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"Shady individuals with reputations for getting a job done, even if they're the only survivor. Smooth Operators, both in and out of combat, they're not afraid to test their luck on a risky move." - Home Page Character Blurb <br> <i>Looking for another [[Class]]?</i> [[File:Smuggler.png|right]]<br> The '''Smuggler''' is one of the classes of Crawlers available in ''[[StarCrawlers]]''. =Abilities= == Dirty Moves == === Volatile Trap === 100% weapon speed Deals Fire damage Maximum of 1 active Volatile Trap {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Place a Volatile Trap. When enemies act, there is a 20% chance to explode and deal 75 - 100% weapon damage to the target. The explosion chance increases 20% each turn. |Place a Volatile Trap. When enemies act, there is a 20% chance to explode and deal 100 - 150% weapon damage to the target and 20% damage to adjacent targets. The explosion chance increases 25% each turn. |Place a Volatile Trap. When enemies act, there is a 20% chance to explode and deal 150 - 200% weapon damage to the target and 50% damage to adjacent targets. The explosion chance increases 30% each turn and will Burn the target for 100% damage over 3 turns. |} === Holo Trap === 75% weapon speed Deals Energy damage Maximum of 1 active Holo Trap 3 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Set a Holo Trap. When an enemy attacks, there is a 15% chance to trigger, deal 75% weapon damage and reduce the hit chance of the attack 30%. Each turn the trigger chance increases 15%. |Set a Holo Trap with a 30% chance to Confuse all enemies for 1 turn. When an enemy attacks, there is a 20% chance to trigger, deal 100% weapon damage and reduce the hit chance of the attack 60%. Each turn the trigger chance increases 20%. |Enter Stealth for 1 turn and set a Holo Trap with a 50% chance to Confuse all enemies for 1 turn. When an enemy attacks, there is a 25% chance to trigger, deal 150% weapon damage and reduce the hit chance of the attack 90%. Each turn the trigger chance increases 25%. |} === Flash Bang === 100% weapon speed 6 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Disorient all targets, applying 1 - 2 stacks of Blind, reducing hit chance 5% for 3 turns, and Daze for 10% of the Time Unit value of your weapon. |Disorient all targets, applying 1 - 3 stacks of Blind, reducing hit chance 5% for 3 turns, and Daze for 15% of the Time Unit value of your weapon. 30% chance to Confuse targets for 1 turn. |Disorient all targets, applying 1 - 4 stacks of Blind, reducing hit chance 5% for 3 turns, and Daze for 20% of the Time Unit value of your weapon. 50% chance to Confuse targets for 1 turn and 30% chance to Stun for 30% of the Time Unit value of your weapon. |} === Kalmonri Trap === 100% weapon speed Deals Nanite damage Maximum of 1 active Kalmonri Trap 5 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Deploy a decoy to Taunt all enemies for 1 turn or until destroyed. Enemies that strike the decoy take 40% weapon damage. |Deploy a decoy to Taunt all enemies for 1 turn or until destroyed. Enemies that strike the decoy take 45% weapon damage. If a Confused enemy strikes the decoy, they take a bonus 30% weapon damage. |Deploy a decoy to Taunt all enemies for 1 turn or until destroyed. Enemies that strike the decoy take 50% weapon damage. If a Confused enemy strikes the decoy, they take a bonus 50% weapon damage. If destroyed, the decoy deals 100% weapon damage to all enemies. |} === Timed Mine === 150% weapon speed Deals Fire damage Maximum of 1 active Timed Mine 8 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |The mine deals 200% weapon damage to the next character in the timeline and will Daze for 50% of the Time Unit value of your weapon. This mine cannot be targeted by enemies or allies. |The mine deals 250% weapon damage to the next character in the timeline and will Daze and Stun for 75% of the Time Unit value of your weapon. This mine cannot be targeted by enemies or allies. |The mine deals 300% weapon damage to the next character in the timeline and will Daze and Stun for 100% of the Time Unit value of your weapon. This mine cannot be targeted by enemies or allies and has a chance to instantly kill common enemies. |} Toss a mine in front of an enemy. The mine (usually) enters the timeline before the target. === Bag of Wonders === 