Legendary Implants

Legendary Implants are a new type of gear for level 80 players in Star Wars: The Old Republic.

Up to date for Update for 7.8!

In previous expansions, you would collect a Set Bonus, a special type of gear that was specific to your Combat Style, and that bonus was attached to your armor pieces and you had to collect six different pieces to get a full Set Bonus, which would change and improve the way your abilities worked. In the 7.0 Legacy of the Sith expansion at level 80, the previous expansion Set Bonuses are retired, and your new equivalent of a Set Bonus is called a Legendary Implant.

  • Step 1 – Pick Up Quest at Level 80
  • Step 2 – Complete 100 points worth of activities
  • Step 3 – Buy Implants
  • Step 4 – Upgrade Implants

Pick Up Quest At Level 80

To get a legendary implant, you must first start a special quest called Technological Advancements, and it’s recommended that you pick up this quest immediately after you hit level 80, which is when it becomes available.

To pick up the quest, you will first need to talk to a character in the corner of the Supplies section of the Republic or Imperial fleet named Lonndar Eadwinn, a blue Twi’lek character who is an Implant Researcher.

Technological Advancements Quest

He will give you a quest that asks you to complete 100 points worth of activities and then return to him. These activities include things like completing conquest, flashpoints, defeat operation bosses, complete pvp matches, and daily areas and heroics. Each activity is worth a certain number of points, with completing conquest being the biggest way to get points. This is why you want to speak to him early – if you’re lucky, you’ll pick up the quest, and then be able to complete your conquest for the week, which will give you a big chunk of points. If you are a solo player, if you complete your conquest three weeks in a row, you will be able to complete the quest within three weeks, and you can complete it even fast if you play group content, though solo players can even speed things up a bit by running heroics or daily area missions.

Points

  • Completing a Personal Conquest – 34 charges **BEST, ONCE A WEEK**
  • Completing Flashpoints or Operations via Group Finder – 2 charges
  • Completing Flashpoints on Story Difficulty – 2 charges
  • Completing Flashpoints on Veteran Difficulty – 6 charges  ***BUG FIX BELOW***
  • Completing Flashpoints on Master Difficulty – 10 charges  ***BUG FIX BELOW***
  • Killing Operations Bosses on Story Difficulty – 4 charges per boss
  • Killing Operations Bosses on Veteran Difficulty – 7 charges per boss
  • Killing Operations Bosses on Master Difficulty – 8 charges per boss
  • Completing a PvP Match – 10 charges **FAST**
  • Completing Daily Area Weekly Missions – 10 charges (likely must be the ones listed in the Activities tab in the Solo section, not all weeklies are available at once)
  • Completing Heroic Weekly Missions – 10 charges (Must be the ones listed in the Activities tab in the Solo section, not all weeklies are available at once)

*** BUG FIX FOR GROUPFINDER FLASHPOINTS: Make sure you have all the flashpoints in the groupfinder selected and not filtered out – you will not get any charges unless your groupfinder was truly randomized, which is how all groupfinder rewards work. HOWEVER, there is an actual bug – some flashpoints are not automatically completed after you finish them, instead, some need to be turned in at the nearby terminal before you actually get the points for them, the 6 points for Veteran or the 10 points for Master. Otherwise you’ll only get 2 points for the generic completing Flashpoints through the groupfinder. I *think* this may have been fixed with Update 7.8 and it allowing you to uncheck a certain amount, but I have not yet tested it.

Conquest

Conquest is a set of weekly rotating objectives you can complete to earn conquest points – if you complete 100,000 points worth, you get a reward. For the Legendary Implants quest, completing your personal conquest will net you 34 points of the 1000 that you need.

If you are still learning how Conquest works, check out this guide. If you want a list of my favorite easy conquest objectives, my favorite is running a single space mission for 43,000 conquest points, and here’s some more!

Buy Implants

Once you have done your 100 points worth of activities you will unlock a vendor that will sell you a Legendary Implant, which has a small set bonus attached to it. You can have two different legendary implants.

These implants are item-rating 326, and these are what they cost once you have unlocked the option to buy them:

  • 100 Conquest Commendations
  • 6,500 Tech Fragments
  • 25,000 Credits

You will see by default only the implants for your discipline but can change that with the drop down at the top, however you will only be able to buy implants that line up with your current Combat Style.

Which Implants?

Which Implants should you buy? That depends on your class and discipline. You likely do not want to buy the same Implant type twice as effects do not stack up.

Use this chart to see recommendations from the SWTOR Theorycrafter’s Discord on which Legendaries you should get.

