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Pinnacle Pilot

**Pinnacle Pilot** is a pilot in *Into the Breach*.

## Location

Pinnacle Pilots are Sentient AIs working for Pinnacle Robotics in the current timeline. They may appear in any unoccupied mechs upon starting a new game.

## Personality

Pinnacle Pilots, while more advanced than Artificial Pilots, are still relatively generic in comparison to AI Time Travelers. They speak between brackets and in stilted sentences, and are generally very matter-of-fact and emotionless.

## Possible Names

Pinnacle Pilots have a separate naming pool from other CorPilots, consisting of only one randomly selected given name. The possible names are listed below:

 Zera

## Strategy

Pinnacle 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, Pinnacle Pilots can be traded in for a Corporate Reputation point after clearing any of the islands.
Saved People

Saved People is one of the Resources in *Into the Breach*.

Saved People is the number of saved people you've saved in this time line.

Higher difficulties have more people per building in battle.

The amount of people saved serves no purpose other than an indicator for how well you perform in your missions as well as a high score totaled after the end of a run.
Triptych Mech

## Team

The mech is available as part of the Cataclysm squad.

## Strategy

Due to Tri-Rocket's multi-target damage, the Triptych mech benefits from a pilot that grants Boost, such as Kai Miller, Morgan Lejeune or another pilot with a Boost skill.

The 3-tile range lets the Triptych Mech target the tile directly in front of its attack range and push away webbing melee Vek if it needs to. In its Cataclysm squad, the rockets can be used to crack tiles while pushing an enemy into the created chasm. In general, the multi-targeting also adds a lot of bump damage in tight corners (though beware of pushing enemies into buildings). Both upgrades are useful; **Buildings Immune** can be helpful for letting the Triptych fire from more flexible spots, and **+1 Damage** will allow its damage to scale on well on the multiple targets it hits. However, prioritize the other Mechs if playing with Cataclysm, as their upgrades offer more value for the squad to create more chasms.

## Trivia

A triptych is an artwork divided into three pieces or sections.
Starfish

### Systems

The **Starfish** is a rare 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

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 two spawns per mission.

## Strategy

The basic Starfish is one of the weakest Vek around as it is very brittle and pushing it often leaves it attacking nothing or other enemies. If they are attacking four grid buildings at once, push or kill it fast, then focus on other Vek.
Spiderling Egg

**Spiderling Egg** is one of the Vek from *Into The Breach*.

## Description

The Spiderling Eggs are spawned directly by Spiders, Alpha Spiders, and Spider Leaders; and spawned indirectly by Arachnid Psions, which cause other Vek to spawn eggs upon death. The eggs spawned by Spiders and Alpha Spiders appear larger and web adjacent targets upon being created. The egg will, on it's turn, kill itself and spawn a Spiderling

## Strategy

Destroying Spiderling Eggs can be useful, but if the eggs are in a bad spot it may not be worth it to try. Spiderling will typically move to a new spot after hatching which may be more advantageous. Good methods for removing them involve fire, pushing, and electric smoke, which all deal 1 damage and will kill the eggs next turn. For Arachnid Psions, killing vek over a spawn point will also work wonderfully, both destroying the egg and blocking a spawn
Rock Accelerator

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 Upgrade 1 | +1 Damage ( )

The **Rock Accelerator** is one of the weapons in the game Into The Breach. It is the starting weapon of the Boulder Mech.

## Description

Launch a rock at a tile, pushing tiles to the left and right..

If the rock hits a target, it will be destroyed and deal 2 damage. If the rock does not hit a target, it will stay in the tile as a 1 HP obstacle to all units.

### Upgrades

* **+1 Damage** (2 Reactor Cores ( )) - Increases damage by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Rock Accelerator offers less pushing utility compared to other standard Ranged weapons, such as Artemis Artillery; the rock only pushes the tiles perpendicular to its target, instead of all surrounding ones. Though it is higher in damage, this does limit the positions that the Mech using this weapon can shoot it from, so it is best used with mobility upgrades.

The rock itself has other unique utility as well. It can be shot at an empty tile to block enemy projectiles, such as those of Firefly enemies. It can also be shot at Vek spawn points to block them, which can be helpful for controlling Vek population without depending on repairing the Mechs HP. Enemies will also not attack rocks directly, so the rock can also be helpful at blocking the movement of enemies. Just keep in mind that the rock is an obstacle to Mechs as well, so ensure that it does not restrict your own units movement either.

## References

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

**Chen Rong** is a pilot in *Into the Breach*.

## Location

Chen Rong can be acquired by completing islands.

