Cornerstone guide
Star Wars Zero Company: classes, combat and builds
Everything confirmed about how squads work, gathered in one place and updated for the launch build. Assembled from pre-release material and being rechecked against the shipped game, so each claim carries the evidence it rests on and what is still unverified stays visible.
The game
- Release
- 27 August 2026
- Platforms
- PC, PlayStation 5, Xbox Series X|S
- Format
- Single-player, turn-based tactics with a cinematic campaign set during the twilight of the Clone Wars
- Developer
- Bit Reactor, with Lucasfilm Games. Published by Electronic Arts
- Length
- Roughly 30–40 hours for the main story, per the developer
- Permadeath
- Enabled by default, and can be disabled
Combat
The rules that shape every build
21 mechanics are documented in enough detail to plan around. Each links to a full guide.
- Action Points
Every Operator gets three Action Points per turn, spent on movement, attacks, Utilities and Abilities in any order.
- Advantage
A shared squad resource, earned one at a time by damaging enemies, that powers strong abilities without spending AP. Maximum: 10.
- Overwatch
A directional cone that triggers reaction shots when enemies move or act, at the cost of ending the Operator's turn.
- Cover and flanking
Partial and full cover reduce hit chance; flanking and high ground raise it. Some cover can be destroyed.
- High ground
Elevation improves hit chance, making verticality a positioning goal for long-range Operators.
- Injuries and permadeath
Downed Operators take Injuries; three Injuries cause permanent death on standard difficulty. Permadeath is on by default but can be turned off.
- Call for Backup
A zero-AP support action that adds a teammate's assistance to the next attack and helps build Bonds.
- Bonds
Relationships between paired Operators that unlock permanent combat bonuses, maximum-Bond passives and most of your Focus Points.
- Cross Training
The progression system tied to Bonds that turns pair relationships into permanent shared bonuses.
- Focus Trees and Focus Points
Focus Points, earned mainly from Bonds, upgrade Talents, Abilities and Passives through each Operator's Focus Tree.
- Dual Specializations
A second Specialization unlocks around the middle of the campaign, creating dual-class Operators.
- Talents
There are eleven Talents. Ten are open to any Custom Operator, one is astromech-only, and all of them are chosen separately from a Specialization.
- Status effects
Defense, Burning, Spotted, Disoriented and invulnerability — the modifiers that decide whether an attack is worth making.
- Cycles
The campaign clock. Completing a tactical mission advances the cycle, missions and Operations expire, and healing costs a cycle.
- What to do at the Den
The between-mission routine: talk to everyone first, because conversations unlock missions that otherwise never appear.
- Operations
Non-combat assignments launched with Intel from the HoloTable, returning Credits, mods, Utilities and Zone Influence.
- Dilemmas
Authored story choices where the squad disagrees, Bonds move, and an Operator can be driven out of the company.
- Displacement
Moving an enemy against its will — out of cover, into an ally's Overwatch, into another enemy, or off the map entirely.
- Chance to hit
The percentage on every shot, what moves it, and the confirmed fact that neither 10% nor 90% guarantees anything.
- Difficulty and Beskar Mode
The game's four difficulty settings, the ironman-style Beskar Mode that removes the ability to reload an earlier save, and the fact that you can change difficulty between missions.
- Weapon Mods
Weapon Mods are sixteen effects at four strengths each, four competing for every one of a weapon's four slots. Choosing a mod means choosing a line, and this is how the lines work and which weapon each belongs on.
Classes
The eight standard Specializations
Official roles. The complete ability kit for every one of them is visible in the retail build and is being read into the database.
- Assaultclose · medium
Mobile frontline fighter operating at medium-to-close range, built to cross the map in one action and punish enemies out of cover.
- Gunslingerclose · medium
Fast multi-target blaster specialist that stacks many shots into a single turn and converts kills back into actions.
- Heavyclose · medium
Armored frontline unit that redirects enemy fire onto itself and survives it through flat Defense and health.
- Medicclose · medium
Healing, revival and buffing — physical and psychological — with a permanent med pack that costs no Utility slot.
- Scoundrelclose · medium
Opportunistic support that penetrates armour, sets up guaranteed critical hits and assists whoever attacks its mark.
- Scoutclose · medium · long
Reconnaissance specialist that generates the squad's Advantage, marks targets to remove hit-chance penalties, and cashes the pool for burst damage.
