Kin Hearthguard-Type
A heavily armored elite Kin combatant.
Threat File — Kin Hearthguard-Type
TR 7 · Leagues / KinSaves: Toughness +7, Willpower +5
Exo-Armor Bulwark. Ancestral heavy plate reduces all damage the Hearthguard takes by 3. Blasts and heavy weapons are the realistic conversation.
Forge-Sworn. The Hearthguard cannot be Pinned while within 10 feet of its warded charge - a leader, specialist, or objective. Suppression against it is noted and filed under grudges.
Volkanite Disintegrator. Ranged Attack: +7 to hit, range 30/90 ft., one target. Hit: 3d8 + 4 energy damage as the beam unbinds matter, and any cover the target is using degrades one step.
Concussion Gauntlet. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 + 3 bludgeoning damage, and the target is hurled 10 feet back; Toughness Save DC 14 or land Prone. The wall pushes back.
Shield the Hearth. The Hearthguard braces around its charge: until the start of its next turn, allies adjacent to it count as in Light Cover behind its plate.
Oathband Shield. When the Hearthguard's warded charge is hit by an attack while within its reach, the Hearthguard may intercept and take the hit instead.
Morale: Holds to the last while its charge stands; if ordered to withdraw, does so as a fighting rearguard and remembers who made it necessary.
Tactics: Anchor Hearthguard on whatever the party actually needs, and make them solve armor before objective. They do not chase and do not spread out; they compress around the charge and make every approach lane a toll road. Their volkanite fire means static cover is rented, not owned.
Loot / Evidence / Hooks: A suit of ancestral exo-armor is a League heirloom; wearing looted plate is the fastest known way to acquire a hereditary grudge.
Enemy Dossier
GM ReferenceA Kin Hearthguard-Type is elite Kin soldiery in ancestral exo-armor, guarding leaders, cloneskeins, and claims the Leagues have decided are non-negotiable. It is a walking vault door with a volkanite gun.
Use this enemy as the armored wall around a Kahl, a Grimnyr, or an objective the Kin will not surrender at any listed price.
Very high durability, punishing short-to-mid-range firepower, bodyguard interception, near-unbreakable positional discipline.
Exo-Armor Bulwark. Heavy plate reduces most incoming damage; blasts and heavy weapons are the realistic conversation.
Oathband Shield. When a warded charge (leader, specialist, objective) is attacked within reach, the Hearthguard may intercept and take the hit.
Forge-Sworn. Cannot be Pinned while defending its charge; Suppression is noted and filed under grudges.
Volkanite Disintegrator. Short-range beam that unbinds matter; brutal against armor and cover alike.
Concussion Gauntlet. Melee strike that damages and hurls the target back; the wall pushes back.
Shield the Hearth. Braces around its charge: adjacent allies gain cover from the Hearthguard's own plate.
Morale: Holds to the last while its charge stands; if ordered to withdraw, does so as a fighting rearguard and remembers who made it necessary.
Tactics: Anchor Hearthguard on whatever the party actually needs, and make them solve armor before objective. They do not chase and do not spread out; they compress around the charge and make every approach lane a toll road. Their volkanite fire means static cover is rented, not owned.
Full Stat Block Priority: High