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The '''Smuggler''' is one of the classes of Crawlers available in ''[[StarCrawlers]]''.
 
The '''Smuggler''' is one of the classes of Crawlers available in ''[[StarCrawlers]]''.
   
  +
=Abilities=
 
== Dirty Moves ==
 
== Dirty Moves ==
   

Latest revision as of 02:26, 19 February 2022

"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
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Smuggler


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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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.