INTO THE BREACH · PC / ADVANCED EDITION

20 pilots: assignment and carryover

A table of unique abilities, required power, useful situations and limitations. Distinguishes the original 13 pilots, four AE additions and three FTL secret pilots, and explains unlocking, training and carryover to the next timeline.

Scope: PC Advanced Edition (additional content ON; mechanics based on the official 1.2.88 update announcement) / Content checked: October 2, 2026

Distinguish unlocking, experience and carryover

  1. Distinguish ordinary random pilots from pilots with unique abilities. Ralph is available from the start.
  2. Find new pilots in Time Pods or Perfect Island rewards. Who appears is not fixed, and an already-unlocked pilot may appear.
  3. Unlocked pilots can be chosen in later timelines. To keep experience and acquired skills intact, bring one surviving pilot into the next timeline.
  4. Selecting a new pilot with the same name does not preserve the previous individual's experience. Distinguish them for achievements requiring continued use of a particular individual.
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20 pilots: unique abilities, uses and limitations

PilotUnique abilitySuggested assignmentLimitation
Ralph Karlsson2 extra experience per killGive this pilot kills in the mech you want to train.Does not directly increase damage or movement.
Camila VeraUnaffected by Webbing and SmokeSecure actions on the front line or in a smoke-using squad.Does not also grant immunity to other statuses or incoming damage.
Abe IsamuThe piloted mech gains ArmoredReduce small amounts of damage from Charge or self-damaging attacks.Does not prevent every form of damage, including collisions and fire.
Bethany JonesShield at the start of each battleUse it to absorb Ice's self-freezing or an early threat.Protection does not continue indefinitely after the Shield is gone.
Henry KwanCan move through tiles occupied by enemy unitsAssign to a mech that throws, fights in melee or moves behind enemies.Does not allow stopping on an enemy-occupied tile.
Lily Reed+3 movement on the first turn of each battleReach targets far from the deployment position.Normal movement from the second turn onward does not change.
Chen RongCan move 1 tile after attackingMove out of firing lines or off spawn points after attacking.Does not increase movement before attacking or weapon range.
Harold SchmidtRepair pushes targets on adjacent tilesHeal and stop attacks with the same action.Check push destinations in every direction, including collisions with allies or buildings.
Isaac JonesAdds one Reset Turn per battleUse it to try a sequence or correct a critical final position.A separate resource from normal Undo Move.
GanaFor 1 power, deploy anywhere on the board and damage surrounding enemiesReach a distant area during deployment.The ability requires power. Also check mission deployment restrictions.
ProsperoFlying for 1 powerCreate routes across water, mountains and chasms.Keep power available to activate Flying.
ArchimedesMove again after attacking for 1 powerAfter firing, block a spawn, retreat or reposition.Does not add another attack between movement and an attack.
SilicaFor 2 power, act twice if you do not moveCombine equipment or support actions that can be used twice from the current position.The condition cannot be met on turns when you need to change position.
Kai Miller[AE]Boost at full HP; −1 movement when HP is reducedSecure damage for KO effects or area attacks.The effect changes if self-damage, spawn blocking or similar causes reduce HP.
Morgan Lejeune[AE]Gain Boost after killing an enemySecure a kill first, then use it for the next attack.Damage does not automatically increase on an opening action that cannot kill.
Rosie Rivets[AE]Repairs adjacent allied mechs after movingEnd movement beside an ally.Does not remotely heal any chosen position, including itself.
Adam[AE]Gain Shield and +2 movement for that turn when using Reset TurnAfter rewinding, rebuild the sequence using the increased movement range.Does not give +2 movement on every normal turn.
Kazaaakpleth [secret]Repair becomes a 2-damage melee attackAdd another attack to a mech with few offensive tools.Normal Repair is lost, so plan how to heal damage taken.
Ariadne [secret]+3 HP and immunity to fireSecure durability and actions on burning terrain.The fire-immunity portion overlaps if the squad already provides it.
Mafan [secret]+1 power, HP becomes 1, and Shield every turnUse the extra power and recurring defense.Once Shield is lost, only 1 HP remains. Beware multiple hits and instant-death terrain.
  • This table is not a strength ranking. Choose according to mech equipment, required power and available unlocks. Runs with added AE abilities OFF have different additional pilot and skill candidates.
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Combinations that offset particular limitations

CombinationWhat changesWhat to check
Ice+Bethany/MafanShield can prevent Cryo-Launcher from freezing its userThe mech freezes itself if the Shield is already gone.
Charge/Thruster+AbeArmored can reduce small amounts of self-damageRecheck remaining HP when upgrades or Boost increase self-damage.
Smoke-using front line + CamilaCan attack in smoke and move without being WebbedStill affected by other statuses and attack damage.
KO-effect equipment + Kai/MorganExtra damage makes it easier to secure KOs for unit generation or cracksKai requires full HP; Morgan requires a prior kill.
Swapping, artillery or similar tools + SilicaAdds actions on turns when you can act twice without movingRequires 2 power for the ability and no change in position.
Front-line support mech + HaroldCan push several targets while repairingCheck collisions in every direction. This is an alternative to a normal attack.
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Random skills gained on level-up

Experience grants additional skills separately from unique abilities. AE expanded the pool, so it is not limited to the four types described in older articles.

Types to checkDecision
Mech Reactor / Move / HPWhether it actually helps with equipment power needs, reach or survival after self-damage.
Opener / Finisher / Adrenaline and others [AE]Read activation conditions such as the first turn, last turn or a kill.
Technician / Conservative / Invulnerable and others [AE]Check ability descriptions for when healing occurs, weapon uses and what happens after destruction.
  • A numerical table of every random skill awaits further cross-checking. No training method is presented as guaranteeing a desired random ability.
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Finding the three secret FTL pilots

  1. Look in regular missions on the second corporate island or later. Exclude the first island, HQ battles and missions where a normal Time Pod drops from secret Pod candidates.
  2. On missions with mountains or ice, look for a tile oddly damaged before the start and a small glow. Not every damaged tile hides a secret.
  3. Break the target to reveal the glow, then move a mech onto that spot to collect it.
  4. Protect the special Time Pod that appears, finish the mission and check the pilot inside.
  5. Do not treat Kazaaakpleth, Ariadne or Mafan as appearing in a fixed order or with a guaranteed spawn.
  • An appearance is not guaranteed every time. This differs from destroying an ordinary Time Pod. No spawn probability or fixed procedure guaranteeing a particular pilot on a particular island is provided.
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Choose one pilot to bring into the next run

  1. Check the next squad's limitations. Consider abilities that offset Ice's freezing, Charge's self-damage or front-line webbing.
  2. Also compare power, movement, HP and other skills gained through experience. Do not discard a trained pilot based only on the unique ability.
  3. For an achievement requiring the same surviving individual to carry over, keep choosing that pilot. Distinguish a different individual caused by death or selecting a fresh pilot.
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Based on site-wide views, captured July 6, 2026 (previous 28 days plus capture day).