Time Travelers (Into The Breach)

==Summary==
The remnants of human civilization are threatened by gigantic creatures known as Vek breeding beneath the earth. Controlling powerful mechs from the future, several pilots from timelines lost to the horde travel between timelines that still stand a chance to repel the Vek invasion, trying to save their timeline before moving on to the next one.
==Powers and Stats==
Tier: to , possibly | 
Name: Varies | Varies
Origin: Into The Breach
Gender: Varies | None
Age: Varies | Unknown
Classification: Pilots, Time Travelers | Mechs
Powers and Abilities:<tabber>
|-|Pilots= Superhuman Physical Characteristics (Some pilots fall under this, such as Kazaaak, a particularly powerful Mantis, species known for its superhuman combat prowess, or Prospero, who eliminated several Vek without a Mech), Vehicular Mastery (All of them are, obviously, very skilled pilots), Inorganic Physiology (Many pilots, such as all the robotic ones, qualify for this), Technology Manipulation and Statistics Amplification (All pilots can amplify the statistics of their Mech, making them faster or more durable, and most of them can gift them with some other boon), Forcefield Creation (With Bethany Jones' Starting Shield and Mafan's Zoltan), Time Travel (Isaac Jones' Temporal Reset improves a Mech's Temporal Reset, allowing it to be used twice in a battle), Resistance to Fire Manipulation (With Ariadne's Rockman)
|-|Base Mechs= Superhuman Physical Characteristics, Large Size (Type 1), Inorganic Physiology, Time Travel (Mechs are able to travel back in time by a turn, although they can only do this once per fight), Dimensional Travel (Mechs also contain technology able to send their pilots back through time to a point before the Vek destroy the world, allowing their pilots to try and save the timeline they end up in), Precognition (Mechs are able of predicting their enemy's attacks to the point that interrupting the attack before the enemy can pull it off is a very important part of their strategy. They're also able to predict natural events such as storms and eruptions and the sports that will be affected by those events), Information Analysis (Mechs are outfitted with scanners that are able to sense Vek's presence even when they're underground, and can sense any special quality of those Vek), Flight (Several Mechs are able to fly), Limited Technology Manipulation (Mechs are able to equip weaponry not originally designed for them and change it to fit their structure, although this comes at an energy cost), Healing Limited Fire Manipulation, Ice Manipulation and Acid Manipulation Nullification (By using Repair, a Mech can restore some health, extinguish any fire on them, break out of ice that may be encasing them and remove A.C.I.D. and counter its effects), Resistance to Fire Manipulation (Although a Mech can be set on fire, they'll suffer minimal damage from it. Can step in lava and will suffer no immediate negative effects, although it will be set on fire if it stays there for too long), Acid Manipulation (A mech can be hit with A.C.I.D. a corrosive liquid powerful enough to melt a small mountain, and only suffer reduced defense instead of being destroyed), Electricity Manipulation (Can resist blasts of electricity from allied Mechs) and Ice Manipulation (A Mech can be completely frozen and encased in ice and it will suffer no damage)
|-|Mech Weapons= Martial Arts (Able to execute Judo throws with the Vice Fist, and other kinds of attacks meant to knock around the enemy while hurting them), Weapon Mastery (Able to wield giant swords or spears in battle, alongside an enormous array of ranged weaponry), Energy Projection, Explosion Manipulation, Self-Destruction, Electricity Manipulation, Fire Manipulation (Can set an area of dozens of meters on fire), Ice Manipulation (Can freeze enemies solid), Acid Manipulation and limited Durability Negation (Can attack with A.C.I.D, a corrosive substance that melts enemies or at least greatly reduces their defenses making them suffer more damage from any attack), Smoke Manipulation (Can summon clouds of smoke thick enough to prevent any Mech or Vek standing inside them from attacking), Healing (Through weaponry such as Repair Drop), Homing Attack (With Missile Barrage), Forcefield Creation (Can create a forcefield around itself, protecting it from one hit), Air Manipulation (With Wind Torrent), Summoning (Can summon a smaller tank to assist it), Teleportation (With Teleporter), Gravity Manipulation (With Grav Well)
|-|Mech Passives= Statistics Amplification (Can increase various attributes through several Passives), Weather Manipulation (Storm Generator turns smoke clouds into clouds that are harmful to enemies), Healing (With Viscera Nanobots and Repair Field), Forcefield Creation (With Auto-Shields and Critical Shields), Limited Animal Manipulation (Vek Hormones makes them more aggressive towards each other), Power Modification (Can use the effects of Vek Psion's statistical amps, which would otherwise only affect, Resistance to Fire Manipulation (Flame Shielding prevents any damage from the fire that previously harmed the Mech)