Upgrade Implants

To upgrade an Implant from 326 to 328, you bring the original Implant to the vendor. The costs to upgrade are the same:

  • The original implants
  • 100 Conquest Commendations
  • 6,500 Tech Fragments
  • 25,000 Credits

Keep in mind if you turn it in with an augment, you will lose the augment, so you may want to remove the augment first.

Cheaper Implants for Alts

You can unlock discounts on Legendary Implants! The achievements can be found under Feats of Strength -> Advancement -> Legendary Items.

Upgrade Two Implants to 330

Once you have upgraded two of your implants up to item-rating 330, and then have both of them equipped at once, you will get an achievement that will lower the cost of all implants purchased on your server by any characters who have the implant vendor unlocked.

The reduced cost to buy a new implant, upgrade it from 326->328, or upgrade it from 328->330 is:

  • 60 Conquest Commendations
  • 2,500 Tech Fragments
  • 25,000 Credits
  • and the original implant if you are upgrading

In short, you can buy implants for alt characters for 4,000 Tech Fragments less. The cost to upgrade from 330->332 and 332->334 is still the higher original price.

Upgrade Two Implants to 334

If you continue your Implant journey and get two equipped implants to 334, you’ll unlock an additional discount. In addition to the previous discount, you’ll get the above discounted price when upgrading the later tiers of all implants on your server, from 330->332 and 332->334.

Upgrade Two Implants to 340

If you continue your Implant journey and get two equipped implants to 340, you’ll unlock an additional discount. In addition to the previous discount, you’ll get the above discounted price when upgrading the later tiers of all implants on your server, from 334->336->338->340.

Where to Get Tech Fragments

Here are some of the ways to get Tech Fragments.

TypeQuestDescriptionTech Frags
ExchangeSupplies Section of FleetExchange 200 Conquest Commendations for 200 Tech Fragments at the Conquest Gear Vendor 200
ExchangeSupplies Section of FleetExchange 200 FP-1 Stabilizers for 200 Tech Fragments at the Flashpoint Gear Vendor 200
ExchangeSupplies Section of FleetExchange 200 OP-1 Catalysts for 200 Tech Fragments at the Operations Gear Vendor 200
ExchangePvP Section of FleetExchange 200 WZ-1 Accelerants for 200 Tech Fragments at the PvP Gear Vendor 200
ConquestPersonal ConquestReach 100,000 Conquest points (Repeatable once per week per character) 500
ConquestGuild ConquestReach 100,000 Conquest points and guild meets goal (Repeatable once per week per character) 300-500
HeroicsAny [HEROIC 2+] missionNone from the weekly quest, just the individual Heroic quests. 30
DailiesAny Daily are planet missionCZ-198, Makeb, Iokath, Onderon, etc. 30
Flashpoints[WEEKLY] Searching for AlliesComplete 3 random Flashpoints via the Group Finder with no Flashpoints filtered out (Repeatable 3 times per character per week) 300
Flashpoints[Group Finder] Veteran Mode Flashpoint
Complete 1 random Veteran Flashpoints via the Group Finder with no Flashpoints filtered out (Infinite after the daily bonus?) 40
Flashpoints[WEEKLY] Galactic ConflictsComplete 2 random Master Flashpoints via the Group Finder with no Flashpoints filtered out (Repeatable 4 times per character per week) 200
FlashpointsVeteran Flashpoint Bossesany boss 60-90
Flashpoints[Group Finder] DAILY BONUS: Veteran Mode Flashpoint
Complete 1 random Veteran Flashpoints via the Group Finder with no Flashpoints filtered out (Once per day per character?) 125
Flashpoints[WEEKLY] Veteran FlashpointsComplete 3 random Veteran Flashpoints via the Group Finder with no Flashpoints filtered out (Repeatable 4 times per character per week) 100
Flashpoints[Group Finder] DAILY BONUS: Master Mode Flashpoint
Complete 1 random Master Flashpoints via the Group Finder with no Flashpoints filtered out (Once per day per character?) 150
Flashpoints[Group Finder] Master Mode Flashpoint
Complete 1 random Master Flashpoints via the Group Finder with no Flashpoints filtered out (Infinite after daily?) ?? (over 40)
Uprisings[WEEKLY] Veteran UprisingsComplete 3 random veteran Uprisings via the Group Finder with no Uprisings filtered out (Repeatable 3 times per character per week) 160
Uprisings[Group Finder] DAILY BONUS: Veteran Mode UprisingComplete 1 random veteran Uprising via the Group Finder with no Uprisings filtered out (Once per day per character?) 75
Uprisings[Group Finder] Veteran Mode Uprising
Complete 1 random veteran Uprising via the Group Finder with no Uprisings filtered out (Infinite after daily?) ??
OperationsStory Mode OperationBosses Boss 1: 150