## Background

Chen is Henry Kwan's opposite. He's dutiful, conscientious, and puts other's safety before his own. Chen was a high-level manager of one of the key Teleportation Waste Sites in Detritus (much like a central hub to distribute waste to the proper sections of the island), and was responsible for transporting and managing hundreds of disposal lines at once (much like an air traffic controller in the old days, but this was governing the movement of waste, junk, and insuring there were no back-ups or stoppages in the supply line). It is believed this gave him considerable skill in tactics that was recognized during the open call for pilots when the Vek first attacked. Unlike Kwan, Rong didn't volunteer because he wanted to fight, or rise above his position, he did it because he believed it was his responsibility. Since then, he has proven a capable and reliable solider, although he lacks Kwan's battle instincts.

## Personality

Chen is conscientious, reliable, and tries to be a model soldier. He's one of the best examples of managerial skill and leadership at Detritus, and it comes through in fighting the Vek.

## Strategy

Being able to move ***after*** attacking allows him to pull off maneuvers that would otherwise be deadly or impossible, performing an action from a threatened tile and then moving away to safety afterward. Along with standard attacks, this includes maneuvers to assist teammates such as position swap abilities.

Contrasting with Archimedes' similar but more powerful ability, Chen Rong's free 1-tile move ability does not cost Reactor Power.
Gastropod

### Systems

The **Gastropod** is a common 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

Gastropods fire a grappling hook that deals 1 damage to the target and either pulls it to the Gastropod or the other way around, depending on if the target is immovable. If the hook does not hit anything the Gastropod does not move. Despite being based off an aquatic animal they are able to drown.

## Strategy

Much like the Firefly, the Gastropod's high health and projectile-based attack are very dangerous in the early game since they are difficult to remove. However, Gastropods can pull other Vek away from targets and lack non-grappling movement, which can be used to your advantage in protecting objectives or the grid.

Gastropods are also capable of pulling themselves towards solid structures, including Mountains. In particular, try and redirect their attack so that they pull themselves to a mountain located right next to a chasm or water tile, and they'll instantly be destroyed after attacking.
Shield Array

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

 Upgrade 2 | +1 Use ()

The **Shield Array** is one of the weapons in the game Into The Breach. It can be found in time pods, through a Perfect Island reward, or through the Corporate Reputation Store.

## Description

Apply a Shield on nearby tiles. Single-use.

### Upgrades

* **+1 Size** (1 Reactor Core ()) - Area of effect increased by 2 tiles.
* **+1 Use** (1 Reactor Core ()) - Increases uses per battle by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Shield Array can be quite strong at protecting multiple allies and Grid Buildings, similarly to Ice Generator. The **Size+1** upgrade is very important to power, so that it can be as impactful as possible with its limited uses. The shield itself is a universal solution to all kinds of non-instant kill attacks, and can be used to let any ally survive one lethal attack.

However, unlike Ice Generator, Shield Array does not prevent Vek from using their action, and will even give them a shield should they be in range. Very rarely can shielding an enemy Vek be helpful – for instance, to protect the Volatile Vek – but most of the time, it is undesirable.

## References

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

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

 Upgrade 2 | +2 Range ( )

The **Teleporter** is one of the weapons in the game Into The Breach. It is the starting weapon of the Swap Mech.

## Description

Swap places with a nearby tile.

Starts with 1-tile range. If the Mech is webbed and swaps places with another unit, the other unit will become webbed.

### Upgrades

* **+1 Range** (1 Reactor Core ()) - Extends range of the swap by 1 tile.
* **+2 Range** (2 Reactor Cores ( )) - Extends range of the swap by 2 tiles.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Teleporter is one of the best displacement weapons in the game. It moves Vek up to 4 tiles which is only matched by Grappling Hook, and it has much less restrictions than the latter. The only downside of this weapon is that it requires substantial investment of reactor cores (3 fully upgraded) to make it as versatile as possible. Once fully upgraded though, it is almost always possible to solve two Vek threats at one time using Teleporter.

## References

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

*Warning: The following page contains minor spoilers for Into the Breach.*

The **Renfield Bomb** is a special weapon developed by the R.S.T. Corporation to destroy the Vek. In the final assault against the Vek in the last Island, a Renfield bomb is deployed to destroy the Vek. Additionally, there are missions to defend prototype Renfield Bombs on the island of the R.S.T. Corporation. The prototype bombs are destroyed when they enter water.

Reinfield Bombs Can be moved through as if they were allies.

## Trivia

* There is little that the game explicitly describes about the Renfield bomb. The bomb is clearly extremely powerful, as the resulting explosion can even be seen from outer space.
Spawn Tile

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

Vek will emerge here next turn. Any unit blocking this space will take one damage.

The **Spawn Tile** is one of the modified Tiles in Into The Breach.

## Description

Vek will emerge here next turn. Any unit blocking this space will take one damage.

## Notes

Spawn Tiles appear in the bottom of the map. The game prioritizes columns B through G, and rows 1 to 3. It will only use the corners, or tiles closer to the player, if no viable positions are present (for example, during the **Cataclysm** environmental effect in R.S.T. Corporation).

