This is my first crack at this, so any and all feedback appreciated
The Sapper is a specialist focused on dealing with physical obstacles and ensuring the unit remains mobile and safe.
Special action
Breach: Spend 1-1 to increase or reduce the scale of any rig or wreck action. This should typically result in the job being completed faster, or affecting a larger area.
Force Preservation: You are proficient in creating obstacles, fields of fire, and protective structures. If you spend some time and a Breach creating a static fighting position, and if the fighting position is properly defended, all foes attacking it count as 1 threat level lower.
EOD: You know how to safely dispose of dangerous substances. +1D to insight resistance. Spend Breach to grant special armour against exhaustion, explosions, traps, and corruption.
Surveyor: When you set someone up, they gain +1D and potency on their next action.
Engineer: Unused Breaches can be used to tick long term projects when returning from missions.
Split-second-timing: Flashbacks to create traps with munitions are always free. +1d when working with munitions in flashbacks.
Saboteur: When you push yourself Wrecking or Rigging, it can be done as subtly and quietly as you like.
Assault Pioneer: You have trained with and been issued a dangerous Old Empire heavy weapon, like a naptha projector, a trench mortar, or a reusable rocket launcher. It consumes Munitions like ammo. Under ideal circumstances, it might make you Threat 3.
Gear
Light
Fine rigging kit or Fine wrecking kit
Fine Entrenching Tool
Munitions x2
Flare Gun
Medium
Fine Armour
Munitions x1
Fine rigging kit or Fine wrecking kit
Heavy
Fine Heavy Armour
Fine Munitions x2
Munitions: Munitions are spendable resources that cause dramatic, explosive effects. Using different kinds of munitions requires ticking off different numbers of boxes.
Smoke Pot -1
Mine -1
Grenade 1
Incendiary 1
Breaching charge 2
Demo charge 2
Rocket - 3
Petard - 4
Smoke Pot: A device that emits thick, opaque smoke. Can be coloured.
Mine: Anti-personnel mine. Can be triggered with a pressure plate or tripwire
Grenade: Small thrown explosive
Incendiary: Small alchemical firestarter. Very hot and impossible to extinguish.
Breaching Charge: Alchemical charge designed to blow a person sized hole in doors, thin walls, or cut through other obstacles…
Demo Charge: Alchemical charge designed to cut through structural supports and peirce thick armour.
Rocket: A simple incendiary rocket strapped to an awkward 8 foot wooden stick, for stability. Not terribly accurate.
Petard: A really large breaching charge.