There are seven classes which a user can choose if they decide to create a dedicated none Force-sensitive character. Each class has three tiers which progress from ranks 1 – 3. From rank 4 onwards, you then get to choose from a variety of Commander and Veteran bonuses.
Veteran Bonuses:
+1 to an Existing Attribute (Cannot be added to Cortosis Armour or Magnetic Plating)
+40 Health (Can not be chosen more than once)
+30 Armor (Can not be chosen more than once)
+5% Speed (Can not be chosen more than once)
Additional Medpack (Big or Small based on existing pack)
Healing Level 1
Dodge Level 1
Force Field
Fast Hacking Ability
Commander Bonuses:
Field Scanner (Force Sense 2)
Magnetic Plating
Cortosis Plating
Double Flame Damage (Cabrineer Only)
Jetpack-mounted Rocket Launcher (Carbineer Only)
Fuel Regeneration
Cutomised War Pistols (Level 3 Westar Pistols)
Jet Pack (Includes level 2 Fuel, need appropriate model)
Upgrade T-21 Rounds to Concussion Rounds (Demolitions Only)
Upgrade PLX-1 Rocket Launcher to Thermal Detonator Rounds (Demolitions only)
Latent Force Sensitivity
As your dedicated non-sensitive character continues to rise through the ranks of his or her military faction via their determination and skill, you may find your character obtaining a degree of latent force-sensitivity instead of regular bonuses, that allows them to commit various feats via the force. Each level of Latent Sensitivity counts as either a Veteran OR Commander Bonus, each bonus can be traded in for the next level of force-sensitivity.
Once a character reaches Latent Sensitivity IV, their feats in battle may even reach the ears of the Jedi or the Sith. If this is the case, your character may encounter an audience with either faction (based on their allegiance), and provided one final level of force training and an increase in Force Sensitivity. The Council or Dark Lord have the choice to provide a session which teaches the candidate ONE set of the following powers:
Latent Sensitivity I (Faint)
Provides 50 Force Points, 0.2 Force Regeneration and Force Sense 1
Latent Sensitivity II (Flicker)
Bonuses become 60 Force Points, 0.4 Force Regen, Force Sense 1, Force Jump 1
Latent Sensitivity III (Surging)
Bonuses become 80 Force Points, 0.6 Force Regen, Force Sense 2, Force Jump 2, Force Speed 1, Force Block 1
Latent Sensitivity IV (Flowing)
Bonuses become 100 Force Points, 0.8 Force Regen, Force Sense 2, Force Jump 2, Force Speed 2, Force Block 2
Force Sensitivity (Glowing)
Bonuses become 120 Force Points, 1.0 Force Regeneration, Force Sense 2, Force Jump 2, Force Speed 2, Force Block 2
(Note: You cannot purchase this state of force sensitivity, it is unlocked with the force sensitive audience of either faction and is the completion of your training)
(Note: The final stage of training is upon the Dark Lord or Jedi Council's digression, you cannot request a specific training regiment).
Final Training I - Lightsaber Training (Attack 2, Defense 2, Deflect 2)
Final Training II - Generic Force Training (Force Push 2, Force Pull 2, Force Jump 3, Force Speed 3, Force Defense 2)
Final Training III - Specific Force Training (Force Heal 2 OR Force Blind 2 OR Force Lightning 2 OR Force Grip 2 OR Force Drain 2 (Choice of two) AND Force Sense 3)
Military Faction Ranks:
Each military faction has 7 ranks (although the name of reach rank will naturally differ), with the upgrades for each being as follows:
Rank 1: Tier I
Rank 2: Tier II
Rank 3: Tier III
Rank 4: +1 Veteran Bonus
Rank 5: +1 Veteran Bonus
Rank 6: +1 Commander Bonus. +1 Veteran Bonus
Rank 7: +1 Commander Bonus, +1 Veteran Bonus
The dedicated non-sensitive classes are as follows:
Marksman
Carbineer
Gunslinger
Rifleman
Demolitions
Support
Swordsman (Can be chosen at a later date).
