Engineer

"The Engineer is handy with a penumato-wrench and can rig just about anything out of a few rusty hunks of scrap. Experts at support using their constructs and mechanical skills." - Home Page Character Blurb

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The **Engineer** is one of the classes of Crawlers available in *StarCrawlers*.

# Abilities

## Constructor

### Deploy Junker

100% weapon speed

Deals Chemical damage

Costs 1 Jigawatz to deploy

2nd use: Order Junker to explode, dealing 50% weapon damage to all enemies.
Corrosion reduces Chemical resistance 3%.
2nd use: Order Junker to explode, dealing 50% weapon damage to all enemies.
Corrosion reduces Chemical resistance 5%.
2nd use: Order Junker to explode, dealing 50% weapon damage to all enemies and inflicting Blind, reducing hit chance 5% for 3 turns.

Junker lasts 4 turns before deconstructing.

### Deploy Blasto

100% weapon speed

Deals Energy damage

Costs 2 Jigawatz to deploy

Each turn Blasto maintains the same target, it attacks 1 extra time. If its target is killed, Blasto selecrs a new target, resetting its attack.
Blasto lasts 3 turns before deconstructing.
Each turn Blasto maintains the same target, it attacks 1 extra time and hit chance increases 5%. If its target is killed, Blasto selecrs a new target, resetting its attack.
Blasto lasts 4 turns before deconstructing.
Each turn Blasto maintains the same target, it attacks 1 extra time and hit chance increases 10%. If its target is killed, Blasto selecrs a new target, resetting its attack.
Blasto lasts 5 turns before deconstructing.

2nd use: Order Blasto to Barrage a target, temporarily switching to the target and boosting attack count by 1. Does not reset regular attack.

### Deploy Thumper

100% weapon speed

Deals Fire damage

Costs 2 Jigawatz to deploy

2nd use: Order Thumper to Barrage all targets. Thumper attacks all enemies 1 time.
Thumper lasts 3 turns before deconstructing.
2nd use: Order Thumper to Barrage all targets. Thumper attacks all enemies 1 to 2 times. Barrage will Burn for 100% of damage over 3 turns.
Thumper lasts 4 turns before deconstructing.
2nd use: Order Thumper to Barrage all targets. Thumper attacks all enemies 2 to 3 times. Barrage will Burn for 100% of damage over 3 turns.
Thumper lasts 5 turns before deconstructing.

### Deploy Sapper

100% weapon speed

Deals Nanite damage

Costs 2 Jigawatz to deploy

2nd use: Detonate Sapper, restoring shields it has divided between each ally and dealing 30% weapon damage per shield to all enemies.
2nd use: Detonate Sapper, restoring shields it has divided between each ally and dealing 35% weapon damage per shield to all enemies.
2nd use: Detonate Sapper, restoring shields it has divided between each ally and dealing 40% weapon damage per shield to all enemies.
Detonate heals your constructs for 100% health.

Sapper lasts 6 turns before deconstructing.

### Special Delivery

25% weapon speed

Deals Fire damage

Costs 1 Jigawatz to activate

6 turn cooldown

Damaged targets are randomly afflicted by Daze, Confuse, Burn, Blind, or Shock.
Damaged targets are randomly afflicted by Daze, Confuse, Burn, Blind, or Shock.

### Twofer

25% weapon speed

6 turn cooldown

The Time Unit costs of the duplicate construct's actions are reduced 50%.
The Time Unit costs of the duplicate construct's actions are reduced 50% and while it persists, the original construct deals 30% bonus damage.

### Master Builder

PASSIVE abilities are always active.

- Blasto costs 1 less Jigawatz to deploy.
- Blasto costs 1 less Jigawatz to deploy.
- Thumper costs 1 less Jigawatz to deploy.
- Blasto costs 1 less Jigawatz to deploy.
- Thumper costs 1 less Jigawatz to deploy.
- Construct health increased 10%, deal 10% extra damage and take 10% less damage.

