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Database · 36 terms

Zero Company glossary

The game's vocabulary, used consistently across every page on this site. If a term here differs from what you saw in-game, that is a correction worth sending.

Star Wars Zero Company uses its own vocabulary, and it is not the XCOM one. Squad members are Operators, classes are Specializations, and the shared resource that powers the strongest abilities is Advantage. Each of the 36 terms below is defined from an official source and used the same way on every page of this site.

Action Point (AP)
The per-turn action budget. Each Operator has three AP, spent on movement, attacks, Utilities and Abilities in any order.
Advantage
A shared squad resource: 1 is gained each time an Operator damages an enemy, to a maximum of 10. Powerful abilities spend Advantage instead of AP.
Armory
The facility at the Den where an Operator's weapon is changed and Weapon Mods are fitted. Every Operator starts with a default weapon; none is locked to it.
Barrel, Cell, Scope and Stabilizer
The four attachment slots on a weapon. One mod from each can be fitted at once, so a fully upgraded weapon carries four mods that never compete with each other. One community tool calls the fourth Stock; three published guides call it Stabilizer, which is what this site uses.
Beskar Mode
An ironman-style option in which earlier saves cannot be reloaded. Separate from the difficulty tier — the hardest pre-release achievement asks for Expert difficulty and Beskar Mode together.
Bond
A relationship between a pair of Operators that climbs eight ranks across five named tiers, from Very Low to Very High. Every rank pays Focus Points to both Operators and offers a choice of Cross Training; rank 8 grants a Passive Ability unique to that pairing. Bonds are the main source of Focus Points.
Call for Backup
A zero-AP support action that adds a teammate's assistance to the next attack and helps build Bonds.
Credits
The currency spent on recruitment, equipment, healing and facilities.
Cross Training
The progression system that converts Bond progress into permanent shared capability. Each Bond rank offers three of fourteen named trainings, drawn at random; the one you take applies to both Operators, stacks with itself, and cannot be refunded.
Custom Operator
A recruited Operator you customise in name, appearance, clothing and voice, who selects a Talent from a pool rather than having a fixed one.
Cycle
The campaign clock. Missions and Operations expire, and completing Tactical Missions advances the cycle.
Evasion
A stack that makes the next incoming attack on that unit miss automatically. Granted by the Anticipation Talent — once per turn at its first rank, three times per turn at its last, where it can also be applied to an ally.
Focus Point
The currency spent in Focus Trees to upgrade Talents, Abilities and Passives. Mainly earned from Bonds — 18 to each Operator across a full pairing — and also from missions, Operations, Zone Influence rewards and the Den's Crew Focus upgrade. No source has published what a single node costs.
Harmony
Tel-Rea Vokoss's personal resource, and nothing else in the game uses it. Her fixed Talent hands her up to six stacks at the start of every turn; each is worth roughly 4 damage on a Lightsaber Strike and 4% deflection under Noble Stance. Two published things generate more: the sixth tier of Shockwave, and — from Patch 1.1 — the Droid Dismantler Utility, on a Droid death.
Immovable
A status that prevents the unit being pushed, granted by the final rank of the Heavy's Bulwark alongside Impervious. It did not provide its bonuses in the retail launch build; Patch 1.1 lists that among its bug fixes, so the rank that grants it is worth more from 9 September 2026 than it was before.
Injury
What a downed Operator suffers. Three Injuries cause permanent death on standard difficulty. Permadeath is enabled by default but can be disabled.
Intel
A resource spent on Operations and earned through Tactical Missions.
Invulnerable
