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Kommando 2

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0% found this document useful (0 votes)
70 views2 pages

Kommando 2

Uploaded by

jozef.kula
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Kommando

Contents
Books
FAQ
• Expansion: Kill Team: Octarius
(Kommando)
Kommando Kill Team
• Operatives
Abilities
• Throat Slittas
Strategic Ploys
Tactical Ploys
Tac Ops
Spec Ops Rules
• Battle Honours
• Rare Equipment
• Assets
• Requisitions
• Spec Ops
Equipment
Datacards
• Kommando Boy
• Kommando Slasha Boy
• Kommando Breacha Boy
• Kommando Snipa Boy
• Kommando Dakka Boy
• Kommando Comms Boy
• Kommando Burna Boy
• Kommando Rokkit Boy
• Kommando Grot
• Kommando Nob
• Bomb Squig

BOOKS
Book Kind Edition Version Last update
Kill Team: Octarius (Kommando)
December
Expansion 2 1.4 2022
The Balance Dataslate
December
Rulebook 2 2022
Close Quarters
December
Expansion 2
2022

FAQ
EXPANSION: KILL TEAM: OCTARIUS
(KOMMANDO)
Can a BOMB SQUIG score victory points for the
Capture Hostage & Infiltrate Tac Op when it’s
Q: incapacitated as a result of its Bomb Squig special
rule?

A: No.

When a BOMB SQUIG operative is incapacitated as a


result of its Bomb Squig special rule, do its
Q: remaining wounds count as being lost, in particular
for Tac Ops and mission objectives that require this
(e.g. Calculated Eradication, HUNTER CLADE )?

A: Yes.

Learn more

ARCHETYPE: SEEK & DESTROY /


INFILTRATION

KOMMANDO KILL TEAM


Below you will find a list of the operatives that make up a
KOMMANDO kill team, including, where relevant, any
wargear those models must be equipped with.

OPERATIVES
1 KOMMANDO NOB operative selected from the
following list:
Equipped with a slugga and big choppa
Equipped with a slugga and power klaw
9 KOMMANDO operatives selected from the
following list:
KOMMANDO BOY
KOMMANDO GROT
KOMMANDO SLASHA BOY
KOMMANDO BREACHA BOY
KOMMANDO SNIPA BOY
KOMMANDO DAKKA BOY
KOMMANDO COMMS BOY
KOMMANDO BURNA BOY
KOMMANDO ROKKIT BOY
BOMB SQUIG
KOMMANDO BOY operatives can be selected up to
nine times, and each other option above can be selected
once.

ABILITIES
KOMMANDO operatives in a KOMMANDO kill team
(excluding BOMB SQUIG operatives) have the following
ability:

THROAT SLITTAS
This operative can perform a Charge action while it has a
Conceal order.

STRATEGIC PLOYS
If your faction is KOMMANDO , you can use the
following Strategic Ploys during a game.

SSSSHHHH! 1CP
Strategic Ploy
Friendly KOMMANDO operatives that are not within
Line of Sight of enemy operatives, or have a Conceal
order and are more than from enemy operatives,
can immediately perform a free Dash action. You can
only use this Strategic Ploy once.

DAKKA! DAKKA! DAKKA! 1CP


Strategic Ploy
Until the end of the Turning Point, each time a friendly
KOMMANDO operative makes a shooting attack, in
the Roll Attack Dice step of that shooting attack, if you
retain any critical hits, you can select one of your failed
hits to be retained as a successful normal hit.

WAAAGH! 1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly
KOMMANDO operative fights in combat, in the Roll
Attack Dice step of that combat, when you would retain
two or more normal hits, you can select one of those
hits to be retained as a critical hit instead.

SKULK ABOUT 1CP


Strategic Ploy
Until the end of the Turning Point, each time a shooting
attack is made against a friendly KOMMANDO
operative, before rolling defence dice for that shooting
attack, if it has a Conceal order, you can retain one as a
successful normal save without rolling it, regardless of
any rules that treat the operative as having an Engage
order (e.g. Vantage Point).

