Below you will find a list of the operatives that make up a IMPERIAL NAVY BREACHER kill team, including, where relevant, any weapons specified for that operative.
1 IMPERIAL NAVY BREACHER SERGEANT-AT-ARMS operative with the following:
10 IMPERIAL NAVY BREACHER operatives selected from the following list:
Other than ARMSMAN operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two GUNNER operatives.
Your kill team can only include a GHEISTSKULL operative if it also includes a VOID-JAMMER operative, and it can only include a C.A.T. UNIT operative if it also includes a SURVEYOR operative.
* These operatives count as half a selection each, meaning you can select both of them and it’s treated as one selection in total.
| Nom | A | T | D | Règles | |
| Bolt pistol | 4 | 4+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Heirloom autopistol | 4 | 3+ | 2/4 | Lethal 5+, Range 8" | |
| Lethal 5+, Range 8" | |||||
| Navis shotgun (close range) | 4 | 3+ | 3/3 | Range 6" | |
| Range 6" | |||||
| Navis shotgun (long range) | 4 | 5+ | 1/2 | ||
| Chainsword | 4 | 3+ | 4/5 | ||
| Navis hatchet | 3 | 4+ | 3/4 | ||
| Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
Whenever you would use the Attack Order or Defence Order strategy ploy, if this operative is in the killzone, it costs you 0CP. Once during each of this operative’s activations, before or after it performs an action, if your Attack Order or Defence Order marker is in the killzone (see relevant strategy ploy), you can either:
You cannot do both, and you don’t need to spend any CP to change the ploy.
| Nom | A | T | D | Règles | |
| Bolt pistol | 4 | 4+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Heirloom autopistol | 4 | 3+ | 2/4 | Lethal 5+, Range 8" | |
| Lethal 5+, Range 8" | |||||
| Navis shotgun (close range) | 4 | 3+ | 3/3 | Range 6" | |
| Range 6" | |||||
| Navis shotgun (long range) | 4 | 5+ | 1/2 | ||
| Chainsword | 4 | 3+ | 4/5 | ||
| Navis hatchet | 3 | 4+ | 3/4 | ||
| Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
Whenever you would use the Attack Order or Defence Order strategy ploy, if this operative is in the killzone, it costs you 0CP. Once during each of this operative’s activations, before or after it performs an action, if your Attack Order or Defence Order marker is in the killzone (see relevant strategy ploy), you can either:
You cannot do both, and you don’t need to spend any CP to change the ploy.
| Nom | A | T | D | Règles | |
| Navis shotgun (close range) | 4 | 3+ | 3/3 | Range 6" | |
| Range 6" | |||||
| Navis shotgun (long range) | 4 | 5+ | 1/2 | ||
| Navis hatchet | 3 | 4+ | 3/4 | ||
Whenever this operative is expended, you must then activate one other ready friendly IMPERIAL NAVY BREACHER ARMSMAN operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule). Ignore this rule when you are using the Breach and Clear faction rule.
| Nom | A | T | D | Règles | |
| Navis shotgun (close range) | 4 | 3+ | 3/3 | Range 6" | |
| Range 6" | |||||
| Navis shotgun (long range) | 4 | 5+ | 1/2 | ||
| Navis hatchet | 3 | 4+ | 3/4 | ||
Whenever this operative is expended, you must then activate one other ready friendly IMPERIAL NAVY BREACHER ARMSMAN operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule). Ignore this rule when you are using the Breach and Clear faction rule.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
Whenever an attack dice inflicts damage of 3 or more on this operative during a turning point in which it performed the Charge action, roll one D6: on a 5+, subtract 1 from that inflicted damage.
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
Whenever an attack dice inflicts damage of 3 or more on this operative during a turning point in which it performed the Charge action, roll one D6: on a 5+, subtract 1 from that inflicted damage.
This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/ is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
Select one enemy operative visible to this operative. Until the end of the turning point, until that enemy operative is no longer visible to this operative or until this operative performs this action again (whichever comes first), whenever a friendly IMPERIAL NAVY BREACHER operative is shooting that enemy operative, you can use this effect. If you do:
This operative cannot perform this action while within control range of an enemy operative.
Select one enemy operative visible to this operative. Until the end of the turning point, until that enemy operative is no longer visible to this operative or until this operative performs this action again (whichever comes first), whenever a friendly IMPERIAL NAVY BREACHER operative is shooting that enemy operative, you can use this effect. If you do:
This operative cannot perform this action while within control range of an enemy operative.
