| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 2+ | 3 | 3 | 1 | 4+ | 1 | 5+ | 5+ | 5+ | 4+ |
- Special Issue Boltgun75credits
- Needle Pistol30credits
- Captured Xeno Weapon60credits
- Frag Grenade30credits
- Krak Grenade45credits
- Carapace Armour— worn carapace 4+ save — priced into the naked base; already in Sv, non-purchasable
- Special Issue Magazine20credits
- Preysight Lean25credits
The Acolyte Marksman is the Ordo's Savant-Gunner — the fighter the whole adaptive doctrine is built around. At BS2+ this fighter is the surest shot in the retinue, and it carries the special-issue boltgun as a matter of course, loading the exact round the declared prey cannot survive. It founds its advance on Special-Issue Ammunition, so from its first battle it can answer a monster with Hellfire, armour with Kraken, cover with Dragonfire and a swarm with Vengeance. Beneath the gun it is an ordinary body — carapace 4+, a single wound of T3 flesh — and it fights from behind the Crusader's wall, not in front of it. Kept in cover, aimed, and pointed at the priority alien, it is the single most reliable killer a Xenos warband fields; caught in the open or dragged into melee, it is as fragile as any Acolyte. The Marksman is where the hunt's precision lives, and the warband shapes itself to keep it shooting.