Boss 2: 300

Boss 3: 500

Boss 4: 500

Boss 5: 550

Total: 2000
OperationsVeteran Mode OperationBosses Boss 1: 200

Boss 2: 450

Boss 3: 600

Boss 4: 600

Boss 5: 650

Total: 2500
OperationsMaster Operation BossBosses Boss 1: 225

Boss 2: 450

Boss 3: 750

Boss 4: 750

Boss 5: 825

Total: 3000
GSF[DAILY] Galactic StarfighterComplete 2 Galactic Starfighter matches, wins count double (Repeatable 3 times per character per week) 150
GSF[WEEKLY] Galactic StarfighterComplete 4 Galactic Starfighter matches, wins count double (Repeatable 3 times per character per week) 850
PvP[DAILY] No QuarterWin 1 Unranked PvP Matches (Repeatable 3 times per character per week) 150
PvP[WEEKLY] Conspicuous ValorWin 4 Unranked PvP Matches (Repeatable 3 times per character per week) 1,500
Ranked PvP[DAILY] My Kind of ScumWin 1 Solo Ranked PvP Matches (Repeatable 3 times per character per week) 150
Ranked PvP[DAILY] Arena of Death!Win 1 Group Ranked PvP Matches (Repeatable 3 times per character per week) 300
Ranked PvP[WEEKLY] Time for Pain!Win 3 Solo Ranked PvP Matches (Repeatable 3 times per character per week) 1,000
Ranked PvP[WEEKLY] Go Berserk!Win 2 Group Ranked PvP Matches (Repeatable 3 times per character per week) 1,750
ChaptersAny Story Mode Repeatable ChapterKnights of the Fallen Empire / Knights of the Eternal Throne 10
ChaptersAny Veteran Mode Repeatable ChapterKnights of the Fallen Empire / Knights of the Eternal Throne 20
ChaptersAny Master Mode Repeatable ChapterKnights of the Fallen Empire / Knights of the Eternal Throne 30
DeconstructDeconstructing any Level 80 GearSeems to be the same for any gear type for endgame gear. Decurion, Tionese, Columi, Rakata, etc. 3-6
LoginDaily Login Reward Prototype CaseDaily Login Reward Box from the second week in the rotation, it's the blue one 200
Random DropsAny enemyRandom bag of currency automatically deposited into your currency tab 20
More???There's probably more I haven't listed! ???

Implants List

This is a list of all the implants in the game when they are all the way upgraded (item rating 340, gold border, from Update 7.4 and onwards). This has all the stats, their equip effects, and the color of their item icon so you can find them easier. Keep in mind each implant is only buyable/equippable on certain classes.

You can click “Classes” at the top right of the table below to sort it by which Combat Styles can use which if you want to see which options your Combat Style has.