Spawn Tiles can appear on most non-liquid tiles, examples including a Forest Tile, a Fire Tile, a Cracked Tile, an A.C.I.D. Pool, a Sand Tile or a Smoke Tile.

Spawn tiles will never appear under a Time Pod that has not yet been collected. However, a Spawn Tile can appear on the same tile the Time Pod landed in *after* it was collected.

A unit which blocks the spawn point will prevent the Vek from emerging.

The Force Amp passive will increase the damage taken by enemy Vek who are blocking Spawn tiles.

Blocking damage to Mechs can be nullified with the Stabilizers passive.
Ralph Karlsson

**Ralph Karlsson** is a pilot in *Into the Breach*.

## Location

Ralph Karlsson is the first pilot and available by default.

## Background

Ralph has crossed the breach almost more times than he can count - there's been at least a hundred timelines he's watched fall (in the opening state, he has yet to save even one). This continuous cycle of warfare has made him ruthlessly efficient, being unwilling to even sleep if he has to, as he feels every second counts... and every second that slips away could be the critical moment lost to the Vek. He's come a long way from the wide-eyed soldier he first was (it seems like several lifetimes ago, and it was), and he tries to avoid attachments to the other pilots, as he knows how likely they are to die in battle. He has never said which island he hails from, and there are suspicions he may have come from somewhere beyond the Corporate archipelago... possibly even from a space station. If true, Ralph has refused to confirm it, although in a few timelines, Bethany, Harold, and Isaac have commented on the Time Pod's architecture as being modeled off of space-faring tech (notably a launch capsule of a rocket... or an escape pod of a rocket).

## Personality

Classic cold knowledgeable veteran type. No time for those who can't keep up. Cynical/realistic about your chances. Not a very exaggerated character.

## Strategy

As the game's starting pilot, his boost to XP is useful in leveling up quickly; it is possible to level him up once after only two missions in the first island, and max his level as early as the end of the first island. However, since a 'last traveler's' level is saved, this ability becomes useless on consecutive runs. Furthermore the abilities gained from pilot level ups are chosen randomly, so as far as finding him as a pilot or starting a new run with him as a fresh pilot, there's a degree of luck involved to getting good abilities via level up. Thus, Ralph Karlsson is best used early on in finding other pilots and earning achievements to buy more squads.
Volatile Vek

## Volative Vek

The **Volatile Vek** is one of the Vek from Into The Breach. It is unique in that it only spawns on missions that involve not killing it.

## Description

Identical to the standard Scorpion, except it has 4 health.

## Strategy

The Volatile Vek's main purpose is to **survive the mission.** Killing it will deal 1 damage to adjacent tiles, much like a Vek under the effects of the Blast Psion; the player will not claim reputation if it is defeated. Effort has to be directed to push the Vek away from its target each turn, unless it can be frozen and left on pause so that all Mechs can concentrate on surviving the mission.

Note that the Volatile Vek still benefits from Psions; so if it is paired in an island with the Blood Psion, it can be pushed by a damaging non-fatal attack should it target the grid, while still getting passively healed each turn.
Sentient Weapons

## Description

**Sentient Weapons** are creations of Pinnacle Robotics that are a second type of enemy encountered only on Pinnacle's Island. They do not benefit from Vek Psions and are not affected by Void Shocker; however, their damage output is affected and increased by the Vek Hormones passive equipped by default with the Gravity Mech.

In some mission bonus objectives, it is possible that sentient weapons will be part of the defensive objective (whether as NPCs or hostile units). Some can be turned into an ally unit by fulfilling a specific objective, such as destroying the Hacking Facility. Veks will only target Sentient Weapons if they are ally units or NPCs.

## Background

These autonomous weapons of war were created by Pinnacle... And promptly went rogue.
Smoldering Psion

The **Smoldering Psion** is one of the Vek psions 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

Smoldering Psions are identifiable by their squid-like pink body and blue bumps. While alive, they grant all other Vek fire immunity and make them leave a fire tile on death.

Psions can only spawn once per mission. The Psionic Receiver grants fire resistance to all mechs under its presence.

## Strategy

Despite the Smoldering Psion granting all enemy Vek an immunity to fire, they will still avoid ending their movement on fire tiles if they are not already on fire. The player can use this behavior to their advantage by allowing destroyed Vek to light ground on fire and limiting their options; in particular look for chokepoints besides buildings. Due to the Vek's behavior with avoiding fire tiles, the Smoldering Psion is generally not an immediate threat nor priority to take out.

The only squad that should avoid an island with the Smoldering Psion are the Flame Behemoths, as its passive silences all of their firepower with their default weapons. Conversely, the Heat Sinkers can highly benefit from killed Vek leaving fire behind to consume it for boosts, and thus is a beneficial enemy for that squad to encounter early.
Rocket Mech

## Team

The mech is available as part of the Rusting Hulks squad.

