Imperial Navy Breacher

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  Kill Team: Into The Dark (Imperial Navy Breacher)
  Kill Team: Into The Dark (Imperial Navy Breacher)Expansion21.2March 2023

FAQ

Expansion: Kill Team: Into The Dark (Imperial Navy Breacher)

Q:If an operative is under the effects of a rule that prevents it from activating and/or treats it as having a Group Activation characteristic of 1 (e.g. Omni-scrambler ability, PHOBOS STRIKE TEAM), can I still use the Breach and Clear ability to activate that operative?
A:
No.
Q:When an operative makes multiple shooting attacks from one Shoot action (e.g. Blast), does the Blitz Tactical Ploy apply to all the shooting attacks from that one action, or just the first one?
A:
All of them.
Q:When a NAVIS GHEISTSKULL operative is incapacitated as a result of the NAVIS VOID-JAMMER’s Detonate special rule, do the NAVIS GHIESTSKULL’s remaining wounds count as being lost, in particular for Tac Ops and mission objectives that require this (e.g. Calculated Eradication, HUNTER CLADE)?
A:
Yes.
Q:When making a shooting attack with the VOID-JAMMER’s gheistskull detonator against each operative within of a friendly NAVIS GHEISTSKULL, can those operatives be in Cover?
A:
No.

Imperial Navy Breacher Kill Team

Below you will find a list of the operatives that make up an IMPERIAL NAVY BREACHER kill team, including, where relevant, any wargear those operatives must be equipped with.

Operatives


Your kill team can only include up to two NAVIS GUNNER operatives. Other than NAVIS ARMSMAN and NAVIS GUNNER operatives, your kill team can only include each operative above once.

Your kill team can only include a NAVIS GHEISTSKULL operative if it also includes a NAVIS VOID-JAMMER operative, and it can only include a NAVIS C.A.T. UNIT operative if it also includes a NAVIS SURVEYOR operative.

Abilities

Below, you will find common abilities of the IMPERIAL NAVY BREACHER kill team.

Breach and Clear

Methodical, professional and well-drilled, Imperial Navy Breachers work as a unit to breach and clear the corridors and chambers of enemy voidcraft, space hulks, orbital stations and more.

Once per Turning Point, when a friendly IMPERIAL NAVY BREACHER operative is activated, you can use this ability. If you do so:
  • Select one other ready friendly IMPERIAL NAVY BREACHER operative Visible to and within of that operative that is eligible to be activated.
  • Until the end of the Turning Point, those operatives are treated as having a Group Activation characteristic of 2.
  • When the first operative’s activation ends, you must select the second operative (even if it is not of the same type) to fulfil the Group Activation requirements.

Void Armour

The armour worn by Imperial Navy Armsmen is void-sealed, meaning that they can fight in zero gravity and zero-atmosphere conditions. Being completely encased in protective armour makes the Armsmen much less vulnerable to explosive blasts and flaming torrents.

  • This operative is unaffected by the Splash critical hit rule unless it is the target of the shooting attack.
  • Each time a shooting attack is made against this operative, if the ranged weapon has the Blast X or Torrent X special rule, or makes a shooting attack against each operative within range of a specified point (e.g. Detonate), in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice (or up to two of your defence dice if this operative has the NAVIS GRENADIER keyword).

Strategic Ploys

If your faction is IMPERIAL NAVY BREACHER, you can use the following Strategic Ploys during a game.

ATTACK ORDER1CP
Strategic Ploy
Place one of your Attack Order tokens anywhere in the killzone. Each time a friendly IMPERIAL NAVY BREACHERS operative fights in combat or makes a shooting attack while within of that token, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2). At the end of the Turning Point, remove that Attack Order token. You cannot use this Strategic Ploy in the same Turning Point in which you use the Defence Order Strategic Ploy.
DEFENCE ORDER1CP
Strategic Ploy
Place one of your Defence Order tokens anywhere in the killzone. Each time a shooting attack is made against a friendly IMPERIAL NAVY BREACHERS operative that is within of that token, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice results of one result (e.g. results of 2). At the end of the Turning Point, remove that Defence Order token. You cannot use this Strategic Ploy in the same Turning Point in which you use the Attack Order Strategic Ploy.
CLOSE ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly IMPERIAL NAVY BREACHERS operative fights in combat or makes a shooting attack against a target within of it, in the Roll Attack Dice step of that combat or shooting attack, if you retain two or more successful hits, you can retain one of your failed hits as a successful normal hit instead.
BRACE FOR COUNTER-ATTACK1CP
Strategic Ploy
Until the end of the Turning Point, each time an enemy operative fights in combat or makes a shooting attack against a friendly IMPERIAL NAVY BREACHERS operative that has not performed a Charge, Fall Back or Normal Move action during this Turning Point, subtract 1 from both Damage characteristics of weapons that enemy operative is equipped with for that combat or shooting attack (to a minimum of 3).

Tactical Ploys

If your faction is IMPERIAL NAVY BREACHER, you can use the following Tactical Ploys during a game.

OVERWHELM TARGET1CP
Tactical Ploy
Use this Tactical Ploy when you use the Breach and Clear ability. Select one of those friendly IMPERIAL NAVY BREACHERS operatives. Add 1 to its APL.
BLITZ1CP
Tactical Ploy
Use this Tactical Ploy when a friendly IMPERIAL NAVY BREACHERS operative performs a Fight or Shoot action against a target within of it. In the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice:
  • If it is the first friendly operative to be activated this Turning Point, you can retain one attack dice as a critical hit without rolling it.
  • If it is the first friendly operative to perform either of those actions this Turning Point, you can retain one attack dice as a successful normal hit without rolling it.
  • If you do either, you cannot re-roll the remaining attack dice.
LOCK IT DOWN1CP
Tactical Ploy
Use this Tactical Ploy when a friendly IMPERIAL NAVY BREACHERS operative is activated. Select one objective marker. Until the end of the battle, when determining control of that objective marker, treat that operative’s APL as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour. You can only use this Tactical Ploy for each friendly operative once.
CALM HEAD1CP
Tactical Ploy
Use this Tactical Ploy when a friendly IMPERIAL NAVY BREACHERS operative is activated. Until the end of the battle, you can ignore any or all modifiers to that operative’s Movement characteristic and to the Ballistic Skill and Weapon Skill characteristics of the weapons it is equipped with.

