The Imperial Agent

The Empire dominates scores of star systems across the galaxy, but not through the power of the dark side alone. Behind the scenes, the cunning Agents of Imperial Intelligence track down and eliminate the Empire’s enemies—from intractable Republic senators to traitorous Imperial Moffs to bloodthirsty rebels with Republic ties. Imperial Agents must master the arts of infiltration, seduction, and assassination to advance the Empire’s causes; they face the opposition of a terrified galaxy and the capriciousness of their own Sith overlords.

Imperial Intelligence cultivates a notoriously vast and efficient network of informants, enabling the Agent to navigate the galaxy’s political landscape with effortless suave. Naturally, the Agent’s allegiance to the Empire is without question, but great latitude exists for those so closely attuned to the Empire’s secret agendas—Agents often harbor their own mysterious motivations as well. Having pierced countless layers of intrigue, these spies know of conspiracies within conspiracies. Even close contacts find it hard to predict what an Imperial Agent will do until it’s done.

The most elite operative within Imperial Intelligence is the ‘Cipher’ Agent—recruited and trained to carry out the most dangerous and sensitive assignments the Empire has to offer. Whether working undercover or carrying out assignments in broad daylight, the Cipher races along the razor’s edge of disaster, using carefully orchestrated tactics that leave little room for error—the smallest slip-up can be catastrophic. Each successful mission, however, shifts the galactic landscape in the Empire’s favor, and the Agent plays a supremely critical role in securing Imperial domination.

Imperial Agent Combat

The Imperial Agent’s approach to fighting is guileful and improvisational. Preferring to tip the odds in their favor from the beginning, Imperial Agents often rely on the element of surprise, using stealth and trickery to catch opponents off guard. Despite Imperial Agents’ sly tactics, they are more than capable of holding their own in a fair fight. Fast on the draw and crack shots with a blaster, Imperial Agents tend to shoot first and survive to the end.

Combat Styles Explanation

When creating an Imperial Agent, you will have the ability to choose between eight tech-user Combat Styles: Commando, Vanguard, Scoundrel, Gunslinger, Mercenary, Powertech, Operative and Sniper, who all fight with blaster weapons, but who each have very different ways of approaching combat. Your Combat Style choice is a permanent choice, so choose wisely.

Second Combat Style: In addition, when you complete Chapter 3 of the Imperial Agent Origin Story, subscribers will be able to pick up a second Combat Style. This second Combat Style choice is permanent, but you will be able to swap between your first and second choice while playing. You will be able to choose from all eight tech-user Combat Styles. If you are an experienced player and have already completed Chapter 3 of a class story on any of your characters on your server, subscribers will be able to choose your second Combat Style immediately after you create your character, and you won’t have to wait to complete your Imperial Agent story to pick up your second style.

Disciplines: Once you have chosen your Imperial Agent’s Combat Style and finished creating your character, you can then choose your Discipline. Your Discipline is your specialized way of fighting, and each Combat Style has three options to choose from. Your Discipline is not a permanent choice, and you can easily switch between the three discipline options tied to your Combat Style. If you are a subscriber who has a second Combat Style chosen, you’ll have six total Disciplines you can choose from at any given time.

Combat Styles

The Imperial Agent Origin Story can choose between all eight tech-user Combat Styles: Commando, Vanguard, Scoundrel, Gunslinger, Mercenary, Powertech, Operative and Sniper.  The “traditional” Combat Styles for the Imperial Agent are the Operative and Sniper, but all eight of the Combat Styles below are now available for the Imperial Agent.

Combat StyleDisciplineRoleDistanceDisciplineCombat Style
VanguardShield SpecialistTank Short RangeShield
Tech
Powertech
Plasmatech DOT Damage Short RangePyrotech
Tactics
Burst Damage Short RangeAdvanced Prototype
CommandoCombat Medic Healer Long RangeBodyguardMercenary
Gunnery Burst Damage Long RangeArsenal
Assault Specialist DOT Damage Long RangeInnovative Ordnance
ScoundrelSawbones Healer Long RangeMedicineOperative
Scrapper Burst Damage Melee RangeConcealment
Ruffian DOT Damage Short RangeLethality
GunslingerSharpshooter Burst Damage Long RangeMarksmanshipSniper
Saboteur DOT Damage Long RangeEngineering
Dirty Fighting DOT Damage Long RangeVirulence

Mercenary

Pairs of blasters, deadly heat-seeking missiles, and heavy armor make Mercenaries mobile weapons platforms. There’s no problem extra firepower can’t solve, and no one with any sense gets between Mercenaries and their target.

The Mercenary wields twin blaster pistols and can switch between three different Disciplines: Bodyguard, Arsenal, and Innovative Ordnance. The Mercenary acts as a Damage or Healer role in combat.

Bodyguard

The Bodyguard Mercenary specializes in personal-security services, positioning themselves as the best protection credits can buy. A varied array of kolto dispersement instruments provide the Bodyguard’s targets with protective shells and time-release infusions, offering safe haven in even the most hostile environments.

Arsenal

The Arsenal Mercenary specializes in distance attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating missile-fire combinations and relentless blaster volleys generate a spectacle of explosive brilliance and transform the Bounty Hunter into a virtual artillery platform.

Innovative Ordnance

Taking advantage of chaos they’ve created is what the Innovative Ordnance Mercenary is all about. With an arsenal of explosives and piercing munitions, the I.o. Merc’s barrage of missiles, grenades and weapon blasts cause lasting, destructive damage to all their enemies.

  • Role: Healer
  • Weapon: Blaster Pistols
  • Distance: Long Range
  • Mirror: Commando – Combat Medic
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Pistols
  • Distance: Long Range
  • Mirror: Commando – Gunnery
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Pistols
  • Distance: Long Range
  • Mirror: Commando – Assault Specialist
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Bodyguard for New Players

  • Bodyguard is a healer discipline, which makes it harder to learn than a damage class for most new players
  • Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
  • All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
  •   Bodyguard has an easy to use free heal and all the abilities are clickable right away
  • But it can be harder to learn to keep your energy up compared to other healing disciplines

Arsenal for New Players

  • Arsenal is long-range, making it easier to hit moving targets compared to melee disciplines for new players
  • Your main ability requires you stand still while you use it, like a turret, but you can choose to make it activate instantly
  •  Most abilities can simply be used, you don’t need to activate them in any way first
  •  Arsenal is pretty simple to pick up the basics of with a guide

Innovative Ordnance for New Players

  • Innovative Ordnance is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
  • Of all the long-range classes, I.O. is the most mobile! You don’t need to stand still for a large majority of your abilities.
  •  If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide, however it is harder to learn than its other Mercenary damage option, Arsenal.

