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The Bounty Hunter

Countless enemies stand in the way of the Sith Empire’s drive for domination. The Empire spares no expense eliminating these threats, offering massive bounties to employ the galaxy’s most lethal hunters. Earning a death mark from the Empire means a life spent in fear, constantly looking over one’s shoulder. It’s never a question if a Bounty Hunter will find you… only when.

Both infamous and anonymous at the same time, Bounty Hunters are far more than mercenaries for hire – they’re heirs to a professional legacy—an ancient brotherhood with a glorious history. Tracking elusive targets across multiple star systems requires expertise, especially when the targets can be prominent, powerful, and often prepared for confrontation. Thrill seekers from all walks of life set out to become Bounty Hunters, but only the most hard-boiled survive in this competitive and deadly business.

The Bounty Hunter’s path lies along the edge – the stakes are always high – and the path only leads two places, to a life of infamous glory… or to a quick and ignominious death.

Bounty Hunter Combat

Whether working for Credits or principle, Bounty Hunters pursue targets with dogged determination and methodical precision. Bounty Hunters are renowned for their versatility on the battlefield and their ability to go toe-to-toe with Force-users. Their legendary abilities in this arena have earned them the nickname “Jedi Killers.” Whoever they must face, Bounty Hunters come armed with the most advanced weaponry on the black market, packing heavy firepower and always keeping a variety of tricks and gadgets at the ready.

Combat Styles

When creating a Bounty Hunter, 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.


In addition, when you complete Chapter 3 of the Bounty Hunter 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 the Bounty Hunter Origin Story on any of your Bounty Hunter characters on your server, subscribers will be able to choose your second Combat Style immediately after your create your character, and you won’t have to wait to complete your Origin Story to pick up your second style.

Disciplines

Once you have chosen your Bounty Hunter’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 Bounty Hunter 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 Bounty Hunter are the Powertech and Mercenary, but all eight of the Combat Styles below are now available for the Bunty Hunter.

Combat StyleDisciplineRoleDistance
VanguardShield Specialist Tank Short Range
Plasmatech Damage (DOT) Short Range
Tactics Damage (Burst) Short Range
CommandoCombat Medic Healer Long Range
Gunnery Damage (Burst) Long Range
Assault Specialist Damage (DOT) Long Range
ScoundrelSawbones Healer Long Range
Scrapper Damage (Burst) Melee Range
Ruffian Damage (DOT) Short Range
GunslingerSharpshooter Damage (Burst) Long Range
Saboteur Damage (DOT) Long Range
Dirty Fighting Damage (DOT) Long Range
PowertechShield Tech Tank Short Range
Pyrotech Damage (DOT) Short Range
Advanced Prototype Damage (Burst) Short Range
MercenaryBodyguard Healer Long Range
Arsenal Damage (Burst) Long Range
Innovative Ordnance Damage (DOT) Long Range
OperativeMedicine Healer Long Range
Concealment Damage (Burst) Melee Range
Lethality Damage (DOT) Short Range
SniperMarksmanship Damage (Burst) Long Range
Engineering Damage (DOT) Long Range
Virulence Damage (DOT) Long Range

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.

  • Role: Healer
  • Weapon: Blaster Pistols
  • Distance: Long Range

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

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)

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.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Pistols
  • Distance: Long Range

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

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)

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: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Pistols
  • Distance: Long Range

Innovative Ordnance for New Players

  •  Innovative Ordnance is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
  •  Most abilities can simply be used, you don’t need to activate them in any way first
  •  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

  • 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.

  • Role: Tank
  • Weapon: Blaster Pistol
  • Distance: Short Range

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!

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

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.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Pistol
  • Distance: Short Range

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.

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)

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: Damage
  • Type: Burst Damage
  • Weapon: Blaster Pistol
  • Distance: Short Range

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

  •  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.

  • Role: Healer
  • Weapon: Blaster Rifle
  • Distance: Long Range

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

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)

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.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Rifle
  • Distance: Melee Range

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.

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)

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: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Rifle
  • Distance: Short Range

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

  • 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.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Sniper Rifle
  • Distance: Long Range

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.
  • Once you know how to play Marksmanship, you don’t ever have to worry about running out of energy which makes playing this class easier.

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)

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.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Sniper Rifle
  • Distance: Long Range

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.
  •  Engineering is all about shooting things, throwing grenades, and setting things on fire!

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)

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: Damage Over Time
  • Weapon: Sniper Rifle
  • Distance: Long Range

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

  • 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)

These next combat styles are traditionally considered “Republic” combat styles, but after a recent update, they are now available to players on both factions.

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.

  • Role: Healer
  • Weapon: Blaster Cannon
  • Distance: Long Range

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

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)

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.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Cannon
  • Distance: Long Range

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

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)

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: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Cannon
  • Distance: Long Range

Assault Specialist for New Players

  •  Assault Specialist is long-range, making it easier to hit moving targets compared to melee disciplines for new players.
  •  Most abilities can simply be used, you don’t need to activate them in any way first
  •  If you are able to watch your debuff timers, this discipline is decently easy to learn with a guide.

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.

