Choose equipment from the repeated problem in the next Mission. One current state should lead to one item family or a hold. Recheck the choice whenever the objective, faction, range, or Operator changes.
Start with the failed action
Name the cause that repeated: range, Cover, close damage, same-turn setup, repeated fire, stationary fire, Rally, displacement, a Droid or
Helpful · DefenseRay ShieldThis unit is protected by an active Ray Shield. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.AffectsBothStack wordingNot named in the current rule, a named status, a
Story Focus TreePadawanThe Padawan is an all-around powerful Operator with strong melee capabilities, strong defensive capability through the Force, and tactical control abilities using telekinetic applications of the Force.AvailabilityFixed primary path for Tel-Rea Vokoss.BranchesPadawan Training · Push · Shockwave action, or an incompatible Mod slot.
Choose the current loadout problem
Select the one state that stopped the active plan. The answer names one default family, its current effect, its tradeoff, and the condition for replacing it.
Which repeated action, target, status, or restriction must the loadout solve?
Range causes the miss
Fix the visible range penalty before adding damage. Start with
Scope modificationLong Range ScopeReduces Chance-To-Hit penalties from Range by a tier-scaled amount.Progression4 tiersHighest tierLimitless Scope.
- Premise
- This answer applies when: Range causes the miss.
- Do now
- Equip the lowest available tier that reduces the range penalty and repeat the same legal shot.
- Why this answer
Scope modificationLong Range ScopeReduces Chance-To-Hit penalties from Range by a tier-scaled amount.Progression4 tiersHighest tierLimitless Scope: Reduces Chance-To-Hit penalties from Range by a tier-scaled amount. Advanced Range Scope: Reduces Chance-To-Hit penalties from Range by a tier-scaled amount. Horizon Scope: Reduces Chance-To-Hit penalties from Range by a tier-scaled amount. Limitless Scope: Completely removes Chance-To-Hit penalties from Range.- Tradeoff
- The Scope slot cannot also hold a different Scope family.
- Alternative
- Use the cover state when the target is in range but Cover remains the visible cause.
- If it fails
- The shot still carries the same range penalty after the Mod is equipped.
- Recovery
- Move into effective range or choose another firing lane before changing another item slot.
- Done when
- The ordinary firing position no longer loses the shot to range.
- Next action
- Verify the exact tier and equip restriction.
Cover causes the miss
Fix the enemy Cover bonus instead of treating it as a range problem. Start with
Scope modificationTargeting ScopeReduces the Chance-To-Hit penalty provided by an enemy's Cover by a tier-scaled amount.Progression4 tiersHighest tierAuto-Scope.
- Premise
- This answer applies when: Cover causes the miss.
- Do now
- Equip the Scope and repeat a shot against the same kind of covered target.
- Why this answer
Scope modificationTargeting ScopeReduces the Chance-To-Hit penalty provided by an enemy's Cover by a tier-scaled amount.Progression4 tiersHighest tierAuto-Scope: Reduces the Chance-To-Hit penalty provided by an enemy's Cover by a tier-scaled amount. Enhanced
Scope modificationTargeting ScopeReduces the Chance-To-Hit penalty provided by an enemy's Cover by a tier-scaled amount.Progression4 tiersHighest tierAuto-Scope: Reduces the Chance-To-Hit penalty provided by an enemy's Cover by a tier-scaled amount. Elite
Scope modificationTargeting ScopeReduces the Chance-To-Hit penalty provided by an enemy's Cover by a tier-scaled amount.Progression4 tiersHighest tierAuto-Scope: Reduces the Chance-To-Hit penalty provided by an enemy's Cover by a tier-scaled amount. Auto-Scope: Completely negates an enemy's Cover bonus.- Tradeoff
- It occupies the Scope slot and does not remove a separate range penalty.
- Alternative
- Use the range state when distance, not Cover, remains the visible cause.
- If it fails
- The target's Cover bonus is unchanged or the Operator cannot equip the Mod.
- Recovery
- Change the firing angle or use another Operator to remove the covered threat.
- Done when
- The repeated covered shot no longer fails for the same Cover reason.
- Next action
- Open the exact Scope family.
