Min-maxing Gunslinger possible?

By Benny89, in Star Wars: Edge of the Empire RPG

So I really like the concept of space-cowboy but I am not sure how to min-max it (yes, I know what I am doing, my group and GM are ok with powergaming, let's move on)

I was thinking about using dual Disruptor Pistols and get them to crit 1 or maybe dual wield Auto-Fire blasters with pistol grip on them and jurry rigged both (taking Gadeeter + another jury from my party technician). Of course both with Paired Weapons attachements.

Also I was thinking that best mixing would be Sharpshooter as second spec or Assassin? True Aims + Sniper Shot + more lethal blows?

What I would like to create is your space Clint Eastwood. When he drews a gun/s and bam! bam! bam! and suddenly there are couple of bodies on the floor before anyone could react.

Which brings me also to Hired Gun and their Last One Standing ability which is well... what I just described above...

I wonder however how much Gunslinger min-maxing is worth if Hired Gun can do all of that with just signature ability.

Don't dual-wield Auto-fire. You increase the difficulty more than necessary for no real benefit.

I would not recommend Disruptor Pistols because the only operate at Short range and Heavy Blaster Pistols with a Blaster Actuating Module and Jury Rigged are only a little bit inferior in crit, and with Pierce they come out about even or even above in the damage department, depending on how modded they are. One option is to go with the WESTAR-35, which has one less HP than a Heavy Blaster Pistol and one less damage, but it is crit 2 and has the Accurate quality. With a max-modded Blaster Actuating Module and Jury-Rigged, that would put you at 9 damage, crit 1, Accurate 1, Pierce 1, 1 Setback and it still leaves you 2 HP, one of which could be spent on a Sorosuub True-Site System that allows you to Aim once per round as an Incidental at Short range, and can be modded to add +1 Accurate, putting your WESTAR-35 to 9 damage, 1 crit, Accurate 2, Pierce 1, Aim 1PR at Short, 1 Setback, and still grants you 1 HP which could be used for Paired Weapons to reduce the Advantage cost for Linked, or for a Rapid-Recharge XCiter which grants Auto-fire, but adds Inaccurate 3, though that can be reduced to Inaccurate 1 through modding. Then if you go for Gunslinger, there are all sorts of goodies in there, including Guns Blazing which removes the added difficulty for dual-wielding.

Nova Vipers are quite strong, but have less moddability with just 2 HP and are quite expensive.

Sharpshooter is better because of True Aim, and Sniper Shot is okay. Assassin would probably be better as a third spec.

If I were to spec it, I would go for Gunslinger, then Gadgeteer or something else for Jury-Rigged, and then Sharpshooter. If you go for Modder, you get 2 ranks in Jury-Rigged as well as ranks in Tinkerer, which allows you to add an HP to an item.

As for Last Man Standing, it's strong, but you would have to go for Hired Gun (which has less ranged combat min-max potential) and it doesn't actually increase your combat-effectiveness all that much because it is limited use and can only be used against minions.

6 minutes ago, P-47 Thunderbolt said:

Don't dual-wield Auto-fire. You increase the difficulty more than necessary for no real benefit.

I would not recommend Disruptor Pistols because the only operate at Short range and Heavy Blaster Pistols with a Blaster Actuating Module and Jury Rigged are only a little bit inferior in crit, and with Pierce they come out about even or even above in the damage department, depending on how modded they are. One option is to go with the WESTAR-35, which has one less HP than a Heavy Blaster Pistol and one less damage, but it is crit 2 and has the Accurate quality. With a max-modded Blaster Actuating Module and Jury-Rigged, that would put you at 9 damage, crit 1, Accurate 1, Pierce 1, 1 Setback and it still leaves you 2 HP, one of which could be spent on a Sorosuub True-Site System that allows you to Aim once per round as an Incidental at Short range, and can be modded to add +1 Accurate, putting your WESTAR-35 to 9 damage, 1 crit, Accurate 2, Pierce 1, Aim 1PR at Short, 1 Setback, and still grants you 1 HP which could be used for Paired Weapons to reduce the Advantage cost for Linked, or for a Rapid-Recharge XCiter which grants Auto-fire, but adds Inaccurate 3, though that can be reduced to Inaccurate 1 through modding. Then if you go for Gunslinger, there are all sorts of goodies in there, including Guns Blazing which removes the added difficulty for dual-wielding.

Nova Vipers are quite strong, but have less moddability with just 2 HP and are quite expensive.

Sharpshooter is better because of True Aim, and Sniper Shot is okay. Assassin would probably be better as a third spec.