- Sharpshooterlong
Long-range precision specialist built for consistency — the highest hit chance in the roster, and the best Overwatch in it.
- Soldierclose · medium
General offense at close-to-medium range using melee, grenades, heavy fire and a rocket launcher.
Abilities
Every named ability
26 named by an official source, and 6 more observed by previewers playing a pre-release build. That was the complete list before launch; the retail build shows the rest, and it is being read into the database.
Combat Stim
MedicConfirmedThrows a stim to a target ally — or uses it on the Medic — granting the Stimulant buff, which raises max health and damage for two turns. Each rank increases the duration and the values; at the final rank the buff lasts the whole fight and grants +3 damage and +12 health. The health arrives as temporary health added on top of current HP, so an Operator at 1 HP jumps to 13.
Identify Weakness
ScoundrelConfirmedA Fast Action costing 1 Action Point. Applies Vulnerable to a single enemy, and the next attack against that enemy critically hits. Each rank extends its range; the final rank applies Vulnerable twice, so the next two attacks both crit.
Force Push
Tel-Rea VokossConfirmedLaunches a targeted enemy in a direction, dealing extra damage for every object they collide with on the way, or killing them outright if they go off a ledge. Ranks raise the base damage, and the final rank also Disorients the target, cutting its chance to hit by 20%.
Uppercut
Kabb UppercutConfirmedOnce per turn, for 1 Action Point plus more depending on the distance travelled, Kabb rushes an enemy, strikes them for melee damage and knocks them backwards. A kill refunds every Action Point the ability consumed, the travel included.
Morale Boost
MedicConfirmedCosts 7 Advantage and grants this Operator and nearby allies 4 stacks of Morale. At the start of an Operator's turn they heal for twice their remaining stacks and then lose one — 8, then 6, then 4, then 2, for 20 healing in total. At maximum rank it grants 10 stacks, healing 110 over ten turns. Morale also cancels the chance-to-hit penalty an injured Operator suffers.
Rocket Strike
SoldierConfirmedCosts 10 Advantage and no Action Points at all. It fires a rocket that detonates on impact, damaging all targets caught in the blast and destroying cover — and because it spends nothing from the turn, it can be fired after the Operator has already moved and attacked. Retail ability cards give its base damage as 12, 16, 20, 24 and 28 across the first five ranks, reaching 34 at the sixth, where survivors are also left Vulnerable so the next attack against each of them critically hits.
Hawks AP support
HawksPreview-reportedSpend 3 Advantage to grant an ally one additional Action Point for the turn. EA list the effect among the things Advantage buys without attributing it; a previewer used it as Hawks, naming the cost as he spent it.
Sweeping Salvo
AssaultRetail-reportedCosts 4 Advantage rather than an Action Point. Sweeps a large cone with blaster fire, damaging everything inside it and applying Disoriented, which imposes a 20% chance-to-hit penalty on the affected enemies. Usable three times per combat, with no limit on how many of those come in one turn. Retail ability cards give its base damage as 14, 15, 16, 17 and 18 across the first five ranks, reaching 20 at the sixth, and its effective range as 12 metres widening to 18. It scales with blaster damage mods and effective range, and cannot critically hit until the sixth rank removes that restriction.
Combat Recon
ScoutRetail-reportedA Fast Action costing 1 Action Point, usable once per turn. Assesses an area, granting 1 Advantage for every enemy inside it and revealing hidden enemies. Its range and radius grow with rank, from 16 metres at the first to 24 metres and a 7-metre area at maximum.
Shockwave
Tel-Rea VokossRetail-reportedFor 6 Advantage, an area Force push that displaces all enemies around her simultaneously and throws them a long way back. One observed use scattered three droids and killed two more enemies outright by pushing them into hazards. Its final upgrade grants Harmony for every enemy hit.
Noble Stance
Tel-Rea VokossPreview-reportedA directional deflection shield that you aim, like an Overwatch cone. It consumes all remaining Action Points and adds 10% deflection for each one spent, on top of the 30% base from Padawan Training and 4% per Harmony stack. Shots it deflects are reflected back at the enemy who fired them.
Bulwark
HeavyPreview-reportedTaunts every enemy inside a large target area, compelling them to attack the Heavy, and raises the Heavy's Defense by 2 for the rest of the turn. Each rank widens the area and increases that Defense bonus, reaching 6 at maximum. The final rank also grants Impervious, which makes the Heavy immune to all status effects, and Immovable, which prevents it being pushed. Usable once per turn.