TACTICAL PLOYS
If your faction is KOMMANDO , you can use the
following Tactical Ploys during a game.

JUST A SCRATCH 1CP


Tactical Ploy
Use this Tactical Ploy in the Resolve Successful Hits
step of a shooting attack or combat, when damage
would be inflicted on a friendly KOMMANDO operative
(excluding KOMMANDO GROT operatives) from an
attack dice. Ignore the damage inflicted from that
attack dice.

KRUMP ’EM! 1CP


Tactical Ploy
Use this Tactical Ploy at the end of the Firefight phase.
Select one friendly KOMMANDO operative. It can
perform a free Fight action.

SNEAKY GIT 1CP


Tactical Ploy
Use this Tactical Ploy in the Set Up Operatives step of
the mission sequence. Select one friendly
KOMMANDO operative (excluding BOMB SQUIG
operatives). That operative can be set up with a
Conceal order anywhere on the battlefield that is within
of Heavy terrain and more than from enemy
operatives and the enemy drop zone.

TAC OPS
If your faction is KOMMANDO , you can use the
Kommando Tac Ops listed below, as specified in the
mission sequence.

BLOW IT UP!
Kommando – Faction Tac Op 1
You can reveal this Tac Op in the Target Reveal step of
the first Turning Point. Your opponent selects one
terrain feature that includes any parts with the Heavy
trait to be their bulwark.
If a friendly operative performs the Blow It Up!
action, you score 2VPs.
Friendly operatives can perform the following mission
action:

BLOW IT UP! 2AP


An operative can perform this action while within
of your opponent’s bulwark. An operative
cannot perform this action while within of
enemy operatives. Other than a Dash action, an
operative cannot perform any other action during
an activation in which it would perform this action.

This Tac Op is not in use when the Close Quarters rules


are in effect.

SHOKK TAKTIKS
Kommando – Faction Tac Op 2
Reveal this Tac Op at the end of the first Turning Point.
If any enemy operatives were incapacitated during
the first Turning Point, you score 1VP.
At the end of the second Turning Point, if friendly
operatives control more objective markers than
enemy operatives control, you score 1VP.

GET STUCK IN!


Kommando – Faction Tac Op 3
You can reveal this Tac Op in the Reveal Tac Ops step of
any Turning Point.
At the end of any Turning Point (excluding the
fourth), if three or more friendly operatives are within
of your opponent’s drop zone, you score 1VP.
If you achieve the first condition at the end of any
subsequent Turning Points (excluding the fourth),
you score 1VP.

SPEC OPS RULES


Below you will find a selection of rules for Spec Ops
campaigns in which you have selected KOMMANDO as
your faction keyword.

BATTLE HONOURS
Each time a KOMMANDO operative gains a Battle
Honour, instead of determining one from its specialism,
you can instead determine one from the Kommando
Specialist table below. You can either roll one D6 to
randomly determine the Battle Honour (re-rolling if it isn’t
suitable), or you can select an appropriate one. As with
any Battle Honour, an operative cannot have the same
one more than once (if a duplicate result is rolled, roll
again until a different result is rolled).

KOMMANDO SPECIALIST
D6 Battle Honour
Skinna: Each time this operative fights in
combat, when you would retain attack
1 dice for that combat, you can select one
of your results of 5+ to be retained as a
critical hit.
Irritable: While this operative has lost
2 any wounds, add 1 to both Damage
characteristics of its melee weapons.
Destructive: Each time this operative
performs a Fight action, if it made a
3 Charge action during that activation, its
melee weapons gain the Relentless
special rule for that combat.
Shifty: Each time this operative is the
target of a shooting attack, before rolling
defence dice for that shooting attack, if it
4 is in Cover and either has a Conceal
order or is Ready, you can retain two dice
as successful normal saves as a result
of cover (instead of one).
Thievin’ Cit: Before the battle, when
selecting equipment from your stash, you
5 can select one item of equipment to
equip this operative with for 1 less EP (to
a minimum of 0).
Ambusher: Once per battle, at start or
6 end of this operative’s activation, you can
change its order.

