Most Tactical Missions are objective jobs, not map-clearing contests. Read the objective, exact failure condition, squad limit, and current reinforcement signal before choosing targets.
Follow the current completion test
A
COMBAT MISSIONCombatEliminate all HostilesPrimary objectiveEliminate all Hostiles Mission says Eliminate all Hostiles. Evacuation says Evacuate all Operators. Finish the job the current state names.
Choose the current Mission state
Choose Evacuation when it is open. Otherwise choose a visible reinforcement state. Choose the objective family only when neither signal appears. Each answer gives one field action and one completion signal.
Is Evacuation open, is a reinforcement state visible, or is the objective family the only active signal?
No evacuation or reinforcement signal:
COMBAT MISSIONCombatEliminate all HostilesPrimary objectiveEliminate all Hostiles Mission
Remove the hostile that can cause the largest immediate loss, then finish damaged enemies before spreading damage.
- Premise
- This answer applies when: No evacuation or reinforcement signal:
COMBAT MISSIONCombatEliminate all HostilesPrimary objectiveEliminate all Hostiles Mission. - Do now
- Protect the objective route and focus the next enemy who can still act.
- Why this answer
- Eliminate all Hostiles
- Tradeoff
- Focusing one target can leave another angle open, so preserve cover and a retreat route.
- Alternative
- Switch targets when an objective threat or exposed Operator becomes more urgent than the current kill.
- If it fails
- Damage is spread across several hostiles while all of them keep their next actions.
- Recovery
- Control the most dangerous active enemy, then return the squad to one target at a time.
- Done when
- Eliminate all Hostiles
- Next action
- Check the selected weapon's first-attack AP state before committing the turn.
No evacuation or reinforcement signal:
RETRIEVAL MISSIONCaptureSometimes you need to get your hands on something that doesn't belong to you. That's when it's time for the safecracker to do its work. Move an Operator to the chest and plant the safecracker, then defend the area from hostiles while the safecracker gets the chest open.Primary objectiveSecure the Supplies Mission
Clear the safecracker area, plant it with one Operator, and defend that area until the chest opens.
- Premise
- This answer applies when: No evacuation or reinforcement signal:
RETRIEVAL MISSIONCaptureSometimes you need to get your hands on something that doesn't belong to you. That's when it's time for the safecracker to do its work. Move an Operator to the chest and plant the safecracker, then defend the area from hostiles while the safecracker gets the chest open.Primary objectiveSecure the Supplies Mission. - Do now
- Choose the planter and their cover before spending the interaction turn.
- Why this answer
- Sometimes you need to get your hands on something that doesn't belong to you. That's when it's time for the safecracker to do its work. Move an Operator to the chest and plant the safecracker, then defend the area from hostiles while the safecracker gets the chest open.
- Tradeoff
- Planting early starts progress but can strand the acting Operator in an exposed position.
- Alternative
- Delay the plant when the squad cannot hold the working area for the next enemy actions.
- If it fails
- The planter reaches the chest but the rest of the squad cannot protect the area.
- Recovery
- Clear the firing angles first, reposition the support pair, and plant on the next safe action window.
- Done when
- Secure the Supplies
- Next action
- Filter the current Mission records to
RETRIEVAL MISSIONCaptureSometimes you need to get your hands on something that doesn't belong to you. That's when it's time for the safecracker to do its work. Move an Operator to the chest and plant the safecracker, then defend the area from hostiles while the safecracker gets the chest open.Primary objectiveSecure the Supplies before deployment.
No evacuation or reinforcement signal:
RESCUE MISSIONRescueThe clock is ticking. Rescue the target by interacting with them to get them back on their feet. Once a target is up, they'll join your squad for the rest of the mission. Escort them to safety.Primary objectiveGet to the Target Mission
Open a safe route before interacting, then escort the rescued target with the squad.
- Premise
- This answer applies when: No evacuation or reinforcement signal:
RESCUE MISSIONRescueThe clock is ticking. Rescue the target by interacting with them to get them back on their feet. Once a target is up, they'll join your squad for the rest of the mission. Escort them to safety.Primary objectiveGet to the Target Mission. - Do now
- Remove or control the threat covering the target and reserve a protected exit path.