## Strategy

Boasting a powerful weapon in Rocket Artillery, which fires a pushing projectile and drops damaging electric smoke behind it, makes the Rocket Mech a particularly effective front-line Ranged Mech. It is conditionally capable of neutralizing two threats at once thanks to the Smoke it leaves behind; as long as there is space, it's possible to cancel one enemy attack with the Smoke by firing in the opposite direction, while hitting another enemy.

The versatile utility of smoke canceling attacks along with a starting damage of 2 makes the Rocket Mech effective in most Squads it is placed on. Regardless of where it is placed though, consider increasing its movement as soon as possible, in order to let the Mech fire from as many positions as possible.

For the other upgrades, the choice of whether to power the damage of Rocket Artillery or Storm Generator first is preference and Squad dependent. Consider Storm Generator first if playing with the Rusting Hulks, or a Custom Squad with the Smog Mech; this will effectively raise the damage output of the entire Squad. Otherwise, prioritize the damage of the rocket to ensure that the Rocket Mech kills its target; particularly if the next island has Alpha Diggers or Tumblebugs, which the Rocket Mech's damage is effective at taking out without being quite as hampered by these enemies Rock obstacles.
Sand Tile

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

If damaged, turns into Smoke. Units in Smoke cannot attack or repair.

The **Sand Tile** is one of the Tiles in Into The Breach.

## Notes

Will turn into a Smoke Tile when hit by weapon damage, and therefore doesn't turn into Smoke if something takes **Push-damage** or damage from Fire.

If you use a Fire attack, the tile will immediately turn to Fire instead of Smoke, and will not prevent units from attacking.
Refractor Laser

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

 Upgrade 2 | +2 Damage (  )

The **Refractor Laser** is one of the weapons in the game Into the Breach. It is an Advanced Edition weapon, and is only obtainable through a reputation reward or a Time Pod if Advanced Weapons are turned on for the current timeline.

## Description

A laser that can bend, dealing more damage to nearby tiles.

Pierces through units. Damages the first tile hit for 3 damage, the next tile for 2 damage, and subsequent tiles for 1 damage.

### Upgrades

* **Ally Immune** (1 Reactor Core ()) - Friendly units will not take damage from this attack.
* **+2 Damage** (3 Reactor Cores (  )) - +2 maximum damage.

### Availability

 Perfect Island Reward
 Advanced Edition | Yes

## Strategy

Refractor Laser is arguably the best prime-class weapon in Into The Breach, essentially being a stronger version of the Burst Beam with better range control.

The one-core initial cost is more than worth it for it's bending ability, for which its usefulness is in being able to avoid buildings and other allies, allowing the Mech to fire in almost any position. The bending can also be used offensively to hit more enemies, but to a more limited extent. Even without considering the bending ability, the **+2 Damage** upgrade is stronger than that of Burst Beam's for the same core cost. At 5 single-target maximum damage, this reliably kills any non-leader enemy; and if the pilot wielding it also has a Boost active, it can one-shot the 6HP Vek Leaders too.

If you see Refractor Laser, even with no Prime-class Mech in the squad, it is almost always a good idea to get.

## References

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

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

 Upgrade 2 | +3 Area ( )

**Shield Projector** is one of the weapons in the game Into The Breach. It is one of the starting weapons of the Defense Mech.

## Description

Shield tiles from damage.

2 uses per battle. Shields are launched as artillery projectile to 2 adjacent tiles.

### Upgrades

* **+1 Use** (1 Reactor Core ()) - Increases uses per battle by 1.
* **+3 Area** (2 Reactor Cores ( )) - Shields 3 additional tiles.

Tiles shielded by **+3 Area** include the ones adjacent to the closest target, shielding all targets in a cross shape.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## References

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

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

The Spartan Shield is one of the weapons in the game Into The Breach. It is the starting weapon of Aegis Mech.

## Description

Bash the enemy, flipping its attack direction.

Starts at 2 Damages, doesn't affect multi-target attacks.

### Upgrades

* Gain Shield ()
* +1 Damage ( )

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Spartan Shield starts as a fine weapon with decent damage, and it usually guarantees resolution of common Vek threats as it flips their attack direction. However, its damage cap is low at 3, and the return of the upgrade is out-weighed by other prime weapons' upgrades in terms of damage. It is also not effective against enemies that hit in multiple directions, such as the Scorpion Leader.

Usually, **Gain Shield** is worth powering so that Spartan Shield can be used better as a utility weapon later in the run. The Aegis Mech, however, is a decent pick as it starts with 4 movement points.

## References

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

### Special

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

The **Scarab 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 Scarab Leader fires an artillery goo that deals 4 damage and pushes adjacent tiles

In Unfair difficulty during 3 or 4 island gameplay, it's possible for the Scarab Leader to replace an Alpha Scarab at the Volcanic Hive, if Advanced Enemies are turned on for that timeline.

