Deathskulls Kommandos

Deathskulls Kommandos

Common Abilities and Options

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

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.

Krumpin' Time:
This operative can perform two Fight actions during its activation.

Tactical Wot-Notz:
You can do one of each of the following once per turning point:

  • One friendly KOMMANDO BOY can perform the Smoke Grenade action
  • One friendly KOMMANDO BOY can perform the Stun Grenade action

The rules for these actions are found in universal equipment.

Performing these actions using this rule does not count towards their action limits (i.e, if you select those grenades from equipment).

Operatives

1. Ugrak Two‑Teef
Boss Nob
A 3
M 6"
S 5+
W 14/14
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Power Claw (Brutal, Shock)
4
3+
5/7
Abilities
Throat Slittas1AP: Get it DunKrumpin' Time
Notes

Loud, brutal, and convinced he’s the smartest orc alive because he once counted to twelve. Ugrak thinks stealth means “hit ’em before dey see ya,” and his Kommando gear is mostly decorative. He and Skarrgut constantly argue about tactics, but the team thrives on the chaos.

KOMMANDO, ORK, BOSS NOB
2. Skarrgut da Sneaky
Boss Nob
A 3
M 6"
S 5+
W 14/14
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Big Choppa
5
3+
5/6
Abilities
Throat Slittas1AP: Get it DunKrumpin' Time
Notes

A rare orc who believes stealth is almost as good as violence. Skarrgut leads from the shadows, preferring ambushes, traps, and “proppa kunnin’ plans” that usually end in loud explosions anyway. His lads follow him because he always finds the best loot.

KOMMANDO, ORK, BOSS NOB
3. Whispa‑Waaagh
Comms Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shokka (Rng 8", Dev2, Severe, Stun)
6
4+
1/0
Fists
3
3+
3/4
Abilities
I Got A Plan LadzThroat Slittas1AP: Listen In
Notes

A jittery, twitch‑eared specialist who hears enemy movements long before anyone else. Whispa speaks in hushed tones and taps out coded messages on a looted vox unit he barely understands. Somehow, his garbled signals always get the team where they need to be.

I Got A Plan Ladz: Once during each of this operative's activations, it can perform the Place Marker, Pick Up Marker, or a mission action for 1 less AP.

Listen In (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.

KOMMANDO, ORK, COMMS BOY
4. Rippa da Quiet
Slasha Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Throwing Knives (Rng 6", Silent)
4
3+
2/5
Twin Choppas (Ceaseless, Lethal 5+)
4
3+
4/5
Abilities
Dat All You Got?Throat Slittas
Notes

A knife‑obsessed lurker who communicates mostly through gestures and throat‑cutting motions. Rippa sharpens his blades constantly and labels each one with the name of a future victim.

Dat All You Got?: After this operative fights or retaliates, if it was not incapacitated, you can inflict 1D3 damage on the enemy operative in that sequence.

KOMMANDO, ORK, SLASHA BOY
5. Flashbang
Burna Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Burna
Standard (Rng 8", Sat, Tor 2")
4
2+
3/3
Deluge (Rng 4", Sat, Seek, *Torrent 0")
4
2+
3/3
Fists
3
3+
3/4
Abilities
*Torrent 0"Throat Slittas
Notes

Loves fire more than life itself. Flashbang insists that flames are stealthy if you “burn da witnesses.” The rest of the team keeps him away from anything explosive unless absolutely necessary.

*Torrent 0": Note that Torrent 0" means you cannot select secondary targets, but this weapon still has the Torren weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus).

KOMMANDO, ORK, BURNA BOY
6. Boom‑’Ead Brakka
Rokkit Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Rokkit Launcha
Aimed (Blast 1", Ceaseless, Hvy(Dash))
6
4+
4/5
Mobile (Blast 1")
6
4+
4/5
Fists
3
3+
3/4
Abilities
Throat Slittas
Notes

Brakka treats every rokkit like a beloved pet and names each one before firing it. He claims he can “feel where da rokkit wants ta go,” which is usually toward the biggest explosion. The rest of the team gives him a wide berth after the “incident wiv da backwards rokkit.”

KOMMANDO, ORK, ROKKIT BOY
7. Deadeye Zog
Snipa Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Scoped Big Shoota
Concealed (Hvy, Dev 2, Silent, *Concealed Position)
5
3+
3/3
Stationary (Hvy, Dev 2)
5
3+
3/3
Sweeping (Hvy(Dash), Tor 1")
5
3+
3/4
Fists
3
3+
3/4
Abilities
*Concealed PositionThroat Slittas
Notes

Claims he can shoot the wings off a grot at 200 paces. No one knows if that’s true, but he’s frighteningly accurate for an orc. Speaks in whispers even when no one asks him to.

*Concealed Position: This operative can only use this weapon profile the first time it is performing the Shoot action during the battle.

KOMMANDO, ORK, SNIPA BOY
8. Iron‑Gob
Breacha Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Breacha Ram (Brutal, Severe, Shock)
4
4+
5/5
Abilities
Throat Slittas1AP: Breach
Notes

Wears a reinforced metal jawplate and a shield made from a looted tank hatch. Iron‑Gob specializes in smashing through walls, barricades, and occasionally teammates who stand too close.

Breach (1AP): 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 is not within its control range.

KOMMANDO, ORK, BREACHA BOY
9. Loudmouf Blitza
Dakka Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Dakka Shoota
Short Range (Rng 9", Ceaseless)
5
4+
3/4
Long Range
5
4+
3/4
Fists
3
3+
3/4
Abilities
Throat Slittas1AP: Dakka Dash
Notes

A walking noise complaint. Loudmouf fires first, shouts second, and thinks never. He’s convinced that suppressive fire counts as stealth if it “keeps da uvver gitz’ heads down.” His gun is wrapped in scrap metal plates he calls “sound dampeners,” which somehow make it louder.

Dakka Dash (1AP): 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 within control range of an enemy operative or while it has a Conceal order.

KOMMANDO, ORK, DAKKA BOY
10. Grubnail
Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Throat SlittasTactical Wot-Notz
Notes

A hulking brute who tries very hard to be quiet but can’t stop heavy breathing. Known for ripping doors off hinges instead of picking locks. The team uses him as a living battering ram.

KOMMANDO, ORK, BOY
11. Dakka‑Mek Ruztoof
Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Throat SlittasTactical Wot-Notz
Notes

The squad’s unofficial armourer. Ruztoof modifies every gun he touches, usually by adding more barrels. His weapons jam constantly, but when they work, they’re spectacular.

KOMMANDO, ORK, BOY
12. Sprokkit
Grot
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Grot Choppa
3
5+
1/4
Abilities
Sneaky ZoggerThroat Slittas1AP: Grappling Hook
Notes

The smallest, fastest, and arguably smartest member of the team. Sprokkit handles traps, scouting, and sabotage. He survives by being useful and by hiding behind the biggest orc available.

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 (1AP): Selected 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. The 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
13. Skwiglz
Bomb Squig
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Explosives (Blast 1", Lim1, *Explosive)
6
4+
4/5
Bite
3
4+
4/5
Abilities
Boom!Expendable*ExplosiveStoopid

Boom!: Whenever this operative is incapacitated during a battle in which it has not used its explosives, roll 1D6, or 2D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with its explosives before it is removed from the Killzone.

Expendable: This operative is ignored for your opponent's kill/elimination op (when it is incapacitated, and when determining your starting number of operatives). It is also ignored for victory conditions and scoring VPs that require operatives to "escape", "survive", or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operative 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. Do not select a valid target, instead this operative is always the primary target and cannot be in cover or obscured.

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, or use any weapons that are not on its data card.

KOMMANDO, ORK, BOMB SQUIG

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.