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Star Wars Zero Company beginner guide
Everything below is a rule the game has confirmed, ordered the way a first session meets it: your squad, your three Action Points, the shot you are about to take, the Injury you are about to collect, and the four progression systems running behind all of it. No section tells you what is best — nothing here has been measured against the retail build, and the page that will say so is linked at the bottom.
Learn the rules first
The shortest version
You control four Operators. Each gets three Action Points a turn, spent on movement, attacks, Utilities and Abilities in any order. Landing attacks fills one shared Advantage pool of at most ten, which powerful abilities spend without costing Action Points. Cover lowers an enemy’s chance to hit you; flanking and high ground raise yours. An Operator reduced to zero health takes an Injury, and three Injuries mean permanent death — which is on by default and can be switched off.
If you read nothing else, read that paragraph and the section on Injuries. The rest is depth.
First
Four Operators, three Action Points each
Squad size is the constraint every other decision answers to, and the turn is the constraint inside it. There is no move-then-shoot structure: movement, attacks, Utilities and Abilities all draw on the same three points, which is why the order you do things in matters more here than in most tactics games.
Action Points
ConfirmedEach squad member has three Action Points per turn. Movement, attacks, Utilities and Abilities all draw from that pool, and you can take those actions in any order. Attack costs vary by weapon, and some attacks consume every remaining AP — which ends that Operator's turn immediately.
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Second
Then you try to hit something
Every attack shows its chance to hit before you commit. Three things move that number, you control all three, and knowing which way each one pushes is most of what separates a good turn from a wasted one.
Chance to hit
ConfirmedEvery attack shows a Chance-to-Hit percentage before you commit to it. Cover lowers it, flanking and high ground raise it, and Overwatch cones lose accuracy the further out you place them. The pre-release trophy list confirms both extremes are real: there are achievements for landing a shot at 10% or lower and for missing one at 90% or greater.
Full guideCover and flanking
ConfirmedPartial and full cover reduce the chance of being hit. Flanking around cover and taking high ground both improve your hit chance. Some cover is destructible, which means explosives can remove an enemy's protection outright rather than going around it.
Full guideHigh ground
ConfirmedTaking high ground improves your hit chance. That makes elevation a positioning objective in its own right, and it is the main reason a long-range Operator spends Action Points moving rather than shooting. How much of a bonus elevation gives has not been published.
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Third
Advantage is shared, Overwatch ends your turn, and ledges kill
The two resources that separate a good turn from an average one, and the two ways to act outside it. All four are squad-level decisions rather than per-Operator ones — and pushing an enemy off a ledge kills it whatever its health, which is the cheapest thing a new player can learn.
Advantage
ConfirmedAdvantage is a squad-wide resource: each time an Operator damages an enemy, the squad gains 1 Advantage, up to a maximum of 10. Powerful abilities spend Advantage instead of Action Points, so using them does not cost an Operator their turn. Because the pool is shared and holds ten, a squad whose Ultimates cost more than ten in total cannot fire them in the same turn.
Full guideOverwatch
ConfirmedOverwatch sets a directional cone that fires when an enemy moves or acts inside it. Spending more Action Points can increase the number of reaction shots. Using Overwatch ends that Operator's turn, so it is a trade: you give up acting now in exchange for acting on the enemy's turn.
Full guideCall for Backup
ConfirmedCall for Backup costs no Action Points. It adds a teammate's assistance to the next attack, and using it helps build Bonds between the two Operators. Because it is free, it is one of the few actions that never competes with movement or attacking for a turn's budget.
Full guideDisplacement
ConfirmedDisplacement is any effect that moves an enemy without its consent. Force Push, Force Pull, Kabb's Uppercut and Concussion Grenades all do it. EA themselves recommend pushing a target into an ally's Overwatch cone, and the pre-release trophy list confirms two further outcomes: knocking one enemy into another, and knocking an enemy out of the combat space entirely, which defeats it.
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Fourth
Getting hurt is permanent unless you turn that off
The rule that makes the game tense, and the one setting most likely to change how you play. Read this before your first mission, not after your first funeral.
Injuries and permadeath
ConfirmedWhen an Operator is downed they suffer an Injury. Three Injuries cause permanent death on standard difficulty. Allies can Rally a downed Operator to bring them back up. Permadeath is enabled by default, but it can be disabled in the settings — so the risk level is a choice you make before the campaign, not a fixed rule.
Full guideDifficulty and Beskar Mode
Retail-reportedZero Company has four difficulty settings — Story, Normal, Hard and Expert — and you can change difficulty at any time between missions from the menu. Beskar Mode is separate: an ironman-style option with no reloading of earlier saves, which can be combined with any of the four. Permadeath is a third, independent switch, on by default and disableable.
Full guideStatus effects
Preview-reportedThree status effects now have the game's own wording behind them. Evasion makes the next attack on that Operator miss outright. Vicious makes their next ranged or melee attack a guaranteed critical hit. Invulnerable prevents all damage from the next attack against them. Alongside those, Defense reduces every incoming attack by a flat amount, Burning stacks and ticks each turn, Spotted removes range and smoke penalties against a target, and Disoriented lowers enemy accuracy. Durations are still unpublished for every one of them.