The Classes and Tiers:
- Spoiler:
Marksman
Tier I
100/20
Projectile Rifle (1)
Pistol (2)
Dodge (2)
Healing (2)
Ammo (2)
Tracking Dart (2)
Poison Dart (1)
Small Medpack
Tier II
100/30
Disruptor (2)
Pistol (3)
Dodge (3)
Healing (2)
Ammo (2)
Tracking Dart (2)
Poison Dart (2)
Small Medpack
Tier III
100/40
Disruptor (3)
Pistol (3)
Dodge (3)
Healing (3)
Tracking Dart (3)
Poison Dart (3)
Ammo (2)
Small Medpack
Cloaking Device
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Carbineer
Tier I
100/50
E-11 (2)
Pistol (2)
Ammo (2)
Jetpack (1)
Flamethrower (1)
Fuel (1)
Small Medpack
Tier II
100/70
EE-3 (2)
Pistol (3)
Ammo (2)
Jetpack (1)
Flamethrower (1)
Fuel (2)
Small Medpack
Tier III
100/70
EE-3 (3)
Pistol (3)
Ammo (3)
Jetpack (1)
Flamethrower (1)
Fuel (3)
Small Medpack
---------------------------------------------
Gunslinger
Tier I
100/20
Clone Pistols (2)
Pulse Grenades (2)
Ammo (3)
Dexterity (2)
Stamina (2)
Quickthrow (1)
Small Medpack
Tier II
100/30
Clone Pistols (3)
Pulse Grenades (3)
Ammo (3)
Dexterity (3)
Stamina (3)
Quickthrow (1)
Small Medpack
Tier III
100/40
Clone Pistols (3)
Pulse Grenades (3)
Ammo (3)
Dexterity (3)
Stamina (3)
Quickthrow (1)
Small Medpack
Magnetic Plating
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Rifleman
Tier I
100/50
Clone Rifle (2)
Clone Blobs (2)
Pistol (1)
Frag Grenades (2)
Sprint (1)
Stamina (1)
Ammo (2)
Small Medpack
Tier II
100/70
Clone Rifle (2)
Clone Blobs (3)
Pistol (2)
Frag Grenades (2)
Quickthrow (1)
Sprint (1)
Stamina (3)
Ammo (3)
Small Medpack
Tier III
100/80
Clone Rifle (3)
Clone Blobs (3)
Pistol (2)
Pulse Grenades (2)
Quickthrow (1)
Sprint (1)
Stamina (3)
Ammo (3)
Large Medpack
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Support
Tier I
100/20
Shotgun (2)
Ammo (2)
Small Medpack
Ammo Dispenser OR Health Dispenser
Force Field
Sentry Gun
Tier II:
100/30
Shotgun (2)
Ammo (2)
Small Medpack
Ammo Dispenser OR Health Dispenser
Force Field
Sentry Gun
Stat Analysis
E-Web
Tier III:
100/40
Shotgun (3)
Ammo (3)
Small Medpack
Ammo Dispenser OR Health Dispenser
Force Field
Sentry Gun
Stat Analysis
E-Web
Fast Hacking Ability
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Demolitions
Tier I
100/50
T-21/A-280 (2)
PlX-1 Rocket Launcher (2)
Frag Grenades (2)
Quickthrow (1)
Ammo (2)
Small Medpack
Tier II
100/60
T-21/A-280 (2)
PlX-1 Rocket Launcher (3)
Frag Grenades (3)
Quickthrow (1)
Ammo (2)
Small Medpack
Tier III
100/70
T-21/A-280 (3)
PlX-1 Rocket Launcher (3)
Frag Grenades (3)
Quickthrow (1)
Ammo (3)
Small Medpack
Seeker Drone
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Swordsman
Tier I
100/80
Vibrosword
Pistol (2)
Swordsmanship Attack (2)
Swordsmanship Defense (3)
Dodge (2)
Ammo (3)
Large Medpack
Tier II
100/90
Vibrosword
Pistol (3)
Swordsmanship Attack (2)
Swordsmanship Defense (3)
Dodge (3)
Ammo (3)
Magnetic Plating
Large Medpack
Tier III
120/100
Vibrosword
Pistol (3)
Swordsmanship Attack (3)
Swordsmanship Defense (3)
Dodge (3)
Magnetic Plating
Ammo (3)
Large Medpack