A weapon problem belongs to one layer: appearance, a slotted Mod, a permanent signature Optimization, a roster-wide class upgrade, or the weapon’s AP pattern. Choose that layer before confirming a permanent change.
Optimizations are the irreversible boundary
Weapon Optimizations can be applied to an Operator's signature weapon to upgrade its power and stats. Weapon Optimizations are permanent and only one of each type can be applied. The current rules do not name every Optimization type or provide a refund path.
Choose the current weapon change
Select what is wrong now. Each answer directs the change to one owning layer.
Is the problem appearance, one equipped effect, the whole class, the AP pattern, compatibility, or a permanent Optimization prompt?
Only the weapon appearance is wrong
Use the Weapon Model, paint color, finish, or mask controls for the appearance change.
- Premise
- This answer applies when: Only the weapon appearance is wrong.
- Do now
- Open the weapon appearance controls, select one model, and equip it in the Armory.
- Why this answer
- You can Customize your weapons and their appearances in the Armory
- Tradeoff
- The appearance list does not state damage, accuracy, range, or AP effects for its model names.
- Alternative
- Use another state when the problem is an equipped effect, AP pattern, or roster-wide class value.
- If it fails
- A model name is treated as proof of a combat effect that its entry does not state.
- Recovery
- Identify which combat layer actually owns the problem and use its exact record.
- Done when
- The selected model or paint setting is equipped through the Armory appearance controls.
- Next action
- Review the appearance layer before confirming the model.
The current slotted effect is wrong
Use a Weapon Modification slot in the Armory for the stated weapon-stat or unique-effect problem.
- Premise
- This answer applies when: The current slotted effect is wrong.
- Do now
- Name the repeated shot problem, then choose one Mod family whose exact effect addresses it.
- Why this answer
- 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.
- Tradeoff
- Each Mod uses a limited slot and competes with other families for that slot.
- Alternative
- Use the Optimization state only when the game presents a permanent signature-weapon choice.
- If it fails
- A Mod is chosen for an effect that never triggers in the Operator's ordinary turn.
- Recovery
- Return to the one repeated loadout problem and follow the exact Armory flow for the next compatible Mod choice.
- Done when
- The equipped Mod triggers during the ordinary turn it was chosen to support.
- Next action
- Select the current loadout problem.
A signature Optimization prompt is open
Stop and verify the exact effect before confirming. Weapon Optimizations are permanent and limited to one of each type.
- Premise
- This answer applies when: A signature Optimization prompt is open.
- Do now
- Read the live Optimization text and confirm that it improves the signature weapon's repeated action.
- Why this answer
- Weapon Optimizations can be applied to an Operator's signature weapon to upgrade its power and stats. Weapon Optimizations are permanent and only one of each type can be applied.
- Tradeoff
- The permanent choice can improve the signature weapon but cannot be tested as a temporary Mod swap.
- Alternative
- Cancel or defer when the ordinary weapon turn still fails for a reason outside the listed effect.
- If it fails
- A permanent Optimization is installed to fix a range, AP, or equipment problem that its text does not address.
- Recovery
- The current records do not publish a refund or respec rule. Do not promise one.
- Done when
- The live effect, target signature weapon, and repeated trigger are all confirmed before installation.
- Next action
- Check the ordinary AP pattern before accepting the permanent choice.
The whole weapon class is underperforming
Use the roster-wide Weapon Upgrade track in the Upgrade Facility.
- Premise
- This answer applies when: The whole weapon class is underperforming.
- Do now
- Confirm that several Operators use the named class and that the same failed action repeats across the roster.
- Why this answer
- 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.
- Tradeoff
- The upgrade supports a class across the roster but does not replace an individual Mod or fix an incompatible signature weapon.
- Alternative
- Use the Armory state when only one equipped weapon has the problem.
- If it fails
- The research track is bought for one Operator whose weapon does not receive roster-wide upgrades.
- Recovery
- Return to the exact restriction and choose a compatible layer.
- Done when
- The named class receives the selected effect and the repeated roster problem changes.
- Next action
- Select the class failure in the Upgrade Facility guide.
The weapon AP pattern is wrong
Change the action sequence or weapon class before selecting another effect.
- Premise
- This answer applies when: The weapon AP pattern is wrong.
- Do now
- Select the equipped class and AP already spent, then read the legal first attack and follow-up state.
- Why this answer
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP: 1 AP for every shot
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP: 1 AP first shot, 2 AP each additional shot
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP: 2 AP for every shot
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: One attack uses every AP still available- Tradeoff
- A different action order may reduce movement, support, or total attacks.
- Alternative
- Use an equipment state only after the ordinary AP sequence works.
- If it fails
- A Mod or Optimization is expected to change an AP rule that its own text does not mention.
- Recovery
- Return to a legal weapon turn and preserve the action that the Mission cannot skip.
- Done when
- The ordinary turn fits the selected class's current AP rule.
- Next action
- Choose the exact weapon and prior AP state.
The Operator cannot equip Mods
Stop looking for a Mod solution. Use a compatible Utility, Force Meditation, action change, or roster layer instead.
