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
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| Book | Kind | Edition | Version | Last update |
Kommandos |
Kommandos | Faction | 3 | APRIL ’26 | June 2026 |
| 3 | APRIL ’26 | April 2026 |
FAQ
Kommandos
| Q: | If a KOMMANDO BOMB SQUIG is incapacitated during a Door Fight or Hatchway Fight action, or through a door which is ignored when determining visibility for control range, is the other operative in that action a secondary target for a Shoot action caused by the Boom! rule? |
| A: | No. |
Kommandos 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
- 1 KOMMANDO BOSS NOB operative with one of the following options:
- Slugga; big choppa
- Slugga; power klaw
- 9 KOMMANDO operatives selected from the following list:
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
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.
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.
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.
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).
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.
rks 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.
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.
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.
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.
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.
Remove the Range weapon rule from the following ranged weapons friendly
KOMMANDO operatives have:
| NAME | ATK | HIT | DMG | WR |
| Slugga |
| | Slugga | 4 | 4+ | 3/4 | Range 8" | Range 8" |
| Big choppa |
| | Big choppa | 5 | 3+ | 5/6 | - |
| Power klaw |
| | Power klaw | 4 | 3+ | 5/7 | Brutal, Shock | Brutal, Shock |
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.
Krumpin’ Time: This operative can perform two
Fight actions during its
activation
|
KOMMANDO, ORK, LEADER, BOSS NOB
|
⌀32mm |
| 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 |
| 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).
| 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, Shock | Brutal, 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.
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KOMMANDO, ORK, BREACHA BOY
|
⌀32mm |
| 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, Torrent 0"* | Range 4", Saturate, Seek, 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).
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KOMMANDO, ORK, BURNA BOY
|
⌀32mm |
| NAME | ATK | HIT | DMG | WR |
| Shokka pistol |
| | Shokka pistol | 6 | 4+ | 1/0 | Range 8", Devastating 2, Severe, Stun | Range 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 |
| NAME | ATK | HIT | DMG | WR |
| Dakka shoota (short range) |
| | Dakka shoota (short range) | 5 | 4+ | 3/4 | Range 9", Ceaseless | Range 9", 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 |
| 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 |
| 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 |
| NAME | ATK | HIT | DMG | WR |
| Throwing knives |
| | Throwing knives | 4 | 3+ | 2/5 | Range 6", Silent | Range 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 |
| 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, Heavy | Devastating 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 |