IconImplantStatsEffectClasses
Active Reload Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Killing an enemy with Takedown resets the cooldown of Takedown and increases your damage by 5%. This effect stacks up to 3 times and lasts 10 seconds.Scoundrel
or Gunslinger
or Operative
or Sniper
Advanced Scanning Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Reduces the cooldown of Healing Scan by 1.5 seconds and the cooldown of Emergency Scan by 3 seconds.Vanguard
or Commando
or Mercenary
or Powertech
Aggressive Treatment Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Toxic Haze heals any allies standing inside it. Only usable by Medicine Operative.Scoundrel
or Gunslinger
or Operative
or Sniper
Ballast Point Package+1744 Endurance
+585 Absorption Rating
+536 Defense Rating
+1256 Mastery
Deflection grants Ballistic Immunity for 6 seconds, giving you immunity to movement impairing effects, knockdowns, and physics.Sage
or Shadow
or Sorcerer
or Assassin
Berserker's Call Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Reduces the cooldown of Frenzy by 15 seconds. Additionally, activating Berserk increases all damage dealt by 5% for a few seconds.Sentinel
or Guardian
or Marauder
or Juggernaut
Berserker's Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Increases all damage dealt by 3% and all damage taken by 6%.Any Class
Champion's Precision Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Activating Enrage, Bloodrage or Threatening Rage grants Champion's Precision, increasing your critical hit chance by 20% for 8 seconds.Sentinel
or Guardian
or Marauder
or Juggernaut
Concentrated Fire Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Activating Supercharged Gas makes your next Rail Shot, Mag Shot, or Emergency Scan critically hit or heal.Vanguard
or Commando
or Mercenary
or Powertech
Dispatcher Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Activating Dual Saber Throw grants Dispatcher's Challenge, making your next Vicious Throw or Vicious Slash critically hit. Critically hitting with a weapon attack generates 1 rage. This effect cannot occur more than once every 3 seconds.Sentinel
or Guardian
or Marauder
or Juggernaut
Dying Precision Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Increases critical hit chance by 5% while health is below 50%.Any Class
Dynamic Force Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
The cooldown of Recklessness is reduced by 15 seconds.Sage
or Shadow
or Sorcerer
or Assassin
Empowered Restorer Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Activating Force Barrier puts a barrier on nearby allies, absorbing some damage for up to a few seconds and granting them an additional 25% elemental damage reduction while active.Sage
or Shadow
or Sorcerer
or Assassin
Energy Regulators Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
You gain 1 energy per second while in cover.Scoundrel
or Gunslinger
or Operative
or Sniper
Entertainer Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Entering combat improves nearby allies, increasing their mastery, endurance, and rate of experience point gain. This effect is removed when combat ends.Any Class
Fearless Victor Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Whenever you use a rage spending damage ability, your melee damage is increased by 10% for 10 seconds.Sentinel
or Guardian
or Marauder
or Juggernaut
Field Medic's Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Activating a healing ability has a 15% chance to grant Field Medic's Critical Bonus which causes your next Kolto Injection to be a critical. This effect can only occur once every 30 seconds. Only usable by Medicine Operative.Scoundrel
or Gunslinger
or Operative
or Sniper
Final Breath Package+1744 Endurance
+585 Shield Rating
+536 Defense Rating
+1256 Mastery
Increases defense rating by 10% and reduce damage taken by 5% while health is below 50%.Any Class
Force Resistance Package+1744 Endurance
+585 Absorption Rating
+536 Defense Rating
+1256 Mastery
Elemental, Internal, Kinetic and Energy damage reduction is increased by 3%.Sage
or Shadow
or Sorcerer
or Assassin
Force Resistance Package+1744 Endurance
+585 Shield Rating
+536 Defense Rating
+1256 Mastery
Elemental, Internal, Kinetic and Energy damage reduction is increased by 3%.Sentinel
or Guardian
or Marauder
or Juggernaut
Force Training Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Melee and force attacks deal 3% more damage.Sage
or Shadow
or Sorcerer
or Assassin
Gathering Storm Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Force Speed makes your next direct Force attack deal 20% more damage and Force attacks deal 20% more damage while Polarity Shift is active.Sage
or Shadow
or Sorcerer
or Assassin
Improved Targeting Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Reduces the cooldown of Laze Target, Viral Targeting, and Targeting Systems by 15 seconds.Scoundrel
or Gunslinger
or Operative
or Sniper
Locked and Loaded Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Ranged and tech damage is increased by 5%.Scoundrel
or Gunslinger
or Operative
or Sniper
Mandalorian Armaments Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
When Shoulder Cannon is put on cooldown, it applies Autocannon to you for 60 seconds, firing a rocket at your current target whenever you deal direct damage. This additional rocket can fire once every 10 seconds.Vanguard
or Commando
or Mercenary
or Powertech
Mini Shield Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Activating Shield Probe creates an absorb shield around each ally within 5 meters, lasting up to a few seconds and absorbing some damage.Scoundrel
or Gunslinger
or Operative
or Sniper
Nimble Master Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Activating Saber Ward grants Nimble Master, increasing your movement speed by 100% for the duration of Saber Ward.Sentinel
