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Made in us
Arch Magos w/ 4 Meg of RAM






The Land of Humidity

OK, I ordered them from Ye Olde Internet... downloaded/Printed the Ork Kommando stuff, and have a couple questions that I can't find the answer to.

Would you mind helping me out?

1. Why would you build the Nob with the Big Choppa? The Power Klaw seems like a much better choice (and looks cooler too).

2. The Kommando Boy says under Tactical Wot-notz: You can do each of the following once per turning point:

• One friendly KOMMANDO BOY operative can perform the Smoke Grenade action.

• One friendly KOMMANDO BOY operative can perform the Stun Grenade action.

Is this per Kommando Boy, or is this just once per turning point, no matter how many Kommando Boyz you have?

3. If I take a piece of equipment like Dynamite, do I have to nominate the Kommando carrying it before the game starts, or can I just pick the Ork Kommando to use it when I want to?

Thank you!


 BorderCountess wrote:
Just because you're doing something right doesn't necessarily mean you know what you're doing...

 
   
Made in pl
Longtime Dakkanaut




1. Claw is indeed a better option but last edition they were both good in different situations and the Nob benefited from having both weapons available. As always I advise magnetizing this arm, in case rules change again.

2. Read into it, what's your impression? I think it's pretty unambiguous ("you can do each once").

3. Second option. Equipment this edition has quantum properities - it is exactly where you want to use it

This message was edited 1 time. Last update was at 2025/07/29 06:26:35


 
   
 
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