Terrors of the Nautilus

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.

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.

Operatives

1. Sergeant at Arms
Sergeant-At-Arms
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Heirloom Autopistol (Rng 8", Lethal 5+)
4
3+
2/4
Power Weapon (Lethal 5+)
4
3+
4/6
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearCommand BreachVoid Armour

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.

IMPERIAL NAVY BREACHER, IMPERIUM, LEADER, NAVIS, SERGEANT-AT-ARMS
2. Axejack
Axejack
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Power Weapon (Lethal 5+)
4
3+
4/6
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearEmboldenedVoid Armour

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.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, AXEJACK
3. Endurant
Endurant
A 2
M 4"
S 2+
W 11/11
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
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearBreachwallDisengage*ShieldVoid Armour

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.

*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).

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ENDURANT
4. Hatchcutter
Hatchcutter
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Autopistol (Rng 8")
4
4+
2/3
Chainfist (Brutal, Rnd)
4
4+
5/6
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearVoid Armour1AP: Breach Point1AP: Weld Shut

Breach Point (1AP): 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.

Weld Shut (1AP): Select a closed hatchway (e.g. Killzone: Gallowdark) 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.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, HATCHCUTTER
5. Grenadier
Grenadier
A 2
M 6"
S 4+
W 8/8
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
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearGrenadierVoid Armour

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.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GRENADIER
6. Gunner
Gunner
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev4, Prc2)
4
4+
6/3
Gun Butt
3
4+
2/3
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearVoid Armour
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, GUNNER
7. Surveyor
Surveyor
A 2
M 6"
S 4+
W 8/8
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
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearVoid Armour1AP: Remote Control1AP: Wayfind

Remote Control (1AP): 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.

Wayfind (1AP): 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.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, SURVEYOR
8. Void Jammer
Void-Jammer
A 2
M 6"
S 4+
W 8/8
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
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And Clear*DetonateVoid Armour1AP: Interference Pulse

*Detonate: Don’t select a valid target. Instead, a friendly IMPERIAL NAVY BREACHER GHEISTSKULL operative is always the primary target and cannot be in cover or obscured. If that operative isn’t in the killzone, you cannot select this weapon.

Interference Pulse (1AP): 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.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, VOID-JAMMER
9. C.A.T
C.A.T. Unit
A 2
M 8"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearExpendableMachineVoid Armour1AP: Spot

Spot (1AP): 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.

IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, C.A.T. UNIT
10. Gheistskull
Gheistskull
A 2
M 8"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearExpendableMachineVoid Armour1AP: Boost

Boost (1AP): Until the end of the activation, add 6" to this operative’s Move stat.

This operative can only perform this action once per battle, and cannot perform it during the first turning point.

IMPERIAL NAVY BREACHER, IMPERIUM, FLY, NAVIS, GHEISTSKULL
11. Armsman
Armsman
A 2
M 6"
S 4+
W 8/8
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
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearGroup ActivationVoid Armour
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ARMSMAN
12. Armsman
Armsman
A 2
M 6"
S 4+
W 8/8
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
Eq: Krak Grenade (Rng 6", Piercing 1, Sat)
4
4+
4/5
Abilities
Breach And ClearGroup ActivationVoid Armour
IMPERIAL NAVY BREACHER, IMPERIUM, NAVIS, ARMSMAN

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

Attack Order
Strategy Ploy

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)

Brace For Counterattack
Strategy Ploy

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.

Close Assault
Strategy Ploy

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.
Defence Order
Strategy Ploy

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.

Blitz
Firefight Ploy

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.

Deck Hand
Firefight Ploy

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.

Lock it Down
Firefight Ploy

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.

Overwhelm Target
Firefight Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.