Imperial Navy Breacher

Counted amongst the complement of many Navis Imperialis vessels, Navy Breachers are elite Voidsmen who are outfitted, trained and endlessly drilled in boarding actions and void-based combat. Wielding a wide array of cutting gear, boarding shields and close-range weapons, they are well-suited to deadly combat in close confines.

Books

BookKindEditionVersionLast update
  Imperial Navy Breachers
  Imperial Navy BreachersFaction31.3April 2025

Imperial Navy Breacher Kill Team

Operatives

Other than ARMSMAN operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two GUNNER operatives.

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

*These operatives count as half a selection each, meaning you can select both of them and it’s treated as one selection in total.

Marker/Token Guide

Emboldened token

Spot token

Attack Order marker

Demolition Charge token

Gheistskull Detonator token

Defence Order marker

Lock it Down token

Weld Shut marker

System Override Device token

Slugs token

Breach marker

Faction Rules

Void Armour

The armour worn by Imperial Navy Armsmen is void-sealed, meaning that they can fight in environments devoid of gravity or atmosphere. Such armour also serves to protect them from explosive blasts and flaming torrents.

Whenever an operative is shooting a friendly IMPERIAL NAVY BREACHER operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice, or up to two of your defence dice if that friendly operative is a GRENADIER.

Friendly IMPERIAL NAVY BREACHER operatives aren’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

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 ready friendly IMPERIAL NAVY BREACHER operative is activated, you can use this rule. If you do, select one other ready friendly IMPERIAL NAVY BREACHER operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Strategy Ploys

ATTACK ORDER

When directed to assault a designated position, Imperial Navy Breachers achieve their goal through coordination and determination.

Place your Attack Order marker in the killzone. Whenever a friendly IMPERIAL NAVY BREACHER operative shooting, fighting or retaliating, its weapons have the Ceaseless weapon rule. In the Ready step of the next Strategy phase, remove that marker. You cannot use this ploy and the Defence Order strategy ploy in the same Strategy phase.
DEFENCE ORDER

When called upon to hold a position, Imperial Navy Breachers move into tight formation, creating an impenetrable wall of shields and guns.

Place your Defence Order marker in the killzone. Whenever an operative is shooting a friendly IMPERIAL NAVY BREACHER operative that’s within 3" of that marker, you can re-roll any of your defence dice results of one result (e.g. results of 2). In the Ready step of the next Strategy phase, remove that marker. You cannot use this ploy and the Attack Order strategy ploy in the same Strategy phase.
CLOSE ASSAULT

Breachers are used to fighting in the close confines of a voidship's decks and are devastatingly effective when engaging foes at close range.

Whenever a friendly IMPERIAL NAVY BREACHER operative is fighting or shooting an operative within 3" of it, that friendly operative’s weapons have the Punishing weapon rule.
BRACE FOR COUNTERATTACK

Taking up a defensive stance, the Breachers prepare to repel the oncoming enemy.

Whenever an operative is shooting against, fighting against or retaliating against a friendly IMPERIAL NAVY BREACHER operative that’s within your territory or that hasn’t performed the Charge, Fall Back or Reposition action during this turning point, Normal and Critical Dmg of 3 or more inflicts 1 less damage on that friendly operative.

Firefight Ploys

OVERWHELM TARGET

As some Breachers lay down pinning fire, others break cover in at attempt to outflank the foe.

Use this firefight ploy when you use the Breach and Clear faction rule. Select one of those friendly IMPERIAL NAVY BREACHER operatives. Until the end of that operative’s activation, add 1 to its APL stat.
BLITZ

The keys to a successful boarding action are speed and violence. Breachers advance quickly, maintaining a rapid rate of fire and cutting down any who block their progress.

Use this firefight ploy when a friendly IMPERIAL NAVY BREACHER operative performs the Shoot or Fight action, and you select an enemy operative within 6" of it as a valid target or to fight against. If it’s the first friendly operative to perform either of those actions during this turning point, its weapons have the Accurate 1 weapon rule for that action. If it’s the first friendly operative to be activated during this turning point, its weapons also have the Severe weapon rule for that action.
LOCK IT DOWN

Heavily armed and armoured, Breachers are adept at holding the positions they seize.

Use this firefight ploy when a friendly IMPERIAL NAVY BREACHER operative is activated. Select one objective marker. Until the end of the battle or until you use this ploy again (whichever comes first), when determining control of that objective marker, treat that friendly operative’s APL stat as 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
DECK HAND

Spending the vast majority of their lives aboard voidships, Breachers are used to fighting their way across decks and through cramped hatchways and bulkheads.

