|Starting planet:||Ord Mantell|
|Starship:||XS Stock Light|
|“||Anarchy rules in the frontier systems. While the Galactic Republic struggles to recover from its conflict with the Sith Empire, reckless mercenaries profit from the interstellar turmoil."
"Ord Mantell, 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....
|~ Star Wars: The Old Republic, 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.
- 1 Specialization
- 2 Abilities
- 3 History
- 4 Story
- 5 Story missions
- 6 Behind the scenes
- 7 Gallery
- 8 Class video
- 9 References
Master of the trick shot, the first to dive for cover and willing to take advantage of every opportunity, the Gunslinger and his dual blasters 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 scattergun 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 Sith fly through the air waving lightsabers 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.
Smuggler Flurry of Bolts (Rank 2) Level 2 Lucky Shots (Rank 2) Level 2 Recuperate (Rank 2) Level 2 Thermal Grenade Level 3 Vital Shot Level 5 Flash Grenade Level 7 Escape Level 9 Dodge Level 10 Speeder Piloting Level 10 Cool Head Level 14 Heroic Moment Level 15 Distraction Level 18 Surrender Level 30 Defense Screen Level 32
Scoundrel Blaster Whip Level 2 Quick Shot (Rank 2) Level 2 Dirty Kick Level 4 Stealth Level 5 Blasters Blazing Level 6 Lacerating Blast Level 6 Kolto Pack Level 8 Upper Hand Level 8 Back Blast Level 10 Slow-release Medpac Level 12 Street Tough Level 12 Browbeater Level 15 Pugnacity Level 16 Diagnostic Scan Level 18 Tranquilizer Level 20 Disappearing Act Level 22 Triage Level 24 Tendon Blast Level 26 Element of Surprise Level 35 Bushwack Level 38 Smuggle Level 42 Heartrigger Patch Level 50 Scamper Level 51 Trick Move Level 59 Stack the Deck Level 66
Gunslinger Charged Burst (Rank 2) Level 2 Crouch (Rank 2) Level 2 Hold Position Level 2 Take Cover (Rank 2) Level 2 Below the Belt Level 4 Crack Shot Level 6 Sweeping Gunfire Level 6 Quickdraw Level 10 Ready for Anything Level 10 Leg Shot Level 12 Bravado Level 15 Pulse Detonator Level 16 Flourish Shot Level 18 Hunker Down Level 20 Diversion Level 22 Steady Shots Level 25 Smuggler's Luck Level 28 Speed Shot Level 36 Scrambling Field Level 42 XS Freighter Flyby Level 48 Illegal Mods Level 50 Hightail It Level 51 Bag of Tricks Level 59
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.
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.
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.
Prologue: The Greatest Outlaw
A daredevil smuggler is marooned on war-torn Ord Mantell when a gunrunning deal ends with the starship and cargo stolen by a cunning thief named Skavak. The smuggler pursues the elusive thief to recover the vessel and its payload before a notorious gangster discovers the broken deal and marks the smuggler for death. Aided by good-natured mercenary Corso Riggs, the smuggler becomes an unlikely Republic hero by taking down Skavak's allies amongst the violent separatist guerilla fighters.
Skavak escapes to Coruscant pursuing his own secret agenda, where the smuggler must battle the Republic capital's underworld factions to finally exact revenge. Though the smuggler recovers his stolen starship, it is too late to avoid the wrath of unforgiving gangster Rogun the Butcher. Bounty hunters fly in hot pursuit of the smuggler as a new business opportunity arrives in the form of a beautiful and mysterious stowaway.
Chapter One: The Legacy of Nok Drayen
Aided by Skavak's former partner-in-crime, an alluring treasure hunter known only as Risha, the clever smuggler embarks on a galaxy-spanning search for the fabled lost fortune of infamous crime lord Nok Drayen. Tracking down this treasure requires the smuggler to deliver a cargo hold of exotic curios to enigmatic buyers. In exchange, the smuggler receives one-of-a-kind advanced starship technology that brings the fortune hunter one step closer to finding Nok Drayen’s riches. The smuggler ventures across deadly worlds to fulfill his contracts, including the crime-ridden megalopolis Nar Shadda and the warring noble lands of Alderaan.
The crafty Skavak hounds the smuggler at every turn, seeking to claim the lost fortune for himself. It takes every weapon in the smuggler's arsenal, along with help from his new allies, such as the Wookiee gladiator Bowdaar, just to survive. In a legendary journey beyond the edge of the galaxy, the smuggler discovers the truth about Nok Drayen and the secret of the vanished crime lord's legacy. Skavak uses one final trick to face the smuggler in a no-holds-barred duel aboard a collapsing starship that is falling into a black hole. The smuggler escapes certain death with a legendary tale and newfound respect from the underworld's elite. However, there is one man who still wants the smuggler dead.
Chapter Two: Pirates and Privateers
Rogun the Butcher has not forgiven the smuggler's broken contract on Ord Mantell. The merciless Chagrian gangster sets a trap on the bustling underworld hideout Port Nowhere. The smuggler narrowly escapes Rogun's enforcers and inadvertently rescues a former ally: gambler and information broker Darmas Pollaran. Rogun has captured Darmas and the beautiful Senator Bevera Dodonna, intending to sell them to an Imperial Grand Admiral nicknamed "the Voidwolf." But when the Voidwolf's Imperial flagship appears at Port Nowhere to claim Darmas and Senator Dodonna, everyone flees to safety with only moments to spare.
In recognition of her heroic rescue at the hands of the smuggler, Senator Dodonna uses her government authority to commission the smuggler as an official Republic privateer. She contracts the smuggler's crew to sabotage and loot the Republic's enemies on Balmorra and Hoth. In a series of har-raising escapades, the smuggler outwits Imperials moffs and pirate kings, damaging the operations of Rogun the Butcher and the Voidwolf, and causing further embarrassment to them both.
Powerful new allies join the smuggler's crew as they scheme the heist of the millennium and plunder an Imperial treasury cruiser. Returning from this outrageous caper, the smuggler thwarts an assassination attempt on Senator Dodonna by Rogun the Butcher. In response, Senator Dodonna task the smuggler with bringing down Rogun's criminal empire once and for all.
Chapter Three: Final Payback
The smuggler carves a path of destruction across the exotic neutral planet of Voss and the lethal Republic prison world Belsavis to cripple Rogun the Butcher's criminal syndicate. Finally forcing this longtime enemy into the open, the smuggler storms a hidden base on Tatooine to confront Rogun in person, only to discover that nothing is what it seems. Far from being the Voidwolf's ally, Rogun is a staunch Republic patriot hunting Imperial spies who are destroying the Republic from within.
When the smuggler discovers the shocking identities of the Voidwolf's Imperial spy allies, the trail leads to the war-engulfed planet of Corellia. The smuggler avenges betrayals by old comrades and finally uncovers the Voidwolf's true plan: to gather the greatest underworld alliance the galaxy has ever seen, and use its fleet to pillage the Republic shipyards, and then Coruscant itself. As fighting between Republic and Imperial forces reaches a fever pitch, the smuggler races to confront the Voidwolf aboard his flagship and seize control of the underworld armada before it attacks. The captains of scum and villainy gladly transfer their loyalties to the smuggler, leaving the only question, whom to strike? A blind-sided Imperial fleet, or the Republic's vulnerable forces? In the aftermath of this underworld war, the smuggler emerges as one of the most powerful leaders in the galaxy.
- Ord Mantell
- Ancient History