Imperial Navy Breachers Kill Team

(Force)
Categories: Reference, Configuration, Operative, Leader, C.A.T. Unit, Gheistskull, Gunner, Endurant, Axejack, Grenadier, Hatchcutter, Surveyor, Void-Jammer
EntryId: 9558-3761-e41e-86fd
Hidden: false
Categories
C.A.T. Unit(Empty)
Gheistskull(Empty)
Gunner(Empty)
Endurant(Empty)
Axejack(Empty)
Grenadier(Empty)
Hatchcutter(Empty)
Surveyor(Empty)
Void-Jammer(Empty)
Rules (2)
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.