![]() The Sergeant-At-Arms is the Leader of your Imperial Navy Breacher team, and just like almost any other human Imperial Leader, they can choose from a very wide range of weapons for his loadout. Navis Sergeant-At-Arms (Leader, 1 per kill team) Note that there are a few restrictions on which operatives you can take in the same team, described in parenthesis next to the names of operatives in this list. Operatives of the Imperial Navy Breacher Kill TeamĪn Imperial Navy Breacher kill team is made up of 12 operatives: 1 is a Leader, and the rest are taken from a wide selection of the non-Leader options below. ![]() Since Blast and Splash can also hit friendly operatives, Void Armour also makes it less dangerous for you to use weapons with those rules while your own operatives are close to your target. Void Armour is particularly useful in Into The Dark missions, where you’re often navigating tight corridors, and your opponent will try to take advantage of your operatives being close to each other with area attacks. It also lets you reroll one of your defence dice against shooting attacks with Blast X or Torrent X Special Rules, usually meaning grenades and flamers. Void ArmourĪll the human operatives in the Imperial Navy Breacher Kill Team have this ability, which prevents them from taking damage from attacks with the Splash Critical Hit rule (unless they’re the target of it), which inflicts mortal wounds to everyone around a target if a critical hit is rolled. This is one of those abilities that function as a real “playstyle incentive”: It shows you how to play the team by awarding you for keeping them close together, or at least in pairs, to take full advantage of the ability. This ability lets you active 2 friendly operatives in a row (as if they had Group Activation 2) once per Turning Point, if they’re within Square/3 inches of each other. So if you fancy being a grimdark SWAT team in space, breaching and clearing rooms as you slowly advance at your foe, the Imperial Navy Breacher kill team might be just the right team for you.Ħ Playing the Imperial Navy Breacher Kill Team Abilities of the Imperial Navy Breacher Kill Team Breach and Clear You can definitely also play them in regular games of Kill Team, but they’re a bit more vulnerable in open spaces. In the game, the Navy Breachers are a tailor-made kill team for the Into the Dark setting of the game with its tight spaces and corridors: Two of them can activate in succession each Turning Point, they’re resistant to area effects, and their close range firepower and melee weapons are well above average for an Imperial Kill Team. They’re especially well-suited for close quarters combat, with plenty of shotguns, melee weapons and even shields to keep them alive within the bowels of enemy ships, and if one of them falls, they can even continue to serve with their squads as Gheistskulls, human skulls embedded with remote-controlled technology (and explosives). ![]() ![]() Well-equipped and fiercely brave, the Imperial Navy Breachers are ordinary humans clad in void armour and trained to board enemy ships and void stations, cutting through walls and hull with explosives and heavy weapons as they invade their target room by room. They are part of the Kill Team: Into the Dark starter set for the game.īreachers are the aggressive arm of the Imperial Navy infantry, which is otherwise mostly deployed as guard personnel on Imperial Battleships. The Imperial Navy Breachers are a kill team for Games Workshop’s Warhammer 40,000: Kill Team tabletop skirmish game.
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