## Strategy

The strategy for fighting the Scarab Leader is similar for that of fighting standard Scarabs, with the complications of having a whopping 4 damage, one-shotting mechs in most scenarios, and pushing adjacent tiles. The push can actually be very useful, as you can easily position it to displace one or more Vek; but do be careful with possible bump damage against Grid Buildings as well.
Vortex Fist

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

 Upgrade 2 | +1 Damage (  )

The **Vortex Fist** is one of the weapons in the game Into The Breach.

Damage and Push all adjacent tiles to the left.

Deals 2 damage to all targets, and 1 self damage to the user.

### Upgrades

* **-1 Self Damage** (1 Reactor Core ()) - Reduces the damage the Mech takes when using this weapon by 1.
* **+1 Damage** (3 Reactor Cores (  )) - Increases the damage to targets by 1.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Vortex Fist is a mixed version of Hydraulic Legs with Sidewinder Fist's pushing angle. Just like the former, it can deal 3 damage in a cross shape around the Mech, plus 1 push on full upgrade. Compared to Hydraulic Legs, Vortex Fist has 2 less self damage with max upgrades, but it loses positioning without mobility oriented upgrades and pilot abilities. The sideways push of Vortex Fist somewhat sets it apart, as most weapons do not have versatile pushing, and thus can offer alternative positioning options if the self damage and friendly fire can be mitigated.

## References

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

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

 Upgrade 2 | +2 Damage (  )

The **Vice Fist** is one of the weapons in the game Into the Breach. It is the starting weapon of the Judo Mech.

## Description

Grab a unit and toss it behind you.

Deals 1 damage to start. The Mech *must* have an unoccupied tile behind them to throw the enemy onto; the weapon will not be able to fire otherwise.

### Upgrades

* **Ally Immune** ()
* **+2 Damage** (  )

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Vice Fist has minimal damage among the Prime weapons, and its unique throw over-the-head displacement arc requires an unoccupied space behind the Mech for the target to land on. This can often be problematic in tight corners, as the weapon cannot be activated without an unoccupied space. Vice Fist also cannot fire on stable targets like Burrowers.

The upgrades are generally not a high priority; **Ally Immunity** is extremely situational to be worth it, while the damage increase still only caps its damage at 3, not enough to destroy most Alpha enemies without the use of A.C.I.D.. Instead of relying on Vice Fist's damage, it is instead best to use the weapon to reposition enemies so that they get caught in the way of other attacks, or so they land on environmental tiles (such as forests) and trigger the environmental effect with the damage.

The Judo Mech, however, is a decent mech in terms of stats, as it has natural armor and 4 movement. Getting an alternative weapon should be high priority of playing Judo Mech, to offer it more options when it cannot use Vice Fist.

## References

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

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

The Terraformer is a "stable" (cannot move) unit with 2 health points, suffers fire damage, and can destroy a 6 tile region in one direction each turn. It only appears in the R.S.T. Corporation missions to **Terraform all Grass tiles** and **Defend the Terraformer**. It will instantly destroy anything in its range, including mountains.

### Strategy

Move enemy units into its range or freeze them in place, and then fire the weapon to destroy the 6 tiles. There is no health limit on the kill zone so alpha units are easier to kill. Just beware of keeping your own units away from its range.

### See Also

* Allied Units
* Disposal Unit
Ramming Speed (weapon)

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

 Upgrade 2 | +2 Damage (  )

The Ramming Speed is one of the weapons in the game Into The Breach. It is the starting weapon of Techno-Beetle, and can only be obtained by this Mech.

## Description

Dash across the map, damaging and pushing the target tile.

Deals 1 damage to the target.

### Upgrades

* **Smoke Behind** (1 Reactor Core ()) - Tile behind you gains Smoke.
* **+2 Damage** (3 Reactor Cores (  )) - Increases damage by 2.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

Ramming Speed is exclusive to the Cyborg Techno-Beetle Mech, and it can only be used in a timeline if that Mech is purposely chosen; either as part of the Secret Squad or under a Custom Squad. It is like the Brute weapon Ramming Engines, with the upside of having no self-damage, but with the downside of having worse initial damage.

Unfortunately, Ramming Speed's damage does not scale well with upgrades, only hitting a maximum of 3 + 1 bump damage, which is only enough to kill the frailer Alphas. The **Smoke Behind** upgrade can be decent, though, as it can help the Techno-Beetle cancel out another target's attack. But generally, it is best to equip a different weapon to give the Cyborg Mech more options.

## References

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

## Description

Finish a Corporate Island without taking Mech Damage (Repaired damage is still damage)

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

## Notes

Since this achievement requires taking no Mech Damage at all, it is best done with squads that don't rely on self-damaging weapons or are prone to friendly fire. Starting the timeline with a pilot that can absorb damage is recommended, such as Abe Isamu's natural armor or a pilot with access to a shield (Bethany Jones, Adam, or Mafan).

