Build
A Squad With Its Weapon Mods Filled In
Three Operators as a launch-week guide actually played them, mods and Utilities included — the first build here to carry a loadout, because it is the first whose loadout somebody observed rather than reasoned.
- Confidence
- Strongly supported
- Verified
- 3 September 2026
- Version
- Pre-release evidence, plus retail launch-build observations (August 2026)
Build summary
Players who have reached the dual-Specialization unlock, have mods to fit, and want a starting point that somebody has actually played rather than argued for.
- Campaign phase
- mid
- Difficulty
- Any
- Game version
- Pre-release evidence, plus retail launch-build observations (August 2026)
- Strong against
- cover-heavy, elite, grouped enemies
This build has not been tested
Every mechanic cited below is confirmed and all of them exist in the retail build. The combination of them is our reasoning rather than anything played: this squad has not yet been tested by Zero Company Builds. It will be re-labelled when it has.
Loadout
The four bays
Weapon choices below are role-based. Damage and Action Point costs are in the database from launch-build reporting; accuracy is not, and no squad here has been tested end to end — so treat these as reasoned starting points rather than optimised picks.
Bay 1
Heavyrifle
Loadout · Concussion Grenades · Repulsor Units Mk. III · Deluxe Bacta Stim
The tank, maxing For My Brothers, Conditioning, Unstoppable and Bulwark. **No Weapon Mods are given for this slot by the source and none has been supplied here** — the guide names a loadout for the other two and not for this one, and filling it in would be this site's build wearing somebody else's byline. The weapon is the one inference on the page: the source names a DC-17M, which is a model rather than one of the game's four types, and it is filed as a Rifle.
Bay 2
Scoutlongarm
Loadout · Dual Coil Condenser · Superlight Stabilizer · Elite Targeting Scope · Custom RSKF-44 · Stabilizing Underlay · Targeting Visor Mk. III
The ranged damage, maxing Final Shot, Tactical Timing, Combat Recon and Pick Them Off. The three mods are the interesting part and they read as a coherent argument: a Condenser for critical damage, a Targeting Scope to cut what the enemy's Cover takes off the hit chance, and a Lightweight Stabilizer for the Evasion chance. The Barrel, Scope and Stabilizer slots are filled and **the Cell slot is empty** — the guide names three mods where four fit, and does not say whether that is a choice or a campaign that had not got there yet.
Bay 3
Mandalorian Warriorpistol
Loadout · Spiral Condenser · Assassin's Scope · Custom Ergonomic · Scattergun Mk. III · Targeting Visor Mk. III · Medpac Mk. III
No primary Specialization field: she is locked to Mandalorian Warrior, and the Gunslinger secondary is the choice only she can make. Her three mods are the Pistol argument in miniature — Assassin's Scope for +12% critical chance, a Spiral Condenser at +4 critical damage to cash it, and a Custom Ergonomic whose damage builds with each of the three shots a 1 AP weapon gets in a turn. Cell slot empty again.
Bay 4
Custom Operator
Medicrifle
**This slot is ours, not the guide's.** It covers three Operators and a squad holds four, and what the three have between them is one Medpac. On permadeath an Injury is a campaign event rather than a combat one, so the fourth bay is the one that stops the other three from being a one-mistake squad. No loadout is set on it, because nobody played it.
Reasoning
Why it works
Mechanic by mechanic. Anything stated as confirmed traces to a source listed at the bottom of this page.
- The reason to publish it is what it is *not*: reasoned. Every other build here starts from mechanics with published numbers and argues its way to a squad. This one starts from a squad somebody assembled and played, and the argument runs backwards — which is worth having precisely because the two methods can disagree, and where they agree the agreement means something.
- They agree on the buying order, and that is the strongest thing on this page. This site's reading of the mod system is that critical chance is bought before critical damage, because every weapon starts at 5% and a damage multiplier on a one-in-twenty event is close to worthless. Cly's loadout does exactly that: Assassin's Scope at +12% and a Spiral Condenser at +4 behind it. Nobody was reading this site when they built her.
- They agree again on where a per-attack effect goes. Custom Ergonomic increases Blaster Damage after each attack and expires at the end of the turn, so it is worth what the weapon's attack count makes it worth — and it is on the Blaster Pistol, at 1 AP a shot and three shots a turn. The Longarm slot got the critical-damage mod instead, which is the same reasoning pointing the other way.
- The Elite Targeting Scope on the Longarm is the one choice that reads as a correction to this site rather than a confirmation of it. The Scope slot's obvious pick is critical chance; Jae takes the Cover line instead. Against a dug-in enemy that is the difference between a shot that lands and one that does not, and a Longarm firing once a turn cares about landing far more than a Pistol firing three times does.
- What nobody can tell you from this page is whether the loadout is *good*. Three of the six mods have a published figure and three do not, and the guide gives no figures of its own beyond the Assassin's Scope. It is a loadout that was played, not a loadout that was measured.
Interactions
Synergies in this squad
Found by running these four Operators through the same engine the Squad Builder uses, so this page cannot claim a pairing the builder would not report.
- Combat Stim + GunslingerConfirmedA flat damage buff applied to the Operator who attacks most often in a turn.
- Displacement into OverwatchConfirmedPushing an enemy into a prepared reaction cone instead of waiting for it to walk in.
- Scout as the squad's Advantage batteryConfirmedThe one class that fills the shared pool on purpose rather than as a side effect of shooting.
- Bulwark gathers, Rocket Strike punishesTheorycraftManufacturing the clustered group that an area attack is normally waiting for.
- Heavy + MedicTheorycraftTurning squad-wide chip damage into damage on one predictable Operator.
Execution
Example opening turn
An AP and Advantage plan. Costs are unpublished, so the order matters more than the exact budget.
- Step 1
Turn 1 — Trick: advance and taunt with Bulwark, so the fire lands on the Operator built to take it rather than on the Longarm.
- Step 2
Turn 1 — Jae: fire from range. The Elite Targeting Scope is doing its work on this shot specifically, against whatever is in cover.
- Step 3
Turn 1 — Cly: close, then fire the Pistol as many times as the Action Points allow. Each shot after the first is worth more than the last while Custom Ergonomic is stacking.
- Step 4
Turn 1 — Medic: hold the action. Turn one is when the pool is empty and nothing has been injured yet.
- Step 5
Turn 2 onward — the Advantage pool is the constraint, not the loadout. Cly's ElectroWeb chain and Jae's Final Shot both want it, and the squad generates one point per damaging action.
Strengths
- The only build on this site whose Weapon Mods and Utilities are on the page rather than left to the reader, and the only one where they were observed rather than argued.
- It opens in the Squad Builder with the loadout already fitted, which no other build here does.
- Two of the three published loadouts independently follow the buying order this site derives from the mod system, which is a corroboration of the reasoning rather than of the build.
- It covers the three roles a squad most needs — a taunt, a long-range killer and a mobile spender — without needing a recruit that arrives late.
Weaknesses
- It is a guide's suggestion, not a measured result. The source presents these as builds worth trying and gives one number in the whole article.
- Three mods per Operator where four slots fit. The Cell slot is empty on both loadouts and the guide does not say why, so a reader following this exactly leaves a slot unused.
- Trick has no mods at all here, deliberately. That is a third of the squad's loadout missing rather than a design choice, and it is left visible instead of invented.
- Half the fitted mods have no published value — Superlight Stabilizer most of all, which is the one item the community catalogue offers and gives no effect text for.
- The fourth slot is this site's, so the squad is three-quarters published and one-quarter argued, which is an unusual thing for a page to be and is stated on the page as well as here.
- Nothing states whether the guide's Operators had four Modification Slots unlocked at all — which would make three mods a campaign state rather than a choice, and would mean there is nothing here to fill in.
Alternatives
Safer and more aggressive versions
Including what to do when an authored Operator in this squad is permanently lost.
- Fill the empty Cell slots
- Both published loadouts leave the Cell slot open. The Pistol wants the Incendiary or Shock line there — a per-hit status on the weapon that hits three times a turn — and the Longarm wants the Capacitor line, whose damage lands on the first turn's biggest shot. Neither is the guide's recommendation; both follow from its own reasoning.
- Safer
- Swap Cly's Medpac Mk. III for a second defensive Utility and let the Medic carry the healing. Her loadout is built to spend a turn attacking, and a Medpac is the one item on it that competes with doing so.
- More aggressive
- Drop the Medic for a Scoundrel and accept the Injury risk. Identify Weakness turns Jae's one expensive shot into a guaranteed critical, which is what the Dual Coil Condenser in her Barrel slot is waiting for.
What still needs testing
Play this squad in the retail build, recording version, platform and difficulty, then update the status label from theorycraft to tested. Specifically: measure whether the Elite Targeting Scope or a Critical Chance scope produces more damage on a Longarm against enemies in cover, since that is the one choice here that disagrees with this site's reading of the Scope slot.
Mechanics this build depends on
Other builds
Sources
- Best Builds in Star Wars Zero Company
FandomWire · Tier 3 — Retail review · accessed 3 September 2026
Supports: Bylined Soumyajit Mukherjee, published 1 September 2026. Three builds, presented as "worth trying" rather than as anything the developer endorses — that framing is why the records citing this are `community_build` rather than `retail_reported`. Trick, tank: Heavy + Soldier, maxing "For My Brothers, Conditioning, Unstoppable, and Bulwark"; weapon the DC-17M; Utilities Concussion Grenade, Repulsor Units MK. III, Deluxe Bacta Stim. **No Weapon Mods are given for this build.** Jae Mordant, ranged damage: Scout + Sharpshooter, maxing "Final Shot, Tactical Timing, Combat Recon, Pick Them Off"; weapon the Longarm; Weapon Mods Dual Coil Condenser, Superlight Stabilizer, Elite Targeting Scope; Utilities Custom RSKF-44, Stabilizing Underlay, Targeting Visor MK. III. Cly Kullervo, mobility and burst: Warrior + Gunslinger, "Combat Jump Lv. 2" plus maxed ElectroWeb abilities; weapon the Blaster Pistol; Weapon Mods Spiral Condenser, Assassin's Scope, Custom Ergonomic; Utilities Scattergun MK. III, Targeting Visor MK. III, Medpack MK. III. One numeric claim only: "Assassin's Scope increasing Critical Chance by 12%", which corroborates Mobalytics and Hack the Minotaur. Of Custom Ergonomic it says only that it "adds another point of Blaster Damage" — no figure, and notably **not** the +2 the community catalogue gives for it. Each build names three mods where a fully upgraded weapon holds four, and the guide does not say which slot is left empty.
- Zero Company build planner and item database
zerocompany.tools · Tier 4 — Community testing · accessed 3 September 2026
Supports: Unofficial, unbylined, self-described as maintained by "a community contributor" not affiliated with Lucasfilm, Bit Reactor or EA, with its data "extracted directly from the game build 24874058". Two pages read: /build-planner for the pickers and /builds for item effect text. The planner offers four mod slots labelled **Barrel, Cell, Scope and Stock** — the fourth disagrees with Power Up Gaming, Hack the Minotaur and TheGamer, all three of which call it Stabilizer; this database keeps Stabilizer and records the variance. Three Utility slots. Four weapon classes: Blaster Pistol, Blaster Rifle, Repeater, Longarm Blaster. Three roster-wide weapon upgrades: Grenade Throw Distance +2.0m, Teamwork Assist Damage I +2, Teamwork Assist Damage II +2 additional. **No armour or armour-mod category of any kind**, and the character sheet shows Health, Attack, Accuracy, Defense and Armor as statistics rather than as equipment slots. Sixty-four mods, four ordered steps per line. BARREL: Amplifier, Second Generation Amplifier, Dual Amplifier, Crystalline Amplifier / Single Coil Condenser, Dual Coil Condenser, Spiral Condenser, Dual Spiral Condenser / Basic Adjuster, Phase Adjuster, Pirate Adjuster, Enigma Adjuster / Rapid Cycler, Turbo Cycler, Lightning Cycler, Quicksilver Cycler. CELL: High-Energy Capacitor, Hypercharge Capacitor, Ultradense Capacitor, Supernova Capacitor / Incendiary Modulator, Advanced Incendiary Modulator, Inferno Modulator, Wildfire Modulator / Ion Modulator, Grade II Ion Modulator, Superior Ion Modulator, Pulsed Ion Modulator / Shock Modulator, Voltage Modulator, Hypervolt Modulator, Lightning Modulator. SCOPE: Long Range Scope, Advanced Range Scope, Horizon Scope, Limitless Scope / Precision Scope, Sniper’s Scope, Assassin’s Scope, Executioner’s Scope / Targeting Scope, Enhanced Targeting Scope, Elite Targeting Scope, Auto-Scope / Tracking Scope, Advanced Tracking Scope, Hunter’s Tracking Scope, Stalker Scope. STOCK: Balancing Stabilizer, Advanced Balancing Stabilizer, Auto-calibrating Balancer, Experimental Model-8 Balancer / Bracing Stabilizer, Advanced Bracing Stabilizer, D-X9 Bracing Stabilizer, D-X22R Elite Brace / Ergonomic Stabilizer, Custom Ergonomic, Type-K Ergonomic, IQ Ergonomic / Lightweight Stabilizer, Superlight Stabilizer, Ultralight Stabilizer, Weightless Stabilizer. Seventy-eight Utilities: Attuned to All Things, Auto-Rangefinder, Bacta Stim, Bonded to the Blade, Concussion Grenade (+ Mk. II, III, IV), Control Pain, Custom RSKF-44, Deluxe Bacta Stim, Double-dose Bacta Stim, Droid Dismantler, Droid Popper (+ Mk. II, III), Experimental Repulsor Units, Fast Healing, Firebomb (+ Mk. II, III), Flamethrower (+ Mk. II, III, IV), Fortified Will, Gas Dispenser (+ Mk. II, III, IV), Hunter’s Rangefinder, Hyper-Bacta Stim, Hyperinsulated Underlay, Impact Bomb, Impact Underlay, Ion Blaster (+ Mk. II, III, IV), Listen Through Chaos, Medpac (+ Mk. II, III, IV), Presence in the Force, Prototype Imploder, Rangefinder, Reinforced Underlay (+ Mk. II, III), Remachined RSKF-44, Repulsor Units (+ Mk. II, III), Restored RSKF-44, Scattergun (+ Mk. II, III, IV), Serenity, Smoke Bomb (+ Mk. II, III), Stabilizing Underlay, Surging Harmony, Targeting Visor (+ Mk. II, III), Thermal Detonator, Thermal Imploder, Tranquility, Trauma Kit (+ Mk. II, III, IV), Visions of the Future, Visions of the Past, Worn RSKF-44. Item effect text quoted verbatim from /builds: Dual Coil Condenser (Barrel) "Increases Critical Hit Damage by +3 when firing this blaster."; Spiral Condenser (Barrel) "Increases Critical Hit Damage by +4 when firing this blaster."; Elite Targeting Scope (Scope) "Reduces the Chance-To-Hit penalty provided by an enemy’s Cover by 20%."; Lightweight Stabilizer (Stock) "Provides a 15% chance to gain Evasion when firing this blaster if this Operator does not already have this effect."; Custom Ergonomic (Stock) "Increases Blaster Damage by +2 after attacking with this blaster. This bonus expires at the end of the turn and has a maximum."; Targeting Visor (Utility) "Increases this Operator’s Chance to Hit by +5% and Critical Chance by +6%." **Checked for and absent**: Superlight Stabilizer, which the planner offers and this page gives no effect text for.
- Star Wars Zero Company: Best Weapon Mods
Power Up Gaming · Tier 3 — Retail review · accessed 3 September 2026
Supports: Bylined Serhii Patskan, 2 September 2026; no update date shown. The structural claim, verbatim: "Each category of weapon mods…includes four different types or lines of mods on various tiers. The effects stay the same on the different tiers, except for the range of their values." Then four slots with four lines each, each line given an effect, a published span and the mod the guide names as the top of it. BARREL — Amplifier, "+1 to +4 Blaster Damage at Close Range", top Crystalline Amplifier; Condenser, "+2 to +6 Critical Hit Damage", top Dual Spiral Condenser; Adjuster, "Reduces enemy Defense by 1–4 on hit (expires at the end of turn)", top Enigma Adjuster; Cycler, "6–15% chance to restore 1 AP after attacking", top Quicksilver Cycler. POWER CELLS — Capacitor, "+2 to +6 Blaster Damage on the first turn of each combat", top Supernova Capacitor; Incendiary/Modulator, "Inflicts 1–4 stacks of Burning on hit", top Wildfire Modulator; Ion, "+1 to +4 Blaster Damage vs Droids and Ray Shields", top Pulsed Ion Modulator; Shock, "25–100% chance to Shock on hit", top Lightning Modulator. SCOPE — Range, "Reduces or fully removes Chance-to-Hit penalties from Range", top Limitless Scope; Crit Chance, "+6% to +15% Critical Chance", top Executioner’s Scope; Cover/Targeting, "Reduces or fully negates the enemy Cover bonus to hit chance", top Auto-Scope; Tracking/Assist, "+1 to +8 Assist Damage", top Stalker Scope. STABILIZER — Balancer, "+1 to +2 Defense after attacking (expires at the end of turn, limited stacks)", top Experimental Model-8 Balancer; Bracing, "+1 to +4 Blaster Damage if the operator has not moved this turn", top D-X22R Elite Brace; Ergonomic, "+1 to +3 Blaster Damage after attacking (stacks up to the max during turn)", top IQ Ergonomic; Lightweight, "15–33% chance to gain Evasion on fire", top Weightless Stabilizer. One wording differs from the rest of this database and is kept verbatim rather than normalised: the second slot is called POWER CELLS where two other guides call it Cell. The fourth it calls STABILIZER, which matters because the community catalogue calls that same slot Stock. **Checked for and absent**: any per-step name below the top of a line, any rarity, any acquisition source, and any statement of how many tiers a line has beyond "various".


