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==== Special Characters ==== *'''[[Lord Commander Solar Macharius]]''': ''"Peace? There cannot be peace in these times."'' - Himself. The highest ranking officer an Imperial Guard army can ever field on the tabletop, though since he isn't part of a squad, it's unclear how he interacts with Commissars. Only becoming an option once the 2,000 point threshold has been met, he wields a Master-Crafted Bolt Pistol and Power Weapon, and has a Crimson Cloak as his Trademark Item. **'''Commanding Presence''': Allows all Morale and Pinning tests taken by Imperial Guard units within 12" of him to be made against his Leadership of 10. **'''Ferocious Charge''': Serious unresolved anger management issues give him +3 Attacks on the charge instead of the usual +1. **'''Helm of Macharius''': A [[Hat|nice hat]] which dazzles the foe with its brilliance, giving him a 3++ Invulnerable Save. **'''Old War Wounds''': Even the [[Sister_Hospitaler|best healthcare in the Imperium]] could do nothing for a lifetime of injuries that would've felled a normal man. This means that his Weapon Skill and Attacks stats are both randomly determined before the battle begins, WS being 1D3+2, A being 1D3+1, so he can be WS5 A4 at best, or WS3 A2 at worst. **'''Master Strategist''': Macharius knows when to strike at a foe at their most vulnerable, letting an army containing him to choose whether or not they go first in missions that normally determine that randomly. *'''[[Commissar Yarrick]]''': ''"Now, dat Yarrick. I hate 'im more dan any 'umie alive... But I honour 'im da most too."'' - [[Ghazghkull Thraka]]. The Hero of Hades Hive himself can only be taken in armies of 2,000 points or more, and only with your opponent's permission. He doesn't count as one of your quota of regular Commissars, takes up a Headquarters slot instead, and doesn't have to be assigned to an officer or execute anyone. He's as tough as a Space Marine at T4, and his Storm Bolter and Laspistol are both Master-Crafted. **'''Force Field''': His unique Deflector Shield reduces the Strength of any shooting or melee attack that hits him by 1D6, cancelling it out completely if reduced to S0, but having no effect on attacks that don't use Strength to hurt. At the very least, you'll always reduce every attack by a minimum of 1, and combined with his Toughness makes him pretty resilient to small arms fire. **'''Bale Eye''': A Digital Weapon built into his Bionic Eye, giving him an additional attack in close combat that hits automatically at S4. **'''Battle Claw''': An Ork Power Klaw, counts as a Power Fist. No need to question how he got permission to use xeno-tech, he earned it. **'''Fearless''': You'd be too if you'd been at Hades. Yarrick ignores Morale and Pinning tests, and so does any unit he joins. **'''Iron Will''': Yarrick gets improved Bionics, resurrecting on a 4+ instead of a 6+. *'''[[Nork Deddog]]''': ''"I said fetch the Medi-Kit, not the carrier, Nork."'' - [[Colonel Greiss]]. The most loyal Ogryn in the galaxy can be taken as a bodyguard for the highest-ranking officer in your army, joining their Command HQ like your first Commissar would. He gets +1 WS, I, and Ld compared to a regular Ogryn, and a 4+ Armour Save from his Carapace Armour. He lends your Command HQ a serious bit of muscle in close combat, and can contribute at range too with his Ripper Gun and Frag Grenades. **'''Very Loyal''': Nork must at all times remain within 2" of the officer he has been assigned to, attending to their every need to the best of his ability. **'''Bodyguard''': As long as Nork is within 2" of the officer he has been assigned to, he may take any shooting attacks against said officer onto himself as a living shield. He may also swap places with his officer in close combat, after models have moved but before attacks have been made.
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