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SPECIALIST ENGINEER
 

In SAR games, the player who assumes the role of combat engineer, will have specific assignments, in the treatment, handling, handling and operation of scenographic detonation devices, supervised pyrotechnic material, mines, foam projectile launchers (nerf), devices anti-vehicle launchers (non-lethal and non-harmful) and the like. The combat engineer is also responsible for the playful rehabilitation of disabled items, equipment and objects such as blocked doors, obstructed bridges, disabled vehicles, destroyed/disabled antennas or scenographic communication artifacts and the like. To this end, the combat engineer must be instructed on how to carry out the rehabilitation of these objects, and be supplied or notified in advance by the organization of all material necessary for the execution of the task. It is recommended that a combat engineer always carry pliers, a screwdriver, and electrical tape.

 

We cite as examples of rehabilitation of scenographic items:  


• Locked door: The key to the padlock must be given to the Player assigned to the role of combat engineer. If it is locked with rope or “tier-up”, it must use pliers for cutting.  


• Obstructed bridges: If the game site has a section or, in fact, access bridges and use in the game, the player entrusted with the role of combat engineer must cut the ties that prevent access, cut the wires, remove barricades, disable devices blasting scenography without actual blasting capability - cardboard boxes with codes to be filled in), etc.  


The important thing when the combat engineer is allowed or indicated is that there are windows of interaction where he can be really useful, and the material and conditions for his function are passed on to him. We warn that in the event of the elimination of a player in the role of combat engineer, a mission can be put at risk, and unless it is this a demanda of the organization, we recommend that there are more players enabled to the function/specialty, in order to enable the action as a whole.  


Within this logic, there may be one to several combat engineers per team, according to the criteria of the event's organization. For game purposes, demolition or rehabilitation assignments can only be performed by players in the role of combat engineers. In the case of permission - by the organization - of the use of mines, and anti-material launching devices, their use, handling and carrying is limited only to players entrusted with the role of combat engineers.

 

Regularly, the player in the role of combat engineer, will not have any differential regarding the carrying and use of weapons, eliminations, and load limits. For all intents and purposes, with the exception of his extra duties as a Combat Engineer, the player is still bound by the same general rules and provisions as all other players.

 

Players in the role of combat engineer may or may not receive indications of their Specialty, which may be coverings (helmets, hats, scarves, etc.), badges (peculiar badges, arm bands, etc.) and or cargo bags (backpacks, bags, pouches) that will identify the function. Eventually, according to the criteria of the Organization of the events, given the number of players, characteristics of the plot, missions, and the like, the Dual-Specialization feature (Dual Class) can be used, where the combat engineer also assumes the technical expert role.

 

In this case, each player, responsible for both tasks, must carry different equipment for the specific functions of the combat engineer and for the rehabilitation of weapons (tapes/stickers/similar).  


(*) Grenade launchers and mortars, foam projectile launchers (nerf), anti-vehicle (non-lethal/non-harmful) soft projectile launching devices, and the like may be used and carried by other players with or without specializations, in according to the organization's criteria, although they are primarily the responsibility of the combat engineer (at Sicario this function is assigned especially to the AT operator).

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