recursal/Fanatic-Fandom huggingface dataset:
Falcon

The Wing Demons (often called **"falcons"**) are the only aerial unit capable of hitting air and ground units, making them arguably the most versatile unit in the game. They fire a rapid stream of 15 bullets for 1.5 seconds before reloading for half a second. In total, they do 12 damage per clip, averaging to 6 damage per second. To offset their versatility and damage they have the lowest hp of all tier 2 units, just shy of 2 squirrels worth of hp.

## Strategy

Falcons are very versatile in the fact they are flying and can attack both air and ground units. However, they are the weakest Tier 2 unit in terms of defense, so if you can quickly focus them down, it won't be long before their damage is a non-factor.

### Playing with falcons

The biggest advantages of falcons is the fact they are flying units, the resulting unrestricted vision, and their ability to hit ground and air units. These make Falcons excellent at abusing cliffs to pick off farms or other units near cliffs, where opponents have to go around to reach them. Falcons are strongest in short skirmishes. If you break up the falcon's damage into two seconds, the first second in battle, they do 8 damage, while in the next second they do 4 damage and then reload. So if you want to maximize their damage potential it's best to pick quick skirmishes, unloading your clip then retreating to avoid getting hurt while reloading. That said, don't forget falcons are extremely fragile. Keep them out of the line of fire because they will go down rather quickly if you're not careful.

### Playing against falcons

If you're getting harassed by falcons, machine gun nests are a good way to defend yourself; they have the same DPS and the machine guns have more than twice the hp of the falcons. Sniper Balloons are also an excellent way to take out falcons before they can take anything out themselves. In combat, if you have the burst, killing falcons may often be a good idea, especially if you're trying to protect units that are vulnerable to them, such as skunks and ferrets, Units such as lizards, snakes, and foxes have either the speed or the burst to be able to quickly clear the skies of any falcons.

## Changelog

* **Pre-Alpha 28:**
	+ Vision range added to flying units is now 2, down from 4
* **Pre-Alpha 27:**
	+ Are now 15 DEF, down from 16
* **Pre-Alpha 26:**
	+ Are now 16 DEF, down from 18
* **Pre-Alpha 25:**
	+ Are now 25 DEF, up from 20
* **Pre-Alpha 21:**
	+ Damage now 6 (was 5)
* **Pre-Alpha 17:**
	+ Now fires every second (was burst for 2 seconds with 2 seconds cooldown)
* **Pre-Alpha 14:**
	+ Hitpoints now 20 (was 15)
	+ Damage now 4 (was 3)
* **Pre-Alpha 13:**
	+ Hitpoints now 15 (was 20)
* **Pre-Alpha 12:**
	+ Cooldown now 2 seconds (was 2.5)
	+ Damage now 3 (was 4)
* **Pre-Alpha 11:**
	+ *This patch changed the “damage per 5 seconds” system to a “damage per second” system.Therefore, damage values have to be divided by 5 before they are comparable.*
* **Pre-Alpha 10:**
	+ Hitpoints now 20 (was 15)
* **Pre-Alpha 7:**
	+ Hitpoints now 15 (was 10)
* **Pre-Alpha 4:**
	+ Hitpoints now 10 (was 20)
Digger

## Description

Before attacking, the Digger places a normal boulder on any empty adjacent tile. Diggers attack for 1 damage to all adjacent tiles, likely destroying the boulders in the process.

Diggers cannot appear on the first island and are limited to one spawn, including its alpha, per mission.

## Strategy

It is typically best to dispatch Diggers using ranged artillery strikes or other abilities which are capable of bypassing the Digger's protective rock obstacles. If your squad lacks any such abilities, Diggers are likely the most dangerous non-alpha Vek you can encounter, and you may want to avoid traveling to islands with Diggers until your squad obtains a wider variety of weapons.

It is possible to destroy a Digger with a single melee/push-oriented Mech (provided it is capable of doing 2 damage, or 1 + push), but some set-up is required. You should try to position your Mech in a position where it will be adjacent to the Digger when it targets with its next attack. Stand next to a grid building that the Digger is likely to target, or force the Digger to attack your Mech by blocking its path to any possible targets other than your Mech. The Digger won't be able to create a rock where your Mech is standing, and you will be able to attack it.
Moth

The **Moth** is a flying Vek from *Into The Breach* introduced in the Advanced Edition. They are only present if Advanced Enemies are turned on at the start of a new timeline.

## Description

The Moth is a 3-health, 3-move flying Vek that fires an artillery attack much like the Scarab, flying over any tiles to land on the target and deal 1 point of damage. This attack pushes the affected target and the Moth itself away by one tile.

Moths cannot spawn on an island with any other flying Vek (Hornet, Mosquito) other than the island's Psion. In addition, they also cannot spawn with either Scarabs or Crabs.

## Strategy

The Moth is the most dangerous regular flying Vek, as in tight spaces it is very likely to be knocked back into a building, dealing heavy damage to your grid. Pushing it into tiles where they can be recoiled into other Vek is a great way of using its attack to your advantage, especially with Force Amp.

## Trivia

* Moths were previously able to spawn alongside Scarabs and Crabs. This is no longer the case as of version 1.2.76b.
A.C.I.D. Tile

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

Behaves like Water, but inflicts A.C.I.D. on surviving units.

The **A.C.I.D. Tile** is one of the Tiles in Into The Breach.