Tac Ops

If your faction is IMPERIAL NAVY BREACHER, you can use the Imperial Navy Breacher Tac Ops listed below, as specified in the mission sequence.

STORM TARGET
Imperial Navy Breacher – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one objective marker. It cannot be an objective marker that can be permanently removed from the killzone, but it can be an objective marker that can be carried.
  • At the end of any Turning Point, if friendly operatives are controlling that objective marker, you score 1VP.
  • At the end of the battle, if friendly operatives are controlling that objective marker, you score 1VP.
INTO THE BREACH
Imperial Navy Breacher – Faction Tac Op 2
You can reveal this Tac Op at the end of the fourth Turning Point.
  • If one or more friendly IMPERIAL NAVY BREACHER operatives (excluding NAVIS GHEISTSKULL and NAVIS C.A.T. UNIT operatives) are within of your opponent’s killzone edge, you score 1VP.
  • If two or more friendly IMPERIAL NAVY BREACHER operatives (excluding NAVIS GHEISTSKULL and NAVIS C.A.T. UNIT operatives) are within of your opponent’s killzone edge, you score 1VP.
COUNTERACT
Imperial Navy Breacher – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If you use the Breach and Clear ability, and during that Group Activation, one friendly operative incapacitates an enemy operative, and the other friendly operative incapacitates an enemy operative or controls an objective marker at the end of that Group Activation that friendly operatives did not control at the start of it, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.

Spec Ops Rules

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is IMPERIAL NAVY BREACHER you can select one from those listed below instead of selecting one from another source.

Battle Honours

Each time an IMPERIAL NAVY BREACHER operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Imperial Navy Breacher Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

IMPERIAL NAVY BREACHER SPECIALIST
D6Battle Honour
1Gutsy: This operative always treats the Close Assault Strategic Ploy as having been used.
2Assured: Each time a shooting attack is made against this operative, if this operative is within range of an objective marker or one of your Tac Ops tokens, or is carrying an objective marker or one of your Tac Ops tokens, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, you can retain one as a successful normal save without rolling it.
3Deckhand: Each time this operative performs the Operate Hatch action, roll one D6: on a 3+, the action point subtracted to perform that action is refunded.
4Bruiser: Each time this operative fights in combat, if it is the active operative, its melee weapons have the Brutal special rule for that combat.
5Scrapper: Improve the Weapon Skill characteristic of melee weapons this operative is equipped with by 1 (to a maximum of 2+).
6Gallant: Each time this operative fights in combat or makes a shooting attack, if it is within of your opponent’s drop zone or killzone edge, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is IMPERIAL NAVY BREACHER, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. RELIC CUTLASS [1EP]

NAVIS SERGEANT-AT-ARMS operative only. Select a power weapon the operative is equipped with. That weapon gains the Balanced special rule for the battle.

2. NAVIS CUIRASS [2EP]

NAVIS SERGEANT-AT-ARMS operative only. The operative gains the following ability for the battle:

Navis Cuirass: Each time an enemy operative fights in combat or makes a shooting attack against this operative, subtract 1 from both Damage characteristics of weapons that enemy operative is equipped with for that combat or shooting attack (to a minimum of 2). This is not cumulative with the Brace for Counter-Attack Strategic Ploy.

3. ENHANCED ENERGY CELL [2EP]

NAVIS GUNNER operative only. Select a Navis las-volley the operative is equipped with. That weapon gains the Rending special rule for the battle.

4. REMOTE ACCESS DEVICE [2EP]

The operative gains the following ability for the battle:

Remote Access Device: This operative can perform the Operate Hatch action while within of a Hatchway’s access point (instead of ), and can do so even if that Hatchway is open and an enemy operative is within of its access point. An operative cannot use this ability and the Deckhand Battle Honour and/or Hatchcutter ability at the same time.

5. AUSPICATOR [3EP]

The operative gains the following ability for the battle:

Auspicator: Once per Turning Point, during this operative’s activation, it can perform a mission action for one less action point (to a minimum of 0AP).

6. AUTO-MEDICAE UNIT [1EP]

After the battle, in the Update Dataslates step, if this operative was not incapacitated during the battle, you can re-roll one Casualty test.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is IMPERIAL NAVY BREACHER, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

COLOURS

The kill team display their accolades and heritage for their operatives to see, inspiring new recruits and imparting responsibility on the experienced to bond the unit and propagate its accomplishments.

After the battle, in the Update Dataslates step, from the friendly IMPERIAL NAVY BREACHER operatives that were selected for deployment and did not fail a Casualty test, the operative with the lowest experience points earns 1XP (if more than one operative would qualify for this, select one of them to earn 1XP). You can only add this strategic asset to your base of operations if your dataslate includes at least one operative of Veteran rank or higher.

VOID AUGUR

Augurs on their ship regularly provide the kill team with data to help them conduct their missions successfully, from enemy troop dispositions to potential obstacles.

At the start of the battle, secretly make a note of a specific Turning Point other than the first (e.g. the third Turning Point). When rolling off to determine initiative for that Turning Point, you roll one additional D6 and discard one of your results.

EXPANDED SUPPLY BAY

The kill team has expanded a storage bay in their base, acquired a mobile supply transport or established a hidden cache full of useful equipment.

While your base of operations has this strategic asset, the following items of IMPERIAL NAVY BREACHER equipment are treated as being in your stash in unlimited quantities:

  • Frag grenade
  • Stun grenade
  • Rebreather
  • Slugs
  • Stimm


Requisitions

In a Spec Ops campaign, if your faction is IMPERIAL NAVY BREACHER, you can use the following Requisitions in addition to those presented in other sources.

REINFORCEMENTS1RP

Freshly trained troops join the kill team, bolstering their ranks for the missions to come.

Purchase this Requisition before or after a game. Add two NAVIS ARMSMAN operatives to your dataslate.
MISSION CRITICAL1RP

With much at stake, the kill team use all manner of stimm cocktails and chem-breathers to suppress the pain of their injuries and stave off exhaustion in order to complete their objectives.

