Campaign weapon guide

By Deadwolf, in Imperial Assault Campaign

With so many different weapons available as well as mods, I wanted to write this guide to help make informed decisions during the Rebel upgrade phase.
I ran each weapon several times through this calculator: http://mattyellen.github.io/imperial-assault-calculator/ but I wanted this to be more of a guide rather than bombard you with numbers. I used a black defense die for all calculations since white dice are fairly uncommon among imperial figures. It only makes a big difference on a few weapons with low surge but high surge damage (like disruptor pistol).

A note about mods: There are factors that the simulations don't account for. Mods like Plasma Cell and High Impact guard gain value over the mods that exhaust if you are attacking multiple times per round and the surge mods can be less valuable if you are focused or have an external source of extra surge.

Grade Legend:

Grade A: Best in tier
Grade B: Generally inferior to grade A but good for certain characters due to abilities/skills
Grade C: Vastly inferior (usually on par with previous tier) but has some niche uses
Grade D: Better off removed from the deck

Ranged Tier 1

DL-44
BY, ~2d, ~1d2a, 2 mod, 500cr
Best with: Tac Display/Plasma Cell/Spread Barrel; Tac Display[Jyn]
Best Character: Jyn, Verena, Biv
Grade: A
The DL-44 is a very strong tier 1 weapon with a high damage potential with its 2 mods slots. It is good on any ranged character but should be a high priority for Jyn or Verena if they are in the group. Biv also likes it for its higher surge potential and its 2 mod slots.

E-11
GB, ~2d, ~2a, 2 mod, 400cr
Best with: Plasma Cell [1], Plasma Cell+Tac Display [2],
Best Character: Loku, Fenn, Vinto
Grade: A
The E-11 has a similar damage output to the DL-44 and has slightly longer range. The Tac display benefits the DL-44 more than the E-11, so the DL-44 gets the edge in tier 1 but if you give the E-11 plasma cell, it becomes on par again. This is a good all round weapon for any ranged character that isn't picky over the type. Fenn can use the blast mod + Tac Display to strong effect.


Hand Cannon
RR, 1a, may -1d for +2a, 1 mod, 400cr
Best mod: Plasma Cell/Spread Barrel/Marks Barrel
Best with: Onar, Loku, Biv
Grade: A-
With no mod/marks barrel, it does slightly less dmg than DL-44 w/ Tac Display, assuming you don't take the extra accuracy. In tier 2, if you add Plasma Cell/Spread Barrel, it is around on par with the other Tier 2s with 1 mod (Tho Deathhammer is slightly better). Its biggest detractor is that it is not very good if you take -1 dmg for extra accuracy. Not a mod, but this weapon benefits highly from Extra ammunition as it allows you to turns the 1 dmg results possibly into 3 dmg.

DDC Defender
GY, ~1d, ~1a weaken, 2 action: 3 attacks, 1 mod, 550 cr
Best with: marks barrel, tac display [Jyn], Plasma Cell[Loku]
Best Character: Vinto, Jyn, Verena, Loku
Grade: B
This weapon is strong if you can get the 3 attacks but is inferior if you cannot (especially since you kind of need to use the mod slot to boost range). This weapon with good with Jyn alongside Gunslinger and the DL-44 for an offhand. Verena can buff this pistol significantly with Point Blank Shot, Loku can use his bonus accuracy and recon tokens to strong effect, and Vinto gets an extra boltslinger ping.

Charge Pistol
GG, 1a, ~1d, ~gain 1 dmg token, 2 mod, 350 cr
Best Mod: Plasma Cell, Spread Barrel, Tac Display [Jyn]
Best with: Jyn
Grade: B-
This weapon is on par with starter weapons, however it is decent with Gunslinger Jyn, who does typically uses her starter (with DL-44 as an offhand) until tier 3. This weapon gives Jyn a guaranteed accuracy, as well as the token surge over her starter and the extra mod slot will give her a powerful mid game weapon if you fill both of them.


DH-17
GY, ~2a, ~1d1p, 2 mod, 200 cr
Best Mod: Marks Barrel/Blast Barrel
Best with: Gideon, Jyn
Grade: C
The weapon is considerably inferior to the DL-44/E-11, but Gideon can use this weapon as it is a slight upgrade and has a higher surge rate for stun. Jyn can use this as her gunslinger offhand in a pinch if the DL-44 is not drawn.


Tatooine Hunting Rifle
BB, ~1d, ~weaken, ~~Focus, 1 mod, 250 cr
Best Mod: Tac Display
Best with: Mak
Grade: D
This weapon is actually worse than Mak's starting weapon, since Mak's weapon has 2 dmg surges (which makes it decent with tac display) compared to only one on the hunting rifle. You will usually have to give up damage to get the focus, so it is only useful if you are already focused.


