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
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.