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Class Guide

Your background is the one choice you cannot undo, so this guide checks every perk against how the game actually works and gives each class a plan for its first week.

Last updated: October 12, 2026
ON THIS PAGE
  1. How a background works
  2. Stats and starting kit
  3. Which perks actually work
  4. The ten backgrounds
  5. Encounter options by class
  6. Which one should you pick
  7. Related pages

How a background works

You choose a background once, on the character creation screen, and it cannot be changed afterwards. Every Operator starts from the same pack: 10 Scrap, 10 Wood, 10 Cloth, 5 Iron, 5 Food, 5 Water, 10 Ammo, 2 Reinforced Rope and 5 survivors in the camp. The background then adds a stat modifier, some extra gear or resources, and a named perk. All fifteen talent trees stay open to everyone, so a background is a head start, not a lock.

The creation screen shows a perk description for each background. Not every description is wired into the game yet, so this page separates what the code applies from what the text promises. If you only read one section, make it the perk table below.

Stats and starting kit

Base Max HP and Max Stamina are both 100 plus 5 per level. Percentage modifiers are recalculated from that base every time you level, so they grow with you. The figures below exclude gear and talents.

BackgroundStarting extrasMax HP (Lv 1 / 10)Max Stamina (Lv 1 / 10)
ScavengerScavenger's Rucksack (+60 carry on a base of 40)100 / 145100 / 145
MercenaryCombat Knife120 / 174100 / 145
Techie+5 Tech Data100 / 145120 / 174
Field Medic+5 Medicine, +10 Cloth, Med-Bay already built100 / 145100 / 145
SmugglerNone100 / 145110 / 160
Heavy GunnerScrap Launcher, +50 Scrap100 / 145100 / 145
BotanistGreenhouse already built100 / 145100 / 145
Broadcaster+10 Tech Data100 / 145100 / 145
Nomad+5 Cloth100 / 145130 / 189
Mutated AnomalyNone (may be any age up to 999)60 / 87140 / 203

Which perks actually work

This table compares the perk text on the creation screen with what the game does. "Not found" means the text promises an effect but nothing in the current build applies it, so do not plan around it.

Background and perkWhat it does in the game
Scavenger: Expert ForagerBonus forage and loot: not found. The rucksack is the real benefit.
Mercenary: Tactical RetreatFree, guaranteed fleeing: not found. Fleeing is the same for everyone: it normally costs 1 Action Point and you abandon the fight empty-handed.
Techie: Master CrafterWorks. Your Workshop counts as one level higher when crafting, and only a Techie can craft Godlike gear (Workshop level 5 plus the bonus).
Field Medic: Safe FleeWorks, but as damage reduction: ordinary enemy hits against you are halved.
Smuggler: Human TraffickerDouble survivors and cheaper Black Market recipes: not found.
Heavy Gunner: Scrap ArtilleryPartly. The launcher fires on Scrap, 1 per attack, for 55 base damage. The "50% to hit" rule is not used; normal hit chances apply.
Botanist: Green ThumbWorks. The Greenhouse starts built.
Broadcaster: Signal InterceptDaily Tech Data and hidden frequencies: not found. The 10 starting Tech Data is the real benefit.
Nomad: Wasteland WalkerHalf-price outdoor stamina: not found. The +30% stamina pool is the real benefit.
Mutated: Toxic BloodWorks. Every living enemy takes (2 x your level + 3) damage at the start of its turn, and incoming ordinary hits are halved.
TIP The card lines such as "+25% Loot" or "+50% Scrap from Encounters" also have no matching code today. Judge a background by its stat line and starting kit, and treat any extra perk effect as a pleasant surprise rather than a plan.

The ten backgrounds

Scavenger

The rucksack lifts your carry limit from 40 to 100, which means longer runs before you must go home. There is no combat edge, so you rely on gear and talents. Week one: scavenge the nearby ruins on the map, carry everything back, and build the Workshop and Scrap Pit first.

Mercenary

A 20% HP bonus is the simplest safety margin in the game, and the Combat Knife needs no ammo (6 damage, close range only). Swap to a gun once you find one. Week one: take the easier fights near the base for XP, and use your class to open the Mercenary-only talk options (see the encounter table).