## Notes

Behaves like Water Tiles, but inflicts A.C.I.D. on surviving units.

Vek units can emerge from A.C.I.D. pools on some special missions.

## Gallery

* An A.C.I.D. Tile
* A frozen A.C.I.D. Tile. Takes two attacks to crack, and will then turn into an A.C.I.D. Tile
Kirk

Reason: "*if this is for a beta or mod character, then appropriate information should be provided. If this page is meant to be a template, then the page should be made into a template. Otherwise, this page should be deleted; duplicates Archimedes*"

**This page is a candidate for deletion.**
Reason: "*if this is for a beta or mod character, then appropriate information should be provided. If this page is meant to be a template, then the page should be made into a template. Otherwise, this page should be deleted; duplicates Archimedes*"

## Experience

?

**Kirk** is one of the Characters from Into The Breach.
Into the Breach Wiki/Top section

Welcome to the Into the Breach Wiki
The **Into the Breach** reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 1,960 pages (429 articles).

**About The Game**
Time travel has allowed those with advanced technology to return to the past. Will you save the world this time?

The remnants of human civilization are threatened by the Vek, gigantic creatures breeding beneath the earth. You must control a Squad of powerful Mechs from the future to hold off this alien threat. Each attempt to save the world presents a new randomly generated challenge in this turn-based strategy game. more...

**Timeline-Preservation Protocols**

Breach-Jumper's Arsenal

Squads

Mechs

Pilots

Weapons

Passives

Abilities
Defending Humanity...

Vek

Sentient Weapons

Islands

Tiles

Environments
...Long Term

Missions

Resources

Allied Units

Achievements

Tips and tricks
Patch 0.101

Этот текст еще не переведен на **русский** язык!
Этот шаблон должен быть удален после завершения перевода.

Содержание патча: Ранний доступ - **в. 0.101** – Сборка 96032. Этот патч был выпущен 27 март, 2019.

Исходный пост можно посмотреть на Discord и Reddit.

## Вступление

Привет, Первопроходцы!

We’ve got the patch incoming we talked about at the end of last week. This is a small update addressing the most immediate issues. We have focused on the login issue and the most relevant crashes for this update, but are working on fixing other bugs for the next update.

Next week we are planning to have more fixes for you! Hope you are having a great time and let us know about any issues that occur <3

## Исправления ошибок

* Likely fixed the issue with Sending Game Data that blocked multiplayer
* Likely fixed some Replication Graph crashes (multiplayer crashes)
* Fixed several double click construction crashes on client
* Fixed saves that were created while playing offline not being joinable by other players
* Toned down the fog at certain times of day in Northern Forest and Rocky Desert

If you have a bug that was not in the patch notes, please report them at http://questions.satisfactorygame.com and we'll fix it Soon™.
Crab

## Description

Crabs fire a Scarab-like artillery attack that reaches up to five tiles in range. The projectile damages both the tile it lands on and one tile in front of it. Despite being named after an aquatic animal, it is capable of drowning.

Crabs cannot appear on the first island and are limited to two spawns, including its alpha, per mission. Crabs also cannot appear with Scarabs or Moths.

## Strategy

Crabs are slightly more durable than the Scarab but the strategy remains the same; if you cannot kill it you push it away. The extra area from the projectile means pushing it away from the target is unsafe, but pushing it towards or to the side will usually be fine.

Though it is not shown in game, keep in mind that Crabs have a maximum 5-tile range. If possible to do so safely, pushing them towards the edges is encouraged, as it will force them to move forwards to target buildings at the other end of the map. The player can use this knowledge to their advantage by walling them out and limiting the possible targets that Crabs can hit, making their movements more predictable.
Morgan Lejeune

**Morgan Lejeune** is a pilot in *Into the Breach Advanced Edition*.

## Background

An ex-disposal unit worker, Morgan is a scientist eager to study the Vek by observing them in combat and collecting samples of their corpses. They wear a gas mask over their face for unknown reasons, though they occasionally make reference to an accident involving A.C.I.D.

## Strategy

Ensure that Morgan pilots a mech that deals direct damage and is likely to kill an enemy Vek on the first turn, so that the damage boost activates for the following action. In the following turns, keep feeding kills to Morgan which continuously activates the boosted effect for the remainder of the mission. For the last turn, you can forego dealing the killing blow to, for example, give the kill and experience to another pilot. The Opener pilot ability synergizes extremely well with Morgan as it allows them to start every battle with a boost and makes it easier to set up a kill in the first turn.

Use caution when using weapons that deal self-damage; the boost effect also increases the self-damage dealt to the mech, which can quickly drain their mech's health without a reliable way of repairing it.

In comparison to Kai Miller, Morgan has the disadvantage of starting at regular damage and must be fed a kill to get boosted for the next turn. Furthermore, Morgan must continue getting kills to keep receiving a boost. On the other hand, Morgan can afford to take damage and keep the boosted effect, which allows them to wield weapons that deal self-damage a bit more freely than Kai as well as block emerging Vek without losing the boost.
Abe Isamu

**Abe Isamu** is a pilot in *Into the Breach*.

## Location

Abe Isamu can be acquired through pods and by completing islands 100%.