RARE EQUIPMENT
Each time you would determine an item of rare
equipment to add to your stash, if your faction is
KOMMANDO , you can determine one from the table
below instead of determining one from another source.
To do so, you can either roll one D6 to randomly
determine the rare equipment (re-rolling if it isn’t
suitable), or you can select an appropriate one. As with
any item of rare equipment, your stash cannot include
more than one of each item (if a duplicate result is rolled,
roll again until a different result is rolled).

1. SHINY SLUGZ [2/3EP]


Select a slugga, dakka shoota or scoped big shoota the
operative is equipped with. That weapon gains the AP1
special rule for the battle. If you selected a slugga, this
rare equipment costs 2EP; otherwise, it costs 3EP.

2. WORK’S EYEBALL [1/3EP]


Select a slugga, dakka shoota, scoped big shoota or
rokkit launcha the operative is equipped with. Improve
the Ballistic Skill characteristic of that weapon by 1 for
the battle. If you selected a slugga, that weapon loses
the Rng special rule for the battle and this rare
equipment costs 1EP; otherwise, it costs 3EP.

3. DEVIL’S WHISPA [2EP]


A slugga the operative is equipped with gains the
following improvements for the battle:
Lethal 4+ special rule
Silent special rule

4. SKRAGA’S CHOPPA [2EP]


A choppa, big choppa or twin choppas the operative is
equipped with gains the Lethal 5+ special rule for the
battle.

5. FUNGAL BREW [2EP]


The operative gains the following abilities for the battle:
Before the battle, remove one Battle Scar the
operative has.
During the battle, the operative cannot be injured.
After the battle, the operative passes its Casualty
test.

6. KLEVER KAP [2EP]


Gain 1CP for the battle.

ASSETS
Each time you would add a strategic asset to your base
of operations, if your faction is KOMMANDO , you can
select one from the list below instead of selecting one
from another source. As with any strategic asset, you
can never have more than one of each.

TERRITORIAL GLYPHS
The Orks mark their territory and honour Gork and Mork
with crude glyphs, splatters of paint and battlefield
trophies.
At the start of the Set Up Operatives step of the
mission sequence, you can place a Glyph Token within
of your drop zone. If both players have this asset,
the Attacker sets up their token first.
Unless they are being set up wholly within their drop
zone, enemy operatives cannot be set up within
of that token.
While a friendly KOMMANDO operative is within
of that token, each time it fights in a combat in
the Roll Attack Dice step of that combat, you can re-
roll one of your attack dice.

LOOT HOARD
The Orks of this kill team have piled their bases high with
loot they've taken from all manner of battlefields. This
gives them great advantage when going to war, as they
can take the weapon best suited for the mission - which
is very often the biggest they can grab.
In the Select Equipment step of each mission
sequence, select one of the following:
During this battle, friendly KOMMANDO operatives
can perform Stun Grenade and Smoke Grenade
actions twice, rather than once.
During this battle, stikkbombs and dynamite that
friendly KOMMANDO operatives are equipped with
can be selected for use twice as a result of the
Limited special rule, instead of only once.
For this game, you can equip friendly KOMMANDO
operatives with sluggas and choppas for 1EP, rather
than 2EP.

EXPLOSIVES STASH
To Orks, explosions are as enjoyable as they are effective.
The kill team has a vast collection of explosives in its
base of operations and goes on every mission laden with
them.
Friendly KOMMANDO operatives (excluding BOMB
SQUIG operatives) can perform the following action:

LAY EXPLOSIVES 2AP


An operative can perform this action while within
of a terrain feature that includes any parts
with the Heavy trait. An operative cannot perform
this action if it is Visible to and within of an
enemy operative.

Each time a friendly operative performs a Blow It


Up!, Sabotage or Lay Explosives action, that
terrain feature has been wrecked. While a terrain
feature is wrecked, any parts of that terrain feature
with the Heavy trait are treated as Light terrain
instead.

