Some Troops can dish out a serious beating, while others can open a full can of whoop-ass on their enemies. And after that are those members of Havoc Squad who excel at all of the heavy-fire weaponry and tactics that become available with mastery of the Gunnery tree. Outfitted with specialized Assault Cannons, Commandos specializing in Gunnery are amongst the most feared soldiers in the Galaxy.
Gunnery Commandos are qualified with the most cutting-edge firepower available to Republic Spec-Ops. Their training includes very advanced techniques to prepare for any situation they might encounter during an Op. Controlled burst fire for target elimination, suppressive cannon burst for crowd control and surgical demolition strikes for heavily armored target neutralization can all be performed at an unsurpassed level of expertise by a Gunnery Commando.
Role: Damage Dealer
Skill Focus: Heavy assault focusing on large area and single-target burst damage
Gunnery Skill Tree (Commando) – The Complete List
Tier 1
Advanced Tech
Passive
Ranks: 2
Prerequisites: None
Effect: Increases healing received by 1/2 percent and all healing done by 1/2 percent.
Havoc Rounds
Passive
Ranks: 2
Prerequisites: None
Effect: Increases the damage dealt by all rounds and Charged Bolts by 3/6 percent and increases the healing dealt by Kolto Bomb by 10/20 percent.
Ironsights
Passive
Ranks: 3
Prerequisites: None
Effect: Increases Aim by 3/6/9 percent.
Tier 2
Heavy Trooper
Passive
Ranks: 2
Prerequisites: 5 points in the Gunnery tree
Effect: Increases Endurance by 1/2 percent and all healing received by 3/6 percent.
Muzzle Fluting
Passive
Ranks: 1
Prerequisites: 5 points in the Gunnery tree
Effect: Reduces the cost of Charged Bolts and Grav Rounds by 1.
Special Munitions
Passive
Ranks: 1
Prerequisites: 5 points in the Gunnery tree
Effect: Increases the effect of your cells while they are active: Plasma Cell: Increases tech critical chance by 3 percent. Armor Piercing Cell: Reduces the cost of High Impact Bolt by 1. Combat Support Cell: Increases tech critical hit chance by 3 percent.
Steadied Aim
Passive
Ranks: 3
Prerequisites: 5 points in the Gunnery tree
Effect: Reduces the pushback suffered while activating Charged Bolts, Concussive Round, Grav Round and Full Auto by 25/50/75 percent.
Tier 3
Charged Barrier
Passive
Ranks: 2
Prerequisites: 10 points in the Gunnery tree
Effect: Charged Bolts and Grav Round have a 50/100 percent chance to build a Charged Barrier that reduces damage taken by 2 percent for 15 seconds. Stacks up to 5 times.
Concussive Force
Passive
Ranks: 2
Prerequisites: 10 points in the Gunnery tree
Effect: Stockstrike has a 50/100 percent chance to knock the target back several meters. In addition, Concussion Charge’s knockback effect is stronger and pushes enemies 2/4 meters further away.
Deadly Cannon
Passive
Ranks: 2
Prerequisites: 10 points in the Gunnery tree
Effect: Increases the critical bonus damage of Full Auto and Demolition Round by 15/30 percent.
Grav Round
Activated
Ranks: 1
Prerequisites: 10 points in the Gunnery tree
Effect: Fires a round that creates a gravity vortex on the target, dealing 1277 – 1427 kinetic damage, crushing the target’s armor and reducing the armor rating by 4 percent for 15 seconds. Stacks up to 5 times. Gravity vortices leave the target vulnerable to High Impact Bolt.
Ability – Grav Round
Ammo: 3
Activation Time: 1.5 seconds
Range: 30 meters
Effect: Fires a round that creates a gravity vortex on the target, dealing 1277 – 1427 kinetic damage, crushing the target’s armor and reducing the armor rating by 4 percent for 15 seconds. Stacks up to 5 times. Gravity vortices leave the target vulnerable to High Impact Bolt.
Tier 4
Cell Charger
Passive
Ranks: 2
Prerequisites: 15 points in the Gunnery tree
Effect: While Armor-piercing Cell is active, critical hits with rounds and Full Auto have a 50/100 percent chance to generate 1 energy cell. This effect cannot occur more than once every 3 seconds.
Gravity Surge
Passive
Ranks: 1
Prerequisites: 15 points in the Gunnery tree and 1 point in Grav Round
Effect: Grav Round now applies an additional gravity vortex.
Tenacious Defense
Passive
Ranks: 2
Prerequisites: 15 points in the Gunnery tree
Effect: Reduces the cooldown of Concussion Charge by 5/10 seconds and Tenacity by 15/30 seconds.
Tier 5
Charged Barrel
Passive
Ranks: 1
Prerequisites: 20 points in the Gunnery tree and 1 point in Gravity Surge
Effect: Grav Round grants Charged Barrel, increasing the damage dealt by the next High Impact Bolt by 6 percent. Stacks up to 5 times.
Cover Fire
Passive
Ranks: 2
Prerequisites: 20 points in the Gunnery tree and 1 point in Rotary Cannon
Effect: Full Auto has a 50/100 percent chance to slow the target’s movement speed by 50 percent for 2 seconds.
Kolto Recharge
Passive
Ranks: 1
Prerequisites: 20 points in the Gunnery tree
Effect: Recharge Cells regenerates 7 percent of your maximum health over 10 seconds.
Rotary Cannon
Passive
Ranks: 1
Prerequisites: 20 points in the Gunnery tree
Effect: Increases the damage dealt by Full Auto by 33 percent.
Tier 6
Curtain of Fire
Passive
Ranks: 3
Prerequisites: 25 points in the Gunnery tree and 1 point in Rotary Cannon
Effect: Charged Bolts and Grav Round have a 10/20/30 percent chance to finish the cooldown on Full Auto and increase the damage dealt by the next Full Auto by 25 percent. This effect cannot occur more than once every 6 seconds.
Reserve Round
Passive
Ranks: 2
Prerequisites: 25 points in the Gunnery tree
Effect: Reduces the cooldown of Concussive Round by 7.5/15 seconds and Reserve Powercell by 15/30 seconds.
Tier 7
Demolition Round
Activated
Ranks: 1
Prerequisites: 30 points in the Gunnery tree
Effect: Fires a demolition round that explodes on contact, dealing 1209 – 1359 kinetic damage. This damage is increased by 5 percent per gravity vortex on the target.
Ability – Demolition Round
Ammo: 2
Activation Time: Instant
Range: 30 meters
Cooldown: 15 seconds
Effect: Fires a demolition round that explodes on contact, dealing 1209 – 1359 kinetic damage. This damage is increased by 5 percent per gravity vortex on the target.


