Imperial Agent

imperial-agentContents:

imperial-agentThe Imperial Agent is the spy of the Empire. His job is to go behind enemy lines and destroy something that is pivotal to the Republic and then get out before anyone knows what has happened. A single Imperial agent can change the course of a battle more than an entire legion of soldiers or army of Sith Warriors. Focusing heavily on recon and weapons with long range and accuracy, the agent is known for their life of solitude. Unlike the Sith who are all about more power and force insight, the Imperial Agent is the one who really has the Empire’s citizens in mind; he fights for them.

He comes with very durable heavy armor that allows quick motions. While the agent specializes in killing from afar, he is more than prepared to get in close and kill at this range. Sometimes they work alone; however, sometimes they are a part of a strike team of other agents. The Empire relies heavily on them for their cunning and sneaking. In the end, the fate of the Empire might rest on the information provided by the agent over any other class. However, maybe the agent will mess things up. You decide.

Imperial Agent Abilities

Starting Abilities

Name Description
Rifle Shot Fire 2 quick shots, causing medium damage.
Shiv Stab the target with your energy blade for moderate damage and light damage over 3 seconds.
Take Cover Evasion increase against targets in your cone of cover while taking cover.
Recuperate Catch your breath, recovering your Health and Energy over 15 seconds. This is only usable out of combat.
Snipe Rifle shot that deals high damage. Only usable in cover. (Only when in cover)
Laze Target Designates a target, increasing all damage to the target by 80%. Must be in cover to use. Lasts 30 seconds. (Only when in cover)
Weapon Proficiency: Rifle Able to equip blaster rifles.
Weapon Proficiency: Vibroknife Able to equip vibroknives and conventional knives.
Show Cover Shows all nearby cover points.

Trainable Abilities

Name Description
Sleep Dart Fire a sleep toxin dart out of your bracer at the target putting them to sleep for 10 seconds. Does not break stealth.
Toxic Dart Fire a toxic dart out of your bracer at the target causing damage over 5 secs. At the end of the effect, the target takes extra damage.
Explosive Probe Deploy an explosive probe that travels to the primary target. The probe will arm after 3 seconds. Once armed the probe will automatically explode soon after the target takes damage. The explosion causes moderate damage in a 5m radius to up to 5 targets. The effect expires after 20 seconds. The explosive probe can only be used from cover.
Kolto Injection Fire a kolto dart out of your bracer at the friendly target healing them for moderate amount.
Adrenaline Probe Summons a droid that injects the Agent with adrenaline, boosting energy regeneration rate for 4 seconds.
Escape Removes the Agent from any stun, fear or movement impairing effects.
Boost Increases movement speed by 50% for 15 seconds. Does not break stealth.
Flash Bang Detonates a Flash Bang at your current position, blinding all enemies within 5 meters for 8 seconds. Blindness ends prematurely if an affected target is damaged. Affects a maximum of 6 targets.
Orbital Bombardment The Agent calls a strike down from orbiting vessels, knocking down and causing massive damage to all enemies within a 10 meter radius of the target.
Sonic Probe Summons a droid that will silence the target for 6 seconds.
Evasion Increase the Agent’s armor rating by 25% for 30 seconds.
Plasma Probe The Agent uses this probe to do area of effect damage to enemies.

Weapons & Armor

The Empire risks everything on the Imperial Agent’s performance and spares no expense to make sure Agents’ gear is as smart as they are. State-of-the-art attire with high-grade armor mesh provides protection and ease-of-movement. Many of the Agent’s outfits are augmented with advanced communications technology and attachments to facilitate interfacing with varied computer networks and security systems.

Progression Trailer

The following progression trailer for the Imperial Agent class showcases several key abilities and armors, as well as displays the use of Cover system.

Combat Tactics

Relying on range, surprise, and an arsenal of state-of-the-art gadgets and weaponry, the Imperial Agent enters battle with a confident strategy. Though striking from a distance or from the shadows plays to the Agent’s strengths, a well-equipped operative is more than capable of evading his enemies when necessary or moving in close to quietly slide a blade between an opponent’s ribs. Whether on a solo mission or working in conjunction with a strike team, this operative keeps a finger on the right button for almost any situation.

Specializations

Operative

The Operative has less cover dependent gameplay option if skilled accordingly. Operatives are best in mid and close range combat, using their stealth field generator to approach the enemy unseen before delivering heavy burst damage with their energy blade.

  • Blaster Rifle / Energy Blade
  • Stealth
  • Burst Ranged damage
  • Healing

Operative Skill Trees

The two Operative skill trees are Concealment and Medic. The shared Operative/Sniper skill tree is Lethality.

  • Concealment – Upgrades stealth and close-ranged attacks, allowing the Agent to strike without detection.
  • Medic – Advances the Agent’s keeping both his allies alive and effective.
  • Lethality – Leverages the toxic power of poisons to debilitate enemies over the course of long fights.

Full Operative Guide

Sniper

  • Sniper Rifle
  • Cover, Ambush, Orbital Strikes
  • Ranged DPS

Sniper Skill Trees

The two Sniper skill trees are Marksmanship and Engineering. The shared Sniper/Operative skill tree is Lethality.

  • Marksmanship – Teaches the Sniper to strike down targets from long range and from the safety of cover.
  • Engineering – Empowers the Sniper’s droids and probes to weaken the enemies and give the Empire the advantage.
  • Lethality – Leverages the toxic power of poisons to debilitate enemies over the course of a long fight.
Which Imperial Agent AC will you play?

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Companions

Kaliyo Djannis

  • Species: female Rattataki
  • Planet: Hutta
  • Role: Ranged DPS
  • Armor: Medium
  • Weapons: Dual Wield Pistols
  • Default Kit: Grenade
  • Crew Skills: +10 Armstech Efficiency, +2 Underworld Trading Critical

Scorpio

  • Species: Droid
  • Planet: Belsavis
  • Role: Ranged Tank
  • Weapons: Blaster Pistol, Shield Generator
  • Armor: Heavy
  • Default Kit: Shield

Doctor Lokin

  • Species: male Human
  • Planet: Taris
  • Role: Melee Tank
  • Armor: Light
  • Weapons: Vibrosword and Shield Generator
  • Default Kit: Ground Slam
  • Crew Skills: +15 Biochem Efficiency, +10 Research Efficiency

Vector Hyllis

  • Species: male Human
  • Planet: Alderaan
  • Role: Melee DPS
  • Armor: Medium
  • Weapon: Vibrostaff
  • Default Kit: Ground Slam
  • Crew Skills: +5 Bioanalysis Efficiency, +5 Diplomacy Critical

Ensign Raina Temple

  • Species: female Human
  • Planet: Quesh
  • Role: Ranged Healer
  • Armor: Medium
  • Weapons: Pistol and Shield Generator
  • Default Kit: Med Pack
  • Crew Skills: +10 Scavenging Efficiency, +2 Armormech Critical

Playable Species

Only the following species can play an Imperial Agent:

  • Human
  • Zabrak
  • Chiss
  • Rattataki
  • Cyborg

Starships

Imperial Agent uses the Phantom starship.