Imperial Navy Breachers
Composition
An IMPERIAL NAVY BREACHERS killteam is composed of:
- 1 IMPERIAL NAVY BREACHER SERGEANT-AT-ARMS operative with the following:
- Navis shotgun and Navis hatchet
Or one option from each of the following: - Bolt pistol or heirloom autopistol
- Chainsword or power weapon
- Navis shotgun and Navis hatchet
- 10 IMPERIAL NAVY BREACHER operatives selected from the following list:
- ARMSMAN
- AXEJACK
- C.A.T. UNIT
- ENDURANT
- GHEISTSKULL
- GRENADIER
- GUNNER with Navis las-volley and gun butt
- GUNNER with meltagun and gun butt
- GUNNER with plasma gun and gun butt
- HATCHCUTTER
- SURVEYOR
- VOID-JAMMER
Other than ARMSMAN operatives, your kill team can only include each operative on this list once. Your kill team can only include up to two GUNNER operatives.
Your kill team can only include a GHEISTSKULL operative if it also includes a VOID-JAMMER operative, and it can only include a C.A.T. UNIT operative if it also includes a SURVEYOR operative.
These operatives count as half a selection each, meaning you can select both of them and it’s treated as one selection in total.
Common Abilities and Options
Breach And Clear:
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.
Void Armour:
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.
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 an enemy operative (if it escapes/survives/is incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.).
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.
Sergeant-At-Arms
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 4+ | 3/4 |
| Heirloom Autopistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/4 |
| Navis Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 3/3 |
| Long Range | 4 | 5+ | 1/2 |
| Chainsword | 4 | 3+ | 4/5 |
| Navis Hatchet | 3 | 4+ | 3/4 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Breach And ClearCommand BreachVoid ArmourArmsman
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Navis Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 3/3 |
| Long Range | 4 | 5+ | 1/2 |
| Navis Hatchet | 3 | 4+ | 3/4 |
Abilities
Breach And ClearGroup ActivationVoid ArmourAxejack
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Breach And ClearEmboldenedVoid ArmourC.A.T. Unit
A 2
M 8"
S 5+
W 5
Abilities
Breach And ClearExpendableMachine1AP: SpotVoid ArmourEndurant
A 2
M 4"
S 2+
W 11
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Navis Heavy Shotgun | |||
| Close Range (Rng 6", Relentless) | 4 | 3+ | 3/3 |
| Long Range (Relentless) | 4 | 5+ | 1/2 |
| Shield Bash (Brutal, *Shield) | 3 | 4+ | 1/2 |
Abilities
*ShieldBreach And ClearBreachwallDisengageVoid ArmourGheistskull
A 2
M 8"
S 5+
W 5
Abilities
1AP: BoostBreach And ClearExpendableMachineVoid ArmourGrenadier
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Demolition Charge (Rng 3", Blast 2", Hvy(Repos), Lim1, Prc1, Sat) | 4 | 3+ | 4/6 |
| Navis Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 3/3 |
| Long Range | 4 | 5+ | 1/2 |
| Navis Hatchet | 3 | 4+ | 3/4 |
| Frag Grenade (Rng 6", Blast 2", Sat) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
Abilities
Breach And ClearGrenadierVoid ArmourGunner
A 2
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 4+ | 6/3 |
| Navis Las-Volley | |||
| Focused (Hvy(Dash), Rnd) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), Rnd, Tor 1") | 4 | 4+ | 4/5 |
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 4+ | 5/6 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Breach And ClearVoid ArmourHatchcutter
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Chainfist (Brutal, Rnd) | 4 | 4+ | 5/6 |
Abilities
Breach And Clear1AP: Breach PointVoid Armour1AP: Weld ShutSurveyor
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Navis Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 3/3 |
| Long Range | 4 | 5+ | 1/2 |
| Navis Hatchet | 3 | 4+ | 3/4 |
Abilities
Breach And Clear1AP: Remote ControlVoid Armour1AP: WayfindVoid-Jammer
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Gheistskull Detonator (Blast 1", Lethal 4+, Lim1, Silent, Stun, *Detonate) | 4 | 3+ | 3/4 |
| Navis Shotgun | |||
| Close Range (Rng 6") | 4 | 3+ | 3/3 |
| Long Range | 4 | 5+ | 1/2 |
| Navis Hatchet | 3 | 4+ | 3/4 |
Abilities
*DetonateBreach And Clear1AP: Interference PulseVoid ArmourRebreathers
You can ignore any changes to the APL stats of friendly IMPERIAL NAVY BREACHER operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
Slugs
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.
Combat Stimms
You can ignore any changes to the Move stat of friendly IMPERIAL NAVY BREACHER operatives from being injured.
System Override Device
Once per turning point, one friendly IMPERIAL NAVY BREACHER operative can perform the Operate Hatch action for 1 less AP.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Attack Order
Place your Attack Order marker in the killzone. Whenever a friendly IMPERIAL NAVY BREACHER operative within 3" of that marker 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 in the same Strategy phase.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Strategy: Brace For Counterattack
Whenever an operative is shooting against, fighting against or retaliating against a friendly IMPERIAL NAVY BREACHER operative that is 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.
Strategy: Close Assault
Whenever a friendly IMPERIAL NAVY BREACHER operative is fighting or shooting an operative within 3" of it, that friendly operative’s weapons have the Punishing weapon rule.
- 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.
Strategy: Defence Order
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 in the same Strategy phase.
Firefight Ploys
Firefight: Blitz
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.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Firefight: Deck Hand
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 operative) unless it’s a friendly HATCHCUTTER operative’s activation.
Firefight: Lock it Down
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.
Firefight: Overwhelm Target
Use this firefight ploy when you activate either friendly IMPERIAL NAVY BREACHER operative while using the Breach and Clear faction rule. Select one of those friendly IMPERIAL NAVY BREACHER operatives. Until the end of that operative’s activation, add 1 to its APL stat.
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.
Equipment
Rebreathers:
You can ignore any changes to the APL stats of friendly IMPERIAL NAVY BREACHER operatives, and they aren’t affected by enemy operatives’ Shock weapon rule.
Slugs:
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.
Combat Stimms:
You can ignore any changes to the Move stat of friendly IMPERIAL NAVY BREACHER operatives from being injured.
System Override Device:
Once per turning point, one friendly IMPERIAL NAVY BREACHER operative can perform the Operate Hatch action for 1 less AP.
Ploys
Strategic - Attack Order:
Place your Attack Order marker in the killzone. Whenever a friendly IMPERIAL NAVY BREACHER operative within 3" of that marker 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 in the same Strategy phase.
Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Strategic - Brace For Counterattack:
Whenever an operative is shooting against, fighting against or retaliating against a friendly IMPERIAL NAVY BREACHER operative that is 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.
Strategic - Close Assault:
Whenever a friendly IMPERIAL NAVY BREACHER operative is fighting or shooting an operative within 3" of it, that friendly operative’s weapons have the Punishing weapon rule.
- 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.
Strategic - Defence Order:
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 in the same Strategy phase.
Firefight - Blitz:
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.
Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Firefight - Deck Hand:
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 operative) unless it’s a friendly HATCHCUTTER operative’s activation.
Firefight - Lock it Down:
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.
Firefight - Overwhelm Target:
Use this firefight ploy when you activate either friendly IMPERIAL NAVY BREACHER operative while using the Breach and Clear faction rule.
Select one of those friendly IMPERIAL NAVY BREACHER operatives. Until the end of that operative’s activation, add 1 to its APL stat.
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.