Consider doing this achievement with the Rusting Hulks for efficiency, as they have the Perfect Battle achievement which can be gotten as part of getting Untouchable. Best done early in the timeline and on easier difficulties as well, since this achievement naturally limits blocking spawns.
Repulse

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

 Upgrade 2 | Shield Friendly ( )

**Repulse** is one of the weapons in the game Into The Breach. It is the starting weapon of the Pulse Mech.

### Upgrades

* **Shield Self** (1 Reactor Core ()) - Creates a personal Shield when used.
* **Shield Friendly** (2 Reactor Cores ( )) - Shield adjacent ally or Building.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## References

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

## Description

Scarabs are shaped like soft-shelled beetles. They attack similarly to artillery style Mech weapons. Scarabs will aim in a straight line at a tile and shoot over any tiles in between them and their target.

## Strategy

The Scarab is one of the weaker early-game Vek. Unlike the Scorpion or Firefly, the Scarab can be neutralized by almost any single starting Mech without assistance from the rest of the team. That said, they can be more dangerous to the grid in groups of 3 or more, particularly if playing Unfair difficulty; since their artillery projectiles let them target buildings more easily, it can be difficult to fully neutralize all of them — along with the other Vek threats — should they all target buildings in the same turn.

If the Scarab targets a Mech, you can simply move that Mech (ideally to assist with a more dangerous enemy) and safely ignore the Scarab. If it targets a grid building, you can push/pull the Scarab one tile in any direction (assuming there are no other adjacent grid buildings), or simply kill it, since most starting Mechs are capable of dealing 2 damage in one turn.
Spider

## Description

Spiders have very limited movement, but have the unique ability of throwing a Spiderling Egg on any column or row they are aligned with. This egg traps all surrounding entities in webs upon landing and will hatch into a Spiderling on the next turn.

As a rare Vek, Spiders cannot spawn on the first island are are limited to one spawn per mission.

## Strategy

The Spider's main point of annoyance is that it can web multiple mechs at once, which becomes especially unfortunate when a move has to be wasted on freeing them rather than protecting the grid or completing the objectives. Artillery attacks are the best way of dealing with Spiders as they hang out behind other Vek and are hard to target with other mech classes. Global targeting attacks also work very well, such as Missile Barrage which takes care of both the Spiderling Egg and the Spider if fully upgraded.

If possible, when deploying against Spiders, ensure only one Mech at most gets webbed by their Spiderling Egg.
Shield

A shield will absorb any non-fatal damage once, and prevent status effects while it is active.

**Shield** is a status effect in *Into the Breach*. A shield will absorb any non-fatal damage once, and prevent status effects while it is active.

## Description

Shields can be applied on Mechs, Veks, structures, other allied/enemy units, and mountains. A shield can be applied on the Supply Train, but it's considered one shield even though train has two units; attacking on any part of the train removes shield from whole train and conversely, applying shield on any part of the train grants shield on the whole train.

The shield persists through turns indefinitely, only disappearing once damage removes it. Any status effects such as Fire and A.C.I.D that the tile has applied will immediately affect the unit after the shield is removed.

A shield sacrifices itself and completely blocks any single attack from the following sources, regardless of the damage amount:

* Vek attack (including Psion Tyrant  damage)
* Friendly weapons
* Blocking emerging Vek spawns
* Collisions
* **Explosive Decay**  damage

Intuitively, when combo damage (e.g. damage + push collision) happens in one move, the first damage breaks the shield and the second damage will land on the unit. It's important to note that AOE damage like Electric Whip will hit units with two segments (such as the train) twice, thus will still damage a shielded train.

Shields also block the following status effects without sacrificing itself:

* Fire
* A.C.I.D. Pool
* Freeze

Note that applying a shield on units already inflicted with those status effects doesn't remove them, and won't prevent Fire damage. Ending the turn on a tile with Freeze Mine will remove the mine without sacrificing the Shield or freezing the shielded unit. Casting a shield onto a frozen unit will make it both frozen and shielded, which is resistant to two attacks.

A shield *can not* block any  **Instant Kill** attacks, including:

* Self-Destruct
* Satellite Rocket launches or being rammed by the Supply Train
* Falling in a Chasm Tile
* The Mosquito Leader's attack
* Environmental kill effects such as **Air Bombing** or **Lightning Strikes**

## Abilities and Weapons That Grant Shields

* Missions with only 1 objective will start some buildings with shields.
* The Auto-Shields passive module, which makes a building get a shield after it has been attacked once.
* The **Shield Projector** Weapon and similar; e.g. Defense Mech in the Zenith Guard Mech Squad.
* Certain upgraded weapons, such as the Spartan Shield and Grappling Hook
* Shield Tank, a purchasable classless deployable weapon.
* Some Cannon-Bot enemies, the Bot Leader boss, and some stationary units from bonus objectives in Pinnacle Robotics.
* Bethany Jones' skill.
* Mafan's skill.
* Adam's skill.
Spiderling

## Description

Spiderlings, spawned from Spiderling Eggs, are a very weak 1-health, 1-damage enemy that can quickly overwhelm the player with numbers.

