Gunslinging
Utilizing their trusty PIECE, Scoundrels perform a variety of showy and deadly shots and reload combos, ensuring that the pain never stops for those who get in their way.
The Gunslinging skill breaks down into five groups: Pistolcraft; Smart Ammo; Reloading; Trick Shots; and Stances.
Pistolcraft
Crackshot - Fire off your PIECE.
Crackshot | |
Skill | Gunslinging |
Group | Pistolcraft |
Required Lessons | 5 |
Type | In-room ranged attack |
Base Balance Time | 2.50 seconds |
Cooldown | None |
Resources | 1 bullet |
Fire your PIECE at the target. The effects of this shot vary based on the smart ammo type you have selected. When all of your bullets are spent, you can combine your reload action with many devastating effects that you will learn as you advance in your class skills. | |
Command | GUN CRACKSHOT <TARGET> |
Appearance | A <PIECE> kicks in your grip and an explosive noise cracks the air as you fire a shot at <TARGET>. |
Detonate - Fire at an IED, triggering it.
Detonate | |
Skill | Gunslinging |
Group | Pistolcraft |
Required Lessons | 146 |
Type | Room attack |
Base Balance Time | 3.00 seconds |
Cooldown | None |
Resources | 1 bullet |
Send a bullet into a primed IED in the room, causing it to detonate. | |
Command | GUN DETONATE <IED> |
Appearance | With swift, unthinking accuracy, you fire off a casual shot at a <IED>, not blinking an eye as it explodes. |
Pointblank - A concussive, point-blank shot.
Pointblank | |
Skill | Gunslinging |
Group | Pistolcraft |
Required Lessons | 186 |
Type | Melee attack (Interrupt) |
Base Balance Time | 3.00 seconds |
Cooldown | None |
Resources | 1 bullet |
Ram your PIECE to their head, unleashing a massive concussive blast as you pull the trigger. This will interrupt any actions the target may be performing at the time of the attack. | |
Command | GUN POINTBLANK <TARGET> |
Appearance | Dramatically bringing a <PIECE> within centimeters of <TARGET>'s forehead, you fire a point blank shot. |
Rapidfire - Why fire once, when you can fire twice?
Rapidfire | |
Skill | Gunslinging |
Group | Pistolcraft |
Required Lessons | 261 |
Type | In-room ranged attack |
Base Balance Time | 3.50 seconds |
Cooldown | 8.00 seconds |
Resources | 2 bullets |
Fire your blaster pistol twice in quick succession, burning through your ammo and afflicting your target twice with your current smart ammo selection. This effect generates a reasonable amount of heat in your blaster, so can only be performed once every 8 seconds. | |
Command | GUN RAPIDFIRE <TARGET> |
Appearance | Placing your hand on the hammer of a <PIECE>, you quickly fire off two shots at <TARGET> in rapid succession. |
Ironsights - Aim down your iron sights.
Ironsights | |
Skill | Gunslinging |
Group | Pistolcraft |
Required Lessons | 736 |
Type | Line-of-sight ranged attack |
Base Balance Time | 3.00 seconds |
Cooldown | None |
Resources | 1 bullet |
Aim down the iron sights of your PIECE and fire on a target in your line-of-sight. Your accuracy may be reduced by the distance between you and your foe, as well as other class abilities. | |
Command | GUN IRONSIGHTS <TARGET> |
Appearance | None |
Outgunned - Take them all down.
Outgunned | |
Skill | Gunslinging |
Group | Pistolcraft |
Required Lessons | 943 |
Type | Room attack |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | 1 bullet (uses 0) |
Spray your remaining ammo across the room, hitting any target that is in the open. | |
Command | GUN OUTGUNNED |
Appearance | Wildly swinging a <PIECE> around, you fire shots at every target you see. |
Smart Ammo
Regular - Armour-piercing ammunition.
Regular | |
Skill | Gunslinging |
Group | Smart Ammo |
Required Lessons | 30 |
Type | Noncombat Utility |
Base Balance Time | 0.50 second |
Cooldown | None |
Resources | None |
Gun ammo is made from two components: payload and tips. The payload determines the damage type, while the tip determines what secondary effect your ammo has. This is the base, piercing smart ammo, which fires a solid slug that will do moderate levels of impact damage to the target. | |
Command | GUN SWITCH REGULAR, GUN AMMO |
Appearance | You spin the chamber of the ammo case on your belt until regular bullets come up, ready to use. |
Ammoselect - Rapidly switch ammunition effects.