## Rigger

### Pneumato Fist

75% weapon speed
Deals Physical damage
Costs 2 Jigawatz to activate

Malfunction chance: 10%
On malfunction, Stun a random combatant for 50 Time Units and reset with a 3 turn cooldown.
Malfunction chance: 10%
On malfunction, Stun a random combatant for 50 Time Units and reset with a 3 turn cooldown.
Malfunction chance: 10%
On malfunction, Stun a random combatant for 50 Time Units and reset with a 3 turn cooldown.

### Qwik Stop

PASSIVE abilities are always active.

Team hit chance boosted 8% at the start of battle, reducing 5% each turn to 2%. Team takes 10% less damage at the start of battle, reducing 5% each turn to 2%.
Team hit chance boosted 13% at the start of battle, reducing 5% each turn to 4%. Team takes 13% less damage at the start of battle, reducing 5% each turn to 4%.
Team critical hit chance increased 5%.
Team hit chance boosted 15% at the start of battle, reducing 5% each turn to 5%. Team takes 15% less damage at the start of battle, reducing 5% each turn to 5%.
Team critical hit chance increased 5% and damage boosted 5%.

### Rumble Pak

100% weapon speed

Deals Physical damage

Costs 2 Jigawatz to activate

Each use boosts damage by 20% weapon damage, Slow by 5 Time Units, and malfunction chance 10%. If not used it powers down and resets all effects.
Malfunction chance: 20%
On malfunction, Daze all combatant for 10 to 250 Time Units and reset with a 4 turn cooldown.
Each use boosts damage by 30% weapon damage, Slow by 10 Time Units, and malfunction chance 10%. If not used it powers down and resets all effects.
Malfunction chance: 20%
On malfunction, Daze all combatant for 10 to 250 Time Units and reset with a 4 turn cooldown.
Each use boosts damage by 40% weapon damage, Slow by 15 Time Units, and malfunction chance 10%. If not used it powers down and resets all effects.
Malfunction chance: 20%
On malfunction, Daze all combatant for 10 to 250 Time Units and reset with a 4 turn cooldown. Each use reduces base Malfunction chance 1% for the rest of the mission.

### Railgun

100% weapon speed

Deals Physical damage

Costs 2 Jigawatz to fire

Malfunction chance: 10%
On malfunction, Railgun jams and must be cleared using 1 Jigawatz before it can fire again.
Each use boosts crit chance 20%. If Railgun is used it powers down, resetting all effects.
Malfunction chance: 10%
On malfunction, Railgun jams and must be cleared using 1 Jigawatz before it can fire again.
Each use boosts crit chance 20% and crits purge 1 - 3 buffs from the target. If Railgun is used it powers down, resetting all effects.
Malfunction chance: 10%
On malfunction, Railgun jams and must be cleared using 1 Jigawatz before it can fire again.

### Ornery

PASSIVE abilities are always active.

If killed you have a 90% chance to get back up with 20% health. This chance is reduced by 30% each time it triggers during a mission.

### Overshield

200% weapon speed

8 turn cooldown

When Overshield ends, you deal 30% extra damage for 1 turn.
Overshield stores up to 30 charges.
When Overshield ends, you deal 60% extra damage for 1 turn and 30% of elemental resistance persists for 3 turns.
Overshield stores up to 30 charges.
When Overshield ends, you deal 100% extra damage for 1 turn, heal allies 0.5% of their max health for each charge used, and 30% of elemental resistance persists for 3 turns.
Overshield stores up to 30 charges.

### Upgrade!

100% weapon speed

On use, Upgrade grants you Haste, reducing the cost of your next action by 50% of the Time Unit value of your weapon.
On use, Upgrade grants you Haste, reducing the cost of your next action by 50% of the Time Unit value of your weapon, and a 50% damage boost to all allies for 1 turn.