## Strategy

Spiderlings, with 1 health, can easily be killed with the same things that can easily kill a Spiderling Egg: fire, pushing, and electric smoke. Standard weapon damage is typically overkill and should be spent on stronger enemies if possible.
Shield-Tank

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 Upgrade 2 | Projectile ()

The Shield-Tank is one of the deployable tanks in the game Into the Breach. It can be found in a Time Pod or as a Reputation reward.

## Description

Deploy a Shield-Tank that can give Shields to allies. Single-use.

The Shield-Tank starts with 1 HP and 3 move points.

### Upgrades

* **+2 Health** (1 Reactor Core ()) - Increases the Shield-Tank's max health to 3.
* **Projectile** (1 Reactor Core ()) - The Shield-Tank instead fires a projectile, allowing you to Shield distant targets.

### Availability

 Perfect Island Reward
 Advanced Edition | No

## Strategy

All four of the tank-as-weapon variants are limited to 3 movement, and are generally much weaker than a Mech. However, they can offer a crucial 4th action per turn, along with another unit to bait enemy Vek into attacking instead of Grid Buildings.

On harder difficulty levels, the major challenge is finding a turn has enough slack to deploy the tank rather than using the Mech's (typically more powerful) primary weapon. Once the Tank is out, subsequent turns become much easier.

Compared to the other deployable tanks, the Shield-Tank is the weakest one. It does not initially start with a projectile, and can only protect 1 building at once with the Shield it casts. However, it's still an extra unit, which still carries the same benefits as other deployable tanks for baiting enemies, blocking spawns with the **+2 health** upgrade active, and recovering time pods.

It is highly recommended to power the **Projectile** upgrade immediately, if using the Shield-Tank, as it will allow it to have greater flexibility for where it is deployed. The Shield itself can be useful for protecting frail objectives, such as the Mine-Bots of Pinnacle. It can also be useful to prevent status effects, such as on the Ice Mech, or friendly fire damage such as with Blitzkrieg.

## References

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

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

Units cannot attack in Water. Most non-flying enemies die in Water.

**Smoke Tile** is a modified Tile in Into The Breach.

## Description

Units in Smoke cannot attack or repair.

A Sand Tile that is hit by weapon damage will turn into a Smoke Tile. Some weapons and enemy attacks are capable of creating their own Smoke Tiles as well.

Units under Smoke will be denoted with the **Smoke**  status, and will clear if the unit moves out of Smoke.

If a unit is on Fire when it moves into a Smoke Tile, the fire will be put out. On the other hand, if a Smoke Tile is hit by an attack that does fire damage, the Smoke will be replaced by a Fire Tile.

Except for Fire, Smoke can stack with other modified tiles, including A.C.I.D. Pools.

There exist a few units who are **Smoke immune** . Some examples include;

* Spiderling Eggs - the webbing effect will be interrupted by Smoke, but not the hatching of a Spiderling
* Some friendly units such as Mine-Bots, which can still use their actions even if under Smoke.
* Any Mech being piloted by Camila Vera can still use weapons or repair, even under smoke tiles.
Thruster Mech

**Thruster Mech** is a Brute-class mech in *Into the Breach*.

## Team

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

## Strategy

The Thruster Mech is the main damage dealer of the Mist Eaters; while it isn't the most impactful mech in its home squad, it can provide value by cancelling one attack each turn and dealing up to 2 damage right from the early-game.

Dealing high damage with the Reverse Thrusters requires the **Range & Damage** upgrades, along with moving long distances. This can sometimes result in the Thruster Mech being farther away from enemies for the next turn. While its innate flight gives it good mobility, having 5 or even 6+ move can still be helpful. The weapon also requires an unoccupied tile to finish its movement on, so any with enemies or obstacles can restrict where it finishes its attack (and thus, its damage). That said, with the Thruster Mech's flight, it can thrust over mountains, grid buildings, and enemy units freely; it just needs a viable tile to move to.

In the Mist Eaters, Nanofilter Mending repairs upon entering smoke, so the self-damage isn't as crippling of a drawback as with other self-damage mechs such as the Charge Mech. Try to move the Thruster Mech into smoke whenever below full health. Like with the Viscera Nanobots passive, if the mech loses its last health point while thrusting into smoke, it will then heal and revive. Note that if this happens over a Chasm Tile, the mech will fall in before revival. If need be, the Thruster Mech can even be revived by applying smoke to it on a later turn.

