A Life of Labor
ConfirmedPassively increases the Operator's health and Defense, and at higher ranks their melee and critical hit damage as well.
At max rank: +7 health, +2 Defense, +4 melee damage and +4 critical hit damage.
Database · 18 Talents
A Talent sits alongside an Operator's Specialization rather than inside it. The two are chosen separately, which is why a class name only describes part of a build.
There are 18 known Talents in Zero Company: 10 any Custom Operator can choose between, one restricted to astromechs, and 7 fixed to named characters. Each has three ranks bought with Focus Points, and the final rank often changes what the Talent does rather than only increasing a number. An authored Talent cannot be swapped and persists across every Specialization that character takes — so Hawks is Fearless Leader plus whatever class you give him, and the Talent is the half that never moves.
Passively increases the Operator's health and Defense, and at higher ranks their melee and critical hit damage as well.
At max rank: +7 health, +2 Defense, +4 melee damage and +4 critical hit damage.
Costs 1 Action Point to grant a stack of Evasion. The next attack against that Operator automatically misses.
At max rank: Up to three uses per turn, and castable on allies rather than only on the Operator.
Costs 1 Action Point to apply Vicious to the Operator. Their next ranged or melee attack is an automatic critical hit.
At max rank: Up to three times per combat, and it grants two stacks.
Grants bonus Intel at the end of a combat mission the Operator fought in.
At max rank: +12 Intel.
Passively grants additional Defense while this Operator is injured. Injuries are inflicted when an Operator is brought to zero health and downed.
At max rank: +6 Defense while injured, and the chance-to-hit penalty from being injured no longer applies.
Costs 1 Action Point to apply Invulnerable to the Operator and raise their max health. Invulnerable prevents the next damage dealt to them in full, then loses a stack.
At max rank: Two stacks of Invulnerable and +12 max health.
Triggers an explosive object anywhere on the field for 2 Advantage instead of Action Points. Higher ranks raise the number of uses per combat.
At max rank: Unlimited uses per combat.
Taunts a single enemy once per turn, forcing it to attack this Operator instead of an ally. Higher ranks also reduce the damage that enemy deals.
At max rank: The taunted enemy deals 6 less damage.
Grants bonus damage against elite and boss enemies specifically.
At max rank: Up to +6 damage against elite or boss enemies.
Grants bonus Credits at mission end if this Operator was deployed in combat. Bringing more than one Operator with Thievery adds nothing.
At max rank: +300 Credits per mission.
An integrated comlink that provides additional Action Points to allies. Restricted to astromechs — no Custom Operator can select it.
At max rank: Not published.
For 2 Advantage and no Action Point, once per battle, Luco gains stacks of Sharpened Senses. Each stack raises his chance to hit by 5% and his ranged attack damage by 1, and one stack is consumed by every ranged attack he makes. Ranks raise how many stacks he gains.
At max rank: Six stacks: +30% to hit and +6 ranged damage, spread across the next six ranged attacks.
For 2 Advantage and no Action Point, Cly uses her jetpack to leap to a target location and shove nearby enemies out of the way. It triggers neither Overwatch nor retaliation attacks. Ranks raise the range; the final rank also applies four stacks of Burn to enemies near where she lands.
At max rank: Longer range, plus four stacks of Burn on nearby enemies — 4 damage, then 2, then 1.
While Hawks is in combat, every Operator in the squad gains increased assist damage, Defense and chance to hit. It requires no action and cannot be switched off.
At max rank: Not published — only that its ranks raise all three bonuses.
Once per turn, when another Operator's attack leaves an enemy below a health threshold, Jae immediately fires and finishes them off — from anywhere on the map, before the triggering Operator's action has resolved. The shot cannot miss. Ranks raise the threshold. It does nothing while she is Downed.
At max rank: Executes an enemy left on 10 health or less.
Once a mission, Trick withstands being Downed and revives himself without an ally spending an action rallying him. Its ranks change when and how well: half health on the next turn, then full health, then no Injury the first time he is Downed, and finally an immediate stand-up in the same turn that also refunds an Action Point.
At max rank: Reviving immediately, during the same turn he was Downed in, and recovering an Action Point as he stands. The published steps between are full health instead of half, then avoiding the Injury the first time he is Downed.
Tel-Rea begins each turn with a number of Harmony stacks. Each stack adds 4% to her chance to deflect an incoming ranged attack and 4 damage to a Lightsaber Strike, and each Strike consumes three of them. Ranks raise how many she starts the turn with.
At max rank: Six stacks at the start of every turn — +24% deflection on top of Padawan Training's 30% base, or two Lightsaber Strikes at +24 damage each.
Once per turn, for 1 Action Point plus more depending on how far he travels, Kabb rushes an enemy, hits them for melee damage and knocks them backwards. If the punch kills them, every Action Point it cost is refunded — the travel as well as the strike. Ranks mostly raise its base damage.
At max rank: Higher base damage. The refund and the once-per-turn limit are the same at every rank.
The game has not been released. These are open questions we have chosen not to guess at.
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
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
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
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
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
VULKK · Tier 3 — Hands-on preview · accessed 23 August 2026
Supports: Talents and recruitment sections — Fearless Leader granting the squad increased assist damage, Defense and Chance-to-Hit while Hawks is deployed, with upgrades improving all three; Combat Jump moving Cly Kullervo to a target location, pushing nearby enemies and applying Burn, with upgrades raising both jump range and the number of Burn stacks; recruits arriving with a generated Name, Talent, primary Specialization, weapon type and backstory that can subsequently be adjusted at the Den. Published 2026-08-22