Gameplay transcript/tutorial states Cooper's passive mobility and body handling: carries one body standing, climbs ladders/ivies/ropes, and can swim.Visual reference from Desperados 3 Let's Play Gameplay Walkthrough Pt 1 Prologue & Byers Pass [1440p w/ Commentary] at 15:13-15:51Gameplay tutorial shows close knife/knockout actions and states the throwing knife takes down enemies from afar and must be retrieved after use.Visual reference from Desperados 3 Let's Play Gameplay Walkthrough Pt 1 Prologue & Byers Pass [1440p w/ Commentary] at 15:51-16:48Gameplay tutorial states revolvers take down guards, guns are loud, guards who hear them are alarmed, and the player uses separate gun inputs.Visual reference from Desperados 3 Let's Play Gameplay Walkthrough Pt 1 Prologue & Byers Pass [1440p w/ Commentary] at 17:20-18:00Gameplay tutorial states Cooper can fire both guns at the same time in Showdown Mode and choose two targets; frame also shows tooltip parameters for range, noise radius, cooldown, and dying duration.Visual reference from Desperados 3 Let's Play Gameplay Walkthrough Pt 1 Prologue & Byers Pass [1440p w/ Commentary] at 18:14-18:43Character guide summarizes Cooper's coin distraction, two guns, independent gun use in Showdown, and combining guns with knife for multi-target takedowns.Mobility, and some other notes Cooper can use everything. Isabelle can use everything. Kate, McCoy, and Hector can only use ladders. McCoy and Kate carry bodies crouching. This...In-depth character guide section covers Cooper's two pistols, shared ammunition, Showdown dual targeting, and cross-ability interactions with the knife.General Tips Line of Sight is everything Mastering how to get out of enemies' line of sight is key. This tends to be overlooked, but enemies can't see characters who are crouching...
Materials v

Cooper's Gunslinger Kit

Advanced
Desperados 3 cover

Desperados 3

Status
Released
Year
2020
Genre
Strategy
Platforms
Windows, macOS, Linux

1. Summary

Cooper's Gunslinger Kit is a flexible combat-and-distraction ability kit built around fast close takedowns, reusable ranged knife elimination, unlimited coin lures, and two revolvers that can be fired separately or together through Showdown Mode. The system lets one character alternate between quiet setup, precise isolated kills, and loud multi-target bursts, while ammo, retrieval, noise, target validity, and short cross-ability lockouts prevent the kit from solving every encounter at once.

2. Tags

advanceddocumented

3. Design Intent / Job Story

When I need one operative to solve a mixed stealth encounter, I want a kit that can distract, silently eliminate at short range, recover its thrown weapon, and optionally spend loud ammunition on simultaneous shots, so that I can adapt between low-profile infiltration and decisive synchronized takedowns.

4. Role in Gameplay Loop

  • Provides the squad with an all-round tactical toolkit that bridges stealth setup, melee control, and ranged lethality.
  • Creates repeatable distraction openings through a coin lure that can redirect guards or environmental attention.
  • Adds a recoverable silent ranged takedown option through the throwing knife, rewarding safe body access after use.
  • Adds high-impact loud ranged eliminations through two revolvers, trading stealth safety for immediate neutralization.
  • Expands Showdown planning by allowing two gun targets from the same character and enabling gun-plus-knife multi-target sequences when valid.
  • Supports mission traversal and cleanup through standing body carry, climbing, rope traversal, and swimming access.

5. Preconditions

  • The operative owning this kit is present, alive, controllable, and selected or available for Showdown planning.
  • The selected ability is available in the character action bar and not blocked by cooldown, ammo, missing knife state, or invalid target state.
  • A melee or knockout target is within close interaction range and is not protected by a rule that prevents the takedown.
  • A throwing-knife target is within valid throwing line/range, and the knife has not already been thrown without retrieval.
  • A revolver target is within weapon range, ammunition remains in the shared gun resource, and firing is allowed by the current mission state.
  • The player accepts the noise/alarm risk before using revolvers in hearing range of enemies.
  • Showdown dual-shot use requires Showdown Mode to be active and two valid gun targets or a valid double-shot target.

6. Parameters

ParameterValue
Melee kill duration2.0s
Revolver range17.0
Revolver noise radius18.0
Revolver cooldown12.0s
Revolver dying duration3.2s
Gun ammunition poolShared
Dual-shot target count2 targets
Knife retrievalRequired after throw
Coin chargesUnlimited/reusable
Gun-to-knife lockout2.0s
Knife-to-gun lockout2.0s
Body carry postureStanding
Traversal permissionsLadders, ivies, ropes, swimming

7. Core Rules

  • Coin use creates a distraction stimulus at the target point; affected enemies react according to their enemy type, alert state, and distraction susceptibility.
  • The coin is reusable and should not consume ammunition or charges.
  • Melee attack can resolve as lethal knife takedown or non-lethal knockout depending on the selected sub-action.
  • Throwing knife performs a ranged lethal takedown only against a valid target and then leaves the knife in the world/body until retrieved.
  • The throwing knife cannot be used again while it is unretrieved.
  • Each revolver shot consumes ammunition from the kit's gun resource and creates a loud noise event that can alert enemies inside the hearing radius.
  • The two revolvers function as separate gun actions for input/planning but draw from the same ammunition economy.
  • Showdown Mode can assign both revolvers at the same time, allowing two simultaneous gun targets or two shots into a target that requires multiple hits.
  • Using a revolver briefly locks out the throwing knife, and throwing the knife briefly locks out revolver use, preventing instant uninterrupted chaining.
  • All ranged attacks must respect target validity, line/range affordances, cooldown availability, and active game state.
  • Body carry and traversal passives change where the kit can reposition after a takedown but do not bypass enemy perception or alarm rules.

