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Killteam

Imperial Navy Breachers

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.

Archetype : Sécurité / Recherche et destruction
Fire Team Imperial Navy Breacher

1 IMPERIAL NAVY BREACHER SERGEANT-AT-ARMS operative with the following:

  • Navis shotgun and Navis hatchet
  • Or one option from each of the following:
    • Bolt pistol or heirloom autopistol
    • Chainsword or power weapon

 

10 IMPERIAL NAVY BREACHER operatives selected from the following list:

  • ARMSMAN
  • AXEJACK
  • C.A.T. UNIT*
  • ENDURANT
  • GHEISTSKULL*
  • GRENADIER
  • GUNNER with Navis las-volley and gun butt
  • GUNNER with meltagun and gun butt
  • GUNNER with plasma gun and gun butt
  • HATCHCUTTER
  • SURVEYOR
  • VOID-JAMMER

 

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.

Operatives

Navis Sergeant-At-Arms

LPA
2
M
6"
SVG
4+
PV
9
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+
Command Breach:

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:

  • Remove that marker and place it again.
  • Change the selected ploy to the other (e.g. your Attack Order becomes a Defence Order).


You cannot do both, and you don’t need to spend any CP to change the ploy.

IMPERIAL NAVY BREACHER , IMPERIUM, LEADER, SERGEANT-AT-ARMS
25

Navis Sergeant-At-Arms

LPA
2
M
6"
SVG
4+
PV
9
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+
Aptitudes : Command Breach
IMPERIAL NAVY BREACHER , IMPERIUM, LEADER, SERGEANT-AT-ARMS
25
Command Breach:

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:

  • Remove that marker and place it again.
  • Change the selected ploy to the other (e.g. your Attack Order becomes a Defence Order).


You cannot do both, and you don’t need to spend any CP to change the ploy.

Navis Armsman

LPA
2
M
6"
SVG
4+
PV
8
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
Group Activation:

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.

IMPERIAL NAVY BREACHER , IMPERIUM, ARMSMAN
25

Navis Armsman

LPA
2
M
6"
SVG
4+
PV
8
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
Group Activation:

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.

IMPERIAL NAVY BREACHER , IMPERIUM, ARMSMAN
25

Navis Axejack

LPA
2
M
6"
SVG
4+
PV
8
Nom A T D Règles
Autopistol 4 4+ 2/3 Range 8"
Range 8"
Power weapon 4 3+ 4/6 Lethal 5+
Lethal 5+
Emboldened:

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.

IMPERIAL NAVY BREACHER , IMPERIUM, AXEJACK
25

Navis Axejack

LPA
2
M
6"
SVG
4+
PV
8
Nom A T D Règles
Autopistol 4 4+ 2/3 Range 8"
Range 8"
Power weapon 4 3+ 4/6 Lethal 5+
Lethal 5+
Emboldened:

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.

IMPERIAL NAVY BREACHER , IMPERIUM, AXEJACK
25

Navis C.A.T. Unit

LPA
2
M
8"
SVG
5+
PV
5
Machine:
  • This operative cannot be activated or perform actions if it’s within control range of an enemy operative, or if a friendly IMPERIAL NAVY BREACHER SURVEYOR operative has been incapacitated. The turning point can end even if this operative is still ready.
  • This operative cannot perform any actions other than Charge, Dash, Fall Back, Reposition and Spot.
  • It cannot retaliate, assist in a fight, climb or jump.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and 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".
  • Whenever determining what’s visible to this operative, draw the line from any part of the miniature.
Expendable:

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.).

Spot 1PA

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:

  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

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

IMPERIAL NAVY BREACHER , IMPERIUM, C.A.T. UNIT
25

Navis C.A.T. Unit

LPA
2
M
8"
SVG
5+
PV
5
Aptitudes : Machine, Expendable
Spot 1PA

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:

  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

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

IMPERIAL NAVY BREACHER , IMPERIUM, C.A.T. UNIT
25
Machine:
  • This operative cannot be activated or perform actions if it’s within control range of an enemy operative, or if a friendly IMPERIAL NAVY BREACHER SURVEYOR operative has been incapacitated. The turning point can end even if this operative is still ready.
  • This operative cannot perform any actions other than Charge, Dash, Fall Back, Reposition and Spot.
  • It cannot retaliate, assist in a fight, climb or jump.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and 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".
  • Whenever determining what’s visible to this operative, draw the line from any part of the miniature.
Expendable:

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.).

Navis Endurant

LPA
2
M
4"
SVG
2+
PV
11
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*
Breachwall:

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.

Disengage:

This operative can perform the Fall Back action for 1 less AP.

*Shield:

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).

IMPERIAL NAVY BREACHER , IMPERIUM, ENDURANT
28

Navis Endurant

LPA
2
M
4"
SVG
2+
PV
11
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*
Aptitudes : Breachwall, Disengage, *Shield
IMPERIAL NAVY BREACHER , IMPERIUM, ENDURANT
28
Breachwall:

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.

Disengage:

This operative can perform the Fall Back action for 1 less AP.

*Shield:

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).

Navis Gheistskull

LPA
2
M
8"
SVG
5+
PV
5
Expendable:

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.).

Machine:
  • This operative cannot perform any actions other than Boost, Charge, Dash, Fall Back and Reposition.
  • It cannot retaliate or assist in a fight.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and 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".
Boost 1PA

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

IMPERIAL NAVY BREACHER , IMPERIUM, GHEISTSKULL
25

Navis Gheistskull

LPA
2
M
8"
SVG
5+
PV
5
Aptitudes : Expendable, Machine
Boost 1PA

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

IMPERIAL NAVY BREACHER , IMPERIUM, GHEISTSKULL
25
Expendable:

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.).

Machine:
  • This operative cannot perform any actions other than Boost, Charge, Dash, Fall Back and Reposition.
  • It cannot retaliate or assist in a fight.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and 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".

Navis Grenadier

LPA
2
M
6"
SVG
4+
PV
8
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
Grenadier:

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.

IMPERIAL NAVY BREACHER , IMPERIUM, GRENADIER
25

Navis Grenadier

LPA
2
M
6"
SVG
4+
PV
8
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
Aptitudes : Grenadier
IMPERIAL NAVY BREACHER , IMPERIUM, GRENADIER
25
Grenadier:

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.

Navis Gunner

LPA
2
M
6"
SVG
4+
PV
9
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
IMPERIAL NAVY BREACHER , IMPERIUM, GUNNER
28

Navis Gunner

LPA
2
M
6"
SVG
4+
PV
9
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
IMPERIAL NAVY BREACHER , IMPERIUM, GUNNER
28

Navis Hatchcutter

LPA
2
M
6"
SVG
4+
PV
8
Nom A T D Règles
Autopistol 4 4+ 2/3 Range 8"
Range 8"
Chainfist 4 4+ 5/6 Brutal, Rending
Brutal, Rending
Weld Shut 1PA

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.

Breach Point 1PA

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

IMPERIAL NAVY BREACHER , IMPERIUM, HATCHCUTTER
25

Navis Hatchcutter

LPA
2
M
6"
SVG
4+
PV
8
Nom A T D Règles
Autopistol 4 4+ 2/3 Range 8"
Range 8"
Chainfist 4 4+ 5/6 Brutal, Rending
Brutal, Rending
IMPERIAL NAVY BREACHER , IMPERIUM, HATCHCUTTER
25
Weld Shut 1PA

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.

Breach Point 1PA

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

Navis Surveyor

LPA
2
M
6"
SVG
4+
PV
8
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
Wayfind 1PA

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.

Remote control 1PA

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.

IMPERIAL NAVY BREACHER , IMPERIUM, SURVEYOR
25

Navis Surveyor

LPA
2
M
6"
SVG
4+
PV
8
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
IMPERIAL NAVY BREACHER , IMPERIUM, SURVEYOR
25
Wayfind 1PA

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.

Remote control 1PA

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.

Navis Void-Jammer

LPA
2
M
6"
SVG
4+
PV
8
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
*Detonate:

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.

Interference Pulse 1PA

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.

IMPERIAL NAVY BREACHER , IMPERIUM, VOID-JAMMER
25

Navis Void-Jammer

LPA
2
M
6"
SVG
4+
PV
8
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
Aptitudes : *Detonate
IMPERIAL NAVY BREACHER , IMPERIUM, VOID-JAMMER
25
*Detonate:

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.

Interference Pulse 1PA

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.

Faction rules

Faction rules

Breach and clear

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.

Faction rules

Void Armour

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.

Strategy ploys

Strategy ploys

Attack order

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.

Strategy ploys

Defence order

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.

Strategy ploys

Close assault

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.

Strategy ploys

Brace for counterattack

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.

Firefight ploys

Firefight ploys

Overwhelm target

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.

Firefight ploys

Blitz

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.

Firefight ploys

Lock it down

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.

Firefight ploys

Deck hand

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.

Faction equipment

Equipment

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.

Faction equipment

Rebreathers

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.

Faction equipment

Slugs

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.

Faction equipment

Combat Stimms

You can ignore any changes to the Move stat of friendly IMPERIAL NAVY BREACHER operatives from being injured.

Faction equipment

System Override Device

Once per turning point, one friendly IMPERIAL NAVY BREACHER operative can perform the Operate Hatch action for 1 less AP.