Close-range damage is the job
Use a close-range Barrel only when the Operator already fights at Close Range. Start with
Barrel modificationAmplifierIncreases Blaster Damage by a tier-scaled amount when firing this blaster at Close Range.Progression4 tiersHighest tierCrystalline Amplifier.
- Premise
- This answer applies when: Close-range damage is the job.
- Do now
- Equip it on the weapon that repeatedly fires at Close Range.
- Why this answer
Barrel modificationAmplifierIncreases Blaster Damage by a tier-scaled amount when firing this blaster at Close Range.Progression4 tiersHighest tierCrystalline Amplifier: Increases Blaster Damage by a tier-scaled amount when firing this blaster at Close Range. Second Generation
Barrel modificationAmplifierIncreases Blaster Damage by a tier-scaled amount when firing this blaster at Close Range.Progression4 tiersHighest tierCrystalline Amplifier: Increases Blaster Damage by a tier-scaled amount when firing this blaster at Close Range. Dual
Barrel modificationAmplifierIncreases Blaster Damage by a tier-scaled amount when firing this blaster at Close Range.Progression4 tiersHighest tierCrystalline Amplifier: Increases Blaster Damage by a tier-scaled amount when firing this blaster at Close Range. Crystalline
Barrel modificationAmplifierIncreases Blaster Damage by a tier-scaled amount when firing this blaster at Close Range.Progression4 tiersHighest tierCrystalline Amplifier: Increases Blaster Damage by a tier-scaled amount when firing this blaster at Close Range.- Tradeoff
- It gives up the Barrel slot when the map forces longer firing lanes.
- Alternative
- Remove it after a Mission where the important shots do not occur at Close Range.
- If it fails
- The Operator spends actions entering range and cannot fire safely.
- Recovery
- Repair the route or use a different weapon plan instead of stacking more close-range bonuses.
- Done when
- The equipped Operator reaches Close Range and fires without giving up the objective.
- Next action
- Verify the current Barrel tier.
Allies attack later this turn
Use the setup Barrel when allied attacks can exploit the Defense reduction before turn end. Start with
Barrel modificationBasic AdjusterReduces an enemy's Defense by a tier-scaled amount when this blaster hits. This reduction expires at the end of the turn.Progression4 tiersHighest tierEnigma Adjuster.
- Premise
- This answer applies when: Allies attack later this turn.
- Do now
- Fire with the setup Operator before the squad's finishers.
- Why this answer
Barrel modificationBasic AdjusterReduces an enemy's Defense by a tier-scaled amount when this blaster hits. This reduction expires at the end of the turn.Progression4 tiersHighest tierEnigma Adjuster: Reduces an enemy's Defense by a tier-scaled amount when this blaster hits. This reduction expires at the end of the turn. Phase Adjuster: Reduces an enemy's Defense by a tier-scaled amount when this blaster hits. This reduction expires at the end of the turn. Pirate Adjuster: Reduces an enemy's Defense by a tier-scaled amount when this blaster hits. This reduction expires at the end of the turn. Enigma Adjuster: Reduces an enemy's Defense by a tier-scaled amount when this blaster hits. This reduction expires at the end of the turn.- Tradeoff
- The reduction expires at the end of the turn and has little value when this Operator acts last.
- Alternative
- Use a personal damage effect when no ally can follow in the same turn.
- If it fails
- The setup hit lands after the squad has spent its follow-up attacks.
- Recovery
- Move the setup Operator earlier or choose an effect that helps their own attack.
- Done when
- At least one later attack uses the reduced Defense in the same turn.
- Next action
- Check the turn order before equipping it.
The weapon attacks repeatedly
Use the Stabilizer when the same blaster attacks more than once during the turn. Start with
Stabilizer modificationErgonomic StabilizerIncreases Blaster Damage by a tier-scaled amount after attacking with this blaster. This bonus expires at the end of the turn and has a tier-scaled maximum.Progression4 tiersHighest tierIQ Ergonomic.
- Premise
- This answer applies when: The weapon attacks repeatedly.
- Do now
- Equip it only after the normal AP plan already produces repeated attacks.
