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.

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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.


Trick Shots

Gauge - Shoot while moving between cover.

Gauge
Skill Gunslinging
Group Trick Shots
Required Lessons 112
Type In-room ranged attack
Base Balance Time 3.50 seconds
Cooldown 8.00 seconds
Resources None
Line up your foe so when you next leave your cover or SHOULDERROLL, you will fire upon your target. This can only only be performed once every 8 seconds.
Command GUN GAUGE <TARGET>
Appearance


Cavein - Bring down the roof.

Cavein
Skill Gunslinging
Group Trick Shots
Required Lessons 301
Type Room attack
Base Balance Time 3.00 seconds
Cooldown None
Resources None
While indoors, you can fire your PIECE at the ceiling, bringing down some debris to hit exposed people in the room. Debris will rain down every 5 seconds for 40 seconds and hit anyone not behind cover.
Command GUN CAVEIN
Appearance


Ambush - Shoot first, always.

Ambush
Skill Gunslinging
Group Trick Shots
Required Lessons 650
Type In-room ranged attack
Base Balance Time 2.50 seconds
Cooldown 8.00 seconds
Resources None
The mark of a true scoundrel is the sneaky first shot. Be it a sly blast under a cantina table, or a shot to the back when your mark is distracted. This damaging attack can only be performed when not in combat.
Command GUN AMBUSH
Appearance Without warning, you snatch a <PIECE> from your belt and fire it from the hip at <TARGET>, moving too rapidly to be spotted until the bullet is already leaving the barrel.


Unload - Fire off all of your ammo in rapid succession.

Unload
Skill Gunslinging
Group Trick Shots
Required Lessons 1750
Type In-room ranged
Base Balance Time 4.00 seconds
Cooldown None
Resources None
Fire off all of your remaining ammo in a hail of bullets. You will fire one bullet per second and a half at your target, but if you are interrupted, you will be thrown off balance for an extended time.
Command GUN UNLOAD <TARGET>
Appearance You point a <PIECE> at <TARGET> and start pulling the trigger repeatedly, unloading the remainder of your clip in a furious hail of bullets.


Stances

Vigilant - Fire upon enemies who draw near.

Bulletguard - Take out incoming projectiles.

Overwatch - Return fire on your foes.