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Fifth
Between missions, a clock is running
The campaign layer is not a menu you visit when you feel like it. Missions expire, healing costs time, and doing nothing is a choice with a cost.
Cycles
Preview-reportedThe campaign runs on cycles. Completing a tactical mission advances the cycle, and one previewer reports you can run only one full combat mission per cycle. Missions and Operations expire after a limited number of cycles, so anything you cannot reach is lost. Healing an Injury in a standard Medbay bed also costs a cycle.
Full guideWhat to do at the Den
Preview-reportedBetween missions you return to the Den and explore it in third person. Talk to every squad member first — conversations unlock side missions and leads that never appear otherwise. Then check the Medbay, spend Focus Points, read what is expiring at the holotable, and pick your next mission last.
Full guideOperations
ConfirmedOperations are the non-combat half of the campaign — intelligence work, political manoeuvring and shadow activity, run from the HoloTable in the Den between Tactical Missions. They are launched with Intel, which combat missions earn and the Espionage Talent adds to. They pay out Credits, Weapon Modifications, Utilities, Zone Influence, sometimes more Intel, and story consequences. They also expire: an Operation whose window closes is gone permanently.
Full guideDilemmas
ConfirmedDilemmas are authored decision points where Hawks faces an important choice and each squad member argues from their own history and values. Agreeing with an Operator strengthens your Bond with them; disagreeing can weaken or fracture it. Choices can drive a character away from Zero Company entirely — a second way to lose an Operator that has nothing to do with permadeath.
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Sixth
Then you make them stronger
Four progression systems run at once, and they are not interchangeable. This is where a first campaign is usually won or wasted.
Focus Trees and Focus Points
ConfirmedFocus Points are spent in Focus Trees to upgrade an Operator's Talents, Abilities and Passives. They come mainly from Bonds, and also from missions and Operations. From Cycle 3 you can respec at the Personnel console for free, and changing Specialization refunds every Focus Point spent in the class tree — the one exception being points invested in an authored character's fixed Talent, which never come back. Every ability's ladder is now published — one Ultimate and one Standard at six ranks, one passive at five, and one passive per class that cannot be upgraded at all — so the Squad Builder can record which rank a build assumes. The per-rank *costs* are still unpublished, so it cannot tell you whether you can afford it.
Full guideTalents
ConfirmedA Talent is a build layer that sits alongside an Operator's Specialization rather than inside it. There are eleven: ten a Custom Operator chooses between — Anticipation, Cold Blooded, Espionage, Fortitude, Grit, A Life of Labor, Sabotage, Taunt, The Bigger They Are and Thievery — plus Built-In Comlink, which only astromechs can take. Each of the ten has four steps in its Focus Tree, a base rank and three upgrades, and every one of those steps is now published. A recruited Operator's Talent can be changed as well as their Specialization; an authored character's cannot, and Hawks' Fearless Leader persists across every Specialization he takes.
Full guideBonds
ConfirmedBonds are relationships between pairs of Operators. Building a Bond unlocks permanent combat bonuses, and reaching maximum Bond unlocks a passive. Bonds are also the main source of Focus Points, which drive the Focus Trees — so who you field together shapes your whole progression, not just one mission.
Full guideCross Training
ConfirmedCross Training converts Bond progress into permanent capability. Each time a pair's Bond reaches a new level you choose one of three joint trainings, and it applies to both Operators. Three are named: Timing Exercises for +5% Critical Chance, Reflex Fire Training for +1 Overwatch Damage, and Freeform Training for +2 Focus Points. Health, ranged accuracy and movement range are also reported as options. At maximum Bond a Passive Ability replaces the choice.
Full guideDual Specializations
ConfirmedMost Operators take one of the eight standard Specializations as a primary. A second unlocks after Cycle 18, roughly halfway through the campaign, and two launch-week guides say it arrives for the whole roster at once. The Focus Tree draws it as its own band, SPEC 2, beside SPEC 1 and the Talent, with the same three ability rows. A class cannot fill both slots; different classes combine freely. One guide reports the secondary's ranks stop at Tier 5.
Full guideWeapon Mods
ConfirmedA weapon has four attachment slots — Barrel, Cell, Scope and Stabilizer — and four mod lines compete for each one. Every step in a line does the same thing at a bigger number, so the choice that matters is which of four effects you want in a slot. Slot count rises over the campaign to at least four. Mods are bought from the Black Market with Credits or earned from Operations and Tactical Missions, and are swapped freely between missions rather than consumed. Sixty-four mods are named; most have no published value, and none of the missing numbers is guessed at here.
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Before your first mission
Five things worth deciding in the menu
Not advice about what is strong. Settings and habits that are awkward to change later.
- Decide about permadeath before you start. It is on by default, it is a separate switch from difficulty, and turning it off later does not bring anyone back.
- Beskar Mode is a third switch again — no reloading earlier saves. It is not a difficulty tier and can be combined with one.
- Hawks cannot permanently die and is required on story missions, so plan the other three slots around a fixed fourth.
- Advantage starts every fight empty and is earned by landing attacks. A squad of expensive abilities and nothing generating the pool does nothing on turn one.