REQUISITIONS
In a Spec Ops campaign, if your faction is KOMMANDO
, you can use the following Requisitions in addition to
those presented in other publications.

ORKY CONSTITUTION 1RP


Orks are remarkably tough, capable of shrugging off most
wounds.

Purchase this Requisition after taking a Casualty test,


Recovery test, or determining a Battle Scar for a friendly
KOMMANDO operative. You can re-roll that test, or roll
again when determining that Battle Scar.

GRAB DA LOOT 0RP


Many Orks pick battlefields clean of anything they
perceive to be valuable, whether that be weapons, armour
or anything shiny that catches their eye.

Purchase this Requisition after a game in which you


scored maximum victory points from the mission
objectives. Gain D3 RPs. You can only use this
Requisition once after each battle.

FEARSOME REPUTATION 1RP


Orks are brutal creatures who thrive on violence. For them
might makes right, and Orks who can kill a lot of enemies
swiftly earn a reputation amongst their tribes.

Purchase this Requisition in the Update Dataslates step


of the mission sequence, when updating experience for
a friendly KOMMANDO operative. If that operative
incapacitated three or more enemy operatives during
the battle, or incapacitated two or more enemy
operatives including an enemy LEADER in the battle, it
gains 3 XP. This is not affected by a passed Casualty
test. You can only use this Requisition once after each
battle.

SPEC OPS
Each time you would select a Spec Op for your kill team
to be assigned to, if your faction is KOMMANDO , you
can select one from those found below instead of
selecting one from another source.

BLITZ
Your kommandos need to hit hard and
fast in a series of locations before
the enemy can build momentum. Once the
enemy operatives are in disarray,
their supply lines burning and their
morale in tatters, your kommandos can
deliver the killing strike to achieve
victory.

OPERATION 1: RAPID ASSAULTS


Your kill team must use their stealth and mobility to
strike at a series of targets in the area. Move in, wreak
havoc, then retreat before reinforcements arrive.
Complete five games in which you scored victory
points from the ‘Shokk Taktiks’ or ‘Get Stuck In!’ Tac
Op.

OPERATION 2: KILLING BLOW


With the enemy reeling from your kill team’s rapid
assaults, your kill team can deliver the final strike.
Land the killing blow and your kill team will be feared
across the war zone.
Complete a game in which you scored victory points
from the ‘Execution’ Tac Op.

COMMENDATION
Each friendly operative that incapacitated an
enemy operative during the battle earns 1 XP.
This is not affected by a passed Casualty test.
You can add one item of rare equipment to your
stash, or you can increase your asset capacity by
one.
You gain one Requisition point.

SPEC OPS BONUS


For the purposes of a mission’s Spec Ops bonus,
this Spec Op is considered a ‘Purge Order’ Spec Op.

RAMPANT DESTRUCTION
With an enemy’s main force engaging
the tribe elsewhere, your kommandos
have made it behind enemy lines. They
can now attempt their mission: plant
their explosives, light the jfuse and
cause utter mayhem to the enemy’s
supply network.

OPERATION 1: LIGHT THE FUSE


Each key target lies relatively undefended - let the
destruction begin!
Complete five games in which you scored victory
points from the ‘Blow It Up!’ or ‘Sabotage’ Tac Op.

OPERATION 2: RETURN TO THE CLAN


Deep in enemy territory, with the fires of destruction
raging about them, your kommandos must break back
through the enemy’s line and report back to the tribe.
Complete a game in which you scored victory points
from the ‘Behind Enemy Lines’ Tac Op.

COMMENDATION
You gain one Requisition point.
After the battle, all friendly operatives pass
Casualty and Recovery tests.
You can use the Equipment Drop Requisition
twice without spending any Requisition points.

SPEC OPS BONUS


For the purposes of a mission’s Spec Ops bonus,
this Spec Op is considered a ‘Demolition’ Spec Op.

EQUIPMENT
KOMMANDO operatives in your Kill Team (excluding
KOMMANDO GROT operatives) can be equipped with
equipment from this list, as specified in the mission
sequence. Any equipment marked with a + can be
selected a maximum of two times, and each operative
can be equipped with no more than one of each item.

