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Smuggler

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Smuggler
Faction
Starting Planet
Allowed Species




Advanced Class

Starship
Companion(s)




Class Video
"Anarchy rules in the frontier systems. While the struggles to recover from its conflict with the , reckless mercenaries profit from the interstellar turmoil."

", a world ravaged by civil war between pro-Republic citizens and separatist extremists, has become a lucrative destination for free traders."

"Now, a daring captain-for-hire has come to deliver a cargo of weapons to the combat zone, flying a swift freighter through a deadly barrage of separatist attacks...."

, Smuggler opening crawl


The Smuggler's approach to fighting is guileful and improvisational. Preferring to tip the odds in their favor from the start, Smugglers often rely on the element of surprise, using stealth and trickery to catch opponents off guard. Despite the sly tactics, they are more than capable of holding their own in a fair fight. Fast on the draw and a crack shot with a blaster, Smugglers tend to shoot first and be the last ones standing.

  • Primarily designed to stun or incapacitate a target for a quick getaway, the tricks of the Smuggler’s trade can also be used to buy a minute for a more carefully aimed, and often quite lethal, head shot.
  • Rather than relying on movement-impairing heavy armor, the Smuggler uses nimble footwork and the environment for defensive advantage. Shooting from reflex and instinct, the Smuggler is still a crack shot from any angle.
  • Quick, reckless, and unfailingly lucky, the smuggler can pop out from cover to fire a flurry of blaster bolts at multiple enemies. This maneuver breaks the enemies’ charge and provides cover fire to allow the smugglers’ allies time to set up a coordinated counter-attack.

[] Specialization

At level 10 Smugglers are able to further specialize their skills, choosing the path of the or the .

Master of the trick shot, the first to dive for cover and willing to take advantage of every opportunity, the Gunslinger and his dual are the perfect team. The Gunslinger can shoot out a man's legs to keep him from charging, blind him so he can't get to his weapons or inflict serious injuries for maximum distraction. There's a right target for ending every disagreement and the Gunslinger knows them like the inside of his ship.

The Scoundrel doesn't have time for politeness or a fair fight. In addition to his trusty blaster the Scoundrel packs a stealth belt, a and a med pack--everything he needs to get in, knock the enemy for a loop and get out alive. Being invisible works best, but even when fly through the air waving all they get to do is look surprised as the Scoundrel's scattergun sends them back the way they came. The Scoundrel always shoots first.

[] Abilities

Starter abilities

Name

Cast Time

Cooldown

Energy Cost

Range

Description

Passive Passive None Self Able to equip medium-weight armor.
1.5 secs None 20 30m Fires a series of powerful blasts for weapon damage. Can only be used from cover. Fires both blasters if dual wielding.
Instant 1 sec None Self Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.
Instant None None 30m Fires a flurry of bolts from your blaster, dealing weapon damage.
Instant 6 secs None 30m Increases the target's critical hit chance by 5% for 60 minutes. If the target is a party member, all other party members are also affected.
15 secs
(channeled)
None None Self Allows you to catch your breath, recovering your health and energy over 15 seconds. This is only usable out of combat.
Instant 30 secs 20 30m Attaches a sabotage charge to the target that detonates when the target takes damage, dealing kinetic damage. Standard and weak targets are additionally knocked down and set on fire, dealing additional elemental damage over 3.0 seconds. Can only be used from cover.
Instant 1 sec None Self Roll into the selected cover point. If no cover point is available, you will crouch in place. Taking cover enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.
Passive Passive None Self Able to equip blaster pistols, and similar sidearm weapons.

