Kymara Subclass
Warmonger
“War is not chaos—it is calculus.”
History
“They called me Warmonger as though it were a curse. I buried six commanders that year—good people, all of them—sent to die by diplomats who'd never held a blade. Tell me: who is the true monger of war? The man who prepares for it, or the man who profits from its ignorance?”
— Titus Aurelius, The First Kymara
Titus Aurelius, a soldier forged in the border campaigns of Aerlyth, had watched Bronze Age warlords and the diplomats who served them barter soldiers like grain—companies sacrificed so negotiations could claim concession, commanders promoted for bloodline rather than competence. War was not waged by warriors. It was managed by men who had never held a blade, and the soldiers who bled for their arrangements were given no voice in them.
On the shores of the Waken Sea, far from any throne or temple, he founded the first Kymara Cohort. No genotype held rank. No bloodline earned privilege. No nation's banner flew. You arrived as whatever the world had made you and were stripped to nothing. What you became was earned.
The Doctrine of Calculus
Where other Kymara paths hone the body or temper the spirit, the true warrior hones the mind.
Titus called it the Calculus of War: the understanding that battles are not won by the strongest sword, but by the mind that positions that sword where it matters most. A true warrior sees combat the way an architect sees a building—pressures, supports, fault lines.
Every enemy formation has a load-bearing weakness.
Every ally has a capability they haven't realized yet.
Every second of chaos contains a pattern.
But Titus despised those who directed from safety while their soldiers bled, and so he demanded presence. A Warmonger fights from within the formation—the anchor point around which the squad moves. When they raise the Bastion Shield, they become the wall. Attacks redirect toward them. Allies find cover in their shadow. Under Overwatch, the Warmonger designates their squad and becomes the axis—fear loses its grip, hesitation evaporates, movement sharpens. Each warrior elevated beyond what they could achieve alone.
This is not magic. Not divine favor. It is the product of a doctrine older than the Aran Seldor: a single warrior who thinks clearly under pressure can make every soul around them more dangerous, more resilient, and more likely to survive.
The Warmonger's burden is command. Every order carries weight—send an ally into harm, or pull them from it. Warmongers do not break under pressure. They break in the silence after, when the calculus is done and the cost is counted.
Titus wrote of this in the only personal record that survives him: “The Ironblood asked if you would still draw your sword. They never asked what it would cost you to sheathe it.”
This is the path of the Warmonger. Not the loudest voice on the battlefield. The reason the line holds where it should have broken, the reason the flank collapses by architecture, not accident. The hand you never see until your ally's blade is at your throat.
Subclass Breakdown
The Warmonger is a battlefield commander who fights from within the formation. Their mastery of squad tactics, defensive fortifications, and strategic maneuvering transforms every ally into a more dangerous, more resilient fighter.
Base Class
Kymara
Core Ability
Strength / Cognition
Aptitude Dice
d6
MAB
6
Aptitude
Add one Skill Aptitude of your choice
War Resources
War Points (WP)
Total: 10 + your Level + Strength Modifier
Short Rest: regain half (rounded up). Long Rest: fully restore.
War Dice
Starts at 1d6. Same damage type as currently equipped weapon (unless otherwise noted).
War Focus Roll
1d20 + MAB. Used for subclass abilities that are not direct attacks.
Key Mechanics
Strategist's Arsenal
Passive. Your refined approach to warfare grants you access to specialized resources and tactics.
Martial Amplification
When an ability deals damage using your Subclass Dice, you can spend Subclass Points to add +1 Subclass Die to the damage roll per Point spent.
Lord of War
At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.
Selfless Action Hero
AP: 0 | FA | Range: 10 mCore SynergyYou may give 1 AP to a visible ally within 10 m, reducing your own AP by 1.
Bastion Shield
AP: 1 | QA/R | 3 WPDuration: Until THP depletes or dismissed as QA. Range: Self. Radius: 2 m. While active: You gain +40 THP. All creatures taking hostile actions against your allies in the Radius must make a Will Defense Roll against your War Focus. On failure, they attack you instead. You may only use Movement, the Run or Brace Actions, or Free Actions unless otherwise noted. Allies within the Radius gain Partial Cover and can use your AP to take Actions.