Ranged Tier 2

EE-3 Carbine
GG, 2a, ~2d, ~1p, 2 mod, 550cr
Best Mod: Tac Display[1], Plasma Cell+Tac Display [2]
Best with: Mak, Fenn, Loku, Vinto
Grade: A
Similar to the E-11, this is a good all round weapon, suitable for all ranged who are not picky about type. If both mod slots are filled, this has very high damage bested only by the very high end T3 weapons. Fenn can use the blast mod + Tac Display to very strong effect. Loku can swap Tac Display for Sniper Scope to get the bonus surge on every shot (and free up Tac Display). The difference in dmg between this and the E-11/DL-44 with the same mods is only slight however, so if you have those weapons, it may not be worth the credits to upgrade.

A280
GB, 1a, ~2d, ~2p, 2 mod, 600cr
Best Mod: Tac Display[1], Plasma Cell+Tac Display [2]
Best with: Mak, Fenn, Loku, Vinto
Grade: A
Basically the same as the EE-3, but with slightly lower dmg. This weapon does perform slightly better when shooting from range 5+ however.

434 Deathhammer
RB, 1d, ~2a, ~1d, 1 mod, 600cr
Best Mod: Spread Barrel, Tac Display [Jyn]
Best with: Jyn, Verena, Biv, Loku, Fenn
Grade: A
A Deathhamer with 0 or 1 mod does do more dmg than the EE-3/A280 with the same # of mods (the unmodded difference is significant). But unlike those weapons, it becomes quickly outclassed by the Tier 3 weapons as it's dmg is somewhat capped. It is effective on Jyn and Biv but lacks as much surge as they would normally like. It does not work Verena's Point Blank Shot unless you have marksman barrel but it is still a strong range weapon (and she doesn't normally get PBS until later anyway). It does have synergy with Fenn's Trench Fighter, and Loku's additional accuracy.

Hunter's Rifle
GG, 2A, ~1d, ~2p, 600cr
Best Mod: Tac Display/Sniper Scope
Best with: Ko-Tun, Mak
Grade: B
When compared to EE-3 & A280, this weapon costs more, does inferior damage (without the token), and has inferior longevity due to only 1 mod slot. With a token, the weapon does come out better than EE-3 w/ same 3 of mods but I do not think you can get the token often enough for it to be worth it. However there are some synergies which could make it decent. If you can get +2 from a token (Ko-Tun/Power Charger), it could be worth it and also it could be decent with characters with extra attacks (Mak or Commands fro Gideon).

T-21
GGY, ~2p, ~3a, 900cr
Best Mod: Spread Barrel/Disruption Cell [saska]
Best with: Saska, Supports
Grade: C
In terms of dmg, this is around on par with the DL-44/E-11 with 1 mod or an unmodded Deathhammer. This weapon is best on Saska, or a Support character who is going with a hybrid build. This weapon also has synergy with Responsive Armor as you will often have surge to spare.

DT-12 Heavy Blaster Pistol
GG, ~1d, ~1a2p, 1 mod, 2S: extra attack after being attacked, 600cr
Best Mod: Marks barrel/Tac Display
Best with: Vinto, Fenn, Mak,
Grade: C
With a tac display, this weapon does less than a DL-44 with the same mod, so it is not a good choice for a primary weapon. This weapon is best when kept as an offhand and used only for the extra attack. Since you are unlikely to add one of the dmg mods to it, you will generally do 1-3 dmg with it. It is best used on characters who are less strain intensive. Vinto is probably the best user of this weapon since he often has spare strain, and the extra attack triggers bolt slinger.


Ranged Tier 3

A-12 Sniper Rifle
BBY, ~2d, ~2p, ~Gain 1 surge token ~-1 dodge, 2 mod, 1150cr
Best mod: Tac Display/Sniper scope+Plasma Cell/Disruption Cell
Best with: Fenn, Loku, Vinto, Mak
Grade: A
If you can outfit this weapon with 2 good mods, you have a powerhouse of a weapon that is only beat by RGB Ancient Lightsaber for single target dmg. However, it does represent a significant investment, and the Valken-38 is superior if you only have 1 mod.

Valken-38
RBB, ~2d, ~2a, 1 mod, AA:Focused and perform an attack, 1250cr
Best mod: Plasma Cell
Best with: Mak, Loku, Vinto
Grade: A
A solid long range weapon that hits hard. You would only use the double action ability if you would otherwise have to move to hit your target.

Pulse Cannon
GBY, ~2s, ~1p, ~2a, 1 mod, 1200cr
Best mod: Plasma Cell/Disruption Cell
Best with: Biv, Fenn, Loku, Vinto, Onar
Grade: A
While the Valken-38 slightly edges it out, the Pulse Cannon remains a very strong weapon. It has a higher surge rate and it is a better platform for Disruption Cell, which gives it a degree of flexibility. Biv prefers this weapon due to the higher surge rate, A hybrid Gideon could use the surge rate to both put high damage and stun.


