Colonel-Commissar Ibram Gaunt

(Entry)
Type: model
EntryId: fc02-f3ac-61d8-62b0
Hidden: false
Costs: 90 pts

Constraints:

max: 1
min: 1
Rules (6)
Colonel-Commissar
Gaunt does not follow the normal special rules for Commissars and so is not assigned for an Officer or Sergeant, nor will he execute members of a squad that he joins. He must always be accompanied by his Command HQ.
Sword of Heironymo
The Sword of Heironymo is a master-crafted power sword that hits at Strenght 4.
Front Liner
If there is an assault occuring within 12" of Gaunt at the start of the Imperial Guard player's turn and he is not in combat, he must immediately move towards the nearest combat in his Movement phase and assault the enemy models in that combat if at all possible. However, when Gaunt charges into an assault, he inspires such feats of heroism that all Imperial Guard models in that combat, even thsoe using supporting attacks, benefit from +1 Attack for that round only. This benefit includes Gaunt himself, and his command HQ.
Camo Cloak
Any Tanith squad adds +1 to any cover saves they are allowed. In addition, opponents roll 2D6x2 instead of 2D6x3 when attempting to spot Tanith troops in a Night Fight.
Tanith Knife
A unit led by a person who carries a trademark item may re-roll any failed Morale or Pinning checks it suffers. However, if the character is slain, the unit must pass a Morale test to avoid falling back.
Leadership

Profiles:

Unit WSBSSTWIALdSv
Gaunt

5

4

3(4)

3

3

4

3

10

5+

Weapon RangeSAPType
Bolt Pistol

12"

4

5

Pistol

Power Weapon

Melee

As User

2

Melee

Ignores all Armor Saves

Krak Grenades

Gives Strength 6 in Assault vs. vehicles, making their AP scores 6+D6. Cannot make bonus attacks for charging. Can also be used as a Death or Glory attack

Abilities
Frag Grenades:

Fights simultaneously vs enemies in cover. Both sides roll to hit and wound before making saves and removing casualties