Ming Regiments


War Elephants............................................239 points

Elephants are large creatures imported from the Indus, and are used for war and for beasts of burden. War Elephants are specially trained for use in war. The Ming equip them with a Howdah carrying an armed crew of troops armed with missiles and long handled halberd weapons. The usual crew will be made up of six armed troops, plus the Mahout, who rides astride the Elephant's neck. The Mahout carries a large spike to drive into the head of the Elephant if it goes on a rampage. The howdah can also be equipped with a single ballista.

Troop Type M WS BS S T W I A Ld
Elephant 6 3 0 6 6 6 2 2 6
Crew 4 3 3 3 3 1 3 1 7
Howdah - - - - 7 3 - - -

Weapons/Armour: The crew is armed with crossbows and long handled halberds. The Mahout carries only hand weapons, a big spike, and a maul. The crew and the driver wear light armour.

Save: 6+

Options: Any crewman may be given a shield at +1 point. One Elephant can carry a magical banner. Any Elephant crew may have a Champion and one Elephant in each unit may have a musician and standard at no additional cost.

Special Rules:

The crew rides in an ornate howdah decorated in the colours of their Lord. The crew is armed with missile weapons and long handled halberds. The Mahout carries only hand weapons, a big spike, and a maul.

Tough Hide. Elephants have a very thick, tough hide that gives them an armour save of 5+ that can never be modified to worse than 6+.

Elephant Rampage. Elephants may rampage if they are wounded. The Mahout must immediately make a Ld roll, and then make a d6 roll if the Ld roll is failed, and on a 6 the Elephant will rampage 2d6" in a random direction. Roll the scatter dice for the direction, and 2d6 for the distance. The Elephant will trample any troops that it contacts. If the elephant makes contact with friendly troops, roll combat results for the Elephant alone, and have your opponent make the dice rolls. If the Elephant makes contact with an enemy unit, the crew may also fight. This will be worked out immediately as soon as the Elephant has taken any wound.

After an Elephant rampages, the Mahout may take an additional Ld test, and if he passes this test, he will drive a spike through the Elephant's brain, and the Elephant will stop in its tracks, falling to the ground dead.

Death of an Elephant. If an Elephant is killed, the Mahout and crew will form an infantry unit, and will be subject to all normal rules for unit cohesion, leadership, etc.. The Mahout and crew will be subject to the rules for hatred toward the character and/or unit that caused the death of the Elephant.

Ballista. If a Ballista is mounted in the howdah, it may only fire across the front 90 degree arc, and it will use the BS of the crew. It will not have its own separate crew, it will be fired by the normal crew of the howdah. It will be a small ballista. with a range of only 36", which a starting Strength of 5 deducting -1 from the Strength for each rank penetrated, just as for any bolt thrower. All wounds and damage will follow the normal rules for bolt throwers.

Charge Bonus. The crew and the Elephant will get normal charge bonuses.

Shooting at the Elephant and Crew. Any shots at the Elephant and crew will be randomized as follows:

D6 Hit Location
1-2 Howdah
3-5 Elephant
6 Crew

Hand to Hand Combat. Hand to Hand combat against the Elephant and crew is also randomized, but as there is a better chance to hit the crew in hand to hand, it is randomized on the following chart:

D6 Hit Location
1 Howdah
2-4 Elephant
5-6 Crew

No Crew Left. If all the crew are slain, refer to the Monster Reaction Table in the Warhammer Rulebook to see what the Elephant does.

Causes Fear. Elephants cause fear as per the rules for psychology in the Warhammer Rulebook.

They also cause terror in all horses, including those ridden by troops that are normally immune to psychology, so all mounted troops on horses are subject to the rules for terror as per the rules for psychology in the Warhammer Rulebook. This does not effect the mounts of troops in the army which contains the Elephants, as they are accustomed to them. They also only cause fear in mounted troops of opposing armies that contain Elephants.

Turghaut.............................................44 points

The Turghaut are noble Ming cavalry that come from the sons of the great nobles of the provinces. They are eager to show their skill in battle and to build their reputation. To them, honour and prowess at weaponry is a way of life.

Profile M WS BS S T W I A Ld
Turghaut 4 4 4 3 3 1 4 1 8
Warhorse 8 3 0 3 3 1 3 1 5

Weapons/Armour: Light armour, shield, lance, horn bow, and they ride barded warhorses.

Save: 3+

Options: One unit of Turghaut may be given a magic standard.  See Warhammer Magic for appropriate points cost.

Special: The Turghaut may fire their bows as they charge. They must fire it at the same enemy they are charging. If they choose to do this, they will fire at -1 to their BS. The Turghaut may use the Lance formation.