Blitz
AP: 2 | CA | 3 WPDuration: 3 Rounds. Concentration. For the Duration gain +2 AP per Round and add your Aptitude Dice to your Attack Rolls.
Mastermind
AP: 1 | QA/R | 1 WPWhen making an Attack, choose one of the following: +1 War Dice to the damage roll. Forego dealing damage and inflict one of the following Conditions or Minor Injury until the end of the creature’s next Turn: Prone, Silenced, Minor Fracture, Concussion, Contusion, or Twisted Ankle. You may only inflict one Condition per Turn.
Overwatch
AP: 2 | CA | 3 WPDuration: 4 Rounds. Range: Self. Radius: 3 m. Assign up to two willing allies as your Designated Squad. While in the Radius, you and your Squad members gain: +1 to Attack and Defense Rolls. Add +1 War Dice to Attack Rolls. +5 Speed and ignore Opportunity Attacks. You may reassign Squad members once per Round as a Quick Action. You can extend the Duration by spending 1 War Point as a Quick Action.
At level 4, you may also choose one Specialized Character Refinement (SCR).
Lord of War
All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.
Adept Path Choice
Choose your Adept Path—a specialization that reflects how you command the battlefield. Your path grants abilities at levels 6, 8, and 10.
Path of the Field Marshal
You are no longer just a combatant—you are a battlefield commander. Your Overwatch becomes a strategic headquarters, your Squad an extension of your will.
Passive: Gain +2 to your Initiative.
Tactical Drive
AP: 1 | QA | 6 WPWhile Overwatch is active: Willing Designated Squad Members may merge their AP into a single pool that all others can use. Deal +1 War Dice of damage on Opportunity Attacks.
Level 8
Tactician’s Feint
AP: 1 | R | 2 WPWhen a creature within Range misses you or a Designated Squad Member with an attack: All members of Overwatch can move up to 5 m to the same location without provoking Opportunity Attacks.
Level 10
Execution Protocol
AP: 1 | QA/R | 3 WPWhile Overwatch is active, when you deal damage to a creature: All Squad Members gain +2 to Attack Rolls and deal +2 War Dice of damage against that creature until the start of your next Turn. If any Squad Member reduces that creature to 0 HP during this effect, you regain 1 War Point.
Path of the Killbox
You turn terrain into a weapon, sightlines into traps. The battlefield bends to your will as you designate kill zones where enemies are trapped and allies strike with lethal precision.
Passive: Gain +1 to your War Focus Rolls.
Killbox
AP: 2 | CA | 4 WPDuration: 3 Rounds. Concentration. Range: 10 m. Area: 10 m x 6 m. Mark an area within Range that you can see as your Killbox. Hostile creatures entering or starting their Turn in the area must roll a Will Defense Roll against your War Focus. On failure, for the Duration, they are considered Grappled, and you and your allies attacking them gain +2 to Attack Rolls and deal +1 War Dice of damage.
Level 8
Ambush
PassiveIf you activate Killbox during a Surprise Round, War Dice damage is doubled for the Round.
Level 10
Lockdown
AP: 1 | R | 3 WPIf a hostile creature attempts to move out of the Killbox force them to make a Will Defense Roll against your War Focus: On failure, they lose all of their Movement, take 2 War Dice of Sonic Damage, and are Confused until the end of their next Turn.
Path of the Strategist
All the pieces are there and you will burn through everything you have to place them exactly where they need to be. Your Bastion Shield becomes the fulcrum of the battlefield.
Passive: Gain +1 to Fortitude Defense Rolls while Bastion Shield is active.
Aura of War
AP: 1 | QA/R | # WPRange: 10 m. While Bastion Shield is active, when a creature you can see within Range makes any roll, you may add or subtract to that roll a number equal to the amount of War Points Spent. If the creature is hostile, force them to make a Will Defense Roll against your War Focus. On failure, they suffer the penalty.
Level 8
Decisive Maneuvering
AP: 2 | CA | 4 WPRange: 15 m. Choose up to four allies within Range. Each may immediately move up to 6 m to a new Unoccupied Space they can see. This movement: Does not provoke Reactions. Ignores Challenging Terrain. Can be used while Bastion Shield is active.
