Improvisation
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Utilizing improvised explosives is a key element to a Scoundrel's battleplan, they'll hide bombs everywhere, and detonate them at precisely the right moment to ensure maximum carnage.
The Improvisation skill breaks down into four groups: Manipulation; Reloading; Construction; and IEDs.
Manipulation
Bandoliers - IED storage, with style.
Bandoliers | |
Skill | Improvisation |
Group | Manipulation |
Required Lessons | 10 |
Type | Noncombat utility |
Base Balance Time | None |
Cooldown | None |
Resources | None |
Carrying around IEDs in your hands is just plain dangerous, you know someone who lost an arm that way. Wear a bandolier, and keep your explosives stored safely! You can manually store and remove explosives from the bandolier, and any attempt to use an IED skill when you don't have the specified IED in your inventory will pull the IED from your bandolier with no chance of fumbling it. | |
Command | IED CONTENTS , IED STORE/REMOVE [QTY] <BOMB>
|
Appearance |
Trigger - Trigger your IED in the crowd.
Trigger | |
Skill | Improvisation |
Group | Manipulation |
Required Lessons | 30 |
Type | Room attack |
Base Balance Time | 4.00 seconds |
Cooldown | 20.00 seconds |
Resources | None |
Sometimes you just need to bite the bullet and get the job done. When you trigger your IED, you'll position yourself for maximum effect, hitting everyone in the room. | |
Command | IED TRIGGER <BOMB>
|
Appearance | You make a few quick and dirty modifications to <BOMB> that you're sure will increase the radius of the resulting explosion. Careless of harm to your own person, you prime the detonation sequence and toss the explosive forward. |
Sweep - Sweep for explosives.
Sweep | |
Skill | Improvisation |
Group | Manipulation |
Required Lessons | 45 |
Type | Noncombat utility |
Base Balance Time | 2.00 seconds |
Cooldown | None |
Resources | None |
You've learned the hard way what to look for. Sweep your eye around your surroundings and quickly discern the status of any explosive in your vicinity. | |
Command | IED SWEEP
|
Appearance | You can see no explosive devices nearby. |
Tripwire - They better watch their step.
Tripwire | |
Skill | Improvisation |
Group | Manipulation |
Required Lessons | 354 |
Type | Combat utility |
Base Balance Time | 5.00 seconds |
Cooldown | None |
Resources | None |
Carefully extend a tripwire to an IED placed over an exit and watch it detonate on the next unwary traveller to pass through. | |
Command | IED TRIPWIRE <BOMB> <DIR>
|
Appearance |
Forcefeed - Open wide!
Forcefeed | |
Skill | Improvisation |
Group | Manipulation |
Required Lessons | 528 |
Type | Melee attack |
Base Balance Time | 5.00 seconds |
Cooldown | None |
Resources | None |
Do you think they're hungry? Finish the sucker off by shoving a Ripper down their throat and detonating it. To pull this maneuver off, your victim must be bound, and have more than 75% internal subsystem damage. | |
Command | IED FORCEFEED <TARGET> <BOMB>
|
Appearance |
Lob - Send your IEDs flyin'.
Lob | |
Skill | Improvisation |
Group | Manipulation |
Required Lessons | 787 |
Type | Combat utility |
Base Balance Time | 3.50 seconds |
Cooldown | None |
Resources | None |
Sharing is caring, so they say! Share the joy of explosions by lobbing your IEDs into adjacent rooms. Lobbed explosives are primed automatically when they are thrown. | |
Command | IED LOB <BOMB> <DIR>
|
Appearance | Compressing the detonator of <BOMB> with a click, you lob it the <DIRECTION>, then cover your ears. |
Disarm - No more bomb.
Disarm | |
Skill | Improvisation |
Group | Manipulation |
Required Lessons | 1531 |
Type | Room attack |
Base Balance Time | 4.00 seconds |
Cooldown | 40.00 seconds |
Resources | None |
Skillfully dismantle the firing mechanism on a primed IED, rendering it safe. | |
Command | IED DISARM <BOMB>
|
Appearance | You skillfully disarm <BOMB>. |
Multibomb - Bigger boom, bigger smiles.
