IMPERIAL NAVY BREACHERS

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

What to Know

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

Unusual Shooting
C.A.T. Unit: Spot: Grants Seek Light and ignores obscuring.
Unusual Melee
Super Conceal
Out of Order Movement
Navis Surveyor: Remote Control: grants C.A.T. Unit free action with 3" move
Activation Manipulation
Breach and Clear: activate two operatives in sequence once per turning pointNavis Armsman: Group Activation: must activate another ARMSMAN after this one
APL Modifiers
Navis Void-Jammer: Gheistskull detonator [Stun]Navis Surveyor: Wayfind: +1 APL to target operativeNavis Void-Jammer: Interference Pulse: -1 APL to enemy operativeFirefight Ploy: Overwhelm Target: +1 APL to friendly operative
Bitter Demise
Block Rerolls
Damage Reduction
Operative: Emboldened: -1 damage on 5+ after Charge for damage 3+Strategic Ploy: Brace for Counterattack: -1 damage for 3+ damage under conditions

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.

No rules commentary available for this faction yet.