The Upgrade Facility allows you to bolster Zero Company's effectiveness. Here, you can fund improvements to the Den's existing infrastructure, such as adding Medbay Beds, or purchase roster-wide weapon upgrades that improve the combat stats of all your Operators.

Choose the current bottleneck

Choose the state you can verify now. The result gives one recommendation, its effect, the reason to change course, a recovery, and the next check.

Choose your situation

Which repeated company or weapon failure are you trying to remove?

Hold this purchase

Hold the purchase. Inspect the next Mission and run the current squad once before assigning the budget to a family.

Tradeoff
The budget remains unused for one planning pass.
Change when
A roster gate, recovery queue, market shortage, resource block, or repeated weapon action becomes visible.
Verify
Write the repeated failure in one sentence and confirm that it happened in the system the proposed upgrade affects.
Recovery
If the failure was a one-off position or squad error, keep the budget and correct that plan instead.
Next action
Choose the newly observed state in this selector.
Inspect the next Mission

Choose Crew · LoungeUnlock LoungeUnlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.Research areaLounge

Use the Lounge family when Operators left at the Den repeatedly need Bond XP to reach a named Bond tier.

Effect
Unlocks the Lounge. Operators remaining at the Den during a mission gain +5 Bond XP.
Tradeoff
It helps Operators who remain at the Den during a Mission, not the deployed squad.
Change when
The same Operators deploy, or no reachable Bond tier changes the roster plan.
Verify
Complete a Mission with the intended Operators at the Den and confirm their Bond XP changes by the amount shown on the available Lounge entry.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Recheck the target Bond tier before funding another Lounge entry.
Open the exact upgrade record

Choose Crew · LoungeTeamwork Assist Damage IIncreases Assist Damage by a tier-scaled amount.Research areaLounge

Use Teamwork Assist Damage when the active squad repeatedly creates Assists but their damage misses a named payoff.

Effect
Increases Assist Damage by a tier-scaled amount.
Tradeoff
It adds no value to turns that do not trigger an Assist.
Change when
The squad rarely creates Assists, or positioning prevents the trigger.
Verify
Repeat the same Assist pattern and confirm its displayed damage changes.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Keep the family only while Assists remain part of the normal turn.
Open the exact upgrade record

Choose Crew · CombatGrenade Throw DistanceIncreases Grenade Throw Distance by +2.0m.Research areaCombat

Use Crew · CombatGrenade Throw DistanceIncreases Grenade Throw Distance by +2.0m.Research areaCombat when a carried grenade repeatedly cannot reach the intended tile from a safe, useful position.

Effect
Increases Crew · CombatGrenade Throw DistanceIncreases Grenade Throw Distance by +2.0m.Research areaCombat by +2.0m.
Tradeoff
Extra throw distance does not create a grenade, clear a blocked path, or improve its effect.
Change when
The grenade already reaches and its effect or loadout is the real problem.
Verify
Repeat the same route and confirm the throw preview reaches the intended tile.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Use the grenade on the planned target, then recheck the next Mission.
Open the exact upgrade record

Choose Crew · Crew QuartersIncreased Crew Quarters IIncreases maximum Operators on your roster by 1.Research areaCrew Quarters

Use Crew Quarters only when Recruitment is blocked by roster capacity.

Effect
Increases maximum Operators on your roster by 1.
Tradeoff
Capacity adds an option but does not improve the deployed four by itself.
Change when
An open slot already exists, or the missing recruit would duplicate a healthy job.
Verify
Return to Recruitment and confirm the capacity block changed.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Recruit for the missing job, then recheck the next Mission.
Open the exact upgrade record

Choose Facilities · MedbayDroid Repair BayInteract with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.Research areaMedbay

Use the Facilities · MedbayDroid Repair BayInteract with the Astromech in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing Injured Droids at the Medbay.Research areaMedbay when Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule Recruitment or Medbay repair is the exact blocked action.

