Imperial Navy Breachers are methodical boarding specialists who excel at coordinated assaults, using their Breach and Clear rule to chain activations and Void Armour to withstand explosive threats while securing objectives through disciplined teamwork.
Core Abilities
Faction Rules
- VOID ARMOUR: Reroll one or two defence dice against Blast or Torrent weapons, ignore Devastating rule.
- BREACH AND CLEAR: Once per turn, activate another operative after the first is expended.
Strategic Ploys
- ATTACK ORDER: Friendly operatives gain Ceaseless rule when near marker.
- DEFENCE ORDER: Reroll one defence dice result when near marker.
- CLOSE ASSAULT: Friendly operatives gain Punishing rule in close combat.
- BRACE FOR COUNTERATTACK: Reduce damage taken by friendly operatives in territory.
Firefight Ploys
- OVERWHELM TARGET: +1 APL for one operative
- BLITZ: First action gains Accurate or Severe
- LOCK IT DOWN: +1 APL for objective control
- DECK HAND: Move through terrain or operate hatch
Equipment
- REBREATHERS: Ignore APL changes and Shock weapon effects for Breachers.
- SLUGS: Improve shotgun Hit and Dmg stats up to three times per turning point.
- COMBAT STIMMS: Ignore Move stat changes from injury for Breachers.
- SYSTEM OVERRIDE DEVICE: Operate Hatch action costs 1 less AP once per turning point.