Kommando (Elite)
WS BS S T Ag Int Per WP Fel
38 22 46 45 38 28 35 26 21

Movement: 3/6/9/18 Wounds: 12
Armour: Sneakin’ suit (All 2). Total TB: 6
Skills: Intimidate (S), Navigate (Surface) (Int), Stealth (Ag) +10.
Talents: Ambidextrous, Bulging Biceps, Crippling Strike, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Lightning Reflexes, Street Fighting, True Grit, Unarmed Warrior.
Traits: Brutal Charge, Make it Work, Mob Rule, Sturdy, Unnatural Toughness (2).
Weapons: Slugga (Pistol; 20m; S/3/–; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate; Unreliable),
choppa (Melee; 1d10+6 R; Pen 2; Tearing, Unbalanced),
3 stikkbombs (Thrown; 12m; S/–/–; 2d10+2 X; Pen 0; Clip 1; Blast [3], Ogryn-Proof, Unreliable).
Gear: Grapnel, mantrap, 1d5 Ork teeth (“teef ”).

Talents and Traits


Some among the Ordo Xenos postulate that the effectiveness of Ork Kommandos is due primarily to the simple fact that their foes never expect Orks to engage in the stealth operations and ploys that Kommandos employ. Those who witness Kommandos in action, however, are forced to concede that they display a cunning and aptitude for stealth that is otherwise unheard of amongst the Greenskins. Daubed in mud or dried blood, Kommandos engage in hit and run and sabotage missions against targets. Unlike other Orks, who believe that louder is better, Kommandos are perfectly satisfied by the silent kill of a slit throat or broken neck. On Hervara, Ork Kommandos have been behind several strikes that Imperial forces have attributed to the Severan Dominate.

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