If I were to spec it, I would go for Gunslinger, then Gadgeteer or something else for Jury-Rigged, and then Sharpshooter. If you go for Modder, you get 2 ranks in Jury-Rigged as well as ranks in Tinkerer, which allows you to add an HP to an item.

As for Last Man Standing, it's strong, but you would have to go for Hired Gun (which has less ranged combat min-max potential) and it doesn't actually increase your combat-effectiveness all that much because it is limited use and can only be used against minions.

Thanks. But aren't WESTAR-35 an unofficial pistols? I think it's from fanmade sourcebook? I was also thinking now on the following:

Dual Wield "Equalizer" from Sons of Fortune. Come standard with Superior, add Paired with any combination of Bantha's Eye Laser Sight, Custom Grip, or Blaster Actuating Module for a mean set of blasters (2 of the same of course). With Superior and Laser Sight, you can crit with and activate both blasters as long as you don't have Threat left over after the roll (and you succeed at least once).

Also I was thinking about comining Gunslinger with Gambler. For second chances + double of nothing to stack up more successes and advantages in combat checks. Combining that with Unmatched Fortitude and we have quite a lot of dice control.

Then go Sharpshooter for Lethal Blows and True Aims. Executioner is also great with Precise Aim and Lethal Blows. One of those seem like best idea.

Not familiar with the weapon you mentioned, but the WESTAR-35 is in the Collapse of the Republic Clone Wars-era sourcebook from FFG. 6; 2; Medium; 1 Encumbrance; 3 HP; 1,200/8; Accurate 1, Stun setting.

While a Gunslinger/Sharpshooter combo can be monstrously powerful, do consider scoundrel as an option. Due to being a smuggler tree as well, it's cheaper and adds 2 ranks each of rapid reaction, quick strike and side step, which means that you will very likely go first, add 4 boost dice to your first attack, and should anyone return fire, sidestep and dodge can really take the edge of it. As a bonus, scoundrel adds som versatility, as well as Soft Spot, for upping the damage.

As for hardware, the DE-10 from Collapse of the Republic is also a fairly solid choice. Only 2 HP but with long range and a built in telescopic sight it's got better range than most rifles, Accurate 1 and Crit 2. Very solid, and also looks the part.

The Model 53 Quicktrigger from Fly Casual is a bit of a sleeper, having just average blaster pistol stats, but 4 HP and a reduced difficulty to modify attachments really makes up for that.

The Lucky Blaster from one of the FaD books is also a bit of a sleeper, being essentially just an average light blaster pistol, but giving you both boost dice for a single aim maneuver is surprsingly useful. A decent starter.

As for attachments, Collapse (I think) has the Hair trigger, which gives a pistol linked and inaccurate 1/2 which stacks much better than autofire with dual wielding. A set of paired, linked and jury rigged pistols can net you 3 extra hits for just 3 advantages!

Also worth looking into is the Tibanna-jacked attachment from Gadgets and Gear that lets you upgrade the difficulty of the shot once (twice with mods) and lower the crit rating an equal number of times. Dirt cheap and also has 2 +1 damage mods.

If you want to go the autofire route, the attachment is probably too much of a hassle. Either get a SE-14r or some kind of carbine with a pistol grip. The EE-3 (from Collapse) would certainly look the part and has solid, if unspectacular stats. Add an overcharged actuating module and a custom grip and you have yourself what is effectively a damage 10, accurate 1, autofire pistol. That's enough to make people sit up a take notice, but you might be able to surpass it with the SE-14r if you've got some mechanic skills to back you up.

4 hours ago, penpenpen said:

While a Gunslinger/Sharpshooter combo can be monstrously powerful, do consider scoundrel as an option. Due to being a smuggler tree as well, it's cheaper and adds 2 ranks each of rapid reaction, quick strike and side step, which means that you will very likely go first, add 4 boost dice to your first attack, and should anyone return fire, sidestep and dodge can really take the edge of it. As a bonus, scoundrel adds som versatility, as well as Soft Spot, for upping the damage.

As for hardware, the DE-10 from Collapse of the Republic is also a fairly solid choice. Only 2 HP but with long range and a built in telescopic sight it's got better range than most rifles, Accurate 1 and Crit 2. Very solid, and also looks the part.

The Model 53 Quicktrigger from Fly Casual is a bit of a sleeper, having just average blaster pistol stats, but 4 HP and a reduced difficulty to modify attachments really makes up for that.

