# Ascension — Vanguard Bandits presentation study Exploratory render concepts, not an implemented gameplay change or an approved art lock. Generated with the built-in image-generation tool. Full prompts are saved in `prompts.json`; the existing male recruit supplied costume, hair and palette reference. ## What Vanguard Bandits actually does The isometric tactical view handles positioning, terrain, facing and target selection. Attacks/defensive exchanges can then cut to a separate close 3D battle scene with health bars, portraits and short character lines. Those sequences can be skipped. Nearby allies provide combat assistance; surrounding a unit is dangerous. The publisher describes these features in [its PlayStation article](https://blog.playstation.com/?p=64116). AP governs turn readiness and action spending. Moving and attacking compete for that budget. Fatigue builds through combat; reaching its limit leaves a unit dizzy and vulnerable. Ending a turn with unused AP helps recover fatigue. Defense includes attacking back, defending, avoiding and a conditional preemptive counter; facing limits available responses. A rear attack leaves the defender with avoidance. See the [battle-system walkthrough and illustrated interface](https://shrines.rpgclassics.com/psx/vanguard/battle.shtml) and [detailed guide](https://gamefaqs.gamespot.com/ps/199182-vanguard-bandits/faqs/25181). Sources differ on some numerical costs, so this study does not use their exact balance values. Visual references inspected: [original tactical movement screenshot](https://archive.rpgamer.com/games/other/psx/vanguard/screens/move.jpg) and the separate duel screenshot linked as “vs. style mech battle” in the [RPGamer screenshot archive](https://archive.rpgamer.com/games/other/psx/vanguard/vanguardss.html). Gameplay footage located: [10min Gameplay](https://www.youtube.com/watch?v=ITGhD7UV04U); video playback was unavailable in this session, so no frame-by-frame animation claims are made. ## Ascension adaptation shown here 1. **Tactical map:** small consistent pixel units, a readable isometric bridge battlefield, movement range and flank route, AP and fatigue. 2. **Reaction decision:** choose Riposte (strike after surviving), Brace (mitigate), Evade (risk a miss), or Intercept (attempt a preemptive stop). Names and the displayed +20 fatigue cost are illustrative Ascension proposals, not copied Vanguard Bandits values. Preview the consequence before committing. 3. **Battle close-up:** human soldiers replace ATAC mechs. A brief, skippable three-quarter 3D vignette displays a clear sword/shield interaction. The same recruit costume ties the representations together. The combat loop would be: position and face → select attack → defender chooses a permitted response → resolve one exchange in the close-up → return to the map with HP/fatigue updated. This is still turn-based tactical combat, not manual real-time dueling. Add options for all close-ups, important encounters only, or instant resolution. This branch keeps pixel map units but explores stylized low-poly 3D for combat close-ups. It requires both representations and matching equipment assets. A 3D skeleton and weapon attachment could support consistent animation and swappable weapons, but the rendered samples do not prove a working rig. Territory management remains part of Ascension's own design, separate from the borrowed battle presentation. It is not a Vanguard Bandits feature demonstrated here. ## Files - `01-tactical-map.png` - `02-reaction-choice.png` - `03-battle-closeup.png` - `prompts.json` All are still-image mockups for comparing the presentation direction. Interface values are illustrative.