## Background

Sometimes jokingly called "Honest Abe" in previous timelines, nothing could be farther from the truth. Abe served as an "expeditor" (assassin and "black box" work) during the early years of CEO Kern's rise to power, and he took on many names and identities in service to R.S.T. to handle any "difficult issues" that would arise that needed to be dealt with by the corporation. He is ruthless when given an objective (in this case, fighting the Vek), and served as ground support in his original timeline before stealing a Mech from a dying (?) pilot and using its breach technology to escape the timeline after the squad perished in the volcanic island. Since then, "Abe" has followed the orders of his first CEO Kern and is determined to keep fighting until every Vek in every timeline is defeated... a hopeless task, but "Abe" realizes he has little else to fight for, and even if he were to remain in a timeline he saved, he could not deal with the idea that other timelines were still in jeopardy. He has yet to encounter his duplicate, and if so, he may not recognize them due to surgery and the fluctuation of identities his job required before the Vek attack.

## Personality

Stoic, calculating, cold. Soft spoken.

Abe seems to thrive on danger -- when his Mech is down to 1 HP, his eyes come alive and a smile plays across his face.

## Strategy

With a single point of damage reduction, Abe is immune to one-damage attacks (including damage from the Psion Tyrant), making him an excellent hit sponge in the early game. Note however that Armor will not prevent spawn blocking damage, fire damage, explosive decay damage, or bump damage.

Abe's armor additionally allows him to use self-damaging weapons (such as the Charge Mech's 'Ramming Engines') without penalty. Further, Abe's ability makes him a great candidate to pilot the Boulder Mech in the **Blitzkrieg** squad, as doing so allows the player to assemble longer chains along which to use the Electric Whip with lessened risk; especially if he has gained an inherent HP bonus through leveling.

Great care should be taken to avoid Abe's mech from being inflicted by A.C.I.D., which otherwise disables armor until the mech is repaired.

In the **Steel Judoka** squad, he can make it significantly easier to get the Unbreakable achievement by letting him pilot the Gravity Mech.
Characters

This page lists **characters** *from Into The Breach*.

## Pilots

Pilots control the mechs, gaining experience and valuable skills on the battlefield. Basic AI Pilots are already operating at their peak efficiency and do not gain experience in combat, making it necessary for you to find find superior human Pilots, or advanced AI Pilots, to replace the basic AI.

Pilots need 25 XP to get to Level 1 and then another 50 XP to get to level 2. XP is gained by killing Vek at a rate of 1 XP per HP (eg. a 2 HP Vek is worth 2 XP). This means the health boosting psion also increases the xp value of the vek. Most Pilots have an innate Ability (not to be confused with skills earned thorugh leveling), you start with three pilots of which your choosen pilot has an ability and the other two generic pilots. All pilots encountered after that also have abilities. Robotic Pilots need 1 or 2 Reactor Core to activate their special ability.

Generic company pilots have randomly generated names.

## Other characters

This section is for non-Pilot characters, such as CEOs.
Medical Supplies

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Power | Free

**Medical Supplies** is a passive equipment in the game Into The Breach. It is obtainable as an Island Reward, through the Corporate Reputation Store, or through a Time Pod.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Medical Supplies is best used in conjunction with weapons such as Self-Destruct, which would otherwise be fatal to the pilot. Medical Supplies may also be used to allow the player to play more recklessly, without having to worry about pilots dying if their Mechs are disabled.

However, since Medical Supplies takes an equipment slot, it should only be used if the player lacks other more useful equipment; otherwise, there are better ways to mitigate pilot loss, such as with the Repair Field or Viscera Nanobots passives, which also bring back disabled Mechs online in addition to preventing pilot loss. Disabled Mechs are also unable to take any actions, so the loss of a Mech should still be prevented until ideally the final turn; otherwise, even with the loss of the pilot prevented, losing a Mech during a battle carries a heavy loss in the action economy for subsequent turns.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Медный лист

*Используется в производстве.
В основном применяется при постройке трубопровода, так как практически не поддаётся коррозии.*

### Расположение чертежа

`/Game/FactoryGame/Resource/Parts/CopperSheet/Desc_CopperSheet.Desc_CopperSheet_C`

## Предмет

### Очки утилизации

24

**Медный лист** - это компонент раннего этапа игры, использующийся в основном для постройки трубопровода и связанных с жидкостным использованием зданий. Это самая базовая деталь на основе меди, наряду с проволокой.

## Получение

### Анализ альтернативных рецептов

Ниже показаны различные способы производства 1 медного листа в секунду или 60 в минуту:

* Взвешенная Точка - это взвешенный уровень потребления, который рассчитывается по следующей формуле: `(скорость потребления ресурсов / максимальная скорость извлечения) * 10 000` . Чем ниже, тем лучше.
* Энергия на единицу предмета может использоваться для измерения того, сколько мощности потребляется для всей производственной цепочки. Чем ниже, тем лучше.
* Пространство - это пространство под застройку, то есть, исключая конвейерные ленты и трубы. Чем ниже, тем лучше.
* Среди множества способов производства каждого предмета, желательно выбирать рецепт с наименьшей ВТ. Смотрите также:
	+ Медный слиток#Анализ альтернативных рецептов

## Использование

### Исследование

****Медный лист** используется в древо исследований Катерий в  ММА для последующих разблокировок.**
### Производство

**Ошибка Lua в Модуль:RenderCraftingRecipesTable на строке 173: attempt to concatenate field 'craftingClicks' (a nil value).**

### ЧУДО-утилизация

****Медный лист** можно утилизировать в  ЧУДО-утилизаторе за 24 оч.**
## Заметки

* Медные листы можно производить очень эффективно, используя рецепты "Слиток чистой меди" и "Пропаренный медный лист"; 2,5 листа на руду по сравнению с 0,5 для стандартных чертежей, просто добавляя воду.