or Guardian
or Marauder
or Juggernaut
Overcharged Cells Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Priming Shot, Thermal Detonator, and Healing Scan generate 3 Supercharges. This effect cannot occur more than once every 15 seconds.Vanguard
or Commando
or Mercenary
or Powertech
Preserver's Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Passively regenerate 1% of your maximum health every 10 seconds.Any Class
Retaliator Package+1744 Endurance
+585 Shield Rating
+536 Defense Rating
+1256 Mastery
Retaliation has no cooldown.Sentinel
or Guardian
or Marauder
or Juggernaut
Revitalize Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
While Resurgence is active on a target, it has a 15% chance to spontaneously heal the target whenever the target receives non-Resurgence healing from you.Sage
or Shadow
or Sorcerer
or Assassin
Second Wind Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Defeating an enemy heals you for 20% of your maximum health and increases your movement speed by 75% for a short time. This effect cannot occur more than once every few seconds.Any Class
Shadowcraft Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Using Phantom Stride from stealth grants Shadowcraft, increasing your critical hit chance by 100% for a few seconds. Force Cloak resets the cooldown of Phantom Stride.Sage
or Shadow
or Sorcerer
or Assassin
Shock Trooper Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Flaming Fist and Rocket Punch's heat is reduced by 4. Flaming Fist, Magnetic Blast and Heat Blast increase damage dealt by 10% for 15 seconds. Cannot occur more than once every 30 seconds.Vanguard
or Commando
or Mercenary
or Powertech
Specialist Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Explosive Fuel increases damage done by 20% while Ion Gas Cylinder is being utilized and increases damage reduction by 10% while Ion Gas Cylinder is not being utilized.Vanguard
or Commando
or Mercenary
or Powertech
Squad Leader Package+1744 Endurance
+585 Absorption Rating
+536 Defense Rating
+1256 Mastery
Whenever you take damage with Energy Shield, a weaker shield is applied to nearby allies for a few seconds.Vanguard
or Commando
or Mercenary
or Powertech
Stationary Grit Package+1744 Endurance
+585 Absorption Rating
+536 Defense Rating
+1256 Mastery
Increases damage dealt by 3% while not moving or increases armor rating by 10% while moving.Any Class
Stimulated Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Increases Mastery by 5% while under the effects of a stimpack.Any Class
Supercommando Package+1744 Endurance
+585 Shield Rating
+536 Defense Rating
+1256 Mastery
Activating Power Yield, Thermal Yield, or Energy Yield grants a shield that absorbs some damage. Lasts up to a short time.Vanguard
or Commando
or Mercenary
or Powertech
Tactician Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Gaining a Tactical Advantage increases your critical chance by 10% for a few seconds.Scoundrel
or Gunslinger
or Operative
or Sniper
Tactician's Focus Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Dealing critical damage with Veiled Strike or Lethal Strike grants Tactician's Focus, making your next Laceration or Corrosive Assault critically hit. This effect can't occur more than once every 30 seconds.Scoundrel
or Gunslinger
or Operative
or Sniper
Target Eliminator Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Heatseeker Missiles and Serrated Shot increase damage dealt by 2% for a few seconds. Cannot occur more than once every 30 seconds.Vanguard
or Commando
or Mercenary
or Powertech
Trapper Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
Toxic Haze refunds a Tactical Advantage and it no longer costs energy.Scoundrel
or Gunslinger
or Operative
or Sniper
Trishin's Retort Package+1744 Endurance
+585 Shield Rating
+536 Defense Rating
+1256 Mastery
Shielding an attack causes your shield to overload, dealing some weapon damage to up to 8 enemies within 5 meters. Your shield can only overload in this manner once every 3 seconds.Any Class
Unmatched Haste Package+1450 Endurance
+940 Power
+614 Critical Rating
+1223 Mastery
The duration of Polarity Shift is increased by 5 seconds, and using Force Speed reduces the active cooldown of Polarity Shift by 5 seconds.Sage
or Shadow
or Sorcerer
or Assassin
Veteran Ranger Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Each Shoulder Cannon rocket has a 50% chance to trigger an additional rocket.Vanguard
or Commando
or Mercenary
or Powertech
Vicious Thirst Package+1450 Endurance
+940 Power
+614 Alacrity Rating
+1223 Mastery
Dealing damage with Vicious Slash, Massacre and Sweeping Slash adds a Vicious Thirst stack to their target, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage by 3% per stack for 10 seconds.Sentinel
or Guardian
or Marauder
or Juggernaut

The implants in-game are incorrectly labelled as requiring things like “Trooper” or “Jedi Knight” – this is incorrect, and leftover from when the Combat Styles were attached to specific stories. These are the correct breakdowns of what the game actually requires you to have for a Combat Style to purchase these implants from the vendor, and then to actually equip them.

  • Sith Inquisitor / Jedi Consular = Sage or Shadow or Sorcerer or Assassin
  • Sith Warrior / Jedi Knight = Sentinel or Guardian or Marauder or Juggernaut
  • Trooper / Bounty Hunter = Vanguard or Commando or Mercenary or Powertech
  • Smuggler / Imperial Agent = Scoundrel or Gunslinger or Operative or Sniper

In the example above, it says “Requires Trooper, Bounty Hunter” but this is incorrect, you actually need a character that is a Vanguard or Commando or Mercenary or Powertech – they do not need to be a Trooper or Bounty Hunter, they might also be an Imperial Agent or Smuggler.