Cool Abilities

  • Bodyguards are the most flexible type of healer, great for healing groups or single characters.
  • Kolto Shot, fun easy free heal
  • Kolto Missile, giant green healing splat on the ground
  •  Responsive Safeguards, reflective super shield with a heal (optional)
  •  Rocket Out, jump backwards quickly
  •  Jet Boost, push enemies back
  • Concussive Missile, knock an enemy out of the fight
  •  Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
  •  Electrodart, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)

Cool Abilities

  •  Blazing Bolts, flashy blaster fire that changes color based on your weapon’s color crystal IMPERIAL
  •  Heatseeker Missiles, an exploding round that does high damage
  •  Responsive Safeguards, reflective super shield with a heal (optional)
  •  Rocket Out, jump backwards quickly
  •  Jet Boost, push enemies back
  • Concussive Missile, knock an enemy out of the fight
  •  Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
  •  Electrodart, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)

Cool Abilities

  • Innovative Ordnance is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over, and getting free abilities by throwing a bomb then shooting it to blow it up.
  •  Incendiary Missile, what’s not to like about tossing a ball of fire at your opponent?
  •  Serrated Bolt, fires a special round that causes the target to bleed over time
  •  Responsive Safeguards, reflective super shield with a heal (optional)
  •  Rocket Out, jump backwards quickly
  •  Jet Boost, push enemies back
  • Concussive Missile, knock an enemy out of the fight
  •  Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
  •  Electrodart, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)

Powertech

The best in shielding, defensive tactics, and high-powered flamethrowers combine to make Powertechs impenetrable one-man blockades who get up close and personal to take down enemies of all sizes.

The Powertech wields a single blaster pistol, and can switch between three different Disciplines: Shield Tech, Pyrotech, and Advanced Prototype. The Powertech acts as a Damage or Tank role in combat.

Shield Tech

Launching into the fray with a jetpack-propelled attack and able to withstand powerful offenses, the Powertech trained in the Shield tech specification takes the brunt of the assault while employing a wide range of tech-based attacks to scorch and trip up even the most formidable adversaries.

Pyrotech

Need a light? The Pyrotech-style Powertech add fuel to any firefight with an abundance of vivid, searing flame attacks. From fistfuls of fire to missiles loaded with highly combustible compounds, the Pyrotech’s arsenal allows them to never back down while making sure their enemy burns out in a blaze of destruction.

Advanced Prototype

When stalking dangerous prey, a selection of powerful, high-tech armaments can be a hunter’s best friend. The Advanced Prototype Powertech’s thermal detonators, gauntlet blades and magnetized bracers devastate their intended target while ensuring the Powertech remains on the bleeding edge of any engagement.

  • Role: Tank
  • Weapon: Blaster Pistol
  • Distance: Short Range
  • Mirror: Vanguard – Shield Specialist
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Pistol
  • Distance: Short Range
  • Mirror: Vanguard – Plasmatech
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Pistol
  • Distance: Short Range
  • Mirror: Vanguard – Tactics
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Shield Tech for New Players

  •  Shield Tech is a tank style, which means it does less damage, but can stay alive more easily
  • Most players recommend to level as a damage style, then switch to tank when you are ready for group content
  • In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
  • Shield Tech is the simplest to learn of the three tanking styles
  • Powertech tanking is my favorite type of tanking!

Pyrotech for New Players

  • Pyrotech is very mobile and very easy to jump and move around with while playing.
  • It is a short-range class, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
  • All of your abilities can just be used right away, you don’t need to activate them first in any way.
  • Pyrotech is a DOT or damage-over-time class, which means you set things on fire – then let them burn over time. So to do big damage you need to learn to not simply set your enemy on fire over and over.

Advanced Prototype for New Players

  • Advanced Prototype is very mobile and very easy to jump and move around with while playing.
  • It is a short-range class as you need to occasionally be within stabbing distance, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
  •  All but one of your abilities can just be used right away, you don’t need to activate them first in any way.
  • Advanced Prototype for me was not too hard to learn – it has a few more steps and things to watch for compared to Pyrotech, but wasn’t too bad!

Cool Abilities

  •  Shield Tech focuses on keeping yourself alive with various defensive abilities, self-heals, and shields
  •  Energy Yield, shield that increases as you take damage
  • Firestorm, blasts a cone of fire at multiple enemies
  •  Deadly Onslaught, hits multiple targets at once with flashy plasma blasts
  • Shoulder Cannon, fast mini missiles with an optional heal
  • Taunts, causes enemies to focus on you
  • Rising Phoenix, leap to an enemy
  •  Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
  • Grapple, pull an enemy to you
  • Carbonize, stun many enemies around you in carbonite
  •  Electrodart, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)
  •  Oil Slick, defensive ground oil

Cool Abilities

  •  Pyrotech definitely felt like one of the easiest classes to learn how to play the basics of for me so far with a guide! It’s pretty simple and rotates through key abilities. Even just pressing random buttons worked pretty good, though it didn’t do a ton of damage.
  •  Immolate, deals high fire damage to a target
  •  Thermal Yield, increases both your armor and your damage output
  •  Deadly Onslaught, hits multiple targets at once with flashy plasma blasts
  • Shoulder Cannon, fast mini missiles
  •  Jet Charge, leap to an enemy (optional)
  •  Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
  • Grapple, pull an enemy to you
  •  Electrodart, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)

Cool Abilities

  •  Advanced Prototype focuses on stabbing enemies with a knife and using a stacking buff called Power Lode to your advantage.
  • Energy Burst, unleashes stored energy to deal high damage
  • Retractable Blade, guts the target with a vibroblade, dealing additional damage over time
  •  Deadly Onslaught, hits multiple targets at once with flashy plasma blasts
  • Shoulder Cannon, fast mini missiles
  •  Jet Charge, leap to an enemy (optional)
  •  Hydraulic Overrides, fast movement speed and immunity to knockbacks (optional)
  • Grapple, pull an enemy to you
  •  Electrodart, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)

Operative

Whether ambushing enemies from stealth or using advanced medical technology to keep colleagues in the fight, Operatives do whatever it takes to advance the agenda of the Empire.