- Why this answer
- The clock is ticking.
RESCUE MISSIONRescueThe clock is ticking. Rescue the target by interacting with them to get them back on their feet. Once a target is up, they'll join your squad for the rest of the mission. Escort them to safety.Primary objectiveGet to the Target the target by interacting with them to get them back on their feet. Once a target is up, they'll join your squad for the rest of the mission. Escort them to safety. - Tradeoff
- Waiting can increase pressure, but an immediate interaction can expose the target before the squad is ready.
- Alternative
- Interact as soon as the target can join without becoming the next exposed unit.
- If it fails
- The target is revived into a lane the squad cannot cover.
- Recovery
- Break the enemy line, move the nearest protector first, and continue along the shortest safe route.
- Done when
- Get to the Target
- Next action
- Check the
RESCUE MISSIONRescueThe clock is ticking. Rescue the target by interacting with them to get them back on their feet. Once a target is up, they'll join your squad for the rest of the mission. Escort them to safety.Primary objectiveGet to the Target Mission's squad limit and failure condition.
No evacuation or reinforcement signal:
SABOTAGE MISSIONSabotageA well-placed detonite charge will blow enemy infrastructure sky-high. Move an Operator to the target to place the charges, but be careful - placing charges uses all of your remaining AP.Primary objectivePlant the Charges Mission
Move the designated Operator into safe cover, finish the squad's other actions, then plant the charges.
- Premise
- This answer applies when: No evacuation or reinforcement signal:
SABOTAGE MISSIONSabotageA well-placed detonite charge will blow enemy infrastructure sky-high. Move an Operator to the target to place the charges, but be careful - placing charges uses all of your remaining AP.Primary objectivePlant the Charges Mission. - Do now
- Reserve the planting Operator's final action for the objective.
- Why this answer
- A well-placed detonite charge will blow enemy infrastructure sky-high. Move an Operator to the target to place the charges, but be careful - placing charges uses all of your remaining AP.
- Tradeoff
- Planting ends that Operator's remaining AP, so they cannot shoot, move, or enter
Reaction fire mechanicOverwatchOverwatch is an action that ends a unit's turn, and has them hunker down and fire at any enemy unit that moves through their Target Area. The Overwatching unit can fire a number of times equal to the amount of Action Points invested. Overwatch Shots have a 50% chance to immediately Stop a target's movement. If an Operator holding an Overwatch takes damage, they will exit Overwatch and all remaining shots are lost.Shot budget1 per AP investedStop chance50% per shotBreak conditionTaking damage ends the stance afterward. - Alternative
- Delay the plant when the Operator still needs those AP to survive or open the route.
- If it fails
- The charges are planted before the squad handles the immediate threat around the objective.
- Recovery
- Use the other Operators to stabilize the area and protect the planter until the next phase.
- Done when
- Plant the Charges
- Next action
- Check the exact
SABOTAGE MISSIONSabotageA well-placed detonite charge will blow enemy infrastructure sky-high. Move an Operator to the target to place the charges, but be careful - placing charges uses all of your remaining AP.Primary objectivePlant the Charges record before choosing the planter.
Evacuation is open, use it before other states
Move every Operator into the zone before confirming departure.
- Premise
- This answer applies when: Evacuation is open, use it before other states.
- Do now
- Move the furthest safe Operator first so the squad can still repair a blocked route.
- Why this answer
- Evacuate all Operators. Some of your Operators are not in the evacuation zone. Leaving now will abandon them. Move all of your Operators into the evacuation zone to bring everyone out alive.
- Tradeoff
- Waiting for the last Operator accepts more enemy pressure. Leaving early abandons anyone outside the zone.
- Alternative
- Clear a blocking hostile only as far as needed to reopen the evacuation zone.
- If it fails
- Enemy in Evac Zone!
- Recovery
- Remove or displace the blocking enemy, then move the remaining Operators into the zone.
- Done when
- Evacuate all Operators
- Next action
- Review the exact Mission record if it has a named failure condition.
REINFORCEMENTS INCOMING
Reserve cover and AP for the announced arrival instead of committing the full squad forward.
- Premise
- This answer applies when: REINFORCEMENTS INCOMING.
- Do now
- Finish exposed enemies, reload or reposition, and keep one response for the arrival lane.
