Commissar Yarrick

(Entry)
Type: unit
EntryId: b593-7438-f0c2-cce3
Hidden: false
Costs: 185 Points
Options (1)

Profiles:

Unit WSBSSTWIALdSv
Commissar Yarrick

5

5

3

4

3

3

3

10

4+

Wargear
Force field:

Any wounds that are allocated to Yarrick must be re-rolled.

Bale Eye:

Yarrick's bale eye is a bionic implant that incorporates a powerful laser. It may be fired in the Shooting phase in addition to another weapon. The bale eye has the same profile as a hot-shot laspistol and grants Yarrick an extra attack in close combat (already included in his profile)

Frag Grenades:

Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal.

Krak Grenades:

When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6.

Abilities
Inspirational Hero:

Commissar Yarrick and his unit are Fearless, and all friendly units within 12" of Commissar Yarrick become Stubborn. In addition, on any turn in which Yarrick and his unit assault into close combat, they re-roll any failed To Hit rolls.

Aura of Discipline:

Any friendly unit within 6" of a Lord Commissar may use his Leadership of 10 for any Morale or Pinning tests as well as Leadership tests incurred by orders issued to the squad.

Iron Will:

If Yarrick loses his last Wound, do not remove him but instead place him on his side. At the start of the Imperial Guard's next turn, roll a D6. On a 3+ he staggers back to his feet with a single Wound. If Yarrick would be placed in base contact with an enemy, place him so that he is more than 1" from any enemy models. On a 1 or 2, Yarrick is removed as a casualty.

Eternal Warrior:

The model is immune to the effects of the Instant Death rule.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Weapons RangeStr.APTypeNotes
Storm Bolter

24"

4

5

Assault 2

Bolt Pistol

12"

4

5

Pistol

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.

Close-Combat Weapon:

Weapons like chainswords, rifle butts, combat blades, bayonets, etc., do not confer any particular bonus to the model using them. Remember that, in close combat, pistols count as normal close combat weapons and so the Strength and AP of the pistol are ignored.

Power Fist:

A power fist is a power weapon, and also doubles the user’s Strength (up to a maximum of 10). Power fists, however, are difficult and cumbersome to use, so attacks with a power fist are always delivered at Initiative 1 (ignore Initiative bonuses from special rules, wargear, etc.).

Used By (1)
Imperial Guard(Catalogue)