Campaign
What changes between difficulties, how fast the roster levels, and the bond ladder operators climb between missions. All of it is the game's own tables and wording.
Difficulty
Six settings, changeable at any time outside combat. The two lowest both ship labelled Story; the descriptions are what separates them.
Bond tiers
Every pair of operators sits somewhere on this ladder. It runs four steps below neutral as well as four above, so a squad can actively dislike itself. Points are the running total needed to reach the tier.
How bonds move
Most bond movement comes from fighting together. The events that cost you points are dilemmas, disagreements and getting an operator hurt.
Roster level
- Level 1
- 0 XP
- Level 2
- 100 XP
- Level 3
- 225 XP
- Level 4
- 250 XP
- Level 5
- 275 XP
- Level 6
- 300 XP
- Level 7
- 325 XP
- Level 8
- 350 XP
- Level 9
- 369 XP
- Level 10
- 400 XP
Roster level gates which abilities an operator can take: a tier with an unlock level will not appear before the roster reaches it.
Stat swings
An operator does not come back from a mission unchanged. These are the exact attribute changes the strategy layer hands out, split by how long they last.
Cross-training
What an operator walks out of a training slot with. These stack for good and do not expire between missions.
Influence awards
Zone influence is handed out in three fixed sizes rather than in arbitrary amounts. What each one is worth against a zone's thresholds is on that zone's page.
- Small influence
- 3
- Medium influence
- 5
- Large influence
- 7
Loading tips
Enemies using Cover are more difficult to hit. Move around the cover to improve your shot.
Smoke makes enemies more difficult to hit, but can also make your own Operators harder to hit.
The Sharpshooter's Precision Shot cannot miss. Use this to finish off tough targets.
The Medic's Combat Stim ability lets them boost an Operator's Damage and Health.
The Heavy's Bulwark will Taunt enemies and controls who they can attack.
The Gunslinger's Open Fire ability is excellent for eliminating multiple targets at once.
The Soldier's Rocket Strike is a powerful detonation that easily strikes multiple enemies.
The Scout's Ambush can do terrifying damage to a single enemy target.
The Gunslinger's Quick Draw is not to be underestimated and can rampage through weak targets.
The Astromech's Coordinated Support grants the entire team additional AP.
Each Operator has three AP each turn. Use them wisely.
When an Operator's Health drops to zero, they are Injured.
Special Abilities require Advantage, which is gained by damaging enemy units.
Take Cover behind objects on the battlefield to protect your units. Cover makes your Operators harder to hit.
Enemies with Evasion are very difficult to hit, but firing on the enemy removes Evasion.
Explosive Grenades are short range explosives that destroy cover and deal excellent damage.
The Medpac can heal your Operators, but can't be used on the Astromech.
The Astromech excels at granting teammates additional Action Points.
The Sharpshooter's Zero In ability grants powerful bonuses, but is lost once they move. Find an excellent perch and light the enemy up.
Repeating Blasters end the Operator's turn, but deals substantial bonus damage when spending 2 or 3 AP.
The Soldier's Brutal Strike ability strikes an enemy at close range.
The Pistol can be fired multiple times each turn, letting an Operator generate more Advantage.
Cly Kullervo's ElectroWeb Dart can slow enemies down and set them up for the powerful ElectroWeb Surge.
Cly Kullervo's ElectroWeb Surge detonates all ElectroWeb Darts. Use multiple darts to massacre enemy units.
Call for Backup from someone else on the squad and they'll join in on the Operator's next attack.
Critical Hits add significant extra damage when attacking.
Some Cover can be destroyed by damage. If your Cover gets destroyed, get to a new position on the double.
Use to inspect an enemy and get a full breakdown of their important information, like Status Effects.
You can use your Operators' actions in any order. Use & to cycle between Operators.
Need to look at the whole battlefield? Use to switch to a bird's-eye view.
Use while aiming to get an exact breakdown of your Chance-to-Hit.
Aim carefully: Abilities like Bull Rush and Push deal even more damage if you throw an enemy into something.
Selecting a location on the battlefield will Move to that location. Selecting an enemy will ready an Attack.
Visit the Personnel Facility regularly to assign Focus Points to your Operators.
New items come to the Armory every cycle. Neesh surely has something to help with your next Mission.
Talking to your Operators is a great way to discover new Operations and Missions.
When Operators grow Bonds, they earn Focus Points and unlock Cross Training opportunities to gain permanent improvements.
The Influence Lens on the Holotable shows a variety of unique rewards you can earn by gaining Zone Influence.
Medbay Beds take a cycle to heal an Operator. The Bacta Tank heals Operators instantly but costs more. You can add more at the Upgrade Facility.
You can Customize your weapons and their appearances in the Armory
Operators have limited Utility and Weapon Mod slots. Look for opportunities to increase them at the Upgrade Facility, Influence Lens, or along the Campaign.
You can freely refresh the available recruits at the Recruitment Facility. You can also change their species, specialization, weapons and outfit after recruiting them.
The Upgrade Facility has several categories of upgrades available. As you increase your Den Level, new options will unlock.
The Memorial lets you pay your respects to fallen Operators.