Mechanic
Zero Company chance to hit explained
Every 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. **100% is the one number that is now a promise** — from Patch 1.1 a shot displayed at 100% can no longer miss, which in the launch build it could.
- Confidence
- Confirmed
- Verified
- 10 September 2026
- Version
- Retail 1.1, 9 September 2026 — official patch notes
The number is a real probability
This sounds obvious and is not. Several games in this genre quietly adjust the displayed odds — nudging low rolls in the player's favour on easier difficulties, or hiding a streak-breaker. Whether Zero Company does anything of the kind is unknown, and this page will not guess.
What is known is that both tails exist. A trophy rewards landing a shot at 10% or lower Chance-to-Hit; another rewards missing one at 90% or greater. Neither would be a sensible achievement in a game that clamped its own odds, and together they establish that the displayed range spans at least 10% to 90%.
100% means 100%, from Patch 1.1 onwards
This is the rarest thing a patch note can give a site like this one: a statement about the honesty of the interface itself. EA list under Patch 1.1's bug fixes that attacks displayed at 100% Chance-to-Hit can no longer erroneously miss. Read it in both directions, because both matter. A displayed 100% is now genuinely guaranteed, and it was not between 27 August and 9 September.
That converts a planning rule. The abilities on this site that are described as unable to miss — the Sharpshooter's Precision Shot, the Assault's melee Bull Rush — sat in an awkward place while a 100% shot could still fail: the ability text promised a certainty the combat maths would occasionally break. It no longer does, so a turn built on one of them is a turn you can commit the rest of the squad behind.
It does not settle the wider question this page has always refused to answer. Whether the game nudges the odds *below* 100% is untested by anybody, and a fix at one endpoint says nothing about the middle of the range. The trophies for landing a 10% shot and missing a 90% one are still the only evidence about what happens there.
What moves the number
Four confirmed positional inputs, each with its own page. Cover reduces an attacker's chance to hit, and some cover can be destroyed rather than worked around. Flanking removes the benefit of the target's cover. High ground grants an accuracy advantage to whoever holds it. An Overwatch cone's chance to hit is affected by how far out the cone is placed — reach costs accuracy.
Two further inputs come from class kits rather than from position. The Scout's attacks apply Spotted, which removes range and smoke penalties against a target. The Sharpshooter's Zero In and the Gunslinger's Keen Eye both buy accuracy or critical chance with Focus Points, which makes accuracy partly a progression decision and not only a positional one.
How to use it when planning
The practical rule before launch is that a displayed percentage is the only honest input available, and every build decision claiming to improve accuracy should be checked against it rather than assumed. A build that raises hit chance by moving competes directly with one that raises it by spending Focus Points, and the two are not interchangeable: position is free and temporary, ranks are permanent and paid for.
The 90% achievement is the one worth internalising. A squad that only functions when its shots land is a squad with no plan for the turn one of them does not, and on a permadeath run that is the turn that ends campaigns.
Confirmed
The rules as officially stated
- Every attack displays a Chance-to-Hit percentage before it is committed.
- From Patch 1.1, an attack displayed at 100% Chance-to-Hit cannot miss. EA list the previous behaviour as a bug, so a 100% shot could miss in the retail launch build.
- A shot at 10% or lower Chance-to-Hit can land — a pre-release trophy rewards it.
- A shot at 90% or greater Chance-to-Hit can miss — a pre-release trophy rewards it.
- Cover reduces the attacker's chance to hit.
- Flanking and high ground increase it.
- An Overwatch cone's chance to hit is affected by how far out it is placed.
- The Scout's Spotted status removes range and smoke penalties against a marked target.
Planning
What this means for squad building
- Never build a turn that only works if every shot lands. The 90% miss is a documented outcome, not bad luck.
- Treat a displayed 100% as a certainty you can plan the rest of the turn behind, and only on Patch 1.1 or later. A squad built around a guaranteed opener was being quietly let down by the launch build.
- Compare accuracy sources honestly: position is free and lasts one turn, Focus Point ranks cost progression and last forever.
- A volume attacker converts accuracy into damage more smoothly than a single-shot attacker, because one miss costs it a fraction of a turn rather than all of one.
- Treat displayed odds as the planning input. Nothing published supports the idea that the game adjusts them behind the interface.
Open questions
Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.
- The base accuracy of every weapon, and whether it varies by weapon type at all.
- The exact accuracy penalty for cover, and the exact bonus for flanking and high ground.
- How far an Overwatch cone can be placed before the accuracy cost outweighs the reach.
- Whether difficulty settings change hit chance, the enemy's or yours.
- Whether the game applies any hidden adjustment to displayed odds *below* 100%. The Patch 1.1 fix settles the top of the range and says nothing about the rest of it.
- How range affects accuracy for each of the four weapon types.
Questions
Common questions
The way these come up in search, answered directly.
- Can a 100% shot miss in Zero Company?
- Not since Patch 1.1, released 9 September 2026. Before that it could, and EA list it as a bug they have fixed.
Related mechanics
Builds that depend on this mechanic
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
- 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: 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
- STAR WARS Zero Company — Patch 1.1 Notes
Electronic Arts · Tier 1 — Official · accessed 14 September 2026
Supports: Published 9 September 2026, the first post-launch patch; re-read in full on 14 September 2026, when it was still the newest entry on EA's News & Updates page. **Every item below is listed by EA under bug fixes**, which is what makes each one a statement about 1.0 as well as about 1.1. Secondary Specializations: their passive Cross Trainings "now correctly enter the selection pool at Relationship +8", and Secondary Specializations "now count for Specialization-specific Operation requirements and results". Chance-to-Hit: attacks displayed at 100% "can no longer erroneously miss". Scattergun: Tiers II, III and IV "no longer incorrectly use Tier I values". Droid Dismantler: Harmony "is granted only on Droid deaths, not on every enemy death". Tel-Rea: the Ranged Damage Cross Training bonus "is now applied once rather than twice" to her Force attacks, and Critical Damage bonuses "now correctly apply" to them. DC-17m Anti-Armor: it "can now critically hit" and "receives damage bonuses that apply to grenades". Ion Blasters "no longer double Critical Damage". Sweeping Salvo: "enemies outside the targeting cone are no longer hit". A Life of Labor II "can no longer infinitely accumulate bonuses when purchased repeatedly". Immovable: the status "now provides its intended bonuses". Bacta Tank, missed on the first read and added 14 September: "Fixed an issue where the Bacta Tank could be used more than one in a cycle" — EA's wording, typo included; the intended rule is one use per cycle. Overwatch, three lines, quoted verbatim on 14 September because the first pass had paraphrased the first of them too loosely: "Fixed an issue where Overwatch shots triggered against attackers caused the enemies to fire through solid objects at Operators they couldn't see" — an enemy-side line-of-sight failure, not the player's reaction shots passing through walls; "Fixed some instances of Overwatch triggering on a unit outside of the targeting cone"; and "Fixed various Overwatch issues that caused enemies and Operators to be unintentionally attacked". A fourth mentions it in passing: "Fixed a turn ordering issue that caused the Coil Captain to heal a target already slain by Overwatch". **Checked for and absent**: any figure for anything — no Scattergun tier statistics, no Harmony amount, no DC-17m damage, no figure for what Immovable now provides, no Bacta Tank cost. Also absent: any fix for Overwatch *failing* to trigger. Every Overwatch line corrects a shot that should not have happened, and none claims a shot that should have happened now does.