- Why this answer
Stabilizer modificationErgonomic StabilizerIncreases Blaster Damage by a tier-scaled amount after attacking with this blaster. This bonus expires at the end of the turn and has a tier-scaled maximum.Progression4 tiersHighest tierIQ Ergonomic: Increases Blaster Damage by a tier-scaled amount after attacking with this blaster. This bonus expires at the end of the turn and has a tier-scaled maximum. Custom Ergonomic: Increases Blaster Damage by a tier-scaled amount after attacking with this blaster. This bonus expires at the end of the turn and has a tier-scaled maximum. Type-K Ergonomic: Increases Blaster Damage by a tier-scaled amount after attacking with this blaster. This bonus expires at the end of the turn and has a tier-scaled maximum. IQ Ergonomic: Increases Blaster Damage by a tier-scaled amount after attacking with this blaster. This bonus expires at the end of the turn and has a tier-scaled maximum.- Tradeoff
- The bonus builds after attacks and expires at turn end, so a one-shot turn gains less.
- Alternative
- Use another state when movement, support, or a high-cost weapon limits the turn to one attack.
- If it fails
- The Operator rarely fires again after the first attack.
- Recovery
- Repair the AP pattern or choose a Mod whose effect applies to the first shot.
- Done when
- The ordinary turn triggers the stacking effect on later attacks.
- Next action
- Confirm the weapon can support repeat fire.
The Operator holds one firing tile
Use the stationary Stabilizer only when the Operator can attack without moving. Start with
Stabilizer modificationBracing StabilizerIncreases Blaster Damage by a tier-scaled amount when attacking with this blaster if this Operator has not moved during this turn.Progression4 tiersHighest tierD-X22R Elite Brace.
- Premise
- This answer applies when: The Operator holds one firing tile.
- Do now
- Reserve a protected firing tile before the first attack.
- Why this answer
Stabilizer modificationBracing StabilizerIncreases Blaster Damage by a tier-scaled amount when attacking with this blaster if this Operator has not moved during this turn.Progression4 tiersHighest tierD-X22R Elite Brace: Increases Blaster Damage by a tier-scaled amount when attacking with this blaster if this Operator has not moved during this turn. Advanced
Stabilizer modificationBracing StabilizerIncreases Blaster Damage by a tier-scaled amount when attacking with this blaster if this Operator has not moved during this turn.Progression4 tiersHighest tierD-X22R Elite Brace: Increases Blaster Damage by a tier-scaled amount when attacking with this blaster if this Operator has not moved during this turn. D-X9
Stabilizer modificationBracing StabilizerIncreases Blaster Damage by a tier-scaled amount when attacking with this blaster if this Operator has not moved during this turn.Progression4 tiersHighest tierD-X22R Elite Brace: Increases Blaster Damage by a tier-scaled amount when attacking with this blaster if this Operator has not moved during this turn. D-X22R Elite Brace: Increases Blaster Damage by a tier-scaled amount when attacking with this blaster if this Operator has not moved during this turn.- Tradeoff
- Any required movement can switch off the condition for that attack.
- Alternative
- Use another Stabilizer when objectives or line changes force movement every turn.
- If it fails
- The Operator must move before most important shots.
- Recovery
- Change the position plan or equip a Mod without the stationary condition.
- Done when
- The important shots regularly begin from a valid stationary position.
- Next action
- Check the current Stabilizer tier.
A Downed ally is the failure state
Put the Rally effect on an Operator who can stay standing and reach the ally. Start with
utilityTrauma KitWhen this Operator Rallies a Downed ally, that ally returns to action Fully Healed.Progression4 tiersHighest tierTrauma Kit Mk. IV.
- Premise
- This answer applies when: A Downed ally is the failure state.
- Do now
- Equip the carrier before deployment and keep their route to the likely front line open.