Distruptor Pistol
RG, +2a, ~3d, 1 mod, 700cr
Best mod: Tac Display,
Best with: Verena, Jyn, Loku, Saska, Ko-Tun
Grade: A
The Disruptor Pistol is powerful weapon that does damage on par with that of the Pulse Cannon, that is extremely good value for credits, but it relies on getting that +3 dmg surge. If your tac display is tapped, you only have a 56% of getting the surge and evades will be your bane. This is a strong offhand weapon for Jyn and truly devastating in the hands of Verena with Point Blank Shot. This is also very strong in Saska's hands if she can load get Tac Display+Plasma Cell on it. Ko-Tun can generate surge tokens to activate the weapon allowing you to run the weapon modless for a extremely cost efficient weapon, or with Plasma Cell to get even more damage out of it.

Sporting Blaster
BYY, ~1d, ~2p, 1 mod, 900cr
Best mod: Disruption Cell
Best with: Jyn, Biv
Grade: B
You are looking at a significant decrease in dmg over the T3 grade A weapons. The main draw is its exceptionally high surge rate, making it ideal for characters who want extra surge like Jyn (who has extra surge abilities from gunslinger) and Biv (who just likes regen and can make up the dmg difference with C&P).

DLT-19
GBB, ~1d, ~1d, ~~focus, 1 mod, 950cr
Best mod: Tac Display/Sniper Scope
Best with: Mak, Loku
Grade: B
By itself, the DLT-19 does mediocre dmg, coming in either on par or slightly under the Sporting Blaster (and significantly under the Pulse cannon/Valken). The key to this weapon is chaining focus. If you are already focused and you have tac display/sniper scope, then you have a strong chance of regaining the focus without giving up much dmg and a focused DLT-19 shot will out dmg the Valken-38 without focus.

Modified Energy Cannon

[Tech}, ~1d 2a, reroll 1 die, 2 mods, 1000cr
Best Mod: Tac Display+Plasma Cell
Best with: Mak, MHD
Grade B
If you are throwing 3 dice and you have 2 mods in it, this is a good weapon, otherwise it is not. Mak and a hybrid MHD are the best users. Jyn and Saska also have a 3 dice pool but Jyn wants pistols, and Saska is better off with Disruptor Pistol with 2 mods (unless you can get Saska with 3 mods on this weapon, which is highly unlikely).

DXR-6
RR, 6a, ~2d, ~2p, 1000cr
Best Mod: Tac Display/Sniper Scope [saska]
Best with: Saska. Ko-Tun
Grade: C
When it was just the base game, this was an okay weapon for Mak due to the range, despite the fact that the A280 w/ tac display beats it in dmg (Tho the DXR-6 has a slightly higher top-end). Now, the DLT-19 and Valken-38 are far superior. That said, Saska, with her extra mod slot and her device tokens can turn this dud into a monster weapon. Ko-Tun with both Squad Cohesion and Self Sufficient can turn this into a fairly strong cost effective weapon.


Melee Tier 1

Vibrosword
GB, ~bleed, ~2d, 1S: 1p, 2 mod, 350cr
Best mod: Balanced hilt[1], Balanced Hilt+High Impact Guard/Energized Hilt[2]
Best with: Jarrod, Davith, Shyla, Diala
Grade: A
So long as you can reliably use strain for the pierce 1, this is a very powerful single target weapon. The 2 mod slots give access to the powerful Hilt+Guard combo and combined with the pierce 1 this weapon can produce near T3 levels of damage. Energized hilt can also be used instead of Guard, while slightly less damage, it costs less and transitions nicely into Electrostaff. Strong on Davith (if you choose to skip Shrouded Lightsaber) and decent on Diala (tho she often doesn't have much spare strain). For Shyla, it is complicated. Her starter weapon with the red die beats the Vibrosword with the same number of mods. However, The Vibrosword represents a damage upgrade when using her whip, when using strain for pierce, and when you add 2 mods to the weapon, making it great for her all the way till she can get Electrostaff. This weapon is very strong on Jarrod as he often has the strain available for the Pierce 1 and Guard complements his tankiness.

Vibroblade
GG, ~bleed, ~1d, ~2c, 1 mod, 300cr
Best mod: Balanced Hilt
Best with: Verena
Grade: B
This weapon does fairly poor single target dmg, not really exceeding your starting weapon with a mod. But since Verena values the cleave 2 over single target dmg on her melee weapon (she has her ranged for single target dmg), Vibroblade+balanced hilt works very well on her.

Gaffi Stick, 200cr
RY, 1p, ~weaken, 1 mod
Best mod: High impact guard
Best with: Diala, Davith,
Grade: C
This is an odd weapon. In tier 1, it is poor and is barely better than your starting weapon. But in tier 2, you can give it high-impact guard and it suddenly transforms in a half-decent weapon (on par with stun baton w/ mod). The only thing is that you have no guarantee if/when you will see the guard after you've bought the Gaffi stick.

