◀ Threat assessment
Numbers by difficulty and threat
Rows are the difficulty setting, columns the threat level of the mission. At threat 1 every setting uses the same base table; the gap opens from threat 2. Elite and boss classifications multiply health on top of these.
Durability
Armor12 to 34 to 67 to 89 and up
Story00123
Normal00123
Hard00123
Expert and Absolute00123
Health12 to 34 to 67 to 89 and up
Story3030425466
Normal3030425466
Hard3038486480
Expert and Absolute3038486480
Weapon
Melee damage12 to 34 to 67 to 89 and up
Story12681012
Normal1212162022
Hard1214202428
Expert and Absolute1219263236
Same on every setting
- Defense
- 0
- Accuracy
- 0
- Action points
- 3
- Advantage
- 0
- Attack
- 0
- Hit chance cap
- 85%
- Advantage cap
- 0
- Movement action points
- 0
- Movement per action point
- 5 m
Shots to kill
On Normal, per threat band: the unit's health (elite and boss multipliers included) over each weapon's top-tier base damage less the unit's defense and armor, rounded up. Critical hits, cover, defense penetration and abilities all move it; this is the floor a plain shot works from.
Weapon12 to 34 to 67 to 89 and up
Deploys in
Squad compositions that include this unit, and how many of it they field.
T1 Fodder Outlaw Enforcer StrikerFodder, Melee, Ranged
T1 Fodder Outlaw StrikerFodder, Melee
T1 Large Outlaw Striker EnforcerMelee, Ranged
T1 Medium Outlaw Striker EnforcerRanged, Melee
T1 Small Outlaw Enforcer StrikerMelee, Ranged
T1 Small Outlaw StrikerMelee
T4 Large Outlaw Marauder Striker EnforcerRanged, Melee
T4 Medium Outlaw Marauder StrikerMelee, Ranged
T5 Large Outlaw Marauder Sniper StrikerSniper, Melee, Ranged
T5 Large Outlaw Sniper Striker EnforcerSniper, Melee, Ranged
T5 Medium Outlaw Sniper StrikerRanged, Melee, Sniper
SK Dantooine 025 Mission Start Ground Reinforcement 01
SK Dantooine 025 Mission Start Ground Reinforcement 02
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