Book | Kind | Edition | Version | Last update |
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![]() | Faction | 3 | 1.3 | April 2025 |
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.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.When directed to assault a designated position, Imperial Navy Breachers achieve their goal through coordination and determination.
When called upon to hold a position, Imperial Navy Breachers move into tight formation, creating an impenetrable wall of shields and guns.
Breachers are used to fighting in the close confines of a voidship's decks and are devastatingly effective when engaging foes at close range.
Taking up a defensive stance, the Breachers prepare to repel the oncoming enemy.
As some Breachers lay down pinning fire, others break cover in at attempt to outflank the foe.
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.
Heavily armed and armoured, Breachers are adept at holding the positions they seize.
Spending the vast majority of their lives aboard voidships, Breachers are used to fighting their way across decks and through cramped hatchways and bulkheads.
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.
These heavy projectiles can be fired from a shotgun, trading close-quarters impact for increased range and lethality against a single target.
Many Imperial soldiers carry combat stimms designed to stave off fatigue, dull pain and enhance concentration.
This device, when attached to cogitator panels, reroutes power away from locking mechanisms, allowing Breachers to force entry.
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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+ |
IMPERIAL NAVY BREACHER, IMPERIUM, LEADER, SERGEANT-AT-ARMS
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⌀25mm |
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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 | - |
IMPERIAL NAVY BREACHER, IMPERIUM, ARMSMAN
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⌀25mm |
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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+ |
IMPERIAL NAVY BREACHER, IMPERIUM, AXEJACK
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⌀25mm |
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IMPERIAL NAVY BREACHER, IMPERIUM, C.A.T. UNIT
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⌀25mm |
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NAME | ATK | HIT | DMG | WR | ||||
Navis heavy shotgun (close range) | ||||||||
Navis heavy shotgun (close range) | 4 | 3+ | 3/3 | Range 6", Relentless | Range 6", Relentless | |||
Navis heavy shotgun (long range) | ||||||||
Navis heavy shotgun (long range) | 4 | 5+ | 1/2 | Relentless | Relentless | |||
Shield bash | ||||||||
Shield bash | 3 | 4+ | 1/2 | Brutal, Shield* | Brutal, Shield* |
IMPERIAL NAVY BREACHER, IMPERIUM, ENDURANT
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⌀28mm |
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.
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. |
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IMPERIAL NAVY BREACHER, IMPERIUM, GHEISTSKULL
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⌀25mm |
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NAME | ATK | HIT | DMG | WR | ||||
Demolition charge | ||||||||
Demolition charge | 4 | 3+ | 4/6 | Range 3", Blast 2", Heavy (Reposition only), Limited 1, Piercing 1, Saturate | Range 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 | - |
IMPERIAL NAVY BREACHER, IMPERIUM, GRENADIER
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⌀25mm |
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. |
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NAME | ATK | HIT | DMG | WR | ||||
Meltagun | ||||||||
Meltagun | 4 | 4+ | 6/3 | Range 6", Devastating 4, Piercing 2 | Range 6", Devastating 4, Piercing 2 | |||
Navis las-volley (focused) | ||||||||
Navis las-volley (focused) | 5 | 4+ | 4/5 | Heavy (Dash only), Rending | Heavy (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 1 | Piercing 1 | |||
Plasma gun (supercharge) | ||||||||
Plasma gun (supercharge) | 4 | 4+ | 5/6 | Hot, Lethal 5+, Piercing 1 | Hot, Lethal 5+, Piercing 1 | |||
Gun butt | ||||||||
Gun butt | 3 | 4+ | 2/3 | - |
IMPERIAL NAVY BREACHER, IMPERIUM, GUNNER
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⌀28mm |
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NAME | ATK | HIT | DMG | WR | ||||
Autopistol | ||||||||
Autopistol | 4 | 4+ | 2/3 | Range 8" | Range 8" | |||
Chainfist | ||||||||
Chainfist | 4 | 4+ | 5/6 | Brutal, Rending | Brutal, Rending |
IMPERIAL NAVY BREACHER, IMPERIUM, HATCHCUTTER
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⌀25mm |
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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 | - |
IMPERIAL NAVY BREACHER, IMPERIUM, SURVEYOR
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⌀25mm |
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. |
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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 | - |
IMPERIAL NAVY BREACHER, IMPERIUM, VOID-JAMMER
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⌀25mm |
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.
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When directed to assault a designated position, Imperial Navy Breachers achieve their goal through coordination and determination.
When called upon to hold a position, Imperial Navy Breachers move into tight formation, creating an impenetrable wall of shields and guns.
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:
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 |
Communications devices can be swiftly hijacked and employed to coordinate operations or call in support during a firefight.