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Imperial Navy Breachers

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IMPERIAL NAVY BREACHERS 6 POWER

No. Name M WS BS S T W A Ld Sv
9 Navis Armsman 6" 4+ 4+ 3 3 1 1 6 4+
1 Navis Sergeant-at-Arms 6" 4+ 4+ 3 3 1 2 7 4+
• One Navis Armsman model is equipped with: Navis las-volley.
• One Navis Armsman model is equipped with: Navis heavy shotgun; endurant shield.
• Every other model is equipped with: Navis shotgun.
WEAPON RANGE TYPE S AP D ABILITIES
Autopistol 12" Pistol 1 3 0 1 -
Bolt pistol 12" Pistol 1 4 0 1 -
Navis heavy shotgun 18" Assault 4 4 0 1 -
Navis las-volley 24" Heavy 4 6 -1 1 -
Navis shotgun 18" Assault 2 4 0 1 -
Each time an attack made with this weapon
Meltagun 12" Assault 1 8 -4 D6 targets a unit within half range, that attack has
a Damage characteristic of D6+2.
Plasma gun Before selecting targets, select one of the profiles below to make attacks with.
- Standard 24" Rapid Fire 1 7 -3 1 -
If any unmodified hit rolls of 1 are made for
- Supercharge 24" Rapid Fire 1 8 -3 2 attacks with this weapon profile, the bearer is
destroyed after shooting with this weapon.
Each time an attack is made with this weapon,
subtract 1 from that attack’s hit roll, and if that
Chainfist Melee Melee x2 -4 D3
attack is allocated to a Vehicle model, that
attack has a Damage characteristic of 3.
Each time the bearer fights, it makes 1
Chainsword Melee Melee User 0 1
additional attack with this weapon.
Power axe Melee Melee +2 -2 1 -
Power sword Melee Melee +1 -3 1 -
Blast. The bearer can only shoot with
Demolition charge 6" Grenade D6 8 -3 2 each demolition charge it is equipped
with once per battle.
Frag grenades 6" Grenade D6 3 0 1 Blast
OTHER WARGEAR ABILITIES
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for
Endurant shield
the bearer.
Smoke grenades The bearer gains the Smokescreen keyword.

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 sword.
• 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 axe.
• 1 Navis Armsman’s Navis shotgun can be replaced with 1 autopistol and 1 chainfist.
Experienced in hazardous • 1 Navis Armsman can be equipped with 1 demolition charge, 1 frag grenades and 1 smoke grenades.
boarding actions, these
elite Armsmen are
aggressive and blunt ABILITIES
instruments of their Agent of the Imperium (pg 2) Shipborne Personnel: If your army is Battle-forged,
warship’s commander.
Void Armour: Each time an attack is allocated to a model this unit cannot be used as a compulsory selection
They wear fully enclosed
void armour and wield in this unit, the Armour Penetration characteristic of that in a Detachment (e.g. as the only Troops unit in a
robust weapons optimised attack is worsened by 1. Patrol Detachment), unless that Detachment is a
for close-confines fighting, Navis Imperialis Detachment.
while some carry more
specialised gear for FACTION KEYWORDS: Imperium, Navis Imperialis, Agents of the Imperium
cracking enemy bulkheads. KEYWORDS: Infantry, Core, Imperial Navy Breachers

1
AGENT OF THE IMPERIUM POINTS VALUES
If your army is Battle-forged, you can include one Agent of the
Imperium unit in each Imperium (excluding Fallen units) Patrol, TROOPS
Battalion and Brigade Detachment in your army without those units
taking up Battlefield Role slots in those Detachments. The inclusion Imperial Navy Breachers
of an Agent of the Imperium unit does not prevent other units from Unit size������������������������������������������������������������������������������������������������������������������ 10 models
their Detachment benefiting from Detachment abilities (e.g. Chapter Unit cost������������������������������������������������������������������������������������������������������������������������110 pts
Tactics, Defenders of Humanity, etc.), and it does not prevent other • Demolition charge����������������������������������������������������������������������������������������������+10 pts
units from your army benefiting from abilities that require every • Meltagun����������������������������������������������������������������������������������������������������������������� +5 pts
model in your army to have that ability (e.g. Combat Doctrines). An • Plasma gun������������������������������������������������������������������������������������������������������������� +5 pts
Agent of the Imperium unit included in a Patrol, Battalion or Brigade
Detachment in this manner is ignored for any rules that state all
units from that Detachment must have at least one Faction keyword
in common (e.g. in a matched play game), and when determining
your Army Faction.

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