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The sapper's role in the section is to place and disarm any explosive devices. He can deny the enemy assets, breach walls, sabotage enemy structures and neutralise minefields.
Sapper/Explosives Specialist icon


The sapper is the person who takes care of all situations that include explosive devices.
For this, sappers need to have undergone a rigorous training and have the nerves and discipline to act calmly under stressful situations.
Most common situations that need a sapper include disarming IEDs, clearing a path through a minefield, destroying vehicles (both hostile and disabled friendly ones) and breaching walls.
To reach those goals, sappers carry a multitude of specialised equipment and explosives.
In the case of an explosive threat, sappers have the authority to take over situational command, until the threat has been dealt with.


The Sapper Basic Certification is available for everyone who wants to learn the basics of being a DM.
It teaches the basics of safely disarming explosives, placing mines and demolition charges as well as proper movement and communication.



The sapper carries an assault rifle, like every other rifleman.

Assault Rifle

Due to the heavy weight of the sapper equipment, a lightweight option like a carbine is the prefered option.


Same optic recommendations as for regular riflemen apply; a short-medium range scope like the MRCO, ACOG or a red dot sight with magnification is perfectly suitable for a sapper.


Due to the heavy equipment, 6 magazines are the norm, for 180 + 30 rounds total. Additional ammunition can be carried in the backpack if need be.

Protective Gear

A helmet is to be worn at all times - for sappers, the Enhanced Combat Helmet provides maximum protection.
As the sapper is frequently in close proximity to explosive threats, the heaviest armor possible should be chosen, especially as mobility is not as big of a concern as for an assault rifleman.

Other Equipment

Due to the large amount of equipment, a backpack is part of the default loadout.
A defusal kit is to be carried at all times, as well as a firing device to set off explosives from a distance.
Depending on the scenario, a toolkit might have to be carried in the backpack.
Wire Cutters can be used to break sections of wire fences and create entrance points into a compound.


A number of various explosives like demolition charges (at least 2) or mines will be carried in the backpack, depending on the mission parameters.

Explosive Charge

Basic block of C4, suited for most controlled demolitions.
It is triggered by timer or by either the M57 or M52 firing device.

Explosive Satchel

A larger amount of explosives compared to the explosive charge, the satchel deals even more damage, but also weighs a lot more, making its use less flexible than an equivalent number of explosive charges.
It is triggered by timer or by either the M57 or M52 firing device.


A group of anti-personnel mines, it comes in three variants:
The APERS Mine has a pressure trigger, detonating when a sufficient weight is applied to its top, wounding infantry within 5-10 meters.
The APERS Tripwire Mine is triggered by stepping on a wire, and thus most suited to mine building entrances or narrow corridors.
The APERS Bounding Mine is triggered by proximity and will propel the charge into the air before exploding, wounding or killing infantry within 10-20 meters.

Claymore Charge

A directional, remote-controled anti-personell charge.
When triggered by M57 firing device, the claymore charge will explode, firing ball bearings in a 60° arc forward, killing or wounding infantry within 30-40 meters.

M6 SLAM Mine

A directional shaped charge anti-vehicle mine, triggered by IR sensor, timer or M57 firing device.
Deals damage in a tight, focused arc, disabling vehicles' wheels.

AT Mine

A heavy anti-vehicle mine, triggered by pressure plate.
Able to deal punishing damage to heavily armored targets, but weighs a lot.

Virtual Arsenal Loadout Templates

Below, one example basline sapper loadout is provided.
Do note that these are not an be-all and end-all when it comes to the gear - every mission has slightly different requirements, which the gear has to be adjusted to.
To import the loadouts into your virtual arsenal, just copy the code below, and import it when you are in the VA.

Sapper (M4, Desert Camo)

comment "Exported from Arsenal by Maj.|Issen";

comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;

comment "Add containers";
this forceAddUniform "U_REF_Desert_01";
for "_i" from 1 to 12 do {this addItemToUniform "ACE_fieldDressing";};
for "_i" from 1 to 4 do {this addItemToUniform "ACE_morphine";};
for "_i" from 1 to 2 do {this addItemToUniform "ACE_epinephrine";};
this addItemToUniform "ACE_IR_Strobe_Item";
this addItemToUniform "ACE_EarPlugs";
this addItemToUniform "ACE_CableTie";
this addItemToUniform "ACE_plasmaIV_500";
for "_i" from 1 to 4 do {this addItemToUniform "SmokeShell";};
for "_i" from 1 to 2 do {this addItemToUniform "rhs_mag_m67";};
this addVest "V_REF_Heavy_Desert";
this addItemToVest "MineDetector";
this addItemToVest "ACE_M26_Clacker";
this addItemToVest "ACE_DefusalKit";
for "_i" from 1 to 7 do {this addItemToVest "30Rnd_556x45_Stanag";};
for "_i" from 1 to 2 do {this addItemToVest "rhs_mag_m67";};
this addBackpack "B_REF_kb_desert";
this addItemToBackpack "ACE_wirecutter";
for "_i" from 1 to 3 do {this addItemToBackpack "DemoCharge_Remote_Mag";};
this addHeadgear "H_HelmetSpecB_paint2";

comment "Add weapons";
this addWeapon "rhs_weap_m4_grip2";
this addPrimaryWeaponItem "FHQ_optic_HWS_G33";
this addWeapon "Binocular";

comment "Add items";
this linkItem "ItemMap";
this linkItem "ItemCompass";
this linkItem "ItemWatch";
this linkItem "ItemRadioAcreFlagged";
this linkItem "ItemGPS";
this linkItem "NVGoggles";