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 Light, *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.
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.