The Lucky Blaster from one of the FaD books is also a bit of a sleeper, being essentially just an average light blaster pistol, but giving you both boost dice for a single aim maneuver is surprsingly useful. A decent starter.

As for attachments, Collapse (I think) has the Hair trigger, which gives a pistol linked and inaccurate 1/2 which stacks much better than autofire with dual wielding. A set of paired, linked and jury rigged pistols can net you 3 extra hits for just 3 advantages!

Also worth looking into is the Tibanna-jacked attachment from Gadgets and Gear that lets you upgrade the difficulty of the shot once (twice with mods) and lower the crit rating an equal number of times. Dirt cheap and also has 2 +1 damage mods.

If you want to go the autofire route, the attachment is probably too much of a hassle. Either get a SE-14r or some kind of carbine with a pistol grip. The EE-3 (from Collapse) would certainly look the part and has solid, if unspectacular stats. Add an overcharged actuating module and a custom grip and you have yourself what is effectively a damage 10, accurate 1, autofire pistol. That's enough to make people sit up a take notice, but you might be able to surpass it with the SE-14r if you've got some mechanic skills to back you up.

For the sake of "gunslinging" I would prefer to avoid using auto-fire blasters with with pistol grip - it doesn't seem to suit gunslinger :) . I want to keep it classy. Besides with Hair Trigger + Spitfire + Paired Weapons can already give me tons of extra attacks I think. What do you think about Gambler instead of Scoundrel? Gambler can give me more rerolls on positive dices with Second Chance + Double or Nothing can double my advantages, making me go for extra hits with Hair Trigger and Spitfire. What is your opinion on that?

Also has anyone compared Executioner with Sharpshooter? Both seem to cover same area of expertise.

You might also want to consider the Sorosuub X-30 Lancer Precision Blast Pistol, it's only Damage 5 and Crit 4 but comes with Accurate 1, Pierce 2 and best of all Range Long. If you're using Sharpshooter there is a talent that gives you an extra range band so you can match the range of a sniper rifle with an unobtusive pistol.

1 hour ago, Benny89 said:

For the sake of "gunslinging" I would prefer to avoid using auto-fire blasters with with pistol grip - it doesn't seem to suit gunslinger :) . I want to keep it classy. Besides with Hair Trigger + Spitfire + Paired Weapons can already give me tons of extra attacks I think. What do you think about Gambler instead of Scoundrel? Gambler can give me more rerolls on positive dices with Second Chance + Double or Nothing can double my advantages, making me go for extra hits with Hair Trigger and Spitfire. What is your opinion on that?

Also has anyone compared Executioner with Sharpshooter? Both seem to cover same area of expertise.

Gambler is pretty much a great upgrade with any tree as it's a lot about dice manipulation.

With Quick Strike and Lethal Blows Executioner gels very well with gunslinger, but you really want to start out with executioner then, as it's the seeker career that gives you force rating. Force rating opens up the Essential Kill talent, which is awesome with dual wielding + linked as it's essentially free advantages. The Unexpected Demise Signature ability is also quite gunslinger-y as it let's you one shot Rivals with crits as well. Being Force sensitive also gives you access to Foresee as well, which is really, really, really good if you want to win all the initiative checks all time.

Combining with Gambler is more versatile, but Executioner is more combat min-maxed.

For pistols, while ridiculously expensive and difficult to mod, the Model-1 Nova Viper from Fly Casual is pretty nasty right out the gate. It's a heavy blaster pistol with Accurate 2 and Pierce 2. Add Hair Triggers (Collapse of the Republic) and Paired (Fly Casual) and you've got a pretty hard-hitting combo, and you only need to mod the Hair Trigger once to drop the Inaccurate quality down to two. If your GM is kosher with it, there's an option in the AoR splat Fully Operational that lets you add a hard point to an existing weapon as an effect of repairing it, and you can use that hard point to add Superior Weapon Customization.

I'd also second penpenpen's suggestion of looking at Scoundrel for your second spec, as the ranks of Quick Strike and Rapid Reaction will add up very quickly to allow your gunslinger to make their opponents very dead in the opening round, and those ranks of Side Step are nice in helping you avoid return fire.

Edited by Donovan Morningfire

If you want to have fun reinterpreting the definition of "Gunslinger", remember that Ranged (Light) includes grenades, and so pairing it up with Demolitionist might be fun...

Add Performer for the ultimate grenade juggler. ;)

10 minutes ago, penpenpen said:

Gambler is pretty much a great upgrade with any tree as it's a lot about dice manipulation.

