The FBI (face breaker industry)

The face breaker industry or FBI are a team of rouge orks kicked out of a snakebite tribe due to being "too thinky". Now forming a bounty hunting company to track down and eliminate their mark.

The FBI (face breaker industry)

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. FBI agent Body
Boss Nob
A 3
M 6"
S 5+
W 14/14
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Big Choppa
5
3+
5/6
Abilities
Throat Slittas1AP: Get it DunKrumpin' Time
Notes

The longest serving member of the FBI. They are the largest and the thinky-est member and only likes a job once its done and there's money to collect. Very close with agent Smith and a bloodaxe

Get it Dun (1AP): SUPPORT Select one other friendly KOMMANDO operative (excluding BOMB SQUIG) visible to and within 6" of this operative. Until the end of that operative's next activation add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

Krumpin' Time: This operative can perform two Fight actions during its activation.

KOMMANDO, ORK, BOSS NOB
2. FBI agent Henwood
Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Throat SlittasTactical Wot-Notz
Notes

No one really remembers when agent Henwood joined the FBI. He just sort of arrived. None the less he is quite intelligent and a very good shot. He occaisonly gets into fights with the group grot. He is a bloodaxe as well.

KOMMANDO, ORK, BOY
3. FBI agent Williams
Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Choppa
4
3+
4/5
Abilities
Throat SlittasTactical Wot-Notz
Notes

Agent Williams loves a good krump. However, he prefers his chosen victim to go down a little more quietly, prompting him to join the FBI. None the less, he is still the most likely to get caught up in a Waaaaagh. He is a Goff.

KOMMANDO, ORK, BOY
4. FBI agent Brett
Slasha Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Throwing Knives (Rng 6", Silent)
4
3+
2/5
Twin Choppas (Ceaseless, Lethal 5+)
4
3+
4/5
Abilities
Dat All You Got?Throat Slittas
Notes

Somehow the most calm of the agents, FBI agent Brett is a calmer and more laid back killer than the rest. It is rumored that before joining the FBI he walked away from a fight that killed to close friends. Now, officially an agent he fights carefully with a pair of choppas but will happily Waaagh if provoked too far. He is a bloodaxe.

Dat All You Got?: After this operative fights or retaliates, if it was not incapacitated, you can inflict 1D3 damage on the enemy operative in that sequence.

KOMMANDO, ORK, SLASHA BOY
5. FBI agent Claridge
Breacha Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Slugga (Rng 8")
4
4+
3/4
Breacha Ram (Brutal, Severe, Shock)
4
4+
5/5
Abilities
Throat Slittas1AP: Breach
Notes

Agent Claridge doesn't like to be stopped. Ever. By anyone. Part of the reason they carry the ram. They are close friends with agent Smith and often fight with agent Body, however their usefullness and gallows humour has saved the group time and time again, giving agent Body reason not to kick their teef in. They are a Goff

Breach (1AP): Place one of your Breach markers within this operative's control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible Terrain. This operative can perform this action during the Charge or Reposition action, and it can do so for 1 less AP during those actions. Any remaining move distance can be used after it does so.

This operative cannot perform this action while within control range of an enemy operative or if a terrain feature is not within its control range.

KOMMANDO, ORK, BREACHA BOY
6. FBI agent Flechais Downs
Snipa Boy
A 2
M 6"
S 5+
W 10/10
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
Abilities
*Concealed PositionThroat Slittas
Notes

It was agent Wilken Wallis Barlow that brought Flechais Downs in. He has stayed at the perifery of the group since, and acts calculatedly abd calmly in a situation. On bad terms with Claridge, but is very close with agent Terry making him "da squig wrangler". He is a Deathskull.

*Concealed Position: This operative can only use this weapon profile the first time it is performing the Shoot action during the battle.

KOMMANDO, ORK, SNIPA BOY
7. FBI agent Smith
Dakka Boy
A 2
M 6"
S 5+
W 10/10
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
Abilities
Throat Slittas1AP: Dakka Dash
Notes

Agent Smith is two things: an eccentric, and sometimes volitile wielder of high frequency guns and the social and emotional support of the group. They are very close with both agent Body and agent Claridge and get on well with the rest. They are a deathskull.

Dakka Dash (1AP): Perform a free Dash action and a free shoot action with this operative in any order. You can only select a Dakka Shoota for that shoot action.

This operative cannot perform this action while within control range of an enemy operative or while it has a Conceal order.

