Auto-Scope
Effect: Negates cover
Use when: A target often has high cover; check whether enough weapon slots are unlocked.
EQUIPMENT INTELLIGENCE / PATCH 1.2
Choose weapons by how they use Action Points, then buy mods and utilities for the current objective. Compare the four weapon classes, thirteen representative mods, twelve useful utilities, and confirmed October 2026 Upgrade Facility prices.

VERIFIED GAMEPLAY / OFFICIAL STEAM LISTING

01 / WEAPON TYPES
Every ordinary operator starts a turn with three Action Points. The weapon attack rules are not interchangeable. For example, a rifle may fire once for one AP, but its next shot costs two. A repeater uses all AP remaining at the moment of firing. The Longarm's two-AP action rewards deliberate positioning, while the pistol makes short-range repeated shots easier to fit around movement.
| Weapon | Base damage | Extra crit damage | Range | AP cost | When it helps | Limitation |
|---|---|---|---|---|---|---|
| Blaster Pistol | 6 | 4 | Short | 1 AP per shot, repeatable | Mobility, finishing a target after using other actions | The smallest base damage; consider reach and accuracy before moving closer. |
| Blaster Rifle | 10 | 6 | Medium | First shot 1 AP; subsequent shots 2 AP each | General-purpose coverage, flexible first shot plus follow-up | Cannot make three normal rifle shots with the standard three-AP turn. |
| Repeater | 8 | 4 | Medium | Firing spends every remaining AP; more AP increases damage | Suppression or high-commitment firing from a protected position | Move before firing: the attack is a Final Action, so no later movement. |
| Longarm Blaster | 12 | 12 | Long | 2 AP per shot | Precision damage from cover and long sight lines | Only one regular 2-AP shot fits a standard three-AP turn. |
The listed base/critical figures are launch-build values. EA's Patch 1.2 changed Upgrade Facility prices but the cited patch does not announce changes to these four base damage profiles. Always compare your actual equipped weapon's tooltip after modifications.
Trick's late-game weapon has several firing modes, including Longarm, grenade, and repeating fire. Its source-recorded stats are 16 base weapon damage, +8 critical damage, 37% critical chance, Medium range, and 22 melee damage. It cannot accept weapon modifications or benefit from the ordinary weapon upgrades. Do not buy a Longarm upgrade expecting it to enhance the DC-17M.
02 / WEAPON MODS
Each compatible weapon may fit one Barrel, Cell, Scope and Stock effect, subject to available slots. Two Scopes cannot stack on one weapon. The Black Market rotates by Cycle; the Credit prices below come from the reviewed equipment catalog and are not guaranteed current inventory.
Effect: Negates cover
Use when: A target often has high cover; check whether enough weapon slots are unlocked.
Effect: Cover penalty -15%
Use when: A lower-cost response to frequent covered enemies.
Effect: Critical Chance +15%
Use when: A crit-focused longarm or damage build; not guaranteed best.
Effect: Assist Damage +3
Use when: A support operator whose Call for Backup assists are frequent.
Effect: Enemy Defense -4
Use when: A high-Defense target causes your ordinary weapon attacks to underperform.
Effect: Close range Damage +4
Use when: Short-range damage plan rather than long-range safe attacks.
Effect: Critical Damage +3
Use when: Critical-focused build with a reliable source of critical hits.
Effect: Damage +4 if not moved
Use when: Defensive firing lanes where the operator stays stationary.
Effect: Defense +1 after attacking
Use when: Survivability for a frontline operator that fires early.
Effect: Damage +1 if not moved
Use when: Cheap stationary damage option.
Effect: Damage to Droids +2
Use when: Repeated Separatist droid encounters.
Effect: Burning, 1 stack
Use when: Pressure over repeated turns when burn is tactically useful.
Effect: First-turn Damage +3
Use when: Opening-turn burst, particularly on priority threats.
Four rarity levels exist: Basic, Superior, Exquisite and Exotic. The highest rarity is not always the best purchase. An inexpensive Scope that reduces cover penalties may make more difference against an entrenched enemy than a larger critical damage bonus.
03 / COMBAT UTILITIES
Utilities return at the start of each battle rather than being consumed permanently across the campaign. Use the tools you carried. The table lists twelve useful selections from a catalog of forty-five. Some items have tiered upgrades and changing stock; recorded prices and short effect labels below are not complete tooltip reproductions.
