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Zero Company Builds

Talent

Zero Company Thievery Talent

Bonus Credits at the end of any mission the Operator fought in. It does not stack.

Confirmed
Confidence
Confirmed
Verified
14 August 2026
Version
pre-release (no retail build)

Quick answer

Grants bonus Credits at mission end if this Operator was deployed in combat. Bringing more than one Operator with Thievery adds nothing.

Available to
Any Custom Operator
Cost
Passive — no cost
First rank
A small Credit bonus per mission.
Max rank
+300 Credits per mission.
Tags
economy

Build value

What this Talent is actually for

A slot traded for income rather than fighting power, and the non-stacking rule is what makes it a single decision rather than a strategy — one Operator carries it or nobody does. Early on the trade is close to free, because missions are not yet hard enough to punish a slightly weaker squad. That balance shifts as difficulty rises, and it is the Talent most likely to want swapping out mid-campaign.

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.

This Talent pairs with no Specialization in particular. It buys an out-of-combat reward rather than fighting power, so the question it raises is whether the slot is worth the income — not which class to put it on.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • The Credit values at the first and middle ranks.
  • Whether it applies to Operations as well as combat missions.
  • At what difficulty the lost combat effectiveness stops being worth the income.

Other Talents

Sources