Kommando

Unusually amongst their warlike species, Ork Kommandos have an appreciation for subtlety. They will use any dirty and underhanded trick they can think of to achieve their goals. Of course, when the fight begins, their natural love for violence comes to the fore.

Books

BookKindEditionVersionLast update
  Kommandos
  KommandosFaction31.1April 2025

Kommando Kill Team

Below you will find a list of the operatives that make up a KOMMANDO kill team, including, where relevant, any weapons specified for that operative.

Operatives


Other than BOY operatives, your kill team can only include each operative on this list once.

*These operatives count as half a selection each, meaning you can select both of them and it’s treated as one selection in total.

Marker/Token Guide

Explosives token

Dynamite token

Stun Grenade token

Breach marker

Harpoon token

Smoke Grenade token

Faction Rules

Throat Slittas

Unusual amongst Orks, Kommandos utilise stealth and misdirection to close in before falling upon the enemy with jagged blades drawn.

Each friendly KOMMANDO operative (excluding BOMB SQUIG) can perform the Charge action while it has a Conceal order.

Strategy Ploys

DAKKA! DAKKA! DAKKA!

Whilst they are more subtle than other Orks, Kommandos hold to the same belief that any target can be overcome by simply applying a greater volume of fire.

Friendly KOMMANDO operatives’ ranged weapons have the Punishing weapon rule.
WAAAGH!

The infamous and dreaded battle cry of the Orks heralds a tempest of violence and butchery.

Friendly KOMMANDO operatives’ melee weapons have the Balanced weapon rule.
SKULK ABOUT

Kommandos exploit cover and terrain to confound the enemy and confuse their aim.

Whenever an enemy operative is shooting a friendly KOMMANDO operative that has a Conceal order, you can retain one of your defence dice as a normal success without rolling it (in addition to a cover save, if any).
SSSSHHHH!

Despite their colossal bulk, Ork Kommandos are capable of moving surprisingly quietly, should the situation demand it.

Each friendly KOMMANDO operative that’s not a valid target for enemy operatives, or has a Conceal order and is more than 6" from enemy operatives, can immediately perform a free Dash action. You cannot use this ploy during the first turning point.

Firefight Ploys

JUST A SCRATCH

Orks have a remarkable ability to shrug off grievous damage that would incapacitate most other species.

Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly KOMMANDO operative (excluding BOMB SQUIG and GROT). Ignore that inflicted damage.
KRUMP ’EM!

Whilst they are far more crafty than your average Ork, Kommandos are still ultimately driven by a need to fight and kill.

Use this firefight ploy at the end of the Firefight phase. Select one friendly KOMMANDO operative. It can immediately perform a free Fight action.
KUNNIN’ BUT BRUTAL

Whilst they may utilise stealth and cunning to get within range of their enemies, Kommandos are no less enthusiastic about meting out brutal violence.

Use this firefight ploy when a friendly KOMMANDO operative that has a Conceal order is fighting during an activation in which it performed the Charge action, you’re resolving the first attack dice, and it’s a strike with a normal success. Treat that normal success as a critical success instead.
SHAKE IT OFF

Ork Kommandos bolster their natural resilience with makeshift armour and protective equipment, rendering their advance almost impossible to slow.

Use this firefight ploy when a friendly KOMMANDO operative is activated, or when its APL stat is changed. Until the start of the next turning point, you can ignore any changes to its APL stat.

Faction Equipment

CHOPPAS

Ork blades may appear crude and rusty, but this is of little comfort to those on the receiving end of a choppa blow.

Friendly KOMMANDO operatives (excluding BOMB SQUIG and GROT) have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance, use the better version.

Choppa

 
NAME
ATK
HIT
DMG
Choppa
3
3+
4/5
DYNAMITE

Kommandos are known to utilise a variety of improvised explosives, the most common of which are bundles of volatile dynamite.

