Galactic Republic Classes

Republic Classes

Jedi Consular

The power of Jedi Consulars goes far beyond meditation and mediation, and nothing illustrates this as vividly as their graceful movements in battle. Whether beset by an army of assassin droids or caught in the middle of soured negotiations, Jedi Consulars fight with an open conduit for the Force and manipulate massive elements to disable or even destroy their enemies.

  • Starting Planet:
    Tython
  • Starship:
    Defender

Advanced Class

Sage

Sages are famed for their wisdom as much as for their powerful healing and defensive skills. In troubled times, Sages bring together the insight of the past with raw power to change the flow of galactic events.

  • Group Role: Heal, Damage
  • Weapon: Lightsaber
  • Armor: Light

Advanced Class

Shadow

Wielding double-bladed lightsabers, Shadows embrace the synergy between melee and Force combat, enabling them to strike down enemies of the Order with deadly efficiency.

  • Group Role: Tank, Damage
  • Weapon: Double-Bladed Lightsaber
  • Armor: Light

Jedi Knight

Whether deflecting a barrage of blaster-fire to defend allies or charging in to challenge a Sith Lord, the role of Jedi Knights is crucial in any conflict. Jedi Knights enjoy the benefit of ancient teachings that have been passed down through hundreds of generations. Combining these time-tested maneuvers with the natural guidance of the Force, Jedi Knights are capable of achieving extraordinary feats.

  • Starting Planet:
    Tython
  • Starship:
    Defender

Advanced Class

Guardian

Guardians are the wall between the good people of the Republic and their enemies. They stand firm in the face of overwhelming odds and dare opponents to attack.

  • Group Role: Tank, Damage
  • Weapon: Lightsaber
  • Armor: Heavy

Advanced Class

Sentinel

Control and focus are the hallmarks of Sentinels. Through years of training, Sentinels learn the art of using two lightsabers simultaneously to create an intricate web of damage that is almost impossible to evade.

  • Group Role: Damage
  • Weapon: Dual Lightsabers
  • Armor: Medium

Smuggler

The Smuggler's approach to fighting is guileful and improvisational. Preferring to tip the odds in their favor from the beginning, Smugglers often rely on the element of surprise, using stealth and trickery to catch opponents off guard. Despite Smugglers' 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, Smugglers tend to shoot first and survive to the end.

  • Starting Planet:
    Ord Mantell
  • Starship:
    XS Freighter

Advanced Class

Gunslinger

Master of the trick shot and willing to take advantage of every opportunity, the Gunslinger learns how to fire two blasters at once and specializes in long-range.

  • Group Role: Damage
  • Weapon: Dual Blaster Pistols
  • Armor: Medium

Advanced Class

Scoundrel

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.

  • Group Role: Heal, Damage
  • Weapon: Blaster Pistol, Scattergun
  • Armor: Medium

Trooper

Whether fighting as part of a small strike squad or at the forefront of a larger force, Troopers unleash unrivaled firepower against their enemies. Troopers believe that their rifle is their best friend, and the military is constantly challenged to design faster, more powerful, and more reliable weapons every year. Wielding such rifles and wearing protective battle armor designed by the Republic’s top engineers, Troopers do not hesitate to step right into the crossfire. Whether storming a base or a battlefield, Troopers charge into the fight, guns blazing.

  • Starting Planet:
    Ord Mantell
  • Starship:
    BT-7 Thunderclap

Advanced Class

Vanguard

Unstoppable and utterly fearless, Vanguards are the first and best line of defense in the Republic Military.

  • Group Role: Tank, Damage
  • Weapon: Blaster Rifle
  • Armor: Heavy

Advanced Class

Commando

Trained in advanced assault tactics and weaponry, Commandos charge into battle with massive assault cannons, overwhelming their enemies with brute firepower.

  • Group Role: Heal, Damage
  • Weapon: Assault Cannon
  • Armor: Heavy