Weapons, mods, and Utilities
A weapon's AP cost determines how often an Operator can move, attack, or use support tools. Mods change its stats and effects, while Utilities add limited-use options such as grenades and Medkits.
Four base weapon families
Attack costs and ideal ranges differ, so compare the weapon's AP rhythm with the Operator's intended role before evaluating raw damage.
- Longarm
- Repeater
- Rifle
- Pistol
Weapon Mods change the job
Mods occupy weapon slots and can change stats or add effects. More slots become available through progression. Choose effects that match how often the weapon fires and which enemies the Operator usually attacks.

Utilities solve specific turns
Impact Bombs, Concussion Grenades, and Medkits are examples of equipable combat tools. Equip the tool that addresses the mission's likely threats instead of leaving every item in storage.
Where equipment comes from
- Operations
- Tactical Missions
- Black Market
Sources used 3
- OfficialEA gameplay overview
- OfficialEA-published community Q&A
- EditorialDantics complete starting guide