Once per battle, a friendly KOMMANDO operative (excluding BOMB SQUIG and GROT) can use the following ranged weapon:

Dynamite

 
NAME
ATK
HIT
DMG
Dynamite
5
4+
4/5

WR
Range 4", Blast 1", Heavy (Reposition only), Saturate
HARPOON

This weapon fires a sharp, barbed projectile that snags any foes it doesn’t kill outright, preventing them from moving.

Once per turning point, a friendly KOMMANDO operative (excluding BOMB SQUIG and GROT) can use the following ranged weapon:

Harpoon

 
NAME
ATK
HIT
DMG
Harpoon
4
4+
4/5

WR
Range 8", Lethal 5+, Stun
COLLAPSIBLE STOCKS

Kommandos often use modified guns with cut down or folding shoulder stocks to enhance the impact of their firepower.

Add 4" to the Range weapon rule of the following ranged weapons that friendly KOMMANDO operatives have:
  • Dakka shoota (short range)
  • Shokka pistol
  • Slugga

Datacards


Kommando Boss Nob

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Boss Nob

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
3
MOVE
6"
SAVE
5+
WOUNDS
14
 
NAME
ATK
HIT
DMG
WR
Slugga
Slugga
4
4+
3/4
Range 8"Range 8"
Big choppa
Big choppa
4
3+
5/6
PunishingPunishing
Power klaw
Power klaw
4
3+
5/7
BrutalBrutal

GET IT DUN!1AP

SUPPORT. Select one other friendly KOMMANDO operative (excluding BOMB SQUIG) visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative, or while counteracting.
KOMMANDO, ORK, LEADER, BOSS NOB
⌀32mm


Kommando Bomb Squig

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Bomb Squig

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
5
 
NAME
ATK
HIT
DMG
WR
Explosives
Explosives
6
4+
4/5
Blast 1", Limited 1, Explosive*Blast 1", Limited 1, Explosive*
Bite
Bite
3
4+
4/5
-
*Explosive: This operative can perform the Shoot action with this weapon while within control range of an enemy operative. Don’t select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured.
Boom!: If this operative is incapacitated during a battle in which it hasn’t used its explosives, roll one D6, or two D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with its explosives before it’s removed from the killzone.
Stoopid: In the Firefight phase, whenever you determine this operative’s order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition and Shoot. It cannot use any weapons that aren’t on its datacard.
Expendable: This operative is ignored for your opponent’s kill/ elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
KOMMANDO, ORK, BOMB SQUIG
⌀25mm


Kommando Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Slugga
Slugga
4
4+
3/4
Range 8"Range 8"
Choppa
Choppa
4
3+
4/5
-
Taktical Wot-notz: You can do each of the following once per turning point:
  • One friendly KOMMANDO BOY operative can perform the Smoke Grenade action.
  • One friendly KOMMANDO BOY operative can perform the Stun Grenade action.
The rules for these actions are found in universal equipment. Performing these actions using this rule doesn’t count towards their action limits (i.e. if you also select those grenades from equipment).
KOMMANDO, ORK, BOY
⌀32mm


Kommando Breacha Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Breacha Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Slugga
Slugga
4
4+
3/4
Range 8"Range 8"
Breacha ram
Breacha ram
4
4+
5/5
Brutal, Severe, ShockBrutal, Severe, Shock

BREACH1AP

Place one of your Breach markers within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative can perform this action during the Charge or Reposition action, and it can do so for 1 less AP during those actions. Any remaining move distance can be used after it does so.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.
KOMMANDO, ORK, BREACHA BOY
⌀32mm


Kommando Burna Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Burna Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Burna (standard)
Burna (standard)
4
2+
3/3
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Burna (deluge)
Burna (deluge)
4
2+
3/3
Range 4", Saturate, Seek Light, Torrent 0"*Range 4", Saturate, Seek Light, Torrent 0"*
Fists
Fists
3
3+
3/4
-
*Note that Torrent 0" means you cannot select secondary targets, but this weapon still has the Torrent weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus, Kill Team Core Book).
KOMMANDO, ORK, BURNA BOY
⌀32mm


Kommando Comms Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Comms Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Shokka pistol
Shokka pistol
6
4+
1/0
Range 8", Devastating 2, Severe, StunRange 8", Devastating 2, Severe, Stun
Fists
Fists
3
3+
3/4
-
I Got a Plan, Ladz: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.

