Transmission // 4 September 2026

The Hunters' Reckoning

The galaxy has crossed a threshold. Contracts once whispered between guild halls now draw teams of hunters into the open, faction strongholds have become true battlefields, and the Outer Rim is alive with enemies, relics, and rewards worth risking everything to claim.

Chapter I // The bounty war

No quarry is beyond reach

Player bounties now stand alongside the galaxy's elite contracts, with rewards set just beneath the legendary VIP hunts. Bounty terminals properly present both player and Jedi missions, and any player capable of equipping a lightsaber can become the subject of a Jedi contract.

Up to three Bounty Hunters may accept the same Jedi mission, form a team, and share completion credit when they remain close to the final fight. The days of one hunter carrying the entire pursuit are over.

Chapter II // Control the fight

Strike, recover, pursue

Fire Knockdown and Underhand Shot are dramatically more reliable—especially against player opponents. Underhand Shot now leaves its victim dizzy, while Fire Knockdown adds dizziness and a punishing fire effect. Confusion Shot deals 35% more damage.

Master Bounty Hunters also gain Propelling Boots: a surge that clears removable harmful states, returns the hunter to their feet, and doubles movement speed for 20 seconds. Existing Masters receive the command alongside newly trained hunters.

Chapter III // The strongholds

Planetary control has teeth

Planetary Headquarters now contribute 50 points toward control and can be fought as real faction objectives. Service terminals, recruiters, mission access, insurance, banking, bazaar service, and destructible objective terminals occupy reachable positions, while corrected barricades and 100-meter battlefield turrets defend the perimeter without sealing the entrance behind invisible obstructions.

Imperial headquarters field AT-ATs, and existing headquarters are reconciled to the renewed layout. Their objective terminals can be reached, sliced, defended, and destroyed as intended.

Chapter IV // The Outer Rim burns

The invasion is operational

Hardened Black Sun and Death Watch forces now deploy successfully across 17 city, starport, and outpost fronts on Corellia, Tatooine, Rori, Naboo, Dathomir, Endor, Yavin IV, and Lok. Their soldiers reinforce the occupied approaches, and players with at least 5,000 standing in the matching faction are recognized as allies.

Dantooine carries additional underworld activity, rare enemies can emerge dynamically across every enabled ground world, and a Jedi at maximum visibility may draw the personal attention of Boba Fett, Darth Vader, or Mara Jade in one of the galaxy's hardest encounters.

Chapter V // Armor reforged

Protection worthy of the new war

RIS armor is Heavy across the board—new, existing, and crafted—with base effectiveness against stun and lightsaber damage alongside its other protections. Personal Shield Generators are now Medium armor, including existing units, and Bounty Hunter armor is classified as Heavy.

The Nightsister Melee Armguard has returned as a rare prize from Nightsisters and Axkva Min, carrying Medium armor and 80% resistance to every damage type. Swamp Trooper faction rewards can be claimed properly, and Death Watch Overlord blood completion grants a full Mandalorian armor set.

Chapter VI // Weapons of consequence

Every trigger tells a story

The Beam Rifle is certified at Master Commando, deals lightsaber damage, and carries Heavy armor piercing. Heavy Acid Rifles inflict high-potency poison and fire effects, while every ranged grenade now strikes with Heavy armor piercing. Fast Blast adds intimidation and a powerful mind bleed.

The EE3 Carbine, Tangle Pistol, Geonosian Sonic Blaster, and Berserker Rifle carry Medium armor piercing, with the Berserker dealing kinetic damage. The Elite Carbine is Heavy armor piercing, the Nightsister Energy Lance is Heavy armor piercing, and Nym's Slugthrower Carbine now delivers 7,500–20,000 damage at 0.5 speed with Heavy armor piercing.

Chapter VII // Richer journeys

Every quest can change a fortune

The first completion of every journal quest now awards 25,000–50,000 bank credits and a premium component, with additional chances for a second component and a rare cache or holocron. Galaxywide loot has also grown more varied, bringing rare components, holocrons, and other coveted finds into far more encounters.

Spider Fang, Spider Venom, Donkuwah Poison, and the broader family of Combat Medic components are 50% stronger. Rare drops, stronger medicine, renewed themepark prizes, and expanded quest rewards make exploration worthwhile from the first contract to the deadliest hunt.

The reckoning is live

Choose a contract. Defend a world. Hunt a legend.

These bounty, profession, headquarters, invasion, armor, weapon, quest, loot, pet, and event changes are active now. Fully close and reopen the launcher before entering the galaxy so the latest profession information is loaded.

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