| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Commander Chenkov | 4 | 4 | 3 | 3 | 2 | 3 | 2 | 9 | 4+ |
| Abilities |
|---|
| Taskmaster:
Commander Chenkov can issue up to two orders each turn. He has a command radius of 12". Commander Chenkov can use the Get Back in the Fight! and Move! Move! Move! order |
| Forward, You Dogs!:
All friendly units within 12" of Commander Chenkov have the Stubborn special rule. This includes Chenkov and his Command Squad. |
| Send in the Next Wave:
An army that includes Commander Chenkov may purchase this special rule for its Conscript squads, as described in the army list. A unit with this special rule can, at the start of the player's turn, be removed from play as casualties if the controlling player wishes, counting as destroyed. Any unit with this special rule is removed from play may be brought back into play at the beginning of the controlling player's next turn. The new unit moves onto the board from the player's board edge. The unit arrives with its full strength predecessor - it is treated as a new, identical unit that has just arrived from reserve. |
| Melee Weapons |
|---|
| Power Weapon:
Models wounded in close combat by the attacks of a model armed with a power weapon are not allowed armour saves. |
| Wargear |
|---|
| Frag Grenades:
Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal. |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Bolt Pistol | 12" | 4 | 5 | Pistol |