Level 10
Strategic Planning
AP: 2 | CA | 3 WPChoose a creature you can see and force them to make a Will Defense Roll against your War Focus. On failure, you may switch an ally into their Initiative Spot or drop to the bottom of Initiative. Can be used while Bastion Shield is active.
Adept Bracket Pool
At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.
Defense & Offensive Feats
Dual Weapon Blitz
PassiveWhile Blitz is active, you may dual-wield any Martial Weapons that do not have the Heavy Property. You can make one Attack Roll and roll damage with both weapons as part of the same Attack Action.
Zone Denial
AP: 1 | R | 3 WPDuration: 2 Rounds. Radius: 4 m. Hostile creatures who enter the Radius must make a Will Defense Roll against your War Focus Roll. On failure, they can not take hostile actions against allies within the Radius for the Duration.
Path-Specific Feats
Killbox Convergence
PassiveKillboxWhile Killbox and Overwatch are both active: Squad Members add +1 War Dice to their Damage Rolls while in the Killbox. Squad Members gain +1 to Opportunity Attacks.
Tactician’s Strike
PassiveField MarshalWhen activating Tactician’s Feint, instead of moving, you can choose one Designated Squad Member to make an Opportunity Attack against the creature.
Utility Feats
Adept War Dice Upgrade
PassiveYour War Dice are now 2d6 (treated as 1 War Dice). Increase any Ability Score by +1.
Bastion Repair
AP: 1 | QA | # WPWhile Bastion Shield is active, you may spend a number War Points to repair the THP of Bastion Shield up to its max. For each point spent it gains +5 THP.
Fight Smarter
PassiveYou may add your Cognition Modifier to your Attack Rolls.
Fortifying Presence
PassiveWhile three or more allies are within Bastion Shield’s Radius, each of you gain a +1 to Fortitude Defense Rolls.
Medic Training
PassiveYou gain Aptitude in the First-Aid Skill and with the Medic Toolkit.
Overwatch Blitz
AP: 1 | QA | 5 WPWhen activating Blitz while Overwatch is active, you extend the benefits of Blitz to your Squad Members.
Student of War
PassiveWhen making any Cognition-based Skill Check, you may add your Fortitude Modifier to the result.
Core Feat Upgrades
At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.
Selfless Action Hero Upgrade
PassiveWhen you give an AP to an ally, that ally gains +1 to their next Attack or Defense Roll.
Bastion Shield Upgrade
PassiveTHP: Increases to +60. Allies within the Radius now gain Significant Cover. If an ally within the Radius is reduced to 0 HP, once per Encounter, they drop to 1 HP instead.
Blitz Upgrade
PassiveDuration: Increases to 4 Rounds. All Attacks during Blitz gain +1 Critical Hit Range. Your Additional Attacks no longer suffer –2.
Mastermind Upgrade
PassiveYou can inflict a Condition without forgoing your damage. You can now also inflict one of the following: Frightened, Broken Bone of your choice, Crushed Limb, or Deep Puncture Wound.
Overwatch Upgrade
PassiveWhen activated, Squad Members can choose to take their Turn on your Initiative. Squad Members may add +2 of their Subclass Dice to all Damage Rolls. You may now assign up to three Squad members, and Squad bonuses apply if they leave the Radius as long as they end their Turn within it.
Path to Mastery
At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15.
Leapfrogging
AP: 1 | R | Range: 2 mMaster SynergyWhen an ally within Range makes a successful Attack, switch your position with them and they gain Partial Cover while behind you.
Path of the Drill Sargent
Your skills are more than that of a tactician. You are a master of weapons and the art of war, capable of training your allies to fight with the same precision and lethality.
Passive: Choose one weapon you have Aptitude with and add an additional +3 to Attack Rolls made with that weapon. You may change the selected weapon after a Long Rest.
Martial Training
Short Rest | 5 WPDuration: 24 Hours. Touch an ally’s weapon that you both have Aptitude in and grant the following benefits for the Duration: +3 to Attack Rolls made with that weapon. +2 of their Subclass Dice to Damage. Ranged Weapons: add an additional 5 m to the Weapon’s Normal Range and 10 m to the Long Range. Melee Weapons: Can add your Cognition or Strength Modifier to the damage.