Bull Rush
AssaultPreview-reportedA melee charge that grants 2 metres of bonus movement at first rank, rising to 8 across five ranks, then slams into the target and pushes it backwards. A pushed enemy that collides with anything takes 4 impact damage. Being melee, it cannot miss, and it still receives the Assault's Strike the Flanks critical bonus.
Quick Draw
GunslingerRetail-reportedCosts one Action Point and fires a fast sidearm pistol shot, separate from the Operator’s primary blaster. At first rank it deals 8 base damage and applies a 25% chance-to-hit range penalty; the six ranks raise the damage to 14 and remove the penalty outright at the last of them. If the shot defeats its target the Action Point is refunded. It does not trigger enemy Overwatch or Retaliation, and as a sidearm attack it takes no benefit from Weapon Mods.
Precision Shot
SharpshooterRetail-reportedSpends Advantage to fire a shot that cannot miss. Each rank raises its base damage and its critical damage, reaching a 50% critical damage bonus at maximum. Usable once per turn.
Astromech comm link
AstromechsPreview-reportedTransfers an Action Point to another Operator. Requires proximity — a previewer checks whether he is close enough before using it.
Astromech enhanced scanner
AstromechsRetail-reportedScans the battlefield, raising the squad's hit chance against the enemies it reveals.
Electro Web Dart
Cly KullervoRetail-reportedFor 2 Advantage, shocks a single target. It halves that enemy's movement and ignores evasion, so it lands regardless of how hard the target is to hit. The target is then tagged for Electro Web Surge.
Electro Web Surge
Cly KullervoRetail-reportedCreates an electrical blast centred on Cly and a second blast around every enemy tagged with Electro Web Dart. The blasts ignore Defense. Where two blasts overlap, an enemy caught between them takes both.
The Spotter
ScoutPreview-reportedA passive. Any enemy the Scout damages with a blaster becomes Spotted, and Spotted removes the hit-chance penalties that distance and smoke would otherwise impose on attacks against that target — for every Operator, not just the Scout.
Trick's explosive strike
TrickOutdatedKept as a record of how this attack was evidenced before it was identified, not as a separate ability. Two written previews described Trick charging a long-range explosive strike, one pricing it at 10 Advantage; two more described him firing a rocket launcher that destroys cover and hits clustered enemies. All four were watching the Soldier's Rocket Strike, on an Operator whose starting Specialization is Soldier.
Open Fire
GunslingerConfirmedCosts 9 Advantage and fires two attacks, either at one target or split between two. Both shots carry whatever Onslaught damage the Gunslinger has stacked that turn. Five ranks raise it to three shots and add a 20% chance-to-hit bonus. It has no per-turn use limit.
Keen Eye
GunslingerRetail-reportedIncreases this Operator’s Critical Chance for all Ranged Attacks by +6%. It costs nothing and cannot be switched off. Its Focus Tree row runs to five ranks; only the first rank’s figure is published.
Onslaught
GunslingerRetail-reportedEach attack within a single turn grants this Operator +1 Blaster Damage. The bonus applies only to attacks made with the Operator’s primary blaster.
Easy Mark
ScoundrelConfirmedCosts 7 Advantage to mark a single enemy. Whenever an ally attacks that target the Scoundrel assists, and if the attacker scores a critical hit the assist critically hits too. Each rank raises the assist's critical damage to a maximum of +6, and the final rank removes the once-per-turn restriction. The mark does not expire at the end of the turn.
Ambush
ScoutConfirmedCosts 1 Action Point and consumes all banked Advantage, requiring at least 4. Damage scales with the amount spent — 2.5 bonus damage per Advantage, rising to 5 per Advantage at maximum rank, so a full pool of 10 becomes 50 bonus damage on top of the base hit. Usable once per turn.
Zero In
SharpshooterConfirmedCast on the Sharpshooter itself, granting 3 stacks of Lethal. Each stack is worth +5% chance to hit and +3% critical chance, so the opening rank gives +15% and +9%. Ranks raise it to 8 stacks, for +40% chance to hit and +24% critical chance. All stacks are lost if the Operator moves or is knocked out of place.
Brutal Strike
SoldierConfirmedA melee action costing 1 Action Point, usable once per turn. Deals melee damage and applies Dazed, which prevents the target attacking on its turn. Retail ability cards give its base damage as 12, 13, 14, 15 and 16 across the first five ranks, reaching 18 at the sixth, where it applies Stunned instead of Dazed. Unlike Bull Rush it adds no movement of its own and does not push.
