Fr

Killteam

Kommandos

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.

Archetype : Recherche et destruction / Infiltration
Fire Team Kommandos

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:

  • BOMB SQUIG*
  • BOY
  • BREACHA BOY
  • BURNA BOY
  • COMMS BOY
  • DAKKA BOY
  • GROT*
  • ROKKIT BOY
  • SLASHA BOY
  • SNIPA BOY

 

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.

Operatives

Kommando Boss Nob

LPA
3
M
6"
SVG
5+
PV
14
Nom A T D Règles
Slugga 4 4+ 3/4 Range 8"
Range 8"
Big choppa 5 3+ 5/6
Power klaw 4 3+ 5/7 Brutal, Shock
Brutal, Shock
Krumpin' Time:

This operative can perform two Fight actions during its activation.

Get it dun! 1PA

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
32

Kommando Boss Nob

LPA
3
M
6"
SVG
5+
PV
14
Nom A T D Règles
Slugga 4 4+ 3/4 Range 8"
Range 8"
Big choppa 5 3+ 5/6
Power klaw 4 3+ 5/7 Brutal, Shock
Brutal, Shock
Aptitudes : Krumpin' Time
Get it dun! 1PA

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
32
Krumpin' Time:

This operative can perform two Fight actions during its activation.

Kommando Bomb Squig

LPA
2
M
6"
SVG
5+
PV
5
Nom A T D Règles
Explosives 6 4+ 4/5 Blast 1", Limited 1, Explosive*
Blast 1", Limited 1, Explosive*
Bite 3 4+ 4/5
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 operative (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

*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.

KOMMANDO , ORK, BOMB SQUIG
25

Kommando Bomb Squig

LPA
2
M
6"
SVG
5+
PV
5
Nom A T D Règles
Explosives 6 4+ 4/5 Blast 1", Limited 1, Explosive*
Blast 1", Limited 1, Explosive*
Bite 3 4+ 4/5
Aptitudes : Boom!, Stoopid, Expendable, *Explosive
KOMMANDO , ORK, BOMB SQUIG
25
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 operative (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

*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.

Kommando Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Slugga 4 4+ 3/4 Range 8"
Range 8"
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
32

Kommando Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Slugga 4 4+ 3/4 Range 8"
Range 8"
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
32

Kommando Breacha Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Slugga 4 4+ 3/4 Range 8"
Range 8"
Breacha ram 4 4+ 5/5 Brutal, Shock, Severe
Brutal, Shock, Severe
Breach 1PA

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
32

Kommando Breacha Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Slugga 4 4+ 3/4 Range 8"
Range 8"
Breacha ram 4 4+ 5/5 Brutal, Shock, Severe
Brutal, Shock, Severe
Breach 1PA

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
32

Kommando Burna Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Burna (deluge) 4 2+ 3/3 Range 4", Saturate, Seek Light, Torrent 0"*
Range 4", Saturate, Seek Light, Torrent 0"*
Burna (standard) 4 2+ 3/3 Range 8", Saturate, Torrent 2"
Range 8", Saturate, Torrent 2"
Fists 3 3+ 3/4
*Torrent 0":

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
32

Kommando Burna Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Burna (deluge) 4 2+ 3/3 Range 4", Saturate, Seek Light, Torrent 0"*
Range 4", Saturate, Seek Light, Torrent 0"*
Burna (standard) 4 2+ 3/3 Range 8", Saturate, Torrent 2"
Range 8", Saturate, Torrent 2"
Fists 3 3+ 3/4
*Torrent 0":

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
32

Kommando Comms Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Shokka pistol 6 4+ 1/0 Devastating 2, Stun, Severe, Range 8"
Devastating 2, Stun, Severe, Range 8"
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 In 1PA

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
32

Kommando Comms Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Shokka pistol 6 4+ 1/0 Devastating 2, Stun, Severe, Range 8"
Devastating 2, Stun, Severe, Range 8"
Fists 3 3+ 3/4
Aptitudes : I Got a Plan, Ladz
Listen In 1PA

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
32
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.