Level 13
Training Specialist
Long RestYou can sacrifice one of your Aptitude Points to train an ally and grant them Aptitude in one Weapon or piece of Armor.
Level 15
Kymara Boot Camp
Long Rest | 5 WPDuration: 24 Hours. You can train an ally in one Kymara or Warmonger Feat you already possess that they can use for the Duration.
Path of the Guiding Hand
A good leader knows their strength is in numbers. You elevate your allies’ defenses and actions, turning every move they make into something greater.
Passive: Your Assist Action grants +4 when helping with a Skill Check.
Defense Buffer
AP: 1 | R | 2 WPRange: 3 m. For the Duration, when an ally within Range uses the following Actions receive: Dodge: They may add your Reflex Modifier instead of the +2. Overcome: They may add your Fortitude Modifier to the Defense Roll. Parry: They may use their Reflex Defense Roll regardless of the Defense Roll required.
Level 13
Prepare and Adapt
AP: 2 | CA | 5 WPDuration: 4 Rounds. For the Duration, when you use the following Actions receive: Jump: You may add your Fortitude Modifier to the distance. Withdraw: An ally within 2 m may move alongside you and neither of you provoke Opportunity Attacks. This does not utilize your ally’s Movement. Focus: Double the bonus for this Action.
Level 15
Critical Decision
AP: 1 | QA/R | 10 WPRange: 10 m. When a creature within Range makes an Attack or Defense Roll you can replace that roll with either a 1 or a 20. Can be used while Bastion Shield is active.
Path of the Squadron
Through predictive mapping, you displace threats and destabilize enemy strategy. Your Overwatch becomes an impenetrable web of coordinated fire.
Passive: Gain +1 to your War Focus Rolls.
Ghost Formation
AP: 1 | R | 5 WPWhile Overwatch is active, when a Designated Squad Member fails a Defense Roll against a targeted Attack, they may re-roll twice and take the new result.
Level 13
Vanishing Point
AP: 1 | R | 3 WPWhen a hostile creature enters your Overwatch Radius, force them to make an Awareness Skill Check against your War Focus Roll. On failure, the creature can not see any of the Squad Members and their Movement Speed is halved until the end of their next Turn.
Level 15
Overwatch Cascade
PassiveWhile Overwatch is active, for the Encounter, each time a Squad Member deals damage to a hostile creature the next Squad Member gains +1 War Dice of damage of stacking damage (Max: 4). Resets on missed attack. If a creature was Hidden or in Cover during the attack, they become Frightened until the start of your next Turn.
Master Bracket Pool
At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.
Defense & Offensive Feats
Bastion Balistaria
AP: 1 | QA/R | 1 WPWhile Bastion Shield is active and you are wielding a Ranged Weapon, when the Bastion Shield takes damage you can make a Ranged Attack at a –5 to hit but add +3 War Dice of damage.
Magic Suppression Zone
AP: 2 | CA | 5 WPDuration: 3 Rounds. Range: 10 m. Area: 5 m x 5 m. Choose an area within Range, for the Duration all Spells Woven within that area do half-damage. The zone can be moved up to 5 m each Round as a Free Action.
Pummeling Blitz
PassiveWhile Blitz is active your Attacks deal +2 War Dice of damage.
Rage Bait
AP: 1 | R | 5 WPRange: 10 m. While Overwatch is active, if a Squad Member is targeted by an attack, make a War Focus Roll against the Attack Roll. On your success, the attack misses.
Reimbursement Protocol
AP: 1 | R | 6 WPOn a failed Fortitude Defense Roll, you may convert half of the damage taken into THP for your Armor.
Shock Absorbers
AP: 1 | R | 4 WPWhen you succeed on a Fortitude Defense Roll, you may nullify all damage from the triggering attack instead of using your Reaction offensively.
Serious Strikes
AP: 1 | QA/R | 3 WPDuration: 3 Rounds. When you make a successful Attack Roll, you may forgo damage and choose one of the following: Become Incapacitated for the Duration. Inflict one of the following Serious Injuries: Severed Tendon, Skull Fracture, or Spinal Injury.