Armored Gauntlets
GY, ~stun, ~2d, ~1c, ~1p, 300cr
Best mod: n/a
Best with: Saska?
Grade: D
This weapon does do slightly more dmg than a modded starting weapon, but mods are useful all campaign long and this isn't. In tier 1, credits are tight as you are trying to quickly gear up your whole party. There will almost always be a better way to spend your credits. Saska can possibly do something with this with her extra mod but she won't have gadgeteer until at least the end of the 3 rd mission and it is still fairly bad. The only thing going for it is stun. But melee stun is of limited benefit because most units will just shoot you anyway.

Vibroknife
GG, ~bleed, ~1d, ~2p, 150cr
Best mod: n/a
Best with: n/a
Grade:D-
This is even worse than Armored Gauntlets.


Melee Tier 2

BD-1 Vibroax
RG, reach, ~1d bleed, ~2c, 600cr
Best mod: Balanced Hilt[1], Balanced Hilt+High Impact Guard,
Best with: Gaarkhan, Verena, Shyla
Grade: A
The BD-1 is a strong cleave weapon that uses reach to make it very hard to play around. It's single target dmg starts out mediocre but if you add both hilt and guard you will be strong in both single and multi target dmg.

Polearm
RR, reach, ~1p ~2c, 650cr
Best mod: Balanced Hilt, Focusing Beam, Vibrogenerator
Best with: Any melee
Grade: A
The Polearm is a versatile weapon that can perform multiple roles depending on its mod. As a cleave weapon with balanced hilt, it competes with BD-1 even with only 1 mod. As a single target weapon with Focusing Beam, it does solid tier 2 damage and in tier 3, with Vibrogenerator, you have a cost effective weapon doing roughly the same dmg as Force Pike + guard.

Double Vibrosword
RB, ~2c, ~1p, 1S: each hostile figure suffer 1 dmg, 1 mod, 650cr
Best Mod: Balanced Hilt
Best With: Verena, Shyla
Grade: B
Overall, This weapon is inferior to BD-1 Vibroax due to weaker single target surges and only 1 mod. However, the Strain effect will be strong in certain situations. Despite being strain intensive, Verena values cleave damage and can us this to good effect. Shyla also often has spare strain and can use this with her cleave 3 skill to kill 4 HP units for free.

Stun Baton
RB, ~stun, ~2d, 500cr
Best mod: Balanced Hilt/Vibrogenerator
Best with: Diala, Davith, Jarrod
Grade: B
The stun baton does decent single target dmg, but it is beaten by anything running both hilt+guard, Vibrosword using strain for pierce 1, and all of the tier 3s. The stun is nice but very situational, especially on a melee character.

Vibroknucklers
GY, ~2c, ~2d, ~1p bleed, 400cr
Best Mod: Balanced Hilt [saska]
Best with: Verena, Saska
Grade: C
The Vibroknucklers can work with Verena, who favors cleave 2 over single target dmg, but Vibroblade or Vibroax w/balanced hilt is more consistent. Saska, with her extra mod slot and device tokens can turn this into a powerful weapon, good in both single and multi target dmg.

Melee Tier 3

Ancient Lightsaber
[Focus] , ~2d, ~~1d 3p, 1 mod, 1000cr
Best mod: Balanced Hilt
Best with: Diala, Davith
Grade: A+
This is one of the most powerful single target weapons in the game and the RGB version while wounded is the strongest weapon in game (before character abilities). This weapon is only good if you are rolling 3 dice.

Electrostaff
RGB, ~2d, 1 mod, reach or 2c, 1250cr
Best mod: Shock Emitter/Energized Hilt/Weighted Head
Best with: Shyla, Gaarkhan, Verena
Grade: A+
The Ancient Lightsaber may be the king of single target dps, but in terms of total damage inflicted by an attack (over 2 targets), the Electrostaff w/ weighted head wins and it isn't even close (again, not counting abilities). It is also no slouch for single target dmg as Electrostaff w/shock emitter beats the GBY version of Ancient Lightsaber (or ties it with Energized Hilt).

Force Pike
RYY, ~stun, ~1d, ~1d, 1 mod, 1100cr
Best mod: High-impact Guard/Energized Hilt/Weighted Head
Best with: Diala, Davith, Jarrod
Grade: A-
The Force pike is a solid weapon with dmg just a little shy of the high end ranged weapons but the Ancient Lightsaber and Electrostaff make it look like a grade B item (tho it isn't). It's main advantage is that it will more easily be able to recover strain with this weapon compared to the others. Extra surge also has synergy with Responsive Armor.

Ryyk Blades
[Strength], ~2c, convert surge to dmg, 1 mod, 950cr
Best Mod: Balanced Hilt/Weighted Head/High Impact Guard
Best with Onar, Gaarkhan, Shyla
Grade: C
In terms of single target damage, this is the poorest of the tier 3 weapons, only becoming on par with Force Pike when wounded . However, This is one of the better platforms for weighted head, especially with Onar's pool allowing for a significant amount of cleave damage.