Purchase this Requisition before a game. During the next battle, friendly IMPERIAL NAVY BREACHER operatives ignore the effects of any Battle Scars they have. After that battle, roll one D6 for each friendly IMPERIAL NAVY BREACHER operative that failed a Casualty test: on a 4+, that test is passed instead (that operative can earn no more than 3XP from that battle).
HERO IN THE RANKS1RP

Breachleads are highly regarded by their squadmates, their bravery and physical prowess motivating them to achieve victory.

Purchase this Requisition when a friendly NAVIS ENDURANT or NAVIS GUNNER operative gains a rank. You can select a number of friendly IMPERIAL NAVY BREACHER operatives on your dataslate (excluding NAVIS ENDURANT and NAVIS GUNNER operatives) up to the number of ranks that NAVIS ENDURANT or NAVIS GUNNER operative has multiplied by two; each selected operative earns 1XP. For example, if a NAVIS ENDURANT operative gains the Ace rank, up to six friendly IMPERIAL NAVY BREACHER operatives (excluding NAVIS ENDURANT and NAVIS GUNNER operatives) could each earn 1XP.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is IMPERIAL NAVY BREACHER, you can select one from those found below instead of selecting one from another source.

Breach, Clear and Secure

When assaulting a ship, momentum is everything. The kill team must breach enemy positions, clear rooms and corridors and secure their objectives quickly to give the foe as little time to react as possible.

OPERATION 1: RAPID PUSH

With a point of ingress secured, the kill team begin a series of offensives in guick succession before the enemy can mount an effective defence.

Complete five games in which you scored victory points from the ‘Counteract’, ‘Into the Breach’ and/or ‘Storm Target’ Tac Op.

OPERATION 2: SECURE BREACH

Deep within enemy territory, and with opposing forces in disarray, the kill team move to secure their primary objective.

Complete a game in which you scored victory points from the ‘Seize Ground’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Purge Order’ Spec Op.

Scorched Deck

The kill team’s commanders have deployed the squad with the task of destroying or sabotaging anything of value onboard an enemy ship. They must use their experience, self-sufficiency and adaptability to cause as much damage to valuable targets as possible before withdrawing.

OPERATION 1: DISCERN AND DESTROY

The kill team must identify key targets as they see fit and neutralise them.

Complete five games in which you scored victory points from the ‘Execution’, ‘Headhunter’, ‘Rob and Ransack’ and/or ‘Rout’ Tac Ops, and scored victory points for at least three of those Tac Ops across those five games.

OPERATION 2: CALL FOR EXTRACTION

Having wreaked havoc and caused immense damage, the kill team withdraw, their mission accomplished.

Complete a game in which you scored victory points from the ‘Plant Signal Beacon’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Demolition’ Spec Op.

Equipment

IMPERIAL NAVY BREACHER operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-

STUN GRENADE [2EP]

The operative can perform the following action for the battle:

STUN GRENADE1AP

Select one point on the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

REBREATHER [1EP]

The operative gains the following ability for the battle:

Rebreather: You can ignore any or all modifiers to this operative’s APL and it is not affected by the Stun critical hit rule.

SLUGS [1EP]

Operative equipped with a Navis shotgun only. In the Set Up Operatives step, select a type of ammunition for this operative to have loaded into its Navis shotgun for the battle: cartridges or slugs. If it has loaded cartridges, it uses either profile of its Navis shotgun as normal. If it has loaded slugs, it can only use the long range profile of its Navis shotgun, but add 1 to both Damage characteristics of that profile and improve its Ballistic Skill characteristic by 1 for that operative.

The operative can perform the following action during the battle:

SLUGS1AP

Change the type of ammunition loaded into the Navis shotgun this operative is equipped with (see above).

STIMM [1EP]

Add 1 to this operative’s Wounds characteristic for the battle.

SYSTEM OVERRIDE DEVICE+ [2EP]

The operative gains the following ability for the battle:

System Override Device: In the Scouting step, after resolving your selection, you can open one Hatchway. If both players have this or a similar ability, the Defender resolves this ability first.


Datacards


Navis Sergeant-At-Arms

As disciplined fighters, often with years of experience at the mast, the leaders of Imperial Navy Breacher squads are as skilled in close-quarter fighting as they are in devising battle-winning tactics on the move.

Navis Sergeant-At-Arms

As disciplined fighters, often with years of experience at the mast, the leaders of Imperial Navy Breacher squads are as skilled in close-quarter fighting as they are in devising battle-winning tactics on the move.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Heirloom autopistol
Heirloom autopistol
4
3+
2/3
Rng , Balanced, Lethal 5+Rng , Balanced, Lethal 5+-
Navis shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Navis shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
2+
3/3
Rng Rng -
 - Long range
 - Long range
4
4+
1/2
--
Chainsword
Chainsword
4
3+
4/5
CeaselessCeaseless-
Navis hatchet
Navis hatchet
3
3+
3/4
--
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Void Armour
Command Breach: At the start of the first Strategy phase, select the Attack Order or Defence Order Strategic Ploy. Until the end of the battle, while this operative is in the killzone, you can use that Strategic Ploy without spending any Command points.
-
ABILITIES
Void Armour
Command Breach: At the start of the first Strategy phase, select the Attack Order or Defence Order Strategic Ploy. Until the end of the battle, while this operative is in the killzone, you can use that Strategic Ploy without spending any Command points.
UNIQUE ACTIONS
-
DATACARD-RELATED
RELIC CUTLASS , NAVIS CUIRASS , Slugs
IMPERIAL NAVY BREACHER, IMPERIUM, LEADER, NAVIS, SERGEANT-AT-ARMS
IMPERIAL NAVY BREACHER, IMPERIUM, LEADER, NAVIS, SERGEANT-AT-ARMS


Navis Armsman

Well-trained, well-drilled and well-equipped, the Armsmen of Imperial Navy Breacher kill teams are formidable troops in the close confines of ship-to-ship combat. Any foe they cannot blast aside with their powerful shotguns they hack down with vicious blows from their hatchets.

Navis Armsman

Well-trained, well-drilled and well-equipped, the Armsmen of Imperial Navy Breacher kill teams are formidable troops in the close confines of ship-to-ship combat. Any foe they cannot blast aside with their powerful shotguns they hack down with vicious blows from their hatchets.