Techie

Extra stamina and a real crafting perk. With the Workshop at level 1 you already craft Uncommon gear; at level 5 you craft Godlike. Week one: build the Workshop (40 Scrap, 40 Wood) and craft rope and a better weapon before upgrading anything else.

Field Medic

You start with a Med-Bay worth 30 Scrap, 30 Wood and 20 Medicine, plus 5 Medicine, and take half damage from ordinary hits. The cost is that you deal no more damage than anyone else. Week one: fight from cover, spend the saved materials on the Workshop, and keep the Medicine for radiation days.

Smuggler

Mechanically this is a small stamina bonus and nothing more, which makes it the weakest pick for a first run. It suits players who want to lean on talents (Broker, Engineer) rather than the class. Week one: play the economy: hand surplus materials in at the Quests terminal for Scrip and save it for the Wasteland Bar.

Heavy Gunner

The Scrap Launcher deals 55 base damage plus a normal 8 to 14 roll, so a single torso hit (85% chance) can often kill an early scout or hound outright. Compare that with the Combat Knife at 6. The price is 1 Scrap per attack, and your 60 starting Scrap is also your building budget. Week one: use the launcher only on dangerous fights and mine the Scrap Pit early. See the called shots guide for hit chances.

Botanist

A free Greenhouse (normally 40 Scrap, 40 Wood and 30 Water) takes pressure off food and water early. Combat is your weakness. Week one: get the Greenhouse working, then spend the saved Scrap and Wood on the Workshop and Walls.

Broadcaster

Ten Tech Data is a lot early on. At Comms each one reveals a new lead, and the Broadcaster also qualifies for the generator-repair encounter. Week one: decrypt a few leads, keep 5 back in case the Bar sells you the supply-caravan rumor, and read the quests and contracts guide.

Nomad

Thirty percent more stamina means more trips per day before you tire, and the Nomad can sneak into the Smuggler's Stash. Week one: explore widely, since stamina is what you spend on every expedition.

Mutated Anomaly

Sixty HP at level 1 is fragile, but Toxic Blood hits every enemy each turn: 5 damage at level 1, 13 at level 5, 23 at level 10, 43 at level 20, ignoring armor, and it scales with the number of enemies. Halved incoming hits soften the low HP. Warning: it also damages the captive in a Reptilian Convoy fight, so a rescue can fail on its own. Week one: avoid long fights below level 3 and invest in the Mutagen tree.

Encounter options by class

Some roadside and rumor encounters offer an extra choice if your class matches, or if your Reputation is high enough. Reputation is the equalizer: meeting Cipher gives +25 (not reachable in the current build), and every won fight adds 2 to 5, so most players open the lower gates regardless of class.

EncounterClassesOr ReputationReward (base)
Desperate Highway BanditsMercenary2020 Ammo
The Trap in the AlleyMercenary2020 Ammo, 10 Scrap
The Stranded MechanicTechie, Broadcaster1510 Tech Data, +3 Rep
The Smuggler's StashScavenger, Nomad1535 Scrip, 25 Scrap
Raider Toll BridgeMercenary, Heavy Gunner255 Tech Data, 10 Ammo
Sector Bunker 04Mercenary, Heavy Gunner301 survivor (Bartek)
Brass Jaw DobrowolskiMercenary4060 Scrip, 20 Ammo

The first three rows are roadside encounters, whose rewards are scaled down to about 55%; rumor sites and contracts pay in full. The quests guide explains the scaling.

Which one should you pick

You wantPickWhy
The safest first runMercenary or Field MedicMore HP, or half damage from hits.
Fast early killsHeavy Gunner55 damage from the first fight.
Best gearTechieThe only route to Godlike crafting.
Easy base startBotanistA built Greenhouse saves 110 materials.
Lots of tripsNomad130 stamina at the start.
A hard challengeMutated AnomalyScaling passive damage on a small HP pool.

New to the game? Start with the beginner guide. For fights read the combat guide and the talent builds. For crafting tiers see gear and rarity, and for income see quests and contracts.

More guides

Beginner's Guide

Your first week decides the rest of the run. Here is what to do, in order.

OPEN →

Combat Guide

Fights are turn-based and every Action Point counts. This guide explains the rules underneath.

OPEN →

Squad Strategy Guide

Who you place where before the first shot matters as much as what they carry.

OPEN →