Cly with Blaster Pistol
GamesRadar exampleGamesRadar uses Cly as a mobile pistol example. The low-cost shot pattern supports movement and repeated attacks while her other tools create control opportunities.
Pre-release reference — content last verified August 28, 2026
External Guide synthesis
The useful question is which weapon supports the Operator's turn pattern. Current guide data records four weapon types, each trading AP, range, damage, and mobility differently.
These action patterns come from the GamesRadar guide and need final interface verification.
| Weapon type | Recorded action logic | Best fit | Status |
|---|---|---|---|
| Blaster Rifle | The first shot in a turn is recorded as lower cost, with later shots costing more. | Flexible Operators who need movement and steady fire. | Guide claim |
| Blaster Pistol | Each shot is recorded as low cost, with lower individual damage and strong mobility value. | Cly-style mobile attackers and weak-target cleanup. | Guide claim |
| Longarm Blaster | Each shot is recorded as a larger AP investment with higher range, damage, and Critical potential. | Sharpshooter-style protected firing positions. | Guide claim |
| Repeater | The guide records the weapon as spending the remaining AP for one concentrated damage turn. | Operators who can stay in place and focus one target. | Guide claim |
Use these examples to connect the weapon decision to the role you want to see on the battlefield.
GamesRadar uses Cly as a mobile pistol example. The low-cost shot pattern supports movement and repeated attacks while her other tools create control opportunities.
A Longarm Blaster supports a protected, long-range position. It fits the guide's Luco example when the mission gives the squad a useful sightline.
When you have not decided how an Operator should spend a turn, the balanced rifle pattern is easier to read and adjust than an all-in or highly specialized choice.
Repeater rewards staying put and reserving AP for concentrated fire. It loses value when movement, cover changes, or objective interaction consumes the turn.
The recorded route places weapon changes between missions in the Den.
Make equipment changes between missions rather than treating the battlefield as the main loadout screen.
GamesRadar places the Armory near the central map table and associates it with Neesh. Use the final Den layout to confirm the exact location.
Choose the character, compare the available weapon pattern, and check how the change affects movement, range, and the AP left for abilities.
The guide describes Weapon Mods as a way to adjust properties or appearance. The final drop sources and attribute pool require launch-build evidence.
Some characters do not follow the four-gun comparison.
The weapon categories are useful for navigation and planning, while the exact combat math remains provisional.
Continue reading