M APL GA DF SV W Base
3 2 2 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Navis shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Navis shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
3/3
Rng Rng -
 - Long range
 - Long range
4
5+
1/2
--
Navis hatchet
Navis hatchet
3
4+
3/4
--
ABILITIES UNIQUE ACTIONS
Void Armour
-
ABILITIES
Void Armour
UNIQUE ACTIONS
-
DATACARD-RELATED
Slugs
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ARMSMAN
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ARMSMAN


Navis Axejack

Sometimes, the only solution to a problem faced by Imperial Navy Breachers is a heavy, two-handed axe. The Axejacks who carry these weapons can not only smash through blocked doorways obstacles, they are also formidable fighters who hack apart any enemy in their way.

Navis Axejack

Sometimes, the only solution to a problem faced by Imperial Navy Breachers is a heavy, two-handed axe. The Axejacks who carry these weapons can not only smash through blocked doorways obstacles, they are also formidable fighters who hack apart any enemy in their way.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+-
ABILITIES UNIQUE ACTIONS
Void Armour
Emboldened: If this operative performs a Charge action, it is emboldened until the end of the Turning Point. While this operative is emboldened, each time it would lose a wound, roll one D6: on a 5+, that wound is not lost.
Wade In (2AP): Perform a free Charge action with this operative. Then perform a free Fight action with this operative. If this operative performs both actions, its power weapon gains the Reap 2 critical hit rule for that combat.
ABILITIES
Void Armour
Emboldened: If this operative performs a Charge action, it is emboldened until the end of the Turning Point. While this operative is emboldened, each time it would lose a wound, roll one D6: on a 5+, that wound is not lost.
UNIQUE ACTIONS
Wade In (2AP): Perform a free Charge action with this operative. Then perform a free Fight action with this operative. If this operative performs both actions, its power weapon gains the Reap 2 critical hit rule for that combat.
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, AXEJACK
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, AXEJACK


Navis C.A.T. Unit

Cyber-Altered Task Units are tracked reconnaissance vehicles that have served the Imperium for millennia. Fitted with pict-recording equipment and frequency scanning augurs, they can be remotely operated to provide vital tactical information for their kill team.

Navis C.A.T. Unit

Cyber-Altered Task Units are tracked reconnaissance vehicles that have served the Imperium for millennia. Fitted with pict-recording equipment and frequency scanning augurs, they can be remotely operated to provide vital tactical information for their kill team.

M APL GA DF SV W Base
4 1 1 2 5+ 5 25mm
ABILITIES UNIQUE ACTIONS
Support Unit: This operative cannot:
Recon: In the Scouting step, after resolving your selection, you can perform a free Dash action with this operative if it is wholly within your drop zone.
Machine:
  • When drawing a Visibility line from this operative, draw it from any part of the miniature.
  • This operative cannot earn (or lose) experience points and automatically passes Casualty tests.
  • This operative’s APL cannot be modified.
  • This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
-
ABILITIES
Support Unit: This operative cannot:
Recon: In the Scouting step, after resolving your selection, you can perform a free Dash action with this operative if it is wholly within your drop zone.
Machine:
  • When drawing a Visibility line from this operative, draw it from any part of the miniature.
  • This operative cannot earn (or lose) experience points and automatically passes Casualty tests.
  • This operative’s APL cannot be modified.
  • This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
UNIQUE ACTIONS
-
DATACARD-RELATED
INTO THE BREACH
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, C.A.T. UNIT
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, C.A.T. UNIT


Navis Endurant

Only the biggest Armsmen in a squad become known as Endurants. To them falls the task of carrying an Endurant shield and heavy shotgun while either taking point or guarding the rear of the squad. Their sheer bulk makes them highly intimidating to their enemies.

Navis Endurant

Only the biggest Armsmen in a squad become known as Endurants. To them falls the task of carrying an Endurant shield and heavy shotgun while either taking point or guarding the rear of the squad. Their sheer bulk makes them highly intimidating to their enemies.

M APL GA DF SV W Base
2 2 1 3 2+ 10 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Navis heavy shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Navis heavy shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
3/3
Rng , RelentlessRng , Relentless-
 - Long range
 - Long range
4
5+
1/2
RelentlessRelentless-
Shield bash
Shield bash
3
4+
1/1
Brutal, Shield*Brutal, Shield*-
ABILITIES UNIQUE ACTIONS
Void Armour
Breachwall: Each time another friendly IMPERIAL NAVY BREACHERS operative finishes an action in which it moved and ended that move with its base touching this operative’s, if this operative has an Engage order and is not already shielding a friendly operative, it can shield that friendly operative until their bases are no longer touching or this operative no longer has an Engage order. While a friendly operative is shielded, it is not in an enemy operative’s Line of Sight if a Cover line drawn to it crosses this operative’s base, unless the enemy operative is at least higher than it.
*Shield: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
Disengage (1AP): Perform a free Fall Back action with this operative.
ABILITIES
Void Armour
Breachwall: Each time another friendly IMPERIAL NAVY BREACHERS operative finishes an action in which it moved and ended that move with its base touching this operative’s, if this operative has an Engage order and is not already shielding a friendly operative, it can shield that friendly operative until their bases are no longer touching or this operative no longer has an Engage order. While a friendly operative is shielded, it is not in an enemy operative’s Line of Sight if a Cover line drawn to it crosses this operative’s base, unless the enemy operative is at least higher than it.
*Shield: Each time this operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent’s successful hits are discarded (instead of one).
UNIQUE ACTIONS
Disengage (1AP): Perform a free Fall Back action with this operative.
DATACARD-RELATED
HERO IN THE RANKS
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ENDURANT
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ENDURANT


Navis Gheistskull

These servo-skulls are often made from the heads of former Imperial Navy Breachers. As a result, they are often named ‘Dead Man’s Revenge’ or regarded as the perished soldier’s ‘Last Laugh’ for their ability to detonate and kill all around them in a final act of defiance towards to the enemy.

Navis Gheistskull

These servo-skulls are often made from the heads of former Imperial Navy Breachers. As a result, they are often named ‘Dead Man’s Revenge’ or regarded as the perished soldier’s ‘Last Laugh’ for their ability to detonate and kill all around them in a final act of defiance towards to the enemy.