Kabtaut..............................................35 points

These are noble cavalry from the lesser gentry and aristocratic houses, those who cannot afford the elaborate horse barding of the Turghaut.

Profile M WS BS S T W I A Ld
Kabtaut 4 4 4 3 3 1 4 1 8
Warhorse 8 3 0 3 3 1 3 1 5

Weapons/Armour: Light armour, horn bow, and lance or halberd.

Save: 5+

Options: One unit of Kabtaut may be given a magic standard.  See Warhammer Magic for appropriate points cost.

Special: The Kabtaut are fast cavalry and they may use the Feigned Flight rule. They may also fire their bows at the end of their feigned flight.

Khorchin...................................................18 points

These are Horse Archers that accompany the armies to battle and are lightly armed and equipped.

Profile M WS BS S T W I A Ld
Khorchin 4 3 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5

Weapons/Armour: Shield, horn bow, and hand weapon.

Save: 5+

Options: Any unit of Khorchin may be armed with spears at +2 points per model.

Special: Khorchin can skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.

Gospodar Toumans.................................................37 points

Gospodars are the wild nomadic tribesmen who roam the plains of the north, raising their herds of horses and half-wild cattle. They are hunters from horseback and great scouts. It is said that a Gospodar can ride before he is weaned from his mother's milk. These wild horsemen seem to be one with their horse that they are riding upon, and can do great feats of horsemanship.

Profile M WS BS S T W I A Ld
Gospodar Toumans 4 3 4 3 4 1 5 1 8
Warhorse 8 3 0 3 3 1 3 1 5

Weapons/Armour: Horn Bow, lance, and hand weapon, and they wear light armour.

Save: 5+

Options: One unit of Gospodar Toumans may be given a magic standard.   See Warhammer Magic for appropriate points cost.

Special: Gospodar Toumans can skirmish as described in the rules for skirmishing troops in the Warhammer rulebook. Tartars can fire their bows while moving with no penalty. They may use the Feigned Flight rule. They may also use the special Carousel formation, where they ride in a circle across the breadth of their enemy firing their bows. When they use this formation, all enemy troops are at an additional -1 to hit them with missile fire. If the Gospodar Toumans are charged while in this formation, they must flee. The Gospodar Toumans are fast cavalry. The Gospodar Toumans are subject to the rules for hatred when fighting any invading force.

Tartars.....................................................31 points

Tartars are the wild nomadic tribesmen who roam the plains of the north, raising their herds of horses and half-wild cattle. They are hunters from horseback and great scouts. It is said that a Tartar can ride before he is weened from his mother's milk. These wild horsemen seem to be one with their horse that they are riding upon, and can do great feats of horsemanship.

Profile M WS BS S T W I A Ld
Tartars 4 3 3 3 4 1 5 1 7
Warhorse 8 3 0 3 3 1 3 1 5

Weapons/Armour: Bow, lance, and hand weapon, and they wear light armour.

Save: 5+

Special: Tartars can skirmish as described in the rules for skirmishing troops in the Warhammer rulebook. Tartars can fire their bows while moving with no penalty. They may use the Feigned Flight rule. They may also use the special Carousel formation, where they ride in a circle across the breadth of their enemy firing their bows. When they use this formation, all enemy troops are at an additional -1 to hit them with missile fire. If the Tartars are charged while in this formation, they must flee. The Tartars are fast cavalry. The Kazaks are subject to the rules for hatred when fighting any invading force.

Nomadic Gospodars.................................................................44 points

These are from the nomadic Gospodars. They have held to the old ways and are nomadic by nature. They are great horsemen, and they have lived with a constant state of warfare upon their borders.

Profile M WS BS S T W I A Ld
Nomadic Gospodars 4 4 4 3 3 1 4 1 8
Warhorse 8 3 0 3 3 1 3 1 5

Weapons/Armour: Light armour, shield, lance, horn bow, and they ride barded warhorses.

Save: 3+

Special: The Nomadic Gospodars may fire their bows as they charge. They must fire it at the same enemy they are charging. If they choose to do this, they will fire at -1 to their BS. The Nomadic Gospodars may use the Lance formation. They are subject to the rules for frenzy when fighting any Chaos troops.

Uighur Auxiliaries................................................16 points

These are light cavalry that accompany the armies to battle, and are lightly armed and equipped.

Profile M WS BS S T W I A Ld
Uighur Auxiliaries 4 3 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5

Weapons/Armour: Shield, javelins, spear, and hand weapon.

Save: 5+

Special: Uighur Auxiliaries can skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.

Khitan.............................................................31 points

The Ming army may include any number of regiments of Khitan.

