Engineer
| Engineer | |
|---|---|
| Class | Occupations |
| Type | Occupation |
| Points | -4 |
| Skill Boosts |
|
The Engineer brings knowledge of traps, explosives and improvised gear, along with generator operation. It suits a survivor who wants to fight hordes with bombs and distractions rather than blades.
The occupation costs 4 points from the trait budget. It starts with one level each in Electrical, Carpentry and Masonry. The Engineer knows how to operate and maintain generators from the start. It also knows a set of bomb, gas mask and lighting recipes.
The Engineer trades raw skill levels for knowledge. Its starting levels are small, but the recipe list is the real prize. Other survivors must find the right magazines before they can make the same bombs. The Engineer spawns in medium or rich housing rather than the poorest homes.
Engineer Skills
One level of Electrical opens the improvised flashlight, the improvised lantern and the makeshift radio. Timers also open at level 1. Together with level 2 Mechanics, the skill also allows hot-wiring cars.
The Electrical ladder matters a great deal to an Engineer. Level 2 adds remote triggers and short-range motion sensors for bombs. Level 3 opens the noise maker, which the Engineer already knows how to make. Level 4 adds medium-range remote controllers and motion sensors, and level 6 brings the long-range ones.
One level of Carpentry opens rugged furniture, a chopping block, the wooden floor and small drying racks. Level 2 brings wall frames, door frames and window frames.
One level of Masonry opens the simple cooking pit, the stone mill, the stone quern and stone blocks. Level 2 is a big step, bringing brick and stone walls.
These small starts cover a wide spread of crafts. Each one shows an experience boost at character creation, which helps early training.
A new Engineer starts with these skill levels.
| Skill | Levels | Skill Group |
|---|---|---|
| Electrical | +1 | Crafting |
| Carpentry | +1 | Crafting |
| Masonry | +1 | Crafting |
Engineer Recipes
Generator Maintenance is known from the start. That knowledge lets the Engineer run a generator without reading the How to Use Generators magazine.
The explosive recipes are the heart of the occupation. The Engineer can make the Aerosol Bomb, Fire Bomb, Pipe Bomb and Smoke Bomb. The Noise Maker and Firecracker draw zombies away with sound.
A plain bomb works as a thrown weapon. A bomb can also take one upgrade: a timer, a motion sensor or a remote trigger. A timed bomb goes off after a delay. A motion sensor sets it off when something walks close. A remote trigger needs a matching remote controller to set it off from a distance.
Protective gear is covered too. The Improvised Gas Mask, the Gas Mask Filter and Recharge Filters keep a gas mask working.
Light and fire round out the list. The Improvised Flashlight, Improvised Lantern and Improvised Lighter are all known.
A Engineer knows these recipes from the start, with no book or magazine needed.
| Name | Image | Recipe | Crafting Materials | Tools | Skill | Station | Learned | Spawn ID |
|---|---|---|---|---|---|---|---|---|
| Aerosol Bomb | Make Aerosol Bomb |
|
Mortar and Pestle | None | Any Surface | Yes | /additem Base.Aerosolbomb
| |
| Fire Bomb | Make Fire Bomb |
|
- | None | In Hand | Yes | /additem Base.FlameTrap
| |
| Firecracker - Crafted | Make Firecracker |
|
Scissors | None | Any Surface | Yes | /additem Base.Firecracker_Crafted
| |
| Gas Mask Filter - Crafted | Make Gas Mask Filter |
|
None | In Hand | Yes | /additem Base.GasmaskFilterCrafted
| ||
| Improvised Gas Mask | Make Improvised Gas Mask |
|
Scissors | Tailoring: 0 | In Hand | Yes | /additem Base.Hat_ImprovisedGasMask
| |
| Lighter - Improvised Battery | Make Improvised Lighter |
|
- | Electrical: 0 | Any Surface | Yes | /additem Base.Lighter_Battery
| |
| Pipe Bomb | Make Pipe Bomb |
|
Hacksaw | Electrical: 0 | Any Surface | Yes | /additem Base.PipeBomb
| |
| Smoke Bomb | Make Smoke Bomb |
|
- | None | Any Surface | Yes | /additem Base.SmokeBomb
| |
| Gas Mask Filter | Recharge Filters | Mortar and Pestle | None | In Hand | Yes | /additem Base.GasmaskFilter
| ||
| Flashlight - Improvised | Make Improvised Flashlight |
|
|
Electrical: 1 | Any Surface | Yes | /additem Base.Flashlight_Crafted
| |
| Improvised Electric Lantern | Make Improvised Lantern |
|
|
Electrical: 1 | Any Surface | Yes | /additem Base.Lantern_CraftedElectric
| |
| Noise Maker | Make Noise Maker |
|
|
Electrical: 3 | Any Surface | Yes | /additem Base.NoiseTrap
|
A Engineer also starts with this knowledge.
| Name |
|---|
| Generator Maintenance |
How to Play Engineer
An Engineer plays best as a planner. Noise makers and firecrackers pull hordes away from a base or a looting target. Pipe bombs and fire bombs then strike the gathered crowd.
