Operator Guide & Squad-Building Rules — Build Roles Before Names
Compare Hawks, Trick, Tel-Rea, Cly, Luco, Jae, and Kabb, then build a squad that covers every tactical job.
The featured Operator roster includes Hawks, Trick, Tel-Rea Vokoss, Cly Kullervo, Luco Bronc, Jae Mordant, and Kabb Uppercut. Build around tactical jobs, not one favorite “best four.”
The role checklist
A balanced squad normally wants answers to these questions:
- Who creates or exploits Advantage?
- Who sets up a vulnerable target or improves hit reliability?
- Who converts that setup into burst damage?
- Who can survive being the closest target?
- Who handles Rally, healing, or injury risk when the campaign gets rough?
- Are too many Operators competing for the same AP-heavy weapon pattern?
If two recruits do the same job and need the same setup, one of them may be redundant even if both are individually strong.
Story Operators and custom recruits
Custom Operators let you choose Specializations, Talent options, and weapon classes. Story Operators can have identity-specific Talents or a unique kit.
Do not copy a custom-recruit build onto a story Operator without checking what is actually changeable.
Signature Talent roster
| Operator | Signature Talent | What it does |
|---|---|---|
| Hawks | Fearless Leader | Raises squad assist damage, defense, and chance-to-hit while Hawks is present |
| Trick | For My Brothers | Withstands being Downed and automatically revives next turn |
| Tel-Rea Vokoss | Strong with the Force | Gains Harmony each turn for deflection and attack damage |
| Cly Kullervo | Combat Jump | Jet-assisted displacement plus Burning |
| Luco Bronc | Combat Gas | Applies Sharpened Senses to improve chance-to-hit |
| Jae Mordant | Final Shot | Assists an ally attacking a low-health enemy |
| Kabb Uppercut | Uppercut | Knockback melee with an AP refund when it defeats the target |
The Operator Database brings these Talents together with build ideas and squad-synergy notes. Some default Specialization and weapon fields are not listed, so choose the role around the kit you can see.
Build the squad, not a collection of names
Use the database to compare Talent, role, build idea, and synergy in one place. The result should be a squad with a setup plan, a damage plan, a way to recover from pressure, and no obvious AP bottleneck.
Patch 1.1: Databank and customization fixes
If your roster data ever looked wrong, Patch 1.1 (October 2026) addressed the likely causes:
- Interacting with the Databank while a save was in progress could corrupt characters. Fixed.
- Information could be corrupted while editing characters in the Databank. Fixed.
- Editing one Operator’s name could change a different Operator’s name. Fixed.
- An Operator’s Origin swap (Humanoid to Clone and back) used the previously selected origin’s default voice preview. Fixed.
- Tel-Rea Vokoss’s lightsaber could remain visible after swapping to an Astromech in the Customization facility. Fixed.
- A preview Dossier for Hawks that would not play during character creation was also fixed.
The safe habit still applies on 1.1: finish or exit edits before triggering a save, rather than editing the Databank during one.
Patch 1.2: recruitment costs and roster balance
- Recruiting an Operator now always costs 100 Credits. The price no longer rises as your roster grows, so filling a late-campaign roster competes less with facility upgrades.
- Facility upgrades that feed roster power got cheaper — Additional Weapon Mod Slot, Additional Utility Slot, Combat Readiness I–III, Focus Point I–III and the Crew Quarters expansions were all reduced, with Increased Crew Quarters I–IV now costing 0 Credits (Focus Point III fell from 6500 to 2000).
- Astromech: Self-Repair is limited to two uses per combat and its healing is now 30%/45%/60% of the AP spent; Built-In Comlink is limited to three uses per turn at maximum rank.
- Cly Kullervo: Electroweb Dart is limited to three uses per turn; Combat Jump to one.
Campaign Modifiers introduced in the same patch can also lock talent, Specialization and weapon changes for a whole campaign if you want the roster decisions to stay permanent — see the Patch 1.2 modifier reference.