M APL GA DF SV W Base
4 1 1 2 5+ 5 25mm
ABILITIES UNIQUE ACTIONS
Support Unit: This operative cannot:
Machine:
  • This operative cannot earn (or lose) experience points and automatically passes Casualty tests.
  • This operative’s APL cannot be modified.
  • This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
Boost (1AP): Select a point in the killzone that is Visible to this operative (treat that point as an intended target). Perform a free Normal Move action with this operative, moving in a single straight line with an unlimited Movement. It must finish that move within of the selected point. This operative can only perform this action once, and cannot perform it during the first Turning Point.
ABILITIES
Support Unit: This operative cannot:
Machine:
  • This operative cannot earn (or lose) experience points and automatically passes Casualty tests.
  • This operative’s APL cannot be modified.
  • This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
UNIQUE ACTIONS
Boost (1AP): Select a point in the killzone that is Visible to this operative (treat that point as an intended target). Perform a free Normal Move action with this operative, moving in a single straight line with an unlimited Movement. It must finish that move within of the selected point. This operative can only perform this action once, and cannot perform it during the first Turning Point.
DATACARD-RELATED
INTO THE BREACH
IMPERIAL NAVY BREACHER, IMPERIUM, FLY, NAVIS, GHEISTSKULL
IMPERIAL NAVY BREACHER, IMPERIUM, FLY, NAVIS, GHEISTSKULL


Navis Grenadier

It is the life of an Imperial Navy Breacher to become very accustomed to explosions. Even more so for the Grenadiers. These Armsmen carry demolition charges designed to crack through bulkheads and sealed doors, enabling their squadmates to keep moving and reach their objectives.

Navis Grenadier

It is the life of an Imperial Navy Breacher to become very accustomed to explosions. Even more so for the Grenadiers. These Armsmen carry demolition charges designed to crack through bulkheads and sealed doors, enabling their squadmates to keep moving and reach their objectives.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Demolition charge
Demolition charge
4
3+
4/6
Rng 2, Blast , AP1, Indirect, LimitedRng 2, Blast , AP1, Indirect, Limited-
Navis shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Navis shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
3/3
Rng Rng -
 - Long range
 - Long range
4
5+
1/2
--
Navis hatchet
Navis hatchet
3
4+
3/4
--
ABILITIES UNIQUE ACTIONS
Void Armour
Grenadier: This operative is equipped with frag, krak and stun grenades and they do not cost any equipment points.
-
ABILITIES
Void Armour
Grenadier: This operative is equipped with frag, krak and stun grenades and they do not cost any equipment points.
UNIQUE ACTIONS
-
DATACARD-RELATED
Slugs
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GRENADIER
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GRENADIER


Navis Gunner

The largest troops in the squad who don’t fulfil the role of Endurants carry their squad’s heaviest ranged weapons. A las-volley unleashes devastating salvoes, the searing heat of a meltagun shot burns through a reinforced bulkhead, and even heavily-armoured enemies cannot withstand a plasma gun.

Navis Gunner

The largest troops in the squad who don’t fulfil the role of Endurants carry their squad’s heaviest ranged weapons. A las-volley unleashes devastating salvoes, the searing heat of a meltagun shot burns through a reinforced bulkhead, and even heavily-armoured enemies cannot withstand a plasma gun.

M APL GA DF SV W Base
3 2 1 3 4+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Navis las-volley
Navis las-volley
6
4+
3/4
Fusillade, Heavy, RelentlessFusillade, Heavy, Relentless-
Meltagun
Meltagun
4
4+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
4+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
4+
5/6
AP2, HotAP2, Hot-
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Void Armour
-
ABILITIES
Void Armour
UNIQUE ACTIONS
-
DATACARD-RELATED
ENHANCED ENERGY CELL , HERO IN THE RANKS
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GUNNER
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GUNNER


Navis Hatchcutter

It is vital for Imperial Navy Breachers to be able to move through enemy ships quickly to reach their objectives. Hatchcutters can not only cut through barricades with their chainfists and plasma torches, they can use the latter to seal shut paths the foe might otherwise use.

Navis Hatchcutter

It is vital for Imperial Navy Breachers to be able to move through enemy ships quickly to reach their objectives. Hatchcutters can not only cut through barricades with their chainfists and plasma torches, they can use the latter to seal shut paths the foe might otherwise use.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Chainfist
Chainfist
4
4+
5/6
Brutal. !RendingBrutalRending
ABILITIES UNIQUE ACTIONS
Void Armour
Hatchcutter: Each time this operative would perform the Operate Hatch action, no more than one action point needs to be subtracted.
Weld Shut (1AP): This operative can perform this action while within of a closed Hatchway. Until it is opened, that Hatchway is welded shut. While a Hatchway is welded shut, operatives must subtract 1 additional action point to perform the Operate Hatch action on that Hatchway. This operative cannot perform this action while within Engagement Range of an enemy operative.
Breach Point (1AP): Place your Breach Point token so it is within of this operative and a terrain feature no more than thick. Friendly IMPERIAL NAVY BREACHER operatives can move through parts of that terrain feature that are no more than thick as if they were not there, so long as they do so within of that token.
ABILITIES
Void Armour
Hatchcutter: Each time this operative would perform the Operate Hatch action, no more than one action point needs to be subtracted.
UNIQUE ACTIONS
Weld Shut (1AP): This operative can perform this action while within of a closed Hatchway. Until it is opened, that Hatchway is welded shut. While a Hatchway is welded shut, operatives must subtract 1 additional action point to perform the Operate Hatch action on that Hatchway. This operative cannot perform this action while within Engagement Range of an enemy operative.
Breach Point (1AP): Place your Breach Point token so it is within of this operative and a terrain feature no more than thick. Friendly IMPERIAL NAVY BREACHER operatives can move through parts of that terrain feature that are no more than thick as if they were not there, so long as they do so within of that token.
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, HATCHCUTTER
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, HATCHCUTTER


Navis Surveyor

Knowing what is around a corner can mean life or death for Imperial Navy Breachers. By using a C.A.T. unit, which is capable of navigating narrow tunnels and holes, a Surveyor can investigate and prepare their squad for what might be ahead.

