Sabotages are the Impostor's primary tool for creating chaos, splitting up Crewmates, and setting up kills. Each map has its own set of sabotages, some critical, some for distraction.
Critical Sabotages
These sabotages have a timer, and if not fixed before it runs out, Impostors win immediately.
- Reactor Meltdown (The Skeld, Mira HQ, Polus): Requires two Crewmates to fix simultaneously at the Reactor.
- O2 Depletion (The Skeld, Mira HQ, Polus): Requires two Crewmates to input codes at two different locations (O2 and Admin).
- Engine Sabotage (Airship): Requires two Crewmates to fix simultaneously in the Engine Room.
- Ventilation Sabotage (Airship): Requires two Crewmates to fix simultaneously in Ventilation.
Non-Critical Sabotages
These create distractions or hinder Crewmates but don't result in an immediate Impostor win.
- Lights (The Skeld, Mira HQ, Polus, Airship - Electrical): Reduces Crewmate vision, making kills easier.
- Communications (The Skeld, Mira HQ, Polus, Airship): Disables map, security cameras, and Admin/Vitals logs.
- Door Sabotage (Polus, Airship): Locks specific doors, trapping Crewmates or blocking paths.
Impostors should use sabotages strategically to isolate targets, force Crewmates into vulnerable positions, or create confusion during discussions.