Unstoppable
HeavyConfirmedGrants 2 stacks of Retaliation. Each incoming attack burns a stack to counterattack the attacker. Ranks raise the counterattack damage to a maximum of +4, and the final rank allows it to be cast on an ally rather than the Heavy.
Fleet of Foot
AssaultConfirmedIncreases this Operator’s First Movement by 1.0m. Its Focus Tree ranks raise the figure; only the first is published.
Strike the Flanks
AssaultConfirmedThis Operator gains a +20% Critical Chance bonus against Exposed enemies.
Conditioning
HeavyConfirmedIncreases this Operator’s Max Health by +4. Its Focus Tree ranks raise the figure; only the first is published.
Heavy Armor Training
HeavyConfirmedIncreases this Operator’s Defense by +2. Its Focus Tree ranks raise the figure; only the first is published.
Intimidating Posture
HeavyConfirmedThis Operator’s primary Blaster Attacks now taunt the target on a hit. It cannot be upgraded, so it has no Focus Tree row.
Lifesaving Measures
MedicConfirmedMedpacs used by this Operator restore an additional +5% Health. Its Focus Tree ranks raise the figure; only the first is published.
First Responder
MedicConfirmedThis Operator is permanently equipped with a Medpac that does not use a utility slot. When this Operator rescues an ally with Rally, that ally is Fully Healed.
Never Play Fair
ScoundrelConfirmedIncreases this Operator’s Assist Damage by +1. Its Focus Tree ranks raise the figure; only the first is published.
Scoundrel’s Instinct
ScoundrelConfirmedAll of this Operator’s attacks Penetrate the target’s defenses, ignoring up to 4 points of Defense. Its Focus Tree ranks raise the figure; only the first is published.
Tactical Timing
ScoutConfirmedProvides a 20% chance to gain +1 Advantage when this Operator defeats an enemy. Its Focus Tree ranks raise the figure; only the first is published.
Pick Them Off
SharpshooterConfirmedIncreases Overwatch Chance-To-Hit by +5% and Overwatch Damage by +2. Its Focus Tree ranks raise the figures; only the first is published.
Sharpshooter Training
SharpshooterConfirmedThis Operator has a +10% Chance-To-Hit bonus on all Blaster Attacks. Its Focus Tree ranks raise the figure; only the first is published.
Strength
SoldierConfirmedIncreases Melee Damage by +2 and increases the throw range of all Grenades by +2.0m. Its Focus Tree ranks raise the figures; only the first is published.
Armsmaster
SoldierConfirmedIncreases Blaster Damage and Grenade Damage by +2. Its Focus Tree ranks raise the figures; only the first is published.
Padawan Training
Tel-Rea VokossRetail-reportedAllows Tel-Rea to deflect blaster attacks at all and sets the base chance she does it with — +30% at the first rank. Later ranks add +1.0m Movement, +10% Melee Critical Chance, and the second and third Meditation slots.
Move With The Force
Tel-Rea VokossRetail-reportedTel-Rea can execute Vertical Jumps without climbing or using a ladder. It has no Focus Tree row.
Ruthless
Cly KullervoRetail-reportedIncreases Cly's Critical Damage, from +2 at the first rank to +6 at the fifth.
Mandalorian Armor Training
Cly KullervoRetail-reportedCly gains a base Defense of 3 and a jetpack, which lets her execute free vertical transitions. It has no Focus Tree row.
Coordinated Support
AstromechsRetail-reportedGrants all Operators 1 Action Point, up to the normal ceiling of three. It costs 10 Advantage at the first rank, falling to 6 by the fifth, and the sixth rank grants 2 Action Points instead of 1.
Extended Storage
AstromechsRetail-reportedAll Utility Items that have limited uses can be used +1 additional time. It has no Focus Tree row.
Storage Optimization
AstromechsRetail-reportedAll Utility Items that have limited uses can be used +1 additional time. The source states this effect stacks with Extended Storage's. It has no Focus Tree row.
Improved Motors
AstromechsRetail-reportedIncreases the astromech's Movement by +1.0m. The source states the bonus affects all movements. It has no Focus Tree row.
Hardened Frame
AstromechsRetail-reportedIncreases the astromech's Defense by +2. It has no Focus Tree row.
