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Database · 59 entries

Zero Company abilities database

26 abilities are named by an official source and 4 more were observed by previewers playing a pre-release build. Costs are recorded only where a source states one. The retail build shows the rest, and this page grows as they are read into the database.

59 Star Wars Zero Company abilities have been named so far, and that is the complete list anyone outside Bit Reactor has. 26 come from EA or a developer interview and 4 from previewers playing a pre-release build. Costs are recorded only where a source published one — several Advantage prices and a handful of Action Point costs — so a cost reads “Unknown” here rather than being estimated.

Grouped by owner. Abilities belonging to a Specialization are available to any Operator who takes that class; the rest belong to one character. Where an ability was observed in a preview but never named on screen, the name here is descriptive and marked as such on the owning page.

Assault

AbilityCostEffectStatus
Sweeping SalvoadvantageCosts 4 Advantage rather than an Action Point. Sweeps a large cone with blaster fire, damaging everything inside it and applying Disoriented, which imposes a 20% chance-to-hit penalty on the affected enemies. **The cone is the whole of its reach**: from Patch 1.1 enemies outside the targeting cone are no longer hit, which the launch build did. Usable three times per combat, with no limit on how many of those come in one turn. Retail ability cards give its base damage as 14, 15, 16, 17 and 18 across the first five ranks, reaching 20 at the sixth, and its effective range as 12 metres widening to 18. It scales with blaster damage mods and effective range, and cannot critically hit until the sixth rank removes that restriction.Retail-reported
Bull RushapA melee charge that grants 2 metres of bonus movement at first rank, rising to 8 across five ranks, then slams into the target and pushes it backwards. A pushed enemy that collides with anything takes 4 impact damage. Being melee, it cannot miss, and it still receives the Assault's Strike the Flanks critical bonus.Preview-reported
Fleet of FootfreeIncreases this Operator’s First Movement by 1.0m. Its Focus Tree ranks raise the figure; only the first is published.Confirmed
Strike the FlanksfreeThis Operator gains a +20% Critical Chance bonus against Exposed enemies.Confirmed

Gunslinger

AbilityCostEffectStatus
Quick DrawapCosts one Action Point and fires a fast sidearm pistol shot, separate from the Operator’s primary blaster. At first rank it deals 8 base damage and applies a 25% chance-to-hit range penalty; the six ranks raise the damage to 14 and remove the penalty outright at the last of them. If the shot defeats its target the Action Point is refunded. It does not trigger enemy Overwatch or Retaliation, and as a sidearm attack it takes no benefit from Weapon Mods.Retail-reported
Open FireadvantageCosts 9 Advantage and fires two attacks, either at one target or split between two. Both shots carry whatever Onslaught damage the Gunslinger has stacked that turn. Five ranks raise it to three shots and add a 20% chance-to-hit bonus. It has no per-turn use limit.Confirmed
Keen EyefreeIncreases this Operator’s Critical Chance for all Ranged Attacks by +6%. It costs nothing and cannot be switched off. Its Focus Tree row runs to five ranks; only the first rank’s figure is published.Retail-reported
OnslaughtfreeEach attack within a single turn grants this Operator +1 Blaster Damage. The bonus applies only to attacks made with the Operator’s primary blaster.Retail-reported

Heavy

AbilityCostEffectStatus
BulwarkadvantageTaunts every enemy inside a large target area, compelling them to attack the Heavy, and raises the Heavy's Defense by 2 for the rest of the turn. Each rank widens the area and increases that Defense bonus, reaching 6 at maximum — a second guide now reports the same ladder, up to a 24-metre cast range over an 8-metre area at +6 Defense. The final rank also grants Impervious, which makes the Heavy immune to all status effects, and Immovable, which prevents it being pushed. **Immovable did not apply its bonuses at all until Patch 1.1**, so the sixth rank is worth more now than it was at launch. Usable once per turn.Retail-reported
UnstoppableapCosts 1 Action Point and grants 2 stacks of Retaliation. Each incoming attack burns a stack to counterattack the attacker. Ranks raise the counterattack damage to a maximum of +4, and the final rank allows it to be cast on an ally rather than the Heavy, where a guide also reports a ceiling of 4 Retaliation stacks.Confirmed
ConditioningfreeIncreases this Operator’s Max Health by +4. Its Focus Tree ranks raise the figure; only the first is published.Confirmed
Heavy Armor TrainingfreeIncreases this Operator’s Defense by +2. Its Focus Tree ranks raise the figure; only the first is published.Confirmed
Intimidating PosturefreeThis Operator’s primary Blaster Attacks now taunt the target on a hit. A launch-week guide reports the Taunt also firing from blaster-based area attacks and from Assist Attacks, which is a much wider trigger than the wording on the ability card. It cannot be upgraded, so it has no Focus Tree row.Confirmed

Medic

AbilityCostEffectStatus
Combat StimapThrows a stim to a target ally — or uses it on the Medic — granting the Stimulant buff, which raises max health and damage for two turns. Each rank increases the duration and the values; at the final rank the buff lasts the whole fight and grants +3 damage and +12 health. The health arrives as temporary health added on top of current HP, so an Operator at 1 HP jumps to 13.Confirmed
Morale BoostadvantageCosts 7 Advantage and grants this Operator and nearby allies 4 stacks of Morale. At the start of an Operator's turn they heal for twice their remaining stacks and then lose one — 8, then 6, then 4, then 2, for 20 healing in total. At maximum rank it grants 10 stacks, healing 110 over ten turns. Morale also cancels the chance-to-hit penalty an injured Operator suffers.Confirmed
Lifesaving MeasuresfreeMedpacs used by this Operator restore an additional +5% Health. Its Focus Tree ranks raise the figure; only the first is published.Confirmed
First ResponderfreeThis Operator is permanently equipped with a Medpac that does not use a utility slot. When this Operator rescues an ally with Rally, that ally is Fully Healed.Confirmed

Scoundrel

AbilityCostEffectStatus
Identify WeaknessapA Fast Action costing 1 Action Point. Applies Vulnerable to a single enemy, and the next attack against that enemy critically hits. Each rank extends its range; the final rank applies Vulnerable twice, so the next two attacks both crit.Confirmed
Easy MarkadvantageCosts 7 Advantage to mark a single enemy. Whenever an ally attacks that target the Scoundrel assists, and if the attacker scores a critical hit the assist critically hits too. Each rank raises the assist's critical damage to a maximum of +6, and the final rank removes the once-per-turn restriction. The mark does not expire at the end of the turn.Confirmed
Never Play FairfreeIncreases this Operator’s Assist Damage by +1. Its Focus Tree ranks raise the figure; only the first is published.Confirmed
Scoundrel’s InstinctfreeAll of this Operator’s attacks Penetrate the target’s defenses, ignoring up to 4 points of Defense. Its Focus Tree ranks raise the figure; only the first is published.Confirmed

Scout

AbilityCostEffectStatus
Combat ReconapA Fast Action costing 1 Action Point, usable once per turn. Assesses an area, granting 1 Advantage for every enemy inside it and revealing hidden enemies. Its range and radius grow with rank, from 16 metres at the first to 24 metres and a 7-metre area at maximum.Retail-reported
The SpotterapA passive. Any enemy the Scout damages with a blaster becomes Spotted, and Spotted removes the hit-chance penalties that distance and smoke would otherwise impose on attacks against that target — for every Operator, not just the Scout.Preview-reported
AmbushapCosts 1 Action Point and consumes all banked Advantage, requiring at least 4. Damage scales with the amount spent — 2.5 bonus damage per Advantage, rising to 5 per Advantage at maximum rank, so a full pool of 10 becomes 50 bonus damage on top of the base hit. Usable once per turn.Confirmed
Tactical TimingfreeProvides a 20% chance to gain +1 Advantage when this Operator defeats an enemy. Its Focus Tree ranks raise the figure; only the first is published.Confirmed

Sharpshooter

AbilityCostEffectStatus
Precision ShotadvantageSpends Advantage to fire a shot that cannot miss. Each rank raises its base damage and its critical damage, reaching a 50% critical damage bonus at maximum. Usable once per turn.Retail-reported
Zero InapCast on the Sharpshooter itself, granting 3 stacks of Lethal. Each stack is worth +5% chance to hit and +3% critical chance, so the opening rank gives +15% and +9%. Ranks raise it to 8 stacks, for +40% chance to hit and +24% critical chance. All stacks are lost if the Operator moves or is knocked out of place.Confirmed
Pick Them OfffreeIncreases Overwatch Chance-To-Hit by +5% and Overwatch Damage by +2. Its Focus Tree ranks raise the figures; only the first is published.Confirmed
Sharpshooter TrainingfreeThis Operator has a +10% Chance-To-Hit bonus on all Blaster Attacks. Its Focus Tree ranks raise the figure; only the first is published.Confirmed

Soldier

AbilityCostEffectStatus
Rocket StrikeadvantageCosts 10 Advantage and no Action Points at all. It fires a rocket that detonates on impact, damaging all targets caught in the blast and destroying cover — and because it spends nothing from the turn, it can be fired after the Operator has already moved and attacked. Retail ability cards give its base damage as 12, 16, 20, 24 and 28 across the first five ranks, reaching 34 at the sixth, where survivors are also left Vulnerable so the next attack against each of them critically hits.Confirmed
Brutal StrikeapA melee action costing 1 Action Point, usable once per turn. Deals melee damage and applies Dazed, which prevents the target attacking on its turn. Retail ability cards give its base damage as 12, 13, 14, 15 and 16 across the first five ranks, reaching 18 at the sixth, where it applies Stunned instead of Dazed. Unlike Bull Rush it adds no movement of its own and does not push.Confirmed
StrengthfreeIncreases Melee Damage by +2 and increases the throw range of all Grenades by +2.0m. Its Focus Tree ranks raise the figures; only the first is published.Confirmed
ArmsmasterfreeIncreases Blaster Damage and Grenade Damage by +2. Its Focus Tree ranks raise the figures; only the first is published.Confirmed

Astromechs

AbilityCostEffectStatus
Astromech comm linkapTransfers an Action Point to another Operator. Requires proximity — a previewer checks whether he is close enough before using it.Preview-reported
Astromech enhanced scannerapScans the battlefield, raising the squad's hit chance against the enemies it reveals.Retail-reported
Coordinated SupportadvantageGrants all Operators 1 Action Point, up to the normal ceiling of three. It costs 10 Advantage at the first rank, falling to 6 by the fifth, and the sixth rank grants 2 Action Points instead of 1.Retail-reported
Extended StoragefreeAll Utility Items that have limited uses can be used +1 additional time. It has no Focus Tree row of its own — it is the first step of the astromech's single four-tier passive line.Retail-reported
Storage OptimizationfreeAll Utility Items that have limited uses can be used +1 additional time, stacking with Extended Storage's use rather than replacing it. It has no Focus Tree row of its own — it is the fourth step of the astromech's single four-tier passive line.Retail-reported
Improved MotorsfreeIncreases the astromech's Movement by +1.0m. The source states the bonus affects all movements. It has no Focus Tree row.Retail-reported
Hardened FramefreeIncreases the astromech's Defense by +2. It has no Focus Tree row.Retail-reported
Built-in ThrustersfreeAllows this Operator to jump vertically without restrictions. It has no Focus Tree row.Retail-reported
Self RepairapRestores 50% of the astromech's maximum health, consuming its remaining Action Points as a final action. It is available every turn. Astromechs cannot be healed by Medpacs, which say so on the item card — "Cannot be used on Droids" — so this is the only way a droid recovers.Retail-reported
Predictive AnalyticsadvantageAll allies gain Defense for the rest of the turn. The ability card reads "Nothing beats these odds". Five ranks grant +2, +3, +4, +5 and +6 Defense. **No Advantage cost is published for it**, which is unusual for an Ultimate and is the source's omission rather than the ability being free.Retail-reported
Deep Target ScanapConducts an intensive analysis on one enemy: Scans and Spots the target and removes all Evasion. Costs 1 AP. Five ranks extend effective range from 14.0m to 24.0m.Retail-reported
Self PreservationfreeWhen the astromech is hit by an Overwatch or Retaliation attack it gains 1 Action Point. Cannot Upgrade.Retail-reported
TelemetryfreeIncreases Chance-To-Hit by +5% for all Operators on the team. Cannot Upgrade.Retail-reported
Perfect IntegrationfreeWhen the astromech is attacked, its data increases a random teammate's Defense by +1 for the rest of combat. Cannot Upgrade.Retail-reported

Cly Kullervo

AbilityCostEffectStatus
Electro Web DartadvantageFor 2 Advantage, shocks a single target. It halves that enemy's movement and ignores evasion, so it lands regardless of how hard the target is to hit. The target is then tagged for Electro Web Surge.Retail-reported
Electro Web SurgeadvantageCreates an electrical blast centred on Cly and a second blast around every enemy tagged with Electro Web Dart. The blasts ignore Defense. Where two blasts overlap, an enemy caught between them takes both.Retail-reported
RuthlessfreeIncreases Cly's Critical Damage, from +2 at the first rank to +6 at the fifth.Retail-reported
Mandalorian Armor TrainingfreeCly gains a base Defense of 3 and a jetpack, which lets her execute free vertical transitions. It has no Focus Tree row.Retail-reported

Hawks

AbilityCostEffectStatus
Pico-5advantageGrants a targeted ally one additional Action Point for the turn, paid for in Advantage rather than Action Points, so Hawks can use it after moving and attacking. Each use also adds 4 Bond Points to the Bond between Hawks and that ally, capped at 20 Bond Points per character per mission. A previewer spending it pre-launch named the cost as 3 Advantage; the retail guide that names the ability does not repeat a figure.Retail-reported

Kabb Uppercut

AbilityCostEffectStatus
UppercutapOnce per turn, for 1 Action Point plus more depending on the distance travelled, Kabb rushes an enemy, strikes them for melee damage and knocks them backwards. A kill refunds every Action Point the ability consumed, the travel included.Confirmed

Tel-Rea Vokoss

AbilityCostEffectStatus
Force PushapLaunches a targeted enemy in a direction, dealing extra damage for every object they collide with on the way, or killing them outright if they go off a ledge. Ranks raise the base damage, and the final rank also Disorients the target, cutting its chance to hit by 20%. It deals Force Damage, and Patch 1.1 settles how that scales: the Ranged Damage Cross Training applies to it once rather than twice, and Critical Damage bonuses apply to it at all, which they did not before.Confirmed
ShockwaveadvantageFor 6 Advantage, an area Force push that displaces all enemies around her simultaneously and throws them a long way back. One observed use scattered three droids and killed two more enemies outright by pushing them into hazards. Its final upgrade grants Harmony for every enemy hit. Like her other Force attack it takes the Ranged Damage Cross Training once from Patch 1.1, and accepts Critical Damage bonuses, which it did not before.Retail-reported
Noble StanceapA directional deflection shield that you aim, like an Overwatch cone. It consumes all remaining Action Points and adds 10% deflection for each one spent, on top of the 30% base from Padawan Training and 4% per Harmony stack. Shots it deflects are reflected back at the enemy who fired them.Preview-reported
Padawan TrainingfreeAllows Tel-Rea to deflect blaster attacks at all and sets the base chance she does it with — +30% at the first rank. Later ranks add +1.0m Movement, +10% Melee Critical Chance, and the second and third Meditation slots.Retail-reported
Move With The ForcefreeTel-Rea can execute Vertical Jumps without climbing or using a ladder. It has no Focus Tree row.Retail-reported

Trick

AbilityCostEffectStatus
Trick's explosive strikeadvantageKept as a record of how this attack was evidenced before it was identified, not as a separate ability. Two written previews described Trick charging a long-range explosive strike, one pricing it at 10 Advantage; two more described him firing a rocket launcher that destroys cover and hits clustered enemies. All four were watching the Soldier's Rocket Strike, on an Operator whose starting Specialization is Soldier.Outdated

Open questions

Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.

  • The complete ability list for all eight Specializations — Ultimate, Standard and Passive.
  • The Action Point and Advantage costs still reading Unknown above. Rocket Strike's Advantage cost is the most valuable of them: a figure of 10 circulates and traces only to fan sites.
  • Targeting rules, ranges, durations and cooldowns.
  • Whether any ability other than Sweeping Salvo has a per-mission use limit.
  • Whether Sweeping Salvo's three uses reset per combat or per mission — the two sources that describe the cap do not agree on which.
  • Whether Identify Weakness guarantees a critical hit or increases the chance.
  • Combat Stim's damage and health values, and whether the buff applies per attack or per turn.
  • The in-game names of abilities entered here with descriptive ones.

Sources

  • Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again

    Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026

    Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters

  • STAR WARS Zero Company™ Specializations and Weapon Classes

    EA Help · Tier 1 — Official · accessed 30 August 2026

    Supports: "Every Specialization includes a unique set of abilities" and "Each Specialization includes three types of abilities" — Ultimate ("a Specialization's most powerful ability"), Standard ("an active ability you can use during combat") and Passive ("always-active abilities... without needing to be activated"). Note that this is three *types*, not three abilities: nothing on the page says how many Passives a Specialization has, and the per-Specialization ability lists sit behind collapsed accordions that are not in the retrieved text. "Most abilities cost Action Points (AP) to use... These special abilities cost Advantage instead of AP. Advantage is a shared resource that your squad can earn as a battle progresses." On authored characters: "Authored Operators have assigned Talents that you can't change, and some Authored Operators have Specializations that you can't change." On dual specialization: "Later in the game, you'll be able to choose an additional specialization for your Operators." Combat stat definitions — Weapon Damage "The amount of damage dealt by the weapon when attacking"; Critical Hit Damage "The additional damage applied when an attack Critically Strikes"; Critical Chance "The chance the weapon has of critically striking a target for extra damage"; Range "The optimal weapon range for combat. Attacking outside of this range incurs a Strike Penalty." All four Weapon Class panels, read on 2026-08-30 by expanding the page's accordions in a browser — combat stats as printed: Blaster Rifle "Weapon Damage 10, Critical Hit Damage +6, Critical Chance 5%, Range Medium"; Repeater "8, +4, 5%, Medium"; Blaster Pistol "6, +4, 5%, Short"; Longarm Blaster "12, +12, 5%, Long". **All four are 5%.** Action types and costs, verbatim: the Blaster Rifle is fired "once per turn as a Fast Weapon using 1 x AP" with "additional shots in the same turn cost 2 x AP"; the Blaster Pistol "is a Fast Action weapon, which means each shot costs 1 x AP"; the Longarm Blaster "is a Slow Action weapon, which means each shot costs 2 x AP"; and the Repeater "deals significantly more damage if you invest additional AP while firing it. The more AP you spend, the more Rapid Fire Damage it deals", with no fixed figure given. The eight per-Specialization panels expand too, but their ability lists are **inside screenshots** rather than in text — the Assault panel's image reads "SWEEPING SALVO / ULTIMATE / Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone", "BULL RUSH / STANDARD / Charge into an enemy, dealing Melee Damage and Pushing it backwards", "FLEET OF FOOT / PASSIVE / Increases this Operator's First Movement by 1.0m", "STRIKE THE FLANKS / PASSIVE / This Operator gains a +20% Critical Chance bonus against Exposed enemies". An image caption on the same page names a "Final Action attack". Page header "Updated 2 days ago", retrieved 2026-08-30.

  • Lead Zero Company To Victory on August 27

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options

  • All Companion Abilities & Skills | Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 20 August 2026

    Supports: 1:05–3:40 Kabb — starts Scoundrel; Uppercut costs 1 AP plus travel, once per turn, and refunds every point spent on a kill. 5:05–7:00 Trick — starts Soldier; For My Brothers rank by rank: half health, full health, no Injury, then an immediate stand-up refunding 1 AP. 7:02–8:34 Jae — starts Assault, changeable; Final Shot fires once per turn at 4 health or less, rising to 10, cannot miss, and is inactive while she is dead. 8:34–13:50 Tel-Rea — Specialization cannot be changed; Padawan Training's 30% base deflection; Harmony at 4% per stack to six; Noble Stance at +10% per AP; Lightsaber Strike at +4 damage per stack, consuming three; Shockwave at 6 Advantage; Force Meditations in place of Utilities, one slot rising to three; Force Pull, Lightsaber Throw and Elegant Weapon in place of a second Specialization. 13:50–17:55 Cly — Specialization cannot be changed, but dual Specialization adds any of the eight; +3 base Defense from Mandalorian armour; Combat Jump at 2 Advantage and no AP, triggering neither Overwatch nor retaliation; Ruthless at +2 critical damage rising to +6; Electro Web Dart at 2 Advantage; Electro Web Surge detonating on every darted target and ignoring Defense. 17:55–20:05 Luco — starts Sharpshooter; Combat Gas at 2 Advantage, no AP, once per battle, granting Sharpened Senses stacks worth +5% hit and +1 ranged damage each, two rising to six, one consumed per ranged attack. 20:05–21:15 Astromechs — three Utility slots, no blaster, an Action Point handed to another Operator, and an extra passive, ability and Ultimate at dual Specialization

  • All Star Wars Zero Company Focus Trees and Skills

    Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026

    Supports: Every Focus Tree in one index, with a per-tier table for each ability. Jedi Padawan — Shockwave (Ultimate) "Drive the Force outward in a focused burst, dealing Force Damage and Pushing nearby enemies back. Costs 6 Advantage", six tiers of "18 Base DMG; Area Effect 5.0m" rising to "30 Base DMG; Area Effect 5.0m; Gain Harmony for each enemy hit"; Push (Standard) "Forcefully Pushes an enemy in the chosen direction, dealing Force Damage. +4 Impact damage for each object struck. Costs 1 AP", six tiers of 12, 13, 14, 15, 16, "18 Base DMG; also Disorients"; Nobel Stance (Final Action) "Increase Deflection by defending in place against Blaster Attacks... Increases Deflection Chance by +10% for each AP used", Cannot Upgrade; Padawan Training (Passive) five tiers "+30% Deflection Chance", "Movement +1.0m", "+10% Melee Critical Chance", "Equip a second Meditation", "Equip a third Meditation"; Move With The Force (Passive) "Tel-Rea can execute Vertical Jumps without climbing or using a ladder", Cannot Upgrade; and the fixed Talent Strong with the Force at five tiers, 2 stacks of Harmony rising to 6. Mandalorian Warrior — ElectroWeb Surge (Ultimate) "Costs 4 Advantage", six tiers 12 to 18 Base DMG; ElectroWeb Dart (Standard) "Costs 2 Advantage", six tiers of Effective Range 14.0m rising to 24.0m; Ruthless (Passive) five tiers "+2 Critical Damage" to "+6 Critical Damage"; Mandalorian Armor Training (Passive) "Cly gains base defense of 3 and a Jetpack, allowing her to execute free vertical transitions", Cannot Upgrade; and the fixed Talent Combat Jump at four tiers, "Jump up to 14m", 17m, 20m, "Jump up to 23m; inflicts 4 stacks of Burning". Astromech — Coordinated Support (Ultimate) "Grant all Operators 1 AP (Operators cannot have more than 3 AP)", six tiers costing 10 Advantage falling to 6 and granting 2 AP at tier 6; Enhanced Scanners (Standard) "All effected enemies are Scanned, negating all Defense and making those enemies easier to hit. Costs 1 AP", six tiers of Effective Range 14.0m to 24.0m with "Each target has a chance to be made Vulnerable" at tier 6; five passives marked Cannot Upgrade — Extended Storage and Storage Optimization both "All Utility Items that have limited uses can be used +1 additional time", Improved Motors "+1.0m Movement", Hardened Frame "+2 Defense", Built-in Thrusters "jump vertically without restrictions"; and the fixed Talent Built-In Comlink at three tiers, "+1 AP; 1 per turn", "2 per turn", "Unlimited". The eight standard Specialization tables reproduce the per-class guides already registered above. No Focus Point cost is given for any node. Bylined Hack The Minotaur

  • STAR WARS Zero Company — Patch 1.1 Notes

    Electronic Arts · Tier 1 — Official · accessed 14 September 2026

    Supports: Published 9 September 2026, the first post-launch patch; re-read in full on 14 September 2026, when it was still the newest entry on EA's News & Updates page. **Every item below is listed by EA under bug fixes**, which is what makes each one a statement about 1.0 as well as about 1.1. Secondary Specializations: their passive Cross Trainings "now correctly enter the selection pool at Relationship +8", and Secondary Specializations "now count for Specialization-specific Operation requirements and results". Chance-to-Hit: attacks displayed at 100% "can no longer erroneously miss". Scattergun: Tiers II, III and IV "no longer incorrectly use Tier I values". Droid Dismantler: Harmony "is granted only on Droid deaths, not on every enemy death". Tel-Rea: the Ranged Damage Cross Training bonus "is now applied once rather than twice" to her Force attacks, and Critical Damage bonuses "now correctly apply" to them. DC-17m Anti-Armor: it "can now critically hit" and "receives damage bonuses that apply to grenades". Ion Blasters "no longer double Critical Damage". Sweeping Salvo: "enemies outside the targeting cone are no longer hit". A Life of Labor II "can no longer infinitely accumulate bonuses when purchased repeatedly". Immovable: the status "now provides its intended bonuses". Bacta Tank, missed on the first read and added 14 September: "Fixed an issue where the Bacta Tank could be used more than one in a cycle" — EA's wording, typo included; the intended rule is one use per cycle. Overwatch, three lines, quoted verbatim on 14 September because the first pass had paraphrased the first of them too loosely: "Fixed an issue where Overwatch shots triggered against attackers caused the enemies to fire through solid objects at Operators they couldn't see" — an enemy-side line-of-sight failure, not the player's reaction shots passing through walls; "Fixed some instances of Overwatch triggering on a unit outside of the targeting cone"; and "Fixed various Overwatch issues that caused enemies and Operators to be unintentionally attacked". A fourth mentions it in passing: "Fixed a turn ordering issue that caused the Coil Captain to heal a target already slain by Overwatch". **Checked for and absent**: any figure for anything — no Scattergun tier statistics, no Harmony amount, no DC-17m damage, no figure for what Immovable now provides, no Bacta Tank cost. Also absent: any fix for Overwatch *failing* to trigger. Every Overwatch line corrects a shot that should not have happened, and none claims a shot that should have happened now does.

  • Ultimate Star Wars Zero Company Classes Guide

    Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026

    Supports: Per-class ability tables. Soldier — Rocket Strike "Tier 1: 12 Base DMG / Tier 2: 16 Base DMG / Tier 3: 20 Base DMG / Tier 4: 24 Base DMG / Tier 5: 28 Base DMG / Tier 6: 34 Base DMG; applies Vulnerable"; Brutal Strike "1 AP" with "Tier 1: 12 Base DMG" rising 13, 14, 15, 16 to "Tier 6: 18 Base DMG" and a Daze effect; Strength increasing melee damage and grenade throw range across six tiers to "+6 Melee Damage; +6m throw range"; Armsmaster "Increases Blaster Damage and Grenade Damage by +2. Cannot Upgrade". Assault — Sweeping Salvo "Costs 4 Advantage". Gunslinger — Open Fire "Costs 9 Advantage", upgradeable to fire 3 times at Tier 6. Scout — Combat Recon granting "+1 Advantage for each assessed enemy" over ranges of "16m to 24m" with areas expanding to "7m". Bylined Hack The Minotaur, updated 2026-08-27. Re-read 2026-09-01, when the page header gave "Latest Update: August 31, 2026". Four claims taken on that pass, none of them present on 2026-08-28. On the unlock point: "Operators can unlock a Secondary Specialization once you hit Cycle 18 in game." On pairing: "you can't double up" on the same class, with "The exception to this is the Astromech class and Tel-Rea". On the secondary's ceiling, which is the claim to read carefully because no other publisher makes it: Secondary Specializations "allow you to use all the abilities for that class but they're Focus Tree upgrades cannot go past Tier 5, so a Secondary Spec will always be slightly weaker than if you had used it as your Primary Specialization." And on the class count: "Star Wars Zero Company has 12 classes split into 8 standard Specializations available to any operator and 4 exotic classes", the eight named as "Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier" and the four exotic as Jedi Padawan, Mandalorian Warrior, Astromech and Clone Commando. **Nothing has been taken here from that last name.** It is the first naming of this database's unrecorded fourth exotic class, it is a bare name with no described ability, and it is one publisher's — so it is a research lead recorded in `content/exotic-classes.ts` rather than a record.

  • Star Wars Zero Company: Specializations Tier List

    GameRant · Tier 3 — Retail review · accessed 28 August 2026

    Supports: Assault entry — "Sweeping Salvo, which acts as a close-range AoE Disorient (-20% Chance-To-Hit) that also deals solid damage, is up there with the best offensive abilities in the game, and it costs just 4 Advantage." Soldier entry — "Rocket Strike (Ultimate): Fire a powerful rocket that explodes on impact, damaging all targets in the blast", "Brutal Strike (Standard): Rush and strike a target, dealing Melee Damage and Dazing", "Armsmaster (Passive): Increases Blaster Damage and Grenade Damage by +2", with no Advantage cost given for Rocket Strike. Gunslinger entry — "Open Fire (Ultimate): Fire 2 Times at any combination of enemies", with no cost given. Bylined William Parks, published 2026-08-27

  • Star Wars Zero Company: How to Use Trick's Rocket Strike

    allthings.how · Tier 3 — Retail review · accessed 29 August 2026

    Supports: "Spend 10 Advantage to fire Trick's area-effect rocket"; "Action Point cost: None"; and because it "does not cost Action Points, you can also fire it after Trick has already moved or attacked in the same turn". The guide presents the rocket as Trick's "special action" rather than as the Soldier's class Ultimate — the conflation this site's own records have described since 2026-08-14, and the reason the attribution here rests on Trick's published Soldier class rather than on this page's wording. Bylined Sehaj Padda, updated 2026-08-28

  • 12 hours in, Star Wars Zero Company is a solid strategy RPG, but it's missing XCOM 2 or Baldur's Gate 3's spark

    GamesRadar+ · Tier 3 — Hands-on preview · accessed 13 August 2026

    Supports: Abilities section — Trick charging a long-range explosive strike; the astromech entering battle armed not with a blaster but with grenades, ally buffs and enemy disruption; the Jedi Padawan's kit as battlefield control, Force pushing enemies and deflecting blaster fire back at them; the Backup system selecting one character per turn. By Ali Jones

  • Star Wars Zero Company Hands-On Preview — Tactics on Tattooine

    Press Start Australia · Tier 3 — Hands-on preview · accessed 13 August 2026

    Supports: Unit abilities section — Trick's one-time-use rocket launcher costing 10 Advantage, against Hawks spending much less to regenerate an ally's Action Point; many abilities limited in uses per fight; Advantage generated as enemy units are dispatched. By Harry Kalogirou

  • Is Z-COM our new X-COM? Star Wars Zero Company gameplay deep dive

    ChristopherOdd · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 2:13–13:51 — Sweeping Salvo at 4 Advantage with three uses per mission; Hawks granting an ally 1 AP for 3 Advantage; Combat Recon granting 1 Advantage per unit scanned; the Grit Talent's stacking invulnerability; Heavy attacks taunting; the droideka ray shield; the Scout's Spotted status; Defense as flat damage reduction

  • Star Wars Zero Company: Ultimate Guide

    Into Indie Games · Tier 3 — Retail review · accessed 8 September 2026

    Supports: Bylined Mahmud Munazil Rahman, 27 August 2026. Registered for one mechanic and cited for nothing else. On Hawks' Pico-5, verbatim: it "provides another ally with 1 AP in exchange for Advantage Points"; it grants "+4 Bond Points to the bond between the two characters"; and "one can receive up to 20 Bond Points per each character per mission with this ability". **The Advantage cost is not given on this page** — the 3 this database holds comes from `preview-christopher-odd` and is not corroborated here.

  • Star Wars Zero Company: turn-based tactics that aren't just for XCOM experts

    IGN · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 2:15–12:39 — Advantage earned from successful attacks; four difficulty settings; ringing a droideka with Overwatch cones; Bonds granting health and critical damage; changing Hawks' species at the Den; the Bespin guest mission; preview-build defects including shots passing through solid cover

  • Ultimate Star Wars Zero Company Assault Build and Class Guide

    Hack the Minotaur · Tier 3 — Retail review · accessed 28 August 2026

    Supports: Sweeping Salvo ability table — "Costs 4 Advantage"; base damage "Tier 1: 14" rising 15, 16, 17, 18 to "Tier 6: 20"; effective range expanding from 12.0m at Tier 1 to 18.0m at Tier 6; "This attack cannot score Critical Hits" printed on Tiers 1 through 5 and "can now Critically Strike" at Tier 6. Bylined Hack The Minotaur, updated 2026-08-27

  • Star Wars Zero Company Heavy Class Guide: Abilities and Builds

    VULKK · Tier 3 — Retail review · accessed 10 September 2026

    Supports: Published 9 September 2026, the same day as Patch 1.1, and **it does not state which build it was written against** — which is why nothing taken from it is filed as 1.1 behaviour. Bulwark reported at "up to 24m cast range" with an "8m area" and its Defense bonus "scaling from +2 to +6": all three reproduce `retail-htm-heavy` exactly, and are the first corroboration that ladder has had. Unstoppable "costs 1 AP", "starts with 2 Retaliation stacks", and at maximum rank "can be applied to allies" and permits "up to 4 Retaliation stacks" — the AP cost and the four-stack ceiling appear on no other source read in this pass. Impact Underlay "reduces incoming melee damage by 50%", the first published effect for any Underlay outside the Reinforced line. On Intimidating Posture: its Taunt "also triggers from blaster-based AoE attacks and from Assist Attacks", and the guide draws the conclusion itself — a Heavy with Sweeping Salvo "can Taunt every enemy the cone hits". **Checked for and absent**: any Advantage cost for Bulwark, which remains unpublished everywhere.

  • Star Wars: Zero Company Hands-on Preview — XClones

    Checkpoint Gaming · Tier 3 — Hands-on preview · accessed 13 August 2026

    Supports: Advantage section — the Scout specialisation having several abilities that accumulate Advantage at a rapid pace, and the Scout/Cly pairing; Cly's electrified darts and chained electrocution; the specialisation kit structure of one or two passives, an action and one Advantage ability; the Bond system's choice of one of three shared stat boosts; the randomly selected assist each turn. Published 2026-08-12

  • Ultimate Star Wars Zero Company Heavy Build and Class Guide

    Hack the Minotaur · Tier 3 — Retail review · accessed 31 August 2026

    Supports: Per-ability progression tables, tier by tier. Bulwark six tiers, 16m taunt with 4m area and +2 Defense at tier 1 through 24m/8m/+6 at tier 6, which also "Grants Impervious and Immovable". Unstoppable six tiers, +2 stacks of Retaliation throughout with retaliation damage rising +1 to +4 and tier 6 adding "Can be cast on an ally". Conditioning five tiers, Max Health +4/+8/+12/+16/+20. Heavy Armor Training marked Cannot Upgrade, "Increases Defense by +2". Intimidating Posture marked Cannot Upgrade, "This Operator's primary Blaster Attacks now taunt the target on a hit" — the first published statement of that ability's effect.

  • Star Wars Zero Company is full of (excellent) surprises

    Skill Up · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 2:09–15:14 — the Gunslinger's core ability refunding its point on a kill; half and full cover; Hawks' two voices sharing one personality; companions able to leave the squad entirely; a closed-doors developer briefing and the studio's Firaxis lineage

  • BEST DUAL SPECIALIZATION Builds in Star Wars Zero Company

    Jay Dunna · Tier 3 — Retail review · accessed 30 August 2026

    Supports: The video's own description carries a chapter list naming the build each section covers, and it is cited here as much as the frames are: "0:17 Player Character: Medic/Gunslinger", "2:12 Trick: Heavy/Soldier", "4:02 Jae: Scout/Sharpshooter (or Scoundrel, Assault)", "5:41 Tel-Rea: Padawan/Wayseeker", "6:51 Cly Kullervo: Warrior/Assault or Gunslinger", "9:11 Kabb Uppercut: Soldier/Scoundrel", "9:56 Astromech Droid", "10:10 Weapon Mods for the Team", "12:00 Utilities", "13:08 Always Spend Influence!". Plus ten frames of the retail build screens, captured 2026-08-30; published 2026-08-29. PERSONNEL → FOCUS TREE, three Operators. The tree is three bands — TALENT, SPEC 1, SPEC 2 — with one ability row in the Talent band and three in each Specialization band, columns numbered 2 to 6, a Focus Point cost printed beside every unbought node, and rows of visibly different lengths (four, five and six nodes all appear on one screen). Hawks: "TALENT: FEARLESS LEADER" padlocked, "SPEC 1: GUNSLINGER", "SPEC 2: MEDIC", "1 FOCUS POINT REMAINING". Cly Kullervo: "TALENT: COMBAT JUMP" padlocked, "SPEC 1: WARRIOR" padlocked, "SPEC 2: ASSAULT" not padlocked, "2 FOCUS POINTS REMAINING". Tel-Rea Vokoss: "TALENT: STRONG WITH THE FORCE", "SPEC 1: PADAWAN", "SPEC 2: SEEKER", all three padlocked. Ability tooltips print cost, kind and rank together: "ADV 2 | COMBAT JUMP | SPECIAL ACTION"; "AP 1 | 8 BASE DMG | QUICK DRAW | FAST ACTION" with "RANGED. Fire a lightning fast sidearm pistol shot", "This skill applies a Chance-To-Hit Range Penalty of 25%", "Defeating an enemy restores 1 AP", "This ability does not trigger enemy Overwatch or Retaliation", "This Sidearm Attack does not receive benefits from Weapon Mods"; and the same ability at maximum, "AP 1 | 14 BASE DMG | QUICK DRAW VI", whose first clause becomes "Chance-To-Hit Range Penalty no longer applies". "FEARLESS LEADER II | PASSIVE" — "…eases Assist Damage by +1 for all Operators", opening clause obscured by the presenter's camera. "PADAWAN TRAINING V | PASSIVE" — "Allows Tel-Rea to equip a third Meditation. Meditations are managed in the Armory." An unaffordable node shows "CAN'T AFFORD — Gain additional Focus Points by growing bonds or completing missions"; a bought rank offers "REFUND". CHANGE SPECIALIZATION screen: "SPECIALIZATION ABILITIES" lists four per class with their kind — Gunslinger's are "OPEN FIRE | ULTIMATE | Fire 2 Times at any combination of enemies", "QUICK DRAW | STANDARD | Fire a lightning fast sidearm pistol shot", "KEEN EYE | PASSIVE | Increases this Operator's Critical Chance for all Ranged Attacks by +6%", "ONSLAUGHT | PASSIVE | Each attack within a single turn grants this Operator +1 Blaster Damage. This bonus applies only to attacks with this Operator's primary blaster" — with the class blurb "The Gunslinger specializes in multi-target blaster attacks and fast strikes that allow them to spread offense across numerous targets." The same screen offers eight Specialization cards under each of SPEC 1 and SPEC 2, the card taken by one row padlocked in the other, and states "This talent cannot be changed for this operator" over Hawks' Talent. ARMORY → WEAPON: tabs WEAPON, UTILITIES, BLACK MARKET; four equipped slots of which two are filled (a primary and a sidearm) and two padlocked; weapons named as a class plus a model with five statistics — Blaster Rifle DC-15A "WEAPON DAMAGE 14, CRITICAL HIT DAMAGE +9, CRITICAL CHANCE 17%, RANGE Medium, MELEE DAMAGE 10", Blaster Rifle WESTAR-M5 "12, +11, 20%, Medium, 10", Blaster Pistol G40-5 "9, +10, 17%, Short, 10"; and an inventory grouped into BARREL, CELL, SCOPE and STABILIZER. Mods carry a rarity word and a credit value — "ION MODULATOR | WEAPON MOD | BASIC — Increases Blaster Damage against Droids by +1 and against Ray Shields by +16", VALUE 200, shown under CELL; "DUAL COIL CONDENSER | WEAPON MOD | SUPERIOR — Increases Critical Hit Damage by +3 when firing this blaster", VALUE 350; "GRADE II ION MODULATOR | WEAPON MOD | SUPERIOR", against Ray Shields by +24, its Droid figure and its value partly obscured. In-game glossary panels define BLASTER ATTACK ("all attacks that use the Operator's primary blaster… Attacks that use a secondary blaster are considered Sidearm Attacks"), DROID ("weak against Ion effects and cannot be Healed"), CRITICAL HIT ("A hit that strikes a weak point, doing additional Damage on top of the equipped weapon's Base Damage") and PASSIVE ("benefits that are always active… never require AP").

  • I played 54 hours of Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage

  • Hands-on report: Star Wars Zero Company

    PlayStation.Blog · Tier 3 — Retail review · accessed 27 August 2026

    Supports: "I got fired into the fray with the full game ahead of its August 27 launch". Combat abilities listed as examples include "a 100% accurate shot for the sharpshooters" and "a party-wide stats buff", with no cost given for either. Bonds — "Good bonds earn Focus points to enhance an Operative's skills, as well as teaching each other passive abilities and unique tricks", raised by siding with an Operator in a Dilemma, partnering them for assists, completing missions together, or taking character-driven quests. Bylined Corey Brotherson, a contributor rather than PlayStation staff. Published 2026-08-26

  • I played Star Wars Zero Company — my honest thoughts

    EckhartsLadder · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 3:18–12:36 — no hunker-down action, so a spare AP goes to Overwatch; astromechs carrying three utilities and extra uses of each; Trick able to negate some injuries along an upgrade path; twelve galaxy zones; super battle droids telegraphing a rocket one turn ahead; many of the 150+ planets being text-only

  • Ultimate Star Wars Zero Company Astromech Build and Class Guide

    Hack the Minotaur · Tier 3 — Retail review · accessed 8 September 2026

    Supports: Bylined Hack The Minotaur, "Latest Update: August 31, 2026", with an on-page change log reading "v1.4 – August 31, 2026 – Updated utility items" and "v1.2 – August 27, 2026 – Actively updating build, focus progression, and cross-training". **The Analytics table — the astromech's second Specialization, published here for the first time anywhere this database has found.** "The Astromech's Secondary Specialization called Analytics cannot be changed", and "Secondary Specializations cannot go about [sic] Tier 5 for Focus Tree upgrades". Predictive Analytics (Ultimate) "All allies gain Defense for the rest of the turn. Nothing beats these odds", five tiers +2/+3/+4/+5/+6 Defense. Deep Target Scan (Standard) "Conducts an intensive analysis on an enemy. Scans and Spots the target and removes all Evasion. Costs 1 AP", five tiers of Effective Range 14.0m, 16.0m, 18.0m, 20.0m, 24.0m. Self Preservation (Passive) "When the Astromech is hit by an Overwatch or Retaliation attack it gains 1 AP", Cannot Upgrade. Telemetry (Passive) "Increases Chance-To-Hit by +5% for all Operators on the team", Cannot Upgrade. Perfect Integration (Passive) "When the Astromech is attacked, its data increases a random teammate's Defense by +1 for the rest of combat", Cannot Upgrade. **No Advantage cost is printed for Predictive Analytics.** The primary Astromech table reproduces `retail-htm-focus-trees` and is not re-entered from here, with one exception that matters: this page explains the two storage passives as ranks of one four-tier line rather than as two rows — "Tier 1 adds one extra use to all Utility Items the Astromech is carrying. Tier 2 adds 1 meter of movement. Tier 3 adds 2 Defense. Tier 4 adds another extra use to all Utility Items, stacking with the tier 1 bonus for a total of two additional uses per item." The Storage Optimization card itself reads "This effect stacks with Extended Range", the same proofreading error as on the Focus Tree index. On capacity: "Unlike operators, your Astromech has three slots for utilities and cannot increase the number to four." On Medpacs, in the recommended-Utility table: "Heals 30% of ally Health. Not on Droids." On squad legality: "EA confirmed that all three remaining squad slots can be filled with Astromechs on non-story missions, since only Hawks is required." On chassis: the R2, R3 and R4 series and the BR-1, "a new droid design created specifically for Zero Company by Bit Reactor". **Checked for and absent**: any ability called Self Repair, and any Focus Point cost for any node.

  • Astromechs: How to Play the Strongest Character in Star Wars Zero Company

    Mobalytics · Tier 3 — Retail review · accessed 8 September 2026

    Supports: Bylined Mobalytics, "Updated on Sep 7, 2026". Read in a browser; the page returns 403 to an automated fetch, the same retrieval note that travels with `retail-mobalytics-zones`. On capacity, verbatim: "Astromechs get three utility slots and three uses per item, for nine total charges a mission instead of the usual one or two." On the self-heal: "Send the Astromech into the open and it can heal a large portion of its own health every turn, with a minimum of 50% of its max health, up to 100% if you spend all your AP on it", and "the Mech can't heal itself with Medpacs, but they're weaker than its self-heal anyway". On multiple droids: "Running two or more Astromechs stacks everything above. Two Astromechs feeding Action Points into a single fast, mobile Operator like Cly can let that Operator chain attacks well beyond what a normal turn allows, generating enough Advantage from each hit to keep the loop going. As a Gunslinger, she can then stack up immense Onslaught damage, or set up a huge Electro Web team nuke." On the Ultimate: "for 10-6 Advantage (depending on upgrades), it grants extra Action Points to the entire squad, INCLUDING ITSELF, once per fight", producing "somewhere between five and eight extra actions across that turn". On the Talent: "once its ability tree is fully upgraded, the once-per-turn limit on that sharing disappears". Build advice names a Focus Point price no other source prints: "Built-In Comlink 2 (3 is ideal, but 13 Focus Points is a lot)". **One naming error, recorded rather than followed**: "If you unlock the Self Preservation passive you permanently boost a random ally's defense by +1 whenever you're attacked." That effect is Perfect Integration on the ability card `retail-htm-astromech` reproduces, and Self Preservation there grants the droid 1 AP after an Overwatch or Retaliation hit. The card is taken as correct and this sentence as a mix-up.

  • Star Wars Zero Company: How the Astromech Class Works

    allthings.how · Tier 3 — Retail review · accessed 8 September 2026

    Supports: Bylined Kabir Anand, updated 2 September 2026. On the self-heal, verbatim: Self Repair "Consumes all remaining AP to restore 50% of the droid's maximum health." **This is the source that contradicts Mobalytics** on whether spending more AP heals more; both readings are recorded and the disagreement sits on the record. On capacity: an astromech has "all three unlocked" Utility slots, and with both storage passives "one Impact Bomb becomes three throws" — the third independent statement of the three-uses figure, after `retail-questdaily-astromech` and `retail-mobalytics-astromech`. On the class: astromechs are "locked to a single specialization called Astromech". **Checked for and absent**: any mention of Analytics, and any interaction between two astromechs.

  • STAR WARS Zero Company — Always Bring A Droid!

    Quest Daily · Tier 3 — Retail review · accessed 29 August 2026

    Supports: "While other classes only have one utility slot to begin with, Astromechs have all three available". Named Utilities carried by a droid: smoke bombs, which create cover for allies; the "droid popper", "thermal detonators" and "concussion grenade" grenades; and Medpacs for frontline fighters. On the droid's own progression: "The perks both add an extra use of utility items that have a limited use, so one impact bomb now becomes three!" — of Extended Storage and Storage Optimization together. Bylined Shaun Fullard, 28 August 2026