Bombs work even better with timers, remote triggers and motion sensors. Those need more Electrical skill, so training it pays off for an Engineer. A motion sensor bomb placed on a path makes a trap that works without anyone nearby. A remote bomb lets the Engineer wait at a safe distance until the crowd is in place.
Placing a bomb calls for care. A sensor bomb can catch its maker if armed too close. Arming it and then leaving the blast area is the safe routine.
Electrical trains mostly by taking electronics apart with a screwdriver. Televisions, radios and household appliances all give experience when dismantled. Restaurant kitchens are the best training grounds, since their large appliances give the most. The same work supplies scrap electronics for remotes and generator repairs.
Generator Maintenance keeps a base powered once the grid fails. Under default settings, the power shuts off at a random time in the first weeks. A generator belongs outside, since running one indoors fills the area with toxic fumes. That makes the Engineer useful for a long run as well as a short one.
The Engineer also has a small foraging bonus for trash and junk. Scrap turns up a little more readily while searching.
The high point cost leaves less room for traits. A few negative traits usually balance the budget. The starting skills lean toward crafting, so the first fights call for care until a weapon skill grows. Inventive pairs well with the Engineer's crafting style, since it lowers the skill needed for recipes that unlock at a level.
Early goals include a screwdriver and a stock of scrap electronics. Both feed the bomb upgrades and the generator repairs.
Notes
- Noise makers and firecrackers pull hordes away.
- Fire bombs and pipe bombs clear grouped zombies.
- Generators work from the first day without the magazine.
- Train Electrical to add timers and remote triggers to bombs.
- Arm sensor bombs, then step well clear of the blast.
All Character Categories
All Occupations
| Occupation | Image | Points | Skills |
|---|---|---|---|
| Blacksmith | -6 | Blacksmithing +4, Maintenance +1, Short Blunt +1 | |
| Burger Flipper | +2 | Cooking +2, Maintenance +1, Short Blade +1 | |
| Burglar | -6 | Nimble +2, Sneaking +2, Lightfooted +2 | |
| Carpenter | -2 | Carpentry +4, Carving +1, Short Blunt +1, Masonry +1, Maintenance +1 | |
| Chef | -2 | Cooking +4, Maintenance +1, Short Blade +1, Butchering +2 | |
| Construction Worker | -2 | Short Blunt +2, Long Blunt +1, Masonry +2, Carpentry +1, Maintenance +1 | |
| Custom Occupation | +8 | - | |
| DIY Expert | -2 | Carpentry +1, Maintenance +2, Short Blunt +1, Masonry +1 | |
| Doctor | 0 | First Aid +6, Short Blade +1 | |
| Electrician | -2 | Electrical +5 | |
| Engineer | -4 | Electrical +1, Carpentry +1, Masonry +1 | |
| Farmer | 0 | Agriculture +4, Animal Care +1, Strength +1 | |
| Firefighter | 0 | Running +1, Strength +1, Fitness +1, Axe +1 | |
| Fishing Guide | -2 | Fishing +3, Foraging +1, Butchering +1 | |
| Fitness Instructor | -6 | Fitness +3, Running +2, Strength +1 | |
| Lumberjack | 0 | Axe +2, Strength +1, Maintenance +1 | |
| Mechanic | -4 | Mechanics +4, Welding +1 | |
| Nurse | 0 | First Aid +3, Lightfooted +1, Fitness +1 | |
| Park Ranger | -4 | Trapping +1, First Aid +1, Foraging +1, Knapping +1, Carving +1 | |
| Police Officer | -4 | Aiming +4, Reloading +1, Nimble +1 | |
| Rancher | 0 | Animal Care +4, Butchering +3, Fitness +1 | |
| Security Guard | -2 | Running +2, Lightfooted +1, Short Blunt +1 | |
| Tailor | +2 | Tailoring +4 | |
| Veteran | -8 | Aiming +2, Reloading +2 | |
| Welder | -4 | Welding +4 |