(As with most proper nouns in board game design, all these names are placeholders and subject to change if/when something better [or someone optioning the design] comes along.)
Project Cross-Flux is a big game design that will take some time to actually fill out, so in the meanwhile, I'll release characters, classes, and other design elements with placeholder art to be a tease.
The predecessor to most machinists and engineers, the Tinkerer spends much of their time developing hands-on knowledge of any and every device, machine, contraption, engine, or system to which they can take gain access. Most find themselves with a sort of addiction to physical complexity that can be all-consuming, if not funnelled into a productive trade. Those wholly unable to still their hands often find productive work in a tinkering-related field, out of habit or comfort if nothing else. With discipline, such an ally can utilize an array of gadgetry, or the sabotaging thereof, to provide an unexpected edge to one's efforts.
Upon reaching Level 2, one of the classes a Tinkerer can promote to is the Blacksmith.
Many see their work as a gradual mastery of metal and flame, but the Blacksmith, educated in the patience and steady progress such work requires, sees only their own tempered spirits in the light of the forge. Gearing their efforts towards the tools and machinery of war, they become inter-generational deposits of recipes and techniques for the crafting of armor and weaponry. Their support can be invaluable in making or repairing that which keeps one's front-lines living and fighting, and given the opportunity, can upgrade a unit's overall deadliness or survivability. The solitary work of the Blacksmith can also be draining for the weak-spirited, though, and some support is necessary to ensure continued productivity.
Upon reaching Level 3, one of the classes a Blacksmith can promote to is the Siege Mechanic.
The most feared of the engineering sect, to those still ignorant of even greater technological threats, is the Siege Mechanic, sometimes known as the architect of loss. While the politicians, generals, and advisors of a war devise the reasons and movements of armies, the Siege Mechanic is deployed to pull the collective works of humankind down into the dust. The planning and equipment necessary for this task slows them down considerably, but as long as they remain protected, they will find some way to undermine the defensive position of any stronghold. Their material-heavy projects, however, can also be a great drain on the resources of an unbalanced force, so a strong supply line is required for any sustained siege.