A stack that prevents all damage from the next incoming attack. It is a hard stop rather than damage reduction, which is what separates it from Defense. Granted by the Grit Talent, alongside bonus max health.
Mod line
One of the sixteen Weapon Mod effects, each existing at four strengths. Every step in a line does the same thing and differs only in value, so choosing a mod means choosing a line first — four of them compete for each attachment slot. The word is this site's; the structure is a guide's, which calls them types or lines of mods on various tiers.
Modification Slot
The socket a Weapon Mod fits into. Every weapon has a set number, and the number can be increased over the campaign. A pre-release trophy requires equipping four mods to one weapon, which proves at least four fit — it does not prove four is the maximum.
Operator
A member of the company. Operators are either authored — joining through the story — or custom, recruited and customised by the player. Four Operators form a squad.
Overwatch
A directional cone that fires reaction shots when enemies move or act inside it. More AP can increase the number of shots; using it ends the Operator's turn.
Rally
The action allies use to bring a downed Operator back up.
Respec
Changing an Operator's Specialization and reallocating their Focus Points, at the Personnel console by the map table. It unlocks at Cycle 3, costs nothing, and refunds every Focus Point spent in the class tree. Focus spent on an authored character's fixed Talent is the one thing it does not return.
Retaliation
A stack that spends itself to counterattack whoever attacked its holder. The Heavy's Unstoppable grants 2 for 1 Action Point, and its final rank can place them on an ally and — one guide reports — allows up to 4 to be held. Some enemies grant it too: an Infinite Coil unit surging a wounded ally heals it and gives it Retaliation.
Ring-out
Knocking an enemy out of the combat space, which defeats it regardless of its remaining health. A pre-release trophy requires it, and a previewer achieved one with a Concussion Grenade. Sometimes called an environmental kill.
Specialization
An Operator's combat class. There are eight standard Specializations. A secondary Specialization unlocks around the middle of the campaign.
Squad
The four Operators taken into a tactical mission. Hawks is required for story missions; skirmish missions allow other combinations.
Talent
A specialization layer carrying one or two abilities, separate from the Specialization. Some authored Operators have fixed Talents; Hawks' persists across every Specialization he takes.
The Den
The company's base. Contains Recruitment, Personnel, the Armory, the Upgrade Facility, the Medbay, Customization and the Memorial.
Utility
An equippable combat ability such as Impact Bombs or Concussion Grenades. Slot count depends on Specialization.
Very High Bond
Rank 8 and the top of the relationship ladder, costing 350 Bond XP on top of the 840 before it. It pays 7 Focus Points to both Operators and grants a Passive Ability unique to that pairing instead of a Cross Training choice. The name comes from the pre-release trophy list, which asks the player to reach it with ten specific pairings — including two astromechs.
Vicious
A stack that guarantees the Operator's next ranged or melee attack is a critical hit. Granted by the Cold Blooded Talent — one stack once per combat at first rank, two stacks three times per combat at its last.
Weapon Mod
A modification fitted to a weapon in the Armory to alter its stats and add effects. There are 64 of them, arranged as 16 mod lines of four steps each, with four lines competing for each of a weapon's four Modification Slots. Mods move freely between weapons between missions.
Weapon type
One of four categories a weapon belongs to: Longarm, Repeater, Rifle or Pistol. There is no fifth type, and no Specialization is restricted to one. Terms such as 'sniper rifle' or 'shotgun' are not the game's own.
Zone Influence
Regional progress that unlocks upgrades, Utilities and Contacts in a region.