## Галерея

* Оптимальная схема производства с 16 очистительными заводами и 3 экстракторами воды. Обратите внимание, что ни один сегмент трубы не содержит более 300 м3/мин потока.

## История

* Patch 0.4.1.0: Изменён размер стака с 100 до 200
* Patch 0.3: Добавлен
Archive Inc Pilot

**Archive Inc Pilot** is a pilot in *Into the Breach*.

## Location

Archive Inc Pilots are Archive, Inc. employees in the current timeline. They may appear in any unoccupied mechs upon starting a new game.

## Personality

Archive Inc Pilots mention having signed up to Archive as historians, only later volunteering to pilot one of the squad's mechs. As such, they are a little uncertain, but still appear determined to defeat the Vek in order to save the timeline.

## Possible Names

Archive Inc Pilots' names are made up of a given name (male or female) as well as a surname, both of which are randomly selected from the list below:

## Strategy

Archive Inc Pilots come without special skills, and only get randomized passive abilities. Due to this limitation, they can easily be outclassed by Time Travelers you encounter during your playthrough. Regardless, in most situations, having a CorPilot is still better than having no pilot at all. If they're not necessary anymore, Archive Inc Pilots can be traded in for a Corporate Reputation point after clearing any of the islands.
Missile Barrage

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Upgrade 1 | +1 Damage ( )

The **Missile Barrage** is one of the weapons in the game Into The Breach. It is not a starting weapon of any Mech but obtainable through reputation reward or Time Pod.

## Description

Fires a missile barrage that hits every enemy on the map.

Single-use.

### Upgrade

* **+1 Damage** ( ) - Increases damage by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Missile Barrage can be fired from anywhere for high flexibility, but the number of uses and core cost limit its usefulness. Powering **+1 Damage** and pairing it with a pilot that has Boosted status is greatly recommended so it can hit for 2 to 3 damage; it is notably useful at taking out Psions, Spiders and the Goo Vek leader. It's particularly useful when used in conjunction with A.C.I.D..

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Bombling Mech

## Team

The mech is available as part of the Bombermechs squad.

## Strategy

Compared to other Ranged-class Mechs, the Bombling Mech deploys low-damage temporary units without any pushing utility. Although this makes it tough to fit in a Custom Squad, the Bomblings it deploys bring other forms of utility to the Bombermechs squad; both the Pierce Mech and the Exchange Mech have specific positional requirements, which the Bomblings can satisfy by being pierce and swap targets. By placing a Bombling unit directly in useful location, the player can utilize its position with one of the other mechs prior to moving it, serving multiple purposes during a single turn.

Bomblings are also ideal throwaway units for intercepting projectiles or blocking spawns, much like the rock launched by the Boulder Mech. While they only deal 1 damage when attacking by self destructing, a Bombling can also garner additional value from igniting forests, stirring up sand with smoke, and breaking ice tiles or cracked tiles. If Bomblings can't safely detonate, they can also be used for knock damage from the Pierce Mech's push.

Because Bomblings have their own movement of 3 tiles, the Bombling Mech itself is often flexible in terms of positioning, itself also being used to satisfy positional requirements for the other mechs, or to block shots or spawns. Note, however that the bomblings movement cannot be upgraded.

While it costs 3 cores, the **2 Bombs** upgrade to launch a second bombling is strong, as it grants an additional action during the turn. Note that this second bombling must be launched in a different direction than the first. Alternatively, a powered Silica can be used to deploy two bomblings in a single turn, only costing 2 Reactor Cores for his ability instead of 3. When both his ability *and* the upgrade are powered, he can launch four Bomblings in a single turn. In general, though, the Bombling Mech does not have heavy pilot requirements, and the squad's best pilots can be used elsewhere.

Despite all the utility that Bomblings offer, picking up a more conventional ranged weapon is still recommended, as it can offer important flexibility later in the run. Preferably a ranged projectile that can push enemies away, for when launching a bombling will not suffice to neutralize a threat.
A.C.I.D. Projector

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

**A.C.I.D. Projector** is one of the weapons in the game Into The Breach. It is the starting weapon of the Nano Mech.

## Description

Fire a projectile that applies A.C.I.D. and pushes.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Being able to apply A.C.I.D. to an enemy as needed is very useful for reducing the reliance of damage upgrades for the overall Squad. The target is also pushed with A.C.I.D. Projector, so the weapon can also be used to move away a Vek that is targeting a Grid Building or objective.

A.C.I.D. Projector synergizes well with the Hazardous Mechs, which the Nano Mech starts with, as it lets them stay online via enemy kills thanks to Viscera Nanobots. It can also be useful if picked up by other Mechs in damage focused squads; notably, the Defense Mech could swap it for Attraction Pulse, to let the other two Zenith Guard Mechs deal more damage and consistently neutralize targets.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Gastropod Leader

### Special

 **Massive**: Massive units can walk in Water (but Water will prevent attacking or repairing).

The **Gastropod Leader** is one of the Boss Vek from *Into The Breach* introduced in the Advanced Edition. It is only encountered when Advanced Enemies are active.