Multibomb | |
Skill | Improvisation |
Group | Manipulation |
Required Lessons | 1531 |
Type | Room attack |
Base Balance Time | 4.00 seconds |
Cooldown | 40.00 seconds |
Resources | None |
One bomb is fine, but three, well that's just niiiice. Strap three identical IEDs together and fling them in the room, increasing the blast radius of the device to all adjacent rooms as well. | |
Command | IED MULTIBOMB <BOMB>
|
Appearance | You rearrange a few wires and circuitboards in <BOMB>'s detonator, a hair-raising sequence of modifications that makes the whole explosive more dangerous to handle. You hurl it away from you, though if you don't find cover, you will doubtless be caught in the ensuing blast. |
Reloading
Fling - Throw an IED while you reload.
Fling | |
Skill | Improvisation |
Group | Reloading |
Required Lessons | 60 |
Type | Combat utility |
Base Balance Time | 3.00 seconds |
Cooldown | None |
Resources | None |
Keep them under fire! Prime, arm, and toss an IED at your target while you reload your PIECE. This will detonate immediately. | |
Command | IED FLING <BOMB> AT <TARGET>
|
Appearance | Drawing your shoulder back, you fling <BOMB> towards <TARGET>, and it flies end over end towards it with a timer on the side counting down the seconds. |
Stickybomb - Reload and place an adapted IED in one motion.
Stickybomb | |
Skill | Improvisation |
Group | Reloading |
Required Lessons | 404 |
Type | Combat utility |
Base Balance Time | 3.00 seconds |
Cooldown | None |
Resources | None |
So attuned are you to murder, mayhem, and the mechanism of your weapon, you can also fling out these adapted IEDs whle you reload! These specialist little bundles of explosive joy will instantly adhere to rooms, props, and exits. The same restrictions apply to this placement as the HIDE ability. | |
Command | IED STICK <BOMB> TO ROOM/<PROP>/<EXIT>
|
Appearance | Attaching a remote detonator to <BOMB>, you carefully conceal it on the ground, moving slowly so as not to trigger any accidental explosions. |
Construction
Construction - Construct Improvised Explosives
Construction | |
Skill | Improvisation |
Group | Construction |
Required Lessons | 5 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
All this practice has rendered your remaining fingers extra nimble! You can now rapidly construct any of the IEDs that you have learned in the Improvisation skill. You need a piece of junk to fashion your new explosive from. | |
Command | IED CONSTRUCT <TYPE> [WITH <MOD>]
|
Appearance | Using whatever supplies you have on hand, you skillfully construct 50 <BOMBS>, then add <MOD> to each. They are all slapdash and hasty, but they'll do.
You casually sling 50 <BOMBS> into your bandolier, expertly avoiding any mishaps while you store them inside. |
Wiring - Wire it up for a 1-2-3 punch.
' | |
Skill | Improvisation |
Group | Construction |
Required Lessons | 157 |
Type | Noncombat utility |
Base Balance Time | 2.00 seconds |
Cooldown | None |
Resources | None |
Lull the fools into a false sense of security! Wire your IED in series for three smaller blasts instead of one large one. Each explosion will come within 4 - 8 seconds of the previous. | |
Command | IED ADD WIRING TO <BOMB>
|
Appearance | With steady hands and careful competence, you divide <BOMB> up into smaller compartments to make it easier to handle. |
Timer - Add a timer for delayed blasts.
Timer | |
Skill | Improvisation |
Group | Construction |
Required Lessons | 689 |
Type | Noncombat utility |
Base Balance Time | 2.00 seconds |
Cooldown | None |
Resources | None |
Apply strategic force by adding a detonation timer to your IED. This will delay any detonation by between 7 and 12 seconds. | |
Command | IED ADD TIMER TO <BOMB>
|
Appearance | You attach a crude timer to <BOMB>. |
Shrapnel - Load your explosives with a painful punch.
