Smuggler

"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

*Looking for another Class?*

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

The explosion chance increases 20% each turn.
The explosion chance increases 25% each turn.
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

Each turn the trigger chance increases 15%.
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%.
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

30% chance to Confuse targets for 1 turn.
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

If a Confused enemy strikes the decoy, they take a bonus 30% 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

This mine cannot be targeted by enemies or allies.
This mine cannot be targeted by enemies or allies.
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

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.
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.
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.

Deploy Volatile Trap with +30% hit chance.
Deploy Volatile Trap with +50% hit chance.
Deploy Holo Trap and boost the duration of its Confused effect by 1 turn.
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

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

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

Shoot First can trigger once per turn.
Shoot First can trigger once per turn and generates no Threat.
Shoot First can trigger once per turn and generates no Threat.

### Trick Shot

150% weapon speed

Deals Weapon damage

Requires Pistol

4 turn cooldown

The bouncing bullet deals 40% weapon damage and has a 5% crit chance.
The bouncing bullet deals 45% weapon damage and has a 7% crit chance, gaining 2% crit chance with each bounce.
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

Every 3rd Gunslinger ability used reduces the cost of your next action by 25 Time Units.
Every 3rd Gunslinger ability used reduces the cost of your next action by 35 Time Units.
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

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.
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

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.
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%.
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

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.
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...
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

On crit, Stun for 30% of your weapon Time Unit cost.
On crit, Stun for 50% of your weapon Time Unit cost.

### Bounty

25% weapon speed

Requires Credits

2 turn cooldown

Targets have armor block reduced 30%. If the Bounty target dies, recoup 80% of creds.
Targets have their chance to be crit boosted 20% and armor block reduced 50%. If the Bounty target dies, recoup 90% of creds.
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

Each use boosts crit chance 10% and credit cost 20% for the rest of combat or until you Bust.
Each use boosts crit chance 13% and credit cost 20% for the rest of combat or until you Bust. Roulette heals 5% of 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...

### Double Down

150% weapon speed

Deals Energy damage

Requires Credits

4 turn cooldown

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

Cost increases by 1 Credit with each use.