The safe default is a healthy four-Operator squad with one owner for each job and one developed reserve left at the Den. Do not copy a named lineup. Build from the Operators who survived this campaign, then fix the one state that still blocks a legal launch.

Choose the current preparation blocker

Select the first true state. Each answer changes one part of the final plan and ends with the exact page needed to verify it.

Choose your situation

What still prevents you from locking the final squad?

Four healthy Operators cover the plan

Lock those 4 Operators, keep one developed reserve outside the squad, and run the legal-loadout check before story missionThe Infinite CoilFathom has made her base at an orbital shipbreaking dockyard over Bardan, Cindermoor Station. Infiltrate the station and stop her once and for all.ObjectiveStop Fathom once and for all.Chapter6Configured difficultyHardEnemy factionInfinite CoilLocationBardanSquad limit4 Operators.

Premise
This answer applies when: Four healthy Operators cover the plan.
Do now
Assign one owner to finish, setup, protection, and Mission movement. Then name the reserve who can replace the hardest job to cover.
Why this answer
A normal deployment allows 4 Operators. story missionThe Infinite CoilFathom has made her base at an orbital shipbreaking dockyard over Bardan, Cindermoor Station. Infiltrate the station and stop her once and for all.ObjectiveStop Fathom once and for all.Chapter6Configured difficultyHardEnemy factionInfinite CoilLocationBardanSquad limit4 Operators lists no protected-character failure condition in its current Mission record.
Tradeoff
A reserve may hold Focus and equipment that are not used in the preferred squad.
Alternative
Choose another state if an Injury, missing job, unspent Focus, equipment restriction, or unfinished campaign goal blocks the launch.
If it fails
One Operator owns two essential jobs and the plan has no answer when that Operator is Downed.
Recovery
Move the less important job to the reserve or replace the overlapping slot before launch.
Done when
All four jobs have owners, every selected Operator is available, and one reserve can replace the weakest coverage.
Next action
Open story missionThe Infinite CoilFathom has made her base at an orbital shipbreaking dockyard over Bardan, Cindermoor Station. Infiltrate the station and stop her once and for all.ObjectiveStop Fathom once and for all.Chapter6Configured difficultyHardEnemy factionInfinite CoilLocationBardanSquad limit4 Operators record and confirm its current objective before launch.
Open the final Mission record →

A preferred Operator is injured

Use a healthy reserve for the same job. Do not make the final plan depend on an injured favorite when a legal substitute exists.

Premise
This answer applies when: A preferred Operator is injured.
Do now
Move the job and compatible loadout to the reserve, then check that the four selected Operators still cover the objective.
Why this answer
Injured 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.
Tradeoff
The reserve may have fewer purchased Focus ranks or weaker equipment.
Alternative
Keep the injured Operator only when no healthy reserve can perform the missing job and the live campaign offers no useful recovery window.
If it fails
The injured Operator is Downed again and reaches Injury 3 with Permadeath enabled.
Recovery
Return to the Den, recover when the current rules allow it, or rebuild the job around a healthy Operator.
Done when
The final four are available and the injured Operator is no longer the only owner of an essential job.
Next action
Check the matching Injury state before committing the squad.
Choose the Injury state →

The surviving roster has a job gap

Replace the most duplicated slot with the healthy Operator who covers the missing job.

Premise
This answer applies when: The surviving roster has a job gap.
Do now
Name the repeated failure first, then change one slot and test the replacement's ordinary turn.
Why this answer
The deployment cap is 4; adding a fifth Operator is not a legal fix.
Tradeoff
The squad gives up a duplicate damage or setup option to regain complete coverage.
Alternative
Keep the current four when the apparent gap is an equipment or Focus problem on an existing job.
If it fails
Several roles change at once, so the next failed action no longer identifies which replacement was wrong.
Recovery
Restore the last working three slots and change only the uncovered job.
Done when
Finish, setup, protection, and Mission movement each have one healthy owner.
Next action
Select the repeated squad failure and take its one-slot replacement.
Repair the squad →

Focus Points or paths are unsettled

Spend toward one reachable rank that changes the Operator's assigned job, then stop.

Premise
This answer applies when: Focus Points or paths are unsettled.
Do now
Check the exact primary or secondary ceiling, buy prerequisite ranks in order, and refund a path between Missions if it no longer serves the job.
Why this answer
Focus Points are how each individual Operator can enhance their Action and Passive abilities. They can be spent and refunded between missions.
Tradeoff
A focused job leaves fewer ranks for a secondary action that the final plan does not need.
Alternative
Leave Focus unchanged when the failed action comes from range, equipment, Injury, or squad composition instead.
If it fails
The desired rank sits beyond the secondary ceiling or behind an unpurchased previous rank.
Recovery
Refund between Missions, restore the last useful path, and choose a reachable rank from the exact Focus record.
Done when
Every selected Operator's purchased ranks support the job assigned in the final four.
Next action
Open the exact Focus record and verify the target rank and ceiling.
Check Focus Trees →

A selected loadout breaks a Mod restriction

Remove the incompatible Mod from DC-17m, Astromechs, 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, then choose a legal item layer for that Operator.