Shrapnel | |
Skill | Improvisation |
Group | Construction |
Required Lessons | 1207 |
Type | Noncombat utility |
Base Balance Time | 2.00 seconds |
Cooldown | None |
Resources | None |
Deadly force is not enough carnage for you, so why not add blood and mangled flesh to the mix? Fill your IEDs with shrapnel and inflict anyone hit by your device with severe lacerations and bleeding. | |
Command | IED ADD SHRAPNEL TO <BOMB>
|
Appearance | Using a roll of spacer's tape that you happen to have handy, you secure a handful of sharp, broken salvage to <BOMB>, which will serve as shrapnel when it explodes. |
IEDs
Ripper - Tear through flesh like butter.
Ripper | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 15 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
This high-powered shapecharge will tear through the flesh of your victims. Additionally, this is the only IED worth FORCEFEEDing to your enemy. | |
Command | IED CONSTRUCT RIPPER
|
Appearance | A handful of explosive putty. |
Popper - Send blasts high into the air.
Popper | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 112 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
Constructed from a rocket canister, this IED will send streams of technicolor flame into the air every 3 seconds for 15 seconds when detonated. | |
Command | IED CONSTRUCT POPPER
|
Appearance | A scavenged cylinder of rocket fuel. |
Blinder - Dull their senses with a powerful flash.
Blinder | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 133 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
Utilizing a powerful chemical reaction, this metal sphere will explode with a blinding flash and a deafening bang, afflicting your victim with blindess or deafness. | |
Command | IED CONSTRUCT BLINDER
|
Appearance | A palm-sized metal sphere. |
Piercer - Fill the air with toxic darts.
Piercer | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 186 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
Loaded with nanoinjectors, this back-alley grenade will explode and send the darts flying, injecting the victim with a toxic concoction that will do damage to their internal subsystem. | |
Command | IED CONSTRUCT PIERCER
|
Appearance | A spiny shrapnel grenade. |
Pusher - Blast them away with a powerful wave.
Pusher | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 310 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
A non-lethal IED, this box will emit a powerful wave of force when detonated, sending the intended victim flying from your current location. | |
Command | IED CONSTRUCT PUSHER
|
Appearance | A heavy black box of explosives. |
Zapper - Throw technology into disarray.
Zapper | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 462 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
A rudimentary and low-powered device, this explosive will send out a pulse of EM energy to tear through electronics and bots. | |
Command | IED CONSTRUCT ZAPPER
|
Appearance | A ticking electronic apparatus. |
Shrieker - Drive them to distraction.
Shrieker | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 603 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
Making use of an unstable fuel rod as its base, the shrieker will emit a piercing, strobe-like explosion, driving the victim to distraction. The effect of this IED scales based on the number of mind subsystem afflictions that the victim has. | |
Command | IED CONSTRUCT SHRIEKER
|
Appearance | An unstable fuel rod. |
Melter - Spray corrosive acid around.
Melter | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 899 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
A favourite of working girls across the sector, this explosive device will spray a corrosive acid across the target when detonated, ruining any chance they had of being better looking than you (and increasing the damage they take by 15% for 20 seconds.) | |
Command | IED CONSTRUCT MELTER
|
Appearance | An acid-green metal canister. |
Sleeper - Night night, princess.
Sleeper | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 1173 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
Using a formula you picked up from a "less than licensed" medical practitioner, this IED will send your victim into a deep sleep. | |
Command | IED CONSTRUCT SLEEPER
|
Appearance | A makeshift dart launcher. |
Choker - Unleash noxious gasses.
Choker | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 1340 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
This highly volatile aerosol capsule will emit a choking gas when ruptured or detonated, dealing damage to all targets in the room every 3 seconds. | |
Command | IED CONSTRUCT CHOKER
|
Appearance | A dinged-up aerosol capsule. |
Distorter - Impact their sense of time and space.
Distorter | |
Skill | Improvisation |
Group | IEDs |
Required Lessons | 1750 |
Type | Noncombat utility |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
The IED's contents, when mixed, will induce a hallucinogenic effect, giving the sluggish affliction and distorting the victim's sense of time. The length of the effect will scale based upon how damaged their mind subsystem is. | |
Command | IED CONSTRUCT DISTORTER
|
Appearance | A cartridge of volatile chemicals. |