Use this firefight ploy during a friendly IMPERIAL NAVY BREACHER operative’s activation, before or after it performs an action. That operative can move through one Accessible terrain feature without it counting as an additional 1" and/or perform a free Operate Hatch action during its activation, and can do so during the Charge or Fall Back action. You cannot use this ploy if the access point has been welded shut (see HATCHCUTTER) unless it’s a friendly HATCHCUTTER operative’s activation.

Faction Equipment

REBREATHERS

These masks recycle a supply of oxygen, allowing the bearer to survive for extended periods in poisonous atmospheres, underwater or in the vacuum of space.

You can ignore any changes to the APL stats of friendly IMPERIAL NAVY BREACHER operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
SLUGS

These heavy projectiles can be fired from a shotgun, trading close-quarters impact for increased range and lethality against a single target.

Up to three times per turning point, whenever a friendly IMPERIAL NAVY BREACHER operative is performing the Shoot action and you select a Navis shotgun (long range), you can use this rule. If you do, until the end of that action, improve the Hit stat of that weapon by 1 and add 1 to both of its Dmg stats.
COMBAT STIMMS

Many Imperial soldiers carry combat stimms designed to stave off fatigue, dull pain and enhance concentration.

You can ignore any changes to the Move stat of friendly IMPERIAL NAVY BREACHER operatives from being injured.
SYSTEM OVERRIDE DEVICE

This device, when attached to cogitator panels, reroutes power away from locking mechanisms, allowing Breachers to force entry.

Once per turning point, one friendly IMPERIAL NAVY BREACHER operative can perform the Operate Hatch action for 1 less AP.

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 battlewinning 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 battlewinning tactics on the move.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
4+
3/4
Range 8"Range 8"
Heirloom autopistol
Heirloom autopistol
4
3+
2/4
Range 8", Lethal 5+Range 8", Lethal 5+
Navis shotgun (close range)
Navis shotgun (close range)
4
3+
3/3
Range 6"Range 6"
Navis shotgun (long range)
Navis shotgun (long range)
4
5+
1/2
-
Chainsword
Chainsword
4
3+
4/5
-
Navis hatchet
Navis hatchet
3
4+
3/4
-
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Command Breach: Whenever you would use the Attack Order or Defence Order strategy ploy, if this operative is in the killzone, it costs you 0CP. Once during each of this operative’s activations, before or after it performs an action, if your Attack Order or Defence Order marker is in the killzone (see relevant strategy ploy), you can either:
  • Remove that marker and place it again.
  • Change the selected ploy to the other (e.g. your Attack Order becomes a Defence Order).
You cannot do both, and you don’t need to spend any CP to change the ploy.
IMPERIAL NAVY BREACHER, IMPERIUM, LEADER, SERGEANT-AT-ARMS
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Navis shotgun (close range)
Navis shotgun (close range)
4
3+
3/3
Range 6"Range 6"
Navis shotgun (long range)
Navis shotgun (long range)
4
5+
1/2
-
Navis hatchet
Navis hatchet
3
4+
3/4
-
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly IMPERIAL NAVY BREACHER ARMSMAN operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule). Ignore this rule when you are using the Breach and Clear faction rule.
IMPERIAL NAVY BREACHER, IMPERIUM, ARMSMAN
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Power weapon
Power weapon
4
3+
4/6
Lethal 5+Lethal 5+
Emboldened: Whenever an attack dice inflicts damage of 3 or more on this operative during a turning point in which it performed the Charge action, roll one D6: on a 5+, subtract 1 from that inflicted damage.
IMPERIAL NAVY BREACHER, IMPERIUM, AXEJACK
⌀25mm


Navis C.A.T. Unit

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

APL
2
MOVE
8"
SAVE
5+
WOUNDS
5
Machine:
  • This operative cannot be activated or perform actions if it’s within control range of an enemy operative, or if a friendly IMPERIAL NAVY BREACHER SURVEYOR operative has been incapacitated. The turning point can end even if this operative is still ready.
  • This operative cannot perform any actions other than Charge, Dash, Fall Back, Reposition and Spot.
  • It cannot retaliate, assist in a fight, climb or jump.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
  • Whenever determining what’s visible to this operative, draw the line from any part of the miniature.
Expendable: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/ is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

SPOT1AP

Select one enemy operative visible to this operative. Until the end of the turning point, until that enemy operative is no longer visible to this operative or until this operative performs this action again (whichever comes first), whenever a friendly IMPERIAL NAVY BREACHER operative is shooting that enemy operative, you can use this effect. If you do:
  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.
This operative cannot perform this action while within control range of an enemy operative.
IMPERIAL NAVY BREACHER, IMPERIUM, C.A.T. UNIT
⌀25mm


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.