## Description

The Gastropod leader fires a projectile hook that deals three damage, pulling most units towards the Gastropod Leader, or it towards units with the  **Stable** attribute or stationary objects. After the attack, it sets adjacent tiles on Fire, always setting the damaged target on fire. Despite that, the Gastropod Leader itself is not immune to being set on fire, and will still take damage every turn if it is afflicted with it. Because the Gastropod Leader is a **Massive** enemy, it's immune to being drowned, which means it can also put itself out of fire if it pulls itself towards a structure and stops at a Water Tile (but will still be on fire if it simply passes through one).

## Strategy

The Gastropod leader is a remarkably weak boss, the only benefits over an Alpha Gastropod being +2 health, massive, and the fire effect. The fire effect is interesting in that it can be used to one's advantage, as knocking the Gastropod Leader onto a fire tile is a great way to defeat it. Also keep in mind that the fire only hurts units, so the Gastropod Leader setting a building on fire has no effect.
Alpha Scorpion

## Description

The Alpha Scorpion resembles the creature it is named after, stinger included. Its goal is to restrict units' mobility with webbing, then attack them.

## Strategy

Much like the standard Scorpion, the Alpha Scorpion has high health but low mobility. Try to deploy your Mechs with weapons that can free themselves near it, or otherwise keep them away from the Alpha Scorpion's movement range so it instead targets an already stationary building or objective. The Alpha Scorpion is one of the sturdier enemies at 5 health, so it's recommended to use bump damage and displaced enemy attacks to wear it down.
Judo Mech

### Special

 **Natural Armor**: Weapon damage to this unit is reduced by 1. All other damage (Push, Blocking, Fire, etc.) is unaffected.

**Judo Mech** is a Prime-class mech in *Into the Breach*.

## Team

The mech is available as part of the Steel Judoka squad.

## Strategy

The Judo Mech is useful for moving Vek away from buildings and preventing any damage done to them, as well as completely redirecting attacks against other enemies. With it's additional armor, it can be used to block attacks altogether. The pilot Abe Isamu's ability is wasted on this mech.

Investing in more Mech movement early on is recommended for the Judo Mech; since the Vice Fist weapon needs an unoccupied tile behind the Mech to be able to fire, more movement will allow the Judo Mech more flexibility for where it wants to throw enemies. In particular, look for tiles that can activate environment effects, such as a Forest Tile; the damage from Vice Fist will trigger the effect on the tile as well.

Upgrading Vice Fist is generally not a priority. The **Ally Immune** upgrade is extremely situational to be worth it; in theory, it could help with repositioning ally units away from harm, but in practice, it is usually better to reposition the enemies themselves. The **+2 Damage** upgrade could help it kill an enemy, if throwing enemies into A.C.I.D. Pools; this is more useful if using the Judo Mech in a Custom Squad that can consistently provide A.C.I.D. though. In the Steel Judoka, it is not always beneficial to kill enemies with direct damage, as repositioning them into other enemy attacks can often be sufficient thanks to Vek Hormones.

Regardless of where this Mech is used, Vice Fist can only target enemies if there's space behind the Judo Mech to throw them, and is still completely unable to damage enemies in tight corners. Additionally, it is unable to target stable units, most notably Burrowers. To circumvent this weakness, it's recommended to invest on a secondary weapon that can deal direct damage without grabbing the enemy. The pilot Kazaaakpleth can be alternatively equipped on the Judo Mech to provide this through his ability.
Boom Artillery

**Boom Artillery** is one of the Sentient Weapons from *Into The Breach*.

## Description

An orange Artillery-Bot, identical in stats and weapon damage, with the distinct difference of exploding after being destroyed. They will only appear in the **Destroy all Boom-Bots** objective; 4 variants total, with 2 starting frozen. The player gains 1  per 2 boom bots destroyed, for a total of 2  possible reputation that can be earned.
Attacks

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

## Types

There are several types of attack in Into the Breach. Usually they must be in targeted in cardinal directions from the unit attacking.

* **Melee**: target immediately adjacent tile(s).
* **Beam**: target all tiles in a line, until hitting a Grid Building, Mountain or Super Volcano. Beam attacks can deal damage that changes over distance (applying at least 1 damage) or apply other effects such as Fire, Freeze or pushing all affected targets.
* **Projectile**: shoot in a straight line, hitting the nearest non-empty tile.
* **Artillery**: target any one (sometimes two) tile in a line. Shell flies over high objects in an arc, but cannot target the tiles immediately adjacent. Enemy artillery attacks usually have a limited range of 5 tiles.
* **Dash**: move in a straight line towards target. Usually combined with pushing the object on target tile.
* **Fly Over**: move your unit over, targeting units under your trajectory.
* **Free Aim**: target any tile(s) on the battlefield. This type of attacks is usually limited to Support Structures and certain limited-use weapons.

## Additional effects

Attacks can also have one or multiple additional effects:

* Pushing or pulling the target(s) in a cardinal direction (doesn't apply to immovable objects such as Grid Building or Vek with Stable trait.
* Throwing the target.
* Swapping positions with the target.
* Applying Fire, Freeze, A.C.I.D., Smoke or Shield.
* Damaging self.
* Flipping target's attack direction (doesn't work on multi-directional attacks).
Cataclysm

**Cataclysm** is one of the Squads from Into The Breach added in the Advanced Edition. They consist of the Pitcher Mech, Triptych Mech and Drill Mech and are unlockable for 4 coins.