- Why this answer
utilityTrauma KitWhen this Operator Rallies a Downed ally, that ally returns to action Fully Healed.Progression4 tiersHighest tierTrauma Kit Mk. IV: When this Operator Rallies a Downed ally, that ally returns to action Fully Healed.
utilityTrauma KitWhen this Operator Rallies a Downed ally, that ally returns to action Fully Healed.Progression4 tiersHighest tierTrauma Kit Mk. IV Mk. II: When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 20% chance the healed ally is not
Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule.
utilityTrauma KitWhen this Operator Rallies a Downed ally, that ally returns to action Fully Healed.Progression4 tiersHighest tierTrauma Kit Mk. IV Mk. III: When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 25% chance the healed ally is not
Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule.
utilityTrauma KitWhen this Operator Rallies a Downed ally, that ally returns to action Fully Healed.Progression4 tiersHighest tierTrauma Kit Mk. IV Mk. IV: When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 33% chance the healed ally is not
Harmful · Campaign injuryInjuredInjured Operators cannot fight effectively and suffer a -15% Chance-To-Hit penalty for each injury. An Operator who suffers a 3rd injury is Killed-In-Action and lost forever.AffectsOperatorStack wordingNot named in the current rule.- Tradeoff
- The slot helps only after an ally is Downed and does not make an unsafe Rally route safe.
- Alternative
- Use a different Utility when the squad's real failure occurs before anyone can Rally.
- If it fails
- The carrier is Downed first or cannot reach the ally.
- Recovery
- Move the Utility to a safer carrier and stabilize the route before Rally.
- Done when
- A Rallied ally returns with the exact tier's listed recovery effect.
- Next action
- Verify the tier before the risky Mission.
A cluster or
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks solves the objective
Use one displacement Utility when the destination preview creates a useful result. Start with
utilityConcussion GrenadeThrow a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies.Progression4 tiersHighest tierConcussion Grenade Mk. IV.
- Premise
- This answer applies when: A cluster or
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks solves the objective. - Do now
- Preview the blast,
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks destination, and allied follow-up before throwing it. - Why this answer
utilityConcussion GrenadeThrow a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies.Progression4 tiersHighest tierConcussion Grenade Mk. IV: Throw a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies.
utilityConcussion GrenadeThrow a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies.Progression4 tiersHighest tierConcussion Grenade Mk. IV Mk. II: Throw a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies.
utilityConcussion GrenadeThrow a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies.Progression4 tiersHighest tierConcussion Grenade Mk. IV Mk. III: Throw a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies.
utilityConcussion GrenadeThrow a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies.Progression4 tiersHighest tierConcussion Grenade Mk. IV Mk. IV: Throw a Grenade that emits a concussive blast. Deals Impact Damage and Pushes enemies.- Tradeoff
- A poor destination can move an enemy away from damage or leave the objective blocked.
- Alternative
- Hold the grenade when the preview does not improve position, damage, or the objective.
- If it fails
- The
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks lands in a safe tile for the enemy or breaks the squad's follow-up. - Recovery
- Return to ordinary attacks and save the limited use for a verified destination.
- Done when
- The previewed displacement creates the intended objective or damage opportunity.
- Next action
- Check the exact Utility effect and displacement rule.
Droids or Ray Shields block damage
Use the Cells family only when the briefing contains its named targets. Start with
Cells modificationIon ModulatorIncreases Blaster Damage against Droids by a tier-scaled amount and against Ray Shields by an additional tier-scaled bonus.Progression4 tiersHighest tierPulsed Ion Modulator.
- Premise
- This answer applies when: Droids or Ray Shields block damage.
- Do now
- Equip it on a Mod-compatible blaster facing Droids or Ray Shields.
- Why this answer
Cells modificationIon ModulatorIncreases Blaster Damage against Droids by a tier-scaled amount and against Ray Shields by an additional tier-scaled bonus.Progression4 tiersHighest tierPulsed Ion Modulator: Increases Blaster Damage against Droids by a tier-scaled amount and against Ray Shields by an additional tier-scaled bonus. Grade II
Cells modificationIon ModulatorIncreases Blaster Damage against Droids by a tier-scaled amount and against Ray Shields by an additional tier-scaled bonus.Progression4 tiersHighest tierPulsed Ion Modulator: Increases Blaster Damage against Droids by a tier-scaled amount and against Ray Shields by an additional tier-scaled bonus. Superior
Cells modificationIon ModulatorIncreases Blaster Damage against Droids by a tier-scaled amount and against Ray Shields by an additional tier-scaled bonus.Progression4 tiersHighest tierPulsed Ion Modulator: Increases Blaster Damage against Droids by a tier-scaled amount and against Ray Shields by an additional tier-scaled bonus. Pulsed
Cells modificationIon ModulatorIncreases Blaster Damage against Droids by a tier-scaled amount and against Ray Shields by an additional tier-scaled bonus.Progression4 tiersHighest tierPulsed Ion Modulator: Increases Blaster Damage against Droids by a tier-scaled amount and against Ray Shields by an additional tier-scaled bonus.- Tradeoff
- The slot loses its target advantage against ordinary Organic enemies.
