# Primary combat classes

One primary class per character, based on the existing combat brief. These assignments are an initial design pass; finalized kits and numerical stats remain open. No extra healing, taunt or damage abilities are implied by a label.

| Faction | Tanks | Fighters | Marksmen | Casters | Support | Total | Classes represented |
| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: |
| Custodians | 2 | 2 | 3 | 0 | 3 | 10 | 4/5 |
| Freeholds | 1 | 3 | 3 | 0 | 3 | 10 | 4/5 |
| Syndicate | 2 | 1 | 5 | 0 | 2 | 10 | 4/5 |
| Veil | 1 | 3 | 1 | 3 | 2 | 10 | 5/5 |
| **Total** | 6 | 9 | 12 | 3 | 10 | **40** | **5/5** |

All three casters are currently in the Veil. The Syndicate has the strongest marksman concentration (five). These are roster observations, not faction restrictions or a reason to force equal class counts. Support includes control and coordination; it does not imply healing. Tank labels on Axiom, Varko, Rocco, Brakk and the Small Abbot indicate intended frontline functions that still need detailed kits.

## Definitions

- **Tank:** Holds the front line through durability, barriers or displacement.
- **Fighter:** Wins close engagements through melee pressure, dueling or bruiser combat.
- **Marksman:** Deals damage primarily through aimed or sustained ranged weapon attacks.
- **Caster:** Deals damage and control primarily through supernatural or ability-driven attacks.
- **Support:** Enables the squad through protection, repair, coordination, disruption or control.

## Assignments

| Character | Faction | Class | Reason |
| --- | --- | --- | --- |
| C01 — Varric Mourne | Custodians | Tank | Armored advance, tractor-field displacement and close pressure make him the proposed frontline anchor. |
| C02 — Teren Ash | Custodians | Fighter | Defensive saber dueling and precise counters are his central combat loop. |
| C03 — Bastion-17 | Custodians | Marksman | Controlled carbine volleys are his main contribution; barriers support his infantry firing position. |
| C04 — Captain Joren Rusk | Custodians | Marksman | Mobile beam-pistol flanking leads the kit, with rescue tools as secondary utility. |
| C05 — Envoy Serevan | Custodians | Support | Force screens, firing-lane control and stopping charges provide team protection and control. |
| C06 — Pip-0 | Custodians | Support | Repairs, shielding and equipment sabotage define the utility robot. |
| C07 — Sevran Dole | Custodians | Support | Target designation and synchronized allied volleys make him a force multiplier. |
| C08 — Axiom-6 | Custodians | Tank | Broad movable shield plates and an artificial body suggest a defensive frontline role. |
| C09 — Rauk Venn | Custodians | Fighter | Guard breaks, powered-cleaver strikes and body checks make him a melee bruiser. |
| C10 — Istra Keel | Custodians | Marksman | Tracking and precision rifle shots focus her damage on exposed targets. |
| F01 — Jax Rellan | Freeholds | Marksman | Fast pistol shots, feints and repositioning define the gunslinger. |
| F02 — Sael Ardin | Freeholds | Fighter | Explosive dagger entries and timed close-range barriers define the desert duelist. |
| F03 — Nara Vey | Freeholds | Support | Rally shields and movement direction prioritize keeping the squad fighting together. |
| F04 — Hessa Korr | Freeholds | Fighter | Harpoon entries, shotgun blasts and machete follow-through form a close-range fighting loop. |
| F05 — Kiva Renn | Freeholds | Support | Decoys, placed devices and shot redirection prioritize positional utility. |
| F06 — Brenka Pike | Freeholds | Fighter | Pile-driver punches and accelerated clinches make her an aggressive melee brawler. |
| F07 — Fizz Morrow | Freeholds | Marksman | Scrap-cannon fire and bouncing ordnance deliver explosive ranged damage. |
| F08 — Raze Halden | Freeholds | Marksman | Repeater fire and remote demolition provide ranged suppression. |
| F09 — Baron Varko Silt | Freeholds | Tank | Heavy baffles, a broad armored body and concussive space control suggest an area-holding tank. |
| F10 — Madam Sorn Vey | Freeholds | Support | Neural disruption and immobilizing hostile machines are her defining control tools. |
| S01 — Don Casso Venn | Syndicate | Marksman | Controlled coil-gun sweeps are his primary source of battlefield damage. |
| S02 — Rocco Gant | Syndicate | Tank | His massive augmented body advances under suppression fire and uses a ram to control close space. |
| S03 — Brakk Vela | Syndicate | Tank | The broad bodyguard pins opponents and moves cover; this assignment emphasizes protecting the line. |
| S04 — Danno Kreel | Syndicate | Fighter | Cleaver rushes and a crushing powered grip focus on direct close combat. |
| S05 — Auntie Odris | Syndicate | Support | Armored drones and encircling fire supply zone control; the scatter pistol is a secondary threat. |
| S06 — Renn Solaro | Syndicate | Marksman | Decoys create angles for his own beam-pistol shots, making ranged damage the primary role. |
| S07 — Nyx Calder | Syndicate | Marksman | Twin revolvers, fast draws and reflex bursts make her a mobile ranged damage dealer. |
| S08 — Ossik Krail | Syndicate | Marksman | Deliberate revolver shots are the core attack; concealed blades handle close emergencies. |
| S09 — Tavi Knell | Syndicate | Marksman | Twin-pistol volleys and rapid reloads define his short-range gunplay. |
| S10 — Mara Vell | Syndicate | Support | Coordinated mercenary strike markers give the ambush leader a squad-enabling role. |
| V01 — Father Vaust | Veil | Caster | Branching supernatural arcs and crushing spell pressure are his primary damage tools. |
| V02 — The Small Abbot | Veil | Tank | Massive telekinetic barriers make the tiny elder a magical defensive anchor, regardless of body size. |
| V03 — Mother Heth | Veil | Caster | Binding commands, supernatural pressure and cinder storms supply spell control and damage. |
| V04 — Vesh Khar | Veil | Fighter | Two hooked arc-edge swords and spinning entries define the close-range duelist. |
| V05 — The Ash Witness | Veil | Marksman | The ritual rifle delivers aimed and delayed shots; foresight guides his ranged attacks. |
| V06 — Ilyra of the Open Eye | Veil | Support | Anticipatory shields and compelled hesitation provide protection and control. |
| V07 — Neme of the Choir | Veil | Support | Her ritual music manipulates courage and dread to create openings for the squad. |
| V08 — The Fasting King | Veil | Fighter | Pulling targets into heavy reliquary strikes makes him a magical melee bruiser. |
| V09 — Saint Orra | Veil | Caster | Supernatural firing geometry and guided prayer tiles make ability-driven magic her defining threat. |
| V10 — Mara Votive | Veil | Fighter | Acrobatic sword-and-dagger pressure remains primary, with spectral restraint supporting melee entries. |