50% weapon speed Deals multiple damage types Maximum of 1 active artifact {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Toss a random artifact from your Bag of Wonders. When the artifact activates, it creates a positive effect for allies or a negative effect for enemies. After use, there is a 20% chance you will have exhausted your supply for the rest of the mission. This chance increases 30% with each use. |Toss a random artifact from your Bag of Wonders. When the artifact activates, it creates a positive effect for allies or a negative effect for enemies that adapts to your team. After use, there is a 15% chance you will have exhausted your supply for the rest of the mission. This chance increases 20% with each use. |Toss a random artifact from your Bag of Wonders that will immediately Stun all enemies for 100% of the Time Unit value of your weapon. When the artifact activates, it creates a positive effect for allies or a negative effect for enemies that adapts to your team. After use, there is a 10% chance you will have exhausted your supply for the rest of the mission. This chance increases 10% with each use. |} === Trap Card === PASSIVE abilities are always active. {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |The damage of all traps is boosted 30%. Deploy Volatile Trap with +30% hit chance. |The damage of all traps is boosted 40%. Deploy Volatile Trap with +50% hit chance. Deploy Holo Trap and boost the duration of its Confused effect by 1 turn. |The damage of all traps is boosted 50%. Deploy Volatile Trap with +50% hit chance. Deploy Holo Trap and boost the duration of its Confused effect by 2 turns. Deploy Kalmonri Trap. Each trap deployed boosts trap crit chance 2% for the rest of the battle |} On your first turn in combat, you automatically deploy traps if you have unlocked the ability. == Gunslinger == === Akimbo === 100% weapon speed Deals Weapon damage Requires Pistol 3 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |ACTIVE: Shoot for 100% weapon damage and 100% to a random target. |ACTIVE: Shoot for 110% weapon damage and 110% to a random target. The crit chance of Akimbo is boosted 15%. |ACTIVE: Shoot for 115% weapon damage and 115% to a random target. The crit chance of Akimbo is boosted 15% and crits reduce the Time Unit cost to 50% weapon speed. |} PASSIVE: When you equip a pistol, you add a 2nd attack to Weapon Abilities that deals 50% damage. === Push Yer Luck === 100% weapon speed Deals Weapon damage Requires Pistol {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Charge forward brashly and shoot for 100% weapon damage. Each use boosts damage 40% and chance to Taunt all enemies 15%. |Charge forward brashly and shoot for 100% weapon damage. Each use boosts damage 45%, crit chance 10% for 1 turn, and chance to Taunt all enemies 13%. |Charge forward brashly and shoot for 100% weapon damage. Each use reduces Time Unit cost by 10, boosts damage 50%, crit chance 10% for 1 turn, and chance to Taunt all enemies 10%. |} If you Taunt, Push Yer Luck resets and gains a 5 turn cooldown. === Shoot First === PASSIVE abilities are always active. Deals Weapon damage Requires Pistol {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Combat initiative is boosted 25% and when an enemy acts there is a 30% chance you will shoot first to deal 80% weapon damage. Shoot First can trigger once per turn. |Combat initiative is boosted 50% and when an enemy acts there is a 40% chance you will shoot first to deal 90% weapon damage. Shoot First can trigger once per turn and generates no Threat. |Combat initiative is boosted 75% and when an enemy acts there is a 50% chance you will shoot first with +20% crit to deal 100% weapon damage. Shoot First can trigger once per turn and generates no Threat. |} === Trick Shot === 150% weapon speed Deals Weapon damage Requires Pistol 4 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Shoot the target for 100% damage and bounce a bullet up to 3 times to hit random targets. The bouncing bullet deals 40% weapon damage and has a 5% crit chance. |Shoot the target for 125% damage and bounce a bullet up to 4 times to hit random targets. The bouncing bullet deals 45% weapon damage and has a 7% crit chance, gaining 2% crit chance with each bounce. |Shoot the target for 150% damage and bounce a bullet up to 5 times to hit random targets. The bouncing bullet deals 50% weapon