| Utility | Recorded Credits | Job | Source-described effect | Suggested use |
|---|---|---|---|---|
| Medpac | 1800 | Recovery | Heals 30% of a target ally's Health | Named escort, drawn-out wave defense or low-healing team |
| Trauma Kit | 1500 | Recovery | Improves an ally's recovery when this operator Rallies | High-risk or permadeath-enabled deployments |
| Bacta Stim | 800 | Recovery | Fully heals this operator | A named Hero must survive |
| Concussion Grenade | 800 | Control | Area concussion attack | Packed enemies in confined positions |
| Smoke Bomb | 1000 | Protection | Creates a lasting smoke cloud | Cover an extraction or exposed crossing |
| Droid Popper | 2000 | Droids | Pulse grenade that can Daze droids | Separatist-heavy objective |
| Ion Blaster | 1900 | Droids | Weakens a single droid target | Droideka, B2 or other threatening droid |
| Rangefinder | 1050 | Accuracy | Spots an enemy for improved targeting | Ranged operator struggling against cover |
| Targeting Visor | 1100 | Accuracy | Improves hit chance and Critical Chance | Make a key precise shot more dependable |
| Repulsor Units | 1000 | Movement | Movement +1.5 metres | Rescue / fast terminal interaction |
| Reinforced Underlay | 1500 | Protection | Defense +3 | Required Hero or frequent frontline target |
| Firebomb | 900 | Area damage | Applies fire across a grenade blast | An enemy squad holds clustered positions |
Astromechs begin with three Utility slots but no ordinary weapon, so equipment choices drive their action options. Tel-Rea has a separate group of class-specific Exotic utilities tied to Harmony and Force abilities. These are not interchangeable with generic blaster mod slots.
04 / MISSION-BASED SETUPS
Choose what is stopping you, then use the recommended weapon profile and utilities as a starting point. These are editorial suggestions grounded in documented mechanics, not a claim that a particular character, weapon rarity or map route guarantees success.
Equipment: Repulsor Units, Medpac or Smoke Bomb
Movement and survival first. Keep an operator ready to interact, and cover civilians. Avoid expensive stationary damage purchases when the real failure condition is extraction.
Equipment: Smoke Bomb, Rangefinder or Trauma Kit
Use a balanced escort to protect the unit performing the marked interaction. Check the map for a second objective phase before moving everyone away.
Equipment: Grade II Ion Modulator, Droid Popper or Ion Blaster
Ion effects counter droids. Confirm whether the target is shielded; displacement and map hazards can be better than a long exchange of fire.
Equipment: Enigma Adjuster, Targeting Visor or Bacta Stim
Determine its Defense and aura abilities. Attack the source of buffs before spending your strongest AP-limited shot.
Equipment: Concussion Grenade, Smoke Bomb or Trauma Kit
Set complementary firing lines; avoid moving a repeater user after they already used a Final Action. Keep an emergency recovery option.
Equipment: Repulsor Units, Bacta Stim or Targeting Visor
Spend AP on movement and reliable close-range finishing shots, not on assuming every operator benefits from a longarm.
Equipment: Trauma Kit, Medpac and Reinforced Underlay
Check injury settings, Rally availability and Medbay status. A 100-Credit fresh recruit may help avoid fielding a critical injured operator.
05 / OFFICIAL PATCH 1.2 PRICES
On October 15, 2026, EA reduced weapon, Crew and Facility upgrade prices and standardized recruitment at 100 Credits. The figures here are the ones explicitly named in EA's 1.2 notes, rather than launch-build values. Upgrades may still require the Den to reach a certain level, an available Build Slot or a new Cycle.
| Patch 1.2 upgrade / action | Current Credits | Explanation |
|---|---|---|
| Recruit any Custom Operator | 100 | No increasing roster-size surcharge in 1.2 |
| Rifle Damage II | 2,500 | Reduced from 5,500 Credits |
| Rifle Damage III | 2,500 | Reduced from 7,000 Credits |
| Pistol Damage II | 2,500 | Reduced from 5,500 Credits |
| Longarm Damage II | 2,500 | Reduced from 5,500 Credits |
| Repeater Damage II | 2,500 | Reduced from 5,500 Credits |
| Additional Weapon Mod Slot | 4,000 | Reduced from 4,500 Credits |
| Additional Utility Slot | 4,000 | Reduced from 5,000 Credits |
| Combat Readiness I/II/III | 2,000 each | Three separately purchased levels |
| Crew Quarters capacity I–IV | 0 each | Cost reduced to zero; unlock/build requirements may remain |
| Focus Point upgrades I/II/III | 2,000 each | Reduced prices, each a separate upgrade |
| Extra Build Slot | Check in-game | Availability and level vary by campaign |
Costs alone do not determine priority. A zero-Credit Crew Quarters upgrade may still consume construction time or require a prerequisite. Prioritize access to mission-critical operators, a needed healing action, or a company-wide improvement used by several squad members.
Cly's Combat Jump is limited to one use per turn and Electroweb Dart to three; Scout Tactical Timing gains Advantage from ranged and melee attacks rather than every damage source. Astromech Self-Repair now has two uses per combat. Revise any build based on unlimited loops before assigning gear.
06 / VERIFY YOUR BUILD
Weapon damage, weapon mod examples and utility listings are based on launch-build in-game records, with values not independently verified on a live device. The explicitly changed prices and operator limits are from EA's October 2026 update. Use your game's current tooltips for exact final numbers.
Mentioned in this file