Sly Marbo Combat Patrol (Balanced for Actual Play!

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Okay, here's a profile and a mission built for Sly Marbo to solo an enemy Combat Patrol.
What do you think?
SLY MARBO – ONE MAN ARMY (COMBAT PATROL)
Keywords: INFANTRY, CHARACTER, IMPERIUM, ASTRA MILITARUM, EPIC HERO, GRENADES, SLY MARBO
Army Restriction: Must be your Warlord. No other units allowed.
CORE STATS
MTWOCLdSv
6"51845+5+
Invulnerable Save: 4+
Feel No Pain: 4+
ABILITIES
Predator Emerges: Deploy after enemy deployment (including Infiltrate units), more than 9" from enemy models. Can move, shoot, and charge normally on arrival.
Vanish into the Jungle: At the end of enemy turn, if not in Engagement Range, remove from battlefield. Deploy next Reinforcements phase >7" from enemies.
Deep Strike
Lone Operative
Scouts 6"
Stealth
From the Shadows: Cannot be targeted by Fire Overwatch or abilities triggered by Deep Strike setup.
Unnatural Resilience: -1 to wound rolls against him (ranged only).
Tough as Nails: Reduce Damage from all attacks by 1 (min 1).
Unseen Survivor: First failed save per phase reduces Damage to 0.
One Man Army: Destroyed enemy units restore D3 wounds (once per turn).
Did You Hear That?: Enemy units within 12" must take a Battleshock test at start of their Command phase.
Master of Ambush: Enemy units within 3" of terrain he occupies may be treated as within Engagement Range for Fight phase.
Final Showdown: Cannot target Warlord unless: Battle Round 4+, Lieutenants destroyed, or Warlord is closest eligible target.
WARGEAR
Ripper Pistol: 12" | 6A | BS2+ | S5 |
AP-2 | D2 | Assault, Pistol, Precision, Devastating Wounds
Envenomed Blade: Melee | 8A | WS2+ | S6 |
AP-2 | D2 | Precision, Lethal Hits, Anti-Warlord 4+, Toxic Strike: CHARACTERS take D3 mortal wounds at the end of the Fight phase if in Engagement Range of Sly Marbo.
Melta Bomb : Once per battle, at the end of your Movement phase, if this model did not Advance this phase, you can plant a Melta Bomb. Select one enemy VEHICLE or MONSTER unit within 12" of this model (if no such unit is within range, you can instead select any one enemy unit within 12"

. That unit suffers
D6+4 mortal wounds. If the selected unit is within 6" of this model when the bomb is planted, add +4 to the Damage roll (making it
D6+10 mortal wounds).
If the selected unit is destroyed as a result of this ability, this model regains D3 lost wounds.
THE JUNGLE HAS EYES
Combat Patrol Mission
Background:
Your patrol pushed too far, crushing resistance and making an example. One survivor remains. The jungle falls quiet. Predators hide. Something moves in the canopy—and it isn’t bound by ordinary rules. Your Lieutenants are not safe. You are being hunted.
Setup:
• Combat Patrol board, dense terrain.
• Enemy deploys all units first (Infiltrate included).
• Sly Marbo deploys afterward >7" from enemy units.
Armies:
• Marbo Player: Sly Marbo only.
• Enemy Player: Combat Patrol. Choose one CHARACTER Warlord + 2 Lieutenants.
Special Rules
Meat Shield: Sly Marbo cannot target/charge Warlord while Lieutenants live (unless Warlord is moved into Engagement Range).
The Hunt: Lieutenant destroyed → Sly Marbo regains D3+2 wounds and may Consolidate 6".
Catachan Traps: Enemy Advance/Fall Back → roll 1D6, 4+ = D3 mortal wounds.
Next Wave (Enemy, Once): End Movement → return one destroyed non-Character unit at half strength >9" from Marbo.
Victory Conditions
Marbo wins: Enemy Warlord destroyed
Enemy wins: Warlord survives 5 Rounds OR Sly Marbo destroyed
Flavor Text – Vengeance Accomplished
THE GHOST VANISHES
Lieutenants dead. Reinforcements scatter. The Warlord never sees the blade. No tracks. No struggle. Just an empty ration tin where the command post once stood. The jungle has claimed its debt. Sly Marbo is gone, hunting elsewhere.
[Remove Sly Marbo from the battlefield without a word.]