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.

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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


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


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


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


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


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


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


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


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


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


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