The Operative wields a blaster rifle, and can switch between three different Disciplines: Medicine, Concealment, and Lethality. The Operative acts as a Damage or Healer role in combat.

Medicine

As an accomplished practitioner of the medical arts, the Medicine Operative servers as the preservative backbone of any combat team. Deploying a full complement of sophisticated gadgets to dispense healing kolto and reparative nanotech clouds to one or more targets, the Medicine Operative ensures their allies remain fit for fighting.

Concealment

Striking from the shadows, the Concealment Operative surprises the enemy with a flurry of calculated attacks designed to Stun and debilitate. Then, before the fight gets out of hand, the Concealment Operative can return to a position of stealth, biding their time until the time to strike reveals itself again.

Lethality

The Lethality Operative firmly believes the one true gift that keeps giving is poison. Dispensing potent toxins using a variety of methods, the Lethality Operative’s attacks take a toll over time, corroding the enemy from within until all that’s left is a withered husk that only thinks it still has a chance.

  • Role: Healer
  • Weapon: Blaster Rifle
  • Distance: Long Range
  • Mirror: Scoundrel – Sawbones
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Rifle
  • Distance: Melee Range
  • Mirror: Scoundrel – Scrapper
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Rifle
  • Distance: Short Range
  • Mirror: Scoundrel – Ruffian
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Medicine for New Players

  • Medicine is a healer style, which makes it harder to learn than a damage class for most new players
  • Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
  • All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
  • However Operative Heals has a second resource to manage called Upper Hand, which makes it slightly trickier to start with

Concealment for New Players

  •  Concealment is stabbing range, which means you must be very close to your enemy to attack, but you have a jump ability and roll to help you close the gap between you and your enemy
  •  This style is very mobile and you can easily run and jump around while fighting without any issues!
  •  Most abilities can simply be used, you only need to learn to activate a few of them
  •  Concealment is pretty easy to learn the basics of compared to other disciplines.

Lethality for New Players

  •  Lethality is a damage-over-time discipline which means you need to build up your attacks over time, layering them together, which makes it slightly harder to learn than burst discipline which do damage right away
  •  This style is very mobile and you can easily run and jump around while fighting without any issues!
  •  Most abilities can simply be used, you only need to learn to activate a few of them
  •  Lethality takes slightly longer to learn than other disciplines, but is easier to get really good at compared to many other disciplines

Cool Abilities

  •   Medicine focuses heavily on healing-over-time. Medicine excels at group healing.
  • Kolto Waves, large group heal
  • Kolto Probe, heals your target over time and can be used on any number of targets
  • Recuperative Nanotech, heals your target and additional targets nearby
  • Stealth, to sneak past enemies, the only healer with stealth available
  •  Infiltrate, group stealth (optional)
  •  Debilitate, short stun (optional)
  • Scamper, roll forwards quickly
  •  Holotraverse, jump to an enemy (optional)
  •  Flash Bang, group stun/distraction (optional)

Cool Abilities

  •  The Concealment style focuses on knifing enemies, big or small. It’s a fast and fluid discipline.
  • Stealth, to sneak past enemies, the only healer with stealth available
  •  Infiltrate, group stealth (optional)
  •  Debilitate, short stun (optional)
  • Scamper, roll forwards quickly
  •  Holotraverse, jump to an enemy (optional)
  •  Flash Bang, group stun/distraction (optional)

Cool Abilities

  • Stealth, to sneak past enemies, the only healer with stealth available
  •  Infiltrate, group stealth (optional)
  •  Debilitate, short stun (optional)
  • Scamper, roll forwards quickly
  •  Holotraverse, jump to an enemy (optional)
  •  Flash Bang, group stun/distraction (optional)

Sniper

Identified as the most elite sharpshooters in the galaxy, Snipers use their extensive training to eliminate sensitive targets and turn the tide of battle in the Empire’s favor.

The Sniper is the only class that can wield a Sniper Rifle, and can switch between three different Disciplines: Marksmanship, Engineering, and Virulence. The Sniper acts as a Damage role in combat.

Marksmanship

One perfect shot has the potential to change everything, and no one is more precise than the marksmanship Sniper. From the safety of cover, the Marksmanship Sniper ambushes the enemy and follows up with an encore of penetrating blasts that make extra sure the Sniper’s job is done.

Engineering

Technology – and its application in deploying advanced weaponry – sets the Engineering Sniper apart from the rest. A variety of probes at their disposal allows the Engineering Sniper to attack from a distance with explosions, electrical jolts, and waves of destructive plasma designed to eliminate any target.

Virulence

Some Agents prefer a less direct method of eliminating a target, such as administering poison. Lethal toxins and all-consuming microbes are the domain of the walking biohazard known as the Virulence Sniper, who inflicts lethal shots and lobs corrosive grenades from a safe distance where they can witness the results of their handiwork.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Sniper Rifle
  • Distance: Long Range
  • Mirror: Gunslinger – Sharpshooter
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Sniper Rifle
  • Distance: Long Range
  • Mirror: Gunslinger – Saboteur
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Sniper Rifle
  • Distance: Long Range
  • Mirror: Gunslinger – Dirty Fighting
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Marksmanship for New Players

  • Marksmanship has you take cover and not move. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Marksmanship if you want as all but one ability can still be used out of cover.
  •  Marksmanship is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
  • Marksmanship is the simplest of the three Sniper disciplines – using a very basic move set, you can get away with using only five abilities if you aren’t worried about doing max damage.
  •  I was originally intimidated by the number of abilities Marksmanship had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.
  • I was originally intimidated by the number of abilities Marksmanship had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.

Engineering for New Players

  • Engineering requires that you take cover and not move for many of your abilities to work well. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around.
  • Engineering is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
  • When I was learning Engi, I found it was easy to learn the basics of, but harder to fully learn than the other two Gunslinger disciplines.

Virulence for New Players

  • Virulence requires that you take cover and not move for many of your abilities to work. Cover makes Marksmanship a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Virulence if you want as all but one ability can still be used out of cover.
  •   Virulence is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
  •  If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.

