Breach Protocol

Game Info

Operators

Every operator is a base class plus one signature tool. Most of those tools are exclusive: only one player on a team may bring that operator into a round, so a signature is a capability your team either has or does not.

19Operators
9Attackers
10Defenders
10Exclusive gadgets

Attackers

You are outside the building with a clock running. Everything an attacker carries is about choosing where the wall stops being a wall.

VANGUARD

Attacker

Assault

Frontline anchor. Cluster of frags to flush a held angle.

Signature

Frag Grenade

Armour
Speed
Difficulty

SABER

Attacker

Support

Fast entry-fragger. Blinds the room and rushes the gap.

Signature

Flashbang

Armour
Speed
Difficulty

BREAKER

Attacker

Breacher

Hard breacher. The only charge that burns through reinforced steel.

Signature

Thermite Charge — exclusive

Armour
Speed
Difficulty

LONGSHOT

Attacker

Marksman

Lane anchor. Locks a sightline and trips the flank.

Signature

Claymore Mine

Armour
Speed
Difficulty

SHADOW

Attacker

Recon

Intel + denial. Remote charges to break a setup.

Signature

C4 Explosive

Armour
Speed
Difficulty

SPECTER

Attacker

Recon

Roaming scout. Outflanks and traps the rotation.

Signature

Claymore Mine

Armour
Speed
Difficulty

PULSE

Attacker

Support

Anti-gadget. EMP fries the defenders' utility before the breach.

Signature

EMP Grenade — exclusive

Armour
Speed
Difficulty

ORACLE

Attacker

Recon

Intel specialist. Recon beacons sweep the site and light up defenders.

Signature

Recon Beacon — exclusive

Armour
Speed
Difficulty

RECRUIT

Attacker

Recruit

No signature gadget. Three primaries, and any shared utility on the board.

Signature

None — and exempt from the operator lock because of it.

Armour
Speed
Difficulty

Defenders

You have the site and a short preparation phase. Everything a defender carries is about making the approach expensive and the breach loud.

NITRO

Defender

Fragger

Aggressive roamer. Nitro cell punishes a stacked push.

Signature

Nitro Cell

Armour
Speed
Difficulty

BULWARK

Defender

Tank

Site anchor. Plants cover and soaks the first peek.

Signature

Deployable Shield — exclusive

Armour
Speed
Difficulty

SUTURE

Defender

Healer

Field medic. Stims keep the defense standing.

Signature

Stim Syringe — exclusive

Armour
Speed
Difficulty

SPARK

Defender

Engineer

Fortifier. Electrifies walls to deny hard breach.

Signature

Electric Charge — exclusive

Armour
Speed
Difficulty

WARDEN

Defender

Flex

Eyes on every approach. Plants cameras nobody else may carry.

Signature

Deploy Cameras — exclusive

Armour
Speed
Difficulty

TRAPPER

Defender

Fragger

Trap specialist. Wires the entries before the push.

Signature

Tripwire — exclusive

Armour
Speed
Difficulty

TOXIN

Defender

Flex

Area denial. Toxic gas stalls the push and breaks the plant.

Signature

Gas Grenade — exclusive

Armour
Speed
Difficulty

STATIC

Defender

Engineer

Signal denial. Jams attacker drones and flank traps near the site.

Signature

Signal Jammer — exclusive

Armour
Speed
Difficulty

BRAMBLE

Defender

Flex

Flank denial. Wires the rotations — nobody walks in quietly.

Signature

Barbed Wire

Armour
Speed
Difficulty

RECRUIT

Defender

Recruit

No signature gadget. Three primaries, and any shared utility on the board.

Signature

None — and exempt from the operator lock because of it.

Armour
Speed
Difficulty

The operator lock

One operator per team per round. The Recruit is the exception, and deliberately so: the lock exists to stop a team doubling up on a unique capability, and the Recruit is the one operator with none to double up on.