damage and has a 10% crit chance, gaining 2% crit chance with each bounce. Bullets bounce 1 extra time after dealing a crit. Bounces up to 5 extra times. |} === Fan the Hammers === PASSIVE abilities are always active. Requires Pistol {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |When you use a Gunslinger ability, damage you deal increases 1%. Stacks up to 5 times. Every 3rd Gunslinger ability used reduces the cost of your next action by 25 Time Units. |When you use a Gunslinger ability, your crit chance increases 5%, and damage you deal increases 2%. Stacks up to 5 times. Every 3rd Gunslinger ability used reduces the cost of your next action by 35 Time Units. |When you use a Gunslinger ability, your crit and dodge chance increases 5%, and damage you deal increases 3%. Stacks up to 5 times. Every 3rd Gunslinger ability used reduces the cost of your next action by 50 Time Units. |} These effects are lost if you are incapacitated or do not use a Gunslinger ability. === Buddy Shield === 100% weapon speed Requires 1 buddy to hide behind 8 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Hide behind your highest health ally for 3 turns. Damage to you is reduced 10%, split with your ally, and Threat you generate is directed to your ally. |Hide behind your highest health ally for 4 turns. Damage to you is reduced 15%, split with your ally, and Threat you generate is directed to your ally. If your buddy's health dips below 20% while shielding you, deploy a concealed medkit to heal them for 20% health. Limit 1 per combat. |Hide behind your highest health ally for 5 turns. Damage to you is reduced 20%, split with your ally, and Threat you generate is directed to your ally. If your buddy's health dips below 20% while shielding you, deploy a concealed medkit to heal them for 20% health. Limit 1 per combat. On use, both you and your ally reduce incoming damage by 90% for 1 turn. |} === Showdown === 100% weapon speed Deals Weapon damage Requires 1+ charges. Score crits to build charges! 5 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |When you crit, this ability gains a charge. Activate to use all charges and shoot for 100% weapon damage for each charge. Begins each mission with a max of 3 charges. Each use increases max charges by 1 and the cooldown by 5 turns for the rest of the mission. Increases up to 5 max charges. |When you crit, this ability gains a charge. Activate to use all charges and shoot for 105% weapon damage for each charge. Begins each mission with a max of 3 charges. Each use increases max charges by 1 and the cooldown by 3 turns for the rest of the mission. Increases up to 7 max charges. Using Showdown a second time on the same target boost the crit chance by 100%. |When you crit, this ability gains a charge. Activate to use all charges and shoot for 110% weapon damage for each charge. Begins each mission with a max of 3 charges. Each use increases max charges by 1 and the cooldown by 2 turns for the rest of the mission. Increases up to 9 max charges. Using Showdown a second time on the same target boost the crit chance by 100%. Each charge used by Showdown boosts all damage you deal 5% for 3 turns. |} == Cheap Tricks == === Coin Toss === 100% weapon speed Deals Weapon damage Requires 1 Credit {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Pay 1 Credit to toss a coin in the air and attack the target for 80% weapon damage. Heads: Deal 100% bonus weapon damage and reduce the Time Unit cost of Coin Toss by 20. Tails: A random combatant is struck with Bad Luck. |Pay 1 Credit to toss a coin in the air and attack the target for 90% weapon damage. Heads: Deal 125% bonus weapon damage and reduce the Time Unit cost of Coin Toss by 30. Tails: A random combatant is struck with Bad Luck. At 7 Bad Luck stacks, something dire occurs... |Pay 1 Credit to toss a coin in the air and attack the target for 100% weapon damage. Heads: Deal 150% bonus weapon damage and reduce the Time Unit cost of Coin Toss by 40. Tails: A random enemy is struck with Bad Luck. At 7 Bad Luck stacks, something dire occurs... |} === Mug === 100% weapon speed Deals Physical damage 2 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Deal 30 - 50% weapon damage and perhaps steal an item or a few credits. Mug will probably fail. If it fails, you suffer 10% health damage. |Deal 40 - 75% weapon damage and perhaps steal an item or a few