Cataclysm's main gameplay consists of the Drill Mech making cracked tiles, the Triptych Mech blasting them into Chasms and then the Pitcher Mech throwing Vek into them. Creating more water and holes is beneficial as the Pitcher Mech can insta-kill any ground enemy with them; however, it is equally as important to not trap your Mechs or worse, drop them into the chasms you create.

## Mechs

*Throw an adjacent unit and damage it. (Starts with 2-tile range)* (1 damage)
Upgrade I
+2 Range () *Increases the range of the throw by 2.*
Upgrade II

*Damage and push 3 tiles in a line.* (1 damage)
Upgrade I
+1 Damage (  ) *Deals 1 additional damage to all targets.*
Upgrade II

*Damage and flip target. If target is killed, crack adjacent tiles.* (1 damage)
Upgrade I
+1 Damage () *Increase damage to the target by 1.*
Upgrade II

## Squad Achievements

Unstable Ground
Crack 10 tiles in one mission.
Core of the Earth
Drop 10 Enemies into pits on one Island.
Miner Inconvenience
Destroy 20 Mountains in one game.
## Strategies

* Create as many chasms as possible; any grounded enemy — including Vek Leaders — will instantly perish when dropped in. Choose islands where the boss is a ground enemy (i.e not the Hornet or Mosquito Leader).
* Apart from avoiding flying bosses, island choice mostly does not really matter; most two-health enemies can be killed by using the Triptych and/or Drill Mech, while three-health enemies can be dropped into pits. The one exception to this are Moths, with both three health and flying. They should typically be avoided early if possible.
* Triptych Mech can blast open two of the cracked tiles that the Drill Mech creates, which is helpful for pushing nearby grounded enemies. The Pitcher Mech can also toss a terrestrial enemy onto a cracked tile, as the damage will instantly drop it.
* Upgrades recommended to get early are **+1 Damage** for the Drill Mech, to create as many chasms as possible — specially if not using a pilot with Boosted damage — and **+2 Range** on the Pitcher Mech, for more flexibility to toss grounded enemies into cracked tiles.
* Unlike the Judo Mech, the Pitcher Mech cannot target enemies facing the map borders from the front. Avoid having any enemy reach the borders as the squad has no pulling by default.
* Cataclysm can work well with many pilots. However, some to look out for include:
	+ Prospero: Prevents the Pitcher Mech from falling into your own chasms.
	+ Morgan Lejeune/Kai Miller: Consistently raises the damage of the Drill Mech to 4 when fully upgraded. This lets it immediately create cracked tiles out of the Alpha Hornet, Alpha Gastropod and Alpha Bouncer.
	+ Harold Schmidt: Provides pushing power for the Drill or Pitcher Mechs, which increases the ways that you can use chasms.

## Trivia

* Cataclysm is also the name of an environment effect on R.S.T. Corporation where chasms periodically spawn in the ground.
Meteor Mech

## Team

The mech is available as part of the Flame Behemoths squad.

## Strategy

Since the Meteor Mech's Vulcan Artillery does not deal direct damage, it's possible right from the start of the timeline to target buildings, and push melee Vek away from them without damaging them; only lighting the building on fire does not do damage to it. Note that this becomes impossible if the **+2 Damage** upgrade is powered with 3 Reactor Cores; thus, it is an upgrade that must be carefully considered depending on the mission and other Mechs in the squad, weighing the usefulness of additional direct damage versus the utility of protecting buildings.

In general, the upgrades for Vulcan Artillery are not as pressing to get, especially in the Flame Behemoths where the other two Mechs want upgrades sooner. The **Backburn** upgrade, while cheap at one reactor core, is also situational; for example, it can grant flexibility to deal with Leapers that jump at the back line and web the Meteor Mech by setting them on fire, or by moving it forward to remove Smoke from a webbed ally while shooting another target on the opposite side (especially useful against the Mosquito Leader). Backburn can also be a useful upgrade to set up boosts, if paired with the Napalm Mech in a Custom Squad.

If both Backburn and +2 Damage are powered, note that the tile behind the Meteor Mech will also deal 2 damage, before burn damage is taken into account. While this is beneficial for taking out an enemy and pushing other targets away with the ranged projectile, be careful when shooting adjacent to buildings and allies, as the direct damage from the Backburn tile will damage them.
Archimedes

**Archimedes** is a pilot in *Into the Breach*.

## Location

Archimedes can be acquired by completing islands.

## Background

Archimedes is a cutting-edge robotic intelligence (a Sentient, he finds the term "robot" and "artificial" to be discriminatory) from Pinnacle designed to act as a Human Relations officer. It has come from a timeline where Pinnacle "oversaw" the islands (the Pinnacle Island Network: P.I.N.) and tended to the humans' needs (much like how you would take care of animals on a farm, but not in a mean or ruthless way – the Sentients simply saw themselves as benevolent caretakers to keep the humans from hurting themselves).

Zenith has refused to allow Archimedes access to her network, for fear that his directives may corrupt programming on Pinnacle (if this occurred it would be inadvertent, but it is a possibility). Archimedes believes the rioting behavior of the robots on Pinnacle is due to either (1) a contradictory directive they are attempting to follow or reconcile, or (2) the possibility that the arrival of sentient pilot variants from other timelines may indeed be interfering with the natural programmatic order on the island.