This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/ is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
| Nom | A | T | D | Règles | |
| Navis heavy shotgun (close range) | 4 | 3+ | 3/3 | Relentless, Range 6" | |
| Relentless, Range 6" | |||||
| Navis heavy shotgun (long range) | 4 | 5+ | 1/2 | Relentless | |
| Relentless | |||||
| Shield bash | 3 | 4+ | 1/2 | Brutal, Shield* | |
| Brutal, Shield* | |||||
Whenever your opponent is selecting a valid target, they cannot select another friendly IMPERIAL NAVY BREACHER operative whose base is touching this operative’s if this operative has an Engage order and is intervening. This rule has no effect if more than one other friendly operative’s base is touching this operative’s.
This operative can perform the Fall Back action for 1 less AP.
Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
| Nom | A | T | D | Règles | |
| Navis heavy shotgun (close range) | 4 | 3+ | 3/3 | Relentless, Range 6" | |
| Relentless, Range 6" | |||||
| Navis heavy shotgun (long range) | 4 | 5+ | 1/2 | Relentless | |
| Relentless | |||||
| Shield bash | 3 | 4+ | 1/2 | Brutal, Shield* | |
| Brutal, Shield* | |||||
Whenever your opponent is selecting a valid target, they cannot select another friendly IMPERIAL NAVY BREACHER operative whose base is touching this operative’s if this operative has an Engage order and is intervening. This rule has no effect if more than one other friendly operative’s base is touching this operative’s.
This operative can perform the Fall Back action for 1 less AP.
Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/ is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
Until the end of the activation, add 6" to this operative’s Move stat.
This operative can only perform this action once per battle, and cannot perform it during the first turning point
Until the end of the activation, add 6" to this operative’s Move stat.
This operative can only perform this action once per battle, and cannot perform it during the first turning point
This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/ is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
| Nom | A | T | D | Règles | |
| Demolition charge | 4 | 3+ | 4/6 | Blast 2", Limited 1, Heavy (Reposition only), Piercing 1, Range 3", Saturate | |
| Blast 2", Limited 1, Heavy (Reposition only), Piercing 1, Range 3", Saturate | |||||
| Navis shotgun (close range) | 4 | 3+ | 3/3 | Range 6" | |
| Range 6" | |||||
| Navis shotgun (long range) | 4 | 5+ | 1/2 | ||
| Navis hatchet | 3 | 4+ | 3/4 | ||
This operative can use frag, krak and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
| Nom | A | T | D | Règles | |
| Demolition charge | 4 | 3+ | 4/6 | Blast 2", Limited 1, Heavy (Reposition only), Piercing 1, Range 3", Saturate | |
| Blast 2", Limited 1, Heavy (Reposition only), Piercing 1, Range 3", Saturate | |||||
| Navis shotgun (close range) | 4 | 3+ | 3/3 | Range 6" | |
| Range 6" | |||||
| Navis shotgun (long range) | 4 | 5+ | 1/2 | ||
| Navis hatchet | 3 | 4+ | 3/4 | ||
This operative can use frag, krak and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
| Nom | A | T | D | Règles | |
| Meltagun | 4 | 4+ | 6/3 | Devastating 4, Piercing 2, Range 6" | |
| Devastating 4, Piercing 2, Range 6" | |||||
| Navis las-volley (focused) | 5 | 4+ | 4/5 | Rending, Heavy (Dash only) | |
| Rending, Heavy (Dash only) | |||||
| Navis las-volley (sweeping) | 4 | 4+ | 4/5 | Rending, Heavy (Dash only), Torrent 1" | |
| Rending, Heavy (Dash only), Torrent 1" | |||||
| Plasma gun (standard) | 4 | 4+ | 4/6 | Piercing 1 | |
| Piercing 1 | |||||
| Plasma gun (supercharge) | 4 | 4+ | 5/6 | Lethal 5+, Piercing 1, Hot | |
| Lethal 5+, Piercing 1, Hot | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Meltagun | 4 | 4+ | 6/3 | Devastating 4, Piercing 2, Range 6" | |
| Devastating 4, Piercing 2, Range 6" | |||||
| Navis las-volley (focused) | 5 | 4+ | 4/5 | Rending, Heavy (Dash only) | |
| Rending, Heavy (Dash only) | |||||
| Navis las-volley (sweeping) | 4 | 4+ | 4/5 | Rending, Heavy (Dash only), Torrent 1" | |
| Rending, Heavy (Dash only), Torrent 1" | |||||
| Plasma gun (standard) | 4 | 4+ | 4/6 | Piercing 1 | |
| Piercing 1 | |||||
| Plasma gun (supercharge) | 4 | 4+ | 5/6 | Lethal 5+, Piercing 1, Hot | |
| Lethal 5+, Piercing 1, Hot | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Chainfist | 4 | 4+ | 5/6 | Brutal, Rending | |
| Brutal, Rending | |||||
Select a closed hatchway (e.g. Killzone: Gallowdark) within this operative’s control range. 1 additional AP must be spent for other operatives to perform the Operate Hatch action to open that hatchway. This effect ends when that hatchway is opened. Note this operative isn’t affected by this effect.