credits. Mug will probably not fail. If it fails, you suffer 7% health damage. On crit, Stun for 30% of your weapon Time Unit cost. |Deal 50 - 100% weapon damage and expertly pilfer an item or a few credits. Mug will definitely not fail. If it fails, you suffer 5% health damage. On crit, Stun for 50% of your weapon Time Unit cost. |} === Bounty === 25% weapon speed Requires Credits 2 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Deal 100% weapon damage and invest some credits in the demise of the target. Each use raises cost 20% for the rest of the mission. The target becomes Vulnerable, boosting damage taken 10% until the end of their turn. Targets have armor block reduced 30%. If the Bounty target dies, recoup 80% of creds. |Deal 100% weapon damage and invest some credits in the demise of the target. Each use raises cost 15% for the rest of the mission. The target becomes Vulnerable, boosting damage taken 15% until the end of their turn. Targets have their chance to be crit boosted 20% and armor block reduced 50%. If the Bounty target dies, recoup 90% of creds. |Deal 100% weapon damage and invest some credits in the demise of the target. Each use raises cost 10% for the rest of the mission. The target becomes Vulnerable, boosting damage taken 20% until the end of their turn. Targets have their chance to be crit boosted 20% and armor block reduced 100%. If the Bounty target dies, recoup 100% of creds and heal your weakest ally for 5% health. |} === Roulette === 50% weapon speed Deals Energy damage Requires 10 Credits 2 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |You could damage a random target for 100%, 300% or even 500% weapon damage! Or you could Bust and take 100% weapon damage. Each use boosts crit chance 10% and credit cost 20% for the rest of combat or until you Bust. |You could damage a random target for 100%, 300% or even 500% weapon damage! Or you could Bust and take 75% weapon damage. Each use boosts crit chance 13% and credit cost 20% for the rest of combat or until you Bust. Roulette heals 5% of damage. |You could damage a random target for 100%, 300% or even 500% weapon damage! Or you could Bust and take 50% weapon damage. Each use boosts damage 50%, crit chance 15% and credit cost 20% for the rest of combat or until you Bust. Roulette heals 5% of damage. |} Pay 10 Credits to spin the wheel... === Ante Up === PASSIVE abilities are always active. {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |When you spend Credits using an ability your crit chance is boosted 1% for 1 turn, stacking up to 10%. |When you spend Credits using an ability you boost the damage of a random ally 3% for 2 turns and your crit chance is boosted 2% for 1 turn, stacking up to 20%. |When you spend Credits using an ability you boost the damage of a random ally 3% for 3 turns and your crit chance is boosted 3% for 1 turn, stacking up to 30%. When combat ends you recoup 50% of the credits spent. |} === Double Down === 150% weapon speed Deals Energy damage Requires Credits 4 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Pay 100% of Credits spent to Double Down on the action and deal 0 - 200% weapon damage. Each success with Mug, Coin Toss or Roulette boosts max damage by 50% weapon damage. |Pay 75% of Credits spent to Double Down on the action and deal 0 - 250% weapon damage. Each success with Mug, Coin Toss or Roulette boosts max damage by 75% weapon damage. |Pay 50% of Credits spent to Double Down on the action and deal 0 - 300% weapon damage. Each success with Mug, Coin Toss or Roulette boosts max damage by 100% weapon damage. Double Down applies Regeneration to your ally with the lowest health, healing them at the start of their turn for 10% health. |} After use, the damage boost and cred cost reset. === Slot Machine === 50% weapon speed Deals multiple damage types Requires 2 Credits 3 turn cooldown {| class="wikitable" !Rank 1 !Rank 2 !Rank 3 |- |Pay 2 Credits to play the slots, dealing 100 - 150% weapon damage. Get a combo for a bonus effect! |Pay 2 Credits to play the slots, dealing 150 - 200% weapon damage to up to 3 targets. Get a combo for a bonus effect! |Pay 2 Credits to play the slots, dealing 200 - 300% weapon damage to up to 3 targets. Get a combo or jackpot for a bonus effect! |} Cost increases by 1 Credit with each use. [[Category:Classes]]
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