CHOPPA [2EP]
The operative is equipped with the choppa melee
weapon for the battle.

Name A BS/WS D
Choppa 4 3+ 4/5

SLUGGA [2EP]
The operative is equipped with the slugga ranged
weapon for the battle.

Name A BS/WS D
Slugga 4 4+ 3/4
Special Rules !
Rng -

HARPOON+ [3EP]
The operative is equipped with the following ranged
weapon for the battle:

Name A BS/WS D
Harpoon 4 4+ 4/5
Special Rules !
Rng Stun

SLEDGEHAMMER+ [3EP]
The operative is equipped with the following melee
weapon for the battle:

Name A BS/WS D
Sledgehammer 4 3+ 4/4
Special Rules !
- Stun

SMOKE GRENADE [3EP]


The operative can perform the following action for the
battle:

SMOKE GRENADE 1AP


Place the centre of one Smoke token on a point
within of this operative. That token creates an
area of smoke with a radius and unlimited
upward height (but not below) measured from the
centre of that token. Until the end of the Turning
Point, an operative is Obscured if every Cover line
drawn to it crosses an area of smoke. This operative
can only perform this action once, and cannot
perform this action if it is within Engagement Range
of an enemy operative.

STUN GRENADE [2EP]


The operative can perform the following action for the
battle:

STUN GRENADE 1AP


Select one point on the battlefield within of this
operative. Roll one D6 for each operative within
of that point, subtracting 1 from the result if they are
not Visible to this operative. On a 4+, subtract 1
from that operative’s APL. This operative can only
perform this action once, and cannot perform this
action if it is within Engagement Range of an enemy
operative.

STIKKBOMB [2EP]
The operative is equipped with the following ranged
weapon for the battle:

Name A BS/WS D
Stikkbomb 4 3+ 2/4
Special Rules !
Rng , Blast , Indirect,
-
Limited

DYNAMITE [4EP]
The operative is equipped with the following ranged
weapon for the battle.

Name A BS/WS D
Dynamite 4 3+ 5/6
Special Rules !
Rng , Blast , AP1, Indirect,
-
Unwieldy, Limited

CLIMBING ROPE [1EP]


The operative gains the following ability for the battle:

Climbing Rope:
Each time this operative ascends or descends a
terrain feature while climbing, the first vertical
distance of up to 3 it travels are counted as for
that climb.
This operative does not need to be within of a
physical and climbable part of a terrain feature in
order to climb it.
Each time this operative drops, the intended location
can be any vertical distance from the level it
occupies.
Each time this operative drops, it counts any vertical
distance it travels as half for that drop.

DATACARDS

KOMMANDO BOY
Kommandos epitomise the Orky virtue of low cunning.
Few things make them happier than sneaking up on an
unsuspecting enemy and hacking, slashing and shooting
before the foe strike back.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm

A BS/WS D SR
Slugga
4 4+ 3/4 Rng
Choppa
4 3+ 4/5

ABILITIES
-

UNIQUE ACTIONS
-

DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT

KOMMANDO , ORK, <CLAN>, KOMMANDO BOY

KOMMANDO SLASHA BOY


Slasha Boyz love getting into the thick of action, even by
Ork standards. Festooned with all manner of blades,
they hack and slash their way through enemy after
enemy.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm

A BS/WS D SR
Throwing knives
4 3+ 2/5 Rng , Silent
Twin choppas
4 3+ 4/5 Relentless

ABILITIES
Dat All You Got?: Each time after this operative fights
in combat, if it lost any wounds in that combat but was
not incapacitated, you can roll one D6: on a 4+,the
enemy operative that fought it in that combat suffers 2
mortal wounds.