Ammoselect | |
Skill | Gunslinging |
Group | Smart Ammo |
Required Lessons | 75 |
Type | Noncombat Utility |
Base Balance Time | |
Cooldown | None |
Resources | None |
Your familiarity with your blaster gives you the ability to quickly and easily switch between the smart ammo selections that you've mastered. In addition to picking the ammo type, you can also lock in an associated detrimental effect, allowing you to deliver a specific ailment to the target. | |
Command | GUN SWITCH <TYPE> <TYPE |
Appearance |
Impairing - Mentally-impairing bullet tips.
' | |
Skill | Gunslinging |
Group | Smart Ammo |
Required Lessons | 75 |
Type | Noncombat Utility |
Base Balance Time | 1.00 second |
Cooldown | None |
Resources | None |
This is an ammo tip modifier. Mind-altering chemicals fill the tips of impairing ammo, which upon impact will inflict various mental ailments upon the victim. Affliction possibilities are: Vertigo, acrophobia, encroachment, and disorientation. If no specific effect is locked in, impairing smart ammo will inflict any one of the listed possibilities. | |
Command | GUN SWITCH IMPAIRING <EFFECT |
Appearance | You spin the chamber of the ammo case on your belt until impairing bullets with a random effect come up, ready to use. |
Combusting - Incendiary ammunition cores.
Combusting | |
Skill | Gunslinging |
Group | Smart Ammo |
Required Lessons | 115 |
Type | Noncombat Utility |
Base Balance Time | 1.00 second |
Cooldown | None |
Resources | None |
This is a an ammo payload type. Switching to the combusting smart ammo will equip your bullets with incendiary payload, which explode for thermal damage. | |
Command | GUN SWITCH COMBUSTING |
Appearance | You spin the chamber of the ammo case on your belt until combusting bullets come up, ready to use. |
Disrupting - Bullet tips that damage the senses.
Disrupting | |
Skill | Gunslinging |
Group | Smart Ammo |
Required Lessons | 449 |
Type | Noncombat Utility |
Base Balance Time | 1.00 second |
Cooldown | None |
Resources | None |
This is an ammo tip modifier. This ammo tip selection is designed to interfere with the target's senses. The affliction possibilities of disrupting ammo are: Blind, deaf, blurry vision, and nearsighted. If no specific effect is locked in, disrupting smart ammo will inflict any one of the listed possibilities. | |
Command | GUN SWITCH |
Appearance | You spin the chamber of the ammo case on your belt until disrupting bullets with a random effect come up, ready to use. |
Arcing - Bullets fitted with mini EMP cores.
Arcing | |
Skill | Gunslinging |
Group | Smart Ammo |
Required Lessons | 575 |
Type | Noncombat Utility |
Base Balance Time | 0.50 second |
Cooldown | None |
Resources | None |
This is an ammo payload type. Arcing ammo fits your bullets with mini-EMP cores, which are effective disrupting wetwiring operations. Due to the small nature of the ammo, they are half as effective as regular EM attacks. | |
Command | GUN SWITCH ARCING |
Appearance | You spin the chamber of the ammo case on your belt until arcing bullets come up, ready to use. |
Weakening - Ammunition tips that weakens the body.
Weakening | |
Skill | Gunslinging |
Group | Smart Ammo |
Required Lessons | 833 |
Type | Noncombat Utility |
Base Balance Time | 1.00 second |
Cooldown | None |
Resources | None |
This is an ammo tip modifier. Weakening tips will cycle through various effects that will weaken the body. Afflictions offered by this ammo type are: Slowness, sickness, staggering, and hypertension. If no specific effect is locked, these bullets will afflict with any one of these possibilities. | |
Command | GUN SWITCH WEAKENING <EFFECT |
Appearance | You spin the chamber of the ammo case on your belt until weakening bullets with a random effect come up, ready to use. |
Infusing - Ammo tips with slow-release effects.