- Why this answer
- REINFORCEMENTS INCOMING
- Tradeoff
- Holding actions can slow the objective, but spending everything can leave the squad exposed when the group arrives.
- Alternative
- Resume the objective once the arrival is controlled or no longer threatens the route.
- If it fails
- Every Operator ends forward with no cover, AP, or control response.
- Recovery
- Fall back to the nearest defensible route and remove the enemy blocking the objective first.
- Done when
- The incoming group is controlled and the objective route is open again.
- Next action
- Use the current battlefield state to plan one legal turn.
A wave count is visible
Use the remaining count to decide whether the current position can be held through the last listed wave.
- Premise
- This answer applies when: A wave count is visible.
- Do now
- Preserve limited Utilities and recovery for the displayed number of waves while continuing the objective.
- Why this answer
- ENEMY WAVES [N Remaining]
- Tradeoff
- Saving too much can prolong the fight. Spending every limited response early can leave the last wave unanswered.
- Alternative
- Switch to evacuation or objective completion as soon as that state becomes available.
- If it fails
- The squad waits for another wave after the objective or exit is already ready.
- Recovery
- Stop holding the position and complete the current objective state.
- Done when
- The displayed count reaches its end or the Mission advances to evacuation.
- Next action
- Choose one Utility that covers the remaining failure state.
ENEMY ONSLAUGHT
Advance the objective and exit condition. Do not wait for a final-wave count that the current label does not provide.
- Premise
- This answer applies when: ENEMY ONSLAUGHT.
- Do now
- Spend actions on the shortest safe objective route and remove only enemies that block it.
- Why this answer
- ENEMY ONSLAUGHT
- Tradeoff
- Ignoring distant enemies accepts incoming pressure, but waiting for a map clear can prolong an unbounded state.
- Alternative
- Take a defensive turn only when the next enemy actions would stop the objective route.
- If it fails
- The squad holds position for a guaranteed last wave that the interface has not named.
- Recovery
- Re-form around the objective carrier or evacuation zone and move on the next safe action.
- Done when
- The objective or evacuation condition is complete.
- Next action
- Check the exact objective family and finish its named condition.
Read the job before the enemies
At deployment, answer three questions:
- Is the objective elimination, retrieval, rescue, demolition, or evacuation?
- Which Operator can complete it without consuming the squad’s whole turn?
- Which route keeps that Operator and the furthest squad member safe for the next state?
An enemy is the priority when it can stop the objective, down the required Operator, or close the safe route. The current objective prompts do not promise a reward for optional kills.
Use the exact hostile rule only when that hostile blocks the job.
Heavy Deflector ShieldDroidekaThe deadly droideka is protected by an omni-directional shield that will regenerate each turn until it's taken down. Concentrate your fire, or take advantage of the shield's absence when the droideka moves to a new position.SignatureHeavy Deflector Shield carries a strong spherical deflector shield: The deadly droideka is protected by an omni-directional shield that will regenerate each turn until it's taken down. Concentrate your fire, or take advantage of the shield's absence when the droideka moves to a new position.
Key enemyTyphonA super tactical droid built around asymmetric warfare and precision strikes, with a fixation on the plague and Fathom.Game labelTyphon is a named enemy, but the Mission objective and visible ability text still decide the current action.
Check the failure condition
The Mission catalog contains 13 exact failure conditions: all 11 Hero Missions and 2 Story Missions.
