When a model makes an attack, make one hit roll for that attack by rolling one D6. KEYWORDS (Wall Section): TERRAIN, OBSTACLES, BUILDING, IMPERIAL FORTRESS WALLS, WALL SECTION KEYWORDS (Tower Section): TERRAIN, BUILDING, VEHICLE, TRANSPORT, IMPERIAL FORTRESS WALLS, TOWER SECTION KEYWORDS (Gate Tower Section): TERRAIN, BUILDING, VEHICLE, TRANSPORT, IMPERIAL FORTRESS WALLS, GATE TOWER SECTION KEYWORDS (Gate Section): TERRAIN, OBSTACLES, BUILDING, IMPERIAL FORTRESS WALLS, GATE SECTION No more than two units can be embarked within this building. It cannot transport non- CHARACTER models with a Wounds characteristic of 4 or more. Each model with a Wounds characteristic of 3 or more takes up the space of 2 models. Tower Section: This building has a transport capacity of 20 INFANTRY models. Gate Tower Section: This building has a transport capacity of 12 INFANTRY models. On a 4+ that unit suffers D3 mortal wounds, but on a 7+ it suffers D6 mortal wounds. Subtract 1 from the result if the unit is a CHARACTER, but add 1 if the unit contains 10 or more models. Detonate Concealed Explosives: Pick an enemy unit on the battlefield and roll a D6.Until the start of your next turn, each time you select a target for this model’s ripper pistol, you can ignore the Look Out, Sir rule. Snipe with Pistol: Sly Marbo can immediately shoot his ripper pistol as if it were the Shooting phase (doing so does not prevent him from shooting in the Shooting phase of this turn).In addition, until the start of your next turn, add 2 to Sly Marbos Attacks characteristic. Stalk with Blade: Sly Marbo can immediately move up to D6" in any direction.Sly Marbo can then do one of the following: At the end of any of your Movement phases he can emerge from hiding and attack - set him up anywhere on the battlefield that is more than 9" away from any enemy models. Lethal Ambush : During deployment, you can set up Sly Marbo in ambush instead of placing him on the battlefield.
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