Green Beast Mode

Operatives

Reserves

Boss Nob
Boss Nob
A 3
M 6"
S 5+
W 14/14
KOMMANDO, ORK, BOSS NOB
Comms Boy
Comms Boy
A 2
M 6"
S 5+
W 10/10
KOMMANDO, ORK, COMMS BOY
Dakka Boy
Dakka Boy
A 2
M 6"
S 5+
W 10/10
KOMMANDO, ORK, DAKKA BOY
Snipa Boy
Snipa Boy
A 2
M 6"
S 5+
W 10/10
KOMMANDO, ORK, SNIPA BOY
Slasha Boy
Slasha Boy
A 2
M 6"
S 5+
W 10/10
KOMMANDO, ORK, SLASHA BOY
Burna Boy
Burna Boy
A 2
M 6"
S 5+
W 10/10
KOMMANDO, ORK, BURNA BOY
Boy
Boy
A 2
M 6"
S 5+
W 10/10
KOMMANDO, ORK, BOY
Boy
Boy
A 2
M 6"
S 5+
W 10/10
KOMMANDO, ORK, BOY
Boy
Boy
A 2
M 6"
S 5+
W 10/10
KOMMANDO, ORK, BOY
Boy
Boy
A 2
M 6"
S 5+
W 10/10
KOMMANDO, ORK, BOY
Grot
Grot
A 2
M 6"
S 5+
W 5/5
KOMMANDO, ORK, GROT
Bomb Squig
Bomb Squig
A 2
M 6"
S 5+
W 5/5
KOMMANDO, ORK, BOMB SQUIG
Rokkit Boy
Rokkit Boy
A 2
M 6"
S 5+
W 10/10
KOMMANDO, ORK, ROKKIT BOY

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.

NameATKHITDMG
Choppa33+4/5
Collapsible Stocks

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

  • Shokka Pistol
  • Slugga
Dynamite

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

NameATKHITDMG
Dynamite54+4/5
Weapon Rules
Rng 4", Blast 1", Heavy (RepositionOnly), Saturate
Harpoon

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

NameATKHITDMG
Harpoon44+4/5
Weapon Rules
Rng 8", Lethal 5+, Stun

Ploys

DAKKA! DAKKA! DAKKA!
Strategy Ploy

Friendly KOMMANDO operatives' ranged weapons have the Punishing weapon Rule.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

Skulk About
Strategy Ploy

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!
Strategy Ploy

Each friendly KOMMANDO operative that is 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.

WAAAGH!
Strategy Ploy

Friendly KOMMANDO operatives' melee weapons have the Balanced weapon rule.
Balanced: Can re-roll one Attack die.

Just A Scratch
Firefight Ploy

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

Kunnin' But Brutal
Firefight Ploy

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

Krump 'Em
Firefight Ploy

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

Shake It Off
Firefight Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Dominate
Seek And Destroy

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.

Rout
Seek And Destroy

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Track Enemy
Infiltration

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.