APL
2
MOVE
4"
SAVE
2+
WOUNDS
10
 
NAME
ATK
HIT
DMG
WR
Navis heavy shotgun (close range)
Navis heavy shotgun (close range)
4
3+
3/3
Range 6", RelentlessRange 6", Relentless
Navis heavy shotgun (long range)
Navis heavy shotgun (long range)
4
5+
1/2
RelentlessRelentless
Shield bash
Shield bash
3
4+
1/2
Brutal, Shield*Brutal, Shield*
Breachwall: Whenever your opponent is selecting a valid target, they cannot select another friendly IMPERIAL NAVY BREACHER operative whose base is touching this operative’s if this operative has an Engage order and is intervening. This rule has no effect if more than one other friendly operative’s base is touching this operative’s.
*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).
Disengage: This operative can perform the Fall Back action for 1 less AP.
IMPERIAL NAVY BREACHER, IMPERIUM, ENDURANT
⌀28mm


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 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 the enemy.

APL
2
MOVE
8"
SAVE
5+
WOUNDS
5
Machine:
  • This operative cannot perform any actions other than Boost, Charge, Dash, Fall Back and Reposition.
  • It cannot retaliate or assist in a fight.
  • Whenever determining control of a marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.
  • Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
Expendable: This operative is ignored for your opponent’s kill/elimination op (when it’s incapacitated, and when determining your starting number of operatives). It’s also ignored for victory conditions and scoring VPs if either require operatives to ‘escape’, ‘survive’ or be incapacitated by enemy operatives (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).

BOOST1AP

Until the end of the activation, add 6" to this operative’s Move stat.

This operative cannot perform this action more than once per battle, and cannot perform it during the first turning point.
IMPERIAL NAVY BREACHER, IMPERIUM, GHEISTSKULL
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Demolition charge
Demolition charge
4
3+
4/6
Range 3", Blast 2", Heavy (Reposition only), Limited 1, Piercing 1, SaturateRange 3", Blast 2", Heavy (Reposition only), Limited 1, Piercing 1, Saturate
Navis shotgun (close range)
Navis shotgun (close range)
4
3+
3/3
Range 6"Range 6"
Navis shotgun (long range)
Navis shotgun (long range)
4
5+
1/2
-
Navis hatchet
Navis hatchet
3
4+
3/4
-
Grenadier: This operative can use frag, krak and stun grenades. Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.
IMPERIAL NAVY BREACHER, IMPERIUM, GRENADIER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Meltagun
Meltagun
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Navis las-volley (focused)
Navis las-volley (focused)
5
4+
4/5
Heavy (Dash only), RendingHeavy (Dash only), Rending
Navis las-volley (sweeping)
Navis las-volley (sweeping)
4
4+
4/5
Heavy (Dash only), Rending, Torrent 1"Heavy (Dash only), Rending, Torrent 1"
Plasma gun (standard)
Plasma gun (standard)
4
4+
4/6
Piercing 1Piercing 1
Plasma gun (supercharge)
Plasma gun (supercharge)
4
4+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Gun butt
Gun butt
3
4+
2/3
-
IMPERIAL NAVY BREACHER, IMPERIUM, GUNNER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Chainfist
Chainfist
4
4+
5/6
Brutal, RendingBrutal, Rending

WELD SHUT1AP

Select a closed hatchway (e.g. Killzone: Gallowdark) within this operative’s control range. 1 additional AP must be spent for other operatives to perform the Operate Hatch action to open that hatchway. This effect ends when that hatchway is opened. Note this operative isn’t affected by this effect.

This operative cannot perform this action while within control range of an enemy operative, or if it isn’t within 1" of a closed hatchway.

