Playing versus Imperial Navy Breachers
Key mechanics: Breach and Clear, Armsman Group Activation, Void Armour, Attack / Defence Order.
Operatives
- Navis C.A.T. Unit — Super Conceal; 1 AP: mark an enemy -- friendlies get Seek Light and ignore obscured vs that target; Ignored for kill op. Cannot act near enemies or if Surveyor is dead
- Navis Endurant — 2+ save, 11 wounds, 4" move; Shields one adjacent friendly from being targeted (while on Engage order and intervening); Free Fall Back
- Navis Gheistskull — Super Conceal; Once per battle: 12" Charge (Boost adds 4" instead of 2"). Ignored for kill op
- Navis Void-Jammer — Detonates the Gheistskull: Blast 1", Lethal 4+, Stun, Silent; 1 AP: -1 APL to an enemy visible to the Gheistskull (D6 roll, 3+)
- Navis Grenadier — Free frag, krak, and stun grenades with improved Hit stat; Demolition charge: Blast 2", Piercing 1, Saturate (3" range, one use)
- Navis Surveyor — 1 AP: +1 APL to a friendly within 6" (or within 6" of C.A.T. Unit)
Tips
- Gheistskull bomb: Breach and Clear moves the skull up to 14" (8" + Boost, once per battle, not TP1) into your models, then the Void-Jammer detonates it the same group activation. The result is a Blast 1" hit (Lethal 4+, Stun) centred wherever it stops, with the skull always the primary target. The Void-Jammer only needs to be within 3" and visible when the skull activates. Spread out operatives 1"+ if possible