Profile M WS BS S T W I A Ld
Khitan 4 4 3 4 3 1 4 1 7
Warhorse 8 3 0 3 3 1 3 1 5

Equipment: The Khitan wear heavy armour and carry a shield, and ride warhorses. They are armed with a sword and a lance.

Save: 3+

Options: One unit of Khitan may carry a Magic Standard. This may be chosen from the appropriate Magic Item cards and its cost is indicated on the card itself (see Warhammer Magic).

Camel Riders................................................................32 points

The army may include one unit of Camel Riders. These are fierce nomads from the Gobi Desert.  The camel is ridden by two nomadic warriors.

Profile M WS BS S T W I A Ld
Camel Riders 4 3 3 3 3 1 3 1 7
Camel 9 3 0 3 3 1 3 1 5

Equipment: Bow, spear, and hand weapons, and shield.

Save: 5+.

Options: The riders may be given light armour at +4 points per rider.

Special Rules: Camel Riders may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook.

Camels cause fear in all horses, including those ridden by troops that are normally immune to psychology, so all mounted troops on horses are subject to the rules for fear as per the rules for psychology in the Warhammer Rulebook. This does not effect the mounts of troops in the army which contains the Camels, as they are accustomed to them.

The riders can shoot all around, in a 360 degree arc.

Archers.........................................7 points

These are peasant troops who are armed with bows and supply missile support for the infantry.

M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7

Weapons/Armour: Hand weapon and bow.

Save: None

Options: Any unit may have light armour (+2 points per model) and/or a shield (+1 point).

Special: Regiments of Archers may skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.

Billmen...................................................8 points

Billmen use a wicked hooked halberd-like weapon that can also dehorse a mounted foe. The bill has an 8-10' haft, with a two and a half foot blade that has a sharp edge running along both sides, one side curves back upon itself in a viciously pointed hook that can pierce armour and drag mounted troops from the saddle.

M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7

Weapons: Bill and hand weapon

Options: Billmen may be given light armour at +2 points per model and/or a shield at +1 point per model. One unit may be given a magic standard. See Warhammer Magic for appropriate points cost.

Special: The bill has the same stats as a halberd, with the addition that, when used against mounted troops, on a die roll higher than the opponent's Initiative (this is a separate die roll made immediately after any successful to hit die roll made by the user of the billhook), the opponent is dismounted. A die roll of 6 is always successful, even if the opponent has a higher Initiative.

Spearmen...........................................................7 points

These are professional soldiers of the Emperor's armies. They are trained to fight and maneuver in close packed units.

Profile M WS BS S T W I A Ld
Spearmen 4 3 3 3 3 1 3 1 7

Weapons/Armour: Spearmen carry a spear, hand weapon, and shield.

Save: 6+

Options: Spearmen may be given light armour at +2 points per model. One unit may be given a magic standard. See Warhammer Magic for appropriate points cost.

Special: Ming Spearmen are trained soldiers trained to fight in very close, dense formations, so they are able to fight three ranks deep if they stand and receive, and they may fight two ranks deep when charging the enemy.

Mixed Crossbow and Spear Units...................................10 points

These are professional soldiers of the Emperor's armies. They are trained to fight and maneuver in close packed units.

Profile M WS BS S T W I A Ld
Mixed Crossbow and Spear Units 4 3 3 3 3 1 3 1 7

Weapons/Armour: Mixed Crossbow and Spear Units carry a spear, crossbow, hand weapon, and shield.

Save: 6+

Options: Mixed Crossbow and Spear Units may be given light armour at +2 points per model. One unit may be given a magic standard. See Warhammer Magic for appropriate points cost.

Special: Ming Spearmen are trained soldiers trained to fight in very close, dense formations, so they are able to fight three ranks deep if they stand and receive, and they may fight two ranks deep when charging the enemy.

Crossbowmen...................................................9 points

These are professional soldiers of the Emperor's armies. They are trained to fight and maneuver in close packed units.

Profile M WS BS S T W I A Ld
Crossbowmen 4 3 3 3 3 1 3 1 7

Weapons/Armour: Crossbowmen carry a crossbow, hand weapon, and shield.

Save: 6+

Options: Crossbowmen may be given light armour at +2 points per model. One unit may be given a magic standard. See Warhammer Magic for appropriate points cost.

Hillmen..................................................7 points

These are the militias raised from amongst the tribesmen and the dwellers of the mountain villages. They are trained to fight in formation with spear and shield.

M WS BS S T W I A Ld
4 3 3 3 3 1 3 1 7

Weapons: Hand weapon, spear, and shield.

Options: Hillmen may be given bows at +2 points per model.

Special: Regiments of Hillmen may skirmish as described in the rules for skirmishing troops in the Warhammer rulebook.


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