Engineers

"Some people call this World War III. Other folks call it the Twilight War.

"Me? To me and my buddies in the 241st Combat Engineers, it's the Rubble War.

"Think about it - the Air Force and Artillery destroy the enemy position, and we hafta clear it so our guys can move around and use 'em. We clear their mines and plant more of our own. The other guys blow their bridges, and we hafta build another to take its' place. The enemy hole up in a town, and we gotta go in and root them out.

"Then they counterattack, so we gotta lay more mines, clear rubble from their air and artillery strikes, build more fortifications for our guys, and, if worse comes to worst, blow the bridges they're trying to cross.

"Then we counterattack again, and repeat the whole process from the top.

"When I get back home to Ypsilanti, North Dakota, I'm gonna trade my pistol for a BarcaLounger - remember them? Then I'm gonna just recline and let someone else do the dirty work for a while."

Engineers build bridges and fortifications, plant and clear minefields, demolish structures, and use their expertise in to destroy enemy positions.

This career also includes Explosive Ordnance Disposal people - the people who dispose of unexploded bombs and shells, either in combat or against terrorists.


CoMBAT ENGINEER - ENLISTED

Entry: No Prerequisites

First Term Skills: The character receives the following skills in the first term:

  • Combat Engineer 2

Construction 1

Excavation: 1

Subsequent Term Skills: A total of four levels from any one or a combination of the following:

  • Autogun
  • Combat Engineer
  • Construction
  • Excavation
  • Grenade Launcher
  • Ground Vehicle (Tracked or Wheeled)
  • Observation
  • Scuba
  • Swimming
  • Small Arms
  • Small Arms

Contacts: One per Term, Military or specialist (Combat Engineer). Roll 1D10 for 8+ for the contact to be foreign.

Special: The character receives a demolition kit as a part of basic equipment. (Alternately, any group of ten or more engineer characters can opt to receive a Bailey Bridge).


EXPLOSIVE ORDNANCE DISPOSAL - ENLISTED

These are the people who defuse explosivesunexploded military shells and bombs, as well as terrorist explosives.

Entry: Intelligence+Dexterity 13+

First Term Skills: The character receives the following skills in the first term:

  • Warhead 2
  • Electronics 1
  • Small Arms (Rifle) 1

Subsequent Term Skills: A total of levels from any one or a combination of the following:

  • Construction
  • Combat Engineer
  • Warhead
  • Electronics
  • Mechanics
  • Wheeled Vehicle
  • Small Arms
  • Observation

Contacts: One per term,. Roll 1D10 for 8+ for the contact to be foreign.

Special: Character receives a "Demolitions Kit" as a part of basic equipment, as well as +1 to his Initiative after one term in EOD.

Note - A likely choice for EOD character's issue weapon is a sniping rifle. It's most useful for detonating unexploded devices.


ENGINEER OFFICER

Entry: Civil Engineer 2+, and OCS, Military Academy, or Commission.

First Term Skills: The character receives the following skills in the first term:

  • Combat Engineer 2
  • Leadership 1
  • Persuasion 1
  • Navigation: 1

Subsequent Term Skills: A total of Four levels from any one or a combination of the following:

  • Autogun
  • Combat Engineer
  • Construction
  • Excavation
  • Grenade Launcher
  • Ground Vehicle (Tracked or Wheeled)
  • Leadership
  • Observation
  • Persuasion
  • Scuba
  • Swimming
  • Small Arms
  • Small Arms

Contacts: Two per term, Military, government, specialist (Combat or Civil Engineer). Roll 1D10 for 7+ for the contact to be foreign.

Special: Character receives a demolition kit as basic equipment.