Imperial Navy Breachers

Model NameMTSvWLdOC
Imperial Navy Breachers
25mm
6"34+ 17+2
Keywords:
Agents of the Imperium, Smoke, Imperium, Grenades, Battleline, Infantry, Imperial Navy Breachers, Retinue, Voidfarers
Ranged WeaponsRangeABSSAPD
Autopistol
pistol
12"14301
Bolt pistol
pistol
12"14401
Demolition charge
assault, blast, hazardous, one shot
6"D659-22
Meltagun
melta 2
12"149-4D6
Navis heavy shotgun
assault
12"44401
Navis las-volley
18"44601
Navis shotgun
assault
12"24401
Plasma gun – standard
rapid fire 1
24"147-11
Plasma gun – supercharge
hazardous, rapid fire 1
24"148-22
Melee WeaponsRangeABSSAPD
Chainfist
anti-vehicle 3+
Melee156-22
Chainsword
Melee34301
Close combat weapon
Melee14301
Power weapon
Melee244-21

Abilities

Breaching Team:Each time a model in this unit makes an attack, re-roll a Wound roll of 1. If the target is within range of an objective marker, you can re-roll the Wound roll instead.
Gheistskull:Once per battle, when you select this unit as the target of the Grenade Stratagem, you can target one enemy unit visible to and within 18" of this unit that is not within Engagement Range of any units from your army, instead of one within 8".
CAT Unit:Once per battle, when this unit is selected to shoot, until the end of the phase, ranged weapons equipped by models in this unit gain the [IGNORES COVER] ability.

Designer’s Note: Place one Gheistskull and one CAT Unit token next to this unit, removing each token once the relevant ability has been used.

Wargear Options

The Navis Sergeant-at-Arms’ Navis shotgun can be replaced with one of the following:
  • 1 autopistol and 1 chainsword
  • 1 bolt pistol and 1 power weapon
1 Navis Armsman’s Navis las-volley can be replaced with one of the following:
  • 1 meltagun
  • 1 plasma gun
1 Navis Armsman's Navis shotgun can be replaced with 1 autopistol and 1 power weapon.
1 Navis Armsman’s Navis shotgun can be replaced with 1 autopistol and 1 chainfist.
1 Navis Armsman can be equipped with 1 demolition charge.

Wargear Abilities

Endurant Shield:The bearer has a 4+ invulnerable save.

Unit Composition

1 Navis Sergeant-at-Arms
9 Navis Armsmen
The Navis Sergeant-at-Arms is equipped with: Navis shotgun; close combat weapon.

One Navis Armsman is equipped with: Navis las-volley; close combat weapon.

One other Navis Armsman is equipped with: Navis heavy shotgun; close combat weapon; endurant shield.

Every other model is equipped with: Navis shotgun; close combat weapon.

Costs

10 models - 90pts

Leader

Stratagems

NameDescription
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP SMOKESCREEN
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP EMPEROR’S WILL
Detachment: Imperialis Fleet
WHEN: Your Movement phase.

TARGET: One AGENTS OF THE IMpERIUM unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.
1CP CLOSE-QUARTERS BARRAGE
Detachment: Imperialis Fleet
WHEN: Your Shooting phase.

TARGET: One VOIDFARERS unit from your army.

EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets a unit within 12", improve the Strength and Armour Penetration characteristics of that attack by 1.
2CP VIOLENT ACQUISITION
Detachment: Imperialis Fleet
WHEN: Your Shooting phase or the Fight phase.

TARGET: One AGENTS OF THE IMpERIUM unit from your army.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, that attack has the [SUSTAINED HITS 1], [LANCE] and [IGNORES COVER] abilities.
1CP EXACT PUNISHMENT
Detachment: Ordo Hereticus Purgation Force
WHEN: Your opponent’s Shooting phase, just after an AGENTS OF THE IMpERIUM unit from your army is destroyed as the result of an enemy unit's attacks.

TARGET: One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that was within 6" of the destroyed unit (you cannot target the destroyed unit with the Stratagem).

EFFECT: After the attacking unit has shot, your unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
1CP BLIND GRENADES
Detachment: Veiled Blade Elimination Force
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One Agents of the Imperium Grenades or Vindicare Assassin unit from your army that was selected as one of the targets of that charge and is not within Engagement Range of one or more enemy units.

EFFECT: Until the end of the phase, subtract 1 from Charge rolls made for that enemy unit, or, if your unit is a VINDICARE ASSASSIN, subtract 2 from Charge rolls made for that enemy unit instead.
1CP ORBITAL OVERSIGHT
Detachment: Veiled Blade Elimination Force
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Agents of the Imperium Infantry unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18", or, if your unit has the Lone Operative ability, if the attacking model is within 6".
1CP ENSNARING TRAP
Detachment: Veiled Blade Elimination Force
WHEN: End of your opponent’s Charge phase.

TARGET: One Agents of the Imperium Infantry unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units.

EFFECT: Your unit can declare a charge. When doing so, you must select one or more of those enemy units as the targets of that charge, and your unit does not receive a Charge bonus this turn. In addition, if it is a Callidus Assassin unit and it makes a Charge move as a result of this Stratagem, until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll.
1CP PRIME TARGET
Detachment: Veiled Blade Elimination Force
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Agents of the Imperium unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, re-roll a Wound roll of 1. If that attack is made by an Officio Assassinorum model and it targets the enemy WARLORD, you can re-roll the Wound roll instead.
1CP WILL‑SAPPING SALVO
Detachment: Veiled Blade Elimination Force
WHEN: Your Shooting phase.

TARGET: One Agents of the Imperium Infantry unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, if it is a Culexus Assassin unit, until the end of the phase, change the Damage characteristic of ranged weapons equipped by models in your unit to 3.
1CP BREACH AND CLEAR
Detachment: Voidship’s Company
WHEN: Your Movement phase, just after an IMPERIAL NAvY BREAcHERS unit from yourarmy opens a Hatchway.

TARGET: That IMPERIAL NAVY BREACHERS unit.

EFFECT: Until the end of the turn, each time a model in your unit makes an attack, if that model is on the opposite side of the Hatchway from the side it started the turn on, add 1 to the Hit roll and add 1 to the Wound roll.