Balthier and Fran
Extra combat phases have long lived in red and white: Aurelia, the Warleader; Combat Celebrant; the aggressive-tempo lineage that turns one attack step into two. This drags that payoff into Vehicles specifically and gates it behind a crew tax, which is the wrinkle that keeps the design from breaking. The static line does the deckbuilding work first, turning every Vehicle you control into a bigger, vigilant, reach-bearing threat. Then the crew clause turns any one of them into an engine: crew a Vehicle, attack in the first combat, and for another the turn keeps going. The policing is precise. It only triggers on a Vehicle this pair personally crewed, only during the first combat phase, so the extra combats come only off Vehicles they crewed and cannot chain off a pile of cheap crew fodder. Vigilance is the quiet linchpin, but not because you need to re-crew: crew lasts through the turn, so the Vehicle stays crewed into the second phase on its own. The problem is that the trigger does not untap anything. Without vigilance, a Vehicle that swung in the first combat would be tapped when the extra phase arrived, and the whole payoff would be a bluff. The reach grant keeps an attacking board honest against fliers between swings. It reads less like a curve-filling two-color legend and more like a Vehicle-tribal mission statement, asking you to field a fleet and rewarding each combat you can afford to double.