## Personality

Well-mannered, aristocratic, has a superiority complex (he comes from a more advanced timeline, he believes), and can be condescending toward humans.

## Strategy

Archimedes has particular synergy with Teleport weapons that can cause other Pilots to sacrifice their own personal safety in order to rescue other Mechs from damage. Fire-and-Forget can also be used to reposition and intercept enemy attacks, collect Time Pods, or stand on enemy spawn points after having previously attacked a different target. The latter done best with an HP Mech upgrade, preferably in Armored and/or high-HP Mechs such as an upgraded Hook Mech or Prime-class Mechs.
Alpha Plasmodia

### Systems

The **Alpha Plasmodia** is a rare alpha Vek from *Into The Breach* introduced in the Advanced Edition. They are only present if Advanced Enemies are turned on at the start of a new timeline.

## Description

Much like the Blobber and Spider, the Alpha Plasmodia is a slow-moving spawner Vek that fires an Alpha Spore using artillery range. The Spore destroys itself during the enemy turn to shoot a pushing projectile for 3 damage at a certain direction.

As a rare Vek, Alpha Plasmodia cannot spawn on the first island and are limited to one spawn per mission. Alpha Plasmodia also cannot spawn with either Blobbers, Spiders, the Blobber Leader, Spider Leader or Plasmodia Leader.

## Strategy

Much like the standard Plasmodia, the Alpha Plasmodia is easier to deal with compared to the other two notorious spawner Vek. The same strategy can be used as with the standard Plasmodia.

## Trivia

* Before version 1.2.76b, the Plasmodia had no restrictions on spawning outside of the usual caps set for rare Vek, meaning that it could spawn with other spawning Vek and the Spider Leader.
Best of the Best

## Description

Have 3 Pilots at maximum level simultaneously

**Best of the Best** is one of the achievements in Into the Breach.

## Notes

Not all three of the max level pilots need to be controlling a Mech; as long as the max level pilots aren't sold, it's enough for 2 max level pilots to be stored away when the third one reaches maximum level.
Blitzkrieg

*"R.S.T. engineers designed this Squad around the mass destruction capabilities of harnessed lightning."*

The **Blitzkrieg** is one of the base Squads from Into The Breach, consisting of the Lightning Mech, Hook Mech and Boulder Mech. They are unlockable for 3 coins.

Blitzkrieg primarily relies on the Lightning Mech's extremely powerful Electric Whip, which can chain damage to targets and wipe out many enemies in a single attack. However, the whip is as dangerous to the enemy as it is to both your own mechs and mission objectives, meaning that the Hook and Boulder mechs are vital to position everything so that you deal the least collateral damage.

## Mechs

*Chain damage through adjacent targets.* (2 damage)
Upgrade I
Building Chain () *Chain through Grid Buildings without causing damage.*
Upgrade II

*Use a grapple to pull Mech towards objects, or units to the Mech.*
Upgrade I

*Launch a rock at a tile, pushing adjacent tiles.* (2 damage)
Upgrade I

## Achievements

Chain Attack
Have the Chain Whip attack chain through 10 tiles
Lightning War
Finish the first 2 Corporate Islands in under 30 minutes
Hold the Line
Block 4 emerging Vek in a single turn
## Strategies

* There are often times where the Electric Whip must be chained with your own mechs to ensure the greatest damage; do not hesitate to do so if it can prevent grid damage and does not kill a pilot. This is dangerous early on when the Boulder Mech has only 2 HP and will be instantly killed by the whip, meaning that only the Hook Mech can serve as chain damage fodder until reactor cores are obtained.
* Remember that mission objectives, deploys, and ally units are also damaged by Electric Whip. The best missions to take are those without any entity objectives, such as killing a number of enemies or not taking grid damage.
* The boulders launched by the Boulder Mech are key for positioning, as they can block emerging Vek, be used for chaining the Electric Whip, block projectiles and push enemies. Never use the Boulder Mech for lightning fodder unless it has more than 2 HP.
* If Advanced Equipment is active, Networked Shielding is the best passive for the Blitzkrieg as it lets you freely zap through your own mechs with no reprocussions whatsoever.
* Blitzkrieg benefits greatly from the following pilots:
	+ Silica: Allows the Lightning Mech to fire twice per turn, making it extremely devastating in the late-game.
	+ Chen Rong and Archimedes: Lets the Hook Mech move to safety after pulling a Vek into a chain.
	+ Kai Miller and Morgan Lejeune: Allows the Lightning Mech to deal 3 damage early on, although it will make the Hook Mech take 2 damage when chained.
	+ Mafan: Allows immediate access to the Building Chain upgrade piloting the Lightning Mech.
	+ Harold Schmidt and Kazaaakpleth: gives the Hook Mech an additional option to push enemies away.

## Trivia

* The name "Blitzkrieg" is German for lightning warfare, hence the squad's focus on the Lightning Mech as well as the Lightning War achievement.
Civilian Building

Your Power Grid is reduced when Grid Structures are damaged.

**Civilian Building** (called **Powered Building** in R.S.T. Corporation) is one of the Tiles in Into The Breach.

## Description

Your Power Grid is reduced when Civilian Buildings are damaged.

Civilian Buildings are structures which blocks grounded movement and line of sight projectiles. Buildings have a chance to resist damage based on your Grid Defense.