  • Role: Tank
  • Weapon: Blaster Rifle
  • Distance: Short Range

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!

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

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.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Rifle
  • Distance: Short Range

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.

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)

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: Damage
  • Type: Burst Damage
  • Weapon: Blaster Rifle
  • Distance: Short Range

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

  •  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.

  • Role: Healer
  • Weapon: Blaster Pistol
  • Distance: Long Range

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

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

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.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Pistol
  • Distance: Melee Range

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.

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

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: Damage
  • Type: Damage Over Time
  • Weapon: Blaster Pistol
  • Distance: Short Range

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

  • 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.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Double Blaster Pistols
  • Distance: Long Range

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 as all but one ability can still be used out of cover.
  • 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 five 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.
  • Once you know how to play Sharpshooter, you don’t ever have to worry about running out of energy which makes playing this class easier.

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)

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.

  • Role: Damage
  • Type: Damage Over Time
  • Weapon: Double Blaster Pistols
  • Distance: Long Range

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.

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)

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: Damage Over Time
  • Weapon: Double Blaster Pistols
  • Distance: Long Range

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, however it is harder to learn than its other Mercenary damage option, Saboteur.

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)

Bounty Hunter Story

The Bounty Hunter storyline focuses on the Great Hunt, a competition between the best Bounty Hunters in the galaxy, which will eventually lead them to parlay with one of the most fearsome groups in the galaxy: the Mandalorians.

Players interested in the Bounty Hunter storyline can expect what is probably the most straightforward storyline in SWTOR: Hunting Bounties. Highlighted storybeats include competing for honor and glory in a galaxy-wide hunting competition, and retaliating after becoming the republics most wanted criminal. Unlike the other Imperial stories, the Bounty Hunter feels most similar to the Republic Smuggler, as you are not technically Imperial but take many jobs from the Criminal Cartels and the Empire throughout the story (Bounty Hunting is illegal in Republic Space during the cold-war). If simple carbonite-or-dead bounties aren’t enough, be assured there is also plenty of Mandalorian lore to be found in the Hunter storyline as well, from Beskar to current powerful clans to even learning some of the Mando’a language yourself. Whether players want to emulate a tough, ruthless bounty hunter like Bossk or Cad Bane only in it for the credits, or an honorable and proud Mandolorian like Clan Viszla, Kryze, or even Fett, the Bounty Hunter storyline has room for (and inspiration from) both.

Finding and following the Bounty Hunter 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 Bounty Hunter origin story is normally restricted to Humans, Cyborgs and Zabraks for free-to-play players, and Chiss, Rattataki, Humans, Cyborgs and 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.

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 Bounty Hunter wears the heaviest armor in the game, with each set custom tailored for each Bounty Hunter’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 Bounty Hunter styles. While high-level Bounty Hunters 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 Bounty Hunter Combat Style focuses on wielding a different type of blaster style, and your Bounty Hunter’s weapon will be restricted to the weapon of that Combat Style. As a Bounty Hunter, you’ll start out with a useful weapon from level 1.

Bounty Hunter Companions

The Bounty Hunter 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!

 

Mako

Nobody on Nar Shaddaa knows quite where Mako came from but everyone agrees she was born to be a slicer. By the time she was seven it was clear she had an unnatural affinity for all things computer-related and she quickly taught herself all known programming languages. At eight, Mako crashed the accounts of a Red Light Sector orphanage that was attempting to sell her to the highest bidder. With credits in hand and marketable skills she soon found herself running with some of the more notorious slicer gangs on Nar Shaddaa.

Years later Mako was found wounded in an alley by an aging bounty hunter named Braden. He needed a tech specialist for his crew and she needed to get off the moon until the job her “friends” had so spectacularly blown faded a bit from memory. With Braden and his crew, Mako discovered a love of underground bounty hunter culture, a code of honor that gave her life structure and most importantly, her first real family.

 

Gault Renow

As an unknown mercenary living under the radar of both the Republic and Empire, Gault Rennow has enjoyed a relatively quiet existence as a gun-for-hire. But before he took on the name of “Gault Rennow”, the smooth-talking Devaronian was known throughout the criminal underworld as Tyresius Lokai, a notorious smuggler and con artist, whose talents for separating the wealthy and powerful with their credits and cargo quickly made him one of the most infamous grifters in the galaxy.

Lokai was able to amass a small fortune, but he also amassed a sizeable debt and made many enemies across the galaxy. Many times over, it seemed that Lokai was backed into a corner for which there seemed to be no escape, only to slip away at the last moment.

As his bounties mounted, so did his paranoia. Constantly having to look over his shoulder to make sure he wasn’t met with the barrel of a blaster pistol, Lokai began to look for a way out of his predicament while not having to give up his lifestyle. When the opportunity for a fresh beginning finally presented itself, “Tyresius Lokai” was no more – and “Gault Rennow” was born.

 

 

Torian Cadera

Torian Cadera has devoted his life to following Mandalorian traditions, honoring the codes of honor and discipline with an unwavering dedication. His devotion is born from far more than a simple desire to gain acceptance among his people, however; he works tirelessly to erase a stain left on his honor and overcome a stigma that has left him an outcast in the eyes of his own clansmen.