Effect
Interact with the 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 in the Pit to unlock this upgrade. Unlocks recruiting Droids at Recruitment and repairing 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 Droids at the Medbay.
Tradeoff
The purchase has no immediate value when the campaign is not using a Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule.
Change when
A Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule is no longer part of the roster plan.
Verify
Confirm the relevant Recruitment or Medbay Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule action is now available.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Complete the blocked Mixed · Unit ruleDroidDroids are weak against Ion effects and cannot be Healed.AffectsDroidStack wordingNot named in the current rule action before funding another family.
Open the exact upgrade record

Choose Facilities · MedbayMedical Bed IIThe Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.Research areaMedbay

Use the Medical Bed family when another injured Operator is waiting for capacity.

Effect
The Medbay gains a 2nd Bed allowing you to remove Injuries from up to 2 Operators at the same time.
Tradeoff
Capacity does not address an unaffordable assignment.
Change when
A bed is already open while the recovery action remains blocked.
Verify
Confirm that one additional injured Operator can be assigned at the same time.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Run the recovery assignments, then inspect the healthy roster.
Open the exact upgrade record

Choose Facilities · MedbayCheaper Medical Supplies IReduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.Research areaMedbay

Use Cheaper Medical Supplies when a bed is open but its displayed assignment cost blocks recovery.

Effect
Reduces the cost of assigning an Operator to a Bed or the Bacta Tank by 150 Credits.
Tradeoff
A lower assignment cost does not create another bed.
Change when
Two Operators are waiting on one occupied bed.
Verify
Confirm that the displayed recovery assignment is affordable after the purchase.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Assign the injured Operator, then recheck whether capacity is still limiting recovery.
Open the exact upgrade record

Choose Facilities · Black MarketUnlock Black MarketUnlocks the Black Market at the Armory allowing you to purchase Weapon Mods and Utility Items.Research areaBlack Market

Unlock the Black Market only when access to its items is the current equipment block.

Effect
Unlocks the Black Market at the Armory allowing you to purchase Weapon Mods and Utility Items.
Tradeoff
Access alone does not guarantee the needed item appears.
Change when
The owned Armory already solves the next Mission.
Verify
Confirm that the Black Market can now be opened.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Inspect the available items before choosing any market-improvement family.
Open the exact upgrade record

Choose Facilities · Black MarketExpedited DeliveryAdds the ability to refresh available items in the Black MarketResearch areaBlack Market

Use Facilities · Black MarketExpedited DeliveryAdds the ability to refresh available items in the Black MarketResearch areaBlack Market when the Black Market is open but cannot be refreshed.

Effect
Adds the ability to refresh available items in the Black Market
Tradeoff
A refresh changes the offered set; it does not guarantee one named item.
Change when
The needed item is already available or refreshing is not the current block.
Verify
Confirm that a refresh action is available.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Use one refresh only when the current offer cannot answer the next Mission.
Open the exact upgrade record

Choose Facilities · Black MarketCheaper RefreshReduces the cost to refresh the Black Market by 50%.Research areaBlack Market

Use Facilities · Black MarketCheaper RefreshReduces the cost to refresh the Black Market by 50%.Research areaBlack Market when refreshing is already available and its displayed cost is the repeated blocker.

Effect
Reduces the cost to refresh the Black Market by 50%.
Tradeoff
The purchase does not enlarge the offer or change item quality.
Change when
Selection size or quality is the actual shortage.
Verify
Confirm the displayed refresh cost changes.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Recheck one offer before investing further in the market.
Open the exact upgrade record

Choose Facilities · Black MarketIncreased Market Inventory IThe Black Market gains +1 item available for purchase.Research areaBlack Market

Use the Market Inventory family when too few choices appear in each offer.

Effect
The Black Market gains +1 item available for purchase.
Tradeoff
More choices do not improve their quality or price.
Change when
The right family appears but quality or affordability is the block.
Verify
Confirm that the offer contains more item slots.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Inspect whether the larger offer now contains a useful answer.
Open the exact upgrade record

Choose Facilities · Black Market QualityBetter Black Market DealsReduces the Black Market prices by 15%Research areaBlack Market Quality

Use Facilities · Black Market QualityBetter Black Market DealsReduces the Black Market prices by 15%Research areaBlack Market Quality when the needed item appears but its displayed price repeatedly blocks the purchase.