</tabber>Attack Potency: Average Human level (Most Pilots have no physical feats, and some are just scientists with presumably little physical training) to Street level (As seen in FTL: Faster Than Light, the species Kazaaak and Ariadne are from are very superior to humans. Kazaaak in particular is an incredibly skilled and powerful pirate even among Mantis), possibly Large Building level+ (Prospero killed several Vek without a Mech in his backstory, although it is unknown how) | Large Building level+ (Can shove enemies around at this level of strength. Can destroy mountains taller than them in two hits, and break out of pyramids of ice that encase them in a single move)
Speed: Transonic Reaction Speed (Able to pilot their own suits skillfully) | Transonic (Can fight the Vek who move at these speeds and cross significant distances before a Vek can attack)
Lifting Strength: Unknown | Class M (Able to shove and even throw around other Mechs and Vek that are able to do the same), higher with several weapons (Many weapons such as Artemis Artillery, Wind Torrent and Hermes Engines have the potential to push multiple units at once)
Striking Strength: Average Human level to Street level, possibly Large Building level+ | Large Building level+
Durability: Average Human level to Street level, possibly Large Building level+ | Large Building level+
Stamina: At least Peak Human mentally. Able to pilot their Mechs for several back-to-back battles and go through dozens of loops trying to save some timelines from the Vex. | Superhuman. Mechs can operate at full effectiveness for multiple battles with little need for repairs if the pilot manages to avoid too much damage, and they can operate at high effectiveness for at least that one battle even if damaged, as they are powered by the Power Grid that runs through the Corporate Islands and not by any internal power source.
Range: Standard Melee Range, Extended melee range via Natural Weaponry for Kazaaak | Tens of meters via sheer size, hundreds of meters with weaponry
Standard Equipment: Their Mech | Varies
*Optional Equipment: Up to two weapons and one passive
Intelligence: From Gifted to Genius. All Pilots are extremely skilled masters of their Mechs, able to adapt to different sets of weaponry and effectively make use of the Mech's precognition. Most of them are also skilled commanders, gifted trainees or brilliant scientists. | Average in combat. Mechs are outfitted with an AI that allows them to fight without a pilot, although it is less efficient than even less experienced pilots.
Weaknesses: None notable | Mech need to be within the range of the Power Grid to function, and if enough buildings tied to the Power Grid are destroyed, their connection to the Grid will cut out. Although the Mech isn't damaged by this and will work right afterwards, it will become water-logged when standing in deep water, and be temporarily unable to attack. The same applies to standing in lava or acid. Several abilities can only be used a limited amount of times per match. Although the Mechs are able to pilot themselves, they're not as effective without a knowledgeable pilot.
Notable Attacks and Techniques:<tabber>
|-|Pilots=
*Ralph Karlsson: An experienced but depressed pilot who's seen over 100 timelines fall. Experienced: Gains experience faster.
*Harold Schmidt: More interested (and skilled) with machines than humans, but a skilled pilot nonetheless. Frenzied Repair: Harold pushes enemies away while repairing his mech.
*Abe Isamu: A ruthless ex-assassin conscripted as a fighter against the Vek. Armored: Abe's mech gains armor, reducing the effect of blows suffered and completely nullifying weaker ones.
*Bethany Jones: Relatively optimistic among the Time Traveler Pilots, Bethany is a Pinnacle engineer, having helped develop and refine their forcefield technology. Starting Shield: Bethany starts the fight with a forcefield on her mech.
*Henry Kwan: An impulsive pilot with an uncontainable ego but great reflexes and instincts, Henry seems to view himself as the hero of the war against the Vek. Maneuverable: Henry's Mech can pass through foes.
*Gana: A repurposed construction robot. A good pilot despite its odd speech patterns. Pre-emptive Strike: Gana will enter the fight by slamming down on any tile of its choosing, damaging enemies and pushing them aside.
*Prospero: A repurposed gardening robot. Views Vek as pests to be eliminated. Flying: Grants any Mech Prospero is piloting flight.
*Lily Reed: An unexperienced but incredibly talented pilot and engineed. Impulsive: Gains extra movement for the beginning of a fight.
*Chen Rong: A dutiful leader who puts others above himself. Sidestep: After attacking, can easily move back before the enemy can counterattack.
*Camila Vera: A quiet and professional soldier. Evasion: Immune to the negative effects of webs and smoke.
*Isaac Jones: A depressed and demoralized scientist and pilot. Temporal Reset: Can reset a second time per battle.
*Silica: A repurposed robot originally intended for architectural and geological studies. Double Shot: Mech can act twice per turn if it does not move.