- Alternative
- Remove it when the next briefing does not contain the named target types.
- If it fails
- The selected Operator cannot equip Mods or the Mission lacks the target type.
- Recovery
- Use an exact Utility or another Operator whose weapon accepts the Mod.
- Done when
- The bonus applies against the named
Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule or
Helpful · DefenseRay ShieldThis unit is protected by an active Ray Shield. Attacks cannot damage this unit until they first deplete and disable this energy shield. This shield recharges 50% of lost shield strength each turn.AffectsBothStack wordingNot named in the current rule target. - Next action
- Open the exact Cells family.
Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule or
Harmful · MovementShockedDecreases this unit's Movement by 50%.AffectsBothStack wordingNot named in the current rule repeats
Use the Underlay when
Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule or
Harmful · MovementShockedDecreases this unit's Movement by 50%.AffectsBothStack wordingNot named in the current rule is the repeated threat. Start with
utilityHyperinsulated UnderlayGrants Burning Immunity and Shock Immunity while worn.Progression1 tiersHighest tierHyperinsulated Underlay.
- Premise
- This answer applies when:
Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule or
Harmful · MovementShockedDecreases this unit's Movement by 50%.AffectsBothStack wordingNot named in the current rule repeats. - Do now
- Equip it on the Operator who must stay available for the objective.
- Why this answer
utilityHyperinsulated UnderlayGrants Burning Immunity and Shock Immunity while worn.Progression1 tiersHighest tierHyperinsulated Underlay: Grants
Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule Immunity and Shock Immunity while worn.- Tradeoff
- The Utility slot does nothing against other status families.
- Alternative
- Use another Utility when neither named status appears in the current threat set.
- If it fails
- The Operator is disabled by Dazed,
Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule, or another state the item does not cover. - Recovery
- Open the status field index and choose the exact response for the real state.
- Done when
- The wearer remains immune to the two named states while the item is equipped.
- Next action
- Verify the threat and item restriction.
Dazed or
Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule repeats
Use the Underlay when Dazed or
Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule removes the actions the objective needs. Start with
utilityStabilizing UnderlayGrants Daze Immunity and Stun Immunity while worn.Progression1 tiersHighest tierStabilizing Underlay.
- Premise
- This answer applies when: Dazed or
Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule repeats. - Do now
- Equip it on the Operator whose actions cannot be replaced.
- Why this answer
utilityStabilizing UnderlayGrants Daze Immunity and Stun Immunity while worn.Progression1 tiersHighest tierStabilizing Underlay: Grants
Harmful · ControlDazeA Dazed unit cannot Attack, but can still Move and use other Non-Offensive actions. A Dazed unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule Immunity and Stun Immunity while worn.- Tradeoff
- The Utility slot does not answer
Harmful · DamageBurningBurning units suffer 1 Damage for each stack when any action is taken. This damage Ignores Defense. The number of Burning stacks is reduced by half when Burning Damage is taken.AffectsBothStack wordingNamed in the current rule,
Harmful · MovementShockedDecreases this unit's Movement by 50%.AffectsBothStack wordingNot named in the current rule, or damage pressure. - Alternative
- Use another Utility when neither named state is part of the current Mission.
- If it fails
- The repeated problem is a different status or a direct damage failure.
- Recovery
- Use the status field index to identify the exact state before changing gear.
- Done when
- The wearer remains immune to Dazed and
Harmful · ControlStunnedStunned units cannot take any actions. A Stunned unit gains Stun Resistance when this effect expires, and cannot be Dazed or Stunned again for the rest of the battle.AffectsBothStack wordingNot named in the current rule while the item is equipped. - Next action
- Open the exact Underlay record.