While functional at 3 health due to the smoke healing, the Thruster Mech still appreciates an additional Health upgrade, or a way to mitigate the self damage. This is particularly important if using the Thruster Mech in a Custom Squad without a way to repair it. Good pilots for mitigating the self damage are Abe Isamu, Mafan, Ariadne, or any pilot with the +Health, Skilled, or Technician pilot abilities. To a lesser extent, Bethany Jones and Adam can also help.

## Trivia

* The Thruster Mech bears a vague resemblance to the Thunderbird 1 from the sci-fi TV series, *Thunderbirds*.
Starfish Leader

## Bouncer Leader

### Special

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

The **Starfish Leader** is a boss Vek from *Into The Breach* introduced in the Advanced Edition. They only appear if Advanced Enemies are on at the start of a new timeline.

## Description

The Starfish Leader attacks for 3 damage to the four corner tiles and pushes the four adjacent tiles outward.

## Strategy

The Starfish Leader is unique among enemies in that it is the only one which targets every single tile around it, for a total of 8 tiles. However, it only attacks the 4 diagonal tiles on the outside, while only pushing away the tiles directly beside it.

In a similar vein to the Scorpion Leader, you can bait the Starfish Leader into attacking your Mechs; so deploy two Mechs near the Starfish Leader, with one space between those Mechs, since it will prioritize attacking as many targets as possible. Try to keep it away from layouts with Grid Buildings lined up, as it is otherwise more difficult to displace safely. The pushed tiles can also be used to your advantage, for either pushing your own Mechs to more advantageous spots or push other Vek into hazardous tiles; just be wary of possible bump damage against Grid Buildings.
Shock Cannon

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

 Upgrade 2 | +1 Damage ( )

The **Shock Cannon** is one of the weapons in the game Into the Breach.

Fire a projectile that hits 2 tiles, pushing them in opposite directions.

Deals 1 damage to both targets.

## References

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

## Team

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

## Strategy

Unlike other ranged weapons, Cluster Artillery does not deal damage on the center of their shot; instead, the weapon deals damage on the surrounding tiles while simultaneously pushing them. This makes the Siege Mech one of the most versatile Mechs in the game, by being able to push and damage multiple enemies at once, to generate a lot of value per action; it can hit and displace several threats at once, simultaneously resolving them and damaging them. Like similar ranged weapons, it's also useful to push webbing Veks away from your other mechs or objectives.

That said, it is recommended to get **Buildings Immune** as soon as possible, since the wide damage area makes it a lot more prone to friendly fire. As of the Advanced Edition update, this upgrade only costs 1 reactor core (instead of 2 previously), at the expense of increasing the cost of **+1 Damage** to 3 cores (instead of 2 previously).

The Siege-mech is best deployed in a clear row or column to move through, so that it can flexibly target the entire field from every direction. Best placed further in the back away from enemy spawns, as it's low health can put it at risk of getting webbed and downed. Since it only deals one damage at base, and most Vek come with two or more health, the player should try to use it and push Vek into each other, your own mechs, or water and hazard tiles to immediately kill them.

In terms of pilot choices, Mafan allows his extra reactor core to go into Buildings Immune immediately, and the Zoltan Shield makes up for the fragility of the mech. Other good choices include Kai Miller to immediately boost Cluster Artillery's damage output, Lily Reed to let it deploy away from webbing enemies without sacrificing its positioning, and Chen Rong to adjust positioning after firing.

When it comes to secondary weapons to look for, the cluster artillery pairs best with passive effects such as Force Amp to deal additional push damage. Other weapons can work as well, but the Cluster Artillery is already very versatile at resolving many situations without additional help.
Shell Psion

The **Shell Psion** is one of the Vek psions from *Into The Breach*.

## Description

Shell Psions are identifiable by their squid-like silver body and purple bumps. This is important for choosing which island to save as the psion will be present on all missions in said island, making the initial Vek preview vital.

As with most Psions except for the Psion Tyrant, the Shell Psion is encounterable from island 1. It grants all non-psion Vek the Hardened Carapace buff, reducing incoming weapon damage by 1 much like Abe Isamu's pilot ability. Psions can only spawn once per mission.

## Strategy

The Shell Psion can be particularly challenging to encounter for damage-focused squads, as many Mechs initially only do one point of damage. This becomes absolutely nightmarish on island 1 and can remain a problem on later islands with loads of alphas. If your squad cannot immediately kill them with one attack, spend your cores on movement and damage upgrades. Otherwise, spot which island has the Shell Psion and avoid it.

For squads that have ways to bypass armor, they can make dealing with the Shell Psion's effect much easier. These include:

* Bumping into other objects
* Electric smoke and fire damage
* Deaths from falling into water or chasms
* Repositioning enemies into blocking spawns
* A.C.I.D