So i and a bunch of guys were playing today, and one of my squad of veterans got wiped out expect the sergant, who managed to pass his leadership test, then got assaulted by a farseer on jetbike, and over 3 assault phases managed to survive, and even kill the farseer!!!.
So obviously everyone was cheering for the epic sergant, and we decided this sergant was way to epic to be a simple sergant, and must of course have been Sly Marbo in disguise!
So since Sly Marbo does not have any rules for the latest guard codex, we decided to import him froom 5th edition and give him some small buffs, does this look good and decently balanced?
Sly Marbo (Elite slot) ----- 65 pts
WS:5
BS:5
S:3
T:3
W:2
I:5
A:4
Ld:7
Sv:+5
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Special Rules
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Feel No Pain(5+), Fearless, Fleet, He's Behind You!, Hit and Run, Loner, Move Through Cover, Shrouded, Stealth
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Loner
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Marbo does not take orders - any order issued to
him will automatically fail
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He's Behind You!
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Marbo's skill at infiltration are second to none in the Imperial Guard. Marbo always starts the game in
reserve, even in missions that do not normally use this rule.
When Marbo becomes available he is placed anywhere on
the battlefield that is more than 1" away from any enemy model.
Marbo can move and charge as normal, even though he arrived from Reserves that turn.
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WARGEAR
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Demolition Charge, Envenomed Blade, Flak Armour, Frag Grenades, Melta Bombs, Ripper Pistol.
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Ripper Pistol
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Loaded with armour piercing, envenomed rounds,
Marbo's ripper pistol is the final word in terminal close encounters.
Range: 12"
Strength: X
AP: 2
Type: Pistol, Sniper
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Envenomed Blade
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Marbo carries a large Catachan knife
coated with deadly toxins. Guardsman Marbo's close combat
attacks are Poisoned (2+)
The only real changes are Feel no Pain(5+), Shrouded and that he can assault the turn he arrives from reserves(which may be to strong, i dont know).