Vale

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Concord-character-vale.webp

UI Role Warden.pngWarden | High Complexity

Monarch Trained Sniper

  • Vale (she/her) is a former member of the Monarchs, a group of heroic starfarers who selflessly protected the Wilds from threats like the vicious Marauders. While Vale was on the planet Tyde recuperating from a grievous battlefield injury, the Monarchs vanished. Vale, seemingly the last Monarch, hasn't given up hope of their survival, and will do everything in her power to find them.
  • Focused on long-range precision and quick boosts of verticality, Vale is a sniper armed with a bolt-action sniper rifle. Using her bionic legs, Vale can make massive leaps into the air to get an angle on her enemies and use Trip Mines to set defenses or trap her enemies.

"Take your best shot, I'll take mine."

Abilities Trailer

Weapons

UI Weapon Sniper SniperRifle.pngMonarch 'Long 52' Sniper Rifle

  • Bolt-action; must be reloaded after every shot
  • Very Long range
  • Precision scope
  • Monarch-modified to Vale's specifications


UI Weapon Sniper Pistol.pngMonarch Sidearm

  • Semi-automatic: box magazine
  • Short range
  • For the well-prepared sniper who wants to be her own backup


Abilities

UI Ability Sniper UpwardLeap.pngLeap

  • Activated with L1.
  • Bionically enhanced vertical leap.
  • Sloop: Recharges automatically after cooldown.


UI Ability Sniper TripMine.pngTrip Mine

  • Activated with R1.
  • Thrown mine that attaches to surfaces and detonates when triggered by an enemy.
  • Sloop: Eliminations spawn an object that will restore a charge on collection.


Movement

  • Double Jump


Passive Abilities

Critical Eye

  • Track low health enemies through walls.


Peak Performance

  • Faster rifle handling on successful critical hit.
  • Stacks up to 3 times.

Variants

Variant I - Enduring Aim

  • Aiming down the sights with the Sniper Rifle grants Damage Resistance.

Variant II - Flank Guard

  • More Trip Mine charges
  • Tip: Vale is a strategic fighter. Deploy Vale Variant II’s Trip Mines to block off your enemy's advance. Sometimes the best place for a mine is up high where no one will look, like above a doorway. With more Trip Mines, you can create a perimeter around a zone you want to protect. Use the extras to guard your flank or set a trap for your enemies by planting them on healing pads or Blue Buddy cargo.

Story

GG S0 Vale Tooltip C.png

Chill Strategist

// HUMAN // Born and raised in the Monarch culture on their home ship

// TYDE // Spent a year recovering from a bilateral leg amputation

// RESOLUTE SURVIVOR // She has lost too much - both of her legs and all the people she once called family. The Marauders are responsible. Instead of allowing loss, or revenge, define her, she lives by the Monarchs’ code: honor what is gone by finding joy in what is here. She savors each chance to leap with her biomechanical legs, and opens her heart enough to form bonds with her new crew.

Loyal Wing

GG S0 Vale Entry 01 C.png

Being born on the Loyal Wing habitat ship meant that Vale was never registered to any world and the Guild has no record of her birth. That was the way the Monarchs operated: outside of the Guild’s corporate government and control. They used the Galactic Guide, but they weren’t Freegunners. No one knew quite how they had gotten their hands on the map, but most of the Wilds was glad they had.

The sight of the Monarch habitat ship was hailed across worlds, it was known to mean the heroes had arrived. The Monarchs were the ones who showed up, no matter how hard the job, no matter the danger, no matter how much or how little they would get paid. They had rescued evacuees from Detour, Olar, and Scrounge as the worlds were being consumed by the Tempest. They responded to calls for help when natural disasters hit, or Guild military corporations blockaded supply lines, or Marauders pillaged entire towns.

Vale saw the Marauders as the worst of the threats. As a young Monarch trainee, she witnessed the devastation they caused around the Wilds with no reason or warning. She dedicated herself to the Monarch contingent that had pledged to rid the Wilds of the Marauders, becoming one of the most lethal snipers they’d ever trained.

Vale had the uncanny ability to remain calm and hold complete focus–even crack a few jokes–in the utter chaos of a Marauder battle. She said it was the calm that came out of the confidence of knowing she was doing what had to be done. It was that same conviction that assured her that her Monarch contingent was doing the right thing when they decided that rather than chasing the Marauders, they would go after them where they hid out: in the Smudge.

It was as dangerous a mission as any of the Monarchs had ever been on, but none in their contingent so much as flinched. They flew into the toxic space smudge ready to stamp out the scourge that was the Marauders. They never expected there to be more Marauders than there are sand mites on Glance.


Selfless Heroics

GG S0 Vale Entry 02 C.png

For as much as the Marauders were feared around the Wilds, no one had gone to face them in the Smudge – at least no one who had survived. But dealing with them only where they attacked was allowing them to grow their ranks of semi-clones. There was fear that one day there would be more Marauders than any other species in the Wilds and that the monsters that acted on instinct, greed, and the desire to destroy and consume would take over the galaxy.

It was time to deal with them at the source. The Monarch's battle fleet swooped into the toxic Smudge, their sights locked onto the position they'd identified as their target. Vale had been among those who studied the incoherent readings they managed to get from Smudge. All they knew was that there was a section that was more dense than the rest of it. They weren't sure what they would find, but they were as ready as they could be.

