The Next Generation of Star Wars Tabletop Adventure
Vanguard
Vanguards are the toughest Soldiers on the field — walking bulwarks who soak incoming fire, hold critical
positions, and keep enemies pinned down while the rest of the team maneuvers. When a breach needs to be held or
a chokepoint must not fall, the Vanguard is the one standing in the doorway.
In combat, Vanguards focus on resilience, control, and close-quarters dominance. They draw enemy attention away
from softer allies, punish foes who try to slip past them, and grind through damage that would drop anyone else.
If the squad survives the worst of a fight, it’s usually because a Vanguard refused to go down.
This subclass is perfect if you want to be the character everyone can rely on when things go bad. Vanguards stand
in the center of the fight, protect allies on the flanks, and make it costly for enemies to advance. In a Star Wars
campaign, that might mean holding a hangar entrance against stormtroopers, anchoring a trench line, or absorbing
blaster fire while your team completes the real objective behind you.
Vanguards fit naturally into war-focused eras like the Clone Wars, Imperial rule from 19 BBY–5 ABY, or High Republic
frontier conflicts around 500–100 BBY. If your group needs someone to literally and figuratively stand their ground
so everyone else can succeed, the Vanguard is built for that job.
Examples from Star Wars lore: heavy Republic clone troopers, frontline Rebel infantry, shock troopers, and elite security specialists who hold the line under overwhelming fire.
Playing a Vanguard in SWURPG
At the table, a Vanguard’s job is simple to describe and satisfying to play: get between your allies and danger, and
refuse to move. You are the one who steps into the breach, locks down corridors, and forces enemies to deal with you
before they can reach the squishier members of the party.
You’ll want to focus on positioning, terrain, and threat assessment. Take the space that matters most, make yourself
the hardest target to ignore, and use your traits to keep enemies close, off-balance, and afraid to disengage. Your
presence should change how the GM moves enemies on the board — if they push past you, they should know they’re
taking a risk.
Outside of combat, your toughness and presence still matter. You can act as visible security, an intimidating
negotiator in tense stand-offs, or the steady anchor who keeps morale from breaking when the mission goes sideways.
When the rest of the table is wondering if the party is going to make it out, the Vanguard is usually the one saying,
“We’re not done yet.”
Class Traits by Level
Soldier Training – Shared Soldier Traits (Levels 1–2)
All Soldiers begin their journey with the same foundational combat training. These early-level traits represent the
drills, battlefield conditioning, and disciplined weapon practice shared by every Soldier before they specialize at level 3.
Level 1 – Combat Focus You gain +1 to Initiative rolls.
Level 1 – Weapon Familiarity Choose one weapon category (Melee or Ranged). You gain +1 to attack rolls with that weapon category. You can change your chosen category at level 4, 8, 12 and 16.
Level 2 – Weapon Discipline Once per turn when you make a weapon attack, whenever you roll a 1 on a weapon damage die, you may reroll the die and must use the new result, even if it is another 1. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
Level 2 – Second Wind Once per Long Rest, you can regain 1d10 + Character Level Hit Points.
Vanguard Path Traits (Level 3+)
At level 3, your character commits to the Vanguard path — becoming a hardened frontline warrior capable of absorbing
punishment, locking down threats, and holding the line against overwhelming odds. The traits below are unique to the
Vanguard and build on the shared Soldier foundation above.
Level 3 – Power Attack Before making a melee attack, you can choose to take a –2 penalty to the attack roll. If the attack hits, it deals +4 bonus damage.
This bonus increases to +6 at level 10 and +8 at level 17.
You can use Power Attack only once per turn, and only while wielding Heavy or two-handed melee weapons.
Level 5 – Armor Mastery While wearing armor, you gain +1 AC at level 5, +2 at level 10, +3 at level 15. You lose this bonus if incapacitated or not wearing armor.
Level 6 – Extra Attack You can attack twice instead of once when you take the Attack action.
Level 7 – Battle Cry Once per Short Rest, bonus action; allies within 30 ft gain advantage on attack rolls until your next turn; enemies save (DC 8 + PB + STR) or have disadvantage on their next attack. L11: 2/Short Rest, allies also deal +2 damage and failed enemies are frightened until your next turn. L17: Effects last 3 rounds.
Level 9 – Taunt Bonus action: up to two creatures within 30 ft save (DC 8 + PB + STR) or are taunted (disadvantage vs. anyone but you) until your next turn. Uses equal PB/Long Rest. L13: target up to three creatures, lasts 3 rounds; if they attack an ally, you may Reaction melee attack. L19: target any number within 30 ft; first time a taunted creature hits you each round it takes STR mod damage.
Level 10 – Extra Attack You can attack twice instead of once when you take the Attack action.
Level 11 – Staggering Counter Once per round, when a melee attack misses you, you can use your Reaction to make a melee attack against the attacker.
Level 13 – Battle Anchor When you hit a creature with a melee opportunity attack, its speed becomes 0 until the end of its turn.
Level 14 – Sweeping Strike Action: make one melee attack against each creature within reach. First target full damage; each additional target –2 damage cumulatively.
Level 15 – Unbreakable State Once per Long Rest, enter an empowered state for 3 rounds: +2 attack, +2 AC, and lightsaber attacks deal +1d6 energy.
Level 17 – Weapons Discipline When you roll a 1 or 2 on a weapon damage die, reroll it (use new result). On a critical hit, roll one additional weapon damage die.
Level 18 – Guardian Aura While conscious and wielding a melee weapon, allies within 15 ft gain +2 AC and advantage on saves vs. frightened/charmed. Reaction: reduce an ally’s damage by your CON mod.
Level 19 – Melee Mastery Your melee weapon critical range improves to 19–20.
Level 20 – Unbreakable Form Once per Long Rest, bonus action; 3 rounds: resistance to all damage; HP can’t drop below 1; gain temp HP = (2 × Vanguard level + CON mod); use Battle Cry and Taunt without expending uses.