Kommandos

(Unit)
Type: unit
Category: Elites
Categories: Elites
EntryId: 2451-331d-3e6a-69eb
Hidden: false
Options (2)
Rules (5)
Infiltrate
This special rule is automatically lost by an independent character joining a unit that does not have this special rule, and vice versa.

In the right circumstances, stealthy troops have the ability to work their way into a forward position on the battlefield. To represent this, units with the Infiltrate ability may set up in accordance with the Infiltrate special rule in any mission that uses this special rule. If the mission does not allow troops to use the Infiltrate rule then the troops in question must set up normally with the rest of the army. The Infiltrate ability does not allow units that would normally be in reserve to deploy on the table. If a unit with this ability is equipped with a transport vehicle, it loses the Infiltrate ability.

Any infiltrators deployed on the table at the start of the game are deployed after all other units. If both sides have infiltrators, toss a coin to determine who goes first and alternate deploying these units. Infiltrators may be set up anywhere on the table that is more than 12" away from an enemy unit, if no deployed enemy unit can draw a line of sight to them. Alternatively, they may be set up anywhere on the table that is more than 18" from an enemy unit, even if they can be seen.
Move Through Cover
Some units of infantry are especially adept  at moving through difficult terrain. Accordingly, roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll 3D6 and pick the dice with the highest score.
Waaagh!
Once per game, the Ork player can declare a Waaagh! at the start of his Shooting phase. This may not normally be declared on the first turn as a proper Waaagh! needs some momentum behind it. For the duration of that turn, all friendly Ork infantry units have the 'fleet of foot' rule (not Gretchin units, they're far too weedy for a proper Waaagh!).

If a unit rolls a 1 when making this Waaagh! movement, the Orks start fighting before they get to the enemy. One model from that unit takes a single wound. Note that the unit may still move an inch, and assault as normal.
Furious Charge
Models with this skill are known for the wild ferocity of their charges. In a player turn in which they charged into close combat they and +1 to both there Initiative and Strength characteristics. This ability does not affect sweeping advances.
Mob Rule
Ork mobs may always choose to substitute the number of Orks in their mob for their normal Leadership value. If an Ork mob numbers 11 or more models, it has the Fearless special rule.