KOMMANDO, ORK, DAKKA BOY
8. FBI agent Hough
Rokkit Boy
A 2
M 6"
S 5+
W 10/10
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
Abilities
Throat Slittas
Notes

Hough loves a good shoota. Even better a good rokkit launcha. If you give them a gun or anything close, they will show deadly and vicous accuracy. Despite this, they aren't very thinky and somewhat reject stealth and taktiks. They are a goff

KOMMANDO, ORK, ROKKIT BOY
9. FBI agent Bough
Grot
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Grot Choppa
3
5+
1/4
Abilities
Sneaky ZoggerThroat Slittas1AP: Grappling Hook
Notes

Agent Bough is the second longest serving agent despite being a grot. They are by far the sneakiest however not particularily thinky. They often fight with Henwood, due to the latter exercising control over them. he is a bad moon

Sneaky Zogger: This operative cannot have an Engage order. Whenever this operative is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g, Seek, Vantage Terrain) except being within 2".

Grappling Hook (1AP): Selected a visible point on a terrain feature for this operative. Remove this operative from the killzone and set it back up within 1" horizontally of that point in a location it can be placed, not within control range of enemy operatives, and with that point visible to it. The operative cannot perform the Operate Hatch action during this action.

This action is treated as a Reposition action. This operative cannot perform this action while within control range of an enemy operative, or during an activation in which it performed the Charge or Fall Back action (or vice-versa).

KOMMANDO, ORK, GROT
10. FBI agent Terry
Bomb Squig
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Explosives (Blast 1", Lim1, *Explosive)
6
4+
4/5
Bite
3
4+
4/5
Abilities
Boom!Expendable*ExplosiveStoopid
Notes

Terry is a squig. He blows up. That's about it.

Boom!: Whenever this operative is incapacitated during a battle in which it has not used its explosives, roll 1D6, or 2D6 if you wish. If any result is a 4+, this operative performs a free Shoot action with its explosives before it is removed from the Killzone.

Expendable: This operative is ignored for your opponent's kill/elimination op (when it is incapacitated, and when determining your starting number of operatives). It is also ignored for victory conditions and scoring VPs that require operatives to "escape", "survive", or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operative must escape/survive/ be incapacitated, etc).

*Explosive: This operative can perform the shoot action with this weapon while within control range of an enemy operative. Do not select a valid target, instead this operative is always the primary target and cannot be in cover or obscured.

Stoopid: In the Firefight Phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Fight, Reposition and Shoot, or use any weapons that are not on its data card.

KOMMANDO, ORK, BOMB SQUIG
11. FBI agent Wilken Wallis Barlow
Burna Boy
A 2
M 6"
S 5+
W 10/10
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
Abilities
*Torrent 0"Throat Slittas
Notes

Agent WWB is the weird one. After being bullied out of his tribe by other orks he wandered for a bit before joining the FBI. And he has never been happier. He loves a good burna and lives for the smell of smoke. He is a deathskull.

*Torrent 0": Note that Torrent 0" means you cannot select secondary targets, but this weapon still has the Torren weapon rule for all other rules purposes, e.g. the Condensed Stronghold rule (see Killzone: Volkus).

KOMMANDO, ORK, BURNA BOY
12. FBI agent Bosse Chitty
Comms Boy
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Shokka (Rng 8", Dev2, Severe, Stun)
6
4+
1/0
Fists
3
3+
3/4
Abilities
I Got A Plan LadzThroat Slittas1AP: Listen In
Notes

Agent Bosse Chitty is very thinky. As far as orks go at least. He makes plans, does them and then gives and ork that messes it up a smack with a taser. He is a bloodaxe.

I Got A Plan Ladz: Once during each of this operative's activations, it can perform the Place Marker, Pick Up Marker, or a mission action for 1 less AP.

Listen In (1AP): SUPPORT Select one other friendly KOMMANDO operative (excluding BOMB SQUIG) visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

KOMMANDO, ORK, COMMS BOY

Equipment

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.

NameATKHITDMG
Choppa33+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:

NameATKHITDMG
Dynamite54+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:

NameATKHITDMG
Harpoon44+4/5
Weapon Rules
Rng 8", Lethal 5+, Stun

Ploys

DAKKA! DAKKA! DAKKA!
Strategy Ploy

Friendly 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 Ploy

Whenever 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 Ploy

Each 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 Ploy

Friendly KOMMANDO operatives' melee weapons have the Balanced weapon rule.
Balanced: Can re-roll one Attack die.

Just A Scratch
Firefight Ploy

Use 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 Ploy

Use 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 Ploy

Use 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 Ploy

Use 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 Destroy

Reveal: 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 Destroy

Reveal: 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 Destroy

Reveal: 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
Infiltration

Reveal: 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
Infiltration

Reveal: 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
Infiltration

Reveal: 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.