Warhammer 40K: Commissar Yarrick Rules Preview – Back To Armageddon
Commissar Yarrick is back with updated rules and a drive to lead the defense of Armageddon once again in Warhammer 40,000!
The Old Man of Armageddon is getting a new dataslate for Warhammer 40,000 and we’re getting a look at what he can do on the tabletop. Is he going to be able to turn the tide? Perhaps…but even if he doesn’t you know he’s going to go down swinging!
Despite his advanced age and many near-death injuries, Yarrick is still a keen-minded commander and powerful combatant who effortlessly inspires the soldiers around him. Decades of battle in the most desperate wars imaginable have given him a grasp of tactics few can match, and when leading his Guardsmen from the front, the Hero of Hades Hive can turn even the rawest of recruits into a razor-sharp fighting force.
Commissar Yarrick Rules
Games Workshop is really hyping up what Yarrick can do on the tabletop. His Hero of Hades Hive ability is something that puts “him on par with legendary characters like Roboute Guilliman and Abaddon the Despoiler. ” To be fair, getting to choose one of those options every Command Phase does make him extremely versatile. Those options are also potent, too! Decisive Command, for example, has the potential to ripple out a single command in a massive bubble depending on your positioning.
Yarrick also has his Will of Iron ability. Once again, taking him out the first time doesn’t mean he’s going to stay down. He just needs to get a 2+ on a D6 roll to come back once again with 3 wounds. Considering he’s packing a 4+ invulnerable save there’s a good chance he’s going to get to stretch those final 3 wounds out for a while.
As far as his own offensive options go he’s still bringing the fight. He’s at least as gunned-up as other Commissar/Astra Militarum Officers in the that regard. That said, Yarrick is also packing his own unique weapons. Once again, he’s got his Bale Eye attack. But this version is even more effective with a 12″ range on top of having Precision, too.
It also still hits like a truck! And speaking of hitting things, in close combat Yarrick is no slouch. He hits on 2+ which is already impressive. Now combine that with either the Power Sword or Power Klaw and you’ve got options when it comes to which tool is needed for the job.
It’s seriously impressive that he’s still kicking. But it’s going to be even more impressive to see him kicking some serious butt on the tabletop. I don’t know if I’d throw him in 1v1 against the likes of Guilliman and Abaddon (or Ghaz for that matter). But I think he could really amp up an Astra Militarum army as a unique leader option for sure. He’s certainly no slouch but I would not expect Yarrick to single handedly duel the enemy to death. Use him as a the force multiplier he is and not a mindless brick unit to toss right into the enemy’s teeth.
What do you think of Commissar Yarrick’s new rules?