LISTEN IN1AP

SUPPORT. Select one other friendly KOMMANDO operative (excluding BOMB SQUIG) visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.
KOMMANDO, ORK, COMMS BOY
⌀32mm


Kommando Dakka Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Dakka Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Dakka shoota (short range)
Dakka shoota (short range)
5
4+
3/4
Range 6", CeaselessRange 6", Ceaseless
Dakka shoota (long range)
Dakka shoota (long range)
5
4+
3/4
-
Fists
Fists
3
3+
3/4
-

DAKKA DASH1AP

Perform a free Dash action and a free Shoot action with this operative in any order. You can only select a dakka shoota for that Shoot action.

This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
KOMMANDO, ORK, DAKKA BOY
⌀32mm


Kommando Grot

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Grot

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
5
 
NAME
ATK
HIT
DMG
WR
Grot choppa
Grot choppa
3
5+
1/4
-
Sneaky Zogger: This operative cannot have an Engage order. Whenever this operative is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

GRAPPLING HOOK1AP

Select a visible point on a terrain feature for this operative. Remove this operative from the killzone and set it back up within 1" horizontally of that point in a location it can be placed, not within control range of enemy operatives, and with that point visible to it. This operative cannot perform the Operate Hatch action during this action.

This action is treated as a Reposition action. This operative cannot perform this action while within control range of an enemy operative, or during an activation in which it performed the Charge or Fall Back action (or vice versa).
KOMMANDO, ORK, GROT
⌀25mm


Kommando Rokkit Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Rokkit Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Rokkit launcha (aimed)
Rokkit launcha (aimed)
6
4+
4/5
Blast 1", Ceaseless, Heavy (Dash only)Blast 1", Ceaseless, Heavy (Dash only)
Rokkit launcha (mobile)
Rokkit launcha (mobile)
6
4+
4/5
Blast 1"Blast 1"
Fists
Fists
3
3+
3/4
-
KOMMANDO, ORK, ROKKIT BOY
⌀32mm


Kommando Slasha Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Slasha Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Throwing knives
Throwing knives
4
3+
2/5
Range 6", SilentRange 6", Silent
Twin choppas
Twin choppas
4
3+
4/5
Ceaseless, Lethal 5+Ceaseless, Lethal 5+
Dat All You Got?: After this operative fights or retaliates, if it wasn’t incapacitated, you can inflict D3 damage on the enemy operative in that sequence.
KOMMANDO, ORK, SLASHA BOY
⌀32mm


Kommando Snipa Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Kommando Snipa Boy

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Scoped big shoota (concealed)
Scoped big shoota (concealed)
5
3+
3/3
Devastating 2, Heavy, Silent, Concealed Position*Devastating 2, Heavy, Silent, Concealed Position*
Scoped big shoota (stationary)
Scoped big shoota (stationary)
5
3+
3/3
Devastating 2, HeavyDevastating 2, Heavy
Scoped big shoota (sweeping)
Scoped big shoota (sweeping)
5
3+
3/4
Heavy (Dash only), Torrent 1"Heavy (Dash only), Torrent 1"
Fists
Fists
3
3+
3/4
-
*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.
KOMMANDO, ORK, SNIPA BOY
⌀32mm

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Balanced
You can re-roll one of your attack dice.
Engage: The operative can perform actions as normal and can counteract.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Saturate
The defender cannot retain cover saves.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Brutal
Your opponent can only block with critical successes.
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 or parts of the active operative’s miniature 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 and parts 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.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Place Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.

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