The current Story list contains two records with named failure conditions:
story missionNot Your TurfGorga has more pressing problems than treacherous clerks. A group of pirates have been raiding some of his smuggling warehouses in the Outer Rim. The pirates are holed up in an abandoned town on Lothal, and Gorga wants us to take them out.ObjectiveWipe out the pirates on Lothal.Mission fails ifHawks, Trick, or Kabb is killedChapter1LocationLothal:
Authored OperatorHawksThe customizable former Republic officer who leads Zero Company and deploys on required story missions.Starting pathPlayer selectedUnique TalentFearless LeaderTalent progression6 tiers,
Authored OperatorTrickA clone veteran, steady second-in-command, and Hawks's first recruit to the rebuilt company.Starting pathSoldierUnique TalentFor My BrothersTalent progression4 tiersRecovery limitOnce per missionHealthT1 Half Health; T2 to T4 Full HealthInjury protectionStarts at T3; applies to the first Downed stateFinal tierImmediate on your turn and returns 1 AP, or
Authored OperatorKabb UppercutA Felshi former prizefighter built around closing distance and forceful punches.Game labelKabbStarting pathScoundrelUnique TalentUppercutTalent progression6 tiersUse and costOnce per turn · variable AP shown in previewKill resultRestores all AP consumed by the actionRange and impact21m targeting · +4 impact damage per object struckTier mechanicsT1 +0 melee / 3m push · T2 +1 melee / 3.5m push · T3 +2 melee / 4m push · T4 +4 melee / 4.5m push · T5 +6 melee / 5m push · T6 +8 melee / 6m push is killed
story missionDeep CoverCaptain Rex's associate, the clone commando Baker, is undercover training TK troopers at a secret Imperial training camp on Umbara, but he fears his students are onto him. Ambush his unit and extract him before the Empire can arrest him as a double agent.ObjectiveRescue the undercover clone.Mission fails ifHawks or Rex is killedChapter5LocationUmbara:
Authored OperatorHawksThe customizable former Republic officer who leads Zero Company and deploys on required story missions.Starting pathPlayer selectedUnique TalentFearless LeaderTalent progression6 tiers or
Mission allyRexRex is a veteran Clone Commander who commanded the Grand Army of the Republic's famed 501st Legion. Rex uses dual DC-17 blaster pistols to pepper enemies with constant weapon fire.RoleMission ally is killed
Every current Hero record names the characters whose death fails that Mission. The first three are:
hero missionBest Served ColdCly has located one of her mysterious marks, successful businessman Idra Farrar. Help her take him out.ObjectiveAssassinate Idra.Mission fails ifHawks or Cly is killedObjective familyCombatConfigured difficultyMediumEnemy factionInfinite CoilLocationBrentaal IVFeatured OperatorCly KullervoRequired squadHawks and Cly KullervoBase availability1 cycleSquad limit4 Operators:
Authored OperatorHawksThe customizable former Republic officer who leads Zero Company and deploys on required story missions.Starting pathPlayer selectedUnique TalentFearless LeaderTalent progression6 tiers or
Authored OperatorCly KullervoA Mandalorian bounty hunter whose jetpack creates unusual movement and displacement options.Game labelClyStarting pathWarriorUnique TalentCombat JumpTalent progression4 tiersCost and landing2 Advantage · 2m push areaEnemy reactionsDoes not trigger Overwatch or RetaliationJump rangeT1 14m · T2 17m · T3 20m · T4 23mFinal tier4 Burning stacks near the landing point is killed
hero missionWithout Honor or HumanityCly has located another one of her mysterious marks, the Coil-aligned Mandalorian Kervis Akali. Help her take him out.ObjectiveAssassinate Kervis.Mission fails ifHawks or Cly is killedObjective familyCombatConfigured difficultyHardEnemy factionInfinite CoilLocationSerolonisFeatured OperatorCly KullervoRequired squadHawks and Cly KullervoBase availability1 cycleSquad limit4 Operators:
Authored OperatorHawksThe customizable former Republic officer who leads Zero Company and deploys on required story missions.Starting pathPlayer selectedUnique TalentFearless LeaderTalent progression6 tiers or
Authored OperatorCly KullervoA Mandalorian bounty hunter whose jetpack creates unusual movement and displacement options.Game labelClyStarting pathWarriorUnique TalentCombat JumpTalent progression4 tiersCost and landing2 Advantage · 2m push areaEnemy reactionsDoes not trigger Overwatch or RetaliationJump rangeT1 14m · T2 17m · T3 20m · T4 23mFinal tier4 Burning stacks near the landing point is killed
hero missionDistress CallJae has received a distress call from her castellan Kinro, who was undercover gathering information about the Coil. Help her investigate.ObjectiveMake contact with Kinro.Mission fails ifHawks or Jae is killedObjective familyCombatConfigured difficultyMediumEnemy factionInfinite CoilLocationFlorrumFeatured OperatorJae MordantRequired squadHawks and Jae MordantBase availability4 cyclesUnlock OperationKinro DecryptionSquad limit4 Operators:
Authored OperatorHawksThe customizable former Republic officer who leads Zero Company and deploys on required story missions.Starting pathPlayer selectedUnique TalentFearless LeaderTalent progression6 tiers or
Authored OperatorJae MordantAn ore-baroness who punishes weakened enemies with opportunistic finishing shots.Game labelJaeStarting pathAssaultUnique TalentFinal ShotTalent progression4 tiersTriggerAnother allied Operator damages a hostile target; Jae cannot be the triggering attackerTargetingLine of sight required; no finite range publishedCostNo AP · no AdvantageExecutionGuaranteed hit · ignores Armor · does not trigger enemy reactionsTier limitsT1 ≤4 Health / 1 per turn · T2 ≤6 Health / 1 per turn · T3 ≤8 Health / 1 per turn · T4 ≤10 Health / 2 per turnJae cannot respond whileDead · Downed · Daze · Delayed · Stunned is killed
An exact failure condition defines Mission Failed. It does not, by itself, say that the whole campaign ends. Beskar Mode separately names a failed crucial Mission as one of its Game Over conditions.
