I was hoping they'd make a core rulebook for imperials, but the DoR announcement has me thinking that they are going in a different direction. It's a good direction, but I still have my heart set on Imperial gameplay.
I've been thinking about it, and I kinda feel like you could make due with AoR materials. Going down the line:
- Gameplay shouldn't change that much in and of itself.
- Duty would probably work fine in and of itself, but if you want to differentiate, call it Ambition. That said, a mechanic where it you pursue your ambition too quickly or too strongly, it attracts unwanted attention,either from rivals, or from superiors telling you not to choke on your ambition.
- Species: Empire doesn't need a lot here, racist as they are. Maybe Kubaz.
-Careers and Specializations: Ace and Commander are fine as is. Diplomat and Engineer work well enough. Soldier and Spy are where we start running into trouble (Soldier is better suited for guerrilla warfare than Troopers, and Spy's scout really should be part of a Trooper career). Recruit is utterly useless for Imperials.
-Gear: nothing new required.
- Ships and Vehicles: Superbly covered by AoR. That said, a different selection of party vehicles may be required. The fighters just won't work the same.
- Adversaries are just fine as is.
Maybe a supplement to AoR to cover Imperial Gameplay?