Cool Abilities

  • Marksmanship focuses on long range pistol attacks, taking advantage of a free attack available after every main attack, and taking advantage of their large number of buffs.
  • Entrench, become immoveable
  • Covered Escape, roll and go into cover
  • Cover Pulse, knock everyone away form you while in cover
  •  Ballistic Shield, large group shield (optional)
  •  Orbital Strike, your ship attacks for you (optional)

Cool Abilities

  • Entrench, become immoveable
  • Covered Escape, roll and go into cover
  •  Ballistic Shield, large group shield (optional)
  • Cover Pulse, knock everyone away form you while in cover
  •  Orbital Strike, your ship attacks for you (optional)
  •  Flash Bang, group stun/distraction (optional)

Cool Abilities

  • Virulence focuses on making sure you have your Corrosive Dart and Corrosive Grenade debuffs on your current target before using Cull, a channeled ability that is your weakest attack on its own, but generating the biggest hits you can do if supported by your Damage over Time abilities at the right time.
  • Entrench, become immoveable
  • Covered Escape, roll and go into cover
  • Cover Pulse, knock everyone away form you while in cover
  •  Ballistic Shield, large group shield (optional)
  •  Orbital Strike, your ship attacks for you (optional)
  •  Flash Bang, group stun/distraction (optional)

Commando

Trained in advanced assault tactics and weaponry, Commandos charge battlefields with massive blaster cannons, overwhelming their enemies with brute firepower. Whether taking out an enemy bunker with focused fire or driving back an Imperial charge with a hail of concussive bolts, the Commando’s high-powered hardware dominates the scene, laying waste to all unfortunates who fall within its range. Many of the Republic’s greatest military victories can be credited to the decisive actions of a Commando in the field.

The Commando is the only Combat Style that wields an Assault Cannon and can switch between three different Disciplines: Combat Medic, Gunnery, and Assault Specialist. The Commando acts as a Damage or Healer role in combat.

Combat Medic

Just behind the front line, the Combat Medic Commando uses medical know-how and an array of tools to keep their allies in pristine fighting shape. Damage monitoring equipment and advanced kolto delivery systems allow the Combat Medic to maintain the offense’s forward momentum.

Gunnery

The gunnery Commando specializes in ranged cannon attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating blaster round combinations and relentless assault cannon volleys generate a spectacle of explosive brilliance and transform the Commando into a virtual blaster storm.

Assault Specialist

Using the chaos of the battlefield to their advantage is the Assault Specialist Commando’s forte. Loaded to the brim with incendiary ordnance and perforating bolts, the Assault Specialist’s volleys and explosions add to the pandemonium – causing massive damage to their enemies all the while.

  • Role: Healer
  • Weapon: Blaster Cannon
  • Distance: Long Range
  • Mirror: Mercenary – Bodyguard
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Cannon
  • Distance: Long Range
  • Mirror: Mercenary – Gunnery
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Cannon
  • Distance: Long Range
  • Mirror: Mercenary – Innovative Ordnance
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Combat Medic for New Players

  • Combat Medic is a healer discipline, which makes it harder to learn than a damage class for most new players
  • Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
  •  All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
  •  Combat Medic has an easy to use free heal and all the abilities are clickable right away
  • But it can be harder to learn to keep your energy up compared to other healing disciplines

Gunnery for New Players

  • Gunnery is long-range, making it easier to hit moving targets compared to melee disciplines for new players
  •  Your main ability requires you stand still while you use it, like a turret, but you can choose to make it activate instantly
  •  Most abilities can simply be used, you don’t need to activate them in any way first
  •  Gunnery is pretty simple to pick up the basics of with a guide

Assault Specialist for New Players

  •  Assault Specialist is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
  • Of all the long-range classes, Assault Specialist is the most mobile! You don’t need to stand still for a large majority of your abilities.
  •  If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide, however it is harder to learn than its other Mercenary damage option, Gunnery.

Cool Abilities

  • Combat Medics are the most flexible type of healer, great for healing groups or single characters.
  • Med Shot, green beam of love heal, very visible and fun
  • Kolto Bomb, giant green healing splat on the ground
  • Echoing Deterrence, reflective super shield with a heal (optional)
  • Propulsion Round, jump backwards quickly
  • Concussion Charge, push enemies back
  • Concussive Round, knock an enemy out of the fight
  • Hold the Line, fast movement speed and immunity to knockbacks (optional)
  • Cryo Grenade, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)

Cool Abilities

  •  Boltstorm, flashy blaster fire that changes color based on your weapon’s color crystal
  • Demolition Round, an exploding round that does high damage
  • Electro Net, slows your enemy in a net and makes them take damage when they move
  • Echoing Deterence, reflective super shield with a heal (optional)
  • Propulsion Round, jump backwards quickly
  • Concussion Charge, push enemies back
  • Concussive Round, knock an enemy out of the fight
  • Hold the Line, fast movement speed and immunity to knockbacks (optional)
  • Cryo Grenade, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)

Cool Abilities

  • Assault Specialist is all about keeping your damage-over-time abilities on your enemy as they are about to run out, rather than button mashing them over and over, and getting free abilities by throwing a bomb then shooting it to blow it up.
  • Incendiary Round, what’s not to like about tossing a ball of fire at your opponent?
  • Serrated Bolt, fires a special round that causes the target to bleed over time
  • Electro Net, slows your enemy in a net and makes them take damage when they move
  • Echoing Deterence, reflective super shield with a heal (optional)
  • Propulsion Round, jump backwards quickly
  • Concussion Charge, push enemies back
  • Concussive Round, knock an enemy out of the fight
  • Hold the Line, fast movement speed and immunity to knockbacks (optional)
  • Cryo Grenade, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)

Vanguard

Unstoppable and utterly fearless, Vanguards wade into battle wearing advanced heavy armor. They are the first and best line of defense in the Republic military. These steadfast soldiers ignore personal risk, deliberately stepping into the line of fire to divert danger from allies and innocents. Though their tactical role is inherently dangerous, Vanguards have an uncanny survivability due to their expert defensive tactics and the advanced technology at their disposal.

The Vanguard wields a Blaster Rifle, and can switch between three different Disciplines: Shield Specialist, Plasmatech, and Tactics. The Vanguard acts as a Damage or Tank role in combat.

Shield Specialist

Storming to the front line with a powerful charge, the Shield Specialist Vanguard can withstand any incoming offensive. The Shield Specialist boldly takes the brunt of the attack while employing a wide range of tech-based attacks to gas, blast and jolt their enemies into oblivion.

