The Ded 'Ard Daggaz
Common Abilities and Options
Throat Slittas:
Each friendly KOMMANDO operative (excluding BOMB SQUIG) can perform the Charge action while it has a conceal order.
Tactical Wot-Notz:
You can do one of each of the following once per turning point:
- One friendly KOMMANDO BOY can perform the Smoke Grenade action
- One friendly KOMMANDO BOY can perform the Stun Grenade action
The rules for these actions are found in universal equipment.
Performing these actions using this rule does not count towards their action limits (i.e, if you select those grenades from equipment).
Operatives
1. Gorbad 'Eadcrumpa
A 3
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 4+ | 3/4 |
| Power Claw (Brutal, Shock) | 4 | 3+ | 5/7 |
| Eq: Choppa | 3 | 3+ | 4/5 |
Abilities
Throat Slittas1AP: Get it DunKrumpin' Time2. Snatzgut Gomma
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 4+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
| Eq: Choppa | 3 | 3+ | 4/5 |
Abilities
Throat SlittasTactical Wot-Notz3. Vrorkazak Fistkrak
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 4+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
| Eq: Choppa | 3 | 3+ | 4/5 |
Abilities
Throat SlittasTactical Wot-Notz4. Skarzub Kunnincrawla
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Choppa | 3 | 5+ | 1/4 |
Abilities
Sneaky ZoggerThroat Slittas1AP: Grappling Hook5. Askark Humiehacka
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Throwing Knives (Rng 6", Silent) | 4 | 3+ | 2/5 |
| Twin Choppas (Ceaseless, Lethal 5+) | 4 | 3+ | 4/5 |
| Eq: Choppa | 3 | 3+ | 4/5 |
Abilities
Dat All You Got?Throat Slittas6. Gakaz Facecrakah
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 4+ | 3/4 |
| Breacha Ram (Brutal, Severe, Shock) | 4 | 4+ | 5/5 |
| Eq: Choppa | 3 | 3+ | 4/5 |
Abilities
Throat Slittas1AP: Breach7. Gralgrugar Madeye
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Big Shoota | |||
| Concealed (Hvy, Dev 2, Silent, *Concealed Position) | 5 | 3+ | 3/3 |
| Stationary (Hvy, Dev 2) | 5 | 3+ | 3/3 |
| Sweeping (Hvy(Dash), Tor 1") | 5 | 3+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Choppa | 3 | 3+ | 4/5 |
Abilities
*Concealed PositionThroat Slittas8. Uhrbom Baddakka
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dakka Shoota | |||
| Short Range (Rng 9", Ceaseless) | 5 | 4+ | 3/4 |
| Long Range | 5 | 4+ | 3/4 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Choppa | 3 | 3+ | 4/5 |
Abilities
Throat Slittas1AP: Dakka Dash9. Nukgagas Gorebraka
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shokka (Rng 8", Dev2, Severe, Stun) | 6 | 4+ | 1/0 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Choppa | 3 | 3+ | 4/5 |
Abilities
I Got A Plan LadzThroat Slittas1AP: Listen In10. Trarbad Domeboilah
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rokkit Launcha | |||
| Aimed (Blast 1", Ceaseless, Hvy(Dash)) | 6 | 4+ | 4/5 |
| Mobile (Blast 1") | 6 | 4+ | 4/5 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Choppa | 3 | 3+ | 4/5 |
Abilities
Throat Slittas11. Skwiglz
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Explosives (Blast 1", Lim1, *Explosive) | 6 | 4+ | 4/5 |
| Bite | 3 | 4+ | 4/5 |
Abilities
Boom!Expendable*ExplosiveStoopid12. Mogbad GutzCooka
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Burna | |||
| Standard (Rng 8", Sat, Tor 2") | 4 | 2+ | 3/3 |
| Deluge (Rng 4", Sat, Seek Light, *Torrent 0") | 4 | 2+ | 3/3 |
| Fists | 3 | 3+ | 3/4 |
| Eq: Choppa | 3 | 3+ | 4/5 |
Abilities
*Torrent 0"Throat SlittasEquipment
Choppas
Friendly KOMMANDO operatives (excluding BOMB SQUIG and GROT) have the following melee weapon. Note that some operatives already have this weapon but with better stats, in that instance, use the better version.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Choppa | 3 | 3+ | 4/5 |
Collapsible Stocks
Remove the Range weapon rule from the following ranged weapons that friendly KOMMANDO operatives have:
- Shokka Pistol
- Slugga
Dynamite
Once per battle, a friendly KOMMANDO operative (excluding BOMB SQUIG and GROT) can use the following Ranged Weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Dynamite | 5 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 4", Blast 1", Heavy (RepositionOnly), Saturate |
Harpoon
Once per turning point, a friendly KOMMANDO operative (excluding BOMB SQUIG and GROT) can use the following Ranged Weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Harpoon | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 8", Lethal 5+, Stun |
Ploys
DAKKA! DAKKA! DAKKA!
Strategy PloyFriendly KOMMANDO operatives' ranged weapons have the Punishing weapon Rule.
Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Skulk About
Strategy PloyWhenever an enemy operative is shooting a friendly KOMMANDO operative that has a Conceal order, you can retain one of your defence dice as a normal success without rolling it (in addition to a cover save, if any).
SSSSHHHH!
Strategy PloyEach friendly KOMMANDO operative that is not a valid target for enemy operatives, or has a conceal order and is more than 6" from enemy operatives, can immediately perform a free Dash action. You cannot use this ploy during the first turning point.
WAAAGH!
Strategy PloyFriendly KOMMANDO operatives' melee weapons have the Balanced weapon rule.
Balanced: Can re-roll one Attack die.
Just A Scratch
Firefight PloyUse this firefight ploy when an attack dice inflicts Normal Damage on a friendly KOMMANDO operative (excluding BOMB SQUIG and GROT). Ignore that inflicted damage.
Kunnin' But Brutal
Firefight PloyUse this firefight ploy when a friendly KOMMANDO operative that has a Conceal order is fighting during an activation in which it has performed the Charge action, you're resolving the first attack die and it is a strike with a normal success. Treat that normal success as a critical success instead.
Krump 'Em
Firefight PloyUse this firefight ploy at the end of the Firefight phase. Select one friendly KOMMANDO operative. It can immediately perform a free Fight action.
Shake It Off
Firefight PloyUse this firefight ploy when a friendly Kommando operative is activated, or when its APL stat is changed. Until the start of the next turning point, you can ignore any changes to its APL stat.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Dominate
Seek And DestroyReveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Rout
Seek And DestroyReveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Track Enemy
InfiltrationReveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Plant Devices
InfiltrationReveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Steal Intelligence
InfiltrationReveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.