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.
Start with the repeated blocker
Do not buy from a saved order. Choose the state that stopped the active company or the same weapon action more than once. The neutral default is to hold the purchase until that signal exists.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
DC-17m exception
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
- Name the repeated block in one sentence before opening the Upgrade Facility.
- Select that state and read the full effect, not only the recommendation label.
- Confirm the entry is currently available. This guide does not invent a missing price or unlock condition.
- 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.
- 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
Current English Crew, Facility, and roster-wide Weapon Upgrade entries supply every name and effect used here.
Current in-game Upgrade Facility records