- Overwatch ends the Operator's turn and its hit chance falls the further out you place the cone. It is a commitment, not a free reaction.
Questions
Questions new players ask
Each answer restates a record held elsewhere on this site, and cites the same sources.
- How many Action Points does each Operator get per turn?
- Three, spent in any order — and three is a holding limit rather than a spending limit, so an Operator handed extra actions can take more.
- What is Advantage in Zero Company?
- A squad-wide resource: each time an Operator damages an enemy the squad gains 1 Advantage, up to 10, spent on powerful abilities that cost no Action Points.
- What difficulty settings does Zero Company have?
- Four — Story, Normal, Hard and Expert — plus a separate ironman option called Beskar Mode, and you can change difficulty between missions.
What a beginner guide cannot tell you yet
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.
- The Action Point cost of individual weapons and abilities. Attack costs are confirmed to vary; the retail build shows the figures and they are not in the database yet, so no turn plan here is costed exactly.
- What each difficulty tier changes. The four names come from achievement text, and whether higher tiers add enemy health, accuracy or numbers is now directly testable and untested by us.
- Every Focus Tree layout. The trees are visible in the retail game and are being transcribed, so the progression section still tells you the system exists rather than what to spend on.
- Everything past roughly the first third of the campaign. The preview build this guide was written against was capped, and we have not yet played far enough past it to write the late game honestly.
Where to go next
- The Zero Company Squad Builderput four Operators together and see what the rules say
- The best class to start Zero Company withtheorycraft, not yet tested
- Zero Company tier listsclasses, Operators and weapons ranked
- Every Zero Company Specialization
- Everything we know about Zero Company
- Zero Company release date, time and platforms
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
- PC Review — 'Star Wars Zero Company'
WorthPlaying · Tier 3 — Retail review · accessed 27 August 2026
Supports: Weapons — "Regardless of specialization, operators can use any of the game's four ranged weapon types: blaster pistols, blaster rifles, longarms (sniper rifles), and repeaters (machine guns)", and "Blaster pistols deal the least damage but always cost one AP to fire. Blaster rifles cost one AP for the first shot and two for the second, using all three AP an operator starts with each turn. Longarms always cost two AP but offer the longest range." No cost is given for the Repeater. Progression — "Focus points can be completely reset and reallocated at any time, so you're never stuck with a bad build." Bonds — "Reaching a new bond level lets you choose one of three permanent buffs for both operators, including increased health, ranged accuracy, movement range, or additional Focus points." Published 2026-08-26
- Star Wars Zero Company Tips for Tactics Padawans
Xbox Wire · Tier 3 — Retail review · accessed 27 August 2026
Supports: "Fit Check" — "utility items like grenades and health packs are refreshed at the start of every battle (even when you have multiple battles in sequence as part of a larger story mission)", and "you'll likely be shifting your best equipment around between different operators as you field different teams". "Action Economy Is King" — "The limit of 3 action points per turn only applies to how many they can hold at any given moment", a free assist available every turn, and abilities that grant additional actions to teammates. Opening paragraph — four difficulty settings, changeable in the menu at any time between missions. Autosave on the first round of a battle, then at cycle start. Bylined Will Fulton, Xbox Wire Editor. Published 2026-08-26
- Star Wars Zero Company — najlepsza klasa broni: blaster, karabin i pistolet
PPE.pl · Tier 3 — Retail review · accessed 27 August 2026
Supports: Weapon class table, columns "Klasa broni | Koszt PA | Obrażenia broni | Obrażenia krytyczne | Zasięg | Typ broni", repeated in the per-weapon descriptions below it. Blaster długodystansowy (Longarm) — "Obrażenia: 12 | Krytyczne: +12 | Zasięg: Długi", "Wymaga 2 PA do wykonania strzału (wolna broń)". Karabin blasterowy (Rifle) — "Obrażenia: 10 | Krytyczne: +6 | Zasięg: Średni", "Pierwszy strzał w turze kosztuje tylko 1 PA (jako broń szybka), a każdy kolejny w tej samej turze wymaga 2 PA". Blaster powtarzalny (Repeater) — "Obrażenia: 8 | Krytyczne: +4 | Zasięg: Średni", "Ciężka broń automatyczna. Ma niskie obrażenia bazowe, ale zyskuje znaczne premie przy strzałach za 2 PA lub 3 PA. Oddanie strzału zawsze zużywa wszystkie pozostałe PA w danej turze" — no figures given for that bonus. Pistolet blasterowy (Pistol) — "Obrażenia: 6 | Krytyczne: +4 | Zasięg: Krótki", "każdy strzał kosztuje zaledwie 1 PA". The guide's own verdict names the Rifle the best general-purpose weapon, for economical AP use and balanced damage. No accuracy figure and no Modification Slot count anywhere on the page. Bylined Mateusz Wróbel, published 2026-08-26
- 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 Xbox achievements
TrueAchievements · Tier 2 — Achievement list · accessed 19 August 2026
Supports: Achievement list — independent corroboration of the same requirements, including the four-Weapon-Mod achievement and the difficulty tiers.