Built-in Thrusters
AstromechsRetail-reportedAllows this Operator to jump vertically without restrictions. It has no Focus Tree row.
Operators
The seven authored characters
- Hawks
A former Republic officer and the player's commander. Required in story missions.
- Trick
Clone trooper CT-3301. A veteran soldier and a longtime companion of Hawks.
- Tel-Rea Vokoss
A Tognath Jedi Padawan — the only Jedi Padawan Operator in the game.
- Cly Kullervo
An infamous Mandalorian gunslinger of Clan Verminoth, seeking revenge.
- Luco Bronc
An Umbaran sniper who fought against the Republic in the defence of Umbara.
- Jae Mordant
Former Ore-Baroness of Luunata, and the key connection behind the Republic contract.
- Kabb Uppercut
A Felshi former prizefighter with a cybernetic arm.
Custom Operators
Recruits, species and themed squads
- Custom Operators are recruited and can be customised in name, appearance, clothing, voice and more.
- Recruitment pools can be refreshed, and you can create a custom pool of Operators.
- Six species are named in EA's own text: Devaronian, Human, Mirialan, Togruta, Twi'lek and Zabrak. The list is introduced with 'such as', so it is not the full set.
- Species and faction do not provide superior weapon proficiency — no species is mechanically better.
- Clone Troopers and Astromechs can support full themed teams once their recruitment options unlock, though Hawks is still required for story missions.
Reading this site
How this site verifies game data
Zero Company Builds started as a pre-release evidence database. Now that the retail game is available, those preview claims are being replaced with launch-build verification — and every important mechanic still carries a source, a “last verified” date and a confidence status, so a patch that changes something can be tracked rather than quietly overwritten.
That means some pages are shorter than they could be, and that pages not yet rechecked still say so on the record itself. A transparent incomplete database is more useful than a polished page full of assumptions, and it is the reason nothing here has quietly become “tested” on the strength of the game merely being out.
Retail verification backlog
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 complete ability kit for every standard Specialization.
- Exact AP and Advantage costs for all abilities, and what a Repeater shot deals at 2 and 3 Action Points — its cost is known and the damage it buys is not.
- Weapon accuracy curves, critical rates, range distances and mod slot progression. Damage and Action Point costs are in the database; reliability is not.
- Enemy Defense values. Defense is flat reduction subtracted per hit, so it taxes a three-shot Pistol turn three times and a Longarm once — the figure that would most change weapon comparisons.
- All Talents, and which authored Operators have fixed versus changeable ones.
- Full Focus Trees: ranks, prerequisites and Focus Point costs.
- All Utilities, their effects, Specialization restrictions, acquisition sources, and how many charges each starts a battle with. The refresh rule is known; the counts are not.
- The full Cross Training list and every maximum-Bond passive. Six bonuses are evidenced and three are offered at a time, so the size of the pool is unknown.
- What a Focus Point reset costs. It can be done at any time; nothing says whether it is free.
- Secondary Specialization restrictions beyond the one the build screens show. A class cannot fill both slots; whether any pair of different classes is refused is unpublished, and so is the unlock point in cycles.
- Exact character base stats and scaling.
- Difficulty modifiers, enemy stat variants and mission-specific constraints.
- Patch cadence, and whether balance changes will be published in formal notes.
Where to go next
Sources
- 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
- 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
- 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 game page
StarWars.com · Tier 1 — Official · accessed 15 August 2026
Supports: Setting, developer and publisher credits, authored Operators. Re-read 2026-08-15 for the genre line: "a single-player turn-based tactics game", "developed by Bit Reactor in collaboration with Respawn Entertainment and Lucasfilm Games". This is the only source on this site that states single-player in so many words — EA's own game page does not
- Star Wars Zero Company gameplay trailer article
StarWars.com · Tier 1 — Official · accessed 11 August 2026
Supports: Gameplay trailer breakdown; Greg Foertsch and Douglas Reilly quotes; names Anakin Skywalker as a Jedi General whose mission crosses the squad's
- 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
- SDCC 2026: Star Wars Zero Company Mobilizes at San Diego Comic-Con
StarWars.com · Tier 1 — Official · accessed 6 August 2026
Supports: Voice cast. Names Bennic Halloren, Neesh Renark, Runa Blask, M-3VO/Meevo, Typhon, Visser and Kundri Fathom — but gives a role description only for Runa Blask, who keeps Zero Company's lights on, and Kundri Fathom, who leads the cult. The rest are a name and an actor