Story Focus TreePadawanThe Padawan is an all-around powerful Operator with strong melee capabilities, strong defensive capability through the Force, and tactical control abilities using telekinetic applications of the Force.AvailabilityFixed primary path for Tel-Rea Vokoss.BranchesPadawan Training · Push · Shockwave uses
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks and
Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks
Use the Force Meditation when both displacement actions are regular parts of the current plan. Start with
force-meditationAttuned to All ThingsPush and Pull now grant +1 additional Harmony when used.Progression1 tiersHighest tierAttuned to All Things.
- Premise
- This answer applies when:
Story Focus TreePadawanThe Padawan is an all-around powerful Operator with strong melee capabilities, strong defensive capability through the Force, and tactical control abilities using telekinetic applications of the Force.AvailabilityFixed primary path for Tel-Rea Vokoss.BranchesPadawan Training · Push · Shockwave uses
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks and
Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks. - Do now
- Equip it on
Tognath · Authored OperatorTel-Rea VokossA Jedi Padawan whose Force training brings a distinct lightsaber and Harmony play style.Game labelTel-ReaStarting pathPadawanUnique TalentStrong with the ForceTalent progression6 tiers and confirm that the normal Utility layer is replaced. - Why this answer
force-meditationAttuned to All ThingsPush and Pull now grant +1 additional Harmony when used.Progression1 tiersHighest tierAttuned to All Things:
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks and
Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks now grant +1 additional
Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule when used.- Tradeoff
- It has less value when
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks or
Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks is rarely used, and Force Meditations replace normal Utilities for the
Story Focus TreePadawanThe Padawan is an all-around powerful Operator with strong melee capabilities, strong defensive capability through the Force, and tactical control abilities using telekinetic applications of the Force.AvailabilityFixed primary path for Tel-Rea Vokoss.BranchesPadawan Training · Push · Shockwave. - Alternative
- Choose another Meditation when the repeated problem is survival, reflection, or another stated effect.
- If it fails
- The build does not use both
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks and
Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks often enough to spend the available
Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule. - Recovery
- Return to the Armory and choose the Meditation whose exact effect matches the repeated turn.
- Done when
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks and
Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks grant the additional
Helpful · ResourceHarmonyHarmony with the Force affects the capabilities of the Jedi. Deflection Chance and Lightsaber Damage improve with each stack of Harmony.AffectsOperatorStack wordingNamed in the current rule named by the item.- Next action
- Open the Force Meditation record.
No compatible Mod slot
Hold the Mod change. A Mod cannot solve a weapon or Operator that the current restriction marks incompatible.
- Premise
- This answer applies when: No compatible Mod slot.
- Do now
- Check the restricted subject first and stop the Mod path when the current Operator or weapon matches it.
- Why this answer
- DC-17m: The DC-17m cannot equip weapon mods. Astromechs: Astromechs cannot equip weapon mods
Tognath · Authored OperatorTel-Rea VokossA Jedi Padawan whose Force training brings a distinct lightsaber and Harmony play style.Game labelTel-ReaStarting pathPadawanUnique TalentStrong with the ForceTalent progression6 tiers:
Tognath · Authored OperatorTel-Rea VokossA Jedi Padawan whose Force training brings a distinct lightsaber and Harmony play style.Game labelTel-ReaStarting pathPadawanUnique TalentStrong with the ForceTalent progression6 tiers cannot equip weapon mods - Tradeoff
- Holding the Mod change leaves the current loadout problem unresolved, but it avoids planning an incompatible layer.
- Alternative
- Return to a Mod family only for a weapon and Operator outside the listed restrictions.
- If it fails
- The loadout still assigns a Mod to DC-17m, an
Droid Focus TreeAstromechThe Astromech is everyone’s closest companion. These loyal droids carry useful equipment in the field, allowing tremendous versatility in combat and providing valuable support functions to its team.AvailabilityPrimary path for custom Astromech Operators.BranchesExtended Storage · Improved Motors · Hardened Frame · Storage Optimization · Enhanced Scanners · Coordinated Support, or
Tognath · Authored OperatorTel-Rea VokossA Jedi Padawan whose Force training brings a distinct lightsaber and Harmony play style.Game labelTel-ReaStarting pathPadawanUnique TalentStrong with the ForceTalent progression6 tiers. - Recovery
- Return to the weapon-layer decision and use only an option the current Operator and weapon can receive.
