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Lexicanum

Kommando

A stealth ork. This should worry everyone.

Threat File — Kommando

TR 6 · Orks
OrkStealthAmbushStat Block Priority: High
KommandoTR 6Xenos · Ambusher
OrkStealthAmbush
Defense 14 · Vitality 40 · Move 30 ft. · Initiative +3
STR +3AGI +3TGH +3INT +1WIL +1PRS +0

Saves: Toughness +5, Agility +5

Proficiencies: Stealth +7, Fieldcraft +5, Demolitions +5

Senses: Reads ground, sentry routines, and camp discipline like a predator; ambushes rarely surprise it

// Traits

Sneakiest of the Boyz. The kommando has Advantage on Stealth checks and can infiltrate deployment zones the party considered secured.

Kunnin' Plan. The kommando begins encounters already positioned — behind, above, or inside the objective — with demolition charges set at up to two locations of the GM's choice.

Ork Underneath. Once combat opens, all stealth is spent; the kommando fights as a full ork boy with better positioning and no regrets.

// Actions

Silent Krump. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d8 + 3 slashing damage. Against a target unaware of the kommando, the hit is automatic and a grunt-grade sentry drops without a sound.

Stikkbomb Ambush. The kommando throws explosives into a 10-foot zone within 40 feet. Each creature in the zone makes an Agility Save DC 13, taking 3d6 fire damage on a failure or half on a success.

Blow the Charges. The kommando detonates its pre-placed demolitions on a structure, vehicle, or escape route. Creatures within 10 feet of a charge make an Agility Save DC 13, taking 4d6 fire damage on a failure or half on a success; the target structure is breached or collapsed.

Morale: Withdraws professionally if the job fails — the only ork that retreats on purpose — and reports back with intelligence.

Tactics: Run kommandos as an infiltration problem before they are a combat one: cut sentries, missing gear, wires the party finds late. The ambush opens with the explosives already placed; after the reveal they fight like boyz, but by then the damage is architectural.

Loot / Evidence / Hooks: Its kit holds Imperial-pattern det-cord, hand-drawn sentry rotation charts of the party's own camp, and camouflage that should not work but does.

Enemy Dossier

GM Reference

The kommando is a stealth ork, and the archive files this under things that should not exist but do. It moves quietly, kills sentries, and plants explosives with patient craftsmanship, then reverts to being an ork at the loudest possible moment.

// Battlefield Use

Use this enemy when the party's perimeter, sentries, or rear objective need to fail suddenly and from inside.

// Threat Profile

Threat Profile: Medium-high durability, genuine stealth and infiltration, ambush burst damage, demolitions, discipline that lasts precisely until the fun starts.

// Signature Traits

Sneakiest of the Boyz. Gains Advantage on Stealth checks and can infiltrate deployment the party considered secured.

Kunnin' Plan. Begins encounters already positioned: behind, above, or inside the objective, with charges set.

Ork Underneath. Once combat opens, all stealth is spent; it fights as a full boy with better positioning.

// Signature Actions

Silent Krump. Melee takedown from concealment; against an unaware target it drops sentries without a sound.

Stikkbomb Ambush. Opens an engagement with thrown explosives into the party's clustered center.

Blow the Charges. Detonates pre-placed demolitions on a structure, vehicle, or escape route.

Morale: Withdraws professionally if the job fails — the only ork that retreats on purpose — and reports back with intelligence.

Tactics: Run kommandos as an infiltration problem before they are a combat one: cut sentries, missing gear, wires the party finds late. Their ambush should open with the explosives already placed. After the reveal they fight like boyz, but by then the damage is architectural.

// Variants
Kommando NobDemolitions KommandoKommando Kill Team (mob)Snikrot-Pattern Nemesis

Full Stat Block Priority: High

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