Gunnery Sergeant Harker

(Unit)
Type: upgrade
Category: Unique
Categories: Unique
LinkId: ee56-71c5-366c-3f87
Hidden: false
Costs: 55 Points

Constraints:

max: 1
Rules (1)
Unique Sergeant
One Veteran squad in your army may replace its Veteran Sergeant with Gunnery Sergeant Harker. If a squad includes Gunnery Sergeant Harker it may not take the Grenadiers doctrine.

Profiles:

Unit WSBSSTWIALdSv
Gunnery Sergeant Harker

4

4

4

3

1

3

2

8

5+

Abilities
Catachan Devils:

Harker and his squad have the Infiltrate, Stealth and Move Through Cover universal special rules.

Relentless:

Relentless models can shoot with rapid fire and heavy weapons counting as stationary, even if they moved in the previous Movement phase, and are also allowed to assault in the same turn they fire them. Note that a relentless independent character must still abide by the assaulting limitations of any unit it has joined, if the unit is not itself relentless.

Feel No Pain:

If a model with this ability suffers an unsaved wound, roll a dice. On a 1, 2 or 3, take the wound as normal (removing the model if it loses its final Wound). On a 4, 5 or 6, the injury is ignored and the model continues fighting. This ability cannot be used against wounds from weapons that inflict instant death (by having a high enough Strength or a special rule to that effect; even if the model is an eternal warrior). Neither can it be used against wounds from AP1 and AP2 weapons, power weapons and any other wound against which no armour save can ever be taken (like wounds from power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests, etc).

Melee Weapons
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.

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 RangeStr.APTypeNotes
Grenade Launcher (Krak)

24"

6

4

Assault 1

Heavy Bolter

36"

5

4

Heavy 3

Used By (1)
Imperial Guard(Catalogue)