With Quick Strike and Lethal Blows Executioner gels very well with gunslinger, but you really want to start out with executioner then, as it's the seeker career that gives you force rating. Force rating opens up the Essential Kill talent, which is awesome with dual wielding + linked as it's essentially free advantages. The Unexpected Demise Signature ability is also quite gunslinger-y as it let's you one shot Rivals with crits as well. Being Force sensitive also gives you access to Foresee as well, which is really, really, really good if you want to win all the initiative checks all time.

Combining with Gambler is more versatile, but Executioner is more combat min-maxed.

Ah, bollocks... Sadly we can't play with Force sensitive at all so Executioner goes bye bye :(. So I guess Sharpshooter, Gambler and Scoundler are my best bets then.

9 minutes ago, Donovan Morningfire said:

For pistols, while ridiculously expensive and difficult to mod, the Model-1 Nova Viper from Fly Casual is pretty nasty right out the gate. It's a heavy blaster pistol with Accurate 2 and Pierce 2. Add Hair Triggers (Collapse of the Republic) and Paired (Fly Casual) and you've got a pretty hard-hitting combo, and you only need to mod the Hair Trigger once to drop the Inaccurate quality down to two. If your GM is kosher with it, there's an option in the AoR splat Fully Operational that lets you add a hard point to an existing weapon as an effect of repairing it, and you can use that hard point to add Superior Weapon Customization.

I'd also second penpenpen's suggestion of looking at Scoundrel for your second spec, as the ranks of Quick Strike and Rapid Reaction will add up very quickly to allow your gunslinger to make their opponents very dead in the opening round, and those ranks of Side Step are nice in helping you avoid return fire.

Thanks, I will look on those. What do you think about Gambler with their dice manipulation and double advantages? Would it be worth over Scoundrel?

Also what would you guys level up first after Gunslinger - Sharpshooter (to grab True Aim + Deadly Accuracy + Lethal Blows) or Scoundrel/Gambler first?

What about HH-50 Heavy Blaster Pistol? It has linked 1, which means I could activate additional hits from both blasters. It has only 2 HP though so enough for Paired Weapons + maybe Bantha Sighr/Superior at most.

2 hours ago, Benny89 said:

What about HH-50 Heavy Blaster Pistol? It has linked 1, which means I could activate additional hits from both blasters. It has only 2 HP though so enough for Paired Weapons + maybe Bantha Sighr/Superior at most.

It's not bad, but short range only. You'd want sniper shot or good mobility, like a jet pack or rocket boots.

Ok, so I think I will settle for Gunslinger/Sharpshooter with Mix of either Scoundler dodge/reaction bonuses or Gambler rerolls/double advtages as third spec.

I will dual pistols with Jury Rigged + Hair Trigger + Paired Weapons + Blaster Actuating Module and maybe bantha or superior when our technician will get tinckerer

I want to start with 4 Agility , 3 Presence and 3 Willpower to have good Vigilance, Cool and aim.

I don't know if I should put 3 in Brawn for higher soak or 3 in cunning for more rolls. Thoughts?

If you are a gunslinger, you're probably going to need the additional durability.

Before I answer Characteristics, how much bonus XP are you getting? How is your GM handling Characteristics? What species are you playing?

6 minutes ago, P-47 Thunderbolt said:

If you are a gunslinger, you're probably going to need the additional durability.

Before I answer Characteristics, how much bonus XP are you getting? How is your GM handling Characteristics? What species are you playing?

20 obligations total so 20 bonus XP. Characteristics- normally, jut spend xp. I will pick some spieces at the end- please don't recommend :P.

Edited by Benny89

I would recommend to start as Gunslinger, so you can get the signature ability of Un-Matched fortune. Where you can modify the dice facing after roll. This is the best signature ability in the game, and even better when you can use in on friends. Easily get more advantages so you can increase the crit roll by 10, for all of your extra advantages, espicillay if you have double or nothing. Or a Triumph if needed for story effect.

Edited by damnkid3
1 minute ago, Benny89 said:

20 obligations total so 20 bonus XP. Characteristics- normally, jut spend xp.

RAW, you start out with a default Obligation value. Then, you can choose to take on additional Obligation in exchange for a single bonus. Max per RAW is +10 XP.

