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.
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 friendly operative is expended, your opponent then activates as normal.
APL 2 · Move 6" · Save 4+ · Wounds 9
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, LEADER, SERGEANT-AT-ARMS
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.
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, ARMSMAN
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.
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, AXEJACK
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.
APL 2 · Move 8" · Save 5+ · Wounds 5
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, C.A.T. UNIT
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.).
Spot. 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.
APL 2 · Move 4" · Save 2+ · Wounds 11
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, ENDURANT
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.
Disengage. This operative can perform the **Fall Back** action for 1 less AP.
APL 2 · Move 8" · Save 5+ · Wounds 5
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, GHEISTSKULL
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.).
Boost. 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.
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, GRENADIER
Grenadier. This operative can use frag, krak and stun grenades (see universal equipment). 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.
APL 2 · Move 6" · Save 4+ · Wounds 9
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, GUNNER
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, HATCHCUTTER
Weld Shut. Select a closed hatchway (e.g. Killzone: Tomb World) 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 Point. 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.
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, SURVEYOR
Wayfind. **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 Control. 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.
APL 2 · Move 6" · Save 4+ · Wounds 8
Keywords: IMPERIAL NAVY BREACHER, IMPERIUM, VOID-JAMMER
Interference Pulse. 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.
Place your Attack Order marker in the killzone. Whenever a friendly **IMPERIAL NAVY BREACHER** operative is 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 during the same Strategy phase.
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 during the same Strategy phase.
Whenever a friendly **IMPERIAL NAVY BREACHER** operative is fighting or shooting an operative within 3" of it: - Add 1 to both Dmg stats of all profiles of its Navis shotguns or Navis heavy shotguns (if any). - If you roll two or more fails, you can discard one of them to retain another as a normal success instead.
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.
Use this firefight ploy when you activate either friendly **IMPERIAL NAVY BREACHER** operative while using the Breach and Clear faction rule. Until the end of that operative's activation, add 1 to its APL stat.
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.
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.
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.
You can ignore any changes to the APL stat of friendly **IMPERIAL NAVY BREACHER** operatives, and they aren't affected by enemy operatives' Shock weapon rule.
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.
You can ignore any changes to the Move stat of friendly **IMPERIAL NAVY BREACHER** operatives from being injured.
Once per turning point, one friendly **IMPERIAL NAVY BREACHER** operative can perform the **Operate Hatch** action for 1 less AP.