UNIQUE ACTIONS
-

DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT

KOMMANDO , ORK, <CLAN>, KOMMANDO SLASHA


BOY

KOMMANDO BREACHA BOY


Kommando Breacha Boys have the task of barging into
places and enemies alike and smashing them apart with
their Breacha Rams. It is one they relish, and those that
see them in action and survive soon learn to especially
fear these brutal greenskins.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm

A BS/WS D SR
Slugga
4 4+ 3/4 Rng
Breacha ram
3 3+ 5/5 Brutal

ABILITIES
Bull Charge: Each time this operative fights in combat,
if it made a charge move during that activation, its
breacha ram gains the Stun critical hit rule for that
combat.
Breach: Each time this operative performs a Normal
Move, Dash or Charge action, it can move through
parts of terrain features that are no more than
thick as if they were not there.

UNIQUE ACTIONS
-

DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT

KOMMANDO , ORK, <CLAN>, KOMMANDO BREACHA


BOY

KOMMANDO SNIPA BOY


Though few Orks have the patience to be a Kommando
Snipa Boy, those who perform the role are experts in
finding the best spots to fire at the enemy, kill a target
and enjoy watching the survivors flail and panic in the
confusion inevitably caused.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm

A BS/WS D SR
Scoped big shoota
6 3+ 2/2 !MW2
Fists
3 3+ 3/4

ABILITIES
-

UNIQUE ACTIONS
’Av it! (2AP): Perform a free Shoot action with this
operative using its scoped big shoota. After making
the shooting attack against the target, this operative
can make a shooting attack against each other valid
target within of the original target. Each time this
operative makes a shooting attack for this action,
subtract 2 from the Attacks characteristic of its
scoped big shoota for that shooting attack.
Da Best Spot (2AP): Perform a free Shoot action with
this operative using its scoped big shoota, even if it
has a Conceal order.

DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT

KOMMANDO , ORK, <CLAN>, KOMMANDO SNIPA


BOY

KOMMANDO DAKKA BOY


The sound of roaring dakka is music to the ears of many
Orks, not least to Kommando Dakka Boys. They take
great delight in pouring vast quantities of bullets into the
enemy, destroying light cover, sending foes running and
causing pandemonium.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm

A BS/WS D SR
Dakka shoota
5 4+ 3/4 Unload Slugs*
Fists
3 3+ 3/4

ABILITIES
*Unload Slugs: Each time this operative makes a
shooting attack with this weapon, in the Roll Attack
Dice step of that shooting attack, if the target is within
of it, you can re-roll any or all of your attack dice.

UNIQUE ACTIONS
Dakka Dash (1AP): Perform a free Shoot action and
free Dash action with this operative in any order. You
can only select a dakka shoota for this action’s
shooting attack.

DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT

KOMMANDO , ORK, <CLAN>, KOMMANDO DAKKA


BOY

KOMMANDO COMMS BOY


There’s no excuse for not following the boss’ plan, no
matter how questionably sane it seems. Kommando
Comms Boys perform the function of ensuring no Ork
‘forgets’ their orders on the field by relaying the boss’
instructions.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm

A BS/WS D SR
Shokka pistol
6 4+ 1/1 Rng . !Stun, MW2
Fists
3 3+ 3/4

ABILITIES
I Got a Plan, Ladz: Once per Turning Point, during this
operative’s activation, it can perform a mission or Pick
Up action for one less AP (to a minimum of 0AP).

UNIQUE ACTIONS
Listen In (1AP): Select one friendly KOMMANDO
operative within of and Visible to this operative.
Add 1 to its APL. This operative cannot perform this
action if it is within Engagement Range of an enemy
operative.

DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT

KOMMANDO , ORK, <CLAN>, KOMMANDO COMMS


BOY

KOMMANDO BURNA BOY


Burna Boyz are pyromaniacs all, obsessed with raging
infernos - the bigger and hotter the better. Those of the
Kommandos display an extraordinary patience, knowing
the wait makes the devastation they wreak with their
burnas even more satisfying.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm

A BS/WS D SR
Burna
5 2+ 2/2 Rng , Torrent
Fists
3 3+ 3/4

ABILITIES
-

UNIQUE ACTIONS
-

DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT

KOMMANDO , ORK, <CLAN>, KOMMANDO BURNA


BOY

KOMMANDO ROKKIT BOY


Rising from hidden locations, Kommando Rokkit Boyz
fire rockets at bunkers, fuel silos, ammo dumps or even
into the midst of an unsuspecting enemy - all with a
broad grin at the havoc they’ve caused.