Trainable Abilities

Name

Level

Cast Time

Cooldown

Energy Cost

Range

Description

2 Instant 6 secs 15 4m Strikes the target with your weapon for kinetic damage.
3 Instant 6 secs 20 30m Throws a thermal grenade that deals kinetic damage to up to 5 targets in an 8-meter radius. If the primary target is standard or weak, it is knocked down by the blast.
4 Instant 45 secs 10 4m Stuns the target for 4.0 seconds and deals kinetic damage.
5 Instant None 20 30m Fires a shot that causes the target to bleed, dealing internal damage over 15.0 seconds.
6 Instant 1 min 30 secs 10 10m Lobs a flash grenade that blinds up to 5 targets within 5 meters for 8.0 seconds. Damage causes this effect to end prematurely.
8 Instant None 17 10m Blasts a target for weapon damage. Fires both blasters if dual wielding.
9 Instant 2 mins None Self Breaks you free from all incapacitating and movement-impairing effects.
12 1.5 secs None None 30m Hacks a droid, incapacitating it for 60.0 seconds. While sliced, the droid's systems reboot, causing the droid to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be sliced at a time.
14 Instant 2 mins None Self Keeps a cool head, recovering energy over 3.0 seconds.
14 Instant None None Self Increase movement speed by 35% while not in combat.
15 Instant 20 mins None Self Immediately finishes the cooldown of Cool Head and restores 2% of maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.
18 Instant 12 secs None 10m Interrupts the target's current action and prevents that ability from being used for 4 seconds.
24 Instant 1 min None Self Increases your chance to dodge melee and ranged attacks by 100% for 3.0 seconds. Does not break Stealth.
28 Instant 45 secs None 4m Deals a cheap shot to a vulnerable target, dealing kinetic damage to weak and standard targets, and kinetic damage to strong targets. Only usable on incapacitated targets.
30 Instant 45 secs None Self Puts up the front of surrender, instantly lowering your threat by a moderate amount.
32 Instant 45 secs None Self Projects a defense field around yourself, which absorbs incoming damage for 15.0 seconds.
34 Instant 45 secs None 30m Fires a carefully placed shot that deals weapon damage to weak and standard targets, and weapon damage to strong targets. Only usable on incapacitated targets. Shares a cooldown with Cheap Shot. Fires both blasters if dual wielding.
48 3 secs 1 min 30 30m Calls in support from your crew, dealing elemental damage over 9.0 seconds to all enemies within 8 meters of the targeted area. Standard and weak enemies additionally panic from the flames.


[] History

[] Quick, Clever, Answers to No One

Sometimes luck is more important than skill, but it never hurts to have both.

Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble.

Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart. Whether sweet-talking an attractive alien or bargaining with a hardened criminal contact, the Smuggler’s charm is a notorious asset, and often the ticket to turning around a deteriorating situation. If circumstances get too complicated, though, count on a Smuggler to always have an escape plan. Experienced in flying under the radar, Smugglers are amazingly elusive. Yet when backed into a corner, they quickly become cunning and often deadly combatants.

Above all else, Smugglers make their own destinies. Despite their affinity for credits, Smugglers have been known to turn down lucrative opportunities when the clients have demanded too much control. Some Smugglers are even more discriminating—refusing to work with slavers and representatives of the Sith Empire. It’s a business where one is always looking for trustworthy allies, but they are often few and far between. Whether running an Imperial blockade or shooting down a double-crossing gangster, Smugglers are always flying by the seat of their pants. Every deal carries the chance for wealth beyond their wildest dreams… or an anonymous death in the harsh void of space.

[] Relations with the Republic

Faced with choosing an allegiance in these uncertain times, Smugglers have been forced to consider the implications of trying to operate under the tight controls imposed by the Sith Empire. Though never the most patriotic members of Republic society, many Smugglers have decided that siding with the Republic is siding with freedom, and of course, freedom is everything.

The Republic has never indulged a systematic prejudice against Smugglers. Generally speaking, they have more commonly tangled with laws and law enforcement measures from specific star systems, not the greater Republic. Thus, it has not been overly difficult for the Jedi and the Republic military to accept Smugglers as allies in resisting the growing dominance of the Sith Empire.

[] Field Recon

As smart and stealthy as Smugglers might be, surveillance recording from various spaceports and secured warehouses has captured them in the act. These images highlight their ability to adapt to almost any situation. They're careful and cunning when sneaking into enemy territory, but when caught in the open, whether bluffing or gambling, they appear comfortable staging a courageous stand.

[] Outfitting

They don't wear fancy armor or carry high-powered blaster rifles, but Smugglers are outfitted for action nonetheless. Wearing comfortable, flexible clothing with some custom modifications, Smugglers are able to stay light on their feet and quick on the draw. Usually carrying a fast-firing blaster or two, Smugglers have everything they need to shoot their way out of trouble. Though style is rarely their intent, it seems to come naturally to Smugglers, and their dashing duds generally complement their roguish charm.

[] Behind the scenes

The female Smuggler is voiced by actress . The male Smuggler is voiced by actor .

[] Gallery


Classes
Smuggler