This operative cannot perform this action while within control range of an enemy operative, or if it isn’t within 1" of a closed hatchway.
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 cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range
| Nom | A | T | D | Règles | |
| Autopistol | 4 | 4+ | 2/3 | Range 8" | |
| Range 8" | |||||
| Chainfist | 4 | 4+ | 5/6 | Brutal, Rending | |
| Brutal, Rending | |||||
Select a closed hatchway (e.g. Killzone: Gallowdark) within this operative’s control range. 1 additional AP must be spent for other operatives to perform the Operate Hatch action to open that hatchway. This effect ends when that hatchway is opened. Note this operative isn’t affected by this effect.
This operative cannot perform this action while within control range of an enemy operative, or if it isn’t within 1" of a closed hatchway.
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 cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range
| Nom | A | T | D | Règles | |
| Navis shotgun (close range) | 4 | 3+ | 3/3 | Range 6" | |
| Range 6" | |||||
| Navis shotgun (long range) | 4 | 5+ | 1/2 | ||
| Navis hatchet | 3 | 4+ | 3/4 | ||
SUPPORT. Select one other friendly IMPERIAL NAVY BREACHER operative (excluding C.A.T. UNIT or GHEISTSKULL) visible to and within 6" of this operative, or visible to and within 6" of a friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative. Until the end of that operative’s next activation, add 1 to its APL stat. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control that marker.
This operative cannot perform this action while within control range of an enemy operative.
Select one friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative. That operative can immediately perform one free action, but it cannot move more than 3" during that action.
This operative cannot perform this action while within control range of an enemy operative, or if a friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative isn’t in the killzone.
| Nom | A | T | D | Règles | |
| Navis shotgun (close range) | 4 | 3+ | 3/3 | Range 6" | |
| Range 6" | |||||
| Navis shotgun (long range) | 4 | 5+ | 1/2 | ||
| Navis hatchet | 3 | 4+ | 3/4 | ||
SUPPORT. Select one other friendly IMPERIAL NAVY BREACHER operative (excluding C.A.T. UNIT or GHEISTSKULL) visible to and within 6" of this operative, or visible to and within 6" of a friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative. Until the end of that operative’s next activation, add 1 to its APL stat. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control that marker.
This operative cannot perform this action while within control range of an enemy operative.
Select one friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative. That operative can immediately perform one free action, but it cannot move more than 3" during that action.
This operative cannot perform this action while within control range of an enemy operative, or if a friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative isn’t in the killzone.
| Nom | A | T | D | Règles | |
| Gheistskull detonator | 4 | 3+ | 3/4 | Blast 1", Stun, Lethal 4+, Limited 1, Silent, Detonate* | |
| Blast 1", Stun, Lethal 4+, Limited 1, Silent, Detonate* | |||||
| Navis shotgun (close range) | 4 | 3+ | 3/3 | Range 6" | |
| Range 6" | |||||
| Navis shotgun (long range) | 4 | 5+ | 1/2 | ||
| Navis hatchet | 3 | 4+ | 3/4 | ||
Don’t select a valid target. Instead, a friendly IMPERIAL NAVY BREACHER GHEISTSKULL operative is always the primary target and cannot be in cover or obscured. If that operative isn’t in the killzone, you cannot select this weapon.
Select one enemy operative visible to and within 8" of a friendly GHEISTSKULL operative. Roll one D6, adding 1 to the result if that enemy operative is a valid target for that friendly GHEISTSKULL operative: on a 3+, subtract 1 from that enemy operative’s APL stat until the end of its next activation.
This operative cannot perform this action while within control range of an enemy operative, or if a friendly GHEISTSKULL operative isn’t in the killzone.
| Nom | A | T | D | Règles | |
| Gheistskull detonator | 4 | 3+ | 3/4 | Blast 1", Stun, Lethal 4+, Limited 1, Silent, Detonate* | |
| Blast 1", Stun, Lethal 4+, Limited 1, Silent, Detonate* | |||||
| Navis shotgun (close range) | 4 | 3+ | 3/3 | Range 6" | |
| Range 6" | |||||
| Navis shotgun (long range) | 4 | 5+ | 1/2 | ||
| Navis hatchet | 3 | 4+ | 3/4 | ||
Don’t select a valid target. Instead, a friendly IMPERIAL NAVY BREACHER GHEISTSKULL operative is always the primary target and cannot be in cover or obscured. If that operative isn’t in the killzone, you cannot select this weapon.
Select one enemy operative visible to and within 8" of a friendly GHEISTSKULL operative. Roll one D6, adding 1 to the result if that enemy operative is a valid target for that friendly GHEISTSKULL operative: on a 3+, subtract 1 from that enemy operative’s APL stat until the end of its next activation.
This operative cannot perform this action while within control range of an enemy operative, or if a friendly GHEISTSKULL operative isn’t in the killzone.
Once per turning point, when a ready friendly IMPERIAL NAVY BREACHER operative is activated, you can use this rule. If you do, select one other ready friendly IMPERIAL NAVY BREACHER operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Whenever an operative is shooting a friendly IMPERIAL NAVY BREACHER operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice, or up to two of your defence dice if that friendly operative is a GRENADIER.
Friendly IMPERIAL NAVY BREACHER operatives aren’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.
Place your Attack Order marker in the killzone. Whenever a friendly IMPERIAL NAVY BREACHER operative within 3" of that marker is shooting, fighting or retaliating, its weapons have the Ceaseless weapon rule. In the Ready step of the next Strategy phase, remove that marker. You cannot use this ploy and the Defence Order strategy ploy in the same Strategy phase.
Place your Defence Order marker in the killzone. Whenever an operative is shooting a friendly IMPERIAL NAVY BREACHER operative that’s within 3" of that marker, you can re-roll any of your defence dice results of one result (e.g. results of 2). In the Ready step of the next Strategy phase, remove that marker. You cannot use this ploy and the Attack Order strategy ploy in the same Strategy phase.
Whenever a friendly IMPERIAL NAVY BREACHER operative is fighting or shooting an operative within 3" of it, that friendly operative’s weapons have the Punishing weapon rule.
Whenever an operative is shooting against, fighting against or retaliating against a friendly IMPERIAL NAVY BREACHER operative that’s within your territory or that hasn’t performed the Charge, Fall Back or Reposition action during this turning point, Normal and Critical Dmg of 3 or more inflicts 1 less damage on that friendly operative.
Use this firefight ploy when you use the Breach and Clear faction rule. Select one of those friendly IMPERIAL NAVY BREACHER operatives. Until the end of that operative’s activation, add 1 to its APL stat.
Use this firefight ploy when a friendly IMPERIAL NAVY BREACHER operative performs the Shoot or Fight action, and you select an enemy operative within 6" of it as a valid target or to fight against. If it’s the first friendly operative to perform either of those actions during this turning point, its weapons have the Accurate 1 weapon rule for that action. If it’s the first friendly operative to be activated during this turning point, its weapons also have the Severe weapon rule for that action.
Use this firefight ploy when a friendly IMPERIAL NAVY BREACHER operative is activated. Select one objective marker. Until the end of the battle or until you use this ploy again (whichever comes first), when determining control of that objective marker, treat that friendly operative’s APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Use this firefight ploy during a friendly IMPERIAL NAVY BREACHER operative’s activation, before or after it performs an action. That operative can move through one Accessible terrain feature without it counting as an additional 1" and/or perform a free Operate Hatch action during its activation, and can do so during the Charge or Fall Back action. You cannot use this ploy if the access point has been welded shut (see HATCHCUTTER) unless it’s a friendly HATCHCUTTER operative’s activation.
The following equipment options are available to IMPERIAL NAVY BREACHER kill teams, alongside the universal equipment online. You cannot select each option more than once per battle.
You can ignore any changes to the APL stats of friendly IMPERIAL NAVY BREACHER operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
Up to three times per turning point, whenever a friendly IMPERIAL NAVY BREACHER operative is performing the Shoot action and you select a navis shotgun (long range), you can use this rule. If you do, until the end of that action, improve the Hit stat of that weapon by 1 and add 1 to both of its Dmg stats.
You can ignore any changes to the Move stat of friendly IMPERIAL NAVY BREACHER operatives from being injured.
Once per turning point, one friendly IMPERIAL NAVY BREACHER operative can perform the Operate Hatch action for 1 less AP.