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Zero Company Builds

Talent

Zero Company Built-In Comlink Talent

Astromech-only: an integrated comlink that hands Action Points to allies.

Retail-reported
Confidence
Confirmed
Verified
29 August 2026
Version
Retail 1.0 — launch-week Focus Tree tables

Quick answer

An integrated comlink that provides additional Action Points to allies. Restricted to astromechs — no Custom Operator can select it.

Available to
Astromechs only
Cost
1 Action Point
First rank
Grants an ally an additional Action Point, once per turn.
Max rank
Unlimited uses per turn, each granting an ally one Action Point.
Tags
ap-support

Build value

What this Talent is actually for

Action Points are the scarcest resource in a turn and this is one of only two confirmed ways to move them around a squad, the other being Hawks' Advantage-priced version. It is worth the most handed to whoever converts a point into the most output — a Gunslinger, where one extra point becomes a Quick Draw chain that may refund itself. It is also why an astromech is a force multiplier rather than a damage dealer: it contributes nothing to the kill count and improves everyone else's.

Focus Tree

Every rank, and what each one changes

Focus Points buy these steps in order. Several of them change what the Talent does rather than making it bigger, so the last row is worth reading before you commit to the first.

Retail-reportedRetail 1.0 — launch-week Focus Tree tables

The ladder carries its own evidence, and it is weaker than the Talent’s. EA named these Talents; guide writers read the numbers off the shipped game’s Focus Tree. Nothing here has been reproduced by this site.

RankWhat it does
Rank I+1 Action Point to an ally, once per turn.
Rank IITwice per turn.
Rank IIIUnlimited uses per turn.

Sources

  • 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.

Pairings

Specializations it combines with

A Talent is chosen separately from a class, so these are combinations you assemble yourself rather than anything the game groups for you.

  • Gunslinger

    An extra Action Point spent on Quick Draw can refund itself on a kill, which makes the Gunslinger the highest-return recipient in the squad.

  • Sharpshooter

    Zero In costs a full Action Point before any shooting happens; a donated point pays for the set-up so the turn still contains a shot.

  • Soldier

    Brutal Strike and a grenade in the same turn is normally out of reach on Action Points alone.

Still unverified

The retail game is out. These are the points we have not yet reproduced or measured reliably enough to state as fact — recorded rather than guessed at.

  • Whether it has a proximity requirement, as the astromech comm link ability does.
  • Whether it is the same thing as the astromech comm link recorded in the ability database, or a separate Talent that does a similar job.
  • Whether its ladder really has three steps where every universal Talent has four. One outlet prints three and no other has published a table at all, so this is the least corroborated ladder here and the first to re-check.

Other Talents

Sources

  • 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

  • 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

  • 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.