## Bolty

### Deploy Bolty/Heal Bolty

100% weapon speed

Deals Physical damage

Costs 2 Jigawatz to heal

2nd use: Heal 30% of Bolty's health over 3 turns. Bolty requires 2 Jigawatz to activate his heal.
Bolty has 20% of your max health, and deals 30% weapon damage with 50% Threat. Bolty can deploy oncer per battle.
2nd use: Heal 45% of Bolty's health over 3 turns. Bolty requires 2 Jigawatz to activate his heal.
Bolty has 25% of your max health, and deals 35% weapon damage with 100% Threat. Bolty can deploy oncer per battle.
Bolty has 30% of your max health, 15% dodge, and deals 40% weapon damage with 150% Threat. Bolty can deploy oncer per battle and auto-deploys when combat begins.

### Rocket Elbow

100% weapon speed

Deals Physical damage

Costs 2 Jigawatz to activate

5 turn cooldown

Malfunction chance: 20%
On malfunction, strike a random enemy and reset with an 8 turn cooldown.
Malfunction chance: 15%
On malfunction, strike a random enemy and reset with an 8 turn cooldown.
Malfunction chance: 10%
On malfunction, strike a random enemy and reset with an 8 turn cooldown.

### Strafe

50% weapon speed

Deals Weapon damage

3 turn cooldown

Malfunction chance: 20%
On malfunction, Bolty collides with a random enemy, Stunning both himself and the target for 50 Time Units and resetting Strafe.
Malfunction chance: 15%
On malfunction, Bolty collides with a random enemy, Stunning both himself and the target for 50 Time Units and resetting Strafe.
Malfunction chance: 10%
On malfunction, Bolty collides with a random enemy, Stunning both himself and the target for 50 Time Units and resetting Strafe.

### Shotblocker

50% weapon speed

Costs 1 Jigawatz to activate

2/3/4 turn cooldown

While intercepting, Bolty deals 20% less damage and takes 10% less damage.
Malfunction chance: 20%
On malfunction, Bolty will attempt to intercept a random target and Shotblocker resets.
While intercepting, Bolty gains 15% dodge, deals 15% less damage and takes 15% less damage.
Malfunction chance: 15%
On malfunction, Bolty will attempt to intercept a random target and Shotblocker resets.
While intercepting, Bolty gains 15% dodge, heals 10% health each turn, deals 10% less damage and takes 20% less damage.
Malfunction chance: 10%
On malfunction, Bolty will attempt to intercept a random target and Shotblocker resets.

### Built Real Good

PASSIVE abilities are always active.

If Bolty is critically hit he goes berserk, boosting damage 25% for 1 turn.
Bolty heals 5% health each turn and if critically hit he goes berserk, boosting damage 25% for 1 turn.

### Power Drain

100% weapon speed

Deals Energy damage

Costs 2 Jigawatz to activate

Elemental resistance lasts for 3 turns.
Malfunction chance: 20%
On malfunction, Bolty attempts to drain shields from a random target and Power Drain resets.
Elemental resistance lasts for 3 turns.
Malfunction chance: 15%
On malfunction, Bolty attempts to drain shields from a random target and Power Drain resets.
Elemental resistance lasts for 3 turns.
Each drained shield also reduces the cost of Bolty's next action by 20 Time Units and heals 5% of health.
Malfunction chance: 10%
On malfunction, Bolty attempts to drain shields from a random target and Power Drain resets.

### Mr. Autoroboto

25% weapon speed

While active, Bolty has access to unlocked abilities from this tree, they do not need to be equipped and cost 0 Jigawatz when used by Bolty.
- Bolty can use Rocket Elbow and Strafe
While active, Bolty has access to unlocked abilities from this tree, they do not need to be equipped and cost 0 Jigawatz when used by Bolty.
- Bolty can use Rocket Elbow and Strafe
- Bolty can use Shotblocker.
While active, Bolty has access to unlocked abilities from this tree, they do not need to be equipped and cost 0 Jigawatz when used by Bolty.
- Bolty can use Rocket Elbow and Strafe
- Bolty can use Shotblocker.
- Bolty can use Power Drain and oncer per battle, if killed, attempt to use 1 Jigawatz to revive with 50% health.