MING
WARGEAR
Bionics:
Bionics allow a Ming that has suffered a crippling injury to return
to service, but don't really improve their abilities. However, there
is a chance that an attack will slightly damage a bionic part rather
than doing any real harm. To represent this, if a model with bionics
is killed, instead of removing it, place it on its' side. Roll a D6
at the start of the next turn: on a roll of 6 the model is stood
back up with one wound, but on any other roll it is removed as a
casualty.
Master Crafted Weapons: A master
crafted weapon follows the normal rules, except that you may re-roll one failed 'to hit'
roll per turn for an attack made by the master crafted weapon. Master crafted weapons are
taken as an 'upgrade' for a weapon already being carried by a model and should be
represented by a suitably ornate weapon on the model itself. Please note that you may not
master-craft grenades! The cost of a master-crafted weapon is in addition to the normal
cost of the weapon. However, only the upgrade costs against the maximum point limit on
Wargear taken by a model.
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 fire their
weapons or make an assault move afterwards, but they count as having
moved in the Movement phase.
Scanner: A
Scanner is used to detect hidden enemy troops. If enemy
infiltrators set-up within 4D6" of a model with an Scanner, then the model is allowed
to take a 'free' shot at them (or sound the alarm in a raid scenario). If the model is
part of a unit then the whole unit may shoot. These shots are taken before the battle
begins, and may cause the infiltrators to fall back.
Targeter: Targeters are small
devices which gather & process information on enemy targets via optical or
electromagnetic means. Models equipped with a Targeter are allowed to pre-measure the
range to a target before they decide who to shoot at in the shooting phase. If any Guess
weapons are in play, they must make their range guesses before any Targeters are used.
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. The Halberd
acts as a power weapon with a +2 Strength bonus. The Halberd
also negates all Daemonic Aura saves.
The weapon also
incorporates a grenade launcher. 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.
Range |
Strength |
AP |
Type |
12" |
4 |
5 |
Assault 1/Blast |
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. The Ripper acts as a power weapon with a +1 Strength
bonus
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.
Range |
Strength |
AP |
Type |
12" |
6 |
4 |
Assault 1 |
Solus Lance (Robot
Tribunes Only)
The Solus Lance is a more powerful version of the Laser Kontus,
carried by Arccon Tribunes.
Range |
Strength |
AP |
Type |
36" |
9 |
2 |
Heavy 1 |
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.
Range |
Strength |
AP |
Type |
36" |
5 |
4 |
Heavy 2 |
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.
Range |
Strength |
AP |
Type |
24" |
4 |
6 |
Rapid Fire |
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.
Range |
Strength |
AP |
Type |
12" |
4 |
6 |
Pistol |
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.
Range |
Strength |
AP |
Type |
24" |
4 |
5 |
Rapid Fire |
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.
Range |
Strength |
AP |
Type |
12" |
4 |
5 |
Pistol |
Solas Micron
Gun The Solas 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. The Solas Micron Gun gains an extra D6 armour
penetration when under 6" range to a vehicle.
Range |
Strength |
AP |
Type |
18" |
8 |
2 |
Assault 1 |
Flechette
Cannon The Flechette Cannon fires multiple heavy
penetrators designed to penetrate armour and destroy systems on
vehicles and heavily armoured foes.
Range |
Strength |
AP |
Type |
48" |
8 |
3 |
Heavy 3 |
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.
Range |
Strength |
AP |
Type |
60" |
9 |
1 |
Heavy 1 |
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. The Solus Micron Cannon gains an
extra D6 armour penetration when under 12" range to a vehicle.
Range |
Strength |
AP |
Type |
36" |
9 |
1 |
Heavy 1/Blast |
MING PSYCHIC POWERS
Spatial Shift............................................Range:
18"
The Mentat takes on a
bright glow which suddenly flashes into blinding light. when the
light fades he has disappeared. The Mentat reappears up to 18" away
as a bright glow which flares into a sudden flash. Spatial Shift
can be used to carry the Mentat into hand-to-hand combat, in which
case he fights as normal in the next combat round and counts as
charging in the first round.
Mystic Shroud
The Mentat conjures a
shroud of psychic energy to protect himself. Should the Mentat
subsequently suffer 1 or more wounds from either shooting or close
combat the shroud will absorb and negate each wound on the D6 roll
of 4+ (roll for each wound). If the Mentat is attacked by a psychic
power which either causes wounds or kills him outright, the Mystic
Shroud will save him on the D6 roll of 4+. When used to save
against a psychic power the shield is automatically nullified if the
save is successful. This power is always in effect and does not
need a psychic test. Note that this is an invulnerable save.
Fortuna..........................................Range:
18"
The Mentat examines the
skeins of probability to try to determine which courses of action
will give a single Ming squad or vehicle the best chances of
success. As a result a +1 modifier is applied to all the squad's
shooting to hit rolls and close combat to hit rolls. Fortuna
remains in play until the beginning of the next psychic phase when
it is returned to the Mentat's hand and may be used again.
Astral
Warrior............................................Range:
18"
Strands of incandescent
energy stream from the Mentat's fingertips and weave themselves into
a monstrous, glowing form near a single model within 18". The form
is a psychic projection of the Mentat himself which immediately
springs forward to attack the enemy in hand-to-hand combat. Fight
out the hand-to-hand combat immediately. The Mentat counts as
charging. If the Mentat loses any of the combats he suffers no
damage but the Astral Warrior power is nullified immediately.
Mystic Flail.................................................Range:
24"
Crackling bolts of
power lash out from the Mentat's fingers up to 24", striking the
first target in their path. The target suffers D3 S4 hits with no
AP and must pass a Ld test or be pinned.
Nullity
Bubble..................................................Range:
9"
The Mentat projects a
powerful mental shield to protect himself and those nearby against
psychic attack. The Mentat and all friendly models within 9"
increase their Ld characteristic to 10 as long as the Nullity Bubble
is in effect. The Mentat and all friendly models within 9" gain a
saving throw of 4, 5 or 6 on a D6 against psychic attacks.
Protective Aura remains in play until it is nullified or the Mentat
is killed.
MING VEHICLE UPGRADES
Extra Armor: It is not uncommon for
vehicle crews to add additional armor plating to their vehicle to provide a little extra
protection. Vehicles equipped with Extra Armor count 'crew stunned' results on the damage
tables as a 'crew shaken' results instead.
Mine-Sweeper: The vehicle is
fitted with a heavy dozer blade or some other device designed to clear minefields (see
page 134 of the Warhammer 40,000 rules). It can enter a minefield without being
attacked. Any minefield that the vehicle moves across is cleared and removed from
play.
Searchlight: Searchlights are only
of any use in missions where the rules for night fighting are being used, such as the
Night Fight mission. They allow one enemy unit spotted by the vehicle to be fired at by
any other Cult forces that are in range and have a line of fire (the enemy unit has been
illuminated by the vehicles searchlight). However, a vehicle that uses a Searchlight can
be fired on by any enemy units in their next turn, as they can see the Searchlight shining
out in the dark.
Smoke Launchers: See page 88 of the
Warhammer 40,000 rulebook. |
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