The battle was long and brutal. There were more Marauder semi-clones than the Monarchs had thought possible. It was like going into a stingnet hive. Vale's squad was deployed to the central Marauder ship. They forced their way into the hangar bay and stormed through the decaying halls. The intel they had said that if they took out this ship, they would leave the Marauders without their sorry excuse for leaders. This was the strike they needed to land.

The Marauders fought back with commensurate determination. Vale climbed from vantage to vantage, methodically picking off as many of the monsters as she could as her squad pushed deeper into the ship, targeting the bridge. Rumor had it that the progenitors of the Marauder semi-clones were likely to be on this ship, commanding their hordes like some sort of rotting brain.

Vale could see nothing but her objective as she paced toward the bridge. She could hear voices that sounded clearer than the monstrous grunting – she was getting close. Her focus was singular, so much so that she did not hear the faint snap that preceded, by mere seconds, the explosion of a shoddy trip mine.

That was the last thing she remembered.

Layered Loss

GG S0 Vale Entry 03 C.png

When Vale woke up, she was in a trauma treatment center on Tyde looking into one of the kindest faces she'd ever seen. It fell to Daw to tell her she had lost both of her legs. Without pausing for a moment, Vale asked about the battle. The Monarchs had come out on top, Daw told her. When they had left her in his care, they'd told him the Marauder threat was a thing of the past. They had killed the progenitors and were hunting down the last of the semi-clones.

Vale was desperate to join them, but she had a long road to recovery in front of her. She had been given biomechanical legs that she was told would allow her to run and jump higher than she ever had before. The Monarchs were so loved by the medics of Tyde that they gave her the best they had. But at the outset, she couldn't even stand.

She spent nights wracked with phantom pain, but worse than that was the longing for the Monarch habitat ship and the need to get back in the fight.

She approached her rehabilitation like a battle, dedicating herself to every moment, pushing beyond what she thought she was capable of. All she wanted to do was get back out there and finish what they had started together. She would feel unsettled until she could return to the Loyal Wing.

The only thing that kept her grounded was visits from the young medic, Daw. He came to check on her, challenge her in games of stratem, and beg her to tell him more stories of all the worlds around the Wilds she'd been to. He was fascinated by the idea of living on a ship, especially a habitat ship. She told him how the Monarchs welcomed people who had been displaced from their homes, how their ship was a melting pot of cultures, customs, and foods. Daw wanted to visit someday. After he'd learned enough about alien biology that he could treat all the different species, he thought he might even travel with the Monarchs.

When Daw left with a Freegunner crew, Vale was excited for him, but his absence made her all the more restless. And when news came that the Marauders had been sighted again, she knew it was time to go. Full recovery or not, she had to get back to the Monarchs. She arranged to take the next transport off Tyde – it was a medical waste ship, but it would get her to the fuel station, and from there, she could find her way.

The next morning, as she stepped onto the waste ship, a report came in that the Monarchs had sent out a distress signal. Vale paid the pilot everything in her account to take her to the location of the signal, near the edge of the Tempest. But before they had locked onto the spacelane beacons, the signal disappeared.

The Monarchs were never heard from again.

Most people believed they had been chased into the Tempest by the Marauders who ambushed them in payback for the attack in Smudge. Others thought the Marauders had blown the Loyal Wing to smithereens. Vale couldn't believe it either. They couldn't be gone. Who was she without the Monarchs?

Grief consumed her. Her sole purpose became her search for them. She needed a way to travel the Wilds – that's when she reached out to Daw, hoping the Freegunner crew he'd joined would take her on, trading her sniping skills for passage around the galaxy. She got more than she bargained for – the Northstar crew is starting to matter to her, a lot.


Voice Lines

Vale was voiced by Chivonne Michelle

Please note the lines heard in this video are pulled from the game files and may not quite match what was heard in game post mix


Customisation

Outfits

Wearables

Accessories

Weapon Skins

Victory Poses

Defeat Poses

Drop In

Additional Info & Tips

Known Facts

  • One with the bullet, Vale's accuracy is the stuff of legends-she always finds her mark.
  • She has an ongoing competition with Teo for highest accuracy on a job. Their training module competitions often stretch on for weeks as they trade for first place.
  • Always thinking one step ahead. Vale strategically plants trip mines to route enemies into her sights.
  • Vale's concentration is near unbreakable (except by Lennox whistling on the job).
  • She's outfitted with enhanced prosthetics after losing her legs in battle.
  • While she misses her toes, Vale loves the feeling of leaping with her augmented biomech legs. The chance to pick off enemies from afar isn't bad, either.
  • But seriously, who whistles on the job?!

Tips & Tricks

  • Find high ground to maximise Vale's Leap potential. Jump while leaping to gain additional height and stay airborne longer.
  • Emari's Projectile Shield makes for great moving cover that Vale can leap above to great advantage.
  • If flanked, try using Leap to both get out of danger quickly and take shots at your opponent.
  • Trip Mines are ideal for guarding your flank or blocking the enemies' advance.
  • Place Trip Mines on healing pads or Blue Buddy cargo packages to create a trap for the enemy.
  • Your Trip Mines can be destroyed by opponents firing at them - try placing them above doorways for hard-to-hit protection against the unsuspecting.