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Game Mechanics
Into the Breach

Game Mechanics

Master Into the Breach's turn order, tile interactions like mountains and chasms, and status effects like Fire and ACID.

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Master Into the Breach's turn order, tile interactions like mountains and chasms, and status effects like Fire and ACID.

Walkthrough
  1. 1
    Deployment Phase: Veks emerge, mechs deploy, Veks move, mechs act, turn ends.
  2. 2
    Turn Phase: This phase repeats until no more turns are available. It includes:
  3. 3
    Fire Damage
  4. 4
    Storm Smoke Damage
  5. 5
    Environmental Action (Air Strike, High Tide, Ice Storm, Lightning Strike, Seismic Activity, Conveyors, Lava Flow, Volcanic Projectiles, Falling Rock, Tentacles)
  6. 6
    Psion Regeneration
  7. 7
    Mine-Bot Actions, Earth Mover
  8. 8
    Enemy Actions
  9. 9
    Train Moves, Satellite Launch
  10. 10
    Vek Emerge
  11. 11
    Vek Move
  12. 12
    Mech Actions (Old Artillery, Earth Mover, Disposal Unit): You can Undo Move multiple times until the first Mech Attacks.
  13. 13
    End Turn

Tile Interactions:

  • Buildings: Immune to Fire, Smoke Storm, or ACID. Can be Frozen and/or Shielded, negating one attack/bump. Shield is removed before Ice if both are applied.
  • Mountain Tiles: Block movement and projectiles. Damage creates a Damaged Mountain Tile. A second attack creates a Rubble Tile. Can be Frozen and/or Shielded. Shield is removed first if both are applied.
  • Forest Tile: Becomes a Fire tile if damaged. Cannot be frozen.
  • Burning Fire Tiles: Apply Fire Status Effect to units ending their turn on them. Become Ground Tiles when Frozen or affected by Smoke. Not removed by Lightning Strike.
  • Sand Tile: Becomes a Smoke Tile if damaged. Becomes a Burning Tile if attacked with Flame. Cannot be frozen.
  • Smoke Tile: Storm Generator deals 1 Damage to enemy units within at the start of each turn after Fire Damage. Cancels attacks of units pushed/pulled into it. Prevents Mechs from Repairing or Attacking. Becomes a Burning Tile if hit by Fire. Cannot be Frozen.
  • Water Tile: Drowns Veks without Flying or Massive. Prevents Mech Attack/Repair. Removes Fire. Removes ACID but becomes an ACID tile. A Flying unit frozen on Water becomes an Ice Tile. Frozen enemies pushed into Water drown.
  • Ice Tile: Becomes Water if hit by Fire. One attack creates Damaged Ice. Attacking Damaged Ice with Freezing creates unbroken Ice. Attacking Damaged Ice with a weapon creates Water. Becomes Frozen ACID if hit by ACID.
  • ACID Pool: Applies ACID to the first unit stopping on it, then becomes a normal Ground tile. ACID can be removed by Repairing. ACID doubles weapon damage. Destroyed units covered in ACID leave behind an ACID Pool. Cannot be removed by Fire or Freezing.
  • ACID Tile: Similar to Water, but survivors gain ACID. ACID can be removed by Repairing. Becomes Frozen ACID if hit by Cryo-Launcher.
  • Frozen ACID: Becomes Water if hit by Fire. Attacking twice turns it into an ACID Tile.
  • Chasm Tiles: Ground units pushed into Chasms are destroyed. Flyers can move/end turn over them. Flyers frozen over Chasms are destroyed.

Status Effects:

  • Fire Status Effect: Applied by Fire attack or ending turn in a Fire Tile. Deals 1 Damage per turn before other actions. Removed by Repairing, moving into Water/ACID (adds ACID), or being frozen.
  • ACID Status Effect: Applied by ACID attack, ending turn in ACID Pool/Tile. Doubles weapon damage (not Push/Block/Fire). Removed by Repairing or moving into Water. Not removed by Fire or Freezing.
  • Frozen Status Effect: Added by Freezing Attacks, Ice Storm, Freeze Mines. Blocked by Shield. Prevents Movement and Weapon attacks, but not Repairing. Cannot Freeze Time Pods. Removed by Weapon Attacks, Pushing, Bumping, Fire attacks, pushing Frozen Mechs into Water/ACID, or Tidal Waves. Does not prevent destruction by Air Strikes or Lightning Storms.
  • Smoke Status Effect: Cancels attacks. Prevents Mechs from Repairing or Attacking.

Environmental Interactions:

  • Air Strike: Destroys units in targeted tiles, including Frozen and Shielded ones.
  • High Tide: Converts a column into Water tiles, unless a Grid Building is present. Buildings remain connected.
  • Ice Storm: Freezes everything in a 3x3 area.
  • Lightning Storm: Destroys units in four random tiles each turn.
  • Seismic Activity: Randomly changes three tiles into Chasms, destroying ground units. Flyers are unaffected.
  • Conveyors: Moves units one tile in the arrow's direction before enemy actions.
  • Teleporters: Units moving onto a red teleporter instantly move to the other.

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