Scout

The Sapper.

Sappers are the field engineers and explosives experts. You want something blown up, knocked down, dug out or built, then they are your man.

Select Appearance

Select a 1 to 3 word description to fit each of the following categories.

    • Dress
    • Face
    • Eyes
    • First impressions
    • Demeanour

Select character name:

Select your character's name, generally you only have a single name, you have no family, only the City.

Allocate Trait:

You begin with 0 in all traits. You have 2 points you may allocate, but only 1 per trait. You may deduct -1 from a trait and add it to another, but not so as to make +2.

Starting equipment (*automatically replenished):

You begin with:

    • *A Combat outfit (uniform, select a Team colour)
    • *Light Armour
    • *Pistol (conventional)
    • *Rifle (choice of carbon, conventional or electric).
    • *Option: swap the Rifle for a Shotgun or a SMG.
    • *Echo Scanner
    • *Mine (trigger choice).
    • *Satchel Charge (trigger choice)
    • *Curtain (carbon)
    • 2 Resources
    • 4 Ammo

History:

You may allocate 1 point to your History to one other Team member.

Questions:

Complete the three starting questions with your Team mates.

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Moves

You begin with all the Basic Moves and Peripheral Moves and can select 2 of the following.

Set Device - Mines, Curtains, Charges (roll+Mind)

You have a device, a mine, explosive or a trap of some kind. The device has all the same options as a normal Mine, proximity fuses etc.

The Cleaners can lure enemies to the location where the device has been placed, and get them to trigger it. The skill of the Sapper in selecting a trap location and placing the device suitably is reflected in the gaining of Lure Holds that can be used with the Lure Move (the Sapper doesn’t have to be the lurer, but controls the use of these Hold Points).

10+ You gain 2 Hold

7-9 You gain 1 Hold

6- GM option.

Options:

    • Lure Holds that can be used with the Lure Move as a +1 Forward.
    • Controlled explosion, drop the area of effect one class; LAOE-AOE-SAOE.
    • Concussion explosion, limit damage to Stress only
    • Move your device one block closer to the centre.

The device can be used as a static trap, placed in the path of a suitable victim, but this can be done narratively rather than through a Move. Alternatively you may have the device placed as a token in the Far block, then using this moves Hold points and the Entice Move to move the device one block at a time until it gets to the Target block.

Discern or Disarm (roll+Alert)

Use this Move to discover a deployed device, a mine or a mechanical trap of some kind, you may use this action to disarm/disable/bypass it.

10+ You discover and overcome the device in your selected fashion (disarm, disable, bypass), and gain +1Resource or +2Ammo.

7-9 You discover overcome the device in your selected fashion (disarm, disable, bypass), but suffer 1Stress.

6- GM option

Find a weakness

+1 to Read the Site move

Excavate

Sappers gain +1 to Make an Effort Moves when in conjunction with any kind of hard work, like digging - dig a tunnel, dig a pit, dig under that wall.

Jury Rigged (roll+Mind)

Use Resources and Ammo to make things. This should be a very general, common, simple thing. It should be reasonably small (one handed).

10+ Make the item.

7-9 Make the item and expend 2 Salvage. The item gains a tag.

6- GM option.

Grenade Thrower

+1 to attacks using Grenades, fired or thrown.

Fortify this Position (roll+Alert)

If you decide to make a stand someplace, and you have 10 mins spare, you can go to work on the battleground and make it better for your team. If you have more than 1 hour to prepare you may add +1 to this roll.

10+ You gain 1d6+Mind of hold points that you may use as listed in the options.

7-9 You gain 1d3+Mind of hold points that you may use as listed in the options.

6- GM option

Hold options (requires coms):

    • You may reduce the Harm or Stress anyone suffers from an attack by 1.
    • You may remove an Ongoing penalty or tag from another character.
    • You may improve the AC of another player character by +1 until they make a move (roll dice).
    • To give them +1 Forward to their current Move. They can only take 1pt at a time.

Security (roll+Alert)

You are trained in security measures, gain +1 Forward to the Security Move.

Drone Training.

You gain +1 Forward to using Recon and Light Drones.