Breachers

Homebrew by DragonRoll14

The Breacher Team is another type of T'au Fire Warrior deployment. Drawn from the most aggressive members of the Fire Caste, Breacher Teams specialise in brutally effective close-range assaults, clearing buildings of threats in a tight, tactical formation and delivering sharp, shockingly sudden frontline displays of raw incendiary power that grind enemy soldiers into dust, discharging Pulse Blasters and hurling Photon Grenades until they are certain every path is clear.

-W40k Lexicanum

100% positive
Composition

1 BREACHER SHAS’UI operative

9 BREACHER operatives from the following list:

  • ASSAULT GRENADIER
  • BLOODED
  • COMBAT MEDIC
  • GUNSLINGER
  • INGRESS SPECIALIST
  • NIGHTHUNTER
  • SHAS’LA
  • SHIELD BEARER
  • WEAPONS EXPERT equipped with a gun butt and burst cannon.
  • WEAPONS EXPERT equipped with a gun butt and fusion blaster.
  • WEAPONS EXPERT equipped with a gun butt and light missile pod.

1 DRONE operative from the following list:

  • DS8 TACTICAL SUPPORT TURRET
  • MV1 GUN DRONE
  • MV36 GUARDIAN DRONE
  • MV4 SHIELD DRONE
  • MV7 MARKER DRONE

Other than SHAS’LA operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two WEAPONS EXPERT operatives.

Common Abilities and Options

Mont'Ka:
Whenever a BREACHER operative (excluding DRONE) fights in the same activation it performs the Charge action, if it is fighting or retaliating as a part of a hatchway fight, e.g. killzone Tomb World, or if it is retaliating within 1” of an objective marker or one of your objective tokens, you can use one of its ranged weapons as a melee weapon (excluding a weapon that has the word ‘grenade’ in its name) during that sequence. If that friendly operative has an Engage order while doing so, you can immediately resolve one success as a hit before the sequence starts. You cannot block during that sequence, and the following weapon rules have no effect on its weapons until the end of that sequence: Devastating, Piercing, Torrent. If the selected weapon has the Piercing weapon rule, it is instead considered to have the Brutal weapon rule for that sequence instead.

Stick and Move:
Whenever a BREACHER operative (excluding DRONE) incapacitates an enemy operative within 3” of them, it can immediately perform a free Dash action.

Drone:
- This operative cannot perform any actions other than Fight and Shoot. It cannot use any weapons that aren’t on its datacard.

  • Whenever determining control of an objective marker, treat this operative’s APL stat as 1 lower. Note this isn’t a change to this operative’s APL stat, so any changes are cumulative with this.
  • Whenever determining what’s visible to this operative, the round disk at the top of the miniature is its head.
Shas'Ui Breacher
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Pulse Blaster
Short Range (Range 6", Piercing 1)
4
3+
4/5
Long Range (Piercing Crit 1)
4
5+
3/4
Bonding Knife (Balanced)
3
4+
3/4
Abilities
Mont'Ka0AP: Patient HuntStick and MoveTempered Reflexes

Patient Hunt (0AP): - SUPPORT. Select one friendly BREACHER operative (excluding DRONE) within 6” of and Visible to this operative. That operative immediately performs a free Guard action, regardless of the killzone (see close quarters rules, Kill Team Core Book). It can do so while it has a Conceal order, but when it performs the free Shoot action during the interruption, you must change its order to Engage.

  • This operative cannot perform this action if it is within control range of an enemy operative.

Tempered Reflexes: Once per battle, you can use a firefight ploy for 0CP if this is the specified BREACHER operative.

Breacher, T'au Empire, Shas'Ui
Assault Grenadier Breacher
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Fusion Grenade (Range 6", Devastating 2, Limited 1, Piercing 2, Saturate)
4
3+
4/3
Pulse Blaster
Short Range (Range 6", Piercing 1)
4
3+
4/5
Long Range (Piercing Crit 1)
4
5+
3/4
Gun Butt
3
5+
2/3
Abilities
Grenadier SpecialistMont'KaStick and MoveTactical Ricochet

Grenadier Specialist: This operative can use frag and krak 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 it’s doing so, improve the Hit stat of that weapon by 1.

Tactical Ricochet: Whenever this operate uses a grenade weapon or performs a grenade action (i.e. Photon Grenade), the target does not need to be visible to this operative, but a 6” line must still be able to be drawn to the target without passing through any intervening terrain. Whenever this operative uses a photon grenade or stun grenade, add one to the roll.