Character Weapons

Shu Yen's Lightsaber
RB, ~3p, ~1d 2c, 1 mod, attacker suffers 1d after foresight, reward
Best mod: Balanced Hilt
In terms of single target dmg, this lightsaber is on par with the Stun Baton, which means there is quite a few things that beat it in that regard. But in a cleave scenario, this weapon outperforms the BD-1 Vibroax w/ hilt+guard in terms of total dmg over 2 targets. It is however, eclipsed by the Electrostaff. Diala generally goes for the single target dmg weapons, but there is synergy with Way of the Sarlacc, turning Diala into a multi target melee hero.

Shrouded Lightsaber
GY, ~3p, ~1d, ~1d, ~2d while hidden, 2 mod, 3xp
Best mod: Hilt/Weighted Head [1], Hilt+Guard/shock emitter or Head+shock emiiter[2]
With 1 mod and assuming you are hidden (and use the surge to re-hide), this weapon does dmg slightly less than the force pike. With 2 mods, it does slightly more. The lightsaber is highly customizable. Balanced Hilt gives you more consistency, weighted head allows you to turn surges into cleave dmg, and the guard allows you to not rely on being hidden and to turn the bonus surge from hidden into a very powerful attack. Weighted head & Guard also have synergy with Falling Leaf (yellow die for 1 strain). This is a powerful weapon to be sure, but the question remains, is it worth 3xp?


Repeater Cannon
GB, 1d, ~2p, ~1b, ~~1d to all enemies in 2 spaces, 2 mod, 3xp
Best mod: Tac Display+Shrapnel/Disruption Cell
This weapon is very good for doing damage to multiple enemies and is no slouch for single target damage. With the 2nd mod slot, Shrapnel Rounds gives even more multi target damage, whereas Disruption Cell puts the weapon on par with Pulse Cannon.

Mods

Tier 1
-Tactical Display (300): This is a powerful mod throughout the game. It is best on weapons when you have more surge abilities than you would typically trigger in a natural roll.
-Under-Barrel HH-4 (300): This mod is really only good in conjunction with Tac Display in a 2 mod weapon. Great for Fenn.
-Charged Ammo Pack (100): This mod is hard to gain consistent damage out of it but it is cheap and is decent on 2 mod weapon if you couldn't otherwise fill the slot.
-Marksman Barrel (300): It is hard to gain actual value from the weapon but it is good on weapons with very low accuracy, and can be decent with Mak to give a weapon guaranteed 4+ range


-Balanced Hilt (300): Same as Tac Display but for melee, but even more powerful since many melee weapons have red dice. It is also powerful with weapons with cleave surges.
-Extended Haft (300): This is a solid effect when used on a reach weapon, however since it is the same mod type as Balanced Hilt, its usefulness is limited. Using it to give a weapon reach is situationally useful and good if you are not using the slot otherwise.

Tier 2
-Plasma Cell (450): One of the strongest mods. This mod does not exhaust and is best with weapons that typically generate more surges than they can spend (either naturally or with Tac Display). It gets more value on weapons without Pierce surges but can still work. Very strong with Tac Display.
-Spread Barrel (300): A solid mod and consistent mod. Best on shorter range weapons.
-Bolt Upgrade(250): The value of changing a die varies wildly between weapons. But typically, the effect is stronger on 3 dice weapons compared to 2 dice weapon. Also, the most value generally comes from changing a blue into a red (or yellow if you would be oversurging), but the loss of accuracy hurts in a range weapon. Disruption Cell in tier 3 is far superior.
-Overcharger (300): The good damage mods typically give an average of +1 damage. Removing a black die averages 1.5 dmg. A deplete effect for only 1.5 dmg is not worth it.
-Extra Ammunition (300): Not a mod, but acts like one. In my opinion, rerolls are best with green and red dice since they only have 1 "bad" side, so this is a good card if you are rolling a lot of those dice.

-High Impact Guard (500): This mod is good on weapons that don't have strong surge abilities and is also really good on double mod weapons with balanced hilt. Pricey, but the defensive aspect is also quite good and the damage effect does not exhaust.
-Energized Hilt (250): This mod is better than Bolt Upgrade because range isn't an issue. Best on melee weapons with blue dice to convert it into red.
-Focusing Beam (250): Compared to Energized Hilt, it is roughly equal to changing a green die into red (meaning blue to red is better, usually). Cancelling a dodge is hard to value, so Beam vs Energized hilt is personal preference. Focusing Beam is superior on Polearm. Both Energized Hilt and Focusing Beam is decent for single target dmg.
-Weighted Head (400): This is a great mod but awkward to use. Most cleave weapons need to use balanced hilt to activate their cleave surges and since it shares the same type, you can't use them together. This mod is great on Electrostaff which does not need balanced hilt, and also high surge weapons such as Force Pike or Shrouded Lightsaber.

