Book | Kind | Edition | Version | Last update |
Kill Team: Octarius (Kommando) | ||||
Kill Team: Octarius (Kommando) | Expansion | 2 | 1.6 | May 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
Close Quarters | ||||
Close Quarters | Expansion | 2 | December 2022 |
Q: | Can a BOMB SQUIG score victory points for the Capture Hostage & Infiltrate Tac Op when it’s incapacitated as a result of its Bomb Squig special rule? |
A: | No. |
Q: | When a BOMB SQUIG operative is incapacitated as a result of its Bomb Squig special rule, do its 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. |
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.
KOMMANDO operatives in a KOMMANDO kill team (excluding BOMB SQUIG operatives) have the following ability:
If your faction is KOMMANDO, you can use the Kommando Tac Ops listed below, as specified in the mission sequence.
Below you will find a selection of rules for Spec Ops campaigns in which you have selected KOMMANDO as your faction keyword.
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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:
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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:
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6. KLEVER KAP [2EP] Gain 1CP for the battle. |
TERRITORIAL GLYPHSThe 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.
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LOOT HOARDThe 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:
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EXPLOSIVES STASHTo 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 EXPLOSIVES2APAn 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. |
Orks are remarkably tough, capable of shrugging off most wounds.
Many Orks pick battlefields clean of anything they perceive to be valuable, whether that be weapons, armour or anything shiny that catches their eye.
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.
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.
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.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.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.
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.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.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 | 3 | 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:STUN GRENADE [2EP]
The operative can perform the following action for the battle: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:M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 10 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Slugga | |||||||||
Slugga | 4 | 4+ | 3/4 | Rng | Rng | - | |||
Choppa | |||||||||
Choppa | 4 | 3+ | 4/5 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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KOMMANDO, ORK, <CLAN>, KOMMANDO BOY
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 10 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Throwing knives | |||||||||
Throwing knives | 4 | 3+ | 2/5 | Rng , Silent | Rng , Silent | - | |||
Twin choppas | |||||||||
Twin choppas | 4 | 3+ | 4/5 | Relentless | Relentless | - |
ABILITIES | UNIQUE ACTIONS |
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.
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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.
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UNIQUE ACTIONS |
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KOMMANDO, ORK, <CLAN>, KOMMANDO SLASHA BOY
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 10 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Slugga | |||||||||
Slugga | 4 | 4+ | 3/4 | Rng | Rng | - | |||
Breacha ram | |||||||||
Breacha ram | 3 | 3+ | 5/5 | Brutal | Brutal | - |
ABILITIES | UNIQUE ACTIONS |
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.
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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.
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UNIQUE ACTIONS |
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KOMMANDO, ORK, <CLAN>, KOMMANDO BREACHA BOY
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 10 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Scoped big shoota | |||||||||
Scoped big shoota | 6 | 3+ | 2/2 | !MW2 | - | MW2 | |||
Fists | |||||||||
Fists | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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’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.
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ABILITIES |
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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.
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KOMMANDO, ORK, <CLAN>, KOMMANDO SNIPA BOY
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 10 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Dakka shoota | |||||||||
Dakka shoota | 5 | 4+ | 3/4 | Unload Slugs* | Unload Slugs* | - | |||
Fists | |||||||||
Fists | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
*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.
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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.
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UNIQUE ACTIONS |
KOMMANDO, ORK, <CLAN>, KOMMANDO DAKKA BOY
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 10 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Shokka pistol | |||||||||
Shokka pistol | 6 | 4+ | 1/1 | Rng . !Stun, MW2 | Rng | Stun, MW2 | |||
Fists | |||||||||
Fists | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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).
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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.
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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).
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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.
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KOMMANDO, ORK, <CLAN>, KOMMANDO COMMS BOY
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 10 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Burna | |||||||||
Burna | 5 | 2+ | 2/2 | Rng , Torrent | Rng , Torrent | - | |||
Fists | |||||||||
Fists | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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KOMMANDO, ORK, <CLAN>, KOMMANDO BURNA BOY
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 10 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Rokkit launcha | |||||||||
Rokkit launcha | 5 | 4+ | 4/5 | AP1. !Splash 1 | AP1 | Splash 1 | |||
Fists | |||||||||
Fists | 3 | 3+ | 3/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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.
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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.
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UNIQUE ACTIONS |
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KOMMANDO, ORK, <CLAN>, KOMMANDO ROKKIT BOY
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 5 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Grot choppa | |||||||
Grot choppa | 3 | 5+ | 1/4 | - | - |
ABILITIES | UNIQUE ACTIONS |
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).
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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. This operative cannot perform the Operate Hatch action during this action.
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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).
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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. This operative cannot perform the Operate Hatch action during this action.
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KOMMANDO, ORK, <CLAN>, KOMMANDO GROT
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 13 | 32mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Slugga | |||||||||
Slugga | 4 | 4+ | 3/4 | Rng | Rng | - | |||
Big choppa | |||||||||
Big choppa | 4 | 2+ | 5/6 | - | - | ||||
Power klaw | |||||||||
Power klaw | 4 | 3+ | 5/7 | Brutal | Brutal | - |
ABILITIES | UNIQUE ACTIONS |
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.
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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.
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UNIQUE ACTIONS |
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KOMMANDO, ORK, <CLAN>, LEADER, KOMMANDO NOB
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 6+ | 6 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Dynamite | |||||||||
Dynamite | 4 | 3+ | 5/6 | AP1, Bomb Squig*. !P2 | AP1, Bomb Squig* | P2 | |||
Vicious bite | |||||||||
Vicious bite | 3 | 4+ | 4/5 | - | - |
ABILITIES | UNIQUE ACTIONS |
*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 within its Engagement Range 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. THE BALANCE DATASLATE: This operative’s APL characteristic cannot be positively modified. 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.
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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 within its Engagement Range 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. THE BALANCE DATASLATE: This operative’s APL characteristic cannot be positively modified. 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.
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UNIQUE ACTIONS |
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KOMMANDO, ORK, <CLAN>, BOMB SQUIG
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Protector Imperative Optimisation: Each time a friendly HUNTER CLADE operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice. |
Conqueror Imperative Optimisation: Each time a friendly HUNTER CLADE operative fights in combat, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice. |
Bulwark Imperative Optimisation: Each time a shooting attack is made against a friendly HUNTER CLADE operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice. |
Aggressor Imperative Optimisation: Add to the Movement characteristic of friendly HUNTER CLADE operatives. |
Equalised Imperative Optimisation: No effect. |
The HUNTER CLADE keyword is used in the following Hunter Clade datacards:
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 | - |
For some kill teams, acquiring new equipment might involve being sent wargear by their commanders. For others it might mean stealing said weapons before the rival can collect it. On occasion a kill team might be issued with trial weapons - depraved creations from sadistic minds, highly advanced technologies developed by brilliant scientists or anything in between.
The KOMMANDO keyword is used in the following Kommando datacards:
The ORK keyword is used in the following Kommando datacards:
The <CLAN> keyword is used in the following Kommando datacards: