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  Kill Team: Octarius (Kommando)
  Kill Team: Octarius (Kommando)Expansion21.0October 2021


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 ABOUT1CP
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.

Tactical Ploys

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

JUST A SCRATCH1CP
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 GIT1CP
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.
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
D6Battle Honour
1Skinna: Each time this operative fights in combat, when you would retain attack dice for that combat, you can select one of your results of 5+ to be retained as a critical hit.
2Irritable: While this operative has lost any wounds, add 1 to both Damage characteristics of its melee weapons.
3Destructive: Each time this operative performs a Fight action, if it made a Charge action during that activation, its melee weapons gain the Relentless special rule for that combat.
4Shifty: Each time this operative is the target of a shooting attack, before rolling defence dice for that shooting attack, if it 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).
5Thievin’ Cit: Before the battle, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for 1 less EP (to a minimum of 0).
6Ambusher: Once per battle, at start or 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 1 ER 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 EXPLOSIVES2AP

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 CONSTITUTION1RP

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 LOOT0RP

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 REPUTATION1RP

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

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

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

SMOKE GRENADE [3EP]

The operative can perform the following action for the battle:

SMOKE GRENADE1AP

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 GRENADE1AP

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.


Dataslates


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.

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.

MAPLGADFSVWBase
32135+1032mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Slugga
Slugga
4
4+
3/4
Rng Rng -
Choppa
Choppa
4
3+
4/5
--
ABILITIESUNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT
KOMMANDO, ORK, <CLAN>, KOMMANDO BOY
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.

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.

MAPLGADFSVWBase
32135+1032mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Throwing knives
Throwing knives
4
3+
2/5
Rng , SilentRng , Silent-
Twin choppas
Twin choppas
4
3+
4/5
RelentlessRelentless-
ABILITIESUNIQUE 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.
-
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, 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.

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.

MAPLGADFSVWBase
32135+1032mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Slugga
Slugga
4
4+
3/4
Rng Rng -
Breacha ram
Breacha ram
3
3+
5/5
BrutalBrutal-
ABILITIESUNIQUE 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.
-
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, 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.

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.

MAPLGADFSVWBase
32135+1032mm
 
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
--
ABILITIESUNIQUE 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.
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, 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.

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.

MAPLGADFSVWBase
32135+1032mm
 
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
--
ABILITIESUNIQUE 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.
Dakka Dash (1AP): Perform a free Shoot action and free Dash action with this operative in any order.
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.
DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT
KOMMANDO, ORK, <CLAN>, KOMMANDO DAKKA BOY
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.

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.

MAPLGADFSVWBase
32135+1032mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shokka pistol
Shokka pistol
6
4+
1/1
Rng . !Stun, MW2Rng Stun, MW2
Fists
Fists
3
3+
3/4
--
ABILITIESUNIQUE 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).
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.
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, 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.

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.

MAPLGADFSVWBase
32135+1032mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Burna
Burna
5
2+
2/2
Rng , Torrent Rng , Torrent -
Fists
Fists
3
3+
3/4
--
ABILITIESUNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
JUST A SCRATCH , SNEAKY GIT
KOMMANDO, ORK, <CLAN>, KOMMANDO BURNA BOY
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.

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.

MAPLGADFSVWBase
32135+1032mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Rokkit launcha
Rokkit launcha
5
4+
4/5
AP1. !Splash 1AP1Splash 1
Fists
Fists
3
3+
3/4
--
ABILITIESUNIQUE 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.
-
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, 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.

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.

MAPLGADFSVWBase
32135+532mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Grot choppa
Grot choppa
3
5+
1/4
--
ABILITIESUNIQUE 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).
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.
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, 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.

Kommando Nob

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

MAPLGADFSVWBase
32134+1332mm
 
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
BrutalBrutal-
ABILITIESUNIQUE 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.
-
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
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.

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.

MAPLGADFSVWBase
32136+625mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Dynamite
Dynamite
4
3+
5/6
AP1, Bomb Squig*. !P2AP1, Bomb Squig*P2
Vicious bite
Vicious bite
3
4+
4/5
--
ABILITIESUNIQUE 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 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.
-
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
KOMMANDO, ORK, <CLAN>, BOMB SQUIG

The KOMMANDO NOB keyword is used in the following Kommando datacards:

The KOMMANDO BOY keyword is used in the following Kommando datacards:

The KOMMANDO GROT keyword is used in the following Kommando datacards:

The KOMMANDO SLASHA BOY keyword is used in the following Kommando datacards:

The KOMMANDO BREACHA BOY keyword is used in the following Kommando datacards:

The KOMMANDO SNIPA BOY keyword is used in the following Kommando datacards:

The KOMMANDO DAKKA BOY keyword is used in the following Kommando datacards:

The KOMMANDO COMMS BOY keyword is used in the following Kommando datacards:

The KOMMANDO BURNA BOY keyword is used in the following Kommando datacards:

The KOMMANDO ROKKIT BOY keyword is used in the following Kommando datacards:

The BOMB SQUIG keyword is used in the following Kommando datacards:

Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).

STUN GRENADE1AP

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.

SMOKE GRENADE1AP

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.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

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.

SABOTAGE2AP

An operative can perform this action while within of a terrain feature that includes any parts with the Heavy trait that is wholly within or within of your opponent’s drop zone that has not been sabotaged by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by friendly operatives, that terrain feature has been sabotaged by friendly operatives.
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.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
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.
SABOTAGE
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If a terrain feature is sabotaged by friendly operatives, you score 1VP.
  • If any other terrain feature is sabotaged by friendly operatives, you score 1VP.
Friendly operatives can perform the following mission action:

SABOTAGE2AP

An operative can perform this action while within of a terrain feature that includes any parts with the Heavy trait that is wholly within or within of your opponent’s drop zone that has not been sabotaged by friendly operatives. An operative cannot perform this action while within of enemy operatives. If this action is performed by friendly operatives, that terrain feature has been sabotaged by friendly operatives.
BEHIND ENEMY LINES
Infiltration – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If one or more friendly operatives are wholly within your opponent’s drop zone and 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.
EQUIPMENT DROP1RP

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.

Purchase this Requisition before or after a game. Select up to 5 points worth of your faction’s equipment and add it to your stash.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative within x of the original target. When determining if each other operative is a valid target or in Cover, treat the original target as the active operative. An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Unwieldy
An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.
JUST A SCRATCH1CP
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.
SNEAKY GIT1CP
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.

The <CLAN> keyword is used in the following Kommando datacards:

Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
© Vyacheslav Maltsev 2013-2021