Tier 3
-Sniper Scope (250): A great mod for long range weapons since unlike Tac Display, it does not exhaust.
-Disruption Cell (600): Best to change a blue die to red (or yellow if you are oversurging). It typically gives similar amount dmg compared to Plasma Cell or Tac Display but it does not exhaust, which is good.
-Telescoping Sights (400): With a tier 3 weapon, a single focused attack is not better than simply attacking twice unless you are against double black dice. It does have some potential on EE-3/A280 with Plasma cell but since it only gives benefit when you would be attack the same unit twice, it still is pretty limited.
-Power Charger (400): Another attacking relating accessory. This is powerful if you can reliably get a token, but imo, the top section isn't reliable enough to support it by itself.

-Shock Emitter (500): The melee version of Spread barrel but comes out a tier later. Good but comes out pretty late. The Stun is situationally useful, but less useful on melee compared to ranged.
-Vibrogenerator (350): Good on weapons with low surge and weak surge abilities. This mod has been waiting for a weapon like Polearm to show up.


Edited by Deadwolf

Very nice work. My only complaint would be that you did not factor cost in.

Very nice work. My only complaint would be that you did not factor cost in.

The main reason i dont factor cost in, is because the article is essential about making the most efficient attack. Even if it cost 50 credits, the Vibroknife would still be bad.

And I also think most of the weapons are costed fairly (and as I said, even if the C grade weapons were cheaper, they would still not really worth it). The only 2 weapons imo that are costed wrong are the T-21, which is too much and the Disruptor pistol which is extremely cheap for what you get (and i mention that in passing).

Nice resource but I have a couple of suggestions:

  • There are a lot of factors that mitigate the usefulness tactical display/balanced hilt in the campaign as opposed to simulations (attacking multiple times, diminishing returns with focus, called shot and similar things). It won't always make a difference but it's worth mentioning.
  • Loku loves the DDC: he has bonus accuracy innately (and gets more if you give him mon-cala special forces) and the triple attack gets huge leverage from recon tokens.
  • An alternative potential use for the Stun Baton is on a character that doesn't actually attack very often (Gideon or MH-D mostly) since it gives them a decent weapon and they can get benefit out of it even when they don't attack.

Nice resource but I have a couple of suggestions:

  • There are a lot of factors that mitigate the usefulness tactical display/balanced hilt in the campaign as opposed to simulations (attacking multiple times, diminishing returns with focus, called shot and similar things). It won't always make a difference but it's worth mentioning.
  • Loku loves the DDC: he has bonus accuracy innately (and gets more if you give him mon-cala special forces) and the triple attack gets huge leverage from recon tokens.
  • An alternative potential use for the Stun Baton is on a character that doesn't actually attack very often (Gideon or MH-D mostly) since it gives them a decent weapon and they can get benefit out of it even when they don't attack.

Thanks, yeah i agree.

I have Loku on most of the short ranged weapons, I missed him there.

You missed the best character of all with the DDC, Fenn. Thanks to his free movement and abusability of blast with lots of attacks, Fenn makes the best use of all the Heroes with the DDC.

Nice job though, I've been wanting to make something like this for a long time.

Edited by Tvboy

What about Hand Cannon?

What about Hand Cannon?

It will be interesting to see if it is tier 1 or 2.

Edited by Deadwolf

What about Hand Cannon?

It's there under "future ranged".

It will be interesting to see if it is tier 1 or 2.

Oops, only looked at it in Tier I. Like you said, with 400cr it is almost guaranteed to be Tier I.

I played Loku with a DDC for most of a campaign and almost always was getting 3 shots off, but he was just leaving too much alive with it's low damage. If you're not taking 3 shots with regularly then it's damage is much too low and a higher damage gun is needed.

I think the hand cannon is specifically an attempt to help Loku out because he really does suck. It'll synergize with his comparatively weak +2 accuracy ability to give him a tier 1 gun that will still be useful in tier 3, saving you tons of credits. It could also be a semi-cheap option for Saska who can pretend to be Loku with her extra mod slot and a marksman's barrel.

The Disruptor pistol is priced like a tier 2 but is tier 3. That is why i think the hand cannon may be tier 2, it certainly does dmg on that level.

Edited by Deadwolf

Thank you very much for your analisys!

About Mak:

E-11 (with barrel) could be good for Mak, till Tier 3.

With modded E-11, there are no reason to change it for A280 or EE-3. (Pierce surge has less value for mak)

I think that with Force Adept and Extra ammunition could be better to have less dice but stronger (like RR instead of BGY), but it's just an idea.

Thank you very much for your analisys!

About Mak:

E-11 (with barrel) could be good for Mak, till Tier 3.

With modded E-11, there are no reason to change it for A280 or EE-3. (Pierce surge has less value for mak)

I think that with Force Adept and Extra ammunition could be better to have less dice but stronger (like RR instead of BGY), but it's just an idea.

