Point of the spear, the breach-and-clear lead, the person carrying the charge that opens the wall when negotiation is over.
The Heavy Breacher is the part of the boarding action the defender fears. They are the armoured specialist who walks up to a sealed door, a locked bulkhead, an armoured wall, and turns it into an entrance. The Breacher does not negotiate; they are what negotiation looks like when it has failed. They are booked as a kinetic asset: heavy weapons, powered armour, breaching charges, the man who is harder to kill than the structure he is trying to open.
On a corporate Kadiss network, the Breacher's registered explosives and duty status are monitored while local coverage holds. They carry enough explosive to level part of a small Station, and the employer wants a chain of custody. They are not trusted with decisions; they are trusted with results. A Breacher who hesitates is a Breacher the programme may remove.
Heavy Weapons Master is the Breacher's daily bread: the training that makes a recoilless rifle a natural extension of the arm, the experience that reads a charge placement by eye and knows the timing by feel. Breaching Charge is the keystone -- the thing that does the work, the tool that opens what was closed. Shock and Awe is what happens when a Breacher walks through a hole in a wall into a room full of defenders: the defenders discover they have already lost.
Operating on the combat chassis (d10 HD, full BAB, Fort good, Ref/Will poor). Powered assault frames are standard issue. STR and CON primes -- the body is the weapon system, the charge is the delivery mechanism, the will was never the issue. The Will poor save is the cost of the work: the person who carries enough explosive to level a building is not also the person with iron mental fortitude.
Rules Reference
Field
Value
Armor Allowance
All, Powered
Bab Tier
full
Base Skill Points
4
Hd
d10
Hd Sides
10
Max Level
20
Primary Abilities
STR, CON
Prime Requisites
STR, CON
Save Tiers / Fortitude
good
Save Tiers / Reflex
poor
Save Tiers / Will
poor
Weapon Allowance
All heavy weapons, All standard weapons, Breaching charges and explosives
Notes
Archetype Niche: The Heavy Breacher is the party's battering ram. Heavy Weapons Master removes the penalties and action-economy costs that make heavy weapons awkward for other classes, turning the Breacher into a walking turret. Breaching Charge solves structural obstacles -- locked doors, armoured walls, hull breaches -- that would otherwise require an Operative's Security check or an Engineer's toolkit. Shock and Awe turns every breach into a psychological weapon: the enemy is terrified before the first shot is fired. The Breacher's niche is overwhelming kinetic force applied to structures and enemies alike.
Multiclass Notes: Breachers can multiclass with Soldier and Demolitionist archetypes. Non-human breachers use simultaneous multiclassing rules.
Level Table
Breacher
Field
Value
bab
1
fortitude
2
level
1
reflex
0
skillPoints
16
title
Breacher
will
0
xp
0
Door-Kicker
Field
Value
bab
2
fortitude
3
level
2
reflex
0
skillPoints
4
title
Door-Kicker
will
0
xp
2250
Wall-Breaker
Field
Value
bab
3
fortitude
3
level
3
reflex
1
skillPoints
4
title
Wall-Breaker
will
1
xp
4500
Assault Specialist
Field
Value
bab
4
fortitude
4
level
4
reflex
1
skillPoints
4
title
Assault Specialist
will
1
xp
9000
Heavy Gunner
Field
Value
bab
5
fortitude
4
level
5
reflex
1
skillPoints
4
title
Heavy Gunner
will
1
xp
18000
Shock Trooper
Field
Value
bab
6
fortitude
5
level
6
reflex
2
skillPoints
4
title
Shock Trooper
will
2
xp
36000
Heavy Assault Lead
Field
Value
bab
7
fortitude
5
level
7
reflex
2
skillPoints
4
title
Heavy Assault Lead
will
2
xp
75000
Breach Commander
Field
Value
bab
8
fortitude
6
level
8
reflex
2
skillPoints
4
title
Breach Commander
will
2
xp
150000
Siege Master
Field
Value
bab
9
fortitude
6
level
9
reflex
3
skillPoints
4
title
Siege Master
will
3
xp
300000
Fortress-Breaker
Field
Value
bab
10
fortitude
7
level
10
reflex
3
skillPoints
4
title
Fortress-Breaker
will
3
xp
600000
Grand Siege Master
Field
Value
bab
11
fortitude
7
level
11
reflex
3
skillPoints
4
title
Grand Siege Master
will
3
xp
900000
Armour Lord
Field
Value
bab
12
fortitude
8
level
12
reflex
4
skillPoints
4
title
Armour Lord
will
4
xp
1200000
High Armour Lord
Field
Value
bab
13
fortitude
8
level
13
reflex
4
skillPoints
4
title
High Armour Lord
will
4
xp
1500000
Juggernaut
Field
Value
bab
14
fortitude
9
level
14
reflex
4
skillPoints
4
title
Juggernaut
will
4
xp
1800000
High Juggernaut
Field
Value
bab
15
fortitude
9
level
15
reflex
5
skillPoints
4
title
High Juggernaut
will
5
xp
2100000
Iron Hulk
Field
Value
bab
16
fortitude
10
level
16
reflex
5
skillPoints
4
title
Iron Hulk
will
5
xp
2400000
High Iron Hulk
Field
Value
bab
17
fortitude
10
level
17
reflex
5
skillPoints
4
title
High Iron Hulk
will
5
xp
2700000
Siege Marshal
Field
Value
bab
18
fortitude
11
level
18
reflex
6
skillPoints
4
title
Siege Marshal
will
6
xp
3000000
High Siege Marshal
Field
Value
bab
19
fortitude
11
level
19
reflex
6
skillPoints
4
title
High Siege Marshal
will
6
xp
3300000
Supreme Breacher
Field
Value
bab
20
fortitude
12
level
20
reflex
6
skillPoints
4
title
Supreme Breacher
will
6
xp
3600000
Special Abilities
Heavy Weapons Master
Field
Value
level
1
name
Heavy Weapons Master
description: Proficiency with all heavy weapons. No penalty for firing heavy weapons from standing (normally -4 without braced position). Strength requirement for heavy weapons reduced by 2. At level 5, reload heavy weapons as a move action. At level 10, ignore the first range increment penalty. At level 15, heavy weapon criticals deal triple damage. The training that makes a recoilless rifle a natural extension of the arm; the Breacher stops noticing the weight long before they notice the noise.
Breaching Charge
Field
Value
level
3
name
Breaching Charge
description: Standard action: place and detonate a charge against a door, wall, hull, or obstacle. 4d6 damage, ignores 10 hardness, 5-foot blast radius (Reflex DC 15 + Breacher level for half). 6d6 at level 7, 8d6 at level 11, 10d6 at level 15, 12d6 at level 19. Carries CON modifier + half Breacher level charges (min 1). Replenished from any ship's armoury or engineering bay in 1 hour. The keystone -- the thing that opens what was closed.
Shock and Awe
Field
Value
level
5
name
Shock and Awe
description: When the Breacher breaches a barrier and enters on the same round, all enemies within 30 feet Will save (DC 10 + Breacher level + STR) or shaken 1d4 rounds. Fail by 5+: frightened. Breacher and allies following through gain +2 attack and +10 feet movement for 1 round. Once per encounter. At level 13, Will DC +2. What happens when the wall opens and the Breacher walks through -- the defender has already lost; they just have not finished realising it.