Effect
Reduces the Black Market prices by 15%
Tradeoff
A better price does not add choices or raise their quality.
Change when
The item family does not appear at all.
Verify
Confirm that the displayed item price changes.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Buy only the item that answers the next Mission or loadout gap.
Open the exact upgrade record

Choose Facilities · Black Market QualityQuality Goods IIncreases the Chance of Higher Quality Items being available at the Black Market.Research areaBlack Market Quality

Use the Quality Goods family when the needed item type appears but its tier is the repeated limit.

Effect
Increases the Chance of Higher Quality Items being available at the Black Market.
Tradeoff
Higher quality does not enlarge the offer or lower its price.
Change when
The item type is absent or unaffordable.
Verify
Confirm that the available offer can include the improved quality described by the entry.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Recheck the offer before funding another market family.
Open the exact upgrade record

Choose Crew · CombatAdditional Weapon Mod SlotAll Operators gain an additional Weapon Mod Slot.Research areaCombat

Use the Weapon Mod Slot record when a deployed Operator owns a useful Mod but has no compatible slot for it.

Effect
All Operators gain an additional Weapon Mod Slot.
Tradeoff
An empty extra slot adds no combat effect.
Change when
No owned compatible Mod changes the next Mission plan.
Verify
Equip the intended Mod and confirm the loadout accepts it.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Run the action pattern that the equipped Mod is meant to support.
Open the exact upgrade record

Choose Crew · CombatAdditional Utility SlotAll Operators gain an additional Utility Item Slot.Research areaCombat

Use the Utility Slot record when a deployed Operator owns a useful Utility but has no slot for it.

Effect
All Operators gain an additional Utility Item Slot.
Tradeoff
An empty extra slot adds no tactical option.
Change when
No owned Utility answers the next Mission.
Verify
Equip the intended Utility and confirm the loadout accepts it.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Use or preserve that Utility for the named Mission job.
Open the exact upgrade record

Choose Crew · Focus PointsFocus Point IAll Operators gain +2 Focus Points.Research areaFocus Points

Use the Focus Point family when the active roster is short of a named reachable rank.

Effect
All Operators gain +2 Focus Points.
Tradeoff
More Focus Points do not correct equipment, range, recovery, or positioning failures.
Change when
The desired rank is blocked by another rank requirement or secondary-path ceiling instead of points.
Verify
Return to the Focus Tree and confirm the named rank is now reachable.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Spend only toward the ability that changes the repeated turn.
Open the exact upgrade record

Choose Crew · Combat ReadinessCombat Readiness IThe squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)Research areaCombat Readiness

Use Combat Readiness when the squad repeatedly has an immediate, planned use for starting Advantage.

Effect
The squad begins each combat with 1 Advantage. (This bonus stacks with +Advantage effects gained during tactical missions)
Tradeoff
Unused starting Advantage produces no value.
Change when
The squad ends opening turns without spending the resource.
Verify
Confirm the Mission begins with the amount stated by the purchased entry and that the plan spends it.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Recheck whether another company block now limits the same squad.
Open the exact upgrade record

Choose Facilities · NetworkingRumor GatheringCompleting Missions provides an additional +5 Intel.Research areaNetworking

Use Facilities · NetworkingRumor GatheringCompleting Missions provides an additional +5 Intel.Research areaNetworking when completed Missions repeatedly leave the planned Operations short of Intel.

Effect
Completing Missions provides an additional +5 Intel.
Tradeoff
The return arrives through completed Missions, not before the current one.
Change when
The immediate block is an expiring Operation or a different resource.
Verify
After a completed Mission, confirm the Intel result includes the record's stated gain.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Rebuild the visible Operation budget before spending the new Intel.
Open the exact upgrade record

Choose Facilities · NetworkingCautionary IntelReduces the chance of Injuries on Dangerous Operations by 20%Research areaNetworking

Use Facilities · NetworkingCautionary IntelReduces the chance of Injuries on Dangerous Operations by 20%Research areaNetworking when Dangerous Operations are the repeated source of campaign-disrupting Injuries.