You are right, with the Pierce 2, Mak w/ E-11 & marks barrel is competitive with tier 2. The A280 & E-11 with tac display are still better (around an additional 12% chance to get 4/5 dmg), but it is still solid. However, you would be relying on ambush for damage as your dps drops dramatically if you don't use it. And Ambush will not always be possible (strain, have to move to get 4 spaces away, can't get los at 4 spaces away, you lose covert while wounded, etc), so I definitely disagree with the notion that there is no reason of upgrade to A280/EE-3.

And I would argue that rerolls are better with more dice, since there is a higher chance of rolling a poor face with more dice. But rerolls do affect different coloured dice differently. On green dice, for example, you have a low chance of needing a reroll (you would reroll only 1 face), but if you reroll you have a high chance of improving. Red Dice has 1 face that is absolutely rerollable, and 2 faces where it is risky but still statisically probable and you could potentially improve from 1 dmg to 3 (or 2 and surge). But that is beyond the scope of my guide.

Thanks, good point of view.

So, Could it worth to spend credits for E-11 for Mak? or best waiting for Tier 2 and giving E-11 to Fenn?

Edited by Eyfrosyne

Thanks, good point of view.

So, Could it worth to spend credits for E-11 for Mak? or best waiting for Tier 2 and giving E-11 to Fenn?

With Ambush, the E-11 performs very similarly to the A280 with no mods. However, if you are unable to Ambush, the A280 performs considerably better. Still, the E-11 is a sizeable upgrade over Mak's starting weapon so depending on when you see it (early in Tier 1 or later in Tier 1), I think it is worth strong consideration. You do risk not making range with the E-11 if using Ambush with Covert which I suppose is something to also think about.

Thanks, good point of view.

So, Could it worth to spend credits for E-11 for Mak? or best waiting for Tier 2 and giving E-11 to Fenn?

In general, no probably not. I have seen Mak use his base weapon + tac display all the way till tier 3 (thats not to say you shouldnt get a T2). And the E-11 would be better served on Fenn. That said, if the E-11+marks barrel (or even underbarrel) came up in the same set of 6 cards I would consider it.

Shyla and the ancient lightsaber: GG doesn't really cut it and only does tier 2 level dmg so I would hold out for the Force Pike or Electrostaff

As for the Offhand Blaster: It sucks with a 64% chance at least 1 damage and 22% chance of 2 - it is clearly meant to be used with his other abilities such as Pinpoint Shot.

Thank you very much for your analisys!

About Mak:

E-11 (with barrel) could be good for Mak, till Tier 3.

With modded E-11, there are no reason to change it for A280 or EE-3. (Pierce surge has less value for mak)

I think that with Force Adept and Extra ammunition could be better to have less dice but stronger (like RR instead of BGY), but it's just an idea.

You are right, with the Pierce 2, Mak w/ E-11 & marks barrel is competitive with tier 2. The A280 & E-11 with tac display are still better (around an additional 12% chance to get 4/5 dmg), but it is still solid. However, you would be relying on ambush for damage as your dps drops dramatically if you don't use it. And Ambush will not always be possible (strain, have to move to get 4 spaces away, can't get los at 4 spaces away, you lose covert while wounded, etc), so I definitely disagree with the notion that there is no reason of upgrade to A280/EE-3.

And I would argue that rerolls are better with more dice, since there is a higher chance of rolling a poor face with more dice. But rerolls do affect different coloured dice differently. On green dice, for example, you have a low chance of needing a reroll (you would reroll only 1 face), but if you reroll you have a high chance of improving. Red Dice has 1 face that is absolutely rerollable, and 2 faces where it is risky but still statisically probable and you could potentially improve from 1 dmg to 3 (or 2 and surge). But that is beyond the scope of my guide.

- What about weapon Tier 2 mod for Fenn and Mak. ( without Bespin ).

Underbarrel can't stay with spread Barrel. Tac display is good for both Mak and Fenn.

Who have the "priority" for the best mod?

If Mak

Mak: EE-3 with Plasma Cell+Tac Display

Fenn E-11 with Underbarrel (or Spread Barrel with a Brawler Build)

If Fenn

Mak: EE-3 with Plasma Cell + Marksman Barrel

Fenn: E-11 with Underbarrel + Tac Display

Does Fenn really need the upgrade to a280?

- Diala seems very strong with Shu Yen's Lightsaber + hilt.

What do you think about Diala with Shu Yen's Lightsaber + Balanced hilt to skip weapon and mod till Tier 3? In a non cleave scenario too (with Dancing weapon).

Edited by Eyfrosyne

Thank you very much for your analisys!

About Mak:

E-11 (with barrel) could be good for Mak, till Tier 3.

With modded E-11, there are no reason to change it for A280 or EE-3. (Pierce surge has less value for mak)

I think that with Force Adept and Extra ammunition could be better to have less dice but stronger (like RR instead of BGY), but it's just an idea.