Four Tactical Mission families
The current 44 Tactical Mission records use 4 objective families. Evacuation is a later state that can follow them.
| Family | Current Missions | Exact objective | First decision |
|---|---|---|---|
| 15 | Eliminate all Hostiles | Choose the hostile that can act and cause the largest immediate loss. | |
| 12 | Secure the Supplies | Choose the planter and safecracker defense area. | |
| 10 | Get to the Target | Open the target's protected route before interacting. | |
| 7 | Plant the Charges | Reserve the planting Operator's remaining AP for the charges. |
RETRIEVAL MISSIONCaptureSometimes you need to get your hands on something that doesn't belong to you. That's when it's time for the safecracker to do its work. Move an Operator to the chest and plant the safecracker, then defend the area from hostiles while the safecracker gets the chest open.Primary objectiveSecure the Supplies requires moving to the chest, planting the safecracker, and defending the area.
RESCUE MISSIONRescueThe clock is ticking. Rescue the target by interacting with them to get them back on their feet. Once a target is up, they'll join your squad for the rest of the mission. Escort them to safety.Primary objectiveGet to the Target requires interacting with the target and escorting them to safety.
SABOTAGE MISSIONSabotageA well-placed detonite charge will blow enemy infrastructure sky-high. Move an Operator to the target to place the charges, but be careful - placing charges uses all of your remaining AP.Primary objectivePlant the Charges consumes all remaining AP when charges are placed. These rules determine the action order in the selector above.
Get everyone through evac
The exact completion text is Evacuate all Operators. The HUD can show Operator Waiting to Evac... or Enemy in Evac Zone!.
The emergency warning says: Some of your Operators are not in the evacuation zone. Leaving now will abandon them. Move all of your Operators into the evacuation zone to bring everyone out alive.. It confirms abandonment for Operators outside the zone. It does not define a more specific universal campaign outcome, so move the full squad into the zone when everyone must return.
Read Mission rewards
A completed combat Mission awards 100 base Intel before the listed Intel bonuses.
Universal TalentEspionageEarn an additional +5 Intel rewards when this Operator completes a combat mission. Does not stack.AvailabilitySelectable by custom humanoid Operators. Authored Operators keep their fixed personal Talent.Progression4 ranks adds one current tier’s Intel bonus,
Universal TalentThieveryEarn an additional +150 Credits when this Operator completes a combat mission. Does not stack.AvailabilitySelectable by custom humanoid Operators. Authored Operators keep their fixed personal Talent.Progression4 ranks adds one current tier’s Credits bonus, and each Talent description says Does not stack.