- Premise
- This answer applies when: The Operator cannot equip Mods.
- Do now
- Match the current Operator or weapon against the explicit restriction before selecting a Mod.
- 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 alternative layer may solve a narrower problem than the preferred Mod.
- Alternative
- Return to Mod selection only for a weapon and Operator that can equip one.
- If it fails
- A Mod is planned for a restricted Operator or weapon.
- Recovery
- Open the Armory or Upgrade Facility record for a layer the loadout can receive.
- Done when
- The chosen change is compatible with the current Operator and weapon.
- Next action
- Choose one compatible Armory family or hold the Mod change.
Separate the four layers
| Layer | Current rule | Safe correction |
|---|---|---|
| Weapon appearance | You can Customize your weapons and their appearances in the Armory | Check one of the 28 current model names or choose a paint setting |
| Weapon Modification | Weapon Modifications can be slotted on a weapon to alter weapon stats and apply unique effects. Each weapon has a limited number of Modification Slots, which can be increased at the Upgrade Facility. | Swap one equipped family in its available slot |
| Weapon Optimization | Weapon Optimizations can be applied to an Operator's signature weapon to upgrade its power and stats. Weapon Optimizations are permanent and only one of each type can be applied. | Verify the exact live effect before the permanent choice |
| Upgrade Facility | 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. | Buy a roster-wide track only for the named weapon class |
The appearance controls cover Model and Paint choices, but the current model list does not state combat effects. A Mod occupies a weapon slot and changes stats or applies its stated effect. An Optimization belongs to one Operator’s signature weapon and is permanent. A roster-wide Weapon Upgrade applies to its named standard class. One layer does not document a change to another.
Verify the AP pattern first
The four current standard weapon patterns are:
Weapon ClassBlaster PistolCommonly used as lighter personal sidearms or for close range defense. Blaster pistols are highly popular, but not as powerful as other blasters. Blaster Pistols are Fast Weapons that can be fired without limit for 1 AP. Base Damage is modest and Critical Damage is the lowest of the blaster types.Attack cost1 AP for every shotTurn budget3 AP: 1 AP for every shot
Weapon ClassBlaster RifleA blaster weapon that is larger and more powerful than a pistol, typically used by military and military-adjacent operators. Blaster rifles are heavier than pistols. Blaster Rifles have excellent Base Damage and good Critical Damage. They can be fired as a Fast Weapon once per turn for 1 AP. Additional shots each turn require 2 AP.Attack cost1 AP first shot, 2 AP each additional shotTurn budget3 AP: 1 AP first shot, 2 AP each additional shot
Weapon ClassLongarm BlasterLong barreled blasters with high power output and excellent accuracy at long ranges. These blasters are difficult to handle. Excellent Base Damage and Critical Damage make these blasters a favorite of military snipers and hunters on frontier worlds. Longarms are Slow Weapons and require 2 AP to fire.Attack cost2 AP for every shotTurn budget3 AP: 2 AP for every shot
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: One attack uses every AP still available
If movement, support, setup, or an objective interaction no longer fits, use the weapon turn selector before changing equipment. A Mod or Optimization only changes the AP pattern when its exact text says so.
Test the ordinary turn, not one critical hit or perfect firing lane. The correct pattern still leaves a legal response when the target moves or the objective needs an action.
Stop before a permanent Optimization
The current rule establishes two facts: the Optimization applies to an Operator’s signature weapon, and it is permanent with only one of each type allowed. It does not name every type, give a universal recommendation, or provide a refund path.
Before confirming:
- Read the exact effect shown in the live prompt.
- Confirm the signature weapon and Operator.
- Name the ordinary action that triggers the effect.
- Check whether a slotted Mod, action-order change, or roster-wide upgrade owns the actual problem.
- Install only when the permanent effect supports the repeated action.
If the live prompt does not answer those checks, defer it. Choose only from the Optimization text visible in the game.
Check equipment restrictions
| Restricted subject | Weapon rule | Mod rule |
|---|---|---|
| DC-17m | An advanced reconfigurable blaster with multiple firing modes, including a Longarm, Grenade Launcher and Repeating Blaster. This formidable weapon has incredible Base Damage but does not benefit from Weapon Upgrades and Weapon Modifications are not compatible with its delicate technology. | The DC-17m cannot equip weapon mods. |
| Astromechs | Astromechs cannot modify weapons | Astromechs cannot equip weapon mods |
| Tel-Rea | Tel-Rea cannot modify her weapon | Tel-Rea cannot equip weapon mods |
When
Exotic modelDC-17m Weapon SystemYou can Customize your weapons and their appearances in the ArmoryCombat classNo standard class profileFixed issueNo fixed Operator relationItem tiersNo separate item tier or another restricted subject is active, stop the Mod path. Use the exact compatible layer named by the selected answer and verify that change before selecting another layer.
REFERENCES
References
Weapon appearance, Mod slots, permanent Optimizations, roster-wide upgrades, weapon AP patterns, and compatibility restrictions supply every fact used here.
Current weapon and equipment records