- Star Wars Zero Company — beginner's guide
StarWars.com · Tier 1 — Official · accessed 3 September 2026
Supports: Bylined Kelly Knox, 27 August 2026. Two claims are taken from it and no others. On Bonds: "Certain operations can also strengthen or weaken bonds between your team" — the first first-party statement that a Bond can move *downwards*, and that an Operation is one of the things that moves it. On Advantage: "Operators gain Advantage points when they inflict damage on an enemy during combat", tracked "in the bottom left of the screen", and "most powerful abilities cost Advantage points". No cap, no per-hit figure and no spending rule beyond that is given. **Checked for and absent**: any mention of Weapon Mods, the Armory or equipment.
- 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.
- Star Wars Zero Company: turn-based tactics that aren't just for XCOM experts
IGN · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:15–12:39 — Advantage earned from successful attacks; four difficulty settings; ringing a droideka with Overwatch cones; Bonds granting health and critical damage; changing Hawks' species at the Den; the Bespin guest mission; preview-build defects including shots passing through solid cover
- I played Star Wars Zero Company early — new gameplay and details
Star Wars HQ · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 5:01–12:48 — one full combat mission per cycle; Hawks alone cannot permanently die; the exotic classes restricted to Cly, Tel-Rea and astromechs; recruitment refreshing each cycle with a name, Talent, Specialization and weapon type; Medbay bed and Bacta Tank costs; ignoring Operations granting enemies lasting upgrades
- 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
- 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
- Star Wars: Zero Company Hands-on Preview — XClones
Checkpoint Gaming · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Advantage section — the Scout specialisation having several abilities that accumulate Advantage at a rapid pace, and the Scout/Cly pairing; Cly's electrified darts and chained electrocution; the specialisation kit structure of one or two passives, an action and one Advantage ability; the Bond system's choice of one of three shared stat boosts; the randomly selected assist each turn. Published 2026-08-12
- Star Wars Zero Company Hands-On Preview — Tactics on Tattooine
Press Start Australia · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Unit abilities section — Trick's one-time-use rocket launcher costing 10 Advantage, against Hawks spending much less to regenerate an ally's Action Point; many abilities limited in uses per fight; Advantage generated as enemy units are dispatched. By Harry Kalogirou
- 12 hours in, Star Wars Zero Company is a solid strategy RPG, but it's missing XCOM 2 or Baldur's Gate 3's spark
GamesRadar+ · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Abilities section — Trick charging a long-range explosive strike; the astromech entering battle armed not with a blaster but with grenades, ally buffs and enemy disruption; the Jedi Padawan's kit as battlefield control, Force pushing enemies and deflecting blaster fire back at them; the Backup system selecting one character per turn. By Ali Jones
- 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 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.
- 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 — official game page
Electronic Arts · Tier 1 — Official · accessed 15 August 2026
Supports: Release date of August 27; platforms given as PC, PlayStation and Xbox, without a console generation; "Turn-Based Tactics" in the page title; premise
- 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 preview — after 15 hours
Arekkz Gaming · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:15–9:43 — conversations at the Den unlocking side missions; late companions forcing a rethink of squad composition; missions carrying a limited window; fighting alongside Anakin Skywalker late in the preview; fifteen hours without a crash
- Star Wars Zero Company hands-on impressions — story and gameplay
Star Wars Explained · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 0:00–7:39 — the company opening 80,000 credits in debt to the Hutts; dialogue choices moving Bonds; Operations forcing a choice between squadmates; rescue and escort objectives; reaching cycle 7 in roughly eight hours
- Star Wars Zero Company: A Friend of a Friend Guide
Power Up Gaming · Tier 3 — Retail review · accessed 1 September 2026
Supports: The full seven-cycle choice chain. Framing: "A Friend of a Friend is a multi-part Operation Chain in Star Wars Zero Company, which involves dealing with a friendly contact and making distinct choices across the seven different cycles", accessed "via the Den's Holotable, where outcomes can involve various injury risks if you make certain choices". Cycle I — "Assign her to upgrade a Facility: +3 Zone Jenth Influence; +100 Den Level" or "Bring her on as a Contact: +3 Zone Jenth Influence; +1 Contact". Cycle II — "Attack first — High Risk: +3 Zone Besh Influence; high chance of Operator injury"; "Bribe the assassin: +3 Zone Besh Influence; −1,500 Credits"; "Call the authorities: +5 Zone Besh Influence; −25 Intel; −500 Credits". Cycle III — "Purchase the Thermal Imploder Grenade: −1 Capacitor; receive Thermal Imploder Grenade"; "Purchase the Horizon Scope: −1,750 Credits; Horizon Scope (reduces Chance-To-Hit penalty on ranged attacks by 15%)"; "Pass: No cost, no reward". Cycle IV — "Try the Nysillin: +3 Zone Besh Influence; −250 Credits; participating Operators heal all injuries"; "Try the Marcan Herb: +3 Zone Besh Influence; −250 