| Tier | ||
|---|---|---|
| 1 | Earn an additional +5 Intel rewards when this Operator completes a combat mission. Does not stack. | Earn an additional +150 Credits when this Operator completes a combat mission. Does not stack. |
| 2 | Earn an additional +7 Intel rewards when this Operator completes a combat mission. Does not stack. | Earn an additional +200 Credits when this Operator completes a combat mission. Does not stack. |
| 3 | Earn an additional +9 Intel rewards when this Operator completes a combat mission. Does not stack. | Earn an additional +250 Credits when this Operator completes a combat mission. Does not stack. |
| 4 | Earn an additional +12 Intel rewards when this Operator completes a combat mission. Does not stack. | Earn an additional +300 Credits when this Operator completes a combat mission. Does not stack. |
Facilities · NetworkingRumor GatheringCompleting Missions provides an additional +5 Intel.Research areaNetworking adds 5 Intel when that upgrade is active. With
Universal TalentEspionageEarn an additional +5 Intel rewards when this Operator completes a combat mission. Does not stack.AvailabilitySelectable by custom humanoid Operators. Authored Operators keep their fixed personal Talent.Progression4 ranks IV,
Facilities · NetworkingRumor GatheringCompleting Missions provides an additional +5 Intel.Research areaNetworking, and
Universal TalentThieveryEarn an additional +150 Credits when this Operator completes a combat mission. Does not stack.AvailabilitySelectable by custom humanoid Operators. Authored Operators keep their fixed personal Talent.Progression4 ranks II, the current rule returns 117 Intel and +200 Credits. It does not invent a base Credits reward.
Check the reward after the Mission. If the total differs, confirm the active Talent tier and
Facilities · NetworkingRumor GatheringCompleting Missions provides an additional +5 Intel.Research areaNetworking state before using that total for the next Operation.
Read reinforcement pressure
The interface has three distinct signals:
| Current signal | Planning boundary |
|---|---|
| REINFORCEMENTS INCOMING | A group is announced; reserve a safe response |
| ENEMY WAVES [N Remaining] | The HUD supplies a remaining count |
| ENEMY ONSLAUGHT | The HUD gives no final-wave count; advance the objective or exit |
None of these labels publishes an exact spawn interval. Use the live arrival tiles, routes, and encounter state rather than inventing one.
Check the Mission record
The Mission records expose all current Story, Hero, and Tactical records, including objective family, listed difficulty, squad maximum, Zone, unlocked Operations, and named failure conditions.
Two
RETRIEVAL MISSIONCaptureSometimes you need to get your hands on something that doesn't belong to you. That's when it's time for the safecracker to do its work. Move an Operator to the chest and plant the safecracker, then defend the area from hostiles while the safecracker gets the chest open.Primary objectiveSecure the Supplies Missions cap deployment at three Operators:
tactical missionBuyer BewareGorga recently purchased some speculative tech from an outlaw band, decided he didn’t like it, and returned it to them for a full refund. Now, he’s decided he wants the tech after all - but this time he doesn’t want to pay for it. Go get Gorga his goods.ObjectiveRetrieve the Speculative TechObjective familyCaptureConfigured difficultyMediumEnemy factionOutlawLocationDantooineSquad limit3 Operators on Dantooine
tactical missionStolen GoodsGorga wants us to raid a droid-run outpost on Kaller and recover some equipment he claims the Separatists stole from him.ObjectiveRetrieve Gorga's EquipmentObjective familyCaptureConfigured difficultyMediumEnemy factionSeparatistLocationKallerSquad limit3 Operators on Kaller
Failure, expiry, and compulsory launch timing are separate. A Hero Mission can show MISSION EXPIRED: {MISSION_NAME}. A Critical Mission follows: Critical Missions are required to advance the campaign. When they reach 1 cycle remaining you must launch this mission.. The current missed-Hero recovery rule is specific to
hero missionLord of BetrayalLuco has identified the Separatist super tactical droid Geryon as the one responsible for betraying Rhy to the Coil. Help him exact revenge.ObjectiveTake out the super tactical droid, Geryon.Mission fails ifHawks or Luco is killedObjective familyCombatConfigured difficultyMediumEnemy factionInfinite CoilLocationSullustFeatured OperatorLuco BroncRequired squadHawks and Luco BroncBase availability4 cyclesUnlock OperationSullust SearchSquad limit4 Operators and must not be generalized.
After returning to the Den, verify the Mission state, every new Injury, the intended reward or reveal, and the remaining live timers before another deployment.
REFERENCES
References
Mission types, squad limits, objectives, evacuation warnings, reinforcement wording, failure conditions, timing, and Operation relationships supply every fact used here.
Current Mission and campaign records





