Vanguard: Difference between revisions
Created page with "{{Infobox concept | name = Vanguard | image = | caption = Aggressive frontline striker using momentum and heavy hemotech weapons | type = Playable Class }} '''The Vanguard''' is a class focused on aggressive frontline assault using heavy hemotech weapons, momentum-driven charges, and reinforced plating that builds kinetic energy for devastating strikes. Vanguards excel at breaking enemy lines and creating openings for allies but generate significant mechanical strain w..." |
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* '''Kinetic Charge (Level 1):''' As a bonus action or part of Attack action, build momentum and deliver a heavy strike (extra 1d6 bludgeoning or piercing + Str mod, with push or prone effect on high rolls). | * '''Kinetic Charge (Level 1):''' As a bonus action or part of Attack action, build momentum and deliver a heavy strike (extra 1d6 bludgeoning or piercing + Str mod, with push or prone effect on high rolls). | ||
Higher levels add features such as Overdrive Strike (temporary massive damage with severe recoil), Plating Reinforcement (temporary AC boost at risk of crack), Momentum Cascade, and | Higher levels add features such as Overdrive Strike (temporary massive damage with severe recoil), Plating Reinforcement (temporary AC boost at risk of crack), Momentum Cascade, and mastery of sustained aggressive pressure without catastrophic failure. | ||
== Risks and Limitations == | == Risks and Limitations == | ||
Vanguards must carefully manage momentum. High-tier abilities risk weapon jams (temporary loss of attack), plating cracks (reduced AC), or resonance feedback (force damage to self). Prolonged overdrive without maintenance leads to exhaustion or mechanical failure. All effects are purely mechanical — kinetic energy storage in etched plating, pressurized aether pistons, and heavy alloy weapons. | Vanguards must carefully manage momentum. High-tier abilities risk weapon jams (temporary loss of attack), plating cracks (reduced AC), or resonance feedback (force damage to self). Prolonged overdrive without maintenance leads to exhaustion or mechanical failure. All effects are purely mechanical — kinetic energy storage in etched plating, pressurized aether pistons, and heavy alloy weapons. | ||
== Role in Calythera == | == Role in Calythera == | ||
Vanguards are common in the Ironclad Dominion and Duskcrag Concord for heavy assault teams, caravan protection against raiders, and debt-cycle enforcement actions. They also serve as elite shock troops during festival security and relic retrieval operations | Vanguards are common in the Ironclad Dominion and Duskcrag Concord for heavy assault teams, caravan protection against raiders, and debt-cycle enforcement actions. They also serve as elite shock troops during festival security and high-risk relic retrieval operations. Their ability to shatter enemy formations makes them valuable, though their high maintenance needs limit solo operations in deep Wastes expeditions. | ||
== See also == | == See also == | ||
Latest revision as of 20:31, 4 April 2026
| Vanguard | |
|---|---|
| Aggressive frontline striker using momentum and heavy hemotech weapons | |
| Type | Playable Class |
| Found In | |
| Related Systems | |
The Vanguard is a class focused on aggressive frontline assault using heavy hemotech weapons, momentum-driven charges, and reinforced plating that builds kinetic energy for devastating strikes. Vanguards excel at breaking enemy lines and creating openings for allies but generate significant mechanical strain with each powerful attack.
Vanguards rely on Strength for damage and Constitution for endurance. They are the shock troops of expeditions and defense crews, turning raw kinetic force and pressurized aether into controlled destruction.
Core Mechanics
- Hit Dice: 1d10 per Vanguard level
- Hit Points at 1st Level: 10 + Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st
- Proficiencies: Heavy armor, martial weapons, smith's tools; Saving Throws: Strength, Constitution
- Momentum Gauge: Successful hits and charges build momentum. Higher tiers unlock stronger strikes but increase the risk of weapon jam or plating stress.
- Build Choice (Level 1): Hammer Build (high-impact single strikes with knockback) or Chain Build (sweeping area attacks with follow-through).
- Kinetic Charge (Level 1): As a bonus action or part of Attack action, build momentum and deliver a heavy strike (extra 1d6 bludgeoning or piercing + Str mod, with push or prone effect on high rolls).
Higher levels add features such as Overdrive Strike (temporary massive damage with severe recoil), Plating Reinforcement (temporary AC boost at risk of crack), Momentum Cascade, and mastery of sustained aggressive pressure without catastrophic failure.
Risks and Limitations
Vanguards must carefully manage momentum. High-tier abilities risk weapon jams (temporary loss of attack), plating cracks (reduced AC), or resonance feedback (force damage to self). Prolonged overdrive without maintenance leads to exhaustion or mechanical failure. All effects are purely mechanical — kinetic energy storage in etched plating, pressurized aether pistons, and heavy alloy weapons.
Role in Calythera
Vanguards are common in the Ironclad Dominion and Duskcrag Concord for heavy assault teams, caravan protection against raiders, and debt-cycle enforcement actions. They also serve as elite shock troops during festival security and high-risk relic retrieval operations. Their ability to shatter enemy formations makes them valuable, though their high maintenance needs limit solo operations in deep Wastes expeditions.