Kommando Dakka Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Dakka shoota (long range) 5 4+ 3/4
Dakka shoota (short range) 5 4+ 3/4 Ceaseless, Range 9"
Ceaseless, Range 9"
Fists 3 3+ 3/4
Dakka Dash 1PA

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
32

Kommando Dakka Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Dakka shoota (long range) 5 4+ 3/4
Dakka shoota (short range) 5 4+ 3/4 Ceaseless, Range 9"
Ceaseless, Range 9"
Fists 3 3+ 3/4
Dakka Dash 1PA

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
32

Kommando Grot

LPA
2
M
6"
SVG
5+
PV
5
Nom A T D Règles
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 Hook 1PA

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
25

Kommando Grot

LPA
2
M
6"
SVG
5+
PV
5
Nom A T D Règles
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".

KOMMANDO , ORK, GROT
25
Grappling Hook 1PA

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 Rokkit Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Rokkit launcha (aimed) 6 4+ 4/5 Blast 1", Ceaseless, Heavy (Dash only)
Blast 1", Ceaseless, Heavy (Dash only)
Rokkit launcha (mobile) 6 4+ 4/5 Blast 1"
Blast 1"
Fists 3 3+ 3/4
KOMMANDO , ORK, ROKKIT BOY
32

Kommando Rokkit Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Rokkit launcha (aimed) 6 4+ 4/5 Blast 1", Ceaseless, Heavy (Dash only)
Blast 1", Ceaseless, Heavy (Dash only)
Rokkit launcha (mobile) 6 4+ 4/5 Blast 1"
Blast 1"
Fists 3 3+ 3/4
KOMMANDO , ORK, ROKKIT BOY
32

Kommando Slasha Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Throwing knives 4 3+ 2/5 Range 6", Silent
Range 6", Silent
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
32

Kommando Slasha Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Throwing knives 4 3+ 2/5 Range 6", Silent
Range 6", Silent
Twin choppas 4 3+ 4/5 Ceaseless, Lethal 5+
Ceaseless, Lethal 5+
Aptitudes : Dat All You Got?
KOMMANDO , ORK, SLASHA BOY
32
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 Snipa Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Scoped big shoota (concealed) 5 3+ 3/3 Devastating 2, Heavy, Silent, Concealed Position*
Devastating 2, Heavy, Silent, Concealed Position*
Scoped big shoota (stationary) 5 3+ 3/3 Devastating 2, Heavy
Devastating 2, Heavy
Scoped big shoota (sweeping) 5 3+ 3/4 Heavy (Dash only), Torrent 1"
Heavy (Dash only), Torrent 1"
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
32

Kommando Snipa Boy

LPA
2
M
6"
SVG
5+
PV
10
Nom A T D Règles
Scoped big shoota (concealed) 5 3+ 3/3 Devastating 2, Heavy, Silent, Concealed Position*
Devastating 2, Heavy, Silent, Concealed Position*
Scoped big shoota (stationary) 5 3+ 3/3 Devastating 2, Heavy
Devastating 2, Heavy
Scoped big shoota (sweeping) 5 3+ 3/4 Heavy (Dash only), Torrent 1"
Heavy (Dash only), Torrent 1"
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
32

Faction rules

Faction rules

Throat Slittas

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

Strategy ploys

Strategy ploys

Waaagh !

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

Strategy ploys

Skulk about

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).

Strategy ploys

Sssshhhh!

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.

Strategy ploys

Dakka ! Dakka ! Dakka !

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

Firefight ploys

Firefight ploys

Just a scratch

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.

Firefight ploys

Krump 'em!

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

Firefight ploys

Kunnin' but Brutal

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.

Firefight ploys

Shake it off

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

Equipment

The following equipment options are available to KOMMANDO kill teams, alongside the universal equipment online. You cannot select each option more than once per battle.

Faction equipment

Choppas

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.

NomACCD
Choppa33+4/5

Faction equipment

Harpoon

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

NomACTD
Harpoon44+4/5
Règles
Stun, Lethal 5+, Range 8"

Faction equipment

Collapsible Stocks

Remove the Range weapon rule of the following ranged weapons that friendly KOMMANDO operatives have:

  • Shokka pistol
  • Slugga

Faction equipment

Dynamite

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

NomACTD
Dynamite54+4/5
Règles
Blast 1", Heavy (Reposition only), Range 4", Saturate

Faction rules commentary

Faction rules commentary

Bomb squig through door

Q: If a KOMMANDO BOMB SQUIG is incapacitated during a Door Fight or Hatchway Fight action, is the other operative in that action a secondary target for a Shoot action caused by the Boom! rule?

A: No.