Path-Specific Feats
Casper Initiative
PassiveSquadronIf the Squad Member still fails their Defense Roll when using Ghost Formation they may make an Opportunity Attack regardless of the Defense Roll type.
Critical Skills
PassiveGuiding HandYou may use Critical Decisions on Skill Checks.
Mundane Munitions
PassiveDrill SargentWhen enhancing a weapon with Martial Training, the weapon’s damage overcomes one Non-Magical Resistance Damage Type of your choice.
Utility Feats
Craftsman Know-How
PassiveGain Aptitude in the Smithing and Armorer Toolkits and a +4 the Craft Skill.
Master War Dice Upgrade
PassiveYour War Dice are now 3d6 (Treated as 1 War Dice). Increase any Ability Score by +1.
Reflexive Fortitude
PassiveYou may use your Fortitude Modifier instead of Reflex on Attack Rolls when using Ranged or Melee Weapons.
Personal Space
PassiveYou no longer suffer the –2 penalty when making Firearm Attacks against a creature within 1 m of you.
Pinnacle Path
At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your command, granting abilities at levels 16, 18, and 20.
Wolf Pack Attack
AP: 1 | R | Range: 10 mPinnacle SynergyWhen an ally targets a creature behind Cover within Range, you can negate their Cover Bonus.
Path of the Architect of War
War is not chaos. It is geometry. You expand your Bastion Shield into a fortress of will, fortifying zones and bleeding enemies who dare enter.
Passive: When wielding a shield, gain +15 THP at the end of a Long Rest.
Fortify and Bleed
AP: 2 | CA | 5 WPRange: 10 m. Radius: 6 m. Place your Bastion Shield in an Unoccupied Space within Range. It now has a 6 m Radius and +100 THP. While Active: Allies inside the Radius gain Resistance to Non-Magical Physical Damage, and Immunity to Frightened, Stunned, Paralyzed, and Restrained conditions. The Radius is considered Challenging Terrain to hostile creatures.
Level 18
Battlefield Bastion
PassiveBastion Shield gains Resistance to all Damage types until the THP is depleted and you can take the following attack: Shield Slam | AP: 2 | CA | Make a Melee Weapon Attack against a creature within 2 m. On hit, they take 4 War Dice of Bludgeoning Damage and suffer the Stunned Condition until the end of their next Turn.
Level 20
Combat Sequence
AP: 2 | CA | 6 WPWhen Fortify and Bleed is active, hostile creatures entering or starting their Turn within the Radius must make a Fortitude Defense Roll against your War Focus. On failure, they take 5 War Dice of damage and suffer the Confused Condition until the end of their next Turn.
Path of the War Bringer
If war is inevitable, then you are inevitable. You merge Bastion Shield and Overwatch into a unified engine of dominance, empowering your squad beyond measure.
Passive: The Radius of Overwatch gains +3 m.
Aegis Protocol
AP: 2 | CA | 6 WPYou activate Bastion Shield and Overwatch at the same time and receive the following alterations: You can now use any Quick Actions or Reactions except for Opportunity Attacks. Squad Members can choose to double either the Defense or Attack bonus from Overwatch, but not both. When using a Feat that costs War Points on a Squad Member, the War Point cost is reduced by one with a minimum of 1 War Point cost.
Level 18
Bolstering Attack
AP: 1 | QA/R | 2 WPWhile Overwatch is active, each successful attack made by a Squad Member grants +1 Subclass Point or ARC to a shared pool.
Level 20
The Monarch-Maker
AP: 1 | QA | 8 WPDuration: 5 Rounds. Range: 15 m. While Aegis Protocol is active, choose an ally within Range and for the Duration, they gain all the benefit of Overwatch and Bastion Shield. Additionally, when utilizing War Dice on Damage Rolls, they may choose to change it to their own Subclass Dice.
Path of the War Hero
Your allies are your everything. You push your body beyond its limits through sheer force of will, sacrificing yourself so that those around you can triumph.
Passive: +1 to your Will Defense Rolls.
