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===Troops=== *'''Voidsmen-at-Arms:''' Standard security on-board Imperial Navy and Rogue Trader warships alike. One Voidmaster and four Voidsmen make up the minimum unit, with an optional 4 Voidsmen and one Canid (WS3+, S4, A3). For stats, they're GEQ's with Sv4+, and for wargear they've got lasguns and laspistols, with the Voidmaster having an artificer shotgun (18", assault 2, S4, AP0, D1) and 1-in-5 models swapping their lasgun for a Voidsman rotor cannon (24", heavy 4, S6, AP-1, D1). They come with {{W40kKeyword|Core}}, {{W40kKeyword|Concussion Grenade}} and {{W40kKeyword|Navis Imperialis}} and cannot be the compulsory troops choice in a non-{{W40kKeyword|Navis Imperialis}} detachment. Masters of Close Confines also grants them one additional hit on a hit roll of UM6 against a target within 12". ** At 8pts per model, this unit is best used at minimum strength and for clearing objectives of other GEQ's. ** Warzone Octarius II does have the old rules for these guys; no {{W40kKeyword|Core}} , BS3+, artificer shotgun is AP-1 and D1, canid is not a model but instead a one-use wargear that inflicts MW's on a target within 1" in the Fight Phase. Masters of Close Confines took a nerf too, granting the unit +1 to hit rolls with melee attacks if the unit is wholly on a terrain feature. They're still 8pts, but the rotor cannon costs 10pts each instead of being free. *'''Imperial Navy Breachers:''' The elite of the Imperial Navy (and Rogue Traders it seems). Like their Voidsmen brothers, they're GEQ's with a 4+ save, but Void Armour makes attacks against them suffer -1AP, come with {{W40kKeyword|Core}} and {{W40kKeyword|Navis Imperialis}}, and they still cannot be the compulsory troops choice in a non-{{W40kKeyword|Navis Imperialis}} detachment. Fixed at 110pts minimum, this gets you ten models. One with a Navis las-volley (24", heavy 4, S6, AP-1, D1) or a meltagun or a plasma gun (+5pts for the last two options), one with an Navis heavy shotgun and endurant shield (18", assault 4, S4, AP0, D1 with +1Sv and a 5++ invulnerable), and eight with a Navis shotgun (18", assault 2, S4, AP0, D1). The unit can be equipped for close combat, with the Sergeant's shotgun being replaced with a laspistol and chainsword (why) or a bolt pistol and power sword (better) for free, one Breacher swapping their shotgun for a laspistol and power axe, and one other Breacher swapping their shotgun for a laspistol and chainfist (melee, Sx2, AP-4, Dd3, -1 to hit rolls, becomes D3 against vehicles). Finally, one Breacher can take demolition charges (6", grenade d6, S8, AP-3, D2, blast, one-use), frag grenades, and {{W40kKeyword|Smokescreen}} for +5pts. That final keyword is pointless as there currently isn't a stratagem to use it. ** The unit does have some glaring limitations; using your shield guy to tank hits makes sense, but he's also carrying as much firepower as two Breachers, resulting in losing quite a bit of shooting if he dies. The unit is also expensive at 11pts per model with no way to take less than ten models. ** The Breachers have a decent up-close game with their shotguns, but their melee prowess isn't quite as great with only three models to rely on: Sergeant if he picks up a power sword, one Breacher with a power axe, and another chainfist (which will hit at WS5+ after modifiers). While none of these are necessarily terrible weapons, this will not make them a melee squad in the slightest. ** Use the Voidsmen to clear an objective with their better close-range shooting and the Breachers to hold it with their Void Armour.
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