If you go with Human, you start with 110 XP and 222222, so you can pick up Ag 4 and either Pr 3 or Will 3 for 100 XP, and if you use the +20 XP you can pick up the other one as well.
If you go with Sullustan, you start with 100 XP and 232122, so you can pick up Ag 4, Pr 3, and Will 3 for 100 XP and use the 20 (10 RAW) on something else.
If you go with Pantoran, you start with 100 XP and 222213, so you can pick up Ag 4, Pr 3, and Will 3 for 120 XP and you won't have a dump stat. In addition, they can start with a free rank in Cool.

As a gunslinger, you won't have to worry about Cumbersome, so Brawn is less useful, though the durability bonus is quite helpful. Cunning is somewhat useful, and the Smuggler has some skills that use Cunning. Intellect is not going to help you all that much if your party already has a Mechanic.

For your first Dedication, I'd suggest going for Agility, as you are going to want to juice your rolls for everything they are worth, just hitting isn't really enough.

My Mando is Gadgeteer/Gunslinger/Marshal and he's been really fun to play. Maybe not min-maxed to the degree you're looking for, but pretty scary in combat with some social capabilities.

18 hours ago, Benny89 said:

I will dual pistols with Jury Rigged + Hair Trigger + Paired Weapons + Blaster Actuating Module and maybe bantha or superior when our technician will get tinckerer

A Blaster Actuating Module and an hair trigger will add at least one level of Inaccurate as well as a setback die, leaving you with a minimum of 2 setback dice on every attack. Also, you'd need someone with two ranks of tinkerer, that's not going to spend them on their own gear, same goes for jury rigged. If you want to jury-rig your own stuff, gadgeteer is a decent option that also gives you armor master for durability.

I'd drop the Blaster Actuating Module for the slightly less spectacular Tibanna Jacked or Overcharged Actuating Module. Only +2 damage total, but on a heavy pistol that should be enough, cosnidering you will eventually be adding quite a bit of damage with deadly accuracy as well.

Edited by penpenpen

Gunslinger -> Merc Soldier (True Aim x2, Sniper Shot, Second Wind, Strong Arm, Point Blank x2) -> Modder

Get two Nova Vipers, give each of them an additional HP with Modder's two ranks of Tinkerer, and give them Custom Grips, Hair Triggers (Collapse of the Republic), and Blaster Actuating Modules. Use the two Jury Rigged talents to reduce their 'Activate Linked' cost by one, and now you have two:

10 DAM, Crit 3 (-1 with Sorry About the Mess), Accurate 3, Pierce 4, Inaccurate 1 beauties that hit 4 times with just 4 un-canceled advantages.

That you can fire at long range, if you want.

Edited by StriderZessei
23 hours ago, StriderZessei said:

Gunslinger -> Merc Soldier (True Aim x2, Sniper Shot, Second Wind, Strong Arm, Point Blank x2) -> Modder

Get two Nova Vipers, give each of them an additional HP with Modder's two ranks of Tinkerer, and give them Custom Grips, Hair Triggers (Collapse of the Republic), and Blaster Actuating Modules. Use the two Jury Rigged talents to reduce their 'Activate Linked' cost by one, and now you have two:

10 DAM, Crit 3 (-1 with Sorry About the Mess), Accurate 3, Pierce 4, Inaccurate 1 beauties that hit 4 times with just 4 un-canceled advantages.

That you can fire at long range, if you want.

Thanks for suggestion.

I was also considering Merc Soldier. But XP cost for crucial talents (True Aim x2 , Sniper Shot x2, Deadly Accuracy x1, Lethal Blows x2) makes Sharpshooter little more appealing to me.

So looking at xp cost: Merc as second spec - 30 xp. Now to get all that from Merc, skipping Leadership/Commander stuff - we have to spend 235 xp to get that. And we get Side Step x1. So total of 265 xp.

Now if we go as second spec Sharpshooter . 30 xp for spec. Now to get all crucial stuff we will spend 90 xp (True Aim x2 , Sniper Shot x2, Deadly Accuracy x1, Lethal Blows x2, Grit x 1, Brace x1). Total 120 xp.

Now taking as third spec Scoundler - 30 xp for spec. To get crucial stuff (Quick Draw, Rapid Reaction, Side Step x2, Quick Strike) we will spend 80 xp. So 120 xp total.

So for the price of two specs 120xp + 120 xp = 240 xp vs 265 xp to get all the good stuff from Merc. And while Point Blank is nice, I think another bonuses to Quick Draw, Rapid Reaction and Quick Strike would be more useful for Gunslinger. But I am not sure, that's just a feeling.

I see how Merc synergize so much but ****, his best talents are so far into his tree.

Also if I go Sharpshooter + Scoundler I could go later for combo of Targeted Blow + Soft Spot (If I have 2 Destiny Points) for wooping 8-10 extra damage to one hit.