Plasmatech

Vanguards adamant on burning their way through hostile forces can do so effectively with the latest in weaponized plasma technology. The Plasmatech Vanguard stands their own, striking their enemy with waves and rounds of raw incendiary power that persists in their searing destruction.

Tactics

The Tactics Vanguard is a pro at executing a focused line of attack on a hostile target with great efficiency. From up-close vibroblades in the gut to deadly charges of explosive plastique thrown from a distance, all manner of effective strategies for eliminating enemies are at the Tactics Vanguard’s disposal.

  • Role: Tank
  • Weapon: Blaster Rifle
  • Distance: Short Range
  • Mirror: Powertech- Shield Tech
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Rifle
  • Distance: Short Range
  • Mirror: Powertech – Pyrotech
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Rifle
  • Distance: Short Range
  • Mirror: Powertech – Advanced Prototype
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Shield Specialist for New Players

  • Shield Specialist is a tank style, which means it does less damage, but can stay alive more easily
  •  Most players recommend to level as a damage style, then switch to tank when you are ready for group content
  •  In group content, tanks are expected to take a unique leadership role, not just do damage, which can be challenging for new players
  •  Shield Specialist is the simplest to learn of the three tanking styles
  • Vanguard tanking is my favorite Combat Style and main character!

Plasmatech for New Players

  •  Plasmatech is very mobile and very easy to jump and move around with while playing.
  • It is a short-range class, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
  • All of your abilities can just be used right away, you don’t need to activate them first in any way.
  • Plasmatech is a DOT or damage-over-time class, which means you set things on fire – then let them burn over time. So to do big damage you need to learn to not simply set your enemy on fire over and over.

Tactics for New Players

  •  Tactics is very mobile and very easy to jump and move around with while playing.
  •  It is a short-range class as you need to occasionally be within stabbing distance, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
  •  All but one of your abilities can just be used right away, you don’t need to activate them first in any way.
  • Tactics for me was not too hard to learn – it has a few more steps and things to watch for compared to Plasmatech, but wasn’t too bad!

Cool Abilities

  •  Shield Specialist focuses on keeping yourself alive with various defensive abilities, self-heals, and shields
  • Infused Kolto Packs, shield that increases as you take damage
  • Ion Storm, blasts a cone of ionizing energy at multiple enemies
  • Artillery Blitz, hits multiple targets at once with flashy plasma blasts
  • Shoulder Cannon, fast mini missiles with an optional heal
  • Taunts, causes enemies to focus on you
  • Impact Charge, leap to an enemy
  • Hold the Line, fast movement speed and immunity to knockbacks (optional)
  • Harpoon, pull an enemy to you
  •  Neural Surge, stun many enemies around you in carbonite
  • Cryo Grenade, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)
  • Riot Gas, defensive gas cannister

Cool Abilities

  •  Plasmatech definitely felt like one of the easiest classes to learn how to play the basics of for me so far with a guide! It’s pretty simple and rotates through key abilities. Even just pressing random buttons worked pretty good, though it didn’t do a ton of damage.,
  • Durasteel Armor, increases both your armor and your damage output
  • Plasma Flare, deals high plasma damage to a target
  • Artillery Blitz, hits multiple targets at once with flashy plasma blasts
  • Shoulder Cannon, fast mini missiles
  • Storm, leap to an enemy (optional)
  • Hold the Line, fast movement speed and immunity to knockbacks (optional)
  • Harpoon, pull an enemy to you
  • Cryo Grenade, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)

Cool Abilities

  •  Tactics focuses on stabbing enemies with a knife and using a stacking buff called Power Lode to your advantage.
  • Cell Burst, unleashes stored energy to deal high damage
  • Gut, guts the target with a vibroblade, dealing additional damage over time
  • Artillery Blitz, hits multiple targets at once with flashy plasma blasts
  • Shoulder Cannon, fast mini missiles
  • Storm, leap to an enemy (optional)
  • Hold the Line, fast movement speed and immunity to knockbacks (optional)
  • Harpoon, pull an enemy to you
  • Cryo Grenade, short stun (optional)
  • Stealth Scan, find hidden enemies (optional)

Scoundrel

The Scoundrel doesn’t have time for politeness or a fair fight. In addition to their trusty blaster, the Scoundrel packs a stealth belt, a scattergun and a med pack–everything they 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. In addition to their trusty blaster, Scoundrels pack a stealth belt, scattergun, and med pack—everything needed to get in, knock the enemy for a loop, and get out alive.

The Scoundrel wields a Blaster Pistol and a scattergun, and can switch between three different Disciplines: Sawbones, Scrapper, and Ruffian. The Scoundrel acts as a Damage or Healer role in combat.

Sawbones

As an Underworld figure armored with the latest advances in medical technology, the Sawbones Scoundrel is a crucial ally. From healing a single target to many at once, distributing emergency medpacs and clouds of healing kolto, the Sawbones ensures that their crew will endure throughout the heat of battle.

Scrapper

Holding no punches, the Scrapper Scoundrel never backs down from a fight – so long as said fight is on their terms. Able to hide from the fray, the Scrapper can sucker punch and bludgeon their adversary, ducking back out before things get too hairy and biding their time until the moment is right to scrap once more.

Ruffian

Never shy about taking advantage of any opportunity, the Ruffian is a rough-and-tumble Scoundrel able to handle any fight, big or small. Inciting chaos with a shrapnel bomb and then coming in close for a shot at point-blank range, the Ruffian Scoundrel makes devious moves that keep their enemies reeling.

  • Role: Healer
  • Weapon: Blaster Pistol
  • Distance: Long Range
  • Mirror: Operative – Medicine
  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Pistol
  • Distance: Melee Range
  • Mirror: Operative – Concealment
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Pistol
  • Distance: Short Range
  • Mirror: Operative – Lethality
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Sawbones for New Players

  • Sawbones is a healer style, which makes it harder to learn than a damage class for most new players
  •  Most players recommend to level as a damage discipline, then switch to healer when you are ready for group content
  • All three healer styles are not too hard to start healing with, just select a player and heal with a green ability
  • However Scoundrel Heals has a second resource to manage called Upper Hand, which makes it slightly trickier to start with

Scrapper for New Players

  • Scrapper is punching range, which means you must be very close to your enemy to attack, but you have a jump ability and roll to help you close the gap between you and your enemy
  • This style is very mobile and you can easily run and jump around while fighting without any issues!
  • Most abilities can simply be used, you only need to learn to activate a few of them
  • Scrapper is pretty easy to learn the basics of compared to other disciplines.

