Commissar Yarrick

(Unit)
Type: model
Category: HQ
Categories: HQ
LinkId: 754f-87e9-7d87-cd94
Hidden: false
Costs: 171 pts

Constraints:

max(force): 1
max(force): 1
Rules (9)
Force Field
Whenever Yarrick is hit by an attack, roll a D6 and duduct the amount from the strength of the attack. If reduced to 0 or less the attack is stopped completely. The force field has no effect on attacks that don't use strength to inflict damage.
Bale Eye
During close combat, Yarrick makes one free Strength 4 attack that hits automatically.
Iron Will
Do not remove Yarrick as a casualty if he loses his last wound (even if the wound was lost to an instant kill attack). Instead, place him on his side. Then, at the start of the Imperial Guard player's next turn roll a D6. On a roll of 4+ Yarrick staggers back to his feet with 1 wound. On a 1-3 Yarrick is removed as a casualty.
Summary Execution
If a unit with a Commissar fails a Morale check for any reason, the Commissar will summarily execute the Officer or Sergeant leading the squad. Remove the executed model as a casualty. The unit then is assumed to have passed the Morale test and continues to fight under the leadership of the Commissar. The presence of a Commissar in a unit adds +1 Leadership to the Officer or Sergeant commanding the unit.
Master-crafted Weapons
The bearer may re-roll one failed to hit roll per turn.
Independent Character
Individual model. Can join other units in battle
Master-crafted Weapons
The bearer may re-roll one failed to hit roll per turn.
Carapace Armor
4+ Armour Save
Fearless
Automatically passes any Morale checks

Profiles:

Unit WSBSSTWIALdSv
Yarrick

4

4

3

4

3

4

3

10

4+

Weapon RangeSAPType
Storm Bolter

24"

4

5

Assault 2

Laspistol

12"

3

-

Pistol

Power Fist

Melee

User x2

1

Melee

Doubles Strength up to 10 & ignores armor saves, but attacks last

Modifiers:

add error 2000+ points required to add Yarrick
1999- limit::4ed5-2f92-9abc-2870 of any in roster (recursive)
Used By (2)