You are right, with the Pierce 2, Mak w/ E-11 & marks barrel is competitive with tier 2. The A280 & E-11 with tac display are still better (around an additional 12% chance to get 4/5 dmg), but it is still solid. However, you would be relying on ambush for damage as your dps drops dramatically if you don't use it. And Ambush will not always be possible (strain, have to move to get 4 spaces away, can't get los at 4 spaces away, you lose covert while wounded, etc), so I definitely disagree with the notion that there is no reason of upgrade to A280/EE-3.

And I would argue that rerolls are better with more dice, since there is a higher chance of rolling a poor face with more dice. But rerolls do affect different coloured dice differently. On green dice, for example, you have a low chance of needing a reroll (you would reroll only 1 face), but if you reroll you have a high chance of improving. Red Dice has 1 face that is absolutely rerollable, and 2 faces where it is risky but still statisically probable and you could potentially improve from 1 dmg to 3 (or 2 and surge). But that is beyond the scope of my guide.

- What about weapon Tier 2 mod for Fenn and Mak. ( without Bespin ).

Underbarrel can't stay with spread Barrel. Tac display is good for both Mak and Fenn.

Who have the "priority" for the best mod?

If Mak

Mak: EE-3 with Plasma Cell+Tac Display

Fenn E-11 with Underbarrel (or Spread Barrel with a Brawler Build)

If Fenn

Mak: EE-3 with Plasma Cell + Marksman Barrel

Fenn: E-11 with Underbarrel + Tac Display

Does Fenn really need the upgrade to a280?

- Diala seems very strong with Shu Yen's Lightsaber + hilt.

What do you think about Diala with Shu Yen's Lightsaber + Balanced hilt to skip weapon and mod till Tier 3? In a non cleave scenario too (with Dancing weapon).

In this case, it is personal preference - Single target vs aoe and the right choice would depend on what the Imperial player is doing.

As for Diala's lightsaber, it is decent if you can get it early but yeah, you probably would want to replace it in tier 3.

What about Weapons and mods from Jabba expansion? :) bolt upgrade and new weapons seem very good.

Edited by Eyfrosyne

Thanks for the reminder. I have to get off my butt and do it.

But I have a done a bit of math.

Hand Cannon is basically a tier 2 in tier 1. Not a mod but it benefits a fair amount from extra ammunition.

Double Vibrosword isnt as good as BD-1 due to BD-1 having 2 slots.

Ryyk Blades are okay but pale compared to Electrostaff (but little does). The best use is likely on Onar with weighted head.

Modified Energy Cannon is good if you are throwing 3 dice and have 2 mods, which leaves Mak and Saska (Jyn too but she wants pistols) But Saska is probably better off with a tradional 1 mod weapon and using gadgeteer to add a 2nd mod, leaving Mak as the primary user.

As for the mods, changing dice really depends on the weapon whether it is good or not. In general they are better on 3 dice weapons than the 2 dice weapons but they are fine on some. The best use in general is to change a blue die to a red (or a yellow if you dont need the extra surge), this makes bolt upgrade very inferior to disruption cell, since disruption cell makes up for the range loss (and also does not exhaust). Energized hilt is much better, since changing a blue into a red (such as on the vibrosword) is very good (tho technically hilt+guard is still slightly better on that weapon).

Edited by Deadwolf

I have updated the main topic for Jabba's Realm

Shyla is very similar to Gaarkhan so anything he likes, so does she. The main exception is Vibrosword, which I talk about at length on her.

Vinto can use any ranged weapon, like Fenn. Bolt Slinger has synergy with the DT-12 Heavy Blaster Pistol and DDC Defender

Onar is mentioned a few times, but honestly, he can use any weapon in the game to good effect. Because of the nature of the red die, adding an extra red is going to affect every weapon relatively equally.

As for the weapons/mods my summaries above are mostly accurate.

Edited by Deadwolf

I don't know how I've missed this post in the past, but stumbling onto this today / last night was great. Thanks for the research!

The new Sniper scope with Tac Display/Sniper Scope & Disruption Cell/Plasma Cell take the crown away from Valken-38 for top ranged dps weapon.

The charge Pistol isnt worth the time.

The Polearm is fine and roughly on par with the other 2 cleave melee weapons, I am just not sure why the developers thought we needed this weapon.

The Hunter's Rifle is straight up worse than EE-3/A280. The dmg token makes up for the dmg differential but not the loss of a mod slot.

Drokkatta's Repeater Cannon is unmatched for ranged multi-target dmg and really should not be skipped imo.

I'll update the main post hopefully sooner rather than later.

Edited by Deadwolf
36 minutes ago, Deadwolf said:

The Polearm is fine and roughly on par with the other 2 cleave melee weapons, I am just not sure why the developers thought we needed this weapon.

I would say it's the dice pool. It's the first Rebel melee weapon with two native red dice I believe.

37 minutes ago, Deadwolf said:

The Hunter's Rifle is straight up worse than EE-3/A280. The dmg token makes up for the dmg differential but not the loss of a mod slot.

Geez, yeah... If it cost 450 I'd say at least it's a budget option, but at 600 credits, buying it can't be justified.