Breacher, T'au Empire, Assault Grenadier
Blooded Breacher
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Modified Pulse Blaster
Short Range (Range 6", Piercing 1, Rending)
4
3+
4/5
Long Range (Piercing Crit 1, Balanced)
4
4+
3/4
Bionic Arm
3
4+
3/4
Abilities
Aggressive AssaultMont'KaStick and Move

Aggressive Assault: The first time in each turning point that this operative shoots, fights, or retaliates, its modified pulse blaster gains the Ceaseless weapon rule for that sequence.

Breacher, T'au Empire, Blooded
Combat Medic Breacher
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Pulse Blaster
Short Range (Range 6", Piercing 1)
4
3+
4/5
Long Range (Piercing Crit 1)
4
5+
3/4
Gun Butt
3
5+
2/3
Abilities
1AP: Combat StimsMedic!Mont'KaStick and Move

Combat Stims (1AP): - Select one friendly BREACHER operative (excluding DRONE) within 1” of and Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this ability if it was revived using the Medic! ability during the same turning point.

  • This operative cannot perform this action if it is within control range of an enemy operative.

Medic!: Once per turning point, the first time another friendly BREACHER operative (excluding DRONE) would be incapacitated while visible to and within 3” of this operative and not within control range of an enemy operative, if this operative is not within control range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it would have been incapacitated as a result of a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within 1” of this operative. Subtract 1 from both operatives’ APL.

Breacher, T'au Empire, Combat Medic
Gunslinger Breacher
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Twin Pulse Pistols
Focused (Accurate 2, Range 8")
4
4+
4/5
Salvo (Accurate 1, Range 8", Salvo*)
4
4+
4/5
Twin Pulse Pistols (Point Blank) (Accurate 2)
4
4+
4/5
Abilities
*SalvoMont'KaSharpshotStick and Move

*Salvo: Select up to two different valid targets that aren’t within control range of friendly operatives. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).

Sharpshot: Whenever this operative makes a shooting attack, you can do one of the following:

  • Ignore the Range weapon rule on its twin pulse pistols
  • Select a valid target that is in control range of another friendly BREACHER operative.

When doing so, reduce the Accurate x weapon rule of this operative’s twin pulse pistols by 1 (to a minimum of 0).

Breacher, T'au Empire, Gunslinger
Ingress Specialist Breacher
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Pulse Blaster
Short Range (Range 6", Piercing 1)
4
3+
4/5
Long Range (Piercing Crit 1)
4
5+
3/4
Gun Butt
3
5+
2/3
Abilities
1AP: Breaching ChargeEntry VanguardMont'KaStick and Move

Breaching Charge (1AP): - Place one of your Ingress 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.

  • Roll one D6 for each operative that’s on the other side of the terrain feature next to your Ingress marker and has that access point within its control range: on a 4+, subtract 1 from that operative’s APL stat until the end of its next activation and inflict two damage on it.
  • 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.

Entry Vanguard: This operative can perform the Operate Hatchway and Breach actions for 1 less AP, and it can do so during an activation in which it performed the Charge or Shoot action, taking precedence over the Breach action conditions.

Breacher, T'au Empire, Ingress Specialist
Nighthunter Breacher
A 2
M 6"
S 3+
W 8
Weapons
ATK
HIT
DMG
Pulse Blaster
Short Range (Range 6", Piercing 1)
4
3+
4/5
Long Range (Piercing Crit 1)
4
5+
3/4
Gun Butt
3
5+
2/3
Abilities
Mont'KaSilent AmbushStealth KitStick and Move

Silent Ambush: This operative can perform the Charge action while it has a Conceal order. When doing so, it cannot exceed its Move stat (i.e. don't add 2").

Stealth Kit: While this operative has a Conceal order, your opponent cannot select it as a valid target unless it's within 6” of the operative trying to target it. Note that this rule has no effect if this operative isn’t selected as the valid target, e.g. if it’s a secondary target from the Blast weapon rule.

