Kommandos

Source: Codex: Orks, p. 10

Points/model WS BS S T W I A Ld Sv
Boyz 10 4 2 3 4 1 2 2 7 –
Nob +11 4 2 4 4 2 3 3 7 –

Mob: The mob consists of between five and ten Kommandos. Weapons: The models in the mob may be armed with either a shoota or slugga & choppa (you may have a mixture of weapons within the mob). Options: Up to one model in the mob can be armed with either a big shoota at +8 pts, rokkit launcha at +5 pts or burna at +6 pts. The mob may have frag stikkbombz at +1 pt per model, krak stikkbombz at +2 pts per model and/or tankbusta bombz at +3 pts per model. Character: For an additional cost of +11 pts one of the Kommandos may be upgraded to a Nob. The Nob is allowed to have any equipment allowed from the Ork Armoury, except for mega armour.

Special Rules

Infiltrators: Kommandos are Infiltrators and follow any special scenario rules for Infiltrators.

Slippery: Kommandos sneak through cover quickly and easily, so they roll an extra D6 when they move through difficult ground.