8. BDD Scenarios

Scenario: Distract a guard with the coin

Given
the kit owner is selected and the coin action is available
When
the player throws the coin to a valid point within distraction reach
Then
affected guards react to the sound or point of interest according to their distraction rules
And
the coin remains available for later use

Scenario: Throw and retrieve the knife

Given
the throwing knife is available
When
the player throws the knife at that enemy
Then
the target is taken down lethally
And
a valid enemy is within throwing range and line of effect
And
the throwing knife becomes unavailable until it is retrieved from the target or world location

Scenario: Fire a loud revolver shot

Given
at least one revolver shot is available
When
the player fires a revolver
Then
the target is shot
And
a valid enemy is within revolver range
And
ammunition is consumed from the shared gun resource
And
enemies inside the noise radius can become alerted by the gunshot

Scenario: Queue dual revolver shots in Showdown Mode

Given
Showdown Mode is active
When
the player assigns each revolver to a target and executes Showdown
Then
both queued gunshots resolve as synchronized actions
And
two valid gun targets are available
And
the shared gun ammunition resource is reduced for the shots fired

Scenario: Cross-ability lockout prevents instant chaining

Given
the player has just thrown the knife or fired a revolver
When
the player immediately attempts to use the opposing ranged weapon type
Then
that opposing action remains unavailable until its short lockout expires

Scenario: Non-lethal close control

Given
a valid enemy is within close takedown range
When
the player selects the non-lethal close action
Then
the target is knocked out instead of killed
And
normal body-control rules apply to the incapacitated target

9. Edge Cases

  • A thrown knife target dies in a watched area, making retrieval tactically unsafe and leaving the knife unavailable until recovered.
  • A revolver shot kills the target but triggers nearby listeners, converting a successful takedown into an alarm risk.
  • Only one revolver has a valid target in Showdown Mode, so dual-shot planning must allow a partial plan or clearly reject the second assignment.
  • A target leaves range, line of sight, or valid status between planning and execution, so the queued action must cancel, miss, or fail according to the game's action-resolution rules.
  • The player attempts to use the knife during the post-shot lockout or guns during the post-knife lockout, requiring clear disabled feedback.
  • Shared ammunition reaches zero while one or both gun slots are visible, so both revolver actions must reflect the depleted resource.
  • An enemy type reacts less strongly to coin distraction, shortening the available opening.
  • The kit owner is carrying a body, swimming, climbing, or otherwise busy, so combat and distraction actions should be unavailable until the state allows them.
  • A body with the thrown knife is moved, hidden, or becomes inaccessible, so retrieval must remain tied to the actual knife location rather than the original throw point.

10. QA Notes

  • Verify the action bar exposes coin, melee/knockout, throwing knife, and two revolver actions with correct hotkey, cooldown, ammo, and disabled states.
  • Verify the coin can be reused and produces distraction reactions without consuming a limited resource.
  • Verify throwing the knife disables further knife throws until the knife is retrieved from the target or world location.
  • Verify revolver shots consume the shared gun resource and update both gun actions consistently.
  • Verify revolver noise alerts enemies inside the displayed/defined noise radius and does not alert enemies outside it.
  • Verify Showdown Mode can queue two revolver shots from this kit and resolves both on Execute when targets remain valid.
  • Verify gun-to-knife and knife-to-gun lockout timing matches the specified short cooldown behavior.
  • Verify lethal and non-lethal close actions resolve differently and feed into body-control rules correctly.
  • Verify traversal and standing body-carry passives do not allow ability use during incompatible animation or movement states.
  • Verify target invalidation between Showdown planning and execution gives readable feedback and does not spend resources incorrectly.

11. Mechanic Dependencies

  • Showdown Synchronized Planning (Dual revolver targeting and multi-action gun/knife sequences depend on Showdown synchronized planning to queue and execute simultaneous actions.)
  • Squad Character Ability System (This kit is an instance of the squad character ability system: selection, action slots, cooldowns, resources, and character-specific passives determine when each ability can be used.)
  • Takedown and Body Control (Melee kills, knockouts, body carry, and thrown-knife retrieval after a takedown depend on takedown and body-control rules.)
  • Enemy Perception and Alarm AI (Coin reactions, gunshot hearing, target detection, and alarm escalation all depend on enemy perception and alarm AI.)
  • Lethal and Non-Lethal Combat Resource Limits (Revolver ammunition, cooldowns, lethal versus non-lethal outcomes, and ability lockouts use the game's combat resource-limit framework.)
  • Distraction and Noise Manipulation (The coin is a reusable distraction tool, and revolver noise creates sound events that feed into distraction and noise-manipulation rules.)
  • Movement, Terrain, and Cover Navigation (Standing body carry, climbing, rope traversal, and swimming are traversal passives that determine where the kit can reposition before or after using abilities.)

References

  1. 1.

    Desperados 3 Let's Play Gameplay Walkthrough Pt 1 Prologue & Byers Pass [1440p w/ Commentary] (15:13-15:51)

  2. 2.

    Desperados 3 Let's Play Gameplay Walkthrough Pt 1 Prologue & Byers Pass [1440p w/ Commentary] (15:51-16:48)

  3. 3.

    Desperados 3 Let's Play Gameplay Walkthrough Pt 1 Prologue & Byers Pass [1440p w/ Commentary] (17:20-18:00)

  4. 4.

    Desperados 3 Let's Play Gameplay Walkthrough Pt 1 Prologue & Byers Pass [1440p w/ Commentary] (18:14-18:43)

  5. 5.

    Steam Community :: Guide :: Character guides and tricks. (L0-69 of 167)

  6. 6.

    Steam Community :: Guide :: In-Depth Character Guide (L0-104 of 336)