| Points | WS | BS | S | T | W | I | A | Ld | Sv | |
|---|---|---|---|---|---|---|---|---|---|---|
| Snikrot | 45 | 4 | 2 | 4 | 4 | 2 | 4 | 3 | 7 | 6+ |
Any Ork army may joined by Snikrot and his Kommandos and they count as an Elites choice for the army. He must be used exactly as described below, and may not be given any additional equipment from the Ork Armoury. In addition he may only be used in a battle where both players have agreed to the use of special characters.
Wargear: Choppa, slugga, tankbusta bombz, frag stikkbombz.
Special Rules
Da Redskull Kommando: Snikrot leads a mob of expert kommandos who have fought on a dozen worlds. These are chosen from the army list in the normal fashion and cost the same number of points.
Unseen, Unheard: Snikrot and the Redskull Kommandos are such experts at sneaking that any enemy unit which wants to fire at them must check to see if they can spot them first using the scenario special rules for Night Fighting. Roll 2D6 and multiply the result by three: if Snikrot and his Kommandos are not within this distance in inches the enemy unit's firing is wasted – they blast away at half-seen shapes to no effect. If Snikrot and the Kommandos are within range resolve the enemy unit's firing as normal. If the battle is actually taking place at night then the normal spotting distance is halved (after it has been multiplied by three).
Backstabbers: Being expert Kommandos, Snikrot and the Boyz are especially good at eliminating sentries. Sentries halve their Initiative value when attempting to spot Snikrot and the Boyz and a sentry killed in close combat will only raise the alarm on a roll of 6 instead of 4+.