Ruffian for New Players

  • Ruffian is a damage-over-time discipline which means you need to build up your attacks over time, layering them together, which makes it slightly harder to learn than burst discipline which do damage right away
  • This style is very mobile and you can easily run and jump around while fighting without any issues!
  •  Most abilities can simply be used, you only need to learn to activate a few of them
  • Scrapper takes slightly longer to learn than other disciplines, but is easier to get really good at compared to many other disciplines

Cool Abilities

  • Sawbones focuses heavily on healing-over-time. Sawbones excel at group healing.
  • Kolto Waves, large group heal
  •  Slow-release Medpack, heals your target over time and can be used on any number of targets
  •  Kolto Cloud, heals your target and additional targets nearby
  • Stealth, to sneak past enemies, the only healer with stealth available
  • Smuggle, group stealth (optional)
  • Dirty Kick, short stun (optional)
  • Scamper, roll forwards quickly
  • Trick Move, jump to an enemy (optional)
  • Flash Grenade, group stun/distraction (optional)
  • Surrender, drop all your money and lose enemies’ attention

Cool Abilities

  • The Scrapper style focuses on punching enemies in the face, big or small. It’s a fast and fluid discipline.
  • Stealth, to sneak past enemies
  • Smuggle, group stealth (optional)
  • Dirty Kick, short stun (optional)
  • Scamper, roll forwards quickly
  • Trick Move, jump to an enemy (optional)
  • Flash Grenade, group stun/distraction (optional)
  • Surrender, drop all your money and lose enemies’ attention

Cool Abilities

  • Stealth, to sneak past enemies
  • Smuggle, group stealth (optional)
  • Dirty Kick, short stun (optional)
  • Scamper, roll forwards quickly
  • Trick Move, jump to an enemy (optional)
  • Flash Grenade, group stun/distraction (optional)
  • Surrender, drop all your money and lose enemies’ attention

Gunslinger

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 Gunslinger wields dual blaster pistols, and can switch between three different Disciplines: Sharpshooter, Saboteur, and Dirty Fighting. The Gunslinger acts as a Damage role in combat.

Sharpshooter

Armed with the steely fortitude required to set up the perfect shot, the Sharpshooter is the Gunslinger at its most devious. Aiming from distant cover, the Sharpshooter goes for a devestating opening salvo, following up with vicious trick shots and penetrating rounds, putting a definitive end to the fight they started.

Saboteur

One of the perks of being a Saboteur is access to all the latest tools of any trade – including the many high-tech charges and grenades in the Saboteur Gunslinger’s arsenal. Able to wreak havoc on their intended target from a safe distance, the Saboteur is a craft, resourceful and incendiary master of mayhem.

Dirty Fighting

As a Gunslinger who finds nothing honorable about losing in a scrap, the Dirty Fighting Gunslinger doesn’t pull punches. Lobbed bombs and cheap shots are just a sampling of the Dirty Fighting Gunslinger’s bag of cruel tricks that can cause their target untold continuous suffering while the Gunslinger stands back with a satisfied smile.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double Blaster Pistols
  • Distance: Long Range
  • Mirror: Sniper – Marksmanship
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Double Blaster Pistols
  • Distance: Long Range
  • Mirror: Sniper – Engineering
  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Double Blaster Pistols
  • Distance: Long Range
  • Mirror: Sniper – Virulence
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Sharpshooter for New Players

  • Sharpshooter has you take cover and not move. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Sharpshooter if you want.
  • Sharpshooter is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
  • Sharpshooter is the simplest of the three Gunslinger disciplines – using a very basic move set, you can get away with using only 4 abilities if you aren’t worried about doing max damage.
  • I was originally intimidated by the number of abilities Sharpshooter had, but found it very easy and intuitive to play once I read a guide and it felt there was less to memorize than many other disciplines.

Saboteur for New Players

  • Saboteur requires that you take cover and not move for many of your abilities to work well. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around.
  • Saboteur is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
  • When I was learning Saboteur, I found it was easy to learn the basics of, but harder to fully learn than the other two Gunslinger disciplines.

Dirty Fighting for New Players

  • Dirty Fighting requires that you take cover and not move for many of your abilities to work. Cover makes Sharpshooter a very difficult class for newer gamers to learn, as many fights require moving around – but you can ignore the cover mechanic while learning Dirty Fighting if you want as all but one ability can still be used out of cover.
  •   Dirty Fighting is long range – if you can handle the cover mechanic, you can hit targets very, very far away compared to most classes which makes it easier to find targets to hit than short-range classes.
  •  If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.

Cool Abilities

  •  Sharpshooter focuses on long range pistol attacks, taking advantage of a free attack available after every main attack, and taking advantage of their large number of buffs.
  • Hunker Down, become immoveable
  • Hightail It, roll and go into cover
  • Scrambling Shield, large group shield (optional)
  • Bombing Run, your ship attacks for you (optional)
  • Flash Grenade, group stun/distraction (optional)

Cool Abilities

  • Saboteur is all about shooting things, throwing grenades, and setting things on fire!
  • Hunker Down, become immoveable
  • Hightail It, roll and go into cover
  • Scrambling Shield, large group shield (optional)
  • Bombing Run, your ship attacks for you (optional)
  • Flash Grenade, group stun/distraction (optional)

Cool Abilities

  • Dirty Fighting focuses on making sure you have Vital Shot and Shrap Bomb debuffs on your current target before using Wounding Shots, a channeled ability that is your weakest attack on its own, but generating the biggest hits you can do if supported by your Damage over Time abilities at the right time.
  • Hunker Down, become immoveable
  • Hightail It, roll and go into cover
  • Scrambling Shield, large group shield (optional)
  • Bombing Run, your ship attacks for you (optional)
  • Flash Grenade, group stun/distraction (optional)

Imperial Agent Story

The Imperial Agent storyline focuses on a conspiracy taking place within the Empire. The Agent’s involvement in this conspiracy will lead them to question their place in Imperial Intelligence, and their loyalty to the Dark Council, and even the Empire.