Credits; participating Operators get an additional Bond boost"; "Try the Bula Fruit: +3 Zone Besh Influence; −250 Credits; participating Operators get +4 Max Health"; "Decline: No reward". Cycle V — "Assign an Operator (Kabb): +3 Zone Esk Influence (+5 more if successful, for potential total +8); +1,500 Credits" or "Report Qwiitl: +1,000 Credits". Cycle VI — "Every option here grants +4 Zone Besh Influence", then payoffs at −250, −1,000 and −1,500 Credits (the largest also "+1 Contact") or none. Cycle VII — "Every option here grants +4 Zone Besh Influence", then "Unbroken Concentration: +2 Focus Points; −2 Max Health"; "Hand To Hand: +2 Melee Damage; −1 Ranged Damage"; "Keen Eyes: +3% Ranged Critical Chance; −1 Critical Damage"; "Compounding Strength: +1m First Movement Bonus; −5% Ranged Chance-To-Hit". The phrase "participating Operators" is the guide's own and appears on Cycle IV only; it is not defined, and it is **not** used of Cycle VII. The guide nowhere calls the Cycle VII effects permanent and nowhere states how many Operators receive them. Bylined Serhii Patskan, "On Aug 31, 2026"
- Star Wars Zero Company Choices Guide
Gamers Heroes · Tier 3 — Retail review · accessed 1 September 2026
Supports: An index of campaign choices and their listed outcomes, filed by Operation and instalment number. "A Friend of a Friend #4" — "Try The Nysillin": "+3 Zone Besh Influence, -250 Credits, Operators Heal All Injuries"; "Try The Marcan Herb": "+3 Zone Besh Influence, -250 Credits, Operators Get Additional Bond Boost"; "Try The Bula Fruit": "+3 Zone Besh Influence, -250 Credits, Operators Get +4 Max Health". "A Friend of a Friend #7" — "Unbroken Concentration": "+4 Zone Besh Influence, +2 Focus Points, -2 Max Health"; "Hand To Hand": "+4 Zone Besh Influence, +2 Melee Damage, -1 Ranged Damage"; "Keen Eyes": "+4 Zone Besh Influence, +3% Ranged Critical Chance, -1 Critical Damage"; "Compounding Strength": "+4 Zone Besh Influence, +1m First Movement Bonus, -5% Ranged Chance To Hit". Every figure matches `retail-powerup-friend-of-a-friend` exactly, from a separate byline. This page also does not call the effects permanent, does not say how many Operators receive them, and does not use the phrase "participating Operators" at all. Bylined Blaine Smith; the page gives no absolute date, displaying "5 days ago" when read on 2026-09-01, which places it on or about 2026-08-27
- Hands-on report: Star Wars Zero Company
PlayStation.Blog · Tier 3 — Retail review · accessed 27 August 2026
Supports: "I got fired into the fray with the full game ahead of its August 27 launch". Combat abilities listed as examples include "a 100% accurate shot for the sharpshooters" and "a party-wide stats buff", with no cost given for either. Bonds — "Good bonds earn Focus points to enhance an Operative's skills, as well as teaching each other passive abilities and unique tricks", raised by siding with an Operator in a Dilemma, partnering them for assists, completing missions together, or taking character-driven quests. Bylined Corey Brotherson, a contributor rather than PlayStation staff. Published 2026-08-26
- 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 – 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
- Zone Influence and Best Rewards — Star Wars Zero Company
Mobalytics · Tier 3 — Retail review · accessed 31 August 2026
Supports: The complete Zone Influence reward table, twelve zones at three tiers each, read from the page on 2026-08-31. Bylined Mobalytics, "Updated on Aug 30, 2026". **Weapon Mods**: "Weightless Stabilizer Weapon Mod (Provides a 33% chance to gain Evasion when firing this blaster if this Operator does not already have this effect)" at Besh Tier 3; "Advanced Range Scope Weapon Mod (Reduces chance-to-hit penalties from Range by 10%)" at Forn Tier 1; "Assassin's Scope Weapon Mod (Increases Critical Chance by 12% when attacking with this blaster)" at Forn Tier 2; "Lightning Modulator Weapon Mod (Provides a 100% chance to Shock the targeted enemy when this blaster scores a Hit)" at Herf Tier 3; "Advanced Tracking Scope Weapon Mod (Increases this Operator's Assist Damage by +2)" at Isk Tier 1; and "Wildfire Modulator Weapon Mod (Inflicts 4 stacks of Burning when this blaster hits)" at Krill Tier 3. **Utilities**: "Medpac Mk. IV Utility (Heals 30% of the target ally's Health. Cannot be used on Droids)" at Aurek Tier 3; "Repulsor Units Mk. II Utility (Increases Movement by +1.0m. This bonus affects all of the Operator's moves)" at Besh Tier 1; "Prototype Imploder Utility (Throw a powerful explosive Grenade that deals excellent damage)" at Cresh Tier 3; "Trauma Kit Mk. II Utility (When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 20% chance the healed ally is not Injured)" at Esk Tier 1; "Gas Dispenser MK. IV Utility (Sprays a stream of gas the Dazes all units in the target area)" at Esk Tier 3; "Custom RSKF-44 Utility (Fire a very powerful, but short range armor-piercing pistol shot)" at Grek Tier 3; "Ion Blaster Mk IV Utility (Fires an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets)" at Isk Tier 3; and "Reinforced Underlay Mk. III Utility (Increases Defense by +3)" at Krill Tier 2. **Permanent squad upgrades**: "All Zero Company Operators gain +2 Focus Points" at Besh Tier 2 and "+1 Focus Point" at Grek Tier 1; "All Operators gain +1 Weapon Mod Slot" at Forn Tier 3; "Increases Max Health by +4 for all Operators" at both Aurek Tier 2 and Esk Tier 2; "+30 Bond XP for everyone" at Herf Tier 2 and "+20 Bond XP for everyone" at Leth Tier 1. Also: Influence is "primarily earned through Operations at the Mission Table", and placing a Contact in a Zone earns "a significant amount of Influence, starting at +7".