M APL GA DF SV W Base
3 2 1 3 5+ 10 32mm

A BS/WS D SR
Rokkit launcha
5 4+ 4/5 AP1. !Splash 1
Fists
3 3+ 3/4

ABILITIES
Boom Boy: Each time this operative performs a Shoot
action during its activation, in the Roll Attack Dice step
of that action’s shooting attack, if it has not moved
during that activation, you can re-roll any or all of your
attack dice.

UNIQUE ACTIONS
-

DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT

KOMMANDO , ORK, <CLAN>, KOMMANDO ROKKIT


BOY

KOMMANDO GROT
For Grots to last long in the brutal reality of Ork society,
they have to learn to lie, cheat, steal, sneak, suck up and
plan - traits all valuable to Kommando kill teams.

M APL GA DF SV W Base
3 2 1 3 5+ 5 25mm

A BS/WS D SR
Grot choppa
3 5+ 1/4

ABILITIES
Sneaky Zogger: This operative cannot have an Engage
order. In addition, this operative is always treated as
having a Conceal order, regardless of any other rules
(e.g. Vantage Point).

UNIQUE ACTIONS
Grappling Hook (1AP): Select a point on a terrain
feature that is Visible to this operative (treat that point
as an intended target). Perform a free Normal Move
action with this operative, moving in a single straight
line with an unlimited Movement as though it can FLY.
It must finish that move within of that point.

DATACARD-RELATED
SNEAKY GIT

KOMMANDO , ORK, <CLAN>, KOMMANDO GROT

KOMMANDO NOB
The sneakiest of sneaky gits, Kommando Nobs are both
brutal and cunning enough to boss about the most
conniving of their species.

M APL GA DF SV W Base
3 2 1 3 4+ 13 32mm

A BS/WS D SR
Slugga
4 4+ 3/4 Rng
Big choppa
4 2+ 5/6
Power klaw
4 3+ 5/7 Brutal

ABILITIES
Get it Dun!: Each time this operative is activated, you
can select one friendly KOMMANDO operative within
of and Visible to it. Add 1 to the selected
operative’s APL.

UNIQUE ACTIONS
-

DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT

KOMMANDO , ORK, <CLAN>, LEADER, KOMMANDO


NOB

BOMB SQUIG
Bomb squigs are among the most dangerous of their
kind. In addition to being voracious predators, as the
name suggests they carry all manner of explosives. In
battle they race for the foe, blowing up enemy troops
and destroying their defences.

M APL GA DF SV W Base
3 2 1 3 6+ 6 25mm

A BS/WS D SR
Dynamite
4 3+ 5/6 AP1, Bomb Squig*. !P2
Vicious bite
3 4+ 4/5

ABILITIES
*Bomb Squig: This operative can perform a Shoot
action with this weapon if it is within Engagement
Range of an enemy operative. When this operative
performs a Shoot action and selects this ranged
weapon, make a shooting attack against each other
operative Visible to and within of it (even if it has
friendly operatives within its Engagement Range) with
this weapon - each of them is a valid target and cannot
be in Cover. After all of those shooting attacks have
been made, this operative is incapacitated and do not
roll for its BOOM! ability. This operative cannot make a
shooting attack with this weapon by performing an
Overwatch action.
BOOM!: If this operative is incapacitated, roll one D6:
on a 3+, it makes a shooting attack using its dynamite.
Stoopid: This operative cannot perform mission
actions, cannot perform the Pick Up action and cannot
have a Conceal order. It cannot be equipped with
equipment. In narrative play, it cannot gain (or lose)
experience and automatically passes Casualty tests.

UNIQUE ACTIONS
-

DATACARD-RELATED
JUST A SCRATCH

KOMMANDO , ORK, <CLAN>, BOMB SQUIG

© Vyacheslav Maltsev 2013-2023

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