Premise
This answer applies when: A selected loadout breaks a Mod restriction.
Do now
Read the weapon and Operator restriction before moving the Mod to another carrier.
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
The restricted Operator loses the planned Mod effect and another squad member may need to carry that job.
Alternative
Keep the Mod only when the selected weapon and Operator are not covered by a current restriction.
If it fails
The plan counts an effect that the selected loadout cannot equip.
Recovery
Remove the effect from the plan, choose a compatible carrier, and rerun the job check.
Done when
Every Mod is accepted by its selected weapon and Operator before deployment.
Next action
Read the exact restriction and the legal equipment layers.
Check equipment restrictions →

An equipped item has no job

Replace it with one item family that answers a repeated Mission problem, or leave the slot unchanged.

Premise
This answer applies when: An equipped item has no job.
Do now
Name the trigger, confirm the selected tier's text, and assign the item to an Operator who can reach that action.
Why this answer
The current Armory reference contains 49 Mod, Utility, and Force Meditation families with different triggers and restrictions.
Tradeoff
A narrow answer may be unused when the final Mission presents a different tactical state.
Alternative
Keep the existing item when its stated trigger is already part of the selected Operator's ordinary plan.
If it fails
The item never triggers, or its carrier cannot safely reach the action it was meant to support.
Recovery
Return to the repeated problem, choose a compatible family, and give the carrier one clear use.
Done when
Each equipped item has one legal carrier, one named trigger, and one intended action.
Next action
Select the current loadout problem and inspect the exact item family.
Choose a loadout answer →

Campaign currencyCreditsA currency used in the galaxy to purchase items. Used at the Black Market, Upgrade Facility, Recruitment, Medbay and for some Operations.Recruitment stateINSUFFICIENT CREDITS are reserved for an unproven upgrade

Hold the budget until one current roster, recovery, equipment, or weapon action names the blocker.

Premise
This answer applies when: Campaign currencyCreditsA currency used in the galaxy to purchase items. Used at the Black Market, Upgrade Facility, Recruitment, Medbay and for some Operations.Recruitment stateINSUFFICIENT CREDITS are reserved for an unproven upgrade.
Do now
Write the repeated failure in one sentence, then choose only the Upgrade Facility family that changes that system.
Why this answer
The current Upgrade Facility reference has 69 Crew, Facilities, and weapon-class records. Each record changes its named system, not the whole final squad.
Tradeoff
The Campaign currencyCreditsA currency used in the galaxy to purchase items. Used at the Black Market, Upgrade Facility, Recruitment, Medbay and for some Operations.Recruitment stateINSUFFICIENT CREDITS remain unused for one planning pass.
Alternative
Spend when the next legal deployment is blocked by the exact capacity, recovery, slot, Focus, or standard weapon-class effect.
If it fails
The purchase changes a system that never appears in the selected final plan.
Recovery
Keep the remaining budget and rebuild the deployment around the state that is still unchanged.
Done when
Every late purchase removes a named blocker for the selected squad or its reserve.
Next action
Choose the current Upgrade Facility blocker and verify its exact record.
Choose one upgrade →

Timed or campaign-long work remains

Do not launch the final Story Mission yet. Finish only the optional work that still belongs to this campaign goal.

Premise
This answer applies when: Timed or campaign-long work remains.
Do now
Check live Hero timers, Operations, achievement requirements, Bonds, and Operator stories before returning to the final squad.
Why this answer
story missionThe Infinite CoilFathom has made her base at an orbital shipbreaking dockyard over Bardan, Cindermoor Station. Infiltrate the station and stop her once and for all.ObjectiveStop Fathom once and for all.Chapter6Configured difficultyHardEnemy factionInfinite CoilLocationBardanSquad limit4 Operators is Story Mission 12, the last current Story record.
Tradeoff
Optional cleanup delays the final Mission and may force another timed choice first.
Alternative
Return to the ready state when the remaining list contains nothing this campaign still intends to finish.
If it fails
The final Mission launches while a wanted timed or campaign-long task is still unfinished.
Recovery
Use the current campaign completion page to decide whether the unfinished task still matters before advancing.
Done when
The remaining campaign list contains no timed, Operator, Bond, Zone, or achievement work you still intend to complete.
Next action
Run the final cleanup, then return to this deployment check.
Run final cleanup →

Build from the surviving roster

Start with available Operators, not a lineup from another campaign. Assign one healthy owner to each job below. An authored Operator or custom recruit can own a job when their current build performs it.