Navis Surveyor

Knowing what is around a corner can mean life or death for Imperial Navy Breachers. By using a C.A.T. unit, which is capable of navigating narrow tunnels and holes, a Surveyor can investigate and prepare their squad for what might be ahead.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Navis shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Navis shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
3/3
Rng Rng -
 - Long range
 - Long range
4
5+
1/2
--
Navis hatchet
Navis hatchet
3
4+
3/4
--
ABILITIES UNIQUE ACTIONS
Void Armour
Wayfind (1AP): Select one friendly IMPERIAL NAVY BREACHER operative within of either this operative or a friendly NAVIS C.A.T. UNIT operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
Surveillance (1AP): Place your Surveillance token within of a friendly NAVIS C.A.T. UNIT operative. Until the end of the Turning Point, while an enemy operative is Visible to a friendly NAVIS C.A.T. UNIT operative and within of that token, that enemy operative is under surveillance. Each time a friendly IMPERIAL NAVY BREACHER operative makes a shooting attack, enemy operatives under surveillance are treated as having an Engage order for that shooting attack. This operative cannot perform this action while within Engagement Range of an enemy operative or if a friendly NAVIS C.A.T. UNIT operative is not in the killzone.
ABILITIES
Void Armour
UNIQUE ACTIONS
Wayfind (1AP): Select one friendly IMPERIAL NAVY BREACHER operative within of either this operative or a friendly NAVIS C.A.T. UNIT operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
Surveillance (1AP): Place your Surveillance token within of a friendly NAVIS C.A.T. UNIT operative. Until the end of the Turning Point, while an enemy operative is Visible to a friendly NAVIS C.A.T. UNIT operative and within of that token, that enemy operative is under surveillance. Each time a friendly IMPERIAL NAVY BREACHER operative makes a shooting attack, enemy operatives under surveillance are treated as having an Engage order for that shooting attack. This operative cannot perform this action while within Engagement Range of an enemy operative or if a friendly NAVIS C.A.T. UNIT operative is not in the killzone.
DATACARD-RELATED
Slugs
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, SURVEYOR
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, SURVEYOR


Navis Void-jammer

It falls to the Void-jammers in an Imperial Navy Breacher kill team to operate gheistskulls - servo-skullls fitted with an explosive device and an electro-magnetic pulse emitter. These devices can move quickly, fly through the air and navigate terrain far too dense for the Armsmen in order to reach the foe.

Navis Void-jammer

It falls to the Void-jammers in an Imperial Navy Breacher kill team to operate gheistskulls - servo-skullls fitted with an explosive device and an electro-magnetic pulse emitter. These devices can move quickly, fly through the air and navigate terrain far too dense for the Armsmen in order to reach the foe.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Gheistskull detonator
Gheistskull detonator
4
3+
2/3
Detonate*, EMP*, SilentDetonate*, EMP*, Silent-
Navis shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Navis shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
3/3
Rng Rng -
 - Long range
 - Long range
4
5+
1/2
--
Navis hatchet
Navis hatchet
3
4+
3/4
--
ABILITIES UNIQUE ACTIONS
Void Armour
*Detonate: Each time this operative performs a Shoot action with this weapon, make a shooting attack against each operative within of a friendly NAVIS GHEISTSKULL operative (they are all valid targets). After all of those shooting attacks have been made, that friendly NAVIS GHEISTSKULL operative is incapacitated. This operative cannot make a shooting attack with this weapon by performing an Overwatch action or if a friendly NAVIS GHEISTSKULL operative is not in the killzone.
*EMP: Each time a friendly operative makes a shooting attack with this weapon, this weapon has the Lethal X special rule for that shooting attack. X is the target’s unmodified Save characteristic.
Interference Pulse (1AP): Select one enemy operative Visible to and within of a friendly NAVIS GHEISTSKULL operative. Roll one D6, adding 1 to the result if that enemy operative is in that friendly NAVIS GHEISTSKULL operative’s Line of Sight. On a 3+, subtract 1 from that enemy operative’s APL. This operative cannot perform this action while within Engagement Range of an enemy operative or if a friendly NAVIS GHEISTSKULL operative is not in the killzone.
ABILITIES
Void Armour
*Detonate: Each time this operative performs a Shoot action with this weapon, make a shooting attack against each operative within of a friendly NAVIS GHEISTSKULL operative (they are all valid targets). After all of those shooting attacks have been made, that friendly NAVIS GHEISTSKULL operative is incapacitated. This operative cannot make a shooting attack with this weapon by performing an Overwatch action or if a friendly NAVIS GHEISTSKULL operative is not in the killzone.
*EMP: Each time a friendly operative makes a shooting attack with this weapon, this weapon has the Lethal X special rule for that shooting attack. X is the target’s unmodified Save characteristic.
UNIQUE ACTIONS
Interference Pulse (1AP): Select one enemy operative Visible to and within of a friendly NAVIS GHEISTSKULL operative. Roll one D6, adding 1 to the result if that enemy operative is in that friendly NAVIS GHEISTSKULL operative’s Line of Sight. On a 3+, subtract 1 from that enemy operative’s APL. This operative cannot perform this action while within Engagement Range of an enemy operative or if a friendly NAVIS GHEISTSKULL operative is not in the killzone.
DATACARD-RELATED
Slugs
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, VOID-JAMMER
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, VOID-JAMMER
Breach and Clear

Methodical, professional and well-drilled, Imperial Navy Breachers work as a unit to breach and clear the corridors and chambers of enemy voidcraft, space hulks, orbital stations and more.

Once per Turning Point, when a friendly IMPERIAL NAVY BREACHER operative is activated, you can use this ability. If you do so:
  • Select one other ready friendly IMPERIAL NAVY BREACHER operative Visible to and within of that operative that is eligible to be activated.
  • Until the end of the Turning Point, those operatives are treated as having a Group Activation characteristic of 2.
  • When the first operative’s activation ends, you must select the second operative (even if it is not of the same type) to fulfil the Group Activation requirements.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
BLITZ1CP
Tactical Ploy
Use this Tactical Ploy when a friendly IMPERIAL NAVY BREACHERS operative performs a Fight or Shoot action against a target within of it. In the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice:
  • If it is the first friendly operative to be activated this Turning Point, you can retain one attack dice as a critical hit without rolling it.
  • If it is the first friendly operative to perform either of those actions this Turning Point, you can retain one attack dice as a successful normal hit without rolling it.
  • If you do either, you cannot re-roll the remaining attack dice.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Doctrina Imperatives
In the Strategy phase of the first Turning Point, when it is your turn to use a Strategic Ploy or pass, you must select one Doctrina Imperative below to become active for your kill team instead. That Imperative is active until the end of the battle, or until you change it to a different Imperative, whichever comes first.