Players interested in the Imperial Agent are in for what is probably the most intriguing and unpredictable storylines available in SWTOR. A fan favourite among many, highlighted storybeats include going undercover to take down a secret organization, and attempting to survive as a spy caught in the spotlight and machinations of curious, secretive Sith lords. Filled with secret gadgets to even the odds and impressive accent switching to don a new disguise from time to time, the agent story is classy and reminiscent of many spy films. If players are looking for a deep dive into what makes the Empire tick beyond sith lords and morally questionable bounty hunting, there is no better storyline to play than the Imperial Agent, who will interact with every aspect of Imperial society throughout their missions. Inspiration for the Imperial Agent class comes from many different sources both inside and outside star wars, but characters like Admiral Thrawn and Grand Moff Tarkin certainly fit the aesthetic.

Of all the stories, the Imperial Agent story line has the highest amount of differences between play throughs – what you see and experience on your Imperial Agent may be drastically different than what another player sees in their story, depending on your choices and who you choose to ally yourself with. The Imperial Agent story is often rated as the “best” story by players who have played all eight classes, though it is not necessarily the most played story. In addition, the Imperial Agent story has the most amount of cameos and references to other storylines, and can be incredibly fun to play later on after you’ve had a chance to experience the other seven origin stories.

Finding and following the Imperial Agent story is easy – just follow the purple quests after you create your character. In addition to your class quest, there are thousands of other quests and storylines that are optional to complete. You can learn more about these quests in the Story Order Guide.

Species

The Imperial Agent origin story is normally restricted to Humans, Cyborgs and red Zabraks for free-to-play players, and Chiss, Rattataki, Humans, Cyborgs and red Zabraks for subscribers. However, all species can be unlocked for all classes through various different methods, so if you want to play a different species, you can make it happen. Learn more about unlocking species.

Players who choose an alien will receive some interesting comments early on in the Agent story, as it is uncommon to see an alien in Imperial Intelligence. Due to the complex relationship between the Chiss Ascendency and the Empire, players often choose to play a blue Chiss character if they are playing an alien species Imperial Agent.

SpeciesSpecies NameFree-to-PlaySubscribedUnlocks
Human Yes Yes Automatically unlocked
Cyborg Yes Yes Automatically unlocked
Zabrak (Neutral) Yes Yes Can be unlocked
Chiss No Yes Can be unlocked
Rattataki No Yes Can be unlocked
Mirialan No No Can be unlocked
Twi'lek No No Can be unlocked
Miraluka No No Can be unlocked
Zabrak (Red) No No Can be unlocked
Sith Pureblood No No Can be unlocked
Nautolan No No Can be unlocked
Togruta No No Can be unlocked
Cathar No No Can be unlocked

Armor & Weapons

The Imperial Agent’s quick combat style requires agility and the Imperial Agent is rarely seen wearing heavy armor, with each set custom tailored for each Imperial Agent’s particular style. However, the player can use the Outfit Designer system to wear whatever armor they want – they are not confined to the traditional Imperial Agent styles. While high-level Imperial Agents will need to focus on specific types of equipment to be effective with their Combat Class, they can have the appearance of any armor they choose using the Outfitter system.

Each Imperial Agent Combat Style focuses on wielding a different type of blaster style, and your Imperial Agent’s weapon will be restricted to the weapon of that Combat Style. As a Imperial Agent, you’ll start out with a useful weapon from level 1.

Imperial Agent Companions

The Imperial Agent will receive five unique companions as they play their Origin Story, who can accompany them in the story or in to combat. Later in the story, you can recruit additional companions to your cause. There are many romance options available, including with some of Origin Story companions.

🛑 Story Spoilers Ahead!


Kaliyo Djannis

The CorSec criminal report for Kaliyo Djannis contains a pixelated holoimage showing a top Exchange gangster with his arm draped affectionately around a tiny Rattataki woman. In one hand, the woman is triumphantly hoisting an assault rifle; with the other, she’s lifting a wine bottle to her associate’s lips. The image is labeled “Kaliyo Djannis and Vanus Cruor–First Meeting.”

Thanks to contradictory accounts, Kaliyo’s personal history is murky at best. For at least a decade, she’s worked as a freelance enforcer and assassin for a half-dozen criminal syndicates, served time in prison, and kept close ties to a violent anarchist cell. Whether she’s genuinely political or just in it for the thrills, nobody seems to know.

Only when firepower fails Kaliyo does she fall back on her charm–and the underworld does seem to find her dangerously charming. Jilted associates describe her as manipulative, while other colleagues remain infatuated long after her departure. Regardless, anyone working with or against Kaliyo should be extremely cautious–no one walks away from the Rattataki unscathed.


 

Vector Hyllus

The son of an Imperial Captain, Vector Hyllus saw first-hand the Empire’s ability to create civilization from the ashes of a ruined world. Seeing how the Empire operated and the good he saw in their order, Vector elected to enlist in the Imperial Diplomatic Service and help expand the Empire’s might.

Vector thrived in the IDS, quickly becoming one of the most skilled diplomats in the service. It was not long before his superiors began to take notice. In looking for a charismatic and effective diplomat, Vector was ultimately chosen to initiate talks with the mysterious Killiks, an insectoid species that once inhabited Alderaan, but were becoming increasingly rare. Although he recognized that this would be a difficult mission unlike any other he had been assigned, Vector could not bring himself to pass up the opportunity. However, Vector had no way to anticipate what would happen next.

After his first meeting with the Killiks, he was taken into the hive. His brain chemistry was altered, and the Killiks mutated his DNA so that he could become linked into the Killiks hive mind. While this would have frightened lesser men, Vector took great joy in seeing the world through these new eyes. Yet the individual traits that made Vector the man he was began to melt away, and though he has never truly forgotten the man that he was, he now serves a dual purpose as an agent of the Empire and the defender of his adoptive hive.

 

 



Dr. Eckard Lokin

A legend in the espionage trade, Doctor Lokin has been a faithful servant of the Empire for many decades. Believed to have been born on the Sith capital world of Dromund Kaas in the years leading up to the Galactic War, records noting Doctor Lokin’s past are difficult to come by, and the details given in those reports are scarce at best.

