Long
Range
To Hit
Short
To Hit
Long
Strength Save
Modifier
Damage Armour
Pene.
Special
0-18 18-36 +1 - 9 -6 2D10 2D10+D6+9 1.5" template.  Move or fire.

Personal Gate Generator

A Personal Gate Generator works by folding space, opening a gate from one spot directly to another that a Ming troop or character wearing the generator can step through to instantly move from one spot on the battlefield to another.  Any model wearing a Personal Gate Generator can instantly move up to 18" at the beginning of their movement phase.  They may also charge any enemy that is within charge distance from the place that they step through to.  The model cannot be Daemonically possessed, for it is never inside the Warp.


Back to Codex: Ming Empire.

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