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==Stats== ===Commissar Ciaphas Cain, Hero of the Imperium!=== {| class=wikitable ! !Pts ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Ciaphas Cain | 175 | 6 | 5 | 3 | 3 | 3 | 3 | 3 | 10 | 4+ | Infantry (IC) | 1 Lord Commissar |- |} *'''Unit Type:''' Infantry (unique) ((uses the Lord Commissar special rules along with those listed here.)) *'''Wargear:''' Carapace armour, Laspistol, Cain's Chainsword, Refractor Field. {| class=wikitable ! !S !AP |- | Cain's Chainsword | +2 | 3 |- |} *'''Special Rules:''' **'''Aura of Discipline, Eternal Warrior, Independent Character, Night Vision, infiltrate''' **'''Hero of the Imperium!:''' Ciaphas Cain's heroic reputation (regardless of whether it is fraudulent or not) inspires those around him to follow his example. When accompanying a unit, Ciaphas Cain, and the unit he accompanies, are Stubborn. Additionally, all units within 12" of Cain (including one he accompanies) automatically pass tests to Regroup, and may move, shoot (or Run), and declare charges normally in the turn in which they Regroup. **'''Leader of Men:''' Even though he is a Commissar, Ciaphas Cain can never use Summary Execution, as this would mean one less body standing between him and danger. He may still execute a Psyker that failed Perils of the Warp test, as per the It's For Your Own Good rule. **'''Pintle Gunner:''' While Ciaphas Cain is embarked on a transport vehicle, that vehicle may fire one pintle weapon using Ciaphas Cain's Ballistic Skill, even if the weapon would otherwise fire at Ballistic Skill 1 (firing snap shots, for instance). The other weapons it is normally allowed to fire do so at their normal Ballistic Skill. **'''Survival Instincts:''' Commissar Cain's focus on personal safety, and experience in surviving dangerous situations allows him, and any unit he joins, to avoid danger. Cain and any unit he is attached to add 1 to their cover saves. This operates as, and stacks with, the stealth special rule. When he is embarked on a transport, the transport gets the same benefit. The transport may not gain 6+ cover save if it does not have one. **'''Defensive Fencing Technique:''' Ciaphas Cain developed his own unique fencing style, which revolves around defensive stances, evasion, counter-attack, and running away. Ciaphas Cain adds 4 to his WS when determining how difficult he is to hit in melee. Furthermore, anyone attempting a Glorious Intervention to get him out of a challenge automatically succeeds. **'''Run Like Frak!''' - Ciaphas Cain, and any unit he is attached to, has the Hit and Run special rule, except that they only roll 2d6 inches for the fleeing distance (he can only run so fast!) and always use Cain's Initiative +2 for the test (he's *always* ready to leg it). *'''Options:''' Commissar Ciaphas Cain may be accompanied by Gunner Jurgen (130 pts.) *'''Transport:''' Commissar Ciaphas Cain may take a Chimera or a Salamander as dedicated transport. ===Gunner Jurgen=== {| class=wikitable ! !Pts ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Gunner Jurgen | 130 | 3 | 4 | 3 | 3 | 2 | 3 | 1 | 9 | 4+ | Infantry (IC) | 1 |- |} *'''Unit Type:''' Infantry (unique) *'''Wargear:''' Carapace armour, Lasgun, Meltagun, Frag and Krak grenades. *'''Special Rules:''' **'''Look Out - Aargh!, Preferred Enemy (Orks)''' **'''Commissar's Aide:''' Gunner Jurgen counts as an Independent Character, but must always accompany Ciaphas Cain, joining and leaving units together with him. If Cain is removed as a casualty, Jurgen drags him off the field, and is also removed. **'''Inconspicuous:''' Gunner Jurgen may not issue challenges, or be the target of a challenge. He may only enter a challenge via the Stand Back, Commissar rule below. **'''Robust Driving Style:''' While Jurgen is embarked in a transport vehicle, that vehicle is not required to take difficult terrain tests, and treats dangerous terrain as difficult. Additionally, the vehicle may move an additional 3" during its movement phase, and is a Tank if it was not one already. **'''Robust Body Odor and Psoriasis:''' When a unit successfully Falls Back from melee with Jurgen or a unit he is attached to, it adds 1" to the distance it flees. **'''Psychic Blank:''' Psykers and Daemons, friend or foe, within 12" of Gunner Jurgen have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player’s Warp Charge Pool in the Psychic phase) and only harness Warp Charge points on a 6. **'''Stand Back, Commissar (aka Jurgen Ex Melta):''' Gunner Jurgen may not enter a challenge other than through Glorious Intervention to replace Commissar Ciaphas Cain, and he automatically passes the Initiative test to do so. Instead of making a close combat attack, at Jurgen's Initiative turn, he may make a ranged attack with his meltagun. Note that since the enemy will be within 2" of Jurgen, Melta rule for target within 1/2 weapon range applies. **'''Scrounger:''' Jurgen's voluminous collection of odds and ends can come in handy for offering that one unexpected edge. Once per game, Ciaphas or Jurgen may reroll any one die they are called upon to roll.
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