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

  • 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

  • Star Wars Zero Company: Complete Guide To Weapon Mods

    TheGamer · Tier 3 — Retail review · accessed 29 August 2026

    Supports: "four weapon mod categories" — Barrel, Cell, Scope and Stabilizer — with one mod from each equippable simultaneously. Weapons start with one Modification Slot and reach four, through the Den's "Additional Weapon Mod Slot node" (costing thousands of Credits), the Zone Forn Tier 3 Reward, and the Underworld Intel Choice Operation's Modification Attachment option — the last being mutually exclusive with the Utility Slot choice. Acquisition: "Your main avenue for amassing more weapon mods will be purchasing them from the black market", alongside Operations, Missions, Zone Rewards and Den facility upgrades. One mod is named in passing and not described: "Type-K Ergonomic Stabilizer". Bylined Collin MacGregor, published 2026-08-27

  • All Star Wars Zero Company Weapons, Mods, & Upgrades

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

    Supports: The same four Modification Slot categories as retail-thegamer-mods, independently: Barrel, Cell, Scope and Stabilizer. "Individual weapons start with a set number of these slots, and slot counts can be increased through upgrades over the course of the campaign, reaching at least four slots on a single weapon." One mod named with a full effect: Hypercharge Capacitor, Superior rarity, which "increases damage by 5 on the first attack of each combat", recommended on a Longarm. No slot category is given for it. Bylined Hack The Minotaur, updated 2026-08-26. Re-read 2026-09-01, when the page header gave "Latest Update: August 31, 2026" and carried something it did not on 2026-08-29: **fifteen named mods filed under the four categories**, which is the first published mapping of individual mods to slots rather than a list of the slots. BARREL — Dual Amplifier "Increases Blaster Damage when firing this blaster at Close Range"; Rapid Cycler "Provides a chance to restore an AP after attacking with this blaster"; Single Coil Condenser "Increases Critical Hit Damage when firing this blaster"; Phase Adjuster "Reduces an enemy's Defense when this blaster hits"; Spiral Condenser "Increases Critical Hit Damage when firing this blaster". CELL — Incendiary Modulator "Inflicts stacks of Burning when this blaster hits"; Ion Modulator "Increases Blaster Damage against Droids and against Ray Shields". SCOPE — Targeting Scope "Reduces the Chance-To-Hit penalty provided by an enemy's Cover"; Tracking Scope "Increases this Operator's Assist Damage"; Range Scope "Reduces Chance-To-Hit penalties from Range"; **Horizon Scope "Reduces Chance-To-Hit penalties from Range"**; Sniper's Scope "Increases Critical Chance by +9%"; Assassin's Scope "Increases Critical Chance by +12%". STABILIZER — Custom Ergonomic "Increases Blaster Damage after attacking with this blaster"; Superlight Stabilizer "Provides a chance to gain Evasion when firing this blaster"; Balancing Stabilizer "Increases Defense after attacking with this blaster". No rarity is given for any of the fifteen and no numeric value except the two Critical Chance figures. Three named Utilities on the same page: Ion Blaster "Fire an ion blaster at the target that severely weakens Ray Shields"; Scatter Gun "Fire a short range, wide-angled blast that damages everything in the target area"; Flamethrower "Sprays a stream of flame over the targeted area. Deals Fire Damage and inflicts Stacks of Burning". **Absent from the page and checked for**: "Advanced Range Scope", "Thermal Imploder", and any mention of a Capacitor as a resource.

  • 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".

  • Star Wars Zero Company: A New Hope for Turn-Based Tactics

    Xbox Wire · Tier 3 — Hands-on preview · accessed 19 August 2026

    Supports: Difficulty — the writer played on Hard, "third highest out of four difficulties", and "the cutely named Beskar mode is this game's equivalent for XCOM's Ironman, with no reloading previous saves". That line was the basis of this site's difficulty record from 2026-08-19 and was missing from this locator until 2026-08-27; a cited claim whose location is not recorded is a claim nobody can re-check. Combat and squad sections — Advantage accumulating when a squad member successfully deals damage, and capping at 10; respeccing Hawks from Scoundrel into Gunslinger to exploit a Weapon Mod that applied an accumulating Burn status on every attack; unique-specialisation recruits being unable to respec the same way; an astromech with no basic attack, carrying three different Utility items with two uses each; a Concussion Grenade knocking enemies clean out of the combat space. 15-hour preview build.

  • Complete Star Wars Zero Company Trophy List — How to Get All Achievements & Trophies

    Insider Gaming · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Full trophy table — Very High Bond as a named relationship threshold, and the named pairings reaching it, including two astromechs and two Custom Operators; completing a mission with four astromechs; equipping four Weapon Mods to one weapon (“Fully Geared”); applying a Focus Point; using Force Push or Pull to knock one enemy into another; knocking an enemy out of the combat space; defeating enemies from higher elevation; landing a shot at 10% or lower Chance-to-Hit and missing at 90% or greater; the difficulty tiers Story, Normal, Hard and Expert, and Expert with Beskar Mode. Published 2026-08-17

