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
A 3
M 6"
S 5+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 4+ | 3/4 |
| Big Choppa | 5 | 3+ | 5/6 |
Abilities
Throat Slittas1AP: Get it DunKrumpin' TimeNotes
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
2. FBI agent Henwood
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 4+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
Throat SlittasTactical Wot-NotzNotes
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.
3. FBI agent Williams
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slugga (Rng 8") | 4 | 4+ | 3/4 |
| Choppa | 4 | 3+ | 4/5 |
Abilities
Throat SlittasTactical Wot-NotzNotes
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.
4. FBI agent Brett
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 |
Abilities
Dat All You Got?Throat SlittasNotes
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.
5. FBI agent Claridge
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 |
Abilities
Throat Slittas1AP: BreachNotes
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
6. FBI agent Flechais Downs
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 |
Abilities
*Concealed PositionThroat SlittasNotes
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.
7. FBI agent Smith
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 |
Abilities
Throat Slittas1AP: Dakka DashNotes
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.
8. FBI agent Hough
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 |
Abilities
Throat SlittasNotes
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
9. FBI agent Bough
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grot Choppa | 3 | 5+ | 1/4 |
Abilities
Sneaky ZoggerThroat Slittas1AP: Grappling HookNotes
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
10. FBI agent Terry
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*ExplosiveStoopidNotes
Terry is a squig. He blows up. That's about it.
11. FBI agent Wilken Wallis Barlow
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, *Torrent 0") | 4 | 2+ | 3/3 |
| Fists | 3 | 3+ | 3/4 |
Abilities
*Torrent 0"Throat SlittasNotes
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.
12. FBI agent Bosse Chitty
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 |
Abilities
I Got A Plan LadzThroat Slittas1AP: Listen InNotes
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.
Inactive 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.
| 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 |
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: DAKKA! DAKKA! DAKKA!
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.
Strategy: Skulk About
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).
Strategy: SSSSHHHH!
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.
Strategy: WAAAGH!
Friendly KOMMANDO operatives' melee weapons have the Balanced weapon rule.
Balanced: Can re-roll one Attack die.
Firefight Ploys
Firefight: Just A Scratch
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.
Firefight: Kunnin' But Brutal
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.
Firefight: Krump 'Em
Use this firefight ploy at the end of the Firefight phase. Select one friendly KOMMANDO operative. It can immediately perform a free Fight action.
Firefight: Shake It Off
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.
The FBI (face breaker industry)
FBI agent Body
FBI agent Henwood
FBI agent Williams
FBI agent Brett
FBI agent Claridge
FBI agent Flechais Downs
FBI agent Smith
FBI agent Hough
FBI agent Bough
FBI agent Terry
FBI agent Wilken Wallis Barlow
FBI agent Bosse Chitty
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.
| 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.