In the Strategy phase of a subsequent Turning Point, when it is your turn to use a Strategic Ploy or pass, you can select one different Imperative below to become active for your kill team instead. That Imperative is active until the end of the battle (you cannot change your active Imperative again).

Each Imperative has an Optimisation and a Deprecation effect. Both are in effect while that Imperative is active for your kill team.

THE BALANCE DATASLATE
  • Doctrina Imperatives can be selected each Turning Point (instead of only twice per battle).
  • Ignore each Imperative’s Deprecation effect during the first Turning Point that it is active for your kill team during the battle.

Protector Imperative

Optimisation: Each time a friendly HUNTER CLADE operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.

Deprecation: Each time a friendly HUNTER CLADE operative fights in combat, in the Roll Attack Dice step of that combat, before any other re-rolls, you must re-roll one of your critical hits (if any).

Conqueror Imperative

Optimisation: Each time a friendly HUNTER CLADE operative fights in combat, in the Roll Attack Dice step of that combat, you can re-roll one of your attack dice.

Deprecation: Each time a friendly HUNTER CLADE operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, before any other re-rolls, you must re-roll one of your critical hits (if any).

Bulwark Imperative

Optimisation: Each time a shooting attack is made against a friendly HUNTER CLADE operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.

Deprecation: Friendly HUNTER CLADE operatives cannot perform Dash actions.

Aggressor Imperative

Optimisation: Add to the Movement characteristic of friendly HUNTER CLADE operatives.

Deprecation: Each time a shooting attack is made against a friendly HUNTER CLADE operative, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).

Equalised Imperative

Optimisation: No effect.

Deprecation: No effect.

REPUTATION TO MAINTAIN
Elucidian Starstrider – Faction Tac Op 1
Reveal this Tac Op the first time a Fight or Shoot action is declared for a LEADER operative (friendly or enemy). When this Tac Op is revealed, both players start a Reputation tally (if both players reveal this Tac Op simultaneously, only start one Reputation tally each). Add one to your Reputation tally each time a friendly LEADER operative inflicts a point of damage on an enemy operative. Note that, in the rare instance an enemy operative did not lose a wound as a result of a point of damage, you would still add one to the Reputation tally.
  • If your Reputation tally is 12 or more, you score 1VP.
  • At the end of the battle, if your Reputation tally is greater than that of your opponent’s, you score 1VP.
CALCULATED ERADICATION
Hunter Clade – Faction Tac Op 2
Reveal this Tac Op when a Doctrina Imperative first becomes active for your kill team.
  • At the end of any Turning Point, if an Imperative is active for your kill team, and the total wounds lost by enemy operatives during that Turning Point is greater than that lost by friendly operatives, you score 1VP.
  • At the end of any Turning Point, if a different Imperative is active for your kill team, and the total wounds lost by enemy operatives during that Turning Point is greater than that lost by friendly operatives, you score 1VP.
Designer’s Note: After revealing this Tac Op, we recommend keeping a tally of wounds lost by each kill team during each Turning Point.

When counting wounds lost for this Tac Op, if an operative is reduced to 0 wounds, ignore excess wounds lost. For example, if 5 damage is inflicted on an operative with 2 wounds remaining, count 2 wounds lost.

Designer’s Note: This differs from the wording of the Reputation to Maintain Tac Op (ELUCIDIAN STARSTRIDER), where excessive damage only furthers a Rogue Trader’s reputation!
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
ATTACK ORDER1CP
Strategic Ploy
Place one of your Attack Order tokens anywhere in the killzone. Each time a friendly IMPERIAL NAVY BREACHERS operative fights in combat or makes a shooting attack while within of that token, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of one result (e.g. results of 2). At the end of the Turning Point, remove that Attack Order token. You cannot use this Strategic Ploy in the same Turning Point in which you use the Defence Order Strategic Ploy.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
CLOSE ASSAULT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly IMPERIAL NAVY BREACHERS operative fights in combat or makes a shooting attack against a target within of it, in the Roll Attack Dice step of that combat or shooting attack, if you retain two or more successful hits, you can retain one of your failed hits as a successful normal hit instead.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).

OPERATE HATCH1AP

An operative can perform this action while within of a Hatchway’s access point. Open or close that Hatchway. An operative cannot perform this action while within Engagement Range of an enemy operative, or if that Hatchway is open and an enemy operative is within of its access point.

An operative can perform this action during a Dash or Normal Move action, and any remaining increments of movement can be used after it does so. Note, however, that opening a Hatchway can cause the operative to be within Engagement Range of an enemy operative, in which case that Dash or Normal Move action would immediately end (unless the operative has any rules that allow it to move within Engagement Range of an enemy operative, e.g. FLY).

Designer’s Note: If a Hatchway’s status is changed and operative placement would prevent the hatch from fully opening or closing, temporarily remove the necessary operatives from the killzone, fully open or close the hatch as appropriate, then return the operatives to the killzone as close as possible to their original location. If an operative is within an enemy operative’s Engagement Range before a hatch is opened, it must be returned within Engagement Range of that enemy operative after the hatch is opened.
Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
BRACE FOR COUNTER-ATTACK1CP
Strategic Ploy
Until the end of the Turning Point, each time an enemy operative fights in combat or makes a shooting attack against a friendly IMPERIAL NAVY BREACHERS operative that has not performed a Charge, Fall Back or Normal Move action during this Turning Point, subtract 1 from both Damage characteristics of weapons that enemy operative is equipped with for that combat or shooting attack (to a minimum of 3).
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.

STUN GRENADE [2EP]

The operative can perform the following action for the battle:

STUN GRENADE1AP

Select one point on the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.

REBREATHER [1EP]

The operative gains the following ability for the battle:

Rebreather: You can ignore any or all modifiers to this operative’s APL and it is not affected by the Stun critical hit rule.