  • Star Wars Zero Company Bonds & Cross Training Guide

    Hack the Minotaur · Tier 3 — Retail review · accessed 16 September 2026

    Supports: Bylined Hack The Minotaur, "Latest Update: September 1, 2026". **The complete Cross Training table, fourteen rows, verbatim**: Speed Training "+0.50m first movement"; Target Practice "-5% range hit penalty"; Agility Drills "-5% enemy ranged hit chance"; Close Combat Drills "+1 Melee Damage"; Precision Shooting Games "+1 Critical Damage"; Timing Exercises "+3% Critical Chance"; Freeform Training "+2 Focus Points"; Ranged Combat Drills "+1 Ranged Damage"; Cover Combat Practice "+5% Cover Bonus"; Fitness Work "+4 Max Health"; Reflex Fire Training "+1 Overwatch Damage"; A Friendly Game "+40 Bond XP"; Grenade Training "+1 Grenade Damage"; Combined Fire Games "+1 Assist Damage". Introduced as "All known basic Cross Training rewards are listed below" — a claim about the author's knowledge, not a claim of completeness. **The eight-rank Bond ladder**, as a table of Rank / Tier / Total Bond XP to Unlock / Focus Points Earned / Cross Training: 1 Very Low 40 1 "1 Standard Upgrade"; 2 Low 70 1; 3 Low 80 1; 4 Neutral 100 1; 5 Neutral 125 1; 6 Neutral 175 2; 7 High 250 4; 8 Very High 350 7 "1 Unique Upgrade". Prose around it: "You also earn Focus Points by hitting each Bond Rank, with 8 Bond Ranks in total", and "There are 8 confirmed Bond Tiers... Very High is the maximum tier and the threshold the game's trophy list recognizes for reaching maximum Bond with a given pair." On the choice: "You get to select from 3 random Cross Training passives each time your Operators rank up in Bond XP. You cannot predict which options will appear at a given tier, only that they will be drawn from the total pool of available trainings." On stacking: "Cross Training STACKS on each Operator. This means you can have multiple instances of Fitness Work (+4 Max Health) or Speed Training (bonus First Movement) for example". On permanence: "Cross Training bonuses apply permanently to both operators in the pair once chosen, regardless of deployment status." On Bond XP: "Each completed mission awards 30 Bond points to every pair that participated"; Call for Backup is "a Free Action available once per turn to one randomly selected operator, at no AP cost", and "Both the operator who called and the operator who assisted gain Bond progress"; healing a specific squadmate builds Bond between those two; assigning two Operators to the same Operation does too. On the top tier: "The maximum-Bond Cross Training grants a Passive Ability unique to each pairing, which cannot be obtained through the Focus Tree or any other progression system." On permadeath: a dead Operator's Bonds are severed and "The Cross Training bonuses already earned and locked in from that pairing remain on the surviving operator." **Checked for and absent**: any Focus Point cost for any node, any figure for Bond decay, and any name for a single maximum-Bond passive. **Re-read 2026-09-16, "Latest Update: September 11, 2026", the table unchanged.** The XP column is headed "Total Bond XP to Unlock" and nothing in the prose says whether that total is per rank or running; the one sentence near it is "Unlocking each rank requires more Bond XP each time, so while your Operators will gain Ranks 1-5 quickly, anything beyond that will take significant investment to earn." This site read the column as cumulative from 2026-09-08. A reader playing the retail build reported on 2026-09-13 that each rank's figure is paid on top of the last, which the table supports — read cumulatively, rank 3 would sit 10 XP above rank 2 against a 30 XP mission award, and "more each time" would be false at that step. Filed as the per-rank reading from 2026-09-16; the full ladder sums to 1,190. **Checked for and absent** on the re-read: any statement of the ladder's total.

  • Answering the Internet's Biggest Questions about Star Wars Zero Company

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

    Supports: Squad limit of 4, with additional characters controllable in certain missions; roster starting at 7 and capped at 20, raised by Den upgrades, story progression and authored Operators joining; no species or faction weapon-proficiency advantage; Clone Trooper and astromech recruitment; permadeath default and toggleable; Hawks required on story missions. The headline itself is the evidence for the game's abbreviation: "Answering the Internet’s Biggest Questions about SWZC"

  • Star Wars Zero Company Talents Complete List

    Hack the Minotaur · Tier 3 — Retail review · accessed 29 August 2026

    Supports: "10 Universal Talents" for custom Operators, one astromech-exclusive Talent and seven authored-Operator Talents, each printed as a four-tier table. A Life of Labor — "Tier 1: +5 Health; +1 Defense", "Tier 2: +5 Health; +1 Defense; +2 Melee Damage", "Tier 3: +5 Health; +1 Defense; +2 Melee Damage; +2 Critical Hit Damage", "Tier 4: +7 Health; +2 Defense; +4 Melee Damage; +4 Critical Hit Damage". Anticipation — "1 use per turn", "2 uses per turn", "3 uses per turn", "3 uses per turn, can also target an ally". Cold Blooded — "1 stack; 1 per combat", "1 stack; 2 per combat", "1 stack; 3 per combat", "2 stacks; 3 per combat". Espionage — "+5 Intel Rewards", +7, +9, +12. Fortitude — "+2 Defense", +3, +4, "+6 Defense; ignore the chance-to-hit penalty for injury". Grit — "1 stack per 1 turn, +2 Max Health", +4, +8, "2 stacks per 1 turn, +12 Max Health". Sabotage — "1 per combat", "2 per combat", "3 per combat", "Unlimited". Taunt — "1 Taunt per turn", then "reduces Damage by 2", by 4, by 6. The Bigger They Are… — "+2 Damage", +3, +4, +6. Thievery — "+150 Credits", +200, +250, +300. Built-In Comlink — "Tier 1: +1 AP; 1 per turn", "Tier 2: +1 AP; 2 per turn", "Tier 3: +1 AP; Unlimited". Status definitions — Evasion: "The next incoming attack on your unit is automatically 'evaded' and misses." Vicious: "Guarantees that your Operator's next Ranged Attack or Melee Attack is a Critical Hit." Invulnerable: "Prevents all incoming damage from the next incoming attack." Bylined Hack The Minotaur, printed update date 2026-08-17 — which predates launch, and is recorded as printed rather than quietly corrected. The tables match two launch-week sources step for step, so this is registered as corroboration and its date is not read as a claim about which build it describes.

  • Star Wars Zero Company – Best Talents & Focus Tree Guide

    KeenGamer · Tier 3 — Retail review · accessed 29 August 2026

    Supports: "10 universal talents" available to Custom Operators, each walked rank by rank. Anticipation — "Gain 1 Evasion once per turn" (Rank I), twice per turn (II), three times per turn (III), applying to allies (IV). Grit — "+2 Health and 1 Invulnerable stack" (I) to "+12 Health and 2 Invulnerable stacks" (IV). Cold-Blooded — "1 Vicious stack once per combat" (I), two uses per combat (II), three uses (III), "2 Vicious stacks" (IV). A Life of Labor — "+5 Health/+1 Defense" (I) scaling to "+7 Health/+2 Defense/+4 Melee Damage/+4 Critical Hit Damage" (IV). The Bigger They Are… — +2 Elite/Boss Damage (I) to +6 (IV). Taunt — "Taunt one enemy once per turn" (I), reducing target damage by 2 to 6 across upgrades. Sabotage — once per combat (I) to Unlimited (IV). Fortitude — "+2 Defense" while injured (I) to "+6 Defense and removes Injury accuracy penalty" (IV). Thievery — +150 Credits (I) to +300 (IV). Espionage — +5 Intel (I) to +12 (IV). Respec — "You unlock full respeccing very early, around Cycle 3", "Changing a Specialization is free and refunds the Focus Points invested", recruitable Operators can change both Specialization and Talent, and story characters' fixed Talents are not refunded. Bylined Ali Amir, dated 2026-08-28

  • Complete Star Wars Zero Company Den Guide & Upgrades

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

    Supports: Bylined Hack The Minotaur, updated 26 August 2026. The Crew Focus upgrade line, verbatim: "Focus Point I: All Operators gain +2 Focus Points." and "Focus Point II: All Operators gain +3 Focus Points." **Only two ranks appear on this page**; the third is registered from `retail-dtgre-den` and the difference is recorded on the record rather than merged away. Other roster-wide lines named: Increased Crew Quarters I–IV, raising the roster cap by 1, 1, 2 and 2; "Additional Utility Slot: All Operators gain an additional Utility Item Slot"; "Additional Weapon Mod Slot: All Operators gain an additional Weapon Mod Slot". The Zone Influence rewards it repeats — "+4 Max Health for all Operators" at Aurek Tier 2 and Esk Tier 2 — match `retail-mobalytics-zones` exactly. **Checked for and absent**: any Credit or supply cost for any Crew upgrade.

  • 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

  • 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 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.

  • How to respec in Star Wars Zero Company

    PC Gamer · Tier 3 — Retail review · accessed 29 August 2026

    Supports: Respec guide: class change unlocks "once you reach Cycle 3", performed by interacting with "the Personnel console by the map table"; "There's no cost to changing class and it will also refund all of your Focus Points, letting you respec entirely"; "The only thing this doesn't refund (if you're respec-ing a story character) is the Focus Points you've put into your talent at the top." Same retrieval caveat as retail-pcgamer-talents — the body sits behind a membership interstitial — and the Cycle 3 unlock, the absence of a cost and the Focus refund are each corroborated by retail-keengamer-talents.

  • 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 Trophies

    PSNProfiles · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Trophy list — independent corroboration of the trophy descriptions and of the Very High Bond terminology.

  • 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

  • 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.