- Ultimate Star Wars Zero Company Gunslinger Build and Class Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 31 August 2026
Supports: Per-ability progression tables, tier by tier. Open Fire six tiers, 9 Advantage at tier 1 rising through +5% to +20% Chance-to-Hit and a third shot at tier 6. Quick Draw six tiers, its Chance-to-Hit penalty falling 25/20/15/10/5% and tier 6 reading "Defeating an enemy restores 1 AP"; base card "Fire a lightning-fast sidearm pistol shot... Costs 1 AP". Keen Eye five tiers, Ranged Crit Chance +6/+9/+12/+15/+18%. Onslaught marked Cannot Upgrade — "Each attack in a turn grants +1 Blaster Damage, primary blaster only".
- Here are the best talents for each specialization in Star Wars Zero Company
PC Gamer · Tier 3 — Retail review · accessed 29 August 2026
Supports: Talent table, relayed by this site's editor from the published article: ten interchangeable Talents for recruitable Operators, each with a base value and three upgrade levels — The Bigger They Are… "+2 damage vs elite/boss", +3, +4, +6; Anticipation "1 Evasion/turn", 2/turn, 3/turn, "can apply it to an ally"; Cold-Blooded "1 Vicious stack, 1/combat", 2/combat, 3/combat, "applies 2 Vicious stacks"; Taunt "Taunt enemy, 1/turn", target −2 damage, −4, −6; A Life of Labor "+5 HP, +1 Defense", "also +2 melee damage", "also +2 crit damage", "+7 HP, +2 Defense, +4 melee, +4 crit damage"; Thievery "+150 Credits/mission", +200, +250, +300; Sabotage "Detonate battlefield explosive, 1/combat", 2/combat, 3/combat, Unlimited; Espionage "+5 Intel/mission", +7, +9, +12; Grit "1 Invulnerable stack/turn; +2 HP", +4 HP, +8 HP, "+12 HP and 2 Invulnerable stacks"; Fortitude "+2 Defense while injured", +3, +4, "+6 and ignores injury Chance-to-Hit penalty". Also relayed: recruited Operators can change both Talent and Specialization. The article body could not be retrieved by this site — pcgamer.com returns a membership interstitial to an automated fetch — so every value above was corroborated against retail-keengamer-talents and retail-htm-talents before publication, and no record cites this source alone.
- Star Wars Zero Company is full of (excellent) surprises
Skill Up · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 2:09–15:14 — the Gunslinger's core ability refunding its point on a kill; half and full cover; Hawks' two voices sharing one personality; companions able to leave the squad entirely; a closed-doors developer briefing and the studio's Firaxis lineage
- STAR WARS Zero Company™ Specializations and Weapon Classes
EA Help · Tier 1 — Official · accessed 30 August 2026
Supports: "Every Specialization includes a unique set of abilities" and "Each Specialization includes three types of abilities" — Ultimate ("a Specialization's most powerful ability"), Standard ("an active ability you can use during combat") and Passive ("always-active abilities... without needing to be activated"). Note that this is three *types*, not three abilities: nothing on the page says how many Passives a Specialization has, and the per-Specialization ability lists sit behind collapsed accordions that are not in the retrieved text. "Most abilities cost Action Points (AP) to use... These special abilities cost Advantage instead of AP. Advantage is a shared resource that your squad can earn as a battle progresses." On authored characters: "Authored Operators have assigned Talents that you can't change, and some Authored Operators have Specializations that you can't change." On dual specialization: "Later in the game, you'll be able to choose an additional specialization for your Operators." Combat stat definitions — Weapon Damage "The amount of damage dealt by the weapon when attacking"; Critical Hit Damage "The additional damage applied when an attack Critically Strikes"; Critical Chance "The chance the weapon has of critically striking a target for extra damage"; Range "The optimal weapon range for combat. Attacking outside of this range incurs a Strike Penalty." All four Weapon Class panels, read on 2026-08-30 by expanding the page's accordions in a browser — combat stats as printed: Blaster Rifle "Weapon Damage 10, Critical Hit Damage +6, Critical Chance 5%, Range Medium"; Repeater "8, +4, 5%, Medium"; Blaster Pistol "6, +4, 5%, Short"; Longarm Blaster "12, +12, 5%, Long". **All four are 5%.** Action types and costs, verbatim: the Blaster Rifle is fired "once per turn as a Fast Weapon using 1 x AP" with "additional shots in the same turn cost 2 x AP"; the Blaster Pistol "is a Fast Action weapon, which means each shot costs 1 x AP"; the Longarm Blaster "is a Slow Action weapon, which means each shot costs 2 x AP"; and the Repeater "deals significantly more damage if you invest additional AP while firing it. The more AP you spend, the more Rapid Fire Damage it deals", with no fixed figure given. The eight per-Specialization panels expand too, but their ability lists are **inside screenshots** rather than in text — the Assault panel's image reads "SWEEPING SALVO / ULTIMATE / Unleash aggressive blaster fire that deals damage and Disorients all enemies within a large cone", "BULL RUSH / STANDARD / Charge into an enemy, dealing Melee Damage and Pushing it backwards", "FLEET OF FOOT / PASSIVE / Increases this Operator's First Movement by 1.0m", "STRIKE THE FLANKS / PASSIVE / This Operator gains a +20% Critical Chance bonus against Exposed enemies". An image caption on the same page names a "Final Action attack". Page header "Updated 2 days ago", retrieved 2026-08-30.