Breacher, T'au Empire, Nighthunter
Shas'La Breacher
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Pulse Blaster
Short Range (Range 6", Piercing 1)
4
3+
4/5
Long Range (Piercing Crit 1)
4
5+
3/4
Gun Butt
3
5+
2/3
Abilities
Close Quarters TrainingMont'KaStick and Move

Close Quarters Training: Whenever this operative fights or retaliates, it benefits from the Montka faction rule as if it has an Engage order (taking precedence over that rule’s normal conditions). In addition, this operative can perform the Fall Back action for 1 less AP.

Breacher, T'au Empire, Shas'La
Shield Bearer Breacher
A 2
M 5"
S 2+
W 11
Weapons
ATK
HIT
DMG
Pulse Blaster
Short Range (Range 6", Piercing 1, Shield*)
4
3+
4/5
Long Range (Piercing Crit 1)
4
5+
3/4
Shield Bash (Accurate 1, Shield*)
3
5+
1/2
Abilities
Impact DampenerMont'KaShield*Stick and MoveTidewall Shield

Impact Dampener: When this operative is selected as the primary target of a shooting attack from a Blast weapon, ignore that weapon rule for this sequence before your opponent selects additional targets.

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). This operative may block during a sequence in which the Montka faction rule is used (taking precedence over that rule’s normal conditions).

Tidewall Shield: Whenever your opponent is selecting a valid target, they cannot select another friendly BREACHER operative within 1” of this operative if this operative has an Engage order and is intervening.

Breacher, T'au Empire, Shield Bearer
Weapons Expert Breacher
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Burst Cannon
Focused (Ceaseless, Heavy (Reposition and Charge only))
5
4+
3/4
Sweeping (Ceaseless, Torrent 1", Heavy (Reposition only))
4
4+
3/4
Light Missile Pod (Heavy (Reposition only))
4
4+
5/7
Fusion Blaster
Short Range (Range 6”, Devastating 4, Piercing 2, Heavy (Reposition and Charge only))
4
4+
6/3
Long Range (Range 12”, Piercing 1, Heavy (Reposition only))
4
4+
4/5
Gun Butt
3
5+
2/3
Abilities
Mont'KaStick and Move
Breacher, T'au Empire, Weapons Expert
DS8 Tactical Support Turret
A 2
M
S 3+
W 10
Weapons
ATK
HIT
DMG
Missile Pod
Smart Targeting (Balanced, Heavy, Smart Targeting*)
6
4+
3/4
Focused (Ceaseless, Heavy)
4
4+
5/7
Self-Destruct (Blast 2”, Lethal 4+, Limited 1, Self Destruct*)
5
3+
3/4
Ram
1
6+
1/1
Abilities
DroneSelf Destruct*Smart Targeting*Support Turret

Self Destruct:* This operative can perform the Shoot action with this weapon while within control range of an enemy operative. Don’t select a valid target. Instead, this operative is always the primary target and cannot be in cover or obscured.

Smart Targeting:* Each time this operative makes a shooting attack with this weapon, the following rules apply for that shooting attack:

  • Enemy operatives with an Engage order that are not within Control Range of friendly operatives are valid targets and cannot be in Cover.
  • In the Roll Attack Dice step of that shooting attack, attack dice results of 5 and 6 are successful normal hits. All other attack dice results are failed hits.

In killzones that use the Close Quarters rules, roll one D3 before making an attack with this weapon, decreasing its Attack stat by the result.

Support Turret: This operative can perform two Shoot actions during its activation.

Drone, T'au Empire, DS8 Tactical Support Turret
MV1 Gun Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Twin Pulse Carbine (Ceaseless)
4
4+
4/5
Ram
3
5+
2/3
Abilities
Drone
Drone, T'au Empire, MV1 Gun Drone
MV36 Guardian Drone
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
Drone1AP: Guardian FieldGuardian Shield Generator

Guardian Field (1AP): Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever a friendly BREACHER operative within 3” is targeted by a shooting attack, they may retain two normal cover saves or a single critical save.

Guardian Shield Generator: Whenever an operative is shooting this operative or a friendly BREACHER operative affected by the Guardian Field action, ignore the Saturate weapon rule.

Drone, T'au Empire, MV36 Guardian Drone
MV4 Shield Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
DroneShield Generator

Shield Generator: - This operative ignores the Piercing weapon rule.

