Kommandos

InfiltrationSeek & Destroy
KILL GRADE [10-11]
Ops12345
10246810
11247911

What to Know

Meet the Kommandos! This elite Ork kill team brings 10-11 sneaky gits to the table. They're masters of ambush with Throat Slittas allowing charges from Conceal and ploys like Sssshhhh! for free dashes. Versatile with punishing shooting (Dakka! Dakka! Dakka!) and brutal melee (Waaagh!), they're surprisingly durable with saves like 'Just A Scratch' and 'Skulk About'. Fast at 6" move, they excel at hit-and-run tactics, getting up close and personal with kunnin' but brutal strikes. Get ready for some proper Ork mischief!

Core Abilities

Unusual Shooting
Burna Boy: Burna (deluge) [Seek Light]Bomb Squig: Explosives [shoot within enemy control range]
Unusual Melee
Super Conceal
Out of Order Movement
Strategic Ploy: Sssshhhh!: free Dash for concealed or untargetable operatives, not first turn
Activation Manipulation
APL Modifiers
Comms Boy: Shokka Pistol [Stun]Harpoon [Stun]Comms Boy: Listen In: +1 APL to friendly operativeBoss Nob: Get It Dun!: +1 APL to friendly operativeFirefight Ploy: Shake It Off: Ignore changes to APL
Bitter Demise
Operative: Bomb Squig: Explosives: Free shoot action on incapacitation.
Block Rerolls
Strategic Ploy: Dakka! Dakka! Dakka!: Punishing rule blocks opponent rerolls.
Damage Reduction
Firefight Ploy: Just A Scratch: ignore normal damage from an attack.

Faction Rules

  • Throat Slittas: Kommando operatives can charge while concealed.
  • Dakka! Dakka! Dakka!: Kommando operatives' ranged weapons gain PUNISHING rule.

Strategic Ploys

  • Dakka! Dakka! Dakka!: Gives ranged weapons the Punishing rule.
  • Waaagh!: Gives melee weapons the Balanced rule.
  • Sssshhhh!: Allows free Dash for hidden operatives.
  • Skulk About: Retain one defence die as success.

Firefight Ploys

  • Just A Scratch: Ignore normal damage from an attack.
  • Krump 'Em!: Perform a free FIGHT action.
  • Shake It Off: Ignore APL changes until next turn.
  • Kunnin' But Brutal: Treat normal success as critical in fight.

Equipment

  • Choppas: Melee weapon with 3 attacks, 3+ hit, 4/5 damage
  • Dynamite: Once per battle ranged weapon with Blast 1", Heavy, Saturate
  • Collapsible Stocks: Removes Range rule from Shokka pistol and Slugga
  • Harpoon: Once per turning point ranged weapon with Lethal 5+ and Stun

Rules Commentary

Q:
If a KOMMANDO BOMB SQUIG is incapacitated during a Door Fight or Hatchway Fight action, is the other operative in that action a secondary target for a Shoot action caused by the Boom! rule?
A:
No.

Operative Selection

  • 1 KOMMANDO BOSS NOB operative with one of the following options:

    • Slugga; big choppa
    • Slugga; power klaw
  • 9 KOMMANDO operatives selected from the following list:

    • BOMB SQUIG
    • DAKKA BOY
    • BOY
    • GROT
    • BREACHA BOY
    • ROKKIT BOY
    • BURNA BOY
    • SLASHA BOY
    • COMMS BOY
    • SNIPA BOY

Other than BOY operatives, your kill team can only include each operative on this list once.

These operatives count as half a selection each, meaning you can select both of them and it's treated as one selection in total.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment