Looking for help/feedback over a custom Reich character.

By GrandClam, in Tannhauser

I'm making Kommando from the Bloodrayne video game. I have the model, tokens, char card, and now it's time for the hard stuff. I would love to hear some outside ideas of what people think would make good/befitting abilities along with feedback on what I have. Anyone who has experience making customs, I would very much like to hear what you think the effects of certain traits would be (over/under-powered, etc..)

In the game, kommando never said a word and wore an armor-plated uniform and mask. He waits for Rayne with his squad of elite troops where he throws down a flashbang grenade and they gang up on her. Every time he takes a certain amount of damage, Kommando uses another flashbang and runs off to somewhere else in the multi-leveled facility she fights him in. His only attack is shooting with an assault rifle. Later in the game, you find that Rayne didn't kill him and he snuck down into the lower levels where he was possessed by the daemites.

All this in mind, I want a befitting character. In the game he's fast, a good shot, wearing steel armor, and shows cunning- all of which point to godlike stats. Right now I'm contemplating stats that resemble a character that you don't know when he's beaten. All stats are mid-rank (which is pretty high for the Reich) and don't change too much. Last stat column is 4546, third is 6445, and his second is actually the worst with 4445, and 1 is 6546.
I figure his speed can be made up with his equipment.

Special:There's two ways I was thinking over his special. Which I'm thinking is going to be the Flashbang grenades.

1. A one-shot grenade that is used when he is attacked. The attack roll is negated, and the attacker loses the action. Kommando then moves or teleports. I was originally going with "teleportation", but moving will make much more sense concerning enemy characters on different paths with overwatch and whatnot. It's basically Hoax's barroom brawler except moves him into a more advantagious position.

OR, what I'm leaning more towards now

2. A flashbang grenade pack that isn't a one-shot thing like a normal grenade. Instead of negating attacks, the FB grenades can be used as a counter-attack. All models on the path (excluding Kommando and shocktruppen because of their maskies) receive the negative 2-dice modifier conferred by smoke grenades for the rest of the turn (might be too potent, maybe just a 1 dice modifier) and Kommando moves up to his current movement value, the attacker may afterwards finish their activation.

StG44: automatic, you may reroll your two lowest dice on an attack roll with the stg44. (I figure it might not be too powerful considering Kommando doesn't have huge CV and the player might only have one failure and would have to choose risking another die loss or keeping 1 failure)

OberstInfanterie: Activate this token during Kommando's sequence to immediately move any/all friendly troopers up to their (current or lowest) movement value. They use their lowest stats for the rest of the turn. Discard the token at the end of the turn to know the trooper stats are back to normal.

Firing Squad: Once per game you may activate this power when declaring Kommando on overwatch. All friendly troopers on the model's current path may also be set on overwatch for no CP expenditure.

Also rule:

No Strosstruppen may be taken as troops is Kommando is a hero choice.

I'm dying to hear outside ideas and feedback, right now Kommando sounds really overpowered. Not all those abilities would be in one pack, though. I figure Firing Squad would be combat, OberstInfanterie would be command, and StG44 would be in combat and stamina.