  • Once per turning point, when an attack dice inflicts Normal Dmg on this operative, you can ignore that inflicted damage.
  • You can use the Savior Protocols firefight ploy for 0CP if this is the specified DRONE operative.
Drone, T'au Empire, MV4 Shield Drone
MV7 Marker Drone
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Ram
3
5+
2/3
Abilities
Drone1AP: Markerlight

Markerlight (1AP): - Select an enemy operative visible to this operative and give it one of your Markerlight tokens. Whenever a friendly BREACHER operative is shooting an operative with a Markerlight token, that friendly operative’s ranged weapons has the Severe weapon rule.

  • At the end of the turning point, remove all Markerlight tokens from enemy operatives that are no longer visible this operative.
  • This operative can perform this action more than once per activation
Drone, T'au Empire, MV7 Marker Drone
Equipment

Drone Controller:
Whenever you activate a friendly BREACHER DRONE operative in the killzone, until the end of that operative’s next activation, ignore the first two bullet points of its Drone rule (this takes precedence over that rule).


Photon Grenade:
Twice per turning point, a friendly BREACHER operative (excluding DRONE) can perform the following unique action:

Photon Grenade (1AP)

  • Select one enemy operative visible to and within 6” of this operative and roll one D6: on a 3+, until the end of that operative’s next activation, subtract 2” from its Move stat and it cannot perform the Dash action.
  • An operative cannot perform this action while within control range of an enemy operative.

Nano-Crystalline Padding:
Whenever a friendly BREACHER operative (excluding DRONE) fights or retaliates, the first time an attack dice inflicts Normal Dmg of 4 or more on it during that sequence, that attack inflicts 1 less damage on it.


Fusillade Receiver:
Once per turning point, when a friendly BREACHER operative fights or retaliates and you select a pulse blaster (short range), you can use this rule. If you do, until the end of that sequence, that weapon has the Lethal 5+ and Shock weapon rules.


Ploys

Firefight - Keen Edge Gambit:
Use this firefight ploy in the Firefight phase when a friendly BREACHER operative performs a Dash, Fall Back, or Reposition action. During that action, add 2” to its Move stat, and it can move within engagement range of enemy operatives, but cannot finish that move within engagement range of them.


Firefight - Pinpoint Counter-Offensive:
Use this firefight ploy when a friendly BREACHER operative (excluding DRONE) is incapacitated. Select one friendly BREACHER operative (excluding DRONE) that can select that enemy operative as a valid target and make a shooting attack. For this attack, its weapons gain the Ceaseless weapon rule and if it has the Range x weapon rule, add 4” to it for the purposes of selecting valid targets for that attack.


Firefight - Savior Protocols:
Use this firefight ploy when a friendly BREACHER operative (excluding DRONE) is selected as the valid target of a Shoot action. Select one friendly BREACHER DRONE operative visible to and within 3” of that first friendly operative to become the valid target instead (even if it wouldn’t normally be valid for this). That friendly DRONE operative is only in cover or obscured if the original target was. This ploy has no effect if the ranged weapon has the Blast or Torrent weapon rule.


Firefight - Stand and Fire:
Use this firefight ploy when a friendly BREACHER operative (excluding DRONE) retaliates. For that sequence, treat it as the Montka faction rule and it fights first, with this ploy taking precedence over that rule’s normal conditions. If that operative had a Conceal order, change it to Engage.


Strategic - Breach and Clear:
Each time a friendly BREACHER operative makes an attack with a pulse weapon that has the Range x weapon rule as the result of a Shoot or Fight action:

  • For that shooting attack, enemy operatives within 6” cannot retain any cover saves.
  • In the Roll Attack Dice step of that sequence, if the target is within 3” of it, it gains the Balanced weapon rule.

Strategic - Brace for Counterattack:
Whenever an operative is shooting against, fighting against, or retaliating against a friendly BREACHER operative that’s within your territory or 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.


Strategic - Frontline Sweep:
Friendly BREACHER operatives wholly within your territory can perform a free Dash action, but must end that move closer to an enemy operative or objective marker. If a friendly BREACHER operative is within 3” of an enemy operative, it can perform a free Charge action instead. You cannot use this ploy during the First turning point.


Strategic - Fire Discipline:
Until the end of the turning point, whenever a Shoot action is performed by a friendly BREACHER operative, in the Select Valid Target step of that shooting attack, you can select an enemy operative that is within control range of a friendly operative and within 6” of the active operative as a valid target. If the current killzone uses the Close Quarters rules, friendly operative’s ranged weapons cannot have their Attack stat be modified as a result of crossing another operative’s base when establishing cover lines.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.