When it comes to survival strategies, it's hard to go wrong with a bit of simple cardio.

Anybody can sprint if they're willing to pay the Energy cost, but a Sprinter is the unequaled master of getting around the battlefield quickly. If your campaign world lacks easily-available vehicles, being a Sprinter is also incredibly useful for general-purpose getting around and retains a good deal of utility even when vehicles are abundant.

Sprinter Run like the wind.
caret-right Energized Crippled-immune, leave throwables behind you.
caret-right Moving Target Sprinting makes you hard to hit.
caret-right Runoff Sprinting can remove conditions.
caret-right Skirmish Embed other actions in movements.
caret-right Speedster Trade Energy for free moves.

Sprinter

Movement plus-circleRunner's Lungs: Whenever you choose to sprint (move up to 10 meters as a single action in exchange for a point of Energy), roll a trigger die. If the result is 7+, sprinting didn't cost any Energy this time and was totally free.
Movement plus-circleStraightaway: If you sprint in a totally straight line, it never costs Energy. You can do so as much as you want.
Limitation minus-circleStay Light: You cannot benefit from any ability in the Sprinter archetype while carrying anything more than a light load.

doubledPowerhouse Exemption: If you also have the Powerhouse archetype, you can ignore this limitation.

Energized

Movement plus-circleWon't Stop, Can't Stop: You are immune to the Crippled condition.
Utility plus-circleRunning Drop: You can use any thrown effect (check the Thrown Effects Index for an exhaustive list) as part of a movement without spending an action to do so. The thrown effect targets the space you were in at the beginning of your move, and comes into effect either immediately before you start moving or immediately after you finish (you decide). If you were moving through open space (such as through jumping, flying, or similar) then the thrown effect is dropped down to the ground below your starting location.

plus-circleJust One: You can only drop one throwable per movement action you take.

Moving Target

Protection plus-circleMeep Meep: Your sprinting isn't just fast, it's also unpredictable and wild. Every time you sprint, all attacks made against you during or afterward until the beginning of your next turn have a special failure chance of 3. This includes attacks that normally have minimal or no failure chances (such as many Whelm-type attacks).

plus-circleStackable: If you sprint twice during your turn, the special failure chance of all attacks made against you increases to 6.

Runoff

Protection plus-circleOutrun Your Problems: Whenever you sprint, you may roll to remove a single condition you are currently suffering from (9+ on a trigger die and it's gone).

Skirmish

Movement plus-circleRun n' Gun: You can embed other actions in the middle of a movement action, then finish your movement. For example, you can take an action to move 5 meters, stop to take another action to attack 2 meters into it, then continue moving your remaining 3 meters. Normally you must end your movement action entirely in order to do anything else.

Speedster

Movement plus-circleTo The Limit: You can take a regular 5-meter movement action for free any time during your turn, as many times per turn as you like.

minus-circleTaxing: Every time you use Speedster to take a free movement action, you lose one Energy (or Flesh if you have no Energy remaining).