Talent
Zero Company Combat Gas Talent
Luco Bronc's fixed Talent: stacks of Sharpened Senses that raise his chance to hit.
- Confidence
- Confirmed
- Verified
- 20 August 2026
- Version
- pre-release (no retail build)
Quick answer
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.
- Available to
- Luco Bronc only — fixed, and it persists across every Specialization
- Cost
- Advantage
- First rank
- Two stacks of Sharpened Senses: +10% to hit and +2 ranged damage, spent over the next two shots.
- Max rank
- Six stacks: +30% to hit and +6 ranged damage, spread across the next six ranged attacks.
- Tags
- single-target, high-ground
Build value
What this Talent is actually for
It costs no Action Point, which is the detail that decides how it is played: Luco opens turn one by activating it, repositions, and still fires a 2 AP long arm before the fight is properly under way. It also solves accuracy rather than damage, precisely the problem a long-range Operator has — range imposes hit-chance penalties, and a missed Sharpshooter shot costs a whole turn. Stacked on Sharpshooter Training's flat +10% and Zero In's Lethal, Luco reaches accuracy no other Operator can, and that redundancy is the argument for taking him somewhere else instead. Almost every class wants to shoot harder and more accurately, so a Scout — whose Ultimate scales with the Advantage pool and, unlike the Sharpshooter's, can miss — gets more out of it than his default does. Note one genuine anti-synergy: the Sharpshooter's Ultimate always hits and still consumes a stack, so pointing this Talent at it wastes part of it.
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.
- Sharpshooter
His default class, and the one that suffers range penalties worst. Sharpened Senses, Sharpshooter Training and Zero In all solve the same problem from different directions.
- Scout
Spotted removes range and smoke penalties outright, so pairing it with a stacking accuracy Talent is the point where hit chance stops being a consideration at all.
What we don't know yet
The game has not been released. These are open questions we have chosen not to guess at.
- Whether stacks survive to the next turn, or expire at the end of the one they were bought in. The once-per-battle limit makes the difference large.
- Whether stacks are lost on movement, as Zero In's Lethal is.
- The stack count at the ranks between two and six.
- Whether the +1 damage per stack applies to every ranged weapon or only to some.
- Whether an attack that misses still consumes a stack.
Other Talents
- Zero Company A Life of Labor Talent
- Zero Company Anticipation Talent
- Zero Company Cold Blooded Talent
- Zero Company Espionage Talent
- Zero Company Fortitude Talent
- Zero Company Grit Talent
- Zero Company Sabotage Talent
- Zero Company Taunt Talent
- Zero Company The Bigger They Are… Talent
- Zero Company Thievery Talent
- Zero Company Built-In Comlink Talent
- Zero Company Combat Jump Talent
- Zero Company Fearless Leader Talent
- Zero Company Final Shot Talent
- Zero Company For My Brothers Talent
- Zero Company Strong with the Force Talent
- Zero Company Uppercut Talent
Sources
- 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: 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
- 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