- BEST DUAL SPECIALIZATION Builds in Star Wars Zero Company
Jay Dunna · Tier 3 — Retail review · accessed 30 August 2026
Supports: The video's own description carries a chapter list naming the build each section covers, and it is cited here as much as the frames are: "0:17 Player Character: Medic/Gunslinger", "2:12 Trick: Heavy/Soldier", "4:02 Jae: Scout/Sharpshooter (or Scoundrel, Assault)", "5:41 Tel-Rea: Padawan/Wayseeker", "6:51 Cly Kullervo: Warrior/Assault or Gunslinger", "9:11 Kabb Uppercut: Soldier/Scoundrel", "9:56 Astromech Droid", "10:10 Weapon Mods for the Team", "12:00 Utilities", "13:08 Always Spend Influence!". Plus ten frames of the retail build screens, captured 2026-08-30; published 2026-08-29. PERSONNEL → FOCUS TREE, three Operators. The tree is three bands — TALENT, SPEC 1, SPEC 2 — with one ability row in the Talent band and three in each Specialization band, columns numbered 2 to 6, a Focus Point cost printed beside every unbought node, and rows of visibly different lengths (four, five and six nodes all appear on one screen). Hawks: "TALENT: FEARLESS LEADER" padlocked, "SPEC 1: GUNSLINGER", "SPEC 2: MEDIC", "1 FOCUS POINT REMAINING". Cly Kullervo: "TALENT: COMBAT JUMP" padlocked, "SPEC 1: WARRIOR" padlocked, "SPEC 2: ASSAULT" not padlocked, "2 FOCUS POINTS REMAINING". Tel-Rea Vokoss: "TALENT: STRONG WITH THE FORCE", "SPEC 1: PADAWAN", "SPEC 2: SEEKER", all three padlocked. Ability tooltips print cost, kind and rank together: "ADV 2 | COMBAT JUMP | SPECIAL ACTION"; "AP 1 | 8 BASE DMG | QUICK DRAW | FAST ACTION" with "RANGED. Fire a lightning fast sidearm pistol shot", "This skill applies a Chance-To-Hit Range Penalty of 25%", "Defeating an enemy restores 1 AP", "This ability does not trigger enemy Overwatch or Retaliation", "This Sidearm Attack does not receive benefits from Weapon Mods"; and the same ability at maximum, "AP 1 | 14 BASE DMG | QUICK DRAW VI", whose first clause becomes "Chance-To-Hit Range Penalty no longer applies". "FEARLESS LEADER II | PASSIVE" — "…eases Assist Damage by +1 for all Operators", opening clause obscured by the presenter's camera. "PADAWAN TRAINING V | PASSIVE" — "Allows Tel-Rea to equip a third Meditation. Meditations are managed in the Armory." An unaffordable node shows "CAN'T AFFORD — Gain additional Focus Points by growing bonds or completing missions"; a bought rank offers "REFUND". CHANGE SPECIALIZATION screen: "SPECIALIZATION ABILITIES" lists four per class with their kind — Gunslinger's are "OPEN FIRE | ULTIMATE | Fire 2 Times at any combination of enemies", "QUICK DRAW | STANDARD | Fire a lightning fast sidearm pistol shot", "KEEN EYE | PASSIVE | Increases this Operator's Critical Chance for all Ranged Attacks by +6%", "ONSLAUGHT | PASSIVE | Each attack within a single turn grants this Operator +1 Blaster Damage. This bonus applies only to attacks with this Operator's primary blaster" — with the class blurb "The Gunslinger specializes in multi-target blaster attacks and fast strikes that allow them to spread offense across numerous targets." The same screen offers eight Specialization cards under each of SPEC 1 and SPEC 2, the card taken by one row padlocked in the other, and states "This talent cannot be changed for this operator" over Hawks' Talent. ARMORY → WEAPON: tabs WEAPON, UTILITIES, BLACK MARKET; four equipped slots of which two are filled (a primary and a sidearm) and two padlocked; weapons named as a class plus a model with five statistics — Blaster Rifle DC-15A "WEAPON DAMAGE 14, CRITICAL HIT DAMAGE +9, CRITICAL CHANCE 17%, RANGE Medium, MELEE DAMAGE 10", Blaster Rifle WESTAR-M5 "12, +11, 20%, Medium, 10", Blaster Pistol G40-5 "9, +10, 17%, Short, 10"; and an inventory grouped into BARREL, CELL, SCOPE and STABILIZER. Mods carry a rarity word and a credit value — "ION MODULATOR | WEAPON MOD | BASIC — Increases Blaster Damage against Droids by +1 and against Ray Shields by +16", VALUE 200, shown under CELL; "DUAL COIL CONDENSER | WEAPON MOD | SUPERIOR — Increases Critical Hit Damage by +3 when firing this blaster", VALUE 350; "GRADE II ION MODULATOR | WEAPON MOD | SUPERIOR", against Ray Shields by +24, its Droid figure and its value partly obscured. In-game glossary panels define BLASTER ATTACK ("all attacks that use the Operator's primary blaster… Attacks that use a secondary blaster are considered Sidearm Attacks"), DROID ("weak against Ion effects and cannot be Healed"), CRITICAL HIT ("A hit that strikes a weak point, doing additional Damage on top of the equipped weapon's Base Damage") and PASSIVE ("benefits that are always active… never require AP").
