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Breacklock
POCKET WARGAME

Breachlock
noun

The point at which a breaching shuttle makes contact with a vessel’s hull and deploys locking claws to secure itself in place. Once breachlock is achieved, hull entry is considered inevitable unless the shuttle is destroyed or detached.

“The alarm sounded the moment breachlock was confirmed.”

 Missions here :  MISSIONS

FAQ and Errata here :  FAQ & Errata

The Ship and Shuttles

The ship is made from 6 tiles. Each tile is a 5 × 5 square grid.

Movement is by squares. No tape measure is used. Due to the close quarters fighting, shooting is also the same, subject to line of sight.

Each breaching shuttle:

  • holds up to 4 units, but can have less

  • is represented by 4 squares in a line

  • is placed against an external opening during setup

  • Units exit shuttles using normal movement rules.

Tile      Room                      Colour

1            Bridge                       Brown

2           Crew Quarters         Blue

          Cargo Hold               White

          Medical / Sci Bay     Green

5           Docking Bay             Yellow

6           Engine Room           Red

Each tile has black hull walls with gaps representing openings. (An opening may only be used if a gap on one tile lines up with a gap on another tile.) Other tile squares with Black items are objects that cannot be moved through, landed on or seen and shot through.

External openings may be used as breaching shuttle docking points during setup.

The standard layout unless specified in a mission is as below :

Game Setup & play

Step 1 — Read the Mission

Both players read the mission and split the available models as directed.

The mission may change setup, deployment, objectives, shuttle use, or other rules.

Step 2 — Load Breaching Shuttles

The attacker places their models into their breaching shuttles.

If using 2 shuttles, the attacker may split models between them however they choose, up to 4 per shuttle.

Step 3 — Secretly Choose Breaching Points

The attacker secretly chooses which tiles with external openings the shuttles will dock with.

Use a hidden D6 to show the chosen tile number for each shuttle.

Keep these dice hidden behind the attacker’s hand until after the defender has deployed.

Step 4 — Defender Deploys

The defender places their units anywhere on any tile.

The defender may not place a unit directly in front of and blocking an external opening.

The mission may alter / define defender deployment.

Step 5 — Reveal Breaching Points

The attacker reveals the hidden D6 dice and places the breaching shuttles against external openings on the chosen tiles.

Step 6 — Roll Initiative

Both players roll 1D6. Highest roll wins. Reroll ties. The winner takes the first turn.

Step 7 — Alternate Turns

After the first turn, players alternate taking turns. (all a players units per turn)

 

Turn action points (AP)

Each unit has 3 action points per turn it can use (it cannot share points and it does not have to use them all or indeed any) Unused AP is lost at the end of the unit’s turn. Turn 90 degree - 1 AP

  • Move 1 Square – 1 AP

  • Snap Shot – 1 AP

  • Normal Shot – 2 AP

  • Aimed Shot – 3 AP

  • Interact with mission objects – 2 AP

Actions can be in any order and repeated as long as the unit has enough points.

UNITS

Droid with twin linked head rifles

Damage : 2

Armour Avoids Damage on : 5+

Shot Options and Hits on :  Snap 5+

Roll twice for each linked gun, but both have to be at the same target.

Sight : Can see in front, behind and too it’s sides, due to scanners and swivel head

Federation Trooper with Assault Rifle

Damage : 3

Armour Avoids Damage on : 5+

Shot Options and Hits on :  Snap 5+  Normal 4+  Aimed 3+

Sight : Can see in front and too it’s sides.

Federation Powered Armoured with Arm Rifles

Damage : 4

Armour Avoids Damage on : 4+

Shot Options and Hits on :  Snap 5+  Normal 4+

Sight : Can only see to the squares outwards in front (immediate side blind spot)

Scientist with Carbine Rifle

Damage : 2

Armour Avoids Damage on : 6+

Shot Options and Hits on :  Snap 5+  Normal 4+

Sight : Can see in front and too it’s sides.

Ventauran Trooper with Assault Rifle

Damage : 3

Armour Avoids Damage on : 5+

Shot Options and Hits on :  Snap 5+  Normal 4+  Aimed 3+

Sight : Can see in front and too it’s sides.

Movement

Movement costs 1 AP per square. i.e

  • Step forward 1 square - 1 AP

  • Move 2 squares - 2 AP

  • Run 3 squares - 3 AP

A moves can be left, right up or down including diagonally.

A unit may not:

  • move through or onto an enemy-occupied square

  • end movement on a friendly-occupied square

  • move onto or through a black marked square

 

A unit may:

  • move through a friendly-occupied square

  • move through a valid opening if the openings line up

Shooting & Damage

Line of sight is needed for shooting.

Line of sight is blocked by:

  1. black object marked squares

  2. black hull walls / blocked tile edges

  3. any model, friendly or enemy

Shooting :

Roll 1D6 to hit. Use Shot Options & Hits On in the units chart to see number required to successful hit.

If a target is in the an adjacent square (including diagonals) that a +1 close combat modifier is added to the roll.

Damage :

When a unit is hit, the defender rolls 1D6 for that unit. (two hits from a double shot needs 2D6 rolls)

If the roll is successful based on the Armour Avoids Damage On in the Unit chart, the unit avoids damage.

If the roll fails, the unit takes damage and it loses 1 Damage Point.

At 0 Damage Points, the unit is destroyed and remove the unit from the game.

 

Dangerous or intentional misses :

If a failed shot is missed at a target and the shooter is 90 degrees inline to the target and there is a “F” fuel tank or ship hull wall also in line directly behind, then roll for accidental damage.

On roll of 1 or 2, the Fuel Tank explodes or the Hull is breached :

Destroy the tile containing it

  • remove that tile from the game

  • remove all units on that tile

  • remove any breaching shuttles attached to that tile

 

A destroyed tile space may no longer be entered, crossed, shot through, or interacted with.

Explosions do not affect nearby tiles.

 

A Fuel Tank is deliberately shot at in this manner, the Hull not.  Roll to shoot as normal and on successful hit for that unit, roll the accidental damage as above.

MISSIONS

The mission defines:

  • which models each player controls

  • how many breaching shuttles the attacker has

  • tile arrangement

  • objectives

  • victory conditions

  • special deployment rules

  • special shuttle rules

  • AP costs for mission interactions

  • effects of terminals, databanks, tape units, beds, crates, engines, and other mission objects

  • whether a unit starts on or in a normally impassable object, such as a Medical Bed

Make your own, or see ours here :  MISSIONS

© 2026 by Space Denizens. All Rights Reserved.

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