Breach Protocol

Game Info

Mechanics

The whole game turns on one question: what is that wall made of? Everything else — the gadgets, the preparation phase, the operator you picked — is an answer to it.

Destruction

Surfaces are sorted into classes, and the class decides what opens them. A wall is not "destructible" or "solid" — it is one of these.

ClassOpens toWhat it means in a round
SoftBullets, melee, explosives Plaster and panelling. You can shoot a murder hole through it from either side, or walk through the gap a charge leaves. Most interior walls.
HardExplosives only Stone and structural masonry. Gunfire will not open it — bring a charge or find another way.
ReinforcedThermal charge only What a defender turns a soft wall into during preparation. One tool in the game opens it, and one operator carries that tool.
GlassAnything Shatters loudly and completely. Free sightline, free noise.
MetalExplosives Shutters, plate, machinery. Dents and deforms before it opens.
Floor / hatchExplosives, charges Vertical play. Opening a floor puts an angle on a room from a storey away.
The same wall in four states: intact, reinforced, breached by gunfire, and opened by a thermal charge
One wall, four states — intact, reinforced, breached, hard-breached. Same wall, same angle, four different answers to the same question.
An intact interior wall before any damage
Intact. Soft wall, both sides unmarked.
The same wall after a defender has reinforced it
Reinforced. The defender spent preparation on this one.
A reinforced wall opened by a thermal charge
Hard breach. The only tool that gets through it.

Anatomy of a round

Phase 1

Preparation

Defenders place reinforcements, wire, shields, cameras, alarms and traps. Attackers scout with a drone and choose which side of the building the round is going to happen on. Everything either side does here is visible in the round that follows.

Phase 3

Resolution

The site goes up, the defuser lands, the meter fills, the clock expires, or one team is gone. Sides swap and the series continues — best of nine in Competitive, best of seven in Casual.

Utility

Some of this is shared — anyone on the right side can carry it. The rest is a signature: one operator owns it, and only one player per team may bring that operator.

Attacker tools

  • Breach charge — opens a soft wall or hatch instantly. Shared.
  • Thermal charge — the only thing that opens reinforced steel. Stick it, then trigger it; one live at a time. Exclusive.
  • Drone — roll it in during preparation and find the site before you commit.
  • Smoke, flashbang, stun — cover the last three metres, or take the room's eyes for three seconds.
  • EMP grenade — kills defender electronics in range: alarms, traps, cameras, jammers. Exclusive.
  • Recon beacon — a placed sweeper that pings enemies to your whole team every few seconds. It is audible, and it can be shot. Exclusive.
  • Frag, claymore, remote charge — the lethal slot.

Defender tools

  • Reinforcement — turns a soft wall into a reinforced one for the round.
  • Electric charge — electrifies a reinforced wall and destroys any thermal charge stuck to it. Exclusive.
  • Signal jammer — jams attacker drones and fries claymores in range, and it lasts the whole round. Exclusive.
  • Deployable cameras — two stick-anywhere cameras. Destructible by gunfire or a knife. Exclusive.
  • Barbed wire, proximity alarm, tripwire — make the approach slow, loud, or expensive.
  • Deployable shield, ballistic armour, stim syringe — hold the site and keep the team standing.
  • Gas grenade, nitro cell, impact grenade — break the plant, punish the stack.

Reverse friendly fire

Friendly fire is off by default. When a host turns it on, a player who crosses the grief threshold or kills a teammate starts taking their own fire back. Griefing a squad becomes the fastest way to remove yourself from the round.

Shooting, over a network

Rounds take time to arrive

A bullet is not an instant line. It has a muzzle velocity, it drags, and it drops. Over the distance a round spends in the air, a running target moves — and that displacement is the feature. It is what makes you lead a sprinter.

Latency is compensated once

The moment you pull the trigger, the match rewinds to the world you were actually looking at, then rolls forward as the round crosses it. You lead by the flight time you can see and predict, and by nothing else.