Special Characters
Commissar Yarrick
| Points | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Yarrick | 146 | 5 | 4 | 3 | 3 | 3 | 4 | 3 | 10 | 4+ |
An Imperial Guard army of 2,000 points or more may include Commissar Yarrick. If you take him then he counts as one of the HQ choices for the army. He must be used exactly as described below, and may not be given any additional equipment.
Wargear: Master-crafted storm bolter, laspistol, carapace armour, force field, Bale Eye, battle claw (counts as a power fist), Medallion Crimson.
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 number shown on the dice 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 fired once per Assault phase at Yarrick's normal Initiative, in addition to his base attacks. The attack automatically inflicts a Strength 4, AP - hit on a single model in base contact with him, chosen by the Imperial Guard player.
Independent Character: Commissar Yarrick is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook.
Fearless: Yarrick is totally fearless and never has to take Morale or Pinning tests. He confers this ability to any unit he joins.
Leader: In addition to his rank of Commissar, Yarrick is a leader of men. The Advisors special rule does not apply to him – he is free to act independently or join any squad that does not already have an independent character attached. He will not carry out a Summary Execution (as any unit he joins becomes Fearless) but he will execute a Sanctioned Psyker subject to the It's For Your Own Good special rule.