Infusing | |
Skill | Gunslinging |
Group | Smart Ammo |
Required Lessons | 1207 |
Type | Noncombat Utility |
Base Balance Time | 1.00 second |
Cooldown | None |
Resources | None |
This is an ammo tip modifier. This ammo tip selection outfits your bullets with nanoinjectors that fragment and disperse beneath the skin, releasing slow-acting effects that damage the target over time. The affliction possibilities are: Tender, trauma, dazed, stupefied, and vulnerable. If no specific effect is locked in, infusing smart ammo will inflict any one of the listed possibilities. | |
Command | GUN SWITCH INFUSING <EFFECT |
Appearance | You spin the chamber of the ammo case on your belt until slow-infusing bullets with a random effect come up, ready to use. |
Amplifying - Damage-increasing ammo tips.
Amplifying | |
Skill | Gunslinging |
Group | Smart Ammo |
Required Lessons | 1546 |
Type | Noncombat Utility |
Base Balance Time | 1.00 second |
Cooldown | None |
Resources | None |
This is an ammo tip modifier. Selecting the amplifying ammo tips will unlock various effects that amplify subsystem damage. Affliction possibilities are: Spasms, choking, painspike, seizures, and shortcircuit. If no specific effect is locked in, amplifying smart ammo will inflict any one of the listed possibilities. | |
Command | GUN SWITCH AMPLIFYING <EFFECT |
Appearance | You spin the chamber of the ammo case on your belt until damage boosting bullets with a random effect come up, ready to use. |
Reloading
Quickload - Reload your pistol in the heat of battle.
Quickload | |
Skill | Gunslinging |
Group | Reloading |
Required Lessons | 15 |
Type | Noncombat Utility |
Base Balance Time | 1.00 second |
Cooldown | None |
Resources | None |
Reloading in the heat of battle is a fine art when your hands are shaking with adrenaline. This ability will ensure that your reloads go as planned every time. | |
Command | GUN QUICKLOAD |
Appearance | You load a cartridge of eight new bullets into a <PIECE> with dextrous ease, then pull back the hammer until it clicks. |
Backflip - Shoot your last bullet and escape with style.
Backflip | |
Skill | Gunslinging |
Group | Reloading |
Required Lessons | 45 |
Type | In-room ranged attack |
Base Balance Time | 4.00 seconds |
Cooldown | None |
Resources | None |
Scoundrels are masters of accuracy and agility. When you have one last bullet left, fire it at a target while performing a backflip that will take you out of the room. You will automatically reload when you land safely at your destination. | |
Command | GUN BACKFLIP <TARGET> <DIRECTION> |
Appearance |
Spin - Reload quickly and prepare for your next shot.
Spin | |
Skill | Gunslinging |
Group | Reloading |
Required Lessons | 396 |
Type | Combat Utility |
Base Balance Time | 2.00 seconds |
Cooldown | None |
Resources | None |
With a skilful twirl of your wrist, you reload your blaster and instantly line up your next shot, decreasing the balance time for your next Gunslinging action by 50%. If unused, the effect expires in 5 seconds. | |
Command | GUN SPIN |
Appearance |
Shellspill - Roll your spent shells on the floor.
Shellspill | |
Skill | Gunslinging |
Group | Reloading |
Required Lessons | 508 |
Type | Room attack |
Base Balance Time | 2.00 seconds |
Cooldown | None |
Resources | None |
Taking your spent shells, you fling them under your opponent's feet, causing their next action to take 50% longer. This effect may be muted or nullified by the abilities of your target | |
Command | GUN SHELLSPILL |
Appearance |
Eject - Throw away an unspent magazine.
Eject | |
Skill | Gunslinging |
Group | Reloading |
Required Lessons | 1067 |
Type | Noncombat Utility |
Base Balance Time | |
Cooldown | 60.00 seconds |
Resources | None |
Drop your unspent mag from your PIECE, forcing you to reload immediately. This action is generally blocked by the protections on your gun, and forcing this will cause that subsystem to restart, meaning this action can only be done once every 60 seconds. | |
Command | GUN EJECT |
Appearance | Despite the waste, you eject a <PIECE>'s magazine's cartridge and chuck it aside, preferring to reload a fresh clip. |