Kommandos are stealthy Orks who use Conceal orders to charge enemies and strike with brutal melee attacks, combining cunning tactics with their signature WAAAGH! ferocity.
Core Abilities
Unusual Shooting
KOMMANDO BURNA BOY: Burna (deluge) [Seek Light]KOMMANDO BOMB SQUIG: Explosives [shoot within control range, ignore cover/obscuring]
Unusual Melee
Super Conceal
Out of Order Movement
Strategic Ploy: SSSSHHHH!: free Dash for operatives not targeted or concealed far from enemies, after first turn.
Activation Manipulation
APL Modifiers
KOMMANDO COMMS BOY: Shokka pistol [Stun]Harpoon [Stun]KOMMANDO BOSS NOB: +1 APL to friendly operativeKOMMANDO COMMS BOY: +1 APL to friendly operative
Bitter Demise
Operative: KOMMANDO BOMB SQUIG Boom!: If incapacitated, performs free Shoot action with explosives.
Block Rerolls
Damage Reduction
Firefight Ploy: JUST A SCRATCH: ignore normal damage from attack dice
Faction Rules
- THROAT SLITTAS: Kommandos can Charge while having a Conceal order.
Strategic Ploys
- DAKKA! DAKKA! DAKKA!: Ranged weapons gain Punishing rule
- WAAAGH!: Melee weapons gain Balanced rule
- SKULK ABOUT: Retain one defence die as success
- SSSSHHHH!: Free Dash action for certain operatives
Firefight Ploys
- JUST A SCRATCH: ignore normal damage from attack
- KRUMP ’EM!: free Fight action after Firefight phase
- KUNNIN’ BUT BRUTAL: treat normal success as critical in fight
- SHAKE IT OFF: ignore APL changes until next turning point
Equipment
- CHOPPAS: Provides a melee weapon with 3 attacks, 3+ hit, 4/5 damage.
- DYNAMITE: Once per battle, ranged weapon with Blast 1", Heavy, Saturate.
- HARPOON: Once per turning point, ranged weapon with Lethal 5+, Stun.
- COLLAPSIBLE STOCKS: Adds 4" range to Dakka shoota, Shokka pistol, and Slugga.
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Check the full faction rules for complete details.