Reliable finish

Reference path
Standard Focus TreeSharpshooterThe Sharpshooter is an expert marksman that excels at long-range engagements, focused on singling out and defeating chosen enemies in battle.AvailabilitySelectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.BranchesPick Them Off · Precision Shot · Zero In
Job
Turn a prepared distant target into a dependable removal from a lane the objective lets you keep.
Cost
A prepared firing position loses value when the mission forces repeated movement.

Inspect this Focus path

Setup or control

Reference path
Standard Focus TreeScoutThe Scout is a tactical Operator trained in ambush and reconnaissance tactics. Their planning and timing benefit their entire team, creating opportunities where none exist.AvailabilitySelectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.BranchesTactical Timing · Ambush · Combat Recon
Job
Read a group and create the shared resource before the finisher commits.
Cost
The setup action does not remove an enemy, so another Operator must use the opening.

Inspect this Focus path

Protection

Reference path
Standard Focus TreeHeavyThe Heavy is a frontline combatant, heavily armored and tough as nails. These Operators specialize in survivability and soaking up enemy attacks while out in the open.AvailabilitySelectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.BranchesConditioning · Unstoppable · Bulwark
Job
Occupy exposed space and answer the next incoming attacks while the other jobs continue.
Cost
The protected turn gives up immediate recovery, movement, or target setup.

Inspect this Focus path

Mission flex

Reference path
Standard Focus TreeAssaultThe Assault is a frontline fighter that excels at maneuvering in battle to score medium to close-range kills against targets hiding in cover. Operators trained in this way are lethal opponents.AvailabilitySelectable for Hawks and custom humanoid Operators. Authored Operators follow their assigned or permitted Specialization paths.BranchesFleet of Foot · Bull Rush · Sweeping Salvo
Job
Reach a short lane, move one enemy, or clear the space around an interaction point.
Cost
Closing the distance can expose the flex Operator and is weak on a stable long firing lane.

Inspect this Focus path

These paths are job references, not mandatory classes. If one selected Operator covers setup and movement on ordinary turns, use the open slot for the missing protection or finish job. If the plan asks the same Operator to do both jobs on the same turn, the gap is still open.

Settle Focus and equipment

Finish the selected four one Operator at a time:

  1. State the Operator’s job in one sentence.
  2. Open that Operator’s Focus record and spend only toward a reachable rank that serves the job.
  3. Use the current rule as written: Focus Points are how each individual Operator can enhance their Action and Passive abilities. They can be spent and refunded between missions.
  4. Open the selected weapon record and confirm its AP pattern.
  5. Give each equipped Armory item one named trigger in the plan.
  6. Apply every current Mod restriction before counting an effect.

DC-17m

The DC-17m cannot equip weapon mods.

Astromechs

Astromechs cannot equip weapon mods

Tel-Rea

Tel-Rea cannot equip weapon mods

The current references contain 49 Armory families and 69 Upgrade Facility records. Those counts are catalogs, not a shopping list. Hold an item or upgrade when its exact effect does not change the selected squad’s plan.

Keep one real reserve

A reserve is a healthy Operator who can take over one named job with a legal loadout. A spare body without Focus, compatible equipment, or a job does not close the risk.

Choose the hardest job to replace. Put its reserve through this check:

  1. The Operator is currently available and does not need to enter with an avoidable Injury.
  2. Their primary or secondary path reaches the rank the job uses.
  3. Their weapon and Armory layers accept the planned equipment.
  4. Moving the reserve into the four does not reopen another essential job.

Keep the preferred squad when all four remain available. Use the reserve only when an Injury or job mismatch makes the replacement safer.

Stop at the first failed line and choose that state above:

  • The final four are available, and every slot has one ordinary-turn job.
  • No selected loadout counts an incompatible Weapon Mod.
  • Each purchased Focus rank is reachable on the Operator’s current path.
  • Each equipped item has a carrier and a trigger.
  • Every late upgrade changes a named blocker in this squad or its reserve.
  • One healthy reserve can replace the hardest job to cover.
  • The campaign cleanup list contains nothing you still intend to finish first.
  • The Mission screen opens without the required-squad error.

When all eight lines pass, open story missionThe Infinite CoilFathom has made her base at an orbital shipbreaking dockyard over Bardan, Cindermoor Station. Infiltrate the station and stop her once and for all.ObjectiveStop Fathom once and for all.Chapter6Configured difficultyHardEnemy factionInfinite CoilLocationBardanSquad limit4 Operators and verify the current objective. Then use the spoiler-light final Mission plan. This page ends when the deployment is legal and the campaign is ready to commit.

REFERENCES

References

  1. The final Story record, deployment cap, Injury rule, Focus refund rule, equipment restrictions, and current catalog boundaries supply every fact used here.

    Current Mission, roster, Focus, Armory, and Upgrade Facility records