Heavy Breacher

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

FieldValue
Armor AllowanceAll, Powered
Bab Tierfull
Base Skill Points4
Hdd10
Hd Sides10
Max Level20
Primary AbilitiesSTR, CON
Prime RequisitesSTR, CON
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willpoor
Weapon AllowanceAll 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

FieldValue
bab1
fortitude2
level1
reflex0
skillPoints16
titleBreacher
will0
xp0

Door-Kicker

FieldValue
bab2
fortitude3
level2
reflex0
skillPoints4
titleDoor-Kicker
will0
xp2250

Wall-Breaker

FieldValue
bab3
fortitude3
level3
reflex1
skillPoints4
titleWall-Breaker
will1
xp4500

Assault Specialist

FieldValue
bab4
fortitude4
level4
reflex1
skillPoints4
titleAssault Specialist
will1
xp9000

Heavy Gunner

FieldValue
bab5
fortitude4
level5
reflex1
skillPoints4
titleHeavy Gunner
will1
xp18000

Shock Trooper

FieldValue
bab6
fortitude5
level6
reflex2
skillPoints4
titleShock Trooper
will2
xp36000

Heavy Assault Lead

FieldValue
bab7
fortitude5
level7
reflex2
skillPoints4
titleHeavy Assault Lead
will2
xp75000

Breach Commander

FieldValue
bab8
fortitude6
level8
reflex2
skillPoints4
titleBreach Commander
will2
xp150000

Siege Master

FieldValue
bab9
fortitude6
level9
reflex3
skillPoints4
titleSiege Master
will3
xp300000

Fortress-Breaker

FieldValue
bab10
fortitude7
level10
reflex3
skillPoints4
titleFortress-Breaker
will3
xp600000

Grand Siege Master

FieldValue
bab11
fortitude7
level11
reflex3
skillPoints4
titleGrand Siege Master
will3
xp900000

Armour Lord

FieldValue
bab12
fortitude8
level12
reflex4
skillPoints4
titleArmour Lord
will4
xp1200000

High Armour Lord

FieldValue
bab13
fortitude8
level13
reflex4
skillPoints4
titleHigh Armour Lord
will4
xp1500000

Juggernaut

FieldValue
bab14
fortitude9
level14
reflex4
skillPoints4
titleJuggernaut
will4
xp1800000

High Juggernaut

FieldValue
bab15
fortitude9
level15
reflex5
skillPoints4
titleHigh Juggernaut
will5
xp2100000

Iron Hulk

FieldValue
bab16
fortitude10
level16
reflex5
skillPoints4
titleIron Hulk
will5
xp2400000

High Iron Hulk

FieldValue
bab17
fortitude10
level17
reflex5
skillPoints4
titleHigh Iron Hulk
will5
xp2700000

Siege Marshal

FieldValue
bab18
fortitude11
level18
reflex6
skillPoints4
titleSiege Marshal
will6
xp3000000

High Siege Marshal

FieldValue
bab19
fortitude11
level19
reflex6
skillPoints4
titleHigh Siege Marshal
will6
xp3300000

Supreme Breacher

FieldValue
bab20
fortitude12
level20
reflex6
skillPoints4
titleSupreme Breacher
will6
xp3600000

Special Abilities

Heavy Weapons Master

FieldValue
level1
nameHeavy 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

FieldValue
level3
nameBreaching 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

FieldValue
level5
nameShock 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.