- Done when
- The plan no longer assigns a Weapon Modification to a restricted subject.
- Next action
- Check the exact Mod restriction before changing equipment.
Read the three Armory layers
The current Armory catalog has 16 Weapon Mod families and 20 Utility families. It also lists 13 Force Meditations for the
Story Focus TreePadawanThe Padawan is an all-around powerful Operator with strong melee capabilities, strong defensive capability through the Force, and tactical control abilities using telekinetic applications of the Force.AvailabilityFixed primary path for Tel-Rea Vokoss.BranchesPadawan Training · Push · Shockwave.
| Layer | What it changes | Selection boundary |
|---|---|---|
| Weapon Modification | Weapon Modifications can be slotted on a weapon to alter weapon stats and apply unique effects. Each weapon has a limited number of Modification Slots, which can be increased at the Upgrade Facility. | One family occupies its named Mod slot |
| Utility Item | Utilities are equippable items. Depending on an Operator's Specialization, they can carry one or more Utilities. Utilities grant an Operator new abilities that can be used in combat. | Equivalent Utilities cannot be doubled on one Operator |
| Force Meditation | As a Force User, |
It replaces the normal Utility layer for the |
Roster-wide Weapon Upgrades belong to the Upgrade Facility, not to this loadout decision. Permanent signature-weapon Optimizations have their own stop-and-verify boundary in the weapon change guide.
Verify one item family
The current quality labels are Basic, Superior, Exquisite, Exotic. Choose the family first, then read the exact available tier. A higher tier cannot repair an effect that the Mission never triggers.
- Open the selected family from the answer above.
- Confirm the Operator and weapon can equip that layer.
- Read the exact tier effect and its condition.
- Equip only that family for the stated problem.
- Repeat the same action or target state in the next suitable Mission.
- Keep it only when the expected trigger changes the failed action.
Keep the family in the plan when its exact trigger occurs during the ordinary action. If the trigger never appears, select the failure that actually repeated before the next loadout decision.
Handle restrictions and Force Meditations
The current restrictions are explicit:
- DC-17m: The DC-17m cannot equip weapon mods.
- Astromechs: Astromechs cannot equip weapon mods
- Tel-Rea: Tel-Rea cannot equip weapon mods
Do not assign a Mod to a restricted weapon or Operator. Return to the weapon-layer decision and use only a change the current loadout can receive.
For
Tognath · Authored OperatorTel-Rea VokossA Jedi Padawan whose Force training brings a distinct lightsaber and Harmony play style.Game labelTel-ReaStarting pathPadawanUnique TalentStrong with the ForceTalent progression6 tiers, Force Meditations replace normal Utilities.
force-meditationAttuned to All ThingsPush and Pull now grant +1 additional Harmony when used.Progression1 tiersHighest tierAttuned to All Things is the default only when
Padawan · StandardPushForcefully Pushes an enemy in the chosen direction, dealing Force Damage.Primary ceiling6 ranks and
Wayseeker · StandardPullForcefully Pulls an enemy directly towards Tel-Rea, dealing Force Damage.Primary ceiling5 ranks are both regular actions. If the repeated problem is different, open the Force Meditation filter and select the exact effect that addresses it.
Recovery gear also needs a legal carrier.
utilityTrauma KitWhen this Operator Rallies a Downed ally, that ally returns to action Fully Healed.Progression4 tiersHighest tierTrauma Kit Mk. IV belongs on an Operator who can remain standing and reach a Downed ally. It does not make an unsafe Rally route safe.
Check the loadout before deployment
- Read the Mission objective, squad limit, enemy faction, and named status or shield threat.
- Confirm the selected blaster’s AP pattern before using a Mod that depends on repeated or stationary attacks.
- Give the selected item one named trigger in the plan.
- Keep Rally equipment on someone who can reach the likely Downed Operator.
- Hold the change when the loadout cannot accept the Mod or the effect does not solve the repeated failure.
A finished loadout has one job for each equipped layer. When the briefing or ordinary action changes, return to the selector instead of carrying the old answer forward.
REFERENCES
References
Weapon Mod, Utility, Force Meditation, tier, slot, restriction, and effect records supply every item and rule used here.
Current Armory and equipment records