It's possible for there to be multiple Civilian Buildings in a given tile. The amount of buildings corresponds to the amount of Grid Power they are worth. Most buildings have 1 Grid Power or 2 Grid Power; and very rarely, it is possible for one to have 3 Grid Power.

Losing 1 civilian building will incur a number of casualties; the higher the difficulty, the higher the number of civilians per building (up to around 200 per building in Unfair). In-game, this will result in losing 1 Power Grid per building that is destroyed; and the number of casualties will result in a reduction of the Civilians Saved Score.

Once all buildings in a tile are destroyed, the building will turn into Building Rubble (effectively, a Ground Tile).

Buildings can be set on fire without damage.

## Gallery

* A tile with 2 Powered Buildings from R.S.T. Corporation. They are worth 2 Grid Power.
* A rare tile with 3 Civilian Buildings from Pinnacle Robotics. They are worth 3 Grid Power.

## Trivia

* While there exists 4 Grid Power Building tiles in the game, they never appear during regular gameplay; they only appear for the purpose of weapon previews.
Control Mech

**Control Mech** is a Science-class mech in *Into the Breach*.

## Team

The mech is available as part of the Mist Eaters squad.

## Strategy

The Control Mech can somewhat freely move enemies around with Control Shot, which is well-suited for making them attack other Vek. However, much like the Swap Mech, it relies on Reactor Cores to scale better as the run continues; although the Control Mech arguably starts stronger, due to having more range to reposition enemies and being able to move them in less limited angles.

To get the most out of Control Shot, find a high damage Vek — such as Leapers and Alphas — earlier in the turn Attack Order, and then move it so it aims at a Vek attacking later. This effectively neutralizes two threats in one action. Alternatively, Vek can be moved into position to block a projectile attack from an enemy like a Firefly, which accomplishes the same objective. Vek can also be moved into environmental effects that will kill them, onto spawns to block them, into Fire tiles to damage them each turn, into Smoke to cancel their attacks, or into position to set up collisions for your other Mechs' pushing weapons.

Control Shot can also move other allied units that can move regularly — including Mechs, Sentient Weapons, and allied Tanks — before or after their turns action has been spent. This can be situationally helpful for moving webbed allies to safety or letting these units move farther.

However, note that the controlled movement is limited both by the Control Shot's range, and by the targets natural movement limitations:

* Ground-based Vek and ally units can't be controlled to move over water (and relatedly can't be dropped directly into water), unless they are *Massive*  (for example, Vek Leaders).
* Ground-based units can't move through terrain blocked by enemy units, or terrain obstacles such as Mountains.
* Conversely, units that can fly, leap or burrow under such obstacles can be controlled more freely.
* Control Shot can't move enemies or allies who have been frozen or have no movement points; the latter which includes the Earth Mover, Blobs, Spiderling Eggs and Boulders.

Much like with the Mechs own movement points, the first **+1 Range** upgrade costing 1 Reactor Core — for a total of 3 controlled movement of Vek — gives significantly more options and is a priority upgrade. The second +1 Range upgrade — for a total of 4 Range when both are powered — is also quite useful, but delivers less value per core.

Similarly to the Exchange Mech, the Control Mech also works quite well in many Custom Squad combinations. One notable Mech is the Gravity Mech, whose Vek Hormones passive allows Control Shot's utility to force enemies into destroying each other more easily.

As with other Science class Mechs, Kazaaakpleth offers a useful damaging push for when the control effect is not needed. This or Harold Schmidt's multi-directional push can be especially useful for the Mist Eaters, who do not otherwise begin with a pushing weapon.
Def. Shrapnel

*This article is a stub. You can help Into the Breach Wiki by expanding it.*

 Power | Free

The **Def. Shrapnel** is one of the weapons in the game Into the Breach.

Fires a non-damaging projectile that pushes tiles around the target.

## References

1. ↑ [1], List of weapons that can and cannot be found in Time Pods, as of update 1.2.75
Alpha Starfish

### Systems

The **Alpha Starfish** is a rare Alpha Vek from *Into The Breach* introduced in the Advanced Edition. They can only be encountered if advanced enemies are turned on at the start of a new timeline.

## Description

Alpha Starfish attack by striking the four corner tiles around them, much like a grounded 4-way Hornet. Despite being based off an aquatic creature they are capable of drowning.

As a rare Vek, Starfish cannot spawn on the first island are are limited to a number of spawns per mission, depending on the number of Islands completed.

## Strategy

The Alpha Starfish can be a problem in maps with buildings lined up, as its sturdier health makes it tougher to take down in one hit. In maps with more open spaces however, it is easy to push it away or bait it during deployment into attacking only your Mechs. The tiles it targets at a diagonal can also be used to kill multiple weakened enemies if they go early in the Attack Order.
Alpha Beetle

## Description

The Alpha Beetle charges forward in a line, dealing 3 damage and pushing the first target it hits.

## Strategy

Much like the standard Beetle but with more health and damage, the Alpha Beetle charges until it runs into an obstacle, doing damage to its target. This ability can cause the Alpha Beetle to dash itself into a body of water, a chasm, an A.C.I.D. pool, or lava.

Alternatively, if the Alpha Beetle is first in the attack order, try to displace them so that they target another enemy; since they damage *AND* push their target, look for opportunities where they can provide bump damage, push grounded enemies into water, or push another enemy away from a building.