As a child, Torian’s father was the leader of a respected Mandalorian clan. When the title of Mandalore was passed to the warrior Artus, the clans were called on to unite and fight alongside the Sith Empire. When Torian’s father refused, a schism was formed which divided the clan. Many rallied to Cadera’s cause, seeing servitude to the Empire as the mirror opposite of what their honor demanded of them, while others swore allegiance to their Mandalore.

Mandalore was ultimately victorious over the elder Cadera and his rebels. Now Torian, the son, travels the galaxy in search of his father so that he may finally rid himself of the stain on his honor, and be accepted fully into Mandalorian society once more.

 

Blizz

A mechanical genius with an infinite curiosity about the universe around him, Blizz is one of only a small number of Jawas to ever explore beyond his homeworld of Tatooine. From a young age Blizz would feed his curiosity by tinkering with the random scrap that would be salvaged by his clan. As his knowledge of technology grew, so did his ingenuity, and soon Blizz was able to fix almost anything.

As he grew older, Blizz started to bore of toying with the limited selection of outdated scrap that he would come across and longed for something new. One day a traveling salvager came to his clan, looking for “junk rats” that could be sent into dangerous areas to hunt for valuable tech or other salvageable items. When Blizz heard about this opportunity to see the galaxy beyond the endless sand dunes of his home, he jumped at the opportunity.

Blizz spent the next several years working for the salvager, exploring countless worlds and having the opportunity to play with new technologies that he had never seen while on Tatooine. Always out to please those around him, Blizz is only too eager to rush into almost any situation that will allow him the chance to tinker with new tech.

 

 

Skadge

Throughout his life, Skadge excelled at muscling his way to the top. As his crimes mounted, Skadge earned a reputation as being utterly ruthless. It did not take long before the mere mention of his name struck fear into the most hardened criminals across the galaxy. But his violent and uncontrolled behavior eventually caught up with him, and soon Skadge found himself banished from his homeworld.

For the next few years Skadge worked as hired muscle for the Hutts, making examples of whoever had the misfortune of missing a payment or owing them money. Although he was effective, the Hutts saw his brutality affecting their bottom line and attempted to end their contract with Skadge from the end of a rifle.

They failed, and once he learned who was responsible for the attempt on his life, Skadge blazed a path of death and destruction throughout the Hutt Cartel, leaving the bodies of whoever he could grab in his wake. He fled to Coruscant, wreaking mayhem and destruction across the undercity of Coruscant until a combined force of Coruscant, Republic and SIS forces. brought him down and shipped him off to one of the most secure prisons in the galaxy where he would spend the next three years in solitary confinement.

Now free, Skadge hasn’t forgiven those who have crossed him, and he certainly has not forgotten them.

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

@adsinmalgusland, @ShintarCommando, @ofaplic2009, @rebelrealcanon, @Kayeri, @Glorfinniell, @JamieD1138, @phyreblade, @Campbell_Legacy, @Darth_Amarth, @Duccisan, @YungDizzY_, @ecxrin, @SkyKard, @DstdJay, @GatoHacker, @FranzLipsync, @RingGalaxy0, @DHGamerMR, @DinosRPG, @AndreaHighmoor, @kaidmanx, @MRobinson010379, @SrQuetzalcoatl1, @Nyethux, @Asteld_, @MartinNewgate, @M3KON_

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

@Failtasmagoria, @TiredOf1t, @OurManOnEarth, @agentcupholder, @MagSulDeruyter, @phyreblade, @MaxwellAnxiety, @agentcupholder, @PanagiotisLial1, @DBSaitre, @StarBlazer743, @tomlewookie, @travisteaspoon, @Caelvin_Dulany

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

@AlexDGeslin, @ofaplic2009, @rebelrealcanon, @Kayeri, @adsinmalgusland, @phyreblade, @Nathswtor, @PequeClonSW, @NerdyWordyMav, @MagSulDeruyter, @ravendas2_0, @Dusty_Monk, @WardenVakarian, @gh0uldude, @arcalphastudios, @TNBCmndOfficial, @yuskazha, @MartinNewgate, @ColdestLogic

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

@saoirse_ie, @AshiaSature, @scarletguard, @TiredOf1t, @ArchetypeSaber, @PanagiotisLial1, @MagSulDeruyter, @kivurikardok, @sithsweetheart, @DatAsuna, @Melosanse, @OurManOnEarth, @OfficiallyJewls, @Nekobaghira, @tomlewookie, @Darth_Amarth, @Duccisan, @gh0uldude, @Kagetheorc, @Encurez, @zer0_pe, @JacksonM95, @BeardMan_Roy, @M3KON_, @loreleif

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

And finally you to Zahk who helped type up all the abilities in the game for each class so we could make the summaries and the basic class guides for each discipline!


Questions or comments? Feel free to send me a message on Twitter @swtorista, Reddit /u/swtorista, Youtube Swtorista channel or by e-mail at the same name with gmail.com at the end. Have fun out there and may the Force be with you. ~ Swtorista