Joule Class

Joule Class Vanguards are lightly armoured in comparison to other classes of Vanguard. The Joule is a subclass to the Vanguard class that relies on extreme movement and dexterity.

Basic Setup
You gain Proficiency in Dexterity Saving Throws while in your Vanguard Armour.

Joule Class Vanguard
You upgrade your Vanguard Armour to fit into the Joule Class of Power Armour. Your Vanguard Armour gains the following benefits:
 * Your held weapon can only decrease your Movement Speed by a maximum of 5ft.
 * You install powerful thrusters onto your Vanguard Armour Frame that allow you to rapidly move yourself around. As a Reaction, you can move up to 5ft in any direction, including vertically. If you use this ability to jump, you land at the start of your turn. While in the air, you are moved out of cover. If you use this ability to dodge a regular ranged weapon attack, this imposes Disadvantage upon the roll.
 * You can now calculate your AC with a total AC of 11 + your Dexterity Modifier.
 * You can don your armour as an Action and doff it as a Bonus Action. Even when your armour is 'powered down' by Magnetic Damage, you can still enter and exit as per normal.

Jet Movement
Whilst you are out of cover, you can utilize your thrusters to increase your dodging speed. You gain the following abilities while you are not in cover:
 * You gain +2 to your AC.
 * You can use the Dodge Action as a Reaction, but on your next turn all of your Strike Rolls have Disadvantage.

Joule Mk II
You upgrade your Joule Armour to include more useful subsystems and higher-level technology. Your Vanguard Armour now has the following benefits:
 * You can now move up to 10ft with your Reaction Ability.
 * You can now calculate your AC as 12 + your Dexterity Modifier.

Joule Mk III
You finish upgrading your Joule Class Armour to allow for full mobility in battle and heightened power systems.
 * You gain 10ft of Movement Speed.
 * You can now calculate your AC as 14 + your Dexterity Modifier.