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===Kommando Ploys=== <tabs> <tab name="Strategic Ploys"> *'''SSSSHHHH! (1 CP):''' Only usable once per game. Let's every kommando that's hidden from enemies make a free dash action, to help you get your guys into position. *'''Dakka! Dakka! Dakka! (1 CP):''' Until the end of the turning point, when making a shooting attack and retain any crits, make a fail into a retained successful normal hit. *'''WAAAAGH! (1 CP):''' Until end of the turning point, when a greenskin retains two or more normal hits, one becomes a crit. *'''Skulk About (1 CP):''' Until the end of the turning point, Clan Kommando with the Conceal order can Auto retain one successful normal save. protection for Kommandos if the enemy gets line of sight. This can even work against enemies on a Vantage Point. </tab> <tab name="Tactical Ploys"> *'''Just a Scratch (1 CP):''' When resolving a successful hits step from shooting attack or combat, ignore damage inflieced by one attack dice. Space marine transhuman physiology but better, and you'll need it with your low armour saves. *'''Krump 'Em (1 CP):''' One Kommando can do a free fight action at the end of the Firefight phase. This is amazing, and you should use it whenever you can. *'''Sneaky Git (1 CP):''' Lets one Kommando (other than the bomb squig) set up anywhere within 2"/triangle of heavy terrain and more than 6"/pentagram away from enemies. Perfect for getting your Nob into prime rampaging territory, or get your Sniper right where he needs to be. </tab> </tabs>
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