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===Navis Sergeant-At-Arms=== [[File:BreacherSergeant.jpg|170px|right|thumb|The naval equivalent of a Imperial Guard Officer, except somehow, more badass.]] The head honcho of a Breacher team. Navis Sergeant-At-Arms are squad commanders with years of experience, they are skilled at close-quarters fighting and are equipped with [[Bolt Pistol]]s, [[Autopistol]]s, [[Chainsword]]s, and Power Weapons ([[Power sword|Power Sword]], [[Power Axe]], or a [[Power Weapon#Power Maul|Power Maul]]). Due to their seniority in rank, Navis Sergeant-At-Arms are responsible for guiding his/hers underlings on an enemy vessel or an abandoned Space Hulk without getting unceremoniously jumped by enemy critters of various lethality. They are often the main form of communication and are central in the cohesiveness of a Breacher team. On the Kill-Team tabletop, they are your typical leader operative, slightly tougher and deadlier than a generic operative, with a special ability that reflects their role as leader. Comes with the requisite extra wound and improved BS/WS. While you lack orders, the sergeant can pick between '''Attack Order''' and '''Defense Order''' ploys and use only one for free each turn. Of course, you can just keep him as an amped-up Voidsman with their navis shotgun to alternate between a high-damage but limited-reach Close Range profile or the infinite-range but puny Long Range profile. You're not utterly defenceless here either, as the Navis Hatchet gives him a decent weapon for fighting back in melee. If you plan to go more melee, you have options. The heirloom autopistol gives you low damage but reliability in Balanced and Lethal 5+; the bolt pistol offers better damage at a shorter range. For melee, the chainsword offers higher damage with Ceaseless for re-rolls while the power weapon gives better crits than the chainsword but only Lethal 5+ for more crits. Sergeant-At-Arms falls under the Combat, Staunch and Marksman type in Kill-Team. {{Clear}}
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