Imperial Navy Breachers

SecuritySeek & Destroy
KILL GRADE [11-13]
Ops12345
11247911
122571012
133581113

What to Know

Imperial Navy Breachers are a 10-12 operative team specializing in close-quarters boarding actions. They favor aggressive melee and short-range shooting with shotguns and power weapons. Their Void Armor makes them resilient against blast/torrent weapons, while Breach and Clear allows devastating double activations. Use Attack/Defence Order ploys to buff your team's offense or defense. They're tough with good saves and wounds, but average speed. Unique operatives like the Endurant tank, Hatchcutter for terrain manipulation, and expendable C.A.T./Gheist units add tactical depth. Perfect for players who want to breach, clear, and dominate the killzone!

Core Abilities

Unusual Shooting
C.A.T. Unit: Spot action: grants Seek Light and ignores obscuring.Void-Jammer: Gheistskull detonator [Detonate]: target cannot be in cover or obscured.
Unusual Melee
Super Conceal
Out of Order Movement
Activation Manipulation
Breach And Clear: activate two operatives in sequence per turnArmsman: Group Activation: activate another Armsman before opponent
APL Modifiers
Void-Jammer: Gheistskull detonator [Stun]Surveyor: Wayfind: +1 APL to friendly operativeVoid-Jammer: Interference Pulse: -1 APL to enemy operativeFirefight Ploy: Overwhelm Target: +1 APL to friendly operativeFirefight Ploy: Lock It Down: treats APL as 1 higher for control
Bitter Demise
Block Rerolls
Damage Reduction
Operative: Emboldened: reduce damage by 1 on 5+ after ChargeStrategic Ploy: Brace for Counterattack: reduce damage by 1 if damage >=3

Faction Rules

  • Void Armour: Reroll defence dice vs Blast/Torrent and ignore Devastating rule.
  • Breach And Clear: Once per turn, activate two operatives consecutively.

Strategic Ploys

  • Defence Order: reroll defence dice of one result near marker
  • Attack Order: weapons gain Ceaseless rule near marker
  • Close Assault: weapons gain Punishing rule within 3"
  • Brace for Counterattack: reduce damage from high damage attacks

Firefight Ploys

  • Blitz: first operative gets Accurate 1 or Accurate 1 and Severe
  • Overwhelm Target: add 1 APL to a Breacher during Breach and Clear
  • Lock It Down: increase APL for controlling a selected objective
  • Deck Hand: move through terrain freely or operate a hatch

Equipment

  • Slugs: Improve Navis shotgun Hit by 1 and Dmg by 1, up to three times per turning point.
  • Rebreathers: Ignore APL changes and Shock weapon effects on friendly Breacher operatives.
  • Combat Stims: Ignore Move stat penalties from injury on friendly Breacher operatives.
  • System Override Device: Once per turning point, reduce Operate Hatch AP cost by 1 for one Breacher.

Operative Selection

OPERATIVES

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

    • 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.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment