An Imperial Guard army of 2,000 points or more may include Yarrick. If you decide to take him then he counts as one of the army's HQ choices. The army may include other Commissars as normal. He must be used exactly as described below and may not be given any extra equipment or wargear. In addition he may only be used in a battle where all players have agreed beforehand to the use of special characters.
| Points | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Yarrick | 171 | 4 | 4 | 3 | 4 | 3 | 4 | 3 | 10 | 4+ |
Wargear: Master-crafted storm bolter, master-crafted laspistol, carapace armour (save modified above), force field, Bale Eye, battle claw (counts as a power fist).
Special Rules
Force Field: Yarrick is protected by a special force field that reduces the energy of enemy attacks. Whenever he is hit, roll a D6 and deduct 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: Yarrick's Bale Eye is a bionic implant that incorporates a laser. It can be used at the same time that Yarrick attacks in close combat and hits automatically with a strength of 4.
Independent Character: Yarrick is an Independent Character and follows the Independent Character special rules in the Warhammer 40,000 rulebook. Note that he does not follow the special rules for Commissars and so is not assigned to an Officer or Sergeant, nor will he execute members of a squad that he joins.
Fearless: Yarrick is totally fearless and never has to take Morale or Pinning tests. He confers this ability to any unit that he joins.
Iron Will: Yarrick suffered numerous wounds during the Battle for Armageddon and yet miraculously cheated death and bravely carried on fighting. To represent this 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, bloody but defiant, and is restored back to 1 wound. On a roll of 1-3 even Yarrick has been laid low by the wound and is removed as a casualty.