Vanguard

From Cyber Knights: Flashpoint Wiki

Vanguard Class[edit | edit source]

Vanguards are stealthy pathfinders who can hack Security Devices, manipulate Enemies, and assist the squad in staying unnoticed. Many of the Vanguard’s Talents help them become virtually undetectable, while others help manage the Security AI alarm level or take down Unaware Enemies.

Vanguards have a special affinity for Stealth Critical Hits, which naturally aligns them with Swords, Pistols, and Sniper Rifles. They have the ability to perform silent running, turn fully invisible, and unleash one-shot kills on most unarmored Enemies. A large portion of their Talents deal with disabling Security Devices, preventing Escalation, and completely misleading or blinding Guards.

They have very few effective Combat Talents and as a result, would require a multiclass to become an effective combatant in most scenarios.

Talent List[edit | edit source]

Icon Name Charges Recharge Turns Action Point Cost Description
Jamkit 1 4 1 Disable a Level 1 Security Device within 12m until end of next Turn. Target a disabled device to further delay its re-activation.
K-Protocol 1 5 1 Target any Security Device within 5m and immediately erases up to 2 Security Tally created now or later this Turn (yellow marks).
Domeshot 1 5 0 If Semiauto attack hits, debuff your Unarmored target (0 Protection Points) with Stunned (skips Turn) for remainder of the Turn.
Bodybag 1 6 2 Hides a dead body within 3m under an illusory projection. Body Timer still runs, but if and when someone comes looking for this lost agent, the body will not be discovered.
Anticipation 2 5 0 Predict exact movement of patrolling enemy within 25m and debuff with +10% Crit Vulnerability until end of next Turn.
Counter Static 1 5 0 Debuff an enemy drone within 25m, jamming its sensekit so it cannot detect teammates (while Unaware or Suspicious) and applying -25% Move Speed for next 2 Turns.
Refract 1 5 1 Project an 8m long illusory reflection field (blocks sight and attacks but not movement) within 6m until end of next Turn.
Lure 1 4 1 Create a distracting noise within 15m. Any enemies within 5m of your chosen point will immediately become Suspicious, rotate toward it and move to investigate it on their next action.
Pinger 1 4 1 Fake a security event within 10m. The event does not raise Sec Tally, but the Sec AI will dispatch an agent of its choosing to investigate at the end of the Turn.
Synapse Short 1 4 0 When scoring a critical hit, debuff target and nearby enemies within 6m with -25% ALL Accuracy for until end of next Turn. Cancels enemy Overwatch. At max, activates once per Turn.
Glasswalker 1 4 0 When the Security Level rises, immediately buff yourself and teammates within 25m with +5 Initiative.
Blend 1 4 0 Engage Blend to become undetectable (sight, sound) and gain +25% Stealth Crit Chance and invisibility while stationary (sight) until end of next Turn. Canceled by any movement or attack.
Overdrive 1 4 0 If an enemy spots you during their action and has not Spotted your team before, gain +10 Initiative for remainder of the Turn. If your Initiative becomes highest, it immediately becomes your action. At max, activates once per Turn.
Projection 1 4 4 Engage Projection to become undetectable (sight, sound) while using up to 4 AP to move (Sprinting speed) without generating Recoil or triggering Overwatch. Does not avoid Laser Wires, Pressure Plates, Motion Detectors.
Silence 1 4 0 Engage Silence to make no sound while moving and gain +10% Move Speed for remainder of the Turn, canceled by any attack.


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