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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