Book | Kind | Edition | Version | Last update |
Kill Team: Into The Dark (Imperial Navy Breacher) | ||||
Kill Team: Into The Dark (Imperial Navy Breacher) | Expansion | 2 | 1.2 | March 2023 |
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. |
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.
Below, you will find common abilities of the IMPERIAL NAVY BREACHER kill team.
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: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.
If your faction is IMPERIAL NAVY BREACHER, you can use the following Strategic Ploys during a game.
If your faction is IMPERIAL NAVY BREACHER, you can use the following Tactical Ploys during a game.
If your faction is IMPERIAL NAVY BREACHER, you can use the Imperial Navy Breacher Tac Ops listed below, as specified in the mission sequence.
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.
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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: |
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: |
5. AUSPICATOR [3EP] The operative gains the following ability for the battle: |
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. |
COLOURSThe 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 AUGURAugurs 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 BAYThe 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:
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Freshly trained troops join the kill team, bolstering their ranks for the missions to come.
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.
Breachleads are highly regarded by their squadmates, their bravery and physical prowess motivating them to achieve victory.
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.
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.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.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.
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.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.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:REBREATHER [1EP]
The operative gains the following ability for the battle: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.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 | Ceaseless | Ceaseless | - | |||
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.
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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.
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UNIQUE ACTIONS |
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IMPERIAL NAVY BREACHER, IMPERIUM, LEADER, NAVIS, SERGEANT-AT-ARMS
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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
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ABILITIES |
Void Armour
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UNIQUE ACTIONS |
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IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ARMSMAN
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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.
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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.
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UNIQUE ACTIONS |
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, AXEJACK
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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:
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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:
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UNIQUE ACTIONS |
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IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, C.A.T. UNIT
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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 , Relentless | Rng , Relentless | - | |||
- Long range | |||||||||
- Long range | 4 | 5+ | 1/2 | Relentless | Relentless | - | |||
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).
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Disengage (1AP): Perform a free Fall Back action with this operative.
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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).
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UNIQUE ACTIONS |
Disengage (1AP): Perform a free Fall Back action with this operative.
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IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ENDURANT
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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.
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:
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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.
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ABILITIES |
Support Unit: This operative cannot:
Machine:
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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.
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IMPERIAL NAVY BREACHER, IMPERIUM, FLY, NAVIS, GHEISTSKULL
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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, Limited | Rng 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.
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ABILITIES |
Void Armour Grenadier: This operative is equipped with frag, krak and stun grenades and they do not cost any equipment points.
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UNIQUE ACTIONS |
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IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GRENADIER
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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.
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, Relentless | Fusillade, Heavy, Relentless | - | |||
Meltagun | |||||||||
Meltagun | 4 | 4+ | 6/3 | Rng , AP2. !MW4 | Rng , AP2 | MW4 | |||
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 | AP1 | AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 4+ | 5/6 | AP2, Hot | AP2, Hot | - | |||
Gun butt | |||||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Void Armour
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ABILITIES |
Void Armour
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UNIQUE ACTIONS |
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IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GUNNER
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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. !Rending | Brutal | Rending |
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.
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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.
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ABILITIES |
Void Armour Hatchcutter: Each time this operative would perform the Operate Hatch action, no more than one action point needs to be subtracted.
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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.
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IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, HATCHCUTTER
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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
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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.
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ABILITIES |
Void Armour
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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.
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IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, SURVEYOR
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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.
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*, Silent | Detonate*, 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.
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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.
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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.
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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.
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IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, VOID-JAMMER
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The PHOBOS STRIKE TEAM keyword is used in the following Phobos Strike Team datacards:
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: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. |
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. |
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. |
Aggressor Imperative Optimisation: Add to the Movement characteristic of friendly HUNTER CLADE operatives. |
Equalised Imperative Optimisation: No effect. |
The HUNTER CLADE keyword is used in the following Hunter Clade datacards:
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 | - |
STUN GRENADE [2EP]
The operative can perform the following action for the battle:REBREATHER [1EP]
The operative gains the following ability for the battle: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 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.
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:The IMPERIAL NAVY BREACHER keyword is used in the following Imperial Navy Breacher datacards:
The IMPERIUM keyword is used in the following Imperial Navy Breacher datacards:
The NAVIS keyword is used in the following Imperial Navy Breacher datacards:
Breachleads are highly regarded by their squadmates, their bravery and physical prowess motivating them to achieve victory.
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 | - |
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.