Effect
Reduces the chance of Injuries on Dangerous Operations by 20%
Tradeoff
The outcome is risk reduction, not a guarantee against Injury.
Change when
The Injury problem comes from combat Missions or ordinary tactical mistakes.
Verify
Reassess across several Dangerous Operations; one outcome does not prove or disprove a chance reduction.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
If recovery remains the bottleneck, select its capacity or cost state.
Open the exact upgrade record

Choose Facilities · NetworkingPersuasion IPlacing a Contact provides +2 InfluenceResearch areaNetworking

Use Persuasion when the current Zone plan already relies on placing Contacts.

Effect
Placing a Contact provides +2 Influence
Tradeoff
It does not choose the Zone or replace a missing Contact source.
Change when
The next threshold is better reached by a visible Mission, Operation, or regional grant.
Verify
Confirm the placed Contact applies the amount stated by the entry.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Return to the Zone plan and verify the intended threshold was reached.
Open the exact upgrade record

Choose Facilities · Regional InfluenceCore Influence IImmediately grants +5 Influence in Core Zones.Research areaRegional Influence

Use the Core Influence family when its immediate grants cross the most useful current Core Zone threshold.

Effect
Immediately grants +5 Influence in Core Zones.
Tradeoff
The grant is spread across Core Zones even when only one track is urgent.
Change when
No affected Core Zone crosses a useful threshold, or another band changes more active tracks.
Verify
Check the current Core Zone values, then confirm which thresholds change after the grant.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Claim the newly reached Core reward before funding another regional family.
Open the exact upgrade record

Choose Facilities · Regional InfluenceMid Influence IImmediately grants +5 Influence in Mid ZonesResearch areaRegional Influence

Use the Mid Influence family when its immediate grants cross the most useful current Mid Zone threshold.

Effect
Immediately grants +5 Influence in Mid Zones
Tradeoff
The grant is spread across Mid Zones even when only one track is urgent.
Change when
No affected Mid Zone crosses a useful threshold, or another band changes more active tracks.
Verify
Check the current Mid Zone values, then confirm which thresholds change after the grant.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Claim the newly reached Mid reward before funding another regional family.
Open the exact upgrade record

Choose Facilities · Regional InfluenceOuter Influence IImmediately grants +5 Influence in Outer ZonesResearch areaRegional Influence

Use the Outer Influence family when its immediate grants cross the most useful current Outer Zone threshold.

Effect
Immediately grants +5 Influence in Outer Zones
Tradeoff
The grant is spread across Outer Zones even when only one track is urgent.
Change when
No affected Outer Zone crosses a useful threshold, or another band changes more active tracks.
Verify
Check the current Outer Zone values, then confirm which thresholds change after the grant.
Recovery
If the same blocker remains after one relevant use, stop deepening this family and select the failure that still occurred.
Next action
Claim the newly reached Outer reward before funding another regional family.
Open the exact upgrade record

Choose Longarm · Critical ChanceLongarm Critical Chance IIncreases Critical Chance by a tier-scaled percentage for Longarms.Tier1

Use the Longarm Critical Chance track only when the deployed build already converts critical hits into a named payoff.

Effect
Increases Critical Chance by a tier-scaled percentage for Longarms.
Tradeoff
Chance does not repair range penalties or a missing firing lane.
Change when
Ordinary hits miss, or the Operator cannot reach the intended shot.
Verify
Confirm the shown critical chance changes and the build still has its critical payoff.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Longarm · DamageLongarm Damage IIncreases Damage by a tier-scaled amount and Critical Damage by a tier-scaled amount for Longarms.Tier1

Use the Longarm Damage track when the same reliable Longarm shot connects but leaves the priority target alive.

Effect
Increases Damage by a tier-scaled amount and Critical Damage by a tier-scaled amount for Longarms.
Tradeoff
Damage does not repair a penalized or unavailable shot.
Change when
Range or positioning prevents the attack from connecting.
Verify
Repeat the same reliable shot and confirm its displayed damage changes.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Longarm · Range and OverwatchLongarm Range and Overwatch IReduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range by a tier-scaled distance for Operators armed with Longarms.Tier1

Use Range and Overwatch when range penalties or held-lane reach waste the Longarm action.