*Archimedes: A repurposed robot meant for Human Relations. Fire-and-Forget: Can move again after attacking.
*KazaaakplethKilik: A legendary mantis pirate from another universe. Mantis: Kazaaak trades his Mech's repair ability (mantises are famously terrible with repairs, after all) for a powerful melee attack from his Mech.
*Mafan: A Zoltan- aka an energy-based lifeform that seeks enlightenment above all else. Zoltan: His Mech gains extra energy. While his Mech's HP is greatly lowered, it will gain a shield every time it attacks.
*Ariadne: Ariadne is a Rockman, a large humanoid pile of rocks. Rockman: Ariadne's Mech gains extra health and immunity to fire.
|-|Mech Weapons=
Every Mech can equip two weapons. They can even equip weapons not originally designed for their Mech class. They'll need more reactor cores to do so, but they're able to hold enough cores for that to not matter much.
*All Mechs:
**Booster: Mech jumps forward, pushing the enemy away.
** Smoke Bombs: Flies over the target, dropping smoke so thick it prevents them from seeing
** Heat Converter: Freezes the tile in front but lights the tile behind on fire in the process. Two uses.
** Self-Destruct: Self-explanatory. Single-use.
** Targeted Strike: Fires a missile anywhere on the map. Single-use.
** Smoke Drop: Drops thick smoke on five different areas. Single-use.
** Repair Drop: Heals all player units. Single-use.
** Missile Barrage: Fires a missile barrage that hits every enemy on the map. Single-use.
** Wind Torrent: Creates a gust of wind that pushes every single unit in a direction.
** Ice Generator: Mech freezes itself and adjacent tiles. Single-use.
** Light Tank: Deploys a relatively small and weak (but nonetheless comparable in stats) tank to help in combat.
** Shield Tank: Deploys a relatively small and weak tank that can create Shields around allied Mechs.
** A.C.I.D. Tank: Deploys a relatively small and weak tank that can attack with the armor-weakening A.C.I.D.
** Pull-Tank: Deploys a relatively small and weak tank that can pull enemies towards it with a beam.
*Brute Mechs:
**Taurus Cannon: Fires a powerful projectile that damages and pushes its target.
**Aerial Bombs: Drops bombs that leave smoke on a target while flying over them.
**Janus Cannon: Fires in two opposite directions.
**Phase Cannon: Shoots a projectile that phases through allied buildings, covering them in a forcefield as it does.
**Grappling Hook: Shoots a grappling hook that moves units closer to the Mech, or the Mech towards immovable objects. Gives a shield to allied units it's used on.
**Def. Shrapnel: Fire a non-damaging projectile that pushes tiles around the target.
**Rail Cannon: Shoots a projectile that becomes stronger the further it travels.
**Shock Cannon: Shoots a missile that targets a larger area, pushing it.
**Ramming Engines: Rushes forward, slamming into the target so hard that the Mech suffers damage as well.
**Unstable Cannon: Powerful weapon that causes damage to the Mech firing it.
**Heavy Rocket: Fire a projectile that heavily damages a target and pushes adjacent tiles. Two uses.
**Shrapnel Cannon: Fires a projectile that bursts into shards that push adjacent targets away. Two uses.
**Astra Bombs: Mech leaps over any distance dropping bombs over the ground it flies over. Two uses.
**Hermes Engines: Mech dashes forward, pushing adjacent tiles to the side.
*Prime:
**Titan Fist: Charges forward, delivering a powerful punch that pushes away the target.
**Electric Whip: Attacks with electricity that chains through adjacent targets, including buildings. Does not damage allied buildings.
**Burst Beam: Shoots a piercing beam that becomes weaker with distance. Does not damage allies.
**Spartan Shield: Bashes the enemy, flipping them by 180° and granting a shield to the Mech using it.
**Rock Launcher: Throws a large rock that will remain as an obstacle.
**Sidewinder Fist: Punches an enemy, knocking them to the side.
**Rocket Fist: Shoots forward a fist, pushing any target hit.
**Vice First: Grabs an enemy and throws them above and behind the Mech.
**Flame Thrower: Self-explanatory.
**Explosive Vents: Blasts the entire area adjacent to the Mech.
**Prime Spear: Stabs forward with great range. The Spear's tip is drenched in A.C.I.D, a substance which weakens the enemy's durability, greatly increasing the damage they suffer.
