Marbo must always be deployed in Reserve. When he arrives from Reserves, place him anywhere on the battlefield that is more than 1" away from any enemy model. He cannot move in the Movement phase of the turn on which he arrives from Reserves.
When Marbo destroys an enemy unit with a Sweeping Advance, Consolidates or successfully breaks away from combat using Hit & Run, you can remove him from the battlefield and place him into Ongoing Reserves. If you do so, mark his final position before he is removed with a suitable marker – a coin will do. When he arrives from Ongoing Reserves, place him anywhere on the battlefield that is within 18" of the marker you placed and more than 1" away from any enemy model. He cannot move in the Movement phase of the turn on which he arrives from Ongoing Reserves.
Officers cannot issue orders to Marbo, and Marbo cannot be your Warlord.
After your army deploys, Scouts redeploy and Infiltrators deploy, but before the roll to Seize the Initiative, Sly Marbo may booby trap three pieces of battlefield terrain on the table. Each piece of battlefield terrain should be marked with a small marker to remind both players that it has been booby trapped. Enemy models treat booby trapped pieces of battlefield terrain as dangerous terrain. Note that having multiple units booby trap the same piece of battlefield terrain has no additional effect.
Automatically pass Morale, Regroup, Pinning, and Fear. Cannot Go to Ground or use Our Weapons Are Useless. Cancels Go to Ground.
Extra roll after saving throw, 5+++ if not specified. No use against Instant Death or Destroyer attacks.
Re-roll any dice for Run and Charge moves.
Roll extra D6 for difficult terrain. Automatically pass Dangerous Terrain.
+1 cover save
Infantry (Character)
5
3
2
4
7
5+