Adrenal Euphoria
AP: 1 | QA/R | 7 WPWhile Blitz is active gain: +2 AP. +10 Movement Speed. +2 Defense Rolls. +2 War Dice of Damage. Immune to Frightened, Stunned, Paralyzed, and Restrained. You take 10 points of damage directly to your HP each Round. This cannot be redirected or reduced. Once ended, you suffer 1 Level of Exhaustion and cannot use any Movement or Attack Actions until the end of your next Turn.
Level 18
Sharing is Caring
AP: 1 | R | 3 WPWhen you fail a Defense Roll gain +5 to your next attack. On hit, you deal half of the damage taken directly to the attacker’s HP.
Level 20
Critical Morale
PassiveAny modified Attack Roll of 25 or higher is considered a Critical Hit. When landing a Critical Hit you roll a d6, and the creature loses Morale equal to that number. When Blitz is active and you attack a creature with a Morale of 4 or lower you may use your MAB on your Attack Rolls instead of rolling your Aptitude Dice.
Path of the War-Mind
This is not a fight. It’s a simulation you’ve already run a hundred times. You manipulate initiative, dissect enemy strategy, and rewrite the flow of battle.
Passive: Gain +1 to your War Focus.
Strategic Override
AP: 1 | QA | 6 WPWhile Overwatch is active, you may rearrange the Initiative order for you and up to 3 Squad Members.
Level 18
Neural Dissection
AP: 2 | CA | 7 WPRange: 10 m. Choose one hostile creature within Range and learn their current HP, one Resistance or Immunity or Vulnerability, the next Action they are preparing, and all intended targets. The creature must make a Will Defense Roll against your War Focus Roll. On failure, choose one of the following: Preemptive Break: The creature suffers –4 to its next Attack Roll and loses 1 AP if it uses the intended Action. Expose Opening: You and all Squad Members gain +2 to Attack Rolls against them until the end of your next Turn. Delayed: The creature’s Turn is moved to occur after your next Squad Member.
Level 20
Theatre of War
AP: 2 | CA | 8 WPDuration: 5 Rounds. Range: Self. Radius: 15 m. For the Duration, you gain five Re-Rolls that may be used at any time to allow allies or force hostile creatures within Range to re-roll any roll. You choose which result is kept.
Pinnacle Bracket Pool
At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.
Defense & Offensive Feats
Battle Ready
AP: 1 | R | 2 WPForce a hostile creature you can see to make a Reflex Defense Roll against your War Focus Roll. On failure, you can switch your Initiative with theirs.
Fearmonger
AP: 1 | QA/R | 2 WPWhen you make a successful attack, the target becomes Frightened of you.
Tactical Zenith
AP: 2 | CA | 6 WPDuration: 2 Rounds. While Overwatch is active: Squad Members benefit from Mastermind’s bonus for the Duration. Squad Members have an extra +15 THP for the Duration. Squad Members gain +2 Subclass Points.
Ultimate Beatdown
AP: 4 | CA | 5 WPYou make five successive attacks against a creature within Melee Range. Each successful attack does +1 War Dice of damage. If all five attacks hit, you may inflict a Serious Injury of your choice.
Path-Specific Feats
All Together Now
PassiveWar-MindWhen activating Neural Dissection all allies within Range gain the benefits of Exposed Opening.
Bastion Buddy
AP: 1 | QA | 3 WPArchitect of WarYou may grant an ally you can touch Bastion Shield and the benefits of Battlefield Bastion.
Defense Extension
PassiveWar BringerWhile using Bolstering Attack, for every successful attack also adds +1 to each Squad Member’s Fortitude Defense Roll for the Duration of Overwatch.
Eyes on the Prize
AP: 1 | R | 4 WPWar HeroContinue the effects of Adrenal Euphoria for another three Rounds, but you will suffer another Level of Exhaustion when it is over.
Utility Feats
Pinnacle War Dice Upgrade
PassiveYour War Dice are now 2d12 (Treated as 1 War Dice). Increase any Ability Score by +2 or any two Ability Scores by +1 each.
Orbital Laser
AP: 2 | CA | 8 WPRange: Self. Radius: 3 m. Call down a laser strike from a Kymara orbital platform. All creatures in the Radius must make a Fortitude Defense Roll against your War Focus Roll. On failure, they take 5 War Dice of Thermal Damage.
Squad Up
PassiveGain +1 Designated Squad Member when activating Overwatch.