BREACH POINT1AP

Place one of your Breach markers within this operative’s control range as close as possible to a terrain feature within control range of it. Whenever an operative is within 1" of that marker, it treats parts of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feature isn’t within its control range.
IMPERIAL NAVY BREACHER, IMPERIUM, HATCHCUTTER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Navis shotgun (close range)
Navis shotgun (close range)
4
3+
3/3
Range 6"Range 6"
Navis shotgun (long range)
Navis shotgun (long range)
4
5+
1/2
-
Navis hatchet
Navis hatchet
3
4+
3/4
-

WAYFIND1AP

SUPPORT. Select one other friendly IMPERIAL NAVY BREACHER operative (excluding C.A.T. UNIT or GHEISTSKULL) visible to and within 6" of this operative, or visible to and within 6" of a friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative. Until the end of that operative’s next activation, add 1 to its APL stat. For the purposes of the Comms Device universal equipment, the operative the distance is being determined from must control that marker.

This operative cannot perform this action while within control range of an enemy operative.

REMOTE CONTROL1AP

Select one friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative. That operative can immediately perform one free action, but it cannot move more than 3" during that action.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly IMPERIAL NAVY BREACHER C.A.T. UNIT operative isn’t in the killzone.
IMPERIAL NAVY BREACHER, IMPERIUM, SURVEYOR
⌀25mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Gheistskull detonator
Gheistskull detonator
4
3+
3/4
Blast 1", Lethal 5+, Limited 1, Silent, Stun, Detonate*Blast 1", Lethal 5+, Limited 1, Silent, Stun, Detonate*
Navis shotgun (close range)
Navis shotgun (close range)
4
3+
3/3
Range 6"Range 6"
Navis shotgun (long range)
Navis shotgun (long range)
4
5+
1/2
-
Navis hatchet
Navis hatchet
3
4+
3/4
-
*Detonate: Don’t select a valid target. Instead, a friendly IMPERIAL NAVY BREACHER GHEISTSKULL operative is always the primary target and cannot be in cover or obscured. If that operative isn’t in the killzone, you cannot select this weapon.

INTERFERENCE PULSE1AP

Select one enemy operative visible to and within 8" of a friendly GHEISTSKULL operative. Roll one D6, adding 1 to the result if that enemy operative is a valid target for that friendly GHEISTSKULL operative: on a 3+, subtract 1 from that enemy operative’s APL stat until the end of its next activation.

This operative cannot perform this action while within control range of an enemy operative, or if a friendly GHEISTSKULL operative isn’t in the killzone.
IMPERIAL NAVY BREACHER, IMPERIUM, VOID-JAMMER
⌀25mm
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
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.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
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 ready friendly IMPERIAL NAVY BREACHER operative is activated, you can use this rule. If you do, select one other ready friendly IMPERIAL NAVY BREACHER operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Engage: The operative can perform actions as normal and can counteract.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
ATTACK ORDER
ATTACK ORDER

When directed to assault a designated position, Imperial Navy Breachers achieve their goal through coordination and determination.

Place your Attack Order marker in the killzone. Whenever a friendly IMPERIAL NAVY BREACHER operative shooting, fighting or retaliating, its weapons have the Ceaseless weapon rule. In the Ready step of the next Strategy phase, remove that marker. You cannot use this ploy and the Defence Order strategy ploy in the same Strategy phase.
DEFENCE ORDER
DEFENCE ORDER

When called upon to hold a position, Imperial Navy Breachers move into tight formation, creating an impenetrable wall of shields and guns.

Place your Defence Order marker in the killzone. Whenever an operative is shooting a friendly IMPERIAL NAVY BREACHER operative that’s within 3" of that marker, you can re-roll any of your defence dice results of one result (e.g. results of 2). In the Ready step of the next Strategy phase, remove that marker. You cannot use this ploy and the Attack Order strategy ploy in the same Strategy phase.

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

Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
Jumping
Operatives can jump from terrain when they move off it. You can move them up to 4" horizontally from the edge when they jump, done like any other move except in one straight-line increment. The operative must then drop or climb from there. When jumping to a terrain feature, you can ignore its height difference of 1" or less, including its rampart (if any). However, when jumping from a terrain feature, if it has a rampart, you must climb it first.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Relentless
You can re-roll any of your attack dice.
Brutal
Your opponent can only block with critical successes.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Saturate
The defender cannot retain cover saves.

Frag grenade

 
NAME
ATK
HIT
DMG
Frag grenade
4
4+
2/4

WR
Range 6", Blast 2", Saturate

Krak grenade

 
NAME
ATK
HIT
DMG
Krak grenade
4
4+
4/5

WR
Range 6", Piercing 1, Saturate
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Open
While a hatchway is open:

1X COMMS DEVICE

Communications devices can be swiftly hijacked and employed to coordinate operations or call in support during a firefight.

Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent’s Comms Device markers.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.

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