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.
Smuggler stories are unique because smugglers don’t consult the Jedi council. They don’t get their orders from Republic High Command. They don’t sit in on Senate meetings. They’re creatures of the underground. They’re dealing with crime lords, and bounty hunters, and slavers, and the worst scum and villainy in the galaxy.
And yes, they’re going to fight the empire, and the Sith, and Jedi, if they want to go that way. The common thread to all their villains is that they are very powerful people, larger than life characters that take themselves too seriously. And then a smuggler comes in, and takes them down several notches, and makes fun of them, gets the girl (or guy), and the credits, and then leaves. The End.
Taken from gamespy.com
Starting Planet: Ord Mantell
Weapons: Fast firing Pistols / Blaster
Armor Comfortable, flexible clothing with some custom modifications to stay light on the feet and quick on the draw
- Cover -AI: Doesn’t cost / Energy. Instant. Medium Ranged. No Cooldown. Does NOT go on/trigger GCD. Puts you into cover behind an object where the green indicator is.
- Flash Grenade -AI: Costs about 40% Energy. Instant. Ranged. 20sec Cooldown. AoE 8sec stun, breaks on damage, deals no damage.
- Headshot -AI: Doesn’t cost / Energy. Instant. Long Ranged. 10sec Cooldown. Can only be used on a stunned target.(This includes working off of Flash Grenade.). High damaging attack.
Out of Cover only:
- Shoot -AI: Costs about 5% Energy. Instant. Long Ranged. No Cooldown. Damaging attack.
- Groin Kick -AI: Costs about 25% Energy. Instant. Short Ranged. 12sec Cooldown. 6sec Stun and deals damage.; also known as “Dirty Kick”
In Cover only:
- Cover Shot -AI: Costs about 5% Energy. Instant. Long Ranged. No Cooldown. Damaging attack(Same as “Shoot” but you’re doing it from Cover.).
- Triple Power Shot* -AI: Costs about 60% Energy. Instant. Long Ranged. No Cooldown. Fires 3 Large Blasts, each blast doing separate damage, and the first blast knocks down enemy for 2sec; also known as “Charged Burst”
- Barrage -AI: Doesn’t cost / Energy. 3sec Channel. Long Ranged CoE(Cone of Effect). 12sec Cooldown. Affects anyone infront, within range, of the Barrage. Deals damage and breaks enemies’ charge. Gameplay1
Out of combat:
- Bandage -AI: Out of combat self heal DH
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.
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.
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.
- The Smuggler uses the Cover System -AI: When in cover gains defencive bonus
- The Smuggler uses the Energy System -AI: energy regens extremely quickly (about 5%/0.5sec)
- The Smuggler can shoot while running (away).
- GCD (Global Cooldown) is about 1.5 seconds.
Sources: swtor.com / official swtor forum