- Ultimate Star Wars Zero Company Classes Guide
Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 2026
Supports: Per-class ability tables. Soldier — Rocket Strike "Tier 1: 12 Base DMG / Tier 2: 16 Base DMG / Tier 3: 20 Base DMG / Tier 4: 24 Base DMG / Tier 5: 28 Base DMG / Tier 6: 34 Base DMG; applies Vulnerable"; Brutal Strike "1 AP" with "Tier 1: 12 Base DMG" rising 13, 14, 15, 16 to "Tier 6: 18 Base DMG" and a Daze effect; Strength increasing melee damage and grenade throw range across six tiers to "+6 Melee Damage; +6m throw range"; Armsmaster "Increases Blaster Damage and Grenade Damage by +2. Cannot Upgrade". Assault — Sweeping Salvo "Costs 4 Advantage". Gunslinger — Open Fire "Costs 9 Advantage", upgradeable to fire 3 times at Tier 6. Scout — Combat Recon granting "+1 Advantage for each assessed enemy" over ranges of "16m to 24m" with areas expanding to "7m". Bylined Hack The Minotaur, updated 2026-08-27. Re-read 2026-09-01, when the page header gave "Latest Update: August 31, 2026". Four claims taken on that pass, none of them present on 2026-08-28. On the unlock point: "Operators can unlock a Secondary Specialization once you hit Cycle 18 in game." On pairing: "you can't double up" on the same class, with "The exception to this is the Astromech class and Tel-Rea". On the secondary's ceiling, which is the claim to read carefully because no other publisher makes it: Secondary Specializations "allow you to use all the abilities for that class but they're Focus Tree upgrades cannot go past Tier 5, so a Secondary Spec will always be slightly weaker than if you had used it as your Primary Specialization." And on the class count: "Star Wars Zero Company has 12 classes split into 8 standard Specializations available to any operator and 4 exotic classes", the eight named as "Assault, Gunslinger, Heavy, Medic, Scoundrel, Scout, Sharpshooter, and Soldier" and the four exotic as Jedi Padawan, Mandalorian Warrior, Astromech and Clone Commando. **Nothing has been taken here from that last name.** It is the first naming of this database's unrecorded fourth exotic class, it is a bare name with no described ability, and it is one publisher's — so it is a research lead recorded in `content/exotic-classes.ts` rather than a record.
- Star Wars Zero Company: Best Operator Builds for Dual Specialization
NerdsChalk · Tier 3 — Retail review · accessed 1 September 2026
Supports: On the unlock: "Dual specialization unlocks for the entire roster after Cycle 18, roughly halfway through the campaign." — which is both the cycle number and the only statement found anywhere that the unlock is a roster-wide event rather than a per-Operator one. On pairing: "The two slots cannot contain the same class, but different standard classes can be combined freely." On Tel-Rea Vokoss: "Her Padawan and Wayseeker specializations are locked to her, and no ordinary operator can equip them." Its recommended pairings are Hawks Medic/Gunslinger, Trick Heavy/Soldier, Jae Scout/Sharpshooter, Cly Warrior/Assault, Kabb Soldier/Scoundrel and Tel-Rea Padawan/Wayseeker — the same six, in the same order, as the chapter list of `retail-jay-dunna-dual-spec`, published two days earlier. **They are therefore not treated as independent corroboration of each other on the pairings**, only on the mechanics. The page carries no Focus Tree tier cap. Bylined "NerdsChalk Staff", updated 2026-08-31
- Zero Company full character creation
RuthlessNightsister · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 1:07–14:15 — the creator's full species list including Rodian; per-species options; ten Custom Operator voices against two each for Hawks, clones and astromechs; blaster patterns applied per part; weapon mods visibly changing the model; the explicit statement that all of it is the start-of-game set only
- 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".
- 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.
- 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.