Sappers are combat engineers and heavy machine mechanics knowledgeable in explosives, detonators, structural field repairs, and similar technical trades. They typically wear heavy armour and carry shotguns and melee weapons such as vibro axes. Many sappers further specialise into heavy machines, energy weapons, missile weapons, electronics, telecommunications, or drones.
Cultural Background: Hopesail Confederacy, Pyrate Republic.
Foundation Professions: Coast Warden, Crafter – Explosives, Engineer, Laborer, Mechanic, Soldier, Technician.
Base Skill Requirements
– Craft – Explosives 45%
– Demolition 50%
– Heavy Machine (various) 40%
– Repair 45%
Advancement Steps:
– Convince a proficient craft, demolitions, engineering, or repair teacher from the Pioneer Engineering Guild, Nor-Tek Academy, or Cibernetica LegiĂłn to be your mentor.
– Successfully repair a difficult heavy weapon or heavy machine for the mentor.
– Craft a unique heavy weapon, explosive, or heavy machine for the mentor.
Advancement Completion – Base Skill Modifiers (choose 3)
– Artillery +20
– Craft – Explosives +10
– Demolition +10
– Drive (various) +20
– Heavy Machine (various) +15
– Heavy Weapon (various) +15
– Energy Weapon (various) +15
– Missle Weapon (various) +15
– Melee Weapon (various) +20
– Pilot (various) +20
– Repair +15
– Technical Skill – Engineering +20
Equipment gifted after Advancement Completion
Detonator, Psychic Dampener: See Chapter 7: Equipment (weapons).
Exomarco Power Suit: See Chapter 7: Equipment (gadgets)
Vibro Axe: See page 174 of the BRP rule book.
Automatic Shotgun: See page 173 of the BRP rule book.
Unique Skill Gained
Arms of Steel: Your melee attacks inflict +2 to damage.
Memory Circuit: You gain +10 to Heavy Machine skill rolls when operating a Heavy Machine you have used before.
Unique Powers Gained
Let Me Have a Look: Your Repair skill difficulty modifiers are reduced by one level: Impossible becomes Difficult; Difficult becomes Average; Average Becomes Easy; and Easy becomes Automatic.
Tick Tick Boom!: Your Demolition skill difficulty modifiers are reduced by one level: Impossible becomes Difficult; Difficult becomes Average; Average Becomes Easy; and Easy becomes Automatic.
Responsibilities
I Can Fix It: You haven’t met a heavy machine you can’t fix. If you are within a square metre of a broken heavy machine you must spend at least one turn to examine and fix the heavy machine, regardless of the circumstances (including combat).
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