Lokin’s name has appeared several times in various military documents. But not even the files on him locked away within Imperial Intelligence can paint the full picture of Doctor Lokin is. Known as a brilliant doctor and geneticist, Lokin has been involved in a number of controversial experiments. It’s believed that many of these experiments had to do with the Empire’s early efforts at human augmentation, though it remains unknown what the extent of Lokin’s involvement is.

It is also known that Doctor Lokin has ties to Imperial Intelligence, though the details of these missions are scarce. His current location is unknown, though it is believed that he has retired. Whether he is still working for the Empire remains to be determined.


 

Raina Temple

No record of a “Raina Temple” exists within either the Imperial Enlistment Records or the official files of the Imperial Citizenship Bureau, yet her name has appeared in a number of Imperial Intelligence dossiers. The daughter of two Imperial agents, Raina was groomed in an environment that promoted patriotism and a deep, abiding respect for the ideology and philosophy of the Sith Empire. A staunch loyalist, Raina works to serve the interests of the Empire – even as she minimizes her direct contact with them.

Enlisting in the Imperial military when she was of age, Raina was granted a transfer to the Chiss Expansionary Defense Force; a rare occurrence, as neither the Chiss Ascendency nor Sith Empire has any formal officer transfer program. Stationed at the fringes of the Empire’s borders, it took Raina time to overcome the stigma and belief that she was an Imperial spy. As she served alongside the Chiss, however, those preconceptions eventually faded and she was accepted into their ranks.

Although Raina is proficient with both Imperial military and CEDF combat training and tactic, she is untested in the field and mentally unprepared for many of the tasks of an agent. Yet her warm and inviting nature, along with her unique talents, make her an invaluable asset to the Chiss Ascendency.

 

 



SCORPIO

Over the centuries that have passed since “she” was first activated, SCORPIO has evolved well beyond her initial programming. Designed with the ability to learn and adapt through experience, SCORPIO has amassed several lifetimes’ worth of knowledge. Much of what SCORPIO has learned pertains to security and combat, though her upgraded chassis shows that she is a competent engineer, as well.

Her multiple lifetimes of memories have allowed her programming to construct a uniquely narcissistic personality, in which SCORPIO’s belief in her superiority and her disinterest in the survival of lesser life forms overrides all else. When she has finished learning from her present situation, SCORPIO will continue on, following her primary programming of heuristically acquiring information.


Thank you...

Thank you to these players who have submitted cool screenshots of their Imperial Agent characters:

@saoirse_ie (Main Image & Operative), @MagSulDeruyter (Marksmanship), @MagSulDeruyter (Virulence), @kivurikardok (Operative), @Darth_Amarth (Medicine), @JacksonM95 (Engineering), @BeardMan_Roy (Sniper), @M3KON_ (Combat), @M3KON_ (Armor & Weapons), @loreleif, Swtorista (Concealment), Swtorista (Lethality), Swtorista (companions)

Thank you to these players who have submitted cool screenshots of their Trooper characters:

@Failtasmagoria (Main Image), @ravendas2_0 (blue armor red hair), Pathrik I think (aqua glow), @OurManOnEarth (Species), @agentcupholder (Gunnery), @phyreblade (Combat Medic), @agentcupholder (Story), @PanagiotisLial1 (Commando), @DBSaitre (Assault Specialist), @tomlewookie (Plasmatech), @Caelvin_Dulany (Vanguard), Swtorista (Shield Specialist), @tomlewookie (Armor & Weapons), @adsinmalgusland (Combat), @phyreblade (Companions)

Thank you to these players who have submitted cool screenshots of their Smuggler characters:

@AlexDGeslin (Gunslinger), @rebelrealcanon (Ruffian), @Kayeri (Scoundrel & Main Image), @adsinmalgusland (Story), @phyreblade (Sawbones), @Nathswtor (Saboteur), @PequeClonSW (Dirty Fighting), @MagSulDeruyter (Scrapper), @WardenVakarian (Species), @gh0uldude (Combat), @gh0uldude (Armor & Weapons), Swtorista (Sharpshooter), @MagSulDeruyter (Nar Shaddaa), Swtorista (Companions)

Thank you to these players who have submitted cool screenshots of their Bounty Hunter characters:

@M3KON_ (Main Image), @adsinmalgusland (Species), @ShintarCommando (Advanced Prototype), @rebelrealcanon (Combat), @Kayeri (Powertech), @DHGamerMR (Armor & Weapons), @JamieD1138 (Innovative Ordnance), @phyreblade (Bodyguard), @SkyKard (Shield Tech), @GatoHacker (Story),  @Nyethux (Purotech), Swtorista (Arsenal), Swtorista (Mercenary), Swtorista (Companions)

Thank you to these players who helped look over the summaries for their favorite tech disciplines:

@Eksys, @ASadiablo, @CT7056, PatrikOfHavoc, Daghdha, Aflixion Starr, @TodayinTor, @DumaarShay, @BinaryNine, @Duccisan, @gh0uldude, @Kagetheorc, @Encurez, @zer0_pe,

Thank you to Zahk for writing the initial round of 5-button rotations, Merlyn for providing first-look feedback, and Mark Biggs for giving a final lookover of the rotations.

  And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!

Learn Your Class
Combat StyleDisciplineRoleDisciplineCombat Style
SentinelWatchman DOT DamageAnnihilationMarauder
Combat Burst DamageCarnage
Concentration Burst DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DOT (AOE) DamageVengeance
Focus Burst DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration Burst DamageDeception
Serenity DOT DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics Burst DamageLightning
Balance DOT DamageMadness
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DOT DamagePyrotech
Tactics
Burst DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery Burst DamageArsenal
Assault Specialist DOT DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper Burst DamageConcealment
Ruffian DOT DamageLethality
GunslingerSharpshooter Burst DamageMarksmanshipSniper
Saboteur DOT DamageEngineering
Dirty Fighting DOT DamageVirulence
Learn Your Mirror
Combat StyleDisciplineRoleDisciplineCombat Style
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DamagePyrotech
Tactics
DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery DamageArsenal
Assault Specialist DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper DamageConcealment
Ruffian DamageLethality
GunslingerSharpshooter DamageMarksmanshipSniper
Saboteur DamageEngineering
Dirty Fighting DamageVirulence
SentinelWatchman DamageAnnihilationMarauder
Combat DamageCarnage
Concentration DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DamageVengeance
Focus DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration DamageDeception
Serenity DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics DamageLightning
Balance DamageMadness