SLUGS [1EP]

Operative equipped with a Navis shotgun only. In the Set Up Operatives step, select a type of ammunition for this operative to have loaded into its Navis shotgun for the battle: cartridges or slugs. If it has loaded cartridges, it uses either profile of its Navis shotgun as normal. If it has loaded slugs, it can only use the long range profile of its Navis shotgun, but add 1 to both Damage characteristics of that profile and improve its Ballistic Skill characteristic by 1 for that operative.

The operative can perform the following action during the battle:

SLUGS1AP

Change the type of ammunition loaded into the Navis shotgun this operative is equipped with (see above).

STIMM [1EP]

Add 1 to this operative’s Wounds characteristic for the battle.
COUNTERACT
Imperial Navy Breacher – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If you use the Breach and Clear ability, and during that Group Activation, one friendly operative incapacitates an enemy operative, and the other friendly operative incapacitates an enemy operative or controls an objective marker at the end of that Group Activation that friendly operatives did not control at the start of it, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
INTO THE BREACH
Imperial Navy Breacher – Faction Tac Op 2
You can reveal this Tac Op at the end of the fourth Turning Point.
  • If one or more friendly IMPERIAL NAVY BREACHER operatives (excluding NAVIS GHEISTSKULL and NAVIS C.A.T. UNIT operatives) are within of your opponent’s killzone edge, you score 1VP.
  • If two or more friendly IMPERIAL NAVY BREACHER operatives (excluding NAVIS GHEISTSKULL and NAVIS C.A.T. UNIT operatives) are within of your opponent’s killzone edge, you score 1VP.
STORM TARGET
Imperial Navy Breacher – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one objective marker. It cannot be an objective marker that can be permanently removed from the killzone, but it can be an objective marker that can be carried.
  • At the end of any Turning Point, if friendly operatives are controlling that objective marker, you score 1VP.
  • At the end of the battle, if friendly operatives are controlling that objective marker, you score 1VP.
SEIZE GROUND
Security – Tac Op
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one terrain feature that is more than from your drop zone and includes any parts with the Heavy trait.
  • At the end of the battle, if the total APL of friendly operatives within of that terrain feature is greater than that of enemy operatives, you score 1VP.
  • If you achieve the first condition, there are no enemy operatives on or within of that terrain feature, and the total APL of friendly operatives within of that terrain feature is 4 or more, you score 1VP.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
HEADHUNTER
Seek & Destroy – Tac Op
Reveal this Tac Op when an enemy LEADER operative is incapacitated.
  • You score 1VP.
  • If it is the first or second Turning Point, you score 1VP.
ROB AND RANSACK
Seek & Destroy – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • You score 1VP.
  • At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1VP.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
PLANT SIGNAL BEACON
Recon – Tac Op
You must reveal this Tac Op when a friendly operative performs the Plant Signal Beacon action.
  • At the end of the battle, if your signal beacon token is within of your opponent's drop zone, you score 2VPs.
Once per battle, a friendly operative can perform the following mission action:

PLANT SIGNAL BEACON2AP

Place a signal beacon token within of this operative. An operative cannot perform this action while within of enemy operatives. If any enemy operatives finish a move within of the centre of your signal beacon token and more than from friendly operatives, remove that signal beacon token.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Void Armour

The armour worn by Imperial Navy Armsmen is void-sealed, meaning that they can fight in zero gravity and zero-atmosphere conditions. Being completely encased in protective armour makes the Armsmen much less vulnerable to explosive blasts and flaming torrents.

  • This operative is unaffected by the Splash critical hit rule unless it is the target of the shooting attack.
  • Each time a shooting attack is made against this operative, if the ranged weapon has the Blast X or Torrent X special rule, or makes a shooting attack against each operative within range of a specified point (e.g. Detonate), in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice (or up to two of your defence dice if this operative has the NAVIS GRENADIER keyword).
DEFENCE ORDER1CP
Strategic Ploy
Place one of your Defence Order tokens anywhere in the killzone. Each time a shooting attack is made against a friendly IMPERIAL NAVY BREACHERS operative that is within of that token, in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice results of one result (e.g. results of 2). At the end of the Turning Point, remove that Defence Order token. You cannot use this Strategic Ploy in the same Turning Point in which you use the Attack Order Strategic Ploy.

1. RELIC CUTLASS [1EP]

NAVIS SERGEANT-AT-ARMS operative only. Select a power weapon the operative is equipped with. That weapon gains the Balanced special rule for the battle.

2. NAVIS CUIRASS [2EP]

NAVIS SERGEANT-AT-ARMS operative only. The operative gains the following ability for the battle:

Navis Cuirass: Each time an enemy operative fights in combat or makes a shooting attack against this operative, subtract 1 from both Damage characteristics of weapons that enemy operative is equipped with for that combat or shooting attack (to a minimum of 2). This is not cumulative with the Brace for Counter-Attack Strategic Ploy.

The IMPERIUM keyword is used in the following Imperial Navy Breacher datacards:

The NAVIS keyword is used in the following Imperial Navy Breacher datacards:

Reap x
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to the friendly operative and within of it or the target operative, x is the number after the weapon’s Reap (e.g. Reap 1).
Equipment
You can only select each equipment with the Indirect special rule (e.g. dynamite, krak grenade, fusion grenade) once per battle. If a friendly operative already equipped with such equipment is selected for deployment (e.g. ASSAULT GRENADIER PATHFINDER operative), this counts as your selection.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
HERO IN THE RANKS1RP

Breachleads are highly regarded by their squadmates, their bravery and physical prowess motivating them to achieve victory.

Purchase this Requisition when a friendly NAVIS ENDURANT or NAVIS GUNNER operative gains a rank. You can select a number of friendly IMPERIAL NAVY BREACHER operatives on your dataslate (excluding NAVIS ENDURANT and NAVIS GUNNER operatives) up to the number of ranks that NAVIS ENDURANT or NAVIS GUNNER operative has multiplied by two; each selected operative earns 1XP. For example, if a NAVIS ENDURANT operative gains the Ace rank, up to six friendly IMPERIAL NAVY BREACHER operatives (excluding NAVIS ENDURANT and NAVIS GUNNER operatives) could each earn 1XP.
Fly
Each time an operative makes any kind of move, if it has the FLY keyword, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.

3. ENHANCED ENERGY CELL [2EP]

NAVIS GUNNER operative only. Select a Navis las-volley the operative is equipped with. That weapon gains the Rending special rule for the battle.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).

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