Each friendly **KOMMANDO** operative (excluding **BOMB SQUIG**) can perform the **Charge** action while it has a Conceal order.
APL 3 · Move 6" · Save 5+ · Wounds 14
Keywords: KOMMANDO, ORK, LEADER, BOSS NOB
Krumpin' Time. This operative can perform two **Fight** actions during its activation.
Get It Dun!. **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.
APL 2 · Move 6" · Save 5+ · Wounds 5
Keywords: KOMMANDO, ORK, BOMB SQUIG
Explosive. This operative can perform the **Shoot** action with its explosives 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 be 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.).
APL 2 · Move 6" · Save 5+ · Wounds 10
Keywords: KOMMANDO, ORK, BOY
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).
APL 2 · Move 6" · Save 5+ · Wounds 10
Keywords: KOMMANDO, ORK, BREACHA BOY
Breach. 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.
APL 2 · Move 6" · Save 5+ · Wounds 10
Keywords: KOMMANDO, ORK, BURNA BOY
APL 2 · Move 6" · Save 5+ · Wounds 10
Keywords: KOMMANDO, ORK, COMMS BOY
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 In. **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.
APL 2 · Move 6" · Save 5+ · Wounds 10
Keywords: KOMMANDO, ORK, DAKKA BOY
Dakka Dash. 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.
APL 2 · Move 6" · Save 5+ · Wounds 5
Keywords: KOMMANDO, ORK, GROT
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 Hook. 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).
APL 2 · Move 6" · Save 5+ · Wounds 10
Keywords: KOMMANDO, ORK, ROKKIT BOY
APL 2 · Move 6" · Save 5+ · Wounds 10
Keywords: KOMMANDO, ORK, SLASHA BOY
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.
APL 2 · Move 6" · Save 5+ · Wounds 10
Keywords: KOMMANDO, ORK, SNIPA BOY
Concealed Position. This operative can only use the Scoped big shoota (concealed) weapon the first time it's performing the **Shoot** action during the battle.
Friendly **KOMMANDO** operatives' ranged weapons have the Punishing weapon rule.
Friendly **KOMMANDO** operatives' melee weapons have the Balanced weapon rule.
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).
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.
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.
Use this firefight ploy at the end of the Firefight phase. Select one friendly **KOMMANDO** operative. It can immediately perform a free **Fight** action.
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.
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.
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.
Once per battle, a friendly **KOMMANDO** operative (excluding **BOMB SQUIG** and **GROT**) can use the following ranged weapon:
Once per turning point, a friendly **KOMMANDO** operative (excluding **BOMB SQUIG** and **GROT**) can use the following ranged weapon:
Remove the Range weapon rule from the following ranged weapons friendly **KOMMANDO** operatives have: - Shokka pistol - Slugga
No.