Kommandoz kt21
A Kommando is an Ork Boy specialist who prefers to rely on "kunning trikz" instead of fighting his opponents head-on like most other Greenskins.
Kommandoz serve as the Orks' infiltrators and saboteurs, and are masters of the arts of stealth, ambush, unconventional tactics and striking at the opponent from a totally unexpected quarter.
Kommando Nob
APL
2
MOVE
3⬤
SAVE
4+
WOUND
13
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Slugga (Rng ⬟) | 4 | 4+ | 3/4 |
Big Choppa | 4 | 2+ | 5/6 |
Power Klaw (Brutal) | 4 | 3+ | 5/7 |
ABILITIES
Get It Dun!
Throat Slittas
KOMMANDO, ORK, <CLAN>, KOMMANDO NOB, LEADER
Kommando Boy
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Slugga (Rng ⬟) | 4 | 4+ | 3/4 |
Choppa | 4 | 3+ | 4/5 |
ABILITIES
Throat Slittas
KOMMANDO, ORK, <CLAN>, KOMMANDO BOY
Kommando Grot
APL
2
MOVE
3⬤
SAVE
5+
WOUND
5
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Grot Choppa | 3 | 5+ | 1/4 |
ACTIONS
Grappling Hook (1 AP)
ABILITIES
Sneaky Zogger
Throat Slittas
KOMMANDO, ORK, <CLAN>, KOMMANDO GROT
Kommando Slasha Boy
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Throwing Knives (Rng ⬟, Silent) | 4 | 3+ | 2/5 |
Twin Choppas (Relentless) | 4 | 3+ | 4/5 |
ABILITIES
Dat All You Got?
Throat Slittas
KOMMANDO, ORK, <CLAN>, KOMMANDO SLASHA BOY
Kommando Breacha Boy
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Slugga (Rng ⬟) | 4 | 4+ | 3/4 |
Breacha Ram (Brutal) | 3 | 3+ | 5/5 |
ABILITIES
Bull Charge
Breach
Throat Slittas
KOMMANDO, ORK, <CLAN>, KOMMANDO BREACHA BOY
Kommando Snipa Boy
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Scoped Big Shoota (MW2) | 6 | 3+ | 2/2 |
Fists | 3 | 3+ | 3/4 |
ACTIONS
'Av It! (2 AP)
Da Best Spot (2 AP)
ABILITIES
Throat Slittas
KOMMANDO, ORK, <CLAN>, KOMMANDO SNIPA BOY
Kommando Dakka Boy
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Dakka Shoota (Unload Slugs) | 5 | 4+ | 3/4 |
Fists | 3 | 3+ | 3/4 |
ACTIONS
Dakka Dash (1 AP)
ABILITIES
Throat Slittas
KOMMANDO, ORK, <CLAN>, KOMMANDO DAKKA BOY
Kommando Comms Boy
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shokka Pistol (Rng ⬟, Stun, MW2) | 6 | 4+ | 1/1 |
Fists | 3 | 3+ | 3/4 |
ACTIONS
Listen In (1 AP)
ABILITIES
I Got A Plan, Ladz
Throat Slittas
KOMMANDO, ORK, <CLAN>, KOMMANDO COMMS BOY
Kommando Burna Boy
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Burna (Rng ⬟, Tor ⬤) | 5 | 2+ | 2/2 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Throat Slittas
KOMMANDO, ORK, <CLAN>, KOMMANDO BURNA BOY
Kommando Rokkit Boy
APL
2
MOVE
3⬤
SAVE
5+
WOUND
10
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Rokkit Launcha (AP1, Splash 1) | 5 | 4+ | 4/5 |
Fists | 3 | 3+ | 3/4 |
ABILITIES
Boom Boy
Throat Slittas
KOMMANDO, ORK, <CLAN>, KOMMANDO ROKKIT BOY
Bomb Squig
APL
2
MOVE
3⬤
SAVE
6+
WOUND
6
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Dynamite (AP1, Bomb Squig, P2) | 4 | 3+ | 5/6 |
Vicious Bite | 3 | 4+ | 4/5 |
ABILITIES
BOOM!