Effect
Reduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range by a tier-scaled distance for Operators armed with Longarms.
Tradeoff
The track does not fix a blocked sight line or an unsafe firing position.
Change when
The shot already reaches and hits reliably but lacks output.
Verify
Repeat the same lane and confirm the displayed range or Overwatch reach changes.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Pistol · Critical ChancePistol Critical Chance IIncreases Critical Chance by a tier-scaled percentage for Pistols.Tier1

Use the Pistol Critical Chance track only when the deployed build already converts critical hits into a named payoff.

Effect
Increases Critical Chance by a tier-scaled percentage for Pistols.
Tradeoff
Chance does not repair movement or ordinary damage shortfalls.
Change when
The Operator cannot reach the action or reliable hits still lack output.
Verify
Confirm the shown critical chance changes and the payoff remains part of the turn.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Pistol · DamagePistol Damage IIncreases Damage by a tier-scaled amount and Critical Damage by a tier-scaled amount for Pistols.Tier1

Use the Pistol Damage track when repeated reliable shots land but leave the target alive.

Effect
Increases Damage by a tier-scaled amount and Critical Damage by a tier-scaled amount for Pistols.
Tradeoff
Damage does not help when the first move cannot reach the action.
Change when
Positioning prevents the shot or objective interaction.
Verify
Repeat the same firing pattern and confirm its displayed damage changes.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Pistol · MovementPistol Movement IIncreases First Movement Distance by a tier-scaled distance for Operators armed with Pistols.Tier1

Use the Pistol Movement track when the first move repeatedly misses an objective, flank, or safe firing tile.

Effect
Increases First Movement Distance by a tier-scaled distance for Operators armed with Pistols.
Tradeoff
More movement does not improve a shot that already reaches but lacks output.
Change when
The Operator reaches the action and the target still survives.
Verify
Repeat the route and confirm the first move reaches the intended tile.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Repeater · DamageRepeater Damage IIncreases Damage by a tier-scaled amount and Rapid Fire Damage by a tier-scaled amount per AP for Repeaters.Tier1

Use the Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP Damage track when the firing position and held area already work but the attack lacks output.

Effect
Increases Damage by a tier-scaled amount and Rapid Fire Damage by a tier-scaled amount per AP for Repeaters.
Tradeoff
Damage does not help a Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP that cannot reach or establish its lane.
Change when
Movement or Overwatch coverage prevents the planned attack.
Verify
Repeat the same AP firing pattern and confirm its displayed damage changes.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Repeater · MovementRepeater Movement IIncreases First Movement Distance by a tier-scaled distance for Operators armed with Repeaters.Tier1

Use the Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP Movement track when the Operator repeatedly cannot reach the firing position.

Effect
Increases First Movement Distance by a tier-scaled distance for Operators armed with Repeaters.
Tradeoff
Movement does not enlarge a held area after setup.
Change when
The Operator reaches the lane but cannot cover the required space.
Verify
Repeat the route and confirm the Operator reaches the intended firing position.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Repeater · OverwatchRepeater Overwatch IIncreases Max Overwatch Range by a tier-scaled distance and Overwatch Area by +33%.Tier1

Use the Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP Overwatch track when a correct firing position covers too little reach or area.

Effect
Increases Max Overwatch Range by a tier-scaled distance and Overwatch Area by +33%.
Tradeoff
Coverage does not help when enemies approach outside the chosen lane.
Change when
The position itself is wrong or direct attack output is the real failure.
Verify
Repeat the held lane and confirm the displayed Overwatch reach or area changes.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Rifle · DamageRifle Damage IIncreases Damage by a tier-scaled amount and Critical Damage by a tier-scaled amount for Rifles.Tier1

Use the Rifle Damage track when the same reliable shot reaches and hits but lacks output.

Effect
Increases Damage by a tier-scaled amount and Critical Damage by a tier-scaled amount for Rifles.
Tradeoff
Damage does not repair range penalties or a missed objective route.
Change when
Range or movement prevents the useful shot.
Verify
Repeat the same shot and confirm its displayed damage changes.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Rifle · MovementRifle Movement IIncreases First Movement Distance by a tier-scaled distance for Operators armed with Rifles.Tier1

Use the Rifle Movement track when the first move repeatedly misses the objective or firing angle.

