Imperial Navy Breachers

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

What to Know

Imperial Navy Breachers bring 11-12 operatives to the fight, specializing in aggressive close-quarters combat. Their Void Armor makes them resilient against Blast/Torrent weapons, while Breach and Clear lets you chain activations for devastating alpha strikes. With shotguns and melee weapons, they excel within 6", supported by tough Endurants (2+ save, 11 wounds) and fast C.A.T. Units (8" move). Use Attack/Defence Orders to boost offense or defense, and overwhelm objectives with their high model count and synergistic ploys. Get in close and dominate the breach!

Core Abilities

Unusual Shooting
C.A.T. Unit: Spot: grants Seek Light and ignores obscuring for targeted enemy.Void-Jammer: Gheistskull detonator [Detonate]: ignores cover and obscuring for friendly Gheistskull.
Unusual Melee
Super Conceal
Out of Order Movement
Activation Manipulation
Breach and Clear: activate another operative after one is activatedArmsman: Group Activation: activate another Armsman after this one
APL Modifiers
Surveyor: Wayfind: +1 APL to friendly operative.Void-Jammer: Gheistskull detonator [Stun]Void-Jammer: Interference Pulse: -1 APL to enemy operative.Firefight Ploy: Overwhelm Target: +1 APL using Breach and Clear.Firefight Ploy: Lock It Down: Treats APL as higher for objectives.
Bitter Demise
Block Rerolls
Damage Reduction
Strategic Ploy: Brace for Counterattack: reduces damage by 1 if damage is 3 or more.Operative: Emboldened: subtract 1 damage on 5+ after Charge.

Faction Rules

  • Void Armour: reroll defence dice against Blast/Torrent weapons, ignore Devastating weapon rule
  • Breach and Clear: once per turning point, activate two operatives consecutively

Strategic Ploys

  • Defence Order: reroll defence dice of one result within 3" of marker
  • Attack Order: weapons gain Ceaseless rule within 3" of marker
  • Close Assault: shotguns gain +1 Dmg and discard one fail in combat
  • Brace for Counterattack: reduce damage from 3+ hits by 1 in certain conditions

Firefight Ploys

  • Blitz: first operative gets Accurate 1, or Accurate 1 and Severe
  • Overwhelm Target: add 1 APL when using Breach and Clear
  • Lock It Down: increase APL for controlling one objective marker
  • Deck Hand: move through terrain or free Operate Hatch action

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

CONTINUES ON OTHER SIDE

  • 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