A Deathworld Veterans army may include Sly Marbo. If you take him, he counts as one of the Sniper choices for his army. He must be taken on his own and be used exactly as described below. He may not be given extra equipment and may only be used in a battle if both players have agreed to the use of special characters.
Wargear: Ripper pistol, envenomed blade, demolition charge, frag grenades, krak grenades.
| Points | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Sly Marbo | 135 | 5 | 4 | 3 | 3 | 3 | 4 | 3 | 10 | 5+ |
Special Rules
Sniper: All of the special rules that apply to Snipers also apply to Sly, except where modified below.
May Move: Unlike other Snipers, Sly may move after he has been revealed. You may remove him in your movement phase as if he was a normal Sniper; write down the coordinates for a square adjacent to the one he disappeared from. He may reappear there using the Ambush rules from the start of his next turn. You cannot reveal and remove Sly in the same turn. Whilst on the table, he may move and make assaults like any other model.
Ripper Pistol: Sly is armed with a ripper pistol which fires a hail of poisoned metal shards at the target. It follows the same special rules for wounding as a sniper rifle. The ripper pistol uses deathworld toxins and may re-roll any failed rolls to wound.
| Rng | Str | AP | Notes | |
|---|---|---|---|---|
| Ripper Pistol | 12" | X | 6 | Pistol (see above) |
Envenomed Blade: Sly carries a Catachan knife with a monofilament blade coated with deadly toxins. It is treated as a power weapon and the deathworld toxins allow Sly to re-roll any failed rolls to wound in close combat.
Always Operates Alone: Sly is treated as an independent character. He may not join another unit.