**Hydraulic Legs: Leaps forward, slamming into a target so hard the Mech is damages as well.
**Vortex Fist: The Mech executes a spinning attack, pushing away everything hit.
**Titanite Blade: Swings a massive blade, greatly damaging and pushing several tiles in front of the Mech. Two uses.
**Mercury Fist: Smashes into the ground, dealing huge damage and pushing adjacent enemies. Two uses.
*Ranged:
**Artemis Artillery: Shoots an artillery blast that pushes away everything it hits. Doesn't damage ally buildings.
**Rock Accelerator: Launches a large rock, pushing away adjacent objects.
**Cluster Artillery: Shoots a cluster of explosives. Doesn't damage ally buildings.
**Rocket Artillery: Fires a pushing blasts of artillery and creates thick smoke being the shooter.
**Vulcan Artillery: Sets the target on fire, pushing adjacent tiles and shooting another firey blast behind the Mech.
**Micro-Artillery: Shoots three small rockets.
**Aegon Mortar: Deals damage to two tiles, pushing one forwards and one backwards.
**Cryo Launcher: Freezes the Mech and the target.
**Smoke Mortar: Shoots a blast that releases thick smokes and pushes nearby tiles.
**Burning Mortar: Shoots a blast that sets a wide area on fire.
**Raining Death: Shoots a projectile that damages everything below it except allied buildings. Two uses.
**Gemini Missiles: Shoots Artemis Artillery missiles. Two uses.
*Science:
**Attraction Pulse: Projectile weapon. Pulls the target closer.
**Grav Well: Artillery weapon. Pulls the target closer.
**Repulse: Pushes all adjacent targets while surrounding the Mech and any adjacent allies with a forcefield..
**Teleporter: Swaps places with an area and everything in it. If the Mech is trapped in a web or something similar, the objects or beings it swaps with will be trapped in that web.
**A.C.I.D. Projector: Shoots a vat of A.C.I.D, a substance which weakens the enemy's durability, greatly increasing the damage they suffer. Also pushes the target.
**Confuse Shot: Shoots a projectiles that flips the target.
**Smoke Pellets: Surrounds the Mech in smoke as a defense maneuver. Two uses.
**Shield Projector: Surrounds various areas of the pilot's choosing with a forcefield. Three uses.
**Fire Beam: Fires a beam that sets fire to everything it touches. Two uses.
**Frost Beam: Fires a beam that freezes everything it touches. Two uses.
**Shield Array: Applies a shield to everything near the Mech. Two uses.
**Push Beam: Fires a beam that pushes everything it touches.
|-|Mech Passives= 
Some variations of Mechs start with passive abilities. A passive will affect the entirety of the team, although the downside of this is that only a single bot in a Mech team can have a passive equipped.
*Flame Shielding: Renders Mechs immune to fire.
*Storm Generator: All smoke damages enemy units standing inside them.
*Viscera Nanobots: Mechs heal every time they kill an enemy.
*Networked Armor: Increases the defense of all Mechs.
*Repair Field: One Mech repairing itself will repair the other Mechs too.
*Auto-Shield: Buildings gain a Shield after taking damage.
*Stabilizers: Mechs no longer take damage when blocking emerging Vek.
*Psionic Receiver: Mechs use bonuses from Vek Psion, Vek that use psychic powers to provide their allies with bonuses such as increased health or armor.
*Kickoff Boosters: Mechs gain extra movement if they start their turn adjacent to each other.
*Medical Supplies: All Mech Pilots survive the destruction of their Mech.
*Vek Hormones: Veks do extra enemies to other Veks.
*Force Amp: All enemies take more damage from Bumps and blocking emerging Vek.
*Ammo Generator: Limited use weapons have an extra use.
*Critical Shields: If the Power Grid is almost destroyed, all buildings gain a shield.
</tabber>Key: Pilot | Mech
Note: As most pilots would only be 10-B characters with little noteworthy abilities, they have instead been added to the same page as the Mechs to avoid the need for unnecessary and redundant profiles.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Into The Breach
Category:FTL (Game)
Category:Characters
Category:Game Characters
Category:Time Travelers
Category:Dimensional Travel Users
Category:Mecha
Category:Vehicular Masters
Category:Inorganic Beings
Category:Technology Users
Category:Statistics Amplification Users
Category:Forcefield Users
Category:Large Sized Characters
Category:Precognition Users
Category:Information Analysis Users
Category:Healers
Category:Flight Users
Category:Fire Users
Category:Ice Users
Category:Acid Users
Category:Power Nullification Users
Category:Electricity Users
Category:Martial Artists
Category:Weapon Masters
Category:Energy Users
Category:Energy Projection Users
Category:Durability Negation Users
Category:Smoke Users
Category:Homing Attack Users
Category:Air Users
Category:Summoners
Category:Teleportation Users
Category:Gravity Users
Category:Weather Users
Category:Animal Users
Category:Power Modification Users