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1 / 4 · Click to enlargeLore & origins
Kommandos are the Orks' infiltrators and saboteurs: Boyz who would rather use "kunning trikz" than meet the enemy head-on. Most greenskins live for the brawl, and the best fight is always up close. Kommandos are said to be "touched by Mork", following that god's taste for dirty tricks first and open combat second. Nothing pleases a Kommando more than creeping up on an unsuspecting foe with his mates slithering through the undergrowth beside him, then bursting from cover to slash, stab and shoot the stunned prey before it can strike back. The horrified look of an enemy who expected to see the Ork attack coming a mile off is the whole reward.
That approach needs discipline, which is rare among Orks, so Kommandos are viewed with deep suspicion. Most Orks think hiding or creeping through cover is a waste of time at best and cowardly at worst, because killing the enemy before they can fight back spoils the point. Kommandos keep apart, sometimes exiling themselves from the tribe for months at a time or for good. They prize intelligence and initiative, and some can even read. The Ordo Xenos was horrified to receive reports of Kommandos speaking and reading Low Gothic, and the Imperium at first refused to believe that such "specialist" Orks existed.
Still, no Warboss in his right mind turns them away. Kommandos assassinate sentries, wreck gun emplacements, and blow up fuel and ammunition dumps across an enemy's soft rear, giving "da uvva boyz" a better chance of reaching the lines alive. Kommandos exist in every clan but are most common among the Blood Axes, whose long contact with humans has taught them to value planning. Young Stormboyz, already used to an unusually militaristic outlook, often become Kommandos instead of returning to the mainstream mob.
Appearance & wargear
Kommandos are subtle by Ork standards. They carry soot-blackened blades and daub their skin with camouflage stripes of blood, dirt and dung. This shocks ordinary Orks, who think hiding one's greenness unnatural. Some add foliage to their gear or try "kunning" disguises. Mobs wore distinctive patterns on Armageddon, such as the tiger stripes of the Bloodfangz and the blue and white checks of the Flashblades. They shun anything heavier than hide jackets, since heavy armour is too noisy for infiltration. Their Nobs often favour a power klaw to rip through walls or hulls.
Weapons & Vehicles

The brutal, heavy-cleaving blades and ear-splittingly loud pistols of the Ork Boyz—crude slabs of scrap iron made lethal by greenskin m…

The outrageously loud, multi-barrelled dakka-contraptions of Ork Flash Gitz, Lootas and Mekboyz—combining rotary barrels, plasma coils …

A volatile liquid-promethium projector that floods bunkers, trenches and xenos swarms in clinging, self-oxidising gouts of cleansing ch…

An oversized servo-assisted armoured gauntlet sheathed in a matter-shredding energy field, capable of tearing open tank hulls and crush…

The ramshackle, turbo-charged open-topped assault trucks and spiked Battlewagons of the Ork Speed Freeks, hurtling Boyz into melee at b…
Explore all 48 entries in the Weapons & Vehicles armoury.
Battlefield role & tactics
A Kommando mob sneaks in ahead of the warband, often deep behind enemy lines, sometimes so deep that it is forgotten and carries on campaigning for its own pleasure. Most carry slugga, choppa and stikkbombz. A few hide heavier weapons such as big shootas, burnas or rokkit launchas, revealed only when there is a command tank to cripple or an exposed unit to slaughter. Each Kommando tends to have a specialist role and a matching nickname, such as "Fireboy" or "Throatslit".
Munitorum & Ordo Xenos Technical Dossier
Classified under Ordo and Departmento Munitorum threat-index protocols as a primary A Kommando mob sneaks in ahead of the warband, often deep behind enemy lines, sometimes so deep that it is forgotten and carries on campaigning for its own pleasure. Most carry slugga, choppa and stikkbombz. A few hide heavier weapons such as big shootas, burnas or rokkit launchas, revealed only when there is a command tank to cripple or an exposed unit to slaughter. Each Kommando tends to have a specialist role and a matching nickname, such as "Fireboy" or "Throatslit". asset of Orks, Kommandos relies on a tightly coupled symbiosis between operator conditioning and primary armament. Field maintenance and biological recovery logs indicate that extended deployment without liturgical recalibration or bio-stasis rest degrades targeting and metabolic stability by less than 4% per solar week—far outperforming standard sector baselines—while post-engagement recovery teams prioritize the immediate extraction of their core wargear, neural/gene-seed components, or machine-spirit memory cores before enemy scavengers can exploit them.
Notable battles & users
- Boss Snikrot and the Red Skull Kommandos: the terror of Armageddon's equatorial jungles, whose name became a byword for fear among the Ork Hunters.
- The Bloodfangz, Flashblades, Bulrag's Fightin' Fifth and Kragga's Kamo-Boyz: elite Kommando bands of Ghazghkull's Waaagh! on Armageddon.
- Da Great Titanheist (981.M41): Kommandos and Meks stole the Warlord Titan Wrath of Caseopea on Canto II, but its enraged machine spirit went on a rampage and overloaded its reactor.
- Kill Team specialists: Breacha Boys, Comms Boys, Snipa Boys, Slasha Boys and the sneaky Kommando Grots who tag along on missions.