What do you think?

Edited by Benny89
3 hours ago, Benny89 said:

Thanks for suggestion.

I was also considering Merc Soldier. But XP cost for crucial talents (True Aim x2 , Sniper Shot x2, Deadly Accuracy x1, Lethal Blows x2) makes Sharpshooter little more appealing to me.

So looking at xp cost: Merc as second spec - 30 xp. Now to get all that from Merc, skipping Leadership/Commander stuff - we have to spend 235 xp to get that. And we get Side Step x1. So total of 265 xp.

Now if we go as second spec Sharpshooter . 30 xp for spec. Now to get all crucial stuff we will spend 90 xp (True Aim x2 , Sniper Shot x2, Deadly Accuracy x1, Lethal Blows x2, Grit x 1, Brace x1). Total 120 xp.

Now taking as third spec Scoundler - 30 xp for spec. To get crucial stuff (Quick Draw, Rapid Reaction, Side Step x2, Quick Strike) we will spend 80 xp. So 120 xp total.

So for the price of two specs 120xp + 120 xp = 240 xp vs 265 xp to get all the good stuff from Merc. And while Point Blank is nice, I think another bonuses to Quick Draw, Rapid Reaction and Quick Strike would be more useful for Gunslinger. But I am not sure, that's just a feeling.

I see how Merc synergize so much but ****, his best talents are so far into his tree.

Also if I go Sharpshooter + Scoundler I could go later for combo of Targeted Blow + Soft Spot (If I have 2 Destiny Points) for wooping 8-10 extra damage to one hit.

What do you think?

I have several thoughts, which you can feel free to take with a grain of salt.

First and foremost, getting more than one dedicated combat spec is overkill, unless you're playing a time-traveling story and you know you're going to be fight Darth Vader, Maul and Grievous...at the same time. You really only 'need' one to be good at fighting. Source: Am currently playing a Gunslinger/Pilot/Modder/Gambler.

I would honestly say to go with Gunslinger/Scoundrel/Gambler and just have fun.

Secondly, Gunslingers tend to burn ungodly amounts of strain in a turn, especially paired with the Gambler spec. The Merc Soldier's two ranks of Second Wind are pretty helpful to a point, and his 1 rank of Side Step goes well with the ranks in the Scoundrel tree.

Also, grenades are considered Ranged [Light] weapons, which make Strong Arm and Gunslinger talents really, REALLY scary with grenades. Also, the three commander talents in Merc Soldier are really easy to ignore if you don't want them.

But, I will concede that Sharpshooter DOES have a lot of the same talents, and the Quick Fix talent (as well as Targeted Blow,) is stupidly good.

But yeah, either way, you'll have a fun time and be the big game hunter of your group. Cheers!

Edited by StriderZessei
10 hours ago, StriderZessei said:

I have several thoughts, which you can feel free to take with a grain of salt.

First and foremost, getting more than one dedicated combat spec is overkill, unless you're playing a time-traveling story and you know you're going to be fight Darth Vader, Maul and Grievous...at the same time. You really only 'need' one to be good at fighting. Source: Am currently playing a Gunslinger/Pilot/Modder/Gambler.

I would honestly say to go with Gunslinger/Scoundrel/Gambler and just have fun.

Secondly, Gunslingers tend to burn ungodly amounts of strain in a turn, especially paired with the Gambler spec. The Merc Soldier's two ranks of Second Wind are pretty helpful to a point, and his 1 rank of Side Step goes well with the ranks in the Scoundrel tree.

Also, grenades are considered Ranged [Light] weapons, which make Strong Arm and Gunslinger talents really, REALLY scary with grenades. Also, the three commander talents in Merc Soldier are really easy to ignore if you don't want them.

But, I will concede that Sharpshooter DOES have a lot of the same talents, and the Quick Fix talent (as well as Targeted Blow,) is stupidly good.

But yeah, either way, you'll have a fun time and be the big game hunter of your group. Cheers!

Heh, well, Grvious died from couple blaster shots, very uncivilized way :D.

Thank for info, I will grind that all in my head. I have to max out Gunslinger spec anyway so I will have couple of sessions before I will decide on second spec.

Two more questions for you:

1. Do you think Gambler really adds much to Gunslinger combat capabilities when they already have their Signature Ability that allows them for dice manipulation anyway?

2. Do you think starting with Brawn 2 or 3 is a significant difference for Gunslinger? (They are kind of Glass-Cannon of EotE).