Sapper (4e Future Origin)
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Sapper
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"We Clear The Way" |
Sappers, or "combat engineers", are trained in both construction and demolitions in a combat environment. They know how to quickly build bridges, fortifications and trenches; and how to set explosives and breach walls.
Appearance: Sappers need to be rugged, and may have scars and scratches from their gritty work. You favor heavy armor, and are usually equipped with an entrenching tool.
Sapper Traits |
Ability: Constitution |
Power Source: Fusion; +2 to Fusion overcharge. |
Skill Bonus (Level 1): Gain a +4 bonus to Mechanics checks. |
Rugged (Level 1): You gain a +2 bonus to Fortitude |
Breach Specialist (Level 1): You gain a +4 bonus to Athletics checks made to break or open objects. |
Sapper Critical (Level 2 or 6): When you score a critical hit, you deal 1d10 extra damage and the target cannot benefit from cover or superior cover until the end of your next turn. |
Sapper Strike | Sapper Novice |
You know where to hit a wall, door or machine just so. | |
At-Will ![]() | |
Standard Action | Melee 1 |
Target: One object or robot | |
Attack: Constitution + your level vs. Reflex | |
Hit: 1d8 + Constitution modifier + your level physical damage, ignoring resistances. |
Assault Pioneer | Sapper Utility |
You can speedily remove barbed wire, clear debris, fill potholes, or erect makeshift cover. | |
Encounter ![]() | |
Move Action | Melee 1 |
Effect: You shift 2 squares. | |
Target: One or two squares | |
Effect: If the square is:
In addition, you gain a +1 bonus to your AC and Reflex until the end of your next turn. |
Bunker Buster | Sapper Expert |
You can apply your weapon strike to rip away armor or demolish structures. | |
Encounter ![]() | |
Standard Action | Melee or Ranged weapon |
Target: One creature | |
Attack: Constitution + level + weapon accuracy vs. AC | |
Hit: 2[W] + Constitution modifier + your level physical damage. The attack deals double damage on objects. | |
Effect: The target suffers a -2 penalty to AC until the end of the encounter. |
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