Stoopid
KOMMANDO, ORK, <CLAN>, BOMB SQUIG
Strategic Ploys
Dakka! Dakka! Dakka!
Skulk About
SSSSHHHH!
Waaagh!
Firefight Ploys
Just A Scratch
Krump 'Em!
Sneaky Git
You can only use this Tactical Ploy once per battle, and that operative cannot have its order changed in the first Turning Point (i.e. from the Infiltrate scouting option).
Equipment
Choppa
Name | A | BS | D |
---|---|---|---|
Choppa | 3 | 3+ | 4/5 |
Climbing Rope
Climbing Rope:
Dynamite*
Name | A | BS | D |
---|---|---|---|
Dynamite | 4 | 3+ | 5/6 |
Special Rules | |||
Rng ⬟, Blast ⬤, AP1, Indirect, Unwieldy, Lim |
Harpoon*
The operative is equipped with the following ranged weapon for the battle:
Name | A | BS | D |
---|---|---|---|
Harpoon | 4 | 4+ | 4/5 |
Special Rules | |||
Rng ⬟, Stun |
Sledgehammer*
The operative is equipped with the following melee weapon for the battle:
Name | A | BS | D |
---|---|---|---|
Sledgehammer | 4 | 3+ | 4/4 |
Special Rules | |||
Stun |
Slugga
Name | A | BS | D |
---|---|---|---|
Slugga | 4 | 4+ | 3/4 |
Special Rules | |||
Rng ⬟ |
Smoke Grenade
Smoke Grenade (1 AP):
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.
Stikkbomb*
Name | A | BS | D |
---|---|---|---|
Stikkbomb | 4 | 3+ | 2/4 |
Special Rules | |||
Rng ⬟, Blast ⬤, Indirect, Lim |
Stun Grenade
Stun Grenade (1 AP):
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.
Rare Equipment
Shiny Slugs
Mork's Eyeball
Devil's Whispa
- Lethal 4+ special rule
- Silent special rule
Skraga's Choppa
Fungal Brew
- 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.
Klever Kap
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Kommandoz
Blow It Up!
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 2 VPs.
Blow It Up! (2 AP)
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.
Shokk Taktiks
- If any enemy operatives were incapacitated during the first Turning Point, you score 1 VP.
- At the end of the second Turning Point, if friendly operatives control more objective markers than enemy operatives control, you score 1 VP.
Get Stuck In!
- 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 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points (excluding the fourth), you score 1 VP.
Infiltration
Stalk Target
Once you do so, at the end of each Target Reveal step, select one enemy operative to be stalked for that Turning Point.
- At the end of any Turning Point, if a friendly operative with a Conceal order is within ◼ but not within Engagement Range of the enemy operative you selected to be stalked for that Turning Point, you score 1 VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1 VP.
Gather Surveillance
Once you do so, at the end of each Target Reveal step, select one friendly operative to gather surveillance for that Turning Point.
- At the end of any Turning Point, if the friendly operative you selected to gather surveillance for that Turning Point has a Conceal order, is wholly within your opponent's territory and is more than ◼ from enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Implant
- Instead of inflicting damage on an enemy operative from that strike, you can implant that operative instead. That operative does not lose any wounds and you score 1 VP
- If two other enemy operatives are implanted, you score 1 VP
Seize Defences
- At the end of any Turning Point, if you control an opponent's barricade, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device
- At the end of any Turning Point, if your Device token has been in the killzone for the whole of that Turning Point, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Install Device (1 AP):
An operative can perform this action while it controls an objective marker in your opponent's territory or on the centre line. Place your Device token on that objective marker. Remove it if an enemy operative controls that objective marker. An operative connot perform this action if your Device token is in the killzone.
Subversive Control
- At the end of the third Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
- At the end of the fourth Turning Point, if friendly operatives control an objective marker in your opponent's territory and not on the centre line, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP