Inquisitorial Scourge of Heretics
Tapping the Glass at the Herpetarium
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SLY MARBO
I decided that Sly Marbo needed some new rules... to fit his Titan killing, army destroying ways... but without all those unnecessary Astra Militarum allies to slow him down.
In this version, you field Sly Marbo as the only unit in your army.
Keywords: INFANTRY, IMPERIUM, ASTRA MILITARUM, CHARACTER, GRENADES, EPIC HERO, SLY MARBO
Points: n/a
ABILITIES:
Deep Strike, Stealth, Lone Operative, Feel No Pain 2+, Fights First, Deadly Demise 25, Scouts 24"
Deft Parry: Every time a melee attack targets this unit, subtract 1 from the Hit roll.
I Work Alone: If you field Sly Marbo, he counts as your Warlord, but you may not field any additional models (including allies) in your army.
Movement: Sly Marbo is not bound by mundane physics. During the Movement phase, instead of moving the model, you simply declare where the unit is going, and place the model there.
Sly Marbo may Fall Back, Shoot, and Charge in the same turn.
Toughness: n/a. Marbo's toughness is not a number but an unbreakable concept. Any wound roll requires a natural roll of a six to wound.
Wounds: Add up the total wounds in your opponent’s army. Sly Marbo has that many wounds +10.
OC: 16
Leadership: 2+
Save: Armour Save 5+, Invulnerable 2+
He's Behind You!: Sly Marbo can teleport anywhere on the battlefield, including inside enemy fortifications or vehicles.
Did you hear that?: Enemies within 24" of Sly Marbo, must make a Battleshock Test at the beginning of their Command Phase.
Like a Shadow: While within cover, Sly Marbo is completely invisible to all enemy units, regardless of line of sight. Enemies cannot even target him with psychic powers.
The Only Mission that Matters: When Sly Marbo controls an objective, it stays under his control for the rest of the game, unless he is killed.
10,000 Yard Stare: Enemy Units count as having OC of 2 less within 12" of Sly Marbo.
Master of Ambush: At the start of the Fight Phase, if Sly Marbo and an enemy unit are in the same piece of terrain, fortification, or vehicle, Sly Marbo can select that unit as if he was in Engagement Range.
Tough as Nails: Reduce the amount of Damage inflicted on Sly Marbo to 1.
One Man Army: For every enemy model removed from the battlefield, Sly Marbo regains D3 wounds.
Detonate Concealed Explosives: Once per game, Sly Marbo can detonate hidden explosives targeting all enemy vehicles on the battlefield, and in Reserve, inflicting 6D6 mortal wounds on each of them.
No Retreat, No Surrender: If Sly Marbo is wounded, but not killed outright, he regains 2D6 Wounds at the end of the Phase.
Wargear
Ripper Pistol: A modified autopistol firing armor-piercing, venomous projectiles.
If the target is INFANTRY or a MONSTER, the Ripper Pistol's shots are not resolved against a unit's toughness; they automatically inflict 5 mortal wounds on the target.
Range: 24" A: 6 BS: 1+ S: 14 AP: -5 D: 5
Precision, Rapid Fire 12, Assault, Pistol, Ignores Cover, Lethal Hits, Sustained Hits 2, Devastating
Envenomed Blade: A Catachan knife coated in deadly toxins. If the target is INFANTRY or a MONSTER, any unsaved wound caused by the blade instantly kills the target at the end of the Fight Phase.
Range: Melee A: 10 WS: 1+ S: 16 AP: -5 D: 5
Precision, Devastating, Sustained Hits 2, Lethal Hits
Rule Exceptions:
Deep strike rules: He can appear anywhere, not just 9" away.
Line of sight rules: He can target anything, anywhere, regardless of terrain or intervening models or units.
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