Effect
Increases First Movement Distance by a tier-scaled distance for Operators armed with Rifles.
Tradeoff
Movement does not improve a shot that already reaches but lacks output.
Change when
The useful tile is reached and range penalties or damage remain.
Verify
Repeat the route and confirm the first move reaches the intended tile.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Choose Rifle · RangeRifle Range IReduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range by a tier-scaled distance for Operators armed with Rifles.Tier1

Use the Rifle Range track when a visible distant shot is repeatedly reduced by range penalties.

Effect
Reduces Chance-To-Hit penalties from Range by 5% and increases Max Overwatch Range by a tier-scaled distance for Operators armed with Rifles.
Tradeoff
Range does not create a sight line or move the Operator to an objective.
Change when
The shot already connects reliably but lacks output.
Verify
Repeat the same lane and confirm the displayed range penalty changes.
Recovery
If the same failed action remains in a comparable Mission, stop deepening this track and select the failure that still occurred.
Next action
Open the exact record, then repeat the same weapon class and action pattern in one comparable Mission.
Open the exact upgrade record

Hold this purchase

Do not spend a Weapon Upgrade budget to improve the DC-17m. Choose a deployed standard weapon class or a company blocker instead.

Tradeoff
The DC-17m keeps its current game exception while the budget supports another active system.
Change when
A standard Longarm, Pistol, Weapon ClassRepeaterA larger, repeating blaster weapon, either handheld or mounted, that is typically used by heavy military units. These are among the most poweful of all issued blaster weapons. Repeating Blasters have modest Base Damage but gain substantial Rapid Fire Damage when fired with 2 or 3 AP. Firing a repeating blaster uses all available AP.Attack costOne attack uses every AP still availableTurn budget3 AP, or Rifle becomes the weapon with the repeated failed action.
Verify
Read the DC-17m rule below before changing the budget target.
Recovery
If the DC-17m is the only weapon in question, hold this purchase and repair the turn or squad plan instead.
Next action
Select the standard weapon failure or company blocker that still affects the active squad.
Check the DC-17m boundary

Use the matching upgrade family

The Upgrade Facility currently lists 41 Crew and Facility entries and 28 roster-wide Weapon Upgrade entries. The selector names the first entry in the family that matches each visible failure; the two reference pages show every later tier and its description.

If the named entry is already owned, open its family and read the next entry that is currently available. Continue that family only when the same blocker remains. If the blocker changed, return to the selector instead of treating a later tier as an automatic purchase.

  • Open Upgrade Facility records for Recruitment capacity, recovery, the Black Market, Focus, Influence, Intel, slots, and every roster-wide weapon track and tier.

Those pages explain each upgrade. This page decides which current failure justifies the next purchase.

Separate Weapon Upgrades from Mods

Weapon Modifications: 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.

Weapon Upgrades are roster-wide records in the Upgrade Facility. Weapon Modifications are slotted on compatible weapons in the Armory. A missing Mod slot is therefore a company-upgrade decision; choosing the Mod for that slot remains an Armory loadout decision.

When the active weapon is the DC-17m, use the dedicated hold state above. Do not redirect its budget into a standard weapon track that the game rule excludes.

Verify one purchase

  1. Name the repeated block in one sentence before opening the Upgrade Facility.
  2. Select that state and read the full effect, not only the recommendation label.
  3. Confirm the entry is currently available. This guide does not invent a missing price or unlock condition.
  4. Make one purchase, then repeat the relevant action: Recruitment, recovery, market use, a completed Mission, an Operation, a loadout change, or the same weapon turn.
  5. Use the success signal in the panel. If it fails, follow its recovery and select the failure that remained.

The purchase is complete when the named blocker changes and the next Mission plan can proceed. A later tier is a new decision, not part of the same answer.

Check what the lists omit

The current entries list names, categories or weapon tracks, and effect text. They do not provide one universal price, complete unlock order, or refund rule for every Upgrade Facility purchase. This page therefore does not promise one.

When a value appears in a selected panel, it comes from the current entry description. When the live Facility shows additional information, use that entry and return to the nearest matching state instead of guessing from a fixed route.

REFERENCES

References

  1. Current English Crew, Facility, and roster-wide Weapon Upgrade entries supply every name and effect used here.

    Current in-game Upgrade Facility records